Results 1  10
of
60
Full Abstraction for PCF
 Information and Computation
, 1996
"... An intensional model for the programming language PCF is described, in which the types of PCF are interpreted by games, and the terms by certain "historyfree" strategies. This model is shown to capture definability in PCF. More precisely, every compact strategy in the model is definable i ..."
Abstract

Cited by 195 (15 self)
 Add to MetaCart
An intensional model for the programming language PCF is described, in which the types of PCF are interpreted by games, and the terms by certain "historyfree" strategies. This model is shown to capture definability in PCF. More precisely, every compact strategy in the model is definable in a certain simple extension of PCF. We then introduce an intrinsic preorder on strategies, and show that it satisfies some remarkable properties, such that the intrinsic preorder on function types coincides with the pointwise preorder. We then obtain an orderextensional fully abstract model of PCF by quotienting the intensional model by the intrinsic preorder. This is the first syntaxindependent description of the fully abstract model for PCF. (Hyland and Ong have obtained very similar results by a somewhat different route, independently and at the same time.) We then consider the effective version of our model, and prove a Universality Theorem: every element of the effective extensional model is definable in PCF. Equivalently, every recursive strategy is definable up to observational equivalence.
Games and Full Abstraction for the Lazy lambdacalculus
 In Proceedings, Tenth Annual IEEE Symposium on Logic in Computer Science
, 1995
"... ion for the Lazy calculus Samson Abramsky Guy McCusker Department of Computing Imperial College of Science, Technology and Medicine 180 Queen's Gate London SW7 2BZ United Kingdom Abstract We define a category of games G, and its extensional quotient E . A model of the lazy calculus, a typ ..."
Abstract

Cited by 133 (9 self)
 Add to MetaCart
ion for the Lazy calculus Samson Abramsky Guy McCusker Department of Computing Imperial College of Science, Technology and Medicine 180 Queen's Gate London SW7 2BZ United Kingdom Abstract We define a category of games G, and its extensional quotient E . A model of the lazy calculus, a typefree functional language based on evaluation to weak head normal form, is given in G, yielding an extensional model in E . This model is shown to be fully abstract with respect to applicative simulation. This is, so far as we know, the first purely semantic construction of a fully abstract model for a reflexivelytyped sequential language. 1 Introduction Full Abstraction is a key concept in programming language semantics [9, 12, 23, 26]. The ingredients are as follows. We are given a language L, with an `observational preorder'  on terms in L such that P  Q means that every observable property of P is also satisfied by Q; and a denotational model MJ\DeltaK. The model M is then said to be f...
CallbyValue Games
, 1997
"... . A general construction of models of callbyvalue from models of callbyname computation is described. The construction makes essential use of the properties of sum types in common denotational models of callbyname. When applied to categories of games, it yields fully abstract models of the cal ..."
Abstract

Cited by 62 (7 self)
 Add to MetaCart
. A general construction of models of callbyvalue from models of callbyname computation is described. The construction makes essential use of the properties of sum types in common denotational models of callbyname. When applied to categories of games, it yields fully abstract models of the callbyvalue functional language PCFv , which can be extended to incorporate recursive types, and of a language with local references as in Standard ML. 1 Introduction In recent years game semantics has emerged as a novel and intuitively appealing approach to modelling programming languages. Its first success was in providing a syntaxfree description of a fully abstract model of PCF [10, 1, 15]; full abstraction results have also been obtained for untyped and recursively typed functional languages, as well as languages with imperative features [12, 3]. However, none of this work addressed the problem of modelling callbyvalue languagesa major shortcoming, given that many reallife langua...
Algorithmic Game Semantics
 In Schichtenberg and Steinbruggen [16
, 2001
"... Introduction SAMSON ABRAMSKY (samson@comlab.ox.ac.uk) Oxford University Computing Laboratory 1. Introduction 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 syntaxindependen ..."
Abstract

Cited by 49 (3 self)
 Add to MetaCart
Introduction SAMSON ABRAMSKY (samson@comlab.ox.ac.uk) Oxford University Computing Laboratory 1. Introduction 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 syntaxindependent fully abstract models for a spectrum of programming languages ranging from purely functional languages to languages with nonfunctional features such as control operators and locallyscoped references [4, 21, 5, 19, 2, 22, 17, 11]. A substantial survey of the state of the art of Game Semantics circa 1997 was given in a previous Marktoberdorf volume [6]. Our aim in this tutorial presentation is to give a first indication of how Game Semantics can be developed in a new, algorithmic direction, with a view to applications in computerassisted verification and program analysis. Some promising steps have already been taken in this
Semantics of interaction
, 1996
"... The “classical ” paradigm for denotational semantics models data types as domains, ��� � structured sets of some kind, and programs as (suitable) functions between domains. The semantic universe in which the denotational modelling is carried out is thus a category with domains as objects, functions ..."
Abstract

Cited by 36 (3 self)
 Add to MetaCart
The “classical ” paradigm for denotational semantics models data types as domains, ��� � structured sets of some kind, and programs as (suitable) functions between domains. The semantic universe in which the denotational modelling is carried out is thus a category with domains as objects, functions as morphisms, and composition of morphisms given by function composition. A sharp distinction is then drawn between denotational and operational semantics. Denotational semantics is often referred to as “mathematical semantics ” because it exhibits a high degree of mathematical structure; this is in part achieved by the fact that denotational semantics abstracts away from the dynamics of computation—from time. By contrast, operational semantics is formulated in terms of the syntax of the language being modelled; it is highly intensional in character; and it is capable of expressing the dynamical aspects of computation. The classical denotational paradigm has been very successful, but has some definite limitations. Firstly, finestructural features of computation, such as sequentiality,
A Semantic analysis of control
, 1998
"... This thesis examines the use of denotational semantics to reason about control flow in sequential, basically functional languages. It extends recent work in game semantics, in which programs are interpreted as strategies for computation by interaction with an environment. Abramsky has suggested that ..."
Abstract

Cited by 32 (5 self)
 Add to MetaCart
This thesis examines the use of denotational semantics to reason about control flow in sequential, basically functional languages. It extends recent work in game semantics, in which programs are interpreted as strategies for computation by interaction with an environment. Abramsky has suggested that an intensional hierarchy of computational features such as state, and their fully abstract models, can be captured as violations of the constraints on strategies in the basic functional model. Nonlocal control flow is shown to fit into this framework as the violation of strong and weak ‘bracketing ’ conditions, related to linear behaviour. The language µPCF (Parigot’s λµ with constants and recursion) is adopted as a simple basis for highertype, sequential computation with access to the flow of control. A simple operational semantics for both callbyname and callbyvalue evaluation is described. It is shown that dropping the bracketing condition on games models of PCF yields fully abstract models of µPCF.
Probabilistic Game Semantics
 Computer Science Society
, 2000
"... A category of HO/Nstyle games and probabilistic strategies is developedwhere the possible choices of a strategy are quantified so as to give a measure of the likelihood of seeing a given play. A 2sided die is shown to be universal in this category, in the sense that any strategy breaks down into a ..."
Abstract

Cited by 31 (1 self)
 Add to MetaCart
A category of HO/Nstyle games and probabilistic strategies is developedwhere the possible choices of a strategy are quantified so as to give a measure of the likelihood of seeing a given play. A 2sided die is shown to be universal in this category, in the sense that any strategy breaks down into a composition between some deterministic strategy and that die. The interpretative power of the category is then demonstrated by delineating a Cartesian closed subcategory which provides a fully abstract model of a probabilistic extension of Idealized Algol.
Games and full abstraction for nondeterministic languages
, 1999
"... Abstract Nondeterminism is a pervasive phenomenon in computation. Often it arises as an emergent property of a complex system, typically as the result of contention for access to shared resources. In such circumstances, we cannot always know, in advance, exactly what will happen. In other circumstan ..."
Abstract

Cited by 29 (3 self)
 Add to MetaCart
Abstract Nondeterminism is a pervasive phenomenon in computation. Often it arises as an emergent property of a complex system, typically as the result of contention for access to shared resources. In such circumstances, we cannot always know, in advance, exactly what will happen. In other circumstances, nondeterminism is explicitly introduced as a means of abstracting away from implementation details such as precise command scheduling and control flow. However, the kind of behaviours exhibited by nondeterministic computations can be extremely subtle in comparison to those of their deterministic counterparts and reasoning about such programs is notoriously tricky as a result. It is therefore important to develop semantic tools to improve our understanding of, and aid our reasoning about, such nondeterministic programs. In this thesis, we extend the framework of game semantics to encompass nondeterministic computation. Game semantics is a relatively recent development in denotational semantics; its main novelty is that it views a computation not as a static entity, but rather as a dynamic process of interaction. This perspective makes the theory wellsuited to modelling many aspects of computational processes: the original use of game semantics in modelling the simple functional language PCF has subsequently been extended to handle more complex control structures such as references and continuations.