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    Inductive and Functional Types in Ludics

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    Ludics is a logical framework in which types/formulas are modelled by sets of terms with the same computational behaviour. This paper investigates the representation of inductive data types and functional types in ludics. We study their structure following a game semantics approach. Inductive types are interpreted as least fixed points, and we prove an internal completeness result giving an explicit construction for such fixed points. The interactive properties of the ludics interpretation of inductive and functional types are then studied. In particular, we identify which higher-order functions types fail to satisfy type safety, and we give a computational explanation

    Types inductifs, fonctionnels et non-linéaires en ludique

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    This thesis investigates the types of ludics. Within the context of the Curry–Howard correspondence,l udics is a framework in which the dynamic aspects of both logic and programming can be studied. The basic objects, called designs, are untyped infinitary proofs that can also beseen as strategies from the perspective of game semantics, and a type or behaviour is a set of designs well-behaved with respect to interaction. We are interested in observing the interactive properties of behaviours. Our attention is particularly focused on behaviours representing the types of data and functions, and on non-linear behaviours which allow the duplication of objects. A new internal completeness result for infinite unions unveils the structure of inductive data types. Thanks to an analysis of the visitable paths, i.e., the possible execution traces, we prove that inductive and functional behaviours are regular, paving the way for a characterisation of MALL in ludics. We also show that a functional behaviour is pure, a property ensuring the safety of typing, if and only if it is not a type of functions taking functions as argument. Finally,we set the bases for a precise study of non-linearity in ludics by recovering a form of internal completeness and discussing the visitable paths.Cette thĂšse est consacrĂ©e Ă  une exploration des types de la ludique. S’inscrivant dans un contexte marquĂ© par la correspondance de Curry–Howard, la ludique est un cadre permettant d’étudier l’aspect dynamique de la logique et de la programmation. Les objets de base, appelĂ©s desseins, sont des preuves infinitaires non-typĂ©es qui peuvent Ă©galement ĂȘtre vues comme des stratĂ©gies sous l’angle de la sĂ©mantique des jeux, et un type ou comportement est un ensemble de desseins se conduisant de la mĂȘme maniĂšre du point de vue de l’interaction. On s’intĂ©resse aux propriĂ©tĂ©s interactives des comportements. Notre attention se porte en particulier sur les comportements reprĂ©sentant les types de donnĂ©es et de fonctions, et sur les comportements non-linĂ©aires qui permettent la duplication d’objets. Un nouveau rĂ©sultat de complĂ©tude interne pour les unions infinies dĂ©voile la structure des types de donnĂ©es inductifs. GrĂące Ă  une analyse des chemins visitables,c’est-Ă -dire des possibles traces d’exĂ©cution, on prouve que les comportements inductifs et fonctionnels sont rĂ©guliers, ouvrant la voie pour une caractĂ©risation de MALL en ludique. On montre Ă©galement qu’un comportement fonctionnel est pur, une propriĂ©tĂ© garantissant la sĂ»retĂ© du typage, si et seulement si ce n’est pas un type de fonctions prenant des fonctions en argument. Enfin, on pose les bases d’une Ă©tude prĂ©cise de la non-linĂ©aritĂ© en ludique en retrouvant une forme de complĂ©tude interne et en discutant des chemins visitables
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