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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Games, Queries, and Argumentation Frameworks: Time for a Family Reunion!</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Bertram Ludäscher</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Shawn Bowers</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yilin Xia</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computer Science, Gonzaga University</institution>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>School of Information Sciences, University of Illinois</institution>
          ,
          <addr-line>Urbana-Champaign</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Combinatorial game theory in the form of two-player games has played an important historical role in formal argumentation, logic programming, nonmonotonic reasoning, database query languages, and more recently in data provenance. While such game-based approaches played an integral role early on in formal argumentation, in the study of expressiveness of query languages, and in the quest to ifnd well-behaved semantics for logic programs with recursion through negation, these areas seem to have largely separated from their historical connections, following their own, separate paths with distinct concepts, terminologies, and research results. We touch upon this history and highlight how the use of a single, unstratified logic rule continues to underly many of the approaches developed today within these diferent communities. We argue that a fruitful line of research exists by reconnecting the communities, in a kind of “family reunion”, where results from one community may be transferable to the other (mutatis mutandis), leading to new insights in the neighboring fields. We describe some initial correspondences and connections and invite the community to join our exploration of additional ones.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Argumentation frameworks</kwd>
        <kwd>game theory</kwd>
        <kwd>database theory</kwd>
        <kwd>graph kernels</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>defeated( ) ←
accepted( ) ← ¬
attacks(,  ), accepted( ).</p>
      <p>defeated( ).</p>
      <p>
        (AF2)
The first rule states that an argument  is defeated in an argumentation framework if there
exists an argument  that attacks  and is accepted. The second rule states that an argument is
accepted if it is not defeated. Dung’s work spawned a large body of research, including families
of models, semantics, tools, and applications of abstract and structured argumentation [
        <xref ref-type="bibr" rid="ref2 ref3 ref4">2, 3, 4</xref>
        ].
      </p>
      <p>Note that the body of the second rule in AF2 can be placed directly inside the first rule,
resulting in a single-rule APU that can be used to compute the defeated arguments (and thus,
through complementation, also the accepted arguments):
attacks(, ), ¬ defeated( ).
(AF)
Now compare the single-rule program AF with the following single-rule program WM:
move(,  ), ¬ win( ).</p>
      <p>We can view WM as a game processing unit (GPU) that specifies the solutions of a two-player
game: A position  in the game is winning (short: a win) if there exists a move to a position 
such that the new position  is lost for the opponent.1 In particular, this means that a position
 is lost, if there are no more outgoing moves left to play.2</p>
      <p>
        Both logic rules can be seen as close relatives, even “identical twins”, because they can be
understood as syntactic variants of each other, i.e., one can obtain one rule from the other via a
straightforward renaming of relation symbols. For a database theoretician this means that both
rules specify the same query (i.e., the same input-output mapping) up to renaming, as long as
the same semantics is applied (e.g., the three-valued well-founded model semantics [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]).
Going Separate Ways. Over the years, both logic rules and the argumentation-theoretic
and game-theoretic frameworks they represent have received considerable attention from their
respective communities. Somewhat surprisingly, however, there seems to be little or no work
that discusses these rules together and spans across the diferent communities.
      </p>
      <p>
        Consider, e.g., the second rule (WM): It has played a key role in the logic programming,
nonmonotonic reasoning, and database communities in their quest to find the “right” semantics
for unstratified rules with recursion through negation. Recall that a stratified logic program 
can use both recursion and negation, but only in a “layered” manner, i.e., where the rule-goal
graph of  must not contain negative cycles [6]. For unstratified programs such as AF and
WM, two declarative semantics emerged as the most popular in the 1990s: The more expressive
stable-model semantics [7] (used in answer set programming) and the more skeptical well-founded
semantics [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. For the latter, the win-move rule WM has been the poster-child example because
its unique three-valued model assigns True, False, and Undefined to win() if a position  in the
given game graph is won, lost, or drawn, respectively. In other words, WM solves games and
thus indeed is a GPU (game processing unit) when evaluated under the well-founded semantics.
      </p>
      <p>Similarly, the twin rule AF is an APU that solves argumentation frameworks: Its
wellfounded model yields the grounded extension (or grounded labeling) [8, 9] where an argument 
is defeated, accepted, or undecided if defeated() is True, False, and Undefined , respectively.</p>
      <p>
        Although close connections between formal argumentation on the one hand, and logic
programming, database theory, and game-theory on the other have been known for a long
1In draw-free games the complement of winning is losing; otherwise the complement of winning is losing or drawing.
2For example, a checkmate position in chess!
time [
        <xref ref-type="bibr" rid="ref1 ref2">1, 9, 10, 2</xref>
        ], the overlap and cross-fertilization between them appears to be smaller than
one might expect. In particular, we could not find works that discuss AF and WM together,
despite (or maybe because of) the fact that these rules can be viewed as syntactic variants of
the same underlying query.
      </p>
      <p>In database theory, the win-move query expressed by WM has also been used to study the
expressive power of query languages [11, 12] and to develop a unified provenance model that can
explain the presence and absence of query answers [13, 14]. The game-theoretic notions and
concepts developed in these and other database and game-theory papers [15, 16] seem to carry
over to argumentation theory and may lead to new insights and results in formal argumentation.
Conversely, related notions studied in argumentation theory may carry over to database theory
and applications thereof.</p>
      <p>Contributions and Game Plan. The purpose of this paper is to foster a “family reunion” of
sorts with the goal of developing new insights and findings through cross-fertilization, i.e., by
transferring concepts, ideas, and results between communities. Our game plan is as follows:
• In Section 2 we recall some standard definitions of argumentation frameworks and
introduce basics notions from two-player games, i.e., the win-move game defined by WM.
• We kick of the family reunion in Section 3 by describing the nature of the correspondence
between the two rules AF and WM and their associated semantics: We show how the
grounded extension of an argumentation framework AF corresponds to the well-founded
model of an associated win-move game, the Defeatist’s Game DG. In that game, the attack
edges of AF are reversed and interpreted as defeated_by moves in DG. We illustrate this
correspondence with a running example.
• We then introduce another “lost sibling” of the family, i.e., a rule ker that can be used to
compute the graph kernels of the move-relation. This gives rise to another correspondence,
this time between the stable extensions of AF (which coincide with the stable models of
AF) and the graph kernels of DG, which one obtains from the stable models of ker.
• The correspondence to graph kernels allows us to transfer an important Decomposition
Theorem [15] from game-theory to argumentation frameworks. It turns out that the
well-founded model of WM yields this decomposition—and thus further insights into an
argumentation framework AF—“for free”.
• In Section 4 we introduce query evaluation games, which are a means to reduce query
evaluation in databases to solving games. We also briefly compare this to related notions
in argumentation, e.g., assumption-based argumentation.
• Finally, in Section 5 we discuss how game-based notions of data provenance [13] lend
themselves to reinterpretation in argumentation frameworks and thus to new insights
and applications in AF. In particular the provenance structure of a solved game graph
consists of diferent move types, i.e., winning moves, delaying moves, and bad moves. This
edge structure seems to be unexplored in argumentation frameworks so far and thus
constitutes another example of cross-fertilization between the diferent communities.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Preliminaries</title>
      <p>
        This section provides the basic graph-theoretic definitions and results of abstract argumentation
frameworks and win-move games. The definitions are based on those given in [
        <xref ref-type="bibr" rid="ref1">17, 1</xref>
        ] and
[13, 12], respectively. In this section, we also introduce a running example of an argumentation
framework and a win-move game, shown in Figure 1.
      </p>
      <p>Argumentation Frameworks. An argumentation framework AF is a finite, directed graph
AF = (, ), whose vertices  denote atomic arguments and whose edges  ⊆  × 
denote a binary attacks relation. An edge (, ) ∈  states that argument  attacks argument
. An example AF is shown in Figure 1a, consisting of arguments a, b, c, . . . , and their attack
relation attacks(b, a), attacks(c, a), . . . A subset  ⊆  of acceptable arguments is called an
extension, provided  satisfies certain conditions. An extension  is said to attack an argument
 if an argument  ∈  attacks . The attackers of  are the arguments that attack at least one
argument in . An extension  is conflict-free if no argument in  attacks another argument
in . Conversely, an extension  defends an argument  if it attacks all attackers of . The
arguments defended by  are those that  defends; this is often described via the characteristic
function of an argumentation framework.</p>
      <p>
        Dung [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] and others have defined a variety of classes of extensions each of which are referred
to as diferent extension semantics. In the following, we focus on two popular extension semantics,
i.e., the skeptical grounded extension and the more expressive stable extensions. While every AF
has a unique grounded extension (corresponding to the unique 3-valued well-founded model
of AF), it may have many stable extensions (including none). An extension  ⊆  is called
stable if it is conflict-free and attacks every argument not in  (i.e., all nodes in  ∖ ). It was
shown by Dung [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] that stable extensions correspond to the stable models of logic programs,
and similarly, that the grounded extension corresponds to the well-founded model.
      </p>
      <p>Similar to an extension, a (reinstatement) labeling [17] assigns each argument in an AF
one of three labels, in, out, or undec, such that an argument is labeled in if all its attackers
are labeled out, an argument is labeled out if it has an attacker that is labeled in, and an
argument is labeled undec otherwise. Caminada showed [17] that a labeling without any undec
arguments corresponds to a stable extension, and similarly, a labeling that maximizes undec
arguments corresponds to the grounded extension. Figure 1b shows the grounded extension of
the argumentation framework in Figure 1a using colors for labels (blue for in, orange for out,
yellow for undec). Similarly, Figure 1c shows one of two possible stable extensions of Figure 1a
using the same coloring scheme. Note that accepted and defeated correspond to labels in and
out, respectively.</p>
      <p>
        In [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], Dung noted that logic programming corresponds to a form of argumentation and vice
versa: An AF can be evaluated via the logic program (meta-interpreter) AF. In particular, he
shows that  is a stable extension of an AF if  corresponds to a stable model of AF. Similarly,
 is a grounded extension of an AF if  corresponds to the well-founded model of AF.
Win-Move Games. A (win-move) game can be defined as a graph WM = (, ) such that
two players move alternately between a finite set of positions  along move edges  ⊆  ×  .
Each position 0 ∈  defines a game over the graph WM when starting from position 0.
b
      </p>
      <p>c
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      <p>c
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(a) An argumentation framework
(b) The grounded extension of (a)
(c) A stable extension of (a)
(d) A win-move game
(e) The well-founded model of (d)
(f) A stable model of (d)</p>
      <p>A play  = 0 → 1 → 2 → · · · is a finite or infinite sequence of edges from  where for
all  = 0, 1, 2, . . . , the edge  → +1 is a move (, +1) ∈ . A play  is complete if it is
infinite or if it ends after  = | | moves in a sink of the game graph. The player who cannot
move loses the play  , while the previous player who made the last move wins  . A play  of
infinite length is a draw, which in finite game graphs WM means that  must have a cycle.
Figure 1d shows an example game graph (similar but diferent to the AF graph in Figure 1a).
Assume e is the start position for Player I. In the play  1 = e → d → f, Player I moves to d and
Player II moves to f. Since Player I cannot move from f, Player II wins. However, in  2 = e → h,
Player II cannot move, so  2 is won for Player I. Thus, from position e, the “best” move is e → h,
whereas the other moves are “bad”: e → d loses, while e → m only draws (if Player II sticks
to m → n). To determine the true value of a position  ∈  , bad moves are not considered.
Instead, only plays are considered where both players play optimally (or at least “good enough”)
so that the best possible outcome is guaranteed for both.</p>
      <p>The solution of a game consists of assigning one of the labels win, lose, or draw to each
position in the game graph WM. Specifically, a position  ∈  is assigned the label win if
Player I has a winning strategy, i.e., can force a win, no matter how Player II moves. Conversely,
 is labeled lose, if Player II can force a win, no matter how Player I moves. If neither player
can force a win, a position is a draw. Figure 1e shows the labeled solution for the game graph of
Figure 1d where colors are used for labels (green ∼ win, red ∼ lose, yellow ∼ draw). A game
can be solved by evaluating the rule WM from Section 1 under the well-founded semantics.
Similar to the AF in Figure 1a, the win-move rule under the stable-model semantics results in
two stable models. However, the interpretation of the stable models (e.g., Fig. 1f) is less intuitive
or natural for win-move games, and it is the well-founded model of WM that correctly identifies
all won, lost, and drawn positions.</p>
    </sec>
    <sec id="sec-3">
      <title>3. A Family Reunion: Argumentation, Games, and Kernels</title>
      <p>Starting point for our “family reunion” is the observation that the argumentation framework
meta-interpreter3 given by the single unstratified rule AF and the “game engine” (or GPU)
given by WM are syntactic variants of each other and thus specify the same query in the sense
of database theory. In particular, this means that for a given logic programming semantics such
as the well-founded or stable semantics, the resulting models of AF and WM are isomorphic.</p>
      <p>One minor twist in this correspondence is that the two diferent interpretations of a given
graph  = (, ), i.e., either as an argumentation framework AF or as a win-move game
WM have reversed edge directions (cf. Fig. 1): In the argumentation framework in Fig. 1a, e.g.,
the edge b → a in  means that argument b attacks a. Since the argument b has no attackers,
it follows that b is accepted (color-labeled blue in Fig. 1b and Fig. 1c). In the corresponding
win-move graph, however, there is a reversed edge a → b, i.e., indicating that a player can move
from position a to b in the game. Since there are no further moves possible from b, it follows
that in the canonical game semantics, b is lost (red in Fig. 1e and Fig. 1f).</p>
      <p>We can understand this edge reversal better by rewriting the APU rule AF as follows:
defeated() ←
attacked_by(,  ), ¬ defeated( ).
(AF′ )
Here we replaced the “forward attack” relation attacks(, ) (cf. the three AF graphs in the
top row of Fig. 1) by a “backward reasoning” relation attacked_by(,  ) analogously to the
game relation move(,  ) in WM (see the three game graphs in the bottom row of Fig. 1).</p>
      <p>With this renaming in place, the following correspondences between the well-founded model
of AF′ and WM are immediate: Arguments in the AF correspond to positions in the game.
The reverse of the attacks relation, attacks− 1(, ) is the relation attacked_by(,  ) and
corresponds to move(,  ), i.e., the moves of the game.</p>
      <sec id="sec-3-1">
        <title>3or argument processing unit (APU) as Dung [1] calls it</title>
        <p>The Defeatist’s Game. Despite the natural correspondence between grounded extensions of
argumentation frameworks and solved win-move games in Fig. 1, this isomorphism under the
well-founded semantics can appear unintuitive at first: How is it that accepted arguments (e.g.,
the blue nodes b and c in Fig. 1b) correspond to lost positions (the red nodes b and c in Fig. 1e)
in the game, while defeated arguments (e.g., the orange nodes d and e in Fig. 1b) correspond to
won positions (the green nodes in Fig. 1e)?</p>
        <p>The answer is that the win-move game WM we are playing to solve an argumentation
framework is in fact a “defeatist’s game” DG: In this game, when Player I (the defeatist) starts
to move from a position (e.g., a in Fig. 1), the claim made for this position is: a is defeated! The
opponent, Player II, begs to difer and tries to demonstrate that argument a is accepted. By
design, the defeatist’s game DG from a position  is won (for Player I) if  is defeated in the
grounded extension. Similarly it is lost (for Player I) from position , i.e., argument  is accepted,
if Player II has a winning strategy, i.e., can force a win. Finally, a drawn position  in this game
means that argument  is undecided in the grounded semantics and no player can force a win.</p>
        <p>
          What is gained by viewing an argumentation framework as a game? After all, game-theoretic
treatments have been part of formal argumentation from the very beginning [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. First, it
appears that our particular rendering, i.e., the defeatist’s game DG hasn’t been considered
before, despite the fact that it is the most immediate path from AF to game theory since both
formalizations are equivalent, as sketched above. Therefore, concepts and results from game
theory can be directly applied to argumentation frameworks. One such natural notion, discussed
below, is the length of a position; another one is the provenance structure of a game, which can
be obtained from an (implied) edge coloring of solved games (cf. Fig. 4 and Fig. 5).
Digraph Kernels: Another Lost Twin Rejoins. One of the earliest mathematical tools
devised to study games are kernels of directed graphs [18, 19, 15, 20, 21]. As it turns out, by
studying kernels of game graphs, additional results for argumentation frameworks can be
(re-)discovered, further strengthening the family ties between the diferent communities. For
example, the concepts and results about kernels described by Fraenkel in [15] demonstrate that
at the core, the three formalisms (argumentation frameworks, win-move games, and digraph
kernels) are intimately related and based on a common underlying graph-theoretic machinery.
        </p>
        <p>A kernel of a directed graph  = (, ) is a subset  ⊆  that is both independent and
dominating [15]. Here, independent means that no edges exists between vertices in , and
dominating means that every vertex in  ∖  has a follower (successor) in , i.e., an edge into
the kernel . If we view  as an argumentation framework AF, but with edges representing
the reversed attacked_by relation (as in Fig. 1d), then each kernel  corresponds to a stable
extension of AF. Similarly, if  is viewed as a win-move game WM (again Fig. 1d), then  is
the set of lost nodes in a stable model of WM (e.g., Fig. 1f depicts one such kernel).</p>
        <p>The following unstratified rules ker2 state that if there is an edge from  to , where  is in
the kernel ker, then  cannot be in the kernel but instead is in the kernel complement kerc:
As in the case of Dung’s APU rules, we can “plug in” the body of the second rule into the first,
to obtain another syntactic variant of AF and WM as follows:</p>
        <p>edge(,  ), ¬kerc( ).</p>
        <p>It is easy to see that the stable models of this program can be used to compute all kernels of a
digraph: For a given stable model, the kernel consists of all vertices that are not in the kernel
complement kerc. Note further that ker is a syntactic variant of WM (and thus also of AF):
(ker)
(WM)</p>
        <p>In other words, the winning positions of a stable model of WM (green in Fig. 1) are precisely
the nodes not in the graph kernel of the move relation, while the lost positions (red in Fig. 1)
are the nodes in the kernel. Summarizing, we have three syntactic variants AF′ , WM, and
ker of a single underlying query “q() ← e(,  ), ¬q( )” that encapsulates the common
core of all three frameworks: Using the well-founded semantics, we can solve win-move games
and compute grounded extensions. Via stable models, we can compute the stable extensions
of argumentation frameworks and the kernels of digraphs. There are other results from game
theory that carry over to argumentation frameworks as well, as shown next.
A Decomposition Theorem. In [15], Fraenkel proves various results regarding structural
properties of digraphs kernels. This enables another route to transfer results and insights from
games and kernel theory to argumentation frameworks. In [15], Fraenkel shows that:
(i) Any digraph  = (, ) can be partitioned in (||) time into subsets 1, 2, 3 ⊆ 
such that 1 lies in all of the kernels (= lost in the well-founded model of WM), 2 lies
in the complements of all the kernels (= won in the well-founded model), and on 3 the
kernels may be non-unique (= drawn in the well-founded model of WM)—e.g., see Fig. 1e;
(ii)  can be decomposed into two subgraphs: 1 with vertex set 1 ∪ 2, which has a unique
kernel (= the won and lost positions of the well-founded model), and 2 with vertex set
3 (the drawn positions), such that any kernel  of  is the union of the unique kernel
of 1 and some kernel of 2 (if it exists);4 and . . .
(iii) . . . since 1 is unique, the total number of kernels in  (= number of stable extensions
of AF) is determined by the number of kernels of 2.</p>
        <p>These and other results [15, 19, 16] reinforce the fundamental connections that exist between
win-move games and argumentation frameworks, e.g., via well-founded and stable models.
These connections may also shed new light on the intricate connections between forms of
skeptical and credulous acceptance, and may lead to new, eficient inference algorithms.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. On Query Evaluation Games and Structured Argumentation</title>
      <p>
        In connecting logic programming and AF, Dung [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] states that an argumentation system consists
of two essential components: an argument generation unit (AGU) to generate arguments and their
4In Fig. 1e, the 1 nodes are red and green, while the 2 nodes are yellow.
attack relationships (e.g., from a logic program), and an APU (AF) that finds the acceptability
of arguments produced by the AGU. We describe prior work [12, 13] (similar to an AGU) on
translating database queries into graphs in a game normal form. We also briefly highlight
similarities of this translation with assumption-based approaches [22] and with approaches for
showing correspondences between logic programming and argumentation semantics [10].
Games vs Stratified Rules. During the late 1980s and through the 1990s, the logic-programming
and non-monotonic reasoning community developed and studied a number of proposals for
a canonical semantics for rules with recursion through negation. Proponents of the stratified
semantics [6] simply ruled out such unstratified programs. An earlier paper [ 23] claimed that
stratified rules express all of Fixpoint [24], which is a large class of database queries with
PTIME data complexity. As shown in [11], however, the Fixpoint query that computes the
game positions for which a player has a winning strategy is not expressible by stratified rules,
therefore demonstrating that stratified Datalog is strictly less expressive than Fixpoint.
Win-Move: A Universal Query Engine. The rule WM turns out to also be a universal query
engine in that every -ary Fixpoint query with answer () of a query  over database 
can be expressed in game normal form WM: win(¯) ← move(¯, ¯ ), ¬win(¯ ), where ¯ and
¯ are -tuples of variables, WM is the only recursive rule, and move(¯, ¯ ) is definable via a
quantifier-free formula over the input database  [12]. Positions of the game correspond to
(ground-instantiated) rules, head atoms, and body literals, and playing this query evaluation
game mimics a form of SLD(NF) resolution. Fig. 2 summarizes the translation5: Player I tries to
show that an atom  ∈ () is in the answer by selecting a rule  that derives . Player II
then tries to refute this by selecting a subgoal ′ of  that is not satisfied, after which Player I
tries to prove ′ and so on. To further illustrate the basic idea of this game, let
1 : q() ←
2 : s(a).
      </p>
      <p>s(), ¬t().
be two rules consisting of a query q and a single fact s(a). Assume Player I wants to show that
q(a) is an answer and so starts the query game by moving from position q(a) to the rule position
1a . Player II then selects a subgoal of 1a , either s(a) or ¬t(a), to refute. Assuming Player II
picks s(a) to refute, Player I then selects the rule 2, denoting the fact s(a), ending the game
immediately, as there are no additional moves from 2 (facts have an empty rule body). Thus
Player II loses and Player I wins. If Player II had instead chosen to refute ¬t(a), Player I could
then have moved to position t(a) (forcing Player II to justify t(a)). Since t(a) is not supported
by any rules, this play also ends, and again Player I wins. Since Player I can force a win, no
matter how Player II moves, q(a) is an answer to the query.</p>
      <p>Fig. 3 gives another example of the translation to game form for a propositional logic program,
similar to the examples used for translating logic programs to argumentation frameworks in
[22, 10]. The program  in Fig. 3a consists of four rules labeled 1 through 4. Using the
translation in Fig. 2, the game for  is shown as a solved game graph in Fig. 3b. Note that under
the well-founded semantics,  has a single model where  and  are Undefined ,  is True, and
 is False. This model exactly corresponds to the solved game graph in Fig. 3b where  is a</p>
      <sec id="sec-4-1">
        <title>5This is a simplified version of the translation given in [13].</title>
        <p>II</p>
        <p>I: ∃
(a) Translation pattern
I⇌ II
II
¬</p>
        <sec id="sec-4-1-1">
          <title>Move</title>
        </sec>
        <sec id="sec-4-1-2">
          <title>Claim made by making the move</title>
          <p>⇝ ∃  “Atom  holds because of rule !”
 ⇝  “Not satisfied because a subgoal  is false!”
 ⇝ ¬ “Not satisfied because a subgoal ¬ is false!”
¬ ⇝  “Not true, subgoal  is false! (Prove me wrong)”
(b) Claims made with a move
winning position,  is a losing position, and both  and  are drawn. The solved game graph
(via position labels and move edges) also contains explanations for the truth-values of atoms
relative to the rules of a program. For instance,  is true (winning) because it is derived from
rule 4 (i.e., there is a move from position  to position 4), whose only subgoal ¬ holds (i.e., 
is false) since  is not supported by any rules.</p>
          <p>Similarities to LP ⇝ AF Translations. One of the commonly used transformations from logic
programs to argumentation frameworks [22, 10] shares some similarities with the query-to-game
translation above. In these transformations, an argumentation framework for a propositional
logic program consists of arguments representing the rules of the program such that an argument
 attacks an argument  if ’s corresponding rule derives an atom that contradicts a premise
of . The rules of Fig. 3a would be translated to the following AF attacks graph:
2
3
1
4
In [10], an argument is associated with each rule’s conclusion (e.g.,  is the conclusion of rule
1), and a procedure is given that relates the conclusions associated with an extension of the
argumentation framework under a given semantics to the set of answers of the corresponding
logic program under an equivalent semantics (e.g., grounded extensions with well-founded
semantics, and stable extensions with stable models). The grounded extension of the AF above,
using the approach in [10], yields the well-founded model of  . Similar approaches have been
developed, e.g., in [22] for assumption-based argumentation frameworks.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Provenance and Explanations: Solved Games to the Rescue!</title>
      <p>Provenance-based annotations can be added to game graphs [13] and then help to explain the
value of positions. We show how these annotations can be adopted directly to explain why
arguments are accepted or defeated in grounded AF extensions.</p>
      <p>The Length of Plays. Consider the solved game from Fig. 1e, which is shown with additional
annotations in Fig. 4a (explained below). Games can be solved in stages. Positions b, f, and h are
immediately lost (red nodes): No moves are possible from sink nodes. Next we can infer that
1 :
2 :
3 :
4 :
 ← ¬
 ← ¬
 ← ¬
 ← ¬
, ¬, 



¬

4
1
¬



3
¬
2
¬
(a) Example propositional program  .</p>
      <p>(b) Corresponding solved win-move game of  .
positions that have an outgoing move to a lost position (for the opponent) are definitely won
(green). Based on our initial determination that b, f, and h are lost, it then follows that a, d, and
e are won. What is the status of the remaining positions? The status of c is now determined
since all outgoing moves from c definitely end in a node that is won for the opponent ( d and e
are already green), so c is objectively lost. Solving a game can thus proceed by iterating the
following two labeling rules in stages:6
• Position  is won (green) if ∃ move  →  and position  is known to be lost (red)
• Position  is lost (red) if ∀ moves  → , position  is known to be won (green)
With each position  we can associate its length [13], i.e., the stage number when its label first
became known. Similarly, we can associate a length with each move, indicating at what stage
its type (i.e., edge color) became known. In Fig. 4a, edges into (red) sinks are winning moves
(colored green) and labeled with length = 1, so a, d, e and those edges to sink nodes all have
length = 1. In the next stage, all successors of c are won, so c itself must be lost, and its length
is 1 + the maximal length of any of its succcessors. Similarly, for won , length() = 1 + the
minimal length of any lost successor, etc. After a fixpoint is reached, all remaining unlabeled
nodes correspond to drawn positions (colored yellow). We set length = ∞ for drawn positions,
since neither player can force a win, but both can avoid losing by repeating moves indefinitely.
The length ℓ of an edge  →ℓ indicates how quickly a player can force a win, or how long a
player can delay a loss: In Fig. 4a that position a can be won in as few as one move (to position
b), whereas all moves from c delay for only two moves. Similarly, while there is a loop between
d and g, position g is lost in only two moves.
6This method corresponds to the alternating fixpoint procedure [25] and to Algorithm 6.1 for computing the grounded
labeling of an argumentation framework in [9].</p>
      <p>f
b
1</p>
      <p>3
d
g</p>
      <p>c
2
2
e
1
h
∞
l
∞
∞ ∞
m
n
f
b</p>
      <p>1</p>
      <p>Solved Games Explain it All! Solved games have an intriguing property: Node labels (colors)
induce diferent edge types, which in turn can be used to explain why a position is won, lost,
or drawn, respectively. Fig. 5 shows how edge types are determined from the color-labels of
incident vertices. These types, in turn, induce a downstream provenance (explanation) subgraph
that provides the justification or explanation for the status of any  ∈  .7 The provenance of
position  in the solved game is the subgraph reachable from  via certain regular path queries
(RPQs), where an RPQ is a regular expression  over the labels of an edge-labeled directed graph
. The answer to an RPQ , given a start node , is the set of nodes  reachable along simple
paths from  whose (concatenated) labels match . Assuming edges are labeled with their
edgetype colors, the provenance of a won position  matches the RPQ .green.(red.green)* , lost
positions match .(red.green)* , and drawn positions match .yellow+. The following examples
are drawn from Fig. 4a.</p>
      <p>• The provenance of e consists of the single path e → h: e wins because h is lost.
• The provenance of d consists of paths d → f and d → g: d wins because f and g are lost.
• The provenance of g consists of the path g → d → f: g is lost ultimately because of f.
Interpreting Paths in AF. The correspondence described in Section 3 allows us to apply edge
lengths and typed edges, e.g., by playing the defeatist’s game, directly to grounded AFs. An
7These explanations are similar in spirit to dialog trees as described in [27].</p>
      <p>won (W)</p>
      <p>drawn (D)
 won (W)
 drawn (D)
bad
bad
 lost (L) r: delaying
bad
n/a
y: drawing</p>
      <p>lost (L)
g: winning
n/a
n/a
bad
W
bad
bad
drawing</p>
      <p>D
winning
delaying
n/a
n/a
n/a
L
example of the grounded AF in Fig. 1b is shown with its provenance information in Fig. 4b.
Using this approach, the lengths assigned to attack edges in Fig. 4b correspond to stages of
the alternating fixpoint computation applied to attacked_by edges. Thus, edge lengths have a
similar interpretation in grounded extensions as in win-move graphs in that they represent the
stages in which argument labels become known. Another interpretation of attack-edge lengths
is as follows. The length ℓ of an attack edge  →ℓ states that argument  is the ℓ-th argument
along an argument attack chain, i.e., a path composed of only alternating orange (accepted to
defeated) and blue (defeated to accepted) edges starting from an accepted argument without
any attackers and ending at the last possible defeated argument. Similar to lengths in win-move
games, the path (on the attack chain) leading into  is assumed to be the shortest such path.
For instance, in Fig. 4b, argument b is the first argument in the argument attack chain that
terminates at argument a, and thus, the attack edge b → a has the value ℓ = 1. A similar
situation exists for arguments f and h. Argument d is the second argument along the (shortest)
argument attack chain f → d → c → a, and thus, the edge d → c has the value ℓ = 2. Note
that argument g lies on a non-simple argument attack chain where d is the second argument
(hence, ℓ = 2 for the edge d → g), making g the third argument on the chain (hence, ℓ = 3 for
the edge g → d). Similarly, c is the third argument on two separate argument attack chains
of the same path length, and so ℓ = 3 for the edge c → a. Thus, the notion of edge lengths,
along with argument labels, can help to clarify the role (i.e., a part of the impact) played by each
argument in a grounded argumentation framework.</p>
      <p>Explaining Acceptance and Defeat. Similarly to win-move games, an argument’s status in
the grounded extension in Fig. 4b can be explained by an RPQ-definable subgraph. To obtain the
provenance of defeated and accepted arguments, we adjust the RPQ examples by fixing the end
vertex (as opposed to the start vertex) of each RPQ. Assuming edges are labeled with their
edgetype colors, the provenance of a defeated position  matches the RPQ orange.(blue.orange)* .,
accepted positions match (orange.blue)* ., and drawn positions match yellow+.. For Fig. 4b:
• The provenance of e consists of the single path h → e: e is defeated since h is accepted.
• The provenance of d consists of f → d and g → d: d is defeated since f and g are accepted.
• The provenance of g consists of f → d → g: g is accepted ultimately because of f.
As in Fig. 4a, the edge-types of Fig. 4b filter out non-relevant attacks within the AF to focus
specifcally on those arguments that contribute to acceptance or non-acceptance of an argument.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Summary and Conclusion</title>
      <p>Games have played an important role in the study of database query languages and in finding
acceptable arguments in argumentation frameworks. While these approaches share a common
history, it appears the communities have largely separated (or possibly haven’t had much
overlap to begin with). The goal of this paper was to demonstrate some of the deep underlying
connections that exist, exemplified by the win-move rule WM and its twin-rules8 AF and ker,
and to use these to reestablish the lost family ties. We believe that a fruitful line of research can
be established by reconnecting the communities and transfering concepts, tools, and results
between them, leading to further cross-fertilization and new insights.</p>
      <p>The results from database theory for the query WM presented here should look familiar
to researchers in formal argumentation. Our starting point was the straightforward link
between AF and WM: Twin rules that have their distinct histories and applications in separate
communities, but that haven’t been studied together, at least to the best of our knowledge.
Under the well-founded semantics, the solved win-move game WM—with its additional
structure and “built-in” provenance–corresponds to the grounded labeling of an argumentation
framework [17, 9]. The additional provenance structure induced by edge types (“not all edges
are created equal”) [13] and the decomposition results about graph kernels [15] immediately
suggest corresponding structures for argumentation frameworks, both of which appear to be
new results in abstract argumentation.</p>
      <p>Finally, we invite feedback and welcome collaboration opportunities on these and similar
questions. An open source demonstration using Jupyter notebooks, including the example from
Fig. 4, is available [28]. We plan to evolve and expand these notebooks as teaching materials
for some of our undergraduate and graduate courses, covering knowledge representation and
reasoning, information modeling, and database theory.</p>
      <sec id="sec-6-1">
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