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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Semantic Web Technique as Logical Inference Puzzle-Solver for Bongard Problems⋆</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jisha Maniamma</string-name>
          <email>maniamma-jisha@edu.brain.kyutech.ac.jp</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Hiroaki Wagatsuma</string-name>
          <email>waga@brain.kyutech.ac.jp</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>AIST</institution>
          ,
          <addr-line>Tokyo 135-0064</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Kyushu Institute of Technology</institution>
          ,
          <addr-line>Kitakyushu 808-0196</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>RIKEN Brain Science Institute</institution>
          ,
          <addr-line>Saitama 351-0198</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Bongard Problems (BPs) are a set of 100 visual puzzles set as a benchmark test for understanding the human concept learning abilities depending on contexts. It is still obscure how the human mind recognizes objects under minimal information, like amodal problems where only minimal information are available as sensory input. Though BPs have been well known among AI researchers as solutions towards understanding such human visual perception abilities, only a little progress has been made towards solving a set of BPs. In this study, a semantic web based meta-knowledge was developed along with a hierarchical logical inference to mimic human-logical inference ability in solving the Bongard problems. We applied this method to solve a set of fourteen BPs based on visual inputs from a perceiver (through an interface) and successfully demonstrated the system to nd the unique distinction between the two classes in a given problem.</p>
      </abstract>
      <kwd-group>
        <kwd>Cognition Meta-data Analogy making Ontology Knowledge Graph Resource Descriptive Framework (RDF)</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        In recent years development in Arti cial Intelligence has led to an abrupt
enhancement in the ability of machines to imitate humans abilities [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
Development of such intelligent machines, for context understanding, not only helps
researchers to understand human reasoning ability but is also bene cial for the
upliftment of the society. In this paper to mimic such higher-level cognitive
abilities of our brain, we have focused on solving of Bongard Problems.
Bongard Problems are a set of 100 puzzles formulated by a Russian scientist
M.M.Bongard in mid-1960 [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ]. They were popularized by Douglas R.
Hofstadter in his book [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], to demonstrate the gap between human and computers
visual cognitive abilities [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
⋆ This work was partly supported by JSPS 16H01616, 17H06383 and the New Energy
and Industrial Technology Development Organization (NEDO).
      </p>
      <p>
        Each BP (Fig. 1) consists of two lumps, with 6 boxes on left side and the
other set of 6 boxes on the right side [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ]. The solution to this analogy problem
is a unique difference between both the lumps, such that the unique property on
one side does not hold true for the other side of the same BP [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ]. Computer
scientists Kazumi Saito and Ryohei Nakano, in early 1995, developed a
rstorder logic based concept learning approach with adaptive searching (RF4) to
solve 21 BPs out of 100 BPs [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Five years later, Harry Foundalis developed,
Phaeaco, a two-layer architecture to mimic the cognitive computing of visual
information for logical inference of the possible solution to a given BP [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. With
the limitations of lower level descriptions for more complex BPs (with higher
complex inter-relationships between features), Phaeaco could solve 10 BPs.
      </p>
      <p>Feedback
To modify the
existing class
and instance</p>
      <p>Long Term Knowledge
(Protege API)</p>
      <p>RDF
Vocabulary
[Ontology]
RDF Querry
(SPARQL)</p>
      <p>XML to
lexical Representation</p>
      <p>Prediction of the</p>
      <p>Solution</p>
      <p>Relations and Exclusions</p>
      <p>Semantic Rules
(SWRL) and</p>
      <p>Restrictrions
Java Framework (Apachi Jena API)</p>
      <p>Input</p>
      <p>Visual Instances
(Lower-Level Cognition)/ GUI</p>
      <p>Image Processing</p>
      <p>Fig. 2. Ontological framework to solve Bongard Problems.</p>
    </sec>
    <sec id="sec-2">
      <title>Our Approach</title>
      <p>BPs, as shown in Fig. 1, are two-dimensional black and white images; hence
with the use of highly efficient recurrent visual processing algorithms, it is
relatively easy to obtain the features. In this paper, more emphasis has been laid on
efficient machine-understandable knowledge representation and reasoning
abilities for predicting the solution to a given BP. Since BPs have an in nite set of
infeasible search possibilities (with a massive amount of data obtained from a
single box in a BP) for inferring a unique solution, it is nearly impractical to
use recursive searching algorithms for making logical predictions. Hence
continuous optimization of search space using ontology-based organized knowledge of
the raw concepts and their exible relationships is a practical approach towards
solving BPs. As shown in Fig. 2, the visual instances (Shape, Count, Texture,
Size, Possition etc) from the user (GUI) are obtained and are converted to an
RDF based format of data. The SWRL rule reasoner is formulated in a way
to create new inferred properties from the perceived instances. An example of
SWRL to check for dissimilarity in the texture of objects in a given BP, with
each box indexed as- Li (left side) and Ri (right side) (i 1; ::6), is as
follows(?Li T exture ?a)^(?Ri T exture ?b)^(?a Dif f erentF rom ?b) &gt;(Lef t
Inf ered T exture ?a)^(Right Inf ered T exture ?b). These SWRL rules for
each instance can be generalized as- jj(Li 9P ?a) ∩(Ri 9P ?b) ∩(Li 9(:P )
?b) ∩(Ri 9(:P ) ?a) ∩(?a ∩?b = )jj jj(Lef t 9P Pb)jj∩jj(Right 9P Pa)jj.
This extensive knowledge base is then queried using SPARQL query, and if the
solution to the given BP can be formulated at this stage, the predictions are
outputted else a feedback based inference is carried out.
4</p>
    </sec>
    <sec id="sec-3">
      <title>Result</title>
      <p>
        In this paper, Jena API based knowledge graph was designed as the long-term
memory with 1152 axioms and 34 properties. The visual instances and their
characteristics obtained from the user interface were fed as an input to the static
ontology. The input data was dynamically stores in an &lt;s; p; o&gt; format along
with the properties of each instance. For the logical inference of the solution for
a BP, 45 SWRL rules were formulated with an ability to cross-check similarities.
A survey was carried out by Harry Foundalis, by using 31 students as subjects,
to understand the varying difficulty levels of BPs [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Based on the number
of students who were successful in solving the given BP, we have categorized
the BPs into three different categories: Easy, Moderate and Difficult. It was
observed that 42 BPs could be categorized as easy based on the performance
of the 31 subjects. However, based on Phaeaco's performance, 14 BPs could be
categorized as easy Problems for both human subjects and computer program
(Table 1). The results of these 14 BPs, using our approach, are presented in Table
1. The inferred knowledge of each BP undergoes three-level regressive funneling
and pruning approach. Each stage notices a reduction in the predicted outcome
to the selected BP. 14 BPs were solved using this ontological approach to mimic
human based context understanding at the higher level of cognition.
      </p>
    </sec>
    <sec id="sec-4">
      <title>Conclusion</title>
      <p>This paper aims to impersonate the human ability in an ill-posed problem with
in nite search space. We developed a semantic-based approach with logical
transparency using RDF based understanding of the puzzles for the machine. Our
approach also states the application of linked metadata-based approach as a
pathway towards understanding multidimensional analogies and their broad scope
in making the machine to understand human intuitions for daily life problems.
For future work, we plan to optimize this reasoning process and investigate new
approaches for enhancing the logical rules. We also intend to incorporate
datadriven recursive process with this ontological knowledge base, to further enhance
the learning of visual objects and their properties autonomously.</p>
    </sec>
  </body>
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