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 Logic & Formal Reasoning


Ultrametric and Generalized Ultrametric in Computational Logic and in Data Analysis

arXiv.org Machine Learning

Following a review of metric, ultrametric and generalized ultrametric, we review their application in data analysis. We show how they allow us to explore both geometry and topology of information, starting with measured data. Some themes are then developed based on the use of metric, ultrametric and generalized ultrametric in logic. In particular we study approximation chains in an ultrametric or generalized ultrametric context. Our aim in this work is to extend the scope of data analysis by facilitating reasoning based on the data analysis; and to show how quantitative and qualitative data analysis can be incorporated into logic programming.


Introduction to the 26th International Conference on Logic Programming Special Issue

arXiv.org Artificial Intelligence

The Logic Programming (LP) community, through the Association for Logic Programming (ALP) and its Executive Committee, decided to introduce for 2010 important changes in the way the main yearly results in LP and related areas are published. Whereas such results have appeared to date in standalone volumes of proceedings of the yearly International Conferences on Logic Programming (ICLP), and this method -fully in the tradition of Computer Science (CS)- has served the community well, it was felt that an effort needed to be made to achieve a higher level of compatibility with the publishing mechanisms of other fields outside CS. In order to achieve this goal without giving up the traditional CS conference format a different model has been adopted starting in 2010 in which the yearly ICLP call for submissions takes the form of a joint call for a) full papers to be considered for publication in a special issue of the journal, and b) shorter technical communications to be considered for publication in a separate, standalone volume, with both kinds of papers being presented by their authors at the conference. Together, the journal special issue and the volume of short technical communications constitute the proceedings of ICLP. This 26th International Conference on Logic Programming Special Issue is the first of a series of yearly special issues of Theory and Practice of Logic Programming (TPLP) putting this new model into practice.


A Homogeneous Reaction Rule Language for Complex Event Processing

arXiv.org Artificial Intelligence

Event-driven automation of reactive functionalities for complex event processing is an urgent need in today's distributed service-oriented architectures and Web-based event-driven environments. An important problem to be addressed is how to correctly and efficiently capture and process the event-based behavioral, reactive logic embodied in reaction rules, and combining this with other conditional decision logic embodied, e.g., in derivation rules. This paper elaborates a homogeneous integration approach that combines derivation rules, reaction rules and other rule types such as integrity constraints into the general framework of logic programming, the industrial-strength version of declarative programming. We describe syntax and semantics of the language, implement a distributed web-based middleware using enterprise service technologies and illustrate its adequacy in terms of expressiveness, efficiency and scalability through examples extracted from industrial use cases. The developed reaction rule language provides expressive features such as modular ID-based updates with support for external imports and self-updates of the intensional and extensional knowledge bases, transactions including integrity testing and roll-backs of update transition paths. It also supports distributed complex event processing, event messaging and event querying via efficient and scalable enterprise middleware technologies and event/action reasoning based on an event/action algebra implemented by an interval-based event calculus variant as a logic inference formalism.


A Program-Level Approach to Revising Logic Programs under the Answer Set Semantics

arXiv.org Artificial Intelligence

An approach to the revision of logic programs under the answer set semantics is presented. For programs P and Q, the goal is to determine the answer sets that correspond to the revision of P by Q, denoted P * Q. A fundamental principle of classical (AGM) revision, and the one that guides the approach here, is the success postulate. In AGM revision, this stipulates that A is in K * A. By analogy with the success postulate, for programs P and Q, this means that the answer sets of Q will in some sense be contained in those of P * Q. The essential idea is that for P * Q, a three-valued answer set for Q, consisting of positive and negative literals, is first determined. The positive literals constitute a regular answer set, while the negated literals make up a minimal set of naf literals required to produce the answer set from Q. These literals are propagated to the program P, along with those rules of Q that are not decided by these literals. The approach differs from work in update logic programs in two main respects. First, we ensure that the revising logic program has higher priority, and so we satisfy the success postulate; second, for the preference implicit in a revision P * Q, the program Q as a whole takes precedence over P, unlike update logic programs, since answer sets of Q are propagated to P. We show that a core group of the AGM postulates are satisfied, as are the postulates that have been proposed for update logic programs.


Towards Closed World Reasoning in Dynamic Open Worlds (Extended Version)

arXiv.org Artificial Intelligence

The need for integration of ontologies with nonmonotonic rules has been gaining importance in a number of areas, such as the Semantic Web. A number of researchers addressed this problem by proposing a unified semantics for hybrid knowledge bases composed of both an ontology (expressed in a fragment of first-order logic) and nonmonotonic rules. These semantics have matured over the years, but only provide solutions for the static case when knowledge does not need to evolve. In this paper we take a first step towards addressing the dynamics of hybrid knowledge bases. We focus on knowledge updates and, considering the state of the art of belief update, ontology update and rule update, we show that current solutions are only partial and difficult to combine. Then we extend the existing work on ABox updates with rules, provide a semantics for such evolving hybrid knowledge bases and study its basic properties. To the best of our knowledge, this is the first time that an update operator is proposed for hybrid knowledge bases.


Testing and Debugging Techniques for Answer Set Solver Development

arXiv.org Artificial Intelligence

This paper develops automated testing and debugging techniques for answer set solver development. We describe a flexible grammar-based black-box ASP fuzz testing tool which is able to reveal various defects such as unsound and incomplete behavior, i.e. invalid answer sets and inability to find existing solutions, in state-of-the-art answer set solver implementations. Moreover, we develop delta debugging techniques for shrinking failure-inducing inputs on which solvers exhibit defective behavior. In particular, we develop a delta debugging algorithm in the context of answer set solving, and evaluate two different elimination strategies for the algorithm.


Space Efficient Evaluation of ASP Programs with Bounded Predicate Arities

AAAI Conferences

Answer Set Programming (ASP) has been deployed in many applications, thanks to the availability of efficient solvers. Most programs encountered in practice have an important property: Their predicate arities are bounded by a constant, and in this case it is known that the relevant computations can be done using polynomial space. However, all competitive ASP systems rely on grounding, due to which they may use exponential space for these programs. We present three evaluation methods that respect the polynomial space bound and a generic framework architecture for realization. Experimental results for a prototype implementation indicate that the methods are effective. They show not only benign space consumption, but interestingly also good runtime compared to some state of the art ASP solvers.


Knowledge Compilation in the Modal Logic S5

AAAI Conferences

In this paper, we study the knowledge compilation task for propositional epistemic logic S5. We first extend many of the queries and transformations considered in the classical knowledge compilation map to S5. We then show that the notion of disjunctive normal form (DNF) can be profitably extended to the epistemic case; we prove that the DNF fragment of S5, when appropriately defined, satisfies essentially the same queries and transformations as its classical counterpart.


Reasoning about Imperfect Information Games in the Epistemic Situation Calculus

AAAI Conferences

Approaches to reasoning about knowledge in imperfect information games typically involve an exhaustive description of the game, the dynamics characterized by a tree and the incompleteness in knowledge by information sets. Such specifications depend on a modeler's intuition, are tedious to draft and vague on where the knowledge comes from. Also, formalisms proposed so far are essentially propositional, which, at the very least, makes them cumbersome to use in realistic scenarios. In this paper, we propose to model imperfect information games in a new multi-agent epistemic variant of the situation calculus. By using the concept of only-knowing, the beliefs and non-beliefs of players after any sequence of actions, sensing or otherwise, can be characterized as entailments in this logic. We show how de re vs. de dicto belief distinctions come about in the framework. We also obtain a regression theorem for multi-agent beliefs, which reduces reasoning about beliefs after actions to reasoning about beliefs in the initial situation.


A General Game Description Language for Incomplete Information Games

AAAI Conferences

A General Game Player is a system that can play previously unknown games given nothing but their rules. The Game Description Language (GDL) has been developed as a high-level knowledge representation formalism for axiomatising the rules of any game, and a basic requirement of a General Game Player is the ability to reason logically about a given game description. In this paper, we address the fundamental limitation of existing GDL to be confined to deterministic games with complete information about the game state. To this end, we develop an extension of GDL that is both simple and elegant yet expressive enough to allow to formalise the rules of arbitrary (discrete and finite) n -player games with randomness and incomplete state knowledge. We also show that this extension suffices to provide players with all information they need to reason about their own knowledge as well as that of the other players up front and during game play.