1,964 research outputs found

    Adding Transitivity and Counting to the Fluted Fragment

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    We study the impact of adding both counting quantifiers and a single transitive relation to the fluted fragment - a fragment of first-order logic originating in the work of W.V.O. Quine. The resulting formalism can be viewed as a multi-variable, non-guarded extension of certain systems of description logic featuring number restrictions and transitive roles, but lacking role-inverses. We establish the finite model property for our logic, and show that the satisfiability problem for its k-variable sub-fragment is in (k+1)-NExpTime. We also derive ExpSpace-hardness of the satisfiability problem for the two-variable, fluted fragment with one transitive relation (but without counting quantifiers), and prove that, when a second transitive relation is allowed, both the satisfiability and the finite satisfiability problems for the two-variable fluted fragment with counting quantifiers become undecidable

    On Halldén Completeness of Modal Logics Determined by Homogeneous Kripke Frames

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    Halldén complete modal logics are defined semantically. They have a nice characterization as they are determined by homogeneous Kripke frames.Supported by the NCN, research grant DEC-2013/09/B/HS1/00701

    Seeing, Knowing, doing : case studies in modal logic

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    Dans le domaine des jeux vidéos par exemple, surtout des jeux de rôles, les personnages virtuels perçoivent un environnement, en tirent des connaissances puis effectuent des actions selon leur besoin. De même en robotique, un robot perçoit son environnement à l'aide de capteurs/caméras, établit une base de connaissances et effectuent des mouvements etc. La description des comportements de ces agents virtuels et leurs raisonnements peut s'effectuer à l'aide d'un langage logique. Dans cette thèse, on se propose de modéliser les trois aspects "voir", "savoir" et "faire" et leurs interactions à l'aide de la logique modale. Dans une première partie, on modélise des agents dans un espace géométrique puis on définit une relation épistémique qui tient compte des positions et du regard des agents. Dans une seconde partie, on revisite la logique des actions "STIT" (see-to-it-that ou "faire en sorte que") qui permet de faire la différence entre les principes "de re" et "de dicto", contrairement à d'autres logiques modales des actions. Dans une troisième partie, on s'intéresse à modéliser quelques aspects de la théorie des jeux dans une variante de la logique "STIT" ainsi que des émotions contre-factuelles comme le regret. Tout au long de cette thèse, on s'efforcera de s'intéresser aux aspects logiques comme les complétudes des axiomatisations et la complexité du problème de satisfiabilité d'une formule logique. L'intégration des trois concepts "voir", "savoir" et "faire" dans une et une seule logique est évoquée en conclusion et reste une question ouverte.Agents are entities who perceive their environment and who perform actions. For instance in role playing video games, ennemies are agents who perceive some part of the virtual world and who can attack or launch a sortilege. Another example may concern robot assistance for disabled people: the robot perceives obstacles of the world and can alert humans or help them. Here, we try to give formal tools to model knowledge reasoning about the perception of their environment and about actions based, on modal logic. First, we give combine the standard epistemic modal logic with perception constructions of the form (agent a sees agent b). We give a semantics in terms of position and orientation of the agents in the space that can be a line (Lineland) or a plane (Flatland). Concerning Lineland, we provide a complete axiomatization and an optimal procedure for model-checking and satisfiability problem. Concerning Flatland, we show that both model-checking and satisfiability problem are decidable but the exact complexities and the axiomatization remain open problems. Thus, the logics of Lineland and Flatland are completely a new approach: their syntax is epistemic but their semantics concern spatial reasoning. Secondly, we study on the logic of agency ``see-to-it-that'' STIT made up of construction of the form [J]A standing for ``the coalition of agents J sees to it that A''. Our interest is motivated: STIT is strictly more expressive that standard modal logic for agency like Coalition Logic CL or Alternating-time Temporal Logic ATL. In CL or ATL the ``de re'' and ``de dicto'' problem is quite difficult and technical whereas if we combine STIT-operators with epistemic operators, we can solve it in a natural way. However this strong expressivity has a prize: the general version of STIT is undecidable. That is why we focus on some syntactic fragments of STIT: either we restrict the allowed coalitions J in constructions [J]A or we restrict the nesting of modal STIT-operators. We provide axiomatizations and complexity results. Finally, we give flavour to epistemic modal logic by adding STIT-operators. The logic STIT is suitable to express counterfactual statements like ``agent a could have choosen an action such that A have been true''. Thus we show how to model counterfactual emotions like regret, rejoicing, disappointment and elation in this framework. We also model epistemic games by adapting the logic STIT by giving explicitely names of actions in the language. In this framework, we can model the notion of rational agents but other kind of behaviour like altruism etc., Nash equilibrium and iterated deletion of strictly dominated strategies

    Dynamic Tableaux for Dynamic Modal Logics

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    In this dissertation we present proof systems for several modal logics. These proof systems are based on analytic (or semantic) tableaux. Modal logics are logics for reasoning about possibility, knowledge, beliefs, preferences, and other modalities. Their semantics are almost always based on Saul Kripke’s possible world semantics. In Kripke semantics, models are represented by relational structures or, equivalently, labeled graphs. Syntactic formulas that express statements about knowledge and other modalities are evaluated in terms of such models. This dissertation focuses on modal logics with dynamic operators for public announcements, belief revision, preference upgrades, and so on. These operators are defined in terms of mathematical operations on Kripke models. Thus, for example, a belief revision operator in the syntax would correspond to a belief revision operation on models. The ‘dynamic’ semantics of dynamic modal logics are a clever way of extending languages without compromising on intuitiveness. We present ‘dynamic’ tableau proof systems for these dynamic semantics, with the express aim to make them conceptually simple, easy to use, modular, and extensible. This we do by reflecting the semantics as closely as possible in the components of our tableau system. For instance, dynamic operations on Kripke models have counterpart dynamic relations between tableaux. Soundness, completeness, and decidability are three of the most important properties that a proof system may have. A proof system is sound if and only if any formula for which a proof exists, is true in every model. A proof system is complete if and only if for any formula that is true in all models, a proof exists. A proof system is decidable if and only if any formula can be proved to be a theorem or not a theorem in a finite number of steps. All proof systems in this dissertation are sound, complete, and decidable. Part of our strategy to create modular tableau systems is to delay concerns over decidability until after soundness and completeness have been established. Decidability is attained through the operations of folding and through operations on ‘tableau cascades’, which are graphs of tableaux. Finally, we provide a proof-of-concept implementation of our dynamic tableau system for public announcement logic in the Clojure programming language

    Seventh Biennial Report : June 2003 - March 2005

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    Logical models for bounded reasoners

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    This dissertation aims at the logical modelling of aspects of human reasoning, informed by facts on the bounds of human cognition. We break down this challenge into three parts. In Part I, we discuss the place of logical systems for knowledge and belief in the Rationality Debate and we argue for systems that formalize an alternative picture of rationality -- one wherein empirical facts have a key role (Chapter 2). In Part II, we design logical models that encode explicitly the deductive reasoning of a single bounded agent and the variety of processes underlying it. This is achieved through the introduction of a dynamic, resource-sensitive, impossible-worlds semantics (Chapter 3). We then show that this type of semantics can be combined with plausibility models (Chapter 4) and that it can be instrumental in modelling the logical aspects of System 1 (“fast”) and System 2 (“slow”) cognitive processes (Chapter 5). In Part III, we move from single- to multi-agent frameworks. This unfolds in three directions: (a) the formation of beliefs about others (e.g. due to observation, memory, and communication), (b) the manipulation of beliefs (e.g. via acts of reasoning about oneself and others), and (c) the effect of the above on group reasoning. These questions are addressed, respectively, in Chapters 6, 7, and 8. We finally discuss directions for future work and we reflect on the contribution of the thesis as a whole (Chapter 9)

    Fuzzy Logic

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    Fuzzy Logic is becoming an essential method of solving problems in all domains. It gives tremendous impact on the design of autonomous intelligent systems. The purpose of this book is to introduce Hybrid Algorithms, Techniques, and Implementations of Fuzzy Logic. The book consists of thirteen chapters highlighting models and principles of fuzzy logic and issues on its techniques and implementations. The intended readers of this book are engineers, researchers, and graduate students interested in fuzzy logic systems

    The robot's vista space : a computational 3D scene analysis

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    Swadzba A. The robot's vista space : a computational 3D scene analysis. Bielefeld (Germany): Bielefeld University; 2011.The space that can be explored quickly from a fixed view point without locomotion is known as the vista space. In indoor environments single rooms and room parts follow this definition. The vista space plays an important role in situations with agent-agent interaction as it is the directly surrounding environment in which the interaction takes place. A collaborative interaction of the partners in and with the environment requires that both partners know where they are, what spatial structures they are talking about, and what scene elements they are going to manipulate. This thesis focuses on the analysis of a robot's vista space. Mechanisms for extracting relevant spatial information are developed which enable the robot to recognize in which place it is, to detect the scene elements the human partner is talking about, and to segment scene structures the human is changing. These abilities are addressed by the proposed holistic, aligned, and articulated modeling approach. For a smooth human-robot interaction, the computed models should be aligned to the partner's representations. Therefore, the design of the computational models is based on the combination of psychological results from studies on human scene perception with basic physical properties of the perceived scene and the perception itself. The holistic modeling realizes a categorization of room percepts based on the observed 3D spatial layout. Room layouts have room type specific features and fMRI studies have shown that some of the human brain areas being active in scene recognition are sensitive to the 3D geometry of a room. With the aligned modeling, the robot is able to extract the hierarchical scene representation underlying a scene description given by a human tutor. Furthermore, it is able to ground the inferred scene elements in its own visual perception of the scene. This modeling follows the assumption that cognition and language schematize the world in the same way. This is visible in the fact that a scene depiction mainly consists of relations between an object and its supporting structure or between objects located on the same supporting structure. Last, the articulated modeling equips the robot with a methodology for articulated scene part extraction and fast background learning under short and disturbed observation conditions typical for human-robot interaction scenarios. Articulated scene parts are detected model-less by observing scene changes caused by their manipulation. Change detection and background learning are closely coupled because change is defined phenomenologically as variation of structure. This means that change detection involves a comparison of currently visible structures with a representation in memory. In range sensing this comparison can be nicely implement as subtraction of these two representations. The three modeling approaches enable the robot to enrich its visual perceptions of the surrounding environment, the vista space, with semantic information about meaningful spatial structures useful for further interaction with the environment and the human partner
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