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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.