8 research outputs found

    The Geometry of Synchronization (Long Version)

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    We graft synchronization onto Girard's Geometry of Interaction in its most concrete form, namely token machines. This is realized by introducing proof-nets for SMLL, an extension of multiplicative linear logic with a specific construct modeling synchronization points, and of a multi-token abstract machine model for it. Interestingly, the correctness criterion ensures the absence of deadlocks along reduction and in the underlying machine, this way linking logical and operational properties.Comment: 26 page

    The Geometry of Concurrent Interaction: Handling Multiple Ports by Way of Multiple Tokens (Long Version)

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    We introduce a geometry of interaction model for Mazza's multiport interaction combinators, a graph-theoretic formalism which is able to faithfully capture concurrent computation as embodied by process algebras like the π\pi-calculus. The introduced model is based on token machines in which not one but multiple tokens are allowed to traverse the underlying net at the same time. We prove soundness and adequacy of the introduced model. The former is proved as a simulation result between the token machines one obtains along any reduction sequence. The latter is obtained by a fine analysis of convergence, both in nets and in token machines

    On Higher-Order Cryptography

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    Type-two constructions abound in cryptography: adversaries for encryption and authentication schemes, if active, are modeled as algorithms having access to oracles, i.e. as second-order algorithms. But how about making cryptographic schemes themselves higher-order? This paper gives an answer to this question, by first describing why higher-order cryptography is interesting as an object of study, then showing how the concept of probabilistic polynomial time algorithm can be generalized so as to encompass algorithms of order strictly higher than two, and finally proving some positive and negative results about the existence of higher-order cryptographic primitives, namely authentication schemes and pseudorandom functions

    On the Relation of Interaction Semantics to Continuations and Defunctionalization

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    In game semantics and related approaches to programming language semantics, programs are modelled by interaction dialogues. Such models have recently been used in the design of new compilation methods, e.g. for hardware synthesis or for programming with sublinear space. This paper relates such semantically motivated non-standard compilation methods to more standard techniques in the compilation of functional programming languages, namely continuation passing and defunctionalization. We first show for the linear {\lambda}-calculus that interpretation in a model of computation by interaction can be described as a call-by-name CPS-translation followed by a defunctionalization procedure that takes into account control-flow information. We then establish a relation between these two compilation methods for the simply-typed {\lambda}-calculus and end by considering recursion

    Foundations of Software Science and Computation Structures

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    This open access book constitutes the proceedings of the 24th International Conference on Foundations of Software Science and Computational Structures, FOSSACS 2021, which was held during March 27 until April 1, 2021, as part of the European Joint Conferences on Theory and Practice of Software, ETAPS 2021. The conference was planned to take place in Luxembourg and changed to an online format due to the COVID-19 pandemic. The 28 regular papers presented in this volume were carefully reviewed and selected from 88 submissions. They deal with research on theories and methods to support the analysis, integration, synthesis, transformation, and verification of programs and software systems

    Abstract machines for game semantics, revisited

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    Abstract—We define new abstract machines for game semantics which correspond to networks of conventional computers, and can be used as an intermediate representation for compilation targeting distributed systems. This is achieved in two steps. First we introduce the HRAM, a Heap and Register Abstract Machine, an abstraction of a conventional computer, which can be structured into HRAM nets, an abstract point-topoint network model. HRAMs are multi-threaded and subsume Machines (GAM), are HRAMs with additional structure at the interface level, but no special operational capabilities. We show that GAMs cannot be naively composed, but composition must be mediated using appropriate HRAM combinators. HRAMs are flexible enough to allow the representation of game models for languages with state (non-innocent games) or concurrency (nonalternating games). We illustrate the potential of this technique by implementing a toy distributed compiler for ICA, a higherorder programming language with shared state concurrency, thus significantly extending our previous distributed PCF compiler. We show that compilation is sound and memory-safe, i.e. no (distributed or local) garbage collection is necessary. I
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