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22
Sequential algorithms and strongly stable functions
 in the Linear Summer School, Azores
, 2003
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A graph abstract machine describing event structure composition
 In Proc. GT  VC, Graph Transformation for Verification and Concurrency, ENTCS
, 2006
"... Event structures, Game Semantics strategies and Linear Logic proofnets arise in different domains (concurrency, semantics, prooftheory) but can all be described by means of directed acyclic graphs (dag’s). They are all equipped with a specific notion of composition, interaction or normalization. W ..."
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Cited by 5 (2 self)
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Event structures, Game Semantics strategies and Linear Logic proofnets arise in different domains (concurrency, semantics, prooftheory) but can all be described by means of directed acyclic graphs (dag’s). They are all equipped with a specific notion of composition, interaction or normalization. We report ongoing work, aiming to investigate the common dynamics which seems to underly these different structures. In this paper we focus on confusion free event structures on one side, and linear strategies [Gir01,FM05] on the other side. We introduce an abstract machine which is based on (and generalizes) strategies interaction; it processes labelled dag’s, and provides a common presentation of the composition at work in these different settings. 1
The Structure of FirstOrder Causality
"... Game semantics describe the interactive behavior of proofs by interpreting formulas as games on which proofs induce strategies. Such a semantics is introduced here for capturing dependencies induced by quantifications in firstorder propositional logic. One of the main difficulties that has to be fac ..."
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Cited by 4 (2 self)
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Game semantics describe the interactive behavior of proofs by interpreting formulas as games on which proofs induce strategies. Such a semantics is introduced here for capturing dependencies induced by quantifications in firstorder propositional logic. One of the main difficulties that has to be faced during the elaboration of this kind of semantics is to characterize definable strategies, that is strategies which actually behave like a proof. This is usually done by restricting the model to strategies satisfying subtle combinatorial conditions, whose preservation under composition is often difficult to show. Here, we present an original methodology to achieve this task, which requires to combine advanced tools from game semantics, rewriting theory and categorical algebra. We introduce a diagrammatic presentation of the monoidal category of definable strategies of our model, by the means of generators and relations: those strategies can be generated from a finite set of atomic strategies and the equality between strategies admits a finite axiomatization, this equational structure corresponding to a polarized variation of the notion of bialgebra. This work thus bridges algebra and denotational semantics in order to reveal the structure of dependencies induced by firstorder quantifiers, and lays the foundations for a mechanized analysis of causality in programming languages. Denotational semantics were introduced to provide useful abstract invariants of proofs and programs modulo cutelimination or reduction. In particular, game semantics, introduced in the nineties, have been very successful in capturing precisely the interactive behaviour of programs. In these semantics, every type is interpreted as a game (that is as a set of moves that can be played during the game) together with the rules of the game (formalized by a partial order on the moves of the game indicating the dependencies between them). Every move is to be played by one of the two players, called Proponent and Opponent, who should be thought respectively as the program and its environment. A program is characterized by the sequences of moves that it can exchange with its environment during an
From Asynchronous Games to Concurrent Games
, 2008
"... Game semantics was introduced in order to capture the dynamic behaviour of proofs and programs. In these semantics, the interaction between a program and its environment is modeled by a series of moves exchanged between two players in a game. Every program thus induces a strategy describing how it r ..."
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Game semantics was introduced in order to capture the dynamic behaviour of proofs and programs. In these semantics, the interaction between a program and its environment is modeled by a series of moves exchanged between two players in a game. Every program thus induces a strategy describing how it reacts when it is provided information by its environment. Traditionally, strategies considered in game semantics are alternating: the two protagonists play a move one after the other. This property is very natural when modeling sequential programming languages, but is not desirable for programs with concurrent features, since interactions cannot be synchronized globally anymore. Extending fundamental notions of game semantics to a nonalternating setting is far from being straightforward and requires to deeply rethink the definition of strategies. Recently, a series of interactive models, such as concurrent games where strategies are closure operators, were introduced in order to give denotational semantics of programming languages or logics with concurrent features. However, these models were poorly connected with traditional game semantics. We show here that asynchronous games, which combine true concurrency and game semantics, can be used to provide a precise link between these two kind of interactive semantics, thus laying foundations for game semantics of concurrent systems. 1
A Calculus of Coroutines
"... We describe a simple but expressive calculus of sequential processes, represented as coroutines. We show that this calculus can be used to express a variety of programming language features including procedure calls, labelled jumps, integer references and stacks. We describe the operational properti ..."
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We describe a simple but expressive calculus of sequential processes, represented as coroutines. We show that this calculus can be used to express a variety of programming language features including procedure calls, labelled jumps, integer references and stacks. We describe the operational properties of the calculus using reduction rules and equational axioms. We describe a notion of categorical model for our calculus, and give a simple example of such a model based on a category of games and strategies. We prove full abstraction results showing that equivalence in the categorical model corresponds to observational equivalence in the calculus, and also to equivalence of evaluation trees, which are infinitary normal forms for the calculus. We show that our categorical model can be used to interpret the untyped λcalculus and use this fact to extract a sound translation of the latter into our calculus of coroutines.
Interactive Observability in Ludics
 in Proc. of ICALP 2004, Lecture Notes in Computer Science
, 2003
"... MSCS, 2001) as an approach to logic founded on the notion of interaction. ..."
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MSCS, 2001) as an approach to logic founded on the notion of interaction.
Jump from parallel to sequential proofs: exponentials,” 2011, to appear in the special number Di?erential Linear Logic, Nets, and other quantitative approaches to ProofTheory of MSCS
"... In previous works, by importing ideas from game semantics (notably FaggianMaurelCurien’s ludics nets), we defined a new class of multiplicative/additive polarized proof nets, called Jproof nets. The distinctive feature of Jproof nets with respect to other proof net syntaxes, is the possibility o ..."
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In previous works, by importing ideas from game semantics (notably FaggianMaurelCurien’s ludics nets), we defined a new class of multiplicative/additive polarized proof nets, called Jproof nets. The distinctive feature of Jproof nets with respect to other proof net syntaxes, is the possibility of representing proof nets which are partially sequentialized, by using jumps (that is, untyped extra edges) as sequentiality constraints. Starting from this result, in the present work we extend Jproof nets to the multiplicative/exponential fragment, in order to take into account structural rules: more precisely, we replace the familiar linear logic notion of exponential box with a less restricting one (called cone) defined by means of jumps. As a consequence, we get a syntax for polarized nets where, instead of a structure of boxes nested one into the other, we have one of cones which can be partially overlapping. Moreover, we define cutelimination for exponential Jproof nets, proving, by a variant of Gandy’s method, that even in case of “superposed ” cones, reduction enjoys confluence and strong normalization.
On dialogue games and coherent strategies ˚
"... We explain how to see the set of positions of a dialogue game as a coherence space in the sense of Girard or as a bistructure in the sense of Curien, Plotkin and Winskel. The coherence structure on the set of positions results from a Kripke translation of tensorial logic into linear logic extended w ..."
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We explain how to see the set of positions of a dialogue game as a coherence space in the sense of Girard or as a bistructure in the sense of Curien, Plotkin and Winskel. The coherence structure on the set of positions results from a Kripke translation of tensorial logic into linear logic extended with a necessity modality. The translation is done in such a way that every innocent strategy defines a clique or a configuration in the resulting space of positions. This leads us to study the notion of configuration designed by Curien, Plotkin and Winskel for general bistructures in the particular case of a bistructure associated to a dialogue game. We show that every such configuration may be seen as an interactive strategy equipped with a backward as well as a forward dynamics based on the interplay between the stable order and the extensional order. In that way, the category of bistructures is shown to include a full subcategory of games and coherent strategies of an interesting nature.