Logic: representation and inference
Problem Representation
Solving a problem with a computer:
- Accurately describe the problem
- Choose an instance representation in the computer
- Select an algorithm to manipulate the representation
- Execute
Properties of Representations
What properties of representations are important?
compactness: must be able to represent big instances efficiently
utility: must be compatible with good solution algorithms
soundness: should not report untruths
completeness: should not lose information
generality: should be able to represent all or most instances of interesting problems
transparency: reasoning about/with representation is efficient, easy
Standard Representations
What instance representations do people choose?
- database: collection of facts
- neural net: collection of "neuron weights"
- functional: collection of functions
- logical: collection of sentences
Prop Logic: A Review
Propositional Formula ("PROP"):
"Atoms" that can be either true or false. Names are commonly subscripted
"Connectives": and, or, not + parentheses
Things to do:
Normalization: transform a formula into some standard form (polytime)
Checking: for a given assignment, is a formula true or false? (polytime)
Satisfiability ("SAT"): is there an assignment that makes the formula true? (NP-complete)
Tautology: does every assignment make the formula true? (NP-complete, extra variables) AKA theorem-proving
First-Order Logic: A Review
First-order Formula:
"Predicates": Atoms that can take arguments (other predicates, variables)
"Variables": Value is predicate
"Quantifiers": "exists" and "forall" "bind" variables
Things to do: Normalization (polytime), checking (polytime), sat (undecidable), tautology (undecidable)
Quantified Propositional Logic
Quantified Propositional Formula ("QPROP"): First-order logic, but all variables are bound and have a given set of discrete values they could take on
Can turn (small) QPF into (large) PROP:
forall → and, exists → or
predicates are replaced by subscripted atoms
Compact notation for PROP, reduces mistakes
The Four Squares Puzzle
Given these four pieces
+-----+ +-----+ +-----+ +-----+ | 3 | | 3 | | 2 | | 1 | |4 1| |2 4| |4 1| |2 4| | 2 | | 1 | | 3 | | 3 | +-----+ +-----+ +-----+ +-----+
we can rearrange and rotate them arbitrarily and assemble them into a square
+-----+-----+ | 4 | 3 | |3 1|1 4| | 2 | 2 | +-----+-----+ | 2 | 4 | |3 1|2 3| | 4 | 1 | +-----+-----+
Can we make a square such that all the edges match?
Obvious approach: Plain ol' state space search. Pain to code, but should run very fast: 3! × 4^4 = 1536 states
Ah, but 3×3, 4×4, etc…
Four Squares using QPROP
Let's solve this puzzle by
Writing a QPROP formula whose models are solutions
Converting the formula to a big PROP formula
Looking for SAT model
Translating the model back to a puzzle solution
PROP SAT solvers are scary fast, incorporating piles of clever search techniques we don't want to rewrite from scratch
Modeling Four Squares: Setup
Number the pieces 1..4, the positions in the square 1..4. We will number the square positions clockwise starting from the upper left. We will number the edges of the piece counterclockwise starting from the right edge.
l(s, p) iff piece p is in square s (location)
Number the coordinates of the edges of each square 1..4
m(s, e, n) iff piece in square s at edge e is n (match)
Number the edges of each piece 1..4
v(p, e, n) iff piece p at edge e is n (value)
Number the rotations of each piece 0..3. Rotations will be counterclockwise.
r(p, k) iff piece p has rotation k
Modeling Four Squares: Basic Constraints
Every piece is at some location
forall s . exists p . l(s, p)
No location contains more than one piece
forall s . forall p1, p2 | p1 =/= p2 . not l(s, p1) or not l(s, p2)
First piece is in first corner (remove rotational symmetry)
l(1, 1)
Every location has a piece
forall p . exists s . l(s, p)
No piece is at more than one location
forall p . forall s1, s2 | s1 =/= s2 . not l(s1, p) or not l(s2, p)
Every piece is at some rotation
forall p . exists k . r(p, k)
No piece has more than one rotation
forall p . forall k1, k2 | k1 =/= k2 . not r(p, k1) or not r(p, k2)
Modeling Four Squares: Fancy Constraints
Square coordinates are a function of piece location and rotation
forall s, p, k, e, n . m(s, e, n) if l(p, s) and r(p, k) and v(p, (4 - k + e) mod 4, n)
No square edge can have more than one value
forall s, e . forall n1, n2 | n1 =/= n2 . not m(s, e, n1) or not m(s, e, n2)
Edges must match
forall s1, e1, s2, e2 | s1 = 1 and e1 = 1 and s2 = 2 and e2 = 3 or … . forall n . m(s1, e1, n) iff m(s2, e2, n)
"Grounding" As PROP
Treat predicates as subscripted atoms:
l(s, p)
→L#s#p
Build a numbering function so that atoms run
A1
…An
Write for loops that generate CNF clauses
Basic constraints are already CNF; fancy constraints need some work
Fancy constraint first clause count 256, total clause count less than 10× that
Number of atoms for
m
predicate 64, total variable count less than 10× that
Solving An Instance of Four Squares
Add in clauses describing the instance pieces
v(1, 1, 1) v(1, 2, 3) …
Run the SAT solver
Take model (yes, this problem is solvable) and find the
l
andr
atoms that are true. This gives the location and rotation of each piece!
Extending To Nine Squares And Beyond
Extend the piece and square numbering
Modify the fancy matching constraint
That's it!
Sudoku Example
- Sudoku SAT generator / solver in Haskell sudoku-sat-hs