Lecture 9 Propositional Logic in Artificial Intelligence
Lecture 9 Propositional Logic in Artificial Intelligence
Propositional logic (PL) is the simplest form of logic where all the statements are made by propositions. A
proposition is a declarative statement which is either true or false. It is a technique of knowledge
representation in logical and mathematical form.
Example:
1. a) It is Sunday.
2. b) The Sun rises from West (False proposition)
3. c) 3+3= 7(False proposition)
4. d) 5 is a prime number.
a. Atomic Propositions
b. Compound propositions
o Atomic Proposition: Atomic propositions are the simple propositions. It consists of a single
proposition symbol. These are the sentences which must be either true or false.
Example:
Example:
1. Negation: A sentence such as ¬ P is called negation of P. A literal can be either Positive literal or
negative literal.
2. Conjunction: A sentence which has ∧ connective such as, P ∧ Q is called a conjunction.
Example: Rohan is intelligent and hardworking. It can be written as,
P= Rohan is intelligent,
Q= Rohan is hardworking. → P∧ Q.
3. Disjunction: A sentence which has ∨ connective, such as P ∨ Q. is called disjunction, where P and Q
are the propositions.
Example: "Ritika is a doctor or Engineer",
Here P= Ritika is Doctor. Q= Ritika is Doctor, so we can write it as P ∨ Q.
4. Implication: A sentence such as P → Q, is called an implication. Implications are also known as if-
then rules. It can be represented as
If it is raining, then the street is wet.
Let P= It is raining, and Q= Street is wet, so it is represented as P → Q
5. Biconditional: A sentence such as P⇔ Q is a Biconditional sentence, example If I am breathing,
then I am alive
P= I am breathing, Q= I am alive, it can be represented as P ⇔ Q.
Precedence Operators
Logical equivalence:
Logical equivalence is one of the features of propositional logic. Two propositions are said to be
logically equivalent if and only if the columns in the truth table are identical to each other.
Let's take two propositions A and B, so for logical equivalence, we can write it as A⇔B. In below truth table
we can see that column for ¬A∨ B and A→B, are identical hence A is Equivalent to B
Properties of Operators:
o Commutativity:
o P∧ Q= Q ∧ P, or
o P ∨ Q = Q ∨ P.
o Associativity:
o (P ∧ Q) ∧ R= P ∧ (Q ∧ R),
o (P ∨ Q) ∨ R= P ∨ (Q ∨ R)
o Identity element:
o P ∧ True = P,
o P ∨ True= True.
o Distributive:
o P∧ (Q ∨ R) = (P ∧ Q) ∨ (P ∧ R).
o P ∨ (Q ∧ R) = (P ∨ Q) ∧ (P ∨ R).
o DE Morgan's Law:
o ¬ (P ∧ Q) = (¬P) ∨ (¬Q)
o ¬ (P ∨ Q) = (¬ P) ∧ (¬Q).
o Double-negation elimination:
o ¬ (¬P) = P.
o We cannot represent relations like ALL, some, or none with propositional logic. Example:
a. All the girls are intelligent.
b. Some apples are sweet.
o Propositional logic has limited expressive power.
In propositional logic, we cannot describe statements in terms of their properties or logical relationships.
Rules of Inference in Artificial intelligence
Inference:
In artificial intelligence, we need intelligent computers which can create new logic from old logic or by
evidence, so generating the conclusions from evidence and facts is termed as Inference.
Inference rules:
Inference rules are the templates for generating valid arguments. Inference rules are applied to derive proofs
in artificial intelligence, and the proof is a sequence of the conclusion that leads to the desired goal.
In inference rules, the implication among all the connectives plays an important role. Following are some
terminologies related to inference rules:
From the above term some of the compound statements are equivalent to each other, which we can prove
using truth table:
Hence from the above truth table, we can prove that P → Q is equivalent to ¬ Q → ¬ P, and Q→ P is
equivalent to ¬ P → ¬ Q.
2. Modus Tollens:
The Modus Tollens rule state that if P→ Q is true and ¬ Q is true, then ¬ P will also true. It can be represented
as:
3. Hypothetical Syllogism:
The Hypothetical Syllogism rule state that if P→R is true whenever P→Q is true, and Q→R is true. It can be
represented as the following notation:
Example:
Statement-1: If you have my home key then you can unlock my home. P→Q
Statement-2: If you can unlock my home then you can take my money. Q→R
Conclusion: If you have my home key then you can take my money. P→R
Proof by truth table:
4. Disjunctive Syllogism:
The Disjunctive syllogism rule state that if P∨Q is true, and ¬P is true, then Q will be true. It can be represented
as:
Example:
Proof by truth-table:
5. Addition:
The Addition rule is one the common inference rule, and it states that If P is true, then P∨Q will be true.
Example:
6. Simplification:
The simplification rule state that if P∧ Q is true, then Q or P will also be true. It can be represented as:
Proof by Truth-Table:
7. Resolution:
The Resolution rule state that if P∨Q and ¬ P∧R is true, then Q∨R will also be true. It can be represented as
Proof by Truth-Table:
First-Order Logic in Artificial intelligence
In the topic of Propositional logic, we have seen that how to represent statements using propositional logic.
But unfortunately, in propositional logic, we can only represent the facts, which are either true or false. PL is
not sufficient to represent the complex sentences or natural language statements. The propositional logic
has very limited expressive power. Consider the following sentence, which we cannot represent using PL
logic.
To represent the above statements, PL logic is not sufficient, so we required some more powerful logic, such
as first-order logic.
First-Order logic:
o First-order logic is another way of knowledge representation in artificial intelligence. It is an extension
to propositional logic.
o FOL is sufficiently expressive to represent the natural language statements in a concise way.
o First-order logic is also known as Predicate logic or First-order predicate logic. First-order logic is
a powerful language that develops information about the objects in a more easy way and can also
express the relationship between those objects.
o First-order logic (like natural language) does not only assume that the world contains facts like
propositional logic but also assumes the following things in the world:
o Objects: A, B, people, numbers, colors, wars, theories, squares, pits, wumpus, ......
o Relations: It can be unary relation such as: red, round, is adjacent, or n-any relation such
as: the sister of, brother of, has color, comes between
o Function: Father of, best friend, third inning of, end of, ......
o As a natural language, first-order logic also has two main parts:
a. Syntax
b. Semantics
Variables x, y, z, a, b,....
Connectives ∧, ∨, ¬, ⇒, ⇔
Equality ==
Quantifier ∀, ∃
Atomic sentences:
o Atomic sentences are the most basic sentences of first-order logic. These sentences are formed from
a predicate symbol followed by a parenthesis with a sequence of terms.
o We can represent atomic sentences as Predicate (term1, term2, ......, term n).
Complex Sentences:
Consider the statement: "x is an integer.", it consists of two parts, the first part x is the subject of the
statement and second part "is an integer," is known as a predicate.
o For all x
o For each x
o For every x.
Example:
All man drink coffee.
Let a variable x which refers to a cat so all x can be represented in UOD as below:
It will be read as: There are all x where x is a man who drink coffee.
Existential Quantifier:
Existential quantifiers are the type of quantifiers, which express that the statement within its scope is true for
at least one instance of something.
It is denoted by the logical operator ∃, which resembles as inverted E. When it is used with a predicate
variable then it is called as an existential quantifier.
Note: In Existential quantifier we always use AND or Conjunction symbol ( ∧).
If x is a variable, then existential quantifier will be ∃x or ∃(x). And it will be read as:
Example:
Some boys are intelligent.
It will be read as: There are some x where x is a boy who is intelligent.
Points to remember:
o The main connective for universal quantifier ∀ is implication →.
o The main connective for existential quantifier ∃ is and ∧.
Properties of Quantifiers:
o In universal quantifier, ∀x∀y is similar to ∀y∀x.
o In Existential quantifier, ∃x∃y is similar to ∃y∃x.
o ∃x∀y is not similar to ∀y∃x.
Free Variable: A variable is said to be a free variable in a formula if it occurs outside the scope of the
quantifier.
Bound Variable: A variable is said to be a bound variable in a formula if it occurs within the scope of the
quantifier.
In this topic, we will understand the Knowledge engineering process in an electronic circuit domain, which is
already familiar. This approach is mainly suitable for creating special-purpose knowledge base.
At the first level or highest level, we will examine the functionality of the circuit:
At the second level, we will examine the circuit structure details such as:
3. Decide on vocabulary:
The next step of the process is to select functions, predicate, and constants to represent the circuits,
terminals, signals, and gates. Firstly we will distinguish the gates from each other and from other objects.
Each gate is represented as an object which is named by a constant, such as, Gate(X1). The functionality of
each gate is determined by its type, which is taken as constants such as AND, OR, XOR, or NOT. Circuits will
be identified by a predicate: Circuit (C1).
For gate input, we will use the function In(1, X1) for denoting the first input terminal of the gate, and for
output terminal we will use Out (1, X1).
The function Arity(c, i, j) is used to denote that circuit c has i input, j output.
The connectivity between gates can be represented by predicate Connect(Out(1, X1), In(1, X1)).
We use a unary predicate On (t), which is true if the signal at a terminal is on.
o If two terminals are connected then they have the same input signal, it can be represented as:
1. ∀ t1, t2 Terminal (t1) ∧ Terminal (t2) ∧ Connect (t1, t2) → Signal (t1) = Signal (2).
o Signal at every terminal will have either value 0 or 1, it will be represented as:
1. ∀ g Gate(g) ∧ Type(g) = XOR → Signal (Out(1, g)) = 1 ⇔ Signal (In(1, g)) ≠ Signal (In(2, g)).
o Output of NOT gate is invert of its input:
For the given circuit C1, we can encode the problem instance in atomic sentences as below:
Since in the circuit there are two XOR, two AND, and one OR gate so atomic sentences for these gates will
be:
What should be the combination of input which would generate the first output of circuit C1, as 0 and a
second output to be 1?
1. ∃ i1, i2, i3 Signal (In(1, C1))=i1 ∧ Signal (In(2, C1))=i2 ∧ Signal (In(3, C1))= i3
2. ∧ Signal (Out(1, C1)) =0 ∧ Signal (Out(2, C1))=1
Substitution:
Substitution is a fundamental operation performed on terms and formulas. It occurs in all inference systems
in first-order logic. The substitution is complex in the presence of quantifiers in FOL. If we write F[a/x], so it
refers to substitute a constant "a" in place of variable "x".
Note: First-order logic is capable of expressing facts about some or all objects in the universe.
Equality:
First-Order logic does not only use predicate and terms for making atomic sentences but also uses another
way, which is equality in FOL. For this, we can use equality symbols which specify that the two terms refer
to the same object.
As in the above example, the object referred by the Brother (John) is similar to the object referred by Smith.
The equality symbol can also be used with negation to represent that two terms are not the same objects.
o Universal Generalization
o Universal Instantiation
o Existential Instantiation
o Existential introduction
1. Universal Generalization:
o Universal generalization is a valid inference rule which states that if premise P(c) is true for any
arbitrary element c in the universe of discourse, then we can have a conclusion as ∀ x P(x).
Example: Let's represent, P(c): "A byte contains 8 bits", so for ∀ x P(x) "All bytes contain 8 bits.", it will
also be true.
2. Universal Instantiation:
o Universal instantiation is also called as universal elimination or UI is a valid inference rule. It can be
applied multiple times to add new sentences.
o The new KB is logically equivalent to the previous KB.
o As per UI, we can infer any sentence obtained by substituting a ground term for the variable.
o The UI rule state that we can infer any sentence P(c) by substituting a ground term c (a constant within
domain x) from ∀ x P(x) for any object in the universe of discourse.
Example:1.
Example: 2.
"All kings who are greedy are Evil." So let our knowledge base contains this detail as in the form of FOL:
So from this information, we can infer any of the following statements using Universal Instantiation:
3. Existential Instantiation:
o Existential instantiation is also called as Existential Elimination, which is a valid inference rule in first-
order logic.
o It can be applied only once to replace the existential sentence.
o The new KB is not logically equivalent to old KB, but it will be satisfiable if old KB was satisfiable.
o This rule states that one can infer P(c) from the formula given in the form of ∃x P(x) for a new constant
symbol c.
o The restriction with this rule is that c used in the rule must be a new term for which P(c ) is true.
Example:
So we can infer: Crown(K) ∧ OnHead( K, John), as long as K does not appear in the knowledge base.
4. Existential introduction
Generalized Modus Ponens can be summarized as, " P implies Q and P is asserted to be true, therefore Q
must be True."
According to Modus Ponens, for atomic sentences pi, pi', q. Where there is a substitution θ such that
SUBST (θ, pi',) = SUBST(θ, pi), it can be represented as:
Example:
We will use this rule for Kings are evil, so we will find some x such that x is king, and x is greedy so
we can infer that x is evil.
What is Unification?
o Unification is a process of making two different logical atomic expressions identical by finding a
substitution. Unification depends on the substitution process.
o It takes two literals as input and makes them identical using substitution.
o Let Ψ1 and Ψ2 be two atomic sentences and 𝜎 be a unifier such that, Ψ1𝜎 = Ψ2𝜎, then it can be
expressed as UNIFY(Ψ1, Ψ2).
o Example: Find the MGU for Unify{King(x), King(John)}
Let Ψ1 = King(x), Ψ2 = King(John),
Substitution θ = {John/x} is a unifier for these atoms and applying this substitution, and both expressions
will be identical.
o The UNIFY algorithm is used for unification, which takes two atomic sentences and returns a unifier
for those sentences (If any exist).
o Unification is a key component of all first-order inference algorithms.
o It returns fail if the expressions do not match with each other.
o The substitution variables are called Most General Unifier or MGU.
E.g. Let's say there are two different expressions, P(x, y), and P(a, f(z)).
In this example, we need to make both above statements identical to each other. For this, we will perform
the substitution.
o Substitute x with a, and y with f(z) in the first expression, and it will be represented as a/x and f(z)/y.
o With both the substitutions, the first expression will be identical to the second expression and the
substitution set will be: [a/x, f(z)/y].
o Predicate symbol must be same, atoms or expression with different predicate symbol can never be
unified.
o Number of Arguments in both expressions must be identical.
o Unification will fail if there are two similar variables present in the same expression.
Unification Algorithm:
Algorithm: Unify(Ψ1, Ψ2)
For each pair of the following atomic sentences find the most general unifier (If exist).
1. Find the MGU of {p(f(a), g(Y)) and p(X, X)} Most General Unifier
5. Find the MGU of Q(a, g(x, a), f(y)), Q(a, g(f(b), a), x)}
SUBST θ= {b/y}
S1 => {Q(a, g(f(b), a), f(b)); Q(a, g(f(b), a), f(b))}, Successfully Unified.
Resolution in FOL
Resolution
Resolution is a theorem proving technique that proceeds by building refutation proofs, i.e., proofs by
contradictions. It was invented by a Mathematician John Alan Robinson in the year 1965.
Resolution is used, if there are various statements are given, and we need to prove a conclusion of those
statements. Unification is a key concept in proofs by resolutions. Resolution is a single inference rule which
can efficiently operate on the conjunctive normal form or clausal form.
Clause: Disjunction of literals (an atomic sentence) is called a clause. It is also known as a unit clause.
This rule is also called the binary resolution rule because it only resolves exactly two literals.
Example:
We can resolve two clauses which are given below:
Where two complimentary literals are: Loves (f(x), x) and ¬ Loves (a, b)
These literals can be unified with unifier θ= [a/f(x), and b/x] , and it will generate a resolvent clause:
To better understand all the above steps, we will take an example in which we will apply resolution.
Example:
In the first step we will convert all the given statements into its first order logic.
Step-2: Conversion of FOL into CNF
In First order logic resolution, it is required to convert the FOL into CNF as CNF form makes easier for
resolution proofs.
Note: Statements "food(Apple) Λ food(vegetables)" and "eats (Anil, Peanuts) Λ alive(Anil)" can be
written in two separate statements.
o Distribute conjunction ∧ over disjunction ¬.
This step will not make any change in this problem.
In this statement, we will apply negation to the conclusion statements, which will be written as ¬likes(John,
Peanuts)
Now in this step, we will solve the problem by resolution tree using substitution. For the above problem, it
will be given as follows:
Hence the negation of the conclusion has been proved as a complete contradiction with the given set of
statements.
The Wumpus world is a cave which has 4/4 rooms connected with passageways. So there are total 16 rooms
which are connected with each other. We have a knowledge-based agent who will go forward in this world.
The cave has a room with a beast which is called Wumpus, who eats anyone who enters the room. The
Wumpus can be shot by the agent, but the agent has a single arrow. In the Wumpus world, there are some
Pits rooms which are bottomless, and if agent falls in Pits, then he will be stuck there forever. The exciting
thing with this cave is that in one room there is a possibility of finding a heap of gold. So the agent goal is
to find the gold and climb out the cave without fallen into Pits or eaten by Wumpus. The agent will get a
reward if he comes out with gold, and he will get a penalty if eaten by Wumpus or falls in the pit.
Following is a sample diagram for representing the Wumpus world. It is showing some rooms with Pits, one
room with Wumpus and one agent at (1, 1) square location of the world.
There are also some components which can help the agent to navigate the cave. These components
are given as follows:
a. The rooms adjacent to the Wumpus room are smelly, so that it would have some stench.
b. The room adjacent to PITs has a breeze, so if the agent reaches near to PIT, then he will perceive the
breeze.
c. There will be glitter in the room if and only if the room has gold.
d. The Wumpus can be killed by the agent if the agent is facing to it, and Wumpus will emit a horrible
scream which can be heard anywhere in the cave.
Performance measure:
o +1000 reward points if the agent comes out of the cave with the gold.
o -1000 points penalty for being eaten by the Wumpus or falling into the pit.
o -1 for each action, and -10 for using an arrow.
o The game ends if either agent dies or came out of the cave.
Environment:
Actuators:
o Left turn,
o Right turn
o Move forward
o Grab
o Release
o Shoot.
Sensors:
o The agent will perceive the stench if he is in the room adjacent to the Wumpus. (Not diagonally).
o The agent will perceive breeze if he is in the room directly adjacent to the Pit.
o The agent will perceive the glitter in the room where the gold is present.
o The agent will perceive the bump if he walks into a wall.
o When the Wumpus is shot, it emits a horrible scream which can be perceived anywhere in the cave.
o These percepts can be represented as five element list, in which we will have different indicators for
each sensor.
o Example if agent perceives stench, breeze, but no glitter, no bump, and no scream then it can be
represented as:
[Stench, Breeze, None, None, None].
The Wumpus world Properties:
o Partially observable: The Wumpus world is partially observable because the agent can only perceive
the close environment such as an adjacent room.
o Deterministic: It is deterministic, as the result and outcome of the world are already known.
o Sequential: The order is important, so it is sequential.
o Static: It is static as Wumpus and Pits are not moving.
o Discrete: The environment is discrete.
o One agent: The environment is a single agent as we have one agent only and Wumpus is not
considered as an agent.
Initially, the agent is in the first room or on the square [1,1], and we already know that this room is safe for
the agent, so to represent on the below diagram (a) that room is safe we will add symbol OK. Symbol A is
used to represent agent, symbol B for the breeze, G for Glitter or gold, V for the visited room, P for pits, W
for Wumpus.
At Room [1,1] agent does not feel any breeze or any Stench which means the adjacent squares are also OK.
Now agent needs to move forward, so it will either move to [1, 2], or [2,1]. Let's suppose agent moves to the
room [2, 1], at this room agent perceives some breeze which means Pit is around this room. The pit can be
in [3, 1], or [2,2], so we will add symbol P? to say that, is this Pit room?
Now agent will stop and think and will not make any harmful move. The agent will go back to the [1, 1] room.
The room [1,1], and [2,1] are visited by the agent, so we will use symbol V to represent the visited squares.
Agent's third step:
At the third step, now agent will move to the room [1,2] which is OK. In the room [1,2] agent perceives a
stench which means there must be a Wumpus nearby. But Wumpus cannot be in the room [1,1] as by rules
of the game, and also not in [2,2] (Agent had not detected any stench when he was at [2,1]). Therefore agent
infers that Wumpus is in the room [1,3], and in current state, there is no breeze which means in [2,2] there is
no Pit and no Wumpus. So it is safe, and we will mark it OK, and the agent moves further in [2,2].
At room [2,2], here no stench and no breezes present so let's suppose agent decides to move to [2,3]. At
room [2,3] agent perceives glitter, so it should grab the gold and climb out of the cave.
Knowledge-base for Wumpus world
As in the previous topic we have learned about the wumpus world and how a knowledge-based agent
evolves the world. Now in this topic, we will create a knowledge base for the wumpus world, and will derive
some proves for the Wumpus-world using propositional logic.
The agent starts visiting from first square [1, 1], and we already know that this room is safe for the agent. To
build a knowledge base for wumpus world, we will use some rules and atomic propositions. We need symbol
[i, j] for each location in the wumpus world, where i is for the location of rows, and j for column location.
Note: For a 4 * 4 square board, there will be 7*4*4= 122 propositional variables.
Here in the first row, we have mentioned propositional variables for room[1,1], which is showing that room
does not have wumpus(¬ W11), no stench (¬S11), no Pit(¬P11), no breeze(¬B11), no gold (¬G11), visited (V11),
and the room is Safe(OK11).
In the second row, we have mentioned propositional variables for room [1,2], which is showing that there is
no wumpus, stench and breeze are unknown as an agent has not visited room [1,2], no Pit, not visited yet,
and the room is safe.
In the third row we have mentioned propositional variable for room[2,1], which is showing that there is no
wumpus(¬ W21), no stench (¬S21), no Pit (¬P21), Perceives breeze(B21), no glitter(¬G21), visited (V21), and
room is safe (OK21).
We will firstly apply MP rule with R1 which is ¬S 11 → ¬ W11 ^ ¬ W12 ^ ¬ W21, and ¬S11 which will give the
output ¬ W11 ^ W12 ^ W12.
After applying And-elimination rule to ¬ W11 ∧ ¬ W12 ∧ ¬ W21, we will get three statements:
¬ W11, ¬ W12, and ¬W21.
Now we will apply Modus Ponens to ¬S21 and R2 which is ¬S21 → ¬ W21 ∧¬ W22 ∧ ¬ W31, which will give the
Output as ¬ W21 ∧ ¬ W22 ∧¬ W31
o Apply And -Elimination rule:
Now again apply And-elimination rule to ¬ W21 ∧ ¬ W22 ∧¬ W31, We will get three statements:
¬ W21, ¬ W22, and ¬ W31.
Apply Modus Ponens to S12 and R4 which is S12 → W13 ∨. W12 ∨. W22 ∨.W11, we will get the output as W13∨
W12 ∨ W22 ∨.W11.
After applying Unit resolution formula on W13 ∨ W12 ∨ W22 ∨W11 and ¬ W11 we will get W13 ∨ W12 ∨ W22.
After applying Unit resolution on W13 ∨ W12 ∨ W22, and ¬W22, we will get W13 ∨ W12 as output.
After Applying Unit resolution on W13 ∨ W12 and ¬ W12, we will get W13 as an output, hence it is proved
that the Wumpus is in the room [1, 3].