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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


  1. LOGIC OF GAMES Andreas Blass University of Michigan Ann Arbor, MI 48109 ablass@umich.edu

  2. Games in Logic

  3. Games in Logic Two main sorts of logical games.

  4. 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.

  5. 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.

  6. 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).

  7. 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.

  8. 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.

  9. The Curse of Determinacy

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

  11. 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.

  12. 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?

  13. 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)

  14. 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)

  15. 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)

  16. 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)

  17. 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)

  18. Complexity of Strategies

  19. Complexity of Strategies A really playable game is one where

  20. Complexity of Strategies A really playable game is one where • each move is a finite object (e.g., natu- ral number),

  21. 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

  22. 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,

  23. 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,

  24. 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,

  25. 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,

  26. 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.

  27. 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.

  28. 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.

  29. Analogies

  30. Analogies • Classical Logic • Intuitionistic Logic • Game Semantics

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

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

  33. 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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