cs.AI updates on arXiv.org 07月25日 12:28
On the Structure of Game Provenance and its Applications
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本文研究了数据库中查询证明来源,通过博弈论方法构建了自然证明模型,分析了游戏证明的细粒度结构,并提出了七种新的证明类型,包括潜在、实际和主要类型,展示了不同移动的差异性。

arXiv:2410.05094v2 Announce Type: replace Abstract: Provenance in databases has been thoroughly studied for positive and for recursive queries, then for first-order (FO) queries, i.e., having negation but no recursion. Query evaluation can be understood as a two-player game where the opponents argue whether or not a tuple is in the query answer. This game-theoretic approach yields a natural provenance model for FO queries, unifying how and why-not provenance. Here, we study the fine-grain structure of game provenance. A game $G=(V,E)$ consists of positions $V$ and moves $E$ and can be solved by computing the well-founded model of a single, unstratifiable rule: [ \text{win}(X) \leftarrow \text{move}(X, Y), \neg \, \text{win}(Y). ] In the solved game $G^{\lambda}$, the value of a position $x\,{\in}\,V$ is either won, lost, or drawn. This value is explained by the provenance $\mathscr{P}$(x), i.e., certain (annotated) edges reachable from $x$. We identify seven edge types that give rise to new kinds of provenance, i.e., potential, actual, and primary, and demonstrate that "not all moves are created equal". We describe the new provenance types, show how they can be computed while solving games, and discuss applications, e.g., for abstract argumentation frameworks.

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数据库查询 证明来源 博弈论
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