Task Modeling with Reusable Problem-Solving Methods

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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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