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Grammar rules define sentence contents and phrase elements. Each grammar and grammar element determines the speech recognition (SR) engine's ability to effectively construct phrase elements. Phrases and sub–expressions are commonly represented by a separate rule and combined into larger phrases and sentences with higher level rules. For more information, see the Grammar rules section.
The card game called Solitaire, uses semantic objects such as cards, suits, and ranks, and semantic actions, such as "move SomeCard to AnotherCard", and "new game." The following example illustrates how to implement a grammar for a game of solitaire, which supports the previously mentioned semantic objects and actions. The example also specifies the exact voice command phrases (in American English) that must be spoken in order to play the game.
<!-- The grammar tag surrounds the entire CFG description
Specify the language of the grammar as
English-American ('409') -->
<GRAMMAR LANGID="409">
<!-- Specify a set of easy-to-read strings to
represent specific values. Similar to
constants or #define in Visual Basic or
C/++ programming languages -->
<DEFINE>
<ID NAME="FROM" VAL="1"/>
<ID NAME="TO" VAL="2"/>
<ID NAME="SUIT" VAL="3"/>
<ID NAME="COLOR" VAL="4"/>
<ID NAME="RANK" VAL="5"/>
<ID NAME="ColorRed" VAL="11101"/>
<ID NAME="ColorBlack" VAL="10011"/>
</DEFINE>
<!-- Define a top-level rule for the new game
command, called 'newgame' -->
<!-- Make the rule 'active', by default, so
the rule is available as soon is speech
is activated in the application -->
<RULE NAME="newgame" TOPLEVEL="ACTIVE">
<!-- Require high confidence for the word,
game, to avoid accidental recognition
of this important rule -->
<!-- Make the last word, please, optional,
only require low-confidence to
make the command phrasing more
flexible -->
<P>new +game</P><O>-please</O>
</RULE>
<!-- Define another active top-level rule,
called 'playcard' which enables the user
to use voice commanding to play cards -->
<!-- Define the 'playcard' rule as exportable, so
we can create other solitaire or card game
grammars which can re-use the 'playcard'
rule functionality. -->
<RULE NAME="playcard" TOPLEVEL="ACTIVE" EXPORT="1">
<O>please</O>
<P>play the</P>
<!-- Allow for extraneous garbage words
from the user. The user could say
"play the little ace of spades" without
breaking the voice command -->
<O>...</O>
<!-- Use a rule reference to a card grammar
which is defined elsewhere in the
overall solitaire grammar. Using
rule references is similar to
reusable components in an object-
oriented programming language or
component model -->
<RULEREF NAME="card"/>
<O>please</O>
</RULE>
<!-- Define another top-level voice command for
moving one card to another location -->
<!-- Note that phrase structure allows for two
types of move-commands by making to_card
section optional. The grammar supports
both 'move from_card to to_card' and
simply 'move from_card'. The application
can select the from_card when the latter
voice command is recognized, or the
application can perform the full move
with the former voice command. -->
<RULE NAME="movecard" TOPLEVEL="ACTIVE">
<O>please</O>
<P>
<L>
<P>move</P>
<P>put</P>
</L>
<P>the</P>
</P>
<!-- Use a semantic tag/property, called 'FROM'
which represents the from_card, and
will contain the phrase structure
recognized in the rule reference. By
using semantic properties, the application
can abstract away the exact phrase text
and build application logic based on
the action (i.e., Action=move
FromCard=(Rank=Ace, Suit=Hearts) -->
<RULEREF PROPNAME="from" PROPID="FROM" NAME="card"/>
<O>
<L>
<P>on</P>
<P>to</P>
</L>
<P>the</P>
<!-- Use another semantic property for the
ToCard information -->
<RULEREF PROPNAME="to" PROPID="TO" NAME="card"/>
</O>
<O>please</O>
</RULE>
<!-- Create a reusable card grammar, which contains
the structure of a card's descriptor (e.g.,
"red ace", "ace of hearts", or "heart").
Note: It is not a top-level rule, since
it is only used by other top-level
rules and is not directly recognizable -->
<RULE NAME="card">
<!-- Use a phrase list to allow the descriptor
to be one of three forms, including
a color and rank, or a rank and
suit, or only a suit. -->
<!-- The application can decode the
card by analyzing the semantic
property structure. For example,
the color and rank form will
include a property called 'color'
with a value either ColorRed or
ColorBlack (note that these values
are actually numeric defines).-->
<L>
<P><!-- color and rank form -->
<L PROPNAME="color" PROPID="COLOR">
<P VAL="ColorRed">red</P>
<P VAL="ColorBlack">black</P>
</L>
<RULEREF NAME="rank"/>
</P>
<P><!-- rank and suit form -->
<RULEREF NAME="rank"/>
<O>
<P>of</P>
<L PROPNAME="suit" PROPID="SUIT">
<P VAL="0">clubs</P>
<P VAL="1">hearts</P>
<P VAL="2">diamonds</P>
<P VAL="3">spades</P>
</L>
</O>
</P>
<!-- suit only form -->
<L PROPNAME="suit" PROPID="SUIT">
<P VAL="0">club</P>
<P VAL="1">heart</P>
<P VAL="2">diamond</P>
<P VAL="3">spade</P>
</L>
</L>
</RULE>
<!-- Create a reusable grammar component, called
'rank' which represents the numeric rank
of the various cards. Note that each card
has an associated value.
The application can use the semantic property
called 'rank' (specified by PROPNAME), and
the value (specified by VAL) to abstract
itself from the phrasing, and use only the
numeric rank values. Note that the words
'king' and 'emperor' both refer to the
value 13. The grammar author can change
or update the text without breaking the
application's semantically-dependent
logic -->
<RULE NAME="rank">
<!-- Specify the property name/id in the LIST
tag, which will be inherited by all
of the list tag's child phrase tags.
Specifying the name/id in the LIST tag avoids
having to specify it multiple times, once
for each P tag -->
<L PROPNAME="rank" PROPID="RANK">
<P VAL="1">ace</P>
<P VAL="2">two</P>
<P VAL="3">three</P>
<P VAL="4">four</P>
<P VAL="5">five</P>
<P VAL="6">six</P>
<P VAL="7">seven</P>
<P VAL="8">eight</P>
<P VAL="9">nine</P>
<P VAL="10">ten</P>
<P VAL="11">jack</P>
<P VAL="12">queen</P>
<P VAL="13">king</P>
<P VAL="12">lady</P>
<P VAL="13">emperor</P>
</L>
</RULE>
<!-- End of Grammar definition -->
</GRAMMAR>
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