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Rule-based autocorrection of Piping and Instrumentation Diagrams (P&IDs) on graphs

Balhorn, Lukas Schulze, Seijsener, Niels, Dao, Kevin, Kim, Minji, Goldstein, Dominik P., Driessen, Ge H. M., Schweidtmann, Artur M.

arXiv.org Artificial Intelligence

A piping and instrumentation diagram (P&ID) is a central reference document in chemical process engineering. Currently, chemical engineers manually review P&IDs through visual inspection to find and rectify errors. However, engineering projects can involve hundreds to thousands of P&ID pages, creating a significant revision workload. This study proposes a rule-based method to support engineers with error detection and correction in P&IDs. The method is based on a graph representation of P&IDs, enabling automated error detection and correction, i.e., autocorrection, through rule graphs. We use our pyDEXPI Python package to generate P&ID graphs from DEXPI-standard P&IDs. In this study, we developed 33 rules based on chemical engineering knowledge and heuristics, with five selected rules demonstrated as examples. A case study on an illustrative P&ID validates the reliability and effectiveness of the rule-based autocorrection method in revising P&IDs.


Differentiable Reasoning about Knowledge Graphs with Region-based Graph Neural Networks

Pavlovic, Aleksandar, Sallinger, Emanuel, Schockaert, Steven

arXiv.org Artificial Intelligence

Methods for knowledge graph (KG) completion need to capture semantic regularities and use these regularities to infer plausible knowledge that is not explicitly stated. Most embedding-based methods are opaque in the kinds of regularities they can capture, although region-based KG embedding models have emerged as a more transparent alternative. By modeling relations as geometric regions in high-dimensional vector spaces, such models can explicitly capture semantic regularities in terms of the spatial arrangement of these regions. Unfortunately, existing region-based approaches are severely limited in the kinds of rules they can capture. We argue that this limitation arises because the considered regions are defined as the Cartesian product of two-dimensional regions. As an alternative, in this paper, we propose RESHUFFLE, a simple model based on ordering constraints that can faithfully capture a much larger class of rule bases than existing approaches. Moreover, the embeddings in our framework can be learned by a monotonic Graph Neural Network (GNN), which effectively acts as a differentiable rule base. This approach has the important advantage that embeddings can be easily updated as new knowledge is added to the KG. At the same time, since the resulting representations can be used similarly to standard KG embeddings, our approach is significantly more efficient than existing approaches to differentiable reasoning.


Detecting and Adapting to Novelty in Games

Peng, Xiangyu, Balloch, Jonathan C., Riedl, Mark O.

arXiv.org Artificial Intelligence

Open-world novelty occurs when the rules of an environment can change abruptly, such as when a game player encounters "house rules". To address open-world novelty, game playing agents must be able to detect when novelty is injected, and to quickly adapt to the new rules. We propose a model-based reinforcement learning approach where game state and rules are represented as knowledge graphs. The knowledge graph representation of the state and rules allows novelty to be detected as changes in the knowledge graph, assists with the training of deep reinforcement learners, and enables imagination-based re-training where the agent uses the knowledge graph to perform look-ahead.


Symmetry Detection in General Game Playing

Schiffel, Stephan (Dresden University of Technology)

AAAI Conferences

We develop a method for detecting symmetries in arbitrary games and exploiting these symmetries when using tree search to play the game. Games in the General Game Playing domain are given as a set of logic based rules defining legal moves, their effects and goals of the players. The presented method transforms the rules of a game into a vertex-labeled graph such that automorphisms of the graph correspond with symmetries of the game. The algorithm detects many kinds of symmetries that often occur in games, e.g., rotation and reflection symmetries of boards, interchangeable objects, and symmetric roles. A transposition table is used to efficiently exploit the symmetries in many games.