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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Crowdsourcing Theorem Proving via Natural Games?</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Naveen Sundar Govindarajulu</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Selmer Bringsjord</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>RAIR Lab Dept. of Computer Science Dept. of Cognitive Science Rensselaer Polytechnic Institute</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Yahoo Sunnyvale</institution>
          ,
          <addr-line>CA</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>
        Despite the science of modern formal reasoning being more than a century old,
mechanized formal reasoning is nowhere near what expert human reasoners (formal and
informal) can achieve. Meanwhile, there is a steadily increasing need for automated theorem
proving in various fields of science and engineering. Proof discovery and verification in
science and mathematics [
        <xref ref-type="bibr" rid="ref2 ref3 ref4 ref5">2,3,4,5</xref>
        ], formal verification for hardware and software [
        <xref ref-type="bibr" rid="ref6 ref7">6,7</xref>
        ]
and logic-based AI [
        <xref ref-type="bibr" rid="ref10 ref8 ref9">8,9,10</xref>
        ] are all based on formal theorem proving.
      </p>
      <p>We present initial results from a project on augmenting automated theorem provers
with crowdsourced theorem proving through games. The project was started based on
the following two seemingly unrelated observations:</p>
      <p>Observation 1 (Observation 1) Non-trivial formal theorem proving requires
insight into the structure of the problem being solved. (This insight is provided by
the problem domain’s experts.)</p>
      <p>What do we mean by insight? While it is hard to quantify this, a rough
characterization follows. For instance, say we are modelling a domain (e.g. standard arithmetic over
N or biological processes) with a set of axioms A and we are interested in a conjecture
G. Assume A can derive G, that is G is a theorem of A. Also, assume that the smallest
proof of G from A is of length L via a standard proof calculus r, that is A `rL G.</p>
      <p>One form of insight might be through possession of a library of lemmas by experts.
Definition 1 (Insight via Lemmas). An expert in the domain might possess
insight in the form of a set of lemmas L (such that 8f 2 L : A ` f), that enables the
expert to derive G from A [ L using a proof of length L0 with L0 L.</p>
      <p>
        Of course, experts could also possess insight not just through lemmas but also
through common patterns of reasoning that can be reused across problems.
? Note: While this submission draws partly from the first author’s dissertation [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], it contains
results and discussions not present in the dissertation. The new data can be download here:
https://s3.amazonaws.com/www.catabotrescue.com/data/AnonoynmizedLevelCompletion.json.
      </p>
      <sec id="sec-1-1">
        <title>Definition 2 (Insight via an Extended Proof Calculus). An expert in the domain</title>
        <p>might possess insight in the form of an extended proof calculus r0 that is sound
(that is forall F and y, if F `r0 f then F r0 f).</p>
        <p>This proof calculus enables the expert to derive G from A through r0 using a
proof of length L0 with L0</p>
        <p>L, that is A `rL00 G.</p>
        <p>Insight through lemmas is usually domain and problem dependent, and insight
through extened proof calculi usually transfers between domains and problems.</p>
        <p>
          Unless such insight is provided to a theorem prover in some form, such problems
can be very hard to solve fully automatically. In practice, help is provided by human
experts via lemmas [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ], proof tactics [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ], proof methods [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] etc. This requires that
the human experts understand not only the problem domain, but also the formalization
of the domain, and other formal tools that might be needed for the task. But for a lot
of domains, e.g. hardware verification, there are not enough experts trained in both
theorem proving and the problem domain to help with proving non trivial problems.
        </p>
        <p>Observation 2 (Observation 2) Lay gamesa (such as chess or sudoku) which
require the player to think logically or deeply are in fact formal reasoning schemes
in disguise.
a A lay game is simply any game which does not require extensive formal training on the
order of what is required for someone to prove formal theorems in logic.</p>
        <p>For example, even if we rename all the pieces in chess (or any similar game), it is
not wrong to assume that players with some acclimatization will revert to their skills
levels in unmodified chess in a short duration compared with the time they took to learn
chess from scratch.</p>
        <p>The two observations lead us to the question of whether hard formal problems can
be cast into a form, for example a natural game like chess, which would remove the
need for domain knowledge by completely abstracting away from the original domain.
Ideally, such a game should be able to exploit a human player’s insight into the structure
of the game. This insight should then be automatically transferrable into solving the
problem.</p>
        <p>
          We present initial promising results from the Uncomputable Games project (first
proposed in [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]) aimed at designing and implementing such natural games. While
we have designed games for first-order logic, we present initial promising results for
propositional logic. The full set of games for first-order natural deduction and first-order
resolution theorem proving can be found in [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. We focus on these proof calculi for
the following reasons: resolution is the proof calculus of choice for industrial strength
theorem provers, and natural deduction is the proof calculus of choice for formal proofs
by humans [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. The overall vision for this project is summarized in Figure 1.
2
        </p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>
        While [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] contains a more detailed discussion of related work, we quickly go through
a couple of two important related systems. While General Game Playing [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] uses the
Problems that are not decidable
      </p>
      <p>Proof Discovery in
Mathematics and</p>
      <p>Science
Software and
Hardware
Verification
Fig. 1: The Uncomputable Games Project Architecture. The abstract architecture for
Figurcero1w.1d:soTurhceedUtnhecoormempuptraobvilnegG.GamameesrsParroejencott vAisricbhleitteoctthuereth.eTorheemabpsrtorvacint garucsheirtsecatnudre
for crgoawmdesorsurdcoednothtekonroewm apbroovuitntgh.e Gpraombelersmasrethneoytavriesisbollevtiongth.e users and gamers do not know
about the problems they are solving.
machinery of first-order logic (FOL) to specify the games, the games themselves are</p>
    </sec>
    <sec id="sec-3">
      <title>1.2 Deriving Game Criteria</title>
      <p>
        neither designed to capture FOL nor to be used in crowd-sourced theorem proving.
the propositional level and cannot capture theoremhood in FOL. Tiling problems [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]
general criteria to aid in the design of games that might help us in this goal. If we are lax
are undecidable and capture theoremhood in FOL. This is an attractive property for
with our requirements, we end up with trivial games. One such game could just present a
us, as such systems are powerful enough to capture FOL, while also being in the form
of loagliacyprgoabmleem. UGnf ofr?tudniraetcetllyy awse“gcaamnneo.”t Ausneotthielirnsgucshysgtaemmes cfoourldthperefsoelnl otwtointhge rpelasyoenr.a
`
Tiling problems generally ask whether an infinite plane can be tiled or not with a given
non-deterministic Turing machine that would accept the string G , f only if G f . At any
h i `
set of tiles. We cannot use such systems as there is no clear notion of certification for
stage of the computation, a non-deterministic Turing machine has one or more choices.1
an answer. Affirmative answers have as proof either infinitely tiled planes or a proof in
somAegnaomne-tciloeusldysttheemn (cuhsaulalellnygientfhoermpalalyperrootofssienlemctacthheomicaetsicwalhEicnhgrleisshulot rinfoarmnaalccperoptoifnsg
in FOL), and negative answers don’t have a proof using only tiles (even an infinite
1A non-deterministic Turing machine m is said to accept an input string s if there is a sequence of
number of them) and require a proof in some other system.
      </p>
      <p>choices that results in an accepting state sa.
3</p>
    </sec>
    <sec id="sec-4">
      <title>Deriving Game Criteria</title>
      <p>Given that we want to have games for crowdsourcing theorem proving, we present some
general criteria to aid in the design of games that might help us in this goal. If we are
lax with our requirements, we end up with trivial games that are not useful for us. One
such game could just present a logic problem “G
f?” directly as a game. Another such
`
game could present to the player a non-deterministic Turing machine that would accept
the string hG; fi only if G ` f. At any stage of the computation, a non-deterministic
Turing machine has one or more choices.3 A game could then challenge the player to
select choices which result in an accepting state given some input! It is obvious that
approaches such as these would not help us.</p>
      <p>The overarching requirement that players with no knowledge of formal logic be able
to prove theorems by playing games helps us derive some general criteria such games
should satisfy. We need a few simple definitions to make our criteria more clear.
3.1</p>
      <sec id="sec-4-1">
        <title>A Simple Formalization</title>
        <p>We need a simple vocabulary to help us talk clearly about the aspects of games we are
interested in. Some straightforward definitions are given below:</p>
        <p>Game Objects Game objects are all the objects that a player can interact with and
manipulate in the game. The universe of all game objects is denoted by G. Note that each
game object on its own contains enough information to assemble the game at any point
in time when combined with all other game objects. The game state at any point in
time is a function of the game objects.</p>
        <p>Game State The game state at any point of time is just a set of game objects. But not all
sets of game objects might correspond to a meaningful configuration of the game. A
game state is any valid set of game objects.</p>
        <p>Game A game G is a quadruple hG; g G 2G; I; F i composed of the universe of all game
objects G, an operation g specifying valid operations with the game objects, the initial
game states I 2G and the final states F 2G.</p>
        <p>Game Instance The initial game states are also called game instances.</p>
        <p>Game Size The game size jgj of a game instance g is simply the number of game objects
in that game instance.</p>
        <p>Game Play A terminating game play for a game instance g1 is sequence of game states
g1; g2; : : : ; gn such that gi+1 = gi fugi g [ n(ugi ) where ugi is some game object in gi
and n(ugi ) is a set of game objects such that g(ugi ; n(ugi )) holds. Game play proceeds
by replacing game objects with one or more other game objects.</p>
        <p>Captures FOL A game captures FOL or theorem-proving in a proof calculus r in FOL
iff every problem G ` g is isomorphic with exactly one game instance gG`g and every
proof for the problem is isomorphic with every terminating game play for the instance.
gG`g is called the game instance for G ` g.
3.2</p>
      </sec>
      <sec id="sec-4-2">
        <title>Game Criteria for Naturalness and Usefulness</title>
        <p>Any game designed that seeks to help us should satisfy the following criteria:
1. Independently Incentivized: The games themselves should be captivating and
engaging enough that users play the games of their own accord without the incentive of good
theorems being proved. This sets us apart from games such as FoldIt where players
3 A non-deterministic Turing machine m is said to accept an input string s if there is a sequence
of choices that results in an accepting state sa.</p>
        <p>deal with the problem domain directly. An incentive structure is usually superimposed
on the domain.
2. No Knowledge Needed: In order to play the games, the players need not have any
knowledge of first-order logic and the capturing of first-order theorem proving in the
game. To play, users need to know only the rules of the game.
3. Non Linguistic: Games that are linguistic in nature generally have a smaller user base.</p>
        <p>
          This is a vague criterion which will be sharpened through the course of this project.
The general idea is that a player should not have to understand, for example, how
Turing machines work in order to play the game. One way to sharpen this criterion
is to stipulate that g has physical correlates or interpretations in na¨ıve physics (e.g.
dropping objects, spatially locking objects etc.).
4. Readable Proof: If a game play instance shows us that a theorem f can be proved
from premises G, the game play instance should also provide us with a readable proof
r. This rules out tiling problems [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] as there is not clear notion of a proof.
5. Tractable Representation: Given a problem G ` f? with logical signature S being
used in the problem, we can set a bound on the game size. If g is the game instance
which represents the problem, then we need to have: jgj jGj + 1 + jSj. Another
condition can be derived if we consider the length of the smallest proof. If the minimum
proof length defined as the number of inference rule applications is denoted by jG ` fj,
we require that the instance g for the problem have a terminating game play of length
kgk such that kgk k jG ` fj where k is a non-negative constant.
4
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Catabot Rescue Games</title>
      <p>
        The Catabot Rescue Games were designed with the above five criteria in mind. The
games capture first-order logic with binary resolution and natural deduction. The games
are set in a world populated by entities called catabots, which resemble robotic
caterpillars or bugs that consume objects in the game for fuel and can reproduce with other
catabots. Most of the operations in the game have natural physical correlates, such as
dropping objects, dissolving objects, breaking up catabots, etc. No elements of the
underlying logic problem are directly shown in the game. A record of the game play can
be directly translated into a proof in either binary resolution or natural deduction. The
basic design metaphors used in these games could also be utilized to invent and design
other games which satisfy the criteria. We present only the propositional subset of one
of the games. The full set of games can be found in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Before we present the game,
we go through a brief introduction to the resolution rule used in theorem proving.
5
      </p>
    </sec>
    <sec id="sec-6">
      <title>Resolution-based Theorem Proving</title>
      <p>
        There are several sound and complete proof calculi for propositional logic with different
advantages and strengths. Resolution invented by Robinson [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] is widely implemented
in automated provers and logic-programming systems due to its simplicity. While
compared with proof calculi adhering close to natural deduction, resolution proofs suffer
from being a bit harder for humans to read. Although resolution proofs are hard to read,
they have a much simpler formal structure, which makes resolution more amenable
to automation. Before we present the game for resolution, we briefly review a formal
specification of resolution.
      </p>
      <p>Given two conjunctive normal form clauses p1 _ : : : _ pi _ : : : _ pn and q1 _ : : : _ q j _
: : : _ qm, such that pi r and q j :r, where r is a propositional variable, the binary
resolution rule produces:</p>
      <p>p1 _ : : : _ pi 1 _ pi+1 _ : : : _ pn _ q1 _ : : : _ q j 1 _ q j+1 _ : : : _ qm</p>
      <p>A proof of G ` f is obtained via resolution when there is a series of binary resolution
steps resulting in the empty clause denoting false using only the clausal form
(disjunctive normal form) of sentences in G [ f:fg and any sentence that was generated by
applications of the rule. We now present the Catabot Rescue Game designed to capture
propositional resolution.
6</p>
    </sec>
    <sec id="sec-7">
      <title>Catabot Rescue Game 0</title>
      <p>TheCatabot Rescue Game 0, CRG0, captures propositional resolution. The catabots in
the game are isomorphic with clauses in a propositional language and the game process
is isomorphic with the steps in a resolution proof. The game satisfies the criteria defined
above and adheres to the formalization presented. We start with a description of the
game world. The backstory for the game is given below (A similar story is presented to
the user along with a figure similar to Figure 4.):</p>
      <p>There are a bunch of catabots imprisoned in a room by a horrible blob. The room
has a small door to the outside. None of the catabots are small enough to use
the door. Only a body-less catabot with just the head can go through the door!
Catabots can reproduce and download their minds to any child’s body (or any
other catabot). Reproduction has certain rules. Help them escape by mating them
in a fashion so as to produce a body-less catabot.</p>
      <p>Each catabot has a head and a body composed of zero or more blocks. The blocks
have a certain number of limbs or legs of either positive or negative polarity such as
those shown in Figure 2.</p>
      <p>Visual Representation</p>
      <p>Alternate Representation</p>
      <p>The catabots represent clauses and the blocks on the body represent different atoms.</p>
      <p>Let us assume the supply of propositional variables fP1; : : : ; Pkg. Then, e.g., Pn would
have n limbs with a positive polarity and :Pn would have n limbs with a negative
polarity. Figure 2 shows literals P3 and :P2.</p>
      <p>With this process it is easier to visualize the process of binary resolution operating
on two clauses. Two simple examples are shown in Figure 3.</p>
      <p>With this process it is easier to visualize the process of binary resolution operating
on two clauses. Two simple examples are shown in Figure 4.2.</p>
      <p>child
side of the parents. The children have all the blocks from the parents, save for the pair of blocks
which were mated in the parents.</p>
      <p>6.1</p>
      <sec id="sec-7-1">
        <title>Mating Rules</title>
        <p>Catabot mating rules are very simple and correspond to propositional binary resolution.</p>
        <p>MachTihneerruylestfoor rceatparbeosterenptrodfiurcsttio-onradreegrivaentobmeloswc:onsists of a fuel setup on top of the
blocks. ThMeacteadtPaabirostCsacncoenlsTuhmeueserbcranicckhososfeoarnyftuweolc.ataBbortiscfkorsmaatrieng.dTrwoopcpateadbotisnctaon minatteerconnected
if and only if they have the same number of limbs with differing polarities. Such a pair is
tanks of watecralloednatmoapted patihr.e blocks. Tanks may be placed on top of the bricks. A tank
of</p>
        <p>Child Catabot The child is a catabot with all the blocks the same, except for the mated blocks
represents a vainrtihaebplaerenatns.d multiple instantiations of the same variable are represented by</p>
        <p>Same Blocks Merge If two blocks on different parents are visually the same, they merge into
a network of cooneninn ethcetcehdildt.anks. Simple examples are show in Figure 4.3. More complex
examples are shown in the next section. Three simple catabots are shown below in
Figure 4.4.</p>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>7 Initial Results</title>
      <p>An initial industrial-strength implementation of a subset of the operations in CRG0 has
The color of the bricks and their shape but not their relative sizes. For
been implemented in a game for iPads and the mWeabt.t4ers,</p>
      <p>Figure 4 shows a screenshot of
the game.
ease of presentation here, we sometimes use letters in the bricks to help distinguish the</p>
      <p>This initial version has 50 levels out of which 44 were generated automatically (in
colors betteadr.ditBiorni ctokfisrsctasnix cleovemlsbwinhiechwariethcoonstihdeerredbrtuitcokrisaltloevfeolsr).mThmegoerneeractoiomnpprloecxessbricks in the
4 The wTeMb version is available at http://compete.catabotrescue.com and the iPad version is
availmanner of Lego blocks (Christiansen 2013). One such combination is show below in
able at https://itunes.apple.com/us/app/catabot-rescue-lite/id645249674?ls=1&amp;mt=8. Please
note that the iPad version is not compatible with more recent versions of the iPad. We
sugFigure 4.5. Figure 4.6 shows an ontology of the different objects in the CRG world.
gest that reviewers use the web version.</p>
      <p>Fig. 4: Catabot Rescue Game . A screenshot of Catabot Rescue Game 0 Beginner
of the problems is as follows. We randomly generate a certain number of clauses each
having a minimum number min and a maximum number max of literals. Given that
we want n clauses, we sample n times the discrete uniform distribution [min; max] to
generate the size of each clause. Then for each clause we uniformly select from the set
of all possible literals. We consider only the literals:</p>
      <p>
        fp1; p2; p3; p4; :p1; :p2; :p3; :p4; g
Most of the clauses generated in this fashion do not result in a contradiction. The
Prover9 automated theorem prover [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] was used to filter out sets of clauses which did
not lead to a refutation. Prover9’s ability to search for multiple proofs was used. Then
problems for which the smallest proof was below a certain length were filtered out.
      </p>
      <p>Prover9 also reports the depth of the resolution proof tree. Problems with proofs less
than four levels deep were removed. This process produces quite complex problems.</p>
      <p>Though the problems are quite complex and hard, users without any formal training in
logic found the levels engaging and were able to solve them. The scoring mechanism
for the overall game is in terms of dollar rewards for the user. Upon completion of a
level n with k operations, the total reward for the user becomes $(n + 100 1=k).
8</p>
    </sec>
    <sec id="sec-9">
      <title>Data from Game Plays</title>
      <p>We conducted two experiments with the game. In the first experiment, we released the
game to the public and got game play results from mostly players untrained in logic.
While we don’t have exact numbers on the fraction of the players that were trained in
logic, this experiment is supposed to mirror conditions that we might face eventually if
the games are to be used on a large scale. In the second experiment, we held a contest
in an introductory logic class. The students participating in the class were trained in
propositional logic but had no knowledge of resolution.
8.1</p>
      <sec id="sec-9-1">
        <title>Experiment 1: Untrained Humans</title>
        <p>Over the course of a few days (less than ten days) since the release of the iPad version
of the game, the game was download around 60 times. This resulted in 400 terminating
game plays collected from around 15 players. The total number of players is not
accurate as users generally hand over played levels to other players and sometimes reset
levels to try again and get a better score. We are not interested in metrics which dictate
that we have an accurate count of the number of users. Ultimately, when we want to
solve very a hard theorem through games, we only need one single player/team to solve
the corresponding game instance. Among all the players, only four players were able to
solve all the levels. Among these four, we were able to verify that at least two did not
have any training in formal logic. Of these two players, one was able to produce smaller
proofs than Prover9 for all the 44 levels, save for one. The other players who completed
all the levels also produced proofs smaller than Prover9 for some of the levels.
8.2</p>
      </sec>
      <sec id="sec-9-2">
        <title>Experiment 2: Partially Trained Humans</title>
        <p>Over the course of a week we had 1766 terminating game plays from around 80 users.
Of all these users, 22 completed all the levels.</p>
      </sec>
      <sec id="sec-9-3">
        <title>Illustration of a Human-Dominated Level We now walk through a simple level in</title>
        <p>which it is easy to see how humans performed better than the ATP. The level we
illustrate is Level 7 in the game. The logic problem represented is given below:
( :P1 _ :P3; P4 _ P3; P2 _ :P4; :P3 _ :P2; )</p>
        <p>P2 _ P4; P3 _ :P4; P3 _ :P1 _ :P2; :P3 _ P1</p>
        <p>Figures 6, 7, 8, and 9 show one possible proof of only four steps. Prover9 was
unable to find any proofs with less than six binary resolution steps. Though Prover9’s
configuration for the maximum number of proofs to search for was set at 50, Prover9
generated only two proofs. The two proofs are shown in Figure 10.</p>
        <p>Child</p>
        <p>
          We also ran the SNARK [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ] ATP on this problem. While SNARK does have the
provision to search for multiple proofs or produce only binary resolution proofs, it is
easy to see that proof by SNARK shown in Figure 11 does not translate into a resolution
proof smaller than 5 steps.
Parent 2
Fig. 7: Step 2 of the Shortest Human Proof for Level 7. Use the catabot corresponding
to P3 from the previous step with the catabot for premise :P3 _ :P2 to get :P2.
        </p>
        <p>Child</p>
        <p>Parent 1
Parent 2</p>
        <p>(a) Proof 1 (b) Proof 2
============================== end of pro=o=f====================================================== end of proof =====================
Fig=.=1=0==:=P=r=o=v=e=r=9=’=s=t=w==o=p==r=o=o=f=s=f=o=r==LePvReOlO7F: =P=r=o=v=e=r=9=’s==tw==o==p=r=o=o=f=s=f=o=r=L==e=v=e=l=7==a=re= longer</p>
        <p>than the shortest proof found by humans.
% -------- Comments from original proof
-------% Proof 2 at 0.00 (+ 0.00) seconds.
% Length of proof is 10.
% Level of proof is 4.
% Maximum clause weight is 2.000.
% Given clauses 9.
3 P4 | P3. [assumption].
4 P2 | -P4. [assumption].
5 -P3 | -P2. [assumption].
6 P2 | P4. [assumption].
7 P3 | -P4. [assumption].</p>
        <p>
          10 -P2 | P4. [resolve(5,a,3,b)].
While nowhere close to a full validation of our goal, these initial results provide us
with some promise that such games could enable crowds of untrained humans to help
machines when it comes to solving hard problems. It is quite notable that humans
without much formal training in logic can produce proofs shorter than those produced by
machine in a calculus specialized for machine reasoning. This is remarkable, because,
in addition to propositional theorem proving being hard, many associated problems in
propositional logic are hard. For example, determining whether there is a proof of a
certain length for a tautology, determining the length of the shortest proof for a given
tautology, and finding the shortest proof given the length of the shortest proof are all
believed to be quite hard [
          <xref ref-type="bibr" rid="ref19 ref20">19,20</xref>
          ]. These results, while humble, indicate that theorem
provers might be able to benefit from untrained humans. Future experiments would
involve a more extensive set of problems (e.g. bins of problems of the same minimum
proof length) to get more statistically useful conclusions comparing human
performance with that of machines.
10
        </p>
      </sec>
    </sec>
    <sec id="sec-10">
      <title>Data and Source Code</title>
      <p>1. The data from Experiment 2 can be download from here: https://s3.amazonaws.</p>
      <p>com/www.catabotrescue.com/data/AnonoynmizedLevelCompletion.json.
2. The cross platform source code for the game is available here: https://github.com/
naveensundarg/catabotrescue-unity
3. The game can be played here: http://compete.catabotrescue.com</p>
    </sec>
  </body>
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