Let's look at GDL in the context of a specific game. namely Tic-tac-toe. As fundamental entities, we include white and black, the roles of the game. we also include 1, 2, and 3, which are the. We will use this indices for rows and columns of the Tic-tac-toe board. And we'll use x, o and b, meaning blank, as marks that go in the cells of the Tic-tac-toe board. we'll use the ternary function constant. Cell together with a row index and a column index and a mark to designate the proposition that the cell in the specified row and column contains the specified mark or blank. For example the data cell 2, 3, o, says that there's an o in the cell in row 2 and column 3. We use the unary function constant control to say whose turn it is to mark a cell. For example, the proposition control of white denotes the proposition that it's white's turn to play. In Tic-tac-toe, there are only two types of actions a player can perform. It can either mark a cell or it can do nothing, which is what a player does when it's not his turn to play. The binary relation con, binary function constant mark, together with a row and a column, and designates the action of playing, placing a mark in row m and column n. Mark place there depends on who does the action. And fi, going back to the object constants, we have noop which refers to the act of doing nothing at all. Finally, we have some helper vocabulary. row, column, diagonal, line, open. whose purpose will become clear soon. The state of the game of Tic-tac-toe was an arbitrary subset of the propositions. Propositions in a state are assumed to be true whenever the game is in that state and all others are assumed to be false. For example, we can just describe the Tic-tac-toe state shown here on the left with the set of propositions shown on the right. cell 1, 1, contains an x, cell 2, 2, contains an o, cell 3, 3, contains an x. The other cells are all blank. And it's black's turn to play. Using this conceptualization of states, we can define the game of Tic-tac-toe with a small set of logical sentences, as shown here. The game has thousands of states. And it can be described by just one page of rules. A similar parsimony is possible for other games. For example, chess is more than 10 to the 30 [INAUDIBLE] states. And yet, it can be described in about four pages of rules with this search on here. let's look at each of these groups of rules in more detail. we first of, identified the two roles in the game, namely white and black, using the role relation. Next, we define the propositions in the game. Since there are only 29 propositions, we could do this by writing out 29 ground atoms, however. we can do this more economically by writing just two rules, as shown here, together with some ground atoms. Now, the first rule says that an expression of the form cell of x,y,w is true. if x is an index, and y is an index, and w is a filler, that is we'll see x over b. And an index there is 1, 2, or 3. The second rule says that a player, every player [INAUDIBLE], that there is a proposition of the form control of w for each of the two roles in the game. Now we can do the same for actions and expression mark of x, y is an action for w if w is a role and x is an index and y is an index. And noop is a possible action for either of the two players. Okay, here we characterize the initial state by writing all relevant propositions that are true in the initial state. In this case all cells are blank and the x player has control. Next, we then have to find legality. Player may mark a cell if that cell is blank, and it has control. Otherwise, the only legal action is noop. Next, we look at the update rules for the game. In other words it's physics. It's dynamics. First rule here says that a cell is marked with an x or an o if the appropriate player marks that cell. And the second rule handles the other player. If a cell is blank and is not, not marked on that step then it remains blank. The cell contains a mark. It retains that mark on the subsequent state. Finally, control alternates on each play. Before we get to rewards and termination, here's some supporting concepts. A row of marks means that there are [UNKNOWN]. three marks all with the same first coordinate. The column and diagonal relations are defined analgously. A line is a row of marks of the same type or column or a diagonal. Finally a game is open provided there is some cell containing a blank. Alright, here we have the definition of goals. A white player gets 100 points, since there's a line of x marks, and no line of o marks. If there are no lines of either sort, white gets 50 points. There's a line of o marks and no line of x marks then white gets zero, zero points. The rewards for black are analogous. The final is termination. The game terminates whenever either player has a line of marks of the appropriate type or if the board is not open. That is, there are no cells containing blanks.