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\usepackage{leftrule_theorems}
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\usepackage{my_listings}
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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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2016-07-12 14:49:11 +02:00
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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{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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$\con_E \subseteq \powerset(E)$ 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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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 $(E, \leq_E, \con_E, \rho)$, 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 games theory, this is used to represent whether a move is to be played by
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Player or Opponent.
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\begin{definition}[configuration]
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A \emph{configuration} of an ESP $A$ is a subset $X \subseteq \con_A$
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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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\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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\begin{definition}[pre-strategy]
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A \emph{pre-strategy} $\sigma: S \to \calG$ is a total map of ESPs, where
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$\calG$ is the game on which the strategy plays, such that
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\begin{enumerate}[(i)]
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\item $\forall x \in \config(S), \sigma(x) \in \config(\calG)$;
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\item $\forall s,s' \in \config(S), \sigma(s) = \sigma(s') \implies
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s = s'$ (local injectivity);
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\item $\forall s \in S, \rho_\calG(\sigma(s)) = \rho_S(s)$
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\end{enumerate}
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\end{definition}
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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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%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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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
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\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
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composition, pullback, interaction, composition, copycat, \ldots;
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\item a clean display as a Dot graph.
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\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,
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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.
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Finally, a \emph{strategy} is consists in a game and an ESP (the strategy
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itself), plus a map from the nodes of the strategy to the nodes of the game.
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This structure is really close to the mathematical definition of a strategy,
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and yet is only a lesser loss in efficiency.
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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
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canonical implementation, or define its own implementation, build it into an
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\lstocaml{Operations} module (which has only a few lines of code) and then
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open it. This is totally transparent to the user, who can use the same infix
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operators.
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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 ${\set{0} \times A} \cup {\set{1}
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\times B}$, the parallel composition of two strategies is here simply
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represented as the union of both event structures, while altering the
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composition tree.
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\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
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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
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\lstocaml{Pullback.Canonical}) is a \emph{bottom-up} approach: iteratively, the
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algorithm looks for an event that has no dependencies in both strategies, adds
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it and removes the satisfied dependencies.\\
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One could also imagine a \emph{top-bottom} approach, where the algorithm starts
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working on the merged events of both strategies, then looks for causal loops
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and removes every event involved.
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\subsubsection{Interaction}
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Once the previous operations are implemented, \emph{interaction} is easily
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defined as in the literature (\cite{castellan2016concurrent}) and nearly is a
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one-liner.
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\subsubsection{Composition}
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Composition is also quite easy to implement, given the previous operations. The
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only difficulty is that hiding the central part means computing the new
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$\edgeArrow$ relation (that is the transitive reduction of $\leq$), which means
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computing the transitive closure of the interaction, hiding the central part
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and then computing the transitive reduction of the DAG\@.
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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\section{Linear lambda-calculus}
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Concurrent games can be used as a model of lambda-calculus \todo{ref Pierre~?}.
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To avoid non-determinism in the strategies, and to have a somehow easier
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approach, one can use concurrent games as a model of \emph{linear}
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lambda-calculus, that is, a variant of the simply-typed lambda-calculus where
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each variable in the environment can and must be used exactly once.
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\begin{minipage}{0.4\textwidth} \begin{equation}
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\tag{\textit{Ax}}
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\frac{}{x : A \vdash x : A}
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\label{typ:llam:ax}
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\end{equation} \end{minipage}
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\hfill
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\begin{minipage}{0.5\textwidth} \begin{align}
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\tag{\textit{App}}
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\frac{\Gamma \vdash t : A \linArrow B \quad
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\Delta \vdash u : A}
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{\Gamma,\Delta \vdash t~u : B}
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(\Gamma \cap \Delta = \emptyset)
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\label{typ:llam:app}
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\end{align} \end{minipage}
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\todo{describe linear lambda-calculus?}
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The implementation, which was supposed to be fairly simple, turned out to be
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not as trivial as expected due to technical details: while, in the theory, the
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parallel composition is obviously associative and commutative (up to
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isomorphism), and thus used as such when dealing with environment and typing
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rules, things get a bit harder in practice when one is supposed to provide the
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exact strategy.
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For instance, the above rule~(\ref{typ:llam:app}) states that the resulting
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environment is $\Gamma,\Delta$, while doing so in the actual implementation
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(that is, simply considering $\seman{\Gamma} \strParallel \seman{\Delta}$)
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turns out to be a nightmare: it is better to keep the environment ordered by
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the variables introduction order, thus intertwining $\Gamma$ and $\Delta$.
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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\section{Linear CCS}
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\cite{milner1980ccs}
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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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\bibliographystyle{alpha}
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\end{document}
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