10,456 research outputs found
A game characterisation of tree-like Q-Resolution size
We provide a characterisation for the size of proofs in tree-like Q-Resolution and tree-like QU-Resolution by a Prover–Delayer game, which is inspired by a similar characterisation for the proof size in classical tree-like Resolution. This gives one of the first successful transfers of one of the lower bound techniques for classical proof systems to QBF proof systems. We apply our technique to show the hardness of three classes of formulas for tree-like Q-Resolution. In particular, we give a proof of the hardness of the parity formulas from Beyersdorff et al. (2015) for tree-like Q-Resolution and of the formulas of Kleine Büning et al. (1995) for tree-like QU-Resolution
A game characterisation of tree-like Q-resolution size
We provide a characterisation for the size of proofs in treelike Q-Resolution by a Prover-Delayer game, which is inspired by a similar characterisation for the proof size in classical tree-like Resolution [10]. This gives the first successful transfer of one of the lower bound techniques for classical proof systems to QBF proof systems. We confirm our technique with two previously known hard examples. In particular, we give a proof of the hardness of the formulas of Kleine Büning et al. [20] for tree-like Q-Resolution
Hardness measures and resolution lower bounds
Various "hardness" measures have been studied for resolution, providing
theoretical insight into the proof complexity of resolution and its fragments,
as well as explanations for the hardness of instances in SAT solving. In this
report we aim at a unified view of a number of hardness measures, including
different measures of width, space and size of resolution proofs. We also
extend these measures to all clause-sets (possibly satisfiable).Comment: 43 pages, preliminary version (yet the application part is only
sketched, with proofs missing
Satisfiability Games for Branching-Time Logics
The satisfiability problem for branching-time temporal logics like CTL*, CTL
and CTL+ has important applications in program specification and verification.
Their computational complexities are known: CTL* and CTL+ are complete for
doubly exponential time, CTL is complete for single exponential time. Some
decision procedures for these logics are known; they use tree automata,
tableaux or axiom systems. In this paper we present a uniform game-theoretic
framework for the satisfiability problem of these branching-time temporal
logics. We define satisfiability games for the full branching-time temporal
logic CTL* using a high-level definition of winning condition that captures the
essence of well-foundedness of least fixpoint unfoldings. These winning
conditions form formal languages of \omega-words. We analyse which kinds of
deterministic {\omega}-automata are needed in which case in order to recognise
these languages. We then obtain a reduction to the problem of solving parity or
B\"uchi games. The worst-case complexity of the obtained algorithms matches the
known lower bounds for these logics. This approach provides a uniform, yet
complexity-theoretically optimal treatment of satisfiability for branching-time
temporal logics. It separates the use of temporal logic machinery from the use
of automata thus preserving a syntactical relationship between the input
formula and the object that represents satisfiability, i.e. a winning strategy
in a parity or B\"uchi game. The games presented here work on a Fischer-Ladner
closure of the input formula only. Last but not least, the games presented here
come with an attempt at providing tool support for the satisfiability problem
of complex branching-time logics like CTL* and CTL+
Curry-style type Isomorphisms and Game Semantics
Curry-style system F, ie. system F with no explicit types in terms, can be
seen as a core presentation of polymorphism from the point of view of
programming languages. This paper gives a characterisation of type isomorphisms
for this language, by using a game model whose intuitions come both from the
syntax and from the game semantics universe. The model is composed of: an
untyped part to interpret terms, a notion of game to interpret types, and a
typed part to express the fact that an untyped strategy plays on a game. By
analysing isomorphisms in the model, we prove that the equational system
corresponding to type isomorphisms for Curry-style system F is the extension of
the equational system for Church-style isomorphisms with a new, non-trivial
equation: forall X.A = A[forall Y.Y/X] if X appears only positively in A.Comment: Accept\'e \`a Mathematical Structures for Computer Science, Special
Issue on Type Isomorphism
Unified Characterisations of Resolution Hardness Measures
Various "hardness" measures have been studied for resolution, providing theoretical insight into the proof complexity of resolution and its fragments, as well as explanations for the hardness of instances in SAT solving. In this paper we aim at a unified view of a number of hardness measures, including different measures of width, space and size of resolution proofs. Our main contribution is a unified game-theoretic characterisation of these measures. As consequences we obtain new relations between the different hardness measures. In particular, we prove a generalised version of Atserias and Dalmau's result on the relation between resolution width and space
Unified characterisations of resolution hardness measures
Various "hardness" measures have been studied for resolution, providing theoretical insight into the proof complexity of resolution and its fragments, as well as explanations for the hardness of instances in SAT solving. In this paper we aim at a unified view of a number of hardness measures, including different measures of width, space and size of resolution proofs. Our main contribution is a unified game-theoretic characterisation of these measures. As consequences we obtain new relations between the different hardness measures. In particular, we prove a generalised version of Atserias and Dalmau's result on the relation between resolution width and space from [5]
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