10 research outputs found

    Preface

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    Overview of the contents of "Foundations of Software Science and Computational Structures: Selected papers from FOSSACS 2005

    Beyond Language Equivalence on Visibly Pushdown Automata

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    We study (bi)simulation-like preorder/equivalence checking on the class of visibly pushdown automata and its natural subclasses visibly BPA (Basic Process Algebra) and visibly one-counter automata. We describe generic methods for proving complexity upper and lower bounds for a number of studied preorders and equivalences like simulation, completed simulation, ready simulation, 2-nested simulation preorders/equivalences and bisimulation equivalence. Our main results are that all the mentioned equivalences and preorders are EXPTIME-complete on visibly pushdown automata, PSPACE-complete on visibly one-counter automata and P-complete on visibly BPA. Our PSPACE lower bound for visibly one-counter automata improves also the previously known DP-hardness results for ordinary one-counter automata and one-counter nets. Finally, we study regularity checking problems for visibly pushdown automata and show that they can be decided in polynomial time.Comment: Final version of paper, accepted by LMC

    On the Learnability of Programming Language Semantics

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    This is the final version of the article. Available from ICE via the DOI in this record.Game semantics is a powerful method of semantic analysis for programming languages. It gives mathematically accurate models ("fully abstract") for a wide variety of programming languages. Game semantic models are combinatorial characterisations of all possible interactions between a term and its syntactic context. Because such interactions can be concretely represented as sets of sequences, it is possible to ask whether they can be learned from examples. Concretely, we are using long short-term memory neural nets (LSTM), a technique which proved effective in learning natural languages for automatic translation and text synthesis, to learn game-semantic models of sequential and concurrent versions of Idealised Algol (IA), which are algorithmically complex yet can be concisely described. We will measure how accurate the learned models are as a function of the degree of the term and the number of free variables involved. Finally, we will show how to use the learned model to perform latent semantic analysis between concurrent and sequential Idealised Algol

    On the Learnability of Programming Language Semantics

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    Game semantics is a powerful method of semantic analysis for programming languages. It gives mathematically accurate models ("fully abstract") for a wide variety of programming languages. Game semantic models are combinatorial characterisations of all possible interactions between a term and its syntactic context. Because such interactions can be concretely represented as sets of sequences, it is possible to ask whether they can be learned from examples. Concretely, we are using long short-term memory neural nets (LSTM), a technique which proved effective in learning natural languages for automatic translation and text synthesis, to learn game-semantic models of sequential and concurrent versions of Idealised Algol (IA), which are algorithmically complex yet can be concisely described. We will measure how accurate the learned models are as a function of the degree of the term and the number of free variables involved. Finally, we will show how to use the learned model to perform latent semantic analysis between concurrent and sequential Idealised Algol.Comment: In Proceedings ICE 2017, arXiv:1711.1070

    Decidability and syntactic control of interference

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    AbstractWe investigate the decidability of observational equivalence and approximation in Reynolds’ “Syntactic Control of Interference” (SCI), a prototypical functional-imperative language in which covert interference between functions and their arguments is prevented by the use of an affine typing discipline.By associating denotations of terms in a fully abstract “relational” model of finitary basic SCI (due to Reddy) with multitape finite state automata, we show that observational approximation is not decidable (even at first order), but that observational equivalence is decidable for all terms.We then consider the same problems for basic SCI extended with non-local control in the form of backwards jumps. We show that both observational approximation and observational equivalence are decidable in this “observably sequential” version of the language by describing a fully abstract games model in which strategies are regular languages

    Third-order Idealized Algol with iteration is decidable

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    The problems of contextual equivalence and approximation are studied for the third-order fragment of Idealized Algol with iteration (IA*3). They are approached via a combination of game semantics and language theory. It is shown that for each IA*3-term one can construct a pushdown automaton recognizing a representation of the strategy induced by the term. The automata have some additional properties ensuring that the associated equivalence and inclusion problems are solvable in PTIME. This gives an EXPTIME decision procedure for the problems of contextual equivalence and approximation for beta -normal terms. EXPTIME-hardness of the problems, even for terms without iteration, is also shown.Copyright 2007 Elsevier B.V. All rights reserved. Re-use of this article is permitted in accordance with the Terms and Conditions set out at http://www.elsevier.com/open-access/userlicense/1.0

    The Safe Lambda Calculus

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    Safety is a syntactic condition of higher-order grammars that constrains occurrences of variables in the production rules according to their type-theoretic order. In this paper, we introduce the safe lambda calculus, which is obtained by transposing (and generalizing) the safety condition to the setting of the simply-typed lambda calculus. In contrast to the original definition of safety, our calculus does not constrain types (to be homogeneous). We show that in the safe lambda calculus, there is no need to rename bound variables when performing substitution, as variable capture is guaranteed not to happen. We also propose an adequate notion of beta-reduction that preserves safety. In the same vein as Schwichtenberg's 1976 characterization of the simply-typed lambda calculus, we show that the numeric functions representable in the safe lambda calculus are exactly the multivariate polynomials; thus conditional is not definable. We also give a characterization of representable word functions. We then study the complexity of deciding beta-eta equality of two safe simply-typed terms and show that this problem is PSPACE-hard. Finally we give a game-semantic analysis of safety: We show that safe terms are denoted by `P-incrementally justified strategies'. Consequently pointers in the game semantics of safe lambda-terms are only necessary from order 4 onwards

    Thin Games with Symmetry and Concurrent Hyland-Ong Games

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    We build a cartesian closed category, called Cho, based on event structures. It allows an interpretation of higher-order stateful concurrent programs that is refined and precise: on the one hand it is conservative with respect to standard Hyland-Ong games when interpreting purely functional programs as innocent strategies, while on the other hand it is much more expressive. The interpretation of programs constructs compositionally a representation of their execution that exhibits causal dependencies and remembers the points of non-deterministic branching.The construction is in two stages. First, we build a compact closed category Tcg. It is a variant of Rideau and Winskel's category CG, with the difference that games and strategies in Tcg are equipped with symmetry to express that certain events are essentially the same. This is analogous to the underlying category of AJM games enriching simple games with an equivalence relations on plays. Building on this category, we construct the cartesian closed category Cho as having as objects the standard arenas of Hyland-Ong games, with strategies, represented by certain events structures, playing on games with symmetry obtained as expanded forms of these arenas.To illustrate and give an operational light on these constructions, we interpret (a close variant of) Idealized Parallel Algol in Cho
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