INTERACTIVE STORY SYSTEM USING FOUR-VALUED LOGIC
First Claim
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1. A language teaching process, comprising:
- initializing a semantic network modeling an interactive story using triples having one object and one relation, two objects and one relation, or one object and two relations, wherein truth values associated with each object and relation are expressed using a four-valued logic system allowing true values, false values, defined values, and undefined values,defining a set of phrasal rewrite rules that accept an input triple as an argument;
applying a particular phrasal rewrite rule to a particular argument when;
elements expected to be true by said phrasal rewrite rule are set to true in said argument,elements expected to be false by said phrasal rewrite rule are set to false in said argument, andelements associated with horizontal features are encoded as expected in said argument,substituting syntactic units from said particular phrasal rewrite rule'"'"'s right hand side for its left hand side when said phrasal rewrite rule is applied, inheriting elements of its argument to the syntactic units of the right hand side, and distributing features of inherited arguments from designated syntactic units to other syntactic units on the right hand side;
generating a sentence in a target language by selecting words from a vocabulary list to express syntactic units generated by applied phrasal rewrite rules; and
presenting said sentence audibly and/or visually to a user.
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Abstract
A language learning system that teaches an individualized set of vocabulary words to users through an interactive story. The interactive story is modeled through probabilistic rules in a semantic network having objects and relations. Dialog and narration is generated dynamically based on the state of the interactive story model using phrasal rewrite rules evaluated with a four-valued logic system in which truth values of the objects and relations are encoded as true, false, defined, and undefined in parallel memory structures.
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Citations
16 Claims
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1. A language teaching process, comprising:
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initializing a semantic network modeling an interactive story using triples having one object and one relation, two objects and one relation, or one object and two relations, wherein truth values associated with each object and relation are expressed using a four-valued logic system allowing true values, false values, defined values, and undefined values, defining a set of phrasal rewrite rules that accept an input triple as an argument; applying a particular phrasal rewrite rule to a particular argument when; elements expected to be true by said phrasal rewrite rule are set to true in said argument, elements expected to be false by said phrasal rewrite rule are set to false in said argument, and elements associated with horizontal features are encoded as expected in said argument, substituting syntactic units from said particular phrasal rewrite rule'"'"'s right hand side for its left hand side when said phrasal rewrite rule is applied, inheriting elements of its argument to the syntactic units of the right hand side, and distributing features of inherited arguments from designated syntactic units to other syntactic units on the right hand side; generating a sentence in a target language by selecting words from a vocabulary list to express syntactic units generated by applied phrasal rewrite rules; and presenting said sentence audibly and/or visually to a user. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8)
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9. A language learning system, comprising:
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a blackboard memory area for central control and command, the blackboard memory area storing data representing; a semantic network that models an interactive story; a four-valued logic system allowing true values, false values, defined values, and undefined values; and a list of phrasal rewrite rules; an audio generation module linked to said blackboard memory area, said audio generation module being configured to generate story audio based on said phrasal rewrite rules that match the state of said interactive story and add said story audio to said blackboard memory area; a speaker linked to said blackboard memory area, said speaker being configured to play said story audio from said blackboard memory area for a user; a visual generation module linked to said blackboard memory area, said visual generation module being configured to render story visuals representing the state of said interactive story and add said story visuals to said blackboard memory area; a display component linked to said blackboard memory area, said projector being configured to present said story visuals from said blackboard memory area for the user, wherein said semantic network models said interactive story through objects and relations, with associations between objects and relations being represented with 2-element triples having one object and one relation or 3-element triples having either two objects and one relation or one object and two relations, wherein the state of said interactive story is modeled over time through probabilistic rules that change the state of said objects and/or said relations, and wherein whether or not particular phrasal rewrite rules apply based on a particular input triple is determined using said four-valued logic system. - View Dependent Claims (10, 11, 12, 13, 14, 15, 16)
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Specification