27 research outputs found

    Fragments of ML Decidable by Nested Data Class Memory Automata

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    The call-by-value language RML may be viewed as a canonical restriction of Standard ML to ground-type references, augmented by a "bad variable" construct in the sense of Reynolds. We consider the fragment of (finitary) RML terms of order at most 1 with free variables of order at most 2, and identify two subfragments of this for which we show observational equivalence to be decidable. The first subfragment consists of those terms in which the P-pointers in the game semantic representation are determined by the underlying sequence of moves. The second subfragment consists of terms in which the O-pointers of moves corresponding to free variables in the game semantic representation are determined by the underlying moves. These results are shown using a reduction to a form of automata over data words in which the data values have a tree-structure, reflecting the tree-structure of the threads in the game semantic plays. In addition we show that observational equivalence is undecidable at every third- or higher-order type, every second-order type which takes at least two first-order arguments, and every second-order type (of arity greater than one) that has a first-order argument which is not the final argument

    Conway games, algebraically and coalgebraically

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    Using coalgebraic methods, we extend Conway's theory of games to possibly non-terminating, i.e. non-wellfounded games (hypergames). We take the view that a play which goes on forever is a draw, and hence rather than focussing on winning strategies, we focus on non-losing strategies. Hypergames are a fruitful metaphor for non-terminating processes, Conway's sum being similar to shuffling. We develop a theory of hypergames, which extends in a non-trivial way Conway's theory; in particular, we generalize Conway's results on game determinacy and characterization of strategies. Hypergames have a rather interesting theory, already in the case of impartial hypergames, for which we give a compositional semantics, in terms of a generalized Grundy-Sprague function and a system of generalized Nim games. Equivalences and congruences on games and hypergames are discussed. We indicate a number of intriguing directions for future work. We briefly compare hypergames with other notions of games used in computer science.Comment: 30 page

    Focusing in Asynchronous Games

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    Game semantics provides an interactive point of view on proofs, which enables one to describe precisely their dynamical behavior during cut elimination, by considering formulas as games on which proofs induce strategies. We are specifically interested here in relating two such semantics of linear logic, of very different flavor, which both take in account concurrent features of the proofs: asynchronous games and concurrent games. Interestingly, we show that associating a concurrent strategy to an asynchronous strategy can be seen as a semantical counterpart of the focusing property of linear logic

    Bounded linear types in a resource semiring

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    Abstract. Bounded linear types have proved to be useful for automated resource analysis and control in functional programming languages. In this paper we introduce a bounded linear typing discipline on a general notion of resource which can be modeled in a semiring. For this type system we provide both a general type-inference procedure, parameter-ized by the decision procedure of the semiring equational theory, and a (coherent) categorical semantics. This could be a useful type-theoretic and denotational framework for resource-sensitive compilation, and it represents a generalization of several existing type systems. As a non-trivial instance, motivated by hardware compilation, we present a com-plex new application to calculating and controlling timing of execution in a (recursion-free) higher-order functional programming language with local store. 1 Resource-aware types and semantics The two important things about a computer program are what it computes an

    Leaving the Nest: Nominal Techniques for Variables with Interleaving Scopes

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    Contains fulltext : 143746.pdf (publisher's version ) (Open Access)CSL 2015 : 24th EACSL Annual Conference on Computer Science Logic, September 7-10, Berlin, German

    Synchronous Game Semantics via Round Abstraction

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    Abstract. A synchronous game semantics—one in which several moves may occur simultaneously—is derived from a conventional (sequential) game semantics using a round abstraction algorithm. We choose the programming language Syntactic Control of Interference and McCusker’s fully abstract relational model as a convenient starting point and derive a synchronous game model first by refining the relational semantics into a trace semantics, then applying a round abstraction to it. We show that the resulting model is sound but not fully abstract. This work is practically motivated by applications to hardware synthesis via game semantics.
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