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61
Domain Theory
 Handbook of Logic in Computer Science
, 1994
"... Least fixpoints as meanings of recursive definitions. ..."
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Cited by 461 (20 self)
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Least fixpoints as meanings of recursive definitions.
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 ..."
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Cited by 210 (26 self)
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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.
Interaction Categories and the Foundations of Typed Concurrent Programming
 In Deductive Program Design: Proceedings of the 1994 Marktoberdorf Summer School, NATO ASI Series F
, 1995
"... We propose Interaction Categories as a new paradigm for the semantics of functional and concurrent computation. Interaction categories have specifications as objects, processes as morphisms, and interaction as composition. We introduce two key examples of interaction categories for concurrent compu ..."
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Cited by 123 (19 self)
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We propose Interaction Categories as a new paradigm for the semantics of functional and concurrent computation. Interaction categories have specifications as objects, processes as morphisms, and interaction as composition. We introduce two key examples of interaction categories for concurrent computation and indicate how a general axiomatisation can be developed. The upshot of our approach is that traditional process calculus is reconstituted in functorial form, and integrated with type theory and functional programming.
A syntax for linear logic
 Presented at Conference on Mathematical Foundations of Programming Language Semantics
, 1993
"... Abstract. This tutorial paper provides an introduction to intuitionistic logic and linear logic, and shows how they correspond to type systems for functional languages via the notion of ‘Propositions as Types’. The presentation of linear logic is simplified by basing it on the Logic of Unity. An app ..."
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Cited by 72 (5 self)
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Abstract. This tutorial paper provides an introduction to intuitionistic logic and linear logic, and shows how they correspond to type systems for functional languages via the notion of ‘Propositions as Types’. The presentation of linear logic is simplified by basing it on the Logic of Unity. An application to the array update problem is briefly discussed. 1
A Typed Calculus of Synchronous Processes
 In Proceedings of IEEE Symposium on Logic in Computer Science
, 1995
"... We propose a typed calculus of synchronous processes based on the structure of interaction categories. Our aim has been to develop a calculus for concurrency that is canonical in the sense that the typed calculus is canonical for functional computation. We show strong connections between syntax, lo ..."
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Cited by 56 (4 self)
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We propose a typed calculus of synchronous processes based on the structure of interaction categories. Our aim has been to develop a calculus for concurrency that is canonical in the sense that the typed calculus is canonical for functional computation. We show strong connections between syntax, logic and semantics, analogous to the familiar correspondence between the typed calculus, intuitionistic logic and cartesian closed categories. 1 Introduction T ypes are fundamental to the study of functional computation, for both theoretical and practical reasons. On the foundational side there are elegant connections between the typed calculus, intuitionistic logic and cartesian closed categories, leading to the Propositions as Types paradigm [14] and the development of categorical logic [9,17]. From a practical point of view, compiletime type reconstruction is a boon to the programmer in languages such as Standard ML and Haskell. Turning to concurrency, the situation is much less sati...
A Brief Guide to Linear Logic
, 1993
"... An overview of linear logic is given, including an extensive bibliography and a simple example of the close relationship between linear logic and computation. ..."
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Cited by 53 (8 self)
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An overview of linear logic is given, including an extensive bibliography and a simple example of the close relationship between linear logic and computation.
Concurrent Games and Full Completeness
, 1998
"... A new concurrent form of game semantics is introduced. This overcomes the problems which had arisen with previous, sequential forms of game semantics in modelling Linear Logic. It also admits an elegant and robust formalization. A Full Completeness Theorem for MultiplicativeAdditive Linear Logic is ..."
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Cited by 50 (17 self)
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A new concurrent form of game semantics is introduced. This overcomes the problems which had arisen with previous, sequential forms of game semantics in modelling Linear Logic. It also admits an elegant and robust formalization. A Full Completeness Theorem for MultiplicativeAdditive Linear Logic is proved for this semantics. 1 Introduction This paper contains two main contributions: ffl the introduction of a new form of game semantics, which we call concurrent games. ffl a proof of full completeness of this semantics for MultiplicativeAdditive Linear Logic. We explain the significance of each of these in turn. Concurrent games Traditional forms of game semantics which have appeared in logic and computer science have been sequential in format: a play of the game is formalized as a sequence of moves. The key feature of this sequential format is the existence of a global schedule (or polarization) : in each (finite) position, it is (exactly) one player's turn to move 1 . This seq...
Geometry of Interaction and Linear Combinatory Algebras
, 2000
"... this paper was quite di#erent, stemming from the axiomatics of categories of tangles (although the authors were aware of possible connections to iteration theories. In fact, similar axiomatics in the symmetric case, motivated by flowcharts and "flownomials" had been developed some years earlier by S ..."
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Cited by 44 (10 self)
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this paper was quite di#erent, stemming from the axiomatics of categories of tangles (although the authors were aware of possible connections to iteration theories. In fact, similar axiomatics in the symmetric case, motivated by flowcharts and "flownomials" had been developed some years earlier by Stefanescu (Stefanescu 2000).) However, the first author realized, following a stimulating discussion with Gordon Plotkin, that traced monoidal categories provided a common denominator for the axiomatics of both the Girardstyle and AbramskyJagadeesanstyle versions of the Geometry of Interaction, at the basic level of the multiplicatives. This insight was presented in (Abramsky 1996), in which Girardstyle GoI was dubbed "particlestyle", since it concerns information particles or tokens flowing around a network, while the AbramskyJagadeesan style GoI was dubbed "wavestyle", since it concerns the evolution of a global information state or "wave". Formally, this distinction is based on whether the tensor product (i.e. the symmetric monoidal structure) in the underlying category is interpreted as a coproduct (particle style) or as a product (wave style). This computational distinction between coproduct and product interpretations of the same underlying network geometry turned out to have been partially anticipated, in a rather di#erent context, in a pioneering paper by E. S. Bainbridge (Bainbridge 1976), as observed by Dusko Pavlovic. These two forms of interpretation, and ways of combining them, have also been studied recently in (Stefanescu 2000). He uses the terminology "additive" for coproductbased (i.e. our "particlestyle") and "multiplicative" for productbased (i.e. our "wavestyle"); this is not suitable for our purposes, because of the clash with Linear Logic term...
Applications of Linear Logic to Computation: An Overview
, 1993
"... This paper is an overview of existing applications of Linear Logic (LL) to issues of computation. After a substantial introduction to LL, it discusses the implications of LL to functional programming, logic programming, concurrent and objectoriented programming and some other applications of LL, li ..."
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Cited by 41 (3 self)
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This paper is an overview of existing applications of Linear Logic (LL) to issues of computation. After a substantial introduction to LL, it discusses the implications of LL to functional programming, logic programming, concurrent and objectoriented programming and some other applications of LL, like semantics of negation in LP, nonmonotonic issues in AI planning, etc. Although the overview covers pretty much the stateoftheart in this area, by necessity many of the works are only mentioned and referenced, but not discussed in any considerable detail. The paper does not presuppose any previous exposition to LL, and is addressed more to computer scientists (probably with a theoretical inclination) than to logicians. The paper contains over 140 references, of which some 80 are about applications of LL. 1 Linear Logic Linear Logic (LL) was introduced in 1987 by Girard [62]. From the very beginning it was recognized as relevant to issues of computation (especially concurrency and stat...
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 ..."
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Cited by 31 (3 self)
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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.