Sarah Chasins

2papers

2 Papers

CLJul 21, 2025
mRAKL: Multilingual Retrieval-Augmented Knowledge Graph Construction for Low-Resourced Languages

Hellina Hailu Nigatu, Min Li, Maartje ter Hoeve et al.

Knowledge Graphs represent real-world entities and the relationships between them. Multilingual Knowledge Graph Construction (mKGC) refers to the task of automatically constructing or predicting missing entities and links for knowledge graphs in a multilingual setting. In this work, we reformulate the mKGC task as a Question Answering (QA) task and introduce mRAKL: a Retrieval-Augmented Generation (RAG) based system to perform mKGC. We achieve this by using the head entity and linking relation in a question, and having our model predict the tail entity as an answer. Our experiments focus primarily on two low-resourced languages: Tigrinya and Amharic. We experiment with using higher-resourced languages Arabic and English for cross-lingual transfer. With a BM25 retriever, we find that the RAG-based approach improves performance over a no-context setting. Further, our ablation studies show that with an idealized retrieval system, mRAKL improves accuracy by 4.92 and 8.79 percentage points for Tigrinya and Amharic, respectively.

PLNov 23, 2016
Using SyGuS to Synthesize Reactive Motion Plans

Sarah Chasins, Julie L. Newcomb

We present an approach for synthesizing reactive robot motion plans, based on compilation to Syntax-Guided Synthesis (SyGuS) specifications. Our method reduces the motion planning problem to the problem of synthesizing a function that can choose the next robot action in response to the current state of the system. This technique offers reactivity not by generating new motion plans throughout deployment, but by synthesizing a single program that causes the robot to reach its target from any system state that is consistent with the system model. This approach allows our tool to handle environments with adversarial obstacles. This work represents the first use of the SyGuS formalism to solve robot motion planning problems. We investigate whether using SyGuS for a bounded two-player reachability game is practical at this point in time.