From a5abbd2680bd37d900968b412eca6eca39ed7ae2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Th=C3=A9ophile=20Bastian?= Date: Thu, 21 Jul 2016 18:10:02 +0100 Subject: [PATCH] Started informal intro --- report.tex | 64 ++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 64 insertions(+) diff --git a/report.tex b/report.tex index ce51b5a..8c3e17d 100644 --- a/report.tex +++ b/report.tex @@ -48,6 +48,70 @@ Opponent plays $B$, thus reaching the configuration $A \cdot B$''). \subsection{Informal approach} +The traditional approach to concurrent games is to represent them as +\emph{tree-like games}. If the considered game consists in three moves, namely +$A$, $B$ and $C$, where $A$ can be played by Opponent and the others by Player +\emph{after} Opponent has played $A$, that means that the states of the game +will be $\epsilon$, $A$, $A \cdot B$ and $A \cdot C$, which corresponds to the +game tree + +\[ + \begin{tikzpicture} + \node (1) [ellipse] {A} ; + \node (2) [below left of=1, ellipse] {B}; + \node (3) [below right of=1, ellipse] {C}; + + \path [->] + (1) edge (2) + edge (3); + \end{tikzpicture} +\] + +This can of course be used to describe much larger games, and is often useful +to reason concurrently, since the causal histories appear clearly: the possible +states of the game can be read easily by concatenating the events that are on a +same branch. + +But it also has the major drawback of growing exponentially in size: let us +consider a game in which Opponent must play $A$ and $B$ in no particular order +before Player can play $C$. The corresponding tree-like game would be +\[ + \begin{tikzpicture} + \node (11) {$A_1$}; + \node (21) [below of=11] {$B_1$}; + \node (31) [below of=21] {$C_1$}; + \node (22) [right of=11] {$B_2$}; + \node (12) [below of=22] {$A_2$}; + \node (32) [below of=12] {$C_2$}; + + \path [->] + (11) edge (21) + (21) edge (31) + (22) edge (12) + (12) edge (32); + \end{tikzpicture} +\] + +This problem motivated the (still marginal) introduction of \emph{event +structures} as a formalism to describe such games. Informally, an event +structure is a partial order $\leq$ on \emph{events} (here, the game's moves), +alongside with a \emph{consistency} relation. + +The relation $e_1 \leq e_2$ means that $e_1$ must have been played before $e_2$ +can be played, while the consistency relation states which events can occur +together in a same game. For instance, the previous game would have all its +events consistent with one another and its Hasse diagram would look like +\[ + \begin{tikzpicture} + \node (1) {A}; + \node (2) [right of=1] {B}; + \node (3) [below left of=1, below right of=2] {C}; + \path[->] + (1) edge (3) + (2) edge (3); + \end{tikzpicture} +\] + \subsection{Event structures} \begin{definition}[event structure]