Comonadic Semantics for Description Logic Games Bartosz Bednarczyk1,2 , Mateusz UrbaΕ„czyk2 1 Computational Logic Group, Technische UniversitΓ€t Dresden, Germany 2 Institute of Computer Science, University of WrocΕ‚aw, Poland Abstract A categorical approach to study model comparison games in terms of comonads was recently initiated by Abramsky et al. In this work, we analyse games that appear naturally in the context of description logics and supplement them with suitable game comonads. More precisely, we consider expressive sublogics of π’œβ„’π’ž Self ℐbπ’ͺ, namely, the logics that extend π’œβ„’π’ž with any combination of inverses, nominals, safe boolean roles combinations and the Self operator. Our construction augments and modifies the so-called modal comonad by Abramsky and Shah. The approach that we took heavily relies on the use of relative comonads, which we leverage to encapsulate additional capabilities within the bisimulation games in a compositional manner. Keywords comonads, category theory, bisimulations, expressive power, games, coalgebraic semantics 1. Introduction Following [1], there are two different views on the fundamental features of computation, that can be summarised as β€œstructure” and β€œpower” as follows: β€’ Structure: Compositionality and semantics, addressing the question of mastering the complexity of computer systems and software. β€’ Power: Expressiveness and complexity, addressing the question of how we can harness the power of computation and recognize its limits. It turned out that there are almost disjoint communities of researchers studying Structure and Power, with seemingly no common technical language and tools. To encounter this issue, Samson Abramsky and Anuj Dawar started a project, whose goal is to provide category-theoretical toolkit to reason about finite model theory. Their approach, described e.g. in [2], employs comonads on the category of relational structures in order to capture model comparison games such as Ehrenfeucht-FraissΓ©, pebbling, and bisimulation games [2] as well as games for Hybrid logics [3] and Guarded Fragment [4]. The structure allows us to leverage the tool of category theory, and apply it to generalise known established theorems, as it was done in [5, 6]. In this paper, we continue the exploration of suitable game comonads by incorporating the comonadic semantics for description logics games, namely, for expressive description logics DL 2022: 35th International Workshop on Description Logics, August 7–10, 2022, Haifa, Israel " bartosz.bednarczyk@cs.uni.wroc.pl (B. Bednarczyk); mateusz.urbanczyk97@gmail.com (M. UrbaΕ„czyk) ~ https://bartoszjanbednarczyk.github.io/ (B. Bednarczyk)  0000-0002-8267-7554 (B. Bednarczyk) Β© 2022 Copyright for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0). CEUR Workshop Proceedings http://ceur-ws.org ISSN 1613-0073 CEUR Workshop Proceedings (CEUR-WS.org) between π’œβ„’π’ž and π’œβ„’π’ž Self ℐbπ’ͺ.1 It is also worth mentioning a parallel research that defines categorical semantics for π’œβ„’π’ž [7, 8], however, the approach is much different from ours, as we focus solely on games and leave π’œβ„’π’ž in the standard set-theoretic semantics. 1.1. Our Results In what follows, we change setting established in the previous work from the category of relational structures, to a category of pointed interpretations that are parametrised by subsets of role names, concept names and individual names. We start with defining comonadic semantics for π’œβ„’π’ž-bisimulation-games. It is well-known that π’œβ„’π’ž is a notational variant of a multi-modal logic; hence, we employ this observation to take the full advantage of existing results on modal logic from [2] and use them as the base for our further investigations. In order to define comonadic semantics for DLs β„’ βŠ† π’œβ„’π’ž Self ℐbπ’ͺ, instead of providing it directly for them (and thus repeating all the required proofs from [2]), we follow a different route. We provide a family of game reductions from β„’ to weaker sublogics, ending up on π’œβ„’π’ž, which transform interpretations in such a way that a winning strategy in β„’-bisimulation-game is equivalent to a winning strategy in π’œβ„’π’ž-bisimulation-game for a suitably transformed interpretations. From a categorical point of view, we introduce a comonad for π’œβ„’π’ž logic and reductions shall be defined by functors, on which we will build relative comonads to encapsulate the additional capabilities available in an β„’-bisimulation-game. By composing the reduction functors together, we shall obtain comonadic semantics for all of the games for considered logics. 2. Preliminaries We start with a recap of notions from category theory [9, 10], such as comonads, as well as from description logics, for which we define their syntax, semantics and bisimulations [11]. By doing so, we would like to unify the context for readers from different backgrounds. 2.1. Preliminaries on DLs We fix infinite mutually disjoint sets of individual names NI , concept names NC , and role names NR . We will briefly recap syntax and semantics of π’œβ„’π’ž Self ℐbπ’ͺ-concepts and as well as β„’-concepts for relevant sublogics β„’ of π’œβ„’π’ž Self ℐbπ’ͺ. The following EBNF grammar defines atomic concepts B, concepts C, atomic roles r , simple roles s with o ∈ NI , A ∈ NC , p ∈ NR : B ::= A | {o}, C ::= B | Β¬C | C βŠ“ C | βˆƒs.C | βˆƒs.Self r ::= p | p βˆ’ , s ::= r | s ∩ s | s βˆͺ s | s βˆ– s The semantics of π’œβ„’π’ž Self ℐbπ’ͺ-concepts is defined via interpretations ℐ = (βˆ†β„ , ·ℐ ) composed of a non-empty set βˆ†β„ called the domain of ℐ and an interpretation function ·ℐ mapping indi- vidual names to elements of βˆ†β„ , concept names to subsets of βˆ†β„ , and role names to subsets of 1 It will become clear why we write π’œβ„’π’ž Self ℐbπ’ͺ instead of π’œβ„’π’žπ’ͺℐbSelf later. βˆ†β„ Γ— βˆ†β„ . This mapping is then extended to complex concepts and roles (cf. Table 1). The rank of a concept is the maximal nesting-depth of βˆƒ-restrictions. The π’œβ„’π’ž-concepts are obtained by dropping from the syntax the inversions of roles (ℐ), safe boolean combination of roles (b) (i.e. union, intersection and difference), nominals (π’ͺ) and the Self operator (Self). β„’-concepts for other sublogics β„’ of π’œβ„’π’ž Self ℐbπ’ͺ are defined similarly. We stress here that role union/intersection/difference, the Self operator, role inverse Β·βˆ’ and nominals {Β·} are operators and they do not introduce neither new role names nor new concept names. We will find it convenient to employ expressions of the form π’œβ„’π’žΞ¦ or β„’Ξ¦ with Ξ¦ βŠ† {π’ͺ, ℐ, Self, b} to speak collectively about different expressive sublogics of π’œβ„’π’ž Self ℐbπ’ͺ. Name Syntax Semantics conc. negation Β¬C βˆ†β„ βˆ– Cℐ conc. intersection CβŠ“D Cℐ ∩ Dℐ exist. restriction βˆƒr .C { d | βˆƒe.(d, e) ∈ r ℐ ∧ e ∈ Cℐ } nominal op. {o} {oℐ } inverse role op. pβˆ’ {(d, e) | (e, d) ∈ p ℐ } role boolean op. for βŠ• ∈ {βˆͺ, ∩, βˆ–} s1 βŠ• s2 s1ℐ βŠ• s2ℐ Self op. βˆƒs.Self {d | (d, d) ∈ s ℐ } Table 1: Concepts and roles in π’œβ„’π’ž Self ℐbπ’ͺ. Any triple 𝒱 β‰œ (πœŽπ‘– , πœŽπ‘ , πœŽπ‘Ÿ ) from NI Γ— NC Γ— NR having finite components will be called a vocabulary. We often speak about β„’(𝒱)-concepts i.e. those β„’-concepts that employ only symbols from 𝒱. For a pointed interpretation (ℐ, d) we say that it satisfies a concept C (written: (ℐ, d) |= C) if d ∈ Cℐ . An 𝒱-pointed-interpretation (ℐ, d) is a partial interpretation, where all indv-names outside 𝒱 are left undefined while other other symbols outside 𝒱 are interpreted as βˆ…. 2.2. Preliminaries on Category Theory We assume familiarity with basic concepts such as categories, functors or natural transforma- tions. Let C and D be categories. We write |C| to denote morphisms (arrows) of C and 𝑓 ∈ |C| to indicate that 𝑓 is a morphism in C. Let 𝐺 : C β†’ C be a functor and πœ€ : C β‡’ 1C a natural transformation, with 1C being the identity functor on C. A comonad 𝐺 is a triple (𝐺, πœ€, (Β·)* ), where πœ€ is called the counit of 𝐺 that for each object 𝐴 it gives us an arrow πœ€π΄ : 𝐺𝐴 β†’ 𝐴, while (Β·)* , called the Kleisli coextension of 𝐺, is an operator sending each arrow 𝑓 : 𝐺𝐴 β†’ 𝐡 to 𝑓 * : 𝐺𝐴 β†’ 𝐺𝐡. These has to satisfy, for all 𝑓 : 𝐺𝐴 β†’ 𝐡 and 𝑔 : 𝐺𝐡 β†’ 𝐢, the equations: πœ€*𝐴 = 1𝐺𝐴 , πœ€π΅ ∘ 𝑓 * = 𝑓, (𝑔 ∘ 𝑓 * )* = 𝑔 * ∘ 𝑓 * Furthermore, we define coKleisli category Kl(𝐺), with objects from C and arrows from 𝐴 to 𝐡 given by the arrows in C of the form 𝐺𝐴 β†’ 𝐡, where composition 𝑔 βˆ™ 𝑓 is given by 𝑔 ∘ 𝑓 * . We shall also need the notion of relative comonads [12]. Given a functor 𝐽 : C β†’ D, and a comonad 𝐺 on D, we obtain a relative comonad on C, whose coKleisli category is defined as follows. A morphism from 𝐴 to 𝐡, for objects 𝐴, 𝐡 of C, is a D-arrow 𝐺𝐽𝐴 β†’ 𝐽𝐡. The counit at 𝐴 is πœ€π½π΄ , using the counit of 𝐺 at 𝐽𝐴. Given 𝑓 : 𝐺𝐽𝐴 β†’ 𝐽𝐡, the Kleisli coextension 𝑓 * : 𝐺𝐽𝐴 β†’ 𝐺𝐽𝐡 is the Kleisli coextension of G. Since G is a comonad, these operations satisfy the equations for a comonad in Kleisli form. We write this as (𝐺 ∘ 𝐽)-relative-comonad. 2.3. Bisimulation Games Let 𝒱 be a vocabulary. Following [13], we recap the notion of bisimulation games for π’œβ„’π’ž and its extensions. Call d ∈ βˆ†β„ and e ∈ βˆ†π’₯ to be in 𝒱-harmony 2 if for all concept names C ∈ πœŽπ‘ we have that d ∈ Cℐ iff e ∈ Cπ’₯ . The π’œβ„’π’ž(𝒱)-bisimulation game is played by two players, Spoiler (he) and Duplicator (she), on two pointed interpretations (ℐ, d0 ) and (π’₯ , e0 ). A configuration of a game is a quartet of the form (ℐ, 𝑠; π’₯ , 𝑠′ ), where 𝑠 and 𝑠′ are words from, respectively, βˆ†β„ (πœŽπ‘Ÿ βˆ†β„ )* and βˆ†π’₯ (πœŽπ‘Ÿ βˆ†π’₯ )* . Intuitively, configurations encode not only the current position of the play, but also its full play history. The initial configuration is simply (ℐ, d0 ; π’₯ , e0 ). The 0-th round of the game starts in the initial configuration and we require that d0 and e0 are in 𝒱-harmony. If not, then immediately Spoiler wins. For any configuration (ℐ, 𝑠d; π’₯ , 𝑠′ e) (where the sequences 𝑠, 𝑠′ may be empty) in the game, the following rules apply: (a) In each round, Spoiler picks one of the two interpretations, say ℐ. Then he picks a role name r ∈ πœŽπ‘Ÿ and takes an element dβ€² ∈ βˆ†β„ such that (β™‘): (d, dβ€² ) ∈ r ℐ . If there is no such role name r and an element dβ€² , then Duplicator wins. (b) Duplicator responds in the other interpretation, π’₯ , by picking the same role name r ∈ πœŽπ‘Ÿ as Spoiler did and an element eβ€² ∈ βˆ†β„ in 𝒱-harmony with dβ€² , witnessing (♣): (e, eβ€² ) ∈ r π’₯ . If there is no such role name r or an element eβ€² , Spoiler wins. The game continues from the position (ℐ, 𝑠dr dβ€² ; π’₯ , 𝑠′ er eβ€² ). Duplicator has a winning strategy in the game on (ℐ, d0 ; π’₯ , e0 ) if she can respond to every move of Spoiler so that she either wins the game or can survive πœ” rounds. We define winning strategies in π‘˜-round games analogously. The above game is adjusted to the case of expressive sublogics β„’Ξ¦ of π’œβ„’π’ž Self ℐbπ’ͺ as follows. β€’ If π’ͺ ∈ Ξ¦, then we extend the definition of 𝒱-harmony with a condition β€œfor all o ∈ πœŽπ‘– we have that d = oℐ iff e = oπ’₯ ”. β€’ If Self ∈ Ξ¦, then we extend the definition of 𝒱-harmony with a condition β€œfor all r ∈ πœŽπ‘Ÿ we have that (d, d) ∈ r ℐ iff (e, e) ∈ r π’₯ ”. β€’ If ℐ ∈ Ξ¦, then in Spoiler’s move the condition (β™‘) additionally allows for (dβ€² , d) ∈ r ℐ . Then in the corresponding move of Duplicator, the condition (♣) imposes (eβ€² , e) ∈ r π’₯ . β€’ If b ∈ Ξ¦, then for the element eβ€² we additionally extend (♣) in order to fulfil the equality {r ∈ πœŽπ‘Ÿ | (d, dβ€² ) ∈ r ℐ } = {r ∈ πœŽπ‘Ÿ | (e, eβ€² ) ∈ r π’₯ }. Moreover, in case of ℐ ∈ Ξ¦, then also {r ∈ πœŽπ‘Ÿ | (dβ€² , d) ∈ r ℐ } = {r ∈ πœŽπ‘Ÿ | (eβ€² , e) ∈ r π’₯ } must hold. To simplify reasoning about bisimulation games, we employ the well-known notion of bisimulation, which can be seen as the β€œencoding” of winning strategies of Duplicator. Let β„’Ξ¦ be an expressive sublogic of π’œβ„’π’ž Self ℐbπ’ͺ⋃︀and π‘˜ ∈ N βˆͺ {πœ”}. Following [14], the β„’Ξ¦(𝒱)-π‘˜- bisimulation between ℐ and π’₯ is a set 𝒡 βŠ† π‘˜β„“=0 (βˆ†β„ )π‘˜ Γ— (βˆ†π’₯ )π‘˜ satisfying the following seven conditions for all o ∈ πœŽπ‘– , C ∈ πœŽπ‘ , r ∈ πœŽπ‘Ÿ , d, dβ€² ∈ βˆ†β„ , 𝑠 ∈ (βˆ†β„ )* and e, eβ€² ∈ βˆ†π’₯ , 𝑠′ ∈ (βˆ†π’₯ )* : 2 For π’œβ„’π’ž we do not actually use πœŽπ‘– and πœŽπ‘Ÿ , but they will be useful for other logics. (a) If 𝒡(𝑠d, 𝑠′ e) then d ∈ Cℐ iff e ∈ Cπ’₯ . (b) If 𝒡(𝑠d, 𝑠′ e) and (d, dβ€² ) ∈ r ℐ then there is eβ€² ∈ βˆ†π’₯ s.t. (e, eβ€² ) ∈ r π’₯ and 𝒡(𝑠ddβ€² , 𝑠′ eeβ€² ). (c) If 𝒡(𝑠d, 𝑠′ e) and (e, eβ€² ) ∈ r π’₯ then there is dβ€² ∈ βˆ†π’₯ s.t. (d, dβ€² ) ∈ r ℐ and 𝒡(𝑠ddβ€² , 𝑠′ eeβ€² ). (d) If π’ͺ ∈ Ξ¦, then 𝒡(𝑠d, 𝑠′ e) implies d = oℐ iff e = oπ’₯ . (e) If Self ∈ Ξ¦, then 𝒡(𝑠d, 𝑠′ e) implies (d, d) ∈ r ℐ iff (e, e) ∈ r π’₯ . (f) If ℐ ∈ Ξ¦, then 𝒡(𝑠d, 𝑠′ e) and (dβ€² , d) ∈ r ℐ implies that there is eβ€² ∈ βˆ†π’₯ s.t. (eβ€² , e) ∈ r π’₯ and 𝒡(𝑠ddβ€² , 𝑠′ eeβ€² ). (g) If b ∈ Ξ¦, then if 𝒡(𝑠d, 𝑠′ e) and (d, dβ€² ) ∈ r ℐ implies that there is eβ€² ∈ βˆ†π’₯ satisfying 𝒡(𝑠ddβ€² , 𝑠′ eeβ€² ) and {r ∈ πœŽπ‘Ÿ | (d, dβ€² ) ∈ r ℐ } = {r ∈ πœŽπ‘Ÿ | (e, eβ€² ) ∈ r π’₯ } . If ℐ ∈ Ξ¦, then also {r ∈ πœŽπ‘Ÿ | (dβ€² , d) ∈ r ℐ } = {r ∈ πœŽπ‘Ÿ | (eβ€² , e) ∈ r π’₯ }. β„’Ξ¦(𝒱) We write (ℐ, d) β‰‘π‘˜ (π’₯ , e) iff d and e satisfy the same β„’Ξ¦(𝒱)-concepts of rank at most π‘˜ (as before, here π‘˜ can be also πœ”). The following fact for most of considered logics is either well-known (see [13], in particular Prop. 2.1.3 and related chapters) or can be established by tiny modifications of existing proofs. Fact 2.1. For any π‘˜ ∈ N βˆͺ {πœ”} and a logic β„’Ξ¦ between π’œβ„’π’ž and π’œβ„’π’ž Self ℐbπ’ͺ, t.f.a.e.: β€’ Duplicator has the winning strategy in the π‘˜-round β„’Ξ¦(𝒱)-bisim-game on (ℐ, d; π’₯ , e), β€’ There is an β„’Ξ¦(𝒱)-π‘˜-bisimulation 𝒡 between ℐ and π’₯ such that 𝒡(d, e), β„’Ξ¦(𝒱) β€’ (ℐ, d) β‰‘π‘˜ (π’₯ , e). 3. Reductions Between Games and Logics Herein we establish reductions, based on appropriate model transformations, that will allow us for transferring winning strategies of Duplicator from richer logics to weaker ones, ending up on π’œβ„’π’ž. All of them, except the case of nominals, will be trivial. Such transformation will be essential in Section 5, where we will employ them in the construction of relative comonads. We will denote the game reductions for logic extensions Ξ¦ by fΞ¦ , which has two components fΞ¦ and f*Ξ¦ , that define actions on, respectively, the interpretation and the distinguished element. ℐ We first handle the Self operator. Let πœŽπ‘Self β‰œ πœŽπ‘ βˆͺ {CSelf.r | r ∈ πœŽπ‘Ÿ }. By the self-enrichment of a 𝒱 β‰œ (πœŽπ‘– , πœŽπ‘ , πœŽπ‘Ÿ )-interpretation ℐ we mean the 𝒱 Self β‰œ (πœŽπ‘– , πœŽπ‘Self , πœŽπ‘Ÿ )-interpretation ℐSelf , where the (πœŽπ‘– , πœŽπ‘ , πœŽπ‘Ÿ )-reduct3 of ℐSelf is equal to ℐ, and the interpretation of CSelf.r concepts is defined as (CSelf.r )ℐSelf = (βˆƒr .Self)ℐ . Let fSelf be the described transformation, mapping ℐ to ℐSelf . The following proposition is immediate from the semantics of Self: Proposition 3.1. Let π‘˜ ∈ N βˆͺ {πœ”} and let β„’ be a DL satisfying π’œβ„’π’ž βŠ† β„’ βŠ† π’œβ„’π’žβ„bπ’ͺ. Then Duplicator has a winning strategy in a π‘˜-round β„’Self (𝒱)-bisimulation game on (ℐ, d; π’₯ , e) iff she has a winning strategy in a π‘˜-round β„’(𝒱)-bisimulation game on (fSelf (ℐ), d; fSelf (π’₯ ), e). 3 i.e. the interpretation obtained from ℐSelf by omitting the interpretation of symbols outside πœŽπ‘– βˆͺ πœŽπ‘ βˆͺ πœŽπ‘Ÿ . Proof. Employ Fact 2.1 after observing that due to the choice of πœŽπ‘Self the β„’Self (𝒱)-π‘˜-bisimulation between ℐ and π’₯ is a β„’(𝒱 Self )-π‘˜-bisimulation between fSelf (ℐ) and fSelf (π’₯ ) and vice-versa. Our next goal is to incorporate inverses of roles. Let πœŽπ‘Ÿβ„ β‰œ πœŽπ‘Ÿ βˆͺ {rinv | r ∈ πœŽπ‘Ÿ } By the inverse- enrichment of a 𝒱 β‰œ (πœŽπ‘– , πœŽπ‘ , πœŽπ‘Ÿ )-interpretation ℐ we mean the 𝒱 ℐ β‰œ (πœŽπ‘– , πœŽπ‘ , πœŽπ‘Ÿβ„ )-interpretation ℐℐ , where the (πœŽπ‘– , πœŽπ‘ , βˆ…)-reducts of ℐ and ℐℐ are equal, and the interpretations of role names rinv are defined as (rinv )ℐℐ = (r βˆ’ )ℐ . Let fℐ be the described transformation, mapping ℐ to ℐℐ . The following follows analogously to Proposition 3.1: Proposition 3.2. Let π‘˜ ∈ N βˆͺ {πœ”} and let β„’ be a DL satisfying π’œβ„’π’ž βŠ† β„’ βŠ† π’œβ„’π’žπ’ͺb. Then Duplicator has a winning strategy in a π‘˜-round ℒℐ(𝒱)-bisimulation game on (ℐ, d; π’₯ , e) iff she has a winning strategy in a π‘˜-round β„’(𝒱 ℐ )-bisimulation game on (fℐ (ℐ), d; fℐ (π’₯ ), e). We focus next on safe boolean combination of roles. Given a finite πœŽπ‘Ÿ βŠ† NR , let πœŽπ‘Ÿb be composed of role names having the form r𝑆 , where 𝑆 is any non empty subset of πœŽπ‘Ÿ . By the b- enrichment of a 𝒱 β‰œ (πœŽπ‘– , πœŽπ‘ , πœŽπ‘Ÿ )-interpretation ℐ we mean the 𝒱 b β‰œ (πœŽπ‘– , πœŽπ‘ , πœŽπ‘Ÿb )-interpretation ℐb , where the (πœŽπ‘– , πœŽπ‘ , βˆ…)-reducts of ℐ and ℐb are equal and the interpretation of role names r𝑆 ∈ πœŽπ‘Ÿb is defined as {(d, e) | {r ∈ πœŽπ‘Ÿ | (d, e) ∈ r ℐ } = 𝑆}. Let fb be the described transformation, mapping ℐ to ℐb . Once more, the following proposition is straightforward: Proposition 3.3. Let π‘˜ ∈ N βˆͺ {πœ”} and let β„’ be a DL satisfying π’œβ„’π’ž βŠ† β„’ βŠ† π’œβ„’π’žπ’ͺ. Then Duplicator has a winning strategy in a π‘˜-round β„’b(𝒱)-bisimulation-game on (ℐ, d; π’₯ , e) iff she has a winning strategy in a π‘˜-round β„’(𝒱 b )-bisimulation-game on (fb (ℐ), d; fb (π’₯ ), e). Finally, we proceed with the case of nominals. In this case we need to be extra careful, as the comonads introduces in the next section will act as unravelling on interpretations, and we do not want to create multiple copies of a nominal. Recall that the Gaifman graph Gℐ = (𝑉ℐ , 𝐸ℐ ) of an interpretation ℐ is a simple undirected graph whose nodes are domain elements from βˆ†β„ and an edge exist between two nodes when there is a role that connects them in ℐ. Let πœŽπ‘π’ͺ β‰œ πœŽπ‘ βˆͺ {Co,r | o ∈ πœŽπ‘– , r ∈ πœŽπ‘Ÿ } and πœŽπ‘Ÿπ’ͺ β‰œ πœŽπ‘Ÿ βˆͺ {ro | o ∈ πœŽπ‘– }. By the nominal-enrichment of a 𝒱 β‰œ (πœŽπ‘– , πœŽπ‘ , πœŽπ‘Ÿ )-interpretation ℐ we mean the 𝒱 π’ͺ β‰œ (πœŽπ‘– , πœŽπ‘π’ͺ , πœŽπ‘Ÿπ’ͺ )- interpretation ℐπ’ͺ defined in the following steps: β€’ First, we get rid of unreachable elements from ℐ. More precisely, let π’₯ to be the substruc- ture of ℐ restricted to the set of all elements reachable in (finitely-many steps) from d in Gℐ . W.l.o.g., assume that all oℐ for o ∈ πœŽπ‘– are reachable. β€’ For every o ∈ πœŽπ‘– and every d ∈ βˆ†β„ for which there is an r -connection between d and oℐ , we insert a β€œtrampoline” element labelled by the unique concept name Co,r and we r -connect it with d. Trampoline elements are used to bookkeep information about connections between elements and named elements. Let π’₯ be the resulting interpretation. β€’ We next divide π’₯ into components. Let π’₯d and π’₯o for o ∈ πœŽπ‘– be induced subinter- pretations of π’₯ obtained by removing all elements {oℐ | o ∈ πœŽπ‘– } from π’₯ except the element mentioned in the subscript (that serve the role of distinguished elements of the components). Take π’₯ β€² to be the disjoint sum of the components. β€’ Finally, we will link components. For all o ∈ πœŽπ‘– , take disto be the length of the short- β€² est path from d to oℐ in Gℐ . We will connect d to oπ’₯ by a dummy path of length β€² precisely disto . Thus, we introduce dummy elements do1 , . . . , dodisto βˆ’1 to βˆ†π’₯ and em- ploy the fresh role name ro , whose interpretation will contains precisely the pairs β€² (d, do1 ), (do1 , do2 ), . . . , (dodisto βˆ’1 , oπ’₯ ). The resulting interpretation is the desired ℐπ’ͺ . Let fπ’ͺ be the described transformation, mapping ℐ to ℐπ’ͺ . In Appendix we show that Lemma 3.4. Let π‘˜ ∈ N βˆͺ {πœ”}. Duplicator has a winning strategy in a π‘˜-round π’œβ„’π’žπ’ͺ(𝒱)- bisimulation game on (ℐ, d) and (π’₯ , e) iff she has a winning strategy in a π‘˜-round π’œβ„’π’ž(𝒱 π’ͺ )- bisimulation game on (fπ’ͺ (ℐ), d) and (fπ’ͺ (π’₯ ), e). We wrap up the above reductions, with a goal that the winning strategy of Duplicator in an β„’Ξ¦-bisimulation game is equivalent to the winning strategy in a certain π’œβ„’π’ž-bisimulation game. Note that the order of applications of reduction matters, e.g. we should apply first the fℐ reduction, and only then fb ; otherwise we will not get all possible combinations of roles with inverse. Hence, we first proceed with fSelf reduction, then with fℐ , with fb and finally with fπ’ͺ . Let fΞ¦ be a composition of reductions for extensions Ξ¦ ∈ {Self, ℐ, b, π’ͺ} in the above order. Theorem 3.5. Let π‘˜ ∈ N βˆͺ {πœ”} and β„’Ξ¦ satisfy π’œβ„’π’ž βŠ† β„’Ξ¦ βŠ† π’œβ„’π’ž Self ℐbπ’ͺ. Then Duplicator has a winning strategy in a π‘˜-round β„’Ξ¦(𝒱)-bisimulation game on (ℐ, d) and (π’₯ , e) iff she has a winning strategy in a π‘˜-round β„’(𝒱 Ξ¦ )-bisimulation game on (fΞ¦ (ℐ), d) and (fΞ¦ (π’₯ ), e). Proof. The key idea here is grounded on the composition of the reduction functions. Given Ξ¦, we simply apply consecutively Propositions 3.1–3.3 and Lemma 3.4. 4. Game Comonads Having defined a family of game reductions, we are going to start employing basic category theory primitives to define denotational semantics for bisimulation games. In this section, we focus on vanilla π’œβ„’π’ž. Since π’œβ„’π’ž is a notational variant of the multi-modal logic, it suffices to translate the work done in [2] to the description logic setting. Subsequently, we prove that such definition of a β€œgeneralised game” coincides with our definition of π’œβ„’π’ž(𝒱)-bisimulation game defined in Section 2.3. In what follows, we shall work in the category of pointed inter- pretations β„›* (𝒱) over a vocabulary 𝒱, where objects (ℐ, 𝑑) are 𝒱-pointed-interpretations, and morphisms β„Ž : (ℐ, 𝑑) β†’ (π’₯ , 𝑒) are homomorphisms between interpretations that preserve the distinguished element. With DLΞ¦ π‘˜ , we will denote the corresponding game comonad, where π‘˜ is the depth parameter and Ξ¦ βŠ† {Self, ℐ, b, π’ͺ} parametrizes the set of language extensions. We {ℐ,π’ͺ} {} will be a bit careless and write DLℐπ’ͺπ‘˜ in place of DLπ‘˜ , or likewise, DLπ‘˜ to denote DLπ‘˜ . 4.1. Comonad for π’œβ„’π’ž We start with introducing the comonad for π’œβ„’π’ž, which will be the base for our further comonads. Definition 4.1 (π’œβ„’π’ž-comonad). For every π‘˜ β‰₯ 0, we define a comonad DLπ‘˜ on β„›* (βˆ…, πœŽπ‘ , πœŽπ‘Ÿ ),4 where DLπ‘˜ unravels (ℐ, d) from d, up to depth π‘˜. 5 More precisely: 4 Notice βˆ… in place of πœŽπ‘– . This is because π’œβ„’π’ž-concepts cannot speak about individual names. 5 For the notion of unravelling consult e.g. [11, Definition 3.21]. β€’ The domain of DLπ‘˜ (ℐ, 𝑑) is composed of sequences [π‘Ž0 , r0 , π‘Ž1 , r2 , . . .] ∈ βˆ†β„ (πœŽπ‘Ÿ βˆ†β„ )* , where we additionally require that (π‘Žπ‘– , π‘Žπ‘–+1 ) ∈ r𝑖ℐ and π‘Ž0 = d. The singleton sequence [d] serves as the distinguished element of DLπ‘˜ (ℐ, 𝑑). β€’ The functorial action on morphisms for DLπ‘˜ satisfies: DLπ‘˜ (β„Ž : (ℐ, 𝑑) β†’ (π’₯ , 𝑒)) : DLπ‘˜ (ℐ, 𝑑) β†’ DLπ‘˜ (π’₯ , 𝑒) (DLπ‘˜ β„Ž)[π‘Ž0 , 𝛼1 , π‘Ž1 , ..., 𝛼𝑗 , π‘Žπ‘— ] = [β„Ž π‘Ž0 , 𝛼1 , β„Ž π‘Ž1 , ..., 𝛼𝑗 , β„Ž π‘Žπ‘— ] β€’ The map πœ€β„ : DLπ‘˜ (ℐ, 𝑑) β†’ (ℐ, 𝑑) sends a sequence to its last element. β€’ Concept names C ∈ πœŽπ‘ are interpreted such that 𝑠 ∈ CDLπ‘˜ (ℐ,𝑑) iff πœ€β„ 𝑠 ∈ Cℐ . β€’ For role names r ∈ πœŽπ‘Ÿ , we put (𝑠, 𝑑) ∈ r DLπ‘˜ (ℐ,𝑑) iff there is 𝑑′ ∈ βˆ†β„ so that 𝑑 = 𝑠[r , 𝑑′ ]. β€’ For a morphism β„Ž : DLπ‘˜ (ℐ, 𝑑) β†’ (π’₯ , 𝑒), we define Kleisli coextension β„Ž* : DLπ‘˜ (ℐ, 𝑑) β†’ DLπ‘˜ (π’₯ , 𝑒) recursively by β„Ž* [𝑑] = [𝑒] and β„Ž* (𝑠[𝛼, 𝑑′ ]) = β„Ž* (𝑠)[𝛼, β„Ž(𝑠[𝛼, 𝑑′ ])]). Proposition 4.2. The triple (DLπ‘˜ , πœ€, (Β·)* ) is a comonad in Kleisli form on β„›* (βˆ…, πœŽπ‘ , πœŽπ‘Ÿ ). Having the π’œβ„’π’ž-comonad defined, as the next step we introduce sufficient categorical background required to define bisimulation games in an abstract-enough way. This may be a bit heavy for readers not familiar enough with category theory. 4.2. Tree-like Structures, Paths and Embeddings A covering relation β‰Ί for a partial order ≀ is a relation satisfying π‘₯ β‰Ί 𝑦 β‰œ π‘₯ ≀ 𝑦 ∧ π‘₯ ΜΈ= 𝑦 ∧ (βˆ€π‘§.π‘₯ ≀ 𝑧 ≀ 𝑦 =β‡’ 𝑧 = π‘₯ ∨ 𝑧 = 𝑦). This is employed to define tree-like structures below, that will intuitively serve as the description of bisimulation game strategies. Definition 4.3. A ordered interpretation (ℐ, 𝑑, ≀) is a pointed interpretation (ℐ, d) equipped with a partial order on βˆ†β„ such that ↑ (𝑑) β‰œ {𝑑′ ∈ βˆ†β„ | 𝑑 ≀ 𝑑′ } is a tree order that satisfies the following condition (D) for π‘₯, 𝑦 ∈ ↑ (𝑑), we have π‘₯ β‰Ί 𝑦 iff (π‘₯, 𝑦) ∈ r ℐ for some r ∈ πœŽπ‘Ÿ . Morphisms between ordered interpretations preserve the covering relation. We put ℛ𝐷 *π‘˜ (𝒱) to be the category of ordered interpretation as objects with π‘˜ bounding the height of the underlying tree. We next define different kinds of embeddings, essential to characterize plays. Definition 4.4. A morphism in ℛ𝐷 *π‘˜ (𝒱) is an embedding if it is an injective strong homomor- phism. We write 𝑒 : ℐ ↣ π’₯ to mean that 𝑒 is an embedding. Now, we define a subcategory Paths of β„›* (𝒱) whose objects have tree orders that are linear, so they comprise a single branch. We say that 𝑒 : 𝑃 ↣ ℐ is a path embedding if 𝑃 is a path. A morphism 𝑓 : ℐ β†’ π’₯ ∈ |ℛ𝐷 *π‘˜ (𝒱)| is a pathwise embedding if for any path embedding 𝑒 : 𝑃 ↣ ℐ, 𝑓 ∘ 𝑒 is a path embedding. Let βŠ‘ being be the lexicographical order on sequences from βˆ†β„ . From the construction of *π‘˜ (𝒱), we can extract a free functor, for which construction is justified in the Appendix: ℛ𝐷 Lemma 4.5. There exists a canonical functor πΉπ‘˜ ℐ = (DLπ‘˜ (ℐ, 𝑑), βŠ‘). 4.3. A Categorical View on Games Given sufficient background, we can move on to the main result, namely, to the characterisation of β‰‘π’œβ„’π’ž π‘˜ in the language of category-theory. We start with defining what does it mean for a morphism in 𝑓 : ℐ β†’ π’₯ ∈ |ℛ𝐷 *π‘˜ (𝒱)| to be open. This holds if, whenever we have a commutative square (LHS) then there is an embedding 𝑄 ↣ ℐ such that the diagram on the RHS commutes. 𝑃 𝑄 𝑃 𝑄 ℐ 𝑓 π’₯ ℐ 𝑓 π’₯ Finally, we can define back-and-forth equivalence (ℐ, 𝑑) ↔DL π‘˜ (π’₯ , 𝑒) between objects in β„›* (𝒱), intuitively corresponding to conditions (b) and (c) from the definition of a bisimulation. This holds if there is an object 𝑅 in ℛ𝐷 *π‘˜ (𝒱) and a span of open pathwise embeddings such that: 𝑅 πΉπ‘˜ (ℐ, 𝑑) πΉπ‘˜ (π’₯ , 𝑒) We shall now define a back-and-forth game π’’π‘˜Ξ¦ (ℐ, 𝑑; π’₯ , 𝑒) played between the interpretations (ℐ, 𝑑) and (π’₯ , 𝑒). Positions of the game are pairs (𝑠, 𝑑) ∈ DLΞ¦π‘˜ (ℐ, 𝑑) Γ— DLπ‘˜ (π’₯ , 𝑒). We define a Ξ¦ relation π‘Š (ℐ, 𝑑; π’₯ , 𝑒) βŠ† DLπ‘˜ (ℐ, 𝑑) Γ— DLπ‘˜ (π’₯ , 𝑒) as follows. A pair (𝑠, 𝑑) is in π‘Š (ℐ, 𝑑; π’₯ , 𝑒) Ξ¦ Ξ¦ iff for some path 𝑃 , path embeddings 𝑒1 : 𝑃 ↣ ℐ and 𝑒2 : 𝑃 ↣ π’₯ , and 𝑝 ∈ 𝑃 , 𝑠 = 𝑒1 𝑝 and 𝑑 = 𝑒2 𝑝. The intention is that π‘Š (ℐ, 𝑑; π’₯ , 𝑒) picks out the winning positions for Duplicator. At the start of each round of the game, the position is specified by (𝑠, 𝑑) ∈ DLΞ¦ Ξ¦ π‘˜ (ℐ, 𝑑) Γ— DLπ‘˜ (π’₯ , 𝑒). The initial position is ([𝑑], [𝑒]). The round proceeds as follows. Spoiler either chooses 𝑠′ ≻ 𝑠, and Duplicator must respond with 𝑑′ ≻ 𝑑, producing the new position (𝑠′ , 𝑑′ ); or Spoiler chooses 𝑑′′ ≻ 𝑑, and Duplicator must respond with 𝑠′′ ≻ 𝑠, producing the new position (𝑠′′ , 𝑑′′ ). Duplicator wins the round if she is able to respond, and the new position is in π‘Š (ℐ, 𝑑; π’₯ , 𝑒). We follow the same notation convention as for DLΞ¦ π‘˜ with respect to extensions Ξ¦ of game π’’π‘˜ . Ξ¦ The following theorem follows from [2, Theorem 10.1]. Theorem 4.6. Duplicator has a winning strategy in π’’π‘˜ (ℐ, 𝑑; π’₯ , 𝑒) iff (ℐ, 𝑑) ↔DL π‘˜ (π’₯ , 𝑒). The above theorem with aforementioned definitions were just slight variations of theorems and notions presented in [2]. We have accommodated them to the description logic setting and now we will glue them together with our definition of the bisimulation game from Section 2.3. Theorem 4.7. Given interpretations (ℐ, 𝑑) and (π’₯ , 𝑒), the π’’π‘˜ (ℐ, 𝑑; π’₯ , 𝑒) game for the DLπ‘˜ comonad is equivalent to the π‘˜-round π’œβ„’π’ž(𝒱)-bisimulation game between (ℐ, 𝑑) and (π’₯ , 𝑒). Proof. First note that configurations and the moves are structurally the same in both games. Hence, by induction over π‘˜ it suffices to show that the winning conditions coincide. Base. Let π‘˜ = 0 and suppose ([𝑑], [𝑒]) ∈ π‘Š (ℐ, 𝑑; π’₯ , 𝑒). That holds iff there are path embeddings 𝑒1 : 𝑃 ↣ ℐ, 𝑒2 : 𝑃 ↣ π’₯ and 𝑝 ∈ 𝑃 such that 𝑒1 𝑝 = [𝑑] and 𝑒2 𝑝 = [𝑒]. By strong homomorphism property, 𝑑 is in 𝒱-harmony with 𝑝, which in turn is in 𝒱-harmony with 𝑑, which by transitivity of 𝒱-harmony concludes this case. Step. Assume that the proposition holds for all 𝑖 ≀ π‘˜. We need to show that the winning conditions coincide for games of length π‘˜ + 1. Suppose 𝑠 = 𝑠′ [𝛼𝑠 , 𝑑′ ], 𝑑 = 𝑑′ [𝛼𝑑 , 𝑒′ ] and (𝑠, 𝑑) ∈ π‘Š (ℐ, 𝑑; π’₯ , 𝑒). That holds iff there are path embeddings 𝑒1 : 𝑃 ↣ ℐ, 𝑒2 : 𝑃 ↣ π’₯ and 𝑝 ∈ 𝑃 such that 𝑒1 𝑝 = 𝑠 and 𝑒2 𝑝 = 𝑑. By definition of π‘Š (ℐ, 𝑑; π’₯ , 𝑒) relation, we get that (𝑠′ , 𝑑′ ) ∈ π‘Š (ℐ, 𝑑; π’₯ , 𝑒) and hence, by induction hypothesis, 𝑠, 𝑑 are a valid winning configuration in π’œβ„’π’ž game. It remains to show that [𝛼𝑠 , 𝑑′ ] and [𝛼𝑑 , 𝑒′ ] are valid moves leading to winning positions. From 𝑒1 𝑝 = 𝑠 and 𝑒2 𝑝 = 𝑑 we immediately get that 𝛼𝑠 = 𝛼𝑑 and since 𝑒1 , 𝑒2 are embeddings we have that 𝑑′ is in 𝒱-harmony with 𝑝 which in turn is in 𝒱-harmony with 𝑒′ , hence by transitivity of 𝒱-harmony, we are done. By applying Theorem 4.6, Theorem 4.7 and Fact 2.1, we derive our first result on comonadic semantics for description logic games, namely: Theorem 4.8. We have that (ℐ, 𝑑) β‰‘π’œβ„’π’ž π‘˜ (π’₯ , 𝑒) if and only if (ℐ, 𝑑) ↔DL π‘˜ (π’₯ , 𝑒). 5. Comonads for Extensions of π’œβ„’π’ž We can now proceed with definitions of game comonads for extensions of π’œβ„’π’ž. The approach that we undertook relies on an observation that we had based on how 𝐼- morphisms were incorporated in [2]. In our case, relative comonads serve as a tool to start within the base category where our objects live, and then to enrich the interpretations encoding the additional capabilities available in bisimulation games for richer logics. We do this via the already-presented reductions from Section 3, followed by the notion of unravelling using DLπ‘˜ defined in Section 4, all established in a generalised framework using relative comonads. Definition 5.1. A vocabulary-map 𝛿 is triple (𝛿𝑖 , 𝛿𝑐 , π›Ώπ‘Ÿ ) : NI Γ— NC Γ— NR β†’ NI Γ— NC Γ— NR that maps the vocabulary (πœŽπ‘– , πœŽπ‘ , πœŽπ‘Ÿ ) β†¦βˆ’β†’ (𝛿𝑖 (πœŽπ‘– ), 𝛿𝑐 (πœŽπ‘ ), π›Ώπ‘Ÿ (πœŽπ‘Ÿ )). Proposition 5.2. Let 𝛿 be a vocabulary map and f a game reduction. A (f, 𝛿)-reduction-functor is a full and faithful [9, Def 7.1] functor 𝐽 : β„›* (𝒱) β†’ β„›* (𝛿 𝒱) acting (ℐ, 𝑑) β†¦βˆ’β†’ (fℐ ℐ, f* 𝑑). While Proposition 5.2 is stated in a very general setting, we strictly only consider the reduc- tions from Section 3. Knowing that, 𝐽 is clearly a functor. The full and faithful property comes from the bidirectional nature of our reduction games, i.e. reductions are defined in a reversible way and as such the reduction-functor encodes a full subcategory. Thus, we obtain a family of (fπœƒ , π›Ώπœƒ )-reduction-functors, where πœƒ ∈ {Self, ℐ, b, π’ͺ} are considered logic extensions. Definition 5.3. Let 𝛿, 𝛿 β€² be a vocabulary-maps. We say that a functor 𝐹 : β„›* (𝒱) β†’ β„›* (𝛿 𝒱) is invariant over vocabulary-maps iff for any 𝛿 β€² it can be lifted to 𝐹 : β„›* (𝛿 β€² 𝒱) β†’ β„›* (𝛿 (𝛿 β€² 𝒱)) What want to capture by this that such a functor acting on β„›* (𝒱) category is natural in 𝒱, i.e. does not depend on the contents of the concepts or roles. It is easy to see the following fact: Observation 5.4. DLπ‘˜ and (fπœƒ , π›Ώπœƒ )-reduction-functors are invariant over vocabulary-maps. In order to obtain richer semantics, we shall leverage the functor composition, following the same order as defined for the game reductions in Section 3: 𝐽Self 𝐽ℐ 𝐽b 𝐽π’ͺ β„›* (𝒱) β„›* (𝒱 Self ) β„›* (𝒱 Selfℐ ) β„›* (𝒱 Selfℐb ) β„›* (𝒱 Selfℐbπ’ͺ ) In Appendix we show that: Lemma 5.5. Reduction-functors are closed under composition. 5.1. Comonadic Semantics for Extensions of π’œβ„’π’ž Having defined appropriate notions and tools, we now present the way to obtain game semantics for an arbitrary sublogic π’œβ„’π’ž βŠ† β„’Ξ¦ βŠ† π’œβ„’π’ž Self ℐbπ’ͺ by the use of relative comonads. Let 𝐽Φ β‰œ iπœƒβˆˆΞ¦ π½πœƒ be a family of functors indexed by Ξ¦ where π½πœƒ are (fπœƒ , π›Ώπœƒ )-reduction- functors and the operator iiterates over the extensions and composes the functors together in (Self, ℐ, b, π’ͺ) order. It follows from Lemma 5.5 that 𝐽Φ functors are also reduction-functors. Proposition 5.6 (π’œβ„’π’žΞ¦-comonad). The game comonad DLΞ¦ π‘˜ is a (DLπ‘˜ ∘𝐽Φ )-relative-comonad. Proof. We know that 𝐽Φ is a functor. From Proposition 4.2 and Observation 5.4 we get that DLπ‘˜ is a comonad on the codomain of 𝐽Φ . Hence, by definition, DLΞ¦ π‘˜ is a relative comonad. With that, we arrive at the concluding lemma which shall guide us to the final result. Lemma 5.7. Let π‘˜ ∈ N βˆͺ {πœ”} and let Ξ¦ βŠ† {Self, ℐ, b, π’ͺ}. Given pointed interpretations (ℐ, 𝑑) and (π’₯ , 𝑒), the π’’π‘˜Ξ¦ (ℐ, 𝑑; π’₯ , 𝑒) game for the DLΞ¦ π‘˜ relative comonad is equivalent to the π‘˜-round π’œβ„’π’žΞ¦(𝒱)-bisimulation game played on (ℐ, 𝑑) and (π’₯ , 𝑒). Proof. By Theorem 3.5, it suffices to show that π’’π‘˜Ξ¦ (ℐ, 𝑑; π’₯ , 𝑒) is equivalent to π’œβ„’π’ž(𝒱 Ξ¦ )- bisimulation game between (fℐΦ ℐ, f*Ξ¦ 𝑑) and (fℐΦ π’₯ , f*Ξ¦ 𝑒). Recall that the positions in the π’’π‘˜Ξ¦ (ℐ, 𝑑; π’₯ , 𝑒) are pairs (𝑠, 𝑑) ∈ DLΞ¦ π‘˜ (ℐ, 𝑑) Γ— DLπ‘˜ (π’₯ , 𝑒). By unfolding the definition of DLπ‘˜ , Ξ¦ Ξ¦ we get that it corresponds to a product of unravelings (fΞ¦ ℐ, 𝑑) Γ— (fΞ¦ π’₯ , 𝑒). Hence, 𝑠 and 𝑑 are sequences of the form [π‘Ž0 , 𝛼1 , π‘Ž1 , ..., 𝛼𝑗 , π‘Žπ‘— ], where 𝛼𝑖 ∈ πœŽπ‘ŸΞ¦ and π‘Žπ‘– ∈ βˆ†β„ ∨ π‘Žπ‘– ∈ βˆ†π’₯ for 1 ≀ 𝑖 ≀ 𝑗. An attentive reader can already notice that it is the same as positions in the π’œβ„’π’ž(𝒱)-bisimulation game by definition in Section 2.3. What remains to be shown is that the winning conditions coincide. Note that after applying Theorem 3.5 we are playing the π’œβ„’π’ž-bisimulation game, and thus the same inductive reasoning applies as in Theorem 4.7. We have finally arrived at the hearth of our result. This is summarised by the following theorem, which is an immediate corollary from Fact 2.1, Lemma 5.7 and Theorem 4.6. Theorem 5.8. For any π‘˜ ∈ N βˆͺ {πœ”} and a logic β„’Ξ¦ between π’œβ„’π’ž and π’œβ„’π’ž Self ℐbπ’ͺ, t.f.a.e.: β€’ Duplicator has the winning strategy in the π‘˜-round β„’Ξ¦(𝒱)-bisim-game on (ℐ, d; π’₯ , e), β€’ There is an β„’Ξ¦(𝒱)-π‘˜-bisimulation 𝒡 between ℐ and π’₯ such that 𝒡(d, e), β„’Ξ¦(𝒱) β€’ (ℐ, d) β‰‘π‘˜ (π’₯ , e), Ξ¦ β€’ (ℐ, 𝑑) ↔DL π‘˜ (π’₯ , 𝑒). 6. Conclusions This paper provides yet another view on bisimulation games used in the description logic setting, via the lenses of comonadic semantics, as well as another nail for the comonads hammer developed in recent years. There are several directions for future work. One of them involves the analysis of other known DL extensions, e.g. the number restrictions or the universal role, where we believe that our approach can be useful. Another research direction is to investigate combinatorial properties arising from comonads [15, 2, 16], e.g. the coalgebra numbers, or deep dive into transcribing known theorems using the developed comonadic structure, as in [5, 6]. Acknowledgements Results from this paper will be included in the master thesis of M. UrbaΕ„czyk, written under an informal supervision of B. Bednarczyk. B. Bednarczyk was supported by the ERC Grant No. 771779, while M. 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