153 research outputs found
Ludics and its Applications to natural Language Semantics
Proofs, in Ludics, have an interpretation provided by their counter-proofs,
that is the objects they interact with. We follow the same idea by proposing
that sentence meanings are given by the counter-meanings they are opposed to in
a dialectical interaction. The conception is at the intersection of a
proof-theoretic and a game-theoretic accounts of semantics, but it enlarges
them by allowing to deal with possibly infinite processes
Ludics without Designs I: Triads
In this paper, we introduce the concept of triad. Using this notion, we
study, revisit, discover and rediscover some basic properties of ludics from a
very general point of view.Comment: In Proceedings LINEARITY 2014, arXiv:1502.0441
Introduction to linear logic and ludics, part II
This paper is the second part of an introduction to linear logic and ludics,
both due to Girard. It is devoted to proof nets, in the limited, yet central,
framework of multiplicative linear logic and to ludics, which has been recently
developped in an aim of further unveiling the fundamental interactive nature of
computation and logic. We hope to offer a few computer science insights into
this new theory
Sequentiality vs. Concurrency in Games and Logic
Connections between the sequentiality/concurrency distinction and the
semantics of proofs are investigated, with particular reference to games and
Linear Logic.Comment: 35 pages, appeared in Mathematical Structures in Computer Scienc
Ludics, dialogue and inferentialism
In this paper, we try to show that Ludics, a (pre-)logical framework invented by J-Y. Girard, enables us to rethink some of the relationships between Philosophy, Semantics and Pragmatics. In particular, Ludics helps to shed light on the nature of dialogue and to articulate features of Brandom\u27s inferentialism
Inferences and Dialogues in Ludics
International audience– We propose to use Ludics as a unified framework for the analysis of dialogue and as a reasoning system. Not only Ludics gives a denotational semantics for Linear Logic, but it uses interaction as a primitive notion. We first sketch a model for pragmatical and rhetorical aspects of dialogue after a brief review of the way the interactive aspect of dialogue may be represented in Ludics. Then we show how taking into account inferences that occur during a dialogue, with respect to a ISU-like model of dialogue. Through various examples we give an analysis of deductive inferences as well as processes making facts explicit that take place during knowledge updating
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