English

The IMP game: Learnability, approximability and adversarial learning beyond $\Sigma^0_1$

Logic in Computer Science 2016-02-10 v1 Artificial Intelligence Computational Complexity Formal Languages and Automata Theory

Abstract

We introduce a problem set-up we call the Iterated Matching Pennies (IMP) game and show that it is a powerful framework for the study of three problems: adversarial learnability, conventional (i.e., non-adversarial) learnability and approximability. Using it, we are able to derive the following theorems. (1) It is possible to learn by example all of Σ10Π10\Sigma^0_1 \cup \Pi^0_1 as well as some supersets; (2) in adversarial learning (which we describe as a pursuit-evasion game), the pursuer has a winning strategy (in other words, Σ10\Sigma^0_1 can be learned adversarially, but Π10\Pi^0_1 not); (3) some languages in Π10\Pi^0_1 cannot be approximated by any language in Σ10\Sigma^0_1. We show corresponding results also for Σi0\Sigma^0_i and Πi0\Pi^0_i for arbitrary ii.

Keywords

Cite

@article{arxiv.1602.02743,
  title  = {The IMP game: Learnability, approximability and adversarial learning beyond $\Sigma^0_1$},
  author = {Michael Brand and David L. Dowe},
  journal= {arXiv preprint arXiv:1602.02743},
  year   = {2016}
}

Comments

23 pages

R2 v1 2026-06-22T12:45:54.591Z