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      <title-group>
        <article-title>A Sabotage Approach</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Nina Gierasimczuk, Lena Kurzen and Fernando R. Vel a ́zquez-Quesada Institute for Logic, Language and Computation Universiteit van Amsterdam</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>-In formal approaches to inductive learning, the ability to learn is understood as the ability to single out a correct hypothesis from a range of possibilities. Although most of the existing research focuses on the characteristics of the learner, in many paradigms the significance of the teacher's abilities and strategies is in fact undeniable. Motivated by this observation, in this paper we highlight the interactive nature of learning by proposing a game-theoretical and logical approach. We consider learning as a sabotage-type game between Teacher and Learner, and present di erent variants based on the level of cooperativeness and the actions available to the players. We characterize the existence of a winning strategy in such games by formulas of Sabotage Modal Logic, analyzing also their complexity. Our work constitutes the first step towards a unified game-theoretical and logical approach to formal learning theory.</p>
      </abstract>
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  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        The objective of this paper is to investigate how logics
for interaction in multi-agent systems can be used to
reason about strategic abilities and information flow during
the learning process. Formal learning theory (see e.g. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ])
is concerned with the process of inductive inference: it
formalizes the process of inferring general conclusions
from partial, consecutively given information, as in the
case of language learning (inferring grammars from
sentences) and scientific inquiry (drawing general
conclusions from partial experiments). We can think of this
general process as a game between two players: Learner
and Teacher. The game starts with a class of possible
worlds from which Teacher chooses the actual one, and
Learner has to find out which one it is. Teacher provides
information about the world in an inductive manner,
and whenever Learner receives a piece of information,
he picks a conjecture from the initial class, indicating
which one he thinks is the case. Several conditions can
be defined for the success of the learning process: we can
require that Learner arrives at a correct hypothesis (finite
identification), or that the sequence of Learner’s
conjectures converges to a correct hypothesis (identification in
the limit) [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        We give a high-level analysis of the described process.
First, we treat learning as a procedure of singling out one
correct hypothesis from a range of possibilities. Second,
we see this procedure not as a one-move choice; instead,
we allow many steps of update before the conclusion is
reached. These two properties make our notion of
learning di erent from the concept of learning formalized as
epistemic update in Dynamic Epistemic Logic (see e.g. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]),
where the word “learning” is often used as a synonym of
“getting to know” and is usually represented as a
onestep epistemic update. Moreover, in our approach we
pay attention to the strategies for teaching, highlighting
the fact that restricted power and knowledge of the
learner can be compensated by additional insights and
intentions of the teacher.
      </p>
      <p>The paper is structured as follows. Section II
introduces the framework of learning as Sabotage Games,
shows how sabotage modal logic can express the
existence of winning strategies in three di erent versions of
Sabotage Learning Games and gives complexity results
for them. Section III analyzes Sabotage Learning Games
in which the players do not need to move in
alternation. Section IV presents a refined interactive view on
teaching based on existing learning algorithms. Section
V concludes.</p>
    </sec>
    <sec id="sec-2">
      <title>II. Learning as a Sabotage Game</title>
      <sec id="sec-2-1">
        <title>Our work is motivated by the learning from queries and</title>
        <p>
          counterexamples model [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. In that paradigm, the goal of
Learner is to recognize an initially unknown language L.
In order to do this, he is allowed to ask Teacher two types
of questions: about the membership of a certain string
to L, and about the equivalence of his conjecture
(another language) to L. When answering those questions,
Teacher does not have any freedom — her responses
are restricted by L. However, a negative answer to the
second question is accompanied by a counterexample,
which plays the role of a hint for Learner. This is the only
point of the procedure in which Teacher has a relative
freedom of choice, and in fact, the informativeness of
the string given as a counterexample influences the
e ectiveness of the learning process. We want to focus
on this aspect of learning and show that the “profile” of
Teacher is relevant for the learning process. We consider
several possible scenarios — we describe games in which
Teacher is either helpful or unhelpful, and Learner is
either eager or unwilling to learn.
        </p>
        <p>Let us consider a very simple “classroom” situation
with one teacher and one learner. From our high-level</p>
      </sec>
      <sec id="sec-2-2">
        <title>Each match is played as follows: the initial position</title>
        <p>hE0; v0i is given by hE; vi. Round k + 1 from position
hEk; vki consists of Runner moving to some vk+1 such
Learning Model Sabotage Games that E(vk; vk+1) &gt; 0, and then Blocker removing an
hypotheses states edge (v; v0) such that Ek(v; v0) &gt; 0. The new position is
correct hypothesis goal state hEk+1; vk+1i, where Ek+1(v; v0) := Ek(v; v0) 1 and, for every
possibility of a mind change from edge from state a to b (u; u0) , (v; v0), Ek+1(u; u0) := Ek(u; u0). The match ends if
hypothesis a to hypothesis b a player cannot make a move or if Learner reaches the
a mind change from hypothesis a transition from state a to b goal state, which is the only case in which he wins.
to hypothesis b Remark 1: It is easy to see that Sabotage Games have
giving a counterexample that removing a transition between the history-free determinacy property: if one of the players
emliimndincahteasngtehferopmosasitboilbity of a a and b has a winning strategy then she has a winning strategy
that depends only on the current position. Then, each
round can be viewed as a transition from a Sabotage
perspective, learning is a step-by-step process through Game SG = hV; Ek; vk; vgi to another Sabotage Game
which Learner changes his information state, and the SG0 = hV; Ek+1; vk+1; vgi, since previous moves become
process is successful if he eventually reaches a state irrelevant. We will use this fact through the whole paper.
representing the goal. The information Teacher provides Also, by edges and vertices of SG = hV; E; v; vgi, we will
can be seen as feedback about Learner’s current con- mean edges and vertices of its underlying directed
multijecture, allowing him to rule out possible changes of graph (V; E).
mind. We can represent the situation as a graph whose In this definition of the Sabotage Game, Blocker
revertices represent Learner’s possible information states moves an edge between two states v; v0 by decreasing
and edges stand for transitions between them. During the value of E(v; v0) by 1. As we will see later, this
the learning process, Learner can change his information definition of the game based on the above definition
state by moving along the edges and Teacher can cut o of multi-graphs can lead to some technical problems
edges, thereby preventing Learner from making certain when transforming such a graph into a Sabotage Model.
transitions. One state is associated with the learning goal: Therefore, we will now present an alternative definition,
if Learner reaches it, we say that the learning process which we later show (Theorem 1) to be equivalent with
has been successful. The correspondence between the respect to the existence of a winning strategy.
learning model from formal learning theory and our Definition 2.3: Let = fa1; : : : ang be a finite set of labels.
proposal is described in Table I. A directed labelled multi-graph is a tuple G = (V; E) where</p>
        <p>Observe that in learning from queries and counterex- V is a set of vertices and E = (Ea1 ; : : : ; Ean ), where Eai
amples, a counterexample results in the absolute removal V V for each ai 2 .
of some initially possible hypothesis. Our setting gen- In this definition, labels from are used to represent
eralizes this idea: the removal of a transition need not multiple edges between two vertices; E is simply an
make the target vertex unreachable. ordered collection of binary relations on V with labels
from . Then, the definition of the game is as follows.</p>
        <p>A. Sabotage Games Definition 2.4: A Labelled Sabotage Game SG =</p>
        <p>
          Our perspective on learning leads naturally to the hV; E; v; vgi is given by a directed labelled multi-graph
framework of Sabotage Games [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ], [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]. A sabotage game (V; E) and two vertices v; vg 2 V. Vertex v represents the
is played in a directed multi-graph, with two players, position of Runner and vg represents the goal state.
Runner and Blocker, moving in alternation with Runner Each match is played as follows: the initial position
being the first. Runner moves by making a single transi- hE0; v0i is given by hE; vi. Round k + 1 from position
tion from the current vertex; Blocker moves by deleting hEk; vki with Ek = (Eka1 ; : : : ; Eakn ), consists of Runner
mova single edge from any part of the graph. We begin by ing to some vk+1 such that (vk; vk+1) 2 Eaki for some
defining the structure in which a Sabotage Game takes ai 2 , and then Blocker removing an edge ((v; v0); aj),
place. where (v; v0) 2 Eakj for some aj 2 . The new position
        </p>
        <p>
          Definition 2.1 ([
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]): A directed multi-graph is a tuple G = is hEk+1; vk+1i, where Eka+j1 = Eakj n f(v; v0)g and Eaki+1 = Ekai
(V; E) where V is a set of vertices and E : V V ! N is for all i , j. The match ends if a player cannot make
a function indicating the number of edges between any a move or if Runner reaches the goal state, with him
two vertices. winning only in the last case.
        </p>
        <p>
          The Sabotage Game is defined as follows. What is said in Remark 1 also holds for Labelled
SaboDefinition 2.2 ([
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]): A Sabotage Game SG = hV; E; v; vgi is tage Games.
given by a directed multi-graph (V; E) and two vertices In this definition of the game, it is easy to see that
v; vg 2 V. Vertex v represents the position of Runner and when Blocker removes an edge from v to v0, it is
irrelevg represents the goal state. vant what is the label of the removed edge; what matters
for the existence of a winning strategy is the number of
edges from v to v0 that are left.
        </p>
        <p>Observation 1: Let SG = hV; E; v0; vgi and SG0 =
hV; E0; v0; vgi be two Labelled Sabotage Games that di er
only in the labels of their edges, that is,
8(v; v0) 2 V</p>
        <p>V : jfEai j (v; v0) 2 Eai gj = jfE0ai j (v; v0) 2 E0agj;</p>
        <p>Game
SLGUE
SLGHU
where j j stands for cardinality. Then Runner has a
winning strategy in SG i he has a winning strategy SLGHE
in SG0 .</p>
        <p>We will now show that the problems of deciding
whether Runner has a winning strategy in each of the by definition of f , choosing v1 is also a legal move for
Sabotage Games SG and SG are polynomially equiva- Runner in f (SG) and, since he can win every f (SG)0, he
lent. We start by formalizing the problems. has a w.s in f (SG).</p>
        <p>Definition 2.5: The decision problem SABOTAGE is From right to left, Runner having a w.s. in f (SG)
defined as follows. means that he can choose some v1 with (v0; v1) 2 Ei
INPUT: A Sabotage Game SG = hV; E; v0; vgi. for some i m such that he has a w.s. in all games
QUESTION: Does Runner have a winning strategy f (SG)0 resulting from Blocker’s move. Choosing v1 is
in SG? also a legal move of Runner in SG. Suppose that Blocker
Definition 2.6: The decision problem -SABOTAGE is replies by choosing (v; v0). Let us call the resulting game
defined as follows. SG0. By assumption and Observation 1, Runner also has
a w.s. in the game f (SG0) which is the result from Blocker
INPUT: A Sabotage Game on a labelled multi-graph choosing ((v; v0); E(v; v0)). Since f (SG)0 = f (SG0), we can
SG = hV; E; v0; vgi. apply the inductive hypothesis.</p>
        <p>QUESTION: Does Runner have a winning strategy
in SG ? Let us see now how SG can be polynomially reduced
Theorem 1: SABOTAGE and -SABOTAGE are poly- to SG. Given SG = hV; E; v; vgi with = fa1; : : : amg,
nomially equivalent. define f 0(SG ) := hV; E; v; vgi, where E(v; v0) := jfEai j</p>
        <p>Proof: We show that the problems can be polynomi- (v; v0) 2 Eai gj.
ally reduced to each other. Showing that Runner has a w.s. in SG i he has one in</p>
        <p>First we show that SABOTAGE can be reduced to - f (SG ) is straightforward, and can be done by induction
SABOTAGE. Given a Sabotage Game SG = hV; E; v0; vgi, on n := Pa2 jEaj. Both f and f 0 are polynomial.
let m := maxfE(u; u0) j (u; u0) 2 (V V)g. Define the
Labelled Sabotage Game f (SG) := hV; E; v0; vgi where B. Sabotage Learning Games
E := (E1; : : : ; Em) and each Ei is given by Ei := f(u; u0) 2 Based on the Sabotage Games framework, we define
V V j E(u; u0) ig. Sabotage Learning Games as follows.</p>
        <p>We show that Runner has a winning strategy (w.s.) in Definition 2.7: A Sabotage Learning Game (SLG) is a
SG i he has one in f (SG). The proof is by induction on Labelled Sabotage Game played by Learner (L, taking the
n = P(v;v0)2V V E(v; v0), which is the number of edges of role of Runner) and Teacher (T, taking the role of Blocker).
SG. Note that by definition of f , n = Pii==1m jEij, that is, We distinguish between three di erent versions, SLGUE,
f (SG) has the same number of edges. SLGHU and SLGHE, di ering in the winning conditions</p>
        <p>The base case is straightforward since in both games (given in Table II).</p>
        <p>
          Runner has a w.s. i v0 = vg. For the inductive case, The di erent winning conditions correspond to di
erfrom left to right, suppose Runner has a w.s. in the game ent levels of Teacher’s helpfulness and Learner’s
willingSG = hV; E; v0; vgi with n + 1 edges. Then, there is some ness to learn. We can have an unhelpful teacher and an
v1 2 V such that E(v0; v1) &gt; 0 and Runner has a w.s. eager learner (SLGUE), but there is also the possibility
for all games SG0 = hV; E0; v1; vgi that result from Blocker of a helpful teacher and an unwilling learner (SLGHU).
removing any edge (u; u0) with E(u; u0) &gt; 0. Note that The cooperative case corresponds to the version with a
all such games SG0 have just n edges, so by induction helpful teacher and an eager learner (SLGHE).
hypothesis Runner has a w.s. in f (SG0). But then, by We now show how Sabotage Modal Logic can be used
Observation 1, Runner has also a w.s. in all games f (SG)0 for reasoning about Learner’s and Teacher’s strategic
that result from removing an arbitrary edge from f (SG), power in the learning games previously defined.
because for any removed edge (u; u0), the only possible
di erence between f (SG0) and f (SG)0 is in the labels of C. Sabotage Modal Logic
the edges between u and u0 (in f (SG0) the removed label Sabotage Modal Logic (SML) has been introduced in
was the largest, in f (SG)0 the removed label is any). Now, [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]. Besides the standard modalities, it also contains
“transition-deleting” modalities for reasoning about a formula of SML that characterizes the existence of a
model change that occurs when a transition is removed. winning strategy, that is, the formula is true in a given
To be more precise, we have formulas of the form ^– , Pointed Sabotage Model if and only if the corresponding
expressing that it is possible to delete a pair from the player has a winning strategy in the game represented
accessibility relation such that holds in the resulting by the model.
model at the current state. First we look at the game SLGUE (the standard
Sabo
        </p>
        <p>
          Definition 2.8 (Sabotage Modal Language [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]): Let PROP tage Game of [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]), with Learner trying to reach the goal
be a countable set of propositional letters and let be a state and Teacher trying to prevent him from doing so.
finite set. Formulas of the language of Sabotage Modal Inductively, we define:
Logic are given by
0UE := goal;
nU+E1 := goal _ ^– nUE:
::= p j : j _ j ^a j ^–a
        </p>
        <p>a
M(vi;v0) := hW; Ra1 ; : : : Rai 1 ; Rai n f(v; v0)g; Rai+1 ; : : : Ran ; Vali:</p>
      </sec>
      <sec id="sec-2-3">
        <title>Definition 2.11: Given a Sabotage Model</title>
        <p>M = hW; (Ra)a2 ; Vali and a world w 2 W, atomic
propositions, negations, disjunctions and standard
modal formulas are interpreted as usual. For the case of
“transition-deleting” formulas, we have
M; w j= ^–a i 9 v; v0 2 W : (v; v0) 2 Ra &amp; M(av;v0); w j= ;
and –a is defined to be equivalent to : ^–a: :</p>
        <p>
          Theorem 2 ([
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]): Combined complexity of model
checking for SML is PSPACE-complete.
        </p>
        <p>Note that “combined complexity” means that both the
formula and the model are taken as input.</p>
        <sec id="sec-2-3-1">
          <title>D. Sabotage Learning Games in Sabotage Modal Logic</title>
        </sec>
      </sec>
      <sec id="sec-2-4">
        <title>For any given Sabotage Learning Game SG we</title>
        <p>can construct a Pointed Sabotage Model M(SG ) in a
straightforward way.</p>
        <p>Definition 2.12: Let SG = hV; E; v0; vgi be a Sabotage
Game with E = (Ea)a2 . We define the Pointed Sabotage
Model (M(SG ); v0) over the set of atomic propositions
PROP := fgoalg with</p>
        <p>M(SG ) := hV; E; Vali;
where Val(goal) := fvgg:</p>
        <p>In the light of this construction, SML becomes useful
for reasoning about players’ strategic power in SLGs.
For each winning condition in Table II, we can define
()) L having a w.s. in SG implies that v0 = vg. Thus,
M(SG ); v0 j= goal and hence, M(SG ); v0 j= 0UE.</p>
        <p>(() M(SG ); v0 j= 0UE means that M(SG ); v0 j= goal.
Thus v0 = vg. Hence, L wins SG immediately.</p>
        <p>Inductive case
()) Suppose that SG has n+1 edges, and assume that
L has a w.s. There are two possibilities. (1) v0 is the goal
state; then M(SG ); v0 j= goal and hence M(SG ); v0 j=
UE . (2) v0 is not the goal state. Since L has a w.s.,
n+1
there is some v1 2 V such that (v0; v1) 2 Ea0i for some
ai 2 and no matter which pair ((u; u0); aj) 2 (V V)
with (u; u0) 2 Ea0j T chooses, L has a w.s. in the resulting
game SG0 = hV; E1; v1; vgi, with E1 = (Ea01 ; : : : Ea0j 1 ; Ea0j n
fu; u0g; Eaj+1 ; : : : Ea0j j ). Now, SG0 has n edges and thus by
0
inductive hypothesis, M(SG0 ); v1 j= nUE. This implies
M(SG ); v0 j= ^– nUE and thus M(SG ); v0 j= nU+E1. (()
M(SG ); v0 j= goal _ ^– nUE implies that v0 is the goal
state (so L wins immediately) or else there is v1
accessible from v0 such that M(SG ); v1 j= – nUE, that is,
M(SG )(avi;v0); v1 j= – nUE for any ((v; v0); ai) 2 (V V) .
By inductive hypothesis, this gives L a w.s. at v1 in a
game that results from removing any edge from SG ,
and hence a w.s. at v0 in the game SG .</p>
        <p>They key observation for the left-to-right direction of
this proof is that the model that results from removing
an edge from M(SG ) is always a model that results
from transforming a Labelled Sabotage Game into a
model. With the original definition of a Sabotage Game,
this is not the case: after removing an edge between v
and v0 with label k, the resulting model does not need
to be the image of a multi-graph because the label of
the removed edge does not need to be the biggest of
them. Another way to look at it is the following: the
multiple edges of the original multi-graph can be seen
as implicitly labelled by numbers, and the existence of
an edge labelled with k implies the existence of edges
labelled with 1; : : : ; k 1. This property is not preserved
when Teacher removes an edge with an arbitrary label
from the model M(SG).</p>
        <p>Consider now the game SLGHU, with Teacher trying
to force Learner to reach the goal state. Inductively,
define</p>
        <p>HU := goal;
0
nH+U1 := goal _ (^&gt; ^
^– nHU):</p>
      </sec>
      <sec id="sec-2-5">
        <title>Now, we can show that this formula corresponds to the</title>
        <p>existence of a winning strategy for Teacher. Note that in
order to win, Teacher has to make sure that Learner does
not get stuck before he has reached the goal state. This
is why we need the conjunct ^&gt; in the formula.</p>
        <p>Theorem 4: Teacher has a winning strategy in the
SLGUE game SG = hV; E0; v0; vgi i M(SG ); v0 j= nHU,
for n := Pa2 jEa0j.</p>
        <p>Proof: Similar to the proof of Theorem 3.</p>
        <p>Finally, consider SLGHE, with Teacher and Learner
winning i Learner reaches the goal state. The
corresponding formula is defined as follows
0HE := goal;</p>
        <p>nH+E1 := goal _ ^ ^– nHE:</p>
      </sec>
      <sec id="sec-2-6">
        <title>Theorem 5: Teacher and Learner have a joint winning</title>
        <p>strategy in the SLGHE game SG = hV; E0; v0; vgi i
M(SG ); v0 j= nHE, for n := Pa2 jEa0j.</p>
        <p>Proof: Note that L and T have a joint w.s. i there is
a path from v0 to vg. From left to right this is obvious.
From right to left, if there is such path, then there is also
one without cycles; then, there is a joint w.s. that follows
the path and at each step removes the edge that has just
been used. The Theorem follows by observing that nHE
expresses the existence of such path.</p>
        <p>The previous results are summarized in Table III.</p>
        <sec id="sec-2-6-1">
          <title>E. Complexity of Sabotage Learning Games</title>
          <p>Intuitively, some versions of the Sabotage Learning
Game are simpler than others. With a helpful teacher
and an eager learner, the learning process should be
easier than with an unhelpful teacher or a unwilling
learner. This is indeed reflected in the computational
complexity of deciding in a given game whether the
winning condition is satisfied.</p>
          <p>
            We have shown that our three winning conditions
(Table III) can be expressed in SML, and Theorem 2
(proved in [
            <xref ref-type="bibr" rid="ref7">7</xref>
            ]) tells us that model checking of SML is
PSPACE-complete. This gives us PSPACE upper bounds
for the complexity of the problems of deciding whether
each winning condition is satisfied in a given game. For
two of the winning conditions (SLGUE and SLGHE), we
can also give tight lower bounds.
          </p>
          <p>
            For SLGUE – the standard Sabotage Game –
PSPACEhardness is shown by reduction from QBF [
            <xref ref-type="bibr" rid="ref7">7</xref>
            ].
          </p>
          <p>
            Theorem 6 ([
            <xref ref-type="bibr" rid="ref7">7</xref>
            ]): SLGUE is PSPACE-complete.
          </p>
          <p>As mentioned above, for SLGHU we obtain a PSPACE
upper bound.</p>
          <p>Theorem 7: SLGHU is in PSPACE.</p>
          <p>Proof: Follows from Theorem 2 and Theorem 4.</p>
          <p>It remains to be shown whether SLGHU is also
PSPACE-hard. Whereas at first sight, SLGHU and SLGUE
might seem to be duals of each other, the relationship
between them is more complex due to the di erent
nature of the players’ moves (Learner moves locally
by choosing an accessible state, whereas Teacher moves
globally, manipulating the structure in which Learner
moves).hus, a reduction from SLGUE to SLGHU is not
straightforward. Let us now look at SLGHE. This game
is of a di erent nature than the two previous ones. It is
cooperative, and a winning strategy is a joint strategy
for both players. Such a strategy does not need to take
into account all possible moves of the opponent. This
suggests that this version should be less complex than
SLGUE and SLGHU.</p>
          <p>
            The following result shows that at least for the
comparison of SLGUE and SLGHE, this is indeed the case:
for an eager learner, learning with a helpful teacher
is easier than learning with an unhelpful one. This
follows from the fact that the winning condition of
SLGHE is satisfied i the goal vertex is reachable from
the initial vertex (note that Learner moves first). Thus,
determining whether Teacher and Learner can win
SLGHE is equivalent to solving the REACHABILITY
(st-CONNECTIVITY) problem, which is known to be
nondeterministic logarithmic space (NL)-complete [
            <xref ref-type="bibr" rid="ref9">9</xref>
            ].
          </p>
          <p>Theorem 8: SLGHE is NL-complete.</p>
          <p>Proof: Polynomial equivalence of SLGHE and
REACHABILITY follows from the argument given in the
proof of Theorem 5.</p>
          <p>Table IV summarizes the complexity results for the
di erent versions of SLG.</p>
          <p>In the case of an eager Learner, the complexity results when removing an edge would have made the goal
agree with our intuitions when comparing the cooper- unreachable from the current vertex. However, we can
ative version of the Sabotage Game (SLGHE) with the show that this is not the case. First, we state the following
non-cooperative one (SLGUE). The easiest way to learn lemmas.
for an eager Learner is when the Teacher is helpful. Lemma 1: For any SLG HU hV; E; v0; vgi, if there is a
path from v0 to vg and there is no path from v0 to a state</p>
          <p>III. Relaxing strict alternation from where vg is not reachable, then T has a winning
As mentioned above, Learner’s moves in the graph strategy.
are interpreted as changes of information states. Then, Proof: By assumption, all states reachable from v0
when Teacher removes an edge, she actually informs are on paths to vg. Therefore, even if T will refrain from
Learner which changes of information state should not removing any edge, L will always be on some path to
be performed. In this perspective, Learner’s moves can the goal. There are two possibilities: either the path to
be seen as internal ones while Teacher’s moves can the goal does not include a loop or it does. If it does not
be interpreted externally. Due to this asymmetry, each then T can simply wait until L will arrive to the goal.
Learner’s move does not in principle need to be followed If it does, in order to win T can remove the edges that
by a teacher’s move. lead into the loops in such a way that vg is still reachable</p>
          <p>Definition 3.1: A Sabotage Learning Game without strict from any vertex. L will eventually have to move to vg.
alternation (for Teacher) is a tuple SLG = hV; E; v0; vgi. Lemma 2: Consider the SLG HU game hV; E; v0; vgi. If T
Moves of Learner are as in the Sabotage Learning Game has a winning strategy and there is some edge (v; v0) 2 Ea
and, once he has chosen a vertex v1, Teacher has a for some a 2 such that no path from v0 to vg goes via
choice between removing an edge, in which case the next the edge (v; v0), then T also has a winning strategy in
game is given as in SLG, and doing nothing, in which hV; E0; v0; vgi, where E0 is the result of removing (v; v0)
case the next game is hV; E; v1; vgi. We again distinguish from Ea.
between three versions, SLG UE, SLG HU and SLG HE, Proof: If v is not reachable from v0, it is easy to see
with winning conditions given as before. that the claim holds. Let us consider the case that v is</p>
          <p>Though we provide Teacher with an additional pos- reachable from v0. Since there is no path to vg visiting
sible move, this does not change her winning abilities. v, T’s winning strategy should keep L away from it
In the rest of this section we show that, for the three (otherwise L would win). Hence, T can also win if the
variations of a Sabotage Learning Game, a player has a edge (v; v0) is not there.
w.s. in SLG i she has a w.s. in SLG. Theorem 10: If Teacher has a winning strategy in the
SLG HU hV; E; v0; vgi, then she also has a winning
strategy in which she removes an edge in each round.</p>
          <p>Proof: The proof proceeds by induction on the
number of edges n = Pa2 jEaj.</p>
          <p>The base case is straightforward. For the inductive
case, assume that T has a winning strategy in SLG HU
hV; E; v0; vgi with Pa2 jEaj = n + 1.</p>
          <p>Then if v0 = vg, we are done. Thus, assume that v0 ,
vg. Then, since T can win, there is some v1 2 V such that
(v0; v1) 2 Ea for some a 2 and for all such v1 it holds
that:</p>
        </sec>
      </sec>
      <sec id="sec-2-7">
        <title>Consider the case of an unhelpful teacher and an eager</title>
        <p>learner SLG UE. Before we go into the details, note that
if Learner can win the game, he can do so in a finite
number of rounds.</p>
        <p>Theorem 9: Consider the SLG hV; E; v0; vgi with (V; E)
a directed labelled multi-graph and v; vg vertices in it.
If Learner has a winning strategy in the corresponding
SLGUE, then he has a winning strategy in the
corresponding SLG UE.</p>
        <p>Proof: This can be shown by induction on the
number of rounds. The idea is that in each round L
“pretends” that T has removed some edge and then makes
the move given by his strategy for SLGUE.</p>
        <p>If L can win a SLG UE, then it is easy to see that he
can also win the corresponding SLGUE by using his w.s.
from SLG UE.</p>
        <p>Corollary 1: Consider the tuple hV; E; v0; vgi with (V; E)
a directed labelled multi-graph and v; vg vertices in it.
Learner has a winning strategy in the corresponding
SLG UE i he has a winning strategy in the
corresponding SLGUE.</p>
      </sec>
      <sec id="sec-2-8">
        <title>1) There is a path from v1 to vg, and</title>
        <p>2) a) T can win hV; E; v1; vgi, or
b) there is some ((v; v0); a) 2 (V V) such that
(v; v0) 2 Ea and T can win hV; E0; v1; vgi where</p>
        <p>E0 is the result from removing (v; v0) from Ea.</p>
        <p>If 2b holds, since Pa2 jE0aj = n, we are done — we can
use the inductive hypothesis and conclude that T has
a w.s. in which she removes an edge in each round (in
particular, she chooses ((v; v0); a) in the first round). This
((v; v0); a) can be chosen in one of the following ways.</p>
        <p>The case of a helpful teacher and an unwilling learner If there is some (v; v0) 2 V V such that (v; v0) 2 Ea for
is more interesting. One might expect that the additional some a 2 and this edge is not part of any path from
possibility of an empty move gives more power to v1 to vg then by Lemma 2, T can remove this edge and
Teacher since it allows her to skip a move in cases 2b holds and we are done.</p>
        <p>If every edge in (V; E) belongs to some path from v1 to
vg, from 1, there are two cases: either there is only one,
or there are more than one paths from v1 to vg.</p>
        <p>In the first case (only one path) (v0; v1) can be chosen
since it cannot be part of the unique path from v1 to vg.</p>
        <p>Assume now that there is more than one path from v1
to vg. Let p = (v1; v2; : : : ; vg) be the/a shortest path from v1
to vg. This path cannot contain any loops. Then, from this
path take vi such that i is the smallest index for which
it holds that from vi there is a path (vi; vi0+1; : : : vg) to vg
that is at least as long as the path following p from vi (i.e.
(vi; vi+1; : : : ; vg)). Intuitively, when following path p from
v1 to vg, vi is the first point at which one can deviate
from p in order to take another path to vg (recall that
we consider the case where every vertex in the graph
is part of some path from v1 to vg). Now it is possible
for T to choose ((vi; vi0+1); a) such that (vi; vi0+1) 2 Ea. Let
E0 be the resulting set of edges after removing (vi; vi0+1)
from Ea. Then we are in the position hV; E0; v1; vgi. Note
that because of the way we chose the edge that has been
removed, in the new graph it still holds that from v0
there is no path to a vertex from which vg is not reachable
(this holds because from vi the goal vg is still reachable).</p>
        <p>Then by Lemma 1, T can win hV; E0; v1; vgi, which then
implies 2b.</p>
        <p>Hence, we conclude that 2b has to be the case and thus
using the inductive hypothesis, we conclude that T can
win the game hV; E; v0; vgi also by removing an edge in
every round.</p>
        <p>Corollary 2: Consider the tuple hV; E; v0; vgi with (V; E)
a directed labelled multi-graph and v0; vg vertices in it.</p>
        <p>Teacher has a winning strategy in the corresponding
SLG HU, i she has a winning strategy in the
corresponding SLGHU.</p>
      </sec>
      <sec id="sec-2-9">
        <title>Finally, let us move to the case of a helpful teacher and an eager learner.</title>
        <p>Theorem 11: Consider the tuple hV; E; v0; vgi with (V; E)
a directed labelled multi-graph and v0; vg vertices in
it. If Learner and Teacher have a winning strategy in
the corresponding SLG HE, then they have a winning
strategy in the corresponding SLGHE.</p>
        <p>Proof: The proof of Theorem 5 provides the needed
strategy.</p>
        <p>Corollary 3: Consider the tuple hV; E; v0; vgi with (V; E)
a directed labelled multi-graph and v; vg vertices in it.
Learner and Teacher have joint winning strategy in the
corresponding SLG HE i they have a joint winning
strategy in the corresponding SLGHE.</p>
        <p>In this section we have shown that in Sabotage
Learning Games, allowing Teacher to skip moves, does not
change the winning abilities of the players. Using these
results, both the complexity and definability results from
the previous section also apply to the versions of the
game in which Teacher can refrain from making a move.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>IV. Refined view on teaching: learning algorithms</title>
      <p>
        The perspective on learning that we have adopted is
very general. To give a more refined view, let us go back
to the queries and counterexamples paradigm (see [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]). In
that approach, Learner is an algorithm that embodies a
winning strategy in the game of learning (the learning
procedure succeeds on all possible true data). Teacher
can significantly influence the learning process by
giving counterexamples, and the time needed for learning
depends on her choices. Therefore, the game of teaching
in such a setting can be formalized in extensive form as
presented in Figure 1.
      </p>
      <p>:::</p>
      <p>:::
w010 w020 w030
: : :
w0100 w000 w0300
2
: : :
Fig. 1. The tree of the teaching game: dotted lines are Learner’s moves,
which are determined by his algorithm; solid lines are Teacher’s moves;
wi are counterexamples given by Teacher; Ci are conjectures made by
Learner; C5 is the correct hypothesis.</p>
      <p>There are many game-theoretical issues that arise
when viewing the run of the learning algorithm as
a game. We can for example consider the epistemic
status of the players, introduce imperfect information
and analyze payo characteristics. Concerning the
payo characteristics and di erent classes of teachers such
as (un)helpful teachers, we can define corresponding
preference relations or payo s: the helpful teacher may
strictly prefer all shortest paths in the game tree, i.e.
the paths in which the learner learns the fastest. The
unhelpful teacher might strictly prefer all the longest
paths in the game tree, i.e. the paths in which the learner
learns slowly.</p>
      <p>We can also provide a choice for Learner in this game.
Firstly, we can allow that at each step the learner can
choose from one or more procedures which are part
of one algorithm. Secondly, in the beginning Learner
can decide with which of the available algorithms he
is going to proceed. Moreover, we can consider also
another possibility that involves extending the traditional
inductive inference paradigm. Usually, learnability of a
class is interpreted as the existence of a learner that
learns every element from the class independently of the
behavior of Teacher — if we introduce the possibility of
non-learnability to the game, we can view learning
algorithms as winning strategies for an eager learner in the
w1
C1</p>
      <p>:::
w01 w02 w03
: : :
C5
w2
C2
C5</p>
      <p>C0
w3
C3
C5
: : :
w4
C5
learning game. With the possibility of non-learnability,
there are also paths in the game tree in which the learner
never makes a correct conjecture. In this framework,
a helpful teacher would also prefer all (shortest) paths
ending in a position in which the learner makes a correct
conjecture over all the other paths. An unhelpful teacher
then prefers all the paths in which the learner does not
learn over those in which he does learn.</p>
    </sec>
    <sec id="sec-4">
      <title>V. Conclusions and further work</title>
      <p>We have provided a game theoretical approach to
learning that allows us to analyze di erent levels of
cooperativeness between Learner and Teacher. We have
defined Sabotage Learning Games with three variations,
representing di erent didactic scenarios. Then, we have
shown how Sabotage Modal Logic can be used to reason
about these games and, in particular, we have identified
certain formulas of the language with the existence of
a winning strategy. We gave complexity results for the
decision problems associated with each version of the
game. These problems correspond to model checking
for the associated formulas and models. Our complexity
results support the intuitive claim that the cooperation
of agents facilitates learning. We investigated an
extension of the Sabotage Learning Games that relaxes the
condition of the strict alternation of moves. Our results
presented in Section III show that if we allow Teacher to
skip a move, the winning abilities of the players do not
change with respect to the original versions of the games.
In the case of the helpful teacher and unwilling learner,
this is quite surprising since it says that if Teacher
can force Learner to learn in the game with nonstrict
alternation, then even if she is forced to remove edges
in each round she can do so without removing edges
that are necessary for Learner to eventually reach the
goal state.</p>
      <p>From the perspective of Formal Learning Theory,
several relevant extensions can be done. We have
described the learning process as changes in information
states, without going further into their epistemic and/or
doxastic interpretation. A deeper analysis can give us
insights about how the learning process is related to
di erent notions of dynamics of information, such as
belief revision or dynamic epistemic logic.</p>
      <p>
        Moreover, it can be argued that in some natural
learning scenarios, e.g. language learning, the goal of the
learning process, e.g. a correct grammar, is concealed
from Learner. In our approach we assume that Learner
has at least some markers of the goal state, otherwise
we could not introduce the two possible characteristics
of Learner. The assumption of the absence of any ability
to recognize the goal by Learner, leads to a model in
which the Learner moves randomly. Some approaches
that take into account randomness in Sabotage Games
have already been introduced [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] and hopefully can be
extended to deal with the aforementioned issue. What
we can now hypothesize is that the complexity of the
scenario with a random Learner and a helpful Teacher
is bounded by the worst case scenario, in which Learner
avoids the goal as long as possible, i.e. the game SLGHU.
      </p>
      <p>
        In the introduction we described the concepts of finite
identification and identification in the limit. Our work on
SLGs is closer to the first one, as we understand learning
as the ability to reach an appropriate information state,
without taking into account what will happen after
such a state has been reached. In particular, we are
not concerned with the stability of the resulting belief.
Identification in the limit extends finite identification by
looking beyond reachability in order to describe
“ongoing behaviour”. Fixed-point logics, like the propositional
-calculus [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], can provide us with tools to express
this notion of learnability. In this case, epistemic and
doxastic interpretations of learning would involve notions of
stable belief and a kind of operational, non-introspective
knowledge as a result of the process.
      </p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgment</title>
      <sec id="sec-5-1">
        <title>The authors would like to thank Jakub Szymanik and Johan van Benthem for their help and their useful comments on previous versions.</title>
        <p>Fernando R. Vela´zquez-Quesada is supported by
Consejo Nacional de Ciencia y Tecnolog´ıa (CONACyT),
Me´xico (scholarship # 167693).</p>
      </sec>
    </sec>
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