234 research outputs found

    A Comparison of Petri Net Semantics under the Collective Token Philosophy

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    In recent years, several semantics for place/transition Petri nets have been proposed that adopt the collective token philosophy. We investigate distinctions and similarities between three such models, namely configuration structures, concurrent transition systems, and (strictly) symmetric (strict) monoidal categories. We use the notion of adjunction to express each connection. We also present a purely logical description of the collective token interpretation of net behaviours in terms of theories and theory morphisms in partial membership equational logic

    Deriving Bisimulation Congruences: A 2-Categorical Approach

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    We introduce G-relative-pushouts (GRPO) which are a 2-categorical generalisation of relative-pushouts (RPO). They are suitable for deriving labelled transition systems (LTS) for process calculi where terms are viewed modulo structural congruence. We develop their basic properties and show that bisimulation on the LTS derived via GRPOs is a congruence, provided that sufficiently many GRPOs exist. The theory is applied to a simple subset of CCS and the resulting LTS is compared to one derived using a procedure proposed by Sewell

    Deriving Bisimulation Congruences using 2-Categories

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    We introduce G-relative-pushouts (GRPO) which are a 2-categorical generalisation of relative-pushouts (RPO). They are suitable for deriving labelled transition systems (LTS) for process calculi where terms are viewed modulo structural congruence. We develop their basic properties and show that bisimulation on the LTS derived via GRPOs is a congruence, provided that sufficiently many GRPOs exist. The theory is applied to a simple subset of CCS and the resulting LTS is compared to one derived using a procedure proposed by Sewell

    Decorated Cospans

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    Let C\mathcal C be a category with finite colimits, writing its coproduct ++, and let (D,)(\mathcal D, \otimes) be a braided monoidal category. We describe a method of producing a symmetric monoidal category from a lax braided monoidal functor F:(C,+)(D,)F: (\mathcal C,+) \to (\mathcal D, \otimes), and of producing a strong monoidal functor between such categories from a monoidal natural transformation between such functors. The objects of these categories, our so-called `decorated cospan categories', are simply the objects of C\mathcal C, while the morphisms are pairs comprising a cospan XNYX \rightarrow N \leftarrow Y in C\mathcal C together with an element 1FN1 \to FN in D\mathcal D. Moreover, decorated cospan categories are multigraph categories---each object is equipped with a special commutative Frobenius monoid---and their functors preserve this structure.Comment: 25 page

    Behavioural equivalences for timed systems

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    Timed transition systems are behavioural models that include an explicit treatment of time flow and are used to formalise the semantics of several foundational process calculi and automata. Despite their relevance, a general mathematical characterisation of timed transition systems and their behavioural theory is still missing. We introduce the first uniform framework for timed behavioural models that encompasses known behavioural equivalences such as timed bisimulations, timed language equivalences as well as their weak and time-abstract counterparts. All these notions of equivalences are naturally organised by their discriminating power in a spectrum. We prove that this result does not depend on the type of the systems under scrutiny: it holds for any generalisation of timed transition system. We instantiate our framework to timed transition systems and their quantitative extensions such as timed probabilistic systems

    Innocent strategies as presheaves and interactive equivalences for CCS

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    Seeking a general framework for reasoning about and comparing programming languages, we derive a new view of Milner's CCS. We construct a category E of plays, and a subcategory V of views. We argue that presheaves on V adequately represent innocent strategies, in the sense of game semantics. We then equip innocent strategies with a simple notion of interaction. This results in an interpretation of CCS. Based on this, we propose a notion of interactive equivalence for innocent strategies, which is close in spirit to Beffara's interpretation of testing equivalences in concurrency theory. In this framework we prove that the analogues of fair and must testing equivalences coincide, while they differ in the standard setting.Comment: In Proceedings ICE 2011, arXiv:1108.014

    Full abstraction for fair testing in CCS (expanded version)

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    In previous work with Pous, we defined a semantics for CCS which may both be viewed as an innocent form of presheaf semantics and as a concurrent form of game semantics. We define in this setting an analogue of fair testing equivalence, which we prove fully abstract w.r.t. standard fair testing equivalence. The proof relies on a new algebraic notion called playground, which represents the `rule of the game'. From any playground, we derive two languages equipped with labelled transition systems, as well as a strong, functional bisimulation between them.Comment: 80 page

    Programming Languages and Systems

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    This open access book constitutes the proceedings of the 31st European Symposium on Programming, ESOP 2022, which was held during April 5-7, 2022, in Munich, Germany, as part of the European Joint Conferences on Theory and Practice of Software, ETAPS 2022. The 21 regular papers presented in this volume were carefully reviewed and selected from 64 submissions. They deal with fundamental issues in the specification, design, analysis, and implementation of programming languages and systems

    Resource modalities in game semantics

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    The description of resources in game semantics has never achieved the simplicity and precision of linear logic, because of a misleading conception: the belief that linear logic is more primitive than game semantics. We advocate instead the contrary: that game semantics is conceptually more primitive than linear logic. Starting from this revised point of view, we design a categorical model of resources in game semantics, and construct an arena game model where the usual notion of bracketing is extended to multi- bracketing in order to capture various resource policies: linear, affine and exponential
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