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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Graph Against the Machine: a Neuro-Symbolic Approach for Enhanced Video Question Answering</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Fabio Lusha</string-name>
          <email>fabio.lusha@mail.polimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Agnese Chiatti</string-name>
          <email>agnese.chiatti@polimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sara Pidò</string-name>
          <email>sara.pido@polimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nico Catalano</string-name>
          <email>nico.catalano@polimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Matteo Matteucci</string-name>
          <email>matteo.matteucci@polimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Artificial Intelligence and Robotics Lab (AIRLab)</institution>
          ,
          <addr-line>Politecnico di Milano</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2025</year>
      </pub-date>
      <abstract>
        <p>Video Question Answering (VideoQA) is a key problem contributing to advanced video understanding. The rise of Multimodal Large Language Models (MLLMs) has accelerated the improvement on VideoQA tasks. However, MLLMs can produce inconsistent output even for similar prompts and sufer from hallucinations and biases. In this position paper, we envisage a novel pipeline, where scene graphs representing people, objects, and relationships in a video are injected in the MLLM prompt. We hypothesise that leveraging a symbolic representation of the video content can improve accuracy and verifiability and reduce the latency of MLLMs for VideoQA.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction and Motivation</title>
      <p>
        The rapid growth in the production and indexing of video
content across virtually all industry sectors - ranging from
healthcare and law enforcement to education and
entertainment - calls for efective and trustworthy methods for
autonomously understanding videos. Automating video
understanding could support application scenarios of
significant social impact, such as accident detection and diagnosis
in autonomous driving [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ], or fall detection and behaviour
monitoring for fragile and elderly patients [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ].
      </p>
      <p>
        However, video understanding is a challenging task for
state-of-the-art methods in Computer Vision as it requires
advanced spatiotemporal, causal, and abductive reasoning
capabilities. Video Question Answering (VideoQA), i.e., the
ability to autonomously answer natural language queries
about an input video, is one crucial prerequisite towards
achieving advanced video understanding [
        <xref ref-type="bibr" rid="ref5 ref6">5, 6</xref>
        ]. This
problem is particularly challenging in the case of long-form video
clips [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], where models ought to go beyond frame-level
comprehension to grasp long-range dependencies and complex
interactions between people and objects.
      </p>
      <p>
        The rise of Multimodal Large Language Models (MLLMs)
has expedited the advancement on VideoQA thanks to the
impressive accuracy of these models in answering queries
from multi-modal prompts comprising video and text [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
However, this rapid advancement has also raised
significant concerns. First, these models operate as black-boxes
and produce inconsistent outputs for similar prompts,
complicating the task of verifying answers against supporting
evidence [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Second, they often hallucinate, fabricating
objects, people, and events inconsistent with the video
content [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Moreover, they frequently over-rely on the textual
prompt, neglecting the visual input - an issue also known,
in the literature, as language bias [
        <xref ref-type="bibr" rid="ref10 ref11">10, 11</xref>
        ]. This issue is
exacerbated by the MLLMs potential to produce harmful,
discriminatory, or toxic content [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>Scene Graph Generation (SGG), which extracts
spatiotemporal graphs from videos to represent entities and their
relationships, has been increasingly overshadowed by the
rise of MLLMs. However, scene graphs can help structure
and make more consistent the MLLMs responses, while
offering a graphical aid to explain model answers. For example
spatio-temporal scene graphs can provide timestamped links
between “pedestrian,” “vehicle,” and “crosswalk”, allowing
instantaneous path-finding analyses of collision sequences.
Similarly, in assisted living scenarios, a graph could be used
to investigate the cause of a fall accident, by analysing that,
e.g., “a liquid substance" appeared “on the floor" just before
the “fall" event. Crucially, because the heavy lifting of video
parsing is done just once, every subsequent query runs
directly against the graph, which provides a lightweight
representation of the video.</p>
      <p>
        Focus and background We propose to adopt scene graph
representations as a bridge between the visual content of
the video and the textual query. This hybrid approach is
aligned with the rapidly re-emerging interest in the field of
Neuro-symbolic (NeSy) AI, which advocates for leveraging
the strengths of sub-symbolic (i.e., data-driven) learning
methods and symbolic knowledge representations [
        <xref ref-type="bibr" rid="ref12 ref13">12, 13</xref>
        ].
Despite continuous eforts in the fields of SGG and NeSy AI,
the integration of scene graphs in prompts remains rather
unexplored in the Computer Vision community. A few
recent approaches to VideoQA based on LLMs exploit scene
graphs i) only for specific sub-tasks such as object tracking
or action recognition, ii) by adopting expensive training
procedures to fine-tune the model directly on graph data
[
        <xref ref-type="bibr" rid="ref14 ref15 ref16">14, 15, 16</xref>
        ]. We explore instead a diferent approach where
scene graphs are injected directly in prompts, inspired by
promising results tested in [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] on images, showing that
integrating scene graphs in textual prompts can improve
the compositional reasoning abilities of MLLMs. Our
setting is similar, in principle, to Chain of Thought reasoning
[
        <xref ref-type="bibr" rid="ref14 ref18 ref19">18, 19, 14</xref>
        ], where a more complex problem is broken down
into individual subproblems. That is, we aim at
encouraging the MLLM to think about the graph structure before
providing answers. To achieve this objective, we ask:
• Can MLLMs be efectively applied to generate scene
graphs from video inputs without resorting to manual
annotations?
• Can integrating scene graphs into textual prompts in
place of video frames improve the MLLMs accuracy
and inference speed on VideoQA tasks?
      </p>
      <sec id="sec-1-1">
        <title>1.1. Neuro-symbolic AI</title>
        <p>
          The interchange of symbolic and sub-symbolic approaches
is not new: in fact, it has characterised AI development
since the earliest days of the field [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]. Historically, there
has been a tension between these two approaches, for
instance with the resurgence of Neural Networks in the 2010s,
taking over “first-wave” systems based on logic
programming and Bayesian inference. Nevertheless, there have also
been synthesis phases, like the proposal of neuro-fuzzy
systems in the 1990s [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]. AI experts increasingly agree that
adopting a Neuro-symbolic (NeSy) approach can overhaul
this synthesis, achieving the best of both worlds [
          <xref ref-type="bibr" rid="ref12 ref13 ref20">20, 13, 12</xref>
          ].
Diferent NeSy methods have been most recently proposed
that are specifically tailored to Neural Networks. In this
context, symbolic knowledge can be integrated at diferent
levels [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ]. (i) In pre-processing, to augment the training
examples or to partition the learning space. (ii) Within the
intermediate layers of the Network, or (iii) as a part of the
architectural topology, or (iv) in the optimisation function.
(v) In the post-processing stages, to validate the model
predictions. Methods in groups (i), (iii), (v) use knowledge to
bias the learning through structural constraints, providing
an increased control on the reasoning process compared to
models in (ii) and (iv), where symbolic knowledge is only
approximately satisfied as part of the learning objectives,
trading of interpretability with inference scalability [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ]. In
our approach, we propose to inject structured scene graphs
in Video-LLM prompts (i.e., in pre-processing) before asking
the model to solve VideoQA problems.
        </p>
      </sec>
      <sec id="sec-1-2">
        <title>1.2. Scene Graph Generation</title>
        <p>
          Scene Graph Generation (SGG) broadly refers to the
process of identifying key entities within an image or video
frame and representing them as a structured graph, where
objects are nodes and their relationships are depicted as
edges. Nodes and edges can be further enriched with
attributes - e.g., the objects size and colour. To keep track of
the temporal evolution of elements and events in videos, an
extension of this representation has been proposed known
as Spatio Temporal Scene Graph (STSG). The most common
approach to constructing STSGs is maintaining one scene
graph per video frame and connecting successive graphs
as a temporally ordered sequence [
          <xref ref-type="bibr" rid="ref24 ref5">24, 5</xref>
          ]. In this context,
hypergraph can be used to encode higher-order visual
relationships across frames, as in the case of the Situated
Reasoning in Real-World Videos (STAR) [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] and Video Scene
Graph Reasoning (VSGR) [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ] datasets. With the
emergence of Video-LLM methods showing impressive zero-shot
learning capabilities even on unseen tasks (Video-LLaMA
[
          <xref ref-type="bibr" rid="ref26">26</xref>
          ], Video-LLaVA [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ], Gemma [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ], Video-ChatGPT [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ])
an increasing number of works resorts to Video-LLMs to
autonomously construct scene graphs from video frames
[
          <xref ref-type="bibr" rid="ref25 ref8">25, 8</xref>
          ]. While this approach overcomes the cost of manually
curating rich graph representations, it can introduce errors
and bias in the SGG process. In this work, we explore the
use of Video-LLMs for Scene Graph Generation on the STAR
dataset, which conveniently provides ground truth scene
graphs and is targeted at solving advanced VideoQA tasks
that require situational reasoning capabilities.
        </p>
      </sec>
      <sec id="sec-1-3">
        <title>1.3. Video Question Answering</title>
        <p>
          Video Question Answering (VideoQA) asks a model to
perceive and interpret the content of a video and then answer
natural-language queries about it. Questions can range from
simple descriptions of what appears in individual frames
to reasoning about temporal aspects, causality or
intentionality based on commonsense and prior knowledge. In the
closed-form setting the model is given a question plus a small
set of answer alternatives and must select the correct one.
This setup simplifies the evaluation and the application of a
randomised baseline method for comparison. However, it
also allows the model to exploit text bias and guess the
correct answer from wording patterns in the provided answers
rather than truly understanding the video. In the open-ended
setting the model must generate a free-form response with
no predefined choices. This configuration ensures to assess
more rigorously the video understanding capabilities of a
model. However, it requires flexible evaluation metrics to
account for semantic and syntactic variability in model
answers. Benchmark datasets reflect these variants and levels
of dificulty: VLEP [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ], STAR [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] and IntentQA [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ] present
multiple-choice event prediction, stepwise reasoning and
intent inference tasks; Social-IQ [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ], Causal-VidQA [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ]
and NExT-QA [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ] ofer open -ended questions that probe
social understanding, causal and counterfactual inference
and fine-grained temporal action reasoning.
        </p>
        <p>
          Video question answering has been a longstanding
challenge in Computer Vision and AI, with early approaches
using cross-modal attention [
          <xref ref-type="bibr" rid="ref35 ref36 ref37">35, 36, 37</xref>
          ] motion-appearance
memory [
          <xref ref-type="bibr" rid="ref38 ref39 ref40">38, 39, 40</xref>
          ], and Graph Neural Networks [
          <xref ref-type="bibr" rid="ref41 ref42 ref43">41, 42, 43</xref>
          ]
to model interactions in video sequences. These methods
often struggled with long videos where multiple objects
and actions interact over time, leading to confusion
between similar relations or failure to capture dynamic events.
The recent advent of Multimodal Large Language
Models (MLLMs) has revitalized research in this area by
providing powerful pretrained backbones capable of
reasoning over both visual and textual inputs. Some pioneering
MLLM-based methods, such as TOPA [
          <xref ref-type="bibr" rid="ref44">44</xref>
          ], VideoChat2 [
          <xref ref-type="bibr" rid="ref45">45</xref>
          ]
and the Look-Remember-Reason framework [
          <xref ref-type="bibr" rid="ref46">46</xref>
          ], extend
language models to video understanding using text-only
prealignment strategies or low-level surrogate tasks to ground
their predictions. In parallel, a new wave of research is
integrating explicit graph representations into MLLMs to
further enhance spatiotemporal reasoning. MotionEpic [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]
incorporates a spatial-temporal scene graph for pixel-level
grounding, the SHG-VideoQA model [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] predicts
situation hypergraphs to capture actions and object
relationships, and the HSST approach [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] builds hierarchical event
graphs spanning objects, relations, scenes and actions,
together with a spatial-temporal transformer that exploits
edge-guided attention for compositional reasoning.
        </p>
      </sec>
      <sec id="sec-1-4">
        <title>1.4. Chain-of-thought Prompting</title>
        <p>
          Diferent representations have been proposed that organise
LLM responses, i.e., “thoughts”, so as to guide the
decomposition of complex reasoning problems into smaller
subtasks, an approach also known, in the literature, as
Chainof-Thought (CoT) reasoning. In the Tree-of-Thoughts (ToT)
approach [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ], the model responses are displayed as a tree,
to keep track of multiple thought chains. The Graph of
Thoughts framework (GoT) [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ] further extends ToT by
organising prompts and responses as directed acyclic graphs.
        </p>
        <p>
          Crucially, this format allows for arbitrary transformations
of the model responses: by aggregating nodes to form new
thoughts or by looping over a node to incrementally refine
existing thoughts. Video-of-thought [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] has been the first
framework to apply chain-of-thought reasoning, i.e.,
problem decomposition and multi-hop reasoning, in the context
of VideoQA tasks. While in Besta et al. [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ] graphs are used
to organise model responses, in Fei et al. [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] scene graphs
are integrated within prompts to help solve object tracking
and action analysis sub-tasks contributing to VideoQA.
Inspired by these works but following a diferent approach,
in the experiments of this paper, we inject scene graphs
directly in Video-LLM prompts instructing the model to
consider the graph structure for VideoQA without
breaking down the video analysis in multiple (and potentially
onerous) reasoning steps. Our methodological choice is also
supported by recent work on image data showing that
injecting scene graphs in prompts can improve the compositional
reasoning abilities of Vision Language Models [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>2. Proposed approach</title>
      <p>In our experiments we compare two pathways: generative
graph QA and direct VideoQA (Figure 1). Both pipelines
share common upstream components, but diverge in how
they represent and process visual information.</p>
      <p>Temporal Sampling Given a video of duration T, we
applied two diferent sampling strategies: i) using a fixed
number of frames (N=5) at uniform intervals, and ii) uniform
sampling at 1 fps.</p>
      <sec id="sec-2-1">
        <title>Prompt Engineering for Structured Perception and</title>
        <p>
          Reasoning To ensure consistent behavior across models,
we adopt a two-stage prompting scheme based on
established zero-shot Chain-of-Thought principles [
          <xref ref-type="bibr" rid="ref47">47</xref>
          ]. Each
stage of our pipeline is driven by:
Task-Prompting. For Generative Graph QA, we use a prompt
comprising the graph, question, and answer alternatives.
For Direct VideoQA, in the prompt we replace the graph
with the image.
        </p>
        <p>Output Formatting. We constrain responses to structured
graphs or explicit final answers, to aid deterministic parsing
and make the overall evaluation more consistent.</p>
      </sec>
      <sec id="sec-2-2">
        <title>NeSy Path: Generative Graph QA In the NeSy pipeline,</title>
        <p>we decouple perception and reasoning through an explicit
Pipeline
Direct VideoQA</p>
        <p>Int. Seq. Pre. Fea. Avg Lat.(h) U.H.(%)
scene-graph intermediate representation. This process
unfolds in three stages:
Scene-Graph Generation is performed in two variants:
perframe generation, where each frame is independently
processed into a scene graph; batch generation, where all frames
are jointly presented to the MLLM, to provide spatial and
temporal context.</p>
        <p>Graph Aggregation. We concatenate the per-frame graphs
into a single graph G=(V,E), i.e., a temporally-ordered list.
Graph-Based QA. The LLM is fed with the graph, the
question, and multiple-choice alternatives. The LLM reasons
step-by-step over the structured input to select the most
consistent answer. The presence of the graph enforces
transparency over the reasoning process, supporting error
analysis and human verification.</p>
        <p>
          Baseline Path: Direct VideoQA In contrast, in the
Direct VideoQA pipeline frames are embedded directly into
a multimodal prompt alongside the question and answer
choices. The MLLM is responsible for both perception and
reasoning, leveraging its joint representation space to
produce an answer. Operating only in one step, this approach
lacks transparency and modularity, and may underperform
especially on clips of growing length and complexity.
Evaluation Protocols To rigorously compare these
paradigms, we implement both pipelines under identical
sampling strategies and prompt templates, using Gemma3 4b as
both the MLLM and LLM. All components are run on a
single NVIDIA GTX 1080 GPU. We evaluate on 1,048 questions
in the validation set of STAR [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ], with respect to the
following metrics: (i) Accuracy: Exact-match correctness; (ii)
Latency: End-to-end inference time per question; (iii)
Complementarity: Unique hits, instances where one pipeline
succeeds and the other fails. Table 1 shows our preliminary
results.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Discussion and Future Directions</title>
      <p>Our dual-pipeline study highlights a central tradeof in the
design of VideoQA systems: eficiency and interpretability
via symbolic representations versus end-to-end accuracy
from direct multimodal inference. As shown in Table 1,
methods based on generated graphs exhibit lower overall
accuracy compared to the direct VideoQA approach.
Crucially, using ground truth scene graphs provided with STAR
(GT GraphQA, in the table) led to the highest accuracy for
all question types. Thus, we can hypothesise that the 8–10
% drop in GT GraphQA experiments is primarily caused
by the generated graphs rather than the QA step. For all
graph-based pipelines, the latency is higher than in the
Direct VideoQA setting, due to the computational cost of scene
graph generation (also note the lowest latency in the GT
GraphQA case). Despite this overhead, the symbolic pipeline
recovers 12% of questions that the direct pipeline fails to
answer correctly. Moreover, thanks to integrating graphs
in prompts, the NeSy pipelines produce outputs ready for
human verification, enabling the direct comparison between
answers and graphs.</p>
      <p>We also observe meaningful performance diferences
between NeSy variants. Batch-based graph extraction, which
incorporates temporal context across frames, yields slightly
lower accuracy but lower latency thanks to generating graphs
once per batch. Hence, how symbolic information is
extracted and structured directly influences downstream
performance and latency.</p>
      <p>In response to our initial research questions: Neuro-symbolic
integration of graphs in MLLM prompts can enhance
accuracy and latency in sub-symbolic pipelines when relying on
ground truth graphs. However, a significant performance
gap remains when graphs are generated with LLMs. These
ifndings suggest that scene graphs can serve as interpretable
interfaces within modern MLLMs pipelines.</p>
      <sec id="sec-3-1">
        <title>Limitations and Future Work Our current implementa</title>
        <p>tion is still preliminary and sufers from a few limitations.
First, generated graphs omit attributes or objects essential
for answering certain questions. Second, generating graphs
and answering questions in two steps causes a bottleneck.
Finally, we evaluated only on short STAR clips and
generalization to longer videos is still untested.</p>
        <p>However, we see several promising directions for future
exploration:
• Improving the quality of generated graphs by
dynamically sampling the most salient video frames, as
well as ensuring temporal alignment and co-reference
resolution.
• Extending our prompting strategies by combining
graphs and frames in the same prompt, enabling
LLMs to cross-reference symbolic and raw visual
data.
• End-to-End Learning, explore graph-aware
finetuning of VLMs for joint SGG and VideoQA.
• Extending our evaluation to transparency and
trustworthiness metrics, and conducting statistical
robustness tests to verify complementarity efects across
datasets and question types.</p>
        <p>
          Future improvements of this work also include
exploring a tighter integration of the LLM component of the
system with formal guarantees and structured inference,
where symbolic reasoning is injected as intermediate
computational layers, in the loss function [
          <xref ref-type="bibr" rid="ref48">48</xref>
          ], or by directly
conditioning the graph generation. Given our focus on
video input, temporal constraints could be introduced to
enforce graph consistency in the STSG phase. Moreover,
symbolic representations could be integrated as one
additional data modality (e.g., in the form of knowledge graph
embeddings), to improve the semantic consistency of graph
nodes and edges, as opposed to only relying on free-form
object and predicate generation via LLMs. Incorporating
Neuro-symbolic inference engines into future iterations of
this approach could yield significant benefits, including
enhanced interpretability, formal verification of temporal
coherence, and more systematic integration of domain-specific
knowledge constraints for improved video understanding.
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Acknowledgments</title>
      <p>This work has been supported by Politecnico di Milano
through the 2024 MSCA Seal of Excellence fellowship (project
ReFiNe) and by the FAIR (Future Artificial Intelligence
Research) project, funded by the NextGenerationEU program
within the PNRR-PE-AI scheme (M4C2, investment 1.3, line
on Artificial Intelligence).</p>
    </sec>
    <sec id="sec-5">
      <title>Declaration on Generative AI</title>
      <p>During the preparation of this work, the authors used
GPT5.1 for grammar and spelling checks. After using these
tool/service, the authors reviewed and edited the content
as needed and take full responsibility for the publication’s
content.</p>
    </sec>
  </body>
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