TY - GEN
T1 - On the Structure of Game Provenance and its Applications
AU - Bowers, Shawn
AU - Xia, Yilin
AU - Ludäscher, Bertram
N1 - Publisher Copyright:
© 2024 IEEE.
PY - 2024
Y1 - 2024
N2 - Provenance in databases has been thoroughly studied for positive and for recursive queries, then for first-order (FO) queries, i.e., having negation but no recursion. Query evaluation can be understood as a two-player game where the opponents argue whether or not a tuple is in the query answer. This game-theoretic approach yields a natural provenance model for FO queries, unifying how and why-not provenance. Here, we study the fine-grain structure of game provenance. A game G= (V, E) consists of positions V and moves E and can be solved by computing the well-founded model of a single, unstratifiable rule: win(X):- move(X, Y), ¬, win(Y). In the solved game Gλ, the value of a position x ∈ V is either WON, LOST, or DRAWN. This value is explained by the provenance P (x), i.e., certain (annotated) edges reachable from x. We identify seven edge types that give rise to new kinds of provenance, i.e., potential, actual, and primary, and demonstrate that 'not all moves are created equal'. We describe the new provenance types, show how they can be computed while solving games, and discuss applications, e.g., for abstract argumentation frameworks.
AB - Provenance in databases has been thoroughly studied for positive and for recursive queries, then for first-order (FO) queries, i.e., having negation but no recursion. Query evaluation can be understood as a two-player game where the opponents argue whether or not a tuple is in the query answer. This game-theoretic approach yields a natural provenance model for FO queries, unifying how and why-not provenance. Here, we study the fine-grain structure of game provenance. A game G= (V, E) consists of positions V and moves E and can be solved by computing the well-founded model of a single, unstratifiable rule: win(X):- move(X, Y), ¬, win(Y). In the solved game Gλ, the value of a position x ∈ V is either WON, LOST, or DRAWN. This value is explained by the provenance P (x), i.e., certain (annotated) edges reachable from x. We identify seven edge types that give rise to new kinds of provenance, i.e., potential, actual, and primary, and demonstrate that 'not all moves are created equal'. We describe the new provenance types, show how they can be computed while solving games, and discuss applications, e.g., for abstract argumentation frameworks.
KW - argumentation frameworks
KW - games
KW - Provenance
KW - well-founded semantics
UR - http://www.scopus.com/inward/record.url?scp=85203022404&partnerID=8YFLogxK
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U2 - 10.1109/EuroSPW61312.2024.00073
DO - 10.1109/EuroSPW61312.2024.00073
M3 - Conference contribution
AN - SCOPUS:85203022404
T3 - Proceedings - 9th IEEE European Symposium on Security and Privacy Workshops, Euro S and PW 2024
SP - 602
EP - 609
BT - Proceedings - 9th IEEE European Symposium on Security and Privacy Workshops, Euro S and PW 2024
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 9th IEEE European Symposium on Security and Privacy Workshops, Euro S and PW 2024
Y2 - 8 July 2024 through 12 July 2024
ER -