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by PaulHoule
1459 days ago
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Practically I work with SPIN. I wish somebody would make a production rules engine that was easy to live with. I want to like Drools but I can't read the error messages for complex programs I write. With Jena Rules the system is simple enough that I can figure problems out looking at the source code but it doesn't have as many features. Unfortunately logic is a depressing subject because it starts with a bunch of theorems about what is impossible (Gödel, Tarski,Turing.) There is no system of negation that is without problems (OWL takes the radical choice of no negation) Commonsense reasoning involves a lot of "Alice thinks that Jane thinks that..." and "A was true until 12:30 this afternoon, now A is false". The theory vs interpretation split is another one of those decisions you have to make if you want to do logic: I am on a committee where I'm the guy who speaks for interpretations and the A-Box but some of the other people are serious T-Boxers. It amazes me that this system http://inform7.com/ creates an illusion of letting an English major write a script for an adventure game that reads like English that someone can play in what looks like a subset of English. It does it all with a very primitive production rules engine that relies heavily on defaults. Practical logic requires attention to rules and "schemes" (X macros, configuration settings on the rules engine.) I wrote an adventure game with a few rooms and objects in Drools and dreamt of making something like "Inform 7 for business rules". |
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These are both examples of modalities. From a formal point of view, description logics are special cases of multi-modal logics. The semantics of these can in turn be understood as computationally well-behaved restrictions of FOL, where the logical quantifiers are understood to range over so-called "possible worlds".