KSL-92-43 + redirect page
Task Modeling with Reusable Problem-Solving Methods + Has identifier
Task Modeling with Reusable Problem-Solving Methods + Ksl tr id
Task Modeling with Reusable Problem-Solving Methods + Number
| Task Modeling with Reusable Problem-Solving Methods |
Bibtype
techreport
Has publishing details
April,1992
Has title
Task Modeling with Reusable Problem-Solving Methods
Has where published
KSL-92-43
Has year
1992
Title
Task Modeling with Reusable Problem-Solving Methods
Year
1992
Abstract
Problem-solving methods for knowledge-base … Problem-solving methods for knowledge-based systems establish the behavior of such systems by defining the roles in which domain knowledge is used and the ordering of inferences. Developers can compose problem-solving methods that accomplish complex application tasks from primitive, reusable methods. The key steps in this development approach are task analysis,method selection (from a library), and method configuration. PROTEGE-II is a knowledge-engineering environment that allows developers to select and configure problem-solving methods. In addition, PROTEGE-II generates domain-specific knowledge-acquisition tools that domain specialists can use to create knowledge bases on which the methods may operate.The board-game method is a problem-solving method that defines control knowledge for a class of tasks that developers can model in a highly specific way. The method adopts a conceptual model of problem solving in which the solution space is construed as a "game board" on which the problem solver moves "playing pieces" according to prespecified rules. This familiar conceptual model simplifies the developer's cognitive demands when configuring the board-game method to support new application tasks. We compare configuration of the board-game method to that of a chronological-backtracking problem-solving method for the same application tasks (for example, Towers of Hanoi and the Sisyphus room-assignment problem). We also examine how method designers can specialize problem-solving methods by making ontological commitments to certain classes of tasks. We exemplify this technique by specializing the chronological-backtracking method to the board-game method. ktracking method to the board-game method.
Note
Updated April 1993.
Address
Stanford, CA, USA +
Author
Henrik Eriksson and Yuval Shahar and Samson W. Tu and Angel R. Puerta and Mark A. Musen +
Has author
Henrik Eriksson and Yuval Shahar and Samson W. Tu and Angel R. Puerta and Mark A. Musen +
Has identifier
Task Modeling with Reusable Problem-Solving Methods +
Institution
Knowledge Systems, AI Laboratory +
Ksl tr id
Task Modeling with Reusable Problem-Solving Methods +
Month
April +
Number
Task Modeling with Reusable Problem-Solving Methods +
Process note
NO +
Categories KSL Technical Report +, Publication +, Technical Report +
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