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Decisions, Actions, and Games: A Logical Perspective

机译:决策,行动和游戏:逻辑视角

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Over the past decades, logicians interested in rational agency and intelligent interaction studied major components of these phenomena, such as knowledge, belief, and preference. In recent years, standard 'static' logics describing information states of agents have been generalized to dynamic logics describing actions and events that produce information, revise beliefs, or change preferences, as explicit parts of the logical system. [22], [1], [12] are up-to-date accounts of this dynamic trend (the present paper follows Chapter 9 of the latter book). But in reality, concrete rational agency contains all these dynamic processes entangled. A concrete setting for this entanglement are games - and this paper is a survey of their interfaces with logic, both static and dynamic. Games are intriguing also since their analysis brings together two major streams, or tribal communities: 'hard' mathematical logics of computation, and 'soft' philosophical logics of propositional attitudes. Of course, this hard/soft distinction is spurious, and there is no natural border line between the two sources: it is their congenial mixture that makes current theories of agency so lively. We will discuss both statics, viewing games as fixed structures representing all possible runs of some process, and the dynamics that arises when we make things happen on such a 'stage'. We start with a few examples showing what we are interested in. Then we move to a series of standard logics describing static game structure, from moves to preferences and epistemic uncertainty. Next, we introduce dynamic logics, and see what they add in scenarios with information update and belief revision where given games can change as new information arrives. This paper is meant to make a connection. It is not a full treatment of logical perspectives on games, for which we refer to [13].
机译:在过去几十年中,对理性代理和智能互动感兴趣的逻辑学研究了这些现象的主要组成部分,例如知识,信仰和偏好。近年来,描述了代理信息状态的标准“静态”逻辑已经推广到动态逻辑,用于描述产生信息,修改信念或更改偏好的动态逻辑,作为逻辑系统的显式部分。 [22],[1],[12]是这种动态趋势的最新账户(本文遵循后一书的第9章)。但实际上,具体理性机构包含纠缠的所有这些动态过程。这种纠缠的具体设置是游戏 - 本文是对逻辑的逻辑界面的调查,既静态和动态。游戏也耐人寻味,因为他们的分析带来了两个主要流或部落社区一起:“硬”计算的数学逻辑,以及命题态度“软”哲学逻辑。当然,这种硬/柔软的区别是虚假的,两种来源之间没有自然边界线:它是它们的适当的混合物,使机构的当前理论如此热闹。我们将讨论两个静态数据,将游戏视为代表某些过程的所有可能运行的固定结构,以及当我们在这样的“阶段”中发生事物时出现的动态。我们从一些例子开始显示我们感兴趣的东西。然后我们转到一系列描述静态游戏结构的标准逻辑,从移动到偏好和认识性不确定性。接下来,我们介绍动态逻辑,并查看他们在具有信息更新和信仰修订的情况下添加的内容,因为新信息到达时,给定的游戏可以改变。本文意味着建立连接。它不是在游戏中完全治疗逻辑视角,我们指的是[13]。

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