Logic is a game (uh huh, sure...)
Well, think about games for a minute. There is not really one common
characteristic that defines a game as such (a point emphasized by the Austrian
philosopher Ludwig Wittgenstein). Rather, there are "family traits"
so that we might imagine overlapping groups of things we definitely consider
to be games. Things like football and chess and solitaire and paintball.
So let's narrow what we mean to games in which a score is important.
There are going to be rules for scoring and winning, and we expect something
about these rules.
-
They should be consistent, so that it cannot
happen that by looking at one section of a rulebook we find that Jack wins
but by looking at another section we find that Jill wins.
-
They should be complete, so that we do not
come up with a situation in which we cannot find a rule that tells us what
to do.
-
They should allow the score to be decidable,
meaning that we should not have a situation in which we couldn't tell whether
Jack wins or Jill wins.
Arithmetic (or number theory, to be more fancy) is an example of a game
in which we have two out of three of these characteristics. We have
consistency and we have decidability, but, as someone named Gödel
showed us, number theory is not and cannot be complete. By this we
mean that there are more things true than we could ever prove to be true.
Symbolic logic is an example of a game in which, up to a point, we do
have all three characteristics (we can come up with some relationships
about which we could say we cannot decide whether they would be true or
not).
Now the reason I ask you to be thinking about symbolic logic as a game
is this:
We are working with techniques for mapping
one system on to another. This means we have to have ways of translating
one kind of organization into another. This sounds exotic, but whenever
we read something out loud we are mapping a system of visual symbols on
to a system of sounds. Whenever we do this by reading into a tape
recorder, we have a machine mapping the sounds on to a system of electrical
impulses that in turn maps these sounds on a piece of magnetic tape.
Here is an example of the mapping we work with. We have the sentence
"Some students read every book" that can be symbolized as Ex(Sx
& Ay(By -> Rxy)). What we
have done, if you think through this with me without running from the screen
in terror, is rethink the ideas so that the sentence has become "there
is an unknown someone such that this someone is a student and for every
thing else, if that thing is a book then that someone is reading that something."
We will learn how to do this close to the end of the course, so do not
panic. Instead just think how clever you will be if you stick with
this. And think how much fun it is going to be to amaze people with
your skill. Right...
Well, we do not stop here. We might go on
to think about what would happen if we also said that anyone who reads
every book is a genius. Would it also have to be true that we have
at least one student who is a genius? (The answer, by the way, is
"yes.") Now, can we also "prove" that this has to be so? Here
is where we work with techniques for showing that when we know certain
things already, other things follow.
Symbolic logic, then, has three components
to it:
-
symbolization (as in the example above)
-
testing for validity (showing whether or not
something does have to be "true")
-
derivations (showing why this has to happen)
We are going to go through all this step by step.
Your task is to learn the game, but like any game requiring a measure of
skill (poker and basketball as well as chess), practice is very important.
And it may even be fun as well.
To get a better idea of the kind of game we are playing,
I am going to ask you to work with a pretty simple
game that in several ways is like what we do in symbolic logic. We
are going to use four letters from the alphabet:
-
a (which comes early and is a vowel)
-
b (which comes early but is not a vowel)
-
d (which comes late and is not a vowel)
-
e (which comes late and is a vowel)
In this game we have what we call well-formed
formulas (wff's) that must obey these rules:
-
a late letter may not be followed by a different
late letter (I could have dd
or ee but not
de
or ed)
-
a wff must have at least one letter but cannot have
more than six letters
In order for something to happen, we are going to
start off with two wff's that are given as axioms: abd
and ead
Here are the rules for changing one wff into another,
but it is understood that they cannot be applied in any way that would
violate the above conditions for a wff :
-
Rule 1: Any two letters may be reversed (abd
could
become bad)
-
Rule 2: An initial letter may be removed (abd
could become bd)
-
Rule 3: Any wff can be attached to the end of any
other wff (abd
could become
abdbad)
Now this is the game: we want to see what
wffs can be derived from the two axioms above. We need to show every
step of the derivation. Here is an example. Given abd
we want to derive bead.
1. abd
axiom
2. adb
1 rule 1
3. ead
axiom
4. adbead 2,3 rule 3
5. dbead 4 rule 2
6. bead 5
rule 2
How many other English words are wff's that could
also be derived with these axioms and these rules?
Are there any English words that are wff's that
could not be derived from these axioms and these rules?
What I am asking you, if you think about it, is
whether the game I've proposed can be described as having the property
of completeness.
I'm encouraging all of you to make sure you sign
on to "symboliclogic"in eGroups (see the icon and the link on the syllabus page) and submit
your answers. You'll know you have mastered the game when you can provide
a derivation for a word that another student has suggested cannot
be derived. Make this your first practice exercise.