Related papers: Programs as Polypeptides
With more and more digital media, especially in the field of virtual reality where detailed and convincing scenes are much required, procedural scene generation is a big helping tool for artists. A problem is that defining scene…
With recent advances in graphical user interfaces, more and more tasks on computers have become easier to perform. Out of the belief that creating computer programs can also be one of them, visual programming languages (VPLs) have emerged.…
We establish a close connection between a reversible programming language based on type isomorphisms and a formally presented univalent universe. The correspondence relates combinators witnessing type isomorphisms in the programming…
The term visual programming has started to be used in Informatics so far, however, there are different views on its meaning. The separation of visual programming from development tools of interfaces provides not only the certainty for this…
The dominant programming languages support only linear text to express ideas. Visual languages offer graphical representations for entire programs, when viewed with special tools. Hybrid languages, with support from existing tools, allow…
Chemists now routinely use software as part of their work. For example, virtual chemistry allows chemical reactions to be simulated. In particular, a selection of software is available for the visualisation of complex 3-dimensional…
We formally define an elegant multi-paradigm unification of Functional Reactive Programming, Actor Systems, and Object-Oriented Programming. This enables an intuitive form of declarative programming, harvesting the power of concurrency…
Reactive programming is a programming paradigm whereby programs are internally represented by a dependency graph, which is used to automatically (re)compute parts of a program whenever its input changes. In practice reactive programming can…
Answering visual queries is a complex task that requires both visual processing and reasoning. End-to-end models, the dominant approach for this task, do not explicitly differentiate between the two, limiting interpretability and…
We give an overview of our philosophy of pictures in mathematics. We emphasize a bi-directional process between picture language and mathematical concepts: abstraction and simulation. This motivates a program to understand different…
Synthesizing programs from examples requires searching over a vast, combinatorial space of possible programs. In this search process, a key challenge is representing the behavior of a partially written program before it can be executed, to…
We build deep RL agents that execute declarative programs expressed in formal language. The agents learn to ground the terms in this language in their environment, and can generalize their behavior at test time to execute new programs that…
World models have emerged as a powerful paradigm for building interactive simulation environments, with recent video-based approaches demonstrating impressive progress in generating visually plausible dynamics. However, because these models…
Multimodal Large Language Models (MLLMs) struggle with precise reasoning for structured visuals like charts and diagrams, as pixel-based perception lacks a mechanism for verification. To address this, we propose to leverage derendering --…
The generation of comprehensible explanations is an essential feature of modern artificial intelligence systems. In this work, we consider probabilistic logic programming, an extension of logic programming which can be useful to model…
This paper illustrates how the diagram programming language DiaPlan can be used to program visual systems. DiaPlan is a visual rule-based language that is founded on the computational model of graph transformation. The language supports…
A general theory of programs, programming and programming languages built up from a few concepts of elementary set theory. Derives, as theorems, properties treated as axioms by classic approaches to programming. Covers sequential and…
In this paper, we are interested in modeling complex activities that occur in a typical household. We propose to use programs, i.e., sequences of atomic actions and interactions, as a high level representation of complex tasks. Programs are…
In this paper, we address the problem of creating believable agents (virtual characters) in video games. We consider only one meaning of believability, ``giving the feeling of being controlled by a player'', and outline the problem of its…
Chemical reaction networks can be automatically generated from graph grammar descriptions, where rewrite rules model reaction patterns. Because a molecule graph is connected and reactions in general involve multiple molecules, the rewriting…