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In the case of a semantic network, if I try to use the network to retrieve, say, the number of legs of a node (with name "Dumbo") the system will first look to see if the "Dumbo" node has an explicit "legs" link. If so, it is followed. If not, inheritance is applied, and, since "Dumbo" is an object rather than a type, the isa link is followed. Assuming "Dumbo" isaelephant, we then check the "elephant" node to see if it has a link labelled "legs". If so, we use it. If not, we look to see if "elephant" has a ako link, perhaps to "mammal". If mammal has a link labelled "legs" then we use it. If not, then we look for further "ako" links from either "elephant" or "mammal", and so on, until we either find the "legs" or run out of semantic network to search.
In the case of a frame, the effect is the same, but the details are different - an "elephant" frame would have been constructed using the information in a "mammal" frame, since elephant ako mammal. The "Dumbo" instance frame will have been constructed using the "elephant" generic frame since Dumbo isa elephant. Thus elephant inherits all the properties of mammal and Dumbo inherits all the properties of elephant. At each stage, there is an opportunity to change e.g. the number of legs if Dumbo should happen to an aberrant elephant in the matter of legs.
"isa" acts like an operator in the iProlog frame implementation. For example, X isa dog with ... would have the effect of binding X to a new instance frame with all the slots of the dog generic frame, together with whatever extra information (such as slot values) was provided after the with.
"isa" should be contrasted with ako.
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loop 1. match all condition parts of condition-action rules against working memory and collect all the rules that match; 2. if more than one match, resolve which to use; 3. perform the action for the chosen ruleuntil action is STOP or no conditions matchStep 2 is called conflict resolution. There are a number of conflictresolution strategies.
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The sequence of states and operators (or sometimes just the states) that lead from the initial state to the goal state is referred to as a path. The trick lies in choosing operators that do in fact lie along a path, and preferably a short or cheap path towards the or a goal state. Sometimes it is possible to navigate intelligently through state space, but sometimes blind backtracking search through state space is the only possibility.
In most cases, it is necessary to check, at each state, which operators are feasible at this particular point. If, for example, the states were physical positions in some real or simulated terrain, the operators moved one in different physical directions, it would be necessary to check for example that there were no barriers in some directions, or that there were no bad consequences for steps in certain directions. For example, a step to the West might land lead to a state which could not be escaped from with any of the available operators.
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Particular kinds of search are described under the headings breadth-first search, depth-first search, and best-first search
Here is a larger fragment of a semantic net, showing 4 labelled nodes (Fifi, cat, mammal, milk) and three labelled edges (isa, ako, likes) between them.
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The term "working memory" is also used in cognitive psychology, where it refers to the limited store of "chunks" (roughly, items in memory) available at the same time for conscious processing.