Beruflich Dokumente
Kultur Dokumente
University of Geneva
This paper presents a "frame" representation for common sense knowledge and uses it
to formalize our knowledge of "mundane" painting (walls, not portraits). These frames,
while designed to aid a computer program to understand stories about the painting process,
should be of use to programs which attempt to actually carry out the activity. The paper
stresses a "deep" understanding of the activity so that the representation indicates not Only
what steps to carry out, but also how to do them, and why they should be done. To
accomplish this, while at the same time preserving modularity and nonredundancy, a
system of interframe pointers is introduced (the COMES-FROM and LEADS-TO pointers) which explain how or why something is done in terms of knowledge given in other
frames. The paper proceeds by steadily deepening an initial English-like description of the
activity, and a context free grammar for the representation is included.
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EUGENE CHARNIAK
comprehension, seems quite implausible, at least for activities like painting. This
too is a common view in Artificial Intelligence circles, but little if anything in the
present paper depends on it. In particular, while upon some occasions I will
introduce a new fact into the representation because it is clear that a real painter
would need such a fact, in all cases an appropriate story could be constructed to
demonstrate the same need in the domain of question answering. Indeed, for the
less intuitive cases I will provide such story examples.
The consensus mentioned in the opening paragraph allows one to safely skip
over the otherwise obligatory justification for the line of research in question ,,But
in doing so, it simultaneously presents a different and, if anything, more difficult
task--that of distinguishing one's research from the many papers on clearly
related topics. To this end let me note that the representation presented here has,
at its heart, the problem of depth of understanding and the concurrent complexity
of knowledge which reasonably deep understanding involves. So, in the domain
of painting, when I speak of depth of understanding, I mean that it is not
sufficient for a program to know that one should wash a paint brush after
painting--one should also know how to do it, what will happen if it is not done,
and why the painter's intention to throw the brush away after using it constitutes
a reason why the otherwise useful suggestion can be ignored in this case. Similarly, if we wished to formalize our knowledge of how to send a letter, we should
indicate not only that a stamp should be affixed, but again, how, why, and what
may happen if it is not done.
To see how such deep understanding involves us in problems of complexity of
related knowledge, let us consider the stamp example in a bit more detail. A first
guess at how we might organize our knowledge of letter mailing would be to
write down a series of instructions which explain exactly what one does in order
to accomplish the task. This is especially reasonable given the earlier comment
about wanting the representation to be applicable, not only to story comprehension, but to actually performing the activity. But as soon as we decide to organize
our letter mailing frame in this fashion we are immediately confronted by the fact
that the reasons for doing many of the activities therein have nothing to do with
the actions one is performing, and everything to do with the actions one expects
the post office to perform. Indeed, having once decided on a letter mailing frame,
one immediately needs a post office frame, and complex interconnections between the two; something which might look like Fig. 1.
One might, of course, simply dispense with two separate frames, and combine
the two into one, but there are several reasons against such a maneuver. For one
thing it would become more difficult to see our frames as telling us how to
perform the activities in question, since they would now include many actions to
be performed by others. Furthermore, one reason for splitting up our knowledge
in the first place is to help beat the combinatorial explosion. That is, we want to
keep down the amount of information we need at any point of a story, or at any
point in our real life activities, since failure to do so means rapidly growing
A FRAMED PAINTING
FIG. I
357
problems of searching our knowledge base for those facts which are indeed
relevant to the situation at hand. Finally, although this is not so obvious in the
above example, in many cases (including those we will encounter in painting) to
effect such a combination requires repeating pieces of knowledge many times
over because they come into play in many situations. Given the enormous numbers of facts people seem to use, to multiply our storage problem by 50 or 100 by
such profligacy seems inadvisable at best.
If we turn now to painting we note that it is normally performed by a single
person. Hence we do not have exactly the kind of interdependence between letter
mailing and post offices. But we do have something similar in the dependence of
painting on the common sense physics and chemistry that underlie it. For example, if one is to understand why we wash a paint brush we must understand the
general properties of evaporation, the specific properties of evaporated paint, and
the advantages of having a paint brush that is both flexible and absorbant.
Washing in turn requires knowledge of mixing liquids, the nature of
homogeneity, and how liquid sticks to surfaces. It would be redundant to include
all this information directly in PAINTING, so we are again faced with the
problem of relating the complex event, PAINTING, to other events on which it
depends.
Requiring that the representation be capable of expressing such complex interrelated knowledge has led me to illustrate the representation by the constant
appeal to one topic, namely, mundane painting. It is only in this way that I can
build the needed knowledge of painting and its related' topics, which together will
be referred to as the painting complex (see Fig. 2). In taking this approach, of
course, I risk the possibility that the representation presented will not extend
easily to other domains. But to do otherwise, and cover a wide variety of subjects
would effectively bar the depth I seek.
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EUGENE CHARNIAK
rollerpainting
/ I~
/
absorption,
p.......
fa:l
/~.~"~-~'~\
/
~/
resid . . . . . l i d i fication
~/
vol(ume)-inc/(teasel / ~
:"
halt
J S
fluid-containment
//
~'~
~
co~ino
residue Lcontac//t I ~
......'
....
II \stuff-color
homogeneous
FIG. 2 The better developed frames in the painting complex. The unconnected frames at the
bottom play a role in so many frames as to prohibit linking them to the frames in which they appear.
For the most part, the rest of this paper describes in steadily mounting detail
the painting complex and the representation in which it is written. The exception
is Section 3, the conclusion, which is a fairly general discussion of future work
and the nature of semantic representation. Section 1 gives the broad outlines of
the representation, and in particular introduces the C O M E S - F R O M and
L E A D S - T O pointers which are used to effect linkages like those we saw in the
letter example. Section 2 will describe the representation all over again, but now
we will be much more concerned with the details like the representation of
continuous actions, and what sorts of variables we need in our frames. A still
greater level of detail, the entire painting complex (see Fig. 2) expressed in full
formalism and freely commented, has been omitted from the paper for reasons of
space. It is obtainable in an appendix to a slightly longer version of this paper
(from the Institute for Semantic and Cognitive Studies) or separately from the
author.
I.
1.1
The reader may have noted that although I have used the word " f r a m e " two or
three times, I have yet to define it. In fact, I have been trading on the current
popularity of the term and assuming that the reader will have a general idea of
what is meant by it. But for the sake of completeness, let me try to give a
minimal definition in the sense of one which will include all current uses, but
which is no doubt insufficient to discriminate some nonframes from frames.
A FRAMED PAINTING
359
360
EUGENE
CHARNIAK
A FRAMED PAINTING
361
discuss the details here (primarily because they have not been worked out) but the
basic idea is quite simple. (The reader might consult Charniak (1976) for a
longer exposition of the following ideas. For that matter he could also consult
Schank et al. (1975) or Rieger (1975) where much the same ideas appear.)
Essentially the input sentence is seen as instantiating one or more lines of one or
more frames. That is, when we see Jack washed the chair in our earlier example
the program is to understand this as instantiating P A I N T I N G I 4 (object not
dirty). It is the role of the parsing algorithm to translate the sentence into a form
which can later be used to make such identification between what we are told in
the story and what we have stored in our frames. Once this identification is
made, then inferences, such as how far along Jack is in the act of painting, or
why he did something, are to be made by referencing the frame. Obviously, if
washing the object appears as it does at the beginning of the event time sequence,
then Jack cannot have finished his activity.
To flesh this out, we must specify how parsing works, how we select appropriate frames, and how we go about looking for matching statements within those
frames. But as I said, these issues will not be dealt with here.
1.2
We noted earlier that our first try at a painting frame contained nothing like the
necessary breadth of information. But equally important, neither does it contain
the necessary depth. That is, to repeat my earlier example, it states that the
instrument used in the painting should be cleaned, but not how and why. This
first portion of the paper will be primarily concerned with how such information
is to be included in the representation. We will start with the " h o w " type
questions.
By a method subroutine I mean one which in effect says, " y o u want to bring
about such and such state of affairs, well, I suggest using the following method."
There is a standard way in which such method subroutines are indicated, as for
example in P L A N N E R .
(GOAL
(USE method-name))
Indeed, with two small changes this is what I will do. The first change is minor,
simply being the replacement of the word " u s e " by the term C O M E S - F R O M .
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EUGENE CHARNIAK
Here "everything" only includes things we do not want spotted with paint.
Eventually, when we completely specify this rule, we will state that the spotting
C O M E S - F R O M the processes of D R I P P I N G and S P L A S H I N G . To say we
" u s e " these processes to create spots, in this context, would be a bit bizarre.
The second change to be made in the P L A N N E R type formalism is more
complex than replacing one word by another. As I mentioned earlier, there is the
convention in P L A N N E R that the pattern of the theorem must match the goal
pattern. In the course of making this match one binds the variables in the theorem
pattern so they reflect the special state of affairs mentioned in the goal. That is, if
our goal is to put block A on block B, our theorem will give general instructions
for putting one block on another. To specify this to the current situation, we
simply bind the appropriate variables in the pattern to "block A " and "block
B , " respectively. Given that there is only one pattern per theorem, by specifying
the theorem name in the " u s e " statement we automatically are specifying the
pattern to be matched. (Of course, one can call a theorem in P L A N N E R entirely
on the basis of the pattern without any mention of the theorem name at all. But
this is besides the point in the current discussion.)
In the representation presented here there is no unique theorem pattern in the
sense required by the P L A N N E R mechanism. Instead there may be many statements in a frame which serve as patterns. (Illustrating this would take us too far
afield, but to the reader interested in returning to this point, note (see Fig. 4 and
7) that in STICK, STICK6, 8, and 10 serve as "patterns" for P A I N T I N G 2 2 ,
PAINTING26, and PAINTING17, respectively.) The point here is that if we
are to give up a special and unique pattern, we must indicate what is to be
matched by some other means.
A bit of terminology would be useful in this regard. "Frame statements," or
simply "statements," are those things, like PAINTING37, that we use to build
up our frames. They invariably have a predicate plus argument structure, thus far
A FRAMED PAINTING
363
presented by English phrases in parentheses, "(all the paint removed from instrument)," which we will call the " b o d y " of the frame statement. The statement may also have other parts, such as a name, P A I N T I N G 3 7 , or tags like
" C O M E S - F R O M " which we are currently in the process of introducing. Given
this terminology, our C O M E S - F R O M tag must somehow indicate the frame
statement body which is to serve as the matching pattern. I will indicate the
appropriate frame statement in the most obvious way, by giving its name. (As I
just did here, I shall frequently refer to a frame statement body as simply a frame
statement in which no confusion will result.)
With the two changes described above, our representation for P A I N T I N G 3 7
becomes:
PAINTING37
Stick try 1
EVENT : I--STICK6(liquid in contact with object)
|WITH-OPTIONAL-CONDITIONS
I(STICK8 (amount of liquid is greater than some constant) )
[CAUSES
~'IF STICK8 THEN STICKI0 (liquid sticks to object)
ELSE STICKI I (liquid sticks to part of object)
FIG. 4 STICK try I.
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EUGENE CHARNIAK
PAINTING try 2
GOAL : PAINTING-GOAL (object to be paint~ has a coat of paint on it)
EVENT: PAINTING14 (object is not dirty)
PAINTINGI5 (everything covered with paper)
PAINTINGI6 (LOOP
PAINTINGI7 (get paint on the painting instrument)
COMES-FROM: (STICKI0)
PAINT1NGI9 (not too much paint on instrument)
COMES-FROM: (REM-LIQ-GOAL)
PAINTING22 (bring instrument in contact with object)
)
PAINTING37
FIG. 5
PAINTING try 2.
A FRAMED PAINTING
365
Now representing the suggestions is no problem. We have already seen that they
can be handled much like any other flame statement. The difficulty comes in
handling the reasons for the suggestions.
One possibility would be simply to include these reason statements in the
representation, much like I did above, althoug h naturally not in English sentences. This, however, is insufficient by itself, because it does not go far enough
in representing our complete understanding of the situation. So, consider the
following story:
Jack had finished painting. Father asked him if he washed the brush. Jack
said " N o , but Mother called me for lunch, so I left the brush in the paint
and will wash the brush later."
To understand why Jack had an acceptable answer requires knowing that the
crucial problem with paint on the brush is that the paint will dry, and this in turn
leads to the problem of stiff and unabsorbant brushes. Further, we must know
that drying requires exposure to air, and if the brush is in the paint it is not
exposed to air. This would seem to imply that we should include in our reason all
sorts of information about what happens when paint dries. But clearly we need
this knowledge in other situations also (paint dries on other things besides paint
brushes) so we should presumably put it into its own separate frame, P A I N T DRY. Space economy argues that this information should not be replicated
elsewhere, so we must somehow utilize P A I N T - D R Y in our explication of the
PAINT-DRY
EVENT : I---PAINT-DRY2(AND PAINT-DRY3 (paint on object)
|
PAINT-DRY4 (liquid gone leaving residue)
|
COMES-FROM: (evaporation))
[WITH-OPTIONAL-CONDITIONS
[(PAINT-DRY6 (object is absorbant)
|CAUSES
t.-PAINT-DRY7
(AND PAINT-DRY8 (residue part of object)
(IF PAINT-DRY6
THEN(AND PAINT-DRY10 (object is no longer absorbant)
PAINT-DRYI 1 (object is no longer flexible) ) ) )
FIG. 6 PAINT-DRY.
366
EUGENE CHARNIAK
reasons for washing. To see how this could be done, let us take a look at this new
frame.
This again is not complete, but for our purposes we only need to note that
PAINTING37 calls for a situation which is indirectly opposed to that called for
in PAINT-DRY3, assuming of course we identify the painting instrument in
PAINTING37 with the object in PAINT-DRY3. The reason for P A I N T I N G 3 7
then is to prevent P A I N T - D R Y from occurring on the instrument and hence
preventing the undesirable results which P A I N T - D R Y can cause. To put this
slightly differently, we do P A I N T I N G 3 7 because it L E A D S - T O the negation of
PAINT-DRY3 and hence the nonoccurrence of P A I N T - D R Y . This in turn
suggests casting our frame statement as follows:
PAINTING37
(NOT
A FRAMED PAINTING
367
fluid sticking to a surface. So DRIP3 in the next example states that the volume
of this fluid must be greater than some threshold. It is this prerequisite which we
negate in P A I N T I N G 1 9 (not too much paint on instrument) and we will indicate
this by:
PAINTINGI9
(NOT
The reason we insist on P A I N T I N G 2 6 is that otherwise the paint will not cover
the portion of the object with which the instrument comes in contact. To put this
slightly differently, P A I N T I N G 2 6 ensures that STICK8 (see the sticking rule at
the end of Section !.2) is satisfied. We can indicate this by adding to P A I N T ING26
LEADS-TO: (STICK8)
(That this leads to the paint being on the object, as opposed to the instrument or
elsewhere is a problem which will be dealt with in Section 2.3.) Another example of the use of L E A D S - T O is P A I N T I N G 2 2 (bring the instrument in contact
with the object). This guarantees that STICK6 is satisfied, and hence should be
similarly marked. These changes have been made in Fig. 7 ( P A I N T I N G try 3).
1.4
The skeptical reader, that is, the one who checks every example to make sure
they are as the author claims, may have noticed that some of the recent examples
using L E A D S - T O pointers simply do not work, at least not in the way explained
in the paper. To see this, the rest of us must be a bit more skeptical ourselves'and
look.at precisely what is being done. We have introduced the following into
PAINTING:
PAINTING22
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EUGENE CHARNIAK
PAINTING try 3
GOAL : PAINTING-GOAL (object to be painted has a coat of paint on it)
EVENT: -PAINTINGI4 (NOT (object dirty)
LEADS-TO: (DIRTY-OBJ3)
-PAINTINGI5 (everything is covered with paper)
-"PAINTING 16 (LOOP
-PAINTINGI7 (get paint on the painting instrument)
COMES-FROM: (STICKI0)
"PAINT1NGI9 (NOT (GREATER amount of paint on instr
DR1P-CONST)
LEADS TO: (DRIP3))
COMES-FROM: (REM-LIQ-GOAL)
-'PAINTING22 (bring instrument in contact with object)
LEADS-TO: (STICK6)
(DURING PAINTING26 PAINTING22)
-PAINTING26 (amount of paint on instrument is greater
than some constant)
LEADS-TO: (STICK8)
)
--PAINTING37
FIG. 7
PAINTING try 3.
then the bodies of frame statements one and two must match. Now given my
propensity to express the bodies informally with an English phrase, it is hard to
decide precisely when two such bodies do match, but it should be clear enough in
this case that P A I N T I N G 2 2 and S T I C K 6 do n o t - - a painting instrument is a
solid not a liquid.
Of course, it is clear what is happening here. By the time we reach P A I N T ING22 we have paint on our instrument, so it is the paint which comes in contact
with the object, and it is the paint which should be matched against the liquid in
STICK6. So P A I N T I N G 2 2 and S T I C K 6 can be made to match if we somehow
use the auxiliary rule found in Fig. 8 when making the match. (The reader may
have noted that I used an arrow here to indicate an implication, whereas earlier
they were used to indicate time sequences. In fact, the arrows really indicate
FIG. 8
A FRAMED PAINTING
369
nothing as they are entirely superfluous and not seen by the machine at all. I have
included them simply as means to provide some visual bracketing.)
I have used the full formalism in Fig. 8 because, as we have seen, informal
English makes it difficult to decide precisely when two statements match. The
essence of this rule should be clear enough, however. If a liquid is sticking to a
surface, and a second surface comes in contact with the first, then it also comes
in contact with the liquid.
Intuitively this rule is part of what we mean when we say a liquid is STICKYON a surface. There are naturally other such rules; for example, if something is
sticking to a surface, then the surface supports it. Or again, to stick is to stick on
the exterior of the object, and in a sense, to become part of that exterior. And no
doubt there are many more. These rules are gathered together in the STICKYON frame. Needless to say, S T I C K Y - O N is a state, not an action like painting
and all of the others we have looked at so far, and naturally state frames will have
somewhat different properties from action frames. One such difference is the
presence of rules like the one presented above. In Section 2 of this paper, we will
discuss state frames in detail, but for the moment we simply need a way to
indicate that this rule serves as an intermediary between P A I N T I N G 2 2 and
STICK6. We will do this as follows:
PAINTING22
(NOT
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EUGENE CHARNIAK
We have not specified the precise form of REM-LIQ-GOAL, but the general
idea of REM-LIQ is to describe how one uses pressure on an absorbant object
(like a dish cloth) to decrease the liquid in it. As a first approximation then, the
goal of REM-LIQ would be:
REM-LIQ-GOAL
which is intended to mean that the liquid volume changes negatively by some
amount.
Clearly PAINTING19 does not in fact match REM-LIQ-GOAL, and to
make them match we need three separate relations. One of these is seen in Fig. 9.
This rule says that if a thing increases (decreases) it may increase (decrease)
sufficiently to become greater (less) than a given amount. In the situation at hand
this means that we can use REM-LIQ to decrease the liquid volume sufficiently
to prevent dripping. But note--and this is one of the benefits of requiring explicit
matching--because the change rule only works sometimes (the value could
change, but insufficiently to raise it above a given threshold) it automatically tells
us that the utilization of REM-LIQ does not guarantee fulfillment of our goal. It
is somewhat similar to the situation with bringing the instrument into contact
with the object--as the rule of STICKY-ON explains, there must be paint on the
instrument to make everything work as desired. (Although in both cases the
envisioned program to use these rules would assume they went through unless
told otherwise.) So we can change PAINTING19 to read:
COMES-FROM: (CHANGE5 CHANGE2 REM-LIQ-GOAL)
But this is still not quite right, as we can see by comparing the bodies of
PAINTINGI9 and CHANGE5.
PAINTINGI9
(NOT
CHANGE5
CHANGE2
IMPLIES
CHANGE3
FIG. 9
A FRAMED PAINTING
GREATER1
IFF
GREATER2
E
FIG. 10
371
(GREATER A B)
(AND GREATER3 (NOT GREATER4 (GREATER B A) )
GREATER 5 (NOT GRE'ATER6 (EQUAL A B) ) )
A GREATER relation.
And, in fact, even this is not complete, but the general idea of how intermediary
rules link up in chains should by this point be sufficiently clear to make yet
another example unnecessary. (The missing rule would relate the amount of paint
absorbed by the instrument to the amount on the surface, which is actually
responsible for dripping.)
Let us step back a second and take a fresh look at what we are doing with our
intermediaries. Suppose we have:
FRAME-STATEMENTI
(...)
LEADS-TO: ( I N T I . . . INTn F R A M E - S T A T E M E N T 2 )
or, for our current discussion, the equivalent
FRAME-STATEMENT2 (...)
C O M E S - F R O M : (INTn . . . I N T I F R A M E - S T A T E M E N T 1 )
In both cases we are making the following claim:
Given the situation described in frame-statement 1, and given certain other
conditions, as indirectly specified by I N T l . . . I N T n , and all of these hold at the
same time T then (usually) the situation described in frame-statement2 also holds
at time T.
Another way to think of the relation between frame-statements 1 and 2 is to
consider them two different viewpoints (in the sense used by Bobrow and Winograd (1977)) for the same situation. So, to take one of the earlier examples,
bringing a brush into contact with an object can be seen from another viewpoint
as bringing the paint on the brush into contact with the object. Looked at in this
light, the intermediaries are translators between viewpoints. (This is, however,
only an analogy since Bobrow and Winograd's use of viewpoints differ in many
ways from my use of L E A D S - T O and C O M E S - F R O M . ) Naturally, viewpoints
can be more or less similar, and this would be accounted for by intermediaries
wtrich make more or less radical translations. For example, some intermediaries,
like the G R E A T E R relation we looked at earlier, have the. status of logical
relations, and in such a case the two frame statements are evidently just different
words for essentially the same thing. But in other cases, as with our rule of
S T I C K Y - O N , we seem to be at the border line between a rule of logic and the
physical laws of our world. In still other cases we have clear physical or chemical
laws relating our two frame statements. For example, one such law is PRESS
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EUGENE CHARNIAK
which explains how pressing a liquid-saturated solid will cause an increase in the
amount of liquid on the surface of the solid. (It goes practically without saying
that when I talk of a "physical law" here I mean a "common sense physical
law.") The rule of PRESS is used in R E M - L I Q where it relates increasing
pressure on the solid to the change of volume of absorbed liquid. That is, we
would have:
R E M - L I Q - G O A L ( C H A N G E L I Q - V O L amount ' N E G A T I V E )
C O M E S - F R O M : ( . . . PRESS5 P R E S S 4 . . . REM-LIQ6)
where REM-LIQ6 is the order to up the pressure on the solid. The intermediates
in this case, including PRESS, relate two different viewpoints. On one hand we
have an increase in force, on the other we have a decrease in volume. It is the
purpose of the intermediaries to explain how such disparate things are really the
same.
2.
2.1
Simple Event. The distinction between complex and simple events is the
distinction between P A I N T I N G and the common sense causal laws on which it
depends. Each simple event frame describes a single cause and effect relation,
whereas complex event frames are held together not by causal relations, but
rather by time relations, i.e., a typical complex event has the form, first you do
this, and then you do that, and . . . .
Complex events never contain causal
relations because there is no need for such relations. Presumably if certain
A FRAMED PAINTING
37,3
actions in a complex event lead to a certain result (by a causal relation) this will
be as the result of some common sense physical law which will be expressed as a
simple event. Rather than explicitly include the causal relation in the complex
event frame (which as we have seen will in most cases lead to unnecessary
duplication of information) we can instead include a L E A D S - T O pointer in the
complex event pointing to the simple event.
Now the above description tendS to make it sound as if the representation has
built into it a physicist's view of a deterministic world which runs according to
fixed causal laws. In fact, this is not the case. For one thing, the laws expressed
in the simple events may only sometimes apply (in which case there will be a
" S O M E T I M E S " marker by the cause statement/4/), and for another, there are
no particular restrictions on the kind of causal relations which may be expressed.
So, for example, a child's understanding of the workings of an electric light
might be expressed as a " c a u s a l " law of the form " t h e switch in the on(off)
position causes the light bulb to give (not give) light." Or for that matter one
could include a " l a w " which claims that kissing a frog sometimes causes it to
change into a prince.
We have already seen one example of a simple event, namely, S T I C K in Fig.
4, and we have another below in Fig. 11. (In Fig. ! 1, and henceforth, a " ; "
indicates that the rest of the line is comment, and not part of the frame.) Besides
those features which all frames share (i.e., a name, frame type indicator, and
variable list/t/) our simple events also have a section headed E V E N T which
describes what happens. As mentioned above, a simple event always consists of
a single causal relation in which the before and after sections consist of a single
formula/3/. (Note my use here of " f o r m u l a " as contrasted with "statement."
As I will use the terms here, a statement consists of a single predicate-argument
structure, plus name, plus tags. A " f o r m u l a " may simply be a statement, but it
may also be several statements connected together by the likes of A N D , OR,
etc.)
DIRTY-OBJECT (SIMPLE-EVENT)
VARS:
; This section specifies the variables.
; The actual format will be given in
; Section 3.3.
EVENT: [--DIRTY-OBJECTI
|
(AND DIRTY-OBJECT2 (PAINT-COAT PAINT OBJ SURFACE)
|
; a PAINT-COAT on the SURFACE of OBJ
|
DIRTY-OBJECT3 (DIRTY SURFACE) )
/CAUSES (SOMETIMES)
/(BEFORE (BEGIN DIRTY-OBJECTI) (BEGIN DIRTY-OBJECT4)
|
'(1 YEAR) )
t'-DIRTY-OBJ4 (OR DIRTY-OBJECT5 (CRACK PAINT))
DIRTY-OBJECT6 (FLAKE PAINT) )
FIG. I I The simple event DIRTY-OBJECT.
/
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EUGENE CHARNIAK
A FRAMED PAINTING
375
ABSORBED-BY (STATE)
RELATIONS: vABSORBED-BYI (ABSORBED-BY FLU SOL)
LI MPLIES
ABSORBED-BY2 (SUPPORT SOL FLU)
ABSORBED-BY3 (ABSORBED-BY FLU SOL)
MPLIES
BSORBED-BY4 (STICKY-ON SURFLU SOL-SUR)
COMES-FROM: ABSORPTION5 ; this describes how a liquid which
; is sticking to an absorbant object
; will come to be absorbed by it
LEADS-TO: PRESS2
VOL-CHANGE2
376
EUGENE CHARNIAK
and large they have no particular internal coherence, but rather each is to be
understood only in relation to a specific portion of the.master frame, which is
specified by the subsection of the frame labeled M A S T E R / 1 5 / . (See Fig. 13,
below, for an illustration.) To reflect this dependence, the E V E N T portion of,an
adjunct frame will consist of "modification statements" each of which have two
sections, the first identifying the portion of the master frame that is to be elaborated, the second giving the elaboration. So, fact (c) above would go as follows:
PAINTING22
C O M E S - F R O M : (ROLL3)
A FRAMED PAINTING
377
(DURING P A I N T I N G I 6 R O L L E R PAINTING3):
R O L L E R - P A I N T I N G 3 ( F L U I D - C O N T A I N M E N T PAINT TRAY)
In such cases the identification portion gives a time relation to previously established formulas, while the modification portion gives the new formula/I 9[, Most
of these points are illustrated in Fig. 13. The portions of the frame expressed in
English (where . . . ) require aspects of the representation which we will not
encounter until later.
Let me conclude here by contrasting my adjunct frames with two somewhat
different approaches to roughly the same problem. The first of these is seen in
(Schank et al., 1975) where diversity of specific cases within an overall scheme
are handled by different "tracks" within the same overall "script" (equivalent to
my " f r a m e " ) . My reasons for not adopting this approach are well illustrated by
taking the Schank example, eating in a restaurant. In a short time I was able to
come up with 20 different tracks through the restaurant frame, each differing at
some point in the manner or time sequences of seating, ordering, obtaining food,
and paying. (I would not be surprised if spending a day at it produced yet another
twenty.) Admittedly some of these tracks only applied to a single restaurant, but
I see no reason why this should exclude them. My objection to including all of
this in a single frame then is that the frame will have to include too much
information irrelevant to the particular case, or particular restaurant, at hand.
This will, of course, make searching the frame more time consuming.
An approach more similar to mine is that taken by Bobrow and Winograd
(1977) with their "prototypes." Indeed, their approach seems more elegant than
mine, but I doubt that it is sufficiently flexible, since a prototype, as far as I can
tell, can only be modified by giving it different fillers for its "slots." (Roughly
speaking their "slots" correspond to variables which are given as arguments to
the prototype.) As my roller painting exampl~ illustrates, unless everything is a
slot (variable), then this approach cannot work. And even if we made every
statement in the frame a variable, it is by no means obvious how we could then
handle situations like R O L L E R - P A I N T I N G 3 (see Fig. 14) where we wish to
add on an extra action to be performed. (But having never used the language I
may be overlooking something.)
2.2
378
EUGENE CHARNIAK
ROLLER-PAINTING(A.DJUNCT)
MASTER: (PAINTING (ABSORB-PART ROLLER-COVER) )
EVENT : (DURING PAINTINGI6 ROLLER-PAINTING3)
: ROLLER-PAINTING3 (FLUID-CONTAINMENT PAINT TRAY)
LEADS-TO: (FLUID-CONTAINMENT6 FLUID-CONTAINMENT9) STICK6 STICK10 STICKY-ON7)
REPLACE PAINTING17 COMES-FROM
: (STICK10STICK6 STICKY-ONI0 STICKY-ON9 PARTIAL
(ROLL3 (ROLL (CIRCUMFERENCE ABSORB-SUR) (PATH
TRAY-BOT) ) ) )
REPLACE PAINTING19 COMES-FROM
: (variousintermediaries
(REM-LIQ-GOAL(REM-LIQ (LOCATION TRAY-PLANE) ) ) )
PAINTING22 COMES-FROM: (ROLL3)
FIG. 14 The ROLLER-PAINTING frame.
system we could uniformly replace names by pointers to the formulas, or statements, themselves. This has not been done because the resulting circular list
structure would be difficult to debug and awkward to put down on paper.) The
formula body is simply one or more subformulas connected together by AND,
OR, IF T H E N ELSE (where the ELSE would be optional), NOT, L O O P , or
C O N T I N U O U S /21/ /22/. Except for the last two, these are all fairly
straightforward, and will not be discussed further.
We have already seen a L O O P statement in P A I N T I N G , and as its name
implies, it is used to indicate a situation where the same activity is repeated one
or more times, with some condition changing each time. The only things which
in fact change in LOOPs are the values of certain variables, called "loop variables," which are expected to change value each time through the loop. They
will be discussed further in the next section. In the example we have seen in
P A I N T I N G the loop is for replenishing the paint on the painting instrument, and
the loop variable, i.e., that which changes, is the particular blob of paint which is
sticking to the painting instrument.
The reader may have already noted one strange feature of LOOPs, and that is
that by the usual sorts of conventions the loops here are nonterminating, in that
they have no stated conditions for termination. This, however, is more apparent
than real, and in general a loop may be terminated in one of two ways. The first,
and most obvious, is that the G O A L of the complex activity (all LOOPs are in
complex activities) has been satisfied, and the loop was instrumental in bringing
this about. Again, P A I N T I N G serves as a good example. The goal of PAINTING is for the object to acquire a coat of paint. As we noted in Section 2.1, this
goal will have a C O M E S - F R O M pointer to P A I N T I N G 2 2 along with intermediaries explaining how bringing the instrument in contact with the object will
achieve part of this goal. Since PAINTING22 is within the loop P A I N T I N G I 6 ,
this loop will be terminated upon completion of the goal. Note that a particular
goal may be abandoned before it is fulfilled, and this would have the same loop
terminating effect.
A FRAMED PAINTING
379
Second, often loops, or statements within a loop, will have associated rules of
the form "while you are doing that loop, make sure this side condition holds." In
such cases, should the side condition fail to hold, then the loop is discontinued
until (and unless) the side condition can be reestablished. So, for example, if
Jack is painting something outdoors and the wind blows away the newspaper
from underneath the object (i.e., PAINTING15 ceases to hold), we might expect Jack to suspend painting until the paper can be repositioned. If this proved to
be sufficiently difficult, as if the paper had completely blown away and Jack had
no more, we would no longer consider this merely an interruption, but would
instead interpret the goings-on as a complete halt to the painting activity, and
hence to the relevant loops.
Similar to L O O P is " C O N T I N U O U S " which indicates that certain steps are
looping " c o n t i n u o u s l y " in the sense that there are no longer discrete
iterations--e.g., the " s t e p " in E V A P O R A T I O N which says that the volume of
liquid decreases. Or again, in painting, the contact of the instrument with the
object is continuously changing. That is to say, what we previously represented
as
PAINTING22
( C O N T A C T INST-SUR OBJ-SUR)
(CONTINUOUS
PAINTING22 ( C O N T A C T INST-SUR OBJ-SUR)
PAINTING23 (DISTANCE OLD OBJ-SUR
CONTINUOUS)
Here OBJ-SUR is the " l o o p " variable and PAINTING22 says that we are
interested in where the instrument touches the object. PAINTING23 tells us in
what sense OBJ-SUR is changing continuously. There m a y also be further
constraints on how the continuous loop variables change, but they are not needed
in PAINTING21 /23//24//25/.
Continuous actions may appear in both complex events and simple events. In
the former we break a continuous action just as we break a loop. For example,
the continuous action represented by PAINTING21 will be broken for exactly
the same reason that the loop P A I N T I N G I 6 would be--the G O A L is completed or abandoned, or a side condition causes a possible permanent interruption
in the action. However, a continuous action in a simple event will not have goal
states to interrupt it in this fashion, and will instead be interrupted by other
simple actions, such as a falling object coming in contact with some surface.
2.3
While we have thus far considered frame statements in some detail, there are
still a few aspects which we have not introduced. For the most part these deal
with the tag, and in particular with special cases of the use of C O M E S - F R O M
380
EUGENE CHARNIAK
and LEADS-TO pointers. However, some of the additions are more basic, so let
us start with them.
First, a minor point--on some occasions we will allow the name of a flame
statement to stand in for the entire statement/26/. This is particularly useful in
the next section where one statement will serve both as the definition of a
particular variable while at the same time playing a role in the event or relations
which are the heart of the frame.
(STICKY-ON S O M E - P A I N T ABSORB-SUR)
In these cases it is assumed that the order given in the list of arguments (e.g.,
(SOME-PAINT ABSORB-SUR)) corresponds to the ordering of the variable
list found in the frame (to be described in Section 2.4) just as in most programming languages.
However, a second method of indicating argument bindings is allowed, and
this is to indicate them by pairing the variable name with its value, as in:
(STICKY-ON
(SUR ABSORB-SUR)
(LIQ SOME-PAINT) )
Note that when the bindings are given by pairs the ordering is of no relevance.
One may also start the argument list using positional notation, and finish using
pairs, but not vice-versa. Lastly, no fixed number of arguments need be specified
in order to instantiate a frame/27//28//29//30/.
It has proved convenient to allow both of these notations. On one hand, most
frames, and this applies especially to state frames, have certain arguments which
are most crucial, and hence are almost always specified. By allowing these to be
specified in place notation we do without the excess space required by pair
notation. On the other hand, many frames (and here I am mostly talking about
event frames) have a substantial number of variables, of which only a few will
ever be specified for any given instance of the ~ctivity. That is, if we arereading
about painting, the story might talk about the part of the wall covered with paint
on a particular stroke, in which case the variable representing this would be
bound to the appropriate constant in the story representation, but this would be,
in general, quite unlikely. Since there are many variables of this sort, to assign a
place to each such variable, and require that it can only be bound by an expression which also binds each prior place, would be quite unwieldy.
Intermediary Variable Binding. This leaves the tags, that is, the things like
our COMES-FROM and LEADS-TO
pointers. In our discussion of them so
t
far, one problem we have ignored is how the variables in the pointed to frame get
bound. Consider, for example:
A FRAMED PAINTING
PAINTINGI9
(NOT
381
( G R E A T E R S O M E - P T - V O L DRIP-CONST)
LEADS-TO: ( D R I P 3 ) )
This tells us that if there is too much paint on the instrument it can lead to
dripping, and in particular it would satisfy the rule of dripping which gives as a
prerequisite that there be sufficient liquid on the surface of an object. But if we
wish to use the information in DRIPPING in order to make inferences then we
must somehow bind the variables in DRIPPING to their appropriate values,
which will be derived from PAINTING.
The reason this problem has been ignored up till now is that I have been tacitly
assuming the typical pattern matching variable binding convention. That is, in
the process of matching the inner portion of PAINTING19 to the corresponding
statement in DRIPPING we will match, and bind, the variables in DRIP to the
corresponding ones in PAINTINGI9. So, if the corresponding statement in
DRIP is:
DRIP3
( G R E A T E R LIQ-VOL DRIP-CONST)
382
EUGENE CHARNIAK
R E P L A C E PAINTING17 C O M E S - F R O M
: ( (ROLL3 ( R O L L ( C I R C U M F E R . E N C E ABSORB-SUR)
(PATH TRAY-BOT) ) ) )
(Again the intermediaries have been left out for the sake of simplicity.)
What we have done then is to add on an extra frame statement that will serve to
bind the variables in R O L L should we want to make inferences based on it. If we
now add the appropriate intermediaries we get:
(STICKI0 STICK6 STICKY-ON10 STICKY-ON9 P A R T I A L
(ROLL3 ( R O L L ( C I R C U M F E R E N C E ABSORB-SUR)
(PATH TRAY-BOT) ) ) )
The parentheses which enclose ROLL3 and its frame statement simply serve to
"attach" the frame statement as a modification of ROLL3 /34/. ( P A R T I A L
here is a symbol which states that the subsidiary frame statement does not
completely satisfy the calling frame statement. In this case, the statement in
R O L L says that the rolling object has one point in contact with the path. Obviously this is insufficient for paint to be acquired all over the roller surface, but it
is a start. This same confusion exists when we relate getting paint on one part of
an object to coating the object.)
Other Tag Indicators. So far we have only been considering the case where
a frame statement C O M E S - F R O M or L E A D S - T O a single other frame statement. In the case in which there is more than one possibility we connect up the
different possibilities with AND (when they all occur) and OR (when normally
only one occurs)/32//35/.
Lastly, besides C O M E S - F R O M and L E A D S - T O we have two other tags,
UP-DATES and U P D A T E D - B Y , which, as their names suggest, indicate how
one frame statement may cause another no longer to be true/31[. They have the
same form as C O M E S - F R O M and LEADS-TO, except that since they always
point to a single statement, the A N D and OR forms are not used/36//37/.
A FRAMED PAINTING
383
of cases, it will not work for all, since one could easily use, say, a sponge or a
wash cloth. Indeed, given the choice between a sponge in good condition, and a
paint brush which was permanently caked with so much paint as to be brittle,
none of us would have any hesitation in taking the former. So perhaps we should
say that I N S T R U M E N T should be bound only to things which are both flexible
and absorbant. But then, what about a story like:
Jack had to paint a chair. Finding he had no brush he proceeded to dip his
hand in the paint and then smear the paint along the chair.
One's hand is flexible enough, but not very absorbant, and indeed, it is not too
hard to imagine a story in which someone painted a wall using a spatula, which is
not even flexible. When one comes down to it, aside from the fact that the
instrument must be a solid, there are very few absolute constraints on what it
must be.
But neither can we simply say that the instrument must be a solid and leave it
at that. Notice the difference in the following two stories.
Jack had to paint a chair. He dipped
into the paint.
~a rock
}
t a paint brush
In the second case, but not the first, we immediately understand what is going
on. That is to say, we may allow rocks to serve as painting instruments, but
before we recognize them as such we need quite a bit of circumstantial evidence,
and in particular much more evidence than we need to see paint brushes in the
same role.
At the very least we seem to need two levels of restrictions. The first are those
which absolutely have to hold, while the second are those which, while usual, are
not strictly required. (This corresponds pretty much to the distinction between
absolute and preference restrictions found in (Hayes, 1976).) The former will
usually just rule out obvious impossibilities, while the second gives positive
evidence for matching a given variable against a certain object. (It seems likely,
however, that this simple bifurcation of constraints will ultimately have to be
made more complex. My reasons for thinking so stem primarily from the observation that deciding when an object in a story should be bound to a frame variable
is simply a special case of the recognition, or diagnosis, problem. That is to say,
deciding that a particular object is serving as a painting instrument on a given
occasion has much in common with deciding that certain pieces of evidence
imply"the existence of a given disease, or that certain visual clues imply that one
is looking at a certain object. The recognition problem is obviously a very tough
one, however, and we will say no more about it here.)
One portion of our frame (labeled VARS), then, will be devoted to defining
our frame variables and the values they may assume. This portion will simply be
a listing of variable entries/38/in which each entry will in turn consist of the
mandatory variable name (everything else is optional), followed by a type decla-
384
EUGENE CHARNIAK
ration, the absolute r.estrictions, and finally the normal restrictions, which will be
indicated by the symbol N O R M A L / 3 9 / . Of all of this, the only thing left to
discuss is the type declaration, which tells the system under what circumstances
the variable in question is allowed to change values.
A FRAMED PAINTING
385
PRESS (SIMPLE-EVENT)
VARS: LIQUIDI
SOLIDI
(LIQUID LIQUIDI)
PRESS~ (ABSORBANT SOLIDI)
LEADS-TO: (ABSORPTION2 ABSORPTION4 PRESS2)
SUR-SOLIDI
(SURFACE SUR-SOLID1 SOLIDI)
PRESSUREI
TYPE: (PRESS4) ; This variable changes its value at PRESS4
PRESS3 BELOW ; i.e. PRESS3 given below defines
PRESSUREI
S1GNI
PRESS4 BELOW
SUR-LIQ-V~)L TYPE: (PRESS5)
(VOLUME SUR-LIQ SUR-LIQ-VOL)
SUR-LIQ (AND (STICKY-ON SUR-LIQ SUR-SOLID1)
(PART-OF SUR-LIQ LIQUIDI) )
PRESS2 (ABSORBED-BY LIQUIDI SOLIDI) ; This states that
EVENT: PRESSI (AND
PRESS3 (CONTACT SUR-SOLIDI (PRESSURE
PRESSUREI) ) ; increasing
PRESS4 (CHANGE PRESSUREI (SIGN SIGNI) ) )
; (decreasing) the
CAUSE
; pressure on a soaked solid causes the amount
PRESS5 (CHANGE SUR-LIQ-VOL (SIGN SIGN1) ) ; of surface fluid to increase
; (decrease).
I
L
PRESSUREI and VOL-SUR-LIQ are the ones which change, and this is indicated in their entries by the type: (PRESS4) (for VOL-SUR-LIQ we have
PRESS5 instead) which says that the change which occurs in the value of the
variable occurs due to PRESS4 (or 5).
For-All Variables. The second of our three types of allowable value change
is our for-all variables. As their name indicates they are used in situations in
which one would normally think of the predicate calculus for-all quantifier. So,
for example, I distinguish between a S U R F A C E , which means what one would
expect, and an EXTERIOR, which one does not, as the paper we spread on the
floor is an E X T E R I O R of the floor, but it is not the S U R F A C E of the floor.
(All SURFACEs are EXTERIORs, however.) Some of the relations which
define E X T E R I O R include:
( E X T E R I O R E X T OBJECT1)
IMPLIES (SOMETIMES)
( B E T W E E N EXT S U M T H I N OBJECT1)
This says that for the most part the exterior will be between anything else,
SUMTHIN, and the object itself. S U M T H I N here is a for-all variable which
means, in this case, that it may have any number of values. In the variable entry
we will indicate that it is a for-all variable with the symbol F O R - A L L .
In other situations, and in particular when the for-all variable appears in the
antecedent portion of the rule (or of a simple event), the for-all variable must take
386
EUGENE CHARNIAK
on all acceptable vallaes before the rule can be considered satisfied. For example,
in the simple event F A L L we will have the condition
FALL2
(NOT
( S U P P O R T S U P P O R T E R OBJECT) )
Here S U P P O R T E R is a for-all variable, and the net effect of this rule would be
roughly equivalent to a M I C R O - P L A N N E R " T H N O T " statement. That is,
the rule in effect says, " m a k e sure you cannot find something which supports the
object." Note that if S U P P O R T E R were simply a normal variable the rule
would simply say "see if you can find something which does not support the
object.' '
Normal variables. Finally, we have our so-called " n o r m a l " variables,
which are unmarked by an explicit type declaration. The properties of normal
variables within complex events (and adjuncts to complex events) are quite
complex, so let us at first ignore that case. For all other types of frames normal
variables are quite simple--once they have been bound for a particular instantiation of a frame they may not change their value. That is to say, once in PRESS
we have bound, say, S O L I D I , it may not receive another value within the
particular instantiation of the PRESS frame. If something else is pressed, then a
new instantiation will be made. (This ignores the problem of mistakes. Should
the system mistakenly bind a normal variable it may, of course, correct itself.)
With complex events, however, normal variables may, in certain situations,
change their values. The need for this is not too hard to see. Suppose that Jack
starts to paint a wall with a roller. Initially, then, the normal variable INSTRUM E N T will be bound to the roller. What do we do then should Jack at some
point switch to a paint brush? We might possibly refuse to change the value of
I N S T R U M E N T and instead create a new instantiation of the P A I N T I N G
frame, this time with I N S T R U M E N T bound to the paint brush, but this certainly goes against one's normal analysis of the situation. Jack, after all, has not
done two lots of painting, one with a roller, and one with a paintbrush. Rather,
Jack has done one lot of painting using both. Furthermore, there are good
efficiency reasons for going along with our intuition. After all, most of the
variables in the two frames will have the same bindings; the object will remain
the same, as will the paint and the paper used to cover the adjacent objects. And a
little thought will show that the other normal variables (the paint used, the object
painted, the paper used to cover the adjacent objects, etc.) also may change their
value. The change of one need not imply the change of the others, and in general
does not so imply. Hence they, too, must be allowed to change within the same
instance of PAINTING.
Dependency Change. There is one last way in which variables may change
their values. Often a variable is defined (i.e., restricted to certain values) in terms
of other variables. A typical example is a variable that is to represent the volume
of a certain liquid which will be defined as follows:
A FRAMED PAINTING
387
CONCLUSION
There are several traditional roles which a conclusion can play in a paper such
as this. One is to indicate the nature of the future research suggested by the
foregoing analysis, and indeed, I should mention that I am writing (Chamiak,
1977) a program that will utilize the frame representation described here. In
particular, I expect that this program in its early incarnations would accept simple
stories about painting (such as the one given in Section 2. I) which have been
hand parsed into a semantic representation. The program would answer questions
such as the ones found in that example, again with the output in semantic
representation, not English. Even when this program is written, of course, the
result would be in many respects considerably cruder than programs which
already exist. But as I explained in the Introduction, I would hope that a program
utilizing the frames described here would have a deeper and more complete
understanding of the subject it was discussing then any other program to date.
Naturally, there is much other work which needs to be done, from making
improvements in the existing formulations of PAINTING and its subsidiaries to
extending the coverage to other topics (and no doubt also extending the representation), or worring about how more complex stories (such as typical children's
stories) might be handled by such a system. But it seems to me that before such
work can be carried out I must have a better feel for the limitations of my
approach. The PAINTING complex has now become sufficiently elaborate that
its computational implications are no longer very clear to me. Hence the need for
a program.
With that statement, let me now take advantage of yet another traditional role
for a conclusion, and discuss a topic which, while separated from the main trends
of the paper and hence unmentioned until now, is at the same time sufficiently
bound up with what I have been saying to warrant a brief discussion. The topic is
semantic representation.
Until now, except for a tangential mention in the first paragraph of this
section, the words "semantic representation" have not been used. The reason is
that strictly speaking our concern here is not the representation of what we are
told in language but rather the representation of what we already know. Yet given
the generally recognized need to link the former to the latter, there can hardly be
388
EUGENE CHARNIAK
Here JACK1, etc., represent the specific things mentioned in the story. Now
what precisely is the status of PAINTINGI? In the preceding lines I have gone
slightly out of my way to present it as technical maneuver, the purpose of which is
to ensure that the right variables in PAINTING are bound to the right objects in
the story. And indeed, PAINTINGI does serve this purpose. But is there any
reason for not considering PAINTING1 the "semantic representation" of the
original English sentence? (Again barfing the question of time representation.)
One usual argument against things like PAINTING1 being taken seriously as
a semantic representation is that it explains nothing--we have simply replaced
A FRAMED PAINTING
389
the English word "painting" by a "semantic concept" P A I N T I N G - - a n d except for giving the objects different typefaces, the entire exercise is circular.
However, this argument does not hold against PAINTINGI because the symbol
PAINTING has a lot more to back it up than its fortuitous resemblance to an
English word. There is the framed PAINTING. Furthermore, given the representation I have outlined so far, there is every reason to see P A I N T I N G I as at
least part of a semantic representation for our sentence. After all, practically
everything in the system has the form of PAINTING1. That is to say, if you
wish to express something in this system, you have to apply a frame to some
arguments, and the way you do this is by a construction of the same form as
PAINTINGI. If other examples of this form are to be considered semantic
representation, why not PAINTINGI ? (There is the opposite tactic of including
PAINTING as one of our primitives. But to do so would mean that the number
of primitives is quite large, to a first approximation about the size of a typical
person's passive vocabulary. I take it as axiomatic that allowing this many
"primitives" would simply make the entire debate go away.)
But this is not to say that PAINTING1 is necessarily the complete semantic
representation of our sentence, for there might well be compelling arguments for
always including more information which, although derivable from P A I N T I N G ,
would be worthwhile having already available without making the inference. So,
to switch examples, suppose we are told that Jack drove to town. A standard
primitive analysis would have as its center something like J a c k went to town by
using an automobile. To this would typically be added further information about
how or why, but we already have enough to see one advantage over the representation being advocated here, that is, a call to the driving frame.
DRIVING1
(DRIVING JACK1 T O W N I )
The advantage is the way the primitive representation highlights the notion of
motion, and hence the idea of Jack's being in town (or the likelihood thereof).
Facts like this are often important in the further analysis of the story, so we may
well be creating extra work by burying the information inside DRIVING. This
suggests instead a general rule that (AT A G E N T L O C A T I O N ) (in the appropriate modality) should always be included in our representation of driving events,
even though strictly speaking it is redundant. Perhaps we might even see fit to
generalize this to all goal states of complex events.
.Perhaps there might even be other cases in which more "primitive" elements
are automatically included in the representation of certain concepts. But the
tendency illustrated here is clear. It is things like PAINTING1 and DRIVING1
which are primary, for it is they which give the maximum amount of information
about the goings-on in the story. Our general or primitive concepts are to be
included sparingly, where their presence is clearly beneficial in the ever present
tradeoff between the storage of redundant information and the time it takes to
make an inference.
390
EUGENE CHARN1AK
Hence, to sum up both these last few points and by default the entire paper, I
believe that the apparent complexity of what we say in natural language is not a
disguise for the basic simplicity of a small number of concepts arranged in a
multitude of ways, but rather reflects the real complexity of the world we live in
and our knowledge of it. We understand by relating what we are told to what we
know, and given that the latter seems to be represented by concepts at all levels
of generality, the former should be also.
ACKNOWLEDGMENTS
I would like to thank the Dalle Molle Foundation, and the Depa~ment of Computer Science,
Universityof Geneva, who supported this research, the departmentand its director, Prof. B. Levrat,
for the use of their machine in order to programthe frame checker mentioned in the Appendix, and
Maggie Kingand Walter Bischof, for their detailed commentson the first draft of this paper. Finally,
I would like to reverse the parallel acknowledgmentfound in (Wettler, 1977).
APPENDIX
This appendix contains the formal grammar for the formalism described informally in the second part of the paper. A program has been written to check
that all frames conform to the grammar given here, and to translate the frames
into what I hope will be the computer usable form.
In keeping with the notation used earlier in the paper, anything in capitals
.corresponds to symbols which actually appear in the frames, i.e., the terminal
symbols, while nonterminals are in lower case. As for the rest of the notation,
"---~", " [ " , and " * " , have their usual meanings, but parentheses do not, given
that they are terminal symbols. Instead, optional elements are indicated by enclosing " / " . The non-context-free portions of the grammar are indicated by
English expressions describing what they do, and are enclosed'by " " .
Finally, the language given here differs in three minor ways from that given in
the body of the paper. In each case the change is due to the fact that in LISP
based systems it is more convenient to use parentheses to disambiguate expressions than formatting, such as I used previously. Hence the frame checker does
not require formatting, but does require three extra sets of parentheses, one
around each frame, one around each variable entry, and one around each relation. Otherwise everything is the same.
1.
2.
391
A FRAMED PAINTING
3.
4.
modifier--~ (SOMETIMES)
5.
6.
7.
time-name---~SECOND
I YEAR
8.
core complex-~vents~
9.
10.
11.
12.
13.
relation-connector--~ IMPLIES
14.
15.
16.
[MINUTE
[HOUR
[DAY
[WEEK
[MONTH
[ IFF
392
EUGENE CHARNIAK
19.
20.
formula ~ / n a m e / f o r m u l a - b o d y
21.
22.
formula-arguments ~ formula*
23.
24.
continuity-st ~ statement
but the special symbols OLD and C O N T I N U O U S must appear as an
argument in it.
25.
constraint ~ statement
but the special symbol O L D may appear as an argument.
26.
27.
28.
arguments ~ arg*
29.
30.
] statement
](NOTstatement-body)
I$ST
A FRAMED PAINTING
393
31.
32.
comes-from ~
[(OR
33.
basic-comes-from ~ (intermediary*)
PUNISHMENT) [
(OWN-REWARD)
there is a check on the predicates of the original statement (i.e. the one
whose tages we are now examining) as well as those of all the intermediary statements to ensure that matching is at least in principle possible. O W N - P U N I S H M E N T and O W N - R E W A R D do not occur in
C O M E S - F R O M , see below.
34.
35.
leads-to--~ comes-from
but keep track of the fact that we are dealing with a leads-to, since the
predicate check mentioned above depends slightly on this fact.
36.
updates ~ basic-comes-from
for the sake of the predicate check record that we are dealing with an
update.
37.
basic-comes-from [ ( A N D basic-comes-from*)
basic-comes-from*)
[(OWN
38. -variable-list ~
V A R S : variable-entry*
39.
variable-entry ~
(name/TYPE: type/
/formula/
40.
type ~ name [ F O R - A L L
" n a m e " must be that of either a C H A N G E
formula, or a C O N T I N U O U S formula.
/ N O R M A L : formula/)
statement, a L O O P
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