In a recent post, Terence Tao evokes statements that cannot be formalized in first-order logic. David Corfield has left a comment to that post where he mentions “independence-friendly logic”. I thought it was a nice pretext to make a post about evaluation games.
The standard Tarskian definition of truth for first-order formulas is a recursive statement that disassembles a formula down to atomic formulas whose truth can be more or less directly established from the model. Evaluation game is another way to look at this process.
Take a formula, a model and imagine two players, one of which tries to find evidence that the formula is not true in the model and the other tries to prove that the formula is true in the model. By the way, there is a long tradition to call those players belard (he tries to falsify the formula) and
loise (she tries to prove it true) and we will do so too. (I hope you will appreciate how suggestive this notation is after you will have read this paragraph till the end; by the way, these are the names of lovers taken from a medieval story, you might have heard about a poem of Alexander Pope about them). How one would go and set up the rules so that the output of the game would determine the truth of the formula? Instead of giving a rigorous definition, I will give you an example. Let us take the formula
(this is one of the “extension axioms” of random graphs). We say that logical symbols belong to
belard and
belong to
loise. That means that when we encounter a symbol in the formula’s syntactic tree, it is the player that owns that symbol who has a right to make his turn. So, let us start our descent down the tree and first consider
. That means that
belard has to pick an element in the model.
belard wants to make the formula false and he is free to choose the “worst” element possible, to make it harder for
loise to prove the formula true. Once he has chosen it, the element is assigned to
. Next, we encounter
and again
belard has the right to assign any element he wants to
. The next time we look at the formula, we see
and that means it’s
loise’s turn to assign an element, this time to
. When she does that, she knows what were the elements picked by
belard during two previous turns (sic!), so she can prepare well for the rest of the game.
The last connective — — belongs to
belard and is a bit different in a sense that instead of selecting elements in the model,
belard has to select a subformula he wants to evaluate. Notice that
loise had better made sure she had chosen an element that makes both subformulas true, because
belard is interested in falsifying the formula and would certainly select the false subformula would such a subformula exist.
We have ended up with an atomic formula (possibly preceded by a negation) and an assignment to its free variables. The rules are simple at that point: if the atomic formula is true in the given model under this assignment, then loise wins, otherwise she loses.
We can now define the truth of a formula (without free variables) as follows: a formula is true in the model iff loise has a winning strategy in this game.
Some technical restrictions apply: the game can only by played on formulas where negations only occur before atomic subformulas. In fact, one can change the game in a way that this restriction is dropped by adding a rule that makes belard and
loise switch roles every time a negation is encountered.
What is good about this definition is that it easily generalises to formulas that contain infinite quantifiers and infinite conjunctions/disjunctions. It is also interesting that little tweaks in the rules of the game lead to different semantics.
Namely, in order to express the formula Terence Tao speaks about
where depends solely on
(and not on
), one only has to require that when players make their turns they only know about the last choice made by their opponent.
One can think of many logics (see, for example, David Corfield link to this paper by Samson Abramsky) in terms of game semantics. There is one example that I find particularly elegant: fixed-point logics.
Consider a formula in
free variables which contains a
-ary relation symbol
form a distinguished collection of relation symbols. This formula can be seen as an operation on
-ary relations: take a relation
, interpret
by
and take the relation defined by
on
as the result of the operation. Let us call this operation
. More generally,
might have parameters:
, then the operation that corresponds to parameter values
is denoted
. If
occurs positively in
(
is preceded by an even number of negations) then the operation is order-preserving and has the least and the greatest fixed points. Fixed-point logics allow to mention fixed points explicitly in a formula. More formally, in addition to usual atomic formulas, one allows atomic formulas of the form
and
. Their semantics is defined as follows:
iff
belongs to the least fixed point of
iff
belongs to the greatest fixed point of
For example, consider the natural numbers in the signature with a single function — the successor function. Then
iff
.
Indeed, denote , by Knaster-Tarski theorem the operation
becomes stationary on a set
as
goes to infinity, and that
is the least fixed point. Let us find out what is
: we get
after the first iteration,
after the second and so on. This set will become stationary after
steps, it will be
. Thus the aforementioned formula really defines
.
Now let us see how this can be handled with game semantics. We add the following rule: once we encounter a fixed-point atomic formula, we go inside it and continue evaluation game, but when we encounter a distinguished relation symbol, we go back to the root of the last fixed-point formula we entered. One should be careful if with nested fixed-point formulas but I prefer once again wave over the rigorous definition and rather go back to our example. Once the game arrives at the point when belard had chosen
:
we must go back to node in the syntactic tree. But this is the same as inserting the whole
atomic formula in place of
Since all those are do not longer affect the course of the game I will drop them to ease the reading:
Thanks to the rules of the game one can extend the formula in this way infinitely, this will results in the same sequences of turns as the original formula with . As you can see, the fixed point operator turned out to be a means to add a loop operation to the first-order logic and we could make this idea explicit using game semantics.