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Joost Vennekens

Publications and source records attributed to Joost Vennekens.

At least 19 recordsLinked to original sources

VERUS-LM: a Versatile Framework for Combining LLMs with Symbolic Reasoning

A recent approach to neurosymbolic reasoning is to explicitly combine the strengths of large language models (LLMs) and symbolic solvers to tackle complex reasoning tasks. However, current approaches face significant limitations, including poor generalizability due to task-specific prompts, inefficiencies caused by the lack of separation between knowledge and queries, and restricted inferential capabilities. These shortcomings hinder their scalability and applicability across diverse domains. In this paper, we introduce VERUS-LM, a novel framework designed to address these challenges. VERUS-LM employs a generic prompting mechanism, clearly separates domain knowledge from queries, and supports a wide range of different logical reasoning tasks. This framework enhances adaptability, reduces computational cost, and allows for richer forms of reasoning, such as optimization and constraint satisfaction. We show that our approach succeeds in diverse reasoning on a novel dataset, markedly outperforming LLMs. Additionally, our system achieves competitive results on common reasoning benchmarks when compared to similar state-of-the-art approaches, and significantly surpasses them on the difficult AR-LSAT dataset. By pushing the boundaries of hybrid reasoning, VERUS-LM represents a significant step towards more versatile neurosymbolic AI systems.

cs.AI

Assessing the Alignment of Popular CNNs to the Brain for Valence Appraisal

Convolutional Neural Networks (CNNs) are a popular type of computer model that have proven their worth in many computer vision tasks. Moreover, they form an interesting study object for the field of psychology, with shown correspondences between the workings of CNNs and the human brain. However, these correspondences have so far mostly been studied in the context of general visual perception. In contrast, this paper explores to what extent this correspondence also holds for a more complex brain process, namely social cognition. To this end, we assess the alignment between popular CNN architectures and both human behavioral and fMRI data for image valence appraisal through a correlation analysis. We show that for this task CNNs struggle to go beyond simple visual processing, and do not seem to reflect higher-order brain processing. Furthermore, we present Object2Brain, a novel framework that combines GradCAM and object detection at the CNN-filter level with the aforementioned correlation analysis to study the influence of different object classes on the CNN-to-human correlations. Despite similar correlation trends, different CNN architectures are shown to display different object class sensitivities.

cs.CV

Enhancing Computer Vision with Knowledge: a Rummikub Case Study

Artificial Neural Networks excel at identifying individual components in an image. However, out-of-the-box, they do not manage to correctly integrate and interpret these components as a whole. One way to alleviate this weakness is to expand the network with explicit knowledge and a separate reasoning component. In this paper, we evaluate an approach to this end, applied to the solving of the popular board game Rummikub. We demonstrate that, for this particular example, the added background knowledge is equally valuable as two-thirds of the data set, and allows to bring down the training time to half the original time.

cs.CV

Efficiently grounding FOL using bit vectors

Several paradigms for declarative problem solving start from a specification in a high-level language, which is then transformed to a low-level language, such as SAT or SMT. Often, this transformation includes a "grounding" step to remove first-order quantification. To reduce the time and size of the grounding, it can be useful to simplify formulas along the way, e.g., by already taking into account the interpretation of symbols that are already known. In this paper, we investigate the use of bit vectors to efficiently simplify formulas, thereby taking advantage of the fact that, on modern hardware, logical operations on bit vectors can be executed extremely fast. We conduct an experimental analysis, which shows that bit vectors are indeed fast for certain problems, but also have limitations.

cs.LO

EmoCAM: Toward Understanding What Drives CNN-based Emotion Recognition

Convolutional Neural Networks are particularly suited for image analysis tasks, such as Image Classification, Object Recognition or Image Segmentation. Like all Artificial Neural Networks, however, they are "black box" models, and suffer from poor explainability. This work is concerned with the specific downstream task of Emotion Recognition from images, and proposes a framework that combines CAM-based techniques with Object Detection on a corpus level to better understand on which image cues a particular model, in our case EmoNet, relies to assign a specific emotion to an image. We demonstrate that the model mostly focuses on human characteristics, but also explore the pronounced effect of specific image modifications.

cs.CV

Simulating dynamic systems using Linear Time Calculus theories

To appear in Theory and Practice of Logic Programming (TPLP). Dynamic systems play a central role in fields such as planning, verification, and databases. Fragmented throughout these fields, we find a multitude of languages to formally specify dynamic systems and a multitude of systems to reason on such specifications. Often, such systems are bound to one specific language and one specific inference task. It is troublesome that performing several inference tasks on the same knowledge requires translations of your specification to other languages. In this paper we study whether it is possible to perform a broad set of well-studied inference tasks on one specification. More concretely, we extend IDP3 with several inferences from fields concerned with dynamic specifications.

cs.LO

FindingEmo: An Image Dataset for Emotion Recognition in the Wild

We introduce FindingEmo, a new image dataset containing annotations for 25k images, specifically tailored to Emotion Recognition. Contrary to existing datasets, it focuses on complex scenes depicting multiple people in various naturalistic, social settings, with images being annotated as a whole, thereby going beyond the traditional focus on faces or single individuals. Annotated dimensions include Valence, Arousal and Emotion label, with annotations gathered using Prolific. Together with the annotations, we release the list of URLs pointing to the original images, as well as all associated source code.

cs.CV

Answer Set Programming for Flexible Payroll Management

Payroll management is a critical business task that is subject to a large number of rules, which vary widely between companies, sectors, and countries. Moreover, the rules are often complex and change regularly. Therefore, payroll management systems must be flexible in design. In this paper, we suggest an approach based on a flexible Answer Set Programming (ASP) model and an easy-to-read tabular representation based on the Decision Model and Notation (DMN) standard. It allows HR consultants to represent complex rules without the need for a software engineer, and to ultimately design payroll systems for a variety of different scenarios. We show how the multi-shot solving capabilities of the clingo ASP system can be used to reach the performance that is necessary to handle real-world instances.

cs.LO

Students' and Professionals' Perceived Creativity In Software Engineering: A Comparative Study

Creativity is a critical skill that professional software engineers leverage to tackle difficult problems. In higher education, multiple efforts have been made to spark creative skills of engineering students. However, creativity is a vague concept that is open to interpretation. Furthermore, studies have shown that there is a gap in perception and implementation of creativity between industry and academia. To better understand the role of creativity in software engineering (SE), we interviewed 33 professionals via four focus groups and 10 SE students. Our results reveal 45 underlying topics related to creativity. When comparing the perception of students versus professionals, we discovered fundamental differences, grouped into five themes: the creative environment, application of techniques, creative collaboration, nature vs nurture, and the perceived value of creativity. As our aim is to use these findings to install and further encourage creative problem solving in higher education, we have included a list of implications for educational practice.

cs.SE

An epistemic logic for modeling decisions in the context of incomplete knowledge

Substantial efforts have been made in developing various Decision Modeling formalisms, both from industry and academia. A challenging problem is that of expressing decision knowledge in the context of incomplete knowledge. In such contexts, decisions depend on what is known or not known. We argue that none of the existing formalisms for modeling decisions are capable of correctly capturing the epistemic nature of such decisions, inevitably causing issues in situations of uncertainty. This paper presents a new language for modeling decisions with incomplete knowledge. It combines three principles: stratification, autoepistemic logic, and definitions. A knowledge base in this language is a hierarchy of epistemic theories, where each component theory may epistemically reason on the knowledge in lower theories, and decisions are made using definitions with epistemic conditions.

cs.AI

Knowledge-Based Support for Adhesive Selection: Will it Stick?

As the popularity of adhesive joints in industry increases, so does the need for tools to support the process of selecting a suitable adhesive. While some such tools already exist, they are either too limited in scope, or offer too little flexibility in use. This work presents a more advanced tool, that was developed together with a team of adhesive experts. We first extract the experts' knowledge about this domain and formalize it in a Knowledge Base (KB). The IDP-Z3 reasoning system can then be used to derive the necessary functionality from this KB. Together with a user-friendly interactive interface, this creates an easy-to-use tool capable of assisting the adhesive experts. To validate our approach, we performed user testing in the form of qualitative interviews. The experts are very positive about the tool, stating that, among others, it will help save time and find more suitable adhesives. Under consideration in Theory and Practice of Logic Programming (TPLP).

cs.AI

Interactive Model Expansion in an Observable Environment

Many practical problems can be understood as the search for a state of affairs that extends a fixed partial state of affairs, the \emph{environment}, while satisfying certain conditions that are formally specified. Such problems are found in, e.g., engineering, law or economics. We study this class of problems in a context where some of the relevant information about the environment is not known by the user at the start of the search. During the search, the user may consider tentative solutions that make implicit hypotheses about these unknowns. To ensure that the solution is appropriate, these hypotheses must be verified by observing the environment. Furthermore, we assume that, in addition to knowledge of what constitutes a solution, knowledge of general laws of the environment is also present. We formally define partial solutions with enough verified facts to guarantee the existence of complete and appropriate solutions. Additionally, we propose an interactive system to assist the user in their search by determining 1) which hypotheses implicit in a tentative solution must be verified in the environment, and 2) which observations can bring useful information for the search. We present an efficient method to over-approximate the set of relevant information, and evaluate our implementation.

cs.AI

Interactive configurator with FO(.) and IDP-Z3

Industry abounds with interactive configuration problems, i.e., constraint solving problems interactively solved by persons with the assistance of a computer. The computer program, called a configurator, needs to perform a variety of reasoning tasks with the (often incomplete) information that the user provides. Imperative programming approaches make such systems difficult to implement and maintain. Knowledge-based configurators have been proposed to help engineers solve such problems, but many challenges remain. We present IDP-Z3, a new reasoning engine for the FO(.) KR language, and we report on its use for building configurators automatically from a knowledge base.

cs.LO

Self-Assessing Creative Problem Solving for Aspiring Software Developers: A Pilot Study

We developed a self-assessment tool for computing students in higher education to measure their Creative Problem Solving skills. Our survey encompasses 7 dimensions of creativity, based on existing validated scales and conducted focus groups. These are: technical knowledge, communication, constraints, critical thinking, curiosity, creative state of mind, and creative techniques. Principal axis factor analysis groups the dimensions into three overarching constructs: ability, mindset, and interaction. The results of a pilot study (n = 269) provide evidence for its psychometric qualities, making it a useful instrument for educational researchers to investigate students' creative skills.

cs.SE

Problife: a Probabilistic Game of Life

This paper presents a probabilistic extension of the well-known cellular automaton, Game of Life. In Game of Life, cells are placed in a grid and then watched as they evolve throughout subsequent generations, as dictated by the rules of the game. In our extension, called ProbLife, these rules now have probabilities associated with them. Instead of cells being either dead or alive, they are denoted by their chance to live. After presenting the rules of ProbLife and its underlying characteristics, we show a concrete implementation in ProbLog, a probabilistic logic programming system. We use this to generate different images, as a form of rule-based generative art.

cs.AI

Compressing Word Embeddings Using Syllables

This work examines the possibility of using syllable embeddings, instead of the often used $n$-gram embeddings, as subword embeddings. We investigate this for two languages: English and Dutch. To this end, we also translated two standard English word embedding evaluation datasets, WordSim353 and SemEval-2017, to Dutch. Furthermore, we provide the research community with data sets of syllabic decompositions for both languages. We compare our approach to full word and $n$-gram embeddings. Compared to full word embeddings, we obtain English models that are 20 to 30 times smaller while retaining 80% of the performance. For Dutch, models are 15 times smaller for 70% performance retention. Although less accurate than the $n$-gram baseline we used, our models can be trained in a matter of minutes, as opposed to hours for the $n$-gram approach. We identify a path toward upgrading performance in future work. All code is made publicly available, as well as our collected English and Dutch syllabic decompositions and Dutch evaluation set translations.

cs.CL

Tackling the DM Challenges with cDMN: A Tight Integration of DMN and Constraint Reasoning

Knowledge-based AI typically depends on a knowledge engineer to construct a formal model of domain knowledge -- but what if domain experts could do this themselves? This paper describes an extension to the Decision Model and Notation (DMN) standard, called Constraint Decision Model and Notation (cDMN). DMN is a user-friendly, table-based notation for decision logic, which allows domain experts to model simple decision procedures without the help of IT staff. cDMN aims to enlarge the expressiveness of DMN in order to model more complex domain knowledge, while retaining DMN's goal of being understandable by domain experts. We test cDMN by solving the most complex challenges posted on the DM Community website. We compare our own cDMN solutions to the solutions that have been submitted to the website and find that our approach is competitive. Moreover, cDMN is able to solve more challenges than any other approach.

cs.AI

A Table-Based Representation for Probabilistic Logic: Preliminary Results

We present Probabilistic Decision Model and Notation (pDMN), a probabilistic extension of Decision Model and Notation (DMN). DMN is a modeling notation for deterministic decision logic, which intends to be user-friendly and low in complexity. pDMN extends DMN with probabilistic reasoning, predicates, functions, quantification, and a new hit policy. At the same time, it aims to retain DMN's user-friendliness to allow its usage by domain experts without the help of IT staff. pDMN models can be unambiguously translated into ProbLog programs to answer user queries. ProbLog is a probabilistic extension of Prolog flexibly enough to model and reason over any pDMN model.

cs.AI