Results 1  10
of
32
Games and Full Completeness for Multiplicative Linear Logic
 JOURNAL OF SYMBOLIC LOGIC
, 1994
"... We present a game semantics for Linear Logic, in which formulas denote games and proofs denote winning strategies. We show that our semantics yields a categorical model of Linear Logic and prove full completeness for Multiplicative Linear Logic with the MIX rule: every winning strategy is the den ..."
Abstract

Cited by 210 (26 self)
 Add to MetaCart
We present a game semantics for Linear Logic, in which formulas denote games and proofs denote winning strategies. We show that our semantics yields a categorical model of Linear Logic and prove full completeness for Multiplicative Linear Logic with the MIX rule: every winning strategy is the denotation of a unique cutfree proof net. A key role is played by the notion of historyfree strategy; strong connections are made between historyfree strategies and the Geometry of Interaction. Our semantics incorporates a natural notion of polarity, leading to a refined treatment of the additives. We make comparisons with related work by Joyal, Blass et al.
Fair Games and Full Completeness for Multiplicative Linear Logic without the MIXRule
, 1993
"... We introduce a new category of finite, fair games, and winning strategies, and use it to provide a semantics for the multiplicative fragment of Linear Logic (mll) in which formulae are interpreted as games, and proofs as winning strategies. This interpretation provides a categorical model of mll wh ..."
Abstract

Cited by 40 (4 self)
 Add to MetaCart
We introduce a new category of finite, fair games, and winning strategies, and use it to provide a semantics for the multiplicative fragment of Linear Logic (mll) in which formulae are interpreted as games, and proofs as winning strategies. This interpretation provides a categorical model of mll which satisfies the property that every (historyfree, uniformly) winning strategy is the denotation of a unique cutfree proof net. Abramsky and Jagadeesan first proved a result of this kind and they refer to this property as full completeness. Our result differs from theirs in one important aspect: the mixrule, which is not part of Girard's Linear Logic, is invalidated in our model. We achieve this sharper characterization by considering fair games. A finite, fair game is specified by the following data: ffl moves which Player can play, ffl moves which Opponent can play, and ffl a collection of finite sequences of maximal (or terminal) positions of the game which are deemed to be fair. N...
Sequential algorithms and strongly stable functions
 in the Linear Summer School, Azores
, 2003
"... ..."
Concurrent strategies
 In LICS’11. IEEE Computer Society
, 2011
"... Abstract—A bicategory of very general nondeterministic concurrent games and strategies is presented. The intention is to formalize distributed games in which both Player (or a team of players) and Opponent (or a team of opponents) can interact in highly distributed fashion, without, for instance, en ..."
Abstract

Cited by 11 (5 self)
 Add to MetaCart
Abstract—A bicategory of very general nondeterministic concurrent games and strategies is presented. The intention is to formalize distributed games in which both Player (or a team of players) and Opponent (or a team of opponents) can interact in highly distributed fashion, without, for instance, enforcing that their moves alternate. I.
Asynchronous Games: Innocence without Alternation
 In Proceedings of CONCUR’05, volume 4703 of LNCS
, 2007
"... Abstract. The notion of innocent strategy was introduced by Hyland and Ong in order to capture the interactive behaviour of λterms and PCF programs. An innocent strategy is defined as an alternating strategy with partial memory, in which the strategy plays according to its view. Extending the defin ..."
Abstract

Cited by 9 (3 self)
 Add to MetaCart
Abstract. The notion of innocent strategy was introduced by Hyland and Ong in order to capture the interactive behaviour of λterms and PCF programs. An innocent strategy is defined as an alternating strategy with partial memory, in which the strategy plays according to its view. Extending the definition to nonalternating strategies is problematic, because the traditional definition of views is based on the hypothesis that Opponent and Proponent alternate during the interaction. Here, we take advantage of the diagrammatic reformulation of alternating innocence in asynchronous games, in order to provide a tentative definition of innocence in nonalternating games. The task is interesting, and far from easy. It requires the combination of true concurrency and game semantics in a clean and organic way, clarifying the relationship between asynchronous games and concurrent games in the sense of Abramsky and Melliès. It also requires an interactive reformulation of the usual acyclicity criterion of linear logic, as well as a directed variant, as a scheduling criterion. 1
Games in the Semantics of Programming Languages
 Dept. of Philosophy, University of Amsterdam
, 1997
"... ion for PCF Motivated by the full completeness results, it became of compelling interest to reexamine perhaps the bestknown "open problem" in the semantics of programming languages, namely the "Full Abstraction problem for PCF", using the new tools provided by game semantics. 2 PCF is a highero ..."
Abstract

Cited by 8 (1 self)
 Add to MetaCart
ion for PCF Motivated by the full completeness results, it became of compelling interest to reexamine perhaps the bestknown "open problem" in the semantics of programming languages, namely the "Full Abstraction problem for PCF", using the new tools provided by game semantics. 2 PCF is a higherorder functional programming language; modulo issues of the parameterpassing strategies, it forms a fragment of any programming language with higherorder procedures (which includes any reasonably expressive objectoriented language). The aspect of the Full Abstraction problem I personally found most interesting was: to construct a syntaxindependent model in which every element is the denotation of some program (note the analogy with full completeness, whose definition had in turn been motivated in part by this aspect of full abstraction). This is not how the problem was originally formulated, but by "general abstract nonsense", given such a model one can always quotient it to get a fully ab...
Comparing Hierarchies of Types in Models of Linear Logic
, 2003
"... We show that two models M and N of linear logic collapse to the same extensional hierarchy of types, when (1) their monoidal categories C and D are related by a pair of monoidal functors F : C D : G and transformations Id C ) GF and Id D ) FG, and (2) their exponentials ! are related by distri ..."
Abstract

Cited by 6 (3 self)
 Add to MetaCart
We show that two models M and N of linear logic collapse to the same extensional hierarchy of types, when (1) their monoidal categories C and D are related by a pair of monoidal functors F : C D : G and transformations Id C ) GF and Id D ) FG, and (2) their exponentials ! are related by distributive laws % : ! : ! M G ) G ! N commuting to the promotion rule. The key ingredient of the proof is a notion of backandforth translation between the hierarchies of types induced by M and N. We apply this result to compare (1) the qualitative and the quantitative hierarchies induced by the coherence (or hypercoherence) space model, (2) several paradigms of games semantics: errorfree vs. erroraware, alternated vs. nonalternated, backtracking vs. repetitive, uniform vs. nonuniform.
Resource modalities in tensor logic
"... The description of resources in game semantics has never achieved the simplicity and precision of linear logic, because of the misleading conception that linear logic is more primitive than game semantics. Here, we defend the opposite view, and thus advocate that game semantics is conceptually more ..."
Abstract

Cited by 6 (0 self)
 Add to MetaCart
The description of resources in game semantics has never achieved the simplicity and precision of linear logic, because of the misleading conception that linear logic is more primitive than game semantics. Here, we defend the opposite view, and thus advocate that game semantics is conceptually more primitive than linear logic. This revised point of view leads us to introduce tensor logic, a primitive variant of linear logic where negation is not involutive. After formulating its categorical semantics, we interpret tensor logic in a model based on Conway games equipped with a notion of payoff, in order to reflect the various resource policies of the logic: linear, affine, relevant or exponential.
The Winning Ways of Concurrent Games
"... Abstract—A bicategory of concurrent games, where nondeterministic strategies are formalized as certain maps of event structures, was introduced recently. This paper studies an extension of concurrent games by winning conditions, specifying players ’ objectives. The introduction of winning conditions ..."
Abstract

Cited by 4 (2 self)
 Add to MetaCart
Abstract—A bicategory of concurrent games, where nondeterministic strategies are formalized as certain maps of event structures, was introduced recently. This paper studies an extension of concurrent games by winning conditions, specifying players ’ objectives. The introduction of winning conditions raises the question of whether such games are determined, that is, if one of the players has a winning strategy. This paper gives a positive answer to this question when the games are wellfounded and satisfy a structural property, racefreedom, which prevents one player from interfering with the moves available to the other. Uncovering the conditions under which concurrent games with winning conditions are determined opens up the possibility of further applications of concurrent games in areas such as logic and verification, where both winning conditions and determinacy are most needed. A concurrentgame semantics for predicate calculus is provided as an illustration. I.