Tarski Games with retractable movesA Game Semantic for Mathematical Proofs |
4. A Semantic of Constructive ImplicationIntuitionistic Logic and constructions . A proof of a mathematical statement using Excluded Middle is called a classical proof, a proof not using Excluded Middle an intuitionistic proof. Intuitionistic proof are naturally interpreted as "constructions". A construction is more than a proof: a construction is a kind of program, computing (and not just "learning" by retracting previous choices) some extra information about the statement. For instance, a construction for a disjunction "A or B" provides a construction either for A or for B, therefore it says whether A is true or B is true. A construction for "for some x, P(x)" provides some value v for x, and some "construction" for P(v), therefore it says which instance of P(x) is true. For more details we refer to the section "Intuitionistic Logic" of Stanford on-line Encyclopedia of Philosophy . Material implication and constructive implication. "A implies B" is interpreted in classical logic as the so-called material implication: "either A is false or B is true". "A implies B" is interpreted in intuitionistic logic with the more natural constructive implication: "if we assume A, we can prove B". A construction for "A implies B" is map, waiting for a construction for A as input, then returning as output a construction for B. In Classical Logic, the two implications are equivalent, therefore in principle we could drop constructive implication. But it is not wise to do so, because constructive implication is often used, even in classical proofs, in order to make proofs simpler and shorter. For this reason, in this section we extend Game Semantic from the previous sections in order to include Intuitionistic Logic. Interpreting Intuitionistic Logic in Game Theory. The first game semantic for Intuitionistic Logic was defined by Lorenzen in 1960. This semantic can be re-expressed in our framework, by modifying Tarski Game Semantic with "reversible backtracking" outlined in the previous sections. Suppose we want to interpret "A implies B" as a game. Game Rules and constructions. All the game rules above can be explained thinking that Eloise takes the role of a construction for "A implies B". For sake of simplicity, we do not allow Abelard to backtrack. As we said in the previous section, this can be explained by saying that Eloise faces an array of Abelards. There is one Abelard defending each previous position of the play, waiting for Eloise to retract the move from this position, and to play again from this position. Each Abelard, instead, is facing the same Eloise. Later on, when interpreting a logical rule called Cut Rule, the situation will change. For more information and examples, visit the subsite:
We also provide a Mathematica program, BCK, helping two players taking the role of Eloise and of (the array of) Abelards in a game for Intuitionistic Logic, and providing a tree-like picture of the state of the play (positions, moves, backtracking, erased moves etc.). ![]() |
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