First-Order Provenance Games
Sven K\"ohler, Bertram Lud\"ascher, Daniel Zinn

TL;DR
This paper introduces a game-theoretic model of data provenance that explains query results and non-results by analyzing winning strategies in evaluation games, integrating how- and why-not provenance.
Contribution
It develops a novel provenance framework based on game semantics, providing a unified approach to explain query outcomes and handle negation and non-results.
Findings
Game provenance aligns with semiring of provenance polynomials N[X] for RA+ queries.
Variants of the game correspond to known provenance semirings.
The model naturally explains why-not questions through game outcomes.
Abstract
We propose a new model of provenance, based on a game-theoretic approach to query evaluation. First, we study games G in their own right, and ask how to explain that a position x in G is won, lost, or drawn. The resulting notion of game provenance is closely related to winning strategies, and excludes from provenance all "bad moves", i.e., those which unnecessarily allow the opponent to improve the outcome of a play. In this way, the value of a position is determined by its game provenance. We then define provenance games by viewing the evaluation of a first-order query as a game between two players who argue whether a tuple is in the query answer. For RA+ queries, we show that game provenance is equivalent to the most general semiring of provenance polynomials N[X]. Variants of our game yield other known semirings. However, unlike semiring provenance, game provenance also provides a…
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