LOGIC OF GAMES Andreas Blass University of Michigan Ann Arbor, MI - - PDF document

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LOGIC OF GAMES Andreas Blass University of Michigan Ann Arbor, MI - - PDF document

LOGIC OF GAMES Andreas Blass University of Michigan Ann Arbor, MI 48109 ablass@umich.edu Games in Logic Games in Logic Two main sorts of logical games. Games in Logic Two main sorts of logical games. (1) Truth of formulas in a structure is


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LOGIC OF GAMES

Andreas Blass University of Michigan Ann Arbor, MI 48109 ablass@umich.edu

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Games in Logic

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Games in Logic Two main sorts of logical games.

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Games in Logic Two main sorts of logical games. (1) Truth of formulas in a structure is ex- pressible by games. ∃ and ∨ become choices for proponent (P). ∀ and ∧ become choices for opponent (O). Winner depends on atomic and negated atomic formulas.

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Games in Logic Two main sorts of logical games. (1) Truth of formulas in a structure is ex- pressible by games. ∃ and ∨ become choices for proponent (P). ∀ and ∧ become choices for opponent (O). Winner depends on atomic and negated atomic formulas. (2) Provability is expressible by games. P exhibits a rule with the formula un- der consideration as its conclusion. O chooses a premise of that rule, which becomes the new formula under consid- eration. Whoever can’t move loses. O wins infinite plays.

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Games in Logic Two main sorts of logical games. (1) Truth of formulas in a structure is ex- pressible by games. ∃ and ∨ become choices for proponent (P). ∀ and ∧ become choices for opponent (O). Winner depends on atomic and negated atomic formulas. (2) Provability is expressible by games. P exhibits a rule with the formula un- der consideration as its conclusion. O chooses a premise of that rule, which becomes the new formula under consid- eration. Whoever can’t move loses. O wins infinite plays. This talk will be almost entirely about (1).

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Games in Logic Two main sorts of logical games. (1) Truth of formulas in a structure is ex- pressible by games. ∃ and ∨ become choices for proponent (P). ∀ and ∧ become choices for opponent (O). Winner depends on atomic and negated atomic formulas. (2) Provability is expressible by games. P exhibits a rule with the formula un- der consideration as its conclusion. O chooses a premise of that rule, which becomes the new formula under consid- eration. Whoever can’t move loses. O wins infinite plays. This talk will be almost entirely about (1). Semantics rather than deduction.

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Games in Logic Two main sorts of logical games. (1) Truth of formulas in a structure is ex- pressible by games. ∃ and ∨ become choices for proponent (P). ∀ and ∧ become choices for opponent (O). Winner depends on atomic and negated atomic formulas. (2) Provability is expressible by games. P exhibits a rule with the formula un- der consideration as its conclusion. O chooses a premise of that rule, which becomes the new formula under consid- eration. Whoever can’t move loses. O wins infinite plays. This talk will be almost entirely about (1). Semantics rather than deduction. Games will be 2-player, win-lose games of perfect information.

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The Curse of Determinacy

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The Curse of Determinacy If all plays of a game are finite, then the game is determined.

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The Curse of Determinacy If all plays of a game are finite, then the game is determined. The logic of such games is just classical logic. For example, A ∨ ¬A is valid.

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The Curse of Determinacy If all plays of a game are finite, then the game is determined. The logic of such games is just classical logic. For example, A ∨ ¬A is valid. How can one get non-classical logics of games?

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The Curse of Determinacy If all plays of a game are finite, then the game is determined. The logic of such games is just classical logic. For example, A ∨ ¬A is valid. How can one get non-classical logics of games?

  • Allow plays of infinite length. (Gale-

Stewart, Martin)

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The Curse of Determinacy If all plays of a game are finite, then the game is determined. The logic of such games is just classical logic. For example, A ∨ ¬A is valid. How can one get non-classical logics of games?

  • Allow plays of infinite length. (Gale-

Stewart, Martin)

  • Require winning strategies to be com-
  • putable. (Rabin, Japaridze)
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The Curse of Determinacy If all plays of a game are finite, then the game is determined. The logic of such games is just classical logic. For example, A ∨ ¬A is valid. How can one get non-classical logics of games?

  • Allow plays of infinite length. (Gale-

Stewart, Martin)

  • Require winning strategies to be com-
  • putable. (Rabin, Japaridze)
  • Require winning strategies to be history-
  • free. (Abramsky, Jagadeesan)
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The Curse of Determinacy If all plays of a game are finite, then the game is determined. The logic of such games is just classical logic. For example, A ∨ ¬A is valid. How can one get non-classical logics of games?

  • Allow plays of infinite length. (Gale-

Stewart, Martin)

  • Require winning strategies to be com-
  • putable. (Rabin, Japaridze)
  • Require winning strategies to be history-
  • free. (Abramsky, Jagadeesan)
  • Require winning strategies to be uni-

form under addition of new options to

  • games. (Abramsky, Jagadeesan)
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The Curse of Determinacy If all plays of a game are finite, then the game is determined. The logic of such games is just classical logic. For example, A ∨ ¬A is valid. How can one get non-classical logics of games?

  • Allow plays of infinite length. (Gale-

Stewart, Martin)

  • Require winning strategies to be com-
  • putable. (Rabin, Japaridze)
  • Require winning strategies to be history-
  • free. (Abramsky, Jagadeesan)
  • Require winning strategies to be uni-

form under addition of new options to

  • games. (Abramsky, Jagadeesan)
  • Allow different rules depending on who

moves first. (Abramsky, Jagadeesan)

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Complexity of Strategies

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Complexity of Strategies A really playable game is one where

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Complexity of Strategies A really playable game is one where

  • each move is a finite object (e.g., natu-

ral number),

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Complexity of Strategies A really playable game is one where

  • each move is a finite object (e.g., natu-

ral number),

  • there is an algorithm deciding, for every

position

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Complexity of Strategies A really playable game is one where

  • each move is a finite object (e.g., natu-

ral number),

  • there is an algorithm deciding, for every

position – whether the play is ended,

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Complexity of Strategies A really playable game is one where

  • each move is a finite object (e.g., natu-

ral number),

  • there is an algorithm deciding, for every

position – whether the play is ended, – if so, who won,

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Complexity of Strategies A really playable game is one where

  • each move is a finite object (e.g., natu-

ral number),

  • there is an algorithm deciding, for every

position – whether the play is ended, – if so, who won, – if not, who is to move next,

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Complexity of Strategies A really playable game is one where

  • each move is a finite object (e.g., natu-

ral number),

  • there is an algorithm deciding, for every

position – whether the play is ended, – if so, who won, – if not, who is to move next, – and whether any proposed move is legal,

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Complexity of Strategies A really playable game is one where

  • each move is a finite object (e.g., natu-

ral number),

  • there is an algorithm deciding, for every

position – whether the play is ended, – if so, who won, – if not, who is to move next, – and whether any proposed move is legal,

  • and each play ends after finitely many

moves.

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Complexity of Strategies A really playable game is one where

  • each move is a finite object (e.g., natu-

ral number),

  • there is an algorithm deciding, for every

position – whether the play is ended, – if so, who won, – if not, who is to move next, – and whether any proposed move is legal,

  • and each play ends after finitely many

moves. Rabin showed that, although every such game has a winning strategy for one of the play- ers, there need not be a computable winning strategy.

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Complexity of Strategies A really playable game is one where

  • each move is a finite object (e.g., natu-

ral number),

  • there is an algorithm deciding, for every

position – whether the play is ended, – if so, who won, – if not, who is to move next, – and whether any proposed move is legal,

  • and each play ends after finitely many

moves. Rabin showed that, although every such game has a winning strategy for one of the play- ers, there need not be a computable winning strategy. In fact, for each hyperarithmetical set A, there is a really playable game such that A is computable from each winning strategy.

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Analogies

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Analogies

  • Classical Logic
  • Intuitionistic Logic
  • Game Semantics
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Analogies

  • Classical Logic
  • Intuitionistic Logic
  • Game Semantics
  • Truth
  • Provability
  • Winning Strategy
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Analogies

  • Classical Logic
  • Intuitionistic Logic
  • Game Semantics
  • Truth
  • Provability
  • Winning Strategy
  • Deterministic algorithm
  • Non-deterministic algorithm
  • Alternating algorithm
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Analogies

  • Classical Logic
  • Intuitionistic Logic
  • Game Semantics
  • Truth
  • Provability
  • Winning Strategy
  • Deterministic algorithm
  • Non-deterministic algorithm
  • Alternating algorithm
  • Excluded Middle
  • Kripke Schema
  • “Lorenzen Schema”
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Analogies

  • Classical Logic
  • Intuitionistic Logic
  • Game Semantics
  • Truth
  • Provability
  • Winning Strategy
  • Deterministic algorithm
  • Non-deterministic algorithm
  • Alternating algorithm
  • Excluded Middle
  • Kripke Schema
  • “Lorenzen Schema”

Lorenzen Schema: For each formula A, there is a really playable game (as in Ra- bin’s theorem) such that A holds iff P has a winning strategy in that game.

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Other Operations on Games

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Other Operations on Games “Multiplicative” operations first arose from trying to understand reducibility.

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Other Operations on Games “Multiplicative” operations first arose from trying to understand reducibility. “If you show me how to win G (as P), then I can win H (also as P).”

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Other Operations on Games “Multiplicative” operations first arose from trying to understand reducibility. “If you show me how to win G (as P), then I can win H (also as P).” This led to ⊗ and its dual.

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Other Operations on Games “Multiplicative” operations first arose from trying to understand reducibility. “If you show me how to win G (as P), then I can win H (also as P).” This led to ⊗ and its dual. Also a version of exponential modality

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Other Operations on Games “Multiplicative” operations first arose from trying to understand reducibility. “If you show me how to win G (as P), then I can win H (also as P).” This led to ⊗ and its dual. Also a version of exponential modality But linear logic came later.

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Semantics vs. Syntax

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Semantics vs. Syntax Original game semantics agreed with affine logic on additive sequents.

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Semantics vs. Syntax Original game semantics agreed with affine logic on additive sequents, but validated more multiplicative sequents.

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Semantics vs. Syntax Original game semantics agreed with affine logic on additive sequents, but validated more multiplicative sequents. Multiplicative fragment gave all instances of binary tautologies.

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Semantics vs. Syntax Original game semantics agreed with affine logic on additive sequents, but validated more multiplicative sequents. Multiplicative fragment gave all instances of binary tautologies. Abramsky and Jagadeesan modified the se- mantics to get exactly multiplicative linear logic plus the Mix rule. ⊢ Γ ⊢ ∆ ⊢ Γ, ∆ ⊢

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Semantics vs. Syntax Original game semantics agreed with affine logic on additive sequents, but validated more multiplicative sequents. Multiplicative fragment gave all instances of binary tautologies. Abramsky and Jagadeesan modified the se- mantics to get exactly multiplicative linear logic plus the Mix rule. ⊢ Γ ⊢ ∆ ⊢ Γ, ∆ ⊢ Hyland and Ong modified it further to get exactly multiplicative linear logic.

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Semantics vs. Syntax Original game semantics agreed with affine logic on additive sequents, but validated more multiplicative sequents. Multiplicative fragment gave all instances of binary tautologies. Abramsky and Jagadeesan modified the se- mantics to get exactly multiplicative linear logic plus the Mix rule. ⊢ Γ ⊢ ∆ ⊢ Γ, ∆ ⊢ Hyland and Ong modified it further to get exactly multiplicative linear logic. But the additive fragment no longer works well.

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Semantics vs. Syntax Original game semantics agreed with affine logic on additive sequents, but validated more multiplicative sequents. Multiplicative fragment gave all instances of binary tautologies. Abramsky and Jagadeesan modified the se- mantics to get exactly multiplicative linear logic plus the Mix rule. ⊢ Γ ⊢ ∆ ⊢ Γ, ∆ ⊢ Hyland and Ong modified it further to get exactly multiplicative linear logic. But the additive fragment no longer works well. Taking semantics as primary, we don’t have good axiomatic systems for game-validity.

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Semantics vs. Syntax Original game semantics agreed with affine logic on additive sequents, but validated more multiplicative sequents. Multiplicative fragment gave all instances of binary tautologies. Abramsky and Jagadeesan modified the se- mantics to get exactly multiplicative linear logic plus the Mix rule. ⊢ Γ ⊢ ∆ ⊢ Γ, ∆ ⊢ Hyland and Ong modified it further to get exactly multiplicative linear logic. But the additive fragment no longer works well. Taking semantics as primary, we don’t have good axiomatic systems for game-validity. Japaridze has deductive systems for various fragments of computability logic.

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Semantics vs. Syntax Original game semantics agreed with affine logic on additive sequents, but validated more multiplicative sequents. Multiplicative fragment gave all instances of binary tautologies. Abramsky and Jagadeesan modified the se- mantics to get exactly multiplicative linear logic plus the Mix rule. ⊢ Γ ⊢ ∆ ⊢ Γ, ∆ ⊢ Hyland and Ong modified it further to get exactly multiplicative linear logic. But the additive fragment no longer works well. Taking semantics as primary, we don’t have good axiomatic systems for game-validity. Japaridze has deductive systems for various fragments of computability logic. But the flavor is still game-like more than logical.

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Categories

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Categories The initial (i.e., free) category with products and coproducts has objects that look like finite-length games.

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Categories The initial (i.e., free) category with products and coproducts has objects that look like finite-length games. Morphisms 1 → G are winning strategies for P in G.

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Categories The initial (i.e., free) category with products and coproducts has objects that look like finite-length games. Morphisms 1 → G are winning strategies for P in G. Morphisms G → 0 are winning strategies for O in G.

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Categories The initial (i.e., free) category with products and coproducts has objects that look like finite-length games. Morphisms 1 → G are winning strategies for P in G. Morphisms G → 0 are winning strategies for O in G. Morphisms G → H are like reductions, but with identifications to obtain associativity.

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Categories The initial (i.e., free) category with products and coproducts has objects that look like finite-length games. Morphisms 1 → G are winning strategies for P in G. Morphisms G → 0 are winning strategies for O in G. Morphisms G → H are like reductions, but with identifications to obtain associativity. This resembles an important idea of Japaridze: Don’t require players to move in a particular

  • rder.
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Categories The initial (i.e., free) category with products and coproducts has objects that look like finite-length games. Morphisms 1 → G are winning strategies for P in G. Morphisms G → 0 are winning strategies for O in G. Morphisms G → H are like reductions, but with identifications to obtain associativity. This resembles an important idea of Japaridze: Don’t require players to move in a particular

  • rder.

But speed doesn’t count.

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Categories The initial (i.e., free) category with products and coproducts has objects that look like finite-length games. Morphisms 1 → G are winning strategies for P in G. Morphisms G → 0 are winning strategies for O in G. Morphisms G → H are like reductions, but with identifications to obtain associativity. This resembles an important idea of Japaridze: Don’t require players to move in a particular

  • rder.

But speed doesn’t count. “Static games”

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Categories The initial (i.e., free) category with products and coproducts has objects that look like finite-length games. Morphisms 1 → G are winning strategies for P in G. Morphisms G → 0 are winning strategies for O in G. Morphisms G → H are like reductions, but with identifications to obtain associativity. This resembles an important idea of Japaridze: Don’t require players to move in a particular

  • rder.

But speed doesn’t count. “Static games” The precise connection has not yet been worked

  • ut.
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Different Exponentials

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Different Exponentials Girard noted that linear logic’s proof rules for ! don’t determine it.

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Different Exponentials Girard noted that linear logic’s proof rules for ! don’t determine it. Game semantics has (at least) two natural versions of !G.

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Different Exponentials Girard noted that linear logic’s proof rules for ! don’t determine it. Game semantics has (at least) two natural versions of !G. Both have many copies of G, and P wins if he wins all copies that are completed.

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Different Exponentials Girard noted that linear logic’s proof rules for ! don’t determine it. Game semantics has (at least) two natural versions of !G. Both have many copies of G, and P wins if he wins all copies that are completed. In one version, P must play the same moves in any two copies as long as O does.

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Different Exponentials Girard noted that linear logic’s proof rules for ! don’t determine it. Game semantics has (at least) two natural versions of !G. Both have many copies of G, and P wins if he wins all copies that are completed. In one version, P must play the same moves in any two copies as long as O does. In the other, the copies are independent.

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Different Exponentials Girard noted that linear logic’s proof rules for ! don’t determine it. Game semantics has (at least) two natural versions of !G. Both have many copies of G, and P wins if he wins all copies that are completed. In one version, P must play the same moves in any two copies as long as O does. In the other, the copies are independent. First version represents a single, re-usable resource. Second represents a stream of resources of the same type.

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Different Exponentials Girard noted that linear logic’s proof rules for ! don’t determine it. Game semantics has (at least) two natural versions of !G. Both have many copies of G, and P wins if he wins all copies that are completed. In one version, P must play the same moves in any two copies as long as O does. In the other, the copies are independent. First version represents a single, re-usable resource. Second represents a stream of resources of the same type. Japaridze’s examples:

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SLIDE 68

Different Exponentials Girard noted that linear logic’s proof rules for ! don’t determine it. Game semantics has (at least) two natural versions of !G. Both have many copies of G, and P wins if he wins all copies that are completed. In one version, P must play the same moves in any two copies as long as O does. In the other, the copies are independent. First version represents a single, re-usable resource. Second represents a stream of resources of the same type. Japaridze’s examples: !(A ⊕ B) ⊢ (!A) ⊕ (!B) is valid only in the first version.

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SLIDE 69

Different Exponentials Girard noted that linear logic’s proof rules for ! don’t determine it. Game semantics has (at least) two natural versions of !G. Both have many copies of G, and P wins if he wins all copies that are completed. In one version, P must play the same moves in any two copies as long as O does. In the other, the copies are independent. First version represents a single, re-usable resource. Second represents a stream of resources of the same type. Japaridze’s examples: !(A ⊕ B) ⊢ (!A) ⊕ (!B) is valid only in the first version, and A⊗ !(A → (A ⊗ B)) ⊢ !B

  • nly in the second.