TSTP Solution File: PUZ141^1 by Duper---1.0

View Problem - Process Solution

%------------------------------------------------------------------------------
% File     : Duper---1.0
% Problem  : PUZ141^1 : TPTP v8.1.2. Released v6.2.0.
% Transfm  : none
% Format   : tptp:raw
% Command  : duper %s

% Computer : n021.cluster.edu
% Model    : x86_64 x86_64
% CPU      : Intel(R) Xeon(R) CPU E5-2620 v4 2.10GHz
% Memory   : 8042.1875MB
% OS       : Linux 3.10.0-693.el7.x86_64
% CPULimit : 300s
% WCLimit  : 300s
% DateTime : Thu Aug 31 13:14:53 EDT 2023

% Result   : Theorem 21.33s 21.51s
% Output   : Proof 21.40s
% Verified : 
% SZS Type : -

% Comments : 
%------------------------------------------------------------------------------
%----WARNING: Could not form TPTP format derivation
%------------------------------------------------------------------------------
%----ORIGINAL SYSTEM OUTPUT
% 0.00/0.13  % Problem    : PUZ141^1 : TPTP v8.1.2. Released v6.2.0.
% 0.00/0.15  % Command    : duper %s
% 0.15/0.36  % Computer : n021.cluster.edu
% 0.15/0.36  % Model    : x86_64 x86_64
% 0.15/0.36  % CPU      : Intel(R) Xeon(R) CPU E5-2620 v4 @ 2.10GHz
% 0.15/0.36  % Memory   : 8042.1875MB
% 0.15/0.36  % OS       : Linux 3.10.0-693.el7.x86_64
% 0.15/0.36  % CPULimit   : 300
% 0.15/0.36  % WCLimit    : 300
% 0.15/0.36  % DateTime   : Sat Aug 26 22:56:27 EDT 2023
% 0.15/0.36  % CPUTime    : 
% 21.33/21.51  SZS status Theorem for theBenchmark.p
% 21.33/21.51  SZS output start Proof for theBenchmark.p
% 21.33/21.51  Clause #3 (by assumption #[]): Eq
% 21.33/21.51    (∀ (PO : position) (M : movelist) (D : direction),
% 21.33/21.51      Eq (playerpos M) PO → Not (wall (next PO D)) → Eq (playerpos (movedir M D)) (next PO D))
% 21.33/21.51    True
% 21.33/21.51  Clause #4 (by assumption #[]): Eq
% 21.33/21.51    (∀ (PO : position) (M : movelist) (D : direction),
% 21.33/21.51      Eq (playerpos M) PO → wall (next PO D) → Eq (playerpos (movedir M D)) PO)
% 21.33/21.51    True
% 21.33/21.51  Clause #5 (by assumption #[]): Eq (Eq c10 (next c00 right)) True
% 21.33/21.51  Clause #6 (by assumption #[]): Eq (Eq c20 (next c10 right)) True
% 21.33/21.51  Clause #8 (by assumption #[]): Eq (Eq (wall c10) False) True
% 21.33/21.51  Clause #9 (by assumption #[]): Eq (Eq (wall c20) False) True
% 21.33/21.51  Clause #10 (by assumption #[]): Eq (Eq (playerpos nomove) c00) True
% 21.33/21.51  Clause #11 (by assumption #[]): Eq (Not (Exists fun M => Eq (playerpos M) c20)) True
% 21.33/21.51  Clause #12 (by clausification #[10]): Eq (playerpos nomove) c00
% 21.33/21.51  Clause #13 (by clausification #[9]): Eq (wall c20) False
% 21.33/21.51  Clause #14 (by clausification #[8]): Eq (wall c10) False
% 21.33/21.51  Clause #16 (by clausification #[5]): Eq c10 (next c00 right)
% 21.33/21.51  Clause #25 (by clausification #[6]): Eq c20 (next c10 right)
% 21.33/21.51  Clause #62 (by clausification #[3]): ∀ (a : position),
% 21.33/21.51    Eq
% 21.33/21.51      (∀ (M : movelist) (D : direction),
% 21.33/21.51        Eq (playerpos M) a → Not (wall (next a D)) → Eq (playerpos (movedir M D)) (next a D))
% 21.33/21.51      True
% 21.33/21.51  Clause #63 (by clausification #[62]): ∀ (a : movelist) (a_1 : position),
% 21.33/21.51    Eq (∀ (D : direction), Eq (playerpos a) a_1 → Not (wall (next a_1 D)) → Eq (playerpos (movedir a D)) (next a_1 D))
% 21.33/21.51      True
% 21.33/21.51  Clause #64 (by clausification #[63]): ∀ (a : movelist) (a_1 : position) (a_2 : direction),
% 21.33/21.51    Eq (Eq (playerpos a) a_1 → Not (wall (next a_1 a_2)) → Eq (playerpos (movedir a a_2)) (next a_1 a_2)) True
% 21.33/21.51  Clause #65 (by clausification #[64]): ∀ (a : movelist) (a_1 : position) (a_2 : direction),
% 21.33/21.51    Or (Eq (Eq (playerpos a) a_1) False)
% 21.33/21.51      (Eq (Not (wall (next a_1 a_2)) → Eq (playerpos (movedir a a_2)) (next a_1 a_2)) True)
% 21.33/21.51  Clause #66 (by clausification #[65]): ∀ (a : position) (a_1 : direction) (a_2 : movelist),
% 21.33/21.51    Or (Eq (Not (wall (next a a_1)) → Eq (playerpos (movedir a_2 a_1)) (next a a_1)) True) (Ne (playerpos a_2) a)
% 21.33/21.51  Clause #67 (by clausification #[66]): ∀ (a : movelist) (a_1 : position) (a_2 : direction),
% 21.33/21.51    Or (Ne (playerpos a) a_1)
% 21.33/21.51      (Or (Eq (Not (wall (next a_1 a_2))) False) (Eq (Eq (playerpos (movedir a a_2)) (next a_1 a_2)) True))
% 21.33/21.51  Clause #68 (by clausification #[67]): ∀ (a : movelist) (a_1 : position) (a_2 : direction),
% 21.33/21.51    Or (Ne (playerpos a) a_1)
% 21.33/21.51      (Or (Eq (Eq (playerpos (movedir a a_2)) (next a_1 a_2)) True) (Eq (wall (next a_1 a_2)) True))
% 21.33/21.51  Clause #69 (by clausification #[68]): ∀ (a : movelist) (a_1 : position) (a_2 : direction),
% 21.33/21.51    Or (Ne (playerpos a) a_1) (Or (Eq (wall (next a_1 a_2)) True) (Eq (playerpos (movedir a a_2)) (next a_1 a_2)))
% 21.33/21.51  Clause #70 (by destructive equality resolution #[69]): ∀ (a : movelist) (a_1 : direction),
% 21.33/21.51    Or (Eq (wall (next (playerpos a) a_1)) True) (Eq (playerpos (movedir a a_1)) (next (playerpos a) a_1))
% 21.33/21.51  Clause #71 (by superposition #[70, 12]): ∀ (a : direction), Or (Eq (wall (next c00 a)) True) (Eq (playerpos (movedir nomove a)) (next c00 a))
% 21.33/21.51  Clause #78 (by clausification #[4]): ∀ (a : position),
% 21.33/21.51    Eq (∀ (M : movelist) (D : direction), Eq (playerpos M) a → wall (next a D) → Eq (playerpos (movedir M D)) a) True
% 21.33/21.51  Clause #79 (by clausification #[78]): ∀ (a : movelist) (a_1 : position),
% 21.33/21.51    Eq (∀ (D : direction), Eq (playerpos a) a_1 → wall (next a_1 D) → Eq (playerpos (movedir a D)) a_1) True
% 21.33/21.51  Clause #80 (by clausification #[79]): ∀ (a : movelist) (a_1 : position) (a_2 : direction),
% 21.33/21.51    Eq (Eq (playerpos a) a_1 → wall (next a_1 a_2) → Eq (playerpos (movedir a a_2)) a_1) True
% 21.33/21.51  Clause #81 (by clausification #[80]): ∀ (a : movelist) (a_1 : position) (a_2 : direction),
% 21.33/21.51    Or (Eq (Eq (playerpos a) a_1) False) (Eq (wall (next a_1 a_2) → Eq (playerpos (movedir a a_2)) a_1) True)
% 21.33/21.51  Clause #82 (by clausification #[81]): ∀ (a : position) (a_1 : direction) (a_2 : movelist),
% 21.33/21.51    Or (Eq (wall (next a a_1) → Eq (playerpos (movedir a_2 a_1)) a) True) (Ne (playerpos a_2) a)
% 21.40/21.56  Clause #83 (by clausification #[82]): ∀ (a : movelist) (a_1 : position) (a_2 : direction),
% 21.40/21.56    Or (Ne (playerpos a) a_1) (Or (Eq (wall (next a_1 a_2)) False) (Eq (Eq (playerpos (movedir a a_2)) a_1) True))
% 21.40/21.56  Clause #84 (by clausification #[83]): ∀ (a : movelist) (a_1 : position) (a_2 : direction),
% 21.40/21.56    Or (Ne (playerpos a) a_1) (Or (Eq (wall (next a_1 a_2)) False) (Eq (playerpos (movedir a a_2)) a_1))
% 21.40/21.56  Clause #85 (by destructive equality resolution #[84]): ∀ (a : movelist) (a_1 : direction),
% 21.40/21.56    Or (Eq (wall (next (playerpos a) a_1)) False) (Eq (playerpos (movedir a a_1)) (playerpos a))
% 21.40/21.56  Clause #86 (by superposition #[85, 70]): ∀ (a : movelist) (a_1 : direction),
% 21.40/21.56    Or (Eq (playerpos (movedir a a_1)) (playerpos a))
% 21.40/21.56      (Or (Eq False True) (Eq (playerpos (movedir a a_1)) (next (playerpos a) a_1)))
% 21.40/21.56  Clause #93 (by clausification #[11]): Eq (Exists fun M => Eq (playerpos M) c20) False
% 21.40/21.56  Clause #94 (by clausification #[93]): ∀ (a : movelist), Eq (Eq (playerpos a) c20) False
% 21.40/21.56  Clause #95 (by clausification #[94]): ∀ (a : movelist), Ne (playerpos a) c20
% 21.40/21.56  Clause #287 (by superposition #[71, 16]): Or (Eq (wall c10) True) (Eq (playerpos (movedir nomove right)) c10)
% 21.40/21.56  Clause #288 (by forward demodulation #[287, 14]): Or (Eq False True) (Eq (playerpos (movedir nomove right)) c10)
% 21.40/21.56  Clause #289 (by clausification #[288]): Eq (playerpos (movedir nomove right)) c10
% 21.40/21.56  Clause #290 (by superposition #[289, 70]): ∀ (a : direction), Or (Eq (wall (next c10 a)) True) (Eq (playerpos (movedir (movedir nomove right) a)) (next c10 a))
% 21.40/21.56  Clause #292 (by superposition #[289, 95]): Ne c10 c20
% 21.40/21.56  Clause #311 (by clausification #[86]): ∀ (a : movelist) (a_1 : direction),
% 21.40/21.56    Or (Eq (playerpos (movedir a a_1)) (playerpos a)) (Eq (playerpos (movedir a a_1)) (next (playerpos a) a_1))
% 21.40/21.56  Clause #315 (by superposition #[311, 95]): ∀ (a : movelist) (a_1 : direction), Or (Eq (playerpos (movedir a a_1)) (playerpos a)) (Ne (next (playerpos a) a_1) c20)
% 21.40/21.56  Clause #321 (by superposition #[315, 289]): ∀ (a : direction), Or (Eq (playerpos (movedir (movedir nomove right) a)) c10) (Ne (next c10 a) c20)
% 21.40/21.56  Clause #324 (by superposition #[321, 25]): Or (Eq (playerpos (movedir (movedir nomove right) right)) c10) (Ne c20 c20)
% 21.40/21.56  Clause #326 (by eliminate resolved literals #[324]): Eq (playerpos (movedir (movedir nomove right) right)) c10
% 21.40/21.56  Clause #8236 (by superposition #[290, 326]): Or (Eq (wall (next c10 right)) True) (Eq c10 (next c10 right))
% 21.40/21.56  Clause #8237 (by forward demodulation #[8236, 25]): Or (Eq (wall c20) True) (Eq c10 (next c10 right))
% 21.40/21.56  Clause #8238 (by forward demodulation #[8237, 13]): Or (Eq False True) (Eq c10 (next c10 right))
% 21.40/21.56  Clause #8239 (by clausification #[8238]): Eq c10 (next c10 right)
% 21.40/21.56  Clause #8240 (by superposition #[8239, 25]): Eq c20 c10
% 21.40/21.56  Clause #8290 (by forward contextual literal cutting #[8240, 292]): False
% 21.40/21.56  SZS output end Proof for theBenchmark.p
%------------------------------------------------------------------------------