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This thesis has been submitted in fulfilment of the requirements for a postgraduate degree PDF

430 Pages·2013·12.55 MB·English
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Preview This thesis has been submitted in fulfilment of the requirements for a postgraduate degree

This thesis has been submitted in fulfilment of the requirements for a postgraduate degree (e.g. PhD, MPhil, DClinPsychol) at the University of Edinburgh. Please note the following terms and conditions of use: • This work is protected by copyright and other intellectual property rights, which are retained by the thesis author, unless otherwise stated. • A copy can be downloaded for personal non-commercial research or study, without prior permission or charge. • This thesis cannot be reproduced or quoted extensively from without first obtaining permission in writing from the author. • The content must not be changed in any way or sold commercially in any format or medium without the formal permission of the author. • When referring to this work, full bibliographic details including the author, title, awarding institution and date of the thesis must be given. THE FORMALISATION OF DISCOURSE PRODUCTION by Anthony Davey Ph.D University of Edinburgh 1974 ABSTRACT This paper describes a computer program which produces English discourse. The program is capable of describing in a sequence of English sentences any game of noughts-&-crosses (tic-tac-toe), whether given or actually played with the program. The object is to understand something of what a speaker is doing when he speaks, and the program therefore demonstrates the operation of rules for selecting information into sentences, for connecting sentences into a discourse, and for constructing clauses, groups, and v.ords to convey the required information with the rnaxnnwm possible economy. The program uses a systEmic functional grarrrnar to co-operate with semantic procedures in producing English. The gramnar generates only a range of English, but one which is nonetheless sufficient to l~ited illustrate the advantages both theoretical and practical of such a grammar for a productive system. Many other computer programs have accepted more or less natural English input, usually in the form of questions requiring an answer, but few have been designed to produce natural English, particularly connected discourse. As a producing system the present model offers a view of language use from a viewpoint slightly different from that of its predecessorso However comprehension and production are dependent on each other, so that study of one may be expected to illuminate the other. CONTENTS 1 INTRODUCTION 1 2 GAME DESCRIPTIONS 15 2.1 Introduction 15 2.2 Planning Discourse 15 2.3 Sentence Organisation 22 2.3.1 Verb, and sentence structure 23 2.3.2 Verb selection 25 2.4 Referring expressions 26 2.4.1 Context and implicit antecedents 26 2.4.2 Pronouns 28 2.4.3 Non-pronoun referring expressions 31 2.5 Examples 33 3 A REVIEW OF PREVIOUS SYSTEMS 38 3.1 Introduction 38 3.2 The understanding hearer 38 3.2.1 Fixed-format systems 40 3.2.2 Text-based systems 43 3.2.3 Limited deductive systems 44 3.2.4 General deductive systems 49 3.2.5 Other projects 53 3.3 Local context 56 3.3.1 Sub-contexts 56 3.3.2 Anaphora 57 3.3.2.1 Pronouns in Winograd's system 59 3.3.3 Partial utterance 62 3.4 Syntax 63 3.4.1 Systemic grammar in SHRDLU 65 3.4.2 Augmented transition networks 67 4 A SYSTEMIC FUNCTIONAL GRAMMAR 70 4.1 Systemic functional grammar 70 4.1.1 Introduction 70 4.1.2 Overview and examples 70b 4.1.3 Grammatical items 75 4.1.4 Features and systems 77 4.2 The scope of the program's grammar 80 4.3 The {TYPE} system 81 4.4 The clause systems 81 4.4.1 {TRANSITIVITY} systems 82 4.4.2 {MOOD} systems 85 4.4.3 {ASPECT} systems 90 4.4.4 {UNDERSTANDING} systems 91 4.4.4.1 Introduction 91 4.4.4.2 What an {Understanding} item understands 95 4.4.4.3 Accounting for understanding 97 4.4.4.4 Alternative accounts 102 4.4.5 {ADJUNCT} systems 108 4.4.6 Clause systems: the unified net\\Ork 112a 4.5 The Group systems 113 4.5.1 Verb-group systems 114 4.5.2 Noun-group systems 117 4.5.3 Preposition-group systems 136 4.5.4 Adjective-group systems 138 4.6 Word systems 142 4.7 {COORDINATION} systems 143 5 THE FUNCTIONS IN THE GRAMMAR 151 5.1 Introduction 151 5.2 Functions 152 5.3 Realisation relations 156 5.4 Structure-building rules 159 5.5 Clause rules 162 5.5.1 The Clause Feature-Realisation rules 162 5.5.2 The Clause Structure-Building rules 164 5.5.3 The Clause FUnction-Realisation rules 165 5.5.4 Notes on clause rules 166 5.5.5 Two worked examples 169 5.6 Verb-groups 175 5.7 Noun-group rules 175 5.7.1 Noun-group Feature-Realisation rules 175 5.7.2 Noun-group Structure-Building rules 176i 5.7.3 Noun-group FUnction-Realisation rules 176ii 5.7.4 Notes on the noun-group rules 177 5.7.5 Examples 180 5.8 Preposition-group rules 183 5.8.1 Preposition-group realisation and building rules 183 5.8.2 Notes on the rules and an example 184 5.9 Adjective-group rules 184 5.10 Doing without functions 186 6 A DESCRIPTION OF THE PROGRAM 194 6.1 Introduction 194 6.2 An outline of the program 195 6.3 Designing a sentence 200 6.3.1 A detailed description of the design procedures 200 6.3.2 On being surprised, sequence and contrast 207 6.3.3 Mentioning mistakes 215 6.4 The construction procedures - Introduction 217 6.5 Making clauses 220 6.6 Making verb-groups 229 6.7 Making noun-groups 230 6.7.1 Overview 230 6.7.2 The criterion of adequacy 231 6.7.3 Finding an adequate referring expression 233 6.7.4 The concept of definiteness 237 6.7.5 Coordination and the referent equivalence class 241 6.7.6 Proref and prostring pronoun 242 6.7.7 The restriction-finding specialist 257 6.7.7.1 Introduction 257 6.7.7.2 The anaphoric adjective 'other' 259 6.7.7.3 Implicit antecedents 265 6.7.7.4 The anaphoric adjective 'same' 266 6.8 Making preposition-groups 268 6.9 Making adjective-groups 273 6.10 Making words 273 APPENDIX 1 Original examples of output 282 Example 1 A game is played and described 282 Example 2 A game is given and described 283 Example 3 Three short examples showing anaphora 284 Example 4 Three short examples 285 Example 5 The constituent structure of a noun-group displayed as a tree 286 APPENDIX 2 A worked example of sentence production 287 APPENDIX 3 The program 288 Directory of functions within files 288 Files in alphabetical order of title: BFETCH 289 BOARD 290 CHECKMEN 291 CLAUSE FUNCTION FNS 293 CLAUSE RULES 294 CONJUNCT TABLE 297 DESIGNO 298 DESIGN1 299 DE TERM IN 302 ENTITY 303 EQCL 304 FTR FNS 305 GAMEFNS 308 HCLHFNS 309 LOCDESCR 311 LOCDESCR FNS 313 LOCDESCR FNS 2 317 LOCDlO 320 LOCFNS 322 LRRP 324 MACROS 326 MAKEADJG 327 MAKENG 328 MAKEPNG 331 MAKERELN 332 MAKES 333 MAKESFN1 336 MAKES IF 337 MAKEVG 338 MAKEWORD 339 NFEATFNS 340 NGFNS 341 NGRULES 343 ODDFNS 345 ODDFNS2 346 ODDFNS4 347 PREPG RULES 348 RDMOVES 349 SB FNS 350 SETFNS 352 SET UP 354 SPIELEN 355 SUFFIX 358 TREE DISPLAY FNS 359 TREEFNS 361 SPATREL 363 SPOUT 364 UPDATE1 366 VG FNS 367 V SETUP 368 REFERENCES 390

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A copy can be downloaded for personal non-commercial research or study, of its predecessorso However comprehension and production are . ular how determiners, modifiers, and pronouns are used. English, unlike German, does not order adverbial adjuncts "the cup with the wine in".
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