2013 | OriginalPaper | Buchkapitel
First-Order Provenance Games
verfasst von : Sven Köhler, Bertram Ludäscher, Daniel Zinn
Erschienen in: In Search of Elegance in the Theory and Practice of Computation
Verlag: Springer Berlin Heidelberg
Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.
Wählen Sie Textabschnitte aus um mit Künstlicher Intelligenz passenden Patente zu finden. powered by
Markieren Sie Textabschnitte, um KI-gestützt weitere passende Inhalte zu finden. powered by
We propose a new model of provenance, based on a game-theoretic approach to query evaluation. First, we study games
G
in their own right, and ask how to explain that a position
x
in
G
is won, lost, or drawn. The resulting notion of
game provenance
is closely related to winning strategies, and excludes from provenance all “bad moves”, i.e., those which unnecessarily allow the opponent to improve the outcome of a play. In this way, the value of a position is determined by its game provenance. We then define
provenance games
by viewing the evaluation of a first-order query as a game between two players who argue whether a tuple is in the query answer. For
$\mathcal{RA}^+$
queries, we show that game provenance is equivalent to the most general semiring of provenance polynomials ℕ[
X
]. Variants of our game yield other known semirings. However, unlike semiring provenance, game provenance also provides a “built-in” way to handle negation and thus to answer
why-not
questions: In (provenance) games, the reason why
x
is
not
won, is the same as why
x
is
lost
or
drawn
(the latter is possible for games with draws). Since first-order provenance games are draw-free, they yield a new provenance model that combines
how
- and
why-not
provenance.