Abstract
"Metamouse" is a Flatland device that learns procedures in
interactive graphics taught to it by untrained users. It lives in a simple
graphics world and induces procedures in real time, taking full
advantage of the interactive situation to suppress, or at least control,
variability in the teaching sequence. The teacher must demonstrate
what is to be done, employing constructive methods to make constraints
readily apparent. Metamouse predicts actions, asks for constructions,
solicits input parameters when required, and induces a program (including
conditionals and loops). By eagerly carrying out predicted actions (which
the teacher can undo if they are incorrect) it helps the teacher to satisfy
appropriate felicity conditions. In this paper Metamouse explains its
world, its body and mind, and what it can do.
Notes
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