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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Proceedings of the Workshop “Logic &amp; Cognition”</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>European Summer School in Logic</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Language</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Information Opole</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Poland</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>August</string-name>
        </contrib>
      </contrib-group>
      <fpage>76</fpage>
      <lpage>117</lpage>
      <abstract>
        <p>Copyright ⓒ 2011 for the individual papers by the papers' authors.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Copying permitted only for private and academic purposes. This volume is published and
copyrighted by its editors.
1</p>
    </sec>
    <sec id="sec-2">
      <title>The workshop theme</title>
      <p>The roots of logic go back to antiquity, where it was mostly used as a tool for analyzing
human argumentation. In the 19th century Gottlob Frege, one of the founders of modern
logic and analytic philosophy, introduced anti-psychologism in the philosophy of
mathematics. In the following years anti-psychologism, the view that the nature of mathematical
truth is independent of human ideas, was one of the philosophical driving forces behind
the success of mathematical logic. During the same period in the 19th century, also
modern psychology (Helmholtz, Wundt) was born. However, the notion of anti-psychologism
often stood in the way of a potential merge of the disciplines and led to a significant
separation between logic and psychology research agendas and methods. Only since the 1960s,
together with the growth of cognitive science inspired by the ‘mind as computer’
metaphor, the two disciplines have started to interact more and more. Today, we finally
observe an increase in the collaborative effort between logicians, computer scientists,
linguists, cognitive scientists, philosophers, and psychologists.</p>
      <p>Topics of the workshop revolve around empirical research motivated by logical theories
as well as logics inspired by experimental studies reflecting an increasing collaboration
between logicians and cognitive scientists.
2</p>
    </sec>
    <sec id="sec-3">
      <title>Invited talks at the workshop</title>
      <p>In addition to the contributed talks, of which the articles are gathered in this volume, the
workshop also presents two invited talks:
• Paul Egré and David Ripley Vagueness and hysteresis: a case study in color
categorization
• Iris van Rooij Rationality, intractability and the prospects of “as if” explanations
The abstracts of both presentations may be found in this volume.</p>
    </sec>
    <sec id="sec-4">
      <title>Best papers</title>
      <p>The Programme Committee of the workshop decided to award the Best Paper Prize to:
Nina Gierasimczuk, Han van der Maas, and Maartje Raijmakers for the paper Logical and
Psychological Analysis of Deductive Mastermind.</p>
      <p>The Best Student Paper Prize was awarded to Fabian Schlotterbeck and Oliver Bott for
the paper Easy Solutions for a Hard Problem? The Computational Complexity of
Reciprocals with Quantificational Antecedents.
4</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgements</title>
      <p>We would like to thank all the people who helped to bring about the workshop Logic and
Cognition. First of all, we thank all invited speakers and contributed speakers for ensuring
an interesting conference.</p>
      <p>Special thanks are due to the members of the program committee for their professionalism
and their dedication to select papers of quality and to provide authors with useful,
constructive feedback during the in-depth reviewing process:
Program Committee:</p>
      <sec id="sec-5-1">
        <title>Leon de Bruin Eve Clark Robin Clark Paul Egré</title>
        <p>Fritz Hamm
Alice ter Meulen
Marcin Mostowski
Maartje Raijmakers
Iris van Rooij
Keith Stenning
Marcin Zajenkowski
In addition, Catarina Dutilh Novaes and Raphael van Riel shared their expertise to help
review the papers. Thanks! We would also like to thank the organizers of the European
Summer School in Logic, Language and Information, Opole, 2012, that which hosts our
workshop.</p>
        <p>Finally, we would like to express our gratitude to NWO for largely financing this
workshop through Vici grant NWO 227-80-00, Cognitive Systems in Interaction: Logical and
Computational Models of Higher-Order Social Cognition.</p>
      </sec>
      <sec id="sec-5-2">
        <title>Jakub Szymanik Rineke Verbrugge Groningen, July 2012</title>
        <p>Vagueness and hysteresis: a case study in color
categorization</p>
        <p>Paul Egré and David Ripley</p>
        <sec id="sec-5-2-1">
          <title>Institut Jean-Nicod (CNRS), Paris</title>
          <p>Abstract. This paper presents the first results of an experimental study
concerning the semantic status of borderline cases of vague predicates.
Our focus is on the particular case of color predicates (such as ‘yellow’,
‘orange’, ‘blue’, ‘green’), and on the influence of context in the
categorization of color shades at the border between two color categories. In an
unpublished study, D. Raffman and colleagues found that subjects have
no difficulty in categorizing the same color shade as ‘blue’ or ‘green’
depending on the direction of the transition between the two categories,
suggesting a phenomenon of hysteresis or persistence of the initial
category. Hysteresis is a particularly intriguing phenomenon for vagueness for
two reasons: i) it seems to comport with the tolerance principle, which
says that once applied, a category can be extended to cases that
differ very little ii) it seems to suggest that borderline cases are cases of
overlap, rather than underlap between semantic categories (see Raffman
2009, Egré 2011, Ripley 2012). In our first study, we probed for hysteresis
in two different tasks: in the first, subjects had to perform a task of color
matching, namely to decide of each shade in a series between yellow and
orange (respectively blue and green) whether it was more similar to the
most yellow or to the most orange kept on the display. In the second
task, subjects had to decide which of the two color labels ‘yellow’ or
‘orange’ was the most suitable. Shades were presented in three different
orders, random, ascending from yellow to orange, and descending. While
we found no order effect in the perceptual matching task, we found an
effect of negative hysteresis in the linguistic task in each color set, namely
subjects switched category at a smaller position rather than at a later
position depending on the order. In a second study, we used the same
design but asked subjects to report agreement or disagreement with
various sentential descriptions of the shade (viz. ‘the shade is yellow/not
yellow/yellow and not yellow’). No order effect was found in that task.
These findings raise two particular issues concerning the boundaries of
vague semantic categories, which we discuss in turn: the first concerns
the interpretation of negative, as opposed to positive hysteresis. Another
concerns the sensitivity of order effects to the task.</p>
        </sec>
        <sec id="sec-5-2-2">
          <title>This is a joint work with Vincent de Gardelle.</title>
          <p>Rationality, intractability and the prospects of ‘as
if ’ explanations</p>
          <p>Iris van Rooij</p>
          <p>Radboud University Nijmegen</p>
          <p>Donders Institute for Brain, Cognition and Behavior
Abstract. Proponents of a probabilistic (Bayesian) turn in the study of
human cognition have used the intractability of (non-monotonic) logics
to argue against the feasibility of logicist characterizations of human
rationality. It is known, however, that probabilistic computations are
generally intractable as well. Bayesians have argued that, in their own
case, this is merely as pseudoproblem. Their argument is that humans do
not really perform the probabilistic calculations prescribed by probability
theory, but only act as if they do–much like the planets do not calculate
their own orbits, and birds fly without any knowledge of the theory of
aerodynamics.</p>
          <p>The prospects of such an ‘as if’ explanation dissolving the intractability
problem depends inter alia on what is meant by ‘as if’. I analyze some of
the most plausible meanings that are compatible with various statements
in the literature, and argue that none of them circumvents the problem
of intractability.</p>
          <p>The analysis will show that, even though the constraints imposed by
tractability may prove pivotal for determining adequate characterizations
of human rationality, these constraints do not directly favor one type of
formalism over another. Cognitive science would be better off realizing
this and putting efforts into dealing with the problem of intractability
head-on, rather than playing a shell game.</p>
          <p>This is joint work with:
Cory Wright (University of California, Long Beach, USA),
Johan Kwisthout (Radboud University Nijmegen, The Netherlands),</p>
          <p>Todd Wareham (Memorial University of Newfoundland, Canada).</p>
          <p>Logical and Psychological Analysis of Deductive</p>
          <p>Mastermind</p>
          <p>Nina Gierasimczuk1, Han van der Maas2, and Maartje Raijmakers2
Abstract. The paper proposes a way to analyze logical reasoning in a
deductive version of the Mastermind game implemented within the Math
Garden educational system. Our main goal is to derive predictions about
the cognitive di culty of game-plays, e.g., the number of steps needed for
solving the logical tasks or the working memory load. Our model is based
on the analytic tableaux method, known from proof theory. We associate
the di culty of the Deductive Mastermind game-items with the size of
the corresponding logical tree derived by the tableau method. We
discuss possible empirical hypotheses based on this model, and preliminary
results that prove the relevance of our theory.
1</p>
          <p>Introduction and Background
Computational and logical analysis has already proven useful for the
investigations into the cognitive di culty of linguistic and communicative tasks (see
[1{5]). We follow this line of research by adapting formal logical tools to directly
analyze the di culty of non-linguistic logical reasoning. Our object of study is
a deductive version of the Mastermind game. Although the game has been used
to investigate the acquisition of complex skills and strategies in the domain of
reasoning about others [6], as far as we know, it has not yet been studied for
the di culty of the accompanying deductive reasoning. Our model of reasoning
is based on the proof-theoretical method of analytic tableaux for propositional
logic, and it gives predictions about the empirical di culty of game-items. In
the remaining part of this section we give the background of our work: we
explain the classical and static versions of the Mastermind game, and describe the
main principles of the online Math Garden system. In Section 2 we introduce
Deductive Mastermind as implemented within Math Garden. Section 3 gives a
logical analysis of Deductive Mastermind game-items using the tableau method.
Finally, Section 4 discusses some hypotheses drawn on the basis of our model,
and gives preliminary results. In the end we brie y discuss the directions for
further work.
1.1</p>
          <p>Mastermind Game
Mastermind is a code-breaking game for two players. The modern game with
pegs was invented in 1970 by Mordecai Meirowitz, but the game resembles an
earlier pen and paper game called Bulls and Cows. The Mastermind game, as
known today, consists of a decoding board, code pegs of k colors, and feedback
pegs of black and white. There are two players, the code-maker, who chooses a
secret pattern of ` code pegs (color duplicates are allowed), and the code-breaker,
who guesses the pattern, in a given n rounds. Each round consists of code-breaker
making a guess by placing a row of ` code pegs, and of code-maker providing the
feedback of zero to ` key pegs: a black key for each code peg of correct color and
position, and a white key for each peg of correct color but wrong position. After
that another guess is made. Guesses and feedbacks continue to alternate until
either the code-breaker guesses correctly, or n incorrect guesses have been made.
The code-breaker wins if he obtains the solution within n rounds; the code-maker
wins otherwise. Mastermind is an inductive inquiry game that involves trials of
experimentation and evaluation. As such it leads to the interesting question of
the underlying logical reasoning and its di culty. Existing mathematical results
on Mastermind do not provide any answer to this problem|most focus has
been directed at nding a strategy that allows winning the game in the smallest
number of rounds (see [7{10]).</p>
          <p>Static Mastermind [11] is a version of the Mastermind game in which the goal
is to nd the minimum number of guesses the code-breaker can make all at once
at the beginning of the game (without waiting for the individual feedbacks), and
upon receiving them all at once completely determine the code in the next guess.
In the case of this game some strategy analysis has been conducted [12], but,
more importantly, Static Mastermind has been given a computational
complexity analysis [13]. The corresponding Static Mastermind Satis ability Decision
Problem has been de ned in the following way.</p>
          <p>De nition 1 (Mastermind Satis ability Decision Problem).
Input A set of guesses G and their corresponding scores.</p>
          <p>Question Is there at least one valid solution?
Theorem 1. Mastermind Satis ability Decision Problem is NP-complete.
This result gives an objective computational measure of the di culty of the task.
NP-complete problems are believed to be cognitively hard [14{16], hence this
result has been claimed to indicate why Mastermind is an engaging and popular
game. It does not however give much insight into the di culty of reasoning that
might take place while playing the game, and constructing the solution.
1.2</p>
          <p>Math Garden
This work has been triggered by the idea of introducing a dedicated logical
reasoning training in primary schools through the online Math Garden system
(Rekentuin.nl or MathsGarden.com, see [17]). Math Garden is an adaptive
training environment in which students can play various educational games especially
designed to facilitate the development of their abstract thinking. Currently, it
consists of 15 arithmetic games and 2 complex reasoning games. Students play
the game-items suited for their level. A di cultly level is appropriate for a
student if she is able to solve 70% items of this level correctly. The di culty of tasks
and the level of the students' play are being continuously estimated according
to the Elo rating system, which is used for calculating the relative skill levels
of players in two-player games such as chess [18]. Here, the relative skill level is
computed on the basis of student v. game-item opposition: students are rated by
playing, and items are rated by getting played. The rating depends on accuracy
and speed of problem solving [19]. The rating scales go from in nity to +
in nity. If a child has the same rating as an item this means that the child can
solve the item with probability :5. In general, the absolute values of the ratings
have no straightforward meaning. Hence, one result of children playing within
Math Garden is a rating of all items, which gives item di culty parameters. At
the same time every child gets a rating that re ects her or his reasoning ability.
One of the goals of this project is to understand the empirically established item
di culty parameters by means of a logical analysis of the items. Figure 5 in the
Appendix depicts the educational and research context of Math Garden.
2</p>
          <p>
            Deductive Mastermind
Now let us turn to Deductive Mastermind, the game that we designed for the
Math Garden system (its corresponding name within Math Garden is
Flowercode). Figure 1 shows an example item, revealing the basic setting of the game.
Each item consists of a decoding board (
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            ), short feedback instruction (
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            ), the
domain of owers to choose from while constructing the solution (
            <xref ref-type="bibr" rid="ref29 ref3 ref37">3</xref>
            ) and the
timer in the form of disappearing coins (
            <xref ref-type="bibr" rid="ref30 ref38 ref4">4</xref>
            ). The goal of the game is to guess
the right sequence of owers on the basis of the clues given on the decoding
board. Each row of owers forms a conjecture that is accompanied by a small
board on the right side of it. The dots on the board code the feedback about
the conjecture: one green dot for each ower of correct color and position, one
orange dot for each ower of correct color but wrong position, and one red dot
for each ower that does not appear in the secret sequence at all. In order to
win, the player is supposed to pick the right owers from the given domain (
            <xref ref-type="bibr" rid="ref29 ref3 ref37">3</xref>
            ),
place them in the right order on the decoding board, right under the clues, and
press the OK button. She must do so before the time is up, i.e., before all the
coins (
            <xref ref-type="bibr" rid="ref30 ref38 ref4">4</xref>
            ) disappear. If the guess is correct, the number of coins that were left as
she made the guess is added to her overall score. If her guess is wrong, the same
number is subtracted from it. In this way making fast guesses is punished, but
making a fast correct response is encouraged [19].
          </p>
          <p>Unlike the classical version of the Mastermind game, Deductive Mastermind
does not require the player to come up with the trial conjectures. Instead,
Flowercode gives the clues directly, ensuring that they allow exactly one correct solution.
Hence, Deductive Mastermind reduces the complexity of classical Mastermind
by changing from an inductive inference game into a very basic logical-reasoning
game. On the other hand, when compared to Static Mastermind, Deductive
Mastermind di ers with respect to the goal. In fact, by guaranteeing the existence
of exactly one correct solution, Deductive Mastermind collapses the postulated
complexity from Theorem 1, since the question of the Static Mastermind
Satisability Problem becomes void. It is fair to say that Deductive Mastermind is a
combination of the classical Mastermind game (the goal of the game is the same:
nding a secret code) and the Static Mastermind game (it does not involve the
trial-and-error inductive inference experimentation). Its very basic setting
allows access to atomic logical steps of non-linguistic logical reasoning. Moreover,
Deductive Mastermind is easily adaptable as a single-player game, and hence
suitable for the Math Garden system. The simple setting provides educational
justi cation, as the game trains very basic logical skills.</p>
          <p>The game has been running within the Math Garden system since
November 2010. It includes 321 game-items, with conjectures of various lengths (1-5
owers) and number of colors (from 2 to 5). By January 2012, 2,187,354 items
had been played by 28,247 primary school students (grades 1-6, age: 6-12 years)
in over 400 locations (schools and family homes). This extensive data-collecting
process allows analyzing various aspects of training, e.g., we can access the
individual progress of individual players on a single game, or the most frequent
mistakes with respect to a game-item. Most importantly, due to the
studentitem rating system mentioned in Section 1.2, we can infer the relative di culty
of game-items. Within this hierarchy we observed that the present game-item
domain contains certain \gaps in di culty"|it turns out that our initial di
culty estimation in terms of non-logical aspects (e.g., number of owers, number
of colors, number of lines, the rate of the hypotheses elimination, etc.) is not
precise, and hence the domain of items that we generated does not cover the
whole di culty space. Providing a logical apparatus that predicts and explains
the di culty of Deductive Mastermind game-items can help solving this problem
and hence also facilitate the training e ect of Flowercode (see Appendix, Figure
7).</p>
          <p>A Logical Analysis
Each Deductive Mastermind game-item consists of a sequence of conjectures.
De nition 2. A conjecture of length l over k colors is any sequence given by
a total assignment, h : f1; : : : ; `g ! fc1; : : : ; ckg. The goal sequence is a
distinguished conjecture, goal : f1; : : : ; `g ! fc1; : : : ; ckg.</p>
          <p>Every non-goal conjecture is accompanied by a feedback that indicates how
similar h is to the given goal assignment. The three feedback colors: green,
orange, and red, described in Section 2, will be represented by letters g; o; r.
De nition 3. Let h be a conjecture and let goal be the goal sequence, both of
length l over k colors. The feedback f for h with respect to goal is a sequence
a b c
zg :}:|: g{ oz :}:|: o{ zr :}:|: r{ = gaobrc;
where a; b; c 2 f0; 1; 2; 3; : : :g and a + b + c = `. The feedback consists of:
{ exactly one g for each i 2 G, where G = fi 2 f1; : : : `g j h(i) = goal(i)g.
{ exactly one o for every i 2 O, where O = fi 2 f1; : : : ; `gnG j there is a j 2
f1; : : : ; `gnG; such that i 6= jand h(i) = goal(j)g.</p>
          <p>{ exactly one r for every i 2 f1; : : : ; `gn(G[O).
3.1</p>
          <p>The informational content of the feedback
How to logically express the information carried by each pair (h; f )? To shape
the intuitions let us rst give a second-order logic formula that encodes any
feedback sequence gaobrc for any h with respect to any goal:
^ 9O
9G f1; : : : `g(card(G)=a ^ 8i2G h(i)=goal(i) ^ 8i2=G h(i)6=goal(i)
f1; : : : `gnG (card(O)=b ^ 8i2O 9j2f1; : : : `gnG(j6=i ^ h(i)=goal(j))
^ 8i2f1; : : : `gn(G[O) 8j2f1; : : : `gnG h(i)6=goal(j))):</p>
          <p>Since the conjecture length, `, is xed for any game-item, it seems sensible to
give a general method of providing a less engaging, propositional formula for any
instance of (h; f ). As literals of our Boolean formulae we take h(i) = goal(j),
where i; j 2 f1; : : : `g (they might be viewed as propositional variables pi;j , for
i; j 2 f1; : : : `g). With respect to sets G, O, and R that induce a partition of
g
f1; : : : `g, we de ne 'G; 'oG;O; 'rG;O, the propositional formulae that correspond
to di erent parts of feedback, in the following way:
{ 'gG := Vi2G h(i)=goal(i) ^ Vj2f1;:::;`gnG h(j)6=goal(j),
{ 'oG;O := Vi2O(Wj2f1;:::;`gnG;i6=j h(i) = goal(j)),
{ 'rG;O := Vi2f1;:::`gn(G[O);j2f1;:::`gnG;i6=j h(i) 6= goal(j).
Observe that there will be as many substitutions of each of the above schemes
of formulae, as there are ways to choose the corresponding sets G and O. To x
the domain of those possibilities we set G := fGjG f1; : : : ; `g ^ card(G)=ag,
and, if G f1; : : : ; `g, then OG = fOjO f1; : : : ; `gnG ^ card(O)=bg. Finally,
we can set Bt(h; f ), the Boolean translation of (h; f ), to be given by:
Bt(h; f ) :=
_ ('gG ^</p>
          <p>_ ('oG;O ^ 'rG;O)):
G2G</p>
          <p>
            O2OG
Example 1. Let us take ` = 2 and (h; f ) such that: h(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            ):=c1, h(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            ):=c2; f :=or.
Then G=f;g, Of;g=ff1g; f2gg. The corresponding formula, Bt(h; f ), is:
(goal(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            )6=c1 ^ goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            )6=c2) ^ ((goal(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            )=c2 ^ goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            )6=c1) _ (goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            )=c1 ^ goal(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            )6=c2))
          </p>
          <p>Each Deductive Mastermind game-item consists of a sequence of conjectures
together with their respective feedbacks. Let us de ne it formally.</p>
          <p>De nition 4. A Deductive Mastermind game-item over ` positions, k colors
and n lines, DM (l; k; n), is a set f(h1; f1); : : : ; (hn; fn)g of pairs, each
consisting of a single conjecture together with its corresponding feedback. Respectively,
Bt(DM (l; k; n)) = Bt(f(h1; f1); : : : ; (hn; fn)g) = fBt(h1; f1); : : : ; Bt(hn; fn)g.
Hence, each Deductive Mastermind game-item can be viewed as a set of Boolean
formulae. Moreover, by the construction of the game-items we have that this set
is satis able, and that there is a unique valuation that satis es it. Now let us
focus on a method of nding this valuation.
3.2</p>
          <p>
            Analytic Tableaux for Deductive Mastermind
In proof theory, the analytic tableau is a decision procedure for propositional
logic [20{22]. The tableau method can determine the satis ability of nite sets
of formulas of propositional logic by giving an adequate valuation. The method
builds a formulae-labeled tree rooted at the given set of formulae and unfolding
breaks these formulae into smaller formulae until contradictory pairs of literals
are produced or no further reduction is possible. The rules of analytic tableaux
for propositional logic, that are relevant for our considerations are as follows.3
' ^
',
^
'
' _
_
By our considerations from Section 3 we can now conclude that applying the
analytic tableaux method to the Boolean translation of a Deductive Mastermind
game-item will give the unique missing assignment goal. In the rest of the paper
we will focus on 2-pin Deductive Mastermind game-items (where ` = 2), in
particular, we will explain the tableau method in more detail on those simple
examples.
3 We do not need the rule for negation because in our formulae only literals are negated.
2-pin Deductive Mastermind Game-items Since the possible feedbacks consist
of letters g (green), o (orange), and r (red), in principle for the 2-pin Deductive
Mastermind game-items we get six possible feedbacks: gg; oo; rr; go; gr; or. From
those: gg is excluded as non-applicable; go is excluded because there are only two
positions. Let us take a pair (h; f ), where h(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            )=ci, h(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            )=cj , then, depending on
the feedback, the corresponding boolean formulae are given in Figure 2. We can
compare the complexity of those feedbacks just by looking at their tree
representations created from the boolean translations via the tableau method. Those
Feedback Boolean translation
oo goal(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            ) 6= ci ^ goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            ) 6= cj ^ goal(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            ) = cj ^ goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            ) = ci
rr goal(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            ) 6= ci ^ goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            ) 6= cj ^ goal(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            ) 6= cj ^ goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            ) 6= ci
gr (goal(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            ) = ci ^ goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            ) 6= cj ) _ (goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            ) = cj ^ goal(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            ) 6= ci)
or (goal(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            ) 6= ci ^ goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            ) 6= cj ) ^
          </p>
          <p>
            ((goal(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            ) = cj ^ goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            ) 6= ci) _ (goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            ) = ci ^ goal(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            ) 6= cj ))
ci; cj
oo
ci; cj
          </p>
          <p>
            rr
goal(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            )6=ci goal(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            )6=ci
goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            )6=cj goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            )6=cj
goal(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            )=cj goal(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            )6=cj
goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            )=ci goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            )6=ci
ci; cj
gr
goal(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            )=ci goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            )=cj
goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            )6=cj goal(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            )6=ci
ci; cj
or
goal(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            )6=c1 goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            )6=c2
goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            )=c1 goal(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            )=c2
goal(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            )6=c2 goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            )6=c1
goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            )6=c2 goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            )6=c1
representations clearly indicate that the order of the tree-di culty for the four
possible feedbacks is: oo&lt;rr&lt;gr&lt;or. As the feedbacks oo; rr are conjunctions,
they do not require branching (the other two include disjunctions, and as such
demand reasoning by cases). Unlike rr, the feedback oo in fact gives the solution
immediately. Within the two remaining rules, gr requires less memory to store
the information in each branch.
          </p>
          <p>
            We will now brie y discuss the tableau method on an example. Let us
consider the following Deductive Mastermind game-item (Figure 3). The tree on
the left stands for the reasoning which corresponds to analyzing the conjectures
as given, from top to bottom. The rst branching gives the result of applying
the gr feedback. In the next level of the tree we apply the oo feedback to the
second conjecture. We must rst do so assuming the left branch of the rst
conjecture to be true. This leads to a contradiction|on this branch we get that
goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            )=c1 and goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            )6=c1. Then we move to the right branch of the rst
conjecture. This assumption leads to discovering the right assignment, goal(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            )=c2
and goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            )=c1, there is no contradiction on this branch. This tableau
procedure is required to build the whole tree for the game-item. That is not always
necessary. The right-most part of Figure 3 shows what happens if you chose to
start the analysis from the second conjecture. We rst apply the feedback oo
to the second conjecture. We immediately get: goal(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            )=c2 goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            )=c1. The full
goal(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            )=c1
goal(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            )6=c1
Bt(h2; f2)
          </p>
          <p>oo
unique assignment with no contradiction. We can stop the computation at this
point|if the other conjecture contradicted this assignment, then it would mean
that the two conjectures must be inconsistent and hence not satis able. This
contradicts the setting of our game.</p>
          <p>
            The tree might not always give us the complete valuation explicitly. In some
game-items it is required to use a ower that did not appear in the conjectures.
This is so in the example in Figure 4; the right-most branch does not give a
contradiction, it does assign color 1 to the second position of the goal conjecture.
In such case we draw the remaining color, c3 (a tulip in the picture), as the
missing value of the rst position of the goal conjecture, i.e., goal(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            )=c3.
          </p>
          <p>Hypotheses and Preliminary Results
Normatively speaking, the full tree generated by the tableau method for the
set of formulae corresponding to a Deductive Mastermind game-item gives its
ideal reasoning scheme and thus the size of the tree can be thought of as an
abstract complexity measure. Obviously, the shape and the size of the tree for
each Deductive Mastermind item depends to some extent on the order in which
the formulae are analyzed (see Figure 3). Hence, using the tableau method it is
even possible to analyze whether and in what way the students apply reasoning
strategies, i.e., how they manipulate with the elements of the task in order to
optimize the size of the reasoning tree (i.e., the length of the computation). In
this way, items' logical di culty can be expressed via the size of their minimal
trees. The empirical data, resulting from children playing the Deductive
Mastermind game in Math Garden, includes item ratings. In the rst analysis of
this data we aimed at relating the item ratings to the parameters of the trees.
To this end we de ne a computational method based on the tableau method.
The computational method makes two assumptions. First, the formulae are not
processed from top to bottom, but instead the order depends on the length of
the rule that is associated with the feedback. That is, feedback is processed in
the following order: oo, rr, gr, or. Ties are solved by processing the top formula
rst. Second, the computational method is stopped once a consistent solution is
found, assuming that there exists at least one solution. Based on these principles
and the tableau method we programmed a recursive algorithm for calculating
the type and number of steps until solution for each item is reached. We de ne
4 measures of theoretically derived item di culties; the required number of oo,
rr, gr, and rr steps, which together might predict item di culty. Below we will
describe the empirically derived item ratings of the 2-pin items and we will show
how these relate to the theoretically derived measures of item di culties.
Method Participants were 28,247 students from grades 1-6, of age: 6-12 years.
Together, they played 2,187,354 items between November 2010 and January
2012. From the total of 321 items in the Master Mind game, 100 items have
two pins. From these 100 items, 10 items involved 2 colors, 30 items involved 3
colors, 30 items involved 4 colors and 30 items involved 5 colors.</p>
          <p>
            Results To test the relation between empirically derived item ratings and
theoretically derived measures of item di culty we did a regression analysis that
includes the basic features of the items (number of colors and number of guesses)
and the required number of oo, rr, gr, and or analysis steps as predicted by
the tableau-based computational algorithm (F (6; 93)=33, p &lt; :0001, R2=:66).
All these factors but one (i.e., number of gr evaluations) were signi cant in
predicting item di culties: number of colours ( =1:07, p=:02), number of
hypotheses ( =1:75, p&lt;:01), number of oo feedbacks ( = 5:1, p&lt;:001), number
of rr feedbacks ( = 3:19; p&lt;:0001), number of gr evaluations (ns), number of
or evaluations ( =1:6, p&lt;:0001). Note that among the rules, only the required
number of or steps increases item di culty. A second aspect of the observed
item ratings to explain is the shape of its distribution. The distribution of the
item di culties shows a remarkable property for the 2-pin items (see Appendix,
Figure 6). The distribution is bimodal, meaning that there is a cluster of more
di cult items (item ratings &gt;0) and a cluster of easier items (item ratings &lt;0).
In the cluster of easy items, there are items with 2, 3, 4, and 5 colors. The cluster
of di cult items consists of items with 3, 4 and 5 colors. The two clusters could
be expressed fully in terms of model-relevant features. It appeared that items
are easy in the following two cases: (
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            ) no or feedback and no gr feedback; (
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2</xref>
            )
no or feedback, at least one gr feedback, and all colors are included in at least
one of the conjectures. Items are di cult otherwise. This shows that or steps
make the item relatively di cult, but only if or is required to solve the item. A
second aspect that makes an item di cult is the exclusion of one of the colors
in the solution from the hypotheses rows.
5
          </p>
          <p>Conclusions and Future Work
In this paper we proposed a way to use a proof-theoretical concept to analyze
the cognitive di culty of logical reasoning. The rst hypotheses that we have
drawn from the model gave a reasonably good prediction of item-di culties,
but the t is not perfect. However, it must be noted that several non-logical
factors may play a role in the item di culty as well. For example, the motor
requirements to give the answer also introduce some variation in item di culty,
which depends not only on accuracy but also on speed. The minimal number of
clicks required to give an answer varies between items. We did not take these
aspects into account so far. In particular, the two di culty clusters observed in
the empirical study can be explained with the use of our method.</p>
          <p>Our further work can be split into two main parts. We will continue this
study on the theoretical level by analyzing various complexity measures that
can be obtained on the basis of the tableau system. We also plan to compare
the t with empirical data of the tableau-derived measures and other possible
logical formalizations of level di culty (e.g., a resolution-based model). On the
empirical side we rst would like to extend our analysis to game-items that
consist of conjectures of higher length. This will allow comparing di culty of tasks
of di erent size and measure the trade-o between the size and the structure
of the tasks. We will also study this model in a broader context of other Math
Garden games. This would allow comparing individual abilities within Deductive
Mastermind and the abilities within other games that have been correlated for
instance with the working memory load. Finally, it would be interesting to see
whether the children are really using the proposed di culty order of feedbacks in
nding an optimal tableau|this could be checked in an eye-tracking experiment
(see [23, 24]).
Appendix
The appendix contains three gures. The rst one illustrates the educational
and research context of the Math Garden system (Figure 5); the second shows
the distribution of the empirical di culty of all items in Deductive Mastermind
(Figure 6); and the third gives the frequency of players and game-items with
respect to the overall rating (Figure 7). We refer to those gures in the proper
text of the article.</p>
          <p>Student
game playing</p>
          <p>Investigators
data
Math Garden.com
instruction
new items,
tasks
report
instruction
methods</p>
          <p>Teacher</p>
          <p>Euclid's Diagrammatic Logic and</p>
          <p>Cognitive Science</p>
          <p>Yacin Hamami1 and John Mumma2
Abstract. For more than two millennia, Euclid's Elements set the
standard for rigorous mathematical reasoning. The reasoning practice the
text embodied is essentially diagrammatic, and this aspect of it has been
captured formally in a logical system termed Eu [2, 3]. In this paper, we
review empirical and theoretical works in mathematical cognition and
the psychology of reasoning in the light of Eu. We argue that cognitive
intuitions of Euclidean geometry might play a role in the interpretation
of diagrams, and we show that neither the mental rules nor the mental
models approaches to reasoning constitutes by itself a good candidate
for investigating geometrical reasoning. We conclude that a cognitive
framework for investigating geometrical reasoning empirically will have
to account for both the interpretation of diagrams and the reasoning
with diagrammatic information. The framework developed by Stenning
and van Lambalgen [1] is a good candidate for this purpose.
1</p>
          <p>Introduction
A distinctive feature of elementary Euclidean geometry is the natural and
intuitive character of its proofs. The prominent place of the subject within the
history and education of mathematics attests to this. It was taken to be the
foundational starting point for mathematics from the time of its birth in ancient
Greece up until the 19th century. And it remains within mathematics education
as a subject that serves to initiate students in the method of deductive proof.
No other species of mathematical reasoning seem as basic and transparent as
that which concerns the properties of gures in Euclidean space.</p>
          <p>One may not expect a formal analysis of the reasoning to shed much light
on this distinctive feature of it, as the formal and the intuitive are typically
thought to oppose one another. Recently, however, a formal analysis, termed
Eu, has been developed which challenges this opposition [2, 3]. Eu is a formal
proof system designed to show that a systematic method underlies the use of
diagrams in Euclid's Elements, the representative text of the classical synthetic
tradition of geometry. As diagrams seem to be closely connected with the way
we call upon our intuition in the proofs of the tradition, Eu holds the promise
of contributing to our understanding of what exactly makes the proofs natural.</p>
          <p>Most1 and Most2 in Bulgarian and Polish</p>
          <p>
            Bulgarian and Polish have “two” versions of the English majority quantifier most.
Most1 in both languages has the same proportional reading as the English most has, so
that (8a) and (9a) are equivalent to (
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1</xref>
            ).
          </p>
          <p>(a) Povečeto točki sa žəәlti.</p>
          <p>Most1 dots are yellow
'Most dots are yellow.'
(b) Naj-mnogo točki sa žəәlti.</p>
          <p>Most2 dots are yellow
'Yellow dots form the largest subset.’
(a) Większość kropek jestżółta.</p>
          <p>Most1 dots is yellow
'Most dots are yellow.'
(b) Najwięcej jestkropek żółtych.</p>
          <p>Most2 is dots yellow
'Yellow dots form the largest subset.'
Bulgarian
Polish</p>
          <p>
            Most2 in Bulgarian (8b) and Polish (9b) contains superlative morphology in contrast to
Most1 as illustrated in (
            <xref ref-type="bibr" rid="ref11 ref45">11</xref>
            ). In accordance with the standard meaning of the superlative
morpheme (the relative reading), Most2 modifying a noun says that what the noun denotes
is the most numerous thing among other things of the same type, in our case, the set of
yellow dots is more numerous than any other color set.
          </p>
          <p>
            I predicted that Most1, being equivalent to the English most, should be compatible with
the Subtraction strategy. Thus, the number of color sets was expected to not affect the
accuracy of judgments with Most1 (it should only be affected by the ratio of yellow to
non-yellow dots). Since the semantics of Most2 can be specified as in (
            <xref ref-type="bibr" rid="ref10 ref44">10</xref>
            ), which I call
Stepwise Selection, I expected to find both an effect of ratio and of number of colors in
contrast to Most1.
10. Stepwise Selection strategy
|Dot(x) &amp; Yellow(x)| &gt; |Dot(x) &amp; Red(x)|, &amp;
|Dot(x) &amp; Yellow (x)| &gt; |Dot(x) &amp; Blue(x)|, &amp;
|Dot(x) &amp; Yellow (x)| &gt; |Dot(x) &amp; Green(x)|, &amp; …
          </p>
          <p>Both of the predictions were met. The results of the Experiment 1 (on Bulgarian) and
of the Experiment 2 (on Polish) contain exactly the same main effects in the two
conditions.</p>
          <p>Experiments 1 and 2: Materials and methods</p>
          <p>I conducted two on-line visual-display verification studies designed along the lines of
the experiment of Lidz et al. (2011). A group of 39 native speakers of Bulgarian
participated in Experiment 1 and 20 native speakers of Polish participated in Experiment 2. The
Polish experiment is reported in Tomaszewicz (2011).</p>
          <p>
            The procedure was identical in both experiments. The participants evaluated the truth
of the sentences in (
            <xref ref-type="bibr" rid="ref34 ref42 ref43 ref8 ref9">8-9</xref>
            ) by pressing Yes or No buttons while viewing displays of arrays
of colored dots on a black background, flashed on a computer screen for 200ms. I
manipulated the ratio of the yellow target to the rest (1:2, 2:3, 5:6, i.e. 3 levels of the ratio
variable) and the number of color sets (1, 2 or 3 other distractor colors, i.e. 3 levels of the
distractor variable). The numbers of colors in each bin are presented in Table 5 in the
Appendix.
          </p>
          <p>As the schema in Fig. 8 in the Appendix shows, 360 displays were presented in 2
blocks (180 for Most1 and 180 Most2, half of each requiring a yes response and half a no
response). Participants had 380ms to indicate their response by a button press. The
experiment was performed using Presentation® software (Version 14.2, www.neurobs.com).
3.2</p>
          <p>Experiments 1 and 2: Results</p>
          <p>For Most1 accuracy rates were significantly affected only by ratio, and not by number
of color sets (Table 3, rows (a),(c)). For Most2 accuracy rates were significantly affected
both by ratio and by number of color sets (Table 3, rows (b),(d)). I analyzed each
quantifier with a 3x3x2 Repeated Measures ANOVA crossing the 3 levels of the ratio variable, 3
levels of distractor, and the truth/falsity of screens:
(a)
(b)</p>
          <p>Bg</p>
          <p>Most1 (povečeto)
Most2 (najmnogo)</p>
          <p>1:2
.858
.827
ratio
2:3
.778
.742
5:6
.643
.617
.871
.866
.785
.76
.673
.63
.797
.801</p>
          <p>
            The accuracy rates with Most1 in Bulgarian and Polish are significantly affected only
by ratio3 and not by number of color sets. These results are the same as for the English
most in Lidz et al. (2011) and are entirely consistent with the prediction that Most1 is
verified by Subtraction. The graphs in Fig. 2 and Fig. 3 clearly show the lack of a main
effect of number (Bulgarian: F(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2, 76</xref>
            ) = 1.153, p = .321; Polish: F(1.47, 27.98) = 1.637, p
= .2154).
          </p>
          <p>
            Fig. 2. Most1 in Bulgarian.
 ‘Yes’  on  true  screens    
3 Bulgarian: F(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2, 76</xref>
            ) = 171.791, p &lt; .001, Polish: F(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2, 38</xref>
            ) = 76.072, p &lt; .001. Post hoc tests using
the Bonferroni correction revealed significant differences (p &lt; .001) between all levels of the
ratio variable.
4 Because of the violations of sphericity (p = .019), we are reading the Greenhouse-Geisser
corrected value. Whether or not we use this correction, there is still no significance: F(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2, 38</xref>
            ) = 1.64, p =
.208.
          </p>
          <p>Fig. 3. Most1 in Polish.</p>
          <p>
            The results for Most2 are entirely compatible with the view that it is verified by
Selection. In both Bulgarian (Fig. 4) and Polish (Fig. 5) the accuracy rates are significantly
affected both by ratio (Bulgarian: F(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2, 76</xref>
            ) = 182.449, p &lt; .001, Polish: F(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2, 38</xref>
            ) = 124.77,
p &lt; .001) and number of color sets (Bulgarian: F(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2, 76</xref>
            ) = 72.612, p &lt; .001, Polish: F(
            <xref ref-type="bibr" rid="ref2 ref26 ref28 ref36">2,
38</xref>
            ) = 17.34, p &lt; .001).5
 ‘Yes’  on  true  screens    
          </p>
          <p>Fig. 4. Most2 in Bulgarian.
 ‘Yes’  on  true  screens    
5 Pair-wise comparisons for the main effect of ratio and the main in effect of distractor in Bulgarian
(using a Bonferroni correction) revealed significant differences (p &lt; .001) between all levels. For
Polish the differences between all levels of the ratio variable were significant (p &lt; .001). The
differences between 1-3 and 2-3 distractors were significant (p &lt; .001 and p = .001 respectively),
while the difference between 1-2 distractors was not (p = .316). Note that the Polish sample
(N=20) is much smaller than the Bulgarian sample (N=39).</p>
          <p>Fig. 5. Most2 in Polish.</p>
          <p>It is also evident in the graphs in Fig. 5 and Fig. 6 that the accuracy with Most2 is
affected by the truth/falsity of screens. The present design does not allow us to determine
the reason for this, however, with Selection correct estimation of both the target set and
each color set is expected to be affected by a higher number of factors than Subtraction.</p>
          <p>Crucially, the significant effect of number of colors in addition to the effect of ratio
indicate that both the yellow set and the other color sets are selected for the verification of
Most2 in conformity with its semantics.6</p>
          <p>Importantly, on screens with 2 color sets (identical for both quantifiers) both Bulgarian
and Polish participants were significantly less accurate and slower confirming the truth of
Most1 than of Most2. This indicates that Subtraction continues to be used with Most1 and
Selection with Most2 even on the condition, where switching between the two procedures
would provide more accurate results.</p>
          <p>Participants could have used whichever strategy is computationally less costly/more
accurate under time pressure, since both strategies are otherwise used by the speakers of
Bulgarian and Polish. If the semantic representation guides verification, then with Most2
the non-yellow set should be selected directly – the accuracy should be greater than with
Most1 where the non-yellow set is computed (cf. Lidz et al. 2011), which is exactly what
we find on true screens.
 
   </p>
          <p> 
6 Note that successful selection and comparison of 3-4 color sets in 200ms is not inconsistent with
the findings of Halberda et al. (2006). The three set limit is on the automatically obtained
information without a stimulus that creates expectations and directs attention to some specific aspect
of the display. The superlative morphology clearly contributes an expectation that multiple sets
should be compared.</p>
          <p>Fig. 6. Two color condition: Most1 vs. Most2 in Bulgarian.</p>
          <p>Fig. 7. Two color condition: Most1 vs. Most2 in Polish.</p>
          <p>
            Both Bulgarian and Polish participants were significantly better with Most2 than
Most1 on true screens (Bulgarian: (F(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1, 38</xref>
            ) = 32.970, p &lt; .001, Polish: F(
            <xref ref-type="bibr" rid="ref1 ref19 ref25 ref27 ref35 ref53">1, 19</xref>
            ) = 10.49, p
= .004). On false screens Most1 is significantly better than Most2 (Bulgarian: (F(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1, 38</xref>
            ) =
4.892, p = .033, Polish: F(
            <xref ref-type="bibr" rid="ref1 ref19 ref25 ref27 ref35 ref53">1, 19</xref>
            ) = 11.122, p =.003).
          </p>
          <p>
            Notably, the two languages also behave exactly the same with respect to the reaction
times. The accuracy is higher despite faster RTs and lower despite slower RTs (Table 4).
On true screens Most2 is faster (Bulgarian: F(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1, 38</xref>
            ) = .587, p = .448, Polish: F(
            <xref ref-type="bibr" rid="ref1 ref19 ref25 ref27 ref35 ref53">1, 19</xref>
            ) =
5.173, p = .035). On false screens Most1 is faster (Bulgarian: F(
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1, 38</xref>
            ) = 9.884, p = .003,
Polish: F(
            <xref ref-type="bibr" rid="ref1 ref19 ref25 ref27 ref35 ref53">1, 19</xref>
            ) = .351, p = .561). See Table 6 in the Appendix for mean RTs. The RT
data shows that it is not the case that people are more prone to errors as they make
judgments faster. Instead, we can see that the procedure with Most2 on true screens is easier
(faster, more accurate judgments) which is expected if the two color sets are selected
directly. On false screens Most1 is judged faster and more accurately, which does not seem
to follow from Subtraction vs. Selection difference. However, the correct disconfirmation
probably involves more factors that cannot be identified on the present design.
          </p>
          <p>Crucially, the accuracy patterns together with RTs consistent in both languages indicate
that participants do not switch to the more advantageous strategy, e.g. they don’t use
Selection to more accurately confirm the truth of Most1. This is the more interesting given
the findings of Halberda et al. (2006) that the cardinality of two color sets is automatically
computed. Yet the semantics of Most1 apparently precludes the use of this automatically
available information.</p>
          <p>Different behavior with each quantifier on the very same screens indicates that
participants do not switch between the procedures and that the way those procedures differ is
specified by the semantics. Computation for both Most1 and Most2 involves the
comparison between the yellow and the non-yellow set. The components provided by the visual
system are exactly the same: yellow set, non-yellow set, superset. However, the
algorithms must be different. To verify Most2 one has to (i) estimate target, (ii) estimate
competitor, (iii) compare. To verify Most1 one needs to (i) estimate target, (ii) estimate total,
(iii) subtract target from total. The lexical meaning of the functional morphemes that
build up Most1 and Most2 and their logical syntax are interfacing with the visual system
during the verification process.
4</p>
          <p>Conclusions</p>
          <p>In conclusion, our experiments indicate that semantics provides a direct set of
instructions to the visual cognition processes, and that these instructions are followed even when
computationally more advantageous strategies are available.</p>
          <p>We have met the prediction that Bulgarian and Polish proportional majority quantifier
Most1, just like English most, is verified using Subtraction strategy (we found a main
effect of ratio and no effect of number of colors). The superlative/relative majority
quantifier Most2 requires the Stepwise Selection strategy (as evidenced by the effect of ratio
together with the effect of number of colors)7. Importantly, in a within-subject design the
same group of participants behaves differently depending on the quantifier. The overall
patters of accuracy are exactly the same in Bulgarian and Polish.
7 As one of the reviewers observes, my evidence for the different verification processes for Most1
and Most2 is based on the use of the ANS representation of magnitude for the comparisons
required by the semantics. If the superlative Most2 incurs a larger processing cost, it would be
interesting to see if we find evidence for it also in experiments where counting is not precluded.
Note, however, we cannot just “switch off” ANS, e.g. the effects of ratio-dependency
characteristic of ANS are present also with judgments involving Arabic numerals,s although the quantities
evoked by Arabic numerals may be more precise than those evoked by sets of dots (Dehaene
1997).</p>
          <p>On two color screens (where Most1 and Most2 are either both true or both false) the
verification procedure depends on the lexical item used. The patterns of accuracy for
Most1 and Most2 were conspicuously different (but had the same direction in both
Bulgarian and Polish) indicating that computationally Most1 and Most2 are different.</p>
          <p>My results confirm and extend the findings of Pietroski et al. (2008) and Lidz et al.
(2011) and indicate that semantics provides inviolable instructions to visual cognition
processes.</p>
          <p>References:</p>
          <p>Acknowledgements:</p>
          <p>I would like to thank Roumi Pancheva as well as Elsi Kaiser, Barry Schein and Toby Mintz, for
their invaluable comments and/or help with the experiments. Thanks are also due to Hagit
Borer, Jeff Lidz, Martin Hackl, Victor Ferreira, Jon Gajewski, Robin Clark, Tom Buscher, Katy
McKinney-Bock, Mary Byram, Ed Holsinger, Krzysztof Migdalski, Dorota Klimek-Jankowska,
Grzegorz Jakubiszyn, Ewa Tomaszewicz, Marcin Suszczyński, Patrycja Jabłońska, Petya
Osenova, Halina Krystewa, Petya Bambova, Ewa Panewa, Bilian Marinov, Marieta and the
students of IFA at Wroclaw University and WSF Wroclaw and Polish Institute in Sofia.
My work was partially supported by an Advancing Scholarship in the Humanities and Social
Sciences Grant from USC awarded to R. Pancheva.
no. of
screens
ratio
distractors
1
2
3
1
2
3
1
2
3
1
2
3
1
2
3
1
2
3
no. of
yellow
dots
8 - 12
8 - 12
8 - 12
8 - 12
8 - 12
8 - 12
8 - 12
8 - 12
8 - 12
5 - 9
5 - 9
5 - 9
5 - 9
5 - 9
5 - 9
5 - 9
5 - 9
5 - 9</p>
          <p>Most2 - total number of screens: 180
no. of non- total no. of
yellow dots dots
no. of
screens
ratio
distractors
no. of dots total no. of
in closest dots
competitor</p>
          <p>Fig. 8. A schema of the experimental procedure.</p>
          <p>The experimental investigation of the updated traditional
interpretation of the conditional statement</p>
          <p>András Veszelka
Pellea Human Research &amp; Development Ltd., Budapest, Hungary</p>
          <p>andras.veszelka@gmail.com
Abstract. It is well known that the interpretation of the conditional statement in
"everyday life" deviates from the official logical approach. It is conceivable,
however, that the ancient logicians who first demonstrated the official approach
erroneously characterised the "if P or R then Q" relationship in place of the "if P
then Q" statement. When fixing this error, it turns out that the equivalent
interpretation of the conditional statement, which is traditionally seen as one of the
most common everyday fallacies, is in fact exactly the correct interpretation.</p>
          <p>Since classical logic has not been built on mathematical grounds but rather on
philosophical argumentations and insights, its findings can be tested with the
tools of today's human sciences, among others, with empirical experiments. The
main experimental tools support this updated logical approach, and show that
everyday thinking can be made compatible with logic. These results are
summarized in this study.</p>
          <p>Keywords. scholastic logic, psychology of reasoning, human experimentation,</p>
          <p>Wason selection task
1
The conditional statement is a glaring example of how the abstractions of logic and
the everyday use of the logical connectives deviate from each other. Many interpret
this as the difference between formal and natural languages (e.g. [1]). This
differentiation can be traced back to the beginning of the 20th century, where, for example,
Frege [2] argued that the difference between the interpretations of the conditional
statement as prescribed in logic and as used in "everyday life" reveals linguistic or
psychological components. This is where the search for the linguistic or psychological
components deemed different from logic began, first in the philosophy of language, then
in linguistics and finally in psychology. However, the so-called everyday
interpretation of the conditional statement does not merely deviate from such formal languages
as propositional logic, which was born in Frege's era, but also from the classical
interpretation of the conditional statement, which is basically the same as that of
propositional logic, but which has been clearly created not in a mathematical, but in a
linguistic, philosophical and psychological environment. Thus, the discrepancy between the
everyday interpretation and the classical abstraction is within the same system.
1.1</p>
          <p>The abstraction error in classical logic
That said, when looking back to the classical interpretation, it can be seen that it is
erroneous. Instead of the "if P then Q" statement, classical logicians have erroneously
abstracted the "if P or R then Q" statement. Let's take an example from Jevons [3] (p.
70), a late scholastic logician:
If the snow is mixed with salt, it melts
As is well known, in this if P then Q statement from the snow mixed with salt (P)
antecedent, it is correct to infer the snow melts (Q) consequent (modus ponens, MP),
and from the snow not melting (not-Q) it is correct to infer that it has not been mixed
with salt (not-P) (modus tollens, MT). However, the denial of the antecedent (DA, if
the snow is not mixed with salt (not-P), it does not melt (not-Q)) and the affirmation
of the consequent (AC, if the snow melts (Q), it was mixed with salt (P)) are
incorrect. Jevons has argued that, for example, from the snow melting (Q), it does not
follow that it has been mixed with salt (P) because it can melt by other means as well. It
is impossible to find any other explanation, even going back several hundred years, as
to why these two latter inferences are incorrect. On the contrary, this interpretation
can be traced back even to Aristotle, who wrote that:
The refutation, which depends upon the consequent, arises because people suppose
that the relation of consequence is convertible. For whenever, suppose A is, B
necessarily is, they then suppose also that if B is, A necessarily is. This is also the source of
the deceptions that attend opinions based on sense perception. For people often
suppose bile to be honey because honey is attended by a yellow colour: also, since after
rain the ground is wet in consequence, we suppose that if the ground is wet, it has
been raining; whereas that does not necessarily follow ([4], 167b1ff.).</p>
          <p>To complete this argument, the inference that it has been raining does not necessarily
follow because there are other possible means to make the ground wet. However, if
we refer to additional possible causes, that is, to additional possible antecedents
during the abstractions, these have to be denoted. In logic, it is fundamental that "we
restricted ourselves to explicitly stated premises" ([5], p 6.). With their denotation,
however, it can be seen that with the above explanations we characterized the “if P or
R then Q” statement. Jevons' example was therefore the "If the snow is mixed with
salt or, for example, the sun is shining, the snow melts" statement that he erroneously
characterised in terms of P and Q only. These non-abstracted alternative antecedents
can be found in every example provided for the interpretation of the conditional
statement in the history of logic.
1.2</p>
          <p>The correct abstraction of the conditional statement
The question arises therefore, of what the correct abstraction of the conditional
statement can then be, that is, the abstraction of the relationship in which there is no
wedging “or R” component. I believe the correct inference pattern is the equivalence, in
which all the MP, MT, AC, DA inferences are valid. For example, we endorse the
equivalent AC and DA inferences for the “if-then” connective, even in the case of the
“if P or R then Q” statement. For instance from Q, we endorse the affirmation of the
consequent (AC) inference, and we deduce to “P or R”. As the traditional
interpretation goes, within this we do not infer exclusively to P because it can be R as well.
This can be demonstrated the same way in the case of all three other classical
inferences as well. On the other hand, classical equivalent statements such as, for instance,
“if the sun is in the sky then it is day” are equivalent because the context of these
statements does not allow one to wedge any alternative antecedents. There can be day
only if the sun is in the sky. Even propositional logic refers to the alternative
antecedents, as when it differentiates the equivalence (to use another term, the biconditional)
with the artificial expression “If P then and only then Q” from the “if P then Q”
conditional, in the latter case of which, by parity of argument, several antecedents can
lead to Q. All of this is illustrated in further detail by Veszelka [6]. When explaining
the interpretation of propositional logic within the if-then statement, Geis and Zwicky
[7] reinvented and employed the aforementioned scholastic interpretation, and by
mentioning alternative antecedents they managed to block one of the most common
fallacies that people commit in the case of the conditional statement, the
equivalent/biconditional inferences. This approach has subsequently been implemented in
psychology, and its mechanism has to an extent been experimentally verified. Byrne
[8] has demonstrated that if the second antecedent is connected to the initial
antecedent with an “and” connective, then in terms of P and Q only, the MP and MT
inferences would be invalid and the DA and AC inferences would remain valid. This is the
case, for instance, in the example of the “If the snow is mixed with salt and it is not
extremely cold, it melts” (If P and R then Q) statement. These are very interesting
relationships, however, and as a consequence of the historical reasons illustrated in
the beginning of this study, this phenomenon is interpreted in linguistics and in
psychology as a linguistic, pragmatic effect, which is contrary to logic. It was
nevertheless demonstrated above that this phenomenon is actually the update of the classical
logical interpretation of the conditional statement. It is the exact definition of what
differentiates between the two well-known inference patterns on the conditional
statement, the traditionally accepted conditional inference pattern, which allows only
MP and MT, and the equivalence. In antiquity, the rule of thumb used was that since
the conditional statement can evoke both conditional and equivalent inferences, one
should label only those inferences that are prescribed by both of them as valid, that is,
the MP and the MT [9]. Obviously, the new definition is more accurate. However,
many important psychological experiments are in conflict with this approach.
2.1</p>
          <p>The experimental investigation of the conditional statement
The demonstration of the biconditional inferences
The most important task of this type, the “single most investigated problem in the
literature on deductive reasoning” ([10], p. 224) is Wason's abstract selection task.
Consequently, Byrne, who introduced the study of the alternative antecedents into
psychology, has rejected the basic biconditional interpretation of the conditional
statement [8]. In this task, participants are shown four schematic cards having a letter
on one side and a number on the other. Participants are then asked what card or cards
they would turn over in order to decide whether, for example, the “If there is a letter E
on one side there is a number 4 on the other side” conditional statement is true. On the
cards, the “E” (P), “K” (not-P), “4” (Q) and “7” (not-Q) can be seen. In this task,
abstract letters and numbers are used in order to assure that the context and the
content have no influence on the results and so they accurately display how people
interpret the if-then statement itself. The traditional conditional interpretation would be
selecting the cards P and not-Q, since these could have falsifying instances on their
other side, while the biconditional interpretation would be the selection of all four
cards. The customary response is, however, merely the P and Q value. In the
psychological field on logical reasoning, the logical negation is expressed in three different
ways. It can be implicit (e.g. “A”, and its negation = “K”), explicit (“A” and its
negation “not-A”) and dichotom, which is the same as the implicit, but in which the task
instruction states that only two possible values can be found (e.g. “A” and “K”). The
result is P and Q with all three negatives [11]. This result constitutes an important
basis for many theories in the field. There are three additional main tasks:
─ Truth-table evaluation task, in which the given co-occurrences of the truth table of
propositional logic, for instance the co-occurrence of P and Q, must be evaluated in
terms of whether it verifies or falsifies the conditional statement, or is irrelevant to
it.
─ Inference task, in which on the basis of the provided conditional statement, people
must decide if the given conclusions follow from the minor premises or not, for
example whether or not from not-P, not-Q follows.
─ Inference production task, in which participants themselves write down what
follows from the minor premises.</p>
          <p>The available results from the combination of the four tasks and the three types of
negatives are shown in Table 1.
As can be seen in Table 1, although there are biconditional solutions, the results are
generally inconsistent and there are missing data. For this reason, I have retested all of
the tasks [15] except for the abstract selection task, which has robust results for all
three types of negatives. Consequently, for the selection task, I tested two thematic
tasks that have an evidently biconditional context in order to check if the results of
these tasks deviate from the results of the abstract selection task, or if they also evoke
the preference of the P and Q values, as was already observed by some researchers.
My results are shown in Table 2.
The reasoning contained in the defective truth tables1 require further analysis,
although there are several explanations for this phenomenon that are compatible with the
updated scholastic approach. It is still apparent that the predominant response is the
biconditional. With regard to the selection task, instead of the biconditional responses,
both tested biconditional problems evoked the P and Q preference, the characteristic
response of the abstract selection tasks. According to my hypothesis [15], which has
been also formulated and partially tested by Wagner-Egger [14] one month prior to
my study, people avoid the selection of all the cards in the selection task. They
believe that selecting all four cards would be contrary to the task instruction, which in
1 In the defective truth table the co-occurrence of “P and Q” verifies the conditional
statement, the co-occurrence of “P and not-Q” falsifies it, and the “not-P and Q” and the “not-P
and not-Q” co-occurrences are irrelevant to it.
fact requires them to select from among the cards. This is fairly apparent in the case of
the following task, which was one of the tasks involving biconditional context that I
have tested:
On one side of each card, there is the name of a city and on the other side there is a
mode of transportation. Let us suppose that when someone goes to Budapest, he
always goes by car, and when he goes to Szeged, he always goes by train. Likewise,
when he travels by car, he always goes to Budapest, and when he travels by train, he
always goes to Szeged. Mark the card or cards that must be turned over in order to
decide whether this is true.</p>
          <p>The following statements were printed on the cards: “going to Budapest”, “going to
Szeged”, “going by train” and “going by car” ([15], Experiment 3).</p>
          <p>In this task, which was tested on 2x20 participants, everyone produced the
biconditional answer in the inference production task, but only 10% did so in the selection
task. However, as it can be seen, the task was in fact a pseudo-problem, because it
contained a clear description of what follows from what, or what value has to figure
on the other side of the cards. I obtained the same result on another clearly
biconditional problem, the so-called “ball-light” problem [16]. This problem is commonly
accepted in the literature as a biconditional task which, being tested on 2x30
participants, has produced biconditional answers in 96% of inference production tasks, but
only in 23% of selection tasks [15]. Since participants do not find a better solution
than the avoided biconditional response, they finally select those instances that are
named in the conditional statement, the P and Q values. Thus, the main experimental
tasks altogether support the biconditional approach.</p>
          <p>
            The demonstration of the response traditionally deemed correct
One half of the updated classical interpretation of the conditional statement, the basic
equivalent interpretation, can be therefore experimentally demonstrated. Another
empirical obstacle to this approach is to trigger the P and not-Q answer, the
traditionally expected response in logic. The elicitation of the “correct” answers has so far
been studied almost exclusively with selection tasks, and in so-called thematic
selection tasks researchers obtained the allegedly correct P and not-Q response several
decades ago. The most cited task of this type is the drinking-age task [17], in which
participants have to imagine that they are on-duty police officers who must check if
everyone observes the rule that “If someone is drinking beer, he must be older than 18
years”. “Drinking beer”, "Drinking soft drink”, “21 years old,” and “17 years old”
appear on the cards. A large proportion of participants select “Drinking beer” and the
“17 years old” cards in this task—that is, the P and not-Q cards. This result is
interpreted to arise from various effects, such as from pragmatic reasoning schemas [18],
from relevance [19], from deontic context [20], from precautions [21], from cheater
detection [22], from altruist context [23], from perspective switching [24], or from
benefits or costs [5]. However, these are not normatively valid explanations, because
in classical logic or propositional logic, where the abstraction itself has been defined,
such components were clearly not present. This can be easily seen in the examples
mentioned at the beginning of this study as well. It can be observed, however, that
there is a wedging of information in the easy-to-resolve selection tasks as well, which
mainly correspond with the effect of the alternative antecedents in the updated
interpretation of classical logic: In the above task everyone knows that people above 18
years can drink both alcohol and other beverages, although this is not explicitly
communicated in the task instruction. One of the experiments of Hoch and Tschirgi [25]
can be seen as a means to test this additional information, in which they used in an
abstract task, with the appropriate substitutions, the statement that “Cards with a P on
the front may only have Q on the back, but cards with not-P on the front may have
either Q or not-Q on the back” ([25], p 203). Although this cue facilitation produced
56% correct results in the experiment of Hoch and Tschirgi [25], in the replication of
the experimental condition [26] the rate was only 36% in the usual experimental
population, and participants with knowledge of logic were not filtered out; this could
evidently improve the result. With the usual experimental population, only a modest
improvement was received with this type of facilitation [27]. This task has so far been
tested only in selection tasks. In an unpublished experiment (with 21 participants), I
also received correct answers only in 14% of selection tasks, but the rate was 76%
when the very same task was presented in the inference-production task Pearson
ChiSquare (
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1, 42</xref>
            ) = 16.243, p &lt; .0001, Cramer’s V = .622. Perhaps in this case once
again, people in the selection task would test the complete relationship, and test, for
instance, that both P and not-P can figure on the card with a Q on its other side. This
would again require turning over all four cards, and as such the distorting effect
mentioned above could reappear. Similarly, it can be observed that, contrary to this
facilitation attempt, in the above easy-to-resolve drinking-age task the relationship that
people above 18 years can also drink soft drinks is from outside of the task, it is not
included in the investigated conditional statement. As a result, it must not be part of
the examination. To test this assumption in an abstract selection task, in an
unpublished experiment I used the following task:
Imagine that four cards are lying in front of you on the table. On one side of the card
there is either the number 4 or the number 6; on the other side, there is either
„divisible by two” or „divisible by three”. Your task is to check whether the four cards on
the table each conforms with the reality, namely, with the rule that
If the number is 4, then it is divisible by only two
Which card or cards would you turn over to check this?
In the control task I replaced 6 with 3 in the instruction and on the second card, and in
order to assure better text comprehension, I removed the word “only” from the if-then
statement. According to my interpretation, therefore, the two tasks evoke two
different relationships as shown in Figure 1.
Fig. 1. Cards and evoked relations in the experiment on the “easy to resolve” abstract selection
task
With number 6, the task produces the conditional inference pattern, and with number
3 the biconditional pattern. Indeed, with 21x22 participants I obtained P and not-Q
responses on the conditional task in 41% of cases. The rate of the “P and Q” and “all”
responses being in conformity with the biconditional was only 13.5%, whereas in the
control task the rate of the “P and not-Q” answers was merely 4%, and the “P and Q”
and “all” comprised 86% of the results. The difference is obvious with Pearson’s
ChiSquare (
            <xref ref-type="bibr" rid="ref29 ref3 ref37">3, 43</xref>
            ) = 20.157, p &lt; .0001, with Cramer’s V = .685, and because of the fact
that the minimal differences between the tasks explain themselves. However, at a
different university, where participants were given twice as much time to resolve the
task, I failed to reproduce these results. It was then raised by a colleague that IQ
scores have a similar difference between the two universities, and that IQ could
possibly also play a role in the way the tasks are resolved. For this reason, with Anikó
Kecse Nagy, we tested the task in the summer camp of Mensa HungarIQa. This
organization collects Hungarians older than 17 years of age and who obtained a score
on the Raven Advanced Matrices IQ test higher than 98% of the general Hungarian
population. In this experiment, performed with 20x16 participants, people with and
without knowledge of logic participated equally. The results altogether were 69% vs.
30% “P and not-Q” answers, Pearson Chi-Square (
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1, 36</xref>
            ) = 5.355, p &lt; .021, Cramer’s
V = .0386 for the conditional task, versus the biconditional task. The difference
among the “all” biconditional answers was also significant in the opposite direction
(25% vs. 0%), Pearson Chi-Square (
            <xref ref-type="bibr" rid="ref1 ref25 ref27 ref35">1, 36</xref>
            ) = 4.654, p &lt; .031, Cramer’s V = .359.
Deconstructing the results further, 55% of the participants with no knowledge of logic (9
subjects) gave “P and not-Q” answers to the conditional task, while 25% of them gave
the same answers to the biconditional task. Even participants with knowledge of logic
produced significantly more P and not-Q answers to the conditional task (86% vs.
33%), Pearson Chi-Square (
            <xref ref-type="bibr" rid="ref1 ref19 ref25 ref27 ref35 ref53">1, 19</xref>
            ) = 4.866, p &lt; .027, Cramer’s V = .506, and more
“all” responses to the biconditional task (0 vs. 33%), Pearson Chi-Square (
            <xref ref-type="bibr" rid="ref1 ref19 ref25 ref27 ref35 ref53">1, 19</xref>
            ) =
2.956, p &lt; .086, Cramer’s V = .394). Although the 55% rate of correct responses of
the Mensa members not familiar with logic is still below the 70-75% rate of
easy-toresolve thematic tasks, Fiddick and Erlich ([28], Exp 1) have received P and not-Q
selections in only 54% of cases even when the participants were explicitly instructed
to search for the falsifying co-occurrence of P and not-Q in the abstract selection task.
It is therefore conceivable that this is the maximum one could obtain from this task.
          </p>
          <p>Conclusion
In general, the functioning of the updated classical logical interpretation of the
conditional statement can be demonstrated by the main experimental tasks used in
experimental psychology. People basically interpret the conditional statement as an
equivalent relation, and with the effect of the alternative antecedents this modifies into the
relationship known as the conditional. This approach can be defended from the point
of view of the history of logic [6], and is normatively valid. Many researchers assume
that the description of human inferences necessitates the introduction of
nonmonotonic logics, or that the everyday interpretation of the conditional statement is
not truth-functional [30]. Still, the results presented here could be well described with
a merely slightly updated classical logic. In addition, this approach can also describe
the everyday interpretation of syllogisms [29]. Non-monotonic logics (e.g. default
logic [31], defeasible logic [32]) are introduced with reference to the effect of a
certain type of context, without, however, denoting this context. To reiterate, this seems
to be a mistake, as in logic “we restricted ourselves to explicitly stated premises” ([5],
p 6). Leaving the context undenoted, or for example the traditional interpretation of
logical necessity and logical truth is probably the heritage of a classical logic that, in
consequence of the erroneous interpretation of the conditional statement, was rigid
and unable to develop, and did not allow to describe the effect of the context. When
fixing this error, however, the basic effect of the context can be seen even when the
equivalent relationship transforms into a conditional relationship—and this can be
quite precisely described. The purpose of non-monotonic logics is also to describe
such belief revisions. A similar example of the basic context is the otherwise
mathematical content, which can be observed at the end of this study in the easy-to-resolve
abstract selection task. The conditional statement itself is basically the same in the
two experimental conditions “If the number is 4, then it is divisible by (only) two”,
the underlining relationships (3 or 6) are, however, different. Still, these underlying
relationships can be precisely described, they do not require to introduce a specific
apparatus just because the conditional statement in one of the cases evokes equivalent,
and in the other case a conditional relationship, and with the addition of further
contextual components, could behave again in quite a different way. I believe that more
complex contexts and even the concepts themselves behave in accordance with the
same principle. Naturally, in a more complex case, we cannot predict the exact
context or conceptual network in someone’s mind, but without precise information we
cannot predict which numbers someone is adding in his mind either. We could make
only vague or probabilistic predictions, just as happens in the case of the vague or
probabilistic approaches of the conditional statement. However, addition and
subtraction written down on paper are still very useful tools.</p>
          <p>In another logical approach of the field, Stenning and van Lambalgen [33],
[34] worked precisely on defining the components behind the differences of such
individual inferences. According to them, participants in the abstract selection task
have first to define the parameters, and the differently chosen parameters produce the
many different answers, all of which are correct within the given parameters. The
authors themselves note that the parameters discussed by them are difficult to
demonstrate experimentally, and they assume that further parameters could be discovered. In
this respect, this study also defines such parameters, with markedly significant results,
such as, for example, the basic equivalent inference, the avoidance of the selection of
all cards and the effect of the alternative antecedent. And, of course, the whole
literature investigating the relationship between logic and everyday inferences can be
interpreted as the search for and testing of such parameters—components that influence
how people resolve the tasks. According to this study, however, the many different
answers appearing in the abstract selection task are merely artefacts resulting from the
avoidance of the equivalent inferences. The same many different answers making
altogether the preference of P and Q cards also appear in the evidently biconditional
ball-light selection task already mentioned in this study [15]. It is, however, evident
that the equivalent inference is the only correct solution in this thematic task. So, in
the selection task, the search for the parameters that follows the rejection of the
correct equivalent responses does not necessary reveal much about the basics of the
inferential processes. Still, they can provide important information on how people try to
resolve a situation that was made logically ambiguous. It is true that in the verbal
reports presented by Stenning and van Lambalgen participants do not speak about
avoiding the equivalent response. However, if logic has been unsure about the
interpretation of the conditional statement for 2,400 years, layman participants cannot be
expected to formulate a clear picture about this in the 5-10 minutes that they are given
to resolve the tasks. They particularly cannot be expected to be so sure about their
interpretation that, on the basis of this, they question the hidden instruction in the task,
going against the equivalent responses. As a matter of fact, even the good
performance on the easy-to-resolve drinking-age thematic task already mentioned in this
study drops back to half (75% to 35%) by presenting only two P and two not-Q cards
to the subjects, hence requiring the turning over of each of them [35].</p>
          <p>In this study, instead of analysing the individual responses I intended to
define the overall correct responses and to demonstrate empirically that people generally
adhere to them. According to this approach, the greater the extent to which a task can
be resolved in the same way, the more it appears easy and evident to the experimental
participants. As the rate of characteristic response drops from 100% to just 20-30%,
so the task becomes more and more obscure to the participants. The more the task
become obscure, the more contextual effects activate in their mind in a great
variation—giving a wider variety of parameters. The most characteristic solution for a task
is a sort of vote on what people believe is the correct solution in that task. This study
demonstrates that this voting/belief can be equated with some logical rules, which are
very simple and hence can probably also be easily programmed into a machine.</p>
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