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2004
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82 pages
1 file
AI-generated Abstract
This report explores the application of mathematical games as denotational models for programming languages and logics, particularly in the context of extending the simply typed λ-calculus and subsystems of Girard's linear logic. It discusses the historical development of game semantics, tracing significant contributions from early dialogue games to modern categorical approaches in linear logic. The report further outlines the necessary categorical structures for modeling linear logic and references notable advancements in the field, including fully abstract models for various programming languages.
1999
The aim of this chapter is to give an introduction to some recent work on the application of game semantics to the study of programming languages. An initial success for game semantics was its use in giving the first syntax-free descriptions of the fully abstract model for the functional programming language PCF [1,16,29]. One goal of semantics is to characterize the "universe of discourse" implicit in a programming language or a logic.
Annals of Pure and Applied Logic, 1992
Blass, A., A game semantics for linear logic, Annals of Pure and Applied Logic 56 (1992) 183-220. We present a game (or dialogue) semantics in the style of Lorenzen (1959) for Girard's linear logic (1987). Lorenzen suggested that the (constructive) meaning of a proposition 91 should be specified by telling how to conduct a debate between a proponent P who asserts p and an opponent 0 who denies q. Thus propositions are interpreted as games, connectives (almost) as operations on games, and validity as existence of a winning strategy for P. (The qualifier 'almost' will be discussed later when more details have been presented.) We propose that the connectives of linear logic can be naturally interpreted as the operations on games introduced for entirely different purposes by Blass (1972). We show that affine logic, i.e., linear logic plus the rule of weakening, is sound for this interpretation. We also obtain a completeness theorem for the additive fragment of affine logic, but we show that completeness fails for the multiplicative fragment. On the other hand, for the multiplicative fragment, we obtain a simple characterization of game-semantical validity in terms of classical tautologies. An analysis of the failure of completeness for the multiplicative fragment leads to the conclusion that the game interpretation of the connective @ is weaker than the interpretation implicit in Girard's proof rules; we discuss the differences between the two interpretations and their relative advantages and disadvantages. Finally, we discuss how Godel's Dialectica interpretation (1958), which was connected to linear logic by de Paiva (1989) fits with game semantics.
Annals of Pure and Applied Logic, 1997
I present a semantics for the language of first order additive-multiplicative linear logic, i.e. the language of classical first order logic with two sorts of disjunction and conjunction. The semantics allows us to capture intuitions often associated with linear logic or constructivism such as sen-tences=games, sentences=resources or sentences=problems, where "truth" means existence of an effective winning (resource-using, problem-solving) strategy. The paper introduces a decidable first order logic ET in the above language and gives a proof of its soundness and completeness (in the full language) with respect to this semantics. Allowing noneffective strategies in the latter is shown to lead to classical logic. The semantics presented here is very similar to Blass's game semantics (A.Blass, "A game semantics for linear logic", APAL, 56). Although there is no straightforward reduction between the two corresponding notions of validity, my completeness proof can likely be adapted to the logic induced by Blass's semantics to show its decidability (via equality to ET), which was a major problem left open in Blass's paper. The reader needs to be familiar with classical (but not necessarily linear) logic and arithmetic.
2002
Game Semantics has emerged as a powerful paradigm for giving semantics to a variety of programming languages and logical systems. It has been used to construct the first syntax-independent fully abstract models for a spectrum of programming languages ranging from purely functional languages to languages with non-functional features such as control operators and locally-scoped references [4, 21, 5, 19, 2, 22, 17, 11].
Lecture Notes in Computer Science, 2007
Game semantics is a valuable source of fully abstract models of programming languages or proof theories based on categories of so-called games and strategies. However, there are many variants of this technique, whose interrelationships largely remain to be elucidated. This raises the question: what is a category of games and strategies? Our central idea, taken from the first author's PhD thesis [11], is that positions and moves in a game should be morphisms in a base category: playing move m in position f consists in factoring f through m, the new position being the other factor. Accordingly, we provide a general construction which, from a selection of legal moves in an almost arbitrary category, produces a category of games and strategies, together with subcategories of deterministic and winning strategies. As our running example, we instantiate our construction to obtain the standard category of Hyland-Ong games subject to the switching condition. The extension of our framework to games without the switching condition is handled in the first author's PhD thesis [11].
Game semantics aim at describing the interactive behaviour of proofs by interpreting formulas as games on which proofs induce strategies. In this article, we introduce a game semantics for a fragment of first order propositional logic. One of the main difficulties that has to be faced when constructing such semantics is to make them precise by characterizing definable strategies -that is strategies which actually behave like a proof. This characterization is usually done by restricting to the model to strategies satisfying subtle combinatory conditions such as innocence, whose preservation under composition is often difficult to show. Here, we present an original methodology to achieve this task which requires to combine tools from game semantics, rewriting theory and categorical algebra. We introduce a diagrammatic presentation of definable strategies by the means of generators and relations: those strategies can be generated from a finite set of "atomic" strategies and that the equality between strategies generated in such a way admits a finite axiomatization. These generators satisfy laws which are a variation of bialgebras laws, thus bridging algebra and denotational semantics in a clean and unexpected way. † This work has been supported by the ANR Invariants algébriques des systèmes informatiques (INVAL). Physical address:Équipe PPS, CNRS and Université Paris 7, 2 place Jussieu, case 7017,
We briefly present a new representation theory for game semantics which is very concrete: instead of playing in an arena game in which P plays the innocent strategy given by a term, the same game is played out over (a souped up version of) the abstract syntax tree of the term itself. The plays that are thus traced out are called traversals. More abstractly, traversals are the justified sequences that are obtained by performing parallel-composition less the hiding. After stating and explaining a number of Path-Traversal Correspondence Theorems, we present a tool for game semantics based on the new representation.
1997
Mathematical models of computation, from the-calculus to PRAM's, have played a key role in the development of software technology, from programming languages to the design and analysis of algorithms. The rst generation of models of computation (c. 1950 {1980) were functional in character; that is, they abstracted the behaviour of a program as the computation of a function.
. We study extensional models of the untyped lambda calculus in the setting of game semantics. In particular, we show that, somewhat unexpectedly and contrary to what happens in ordinary categories of domains, all reflexive objects in the category of games G, introduced by Abramsky, Jagadeesan and Malacaria, induce the same -theory. This is H , the maximal theory induced already by the classical CPO model D1 , introduced by Scott in 1969. This results indicates that the current notion of game carries a very specific bias towards head reduction. Introduction -theories are congruences over -terms, which extend pure fi-conversion. Their interest lies in the fact that they correspond to the possible operational (obser- vational) semantics of -calculus. Although researchers have mainly focused on only three such operational semantics, namely those given by head reduction, head lazy reduction or call-by-value reduction, the class of -theories is, in effect, unfathomly rich, see e.g. [6...
Electronic Notes in Theoretical Computer Science, 2009
We study the algebraic structure of a programming language with higher-order store, in the style of ML references. Instead of working directly on the operational semantics of the language, we consider its fully abstract game semantics defined by Abramsky, Honda and McCusker one decade ago. This alternative description of the language is nice and conceptual, except on one significant point: the interactive behavior of the higher-order memory cell is reflected in the model by a strategy cell whose definition remains slightly enigmatic. The purpose of our work is precisely to clarify this point, by providing a neat algebraic definition of the strategy. This conceptual reconstruction of the memory cell is based on the idea that a general reference behaves essentially as a linear feedback (or trace operator) in an ambient category of Conway games and strategies. This analysis leads to a purely axiomatic proof of soundness of the model, based on a natural refinement of the replication modality of tensor logic.
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