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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Interactive Computational Systems: Rough Granular Approach</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Andrzej Skowron</string-name>
          <email>skowron@mimuw.edu.pl</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Andrzej Jankowski</string-name>
          <email>a.jankowski@ii.pw.edu.pl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Piotr Wasilewski</string-name>
          <email>piotr@mimuw.edu.pl</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Institute of Computer Science, Warsaw University of Technology Nowowiejska 15/19</institution>
          ,
          <addr-line>00-665 Warsaw</addr-line>
          ,
          <country country="PL">Poland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Institute of Informatics, The University of Warsaw Banacha 2</institution>
          ,
          <addr-line>02-097 Warsaw</addr-line>
          ,
          <country country="PL">Poland</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Institute of Mathematics, The University of Warsaw Banacha 2</institution>
          ,
          <addr-line>02-097 Warsaw</addr-line>
          ,
          <country country="PL">Poland</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The aim of this paper is to present a step toward building computational models for interactive systems. Such computations are performed in an integrated distributed environments on objects of different kinds of complexity, called here as information granules. The computations are progressing by interactions among information granules and physical objects. We distinguish global and local computations. The former ones are performed by the environment (the nature) while the local computations are, in a sense, projections of the global computations on local systems and they represent information on global computations perceived by local systems. We assume that, the laws of the nature are only partially known by the local systems. This approach seems to be of some importance for developing computing models in different areas such as natural computing (e.g., computing models for meta-heuristics or computations models for complex processes in molecular biology), computing in distributed environments under uncertainty realized by multi-agent systems, modeling of computations for feature extraction (constructive induction) for approximation of complex vague concepts, hierarchical learning, discovery of planning strategies or strategies for coalition formation by intelligent systems as well as for approximate reasoning about interactive computations based on such computing models. In the presented computing models, a mixture of reasoning based on deduction and induction is used.</p>
      </abstract>
      <kwd-group>
        <kwd>interactive computing</kwd>
        <kwd>interactive systems</kwd>
        <kwd>multi-agent systems</kwd>
        <kwd>rough sets</kwd>
        <kwd>granular computing</kwd>
        <kwd>wisdom technology</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        on objects called information granules [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] (or infogranules, for short) and both
interactive computations and information granules are represented by
information systems from the rough set approach [
        <xref ref-type="bibr" rid="ref19 ref20 ref21">19–21, 34</xref>
        ]. Information granules are
one of the concepts playing main role in developing foundations for AI, data
mining and text mining [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. They grew up as some generalizations from fuzzy
sets [48–50] as well as rough set theory and interval analysis [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ].
      </p>
      <p>In order to represent interactive computations (used e.g., in searching for new
features) information systems of a new type, namely interactive information
systems, are needed [30, 32]. Laying foundations for IRGC is also aimed at giving
a unique way of modeling of computations in different various areas such as
multi-agent systems, swarm intelligence, metaheuristics, perception based
computing, natural computing, membrane computing in addition to data mining and
machine learning.</p>
      <p>
        In many areas (e.g., biology, sociology, MAS, robotics, pattern recognition,
machine learning or data mining, simulations of complex phenomena, or
semantic search engines), the challenge is to discover (induce) complex infogranules
from some elementary ones, representing imperfect knowledge about analyzed
objects, and concepts, or/and phenomena in such a way that the complex
infogranules (e.g., clusters of highly structural objects in data mining, new features
obtained by feature construction in machine learning or coalitions in MAS)
satisfy the given, often vague, target specification to a satisfactory degree (see, e.g,
[
        <xref ref-type="bibr" rid="ref11 ref23 ref3 ref6 ref9">11, 3, 6, 35, 9, 36, 23</xref>
        ]). This idea has been coined, e.g., in rough mereology [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ].
Therefore, in addition to theoretical unification of various paradigms mentioned
above, research presented in this paper has also a practical objective. It contains
an attempt of constructing a basis for tools for creating strategies supporting
inducing such complex infogranules satisfying vague, target specification to a
satisfactory degree.
      </p>
      <p>To meet these objectives, in the paper several issues are addressed.</p>
      <p>We start with a short discussion on ontology for interactive granular
computing, i.e., a specification of list of basic concepts for IGC together with their
descriptions and interrelations.</p>
      <p>
        We denote by s(t) the global state of ICS at time t. The s(t) consists objects
called as agents. Each agent consists as parts information bot (inbot, for short)
with structure described by infogranules and some physical objects (called also
as hunks of matter, or hunks, for short [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]). Among agents is distinguished
an agent called as the environment agent. The set of agents existing in s(t)
different from age) is denoted by Ag(t). For the definition of global transition
relation may be necessary some assumptions about the global ontology or at
least mereology of hunks in the environment agent. Inbots are used by agents for
abstract representation of information perceived about global states, history of
interactions with the environment and other agents, etc.. These representations
are created using infogranules of different kinds. Special interactions between
infogranules and some distinguished hunks are making it possible to represent
infogranules in hunks. Note that in general transitions from a given global state
may influence inbots too.
      </p>
      <p>Next, we distinguish two kinds of computations realized by ICS, i.e., global
computations realized by the age agent and local computations realized by agents
from the union of Ag(t) over time t. Due to uncertainty, typically any local
computation represent a class of global computations. This causes that control
over local computations performed by agents should be robust relative to this
class, i.e., all global computations corresponding to the local computation should
be of the similar quality.</p>
      <p>
        One of the main problem to obtain the robustness for the control strategies is
to discover relevant attributes (features) over which the conditions for activation
of actions can be induced. In searching for such attributes, hierarchical learning
may be used supported by domain knowledge. Among strategies searching for
relevant attributes are strategies based on hierarchical structures discovered from
data and domain knowledge, interactive computations (in particular,
interactions with domain experts are very often required) as well as adaptive judgment
strategies embedded in the systems. ICS are introduced as models for solving
problems specified by complex vague concepts. Very often ICS is designed for
solving a class of problems not a single problem. It is worthwhile mentioning
that using the rough set based methods were developed methods for embedding
into the system approximate “views” of domain ontologies (see, e.g., [
        <xref ref-type="bibr" rid="ref14 ref15 ref3 ref4 ref5">4, 5, 3, 14,
15</xref>
        ]). This is a step toward developing methods for perception based computing.
Such methods are making it possible to reason from sensory measurements to
perception, i.e., understanding of the sensory measurements [
        <xref ref-type="bibr" rid="ref29">49, 50, 29–32</xref>
        ].
      </p>
      <p>
        This article is a step toward realization of the Wistech program (see, e.g.,
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]).
      </p>
      <p>
        We assume the reader is familiar with the basic notions concerning
information systems and rough sets [
        <xref ref-type="bibr" rid="ref19 ref20 ref21">19–21</xref>
        ]. In this section, we discuss a generalization
of information systems to interactive information systems.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Global and Local Computations of ICS</title>
      <p>We distinguish two kinds of computations realized by ICS. The first ones are
called global computations realized by a global transition relation of the
environment agent reflecting the dynamics of the nature. This relation is only partially
known for agents which are parts of ICS. The second kind of computations create
local computations relative to a particular agent or group of agents.</p>
      <p>The global computations are defined by a global transition relation defined
as follows: (i) the environment agent age at a state s(t) gathers information
inf (age, s(t)) based on perception of the existing in s(t) agents and hunks at
time t; in particular, there are perceived active or activated actions by the agents
at t, (ii) on the basis of the information inf (age, s(t), age selects for the next
moment t + ∆ the next global state s(t + ∆) from the set of states Stateinf(age;s(t))
corresponding to the gathered information; in the case of unpredictable
environment, neither inf (age, s(t)) nor Stateinf(age;s(t) are available for the agents
existing in s(t) others than age, (iii) the global computation (of age) is any
sequence of global states: s(t), s(t + ∆), . . . , s(t + i∆), . . . such that for any two
consecutive global states s(t+i∆), s(t+(i+1)∆) from this sequence, s(t+(i+1)∆)
is defined from s(t + i∆) using the rule described in the previous step.</p>
      <p>In this paper, we consider global computations over linear discrete time.
However, the approach can be extended to computations over continuous and
nonlinear time.</p>
      <p>
        In the following sections, we discuss how such global computations in the
environment are perceived by agents performing computations on infogranules.
In particular, we discuss a special role of interactive information systems (see,
e.g., [32].) Such information systems make it possible to register the sensory
measurements over the time also related to the results of performed actions, to
record the expected results of actions or plans. Actions or plans are activated
on the basis of satisfiability of the complex vague concepts. These complex
concepts are approximated using hierarchical information systems [
        <xref ref-type="bibr" rid="ref14 ref3">14, 3</xref>
        ]. Agents are
gathering knowledge discovered over time by their inbots, e.g., in the form of
sets of discovered rules. In this way, agents deal with complex objects of different
complexity called infogranules. The infogranules should be discovered by using
relevant strategies so they can be used for synthesis or inducing more complex
infogranules relevant for the solution of the task under consideration. Agents
perceive global computations due to interactions with the environment recorded
by interactive information systems and modeling of infogranules representing the
local history of computation relative to a given agent.
      </p>
      <p>The local computations relative to a given agent ag 2 ∪t Ag(t) are, in a
sense, “projections” of global computations. These projections relative to ag 2
∪t Ag(t) are defined for any global computation s(t), s(t + ∆), . . . , s(t + i∆), . . .
as follows: (i) a subsequence of s(t), s(t + ∆), . . . , s(t + i∆), . . . is selected using
the time scale of ag, where it is assumed that ag exists at all time moments in
selected subsequences, 1, (ii) any global state, in the defined above subsequence,
is substituted by an infogranule representing an accessible for ag information
about this global state.2</p>
      <p>Any local computation of a given agent represents a class of global
computations perceived in the same way by the agent age [30, 31].</p>
      <p>The tasks performed by ICS can be characterized as the tasks of searching
for (adaptive) control strategy over the local computations for obtaining
computations of satisfactory quality relative to the considered tasks.
3</p>
      <p>Interactive Framework: Environment and Infogranules
of Various Types</p>
      <p>
        Infogranules are purely formal objects, they are specific types of data
structures and can be described using sets from different levels of the power-set
hierarchy. Agents are acting objects, designed to perform various types of actions
1 One may consider a more general case by selecting a subsequence of global
computation (soft) segments of different sizes.
2 The details explaining how this infogranule is selected by ag can be explained using
the Aristotle tetrahedron [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] or its modification discussed elsewhere.
such as information processing, solving problems, planning, making decisions,
conducting sensory measurements. ICSs can consists as parts both purely
formal objects or physical objects or combinations of formal and physical objects.
As examples of the first type of parts one can consider different kinds of
algorithms (including interactive algorithms), e.g., classifiers, or search engines. As
examples of the second type can serve physical sensors, while as examples of the
third type one take into account robots with physical effectors, calculators or
computers. We distinguished several components of ICSs such as agents
consisting of inbots, and hunks. Inbots in agents are responsible for solving problems,
planning, or making decisions. Agents also contain some hunks, in particular
sensors (responsible for conducting sensory measurements) and their
counterparts in inbots called as sensor bots (or sebots, for short ). For example, sebots
can be purely formal objects as elements of interface of search engine querying a
given data base. Hunks are physical “counterparts” of infogranules. Hunks can
interact and the results of interaction can be perceived by agents. These
interactions can by influenced by actions. As examples of hunks can serve dices or
chemical particles. Interactions between sebots and sensors are making it
possible to represent infogranules in hunks. In the agent structure we distinguish
other special infogranules called bots such as bot for the hierarchy of agent needs
(or nebot, for short). The nebot, consisting specification of agent tasks, interacts
with the other bots of agents responsible for control, syntactic or semantic issues
of infogranules (see Figure 1).
Infogranules and agents are immersed into (artificial) environment or
interactive framework for performing interactive granular computations. It is possible
that a particular agent through some discovery uses a collection of “law of the
nature” or collections of rule of the games, making it possible to better predict the
future state of local computation. We assume here that inbots have only partial,
limited information about the environment, other agents and about themselves,
and analogically, sebots perceive only a part of the environment. Let us note
that in particular applications one may assume some properties (laws) the agent
age should satisfy.
4
      </p>
    </sec>
    <sec id="sec-3">
      <title>Interactive Information Systems</title>
      <p>Interactive information systems, called also interactive tables, are parts of
the agent inbots used for representation of agent interaction results with the
environment. Agents perceive the environment, construct plans of actions, choose
between alternative actions to be performed, make decisions whether to activate
or deactivate a given action in the face of the dynamically changing environment
and to perform actions (such performance is the way how the environment is
influenced by agents). Therefore interactive information systems contain attributes
of special kinds, namely perception attributes, including sensory attributes and
action attributes [30, 32]. These attributes are open attributes, i.e., as functions
they are injections from object domains into sets of values.</p>
      <p>Perception attributes can be divided into atomic and constructible attributes.
Atomic attributes are basic in the sense that their values depend only on some
external factors, with respect to a given information system and they are not
computed from the values of other attributes of this system.</p>
      <p>Constructible attributes are complex attributes which are inductively defined
from atomic attributes of a given information system: if b is a constructible
attribute, then for any some object x and already defined atomic attributes
a1, a2, . . . , ak: b(x) = F (a1(x), a2(x), . . . , ak(x)), where F : Va1 Va2 . . .
VaK ! Vb and values from Vb are constructed on the basis of values from Vi
for i = 1, . . . , k.</p>
      <p>Sensory attributes represent sensor measurements. They are atomic attributes
whose values are results of measurements conducted by sensors thus they depend
only on the environment and are independent from values of other attributes.
Perception attributes are sensory attributes or constructible attributes defined on
the basis of sensory ones. The latter are also called complex perception attributes.
Complex perception attributes represent higher order result of perception, e.g.,
some identified patterns or created perceptual infogranules.</p>
      <p>Let us consider some features of interactive information systems important
from the point of view modeling interactive computations: (i) information
systems consist of attributes together with some relational structures on them such
as the linear time order which allows us to represent the status of sensory
measurements in time in different rows of information system, (ii) sensor attributes
make it possible to record a time moment of initialization/finalization of the
sensor measurement, (iii) for some period of time the value of sensory
measurement may be unknown, e.g., because the measurement process is not finalized,
(iv) new sensor or action attributes may be added in time, (v) new rows may be
added or changed in the following moments of time to the current information
system.</p>
      <p>
        Formally, interactive information systems are decision systems where
condition attributes contain sensory attributes as well as some complex perception
attributes and decision attributes contain action attributes. It should be noted
that interactive information systems are dynamically evolving systems where
classes of condition attributes and decision attributes can be expanded: new
perception attributes can be constructed on the basis of values returned previously
by sensors or some previously existing complex perception attributes. Therefore
they are not only tables with dynamically changing values of attributes. Using
this properties interactive information systems can represent interactive
computations with intrastep interactions [
        <xref ref-type="bibr" rid="ref10">10, 30</xref>
        ] and thus they are much more general
information systems than the studied dynamic information systems (see, e.g.,
[
        <xref ref-type="bibr" rid="ref17 ref7">7, 17</xref>
        ]) which make it possible to consider incremental changes in information
systems but they do not contain the perception and action attributes
necessary for modeling interactive computations, in particular for modeling intrastep
interactions [30].
      </p>
      <p>
        Interactive information systems are used for discovery new knowledge, e.g.,
in the form of some rule sets. Such rule sets may be treated as theories of
information systems [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. They make it possible to express, e.g., interactions in
the context of considered infogranule types.
      </p>
      <p>Operations on information systems can be used for generation of new
infogranules relevant for the considered task.
5</p>
    </sec>
    <sec id="sec-4">
      <title>Hierarchies of Interactive Information Systems</title>
      <p>
        Infogranules can have an elementary structure (such as elementary
neighborhoods of objects see: [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], [37], [43]) or a complex structure (such as cognitive
agents [42], autonomous software bots, teams of software bots [36], [41],
complex patterns or classifiers in data mining, [34], [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]). Infogranules of higher
order are constructed in hierarchical way from simpler infogranules. For example,
infogranules in agents can have a complex structure consisting of many
components responsible for, e.g., perceiving the environment, planning actions, or
sending messages to other agents [30, 32]. Coalitions of agents lead to a
special kind of infogranules in layered granular networks. Note that autonomous
software bots can use complex vague concepts as guards of actions performed
during the interaction with the environment [30, 32]. For the approximation of
such concepts the rough set approach can be used (see, e.g. [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], [43]).
Interactions among infogranules and approximations of granules are two basic
concepts related to interactive computations on infogranules. In layered
infogranular networks we represent the (hierarchical) structure of granules as well
as links between interacting infogranules. Granular layered networks are built
over information systems representing infogranules and their interactions.
      </p>
      <p>Complex perception attributes defined by means of relational structures can
be used to represent some structural properties of objects, for example time
windows in information systems where objects are time points. In hierarchical
modeling, object signatures at a given level of hierarchy can be used for constructing
structural objects on the next level of hierarchy. On the basis of complex
perception attributes previously existing in the interactive information systems, new
complex perception attributes can be created. This can be done by creating new
attribute values on the basis of values previously existing in the system. For
example, relational structures being values of complex perception attributes can
be fused. Let f(Vai , τai )g be a family of tolerance spaces, i.e. relational
structures where Vai is a value domain of an attribute ai and τai Vai Vai is a
tolerance relation (relation that is reflexive and symmetric) for i = 1, . . . , k.
Their fusion is a relational structure over Va1 . . . Vak consisting of a relation
τ (Va1 . . . Vak )2 such that for any (v1, . . . , vk), (v1′, . . . , vk′) 2 Va1 . . . Vak
we assume (v1, . . . , vk)τ (v1′, . . . , vk′) if and only if vi τai vi′ for i = 1, . . . , k.
Note that τ is also a tolerance relation. Intuitively, a vector (v1, . . . , vk)
represents a set of objects possessing values v1, . . . , vk for attributes a1, . . . , ak
respectively. Thus some vectors from Va1 . . . Vak (not necessarily all) represent
infogranules consisting of objects (some vectors from Va1 . . . Vak correspond
to the empty set). Therefore a relation τ corresponds to a relation between
infogranules.</p>
      <p>
        In the process of searching for infogranules relevant for the considered task, a
very important role play operations on information systems called sums (joins)
with constraints [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]. Roughly speaking such operations allow us to generate a
wide spectrum of new infogranules from given information systems as arguments
of operations. As the result of such operation we obtain infogranules of defined by
attribute value vectors of rows of arguments satisfying some constraint. Hence,
objects in new information systems are relational structures. The attributes in
the new information systems are defined over such structural objects. This very
general scheme may be widely used for generation of complex infogranules in
searching for relevant infogranules for a given task.
      </p>
      <p>
        More formally, for given information systems A1, . . . , Ak, we consider
constraints W IN F (A1) . . . IN F (Ak), where IN F (Ai) = fInfAi (x) : x 2
Uig, Ai is the set of attributes of Ak, and Ui is the set of objects in Ai, for
i = 1, . . . , k. A join of A1, . . . , Ak relative to W (or W -join, for short) is any
information system A = (U, A), where U W and A = f(a, i); a 2 Ai &amp; i 2
f1, . . . , kgg, where (a, i)(x1, . . . , xk) = a(xi), for i = 1, . . . , k [
        <xref ref-type="bibr" rid="ref2 ref27">27, 2</xref>
        ].
      </p>
      <p>Let us consider some examples: (i) interactive information systems with
clusters of similar/indiscernible objects, (ii) interactive information systems with
time windows over objects from the lower level, (iii) interactive information
systems with time windows over groups of interacting objects from the lower level,
(iv) interactive information systems with sets of time windows as objects
obtained as indiscernibility/similarity classes, (v) interactive information systems
with sequences of time windows (or sets of time windows) as objects; attributes
in such systems may have as values models of concurrent systems (e.g., Petr nets)
consistent with sets of sequences of time windows, (vi) interactive information
systems with objects representing a set of concurrent models with constraints;
attributes in such systems may have as values concurrent systems (e.g., Petri
nets) consistent with the specification given by objects what can allow us to
understand the structure of interactions between processes.</p>
      <p>
        In Figure 2 arrows are showing possible interactions of the interactive
hierarchical structure with the environment as well as between different layers of the
hierarchy. On differen layers are illustrated (see parallelograms) interactive
information systems and (see parallelograms with rounded corners) induced from
them knowledge (e.g., in the form of sets of rules consistent with the information
systems). Observe that searching for such complex infogranules may be
necessary when task specifications require to deliver complex dynamic infogranules.
For example, one can consider the challenging task of modeling interactions of
cells on the basis of of interactions of biochemical reactions in cells and their
environment [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]:
      </p>
      <p>[...] One of the fascinating goals of natural computing is to understand, in
terms of information processing, the functioning of a living cell. An important
step in this direction is understanding of interactions between biochemical
reactions. [...] the functioning of a living cell is determined by interactions of
a huge number of biochemical reactions that take place in living cells.
It is worthwhile mentioning that our approach to ICSs differs substantially from
the other existing ones, e.g., in MAS or CAS. We assume that the control
structure of agents should be discovered using some adaptive or/and evolutionary
strategies. In particular, the approximations of complex vague concepts are
adaptively changing when the interactive computations are progressing. These
concepts are used, e.g., for activating actions or plans responsible for the agent
behaviors.
6</p>
    </sec>
    <sec id="sec-5">
      <title>Conclusions</title>
      <p>
        We discussed some aspects of computational models for ICS such as global
and local computations, interactions between different components of ICS or
interactive information systems. We emphasized the problem of controlling local
computations by relevant selection of actions activated on the basis of
satisfiability degrees of complex vague concepts. In particular, such concepts may be
related to emotional or ethical concepts. This requires methods for hierarchical
learning supported by domain knowledge based, e.g., on ontology approximation
[
        <xref ref-type="bibr" rid="ref14 ref3">14, 3</xref>
        ].
      </p>
      <p>
        The presented approach is also a step toward solving of challenging problems
related to communication language evolution (see, e.g., [
        <xref ref-type="bibr" rid="ref16">47, 46, 16</xref>
        ]) or
representation of interactions in ICSs (see, e.g., [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]).
      </p>
      <p>Acknowledgements: The research has been supported by the individual research
project realized within Homing Plus programme, edition 3/2011, of Foundation for
Polish Science, co-financed from European Union, Regional Development Fund, by the
grant 2011/01/D/ST6/06981 from the Polish National Science Centre and by the
National Centre for Research and Development (NCBiR) under the grant SP/I/1/77065/10
by the Strategic scientific research and experimental development program:
“Interdisciplinary System for Interactive Scientific and Scientific-Technical Information” and
by the grant NN516 077837 from the Ministry of Science and Higher Education of the
Republic of Poland.
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computations on granules. Theoretical Computer Science 412(42) (2011) 5939–5959
31. Skowron, A., Wasilewski, P.: Toward interactive rough–granular computing.
Control &amp; Cybernetics 40(2) (2011) 1–23
32. Skowron, A., Wasilewski, P.: Interactive information systems: Toward
perception based computing. Theoretical Computer Science (2012);
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