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% Custom packages
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\usepackage{leftrule_theorems}
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\usepackage{math}
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\usepackage{concurgames}
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\newcommand{\qtodo}[1]{\colorbox{orange}{\textcolor{blue}{#1}}}
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\newcommand{\todo}[1]{\colorbox{orange}{\qtodo{\textbf{TODO:} #1}}}
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2016-07-18 13:27:55 +02:00
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\author{Théophile \textsc{Bastian}, supervised by Glynn \textsc{Winskel}
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and Pierre \textsc{Clairambault} \\
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\begin{small}Cambridge University\end{small}}
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\title{Internship report\\Concurrent games as event structures}
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\date{June-July 2016}
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\begin{document}
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\maketitle
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\todo{abstract}
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\tableofcontents
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2016-08-08 14:44:07 +02:00
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\section{Introduction}
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2016-08-08 19:49:31 +02:00
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Game semantics are a kind of operational semantics in which a program's
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behaviour is abstracted as a two-players game, in which Player plays for the
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program and Opponent plays for the environment of the program (the user, the
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operating system, \ldots). The execution of a program, in this formalism, is
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then represented as a succession of moves. For instance, the user pressing a
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key on the keyboard would be a move of Opponent, to which Player could react by
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triggering the corresponding action (\eg{} adding the corresponding letter in a
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text field).
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Game semantics emerged mostly with~\cite{hyland2000pcf}
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and~\cite{abramsky2000pcf}, independently establishing a fully-abstract model
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for PCF using game semantics, while ``classic'' semantics had failed to provide
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a fully-abstract, reasonable and satisfying model. But this field mostly gained
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in notoriety with the development of techniques to capture additional
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programming languages constructions, among which references
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handling~\cite{abramsky1996linearity}, followed by higher-order
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references~\cite{abramsky1998references}, allowing to model languages with side
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effects; or exception handling~\cite{laird2001exceptions}. Until then, the
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field has been deeply explored, providing a wide range of such constructions in
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the literature.
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A success of game semantics is to provide \emph{compositional} and
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\emph{syntax-free} semantics. \qtodo{why?}
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\section{Existing work}
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My work is set in the context of a wider theory, the basics of which are
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necessary to understand properly what follows. It is the purpose of this
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section to bring light upon this theory.
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The general work of the team I was working in could be described as
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``concurrent games as event structures'', that is, using the \textit{event
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structures} formalism to describe concurrent games, instead of the more
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traditional approach of \emph{tree-like games} (``Player plays $A$, then
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Opponent plays $B$, thus reaching the configuration $A \cdot B$'').
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\subsection{Informal approach}
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2016-07-21 19:10:02 +02:00
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The traditional approach to concurrent games is to represent them as
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\emph{tree-like games}. If the considered game consists in three moves, namely
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$A$, $B$ and $C$, where $A$ can be played by Opponent and the others by Player
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\emph{after} Opponent has played $A$, that means that the states of the game
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will be $\epsilon$, $A$, $A \cdot B$ and $A \cdot C$, which corresponds to the
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game tree
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\[
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\begin{tikzpicture}
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\node (1) [ellipse] {A} ;
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\node (2) [below left of=1, ellipse] {B};
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\node (3) [below right of=1, ellipse] {C};
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\path [->]
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(1) edge (2)
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edge (3);
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\end{tikzpicture}
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\]
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This can of course be used to describe much larger games, and is often useful
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to reason concurrently, since the causal histories appear clearly: the possible
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states of the game can be read easily by concatenating the events that are on a
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same branch.
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But it also has the major drawback of growing exponentially in size: let us
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consider a game in which Opponent must play $A$ and $B$ in no particular order
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before Player can play $C$. The corresponding tree-like game would be
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\[
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\begin{tikzpicture}
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\node (11) {$A_1$};
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\node (21) [below of=11] {$B_1$};
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\node (31) [below of=21] {$C_1$};
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\node (22) [right of=11] {$B_2$};
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\node (12) [below of=22] {$A_2$};
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\node (32) [below of=12] {$C_2$};
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\path [->]
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(11) edge (21)
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(21) edge (31)
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(22) edge (12)
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(12) edge (32);
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\end{tikzpicture}
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\]
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This problem motivated the (still marginal) introduction of \emph{event
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structures} as a formalism to describe such games. Informally, an event
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structure is a partial order $\leq$ on \emph{events} (here, the game's moves),
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alongside with a \emph{consistency} relation.
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The relation $e_1 \leq e_2$ means that $e_1$ must have been played before $e_2$
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can be played, while the consistency relation states which events can occur
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together in a same game. For instance, the previous game would have all its
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events consistent with one another and its Hasse diagram would look like
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\[
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\begin{tikzpicture}
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\node (1) {A};
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\node (2) [right of=1] {B};
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\node (3) [below left of=1, below right of=2] {C};
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\path[->]
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(1) edge (3)
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(2) edge (3);
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\end{tikzpicture}
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\]
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\subsection{Event structures}
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\begin{definition}[event structure]
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An \emph{event structure}~\cite{winskel1986event} is a pair
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$(E, \leq_E, \con_E)$, where $E$ is a
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set of \emph{events}, $\leq_E$ is a partial order on $E$ and
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$\con_E \subseteq \powerset_F(E)$ is a set of \emph{consistent events}.
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The partial order $\leq_E$ naturally induces a binary relation $\edgeArrow$
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over $E$ that is defined as the transitive reduction of $\leq_E$.
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\end{definition}
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In this context, the right intuition of event structures is a set of events
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that can occur, the players' moves, alongside with a partial order stating that
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a given move cannot occur before another move, and a consistency relation
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indicating whether a given set of moves can occur in the same instance of the
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game.
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The consistency relation is often replaced by a weaker \emph{conflict} binary
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relation $\confl$ indicating that two events cannot occur together.
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2016-07-20 00:26:19 +02:00
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During this internship, my work was essentially carried on event structures
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without conflicts. Thus, the consistency set is not relevant and will be
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omitted in what follows, but one can refer to~\cite{castellan2016concurrent}
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for the corresponding constructions with consistency sets.
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Event structures are often represented as a directed acyclic graph (DAG)
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where the vertices are the elements of $E$ and the edges are the transitive
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reduction of $\leq_E$; onto which the conflict relation is superimposed.
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\begin{definition}[event structure with polarities]
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An \emph{event structure with polarities} (\textit{ESP}) is an event
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structure $(E, \leq_E, \rho)$, where $\rho : E \to \set{+,-}$ is a
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function associating a \emph{polarity} to each event.
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\end{definition}
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In order to model games, this is used to represent whether a move is to be
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played by Player or Opponent.
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\begin{definition}[configuration]
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A \emph{configuration} of an ESP $A$ is a subset $X \subseteq A$
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that is \emph{down-closed}, \ie{} $\forall x \in X, \forall e \in E_A,
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e \leq_A x \implies e \in X$.
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$\config(A)$ is the set of configurations of $A$.
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\end{definition}
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2016-07-19 11:50:11 +02:00
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A configuration can thus be seen as a valid state of the game. $\config(A)$
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plays a major role in definitions and proofs on games and strategies.
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\begin{notation}
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For $x,y \in \config(A)$, $x \forkover{e} y$ states that $y = x \cup
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\set{e}$ (and that both are valid configurations). It is also possible to
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write $x \forkover{e}$, stating that $x \cup \set{e} \in \config(A)$, or $x
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\fork y$.
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\end{notation}
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\subsection{Concurrent games}
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\begin{definition}[game]
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A \emph{game} $A$ is an event structure with polarities. \\
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The dual game $A^\perp$ is the game $A$ where all the polarities in
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$\rho$ have been reversed.
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\end{definition}
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2016-07-19 11:50:11 +02:00
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For instance, one could imagine a game modeling the user interface of a coffee
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machine: Player is the coffee machine, while Opponent is a user coming to buy a
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drink.
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\begin{example}[Coffee machine]
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In this example (and all the following), a red-circled node has a negative
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polarity, while a green-circled one has a positive polarity.
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2016-08-08 14:44:07 +02:00
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Here, the game has only events, but no edges: nothing in the rules of the
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game constrains the program to behave in a certain way, only its
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\emph{strategy} will do that.
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\smallskip
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\includedot[scale=0.9]{coffeemachine.game}
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\captionof{figure}{Coffee machine game}
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The user can insert a coin, ask for a coffee or ask for a tea. The coffee
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machine can deliver a coffee or deliver a tea.
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\end{example}
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\begin{definition}[pre-strategy]
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A \emph{pre-strategy} $\sigma: S \to A$ is a total map of ESPs, where
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$A$ is the game on which the strategy plays, such that
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\begin{enumerate}[(i)]
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\item $\forall x \in \config(S), \sigma(x) \in \config(A)$;
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\item \textit{(local injectivity)} $\forall s,s' \in \config(S),
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\sigma(s) = \sigma(s') \implies s = s'$;
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\item $\forall s \in S, \rho_A(\sigma(s)) = \rho_S(s)$
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\end{enumerate}
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\end{definition}
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2016-07-19 11:50:11 +02:00
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\begin{example}[Coffee machine, cont.]
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Let's now define a possible \emph{pre-strategy} for our coffee machine
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example.
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\smallskip
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\begin{centering}
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\includedot{coffeemachine.strat}
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\captionof{figure}{Coffee machine strategy}
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\end{centering}
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This pre-strategy makes sense: the coffee machine software waits for the
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user to both put a coin and press ``coffee'' before delivering a coffee,
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and same goes for tea. Though, what happens if the user inserts a coin and
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presses \emph{both} buttons at the same time? Here, the coffee machine can
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dispense both drinks. This behavior is surely unwanted: one should add a
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conflict relation between coffee and tea, to ensure that only one of the
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two drinks can be dispensed. \end{example}
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\begin{definition}[strategy]
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A \emph{strategy} is a pre-strategy $\sigma : S \to A$ that
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``behaves well'', \ie{} that is
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\begin{enumerate}[(i)]
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\item\label{def:receptive}
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\textit{receptive}: for all $x \in \config(A)$ \st{}
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$\sigma(x) \forkover{e^-}$, $\exists! s \in S : \sigma(s) = a$;
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\item\label{def:courteous}
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\textit{courteous}: $\forall x \edgeArrow x' \in S,
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(\rho(x),\rho(x')) \neq (-,+) \implies
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\sigma(x) \edgeArrow \sigma(x')$.
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\end{enumerate}
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\end{definition}
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(\ref{def:receptive}) captures the idea that we should not force Opponent not to
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play one of its moves, while~(\ref{def:courteous}) states that unless a
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dependency relation is imposed by the games' rules, one can only make one of
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its moves depend on an Opponent move.
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2016-07-20 00:26:19 +02:00
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\subsection{Operations on games and strategies}
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\todo{intro}
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In this whole section, $E$ and $F$ denotes ESPs, $A$ and $B$ denotes games,
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$\sigma: S \to A$ and $\tau: T \to B$ denotes strategies.
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\begin{definition}[Parallel composition]
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The \emph{parallel composition} $E \parallel F$ of two ESPs is an ESP
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whose events are $\left(\set{0} \times E\right) \cup \left(\set{1} \times
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F\right)$ (the disjoint tagged union of the events of $E$ and $F$), and
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whose partial order is $\leq_E$ on $E$ and $\leq_F$ on $F$, with no
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relation between elements of $E$ and $F$.
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One can then naturally expand this definition to games (by preserving
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polarities) and to strategies.
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\end{definition}
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2016-07-18 12:50:51 +02:00
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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\section{Implementation of deterministic concurrent games}
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2016-07-18 13:15:09 +02:00
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\hfill\href{https://github.com/tobast/cam-strategies/}
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{\includegraphics[height=2em]{github32.png}~\raisebox{0.5em}{Github
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repository}}
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\vspace{1em}
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The first part of my internship mostly consisted --- apart from understanding
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the bibliography and the underlying concepts --- in the implementation of
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operations on \emph{deterministic} concurrent games, that is, concurrent games
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as event structures without conflicts. The work had to be done from scratch, as
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no one implemented this before.
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|
|
|
This implementation aims to provide
|
|
|
|
\begin{enumerate}[(i)]
|
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|
|
\item a --- more or less --- convenient way to input games/strategies;
|
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|
|
\item basic operations over those games and strategies: parallel
|
|
|
|
composition, pullback, interaction, composition, copycat, \ldots;
|
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|
|
\item a clean display as a Dot graph.
|
|
|
|
\end{enumerate}
|
|
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|
\subsection{Structures}
|
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|
The implementation aims to stay as close as possible to the mathematical model,
|
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|
|
while still providing quite efficient operations.
|
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|
2016-07-18 14:18:58 +02:00
|
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|
As we do not handle non-determinism, an event structure can be easily
|
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|
|
represented as a DAG in memory. The actual representation that was chosen is a
|
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|
set of nodes, each containing (as well as a few other information) a list of
|
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|
incoming and outgoing edges.
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|
2016-07-18 14:43:49 +02:00
|
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|
A \emph{game} is, in the literature, a simple ESP\@. However, to provide
|
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|
interaction and composition operations, we have to somehow keep track of the
|
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|
|
parallel compositions that were used to reach this game: if the user wants to
|
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|
|
compose strategies on $A \strParallel B$ and $B \strParallel C$, we have to
|
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|
|
remember that those games were indeed parallel compositions of the right games,
|
2016-07-18 15:02:32 +02:00
|
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and not just a set where the events from, \eg, $A$ and $B$ are mixed. \\
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|
This information is kept in a tree, whose leaves are the base games that were
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|
put in parallel, and whose nodes represent a parallel composition operation.
|
2016-07-18 14:43:49 +02:00
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|
2016-08-08 14:44:07 +02:00
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|
Finally, a \emph{strategy} consists in a game and an ESP (the strategy itself),
|
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|
plus a map from the nodes of the strategy to the nodes of the game. This
|
|
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|
structure is really close to the mathematical definition of a strategy, and yet
|
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|
is only a lesser loss in efficiency.
|
2016-07-18 17:27:34 +02:00
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|
\subsection{Operations}
|
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|
The usual operations on games and strategies, namely \emph{parallel
|
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|
|
composition}, \emph{pullback}, \emph{interaction} and \emph{composition} are
|
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|
|
implemented in a very modular way: each operation is implemented in a functor,
|
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|
|
whose arguments are the other operations it makes use of, each coming with its
|
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|
|
signature. Thus, one can simply \lstocaml{open Operations.Canonical} to use the
|
|
|
|
canonical implementation, or define its own implementation, build it into an
|
|
|
|
\lstocaml{Operations} module (which has only a few lines of code) and then
|
|
|
|
open it. This is totally transparent to the user, who can use the same infix
|
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|
|
operators.
|
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|
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|
|
\subsubsection{Parallel composition}
|
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|
While the usual construction (\cite{castellan2016concurrent}) involves defining
|
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|
|
the events of $A \strParallel B$ as ${\set{0} \times A} \cup {\set{1}
|
|
|
|
\times B}$, the parallel composition of two strategies is here simply
|
|
|
|
represented as the union of both event structures, while altering the
|
|
|
|
composition tree.
|
|
|
|
|
|
|
|
\subsubsection{Pullback}
|
|
|
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|
|
Given two strategies on the same game, the pullback operation attempts to
|
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|
|
extract a ``common part'' of those two strategies. Intuitively, the pullback of
|
|
|
|
two strategies is ``what happens'' if those two strategies play together.
|
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|
|
|
|
The approach that was implemented (and that is used as
|
|
|
|
\lstocaml{Pullback.Canonical}) is a \emph{bottom-up} approach: iteratively, the
|
|
|
|
algorithm looks for an event that has no dependencies in both strategies, adds
|
|
|
|
it and removes the satisfied dependencies.\\
|
|
|
|
One could also imagine a \emph{top-bottom} approach, where the algorithm starts
|
|
|
|
working on the merged events of both strategies, then looks for causal loops
|
|
|
|
and removes every event involved.
|
|
|
|
|
|
|
|
\subsubsection{Interaction}
|
|
|
|
|
|
|
|
Once the previous operations are implemented, \emph{interaction} is easily
|
|
|
|
defined as in the literature (\cite{castellan2016concurrent}) and nearly is a
|
|
|
|
one-liner.
|
|
|
|
|
|
|
|
\subsubsection{Composition}
|
|
|
|
|
|
|
|
Composition is also quite easy to implement, given the previous operations. The
|
|
|
|
only difficulty is that hiding the central part means computing the new
|
|
|
|
$\edgeArrow$ relation (that is the transitive reduction of $\leq$), which means
|
|
|
|
computing the transitive closure of the interaction, hiding the central part
|
|
|
|
and then computing the transitive reduction of the DAG\@.
|
|
|
|
|
|
|
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
|
|
|
\section{Linear lambda-calculus}
|
|
|
|
|
2016-08-08 14:44:07 +02:00
|
|
|
Concurrent games can be used as a model of lambda-calculus. To keep the
|
|
|
|
strategies finite and to avoid non-determinism, and to have a somehow easier
|
2016-07-18 17:27:34 +02:00
|
|
|
approach, one can use concurrent games as a model of \emph{linear}
|
|
|
|
lambda-calculus, that is, a variant of the simply-typed lambda-calculus where
|
|
|
|
each variable in the environment can and must be used exactly once.
|
|
|
|
|
2016-07-20 15:18:33 +02:00
|
|
|
\subsection{Definition}
|
|
|
|
|
|
|
|
The linear lambda calculus we use has the same syntax as the usual simply-typed
|
|
|
|
lambda calculus with type annotations and tensor product:
|
|
|
|
|
2016-07-21 12:30:17 +02:00
|
|
|
\begin{minipage}[t]{0.60\textwidth}
|
|
|
|
\begin{center}Terms\end{center}\vspace{-1em}
|
2016-07-20 15:18:33 +02:00
|
|
|
\begin{align*}
|
2016-07-21 12:30:17 +02:00
|
|
|
t,u,\ldots :\eqdef~&x \in \mathbb{V} & \text{(variable)}\\
|
|
|
|
\vert~&t~u & \text{(application)}\\
|
|
|
|
\vert~&\lambda x^A \cdot t & \text{(abstraction)}\\
|
|
|
|
\vert~&t \tens u & \text{(tensor)} \\
|
|
|
|
\vert~&\text{let }x,y=z\text{~in }t & \text{(tensor elimination)}
|
2016-07-20 15:18:33 +02:00
|
|
|
\end{align*}
|
2016-07-21 12:30:17 +02:00
|
|
|
\end{minipage} \hfill \begin{minipage}[t]{0.35\textwidth}
|
|
|
|
\begin{center}Types\end{center}\vspace{-1em}
|
2016-07-20 15:18:33 +02:00
|
|
|
\begin{align*}
|
2016-07-21 12:30:17 +02:00
|
|
|
A,B,\ldots :\eqdef~&\alpha & \text{(base type)} \\
|
|
|
|
\vert~&A \linarrow B & \text{(linear arrow)}\\
|
|
|
|
\vert~&A \Tens B & \text{(tensor)}
|
2016-07-20 15:18:33 +02:00
|
|
|
\end{align*}
|
|
|
|
\end{minipage}
|
|
|
|
|
2016-07-21 12:30:17 +02:00
|
|
|
\medskip
|
|
|
|
|
|
|
|
Only the following typing rules differ from the usual rules and are worth
|
|
|
|
noting:
|
|
|
|
|
2016-07-18 17:27:34 +02:00
|
|
|
\begin{minipage}{0.4\textwidth} \begin{equation}
|
|
|
|
\tag{\textit{Ax}}
|
2016-07-21 12:30:17 +02:00
|
|
|
\frac{~}{x : A \vdash x : A}
|
2016-07-18 17:27:34 +02:00
|
|
|
\label{typ:llam:ax}
|
2016-07-21 12:30:17 +02:00
|
|
|
\end{equation} \end{minipage} \hfill
|
2016-07-18 17:27:34 +02:00
|
|
|
\begin{minipage}{0.5\textwidth} \begin{align}
|
|
|
|
\tag{\textit{App}}
|
2016-07-21 12:30:17 +02:00
|
|
|
\frac{\Gamma \vdash t : A \linarrow B \quad
|
2016-07-18 17:27:34 +02:00
|
|
|
\Delta \vdash u : A}
|
|
|
|
{\Gamma,\Delta \vdash t~u : B}
|
|
|
|
\label{typ:llam:app}
|
|
|
|
\end{align} \end{minipage}
|
|
|
|
|
2016-07-21 12:30:17 +02:00
|
|
|
\medskip
|
|
|
|
|
|
|
|
Note that in~(\ref{typ:llam:ax}), the left part is $x : A$ and not (as usual)
|
|
|
|
$\Gamma, x:A$. This ensures that each defined variable present in the
|
|
|
|
environment will be used. The implicit condition $\Gamma \cap \Delta =
|
|
|
|
\emptyset$ in~(\ref{typ:llam:app}) ensures that each defined variable will be
|
|
|
|
used at most once.
|
|
|
|
|
|
|
|
The terms can then be interpreted as strategies through the $\seman{\cdot}$
|
|
|
|
operator defined as in figure~\ref{fig:llam:interp}. The $\ominus$ stands for a
|
|
|
|
game whose only event is negative. The interpretation operator maps a type to a
|
|
|
|
game and a term to a strategy playing on the game associated to its type, put
|
|
|
|
in parallel with its environment's dual. For instance, if $x:A \vdash t:B$, the
|
|
|
|
strategy $\seman{t}$ will play on $\seman{A}^\perp \parallel \seman{B}$.
|
|
|
|
|
|
|
|
This explains the definition of $\seman{\lambda x^A \cdot t}$: $\seman{t}$
|
|
|
|
plays on $\seman{A}^\perp \parallel \seman{B}$, same as $\seman{\lambda x^A
|
|
|
|
\cdot t}$.
|
|
|
|
|
|
|
|
\begin{figure}
|
|
|
|
\begin{minipage}[t]{0.45\textwidth} \begin{align*}
|
|
|
|
\seman{x^A} &\eqdef \cc_{\seman{A}} \\
|
|
|
|
\seman{t^{A \linarrow B}~u^{A}} &\eqdef
|
|
|
|
\cc_{A \linarrow B} \strComp \left( \seman{t} \parallel \seman{u}
|
|
|
|
\right) \\
|
|
|
|
\seman{\lambda x^A \cdot t} &\eqdef \seman{t} \\
|
|
|
|
\seman{t \tens u} &\eqdef \seman{t} \parallel \seman{u}
|
|
|
|
\end{align*} \end{minipage} \hfill
|
|
|
|
\begin{minipage}[t]{0.45\textwidth} \begin{align*}
|
|
|
|
\seman{\alpha} &\eqdef \ominus \\
|
|
|
|
\seman{A \linarrow B} &\eqdef \seman{A}^\perp \parallel \seman{B} \\
|
|
|
|
\seman{A \Tens B} &\eqdef \seman{A} \parallel \seman{B}
|
|
|
|
\end{align*}\end{minipage}
|
|
|
|
\caption{Interpretation of linear lambda calculus}\label{fig:llam:interp}
|
|
|
|
\end{figure}
|
|
|
|
|
|
|
|
\subsection{Implementation}
|
2016-07-18 17:27:34 +02:00
|
|
|
|
|
|
|
The implementation, which was supposed to be fairly simple, turned out to be
|
2016-07-21 12:30:17 +02:00
|
|
|
not as straightforward as expected due to technical details: while, in the
|
|
|
|
theory, the parallel composition is obviously associative and commutative (up
|
|
|
|
to isomorphism), and thus used as such when dealing with environment and typing
|
2016-07-18 17:27:34 +02:00
|
|
|
rules, things get a bit harder in practice when one is supposed to provide the
|
|
|
|
exact strategy.
|
|
|
|
|
|
|
|
For instance, the above rule~(\ref{typ:llam:app}) states that the resulting
|
|
|
|
environment is $\Gamma,\Delta$, while doing so in the actual implementation
|
|
|
|
(that is, simply considering $\seman{\Gamma} \strParallel \seman{\Delta}$)
|
|
|
|
turns out to be a nightmare: it is better to keep the environment ordered by
|
|
|
|
the variables introduction order, thus intertwining $\Gamma$ and $\Delta$.
|
|
|
|
|
|
|
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
2016-08-08 14:44:07 +02:00
|
|
|
\section{Linear \lccs}
|
2016-07-18 17:27:34 +02:00
|
|
|
|
2016-08-08 14:44:07 +02:00
|
|
|
After working on linear lambda calculus, my work shifted to ``linear \lccs'',
|
|
|
|
that is, a variant of CCS (Calculus of Communicating
|
|
|
|
Systems,~\cite{milner1980ccs}) integrated into the linear lambda calculus
|
|
|
|
described above.
|
2016-07-21 12:30:17 +02:00
|
|
|
|
|
|
|
CCS is used as a basic model of multi-threaded systems: its atoms are
|
|
|
|
\emph{processes}. Those processes can be put in parallel or in sequential
|
|
|
|
execution, and one can synchronize processes on channels.
|
|
|
|
|
|
|
|
\subsection{Definition}
|
|
|
|
|
|
|
|
\begin{figure}[h]
|
|
|
|
\begin{minipage}[t]{0.60\textwidth}
|
|
|
|
\begin{center}Terms\end{center}\vspace{-1em}
|
|
|
|
\begin{align*}
|
|
|
|
t,u,\ldots :\eqdef~&1 & \text{(success)}\\
|
|
|
|
\vert~&0 & \text{(error)}\\
|
|
|
|
\vert~&t \parallel u & \text{(parallel)}\\
|
|
|
|
\vert~&t \cdot u & \text{(sequential)}\\
|
|
|
|
\vert~&(\nu a) t & \text{(new channel)}
|
|
|
|
\end{align*}
|
|
|
|
\end{minipage} \hfill \begin{minipage}[t]{0.35\textwidth}
|
|
|
|
\begin{center}Types\end{center}\vspace{-1em}
|
|
|
|
\begin{align*}
|
|
|
|
A,B,\ldots :\eqdef~&\proc & \text{(process)} \\
|
|
|
|
\vert~&\chan & \text{(channel)}
|
|
|
|
\end{align*}
|
|
|
|
\end{minipage}
|
|
|
|
\caption{CCS terms and types}\label{fig:lccs:def}
|
|
|
|
\end{figure}
|
|
|
|
|
|
|
|
\begin{figure}[h]
|
|
|
|
\begin{align*}
|
|
|
|
\frac{~}{\Phi \vdash 0:\proc} & (\textit{Ax}_0) &
|
|
|
|
\frac{~}{\Phi \vdash 1:\proc} & (\textit{Ax}_1) &
|
|
|
|
\frac{~}{\Phi, t:A \vdash t:A} & (\textit{Ax}) &
|
|
|
|
\frac{\Gamma, a:\chan, \bar{a}:\chan \vdash P : \proc}
|
|
|
|
{\Gamma \vdash (\nu a) P : \proc}
|
|
|
|
& (\nu)
|
|
|
|
\end{align*}\vspace{-1.5em}\begin{align*}
|
|
|
|
\frac{\Gamma \vdash P : \proc \quad \Delta \vdash Q : \proc}
|
|
|
|
{\Gamma,\Delta \vdash P \parallel Q : \proc}
|
|
|
|
& (\parallel) &
|
|
|
|
\frac{\Gamma \vdash P : \proc \quad \Delta \vdash Q : \proc}
|
|
|
|
{\Gamma,\Delta \vdash P \cdot Q : \proc}
|
|
|
|
& (\cdot_\proc) &
|
|
|
|
\frac{\Gamma \vdash P : \proc}
|
|
|
|
{\Gamma,a:\chan \vdash a \cdot P: \proc}
|
|
|
|
& (\cdot_\chan)
|
|
|
|
\end{align*} \vspace{-1.5em}
|
|
|
|
\caption{CCS typing rules}\label{fig:lccs:typing}
|
|
|
|
\end{figure}
|
|
|
|
|
|
|
|
\begin{figure}[h]
|
|
|
|
\begin{align*}
|
2016-07-21 13:30:56 +02:00
|
|
|
\seman{P \parallel Q} &\eqdef \left(
|
|
|
|
\begin{tikzpicture}[baseline, scale=0.8]
|
2016-07-21 13:42:17 +02:00
|
|
|
\node (4) at (0,0.65) [draw=green,ellipse] {call $P$};
|
|
|
|
\node (5) at (0,-0.65) [draw=red,ellipse] {done $P$};
|
|
|
|
\node (2) at (2.5,0.65) [draw=green,ellipse] {call $Q$};
|
|
|
|
\node (3) at (2.5,-0.65) [draw=red,ellipse] {done $Q$};
|
2016-07-21 13:30:56 +02:00
|
|
|
\node (0) at (5,0.65) [draw=red,ellipse] {call};
|
|
|
|
\node (1) at (5,-0.65) [draw=green,ellipse] {done};
|
|
|
|
\path[->]
|
|
|
|
(0) edge (1)
|
|
|
|
edge [bend right] (2)
|
|
|
|
edge [bend right] (4)
|
|
|
|
(2) edge (3)
|
|
|
|
(4) edge (5)
|
|
|
|
(3) edge [bend right] (1)
|
|
|
|
(5) edge [bend right] (1);
|
|
|
|
\end{tikzpicture}
|
|
|
|
\right) \strComp \left(\seman{P} \parallel \seman{Q}\right) &
|
2016-07-21 12:30:17 +02:00
|
|
|
\seman{\proc} = \seman{\chan} &\eqdef \begin{tikzpicture}[baseline]
|
|
|
|
\node (1) at (0,0.5) [draw=red,ellipse] {call};
|
|
|
|
\node (2) at (0,-0.5) [draw=green,ellipse] {done};
|
|
|
|
\draw [->] (1) -- (2);
|
|
|
|
\end{tikzpicture}
|
2016-07-21 13:30:56 +02:00
|
|
|
\\ %%%%%%%%%%%%%%%%%%%%%%%%%
|
|
|
|
\seman{P \cdot Q} &\eqdef \left(
|
|
|
|
\begin{tikzpicture}[baseline,scale=0.8]
|
2016-07-21 13:42:17 +02:00
|
|
|
\node (4) at (0,0.65) [draw=green,ellipse] {call $P$};
|
|
|
|
\node (5) at (0,-0.65) [draw=red,ellipse] {done $P$};
|
|
|
|
\node (2) at (2.5,0.65) [draw=green,ellipse] {call $Q$};
|
|
|
|
\node (3) at (2.5,-0.65) [draw=red,ellipse] {done $Q$};
|
2016-07-21 13:30:56 +02:00
|
|
|
\node (0) at (5,0.65) [draw=red,ellipse] {call};
|
|
|
|
\node (1) at (5,-0.65) [draw=green,ellipse] {done};
|
|
|
|
\path[->]
|
|
|
|
(0) edge (1)
|
|
|
|
edge [bend right] (4)
|
|
|
|
(2) edge (3)
|
|
|
|
(4) edge (5)
|
|
|
|
(3) edge [bend right] (1)
|
|
|
|
(5) edge (2);
|
2016-07-21 12:30:17 +02:00
|
|
|
\end{tikzpicture}
|
2016-07-21 13:30:56 +02:00
|
|
|
\right) \strComp \left(\seman{P} \parallel \seman{Q}\right) &
|
2016-07-21 12:30:17 +02:00
|
|
|
\seman{1} &\eqdef \begin{tikzpicture}[baseline]
|
|
|
|
\node (1) at (0,0.5) [draw=red,ellipse] {call};
|
|
|
|
\node (2) at (0,-0.5) [draw=green,ellipse] {done};
|
|
|
|
\draw [->] (1) -- (2);
|
|
|
|
\end{tikzpicture}
|
2016-07-21 13:30:56 +02:00
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\\ %%%%%%%%%%%%%%%%%%%%%%%%%
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\seman{(a : \chan) \cdot P} &\eqdef \left(
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\begin{tikzpicture}[baseline,scale=0.8]
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2016-07-21 13:42:17 +02:00
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\node (4) at (0,0.65) [draw=green,ellipse] {call $P$};
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\node (5) at (0,-0.65) [draw=red,ellipse] {done $P$};
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\node (2) at (2.5,0.65) [draw=green,ellipse] {call $a$};
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\node (3) at (2.5,-0.65) [draw=red,ellipse] {done $a$};
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2016-07-21 13:30:56 +02:00
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\node (0) at (5,0.65) [draw=red,ellipse] {call};
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\node (1) at (5,-0.65) [draw=green,ellipse] {done};
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2016-07-21 12:30:17 +02:00
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\path[->]
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(0) edge (1)
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edge [bend right] (2)
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(2) edge (3)
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(4) edge (5)
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2016-07-21 13:30:56 +02:00
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(3) edge (4)
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2016-07-21 12:30:17 +02:00
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(5) edge [bend right] (1);
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\end{tikzpicture}
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2016-07-21 13:30:56 +02:00
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\right) \strComp \left(\seman{P} \parallel \seman{a}\right) &
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\seman{0} &\eqdef \begin{tikzpicture}[baseline]
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\node (1) at (0,0.2) [draw=red,ellipse] {call};
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\end{tikzpicture}
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2016-07-21 13:42:17 +02:00
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\\ %%%%%%%%%%%%%%%%%%%%%%%%%
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\seman{(\nu a) P} &\eqdef \left(
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\begin{tikzpicture}[baseline,scale=0.8]
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\node (6) at (0,0.65) [draw=green,ellipse] {call $a$};
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\node (7) at (0,-0.65) [draw=red,ellipse] {done $a$};
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\node (4) at (2.5,0.65) [draw=green,ellipse] {call $\bar{a}$};
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\node (5) at (2.5,-0.65) [draw=red,ellipse] {done $\bar{a}$};
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\node (2) at (5,0.65) [draw=green,ellipse] {call $P$};
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\node (3) at (5,-0.65) [draw=red,ellipse] {done $P$};
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\node (0) at (7.5,0.65) [draw=red,ellipse] {call};
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\node (1) at (7.5,-0.65) [draw=green,ellipse] {done};
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\path[->]
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(0) edge (1)
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edge [bend right] (2)
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(2) edge (3)
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(3) edge [bend right] (1)
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(4) edge (5)
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edge (7)
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(6) edge (7)
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edge (5);
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\end{tikzpicture}
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\right) \strComp \seman{P} &
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2016-07-21 12:30:17 +02:00
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\end{align*}
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\caption{CCS interpretation as strategies}\label{fig:lccs:interp}
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\end{figure}
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2016-07-18 17:27:34 +02:00
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2016-07-18 12:50:51 +02:00
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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\bibliography{biblio}
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2016-08-08 19:49:31 +02:00
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\bibliographystyle{ieeetr}
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2016-07-12 14:49:11 +02:00
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2016-07-11 17:42:34 +02:00
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\end{document}
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