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 + |
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