Your Wish is My Command: Programming By Example
By Henry Lieberman. 2001
662 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/2cf24d20968f6c29c54faf5f5b49c0a5e919b7c2
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Citations in the corpus
- Program Synthesis Using Natural Language (2015, background): “Recent work has experimented with another class of (possibly incomplete) specifications, namely examples [7, 13, 14, 17, 31].”
- Synthesizing data structure transformations from input-output examples (2015, methodology): “Example-guided synthesis has a long history in the artificial intelligence community [16, 22, 24].”
- End-User Software Engineering and Why it Matters (2010, unknown): “…include spreadsheet systems, Web authoring tools, and graphical languages for creating educational simulations (e.g., Burnett, Chekka, & Pandey, 2001; Lieberman, 2001; Little, Lau, Cypher, Lin, Haber, & Kandogan, 2007; Pane, Myers, & Miller, 2002; Repenning & Ioannidou, End-user programming has…”
- Synthesizing transformations on hierarchically structured data (2016, background): “Example-guided synthesis has a long history in the artificial intelligence community [19, 24, 25].”
- A Machine Learning Framework for Programming by Example (2013, background): “Our practical motivation is Programming by Example (PBE) (Lieberman, 2001; Cypher et al., 1993), where an end user provides a machine with examples of a task she wishes to perform, and the machine infers a program to accomplish this.”
- Reinforcement Learning with Human Teachers: Evidence of Feedback and Guidance with Implications for Learning Performance (2006, background): “…exploration on the part of the machine, yielding a dependence on having a human present to learn (e.g., learning by demonstration (Nicolescu & Matarić 2003; Schaal 1999; Voyles & Khosla 1998; Lieberman 2001), by tutelage (Lockerd & Breazeal 2004), or straight communication (Lauria et al. 2002)).”
- Foofah: Transforming Data By Example (2017, background): “Version space algebra requires a complete search space of programs between two states, which make it more suitable for a Programming By Demonstration problem where the user explicitly provides intermediate states and the search space between these states is small [27] or for PBE problems that can be”
- Interacting meaningfully with machine learning systems: Three experiments (2009, background): “A large body of work employing user feedback falls under the topic of programming by demonstration, which enables a system to learn a procedural program interactively from user demonstrations (Cypher, 1993; McDaniel and Myers, 1999; Lieberman, 2001).”
- Teachable robots: Understanding human teaching behavior to build more effective robot learners (2008, background): “…on the part of the machine, yielding a dependence on having a human present to learn (e.g., learning by demonstration (Nicolescu and Matari´c, 2003; Schaal, 1999; Voyles and Khosla, 1998; Lieberman, 2001), by tutelage (Lockerd and Breazeal, 2004), or straight communication (Lauria et al., 2002)).”
- a CAPpella: programming by demonstration of context-aware applications (2004, background): “Traditionally, programming by demonstration systems have focused on supporting visually-based tasks such as filing email and web browsing [15].”
- FlashMeta: a framework for inductive program synthesis (2015, background): “Domain-specific Inductive Synthesis Inductive synthesis is a sub-area of program synthesis where the specification is provided in the form of examples [23].”
- Leveraging Grammar and Reinforcement Learning for Neural Program Synthesis (2018, methodology): “Rule-based synthesis approaches have recently been successful in delivering on the promise of Programming By Example (Lieberman, 2001), the most widely known example being the FlashFill system (Gulwani et al., 2012) in Excel.”
- Spreadsheet table transformations from examples (2011, methodology): “Unlike traditional programming, the techniques of end-user programming by demonstration or by example [3, 16] allow users to describe a computation via partial execution traces or final outputs resulting from a small set of inputs, without requiring the user to describe how to perform the computatio”
- A New Paradigm for Intelligent Tutoring Systems: Example-Tracing Tutors (2009, methodology): “Programming by demonstration has been applied to a number of application areas, both outside the domain of ITSs (Lieberman, 2001; Myers, McDaniel, & Kosbie, 1993) and within, in systems such as DEMONSTR8 (Blessing, 2003), DISCIPLE (Tecuci & Keeling, 1999), and SimStudent (Matsuda, Cohen, Sewall,…”
- Meta-design (2004, unknown): “The graphical agent worlds must still be designed, but once present, programming by example [5] can infer instructions from the users’ actions; for example, in a robot game the user demonstrates an agent bumping into a wall followed by reversing two steps and changing direction.”
- Making mashups with marmite: towards end-user programming for the web (2007, background): “For example, Cypher [5] and Lieberman [20] describe numerous programming-by-demonstration and programming-by-example systems.”
- Meta-design: A Framework for the Future of End-User Development (2006, background): “…computational details as much as possible from users (see Figure 5); to provide programming environments (such as Squeak, Agentsheets, and others [Lieberman, 2001] that make the functionality of the system transparent and accessible so that the computational drudgery required of the user can…”