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In this paper, we present a finite-state approach to constituency and therewith an analysis of coordination phenomena involving so-called non-constituents. We show that non-constituents can be seen as parts of fully-fledged constituents and therefore be coordinated in the same way. We have implemented an algorithm based on finite state automata that generates an LFG grammar assigning valid analyses to non-constituent coordination structures in the German language.
Nested complementation plays an important role in expressing counter- i.e. star-free and first-order definable languages and their hierarchies. In addition, methods that compile phonological rules into finite-state networks use double-nested complementation or “double negation”. This paper reviews how the double-nested complementation extends to a relatively new operation, generalized restriction (GR), coined by the author (Yli-Jyrä and Koskenniemi 2004). This operation encapsulates a double-nested complementation and elimination of a concatenation marker, diamond, whose finite occurrences align concatenations in the arguments of the operation. The paper demonstrates that the GR operation has an interesting potential in expressing regular languages, various kinds of grammars, bimorphisms and relations. This motivates a further study of optimized implementation of the operator.
Generalized Two-Level Grammar (GTWOL) provides a new method for compilation of parallel replacement rules into transducers. The current paper identifies the role of generalized lenient composition (GLC) in this method. Thanks to the GLC operation, the compilation method becomes bipartite and easily extendible to capture various application modes. In the light of three notions of obligatoriness, a modification to the compilation method is proposed. We argue that the bipartite design makes implementation of parallel obligatoriness, directionality, length and rank based application modes extremely easy, which is the main result of the paper.
Playing with information : how political games encourage the player to cross the magic circle
(2008)
The concept of the magic circle suggests that the experience of play is separated from reality. However, in order to interact with a game’s rule system, the player has to make meaningful interpretations of its representations – and representations are never neutral. Games with political content refer in their representations explicitly to social discourses. Cues within their representational layers provoke the player to link the experience of play to mental concepts of reality.
Morphological analyses based on word syntax approaches can encounter difficulties with long distance dependencies. The reason is that in some cases an affix has to have access to the inner structure of the form with which it combines. One solution is the percolation of features from ther inner morphemes to the outer morphemes with some process of feature unification. However, the obstacle of percolation constraints or stipulated features has lead some linguists to argue in favour of other frameworks such as, e.g., realizational morphology or parallel approaches like optimality theory. This paper proposes a linguistic analysis of two long distance dependencies in the morphology of Russian verbs, namely secondary imperfectivization and deverbal nominalization.We show how these processes can be reanalysed as local dependencies. Although finitestate frameworks are not bound by such linguistically motivated considerations, we present an implementation of our analysis as proposed in [1] that does not complicate the grammar or enlarge the network unproportionally.
This paper focuses on the way computer games refer to the context of their formation and ask how they might stimulate the user’s understanding of the world around him. The central question is: Do computer games have the potential to inspire our reflection about moral and ethical issues? And if so, by which means do they achieve this? Drawing on concepts of the ethical criticism in literary studies as proposed by Wayne C. Booth and Martha Nussbaum, I will argue in favor of an ethical criticism for computer games. Two aspects will be brought into focus: the ethical reflection in the artifact as a whole, and the recipient’s emotional involvement. The paper aims at evaluating the interaction of game content and game structure in order to give an adequate insight into the way computer games function and affect us.
The emergence of information extraction (IE) oriented pattern engines has been observed during the last decade. Most of them exploit heavily finite-state devices. This paper introduces ExPRESS – a new extraction pattern engine, whose rules are regular expressions over flat feature structures. The underlying pattern language is a blend of two previously introduced IE oriented pattern formalisms, namely, JAPE, used in the widely known GATE system, and the unificationbased XTDL formalism used in SProUT. A brief and technical overview of ExPRESS, its pattern language and the pool of its native linguistic components is given. Furthermore, the implementation of the grammar interpreter is addressed too.
This paper explores the role of the intentional stance in games, arguing that any question of artificial intelligence has as much to do with the co-option of the player’s interpretation of actions as intelligent as any actual fixed-state systems attached to agents. It demonstrates how simply using a few simple and, in system terms, cheap tricks, existing AI can be both supported and enhanced. This includes representational characteristics, importing behavioral expectations from real life, constraining these expectations using diegetic devices, and managing social interrelationships to create the illusion of a greater intelligence than is ever actually present. It is concluded that complex artificial intelligence is often of less importance to the experience of intelligent agents in play than the creation of a space where the intentional stance can be evoked and supported.
In this work an extension of CSSR algorithm using Maximum Entropy Models is introduced. Preliminary experiments to perform Named Entity Recognition with this new system are presented.
Metacommunicative circles
(2008)
The paper uses Gregory Bateson’s concept of metacommunication to explore the boundaries of the ‘magic circle’ in play and computer games. It argues that the idea of a self-contained “magic circle” ignores the constant negotiations among players which establish the realm of play. The “magic circle” is no fixed ontological entity but is set up by metacommunicative play. The paper further pursues the question if metacommunication could also be found in single-player computer games, and comes to the conclusion that metacommunication is implemented in single-player games by the means of metalepsis.
This first volume of the DIGAREC Series holds the proceedings of the conference “The Philosophy of Computer Games”, held at the University of Potsdam from May 8-10, 2008. The contributions of the conference address three fields of computer game research that are philosophically relevant and, likewise, to which philosophical reflection is crucial. These are: ethics and politics, the action-space of games, and the magic circle. All three topics are interlinked and constitute the paradigmatic object of computer games: Whereas the first describes computer games on the outside, looking at the cultural effects of games as well as on moral practices acted out with them, the second describes computer games on the inside, i.e. how they are constituted as a medium. The latter finally discusses the way in which a border between these two realms, games and non-games, persists or is already transgressed in respect to a general performativity.
Extending Alexander Galloway’s analysis of the action-image in videogames, this essay explores the concept in relation to its source: the analysis of cinema by the French philosopher Gilles Deleuze. The applicability of the concept to videogames will, therefore, be considered through a comparison between the First Person Shooter S.T.A.L.K.E.R. and Andrey Tarkovsky’s film Stalker. This analysis will compellingly explore the nature of videogame-action, its relation to player-perceptions and its location within the machinic and ludic schema.
This paper approaches the debate over the notion of “magic circle” through an exploratory analysis of the unfolding of identities/differences in gameplay through Derrida’s différance. Initially, différance is related to the notion of play and identity/difference in Derrida’s perspective. Next, the notion of magic circle through Derrida’s play is analyzed, emphasizing the dynamics of différance to understand gameplay as process; questioning its boundaries. Finally, the focus shifts toward the implications of the interplay of identities and differences during gameplay.
This paper suggests an approach to studying the rhetoric of persuasive computer games through comparative analysis. A comparison of the military propaganda game AMERICA’S ARMY to similar shooter games reveals an emphasis on discipline and constraints in all main aspects of the games, demonstrating a preoccupation with ethos more than pathos. Generalizing from this, a model for understanding game rhetoric through balances of freedom and constraints is proposed.
Most play spaces support completely different actions than we normally would think of when moving through real space, out of play. This paper therefore discusses the relationship between selected game rules and game spaces in connection to the behaviors, or possible behaviors, of the player. Space will be seen as a modifier or catalyst of player behavior. Six categories of game space are covered: Joy of movement, exploration, tactical, social, performative, and creative spaces. Joy of movement is examined in detail, with a briefer explanation of the other categories.
This text compares the special characteristics of the game space in computer-generated environments with that in non-computerized playing-situations. Herewith, the concept of the magic circle as a deliberately delineated playing sphere with specific rules to be upheld by the players, is challenged. Yet, computer games also provide a virtual playing environment containing the rules of the game as well as the various action possibilities. But both the hardware and software facilitate the player’s actions rather than constraining them. This makes computer games fundamentally different: in contrast to traditional game spaces or limits, the computer-generated environment does not rely on the awareness of the player in upholding these rules. – Thus, there is no magic circle.
Landscape aesthetics drawing on philosophy and psychology allow us to understand computer games from a new angle. The landscapes of computer games can be understood as environments or images. This difference creates two options: 1. We experience environments or images, or 2. We experience landscape simultaneously as both. Psychologically, the first option can be backed up by a Vygotskian framework (this option highlights certain non-mainstream subject positions), the second by a Piegatian (highlighting cognitive mapping of game worlds).
In a common description, to play a game is to step inside a concrete or metaphorical magic circle where special rules apply. In video game studies, this description has received an inordinate amount of criticism which the paper argues has two primary sources: 1. a misreading of the basic concept of the magic circle and 2. a somewhat rushed application of traditional theoretical concerns onto games. The paper argues that games studies must move beyond conventional criticisms of binary distinctions and rather look at the details of how games are played. Finally, the paper proposes an alternative metaphor for game-playing, the puzzle piece.
Being "in the game"
(2008)
When people describe themselves as being “in the game” this is often thought to mean they have a sense of presence, i.e. they feel like they are in the virtual environment (Brown/Cairns 2004). Presence research traditionally focuses on user experiences in virtual reality systems (e.g. head mounted displays, CAVE-like systems). In contrast, the experience of gaming is very different. Gamers willingly submit to the rules of the game, learn arbitrary relationships between the controls and the screen output, and take on the persona of their game character. Also whereas presence in VR systems is immediate, presence in gaming is gradual. Due to these differences, one can question the extent to which people feel present during gaming. A qualitative study was conducted to explore what gamers actually mean when they describe themselves as being “in the game.” Thirteen gamers were interviewed and the resulting grounded theory suggests being “in the game” does not necessarily mean presence (i.e. feeling like you are the character and present in the VE). Some people use this phrase just to emphasize their high involvement in the game. These findings differ with Brown and Cairns as they suggest at the highest state of immersion not everybody experiences presence. Furthermore, the experience of presence does not appear dependent on the game being in the first person perspective or the gamer being able to empathize with the character. Future research should investigate why some people experience presence and others do not. Possible explanations include: use of language, perception of presence, personality traits, and types of immersion.
This paper presents a system for the detection and correction of syntactic errors. It combines a robust morphosyntactic analyser and two groups of finite-state transducers specified using the Xerox Finite State Tool (xfst). One of the groups is used for the description of syntactic error patterns while the second one is used for the correction of the detected errors. The system has been tested on a corpus of real texts, containing both correct and incorrect sentences, with good results.
MMORPGs such as WORLD OF WARCRAFT can be understood as interactive representations of war. Within the frame provided by the program the players experience martial conflicts and thus a “virtual war.” The game world however requires a technical and as far as possible invisible infrastructure which has to be protected against attacks: Infrastructure means e.g. the servers on which the data of the player characters and the game’s world are saved, as well as the user accounts, which have to be protected, among other things, from “identity theft.” Besides the war on the virtual surface of the program we will therefore describe the invisible war concerning the infrastructure, the outbreak of which is always feared by the developers and operators of online-worlds, requiring them to take precautions. Furthermore we would like to focus on “virtual game worlds” as places of complete surveillance. Since action in these worlds is always associated with the production of data, total observation is theoretically possible and put into practice by the so-called “game master.” The observation of different communication channels (including user forums) serves to monitor and direct the actions on the virtual battlefield subtly, without the player feeling that his freedom is being limited. Finally, we will compare the fictional theater of war in WORLD OF WARCRAFT to the vision of “Network-Centric Warfare,” since it has often been observed that the analysis of MMORPGs is useful to the real trade of war. However, we point out what an unrealistic theater of war WORLD OF WARCRAFT really is.
The space-image
(2008)
In recent computer game research a paradigmatic shift is observable: Games today are first and foremost conceived as a new medium characterized by their status as an interactive image. The shift in attention towards this aspect becomes apparent in a new approach that is, first and foremost, aware of the spatiality of games or their spatial structures. This rejects traditional approaches on the basis that the medial specificity of games can no longer be reduced to textual or ludic properties, but has to be seen in medial constituted spatiality. For this purpose, seminal studies on the spatiality of computer games are resumed and their advantages and disadvantages are discussed. In connection with this, and against the background of the philosophical method of phenomenology, we propose three steps in describing computer games as space images: With this method it is possible to describe games with respect to the possible appearance of spatiality in a pictorial medium.
In the last years, statistical machine translation has already demonstrated its usefulness within a wide variety of translation applications. In this line, phrase-based alignment models have become the reference to follow in order to build competitive systems. Finite state models are always an interesting framework because there are well-known efficient algorithms for their representation and manipulation. This document is a contribution to the evolution of finite state models towards a phrase-based approach. The inference of stochastic transducers that are based on bilingual phrases is carefully analysed from a finite state point of view. Indeed, the algorithmic phenomena that have to be taken into account in order to deal with such phrase-based finite state models when in decoding time are also in-depth detailed.
This paper highlights the different ways of perceiving video games and video game content, incorporating interactive and non-interactive methods. It examines varying cognitive and emotive reactions by persons who are used to play video games as well as persons who are unfamiliar with the aesthetics and the most basic game play rules incorporated within video games. Additionally, the principle of “Flow” serves as a theoretical and philosophical foundation. A small case-study featuring two games has been made to emphasize the numerous possible ways of perception of video games.
Temporal propositions are mapped to sets of strings that witness (in a precise sense) the propositions over discrete linear Kripke frames. The strings are collected into regular languages to ensure the decidability of entailments given by inclusions between languages. (Various notions of bounded entailment are shown to be expressible as language inclusions.) The languages unwind computations implicit in the logical (and temporal) connectives via a system of finite-state constraints adapted from finite-state morphology. Applications to Hybrid Logic and non-monotonic inertial reasoning are briefly considered.
This paper describes the key aspects of the system SynCoP (Syntactic Constraint Parser) developed at the Berlin-Brandenburgische Akademie der Wissenschaften. The parser allows to combine syntactic tagging and chunking by means of constraint grammar using weighted finite state transducers (WFST). Chunks are interpreted as local dependency structures within syntactic tagging. The linguistic theories are formulated by criteria which are formalized by a semiring; these criteria allow structural preferences and gradual grammaticality. The parser is essentially a cascade of WFSTs. To find the most likely syntactic readings a best-path search is used.
We present an algorithm that computes a function that assigns consecutive integers to trees recognized by a deterministic, acyclic, finite-state, bottom-up tree automaton. Such function is called minimal perfect hashing. It can be used to identify trees recognized by the automaton. Its value may be seen as an index in some other data structures. We also present an algorithm for inverted hashing.
The paper aims to bring the experience of playing videogames closer to objective knowledge, where the experience can be assessed and falsified via an operational concept. The theory focuses on explaining the basic elements that form the core of the process of the experience. The name of puppetry is introduced after discussing the similarities in the importance of experience for both videogames and theatrical puppetry. Puppetry, then, operationalizes the gaming experience into a concept that can be assessed.
We introduce and discuss a number of issues that arise in the process of building a finite-state morphological analyzer for Urdu, in particular issues with potential ambiguity and non-concatenative morphology. Our approach allows for an underlyingly similar treatment of both Urdu and Hindi via a cascade of finite-state transducers that transliterates the very different scripts into a common ASCII transcription system. As this transliteration system is based on the XFST tools that the Urdu/Hindi common morphological analyzer is also implemented in, no compatibility problems arise.
Finite state methods for natural language processing often require the construction and the intersection of several automata. In this paper, we investigate the question of determining the best order in which these intersections should be performed. We take as an example lexical disambiguation in polarity grammars. We show that there is no efficient way to minimize the state complexity of these intersections.
Jesper Juul has convincingly argued that the conflict over the proper object of study has shifted from “rules or story” to “player or game.” But a key component of digital games is still missing from either of these oppositions: that of the computer itself. This paper offers a way of thinking about the phenomenology of the videogame from the perspective of the computer rather than the game or the player.
Since Harris’ parser in the late 50s, multiword units have been progressively integrated in parsers. Nevertheless, in the most part, they are still restricted to compound words, that are more stable and less numerous. Actually, language is full of semi-fixed expressions that also form basic semantic units: semi-fixed adverbial expressions (e.g. time), collocations. Like compounds, the identification of these structures limits the combinatorial complexity induced by lexical ambiguity. In this paper, we detail an experiment that largely integrates these notions in a finite-state procedure of segmentation into super-chunks, preliminary to a parser.We show that the chunker, developped for French, reaches 92.9% precision and 98.7% recall. Moreover, multiword units realize 36.6% of the attachments within nominal and prepositional phrases.
One of the informal properties often used to describe a new virtual world is its degree of openness. Yet what is an “open” virtual world? Does the phrase mean generally the same thing to different people? What distinguishes an open world from a less open world? Why does openness matter anyway? The answers to these questions cast light on an important, but shadowy, and uneasy, topic for virtual worlds: the relationship between those who construct the virtual, and those who use these constructions.
This paper describes a two-level formalism where feature structures are used in contextual rules. Whereas usual two-level grammars describe rational sets over symbol pairs, this new formalism uses tree structured regular expressions. They allow an explicit and precise definition of the scope of feature structures. A given surface form may be described using several feature structures. Feature unification is expressed in contextual rules using variables, like in a unification grammar. Grammars are compiled in finite state multi-tape transducers.
This article describes a HMM-based word-alignment method that can selectively enforce a contiguity constraint. This method has a direct application in the extraction of a bilingual terminological lexicon from a parallel corpus, but can also be used as a preliminary step for the extraction of phrase pairs in a Phrase-Based Statistical Machine Translation system. Contiguous source words composing terms are aligned to contiguous target language words. The HMM is transformed into a Weighted Finite State Transducer (WFST) and contiguity constraints are enforced by specific multi-tape WFSTs. The proposed method is especially suited when basic linguistic resources (morphological analyzer, part-of-speech taggers and term extractors) are available for the source language only.
Der Tagungsband enthält das Programm und die Abstracts des 26. Symposiums der Fachgruppe Klinische Psychologie und Psychotherapie der Deutschen Gesellschaft für Psychologie, veranstaltet an der Universität Potsdam vom 1. bis 3. Mai 2008. Etwa 450 Kongressteilnehmer präsentieren den aktuellen Forschungs- und Wissensstand der Klinischen Psychologie und Psychotherapie in Deutschland. Grußworte halten die brandenburgische Ministerin für Arbeit, Soziales, Gesundheit und Familie, Dagmar Ziegler, die Präsidentin der Universität Potsdam, Prof. Dr.-Ing. Dr. Sabine Kunst, sowie Prof. Dr. Michael Linden als Vertreter der Deutschen Gesellschaft für Psychiatrie, Psychotherapie und Nervenheilkunde (DGPPN). Zu den Themenschwerpunkten des Kongresses gehören Einflussfaktoren auf die psychische Gesundheit Älterer, Impulsivität, Schlaf- und Traumforschung in der Klinischen Psychologie, Behandlung von Essstörungen, Wirksamkeitsstudien psychischer Störungen des Kindes- und Jugendalters, Angst und Depression, Behandlung von Kriegs- und Folteropfern, Risiko- und Schutzfaktoren der Kindesentwicklung sowie Adipositas im Kindes- und Jugendalter. Außer den Vorträgen gibt es eine Präsentation von etwa 150 Postern. Zum Programm der Tagung gehört ebenso die Verleihung des Klaus-Grawe-Awards for the Advancement of Innovative Research in Clinical Psychology and Psychotherapy an Prof. Dr. Timothy J. Strauman von der Duke University (USA), die Verleihung der Nachwuchswissenschaftler- und Posterpreise sowie ein Pre-conference Workshop für Doktorandinnen und Doktoranden der Klinischen Psychologie zum Thema "Verhaltens- und Molekulargenetik".