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1.
Hájek  Petr 《Studia Logica》1997,58(1):129-141
A very simple many-valued predicate calculus is presented; a completeness theorem is proved and the arithmetical complexity of some notions concerning provability is determined.  相似文献   

2.
In dynamic epistemic logic and other fields, it is natural to consider relativization as an operator taking sentences to sentences. When using the ideas and methods of dynamic logic, one would like to iterate operators. This leads to iterated relativization. We are also concerned with the transitive closure operation, due to its connection to common knowledge. We show that for three fragments of the logic of iterated relativization and transitive closure, the satisfiability problems are fi1 11–complete. Two of these fragments do not include transitive closure. We also show that the question of whether a sentence in these fragments has a finite (tree) model is fi0 01–complete. These results go via reduction to problems concerning domino systems.  相似文献   

3.
We first state a few previously obtained results that lead to general undecidability and incompleteness theorems in axiomatized theories that range from the theory of finite sets to classical elementary analysis. Out of those results we prove several incompleteness theorems for axiomatic versions of the theory of noncooperative games with Nash equilibria; in particular, we show the existence of finite games whose equilibria cannot be proven to be computable.  相似文献   

4.
We make a proposal for formalizing simultaneous games at the abstraction level of player’s powers, combining ideas from dynamic logic of sequential games and concurrent dynamic logic. We prove completeness for a new system of ‘concurrent game logic’ CDGL with respect to finite non-determined games. We also show how this system raises new mathematical issues, and throws light on branching quantifiers and independence-friendly evaluation games for first-order logic.  相似文献   

5.
An overview of different versions and applications of Lorenzen’s dialogue game approach to the foundations of logic, here largely restricted to the realm of manyvalued logics, is presented. Among the reviewed concepts and results are Giles’s characterization of ?ukasiewicz logic and some of its generalizations to other fuzzy logics, including interval based logics, a parallel version of Lorenzen’s game for intuitionistic logic that is adequate for finite- and infinite-valued Gödel logics, and a truth comparison game for infinite-valued Gödel logic.  相似文献   

6.
文章在扩展博弈上,给出了多值逻辑的语义赋值博弈的一般框架,避免了博弈者在多值逻辑的语义博弈中声明无穷对象的问题;然后通过Eloise赢的策略定义博弈的语义概念——赋值,证明了多值逻辑的博弈语义与Tarski语义是等价的;最后,根据语义赋值博弈框架对经典逻辑进行了博弈化。  相似文献   

7.
8.
Hybrid Graph Logic is a logic designed for reasoning about graphs and is built from a basic modal logic, augmented with the use of nominals and a facility to verify the existence of paths in graphs. We study the finite model theory of Hybrid Graph Logic. In particular, we develop pebble games for Hybrid Graph Logic and use these games to exhibit strict infinite hierarchies involving fragments of Hybrid Graph Logic when the logic is used to define problems involving finite digraphs. These fragments are parameterized by the quantifier-rank of formulae along with the numbers of propositional symbols and nominals that are available. We ascertain exactly the relative definability of these parameterized fragments of the logic.  相似文献   

9.
    
John A. Teske 《Zygon》2003,38(2):441-449
Helmut Reich's theory of relational and contextual reasoning is a courageous initiative for the resolution of cognitive conflicts between apparently incompatible or incommensurable views. Built upon Piagetian logico‐mathematical reasoning, cognitive complexity theory, and dialectical and analogical reasoning, it includes the development of a both/and logic inclusive of binary either/or logic. Reich provides philosophic, theoretical, and even initial empirical support for the development of this form of reasoning along with a heuristic for its application. A valuable step beyond the limits of binary, static, and formal reasoning, it takes relationship, context, and perspectival variations seriously in an explicitly reflective and iterative system. We can and do address conflicts not resolvable by conventional appeals to logic or evidence, including those at epistemic boundaries or produced by belief‐commitment differences. Although this form of reasoning has real promise, including stepping beyond complementarity in the religion‐science dialogue, it seems better directed to causally explanatory theories than to other forms of rendering meaning. Finally, its coextension requirement may render it problematic where functionally coherent explananda cannot be identified or are themselves produced or constituted by a belief system.  相似文献   

10.
Three Complexity Problems in Quantified Fuzzy Logic   总被引:1,自引:0,他引:1  
Montagna  Franco 《Studia Logica》2001,68(1):143-152
We prove that the sets of standard tautologies of predicate Product Logic and of predicate Basic Logic, as well as the set of standard-satisfiable formulas of predicate Basic Logic are not arithmetical, thus finding a rather satisfactory solution to three problems proposed by Hájek in [H01].  相似文献   

11.
In the 1970s, Robin Giles introduced a game combining Lorenzen-style dialogue rules with a simple scheme for betting on the truth of atomic statements, and showed that the existence of winning strategies for the game corresponds to the validity of formulas in Łukasiewicz logic. In this paper, it is shown that ‘disjunctive strategies’ for Giles’s game, combining ordinary strategies for all instances of the game played on the same formula, may be interpreted as derivations in a corresponding proof system. In particular, such strategies mirror derivations in a hypersequent calculus developed in recent work on the proof theory of Łukasiewicz logic. Presented by Daniele Mundici  相似文献   

12.
13.
Kaneko  Mamoru  Nagashima  Takashi 《Studia Logica》1997,58(2):273-303
This paper provides a Genzten style formulation of the game logic framework GLm (0 m ), and proves the cut-elimination theorem for GLm. As its application, we prove the term existence theorem for GL used in Part I.  相似文献   

14.
Patrick Grim 《Metaphilosophy》2002,33(1&2):181-209
Philosophical modeling has a long and distinguished history, but the computer offers new and powerful prospects for the creation and manipulation of models. It seems inevitable that the computer will become a major tool in future philosophical research. Here I offer an overview of explorations in philosophical computer modeling that we in the Group for Logic and Formal Semantics at SUNY Stony Brook have undertaken: explorations regarding (1) the potential emergence of cooperation in a society of egoists, (2) self-reference and paradox in fuzzy logic, (3) a fractal approach to formal systems, and (4) on-going explorations with models for the emergence of communication. The attempt is not to give a detailed report on any of these but to give a bird s-eye view of them all, emphasizing the general form that the models take, the philosophical motivations behind them, and the kinds of philosophical results that they may have to offer.  相似文献   

15.
K. Helmut Reich 《Zygon》1990,25(4):369-390
Abstract. Donald MacKay has suggested that the logical concept of complementarity is needed to relate scientific and theological thinking. According to Ian Barbour, this concept should only be used within, not between, disciplines. This article therefore attempts to clarify that contrast from the standpoint of cognitive process. Thinking in terms of complementarity is explicated within a structuralist-genetic, interactive-constructivist, developmental theory of the neo- and post-Piagetian kind, and its role in religious development is indicated. Adolescents'complementary views on Creation and on the corresponding scientific accounts serve as an illustration. After further analysis of parallel and circular complementarity, it is shown under which conditions complementarity of science and theology can be better justified and may be potentially more fruitful than is apparent from Barbour's or even MacKay's considerations.  相似文献   

16.
    
In signaling games, a sender has private access to a state of affairs and uses a signal to inform a receiver about that state. If no common association of signals and states is initially available, sender and receiver must coordinate to develop one. How do players divide coordination labor? We show experimentally that, if players switch roles at each communication round, coordination labor is shared. However, in games with fixed roles, coordination labor is divided: Receivers adjust their mappings more frequently, whereas senders maintain the initial code, which is transmitted to receivers and becomes the common code. In a series of computer simulations, player and role asymmetry as observed experimentally were accounted for by a model in which the receiver in the first signaling round has a higher chance of adjusting its code than its partner. From this basic division of labor among players, certain properties of role asymmetry, in particular correlations with game complexity, are seen to follow.  相似文献   

17.
In a previous article (Kretchmar 2005 Kretchmar, S. 2005. Game flaws. Journal of the Philosophy of Sport, XXXII(1): 3648.  [Google Scholar]), I identified problems in a certain species of games and traced these harms to something I called a ‘game flaw’. Unfortunately, ‘the beautiful game’ is a member of that species. I say it is unfortunate because Paul Davis (2006 Davis, P. 2006. Game strengths. Journal of the Philosophy of Sport, XXXIII(1): 5066.  [Google Scholar]), when taking me to task for providing an argument that, in his terms, was ‘not especially compelling’, focused on the game of soccer (hereafter, football). The issue over which we contended is one of ‘time management’– that is, how game initiation, duration and closure are structured. I suggest that two basic methods for managing such requirements are available. Games take place during a stipulated amount of time or for a specified number of events. In my original article, I identified four fundamental problems that may accompany time-regulated games. In this essay, I attempt to fortify those claims against Davis's criticisms.  相似文献   

18.
Probabilistic Entailment and a Non-Probabilistic Logic   总被引:1,自引:0,他引:1  
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19.
    
The increasing availability of violent video games and their implication in recent school shootings has raised the volume of public debate on the effects of such games on aggressive behavior and related variables. This article reports an experiment designed to test key hypotheses concerning the short term impact of exposure to violent video games on young women, a population that has received relatively little attention in this research literature. Results were that brief exposure to a violent video game increased aggressive behavior. Mediational analyses suggested that the violent video game effect on aggression was not mediated by instrumental aggressive motivation, but was partially mediated by revenge motivation. Other results suggested that the violent video game effect on aggression might be greater when the game player controls a same‐sex violent game character. Aggr. Behav. 29:423–429, 2003. © 2003 Wiley‐Liss, Inc.  相似文献   

20.
Partiality and games: propositional logic   总被引:2,自引:0,他引:2  
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