scholarly journals April – An Inductive Logic Programming System

Author(s):  
Nuno A. Fonseca ◽  
Fernando Silva ◽  
Rui Camacho
2021 ◽  
pp. 218-238
Author(s):  
Richard Evans

This paper describes a neuro-symbolic system for distilling interpretable logical theories out of streams of raw, unprocessed sensory experience. We combine a binary neural network, that maps raw sensory input to concepts, with an inductive logic programming system, that combines concepts into declarative rules. Both the inductive logic programming system and the binary neural network are encoded as logic programs, so the weights of the neural network and the declarative rules of the theory can be solved jointly as a single SAT problem. This way, we are able to jointly learn how to perceive (mapping raw sensory information to concepts) and apperceive (combining concepts into declarative rules). We apply our system, the Apperception Engine, to the Sokoban domain. Given a sequence of noisy pixel images, the system has to construct objects that persist over time, extract attributes that change over time, and induce rules explaining how the attributes change over time. We compare our system with a neural network baseline, and show that the baseline is significantly outperformed by the Apperception Engine.


Author(s):  
Andrew Cropper

Children learn though play. We introduce the analogous idea of learning programs through play. In this approach, a program induction system (the learner) is given a set of user-supplied build tasks and initial background knowledge (BK). Before solving the build tasks, the learner enters an unsupervised playing stage where it creates its own play tasks to solve, tries to solve them, and saves any solutions (programs) to the BK. After the playing stage is finished, the learner enters the supervised building stage where it tries to solve the build tasks and can reuse solutions learnt whilst playing. The idea is that playing allows the learner to discover reusable general programs on its own which can then help solve the build tasks. We claim that playing can improve learning performance. We show that playing can reduce the textual complexity of target concepts which in turn reduces the sample complexity of a learner. We implement our idea in Playgol, a new inductive logic programming system. We experimentally test our claim on two domains: robot planning and real-world string transformations. Our experimental results suggest that playing can substantially improve learning performance.


1996 ◽  
Vol 9 (4) ◽  
pp. 157-206 ◽  
Author(s):  
Nada Lavrač ◽  
Irene Weber ◽  
Darko Zupanič ◽  
Dimitar Kazakov ◽  
Olga Štěpánková ◽  
...  

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