This paper proposes a Situation Calculus solution to the frame problem for obligation-producing actions, which are actions that create obligations on the part of the agent that performs them. As an example of such actions, we have an opening door action performed by an agent, which has the subsequent obligation of getting the door closed. Demolombe and others extend Raymond Reiter's solution to the frame problem for ordinary actions to accommodate obligation-producing actions. Obligation-producing actions do affect the truth value of a newly introduced fluent that captures the accessibility relation used in semantics of obligation modalities in the Situation Calculus. Our work simplifies Demolombe's characterization of the accessibility relation by eliminating the notion of ideality of situations, thereby remaining close to Kripke-style possible-world semantics for deontic logic, in the spirit of Governatori's approach. Furthermore, we spell out details of a complete solution by extending basic action theories of Reiter to the new setting. Finally, we extend Reiter's regression operator for reasoning about actions back to the initial situation to this new setting. Our solution yields intuitive properties that one would expect from obligations: for example, if a sentence is obligatory to an agent in a given situation, it remains so in subsequent situations unless the obligation is explicitly stopped.
Representing time is crucial for cyber-physical systems and has been studied extensively in the situation calculus. The most commonly used approach represents time by adding a real-valued function time(a) that attaches a time point to each action and consequently to each situation. We show that in this approach, checking whether there is a reachable situation that satisfies a given formula is undecidable, even when the domain contains only finitely many objects. We present an alternative approach based on well-established results from timed automata theory by introducing clocks as real-valued fluents with restricted successor state axioms and comparison operators. With this restriction, we can show that the reachability problem for finite-domain basic action theories is decidable. Finally, we apply our results to Golog program realization by presenting a decidable procedure for determining an action sequence that is a successful execution of a given program.
In response to a concern raised by Horty, this paper develops a two-tiered, preference-based semantic framework for modeling defeasible conditional obligations. The paper extends a Hansson-Lewis style preference semantics for dyadic deontic logic by incorporating a nonmonotonic reasoning mechanism that enables previously derived obligations to be withdrawn when new, potentially conflicting information comes in. The account is bi-preferential: two orderings--ideality and normality--on worlds are employed to address shortcomings in earlier approaches, with a separate ranking method for each. At the nonmonotonic layer, a number of postulates are considered, including antecedent strengthening, inclusion and no-drowning. A connection is established with so-called constrained input/output (I/O) logic--an existing standard for normative reasoning based on a different methodology.
We introduce inquisitive action logic, InqAL, a multi-agent modal logic for reasoning about action. While traditional approaches focus on what properties of the outcome an agent can force, InqAL also captures what aspects of the outcome an agent determines through their actions. As we argue, such claims of agentive determination are naturally analyzed as modal claims involving questions. Technically, InqAL is a multi-agent extension of inquisitive neighborhood logic based on concurrent game structures. With respect to statements, it is expressively equivalent to the individual-agent fragment of the socially friendly coalition logic recently proposed by Goranko and Enqvist. We present an axiomatization of InqAL and prove completeness and decidability via the finite model property. Along the way, we establish a representation theorem for actual effectivity functions, associating to an agent the sets of outcomes corresponding to their possible actions; we give exact conditions under which a multi-agent neighborhood frame arises from a concurrent game structure.