2 research outputs found

    Information, Processes and Games

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    We survey the prospects for an Information Dynamics which can serve as the basis for a fundamental theory of information, incorporating qualitative and structural as well as quantitative aspects. We motivate our discussion with some basic conceptual puzzles: how can information increase in computation, and what is it that we are actually computing in general? Then we survey a number of the theories which have been developed within Computer Science, as partial exemplifications of the kind of fundamental theory which we seek: including Domain Theory, Dynamic Logic, and Process Algebra. We look at recent work showing new ways of combining quantitative and qualitative theories of information, as embodied respectively by Domain Theory and Shannon Information Theory. Then we look at Game Semantics and Geometry of Interaction, as examples of dynamic models of logic and computation in which information flow and interaction are made central and explicit. We conclude by looking briefly at some key issues for future progress.Comment: Appeared in Philosophy of Information, vol. 8 of Handbook of the Philosophy of Science, edited by Dov Gabbay and John Woods. arXiv admin note: substantial text overlap with arXiv:quant-ph/0312044 by other author

    Interlanguages and synchronic models of computation

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    A novel language system has given rise to promising alternatives to standard formal and processor network models of computation. An interstring linked with a abstract machine environment, shares sub-expressions, transfers data, and spatially allocates resources for the parallel evaluation of dataflow. Formal models called the a-Ram family are introduced, designed to support interstring programming languages (interlanguages). Distinct from dataflow, graph rewriting, and FPGA models, a-Ram instructions are bit level and execute in situ. They support sequential and parallel languages without the space/time overheads associated with the Turing Machine and l-calculus, enabling massive programs to be simulated. The devices of one a-Ram model, called the Synchronic A-Ram, are fully connected and simpler than FPGA LUT's. A compiler for an interlanguage called Space, has been developed for the Synchronic A-Ram. Space is MIMD. strictly typed, and deterministic. Barring memory allocation and compilation, modules are referentially transparent. At a high level of abstraction, modules exhibit a state transition system, aiding verification. Data structures and parallel iteration are straightforward to implement, and allocations of sub-processes and data transfers to resources are implicit. Space points towards highly connected architectures called Synchronic Engines, that scale in a GALS manner. Synchronic Engines are more general purpose than systolic arrays and GPUs, and bypass programmability and conflict issues associated with multicores
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