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Question answering
Question answering (QA) is a computer science discipline within the fields of information retrieval and natural language processing (NLP) that is concerned with building systems that automatically answer questions that are posed by humans in a natural language.
A question-answering implementation, usually a computer program, may construct its answers by querying a structured database of knowledge or information, usually a knowledge base. More commonly, question-answering systems can pull answers from an unstructured collection of natural language documents.
Some examples of natural language document collections used for question answering systems include:
Question-answering research attempts to develop ways of answering a wide range of question types, including fact, list, definition, how, why, hypothetical, semantically constrained, and cross-lingual questions.
Another way to categorize question-answering systems is by the technical approach used. There are a number of different types of QA systems, including
Rule-based systems use a set of rules to determine the correct answer to a question. Statistical systems use statistical methods to find the most likely answer to a question. Hybrid systems use a combination of rule-based and statistical methods.
Two early question answering systems were BASEBALL and LUNAR. BASEBALL answered questions about Major League Baseball over a period of one year[ambiguous]. LUNAR answered questions about the geological analysis of rocks returned by the Apollo Moon missions. Both question answering systems were very effective in their chosen domains. LUNAR was demonstrated at a lunar science convention in 1971 and it was able to answer 90% of the questions in its domain that were posed by people untrained on the system. Further restricted-domain question answering systems were developed in the following years. The common feature of all these systems is that they had a core database or knowledge system that was hand-written by experts of the chosen domain. The language abilities of BASEBALL and LUNAR used techniques similar to ELIZA and DOCTOR, the first chatterbot programs.
SHRDLU was a successful question-answering program developed by Terry Winograd in the late 1960s and early 1970s. It simulated the operation of a robot in a toy world (the "blocks world"), and it offered the possibility of asking the robot questions about the state of the world. The strength of this system was the choice of a very specific domain and a very simple world with rules of physics that were easy to encode in a computer program.
Hub AI
Question answering AI simulator
(@Question answering_simulator)
Question answering
Question answering (QA) is a computer science discipline within the fields of information retrieval and natural language processing (NLP) that is concerned with building systems that automatically answer questions that are posed by humans in a natural language.
A question-answering implementation, usually a computer program, may construct its answers by querying a structured database of knowledge or information, usually a knowledge base. More commonly, question-answering systems can pull answers from an unstructured collection of natural language documents.
Some examples of natural language document collections used for question answering systems include:
Question-answering research attempts to develop ways of answering a wide range of question types, including fact, list, definition, how, why, hypothetical, semantically constrained, and cross-lingual questions.
Another way to categorize question-answering systems is by the technical approach used. There are a number of different types of QA systems, including
Rule-based systems use a set of rules to determine the correct answer to a question. Statistical systems use statistical methods to find the most likely answer to a question. Hybrid systems use a combination of rule-based and statistical methods.
Two early question answering systems were BASEBALL and LUNAR. BASEBALL answered questions about Major League Baseball over a period of one year[ambiguous]. LUNAR answered questions about the geological analysis of rocks returned by the Apollo Moon missions. Both question answering systems were very effective in their chosen domains. LUNAR was demonstrated at a lunar science convention in 1971 and it was able to answer 90% of the questions in its domain that were posed by people untrained on the system. Further restricted-domain question answering systems were developed in the following years. The common feature of all these systems is that they had a core database or knowledge system that was hand-written by experts of the chosen domain. The language abilities of BASEBALL and LUNAR used techniques similar to ELIZA and DOCTOR, the first chatterbot programs.
SHRDLU was a successful question-answering program developed by Terry Winograd in the late 1960s and early 1970s. It simulated the operation of a robot in a toy world (the "blocks world"), and it offered the possibility of asking the robot questions about the state of the world. The strength of this system was the choice of a very specific domain and a very simple world with rules of physics that were easy to encode in a computer program.