Two player corridor tiling game Tiling system T: finite set of tile types with horizontal and verical adjacency conditions ExpTime Hardness of ALC ... Declarative Knowledge Processing 0 1 2 3 4 k A corridor tiling is a tiling of a corridor of width n with tiles of T respecting adjacency conditions Magdalena Ortiz ... Knowledge Base Systems Group Institute of Information Systems 3 ... [email protected] 2 ... WS 2012/2013 1 ... 1 2 3 4 n 1/14 Complexity of ALC 3/14 Two player corridor tiling game ∀belard and ∃loise alternatively place a tile, row by row, from left to right, respecting adjacency conditions Theorem: Concept subsumption w.r.t. an ALC TBox (and KB satisfiability) is ExpTime-hard ∃loise wins if • she can place a special “winning tile” in the second position of a row, or • she can play in such a way that ∀belard can no longer place a tile We look at a proof based on encoding the two player corridor tiling problem (i.e., ∃loise loses if she cannot place a tile, or if the game goes on forever) 2/14 4/14 Encoding of two player corridor tiling in ALC (2) Two player corridor tiling problem We introduce in TT the following GCIs to ensure that tilings are correctly represented: Instance: a tiling system expressed as T = (k, H, V ), where To encode that each column has exactly one tile last placed into it: • 0, 1, . . . , k are the tile types, with k being the winning tile • H ⊆ [0..k] × [0..k] is the horizontal adjacency relation > v Ri0 t · · · t Rik 0 Rit v ¬Rit • V ⊆ [0..k] × [0..k] is the vertical adjacency relation an initial row of tiles t1 t2 · · · tn of length n for i ∈ [1..n] for i ∈ [1..n], t, t0 ∈ [0..k], t 6= t0 To encode that each move occurs in exactly one column in the corridor: Question: Does ∃loise have a winning strategy? > v Q1 t · · · t Qn Qi v ¬Qj i.e., for every move ∀belard makes, is there a move ∃loise can counter with in such a way that she wins? for i, j ∈ [1..n], i 6= j To encode that the tiles are placed in the correct left-to-right order: Qi v ∀Next.Qi+1 Qn v ∀Next.Q1 Theorem: Two player corridor tiling is ExpTime-complete for i ∈ [1..n−1] 5/14 Encoding of two player corridor tiling in ALC 7/14 Encoding of two player corridor tiling in ALC (3) We introduce in TT the following GCIs to encode the adjacency conditions: The intention is to represent each placed tile by an object; the object carries the information about the last n moves made To encode the vertical adjacency relation V : We use an atomic role Next to connect individuals representing successive tiles Qi u Rit v ∀Next.( t t0 |(t,t0 )∈V 0 Rit ) for i ∈ [1..n], t ∈ [0..k] We use the following atomic concepts: • Rit , for each i ∈ [1..n] and each t ∈ [0..k], denoting that the last tile placed in column i has been tile t • Qi , for i ∈ [1..n], denoting that the next tile will be placed in column i • A, denoting that it is ∀belard’s turn to place the next tile • W , denoting that ∃loise wins To encode the horizontal adjacency relation H: t Qi u Ri−1 v ∀Next.( t t0 |(t,t0 )∈H 6/14 for i ∈ [2..n], t ∈ [0..k] To encode that in columns where no move is made nothing changes: ¬Qi u Rit v ∀Next.Rit ¬Qi u ¬Rit v ∀Next.¬Rit We now show how to build an ALC TBox TT using these concepts and roles 0 Rit ) for i ∈ [1..n], for i ∈ [1..n], t ∈ [0..k] t ∈ [0..k] 8/14 Encoding of two player corridor tiling in ALC (4) Complexity of ALC We introduce in TT the following GCIs to encode the game: To encode the existence of all possible moves in the game tree, provided ∃loise hasn’t already won: 0 t u Rit ¬R2k u Qi u Ri−1 v t00 | u (t,t00 )∈H Since the size of TT is polynomial in T and n, this shows that concept subsumption w.r.t. to an ALC TBox is ExpTime-complete 00 ∧ (t0 ,t00 )∈V for i ∈ [2..n], ∃Next.Rit We can easily adapt the reduction to KB sastisfiability: simply add an ABox {A u Q1 u R1t1 u · · · u Rntn u ¬W (a)} t, t0 ∈ [0..k] To encode the alternation of moves: A v ∀Next.¬A ¬A v ∀Next.A With some modifications, we can show even stornger results: the fragment of ALC that has no qualified existentials and no disjunctions is also ExpTime-hard To encode the winning of ∃loise: W ≡ (A u R2k ) t (A u ∀Next.W ) t (¬A u ∃Next.W ) 9/14 Encoding of two player corridor tiling in ALC (4) 11/14 Tiling systems and TMs Tiling problems are a very closely related to Turing Machine. Observations: This particular form of tiling is related to Alternating Turing Machines if ∃loise cannot move when it is her turn, then W is false for the object representing that tile An ATM has the form M = (Σ, Q∀ , Q∃ , q0 , δ, qf ) if ∀belard can force the game to go on forever, then there will be models of TT in which W is false As usual, Σ is the alphabet, q0 is the initial state, qf the final one, and δ : Q × Σ → Q × Σ × {right, left} is the transition function Q∀ are universal states, and Q∃ existential ones Theorem: ∃loise has a winning strategy for tiling system T with initial row t1 · · · tn iff TT |= A u Q1 u R1t1 u · · · u Rntn v W 10/14 From an existential state, the machine moves to some successive configuration From a universal state, the machine moves to all successive configutrations 12/14 Tiling systems and TMs (2) Tiling problems are a very closely related to Turing Machines. In fact, this form of tiling is a simple ‘disguise’ for an Alternating Turing Machine that runs in polynomial space, and we want to decide acceptance of a word Think of each sequence of last n-tiles (i.e., each row) as the tape contents Configurations evolving in time appear along the corridor The two players correspond to existential and universal states The winning tile is (the only) final state The initial configuration is the word initially written on the tape 13/14 Hardness proofs using tilings Tiling problems are a very useful tool for showing complexity results in Modal Logics and fragments of FOL In DLs, they are very frequently used to: Show NExpTime-hardness (e.g., for extensions of ALCIOF): Deciding the existence of a tiling for a 2n × 2n torus is NExpTime-complete Show undecidability (e.g., for DLs with transitive roles in the number restrictions, role value maps, etc.) Deciding the existence of a tiling for an unbounded grid is undecidable 14/14
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