On the Structure of Game Provenance and its Applications
- ,
- Yilin Xia,
- Bertram Ludäscher
- ,
- University of Illinois Urbana-Champaign
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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 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.
Bibliographic Information
Output type
Original language
EnglishPages from-to (Number of pages)
Pages 602-609 (8 pages)Publication milestones
- Published - 2024
Publication status
Publisher
Institute of Electrical and Electronics Engineers Inc.Publication series
- Publication series name: Proceedings - 9th IEEE European Symposium on Security and Privacy Workshops, Euro S and PW 2024
ISBN (Print)
9798350367294ISBN (Electronic)
9798350367294Publication IDs
- Scopus: 85203022404
