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Game semantics (german: dialogische Logik, translated as ''
dialogical logic Dialogical logic (also known as the logic of dialogues) was conceived as a pragmatic approach to the semantics of logic that resorts to concepts of game theory such as "winning a play" and that of "winning strategy". Since dialogical logic was the ...
'') is an approach to formal semantics that grounds the concepts of
truth Truth is the property of being in accord with fact or reality.Merriam-Webster's Online Dictionarytruth 2005 In everyday language, truth is typically ascribed to things that aim to represent reality or otherwise correspond to it, such as belie ...
or validity on
game-theoretic Game theory is the study of mathematical models of strategic interactions among rational agents. Myerson, Roger B. (1991). ''Game Theory: Analysis of Conflict,'' Harvard University Press, p.&nbs1 Chapter-preview links, ppvii–xi It has appl ...
concepts, such as the existence of a winning strategy for a player, somewhat resembling
Socratic dialogues Socratic dialogue ( grc, Σωκρατικὸς λόγος) is a genre of literary prose developed in Greece at the turn of the fourth century BC. The earliest ones are preserved in the works of Plato and Xenophon and all involve Socrates as the p ...
or medieval theory of Obligationes.


History

In the late 1950s
Paul Lorenzen Paul Lorenzen (March 24, 1915 – October 1, 1994) was a German philosopher and mathematician, founder of the Erlangen School (with Wilhelm Kamlah) and inventor of game semantics (with Kuno Lorenz). Biography Lorenzen studied at the University o ...
was the first to introduce a game semantics for
logic Logic is the study of correct reasoning. It includes both formal and informal logic. Formal logic is the science of deductively valid inferences or of logical truths. It is a formal science investigating how conclusions follow from premise ...
, and it was further developed by Kuno Lorenz. At almost the same time as Lorenzen, Jaakko Hintikka developed a model-theoretical approach known in the literature as ''GTS'' (game-theoretical semantics). Since then, a number of different game semantics have been studied in logic. Shahid Rahman (Lille) and collaborators developed
dialogical logic Dialogical logic (also known as the logic of dialogues) was conceived as a pragmatic approach to the semantics of logic that resorts to concepts of game theory such as "winning a play" and that of "winning strategy". Since dialogical logic was the ...
into a general framework for the study of logical and philosophical issues related to logical pluralism. Beginning 1994 this triggered a kind of renaissance with lasting consequences. This new philosophical impulse experienced a parallel renewal in the fields of
theoretical computer science computer science (TCS) is a subset of general computer science and mathematics that focuses on mathematical aspects of computer science such as the theory of computation, lambda calculus, and type theory. It is difficult to circumscribe the ...
, computational linguistics,
artificial intelligence Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech r ...
, and the
formal semantics of programming languages In programming language theory, semantics is the rigorous mathematical study of the meaning of programming languages. Semantics assigns computational meaning to valid strings in a programming language syntax. Semantics describes the processes ...
, for instance the work of Johan van Benthem and collaborators in
Amsterdam Amsterdam ( , , , lit. ''The Dam on the River Amstel'') is the capital and most populous city of the Netherlands, with The Hague being the seat of government. It has a population of 907,976 within the city proper, 1,558,755 in the urban ar ...
who looked thoroughly at the interface between logic and games, and Hanno Nickau who addressed the full abstraction problem in programming languages by means of games. New results in linear logic by
Jean-Yves Girard Jean-Yves Girard (; born 1947) is a French logician working in proof theory. He is the research director (emeritus) at the mathematical institute of the University of Aix-Marseille, at Luminy. Biography Jean-Yves Girard is an alumnus of the ...
in the interfaces between mathematical game theory and
logic Logic is the study of correct reasoning. It includes both formal and informal logic. Formal logic is the science of deductively valid inferences or of logical truths. It is a formal science investigating how conclusions follow from premise ...
on one hand and
argumentation theory Argumentation theory, or argumentation, is the interdisciplinary study of how conclusions can be supported or undermined by premises through logical reasoning. With historical origins in logic, dialectic, and rhetoric, argumentation theory, incl ...
and logic on the other hand resulted in the work of many others, including S. Abramsky, J. van Benthem, A. Blass, D. Gabbay, M. Hyland, W. Hodges, R. Jagadeesan, G. Japaridze, E. Krabbe, L. Ong, H. Prakken, G. Sandu, D. Walton, and J. Woods, who placed game semantics at the center of a new concept in logic in which logic is understood as a dynamic instrument of inference. There has also been an alternative perspective on proof theory and meaning theory, advocating that Wittgenstein's "meaning as use" paradigm as understood in the context of proof theory, where the so-called reduction rules (showing the effect of elimination rules on the result of introduction rules) should be seen as appropriate to formalise the explanation of the (immediate) consequences one can draw from a proposition, thus showing the function/purpose/usefulness of its main connective in the calculus of language.(, , , , )


Classical logic

The simplest application of game semantics is to
propositional logic Propositional calculus is a branch of logic. It is also called propositional logic, statement logic, sentential calculus, sentential logic, or sometimes zeroth-order logic. It deals with propositions (which can be true or false) and relations b ...
. Each formula of this language is interpreted as a game between two players, known as the "Verifier" and the "Falsifier". The Verifier is given "ownership" of all the
disjunction In logic, disjunction is a logical connective typically notated as \lor and read aloud as "or". For instance, the English language sentence "it is raining or it is snowing" can be represented in logic using the disjunctive formula R \lor S ...
s in the formula, and the Falsifier is likewise given ownership of all the conjunctions. Each move of the game consists of allowing the owner of the dominant connective to pick one of its branches; play will then continue in that subformula, with whichever player controls its dominant connective making the next move. Play ends when a primitive proposition has been so chosen by the two players; at this point the Verifier is deemed the winner if the resulting proposition is true, and the Falsifier is deemed the winner if it is false. The original formula will be considered true precisely when the Verifier has a
winning strategy Determinacy is a subfield of set theory, a branch of mathematics, that examines the conditions under which one or the other player of a game has a winning strategy, and the consequences of the existence of such strategies. Alternatively and sim ...
, while it will be false whenever the Falsifier has the winning strategy. If the formula contains negations or implications, other, more complicated, techniques may be used. For example, a negation should be true if the thing negated is false, so it must have the effect of interchanging the roles of the two players. More generally, game semantics may be applied to
predicate logic First-order logic—also known as predicate logic, quantificational logic, and first-order predicate calculus—is a collection of formal systems used in mathematics, philosophy, linguistics, and computer science. First-order logic uses quantifie ...
; the new rules allow a dominant quantifier to be removed by its "owner" (the Verifier for
existential quantifier In predicate logic, an existential quantification is a type of quantifier, a logical constant which is interpreted as "there exists", "there is at least one", or "for some". It is usually denoted by the logical operator symbol ∃, which, w ...
s and the Falsifier for universal quantifiers) and its
bound variable In mathematics, and in other disciplines involving formal languages, including mathematical logic and computer science, a free variable is a notation (symbol) that specifies places in an expression where substitution may take place and is not ...
replaced at all occurrences by an object of the owner's choosing, drawn from the domain of quantification. Note that a single counterexample falsifies a universally quantified statement, and a single example suffices to verify an existentially quantified one. Assuming the
axiom of choice In mathematics, the axiom of choice, or AC, is an axiom of set theory equivalent to the statement that ''a Cartesian product of a collection of non-empty sets is non-empty''. Informally put, the axiom of choice says that given any collection ...
, the game-theoretical semantics for classical
first-order logic First-order logic—also known as predicate logic, quantificational logic, and first-order predicate calculus—is a collection of formal systems used in mathematics, philosophy, linguistics, and computer science. First-order logic uses quantifie ...
agree with the usual model-based (Tarskian) semantics. For classical first-order logic the winning strategy for the Verifier essentially consists of finding adequate
Skolem function In mathematical logic, a formula of first-order logic is in Skolem normal form if it is in prenex normal form with only universal first-order quantifiers. Every first-order formula may be converted into Skolem normal form while not changing its ...
s and
witnesses In law, a witness is someone who has knowledge about a matter, whether they have sensed it or are testifying on another witnesses' behalf. In law a witness is someone who, either voluntarily or under compulsion, provides testimonial evidence, e ...
. For example, if ''S'' denotes \forall x \exists y\, \phi(x,y) then an
equisatisfiable In Mathematical logic (a subtopic within the field of formal logic), two formulae are equisatisfiable if the first formula is satisfiable whenever the second is and vice versa; in other words, either both formulae are satisfiable or both are not. E ...
statement for ''S'' is \exists f \forall x \, \phi(x,f(x)). The Skolem function ''f'' (if it exists) actually codifies a winning strategy for the Verifier of ''S'' by returning a witness for the existential sub-formula for every choice of ''x'' the Falsifier might make. The above definition was first formulated by Jaakko Hintikka as part of his GTS interpretation. The original version of game semantics for classical (and intuitionistic) logic due to Paul Lorenzen and Kuno Lorenz was not defined in terms of models but of winning strategies over ''formal dialogues'' (P. Lorenzen, K. Lorenz 1978, S. Rahman and L. Keiff 2005). Shahid Rahman and Tero Tulenheimo developed an algorithm to convert GTS-winning strategies for classical logic into the dialogical winning strategies and vice versa. Formal dialogues and GTS games may be infinite and use end-of-play rules rather than letting players decide when stop playing. Reaching this decision by standard means for strategic inferences ( iterated elimination of dominated strategies or IEDS) would, in GTS and formal dialogues, be equivalent to solving the
Halting Problem In computability theory, the halting problem is the problem of determining, from a description of an arbitrary computer program and an input, whether the program will finish running, or continue to run forever. Alan Turing proved in 1936 that a ...
and exceeds the reasoning abilities of human agents. GTS avoids this with a rule to test formulas against an underlying model; logical dialogues, with a non-repetition rule (similar to
Threefold Repetition In chess, the threefold repetition rule states that a player may claim a draw if the same position occurs three times during the game. The rule is also known as repetition of position and, in the USCF rules, as triple occurrence of position.Articl ...
in Chess). Genot and Jacot (2017) proved that players with severely bounded rationality can reason to terminate a play without IEDS. For most common logics, including the ones above, the games that arise from them have perfect information—that is, the two players always know the
truth value In logic and mathematics, a truth value, sometimes called a logical value, is a value indicating the relation of a proposition to truth, which in classical logic has only two possible values ('' true'' or '' false''). Computing In some pro ...
s of each primitive, and are aware of all preceding moves in the game. However, with the advent of game semantics, logics, such as the independence-friendly logic of Hintikka and Sandu, with a natural semantics in terms of games of imperfect information have been proposed.


Intuitionistic logic, denotational semantics, linear logic, logical pluralism

The primary motivation for Lorenzen and Kuno Lorenz was to find a game-theoretic (their term was ''dialogical'', in German ) semantics for
intuitionistic logic Intuitionistic logic, sometimes more generally called constructive logic, refers to systems of symbolic logic that differ from the systems used for classical logic by more closely mirroring the notion of constructive proof. In particular, systems ...
. Andreas Blass was the first to point out connections between game semantics and linear logic. This line was further developed by Samson Abramsky, Radhakrishnan Jagadeesan, Pasquale Malacaria and independently
Martin Hyland (John) Martin Elliott Hyland is professor of mathematical logic at the University of Cambridge and a fellow of King's College, Cambridge. His interests include mathematical logic, category theory, and theoretical computer science. Education H ...
and Luke Ong, who placed special emphasis on compositionality, i.e. the definition of strategies inductively on the syntax. Using game semantics, the authors mentioned above have solved the long-standing problem of defining a fully abstract model for the programming language PCF. Consequently, game semantics has led to fully abstract semantic models for a variety of programming languages, and to new semantic-directed methods of software verification by software model checking. and Helge Rückert extended the dialogical approach to the study of several non-classical logics such as modal logic,
relevance logic Relevance logic, also called relevant logic, is a kind of non-classical logic requiring the antecedent and consequent of implications to be relevantly related. They may be viewed as a family of substructural or modal logics. It is generally, but ...
, free logic and
connexive logic Connexive logic names one class of alternative, or non-classical, logics designed to exclude the paradoxes of material implication. The characteristic that separates connexive logic from other non-classical logics is its acceptance of Aristotle's t ...
. Recently, Rahman and collaborators developed the dialogical approach into a general framework aimed at the discussion of logical pluralism.


Quantifiers

Foundational considerations of game semantics have been more emphasised by Jaakko Hintikka and Gabriel Sandu, especially for independence-friendly logic (IF logic, more recently ''information''-friendly logic), a logic with branching quantifiers. It was thought that the
principle of compositionality In semantics, mathematical logic and related disciplines, the principle of compositionality is the principle that the meaning of a complex expression is determined by the meanings of its constituent expressions and the rules used to combine them. ...
fails for these logics, so that a Tarskian truth definition could not provide a suitable semantics. To get around this problem, the quantifiers were given a game-theoretic meaning. Specifically, the approach is the same as in classical propositional logic, except that the players do not always have perfect information about previous moves by the other player. Wilfrid Hodges has proposed a compositional semantics and proved it equivalent to game semantics for IF-logics. More recently and the team of dialogical logic in Lille implemented dependences and independences within a dialogical framework by means of a dialogical approach to
intuitionistic type theory Intuitionistic type theory (also known as constructive type theory, or Martin-Löf type theory) is a type theory and an alternative foundation of mathematics. Intuitionistic type theory was created by Per Martin-Löf, a Swedish mathematician an ...
called ''immanent reasoning''.


Computability logic

Japaridze’s computability logic is a game-semantical approach to logic in an extreme sense, treating games as targets to be serviced by logic rather than as technical or foundational means for studying or justifying logic. Its starting philosophical point is that logic is meant to be a universal, general-utility intellectual tool for ‘navigating the real world’ and, as such, it should be construed semantically rather than syntactically, because it is semantics that serves as a bridge between real world and otherwise meaningless formal systems (syntax). Syntax is thus secondary, interesting only as much as it services the underlying semantics. From this standpoint, Japaridze has repeatedly criticized the often followed practice of adjusting semantics to some already existing target syntactic constructions, with Lorenzen’s approach to intuitionistic logic being an example. This line of thought then proceeds to argue that the semantics, in turn, should be a game semantics, because games “offer the most comprehensive, coherent, natural, adequate and convenient mathematical models for the very essence of all ‘navigational’ activities of agents: their interactions with the surrounding world”. G. Japaridze, �
In the beginning was game semantics
��. In
Games: Unifying Logic, Language and Philosophy
O. Majer, A.-V. Pietarinen and T. Tulenheimo, eds. Springer 2009, pp.249-350.

/ref> Accordingly, the logic-building paradigm adopted by computability logic is to identify the most natural and basic operations on games, treat those operators as logical operations, and then look for sound and complete axiomatizations of the sets of game-semantically valid formulas. On this path a host of familiar or unfamiliar logical operators have emerged in the open-ended language of computability logic, with several sorts of negations, conjunctions, disjunctions, implications, quantifiers and modalities. Games are played between two agents: a machine and its environment, where the machine is required to follow only effective strategies. This way, games are seen as interactive computational problems, and the machine's winning strategies for them as solutions to those problems. It has been established that computability logic is robust with respect to reasonable variations in the complexity of allowed strategies, which can be brought down as low as logarithmic space and polynomial time (one does not imply the other in interactive computations) without affecting the logic. All this explains the name “computability logic” and determines applicability in various areas of computer science. Classical logic, independence-friendly logic and certain extensions of
linear Linearity is the property of a mathematical relationship ('' function'') that can be graphically represented as a straight line. Linearity is closely related to '' proportionality''. Examples in physics include rectilinear motion, the linear ...
and
intuitionistic In the philosophy of mathematics, intuitionism, or neointuitionism (opposed to preintuitionism), is an approach where mathematics is considered to be purely the result of the constructive mental activity of humans rather than the discovery of f ...
logics turn out to be special fragments of computability logic, obtained merely by disallowing certain groups of operators or atoms.


See also

* Computability logic * Dependence logic *
Ehrenfeucht–Fraïssé game In the mathematical discipline of model theory, the Ehrenfeucht–Fraïssé game (also called back-and-forth games) is a technique based on game semantics for determining whether two structures are elementarily equivalent. The main application of ...
* Independence-friendly logic * Interactive computation *
Intuitionistic logic Intuitionistic logic, sometimes more generally called constructive logic, refers to systems of symbolic logic that differ from the systems used for classical logic by more closely mirroring the notion of constructive proof. In particular, systems ...
*
Ludics In proof theory, ludics is an analysis of the principles governing inference rules of mathematical logic. Key features of ludics include notion of compound connectives, using a technique known as ''focusing'' or ''focalisation'' (invented by the ...


References


Bibliography


Books

* T. Aho and A-V. Pietarinen (eds.) ''Truth and Games. Essays in honour of Gabriel Sandu''. Societas Philosophica Fennica (2006).. * J. van Benthem, G. Heinzmann, M. Rebuschi and H. Visser (eds.) ''The Age of Alternative Logics''. Springer (2006).. * R. Inhetveen: ''Logik. Eine dialog-orientierte Einführung.'', Leipzig 2003 * L. Keiff ''Le Pluralisme Dialogique''. Thesis Université de Lille 3 (2007). * K. Lorenz, P. Lorenzen: ''Dialogische Logik'', Darmstadt 1978 * P. Lorenzen: ''Lehrbuch der konstruktiven Wissenschaftstheorie'', Stuttgart 2000 * O. Majer, A.-V. Pietarinen and T. Tulenheimo (editors).
Games: Unifying Logic, Language and Philosophy
'. Springer (2009). * S. Rahman, ''Über Dialogue protologische Kategorien und andere Seltenheiten''. Frankfurt 1993 * S. Rahman and H. Rückert (editors), ''New Perspectives in Dialogical Logic''. Synthese 127 (2001) . *S. Rahman and N. Clerbout: ''Linking Games and Constructive Type Theory: Dialogical Strategies, CTT-Demonstrations and the Axiom of Choice. Springer-Briefs (2015). https://www.springer.com/gp/book/9783319190624. *S. Rahman, Z. McConaughey, A. Klev, N. Clerbout: ''Immanent Reasoning or Equality in Action. A Plaidoyer for the Play level''. Springer (2018). https://www.springer.com/gp/book/9783319911489. * J. Redmond & M. Fontaine, How to play dialogues. An introduction to Dialogical Logic. London, College Publications (Col. Dialogues and the Games of Logic. A Philosophical Perspective N° 1). ()


Articles

* S. Abramsky and R. Jagadeesan,
Games and full completeness for multiplicative linear logic
'. Journal of Symbolic Logic 59 (1994): 543-574. * A. Blass,
A game semantics for linear logic
'. Annals of Pure and Applied Logic 56 (1992): 151-166. * J.M.E.Hyland and H.L.Ong
On Full Abstraction for PCF: I, II, and III
'. Information and computation, 163(2), 285-408. *E.J. Genot and J. Jacot,
Logical Dialogues with Explicit Preference Profiles and Strategy Selection
', ''Journal of Logic, Language and Information'' 26, 261–291 (2017). doi.org/10.1007/s10849-017-9252-4 * D.R. Ghica,
Applications of Game Semantics: From Program Analysis to Hardware Synthesis
'. 2009 24th Annual IEEE Symposium on Logic In Computer Science: 17-26. . * G. Japaridze,
Introduction to computability logic
'. Annals of Pure and Applied Logic 123 (2003): 1-99. * G. Japaridze,
In the beginning was game semantics
'. In Ondrej Majer, Ahti-Veikko Pietarinen and Tero Tulenheimo (editors), ''Games: Unifying logic, Language and Philosophy''. Springer (2009). * Krabbe, E. C. W., 2001.
Dialogue Foundations: Dialogue Logic Restituted
itle has been misprinted as "...Revisited"" ''Supplement to the Proceedings of the Aristotelian Society 75'': 33-49. * * * * * * * S. Rahman and L. Keiff, ''On how to be a dialogician''. In Daniel Vanderken (ed.), ''Logic Thought and Action'', Springer (2005), 359-408. . * S. Rahman and T. Tulenheimo,
From Games to Dialogues and Back: Towards a General Frame for Validity
'. In Ondrej Majer, Ahti-Veikko Pietarinen and Tero Tulenheimo (editors), ''Games: Unifying logic, Language and Philosophy''. Springer (2009). *


External links




GALOP: Workshop on Games for Logic and Programming Languages


* * * {{SEP, logic-dialogical, Dialogical Logic, Laurent Keiff Logic in computer science Mathematical logic Philosophical logic Quantifier (logic) Game theory Semantics