Dialogues for Proof Search. Jesse Alama(1).pdf

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Dialogues for proof search
Jesse Alama
1∗
Theory and Logic Group
Technical University of Vienna
Vienna, Austria
alama@logic.at
arXiv:1405.1864v1 [math.LO] 8 May 2014
Abstract
Dialogue games are a two-player semantics for a variety of logics, including intuitionistic
and classical logic. Dialogues can be viewed as a kind of analytic calculus not unlike
tableaux. Can dialogue games be an effective foundation for proof search in intuitionistic
logic (both first-order and propositional)? We announce
Kuno
, an automated theorem
prover for intuitionistic first-order logic based on dialogue games.
1
Introduction
Dialogue games (“dialogues” for short) are a game-theoretic semantics for intuitionistic logic.
The game starts with a logical formula
φ
asserted by the Proponent (P), who takes the stance
that the formula is valid, against the Opponent (O) who disputes this. The players take turns
and move according to certain rules. As with other game-based semantics for logics, the focus
is less at the level of a particular play of the game (sequence of moves that follow the rules)
and more at the level of strategy (a way of playing the game to ensure a certain outcome). The
main result about dialogue games that is of interest for us here is:
Theorem 1.
A formula
φ
is intuitionistically valid iff there exists a winning strategy for
φ.
(A winning strategy for
φ
is a way of playing a dialogue game such that, for every move
that
O
can make,
P
can respond in such a way that a win [for
P]
is ensured.)
The dialogical approach to logic (“dialogical logic”, for short) is found mainly in philosoph-
ical discussions about logic and semantics. Dialogues differ from other game-based approaches
to logic, such as Hintikka-style games. There, for instance, players have certain roles (e.g.,
“Abelard” and “Eloise”) that can switch as the game proceeds; in dialogue games, the two
players
P
and
O
play the same “role” throughout the game (they do not swap sides).
The question in focus in the present paper is:
Can dialogue games be profitably understood
as a proof search calculus?
The aim is to cast dialogues in a new light, by implementing
them and casting them in a light that they do not normally see. We also hope to reap fresh
insights into the foundations of dialogical logic by seeing how they respond to the pressures,
so to speak, of everyday proof search. The fruit of our efforts is
Kuno
, an automated theorem
prover for first-order intuitionistic logic that is based on dialogue games. Section 2 discusses the
game calculus. We shall see that dialogue games are essentially a kind of analytic calculus with
similarities to tableaux. Section 3 briefly discusses the implementation and operation of
Kuno
.
Section 4 evaluates
Kuno
on a part of the Intuitionistic Logic Theorem Proving Library (ILTP),
a collection of theorem proving problems [7, 8]. Section 5 concludes with further problems to
be solved.
Kuno
is available online at
http://github.com/jessealama/dialogues.
Supported
by FWF grant P25417-G15 (LOGFRADIG).
1
Assertion Attack
φ
ψ
L
R
φ
ψ
?
φ
φ
ψ
¬φ
φ
∀xφ
?
t
∃xφ
?
Response
φ
ψ
φ
or
ψ
ψ
φ[t/x]
φ[t/x]
Table 1: Particle rules for dialogue games
2
Dialogue games for intuitionistic first-order logic
For a thorough introduction to dialogical logic, see [3] or [6]. We work in a first-order language
built from
∀, ∃, ¬, ∨, ∧,
and
→.
It is assumed that equality is not present, nor
⊥,
nor
⊤.
(All of these restriction can be lifted by suitable rewritings, but for the sake of simplicity we
give the traditional formulation of dialogues.) Dialogue games involve not just formulas, but
also so-called
symbolic attacks
? (akin to asking “which?”),
L
, and
R
(akin to prompting the
other player “defend the left-hand side” or “defend the right-hand side”). Together formulas
and symbolic attacks are called
statements;
they are what is asserted by
P
and
O
in a dialogue
game.
The rules governing dialogues are divided into two types.
Particle rules
can be seen as
specifying the meaning of connectives in a local fashion and say how formulas can be attacked
and defended depending on their main connective. By contrast,
structural rules
operate globally
and define what sequences of attacks and defenses count as dialogues, thus giving a kind of global
meaning to the connectives.
Dialogue games start with the Proponent (P) making the initial assertion. Play alternates
between
P
and the Opponent
O.
Every move is either an attack on something previously
asserted or a defense against an attack. The standard particle rules are given in Table 1.
According to the first row, there are two possible attacks against a conjunction: The attacker
specifies whether the left or the right conjunct is to be defended, and the defender then continues
the game by asserting the specified conjunct. The second row says that there is one attack
against a disjunction; the defender then chooses which disjunct to assert. The interpretation
of the third row is straightforward. The fourth row says that there is no way to defend against
the attack against a negation; the only appropriate “defense” against an attack on a negation
¬φ
is to continue the game with the new information
φ.
The particle rule for
says that
the challenger picks an instance (a term) and it is up to the original claimant to defend the
instance of the universal generalization. For
∃,
the challenge is simply: “which one?” The way
to proceed is to pick an instance of the existential generalization.
The structural rules are:
P
may assert an atomic formula only if
O
has asserted it earlier.
Only the most recent open attack may be defended. (An attack is open if there there is
no defense against it.)
Attacks may be defended only once.
P’s
assertions may be attacked at most once.
The game ends if no possible move can be made. If
O
cannot move, then it is said that
P
has won the game; if
P
cannot move, then
O
has won the game. (It is possible, even at the
propositional level, for games to go on infinitely, with neither player winning.)
In addition to these standard structural rules, another rule is often considered in connection
with dialogues:
E O
must immediately respond to
P’s
moves.
For brevity, by “the E rules” we mean the structural rules together with the E rule. The
standard name in the dialogue game literature for the structural rules presented here is “D”.
Evidently, when the so-called E rule is present,
O
is rather tightly constrained. A consequence
of the E rule being present is that whenever
P
defends against an attack,
O
must immediately
attack
P’s
move.
Theorem 2
(Felscher).
There exists a winning strategy for
φ
iff there exists a winning strategy
for
φ
that adheres to the E rules.
(Note that our assumption that E is present is helpful for proof search considerations. It
is another matter to philosophically justify the inclusion of E. We are relying on the fact that
dialogue validity is the same with or without E, a result proved by Felscher.)
3
Implementation
Kuno
is a Common Lisp (CL) program. One can run
Kuno
within a CL Read-Eval-Print loop
(REPL), or from the commandline by first compiling the CL sources. At the moment, the
only tested CL implementation is SBCL (Steel Bank Common Lisp), a major open-source CL
implementation (http://www.sbcl.org).
The name “Kuno” is a tribute to Kuno Lorenz, one of the foundational figures of the field
of dialogue games [4].
Kuno
is based on a previous program that was designed to support a kind of interactive proof
search, with a web-based frontend, is used [1].
Given a TPTP problem, we first separate the conjecture formula from the non-conjecture
formula. (It is an error to invoke
Kuno
on a TPTP problem that lacks a single conjecture
formula.) If the TPTP input contains only a conjecture formula, then this evidently is how the
game shall begin. Otherwise, we form in the obvious way an implication whose consequent is
the conjecture formula and whose antecedent is the conjunction of the non-conjecture formulas.
4
Evaluation on ILTP
We consider first the propositional part of the ILTP (version 1.1.2, available at
http://www.cs.uni-potsdam.de/ti/i
Table 2 contains the result of working with propositional problems in the LCL (devoted to Logic
Calculi) and SYN (Syntactic) sections of the ILTP library. We developed strategies to a depth
limit of 30 (that is, if a strategy ever exceeded depth 30, it was discarded from the search
even if potentially it could be completed to a winning strategy). “Depth” means that
Kuno
did terminate, but the best it can say is that there is no strategy below the given depth limit.
“Timeout” means that computation had to be halted by a time limit. “Crash” means crash.
The initial experiment was useful not only for identifying bugs, but for gaining additional
insight into dialogues as a decision procedure for propositional intuitionistic logic. In the cases
Problem
LCL181+1
LCL230+1
SYN001+1
SYN007+1.014
SYN040+1
SYN041+1
SYN044+1
SYN045+1
SYN046+1
SYN047+1
SYN387+1
SYN388+1
SYN389+1
SYN390+1
SYN391+1
SYN392+1
SYN393+1
SYN416+1
SYN915+1
SYN916+1
SYN977+1
SYN978+1
Intended SZS Status
Non-Theorem
Non-Theorem
Non-Theorem
Non-Theorem
Non-Theorem
Theorem
Theorem
Theorem
Non-Theorem
Non-Theorem
Non-Theorem
Non-Theorem
Non-Theorem
Theorem
Theorem
Non-Theorem
Non-Theorem
Non-Theorem
Theorem
Non-Theorem
Non-Theorem
Theorem
Computed SZS Status agrees?
-
-
-
-
-
+
+
+
-
-
-
-
-
+
+
-
-
-
+
+
-
+
Reason
depth
depth
depth
crash
timeout
depth
timeout
depth
depth
depth
timeout
timeout
depth
depth
Table 2: An evaluation of the E ruleset on several problems from the ILTP library (propositional
part)
where a result is indeed a theorem, we were not especially surprised, in view of previous ex-
perience with the architecture underlying
Kuno
, which was focused on working with known
theorems. It was the case of non-theorems where we were more interested. We found that
an important obstacle that prevents the program from terminating with useful information is
the possibility of endless repetition or duplication by one of the players. In the case where
we are dealing with a formula
φ
that is not intuitionistically valid, we find that there are two
possibilities:
O
is able to repeat moves ad infinitum.
The dialogue search tree (a complete development of all possible dialogues whatsoever
starting from an initial formula) is finite, but it contains no winning strategy.
The second case is generally detected by
Kuno
; the first case is more interesting. Motivated
by such concerns, we are led to consider an additional “no repetition” constraint.
No-Repeats
Neither player can repeat a move.
We are at the moment unable to prove this constraint preserves completeness in the context
of intuitionistic logic (though an analogous restriction preserves completeness in the case of
classical logic [2]).
Happily, when working with the E ruleset with the No-Repeats constraint, we are able
to solve all of the unsolved problems of Table 2 except SYN007+1.014, SYN047+1, and
SYN393+1. Looking into more detail on the failure to come a decision on these three problems,
we find two sources of difficulty:
SYN007.014 is perhaps inherently quite difficult because it involves many atoms with
many equivalences. Since
is treated as an abbreviation, the resulting formula is very
large.
P’s
attacks are sometimes premature: for some formulas a solution can be found more
quickly if an attack is delayed.
In light of the second observation, we considered an additional restriction on search:
Prefer-Defense
If
P
can defend, then he does defend. (If multiple defenses are available, the
choice is arbitrary.)
With this constraint, all the SYN problems of the ILTP library (except SYN007.014) are
solvable, each in less than a minute (and most within several seconds).
Evaluating
Kuno
on properly first-order problems makes clear some difficulties with the
naive depth-first approach currently implemented. We can report, though, that working at the
first-order level reveals challenges not revealed with the propositional SYN problems. Namely,
Prefer-Defense
constraint cannot be rigidly applied; doing so leads to incompleteness. A
simple example (a modification of SYJ001+1.002) illustrates the difficulty:
(∃y∀x(p(x)
q(y)))
(∀x∃y(p(x)
q(y))).
When playing a dialogue game for this formula,
O
begins by asserting the existential in the
antecedent. It is essential that
P
attacks this formula even though he could defend choose to
defend against the initial attack by asserting the consequent. The difficulty, intuitively, is that
if
P
begins by defending,
O
can pin him down by attacking a formula that, from a constructive
point of view, is weaker than what was initially given to
P.
To solve this, one apparently has
to relax the constraint imposed by
Prefer-Defense.
5
Conclusion and future work
Kuno
currently works in the equality-free fragment of intuitionistic logic. This is, for many first-
order theorem proving problems, a rather serious restriction that ought to be remedied. At the
moment, if a problem has equality in it at all,
Kuno
returns the SZS status
Inappropriate
to
signal that it cannot deal with the problem. A fairly easy remedy for such a gap would be to
be preprocess (using, e.g.,
TPTP4X
) any problem involving equality so that appropriate equality
axioms are present. There seems to be no good treatment, from a dialogical point of view, of
and
⊤;
Kuno
rejects as inappropriate any TPTP problem that has these distinguished atomic
formulas. Still, one could presumably replace any occurrence of them by
p
p
and
p
∧ ¬p,
respectively.
By viewing dialogue games as an infrastructure for proof search, one quickly encounters the
issue of redundancy. Various strategies can in general be developed starting from an initial
formula, but they can differ from one another in immaterial ways. By contrast with resolution
calculi, the notion of redundancy seems to be underdeveloped within the dialogue game frame-
work. Inspiration and ideas may come from other analytic search methods for intuitionistic
logic, and perhaps even from game theory in general.
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