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 Logic & Formal Reasoning


An Empirical Investigation into Deep and Shallow Rule Learning

arXiv.org Artificial Intelligence

Inductive rule learning is arguably among the most traditional paradigms in machine learning. Although we have seen considerable progress over the years in learning rule-based theories, all state-of-the-art learners still learn descriptions that directly relate the input features to the target concept. In the simplest case, concept learning, this is a disjunctive normal form (DNF) description of the positive class. While it is clear that this is sufficient from a logical point of view because every logical expression can be reduced to an equivalent DNF expression, it could nevertheless be the case that more structured representations, which form deep theories by forming intermediate concepts, could be easier to learn, in very much the same way as deep neural networks are able to outperform shallow networks, even though the latter are also universal function approximators. In this paper, we empirically compare deep and shallow rule learning with a uniform general algorithm, which relies on greedy mini-batch based optimization. Our experiments on both artificial and real-world benchmark data indicate that deep rule networks outperform shallow networks.


Equilibrium Design for Concurrent Games

arXiv.org Artificial Intelligence

In game theory, mechanism design is concerned with the design of incentives so that a desired outcome of the game can be achieved. In this paper, we study the design of incentives so that a desirable equilibrium is obtained, for instance, an equilibrium satisfying a given temporal logic property -- a problem that we call equilibrium design. We base our study on a framework where system specifications are represented as temporal logic formulae, games as quantitative concurrent game structures, and players' goals as mean-payoff objectives. In particular, we consider system specifications given by LTL and GR(1) formulae, and show that implementing a mechanism to ensure that a given temporal logic property is satisfied on some/every Nash equilibrium of the game, whenever such a mechanism exists, can be done in PSPACE for LTL properties and in NP/$\Sigma^{P}_{2}$ for GR(1) specifications. We also study the complexity of various related decision and optimisation problems, such as optimality and uniqueness of solutions, and show that the complexities of all such problems lie within the polynomial hierarchy. As an application, equilibrium design can be used as an alternative solution to the rational synthesis and verification problems for concurrent games with mean-payoff objectives whenever no solution exists, or as a technique to repair, whenever possible, concurrent games with undesirable rational outcomes (Nash equilibria) in an optimal way.


Classical Planning as QBF without Grounding (extended version)

arXiv.org Artificial Intelligence

Most classical planners use grounding as a preprocessing step, reducing planning to propositional logic. However, grounding comes with a severe cost in memory, resulting in large encodings for SAT/QBF based planners. Despite the optimisations in SAT/QBF encodings such as action splitting, compact encodings and using parallel plans, the memory usage due to grounding remains a bottleneck when actions have many parameters, such as in the Organic Synthesis problems from the IPC 2018 planning competition (in its original non-split form). In this paper, we provide a compact QBF encoding that is logarithmic in the number of objects and avoids grounding completely by using universal quantification for object combinations. We compare the ungrounded QBF encoding with the simple SAT encoding and also show that we can solve some of the Organic Synthesis problems, which could not be handled before by any SAT/QBF based planners due to grounding.


Generating Contrastive Explanations for Inductive Logic Programming Based on a Near Miss Approach

arXiv.org Artificial Intelligence

In recent research, human-understandable explanations of machine learning models have received a lot of attention. Often explanations are given in form of model simplifications or visualizations. However, as shown in cognitive science as well as in early AI research, concept understanding can also be improved by the alignment of a given instance for a concept with a similar counterexample. Contrasting a given instance with a structurally similar example which does not belong to the concept highlights what characteristics are necessary for concept membership. Such near misses have been proposed by Winston (1970) as efficient guidance for learning in relational domains. We introduce an explanation generation algorithm for relational concepts learned with Inductive Logic Programming (\textsc{GeNME}). The algorithm identifies near miss examples from a given set of instances and ranks these examples by their degree of closeness to a specific positive instance. A modified rule which covers the near miss but not the original instance is given as an explanation. We illustrate \textsc{GeNME} with the well known family domain consisting of kinship relations, the visual relational Winston arches domain and a real-world domain dealing with file management. We also present a psychological experiment comparing human preferences of rule-based, example-based, and near miss explanations in the family and the arches domains.


pix2rule: End-to-end Neuro-symbolic Rule Learning

arXiv.org Artificial Intelligence

Humans have the ability to seamlessly combine low-level visual input with high-level symbolic reasoning often in the form of recognising objects, learning relations between them and applying rules. Neuro-symbolic systems aim to bring a unifying approach to connectionist and logic-based principles for visual processing and abstract reasoning respectively. This paper presents a complete neuro-symbolic method for processing images into objects, learning relations and logical rules in an end-to-end fashion. The main contribution is a differentiable layer in a deep learning architecture from which symbolic relations and rules can be extracted by pruning and thresholding. We evaluate our model using two datasets: subgraph isomorphism task for symbolic rule learning and an image classification domain with compound relations for learning objects, relations and rules. We demonstrate that our model scales beyond state-of-the-art symbolic learners and outperforms deep relational neural network architectures.


Learning on Abstract Domains: A New Approach for Verifiable Guarantee in Reinforcement Learning

arXiv.org Artificial Intelligence

Formally verifying Deep Reinforcement Learning (DRL) systems is a challenging task due to the dynamic continuity of system behaviors and the black-box feature of embedded neural networks. In this paper, we propose a novel abstraction-based approach to train DRL systems on finite abstract domains instead of concrete system states. It yields neural networks whose input states are finite, making hosting DRL systems directly verifiable using model checking techniques. Our approach is orthogonal to existing DRL algorithms and off-the-shelf model checkers. We implement a resulting prototype training and verification framework and conduct extensive experiments on the state-of-the-art benchmark. The results show that the systems trained in our approach can be verified more efficiently while they retain comparable performance against those that are trained without abstraction.


Multi-Context Systems: Dynamics and Evolution (Pre-Print of "Multi-context systems in dynamic environments")

arXiv.org Artificial Intelligence

Multi-Context Systems (MCS) model in Computational Logic distributed systems composed of heterogeneous sources, or "contexts", interacting via special rules called "bridge rules". In this paper, we consider how to enhance flexibility and generality in bridge-rules definition and application. In particular, we introduce and discuss some formal extensions of MCSs useful for a practical use in dynamic environments, and we try to provide guidelines for implementations


Programming Puzzles

arXiv.org Artificial Intelligence

We introduce a new type of programming challenge called programming puzzles, as an objective and comprehensive evaluation of program synthesis, and release an open-source dataset of Python Programming Puzzles (P3). Each puzzle is defined by a short Python program $f$, and the goal is to find an input $x$ which makes $f$ output "True". The puzzles are objective in that each one is specified entirely by the source code of its verifier $f$, so evaluating $f(x)$ is all that is needed to test a candidate solution $x$. They do not require an answer key or input/output examples, nor do they depend on natural language understanding. The dataset is comprehensive in that it spans problems of a range of difficulties and domains, ranging from trivial string manipulation problems that are immediately obvious to human programmers (but not necessarily to AI), to classic programming puzzles (e.g., Towers of Hanoi), to interview/competitive-programming problems (e.g., dynamic programming), to longstanding open problems in algorithms and mathematics (e.g., factoring). The objective nature of P3 readily supports self-supervised bootstrapping. We develop baseline enumerative program synthesis and GPT-3 solvers that are capable of solving easy puzzles -- even without access to any reference solutions -- by learning from their own past solutions. Based on a small user study, we find puzzle difficulty to correlate between human programmers and the baseline AI solvers.


Meta-Interpretive Learning as Metarule Specialisation

arXiv.org Artificial Intelligence

In Meta-Interpretive Learning (MIL) the metarules, second-order datalog clauses acting as inductive bias, are manually defined by the user. In this work we show that second-order metarules for MIL can be learned by MIL. We define a generality ordering of metarules by $\theta$-subsumption and show that user-defined sort metarules are derivable by specialisation of the most-general matrix metarules in a language class; and that these matrix metarules are in turn derivable by specialisation of third-order punch metarules with variables that range over the set of second-order literals and for which only an upper bound on their number of literals need be user-defined. We show that the cardinality of a metarule language is polynomial in the number of literals in punch metarules. We re-frame MIL as metarule specialisation by resolution. We modify the MIL metarule specialisation operator to return new metarules rather than first-order clauses and prove the correctness of the new operator. We implement the new operator as TOIL, a sub-system of the MIL system Louise. Our experiments show that as user-defined sort metarules are progressively replaced by sort metarules learned by TOIL, Louise's predictive accuracy is maintained at the cost of a small increase in training times. We conclude that automatically derived metarules can replace user-defined metarules.


Learning to Guide a Saturation-Based Theorem Prover

arXiv.org Artificial Intelligence

Traditional automated theorem provers have relied on manually tuned heuristics to guide how they perform proof search. Recently, however, there has been a surge of interest in the design of learning mechanisms that can be integrated into theorem provers to improve their performance automatically. In this work, we introduce TRAIL, a deep learning-based approach to theorem proving that characterizes core elements of saturation-based theorem proving within a neural framework. TRAIL leverages (a) an effective graph neural network for representing logical formulas, (b) a novel neural representation of the state of a saturation-based theorem prover in terms of processed clauses and available actions, and (c) a novel representation of the inference selection process as an attention-based action policy. We show through a systematic analysis that these components allow TRAIL to significantly outperform previous reinforcement learning-based theorem provers on two standard benchmark datasets (up to 36% more theorems proved). In addition, to the best of our knowledge, TRAIL is the first reinforcement learning-based approach to exceed the performance of a state-of-the-art traditional theorem prover on a standard theorem proving benchmark (solving up to 17% more problems).