Action |
In a forward-chaining production system, the right-hand
side of a rule consisting of a secquence of actions. |
Agenda |
A control mechanism the handles a priority queue of tasks. |
Antecedent |
The statement of conditions necessary for coming to a conclusion.
In a production system, this is the left-hand side of the rule. |
Attribute |
A property associated with an object. |
Backtracking |
A control method used to search backwards for solutions. |
Backward-Chaining |
A process used to find the solution by searching backwards
from the solution towards the initial conditions thus verifying the specified
goal. |
Backus-Naur Form (BNF) |
A formal language used to define context-free grammars where
a formal grammer consists of a set of rules with a left and right side
separated by the symbol '::='. The left hand side is a nonterminal symbol
and the right-hand side is a sequence of nonterminal symbols. |
Belief |
A statement that is not known or assumed to be true. |
Binding |
The process of assigning a variable a value. |
Bound |
A variable that has been assigned a value in the binding
process. |
Condition Element |
The left side of a rule that can be expressed as a pattern
which can be matched against facts. |
Control Strategy |
The process for choosing the next action when there are
many alternatives steps. |
Data Memory |
The global database used in a production system. |
Demon |
A procedure that is executed whenever a particular predicate
about a database becomes true. |
Execute |
Do the steps specified in a procedure or the actions in
a rule. |
Forward-chaining |
A process used to find the solution by starting with an
assumption and working toward a final goal. |
Frame |
A formal method of representing information about a single
idea or concept in terms of properties where the information is stored
in slots. |
Goal |
The solution that the program is trying to reach. |
Goal Directed |
Same as backward chaining. |
Learning |
A change to a system that alters it's future performance
and is usually associated with changes to rules. |
Left Side |
Specifies the antecedents that must be satisfied if the
rule on the right-side is to be executed. |
List |
A series of recursively defined objects. |
Match |
Comparing the left side with data values in memory to find
the ways in which rules can be satisfied. |
Object |
An entity in a programming system that is used to represent
a piece of information or knowledge. |
Procedure |
Set of instructions for performing a task. |
Production |
Another name for rules. |
Property |
The features and characteristics of an object and the values
are called attributes. |
Right side |
A series of actions taken in the specified sequence when
a rule is fired. |
Rule |
Represents the relationship between objects and actions. |
Scheme |
Same as Frame. |
Task |
Another name for context or goal. |
Variable |
A term that can assume any value from a set of values. |
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For More Info on the
OPS Programming Language |