Interactive Learning Based Realizability and 1-Backtracking Games

We prove that interactive learning based classical realizability (introduced by Aschieri and Berardi for first order arithmetic) is sound with respect to Coquand game semantics. In particular, any realizer of an implication-and-negation-free arithmet…

Authors: Federico Aschieri

Steffen v an Bakel, Stefano Berardi, Ulrich Berg er (Eds.): Classical Logic and Computation 2010 (Cl&C’10) EPTCS 47, 2011, pp. 6–20, doi:10.4204/EPTCS.47.3 c  F . As chieri This work is licensed under the Creativ e Commons Attribution License. Interactive Learning Based Realiz ability and 1-Backtracking Games Federico Aschieri Dipartimento di Informatica Univ ersit ` a di T orino Italy School of Electronic Engineering and Computer Science Queen Mary , University of Lond on UK W e prove that intera cti ve learning based classical re alizability ( introduc ed by Aschieri an d Berardi for first order a rithmetic [ 1]) is so und with respect to Coq uand ga me semantics. In pa rticular, any realizer of an imp lication-an d-negation- free arithmetical formula emb odies a winning recursiv e strategy for the 1-Backtrackin g version of T arski games. W e also gi ve examples of realizer and winning strategy extraction for some classical proofs. W e also sketch some ongo ing work about h ow to extend ou r notion of realizability in order to obtain completene ss with respect to Coquand semantics, when it is restricted to 1-Backtrack ing games. 1 Introd uction In this pape r we sho w that learni ng based realizab ility (see Aschieri and Berard i [1]) rel ates to 1- Backtrac king T arski games as intu itionistic realizabili ty (see Kleene [8 ]) relat es to T arski games . It is well know t hat T arski games (see, definit ion 12 belo w) are just a simple way of re phrasing the con cept of cl assical truth i n terms of a game b etween two player s - the first one tryin g to sho w the truth of a formula, the second its f alsehood - a nd that an intuitionist ic realizer giv es a winning re cursi ve strateg y to the fi rst player . The result is quite e xpected: since a realiz er giv es a way of co mputing all the informati on about the truth of a formula, the play er trying to pro ve the truth of that formu la has a recu rsiv e winning strate gy . Ho w e ver , not at all any classic ally prov able arithmetical formula allows a winning recursi ve strate gy for that player; otherwise, the decida bility of the Halting problem wou ld follo w . In [5], C o- quand introd uced a game semant ics for Peano Arithmetic such that, for an y prov able formula A , the first player has a recursi ve winning strate gy , coming from the proof of A . The key idea of that remarka ble result is to modify T arski games, allo wing players to correct their m istak es and backtrac k to a pre vi- ous position. Here w e sho w that learning based realizers hav e direct interpreta tion as winni ng recur siv e strate gies in 1-Backtra cking T arski games (which are a particular case of Coquand games see [4] and definitio n 11 belo w). T he res ult, again, is ex pected: interacti ve learning based reali zers, by desig n, are similar to strategie s in games with backtrack ing: they improv e their computatio nal ability by learnin g from inte raction and counter examples in a con ver gent way; ev entually , they gather enough information about the truth of a formula to win the game. An interesting s tep to wards our result was the Hayashi r ealizability [7]. Ind eed, a realizer in t he s ense of Hayashi represent s a recurs ive winning strateg y in 1-Backtr acking games. Ho wev er , from the com- putati onal point of view , realizers do not relate to 1-Backtrac king games in a significant way: Hayashi winning strateg ies work by ex hausti ve search and, actually , do not learn from the game and from the inter action w ith the other player . As a result of this issue , construct ive upper bounds on the length of F . Aschier i 7 games cannot be obtained, whereas using our realizabil ity it is possible. For example, in the case of the 1-Backtr acking T arski game for the formula ∃ x ∀ y f ( x ) ≤ f ( y ) , the H ayashi realizer checks all the natu- ral numbers until an n such that ∀ y f ( n ) ≤ f ( y ) is found ; on the contr ary , our realize r yields a strate gy which bounds the number of backtrackin gs by f ( 0 ) , as shown in this paper . In this case, the Hayashi strate gy is the same one suggested by the classical truth of the formula, bu t instead one is interested in the constru ctiv e strate gy suggested by its classical pr oof . Since learnin g based realiz ers are extracte d from proof s in HA + EM 1 (Heyti ng A rithmetic with ex- cluded middle over existen tial sente nces, see [1]), one also has an interpretat ion of classical proofs as learnin g strate gies. Moreo ver , studying learn ing based realiz ers in terms of 1-Backt racking games also sheds light on their beha viour and offers an intere sting case stud y in program ext raction and interpreta- tion in classica l arithmeti c. The plan of the paper is the follo wing. In section § 2, we recall the calculu s of realizers and the main notion of intera ctiv e learning based realizabili ty . In sec tion § 3, w e prove our m ain theorem: a realize r of an arithmet ical formula embodies a winning strate gy in its associated 1-Backtracki ng T arski game. In secti on § 4, we extract real izers from two classical proof s and study their beha vior as learn ing strate gies. In section § 5 , we define an extensio n of our realizabil ity and formulate a conj ecture abou t its complete ness with respe ct to 1-Backtrack ing T arski games. 2 The Calculus T Class and Learnin g-Ba sed Realizability The whole con tent of this sec tion is based on Aschieri and Berardi [1], where the reader may als o fi nd full mo tiv ations an d proofs. W e recall he re the de finitions and the resu lts we n eed in the rest of the paper . The winning strat egies for 1-Backtrackin g T arski games will be represent ed by terms of T Class (see [1]). T Class is a system of type d lambda calc ulus which extends G ¨ odel’ s syst em T by adding symbols for non computa ble functi ons and a new type S (denoting a set of states of kno wledge ) toget her with two basic operat ions ov er it. The terms of T Class are compute d with respe ct to a state of kno wledge, which represents a finite approx imation of the non compu table functions used in the system. For a complete definition of T w e refer to G irard [6]. T is simply typed λ -calcu lus, with atomic types N (representin g the set N of natural number s) and Bo ol (repr esenting the set B = { T rue , False } of boolea ns), product types T × U and arro ws types T → U , con stants 0 : N , S : N → N , True , False : Bool , pairs h ., . i , project ions π 0 , π 1 , condition al if T and primitiv e recursio n R T in all types , and the usua l reduct ion rule s ( β ) , ( π ) , ( if ) , ( R ) for λ , h ., . i , if T , R T . From now on, if t , u are terms of T with t = u we denote prov able equa lity in T . If k ∈ N , the numera l denotin g k is the clos ed normal term S k ( 0 ) of type N . All clos ed normal terms of type N are numer als. Any closed normal term of type Bool in T is T rue or False . W e introduce a notation for ternary projectio ns: if T = A × ( B × C ) , with p 0 , p 1 , p 2 we respecti vely denote the terms π 0 , λ x : T . π 0 ( π 1 ( x )) , λ x : T . π 1 ( π 1 ( x )) . If u = h u 0 , h u 1 , u 2 ii : T , then p i u = u i in T for i = 0 , 1 , 2. W e abbre viate h u 0 , h u 1 , u 2 ii : T with h u 0 , u 1 , u 2 i : T . Definition 1 (States of Knowledge and Consiste n t Union) 1. A k -ary predica te of T is any closed normal term P : N k → B ool of T . 2. An ato m is any triple h P ,~ n , m i , wher e P is a ( k + 1 ) -ary pre dicate of T , and ~ n , m ar e ( k + 1 ) numer als, and P ~ nm = True in T . 3. T wo atoms h P ,~ n , m i , h P ′ , ~ n ′ , m ′ i ar e consistent if P = P ′ and ~ n = ~ n ′ in T imply m = m ′ . 4. A state of knowledg e, shortly a state , is any finite set S of pairwise consistent atoms. 8 Interac tiv e Learning Based Realizabi lity and 1-Back tracking Games 5. T wo state s S 1 , S 2 ar e consis tent if S 1 ∪ S 2 is a state . 6. S is the set of all states of knowledg e. 7. The cons istent uni on S 1 U S 2 of S 1 , S 2 ∈ S is S 1 ∪ S 2 ∈ S minus all atoms of S 2 which ar e inconsis tent with some ato m of S 1 . For each state of kno wledge S w e assume ha ving a unique consta nt S denoti ng it; if there i s no ambiguity , we just assume that state constants are str ings o f the form {h P , ~ n 1 , m 1 i , . . . , h P , ~ n k , m k i} , denoting a sta te of kno wledge. W e define with T S = T + S + { S | S ∈ S } the e xtension of T with one atomic type S denot ing S , and a constant S : S for each S ∈ S , and no new reduction rule. Computatio n on states will be defined by a set of algebr aic reduc tion rules we call “functio nal”. Definition 2 (Functional set of rules) Let C be any set of cons tants, each one of some typ e A 1 → . . . → A n → A, for some A 1 , . . . , A n , A ∈ { Bo ol , N , S } . W e say that R is a fun ctional set of reducti on rules for C if R consists, for all c ∈ C and all closed normal terms a 1 : A 1 , . . . , a n : A n of T S , of e xactly one rule ca 1 . . . a n 7→ a, w her e a : A is a closed normal term of T S . W e define two ex tensions of T S : an ex tension T Class with symbols denoting non-computa ble maps X P : N k → Bool , Φ P : N k → N (for each k -ary predicate P of T ) and no computa ble reduction rules, anothe r ext ension T Learn , with the computable ap proximations χ P , φ P of X P , Φ P , an d a computable set of re duction rules. X P and Φ P are inte nded to repre sent respecti vely the orac le mapping ~ n to th e truth val ue of ∃ xP ~ nx , and a S kol em funct ion mapping ~ n to an element m such that ∃ xP ~ nx hold s iff P ~ nm = T rue . W e use the elements of T Class to represent non-computa ble reali zers, and the elements of T Learn to represen t a computa ble “app roximation” of a re alizer . W e denote terms of type S by ρ , ρ ′ , . . . . Definition 3 Assume P : N k + 1 → Bool is a k + 1 -ary pr edicate of T . W e intr oduce the following con- stants : 1. χ P : S → N k → B ool and ϕ P : S → N k → N . 2. X P : N k → B ool and Φ P : N k → N . 3. ⋒ : S → S → S (we denote ⋒ ρ 1 ρ 2 with ρ 1 ⋒ ρ 2 ). 4. Add P : N k + 1 → S and add P : S → N k + 1 → S . 1. Ξ S is the set of all consta nts χ P , ϕ P , ⋒ , add P . 2. Ξ is the set of all const ants X P , Φ P , ⋒ , Add P . 3. T Class = T S + Ξ . 4. A term t ∈ T Class has state / 0 if it has no state constan t dif fer ent fr om / 0 . Let ~ t = t 1 . . . t k . W e interpret χ P s ~ t and ϕ P s ~ t respecti vel y as a “guess ” for the values of the oracle and the Skole m map X P and Φ P for ∃ y . P ~ t y , guess comput ed w .r .t. the kno wledge state deno ted by the constant s . T here is no set of computa ble redu ction rules for the constant s Φ P , X P ∈ Ξ , and there fore no set of computable reduction rules for T Class . If ρ 1 , ρ 2 denote s the states S 1 , S 2 ∈ S , we interp ret ρ 1 ⋒ ρ 2 as denoti ng the c onsistent union S 1 U S 2 of S 1 , S 2 . Add P denote s the map const antly equal to the empty s tate / 0. add P S ~ nm denotes the empty state / 0 if we canno t ad d th e atom h P ,~ n , m i to S , either becau se h P ,~ n , m ′ i ∈ S for some numeral m ′ , or becau se P ~ nm = False . add P S ~ nm denotes the state {h P ,~ n , m i} otherwise. W e define a system T Learn with reductio n rules ov er Ξ S by a func tional redu ction set R S . Definition 4 (The System T Learn ) Let s , s 1 , s 2 be state co nstants denoti ng the s tates S , S 1 , S 2 . Let h P ,~ n , m i be an atom. R S is the followin g fun ctional set of red uction rules for Ξ S : F . Aschieri 9 1. If h P ,~ n , m i ∈ S, then χ P s ~ n 7→ Tru e and ϕ P s ~ n 7→ m, else χ P s ~ n 7→ Fal se and ϕ P s ~ n 7→ 0 . 2. s 1 ⋒ s 2 7→ S 1 U S 2 3. add P s ~ nm 7→ / 0 if either h P ,~ n , m ′ i ∈ S for some numeral m ′ or P ~ nm = Fa lse , and add P s ~ n m 7→ {h P ,~ n , m i} otherwis e. W e define T Learn = T S + Ξ S + R S . Remark. T Learn is nothing but T S with some “syntactic su gar”. T Learn is strong ly normalizing , has Church- Rosser prope rty for close d term of atomic typ es and: Pro position 1 (Normal Form Pr operty for T Learn ) Assume A is either a n atomic type o r a pr oduct type . Then any closed normal term t ∈ T Learn of type A is: a numeral n : N , or a bool ean True , False : Bool , or a state const ant s : S , or a pa ir h u , v i : B × C . Definition 5 Assume t ∈ T Class and s is a stat e constant. W e call “app r oximation of t at sta te s” the term t [ s ] of T Learn obtain ed fr om t by r eplacing each constant X P with χ P s, each constant Φ P with ϕ P s, each consta nt Add P with add P s. If s , s ′ are state co nstants den oting S , S ′ ∈ S , w e write s ≤ s ′ for S ⊆ S ′ . W e say that a seque nce { s i } i ∈ N of state consta nts is a weakly increa sing chain of states (is w .i. for short) , if s i ≤ s i + 1 for all i ∈ N . Definition 6 (Con ver gence) A ssume that { s i } i ∈ N is a w .i. seque nce of sta te constants, and u , v ∈ T Class . 1. u con ver ges in { s i } i ∈ N if ∃ i ∈ N . ∀ j ≥ i . u [ s j ] = u [ s i ] in T Learn . 2. u con ver ges if u con ver ge s in ev ery w .i. sequen ce of state const ants. Our realiza bility semant ics relies on two propert ies of the non computa ble terms of atomic type in T Class . First, if we repeatedl y increase the kno wledge sta te s , e ventual ly the value of t [ s ] stops changing. Second, if t has typ e S , and contains no s tate const ants but / 0 , th en we may effect iv ely fi nd a way of incre asing the kno wledge state s such that e ventual ly we ha ve t [ s ] = / 0 . Theor em 1 (Stability Theorem) Assume t ∈ T Class is a closed term of atomic type A (A ∈ { Bool , N , S } ). Then t is con ver gent. Theor em 2 (Fixed Point Pr operty) L et t : S be a closed term of T Class of state / 0 , and s = S. Define τ ( S ) = S ′ if t [ S ] = S ′ , and f ( S ) = S ∪ τ ( S ) . 1. F or any n ∈ N , define f 0 ( S ) = S and f n + 1 ( S ) = f ( f n ( S )) . Ther e are h ∈ N , S ′ ∈ S suc h that S ′ = f h ( S ) ⊇ S, f ( S ′ ) = S ′ and τ ( S ′ ) = / 0 . 2. W e may ef fectively find a state constan t s ′ ≥ s suc h that t [ s ′ ] = / 0 . Definition 7 (The language L of Peano Arithmetic) 1. The terms of L a re all t ∈ T , suc h that t : N and F V ( t ) ⊆ { x N 1 , . . . , x N n } for some x 1 , . . . , x n . 2. The atomic formulas of L ar e all Qt 1 . . . t n ∈ T , for some Q : N n → Bool closed term of T , and some terms t 1 , . . . , t n of L . 3. The formulas of L ar e bu ilt fr om atomic formulas of L by the connec tives ∨ , ∧ , → ∀ , ∃ as usual. Definition 8 (T ypes for r ealize rs) F or each arithmetical formu la A we define a type | A | of T by induc- tion on A: | P ( t 1 , . . . , t n ) | = S , | A ∧ B | = | A | × | B | , | A ∨ B | = Bool × ( | A | × | B | ) , | A → B | = | A | → | B | , |∀ xA | = N → | A | , |∃ xA | = N × | A | 10 Interac tiv e Learning Based Realizabi lity and 1-Back tracking Games W e define now our notion of realiz ability , which is relativ ized to a kno wledge state s , and diff ers from Kreisel modified realizabilit y for a single detail: if we realize an atomic formula , the atomic formula does not need to be true, unless the realiz er is equa l to the empty set in s . Definition 9 (Realizabili ty) Assume s is a state constant , t ∈ T Class is a closed term of state / 0 , A ∈ L is a closed formula , and t : | A | . Let ~ t = t 1 , . . . , t n : N . 1. t  s P ( ~ t ) if and only if t [ s ] = / 0 in T Learn implies P ( ~ t ) = True 2. t  s A ∧ B if and only if π 0 t  s A and π 1 t  s B 3. t  s A ∨ B if and only if either p 0 t [ s ] = True in T Learn and p 1 t  s A, o r p 0 t [ s ] = Fals e in T Learn and p 2 t  s B 4. t  s A → B if and only if for all u, if u  s A, then t u  s B 5. t  s ∀ xA if and only if for all numera ls n, t n  s A [ n / x ] 6. t  s ∃ xA if and only for some numer al n, π 0 t [ s ] = n in T Learn and π 1 t  s A [ n / x ] W e define t  A if and only if t  s A for all state constan ts s. Theor em 3 If A is a closed formula pr ovable in HA + EM 1 (see [1 ]), then the re exis ts t ∈ T Class suc h tha t t  A. 3 Games, Lear ning and Realizability In this sectio n, w e define the notion of game, its 1-Backtra cking version andT arski games. W e also prov e our main theorem, connec ting learni ng based realizabi lity and 1-Backtra cking T arski games. Definition 10 (Games) 1. A ga me G between two playe rs is a q uadruple ( V , E 1 , E 2 , W ) , wher e V is a set, E 1 , E 2 ar e subset s of V × V such that Dom ( E 1 ) ∩ Dom ( E 2 ) = / 0 , wher e Dom ( E i ) is th e domain of E i , and W is a se t of sequen ces, poss ibly infinite , of e lements of V . The ele ments of V ar e called positi ons of the game; E 1 , E 2 ar e the trans ition rel ations re spectively for playe r one and playe r two: ( v 1 , v 2 ) ∈ E i means that player i can le gally move fr om the position v 1 to the posit ion v 2 . 2. W e define a play to be a walk, possibly infinite , in the graph ( V , E 1 ∪ E 2 ) , i.e. a sequence , possibl y void, v 1 :: v 2 :: . . . :: v n :: . . . of elements of V such that ( v i , v i + 1 ) ∈ E 1 ∪ E 2 for every i. A play of the form v 1 :: v 2 :: . . . :: v n :: . . . is said to start from v 1 . A play is sai d to be complete if it is either infinit e or is equal to v 1 :: . . . :: v n and v n / ∈ D om ( E 1 ∪ E 2 ) . W is re quir ed to be a set of comple te plays. If p is a compl ete play and p ∈ W , we say that player one wins in p. If p is a complet e play and p / ∈ W , we say that player two wins in p. 3. Let P G be the set of finit e plays. Consider a func tion f : P G → V ; a play v 1 :: . . . :: v n :: . . . is said to be f -corr ect if f ( v 1 , . . . , v i ) = v i + 1 for e very i such that ( v i , v i + 1 ) ∈ E 1 4. A winning strate gy fr om position v for player one is a function ω : P G → V suc h t hat every complete ω -corr ect play v :: v 1 :: . . . :: v n :: . . . belongs to W . Notation. If for i ∈ N , i = 1 , . . . , n we hav e that p i = ( p i ) 0 :: . . . :: ( p i ) n i is a finite sequence of elements of length n i , with p 1 :: . . . :: p n we denote the sequen ce ( p 1 ) 0 :: . . . :: ( p 1 ) n 1 :: . . . :: ( p k ) 0 :: . . . :: ( p k ) n k F . Aschieri 11 where ( p i ) j denote s the j -th element of the seque nce p i . Suppose that a 1 :: a 2 :: . . . :: a n is a play of a game G , represen ting, for some reaso n, a bad situatio n for p layer one (for e xample, in the game of chess, a n might be a configuration of the c hessboard in which player one has just lost his queen ). Then, learn t the lesson, player one might wish to erase some of his mov es and come back to the time the p lay was jus t, say , a 1 , a 2 and cho ose, say , b 1 in pl ace of a 3 ; in other words , player one might w ish to bac ktr ack . Then, the game might go on as a 1 :: a 2 :: b 1 :: . . . :: b m and, once again, player one might wan t to backtrack to, say , a 1 :: a 2 :: b 1 :: . . . :: b i , with i < m , and so on... As there is no learning without rememberi ng, player one must k eep in mind the errors made during the play . This is the idea of 1-Backtracki ng games (for more m oti vat ions, we refer the reader to [4] and [3]) and here is our definition. Definition 11 (1-Backtracking Games) Let G = ( V , E 1 , E 2 , W ) be a game. 1. W e define 1 Bac k ( G ) as the game ( P G , E ′ 1 , E ′ 2 , W ′ ) , wher e: 2. P G is the set of finite pla ys of G 3. E ′ 2 : = { ( p :: a , p :: a :: b ) | p , p :: a ∈ P G , ( a , b ) ∈ E 2 } and E ′ 1 : = { ( p :: a , p :: a :: b ) | p , p :: a ∈ P G , ( a , b ) ∈ E 1 } ∪ { ( p :: a :: q :: d , p :: a ) | p , q ∈ P G , p :: a :: q :: d ∈ P G , a ∈ Dom ( E 1 ) d / ∈ Dom ( E 2 ) , p :: a :: q : : d / ∈ W } ; 4. W ′ is the set of finite complete plays p 1 :: . . . :: p n of ( P G , E ′ 1 , E ′ 2 ) suc h that p n ∈ W . Note. The p air ( p :: a :: q :: d , p :: a ) in the definition abo ve of E ′ 2 codifies a bac ktrac king move by play er one (and we point out that q : : d might be the empty seq uence). Remark. Dif ferently from [4], in which both players are allo wed to backtrac k, we onl y cons ider the case in which only play er one is supposed do that (as in [7]). It is not that our result s wou ld not hold: clearly , the proofs in this pape r would work just as fi ne for the definition of 1-Back tracking T arski games giv en in [4]. Howe ver , as noted in [ 4 ], any player -one recursi ve w inning strate gy in our version of the game c an be ef fecti vely transformed into a winning strat egy for player one in the other v ersion the game. Hence, adding backt racking for the seco nd player does not increase the computatio nal challen ge for player one. Moreo ver , the notion of winner of the game gi ven in [4] is st rictly non constr uctiv e and g ames played by player one with the correct winning strate gy may e ven not terminate. Where as, with our definition, we can formu late our main theo rem as a pro gram termination result: whatev er the strate gy chosen by pla yer two, the game terminate s with the win of player one. This is also the spirit of real izability and hence of this paper: the constructi ve information must be computed in a finite amount of time, not in the limit. In the well known T arski games, the re are two p layers an d a formula on the b oard. T he second pla yer - usually called Abelard - tries to sho w that the formula is fals e, while the first player - usuall y called Eloise - tries to sho w that it is true. Let us see the definition. Definition 12 (T arski Games) Let A be a closed implication and ne gation fr ee arithmet ical formula of L . W e define the T arski game for A as the game T A = ( V , E 1 , E 2 , W ) , wher e: 12 Interac tiv e Learning Based Realizabi lity and 1-Back tracking Games 1. V is the set of all subformula occurr ence s of A; that is, V is the smalles t set of for mulas such that, if either A ∨ B or A ∧ B belongs to V , then A , B ∈ V ; if either ∀ xA ( x ) or ∃ xA ( x ) belon gs to V , then A ( n ) ∈ V for all numer als n. 2. E 1 is the set of pairs ( A 1 , A 2 ) ∈ V × V suc h that A 1 = ∃ xA ( x ) and A 2 = A ( n ) , or A 1 = A ∨ B and either A 2 = A or A 2 = B; 3. E 2 is the set of pairs ( A 1 , A 2 ) ∈ V × V suc h that A 1 = ∀ xA ( x ) and A 2 = A ( n ) , or A 1 = A ∧ B and A 2 = A or A 2 = B; 4. W is the set of finite compl ete plays A 1 :: . . . :: A n suc h that A n = True . Note. W e stress that T arski games are defined only for implicati on and neg ation free formulas. Indeed, 1 Bac k ( T A ) , when A contains implications , would be much more in vo lved and less intuiti ve (for a defini- tion of T arski games for e very arith metical formula see for example Berardi [2]). What we want to sho w is that if t  A , t giv es to player one a recursi ve winning strategy in 1 Bac k ( T A ) . The idea of the proof is the follo wing. Suppo se we play as player one. Our strateg y is relati vized to a kno wledge state and we start the game by fixing the actual state of kno wledge as / 0 . T hen we play in the same way as w e would do in the T arski game. For exa mple, if there is ∀ xA ( x ) on the board and A ( n ) is chos en by player two, w e recursi vely play the strategy giv en by t n ; if there is ∃ xA ( x ) on the board, we calculate π 0 t [ / 0 ] = n and play A ( n ) and recursi vely the strategy giv en by π 1 t . If there is A ∨ B on the board, we calculate p 0 t [ / 0 ] , and accordin g as to whether it equa ls True or False , we play the strate gy recurs ive ly giv en by p 1 t or p 2 t . If there is an ato mic formula on the board, if it is true, we win ; otherwise we exte nd the current state with the state / 0 ⋒ t [ / 0 ] , we backtrack and play with respect to the new state of kno wledge and tr ying to k eep as close a s possible to the pre vious game. Eve ntually , we will reach a state lar ge enough to enable our realizer to giv e always correct answers and we will w in. Let us consider first an exampl e and then the formal definition of the winning strategy for Eloise. Example ( EM 1 ) . Giv en a predicat e P of T , and its boolean negatio n predi cate ¬ P (which is repre- sentab le in T ), the realize r E P of EM 1 : = ∀ x . ∃ y P ( x , y ) ∨ ∀ y ¬ P ( x , y ) is defined as λ α N h X P α , h Φ P α , / 0 i , λ m N Add P α m i Accordin g to the rules of the game 1 Back ( T EM 1 ) , Abelard is the first to move and, for some numeral n , choos es the formula ∃ y P ( n , y ) ∨ ∀ y ¬ P ( n , y ) No w is the turn of Eloise and she plays the strateg y giv en by the term h X P n , h Φ P α , / 0 i , λ m N Add P nm i Hence, she computes X P n [ / 0 ] = χ P / 0 n = Fals e (by definition 4), so she plays the formula ∀ y ¬ P ( n , y ) F . Aschieri 13 and Abelard chooses m and plays ¬ P ( n , m ) If ¬ P ( n , m ) = T rue , Eloise wins. Otherwise, she plays the strate gy giv en by ( λ m N Add P α m ) m [ / 0 ] = add P / 0 nm = {h P , n , m i} So, the ne w knowle dge stat e is now {h P , n , m i} and she backtra cks to the formu la ∃ y P ( n , y ) ∨ ∀ y ¬ P ( n , y ) No w , by definitio n 4, X P n [ {h P , n , m i} ] = True and she plays the formula ∃ y P ( n , y ) calcul ates the term π 0 h Φ P n , / 0 i [ {h P , n , m i} ] = ϕ P {h P , n , m i} n = m plays P ( n , m ) and w ins. Notation. In the follo wing, we shall denote with upper case letters A , B , C closed arithmetical formulas, with lower case letters p , q , r plays of T A and w ith upper case letters P , Q , R plays of 1 Back ( T A ) (and all those letters m ay be inde xed by number s). T o av oid conf usion with the plays of T A , plays of 1Back( T A ) will be denoted as p 1 , . . . , p n rather than p 1 :: . . . :: p n . Moreov er , if P = q 1 , . . . , q m , th en P , p 1 , . . . , p n will denote the sequen ce q 1 , . . . , q m , p 1 , . . . p n . Definition 13 F ix u such that u  A . Let p be a finite play of T A startin g with A. W e define by induction on the length of p a term ρ ( p ) ∈ T Class (r ead as ‘the r ealizer adapt to p’) in the following way: 1. If p = A, then ρ ( p ) = u. 2. If p = ( q :: ∃ xB ( x ) :: B ( n ) ) and ρ ( q :: ∃ xB ( x )) = t , then ρ ( p ) = π 1 t . 3. If p = ( q :: ∀ xB ( x ) :: B ( n ) ) and ρ ( q :: ∀ xB ( x )) = t , then ρ ( p ) = t n. 4. If p = ( q :: B 0 ∧ B 1 :: B i ) an d ρ ( q :: B 0 ∧ B 1 ) = t , then ρ ( p ) = π i t . 5. If p = ( q :: B 1 ∨ B 2 :: B i ) an d ρ ( q :: B 1 ∨ B 2 ) = t , then ρ ( p ) = p i t . Given a play P = Q , q :: B of 1 Back ( T A ) , we set ρ ( P ) = ρ ( q :: B ) . Definition 14 F ix u such that u  A. Let ρ be as in definiti on 13 and P be a finite play of 1 Bac k ( T A ) startin g with A. W e define by induct ion on the length of P a state Σ ( P ) (r ead as ‘the state assoc iated to P’) in the followin g way: 1. If P = A, then Σ ( P ) = ∅ . 2. If P = ( Q , p :: B , p :: B : : C ) and Σ ( Q , p :: B ) = s, then Σ ( P ) = s. 3. If P = ( Q , p :: B :: q , p :: B ) and Σ ( Q , p :: B :: q ) = s and ρ ( Q , p :: B :: q ) = t , then if t : S , then Σ ( P ) = s ⋒ t [ s ] , else Σ ( P ) = s. Definition 15 (Winning s trategy for 1Back( T A )) F ix u suc h that u  A. Let ρ and Σ be r espectively as in definit ion 13 and 14. W e define a functio n ω fr om the set of finite plays of 1 Back ( T A ) to set of finite plays of T A ; ω is intended to be a r ecursiv e w inning stra te gy fr om A for player one in 1 Back ( T A ) . 14 Interac tiv e Learning Based Realizabi lity and 1-Back tracking Games 1. If ρ ( P , q :: ∃ xB ( x )) = t , Σ ( P , q :: ∃ xB ( x )) = s and ( π 0 t )[ s ] = n, then ω ( P , q :: ∃ xB ( x )) = q :: ∃ xB ( x ) :: B ( n ) 2. If ρ ( P , q :: B ∨ C ) = t and Σ ( P , q :: B ∨ C ) = s, then if ( p 0 t )[ s ] = True then ω ( P , q :: B ∨ C ) = q :: B ∨ C :: B else ω ( P , q :: B ∨ C ) = q : : B ∨ C :: C 3. If A n is atomic, A n = False , ρ ( P , A 1 :: · · · :: A n ) = t and Σ ( P , A 1 :: · · · :: A n ) = s, then ω ( P , A 1 :: · · · :: A n ) = A 1 :: · · · :: A i wher e i is equa l to the small est j < n such that ρ ( A 1 :: · · · :: A j ) = w and either A j = ∃ x C ( x ) ∧ A j + 1 = C ( n ) ∧ ( π 0 w )[ s ⋒ t [ s ]] 6 = n or A j = B 1 ∨ B 2 ∧ A j + 1 = B 1 ∧ ( p 0 w )[ s ⋒ t [ s ]] = False or A j = B 1 ∨ B 2 ∧ A j + 1 = B 2 ∧ ( p 0 w )[ s ⋒ t [ s ]] = True If suc h j does not exist , w e set i = n. 4. In the other case s, ω ( P , q ) = q. Lemma 1 Suppos e u  A and ρ , Σ , ω as in definition 15. Let Q be a finite ω -corr ect play of 1 Back ( T A ) startin g with A, ρ ( Q ) = t , Σ ( Q ) = s. If Q = Q ′ , q ′ :: B, then t  s B. Pr oof . By a straightfo rward indu ction on the length of Q . Theor em 4 (Sound ness Theor em) Let A be a closed ne gation and implica tion fr ee arithmetica l for- mula. Suppose that u  A and consider the game 1 Bac k ( T A ) . Let ω be as in defin ition 15. Then ω is a r ecurs ive winnin g strate gy fr om A for player one. Pr oof . T he theorem will be prove d in the full version of this paper . T he idea is to prov e it by contra diction, assuming there is an infinite ω -correc t play . Then one can produce an increasing seque nce of states. Using theore ms 1 and 2, one can sho w that Eloise’ s mo ves e ventua lly stabi lize and that the game re sults in a winnning positio n for Eloise . 4 Examples Minimum Principle for functions ov er natural numbers. The minimum principl e states that e very functi on f ov er natu ral numbers has a minimum v alue, i.e. there exists an f ( n ) ∈ N such that for e very m ∈ N f ( m ) ≥ f ( n ) . W e can prov e this princip le in HA + EM 1 , for any f in the language. W e assume P ( y , x ) ≡ f ( x ) < y , but, in order to enhance readabili ty , w e will write f ( x ) < y rather than the obscure P ( y , x ) . W e define: Lesse f ( n ) : = ∃ α f ( α ) ≤ n F . Aschieri 15 Less f ( n ) : = ∃ α f ( α ) < n N ot l ess f ( n ) : = ∀ α f ( α ) ≥ n Then we formulate - in equi va lent form - the minimum principle as: H asmin f : = ∃ y . N o t l ess f ( y ) ∧ Lesse f ( y ) The informal ar gument goes as follo ws. As base case of the induction , we just observ e that f ( k ) ≤ 0, implies f has a minimum v alue (i.e. f ( k ) ). A fterwa rds, if N ot l ess f ( f ( 0 )) , we are done, we ha ve find the minimum. Otherwise , L ess f ( f ( 0 )) , and hence f ( α ) < f ( 0 ) for some α gi ven by the oracle. Hence f ( α ) ≤ f ( 0 ) − 1 and we conclude that f has a minimum val ue by induction hypothes is. No w we giv e the formal proofs, which are natur al deductio n trees, deco rated with terms of T Class , as formalize d in [1]. W e first pro ve t hat ∀ n . ( Lesse f ( n ) → H asmin f ) → ( Lesse f ( S ( n )) → H asmin f ) holds. E P : ∀ n . N ot l ess f ( S ( n )) ∨ Less f ( S ( n )) E P n : N ot l e ss f ( S ( n )) ∨ Less f ( S ( n )) [ N ot l ess f ( S ( n ))] D 1 H asmin f [ Less f ( S ( n ))] D 2 H asmin f D : H a smin f λ w 2 D : L esse f ( S ( n )) → H asmin f λ w 1 λ w 2 D : ( Lesse f ( n ) → H asmin f ) → ( Lesse f ( S ( n )) → H asmin f ) λ n λ w 1 λ w 2 D : ∀ n ( Lesse f ( n ) → H a smin f ) → ( Lesse f ( S ( n ) → H asmin f ) where the term D is look ed at later , D 1 is the proof v 1 : N ot l ess f ( S ( n )) w 2 : Lesse f ( S ( n )) h v 1 , w 2 i : N ot l ess f ( S ( n )) ∧ Lesse f ( S ( n )) h S ( n ) , h v 1 , w 2 ii : H asmin f and D 2 is the proof v 2 : [ Les s f ( S ( n ))] w 1 : [ Les se f ( n ) → H asmin f ] [ x 2 : f ( z ) < S ( n )] x 2 : f ( z ) ≤ n h z , x 2 i : Lesse f ( n ) w 1 h z , x 2 i : H asmin f w 1 h π 0 v 2 , π 1 v 2 i : H asmin f W e prove no w that Lesse f ( 0 ) → H asmin f w : [ Lesse f ( 0 )] x 1 : [ f ( z ) ≤ 0 ] x 1 : f ( z ) = 0 x 1 : f ( α ) ≥ f ( z ) λ α x 1 : N ot l ess f ( f ( z )) / 0 : f ( z ) ≤ f ( z ) h z , / 0 i : Lesse f ( f ( z )) h λ α x 1 , h z , / 0 ii : N ot l e ss f ( f ( z )) ∧ Lesse f ( f ( z )) h f ( z ) , h λ α x 1 , h z , / 0 iii : H asmin f h f ( π 0 w ) , h λ α π 1 w , h π 0 w , / 0 iii : H asmin f F : = λ w h f ( π 0 w ) , h λ α π 1 w , h π 0 w , / 0 iii : Less e f ( 0 ) → H asmin f Therefore we can conclu de with the indu ction rule that λ α N R F ( λ n λ w 1 λ w 2 D ) α : ∀ x . Lesse f ( x ) → H asmin f And no w the thesis: 16 Interac tiv e Learning Based Realizabi lity and 1-Back tracking Games / 0 : f ( 0 ) ≤ f ( 0 ) h 0 , / 0 i : L esse f ( f ( 0 )) λ α N R F ( λ n λ w 1 λ w 2 D ) α : ∀ x . Les se f ( x ) → H asmin f R F ( λ n λ w 1 λ w 2 D ) f ( 0 ) : Less e f ( f ( 0 )) → H asmin f M : = R F ( λ n λ w 1 λ w 2 D ) f ( 0 ) h 0 , / 0 i : H asmin f Let us no w take a close r look to D . W e hav e defined D : = if X P S ( n ) then w 1 h Φ P S ( n ) , / 0 i el se h S ( n ) , h λ β ( Add P ) S ( n ) β , w 2 ii Let s b e a s tate and let u s consider M , the re alizer of H asmin f , in the bas e case of the recu rsion and after in its genera l form durin g the computatio n: R F ( λ n λ w 1 λ w 2 D ) f ( 0 ) h m , / 0 i [ s ] . If f ( 0 ) = 0, M [ s ] = R F ( λ n λ w 1 λ w 2 D ) f ( 0 ) h 0 , / 0 i [ s ] = = F h 0 , / 0 i = h f ( 0 ) , h λ α / 0 , h 0 , / 0 ii If f ( 0 ) = S ( n ) , we ha ve two other cases. If χ P sS ( n ) = Tr ue , then R F ( λ n λ w 1 λ w 2 D ) S ( n ) h m , / 0 i [ s ] = = ( λ n λ w 1 λ w 2 D ) n ( R F ( λ n λ w 1 λ w 2 D ) n ) h m , / 0 i [ s ] = = R F ( λ n λ w 1 λ w 2 D ) n h Φ P ( S ( n )) , / 0 i [ s ] If χ P sS ( n ) = False , then R F ( λ n λ w 1 λ w 2 D ) S ( n ) h m , / 0 i [ s ] = = ( λ n λ w 1 λ w 2 D ) n ( R F ( λ n λ w 1 λ w 2 D ) n ) h m , / 0 i [ s ] = = h S ( n ) , h λ β ( add P ) sS ( n ) β , h m , / 0 iii In the first case, the minum valu e of f has been found. In the second case, the operator R , starting from S ( n ) , recursi vely calls itself on n ; in the third case, it reduce s to its normal form. F rom these equations , we easily deduc e the beha vior of the realizer of H asmin f . In a pse udo imperati ve programming langu age, for the witness of H asmin f we wou ld write: n : = f ( 0 ) ; whil e ( χ P sn = Tr ue , i . e . ∃ m suc h t ha t f ( m ) < n ∈ s ) d o n : = n − 1; re t ur n n ; Hence, when f ( 0 ) > 0, we ha ve, for some numeral k M [ s ] = h k , h λ β ( add P ) sk β , h ϕ P sk , / 0 iii It is clear that k is the minimum valu e of f , accord ing to the partial informatio n prov ided by s about f , and that f ( ϕ P sk ) ≤ k . If s is suf ficiently complete, then k is the tru e minimum of f . The nor mal form of th e realizer M of H asmin f is so simpl e that we ca n immediately extra ct the winning strate gy ω for the 1-Backt raking ve rsion of the T arski game for H asmin f . Suppose the current state of the game is s . If f ( 0 ) = 0, Eloise choose s the formula N ot l ess f ( 0 ) ∧ Lesse f ( 0 ) and wins. If f ( 0 ) > 0, she chooses F . Aschieri 17 N ot l ess f ( k ) ∧ Lesse f ( k ) = ∀ α f ( α ) ≥ k ∧ ∃ α f ( α ) ≤ k If Abelard chooses ∃ α f ( α ) ≤ k , she wins, because she responds w ith f ( ϕ P sk ) ≤ k , which hold s. Sup- pose hence Abelard choose s ∀ α f ( α ) ≥ k and then f ( β ) ≥ k . If it holds, Eloise wins. O therwise , she adds to the current state s ( λ β ( add P ) sk β ) β = ( add P ) sk β = { f ( β ) < k } and backtr acks to H asmin f and then plays again. T his time, she choose s N ot l ess f ( f ( β )) ∧ Lesse f ( f ( β )) (using f ( β ) , w hich was Abelard’ s countere xample to the m inimality of k and is smaller th an her pre vious choice for the minimum v alue). After at most f ( 0 ) back trackings, she wins. Coquand’s E xample. W e in vest igate now an example - due to Coquand - in our frame work of realiza bility . W e want to prov e that for e very function over nat ural numbers and for ev ery a ∈ N the re exi sts x ∈ N suc h that f ( x ) ≤ f ( x + a ) . Thanks to the minimum principle, we can gi ve a very easy classic al proof : H asmin f [ N ot l ess f ( µ ) ∧ Lesse f ( µ )] Lesse f ( µ ) [ N ot l ess f ( µ ) ∧ Lesse f ( µ )] N ot l ess f ( µ ) f ( z + a ) ≥ µ [ f ( z ) ≤ µ ] f ( z ) ≤ f ( z + a ) ∃ x f ( x ) ≤ f ( x + a ) ∀ a ∃ x f ( x ) ≤ f ( x + a ) ∀ a ∃ x f ( x ) ≤ f ( x + a ) ∀ a ∃ x f ( x ) ≤ f ( x + a ) The ext racted realizer is λ a h π 0 π 1 π 1 M , π 0 π 1 M ( π 0 π 1 π 1 M + a ) ⋒ π 1 π 1 π 1 h i where M is the realizer of H asmin f . m : = π 0 π 1 π 1 M [ s ] is a point the pu rported minimum v alue µ : = π 0 M of f is attained at, accordin gly to the informati on in the stat e s (i.e. f ( m ) ≤ µ ). S o, if Abelard choo ses ∃ x f ( x ) ≤ f ( x + a ) Eloise choos es f ( m ) ≤ f ( m + a ) W e hav e to consider the term U [ s ] : = π 0 π 1 M ( π 0 π 1 π 1 M + a ) ⋒ π 1 π 1 π 1 M [ s ] which update s the curr ent state s . S urely , π 1 π 1 π 1 M [ s ] = / 0. π 0 π 1 M [ s ] is equal eithe r to λ β ( add P ) s µ β or to λ α / 0. So, what does U [ s ] actuall y do? W e ha ve: U [ s ] = π 0 π 1 M ( π 0 π 1 π 1 M + a )[ s ] = π 0 π 1 M ( m + a )[ s ] 18 Interac tiv e Learning Based Realizabi lity and 1-Back tracking Games with either π 0 π 1 M ( m + a )[ s ] = / 0 or π 0 π 1 M ( m + a )[ s ] = { f ( m + a ) < f ( m ) } So U [ s ] tests if f ( m + a ) < f ( m ) ; if it is not the case, Eloise wins, otherwise she enl arges the state s , includ ing the informatio n f ( m + a ) < f ( m ) and backt racks to ∃ x f ( x ) ≤ f ( x + a ) . Starting from the state / 0, after k + 1 backtrac kings, it will be reached a state s ′ , which will be of the form { f (( k + 1 ) a < f ( ka ) , . . . , f ( 2 a ) < f ( a ) , f ( a ) < f ( 0 ) } and Eloise will play f (( k + 1 ) a ) ≤ f (( k + 1 ) a + a ) . Hence, the ext racted algorithm for E loise’ s witness is the follo wing: n : = 0; while f ( n ) > f ( n + a ) do n : = n + a ; return n ; 5 Partial R ecursive Lear ning Ba sed Realizability and Completeness In this section we exte nd o ur notion of realizability and increase the computation al power of our realizers, in order to be able to rep resent any parti al recurs ive function and in particular , we conjectur e, ev ery recurs ive strategie s of 1-Backtr acking T arski games. S o, we choo se to add to our calculus a fixed point combina tor Y , such that for ev ery term u : A → A , Y u = u ( Y u ) . Definition 16 (Systems PCF Class and PCF Learn ) W e define PCF Class and PCF Learn to be, r especti vely , the e xtensions of T Class and T Learn obtain ed by adding for ev ery type A a consta nt Y A of type ( A → A ) → A and a new eq uality axiom Y A u = u ( Y A u ) for every term u : A → A. Since in PCF Class there is a schema for unbounded iterati on, properties lik e con ver gence do not hold any more (think about a term taking a states s and returnin g the larges t n such that χ P sn = True ). S o we hav e to ask our realizers to be con ver gent. Hence, for each type A of PCF Class we define a set k A k of terms u : A which we call the set of stab le terms of type A . W e define stable terms by lifting the notion of con ver gence from atomic types (havin g a special case for the atomic type S , as we said) to arrow and produ ct types. Definition 17 (Con ver gence) Assume that { s i } i ∈ N is a w .i. sequen ce of state constants, and u , v ∈ PCF Class . 1. u con ver ges in { s i } i ∈ N if ther e exist s a nor mal for m v such that ∃ i ∀ j ≥ i . u [ s j ] = v in PCF Learn . 2. u con ver ges if u con ver ge s in ev ery w .i. sequen ce of state const ants. Definition 18 (Stable T erms) Let { s i } i ∈ N be a w .i. chai n of states and s ∈ S . Assume A is a type. W e define a set k A k of terms t ∈ PCF Class of type A, by induc tion on A. 1. k S k = { t : S | t con ver ges } 2. k N k = { t : N | t con ver ges } 3. k Bool k = { t : Bool | t con ver ges } 4. k A × B k = { t : A × B | π 0 t ∈ k A k , π 1 t ∈ k B k} 5. k A → B k = { t : A → B | ∀ u ∈ k A k , t u ∈ k B k} If t ∈ k A k , we say that t is a stable term of type A. No w we exten d the notion of realizabilit y with respect to PCF Class and PCF Learn . F . Aschieri 19 Definition 19 (Realizability ) Assume s is a state constant, t ∈ PCF Class is a c losed term of state / 0 , A ∈ L is a closed formula, and t ∈ k| A |k . Let ~ t = t 1 , . . . , t n : N . 1. t  s P ( ~ t ) if and only if t [ s ] = / 0 in PCF Learn implies P ( ~ t ) = True 2. t  s A ∧ B if and only if π 0 t  s A and π 1 t  s B 3. t  s A ∨ B if and only if either p 0 t [ s ] = T rue in PCF Learn and p 1 t  s A, or p 0 t [ s ] = F alse in PCF Learn and p 2 t  s B 4. t  s A → B if and only if for all u, if u  s A, then t u  s B 5. t  s ∀ xA if and only if for all numera ls n, t n  s A [ n / x ] 6. t  s ∃ xA if and only for some numer al n, π 0 t [ s ] = n in PCF Learn and π 1 t  s A [ n / x ] W e define t  A if and only if t  s A for all state constan ts s. The follo wing conjecture will be addressed in the next ve rsion of this paper: Theor em 5 (Conjecture ) Suppose ther e exis ts a re cursive w inning str ate gy for p layer one in 1 Back ( T A ) . Then ther e exi sts a term t of PCF Class suc h that t  A. 6 Conclusions and Further work The main co ntrib ution of this paper is c onceptual, rather than tec hnical, and it shou ld be useful to u nder - stand the si gnificance and see possi ble uses of learni ng based realizabi lity . W e h av e shown h ow lea rning based realizers may be understo od in terms of backtracking games and that this interpreta tion of fers a way of elicitin g constr uctiv e info rmation from the m. The idea is that playing games represents a way of challe nging realizers; they react to the challenge by learni ng from failure and countere xamples. In the conte xt of games, it is also possibl e to appre ciate the notion of con ver gence, i.e. the fac t that realizers stabili ze their beh aviou r as they increase their kno wledge. Indeed, it looks lik e similar ideas are use ful to underst and othe r clas sical realizabiliti es (see for example , M iquel [9]). A further step will be take n in the full versi on of this paper , where we plan to solve the conjec ture about the completeness of learning based realizabili ty with respect to 1Backtracki ng games. A s pointed out by a referee, the conjectu re could be intere sting with respect to a problem of game semanti cs, i.e. whether all recurs iv e innoce nt strategie s are intepret ation of a term of PCF . Refer ences [1] F . Aschieri, S. Berardi, Interactive Learnin g-Based Realiza bility for Heyting Arithmetic with EM 1 , to appear in Logical Methods in Computer Science, 2010 (prepr int: http:// arxiv .org/abs/1007.1785 ) [2] S. Berardi, Semantics for In tuitionistic A rithmetic Based on T arski Games with Retractable Moves. TLCA 2007 [3] S. Berard i, U. De’ Liguo ro, T oward the interpr etatio n of non- constructive reasoning a s no n-mono tonic learn- ing , Infor mation and Compu tation, v ol 207, issue 1, 2009 [4] S. Berardi, T . Coquan d, S. Hay ashi, Games with 1-Ba ctrac king , to appear in Annals of Pure and Applied Logic, 2010 (see also GALOP 2005). [5] T . Coq uand, A Semantic of E vidence for Classical Arithmetic , Journal of Symbolic Logic 6 0, p ag 325 -337 (1995 ) 20 Interac tiv e Learning Based Realizabi lity and 1-Back tracking Games [6] J.-Y . Girard, Pr oofs and T ypes , Cambrid ge Uni versity Press (1989) [7] S. Hayashi, Can Pr o ofs be Animated by Games? , Fundam enta Infor maticae 77(4), pag 331 -343 (2007) [8] S. C. Kleene, On the Interpretation of Intuitionistic Number Theory , Journal of Symbolic Logic 1 0(4), pag 109-1 24 (1945) [9] A. Miquel, Rela ting c lassical r ealizab ility and negative translation for existential witness e xtraction. In T yp ed Lambda Calculi and Applications (TLCA 2009), pp. 188-2 02, 2009

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