scholarly journals Novel rules for extracting the entities of entity relationship models

2021 ◽  
Vol 20 (2) ◽  
pp. 29-35
Author(s):  
Mussa Omar ◽  
Abdulrhman Alsheky ◽  
Balha Faiz

Extracting entities from natural language text to design conceptual models of the entity relationships is not trivial and novice designers and students can find it especially difficult. Researchers have suggested linguistic rules/guidelines for extracting entities from natural language text. Unfortunately, while these guidelines are often correct they can, also, be invalid. There is no rule that is true at all times. This paper suggests novel rules based on the machine learning classifiers, the RIPPER, the PART and the decision trees. Performance comparison was made between the linguistic and the machine learning rules. The results shows that there was a dramatic improvement when machine learning rules were used.

2019 ◽  
Vol 8 (2) ◽  
pp. 5511-5514

Machine comprehension is a broad research area from Natural Language Processing domain, which deals with making a computerised system understand the given natural language text. Question answering system is one such variant used to find the correct ‘answer’ for a ‘query’ using the supplied ‘context’. Using a sentence instead of the whole context paragraph to determine the ‘answer’ is quite useful in terms of computation as well as accuracy. Sentence selection can, therefore, be considered as a first step to get the answer. This work devises a method for sentence selection that uses cosine similarity and common word count between each sentence of context and question. This removes the extensive training overhead associated with other available approaches, while still giving comparable results. The SQuAD dataset is used for accuracy based performance comparison.


Author(s):  
Yashaswini S

To understand language, we need an understanding of the world around us. Language describes the world and provides symbols with which we represent meaning. Still, much knowledge about the world is so obvious that it is rarely explicitly stated. It is uncommon for people to state that chairs are usually on the floor and upright, and that you usually eat a cake from a plate on a table. Knowledge of such common facts provides the context within which people communicate with language. Therefore, to create practical systems that can interact with the world and communicate with people, we need to leverage such knowledge to interpret language in context. Scene generation can be used to achieve an ability to generate 3D scenes on basis of text description. A model capable of learning natural language semantics or interesting pattern to generate abstract idea behind scene composition is interesting [1].Scene generation from text involves several fields like NLP, artificial intelligence, computer vision and machine learning. This paper focuses on optimally arranging objects in a room with focus on the orientation of the objects with respect to the floor, wall and ceiling of a room along with textures. Our model suggest a novel framework which can be used as a tool to generate scene where anyone without 3D Modeling.


Author(s):  
Fraser Allison ◽  
Ewa Luger ◽  
Katja Hofmann

AI-driven characters that learn directly from human input are rare in digital games, but recent advances in several fields of machine learning suggests that they may soon be much more feasible to create. This study explores the design space for interacting with such a character through natural language text dialogue. We conducted an observational study with 18 high school students, who played Minecraft alongside a Wizard of Oz prototype of a companion AI character that learned from their actions and inputs. In this paper, we report on an analysis of the 186 natural language messages that players sent to the character, and review key variations in syntax, function and writing style. We find that players’ behaviour and language was differentiated by the extent to which they expressed an anthropomorphic view of the AI character and the level of interest that they showed in interacting with it.


Author(s):  
Matheus C. Pavan ◽  
Vitor G. Santos ◽  
Alex G. J. Lan ◽  
Joao Martins ◽  
Wesley Ramos Santos ◽  
...  

2012 ◽  
Vol 30 (1) ◽  
pp. 1-34 ◽  
Author(s):  
Antonio Fariña ◽  
Nieves R. Brisaboa ◽  
Gonzalo Navarro ◽  
Francisco Claude ◽  
Ángeles S. Places ◽  
...  

1996 ◽  
Vol 05 (01n02) ◽  
pp. 229-253 ◽  
Author(s):  
JEFFREY L. GOLDBERG

The Category Discrimination Method (CDM) is a new machine learning algo rithm designed specifically for text categorization. The motivation is there are sta tistical problems associated with natural language text when it is applied as input to existing machine learning algorithms (too much noise, too many features, skewed distribution). The bases of the CDM are research results about the way that humans learn categories and concepts vis-à-vis contrasting concepts. The essential formula is cue validity borrowed from cognitive psychology, and used to select from all possible single word-based features the best predictors of a, given category. The, hypothesis that CDM’s performance. will exceed two non-domain specific al gorithms, Bayesian classification and decision tree learners, is empirically tested.


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