Tutorial
This tutorial introduces FrameX from the beginning. You will model objects and their relationships, write rules, ask questions and explain the results. A small family knowledge graph provides the first examples; later lessons introduce incomplete evidence and controlled agents. No prior knowledge of a logic programming system is required.
FrameX is an object-oriented rule engine for hybrid and neurosymbolic AI teaching. Its offline core derives consequences from supplied knowledge. An external host connects it to language models and tools. Neither a model answer nor a logical proof establishes that an input claim is true in the real world.
FrameX uses one property arrow, explicit variable markers and explicit world assumptions. Learn these through the examples before turning to the quick reference. Each new concept builds on the preceding lessons.
How to study
Read a program, predict its answer, run it, and change one fact. Explain why the answer changed. The early examples deliberately ask questions before introducing expectations. Later examples add executable checks. Every printed program is a complete file; do not concatenate files that declare different worlds.
Relationship to the handbooks
The family and small paper examples here are public worked exercises, not solutions to assessed tasks.
Lessons
- 1. Your first object, rule and question
- 2. A small family knowledge graph
- 3. Properties, identity and multiple values
- 4. Classes and inheritance
- 5. Parameterized methods are relations
- 6. Schemas and consistency checks
- 7. Navigate with visible joins
- 8. Recursion and the fixed point
- 9. Missing evidence: open and closed worlds
- 10. Close only what is complete
- 11. Ordered data and numeric conditions
- 12. Namespaces and modules are different
- 13. Inspect the object model
- 14. Provenance: a reason is not a probability
- 15. From knowledge to controlled agents
- Quick reference: choosing the right construct
- Practice and verification