Pierluigi Crescenzi

AI
3papers
11citations
Novelty27%
AI Score16

3 Papers

AIDec 15, 2021
Planning with Biological Neurons and Synapses

Francesco d'Amore, Daniel Mitropolsky, Pierluigi Crescenzi et al.

We revisit the planning problem in the blocks world, and we implement a known heuristic for this task. Importantly, our implementation is biologically plausible, in the sense that it is carried out exclusively through the spiking of neurons. Even though much has been accomplished in the blocks world over the past five decades, we believe that this is the first algorithm of its kind. The input is a sequence of symbols encoding an initial set of block stacks as well as a target set, and the output is a sequence of motion commands such as "put the top block in stack 1 on the table". The program is written in the Assembly Calculus, a recently proposed computational framework meant to model computation in the brain by bridging the gap between neural activity and cognitive function. Its elementary objects are assemblies of neurons (stable sets of neurons whose simultaneous firing signifies that the subject is thinking of an object, concept, word, etc.), its commands include project and merge, and its execution model is based on widely accepted tenets of neuroscience. A program in this framework essentially sets up a dynamical system of neurons and synapses that eventually, with high probability, accomplishes the task. The purpose of this work is to establish empirically that reasonably large programs in the Assembly Calculus can execute correctly and reliably; and that rather realistic -- if idealized -- higher cognitive functions, such as planning in the blocks world, can be implemented successfully by such programs.

HCMar 8, 2017
Sigil3D: A Crowdsourcing Platform for Interactive 3D Content

Andrea Barillari, Daniele Bernardini, Pierluigi Crescenzi

In this paper we propose applying the crowdsourcing approach to a software platform that uses a modern and state-of-the-art 3D game engine. This platform could facilitate the generation and manipulation of interactive 3D environments by a community of users producing different content such as cultural heritage, scientific virtual labs, games, novel art forms and virtual museums.

FLNov 25, 2013
Synchronous Context-Free Grammars and Optimal Linear Parsing Strategies

Pierluigi Crescenzi, Daniel Gildea, Andrea Marino et al.

Synchronous Context-Free Grammars (SCFGs), also known as syntax-directed translation schemata, are unlike context-free grammars in that they do not have a binary normal form. In general, parsing with SCFGs takes space and time polynomial in the length of the input strings, but with the degree of the polynomial depending on the permutations of the SCFG rules. We consider linear parsing strategies, which add one nonterminal at a time. We show that for a given input permutation, the problems of finding the linear parsing strategy with the minimum space and time complexity are both NP-hard.