Automating Mathematics?

Siddhartha Gadgil

Department of Mathematics

Indian Institute of Science

Bangalore

http://math.iisc.ac.in/~gadgil/

https://github.com/siddhartha-gadgil/ProvingGround

  • Can computers acquire all the major capabilities used by mathematicians and the mathematics community in the discovery and proof of mathematical results and concepts?
  • When? How?
  • Computers are already used in several ways.
  • Capabilities in other cognitive domains that suggests they can do much more.
  • Automated theorem proving is closely related to computer verification of proofs.

Computer Proofs

in

Mathematics

 

Cdang Derivative work: Muskid, CC BY-SA 3.0, via Wikimedia Commons

Universal deducer?

  • A universal deducer is a program which, given a mathematical statement, either proves it is true or proves it is false.
  • By results of Church, Gödel, Turing, such a program is impossible.
  • Practically, we can conclude that there is no best deducer, as any given proof can be found by some deducer but no deducer can find all proofs.

Some computer-assisted proofs

  • Four-colour problem: Any map can be coloured with at most $4$ colours.
  • Kepler Conjecture: The most efficient way to pack spheres is the hexagonal close packing.
  • Boolean Pythagorean triples problem: Is it possible to colour the positive integers either red or blue, so that if three integers $a$, $b$, $c$, satisfy $a^{2}+b^{2}=c^{2}$, they are not all the same colour?
  • Smale conjecture for hyperbolic $3$-manifolds.

Some ways computers are used

  • Numerical computation.
  • Enumeration.
  • Symbolic and computational algebra.
  • Compact enumeration.
  • Exact real number arithmetic.
  • Linear programming.
  • Decidability of real semi-algebraic geometry.
  • SAT solvers and SMT solvers.

Robbins conjecture

  • Robbins conjecture was a conjectural characterization of Boolean algebras in terms of associativity and commutativity of $\vee$ and the Robbins equation $\neg(\neg(a\vee b)\vee \neg(a \vee \neg b)) = a$.
  • This was conjectured in the 1930s, and finally proved in 1996 using the automated theorem prover EQP.
  • So far, this seems to be the only major success of fully autonomous deductive theorem provers.

Interactive Theorem Provers

Interactive Theorem Provers

  • Interactive Theorem Provers are software systems where proofs are obtained by human-machine collaboration.
  • The computer both finds (parts of) proofs and verifies correctness.
  • The ease of proving in such systems depends on how concise and composable proofs are and the strength of its elaborator and tactics.
  • The former depends on foundations and the latter is essentially automated theorem proving.

Who guards the guards?

  • A computer verified proof is only as trustworthy as the system that verified the proof.
  • Following the de Bruijn principle, proofs are verified by a small trusted kernel, which can be thoroughly checked.
  • For example, the lean theorem prover has three (small) proof checkers written in three languages.
  • The Feit-Thompson theorem has been formalized in the system Coq by Georges Gonthier and others.
  • The lean mathematical library has formalizations of a lot of undergraduate mathematics and many advanced results.
  • These not only show that formalization is feasible, but can form data for both machine learning and advanced semantic searches and other tooling.

 

Formal methods

Mathematical proofs elsewhere

 

Formal methods

  • We specify (describe) software, hardware etc. in precise mathematical terms.
  • We give mathematical proofs of correct behavior, which are computer verified.
  • This gives a much greater certainty of correctness.
  • However, proofs are much harder than tests.
  • Formal proofs use interactive theorem provers; with better provers we can prove more often.

Do we need completely correct always?

Intel_Pentium_A80501 Pentium FDIV Bug Fixing an error is very costly
Therac25_Interface Therac 25 radiation machine Safety critical
WhatsApp WhatsApp Pegasus attack A bug is a vulnerability

Some users of formal methods

intel-core Intel Chips Fixing an error is very costly
Paris Metro Paris driverless metro Safety critical
scala dotty Scala dotty compiler A bug is a vulnerability

 

Computers

and Games

Programming a Computer for Playing Chess

  • Playing Chess can be based on
    • judging the value of a fixed players position.
    • a policy: sequences of moves to consider.
  • We compute (and use) the value at the end of sequences moves we consider.
  • We recursively decide the best moves by minimax — alternately maximizing and minimizing.
  • We refine using various heuristics, such as quiescence search and $\alpha-\beta$ pruning.
  • Openings give a policy, as do endgame tables.

Kasparov vs Deep Blue

  • In 1997, a computer Deep Blue defeated the Chess world champion Gary Kasparov.
  • Deep Blue was based on extending the above methods to elaborate (rule based) values and policies (chess theory), and improved heuristics.
  • However, Deep Blues was very limited in certain capabilities.
  • The value and policy functions of Kasparov were far better, but compensated for by Deep Blue being able to consider far more move sequences.

AlphaGo vs Lee Sedol

  • In the chinese game Go, the number of legal moves is much larger, so trying everything means we cannot look many moves ahead.
  • More importantly, it is very hard to describe a good value function (we use tacit knowledge).
  • This makes it far harder for computers.
  • Yet, in March 2016, a Go playing system AlphaGo defeated 18-time world champion Lee Sedol.
  • In January 2017, AlphaGo defeated the world number one Ke Jie comprehensively.

AlphaGo and Learning

  • The policy and value functions of AlphaGo are deep neural networks that were trained.
  • The policy network was initially trained by learning to predict the next move from games of expert players (behaviour cloning).
  • The value network was trained by AlphaGo playing against versions of itself.
  • AlphaGo considered fewer sequences of moves than Deep Blue.
  • AlphaGo came up with unexpected moves.

Deep learning (policy).

  • We search for an optimal policy in a space of functions smoothly parametrized by $\mathbb{R}^N$ with respect to an appropriate smooth loss.
  • The space of functions we consider are compositions of the form $$\Phi = \Psi_k\circ \Psi_{k -1}\circ \dots \circ \Psi_1,$$ where the functions $\Psi_j$ are layers, and are smoothly parametrized by $\mathbb{R}^{n_j}$, with $N = n_1 + n_2 + \dots + n_j$.
  • A dense layer is a function of the form $y = \sigma(Ax + b)$, where $A= (a_{ij})$ is a linear function, $b$ a vector, and $\sigma$ is $x\mapsto e^x/(1 + e^x)$ applied component-wise.
  • This is parametrized by entries of $A$ and $b$.
  • In a convolutional layer, the linear function $A$ is a convolution, e.g., $y_j = \sum_{k} a _k x_{j - k}$.
  • To get a probability distribution, we use as the last layer softmax: $y_j = \frac{e^{x_j}}{\sum_i e^{x_i}}$.
  • Optimization is by variations of gradient flow.
  • By chain rule, this can be computed layer-by-layer (backward propagation).

AlphaGo Zero and Alpha Zero

  • AlphaGo was succeeded (and defeated) by AlphaGo Zero, which learnt purely by self play.
  • Its successor, AlphaZero, could master a variety of similar games starting with just the rules.
  • AlphaZero took just 4 hours to become the strongest chess player on the planet (beating a traditional chess program, Stockfish).
  • AlphaZero “had a dynamic, open style”, and “prioritizes piece activity over material, preferring positions that looked risky and aggressive.”

Artificial Intelligence elsewhere

Word Embeddings

  • To give words a structure and capture relations, words are embedded as points in space.
  • To do this, (in Word2Vec) we set up the problem of predicting a word given its neighbours.
  • We look for solutions of this problem that involve mapping words into space, and predicting from neighbours using the points.
  • Analogies such as Paris is to France as Madrid is to Spain are captured by vector operations.

Generative Query network

  • In an artificial 3D environment, the network observes 2D images from a few positions.
  • It has to predict the observed image from a new position.
  • To do this, the 2D image was mapped to a concise representation by a network, which was then used to predict the image from a different viewpoint.
  • The concise representation factorized by colour, shape and size (among other things).

Generative Adversarial Network

  • These consist of a pair of networks, contesting with each other.
  • One network generates candidates (generative) and the other evaluates them (discriminative).
  • For example the discriminative network tries to distinguish between real images and synthetic ones generated by the generative network.

Distributional reinforcement learning

  • In temporal reinforcement learning, a network tries to predict (average) future rewards.
  • However, sometimes the reward is either very big or very small, so the average reward is misleading.
  • In distributional reinforcement learning we have several predictors, which react differently to positive and negative errors.
  • Recently, similar distributions of dopamine cells was found in the brains of mice.

Attention is all you need

  • The meaning of a word depends on the context, i.e., other words surrounding it.
  • In the transformer architecture, this is captured by learning to which other words to pay attention for determining the next representation.
  • The encoding of words includes position vectors, defined by using harmonics.
  • This has lead to revolutionary improvements, including forming the basis for GPT 3.
  • Attention networks are used in AlphaFold 2.

Emergent Semantics?

  • In image processing, successive layers capture features at increasing levels of abstraction.
  • Often (parts of) networks are shared, to better capture structure and meaning. For example, AlphaGo Zero learnt better in part by having a single neural network for policy and value.
  • In zero-shot translation, a network translated between new pairs of languages; apparently based on an internal language.

Capabilities of Artificial Intelligence

  • Make moves that we can appreciate.
  • Judge value based on future rewards.
  • Show originality.
  • Acquire tacit (to us) knowledge.
  • Work with limited and/or unstructured data, by self-play, using synthetic tasks and by self-supervised learning.
  • Organize objects naturally and efficiently, capturing composition, abstraction etc.
  • Discover concepts by solving problems?

Artificial Intelligence

for

Mathematical Proofs?

  • We can iteratively do and improve at doing:
    • accumulate knowledge.
    • digest the knowledge.
    • solve (& pose) problems, prove theorems:
      • whose answer we want,
      • to accumulate knowledge,
      • as exercises to digest knowledge.
    • develop judgements: truth, importance, difficulty.
  • Results may stagnate or be confined to some types and/or some areas.
  • We need good constructions and choices for:
    • outcomes,
    • composite moves, hence parameters for policy,
    • integration with experimentation,
    • integration with domain specific solvers and other software,
    • integration with (human) mathematics,
    • strategies: e.g., how long to keep trying.
  • Machine learning is being used in Automated and Interactive theorem proving for premise selection as well as choosing tactics and parameters.
  • I have been working on a system which I call ProvingGround along the lines sketched here.
  • It is also valuable to be able to learn from existing mathematics, which could use formalized libraries and natural language processing.
  • However, for computer proofs to be useful, we would like to learn from computer proofs.
  • A question on a blog of Terence Tao, asked to him by Apoorva Khare, was answered in PolyMath 14.
  • A crucial step in the discovery was a computer generated but human readable proof I posted.
  • The computer proof was studied by Pace Nielsen, who extracted the internal repetition trick.
  • This was extended by Pace Nielsen and Tobias Fritz and abstracted by Terence Tao.
  • From this Fritz obtained a key lemma, which was used by Terrence Tao to answer the question in the negative, and give a more general result.
  • This was published as PolyMath 14 with 6 authors (including Lior Silberman).
  • A natural question is the replicability of the computer proof, which was originally produced in an interactive session.

Indeed, a script gives a similar proof.