Mathematical question answering method and device
A technology for math problems and math problems, applied in the field of math problem answering methods and devices, can solve problems such as inability to deeply understand various changes in problem solving ideas, affecting users' problem solving vision, and failing to impart knowledge, etc.
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specific Embodiment approach 2
[0061]Specific implementation mode 2: The pre-built knowledge rule base can be based on the collected real answer data, from which the personalized problem-solving habits can be summarized, and problem-solving skills can be extracted, which can be used to apply knowledge other than basic knowledge to current math problems Since the real answer data is huge and can be updated regularly, it can cover one or more problem-solving methods, so that the mathematical problems to be solved, the step-by-step answer process, and the obtained answers can be connected into one Or multiple problem-solving paths; the starting point of the problem-solving path is the math problem to be solved, the end point is the final answer, and the nodes in the middle are composed of step-by-step solution results.
specific Embodiment approach 3
[0062] Specific implementation mode 3: Summarize the basic knowledge of mathematics and individual problem-solving skills to form a global rule model, and through independent learning, the knowledge rule base can be continuously expanded and updated, so that under the condition of ensuring correct results, due to the aforementioned two Therefore, it can give a more reasonable and wider coverage solution path for mathematical problems.
[0063] Based on the above "implementation mode three", taking the relatively simple junior high school teaching as an example, firstly, based on the basic knowledge points of junior high school mathematics principles, such as: addition, subtraction, parentheses, distributive laws, etc., the basic rules for solving problems can be constructed; and then through Automatically learn various problem-solving thinking skills that students use in each knowledge point, such as "3*2+4*2", students apply the reverse problem-solving skills of multiplication...
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