scholarly journals Update (4.2020.0303) to “Personal Knowledge Base Designer: Software for expert systems prototyping”, (PII: S2352711019303334)

SoftwareX ◽  
2021 ◽  
Vol 16 ◽  
pp. 100825
Author(s):  
Aleksandr Yurievich Yurin ◽  
Nikita Olegovich Dorodnykh ◽  
Olga Anatolievna Nikolaychuk
SoftwareX ◽  
2020 ◽  
Vol 11 ◽  
pp. 100411 ◽  
Author(s):  
Aleksandr Yu. Yurin ◽  
Nikita O. Dorodnykh

2020 ◽  
Vol 25 (2) ◽  
pp. 7-13
Author(s):  
Zhangozha A.R. ◽  

On the example of the online game Akinator, the basic principles on which programs of this type are built are considered. Effective technics have been proposed by which artificial intelligence systems can build logical inferences that allow to identify an unknown subject from its description (predicate). To confirm the considered hypotheses, the terminological analysis of definition of the program "Akinator" offered by the author is carried out. Starting from the assumptions given by the author's definition, the article complements their definitions presented by other researchers and analyzes their constituent theses. Finally, some proposals are made for the next steps in improving the program. The Akinator program, at one time, became one of the most famous online games using artificial intelligence. And although this was not directly stated, it was clear to the experts in the field of artificial intelligence that the program uses the techniques of expert systems and is built on inference rules. At the moment, expert systems have lost their positions in comparison with the direction of neural networks in the field of artificial intelligence, however, in the case considered in the article, we are talking about techniques using both directions – hybrid systems. Games for filling semantics interact with the user, expanding their semantic base (knowledge base) and use certain strategies to achieve the best result. The playful form of such semantics filling programs is beneficial for researchers by involving a large number of players. The article examines the techniques used by the Akinator program, and also suggests possible modifications to it in the future. This study, first of all, focuses on how the knowledge base of the Akinator program is built, it consists of incomplete sets, which can be filled and adjusted as a result of further iterations of the program launches. It is important to note our assumption that the order of questions used by the program during the game plays a key role, because it determines its strategy. It was identified that the program is guided by the principles of nonmonotonic logic – the assumptions constructed by the program are not final and can be rejected by it during the game. The three main approaches to acquisite semantics proposed by Jakub Šimko and Mária Bieliková are considered, namely, expert work, crowdsourcing and machine learning. Paying attention to machine learning, the Akinator program using machine learning to build an effective strategy in the game presents a class of hybrid systems that combine the principles of two main areas in artificial intelligence programs – expert systems and neural networks.


1991 ◽  
Vol 80 (01) ◽  
pp. 34-38 ◽  
Author(s):  
J. Fichefet

AbstractHomœopathy has now come to a turning point. Thanks to Knowledge Base Expert Systems, which appeared recently and are orientated towards drug diagnosis, homœopaths have been made aware of the enormous possibilities that computers can offer them. This applies particularly to the gathering of clinical data and analysis of a collection of clinical files. The purpose of this paper is to summarize what has already been done and suggest what can be done in the future.


1993 ◽  
Vol 8 (1) ◽  
pp. 5-25 ◽  
Author(s):  
William Birmingham ◽  
Georg Klinker

AbstractIn the past decade, expert systems have been applied to a wide variety of application tasks. A central problem of expert system development and maintenance is the demand placed on knowledge engineers and domain experts. A commonly proposed solution is knowledge-acquisition tools. This paper reviews a class of knowledge-acquisition tools that presuppose the problem-solving method, as well as the structure of the knowledge base. These explicit problem-solving models are exploited by the tools during knowledge-acquisition, knowledge generalization, error checking and code generation.


2004 ◽  
Vol 03 (01) ◽  
pp. 101-108 ◽  
Author(s):  
KANKANA CHAKRABARTY

In this paper, we discuss the notion of IC-Bags as introduced by the author, some issues related to IC-Bag based systems and their application in decision analysis. Sometimes it is observed that the semi-structured or unstructured nature of the problems addressed by expert systems can be perceived as the cause for the inability to develop precise requirement specifications. IC-Bags can serve as a tool for building rule-based decision analysis systems which can deal with situations where the count of the objects are not necessarily fixed. We discuss the semi-structured specifications involving maximum and minimum numbers of applications related to the problem-oriented methodology for the integrated problems involving IC-Bags. In this context, the total bias factor and the confidence level of the knowledge base are considered.


Author(s):  
Djouking Kiray ◽  
Fricles Ariwisanto Sianturi

An expert system is a knowledge base system that solves problems using an expert's knowledge that is entered into a computer, thereby increasing productivity, Because an expert can work faster than a human lay works like an expert. Expert systems Also solve problems by imitating the ways in the which an expert expert offer section with problems in his field, one of the which is in the field of computer repair, the problem of computer damage Becomes a fairly complicated problem, this problem is Generally experienced by individuals and institutions. One of them is in school institutions that have computer laboratories. to diagnose computer use can damage the certainty factor method that helps identify damage to the computer and find the cause of damage to the computer based on the symptoms that occur and the solution to repair it. Certainty Factor is one of the techniques used to deal with uncertainty in decision making. In dealing with a problem, answers are Often found that do not have full certainty. This uncertainty is influenced by two factors items, namely the uncertain rules and user uncertain answers. Uncertain rules are rules of symptoms that are determined for a damage.


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