Rule-based System
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Rule-based System
In computer science, a rule-based system is used to store and manipulate knowledge to interpret information in a useful way. It is often used in artificial intelligence applications and research. Normally, the term ''rule-based system'' is applied to systems involving human-crafted or curated rule sets. Rule-based systems constructed using automatic rule inference, such as rule-based machine learning, are normally excluded from this system type. Applications A classic example of a rule-based system is the domain-specific expert system that uses rules to make deductions or choices. For example, an expert system might help a doctor choose the correct diagnosis based on a cluster of symptoms, or select tactical moves to play a game. Rule-based systems can be used to perform lexical analysis to compile or interpret computer programs, or in natural language processing. Rule-based programming attempts to derive execution instructions from a starting set of data and rules. This is ...
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Computer Science
Computer science is the study of computation, automation, and information. Computer science spans theoretical disciplines (such as algorithms, theory of computation, information theory, and automation) to Applied science, practical disciplines (including the design and implementation of Computer architecture, hardware and Computer programming, software). Computer science is generally considered an area of research, academic research and distinct from computer programming. Algorithms and data structures are central to computer science. The theory of computation concerns abstract models of computation and general classes of computational problem, problems that can be solved using them. The fields of cryptography and computer security involve studying the means for secure communication and for preventing Vulnerability (computing), security vulnerabilities. Computer graphics (computer science), Computer graphics and computational geometry address the generation of images. Progr ...
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Production System (computer Science)
A "production system " (or "production rule system") is a computer program typically used to provide some form of artificial intelligence, which consists primarily of a set of rules about behavior but it also includes the mechanism necessary to follow those rules as the system responds to states of the world. Those rules, termed productions, are a basic representation found useful in automated planning, expert systems and action selection. Productions consist of two parts: a sensory precondition (or "IF" statement) and an action (or "THEN"). If a production's precondition matches the current state of the world, then the production is said to be ''triggered''. If a production's action is executed, it is said to have ''fired''. A production system also contains a database, sometimes called working memory, which maintains data about current state or knowledge, and a rule interpreter. The rule interpreter must provide a mechanism for prioritizing productions when more than one is tri ...
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Rule-based Machine Learning
Rule-based machine learning (RBML) is a term in computer science intended to encompass any machine learning method that identifies, learns, or evolves 'rules' to store, manipulate or apply. The defining characteristic of a rule-based machine learner is the identification and utilization of a set of relational rules that collectively represent the knowledge captured by the system. This is in contrast to other machine learners that commonly identify a singular model that can be universally applied to any instance in order to make a prediction. Rule-based machine learning approaches include learning classifier systems, association rule learning, artificial immune systems,De Castro, Leandro Nunes, and Jonathan Timmis. Artificial immune systems: a new computational intelligence approach'. Springer Science & Business Media, 2002. and any other method that relies on a set of rules, each covering contextual knowledge. While rule-based machine learning is conceptually a type of rule-base ...
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Learning Classifier System
Learning classifier systems, or LCS, are a paradigm of rule-based machine learning methods that combine a discovery component (e.g. typically a genetic algorithm) with a learning component (performing either supervised learning, reinforcement learning, or unsupervised learning). Learning classifier systems seek to identify a set of context-dependent rules that collectively store and apply knowledge in a piecewise manner in order to make predictions (e.g. behavior modeling, classification, data mining, regression, function approximation, or game strategy). This approach allows complex solution spaces to be broken up into smaller, simpler parts. The founding concepts behind learning classifier systems came from attempts to model complex adaptive systems, using rule-based agents to form an artificial cognitive system (i.e. artificial intelligence). Methodology The architecture and components of a given learning classifier system can be quite variable. It is useful to think ...
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List Of Rule-based Languages
This is a list of notable programming languages, grouped by type. There is no overarching classification scheme for programming languages. Thus, in many cases, a language is listed under multiple headings (in this regard, see " Multiparadigm languages" below). Array languages Array programming (also termed ''vector'' or ''multidimensional'') languages generalize operations on scalars to apply transparently to vectors, matrices, and higher-dimensional arrays. * A+ * Analytica * APL * BQN * Chapel * Fortran 90 * FreeMat * GAUSS * Interactive Data Language (IDL) * J * Julia * K * MATLAB * Octave * Q * R * S * Scilab * S-Lang * SequenceL * Speakeasy * Wolfram Language * X10 * ZPL Assembly languages Assembly languages directly correspond to a machine language (see below), so machine code instructions appear in a form understandable by humans, although there may not be a one-to-one mapping between an individual statement and an individual instruction. As ...
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TK Solver
TK Solver (originally TK!Solver) is a mathematical modeling and problem solving software system based on a declarative, rule-based language, commercialized by Universal Technical Systems, Inc. History Invented by Milos Konopasek in the late 1970s and initially developed in 1982 by Software Arts, the company behind VisiCalc, TK Solver was acquired by Universal Technical Systems in 1984 after Software Arts fell into financial difficulty and was sold to Lotus Software. Konopasek's goal in inventing the TK Solver concept was to create a problem solving environment in which a given mathematical model built to solve a specific problem could be used to solve related problems (with a redistribution of input and output variables) with minimal or no additional programming required: once a user enters an equation, TK Solver can evaluate that equation as is—without isolating unknown variables on one side of the equals sign. Software Arts also released a series of "''Solverpacks''" - ...
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RuleML
RuleML is a global initiative, led by a non-profit organization RuleML Inc., that is devoted to advancing research and industry standards design activities in the technical area of rules that are semantic and highly inter-operable. The standards design takes the form primarily of a markup language, also known as RuleML. The research activities include an annual research conference, the RuleML Symposium, also known as RuleML for short. Founded in fall 2000 by Harold Boley, Benjamin Grosof, and Said Tabet, RuleML was originally devoted purely to standards design, but then quickly branched out into the related activities of coordinating research and organizing an annual research conference starting in 2002. The ''M'' in ''RuleML'' is sometimes interpreted as standing for ''Markup and Modeling''. The markup language was developed to express both forward ( bottom-up) and backward (top-down) rules in XML for deduction, rewriting, and further inferential-transformational tasks. It is defi ...
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Rewriting
In mathematics, computer science, and logic, rewriting covers a wide range of methods of replacing subterms of a well-formed formula, formula with other terms. Such methods may be achieved by rewriting systems (also known as rewrite systems, rewrite engines, or reduction systems). In their most basic form, they consist of a set of objects, plus relations on how to transform those objects. Rewriting can be non-deterministic algorithm, non-deterministic. One rule to rewrite a term could be applied in many different ways to that term, or more than one rule could be applicable. Rewriting systems then do not provide an algorithm for changing one term to another, but a set of possible rule applications. When combined with an appropriate algorithm, however, rewrite systems can be viewed as computer programs, and several automated theorem proving, theorem provers and declarative programming languages are based on term rewriting. Example cases Logic In logic, the procedure for obtaini ...
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Expert Systems
In artificial intelligence, an expert system is a computer system emulating the decision-making ability of a human expert. Expert systems are designed to solve complex problems by reasoning through bodies of knowledge, represented mainly as if–then rules rather than through conventional procedural code. The first expert systems were created in the 1970s and then proliferated in the 1980s. Expert systems were among the first truly successful forms of artificial intelligence (AI) software. An expert system is divided into two subsystems: the inference engine and the knowledge base. The knowledge base represents facts and rules. The inference engine applies the rules to the known facts to deduce new facts. Inference engines can also include explanation and debugging abilities. History Early development Soon after the dawn of modern computers in the late 1940s and early 1950s, researchers started realizing the immense potential these machines had for modern society. One of ...
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User Interface
In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and process controls. The design considerations applicable when creating user interfaces are related to, or involve such disciplines as, ergonomics and psychology. Generally, the goal of user interface design is to produce a user interface that makes it easy, efficient, and enjoyable (user-friendly) to operate a machine in the way which produces the desired result (i.e. maximum usability). This generally means that the operator needs to provide minimal input ...
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Working Memory
Working memory is a cognitive system with a limited capacity that can hold information temporarily. It is important for reasoning and the guidance of decision-making and behavior. Working memory is often used synonymously with short-term memory, but some theorists consider the two forms of memory distinct, assuming that working memory allows for the manipulation of stored information, whereas short-term memory only refers to the short-term storage of information. Working memory is a theoretical concept central to cognitive psychology, neuropsychology, and neuroscience. History The term "working memory" was coined by Miller, Galanter, and Pribram, and was used in the 1960s in the context of theories that likened the mind to a computer. In 1968, Atkinson and Shiffrin used the term to describe their "short-term store". What we now call working memory was formerly referred to variously as a "short-term store" or short-term memory, primary memory, immediate memory, operant memo ...
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