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 Rule-Based Reasoning


Learning from Both Structural and Textual Knowledge for Inductive Knowledge Graph Completion

Neural Information Processing Systems

Learning rule-based systems plays a pivotal role in knowledge graph completion (KGC). Existing rule-based systems restrict the input of the system to structural knowledge only, which may omit some useful knowledge for reasoning, e.g., textual knowledge. In this paper, we propose a two-stage framework that imposes both structural and textual knowledge to learn rule-based systems. In the first stage, we compute a set of triples with confidence scores (called \emph{soft triples}) from a text corpus by distant supervision, where a textual entailment model with multi-instance learning is exploited to estimate whether a given triple is entailed by a set of sentences. In the second stage, these soft triples are used to learn a rule-based model for KGC.


PLANS: Neuro-Symbolic Program Learning from Videos

Neural Information Processing Systems

Recent years have seen the rise of statistical program learning based on neural models as an alternative to traditional rule-based systems for programming by example. Rule-based approaches offer correctness guarantees in an unsupervised way as they inherently capture logical rules, while neural models are more realistically scalable to raw, high-dimensional input, and provide resistance to noisy I/O specifications. We introduce PLANS (Program LeArning from Neurally inferred Specifications), a hybrid model for program synthesis from visual observations that gets the best of both worlds, relying on (i) a neural architecture trained to extract abstract, high-level information from each raw individual input (ii) a rule-based system using the extracted information as I/O specifications to synthesize a program capturing the different observations. In order to address the key challenge of making PLANS resistant to noise in the network's output, we introduce a dynamic filtering algorithm for I/O specifications based on selective classification techniques. We obtain state-of-the-art performance at program synthesis from diverse demonstration videos in the Karel and ViZDoom environments, while requiring no ground-truth program for training.


Characterizations of voting rules based on majority margins

arXiv.org Artificial Intelligence

In the context of voting with ranked ballots, an important class of voting rules is the class of margin-based rules (also called pairwise rules). A voting rule is margin-based if whenever two elections generate the same head-to-head margins of victory or loss between candidates, then the voting rule yields the same outcome in both elections. Although this is a mathematically natural invariance property to consider, whether it should be regarded as a normative axiom on voting rules is less clear. In this paper, we address this question for voting rules with any kind of output, whether a set of candidates, a ranking, a probability distribution, etc. We prove that a voting rule is margin-based if and only if it satisfies some axioms with clearer normative content. A key axiom is what we call Preferential Equality, stating that if two voters both rank a candidate $x$ immediately above a candidate $y$, then either voter switching to rank $y$ immediately above $x$ will have the same effect on the election outcome as if the other voter made the switch, so each voter's preference for $y$ over $x$ is treated equally.


IndoNLP 2025: Shared Task on Real-Time Reverse Transliteration for Romanized Indo-Aryan languages

arXiv.org Artificial Intelligence

The paper overviews the shared task on Real-Time Reverse Transliteration for Romanized Indo-Aryan languages. It focuses on the reverse transliteration of low-resourced languages in the Indo-Aryan family to their native scripts. Typing Romanized Indo-Aryan languages using ad-hoc transliterals and achieving accurate native scripts are complex and often inaccurate processes with the current keyboard systems. This task aims to introduce and evaluate a real-time reverse transliterator that converts Romanized Indo-Aryan languages to their native scripts, improving the typing experience for users. Out of 11 registered teams, four teams participated in the final evaluation phase with transliteration models for Sinhala, Hindi and Malayalam. These proposed solutions not only solve the issue of ad-hoc transliteration but also empower low-resource language usability in the digital arena.


Unsupervised Translation of Programming Languages

Neural Information Processing Systems

A transcompiler, also known as source-to-source translator, is a system that converts source code from a high-level programming language (such as C or Python) to another. Transcompilers are primarily used for interoperability, and to port codebases written in an obsolete or deprecated language (e.g. They typically rely on handcrafted rewrite rules, applied to the source code abstract syntax tree. Unfortunately, the resulting translations often lack readability, fail to respect the target language conventions, and require manual modifications in order to work properly. The overall translation process is time-consuming and requires expertise in both the source and target languages, making code-translation projects expensive.


Evaluation of Human-AI Teams for Learned and Rule-Based Agents in Hanabi

Neural Information Processing Systems

Deep reinforcement learning has generated superhuman AI in competitive games such as Go and StarCraft. Can similar learning techniques create a superior AI teammate for human-machine collaborative games? Will humans prefer AI teammates that improve objective team performance or those that improve subjective metrics of trust? In this study, we perform a single-blind evaluation of teams of humans and AI agents in the cooperative card game Hanabi, with both rule-based and learning-based agents. In addition to the game score, used as an objective metric of the human-AI team performance, we also quantify subjective measures of the human's perceived performance, teamwork, interpretability, trust, and overall preference of AI teammate.


Active Rule Mining for Multivariate Anomaly Detection in Radio Access Networks

arXiv.org Artificial Intelligence

Multivariate anomaly detection finds its importance in diverse applications. Despite the existence of many detectors to solve this problem, one cannot simply define why an obtained anomaly inferred by the detector is anomalous. This reasoning is required for network operators to understand the root cause of the anomaly and the remedial action that should be taken to counteract its occurrence. Existing solutions in explainable AI may give cues to features that influence an anomaly, but they do not formulate generalizable rules that can be assessed by a domain expert. Furthermore, not all outliers are anomalous in a business sense. There is an unfulfilled need for a system that can interpret anomalies predicted by a multivariate anomaly detector and map these patterns to actionable rules. This paper aims to fulfill this need by proposing a semi-autonomous anomaly rule miner. The proposed method is applicable to both discrete and time series data and is tailored for radio access network (RAN) anomaly detection use cases. The proposed method is demonstrated in this paper with time series RAN data.


Mathematical Definition and Systematization of Puzzle Rules

arXiv.org Artificial Intelligence

While logic puzzles have engaged individuals through problem-solving and critical thinking, the creation of new puzzle rules has largely relied on ad-hoc processes. Pencil puzzles, such as Slitherlink and Sudoku, represent a prominent subset of these games, celebrated for their intellectual challenges rooted in combinatorial logic and spatial reasoning. Despite extensive research into solving techniques and automated problem generation, a unified framework for systematic and scalable rule design has been lacking. Here, we introduce a mathematical framework for defining and systematizing pencil puzzle rules. This framework formalizes grid elements, their positional relationships, and iterative composition operations, allowing for the incremental construction of structures that form the basis of puzzle rules. Furthermore, we establish a formal method to describe constraints and domains for each structure, ensuring solvability and coherence. Applying this framework, we successfully formalized the rules of well-known Nikoli puzzles, including Slitherlink and Sudoku, demonstrating the formal representation of a significant portion (approximately one-fourth) of existing puzzles. These results validate the potential of the framework to systematize and innovate puzzle rule design, establishing a pathway to automated rule generation. By providing a mathematical foundation for puzzle rule creation, this framework opens avenues for computers, potentially enhanced by AI, to design novel puzzle rules tailored to player preferences, expanding the scope of puzzle diversity. Beyond its direct application to pencil puzzles, this work illustrates how mathematical frameworks can bridge recreational mathematics and algorithmic design, offering tools for broader exploration in logic-based systems, with potential applications in educational game design, personalized learning, and computational creativity.


Markov Decision Processes for Satellite Maneuver Planning and Collision Avoidance

arXiv.org Artificial Intelligence

This paper presents a decentralized, online planning approach for scalable maneuver planning for large constellations. While decentralized, rule-based strategies have facilitated efficient scaling, optimal decision-making algorithms for satellite maneuvers remain underexplored. As commercial satellite constellations grow, there are benefits of online maneuver planning, such as using real-time trajectory predictions to improve state knowledge, thereby reducing maneuver frequency and conserving fuel. We address this gap in the research by treating the satellite maneuver planning problem as a Markov decision process (MDP). This approach enables the generation of optimal maneuver policies online with low computational cost. This formulation is applied to the low Earth orbit collision avoidance problem, considering the problem of an active spacecraft deciding to maneuver to avoid a non-maneuverable object. We test the policies we generate in a simulated low Earth orbit environment, and compare the results to traditional rule-based collision avoidance techniques.


Optimizing Small Language Models for In-Vehicle Function-Calling

arXiv.org Artificial Intelligence

We propose a holistic approach for deploying Small Language Models (SLMs) as function-calling agents within vehicles as edge devices, offering a more flexible and robust alternative to traditional rule-based systems. By leveraging SLMs, we simplify vehicle control mechanisms and enhance the user experience. Given the in-vehicle hardware constraints, we apply state-of-the-art model compression techniques, including structured pruning, healing, and quantization, ensuring that the model fits within the resource limitations while maintaining acceptable performance. Our work focuses on optimizing a representative SLM, Microsoft's Phi-3 mini, and outlines best practices for enabling embedded models, including compression, task-specific fine-tuning, and vehicle integration. We demonstrate that, despite significant reduction in model size which removes up to 2 billion parameters from the original model, our approach preserves the model's ability to handle complex in-vehicle tasks accurately and efficiently. Furthermore, by executing the model in a lightweight runtime environment, we achieve a generation speed of 11 tokens per second, making real-time, on-device inference feasible without hardware acceleration. Our results demonstrate the potential of SLMs to transform vehicle control systems, enabling more intuitive interactions between users and their vehicles for an enhanced driving experience.