Summary: We motivate the use of relations, as a way to encapsulate the information previously spread across a swath of propositional variables.
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So far, we have represented WaterWorld boards using
propositions like
If writing a program about WaterWorld,
our program should reflect our conception of the problem.
However, as it stands, our conception corresponds
to having many many Boolean variables named
Moreover, the original rules only pertained to a fixed-size board; inventing a new game played on a 50×50 grid would require a whole new set of rules! That is clearly not how we humans conceptualize the game! What we want, when discussing the rules, is a generic way to discussing neighboring locations, so that we can have one single rule, saying that if a (generic) location has a zero, then any neighboring location is safe. Thus, we allow the exact details of “neighboring location” to change from game to game as we play on different boards (just as which locations contain pirates changes from game to game).
In a program, you'd probably represent the board as a collection (matrix, list, whatever) of Booleans. In our logic, to correspond to this data structure, we'll introduce binary relations.
What, exactly, do we mean by “relation”?
We'll see
momentarily,
that we can represent
This relation "
We used a binary (two-input) relation to describe neighboring
locations.
How can we use a relation to capture the notion
“location
We'll use a unary (one-input) relation:
After defining relations and discussing their properties, we'll talk about interpreting logic formulas relative to particular relations.
Using relations gives us additional flexibility in modeling our domain, so that our formal logical model more closely corresponds to our intuition. Relations help separate the WaterWorld domain axioms (code) from the data, i.e., the particular board we're playing on.