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2 definitions found
 for logic programming
From WordNet (r) 3.0 (2006) :

  logic programming
      n 1: a computer language designed in Europe to support natural
           language processing [syn: Prolog, logic programing,
           logic programming]
      2: creating a program that enables the computer to reason
         logically [syn: logic programming, logic programing]

From The Free On-line Dictionary of Computing (30 December 2018) :

  logic programming
  
      A
     declarative, relational style of programming based on
     first-order logic.  The original logic programming language
     was Prolog.  The concept is based on Horn clauses.
  
     The programmer writes a "database" of "{facts", e.g.
  
     	wet(water).
  
     ("water is wet") and "{rules", e.g.
  
     	mortal(X) :- human(X).
  
     ("X is mortal is implied by X is human").  Facts and rules are
     collectively known as "{clauses".
  
     The user supplies a "{goal" which the system attempts to
     prove using "{resolution" or "{backward chaining}".  This
     involves matching the current goal against each fact or the
     left hand side of each rule using "{unification".  If the
     goal matches a fact, the goal succeeds; if it matches a rule
     then the process recurses, taking each sub-goal on the right
     hand side of the rule as the current goal.  If all sub-goals
     succeed then the rule succeeds.
  
     Each time a possible clause is chosen, a "{choice point" is
     created on a stack.  If subsequent resolution fails then
     control eventually returns to the choice point and subsequent
     clauses are tried.  This is known as "{backtracking".
  
     Clauses may contain logic variables which take on any value
     necessary to make the fact or the left hand side of the rule
     match a goal.  Unification binds these variables to the
     corresponding subterms of the goal.  Such bindings are
     associated with the choice point at which the clause was
     chosen and are undone when backtracking reaches that choice
     point.
  
     The user is informed of the success or failure of his first
     goal and if it succeeds and contains variables he is told what
     values of those variables caused it to succeed.  He can then
     ask for alternative solutions.
  
     (1997-07-14)
  

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