Task Modeling with Reusable Problem-Solving Methods

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Citation: Henrik Eriksson and Yuval Shahar and Samson W. Tu and Angel R. Puerta and Mark A. Musen. (1992) Task Modeling with Reusable Problem-Solving Methods. In KSL-92-43, April,1992.

Publication techreport ( Edit )
type Technical Report
bibtype techreport
Bibtex basics
author Henrik Eriksson and Yuval Shahar and Samson W. Tu and Angel R. Puerta and Mark A. Musen
title Task Modeling with Reusable Problem-Solving Methods
number KSL-92-43
institution Knowledge Systems, AI Laboratory
address Stanford, CA, USA
year 1992
month April
Bibtex more
note Updated April 1993.
Access Paper
abstract 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.

KSL Technical Report ID: KSL-92-43
Facts about Task Modeling with Reusable Problem-Solving MethodsRDF feed
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.
Address Stanford, CA, USA  +
Author Henrik Eriksson and Yuval Shahar and Samson W. Tu and Angel R. Puerta and Mark A. Musen  +
Bibtype techreport  +
Has author Henrik Eriksson and Yuval Shahar and Samson W. Tu and Angel R. Puerta and Mark A. Musen  +
Has identifier KSL-92-43  +
Has publishing details April,1992  +
Has title Task Modeling with Reusable Problem-Solving Methods  +
Has where published KSL-92-43  +
Has year 1992  +
Institution Knowledge Systems, AI Laboratory  +
Ksl tr id KSL-92-43  +
Month April  +
Note Updated April 1993.
Number KSL-92-43  +
Process note NO  +
Title Task Modeling with Reusable Problem-Solving Methods  +
Year 1992  +