TL;DR
This paper explores the detailed structure of game-based provenance models for first-order queries, introducing new provenance types and demonstrating their computation and applications in areas like argumentation.
Contribution
It introduces a fine-grain analysis of game provenance, identifying seven edge types and their roles, advancing understanding of query provenance in database theory.
Findings
Seven new edge types in game provenance models.
Provenance can be computed during game solving.
Applications demonstrated in argumentation frameworks.
Abstract
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 consists of positions and moves and can be solved by computing the well-founded model of a single, unstratifiable rule: \[ \text{win}(X) \leftarrow \text{move}(X, Y), \neg \, \text{win}(Y). \] In the solved game , the value of a position is either won, lost, or drawn. This value is explained by the provenance (x), i.e., certain (annotated) edges reachable from…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Code & Models
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
