# Enhancing Computer Vision with Knowledge: a Rummikub Case Study

arXiv: https://arxiv.org/abs/2411.18172 · HTML: https://mlsanity.com/paper/2411.18172/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 7 of its 14 references that are in the map.
- First posted on arXiv 27 Nov 2024.

## Builds on (most cited first, 7 of 7)

- [Deep Residual Learning for Image Recognition](https://mlsanity.com/paper/1512.03385/) (2015)
- [SSD: Single Shot MultiBox Detector](https://mlsanity.com/paper/1512.02325/) (2015)
- [Neural Probabilistic Logic Programming in DeepProbLog](https://mlsanity.com/paper/1907.08194/) (2019)
- [NeurASP: Embracing Neural Networks into Answer Set Programming](https://mlsanity.com/paper/2307.07700/) (2023)
- [From Statistical Relational to Neurosymbolic Artificial Intelligence: a Survey](https://mlsanity.com/paper/2108.11451/) (2021)
- [FindingEmo: An Image Dataset for Emotion Recognition in the Wild](https://mlsanity.com/paper/2402.01355/) (2024)
- [Hybrid Classification and Reasoning for Image-based Constraint Solving](https://mlsanity.com/paper/2003.11001/) (2020)

## Abstract (arXiv)

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.
