perm filename FOO[F75,JMC]1 blob
sn#192376 filedate 1975-12-15 generic text, type T, neo UTF8
AN AXIOMATIZATION OF KNOWLEDGE AND THE EXAMPLE OF THE WISE MAN PUZZLE
This memo reports results of a part of long continuing work
on the axiomatization of knowledge for the purposes of artificial
intelligence. Unfortunately, little of that work has been published
even informally, and this is a piece out of the middle, so to speak.
It is derived from the author's modal axiomatization of
knowledge, but is more directly based on a Kripke type semantics for
that modal system given by M. Sato of Kyoto Univerity. It owes
considerable to discussions with Professors Takasu and Igarashi and
Messrs. Hayashi and Sato of Kyoto University.
That axiomatization is distinguished from others in the
literature by the presence of an individual called FOOL, such that
anything FOOL knows, he knows that every one knows.
We work in the first order logic system associated with the
FOL proof-checker of Weyhrauch.
There are three sorts of individuals called persons,
propositions, and worlds. Each variable is confined to one of these
sorts, and the sort mechanism of FOL restricts the meaning of
quantification of a variable to the appropriate sort.
The first predicate is T(proposition,world) and means that
the proposition is true in the world. There is a function
K(person,proposition) which is a proposition asserting that person
knows the proposition serving as argument. The propositions of this
system are individuals with respect to the first order logic rather
than truth values or wffs. Therefore, we have to expicitly introduce
proposition-valued functions AND, OR, IMP, EQUIV, and NOT,
corresponding to the logical connectives ∧, ∨, ⊃, ≡, and ¬. Finally,
KW(s,p) is introduced as an abbreviation for K(s,p) ∨ K(s,NOT(p)) and
is read "s knows whether p".
Here is the axiom system in FOL notation. The declarations
establish the types of the variables and constants. The axioms are
essentially all definitions except for REFLEX which asserts that a
world is accessible from itself for any person.
DECLARE INDCONST FOOL ε PERSON;
DECLARE INDVAR S S1 S2 S3 S4 ε PERSON;
DECLARE INDVAR W W1 W2 W3 ε WORLD;
DECLARE INDVAR P P1 P2 P3 P4 Q Q1 Q2 Q3 Q4 R R1 R2 R3 R4 ε PROPOSITION;
DECLARE OPCONST K(PERSON,PROPOSITION) = PROPOSITION;
DECLARE OPCONST KW(PERSON,PROPOSITION) = PROPOSITION;
DECLARE OPCONST AND(PROPOSITION,PROPOSITION) = PROPOSITION;
DECLARE OPCONST OR(PROPOSITION,PROPOSITION) = PROPOSITION;
DECLARE OPCONST IMP(PROPOSITION,PROPOSITION) = PROPOSITION;
DECLARE OPCONST EQUIV(PROPOSITION,PROPOSITION) = PROPOSITION;
DECLARE OPCONST NOT(PROPOSITION) = PROPOSITION;
DECLARE PREDCONST T(PROPOSITION,WORLD);
DECLARE PREDCONST A(PERSON,WORLD,WORLD);
AXIOM REFLEX: ∀ S W.(A(S,W,W));;
AXIOM KNOW: ∀ S P W.(T(K(S,P),W) ≡ ∀W1.(A(S,W,W1) ⊃ T(P,W1)));;
AXIOM KW: ∀ S P W.(T(KW(S,P),W) ≡ T(K(S,P),W) ∨ T(K(S,NOT(P)),W));;
AXIOM FOOL: ∀ S P W.(T(K(FOOL,P),W) ⊃ T(K(FOOL,K(S,P)),W));;
AXIOM AND: ∀ W P Q.(T(AND(P,Q),W) ≡ T(P,W) ∧ T(Q,W));;
AXIOM OR: ∀ W P Q.(T(OR(P,Q),W) ≡ T(P,W) ∨ T(Q,W));;
AXIOM IMP: ∀ W P Q.(T(IMP(P,Q),W) ≡ T(P,W) ⊃ T(Q,W));;
AXIOM EQUIV: ∀ W P Q.(T(EQUIV(P,Q),W) ≡ (T(P,W) ≡ T(Q,W)));;
AXIOM NOT: ∀ W P.(T(NOT(P),W) ≡ ¬T(P,W));;
As an example of the use of these axioms, we do the following
puzzle of the three wise men.
"A certain king paints white spots on the foreheads of his
three wisemen who can see each other and are told that at least one
spot is white and the others black. He asks if any can tell the
color of his spot and after a while the wisest affirms that his spot
is white. The puzzle is to tell how he knows."
The solution is to say that the wisest reasons as follows:
"If my spot were black, the smarter of the remaining two would have
seen it and reasoned that if his spot were black, the slowest of us
would have seen two black spots and reasoned that his must be white."
In this form, the puzzle requires the wisest to reason about
how fast his colleagues think. We can get rid of this at the cost of
unfairness by having the king as each wise man in turn with the
answer being audible to the others. Another solution would have the
king not accept volunteered answers but repeat the question three
times, getting the correct answer from all three on the third
repetition.
Here are the axioms describing the puzzle:
DECLARE INDCONST WISE1 WISE2 WISE3 ε PERSON;
DECLARE INDCONST RW ε WORLD;
DECLARE INDCONST WHITE1 WHITE2 WHITE3 εPROPOSITION;
AXIOM WISEMAN:
T(WHITE1,RW)∧T(WHITE2,RW)∧T(WHITE3,RW),
T(K(FOOL,KW(WISE1,WHITE2)),RW),
T(K(FOOL,KW(WISE1,WHITE3)),RW),
T(K(FOOL,KW(WISE2,WHITE1)),RW),
T(K(FOOL,KW(WISE2,WHITE3)),RW),
T(K(FOOL,KW(WISE3,WHITE1)),RW),
T(K(FOOL,KW(WISE3,WHITE2)),RW),
T(K(FOOL,OR(WHITE1,OR(WHITE2,WHITE3))),RW),
T(K(WISE3,K(WISE2,NOT(K(WISE1,WHITE1)))),RW),
T(K(WISE3,NOT(K(WISE2,WHITE2))),RW);
;
Next follows an annotated version of the FOL proof. Included
in the proof are the proofs of four lemmas that depend only on the
knowledge axioms and not on the specifics of the wise man puzzle.