E LAW - MURDOCH UNIVERSITY ELECTRONIC JOURNAL OF LAW
ISSN 1321-8247
Volume 5 Number 3 (September, 1998)
Copyright E Law and/or authors
File: allen53.txt
ftp://cleo.murdoch.edu.au/pub/elaw/issues/v5n3/allen53.txt
http://www.murdoch.edu.au/elaw/issues/v5n3/allen53.html
________________________________________________________________________
The Legal Argument Game of LEGAL RELATIONS
Layman E. Allen
University of Michigan
and
Charles S. Saxon
Eastern Michigan University
Contents
* Introduction
* Official Rules that Define the Games
* Sketch of Legal Argument Game 1B
* Brief Summary of The Legal Argument Game 1B
o Starting
o Playing and Ending
o Playing Mat
o Winning and Scoring
o Summary of Scoring at the End of the Match
* Conclusion
* References
* Appendix A - The Rules of Inference, Constraints, and Deontic LEGAL
RELATIONS Definitions
* Appendix B - Example of the Play of Some Matches of the Legal Argument
Game
Introduction
1. The Language of LEGAL RELATIONS (LLR) is a representation language for
expressing rules and arguments in the legal domain. [Allen & Saxon
1997] The fundamental legal conceptions of Wesley N. Hohfeld, one of
the foremost legal philosophers of the 20th Century, provide the first
giant step in the development of the LEGAL RELATIONS Logic (LRL) that
underlies LLR.[Hohfeld 1913] LRL is an extension, enrichment, and
formalization of the eight fundamental legal conceptions that Hohfeld
viewed as "the lowest common denominators of legal discourse that
could be used to describe every possible legal state of affairs and
every change in such states. [Allen 1995, 1996; Allen & Saxon 1995]
This robustness is actually achieved by LRL, along with its capacity
to represent every possible legal rule as well as every possible legal
argument.
2. The Legal Argument (LA) Games of LEGAL RELATIONS are part of a series
of games and puzzles designed to facilitate learners becoming fluent
in LRL. [Allen & Saxon 1997] There are a total of nine LA Games, three
different varieties, each at three different levels as summarized in
Figure 1.
Figure 1. The Varieties and Levels of the Nine Legal Argument
Games
Levels / A. Basic B. Deontic C. Wild_Cards
Varieties
1. Fundamental Fundamental_Basic Fundamental_Deontic Fundamental_Wild_Cards
2. Enriched Enriched_Basic Enriched_Deontic Enriched_Wild_Cards
3. More_Enriched_Basic More_Enriched_Deontic More_Enriched_Wild_Cards
More_Enriched
3. In this article we present various accounts of the Fundamental_Deontic
Legal Argument Game 1B to illustrate the nature of these LA games.
First the official rules that define the LA Game 1B are set forth;
next is a sketch of the LA Game 1B. This is followed by a brief
summary of it. Then, in the Appendix will be found an example match of
LA 1B which is described in full detail, including an account of each
players strategy in making each move.
4. These LA games, along with other games and puzzles that deal with the
acquisition of fundamental reasoning skills are being developed at a
site on the Internet called THINKERS ALLIANCE at
http://thinkers.law.umich.edu. The LA games are at this URL with the
suffix /files/Leg_Arg.htm . Eventually, the THINKERS ALLIANCE site
will have available practice matches in all the games and examples of
the puzzles with interactive capability for interested learners to
test their skills and facilities for making appointments to play
matches with others around the world in any of the games.
5. Official Rules that Define the Games
Copyright 1996 by Layman E. Allen and Charles S. Saxon
----------------------------------------------------------------------
A. Goal Rule
On your shake, you must set a Goal by moving sufficient of the
generated Resources to the Goal section of the playing mat. The
Goal must express a DUTY of the player who is the defendant to do
something for the player who is the plaintiff (goal-setter) or
some equivalent of such a DUTY. Plaintiff indicates that the Goal
has been completed by saying "Goal."
Comments
1. The Goal is the conclusion of an argument. A Solution is a
set of premisses from which the specified Goal can be
deduced by means of the rules of inference, constraints, and
definitions of the Fundamental_Deontic LA Game of LEGAL
RELATIONS. The plaintiff must set a Goal.
2. In The Fundamental_Deontic LA Game the Goal must be an
expression equivalent to the declaration of a RIGHT of the
player who is the plaintiff that the defendant do something.
In more advanced versions the Goal is allowed to be the
declaration of any LEGAL RELATION.
3. The Goal is not changed after it has been set in The LA
Games.
B. Move Rule
After the Goal has been set, play progresses in a clockwise
direction. When it is your turn to play, you must either
challenge or transfer zero or more Resources from the remaining
pool of Resources to one or more of the Forbidden, Permitted, or
Essential Sections (F, P or E) of the Playing Mat.
Comments
1. Plaintiff's move consists of any one of the following four
options:
1. transfer a maximum of any five Resources to F, P, or E,
OR
2. shift one Resource from F, P, or E to F, P, or E, AND
transfer a maximum of any three Resources to F, P, or
E, OR
3. shift two Resources from F, P, or E to F, P, or E, AND
transfer a maximum of any one Resource to F, P, or E,
OR
4. make a challenge.
2. Defendant's move consists of any one of the following two
options:
1. transfer a maximum of any three Resources to F, P, or
E, OR
2. make a challenge.
3. By their moves, the players shape the Solution.
C. Solution Rule
For the plaintiff a Solution is a set of premisses from which the
Goal may be deduced by means of the rules of inference,
constraints, and definitions of The LA Game. For the defendant a
Solution is a set of premisses from which the NEGATION of the
Goal can be deduced. In attempting to build a Solution:
1. you must not use any of the Resources in the Forbidden
section; AND
2. you may use as many of the Resources in the Permitted
section as you like; AND
3. you must use all of the Resources in the Essential section
in an essential manner; AND
4. on an A-claim challenge or a C-claim challenge that stems
from a previous A-claim violation (see the Flubbing Rule
below), you may use the combination of transfers and shifts
that the next player can transfer on her turn; AND you may
insert parentheses and commas wherever you want to put them.
Comments
1. Since several Resources may be the same, it is possible to
have a DUTY in Forbidden which must not be used in the
Solution at the same time that there is a DUTY in Essential
which must be used.
2. That each Resource in Essential must be used in an essential
manner means that it cannot be so that a premiss in which
that Resource is used can be deleted from the set of
premisses offered as a Solution and the Goal still be
deduced from the remaining premisses without that deleted
premiss. In other words, an Essential Resource must be used
in a premiss essential (in the set of premisses offered as a
Solution) for reaching the Goal.
D. D. Flubbing Rule
You have flubbed, if your move violates the A-claim or the
C-claim that you are making when you make a move.
1. A-claim: If possible, I am [A]voiding by this move allowing
a Solution to be built with the Resources that the next
player can transfer or shift on her move.
2. C-claim: I [C]annot correctly challenge on this turn. The
prior Mover did not flub.
Comments
1. The A-claim means that you make an A-flub if you make a move
that [A]llows a Solution to be built with the Resources that
the next player can transfer or shift on her turn.
2. The C-claim means that once a flub is made, every subsequent
move is a flub because every subsequent Mover could have
[C]orrectly challenged. Since only the most recent flub may
be challenged, the C-claim makes it possible to win by
laying a trap: make a deliberate flub, and as soon as the
next player moves, challenge him for failing to challenge
you.
3. If a Mover by her move makes an A-flub, and then makes a
C-flub challenge of the next player's move and sustains the
Burden of Proof for that challenge, she makes a successful
Bold Challenge, the highest-scoring play possible in the LA
Game. She scores 18 for the successful Bold Challenge.
4. Bold Challengers deserve such high scores for laying the
trap by knowingly making the A-flub and taking the risk that
other players will detect their flub and challenge. Of
course, they also benefit by the high score when they do so
unknowingly and recover quick enough to challenge the next
Mover.
E. Challenge Rule
Whether or not it is your turn, you may at any time challenge the
other player who has just completed a move. You do so by saying
"challenge," and specifying which kind of flub you think the
Mover has made. The move of setting a Goal is completed when the
Mover says "Goal." The move of transferring Resources to
Forbidden, Permitted, or Essential is completed when the last of
the Resources is transferred. Prior flubs are insulated by later
ones; therefore, you cannot challenge any player except the one
who has just completed his play.
Comment
A challenge cannot be retracted once a player has said
"challenge."
F. Burden of Proof Rule
After a challenge, the Burden of Proof is upon the Challenger to
show that there is a Solution under the constraints imposed by
the moves made. If there has not been a challenge before all of
the Resources have been transferred to the Forbidden, Permitted,
or Essential sections, then the Burden of Proof is upon the
plaintiff to show that there is a Solution to the Goal. The
Burden of Proof is sustained by writing a Solution on a sheet of
paper or entering it into the computer within the specified time
limit (usually one or two minutes).
Comments
1. A Solution must, of course, satisfy the conditions imposed
by the Solution rule and the previous plays of the Resources
into the Forbidden, Permitted, or Essential sections.
2. The Burden of Proof will always be upon the Challenger.
G. Correctness Rule
After a challenge, a player is Correct if and only if:
1. he has the burden of proving the existence of a Solution,
AND he sustains it by writing the Solution, OR
2. he does not have the Burden of Proof (the other player has
it), AND the other player does not sustains that Burden of
Proof.
H. Scoring Rule
Whether or not there been a challenge,
1. Challenger scores 18 if Challenger is Correct on a Bold*
Challenge, and Challenger scores 10 if Challenger is Correct
on another kind of challenge, AND
2. Mover scores 10 if Mover is Correct, AND
3. if anyone is incorrect, then he scores 6.
4. (* A Bold Challenge is a C-challenge of the move immediately
following a move that was an A-flub by the Mover who made
the A-flub.)
Comment
The effect of this scoring rule is that one of the two
players scores 6, and the other scores either 10 or 18.
I. Stalling Rule
At any time any other player can call "stall" on the player who
is
1. deciding to set a Goal, or
2. deciding whether to move a Resource or to challenge, or
3. trying to build a Solution.
The stalling player then has some specified time (usually one to
two minutes) to complete what she is doing. If she fails to meet
the deadline, she loses one point, and another limited time
period begins. If she fails to meet the second deadline, she
loses another point; and so on.
(See also Appendix A - The Rules of Inference, Constraints, and
Deontic LEGAL RELATIONS Definitions)
----------------------------------------------------------------------
6. Given these rules that define the LA Game of LEGAL RELATIONS, the
mental activities that players of these games engage in during play
include
1. the formulation of premisses from the alphabet of resources that
are generated for each match from which the plaintiffs claim
(the Goal) can be inferred by
2. arguments constructed using
3. specified inference rules, constraints, and definitions, in such
a way that
4. all essential resources are used, no forbidden resources are
used, and (possibly) some permitted resources are used in
specifying a Solution from the premisses formulated. The rules of
inference, constraints, and definitions that guide players
formulations are set forth in Appendix A.
Sketch of Legal Argument Game 1B
Resources Limitations Legal Argument
DUTY NO_RIGHT PRIVILEGE RIGHT Forbidden Premiss 1 +
DISABILITY IMMUNITY POWER Permitted
LIABILITY CONDITIONAL DONE_BY Essential Premiss 2 +
DONE_FOR IF LS NEGATION OBLIGATORY
c1 c2 c3 p1 p2 p3 p4 s1 s2 s3 s4 Premiss 3 + ...
x1 x2
Premiss n =
Solution
:
Conclusion (Goal)
7. Plaintiff uses Resources to set the Goal, which is the conclusion of
an argument. The Goal is an expression equivalent to plaintiff's claim
of defendant's DUTY to do something for plaintiff.
8. Then, the players take turns transferring Resources to one or more of
the Limitations sections until somebody (1) challenges or (2) the
Resources are all transferred -- at which time the Burden of Proof is
on one player to show that a Solution can be built from resources in
Permitted and Essential.
9. The sustaining of the Burden of Proof (or failure to do so) determines
the scoring and ends the match.
Brief Summary of The Legal Argument Game 1B
Starting
10. In The LA Game the first player starts by using some of the Resources
to set the Goal. The Goal is a statement that expresses a DUTY or the
equivalent of a DUTY, and it will use from 4 to 7 Resources.
11. The Goal is the conclusion of an argument; a Solution is a set of
premisses from which the specified Goal can be deduced by means of the
rules of inference and definitions of the LA Game. For example,
plaintiff might set the Goal of "DUTY(s1,p1,p2)", which says that
defendant_p2 has a DUTY to plaintiff_p1 to see to it that
state_of_affairs_s1 is so. (Note that the expression in abbreviated
notation is written in the order: DUTY that s1 be so for p1 of p2.)
12. The Resources are the following words (or their abbreviations as shown
in enclosed parentheses) and alpha-numeric characters, which are made
available by the program:
a. Some of these Resources represent LEGAL RELATIONS, namely: DUTY,
NO_RIGHT, PRIVILEGE, RIGHT, DISABILITY, IMMUNITY, LIABILITY,
POWER, and CONDITIONAL (COND) when combined with a LEGAL
RELATION.
b. Some represent propositional connectives: IF and NEGATION (NEG).
c. Some represent action operators: DONE_BY (D2) and DONE_FOR (D4).
d. One represents a deontic operator: OBLIGATORY (O).
e. Some represent conditions: c1, c2, and c3.
f. Some represent persons: p1, p2, p3, and p4.
g. Some represent states of affairs (i.e., propositions about states
of affairs): s1, s2, s3, and s4.
h. And finally, some represent exercises of POWER: x1, and x2.
Playing and Ending
13. After the Goal is set, the players take turns transferring the
Resources to the Forbidden [F], Permitted [P], or Essential [E]
sections until (a) somebody precipitates the ending of the match by
Challenging or (b) all of the Resources have been transferred to F, P,
or E. On their turns, players can either move or challenge.
Defendant's move consists of transferring up to three Resources to the
F, P, or E sections. Plaintiff's move consists of transferring up to
five Resources or substituting a shift for a pair of transfers (or two
shifts for two pairs of transfers), where a shift is removing a
Resource already allocated to F, P, or E and putting it in one of the
other sections. What players should do on their turn to avoid making
flubs that will get them challenged is the following:
If the previous move allows a Solution on the next move,
the player whose turn it is should make an A-flub challenge,
but otherwise,
if the previous Mover could have correctly challenged,
a. the player whose turn it is should make a C-flub
challenge,
but otherwise,
b. it is safe to move, and the player whose turn it is
should move.
14. If a player makes a move to the Playing Mat, he is claiming that two
things are true, and there are consequences if either of his claims
are false.
a. By making a move the Mover is claiming about the situation in
which he moves and after the move: That's right, and there is no
Solution on the next move.
1. By claiming "That's right" the Mover is asserting the
C-claim, that is: because the previous move was not a flub,
I [C]annot correctly challenge on this turn.
2. By claiming "there is no Solution on the next move" the
Mover is asserting the A-claim: I am [A]voiding by this
move, allowing a Solution to be built on the next move.
b. If either of the Mover's claims are false, then he has flubbed.
1. For making a false C-claim he makes a C-flub.
2. For making a false A-claim he makes an A-flub.
c. By Challenging, the Challenger is saying to the Mover:
1. (C-flub) You could have correctly [C]hallenged (and should
have) instead of moving.
2. (A-flub) Your move has [A]Ilowed a Solution on the next
move.
Playing Mat
Forbidden Permitted Essential
The Resources The Resources The Resources transferred into this
played in this played in this section MUST be used in an essential way
section MUST section MAY, in the set of premisses offered as a
NOT be used in but NEED NOT, Solution. (A Resource is used essentially
the set of be used in the if and only if the conclusion can no
premisses set of longer be deduced from the remaining
offered as a premisses premisses when the premiss in which that
Solution. offered as a Resource is used is deleted from the set
Solution. of premisses offered as a Solution.
15. If a player challenges, he is declaring that the Mover has flubbed.
The Challenger has the Burden of Proof to show that the Mover flubbed.
a. The Challenger can sustain that Burden of Proof by writing a
Solution that shows that the Mover flubbed. The other player
(other than the Mover) is the one who can challenge.
b. Upon declaration of a C-flub the Challenger must show that there
was a Solution with the limitations imposed by the moves that had
been made when the prior A-flub occurred.
c. Upon declaration of an A-flub the Challenger must show that there
is a Solution on the next move with the limitations imposed by
the moves already made.
d. If the Challenger is plaintiff, the Solution is to the Goal set;
if the challenger is defendant, the Solution is to the NEGATION
of the Goal set.
e. If the match ends because all Resources have been transferred to
the Playing Mat, plaintiff has the Burden of Proof to show that
there is a Solution to the Goal.
Winning and Scoring
16. A player wins (and scores 18 or 10 points) if
1. she has the Burden of Proof and sustains it, or
2. she does not have the Burden of Proof, and nobody who has the
burden sustains it;
otherwise, a player loses (and scores 6 points).
Summary of Scoring at the End of the Match
Score of the Player Who Where Player with the Burden of Proof
Does Sustain it Does NOT Sustain
it
Has Burden of Proof on a Bold* 18 6
Challenge
Has Burden of Proof on a Regular 10 6
Challenge
Does NOT Have the Burden of Proof 6 10
* A C-flub challenge of the move immediately following an A-flub move.
Conclusion
17. The Legal Argument Game of LEGAL RELATIONS has been sketched briefly
and then described more completely, and the official rules that define
the game have been set forth in complete detail. The definitions of
both the deontic and CONDITIONAL LEGAL RELATIONS together with both
the assumed and some derived rules of inference and definitions that
are used in the reasoning in the LEGAL RELATIONS Language have been
presented (Appendix A). The strategies and course of play of the game
is illustrated in a play-by-play account of a pair of sample matches
of the LA Game (Appendix B).
18. As increasing numbers of workers in the legal domain become fluent in
the comprehensive and precisely-defined LEGAL RELATIONS Language, the
effects upon legal discourse and legal literature will unfold in step
with the increasing fluency. The LA Game is one of a variety of games
and puzzles that are now available as a means for accelerating the
process of becoming fluent in this language. These will be available
at the Internet site: http://thinkers.law.umich.edu/files/Leg_Arg.htm
19. The stimulation of the motivation of law students, practicing lawyers,
rules drafters, judges, legal scholars, and other toilers in the legal
vineyards to achieve such fluency in the LEGAL RELATIONS Language will
evolve as more examples of the usefulness of LRL are made public:
1. For law students, pictorial representations of LRL analysis of
appellate court opinions to deepen their understanding of the
implications and limitations of the courts decisions
2. For practicing lawyers, more comprehensive and precise tools for
structurally interpreting important legal documents, such as
their own professional liability insurance policies
3. For rules drafters, a means of checking the ambiguity in the
logical structure of regulations, statutes, constitutions,
corporate by-laws, contracts, and other sets of legal rules to
help assure that such ambiguity is deliberate, rather than
inadvertent
4. For appellate court judges, to craft written opinions that
precisely express the structure, scope, and limits of their
decisions
5. For legal scholars, a tool for the more precise and comprehensive
analysis and expression of legal doctrine for benefit of students
and others
6. Finally, for those other toilers who are seeking to build
computer systems to assist the legal profession, a representation
language for expert and other systems whose expressive power
covers all of legal discourse.
20. For those who are inclined to get started on this precise and
comprehensive language for law in the er-more-technological 21st
Century a language that can precisely and completely
1. describe every possible legal state of affairs,
2. account for every possible change from one legal state to
another, and
3. represent every possible set of legal rules and every possible
legal argument now is the time to begin the playing and solving
and learning. Challenge us to play a match of the LA Game!
References
Allen, Layman E. [1997] "Achieving Fluency in Modernized and Formalized
Hohfeld: Puzzles and Games for the LEGAL RELATIONS Language", Proceedings
of the Fifth International Conference on Artificial Intelligence and Law,
June 30 - July 3, 1997, The University of Melbourne Law School, Melbourne,
Victoria, Australia.
[1996] "From the Fundamental Legal Conceptions of Hohfeld to LEGAL
RELATIONS: Refining the Enrichment of Solely Deontic LEGAL RELATIONS", pp.
1-26 in DEONTIC LOGIC, AGENCY AND NORMATIVE SYSTEMS, (Edited by Mark A.
Brown and Jose Carmo), Springer and the British Computer Society, 1996.
Presented at DEON '96: Third International Workshop on Deontic Logic in
Computer Science, Sesimbra, Portugal, 11-13, January 1966. (Volume in the
WORKSHOPS IN COMPUTING Series edited by C. J. van Rijsbergen).
[1995] "Enriching the Deontic Fundamental Legal Conceptions of Hohfeld",
Invited paper presented at the 25th Anniversary Celebration of the
Norwegian Research Center for Computers and Law, March 15-17, l995, Oslo
University, Oslo, Norway, to be published in Anniversary Anthology in
Computers and Law, Edited by Jon Bing & O. Torvund, TANO-publ., Oslo.
Allen, Layman E. & Saxon, Charles S.[1995] "Better Language, Better
Thought, Better Communication: The A-HOHFELD Language for Legal Analysis",
Proceedings of the Fifth International Conference on Artificial
Intelligence and Law, May 21-24, 1995, University of Maryland, College
Park, Md.
[1991] "A-Hohfeld: A Language for Robust Structural Representation of
Knowledge in the Legal Domain to Build Interpretation-Assistance Expert
Systems", Invited paper for the First International Workshop on DEONTIC
LOGIC IN COMPUTER SCIENCE, Amsterdam, The Netherlands, December 11-13,
1991, published in DEONTIC LOGIC IN COMPUTER SCIENCE: Normative System
Specification (Edited by John-Jules Ch. Meyer and Roel J. Wieringa, John
Wiley & Sons, pp. 205-224 (1993).
[1986] "Analysis of the Logical Structure of Legal Rules by a Modernized
and Formalized Version of Hohfeld's Fundamental Legal Conceptions",
385-450, in Automated Analysis of Legal Texts: Logic, Informatics, Law,
Edited by Antonio A. Martino and Fiorenza Socci Natali, North-Holland,
Amsterdam.
Hohfeld, Wesley N. [1913] "Fundamental Legal Conceptions as Applied in
Judicial Reasoning," 23 YALE L. J. 16 (1913). Reprinted with a New Foreword
by Arthur L. Corbin by Yale University Press, London & New Haven (1964).
------------------------------------------------------------------------
Appendix A
The Rules of Inference, Constraints, and Deontic LEGAL RELATIONS
Definitions
A. The Five Rules of Inference of the Legal Argument Game
In the basis of the Logic of LEGAL RELATIONS the following five rule
schemata of inference are assumed. Each of these may be used by players in
The LA Games. They are all of the form:
A, ... N ----* S. This is an abbreviated way of saying: From the statements
A through N, it is valid to infer statement S.
There are four elements in the presentation of each rule schema (hereafter,
called rules) below:
(1) the name of the rule (2) an explanation of the
name
(3) statement of the rule in notation
(4) statement of the rule in text.
Rules:
D2o: Out-rule for the DONE_BY
operator
D2(s,p) ----* s
From "The state_of_affairs_s is brought about by (i.e.,
DONE_BY) person_p", it is valid to infer "The
state_of_affairs_s is so".
IFo: Out-rule for the IF operator
IF(r,s), r ----* s
From "IF the state_of_affairs_r is so, the
state_of_affairs_s is so" and "The state_of_affairs_r is
so", it is valid to infer "The state_of_affairs_s is so".
NEG-NEGo: Out-rule for double NEGATION
NEG(NEG(s)) ----* s
From "IT IS NOT SO THAT IT IS NOT SO THAT the
state_of_affairs_s is so", it is valid to infer "The
state_of_affairs_s is so".
POWERoD2oLRi: The out-out-in-rule for the
exercise of a POWER
POWER(D2(x,p),LR)), D2(x,p) ----* LR
From "Person_p has the POWER to create LEGAL_RELATION_LR
by exercising that POWER" and "Person_p exercises that
POWER (exercise_x of that POWER is DONE_BY Person_p)", it
is valid to infer "The LEGAL_RELATION_LR is so".
CONDITIONALoLRi: Out-in-rule for the
CONDITIONAL operator
CONDITIONAL(c,LR), c ----* LR
From "The CONDITIONAL (upon fulfillment of condition_c)
LEGAL_RELATION_LR is so" and "Condition-c has been
fulfilled, i.e., c is so", it is valid to infer
"LEGAL_RELATION_LR is so".
From these five rules two others can be derived that are used frequently in
the play of the LA Game to infer some LEGAL RELATION from the legally
determined exercise of a POWER or the legally determined fulfillment of the
condition of a CONDITIONAL LEGAL RELATION. These are the POWERoD2oD2IFoLRi
and CONDITIONALoD2IFoLRi rules.
POWERoD2oD2IFoLRi: The out-out-out-in-rule for
the exercise of a POWER
POWER(D2(x,p),LR), D2(s,p), D2(IF(D2(s,p),D2(x,p)),LS)
----** LR.
From POWER(D2(x,p),LR) and D2(s,p) and
D2(IF(D2(s,p),D2(x,p)),LS), it can be derived that it is
valid to infer LR.
In other words, given (1) that person_p has the POWER to create
LEGAL_RELATION_LR and (2) that state_of_affairs_s is DONE_BY person_p and
(3) that the legal system determines that IF state_of_affairs_s is DONE_BY
person_p THEN the exercise of POWER is DONE_BY person_p, it can be derived
that it is valid to infer (4) that the LEGAL_RELATION_LR is created.
CONDITIONALoD2IFoLRi: Out-out-in-rule for the
CONDITIONAL operator
CONDITIONAL(c,LR), s, D2(IF(s,c),LS) ----** LR.
From CONDITIONAL(c,LR) and s and D2(IF(s,c),LS), it can be
derived that it is valid to infer LR.
In other words,, given (1) that CONDITIONAL_LEGAL_RELATION_LR (conditioned
upon fulfillment of condition_c) is so and (2) that state_of_affairs_s is
so and (3) that the legal systems determines that IF state_of_affairs_s is
so, THEN condition_c is fulfilled, it can be derived that it is valid to
infer (4) that LEGAL_RELATION_LR is created.
The two similar derivations of this pair of derived rules are shown in
Figure 2.
Figure 2. Proofs of Two Derived Rules of Inference
POWERoD2oD2IFoLRi CONDITIONALoD2IFoLRi
1 POWER(D2(x,p),LR) suppose 1 CONDITIONAL(c,LR) suppose
2 2
D2(s,p) s
suppose suppose
3 _ D2(IF(D2(s,p),D2(x,p),LS) suppose 3 _ D2(IF(s,c),LS)
suppose
4 IF(D2(s,p),D2(x,p) 4 IF(s,c)
3,D2o 3,D2o
5 5
D2(x,p) c
4,2,IFo 4,2,IFo
6 LR 1,5,POWERoD2oLRi 6 LR 1,5,CONDITIONALoLRi
B. Constraints
In the reasoning in the LA Games there are also a pair of constraints upon
what can be assumed as premisses. These constraints are what make the
reasoning involved these games in accord with legal reality specifically,
in accord with the jurisprudence of legal realism. The two constraints are
about what can be assumed as a premiss; they are the following:
1. s_to_c Constraint
IF_connections between s and c are relationships of a type that occur
between factual particulars and the general conditions of LEGAL RELATIONS.
Thus, IF(s,c) is a legal characterization. Such characterizations are
determined (i.e., DONE_BY) the legal system (and only by the legal system);
they cannot be assumed as premisses of a legal argument in the LA Games..
Thus, players of the LA Games cannot assume IF(s,c) as a premiss. If they
need IF(s,c) in their argument, what they must assume is that the legal
system determines IF(s,c), that is, D2(IF(s,c),LS).
2. D2(s,p)_to_D2(x,p) Constraint
Similarly, IF_connections between D2(s,p) and D2(x,p) are of a type that
occur between the factual particulars of what some specified person has
done and whether having done so constitutes an exercise of his POWER to
create a LEGAL RELATION -- another legal characterization that is only
DONE_BY the legal system. They, also, cannot be assumed as premisses of a
legal argument. Players of the LA Games cannot assume IF(D2(s,p),D2(x,p))
as a premiss. If they need IF(D2(s,p),D2(x,p)), what they must assume is
that the legal system determines IF(D2(s,p),D2(x,p)), that is,
D2(IF(D2(s,p),D2(x,p)),LS).
These rules of inference and constraints, in combination with the
definitions presented next, are the concepts players use in reasoning about
ways to reach their Goals in playing the LA Games.
C. Definitions of the Deontic (UNCONDITIONAL) and CONDITIONAL LEGAL
RELATIONS
1. Definitions of Deontic LEGAL RELATIONS
In the Basic variety of LA Games there are four deontic LEGAL RELATIONS
that do not explicitly use a deontic operator. Each of these is logically
equivalent to each of the others:
DUTY(sk,pi,pj) Person_pj has a DUTY to
person_pi to do sk.
RIGHT(sk,pj,pi) Person_pi has a RIGHT that
person_pj do sk.
IT IS NOT SO THAT person_pj
NEG(PRIVILEGE(NEG(sk),pi,pj)) has a PRIVILEGE with respect
to person_pi to do NOT sk.
IT IS NOT SO THAT person_pi
NEG(NO_RIGHT(sk,pj,pi)) has a NO_RIGHT that person_pj
do sk.
where i and j are different numerals from 1 to 4, and k is also a numeral
from 1 to 4.
In the Deontic variety of LA Games a fifth equivalent expression of a
deontic LEGAL RELATION is possible, one that uses the deontic operator, O,
namely:
IT IS OBLIGATORY THAT (sk be
O(D2(D4(sk,pi),pj)) DONE_FOR person_pi) be
DONE_BY person_pj.
The equivalence of these five deontic LEGAL RELATIONS result from the
following four definitions:
DUTYdf: DUTY(sk,pi,pj) =df O(D2(D4(sk,pi),pj))
RIGHTdf: RIGHT(sk,pi,pj) =df O(D2(D4(sk,pj),pi))
PRIVILEGEdf: PRIVILEGE(sk,pi,pj)) =df
NEG(O(D2(D4(NEG(sk),pi),pj)))
NO_RIGHTdf NO_RIGHT(sk,pi,pj)) =df NEG(O(D2(D4(sk,pj),pi)))
There are three other sets of five equivalent deontic LEGAL RELATIONS that
can be derived from these four definitions. All four sets are summarized in
Figure 3 below.
2. Definitions of Capacitive and Other CONDITIONAL LEGAL RELATIONS
CONDITIONAL LEGAL RELATIONS are of two types: capacitive and other. The
capacitive-type are POWER or POWER-equivalent LEGAL RELATIONS or their
NEGATIONS that are associated with changes in legal state that are brought
about by states of affairs DONE_BY legal persons (agentive). The other-type
of CONDITIONAL LEGAL RELATIONS are associated with changes in legal states
that are brought about by states of affairs that are NOT DONE_BY legal
persons (nonagentive).
Figure 3. Four Sets of Five Equivalent First-Level Deontic LEGAL RELATIONS
DUTY(s,pi,pj) NEG(DUTY(s,pi,pj))
RIGHT(s,pj,pi) NEG(RIGHT(s,pj,pi))
O(D2(D4(s,pi),pj)) NEG(O(D2(D4(s,pi),pj)))
NEG(NO_RIGHT(s,pj,pi)) NO_RIGHT(s,pj,pi)
NEG(PRIVILEGE(NEG(s),pi,pj)) PRIVILEGE(NEG(s),pi,pj)
DUTY(NEG(s),pi,pj) NEG(DUTY(NEG(s),pi,pj))
RIGHT(NEG(s),pj,pi) NEG(RIGHT(NEG(s),pj,pi))
O(D2(D4(NEG(s),pi),pj)) NEG(O(D2(D4(NEG(s),pi),pj)))
NEG(NO_RIGHT(NEG(s),pj,pi)) NO_RIGHT(NEG(s),pj,pi)
NEG(PRIVILEGE(s,pi,pj)) PRIVILEGE(s,pi,pj)
There are four capacitive LEGAL RELATIONS for which there are
definitions and two sets of four equivalent capacitive LEGAL
RELATIONS.
POWERdf: POWER(D2(x,p),LR) =df NEG(LR) & Ss(B(D2(s,p))&
(IF(D2(s,p),(D2(IF(D2(s,p),D2(x,p)),LS)&LR))))
"Person_p has POWER to create LEGAL_RELATION_LR." is equal to by
stipulated definition:
"1. LEGAL_RELATION_LR is NOT so, AND
2. there is some state_of_affairs_s such that,
A. it is naturally possible for state_of_affairs_s
to be DONE_BY person_p, AND
B. IF 1. state_of_affairs_s is DONE_BY
person_p
THEN 2. the legal system_LS will treat that s
being DONE_BY p as an exercise_x of
POWER DONE_BY person_p to
create LEGAL_RELATION_LR, AND
3. LEGAL_RELATION_LR is created".
The notational abbreviation: POWER(p,LR) =ab POWER(D2(x,p),LR)
is also available in LA Games (and similarly for the other capacitive
LEGAL RELATIONS). Note also that time relationships are left implicit
here in the LEGAL RELATIONS Language. However, in the Logic of LEGAL
RELATIONS underlying LRL time relationships are explicitly taken into
account.
[See Allen & Saxon 1986, 1991]
LIABILITYdf: LIABILITY(LR,D2(x,p) =df POWER(D2(x,p),LR)
"LEGAL_RELATON_LR has LIABILITY of being created by person_p" is equal
to by stipulated definition:
"Person_p has POWER to create LEGAL_RELATION_LR."
DISABILITYdf: DISABILITY(D2(x,p),LR) =df NEG(POWER(D2(x,p),LR))
"Person_p has DISABILITY to create LEGAL_RELATON_LR" is equal to by
stipulated definition:
"IT IS NOT SO THAT Person_p has POWER to create
LEGAL_RELATION_LR."
IMMUNITYdf: IMMUNITY(LR, D2(x,p)) =df NEG(POWER(D2(x,p),LR))
"LEGAL_RELATON_LR has IMMUNITY of being created by person_p" is equal
to by stipulated definition:
"IT IS NOT SO THAT Person_p has POWER to create
LEGAL_RELATION_LR."
From these four definitions there are two sets of four equivalent
deontic LEGAL RELATIONS that can be derived. Both sets are summarized
in Figure 4.
Figure 4. Two Sets of Four Equivalent Higher-Level Capacitive LEGAL
RELATIONS
POWER(D2(x,p),LR) NEG(POWER(D2(x,p,)LR))
LIABILITY(LR,D2(x,p)) NEG(LIABILITY(LR,D2(x,p)))
NEG(DISABILITY(D2(x,p),LR)) DISABILITY(D2(x,p),LR)
NEG(IMMUNITY(LR,D2(x,p))) IMMUNITY(LR,D2(x,p))
CONDITIONALdf: CONDITIONAL(c,LR) =df NEG(LR) & Ss(B(s) &
IF(s,D2(IF(s,c),LS)&LR))
"There is a CONDITIONAL_LEGAL_RELATION_CLR that LEGAL_RELATION_LR will
be created by the fulfillment of condition_c." is equal to by
stipulated definition:
"1. LEGAL_RELATON_LR is NOT so, AND
2. there is an state_of_affairs_s such that
A. it is naturally possible for state_of_affairs_s to occur,
AND
B. IF a. state_of_affairs_s occurs,
THEN b. the legal system will treat the occurrence of
state_of_affairs_s as fulfilling condition_c, AND
c. LEGAL_RELATON_LR is created."
Armed with these definitions, rules of inference, constraints, and
derived equivalencies we are ready to examine some examples of the
play of some matches of a LA 1B Game between a plaintiff and a
defendant in some detail.
------------------------------------------------------------------------
Appendix B
Example of the Play of Some Matches of the Legal Argument Game
Match 5A
Resources:
DUTY RIGHT IMMUNITY LIABILITY LIABILITY COND COND D2 D2 D2 D2 D2 D2 D2
D2 D2 D2 D2 D4 D4 D4 IF IF LS LS LS NEG NEG O O
c1 c1 c2 c2 c3 c3 p1 p1 p1 p1 p2 p2 p2 p2 p3 p3 p3 p3 p3 p3
s1 s1 s1 s2 s2 s3 s3 s3 s4 s4 s4 x1 x1 x2 x2 x2
Goal: DUTY(s3,p2,p3)
The 66 resources generated for Match 5A are shown above with four of them
underlined to indicate that they were selected by the first player
(plaintiff) to set the Goal of DUTY(s3,p2,p3). There are forms for matches
of the LA Game that can be downloaded from the Internet site for the LA
Game like Match 5A above. When these forms are printed out, they provide
materials for a paper and pencil version of the LA Game to be played
between two players. The moves of the players can be written into a summary
table provided like the one below.
After the Goal is set by the plaintiff, it is the defendants turn to
respond by transferring up to three of the Resources to one of the three
specified sections on the playing mat: the Forbidden section, the Permitted
are or the Essential section. In Match 5A defendant seeks to force
plaintiff to build a fourth-level Solution (one that uses three capacitive
operators and, thus, many more resources than are available in the
Resources section) by transferring IMMUNITY, LIABILITY, and LIABILITY from
the Resources into the Essential section. His objective in doing so is to
prevent the plaintiff from being able to construct a set of premisses from
which the Goal can be inferred. He indicates this Move 1 by underlining the
Resources that are being transferred and writing them in the Essential
column of Row 1.
Summary of Play after Goal is Set
Move Forbidden Permitted Essential
1 IMMUN* RIGHT IF LS IMMUN LIAB LIAB
2
3 LIAB* COND* O COND COND O
4
5 D4* D4* x2 D4 D4 D4
6
7 c1* c1 LS NEG c1 c2 c3
8
9 x1* x1 IF c2 x1 x2 x2
10
11 c3* c3 D2 D2 s1 s1 s1
12
13 D2 D2 D2 D2 D2 p1 p1 p1
14
15 s1* s2 s2 s3 s4 s4 s4
16
17 D2 D2 D2 Challenges, A-flub
18 s4* p1 p2 p3
The response of the plaintiff to defendants Move 1 is to shift the
IMMUNITY from the Essential section to the Permitted section and transfer
RIGHT, IF, and LS from the Resources to the Permitted section. (Recall that
plaintiffs can transfer the equivalent of five resources, where 1 shift = 2
transfers.) Her aim is to reduce the level of the Solution to a third-level
one (by shifting IMMUNITY) and to make available for use in her Solution
the RIGHT, IF and LS. She indicates her Move 2 by underlining the shifted
IMMUNITY (in Essential) and the transferred RIGHT, IF, and LS (in
Resources) and writes the four of them in the Permitted column of Row 2.
She also adds * to IMMUNITY to indicate that it was shifted.
After the first two moves have been made, six additional ones of the
Resources have been transferred to the playing mat. To indicate these
transfers each of the six are underlined so that the state of the Resources
that confronts the defendant as he prepares to make Move 3 is the
following:
Resources:
DUTY RIGHT IMMUNITY LIABILITYLIABILITY COND COND D2 D2 D2 D2 D2 D2 D2
D2 D2 D2 D2 D4 D4 D4 IF IF LS LS LS NEG NEG O O
c1 c1 c2 c2 c3 c3 p1 p1 p1 p1 p2 p2 p2 p2 p3 p3 p3 p3 p3 p3
s1 s1 s1 s2 s2 s3 s3 s3 s4 s4 s4 x1 x1 x2 x2 x2
The play continues in this manner with defendant making the odd-numbered
moves and the plaintiff making the even-numbered moves until one of the
players challenges or the Resources have all been transferred. The
motivation of the players for each move made for Moves 3 through 18 is
described in detail below.
Move 3. Defendant continues to seek to elevate the level of the
Solution by transferring COND and COND, to essential, forcing a
fifth-level Solution; he also seeks to force the use of the deontic
operator O in the Solution by transferring it to Essential.
Move 4. Plaintiff responds by shifting LIABILITY and COND from
Essential to Permitted, reducing the level of Solution that must be
built to a third-level one, and prevents defendant from forcing even
further use of deontic operators by transferring the only remaining O
from Resources to Permitted.
Move 5. Defendant seeks to force the use of two extra D4's by
transferring D4, D4, and D4 to Essential.
Move 6. Plaintiff responds by shifting two of the D4's from Essential
to Permitted, thereby eliminating the forced use of the two extra
D4's, and transfers one of the x2's from Resources to Permitted to
prevent defendant from forcing the use of extra x2's.
Move 7. Defendant seeks to force plaintiff to use extra cs by
transferring c1, c2, and c3 to Essential.
Move 8. Plaintiff eliminates the forced use of c1 shifting it from
Essential to Permitted, prevents defendant from forcing the use of the
remaining c1 and NEG by transferring them from Resources to Permitted,
and transfers LS from Resources to Permitted to be available for use
in a Solution.
Move 9. Defendant seeks to force the use of extra xs by transferring
x1, x2, and x2 to Essential.
Move 10. Plaintiff eliminates the forced use of x1 by shifting it from
Essential to Permitted, prevents defendant from forcing the use of the
remaining x1 by transferring it to Permitted, and transfers IF and c2
from Resources to Permitted to be available for use in a Solution.
Move 11. Defendant seeks to force the use of extra s1s by
transferring s1, s1, and s1 to Essential.
Move 12. Plaintiff eliminates the forced use of c3 (from Move 7) by
shifting it from Essential to Permitted, prevents defendant from
forcing the use of the remaining c3 by transferring it to Permitted,
and transfers D2 and D2 from Resources to Permitted to be available
for use in a Solution.
Move 13. Defendant seeks to force the use of extra p1s by
transferring p1, p1, and p1 to Essential.
Move 14. Plaintiff is aware that he can use all three of the p1's in
a Solution that involves POWER and that he will need many D2's for
such a Solution; so, he transfers five D2's from Resources to
Permitted to make them available for use in a Solution.
Move 15. Defendant seeks to force the use of extra s4s by
transferring s4, s4, and s4 to Essential.
Move 16. Plaintiff eliminates the forced use of the extra s1 (from
Move 11) by shifting it from Essential to Permitted, prevents
defendant from forcing the use of an extra s3 by transferring it from
Resources to Permitted, and transfers s2 and s2 from Resources to
Permitted to make them available for use in a Solution (but also
blocking their being used by defendant to force use of extra s2's in
the Solution.
At this stage of the play after Move 16, the state of the Resources is as
follows:
Resources:
DUTY RIGHT IMMUNITY LIABILITYLIABILITYCONDCONDD2D2D2D2 D2 D2 D2 D2 D2
D2 D2 D4D4 D4IFIFLS LS LS NEG NEG OO
c1 c1 c2 c2 c3 c3 p1p1p1 p1 p2 p2 p2 p2 p3 p3 p3 p3 p3 p3
s1 s1 s1 s2 s2 s3 s3 s3 s4 s4 s4 x1 x1 x2 x2 x2
The 50 underlined resources have been transferred to the playing mat, and
only the following 16 resources are available for further transfer: D2 D2
D2 D2 LS NEG p1 p2 p2 p2 p3 p3 p3 p3 p3 s3.
Move 17. Defendant seeks to prevent plaintiff from getting available
D2's needed for building Solutions of higher levels by transferring
D2, D2, and D2 to Forbidden.
Move 18. Plaintiff challenges, declaring that defendant by his last
move has made an A-flub; his move allows the plaintiff to achieve a
Solution on her next move.
On this kind of challenge the plaintiff has the Burden of Proof to show
that a Solution can be built by virtue of her next move. She indicates that
her move will consist of shifting the extra s4 (of Move 15) from Essential
to Permitted and transferring p1, p2, and p3 from Resources to Permitted.
She then writes as her Solution the following five premisses:
1. LIABILITY(COND(c2,O(D2(D4(s3,p2),p3))),D2(x2,p1))
2. D2(s1,p1)
3. D2(IF(D2(s1,p1),D2(x2,p1)),LS)
4. D2(IF(s4,c2),LS)
5. s4
using all 14 of the following resources in Essential: LIABILITY COND O
D4 c2 x2 x2 s1 s1 p1 p1 p1 s4 and s4. She also had available in
Permitted the following 16 other resources used in the five premisses:
IF LS LS IF c2 D2 D2 D2 D2 D2 D2 D2 s3 p1 p2 p3.
She then completes the proof to show that the conclusion,
DUTY(s3,p2,p3), i.e., the Goal, can be deduced from the Solution by
means of the rules of inference and definitions available,
6. POWER(D2(x2,p1),COND(c2,O(D2(D4(s3,p2),p3)))) 1,LIABILITYdf
7. COND(c2,O(D2(D4(s3,p2),p3))) 6,2,3,POWERoD2oD2IFoLRi
8. O(D2(D4(s3,p2),p3)) 7,5,4,CONDITIONALoD2IFoLRi
9. DUTY(s3,p2,,p3) 8,DUTYdf
Plaintiff has thus sustained her Burden of Proof on the challenge to show
that a Solution can be built after her next move. She scores 10 for this
match, and defendant scores 6. The match is over.
Now let us consider what might have happened under a different play of
Match 5, that is, a play with the same set of Resources as those for Match
5A, but with some different moves by the players. (This, incidentally,
illustrates that there can be many different plays with each of the sets of
Resources that can be downloaded from the LA Game site.) Suppose (1) that
in Match 5B, the same Goal is set as was set in Match 5A, and (2) that the
first 16 moves were the same so that the state of the Resources just after
Move 16 are the same as those shown above. It is defendants turn, and this
time he elects to pursue a different strategy at this stage.
Summary of Play after Goal is Set in Match 5B
Move Forbidden Permitted Essential
1 Same as the first 16 moves in Match 5A.
:
16
17: p3* p3* p3 p3 p3 p3
18
19 D2 p3* p3* D2 p3 p3
20
21 s4* p2* p1 p2 p2 p2
22
23 pass pass pass
24 Challenges, A-flub
p2*
Move 17. Instead of transferring the three D2's to Forbidden,
defendant seeks to force plaintiff to use extra p3's by transferring
p3, p3, and p3 to Essential.
Move 18. Plaintiff responds by (a) shifting two of the p3's from
Essential to Permitted, reducing the number of p3's that have to be
used in the Solution and (b) transferring one of the remaining p3's
from Resources to Permitted to prevent defendant from forcing her to
use that one.
Move 19. Defendant seeks to force use of extra p3's by transferring
p3, and p3 from Resources to Essential and to make unavailable a D2
that he thinks that Plaintiff might need by transferring D2 from
Resources to Forbidden.
Move 20. Plaintiff responds by shifting two of the extra p3's from
Essential to Permitted and transferring a D2 from Resources to
Permitted to be available for use in a Solution.
Move 21. Defendant seeks to force the use of extra p2s by
transferring p2, p2, and p2 to Essential.
Move 22. Plaintiff eliminates the forced use of an extra s4 (from Move
15) by shifting an s4 from Essential to Permitted and also eliminates
the forced use of one of the p2's by the same kind of shift of a p2.
She also makes available for use in the Solution the needed p1 by
transferring p1 from Resources to Permitted.
Move 23. In analyzing the situation defendant realizes (a) that
plaintiff does not need any of the remaining D2's for a Solution (so,
there is no effective constraint imposed upon plaintiff by
transferring any of them to Forbidden, Permitted, or Essential) and
(b) that she also does not need the LS or NEG that remains nor will it
help to try to force her to use the LS or NEG (so, there is no point
in transferring either of them either). So, defendant passes, hoping
that plaintiff (a) will not recognize that she can build a Solution
after her next move and (b) will fail to challenge, and thus, enable
him to challenge her C-flub failure to challenge his A-flub when she
could have done so correctly.
Move 24. But plaintiff is not fooled. She challenges that there is an
A-flub, that is, that after defendants last move it is possible for
plaintiff to build a Solution after her next move. She then proceeds
to get rid of the last remaining extra p2 by shifting it from
Essential to Permitted.
Again she has the Burden of Proof on the A-flub challenge, and she
constructs the same Solution and proof of it as occurred in Match 5A. She
wins again in Match 5B, scoring 10 to defendants 6.
However, at Move 23 when defendant passed, he failed to realize that he
could have correctly made an A-flub challenge of Plaintiffs prior move. By
simply transferring a D2 from Resources to Permitted, he could have reached
the NEGATION of the plaintiffs Goal, that is NEG(DUTY(s3,p2,p3)). He then
could have constructed the following Solution:
1. LIABILITY(COND(c2,NEG(O(D2(D4(s3,p2),p3)))),D2(x2,p2))
2. D2(s1,p1)
3. D2(IF(D2(s1,p1),D2(x2,p1)),LS)
4. D2(IF(s4,c2),LS)
5. D2(D2(s4,p2),p2)
This would use all 17 of the following resource that are still in
Essential: LIABILITY COND 0 D4 c2 x2 x2 s1 s1 p1 p1 p1 s4 s4 p3 p2 and p2.
There would also be available in Permitted the following other 18 resources
used in the above Solution: NEG D2 D2 D2 D2 D2 D2 D2 D2 D2 IF IF LS LS c2
p2 p1 s3. The proof of the conclusion sought by defendant (i.e.,
NEG(DUTY(s3,p2,p3))) is the following:
6. POWER(D2(x2,p1),COND(c2,NEG(O(D2(D4(s3,p2),p3))))) 1,LIABILITYdf
7. COND(c2,NEG(O(D2(D4(s3,p2),p3)))) 6,2,3,POWERoD2oD2IFoLRi
8. D2(s4,p2) 5,D2o
9. s4 8,D2o
10. NEG(O(D2(D4(s3,p2),p3)))
7,9,4,CONDITIONALoD2IFoLRi
11. NEG(DUTY(s3,p2,p3)) 10,DUTYdf
After players have written out the proofs a few times, they will realize
that the proofs are all similar; they all involve repeated applications of
POWERoD2oD2IFoLRi and CONDITIONALoD2IFoLRi and definitions. That is why the
writing of proofs is NOT required in sustaining the Burden of Proof. Only
the writing of the Solution is required to sustain it.
By being careful and competent in his reasoning the defendant could have
won Match 5B. A similar strategy will work for those who aspire to become
fluent in the LEGAL RELATIONS Language. By carefully reading and following
the play of these two matches of the LA Game, step-by-step through each
match, such learners can get a good start on appreciating the nature and
strategies of playing the LA Games. This, in turn, will enable them to then
use the play of such games to enhance their fluency in the LEGAL RELATIONS
Language.