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Preface
(2010)
The workshops on (constraint) logic programming (WLP) are the annual meeting of the Society of Logic Programming (GLP e.V.) and bring together researchers interested in logic programming, constraint programming, and related areas like databases, artificial intelligence and operations research. In this decade, previous workshops took place in Dresden (2008), Würzburg (2007), Vienna (2006), Ulm (2005), Potsdam (2004), Dresden (2002), Kiel (2001), and Würzburg (2000). Contributions to workshops deal with all theoretical, experimental, and application aspects of constraint programming (CP) and logic programming (LP), including foundations of constraint/ logic programming. Some of the special topics are constraint solving and optimization, extensions of functional logic programming, deductive databases, data mining, nonmonotonic reasoning, , interaction of CP/LP with other formalisms like agents, XML, JAVA, program analysis, program transformation, program verification, meta programming, parallelism and concurrency, answer set programming, implementation and software techniques (e.g., types, modularity, design patterns), applications (e.g., in production, environment, education, internet), constraint/logic programming for semantic web systems and applications, reasoning on the semantic web, data modelling for the web, semistructured data, and web query languages.
The workshops on (constraint) logic programming (WLP) are the annual meeting of the Society of Logic Programming (GLP e.V.) and bring together researchers interested in logic programming, constraint programming, and related areas like databases, artificial intelligence and operations research. The 23rd WLP was held in Potsdam at September 15 – 16, 2009. The topics of the presentations of WLP2009 were grouped into the major areas: Databases, Answer Set Programming, Theory and Practice of Logic Programming as well as Constraints and Constraint Handling Rules.
An important characteristic of Service-Oriented Architectures is that clients do not depend on the service implementation's internal assignment of methods to objects. It is perhaps the most important technical characteristic that differentiates them from more common object-oriented solutions. This characteristic makes clients and services malleable, allowing them to be rearranged at run-time as circumstances change. That improvement in malleability is impaired by requiring clients to direct service requests to particular services. Ideally, the clients are totally oblivious to the service structure, as they are to aspect structure in aspect-oriented software. Removing knowledge of a method implementation's location, whether in object or service, requires re-defining the boundary line between programming language and middleware, making clearer specification of dependence on protocols, and bringing the transaction-like concept of failure scopes into language semantics as well. This paper explores consequences and advantages of a transition from object-request brokering to service-request brokering, including the potential to improve our ability to write more parallel software.
Aspect-oriented middleware is a promising technology for the realisation of dynamic reconfiguration in heterogeneous distributed systems. However, like other dynamic reconfiguration approaches, AO-middleware-based reconfiguration requires that the consistency of the system is maintained across reconfigurations. AO-middleware-based reconfiguration is an ongoing research topic and several consistency approaches have been proposed. However, most of these approaches tend to be targeted at specific contexts, whereas for distributed systems it is crucial to cover a wide range of operating conditions. In this paper we propose an approach that offers distributed, dynamic reconfiguration in a consistent manner, and features a flexible framework-based consistency management approach to cover a wide range of operating conditions. We evaluate our approach by investigating the configurability and transparency of our approach and also quantify the performance overheads of the associated consistency mechanisms.
Enforcing security policies to distributed systems is difficult, in particular, when a system contains untrusted components. We designed AspectKE*, a distributed AOP language based on a tuple space, to tackle this issue. In AspectKE*, aspects can enforce access control policies that depend on future behavior of running processes. One of the key language features is the predicates and functions that extract results of static program analysis, which are useful for defining security aspects that have to know about future behavior of a program. AspectKE* also provides a novel variable binding mechanism for pointcuts, so that pointcuts can uniformly specify join points based on both static and dynamic information about the program. Our implementation strategy performs fundamental static analysis at load-time, so as to retain runtime overheads minimal. We implemented a compiler for AspectKE*, and demonstrate usefulness of AspectKE* through a security aspect for a distributed chat system.
Component based software development (CBSD) and aspectoriented software development (AOSD) are two complementary approaches. However, existing proposals for integrating aspects into component models are direct transposition of object-oriented AOSD techniques to components. In this article, we propose a new approach based on views. Our proposal introduces crosscutting components quite naturally and can be integrated into different component models.
Because software development is increasingly expensive and timeconsuming, software reuse gains importance. Aspect-oriented software development modularizes crosscutting concerns which enables their systematic reuse. Literature provides a number of AOP patterns and best practices for developing reusable aspects based on compelling examples for concerns like tracing, transactions and persistence. However, such best practices are lacking for systematically reusing invasive aspects. In this paper, we present the ‘callback mismatch problem’. This problem arises in the context of abstraction mismatch, in which the aspect is required to issue a callback to the base application. As a consequence, the composition of invasive aspects is cumbersome to implement, difficult to maintain and impossible to reuse. We motivate this problem in a real-world example, show that it persists in the current state-of-the-art, and outline the need for advanced aspectual composition mechanisms to deal with this.
Preface
(2010)
Aspect-oriented programming, component models, and design patterns are modern and actively evolving techniques for improving the modularization of complex software. In particular, these techniques hold great promise for the development of "systems infrastructure" software, e.g., application servers, middleware, virtual machines, compilers, operating systems, and other software that provides general services for higher-level applications. The developers of infrastructure software are faced with increasing demands from application programmers needing higher-level support for application development. Meeting these demands requires careful use of software modularization techniques, since infrastructural concerns are notoriously hard to modularize. Aspects, components, and patterns provide very different means to deal with infrastructure software, but despite their differences, they have much in common. For instance, component models try to free the developer from the need to deal directly with services like security or transactions. These are primary examples of crosscutting concerns, and modularizing such concerns are the main target of aspect-oriented languages. Similarly, design patterns like Visitor and Interceptor facilitate the clean modularization of otherwise tangled concerns. Building on the ACP4IS meetings at AOSD 2002-2009, this workshop aims to provide a highly interactive forum for researchers and developers to discuss the application of and relationships between aspects, components, and patterns within modern infrastructure software. The goal is to put aspects, components, and patterns into a common reference frame and to build connections between the software engineering and systems communities.
Large open-source software projects involve developers with a wide variety of backgrounds and expertise. Such software projects furthermore include many internal APIs that developers must understand and use properly. According to the intended purpose of these APIs, they are more or less frequently used, and used by developers with more or less expertise. In this paper, we study the impact of usage patterns and developer expertise on the rate of defects occurring in the use of internal APIs. For this preliminary study, we focus on memory management APIs in the Linux kernel, as the use of these has been shown to be highly error prone in previous work. We study defect rates and developer expertise, to consider e.g., whether widely used APIs are more defect prone because they are used by less experienced developers, or whether defects in widely used APIs are more likely to be fixed.
The papers contained in this issue share the insight that the different components of the grammar sometimes impose conflicting requirements on the grammar’s output, and that, in order to handle such conflicts, it seems advantageous to combine aspects from minimalist and OT modelling. The papers show that this can be undertaken in a multiplicity of ways, by using varying proportions of each framework, and offer a broad range of perspectives for future research.
Thema des Workshops waren alle Fragen, die sich der Vermittlung von Informatikgegenständen im Hochschulbereich widmen. Dazu gehören u.a.: - fachdidaktische Konzepte der Vermittlung einzelner Informatikgegenstände - methodische Lösungen, wie spezielle Lehr- und Lernformen, Durchführungskonzepte - Studienkonzepte und Curricula, insbesondere im Zusammenhang mit Bachelor- und Masterstudiengängen - E-Learning-Ansätze, wenn sie ein erkennbares didaktisches Konzept verfolgen empirische Ergebnisse und Vergleichsstudien. Die Fachtagung widmete sich ausgewählten Fragestellungen dieses Themenkomplexes, die durch Vorträge ausgewiesener Experten, durch eingereichte Beiträge und durch eine Präsentation intensiv behandelt wurden.
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.
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.
Krajobraz Języka
(2003)
Vom 03. – 04.10.2003 fand in Oppeln (Opole, Polen) zum ersten Mal eine Konferenz von Polonistik-Studenten aus Deutschland und Polen in polnischer Sprache statt. Die in diesem Band gesammelten Beiträge der Konferenz spiegeln den Stand studentischer Arbeiten auf dem Gebiet der Polonistik wider. Dabei sind v.a. Beiträge aus der Sprachwissenschaft zur polnischen Sprache der Gegenwart, aber auch der Literaturwissenschaft und den deutsch-polnischen Beziehungen enthalten. Schwerpunkt der Konferenz waren interkulturelle Interaktionen.
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.
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.
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.
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.
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.
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.
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 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).
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.
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 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.
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.
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 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.
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.
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.
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.
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.
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.
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.
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 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.
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.