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From: John Escobar <escobj@rpi.edu>
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Subject: HTML and LaTex copies of the proposal
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I have attached the Latex and Html versions of the
proposal.  I will get a hardcopy of the proposal to
you soon to be signed!!  

You can also get the HTML version at:
http://www.cs.rpi.edu/~escobarj/project/proposal.html

thanks,
John

P.S. I like the super-teaching web-page!

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\documentstyle[psfig]{book}

\textwidth 15.5cm
\textheight 18.5cm

\begin{document}

COMPUTER SCIENCE PROJECT PROPOSAL

PROVIDING A RICH VIRTUAL VISUAL/SYMBOLIC ENVIRONMENT FOR 
TEACHING REASONING

BY

JOHN ESCOBAR

February 5, 1997

\begin{tabbing}
Approved by: \=
             \>\hrulefill\ \hspace{.5in} \hrulefill\
	     \>Professor Selmer Bringsjord \hspace{.5in} \=Date
	     \>Project Supervisor

	     \>\hrulefill  \>hrulefill
             \>Professor David Musser \>Date
	     \>Sponsoring Faculty Member

\end{tabbing}
     The problem can be stated in the following 3 questions:
\begin{enumerate}
\item How does one harness the reasoning power of machines with 
theorem provers to help people learn deductive reasoning?
\item How does one combine visual and symbolic logic to teach 
deductive reasoning in a dynamic way?
\item What role does visual reasoning and mental images (or 
diagrammatic reasoning) have with regard to computers?
\end{enumerate}

     Reaching the following goals will mean solving a significant part
of the above 1 and 2, and will lay part of the foundation for solving 3.

\begin{enumerate}
\item Drawing on both the Schubert Steamroller Problem 
(which is supplied as an example with OTTER; see Appendix
for formalization of the problem) and
the Dreadsbury Mansion Mystery (see Appendix
for shot of DMM formalized in HYPERPROOF), 
create a tutorial that will enable students coming
later to run OTTER on these examples,
and thereby come to understand the relevant syntax,
commands, etc.  In both cases a knowledge base will be
created, and commands relative to the knowledge base will
be shown, with their effects.  
The tutorial should include sample input and output,
and should refer to the OTTER Reference Manual.
It should also include the results of some ``experimentation"
on these problems.
\item Use OTTER to implement a logic-based agent able to intelligibly
navigate in the Wumpus World
described in Russell \& Norvig's {\em Artificial
Intelligence:~A Modern Approach}.
(The functions {\sc Tell} and {\sc Ask}, for example, will be
computed by OTTER.  And the underlying knowledge base for this
agent will consist of formulas in OTTER.)  Furthermore, graphically
display the Wumpus World in Java allowing for some minor interaction,
such as allowing the user to place the wumpus on the grid.
\item Intelligent 2nd-4th grade interactive logic tutor:
\begin{enumerate}
\item Create the mystery logic game ``Secrets" 
(which is a takeoff from the ``Number Sense" worksheet)
using OTTER.
\item Graphically display Secrets in Java, allowing the
system to cue questions to the user depending on their
ability to solve past questions, giving suggestions on 
the way.
\end{enumerate}
\item Relate the above work
to the recent literature in AI on diagrammatic reasoning.
This component of the project is expected to be
short, but will lay part of the foundation
for rich virtual visual/symbolic
environments for teaching reasoning --- environments
that push the envelope of diagrammatic reasoning
in AI.
\end{enumerate}

    The programs will be created in UNIX on the SUN Sparc Stations on my
computer science account.  Since there will be  interaction with the 
user in Java while accessing OTTER it will be necessary to make a 
web-server that has permissions to my account where OTTER will be
running.

     This project will be registered for 3 credits for the Spring 1997 term
and 3 credits for the Fall 1997 term.

\newpage

\centerline{{\LARGE {\bf The Schubert Steamroller Problem}}}

\input{schub.steam.tex}

\newpage

\centerline{{\LARGE {\bf The Dreadsbury Mansion Mystery}}}

\vspace{.25in}

Someone who lives in Dreadsbury Mansion killed Aunt Agatha. Agatha, the
butler, and Charles live in Dreadsbury Mansion, and are the only people
who live therein.  A killer always hates his victim, and is never richer
than his victim.  Charles hates no one that Aunt Agatha hates.  Agatha
hates everyone except the butler.  The butler hates everyone not richer
than Aunt Agatha.  The butler hates everyone Agatha hates.  No one
hates everyone.  Agatha is not the butler.

Now, given the above clues, there
is a bit of a disagreement between three
Norwegian detectives:
Inspector Bjorn is sure that Charles didn't do it.
Is he right?  Inspector Reidar is sure that it was
a suicide.  Is he right?  Inspector Olaf is
sure that the butler, despite conventional wisdom, is innocent.
Is he right?

\begin{figure}
\centerline{\psfig{figure=dread.prob.ps,height=3.5in}}
\caption{Venn Diagrammatic Information for a Secrets Scenario}
\end{figure}

\end{document}


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<BASE HREF="/students/grads3/escobarj/public.html/project/proposal.html">

<HTML>
<HEAD>
<TITLE>Project Proposal</TITLE>
</HEAD>
<BODY>

     The problem can be stated in the following 3 questions:
<OL>
<LI> How does one harness the reasoning power of machines with 
theorem provers to help people learn deductive reasoning?
<LI> How does one combine visual and symbolic logic to teach 
deductive reasoning in a dynamic way?
<LI> What role does visual reasoning and mental images (or 
diagrammatic reasoning) have with regard to computers?
</OL>
<P>
     Reaching the following goals will mean solving a significant part
of the above 1 and 2, and will lay part of the foundation for solving 3.
<P>
<OL>
<LI> Drawing on both the Schubert Steamroller Problem 
(which is supplied as an example with OTTER) and
the Dreadsbury Mansion Mystery,
create a tutorial that will enable students coming
later to run OTTER on these examples,
and thereby come to understand the relevant syntax,
commands, etc.  In both cases a knowledge base will be
created, and commands relative to the knowledge base will
be shown, with their effects.  
The tutorial should include sample input and output,
and should refer to the OTTER Reference Manual.
It should also include the results of some ``experimentation&quot;
on these problems.
<LI> Use OTTER to implement a logic-based agent able to intelligibly
navigate in the Wumpus World
described in Russell &amp; Norvig's <EM>Artificial
Intelligence:&nbsp;A Modern Approach</EM>.
(The functions T<font size=-1><small>ELL</small></font> and A<font size=-1><small>SK</small></font>, for example, will be
computed by OTTER.  And the underlying knowledge base for this
agent will consist of formulas in OTTER.)  Furthermore, graphically
display the Wumpus World in Java allowing for some minor interaction,
such as allowing the user to place the wumpus on the grid.
<LI> Intelligent 2nd-4th grade interactive logic tutor:
<OL>
<LI> Create the mystery logic game ``Secrets&quot; 
(which is a takeoff from the ``Number Sense&quot; worksheet)
using OTTER.
<LI> Graphically display Secrets in Java, allowing the
system to cue questions to the user depending on their
ability to solve past questions, giving suggestions on 
the way.
</OL>
<LI> Relate the above work
to the recent literature in AI on diagrammatic reasoning.
This component of the project is expected to be
short, but will lay part of the foundation
for rich virtual visual/symbolic
environments for teaching reasoning -- environments
that push the envelope of diagrammatic reasoning
in AI.
</OL>
<P>
    The programs will be created in UNIX on the SUN Sparc Stations on my
computer science account.  Since there will be  interaction with the 
user in Java while accessing OTTER it will be necessary to make a 
web-server that has permissions to my account where OTTER will be
running.
<P>
     This project will be registered for 3 credits for the Spring 1997 term
and 3 credits for the Fall 1997 term.
</BODY>
</HTML>

--------------15237D96809--



