961 lines
40 KiB
TeX
961 lines
40 KiB
TeX
\documentclass[11pt,a4paper]{article}
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\usepackage[utf8]{inputenc}
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\usepackage[T1]{fontenc}
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\usepackage{amsmath}
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\usepackage{amsfonts}
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\usepackage{amssymb}
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\usepackage{graphicx}
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\usepackage{indentfirst}
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\usepackage{enumerate}
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\usepackage{cite}
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\usepackage{caption}
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\usepackage[left=2cm,right=2cm,top=2cm,bottom=2cm]{geometry}
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% Custom packages
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\usepackage{leftrule_theorems}
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\usepackage{my_listings}
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\usepackage{my_hyperref}
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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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\newcommand{\qnote}[1]{\colorbox{Cerulean}{\textcolor{Sepia}{[#1]}}}
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\newcommand{\note}[1]{\qnote{\textbf{NOTE:} #1}}
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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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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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\section{Introduction}
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\paragraph{Game semantics} are a kind of denotational semantics in which a
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program's behavior is abstracted as a two-players game, in which Player plays
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for the program and Opponent plays for the environment of the program (the
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user, the operating system, \ldots). The execution of a program, in this
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formalism, is then represented as a succession of moves. For instance, the user
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pressing a key on the keyboard would be a move of Opponent, to which Player
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could react by triggering the corresponding action (\eg{} adding the
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corresponding letter in a 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 imperative
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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}. Since 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. Syntax-free, because representing a program as a
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strategy on a game totally abstracts it from the original syntax of the
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programming language, representing only the behavior of a program reacting to
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its execution environment, which is often desirable in semantics.
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Compositional, because game semantics are usually defined by induction over the
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syntax, thus easily composed. For instance, it is worth noting that the
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application of one term to another is represented as the \emph{composition} of
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the two strategies.
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\paragraph{Concurrency in game semantics.} In the continuity of the efforts put
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forward to model imperative primitives in game semantics, it was natural to
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focus at some point on modelling concurrency. The problem was tackled by
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\fname{Laird}~\cite{laird2001game}, introducing game semantics for a \lcalc{}
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with a few additions, as well as a \emph{parallel execution} operator and
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communication on channels. It is often considered, though, that \fname{Ghica}
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and \fname{Murawski}~\cite{ghica2004angelic} really took the fundamental step
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by defining game semantics for a fine-grained concurrent language including
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parallel execution of ``threads'' and low-level semaphores --- a way more
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realistic approach to the problem.
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However, both of these constructions are based on \emph{interleavings}. That
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is, they model programs on \emph{tree-like games}, games in which the moves
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that a player is allowed to play at a given point are represented as a tree
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(\eg, in a state $A$, Player can play the move $x$ by following an edge of the
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tree starting from $A$, thus reaching $B$ and allowing Opponent to play a given
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set of moves --- the outgoing edges of $B$). The concurrency is then
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represented as the \emph{interleaving} of all possible sequences of moves, in
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order to reach a game tree in which every possible ``unordered'' (\ie, that is
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not enclosed in any kind of synchronisation block, as with semaphores)
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combination of moves is a valid path.
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However, this approach introduces non-determinism in the strategies: if two
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moves are available to a player, the model states that they make a
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non-deterministic uniform choice. Yet, one could reasonably argue that a
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program should behave consistently with the environment, which would mean that
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the semantics of a program --- even a concurrent one --- should still be
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deterministic. This idea was explored outside of the game semantics context,
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for instance by~\cite{reynolds1978syntactic}, establishing a type-checking
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system to restrict concurrent programs to deterministic ones. Some recent work
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makes use of linear logic~\cite{caires2010session} for similar purposes as
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well. Yet, the interleavings game semantics of these languages remains
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non-deterministic.
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\paragraph{The purpose of this internship} was to try to take a first step
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towards the reunification of those two developments. For that purpose, my
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objective was to give a \emph{deterministic} game semantics to a linear
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lambda-calculus enriched with parallel and sequential execution operators, as
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well as synchronization on channels. In order to model this, I used the games
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as \emph{event structures} formalism, described later on and introduced
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in~\cite{rideau2011concurrent} by S. \fname{Rideau} and G. \fname{Winskel}.
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Roughly, event structures represent a strategy as a \emph{partial order} on the
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moves, stating that move $x$ can only be played after move $y$, which is more
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flexible than tree-like game approaches. Although a full-abstraction result
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could not be reached --- but is not so far away ---, I have proved the
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\emph{adequacy} of the operational and denotational semantics, and have
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obtained an implementation of the (denotational) game semantics, that is, code
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that translates a term of the language into its corresponding strategy.
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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\section{A linear \lcalc{} with concurrency primitives: \llccs}
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The language on which my internship was focused was meant to be simple, easy to
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parse and easy to work on both in theory and on the implementation. It should
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of course include concurrency primitives. For these reasons, we chose to
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consider a variant of CCS~\cite{milner1980ccs} --- a simple standard language
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including parallel and sequential execution primitives, as well as
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synchronization of processes through \emph{channels} ---, lifted up to the
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higher order through a \lcalc. The language was then restricted to a
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\emph{linear} one --- that is, each identifier declared must be referred to
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exactly once ---, partly to keep the model simple, partly to meet the
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determinism requirements.
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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\subsection{A linear variant of CCS~: \linccs}
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The variant of CCS we chose to use has two base types:
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\emph{processes}~($\proc$) and \emph{channels}~($\chan$). It has two base
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processes, $0$ (failure) and $1$ (success), although a process can be
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considered ``failed'' without reducing to $0$ (in case of deadlock).
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\begin{figure}[h]
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\begin{minipage}[t]{0.60\textwidth}
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\begin{center}Terms\end{center}\vspace{-1em}
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\begin{align*}
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t,u,\ldots ::=~&1 & \text{(success)}\\
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\vert~&0 & \text{(error)}\\
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\vert~&t \parallel u & \text{(parallel)}\\
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\vert~&t \cdot u & \text{(sequential)}\\
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\vert~&(\nu a) t & \text{(new channel)}
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\end{align*}
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\end{minipage} \hfill \begin{minipage}[t]{0.35\textwidth}
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\begin{center}Types\end{center}\vspace{-1em}
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\begin{align*}
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A,B,\ldots ::=~&\proc & \text{(process)} \\
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\vert~&\chan & \text{(channel)}
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\end{align*}
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\end{minipage}
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\caption{\linccs{} terms and types}\label{fig:lccs:def}
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\end{figure}
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The syntax is pretty straightforward to understand: $0$ and $1$ are base
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processes; $\parallel$ executes in parallel its two operands; $\cdot$ executes
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sequentially its two operands (or synchronizes on a channel if its left-hand
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operand is a channel); $(\nu a)$ creates a new channel $a$ on which two
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processes can be synchronized. Here, the ``synchronization'' simply means that
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a call to the channel is blocking until its other end has been called as well.
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The language is simply typed as in figure~\ref{fig:lccs:typing}. Note that
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binary operators split their environment between their two operands, ensuring
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that each identifier is used at most once, and that no rules (in particular the
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axiom rules) ``forget'' any part of the environment, ensuring that each
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identifier is used at least once.
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\begin{figure}[h]
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\begin{align*}
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\frac{~}{\,\vdash 0:\proc} & (\textit{Ax}_0) &
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\frac{~}{\,\vdash 1:\proc} & (\textit{Ax}_1) &
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\frac{~}{t:A \vdash t:A} & (\textit{Ax}) &
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\frac{\Gamma, a:\chan, \bar{a}:\chan \vdash P : \proc}
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{\Gamma \vdash (\nu a) P : \proc}
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& (\nu)
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\end{align*}\vspace{-1.5em}\begin{align*}
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\frac{\Gamma \vdash P : \proc \quad \Delta \vdash Q : \proc}
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{\Gamma,\Delta \vdash P \parallel Q : \proc}
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& (\parallel) &
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\frac{\Gamma \vdash P : \proc \quad \Delta \vdash Q : \proc}
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{\Gamma,\Delta \vdash P \cdot Q : \proc}
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& (\cdot_\proc) &
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\frac{\Gamma \vdash P : \proc}
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{\Gamma,a:\chan \vdash a \cdot P: \proc}
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& (\cdot_\chan)
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\end{align*} \vspace{-1.5em}
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\caption{\linccs{} typing rules}\label{fig:lccs:typing}
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\end{figure}
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We also equip this language with operational semantics, in the form of a
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labeled transition system (LTS), as described in figure~\ref{fig:lccs:opsem},
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where $a$ denotes a channel and $x$ denotes any possible label.
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\begin{figure}[h]
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\begin{align*}
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\frac{~}{a \cdot P \redarrow{a} P} & &
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\frac{~}{1 \parallel P \redarrow{\tau} P} & &
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\frac{~}{1 \cdot P \redarrow{\tau} P} & &
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\frac{P \redarrow{\tau_c} Q}
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{(\nu a) P \redarrow{\tau} Q} & (c \in \set{a,\bar{a}})&
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\frac{P \redarrow{a} P'\quad Q \redarrow{\bar{a}} Q'}
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{P \parallel Q \redarrow{\tau_a} P' \parallel Q'}
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\end{align*}\begin{align*}
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\frac{P \redarrow{x} P'}
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{P \parallel Q \redarrow{x} P' \parallel Q} & &
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\frac{Q \redarrow{x} Q'}
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{P \parallel Q \redarrow{x} P \parallel Q'} & &
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\frac{P \redarrow{x} P'}
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{P \cdot Q \redarrow{x} P' \cdot Q} & &
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\frac{P \redarrow{x} P'}
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{(\nu a)P \redarrow{x} (\nu a)P'} & (a \not\in \set{x,\tau_a})
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\end{align*}
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\caption{\linccs{} operational semantics}\label{fig:lccs:opsem}
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\end{figure}
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We consider that a term $P$ \emph{converges} whenever $P \redarrow{\tau}^\ast
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1$, and we write $P \Downarrow$.
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The $\tau_a$ reduction scheme may sound a bit unusual. It is, however,
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necessary. Consider the reduction of $(\nu a) (a \cdot 1 \parallel \bar{a}
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\cdot 1)$: the inner term $\tau_a$-reduces to $1$, thus allowing the whole term
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to reduce to $1$; but if we replaced that $\tau_a$ with a $\tau$, the whole
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term would reduce to $(\nu a) 1$, which has no valid types since $a$ and
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$\bar{a}$ are not consumed. Our semantics would then not satisfy subject
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reduction.
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Switching to an \emph{affine} \linccs{} while keeping it wrapped in a
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\emph{linear} \lcalc{} was considered, but yielded way too much problems, while
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switching to a fully-affine model would have modified the problem too deeply.
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\subsection{Lifting to the higher order: linear \lcalc}
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In order to reach the studied language, \llccs, we have to lift up \linccs{} to
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a \lcalc. To do so, we add to the language the constructions of
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figure~\ref{fig:llam:syntax}, which are basically the usual \lcalc{}
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constructions slightly transformed to be linear (which is mostly reflected by
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the typing rules). In particular, the only base types are only $\proc$ and
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$\chan$.
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\begin{figure}[h]
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\begin{minipage}[t]{0.55\textwidth}
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\begin{center}Terms\end{center}\vspace{-1em}
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\begin{align*}
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t,u,\ldots ::=~&x \in \mathbb{V} & \text{(variable)}\\
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\vert~&t~u & \text{(application)}\\
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\vert~&\lambda x^A \cdot t & \text{(abstraction)}\\
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\vert~&\text{\linccs}\textit{ constructions} &
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\end{align*}
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\end{minipage} \hfill \begin{minipage}[t]{0.40\textwidth}
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\begin{center}Types\end{center}\vspace{-1em}
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\begin{align*}
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A,B,\ldots ::=~&A \linarrow B & \text{(linear arrow)}\\
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\vert~&\proc~\vert~\chan & \text{(\linccs)}
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\end{align*}
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\end{minipage}
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\caption{Linear \lcalc{} terms and types}\label{fig:llam:syntax}
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\end{figure}
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To enforce the linearity, the only typing rules of the usual \lcalc{} that
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have to be changed are the $(\textit{Ax})$ and $(\textit{App})$ presented in
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figure~\ref{fig:llam:typing}. The $(\textit{Abs})$ rule is the usual one.
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\begin{figure}[h]
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\begin{align*}
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\frac{~}{x : A \vdash x : A} & (\textit{Ax}) &
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\frac{\Gamma \vdash t : A \linarrow B \quad \Delta \vdash u : A}
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{\Gamma,\Delta \vdash t~u : B} & (\textit{App}) &
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\frac{\Gamma, x : A \vdash t : B}
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{\Gamma \vdash \lambda x^{A} \cdot t : A \linarrow B} & (Abs)
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\end{align*}
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\caption{Linear \lcalc{} typing rules}\label{fig:llam:typing}
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\end{figure}
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The linearity is here guaranteed: in the (\textit{Ax}) rule, the environment
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must be $x:A$ instead of the usual $\Gamma, x:A$, ensuring that each variable
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is used \emph{at least once}; while the environment split in the binary
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operators' rules ensures that each variable is used \emph{at most once}
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(implicitly, $\Gamma \cap \Delta = \emptyset$).
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To lift the operational semantics to \llccs, we only need to add one rule:
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\[
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\frac{P \longrightarrow_\beta P'}{P \redarrow{\tau} P'}
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\]
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%%%%%%%%%%%%%%%%%%%%%
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\subsection{Examples}
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\todo{Examples}
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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\section{A games model}
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Our goal is now to give a games model for the above language. For that purpose,
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we will use \emph{event structures}, providing an alternative formalism to
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the often-used tree-like games.
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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\subsection{The event structures framework}
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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 found along a
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path from the root of the tree.
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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 goes even worse with less structure: since there is $n!$ % chktex 40
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permutations for $n$ elements, the tree can grow way bigger.
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This problem motivated the use of \emph{event structures} as a formalism to
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describe such games~\cite{rideau2011concurrent}. Informally, an event structure
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is a partial order $\leq$ on \emph{events} (here, the game's moves), alongside
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with a \emph{consistency} relation.
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The purpose of the consistency relation is to describe non-determinism, in
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which we are not interested here, since we seek a deterministic model: in all
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the following constructions, I will omit the consistency set. The original
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constructions including it can be found for instance
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in~\cite{castellan2016concurrent,winskel1986event}.
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The partial order $e_1 \leq e_2$ means that $e_1$ must have been played before
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$e_2$ can be played. For instance, the Hasse diagram of the previous game would
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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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%%%%%
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\subsubsection{Event structures}
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\begin{definition}[event structure]
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An \emph{event structure}~\cite{winskel1986event} is a poset $(E, \leq_E)$,
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where $E$ is a set of \emph{events} and $\leq_E$ is a partial order on $E$
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such that for all $e \in E$, $\downclose{e} \eqdef \set{e' \in E~\vert~e'
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\leq_E e}$ is finite.
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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.
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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 $\leq_E$.
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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. To represent polarities, we will often use colors
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instead of $+$ and $-$ signs: a red-circled event will have a negative
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polarity, \ie{} will be played by Opponent, while a green-circled one will have
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a positive polarity.
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The ESP of the previous example would then be
|
|
\[
|
|
\begin{tikzpicture}
|
|
\node (1) [draw=red,ellipse] {A};
|
|
\node (3) [draw=green,ellipse,right of=1] {C};
|
|
\node (2) [draw=red,ellipse,right of=3] {B};
|
|
\path[->]
|
|
(1) edge (3)
|
|
(2) edge (3);
|
|
\end{tikzpicture}
|
|
\]
|
|
|
|
|
|
\begin{definition}[configuration]
|
|
A \emph{configuration} of an ESP $A$ is a finite subset $X \subseteq A$
|
|
that is \emph{down-closed}, \ie{}
|
|
\vspace{-0.5em}
|
|
\[ {\forall x \in X}, {\forall e \in A}, {e \leq_A x} \implies {e \in X}.\]
|
|
|
|
$\config(A)$ is the set of configurations of $A$.
|
|
\end{definition}
|
|
|
|
A configuration can thus be seen as a valid state of the game. $\config(A)$
|
|
plays a major role in definitions and proofs on games and strategies.
|
|
|
|
\begin{notation}
|
|
For $x,y \in \config(A)$, $x \forkover{e} y$ states that $y =
|
|
x \sqcup \set{e}$ (and that both are valid configurations), where $\sqcup$
|
|
denotes the disjoint union. It is also possible to write $x \forkover{e}$,
|
|
stating that $x \sqcup \set{e} \in \config(A)$, or $x \fork y$.
|
|
\end{notation}
|
|
|
|
%%%%%
|
|
\subsubsection{Concurrent games}
|
|
|
|
\begin{definition}[game]
|
|
A \emph{game} $A$ is an event structure with polarities. \\
|
|
The dual game $A^\perp$ is the game $A$ where all the polarities in
|
|
$\rho$ have been reversed.
|
|
\end{definition}
|
|
|
|
For instance, one could imagine a game modeling the user interface of a coffee
|
|
machine: Player is the coffee machine, while Opponent is a user coming to buy a
|
|
drink.
|
|
|
|
\begin{example}[Process game]
|
|
We can represent a process by the following game:
|
|
\[
|
|
\begin{tikzpicture}
|
|
\node (1) at (0,0) [draw=red,ellipse] {call};
|
|
\node (2) at (2,0) [draw=green,ellipse] {done};
|
|
\path[->]
|
|
(1) edge (2);
|
|
\end{tikzpicture}
|
|
\]
|
|
The ``call'' event will be triggered by Opponent (the system) when the
|
|
process is started, and Player will play ``done'' when the process has
|
|
finished, if it ever does. The relation $\text{call} \leq \text{done}$
|
|
means that a process cannot finish \emph{before} it is called.
|
|
\end{example}
|
|
|
|
\begin{definition}[pre-strategy]
|
|
A \emph{pre-strategy} on the game $A$, $\sigma: A$, is an ESP such that
|
|
\begin{enumerate}[(i)]
|
|
\item $\sigma \subseteq A$;
|
|
\item $\config(\sigma) \subseteq \config(A)$;
|
|
\item $\forall s \in \sigma, \rho_A(s) = \rho_\sigma(s)$
|
|
\end{enumerate}
|
|
\end{definition}
|
|
|
|
\begin{example}[processes, cont.]
|
|
A possible \emph{pre-strategy} for the game consisting in two processes put
|
|
side by side (in which the game's events are annotated with a number to
|
|
distinguish the elements of the two processes) would be
|
|
|
|
\[
|
|
\begin{tikzpicture}
|
|
\node (1) at (0,1.2) [draw=red,ellipse] {call$_0$};
|
|
\node (2) at (0,0) [draw=green,ellipse] {done$_0$};
|
|
\node (3) at (2,1.2) [draw=red,ellipse] {call$_1$};
|
|
|
|
\path[->]
|
|
(1) edge (2)
|
|
(3) edge (2);
|
|
\end{tikzpicture}
|
|
\]
|
|
|
|
This pre-strategy is valid: it is a subset of the game that does not
|
|
include $\text{call}_1$, but it does include both $\text{call}_0$ and
|
|
$\text{done}_0$ and inherits the game's partial order.
|
|
|
|
This would describe two processes working in parallel. The process $0$
|
|
waits before the process $1$ is called to terminate, and the process $1$
|
|
never returns.
|
|
\end{example}
|
|
|
|
But as it is defined, a pre-strategy does not exactly capture what we expect of
|
|
a \emph{strategy}: it is too expressive. For instance, the relation
|
|
$\text{call}_0 \leq \text{call}_1$ on the above strategy is allowed, stating
|
|
that the operating system cannot decide to start the process $1$ before the
|
|
process $0$. It is not up to the program to decide that, this strategy is thus
|
|
unrealistic. We then have to restrict pre-strategies to \emph{strategies}:
|
|
|
|
\begin{definition}[strategy]
|
|
A \emph{strategy} is a pre-strategy $\sigma : A$ that
|
|
``behaves well'', \ie{} that is
|
|
\begin{enumerate}[(i)]
|
|
\item\label{def:receptive}
|
|
\textit{receptive}: for all $x \in \config(A)$ \st{}
|
|
$x \forkover{e^-}$, $e \in \sigma$;
|
|
|
|
\item\label{def:courteous}
|
|
\textit{courteous}: $\forall x \edgeArrow_\sigma x' \in \sigma$,
|
|
$(\rho(x),\rho(x')) \neq (-,+) \implies
|
|
x \edgeArrow_A x'$.
|
|
\end{enumerate}
|
|
\end{definition}
|
|
|
|
(\ref{def:receptive}) captures the idea that we cannot prevent Opponent from
|
|
playing one of its moves. Indeed, not including an event in a strategy means
|
|
that this event \emph{will not} be played. It is unreasonable to consider that
|
|
a strategy could forbid Opponent to play a given move.
|
|
|
|
(\ref{def:courteous}) states that unless a dependency relation is imposed by
|
|
the games' rules, one can only make one of its moves depend on an Opponent
|
|
move, \ie{} every direct arrow in the partial order that is not inherited from
|
|
the game should be ${\ominus \edgeArrow \oplus}$. Clearly, it is unreasonable
|
|
to consider an arrow ${\ostar \edgeArrow \ominus}$, which would mean forcing
|
|
Opponent to wait for a move (either from Player or Opponent) before playing
|
|
their move; but ${\oplus \edgeArrow \oplus}$ is also unreasonable, since we're
|
|
working in a concurrent context. Intuitively, one could think that when playing
|
|
$x$ then $y$, it is undefined whether Opponent will receive $x$ then $y$ or $y$
|
|
then $x$.
|
|
|
|
%%%%%
|
|
\subsubsection{Operations on games and strategies}
|
|
|
|
\todo{Better progression in this part.}
|
|
|
|
In order to manipulate strategies and define them by induction over the syntax,
|
|
the following operations will be extensively used. It may also be worth noting
|
|
that in the original formalism~\cite{castellan2016concurrent}, games,
|
|
strategies and maps between them form a bicategory in which these operations
|
|
play special roles.
|
|
|
|
In this whole section, unless stated otherwise, $E$ and $F$ denotes ESPs, $A$,
|
|
$B$ and $C$ denotes games, $\sigma: A$ and $\tau: B$ denotes strategies.
|
|
|
|
\begin{definition}[Parallel composition]
|
|
The \emph{parallel composition} $E \parallel F$ of two ESPs is an ESP
|
|
whose events are $\left(\set{0} \times E\right) \sqcup \left(\set{1} \times
|
|
F\right)$ (the disjoint tagged union of the events of $E$ and $F$), and
|
|
whose partial order is $\leq_E$ on $E$ and $\leq_F$ on $F$, with no
|
|
relation between elements of $E$ and $F$.
|
|
|
|
One can then naturally expand this definition to games (by preserving
|
|
polarities) and to strategies.
|
|
\end{definition}
|
|
|
|
In the example before, when talking of ``two processes side by side'', we
|
|
actually referred formally to the parallel composition of two processes.
|
|
|
|
\smallskip
|
|
|
|
Given two strategies on dual games $A$ and $A^\perp$, it is natural and
|
|
interesting to compute their \emph{interaction}, that is, ``what will happen if
|
|
one strategy plays against the other''.
|
|
|
|
\begin{definition}[Closed interaction]
|
|
Given two strategies $\sigma : A$ and $\tau : A^\perp$, their
|
|
\emph{interaction} $\sigma \wedge \tau$ is the ESP
|
|
$\sigma \cap \tau \subseteq A$ from which causal loops have been removed.
|
|
|
|
More precisely, $\sigma \cap \tau$ is a set adjoined with a \emph{preorder}
|
|
${(\leq_\sigma \cup \leq_\tau)}^\ast$ (transitive closure) that may not
|
|
respect antisymmetry, that is, may have causal loops. The event structure
|
|
$\sigma \wedge \tau$ is then obtained by removing all the elements
|
|
contained in such loops from $\sigma \cup \tau$.
|
|
|
|
\end{definition}
|
|
\textit{This construction is a simplified version of the analogous one
|
|
from~\cite{castellan2016concurrent} (the pullback), taking advantage of the
|
|
fact that our event structures are deterministic --- that is, without a
|
|
consistency set.}
|
|
|
|
This indeed captures what we wanted: $\sigma \wedge \tau$ contains the moves
|
|
that both $\sigma$ and $\tau$ are ready to play, including both orders, except
|
|
for the events that can never be played because of a ``deadlock'' (\ie{} a
|
|
causal loop).
|
|
|
|
\smallskip
|
|
|
|
We might now try to generalize that to an \emph{open} case, where both
|
|
strategies don't play on the same games, but only have a common part. Our
|
|
objective here is to \emph{compose} strategies: indeed, a strategy on $A^\perp
|
|
\parallel B$ can be seen as a strategy \emph{from $A$ to $B$}, playing as
|
|
Opponent on a board $A$ and as Player on a board $B$. This somehow looks like a
|
|
function, that could be composed with another strategy on $B^\perp \parallel
|
|
C$.
|
|
|
|
\begin{definition}[Compositional interaction]
|
|
Given two strategies $\sigma : A^\perp \parallel B$ and $\tau : B^\perp
|
|
\parallel C$, their \emph{compositional interaction} $\tau \strInteract
|
|
\sigma$ is an event structure defined as $(\sigma \parallel C) \wedge
|
|
(A^\perp \parallel \tau)$, where $A^\perp$ and $C$ are seen as strategies.
|
|
\end{definition}
|
|
|
|
The idea is to put in correspondence the ``middle'' states (those of $B$) while
|
|
adding ``neutral'' states for $A$ and $C$.
|
|
|
|
$\tau \strInteract \sigma$ is an \emph{event structure} (\ie, without
|
|
polarities): indeed, the two strategies disagree on the polarities of the
|
|
middle part. Alternatively, it can be seen as an ESP with a polarity function
|
|
over $\set{+,-,?}$.
|
|
|
|
From this point, the notion of composition we sought is only a matter of
|
|
``hiding'' the middle part:
|
|
|
|
\begin{definition}[Strategies composition]
|
|
Given two strategies $\sigma : A^\perp \parallel B$ and $\tau : B^\perp
|
|
\parallel C$, their \emph{composition} $\tau \strComp \sigma$ is the ESP
|
|
$(\tau \strInteract \sigma) \cap (A^\perp \parallel C)$, on which the
|
|
partial order is the restriction of $\leq_{\tau \strInteract \sigma}$ and
|
|
the polarities those of $\sigma$ and $\tau$.
|
|
\end{definition}
|
|
|
|
It is then useful to consider an identity strategy \wrt{} the composition
|
|
operator. This identity is called the \emph{copycat} strategy:
|
|
|
|
\begin{definition}[Copycat]
|
|
The \emph{copycat strategy} of a game $A$, $\cc_A$, is the strategy on the
|
|
game $A^\perp \parallel A$ whose events are $A^\perp \parallel A$ wholly,
|
|
on which the order is the transitive closure of $\leq_{A^\perp \parallel A}
|
|
\cup \set{ (1-i, x) \leq (i, x) \vert x \in A~\&~\rho((i,x)) = \oplus}$.
|
|
\end{definition}
|
|
|
|
The copycat strategy of a game is indeed an identity for the composition of
|
|
\emph{strategies}. In fact, it even holds that for a \emph{pre-}strategy
|
|
$\sigma : A$, $\sigma$ is a strategy $\iff$ $\cc_A \strComp \sigma = \sigma$.
|
|
|
|
\begin{example}[copycat]
|
|
If we consider the following game $A$
|
|
\[
|
|
\begin{tikzpicture}
|
|
\node (1) [draw=red,ellipse] {A};
|
|
\node (3) [draw=green,ellipse,right of=1] {C};
|
|
\node (2) [draw=red,ellipse,right of=3] {B};
|
|
\path[->]
|
|
(3) edge (1);
|
|
\end{tikzpicture}
|
|
\]
|
|
its copycat strategy $\cc_A$ is
|
|
\[
|
|
\begin{tikzpicture}
|
|
\node (01) {($A^\perp$)};
|
|
\node (02) [below of=01] {($A$)};
|
|
\node (11) [draw=green,ellipse,right of=01] {A};
|
|
\node (31) [draw=red,ellipse,right of=11] {C};
|
|
\node (21) [draw=green,ellipse,right of=31] {B};
|
|
|
|
\node (12) [draw=red,ellipse,right of=02] {A};
|
|
\node (32) [draw=green,ellipse,right of=12] {C};
|
|
\node (22) [draw=red,ellipse,right of=32] {B};
|
|
\path[->]
|
|
(12) edge (11)
|
|
(22) edge (21)
|
|
(31) edge (32)
|
|
(31) edge (11)
|
|
(32) edge (12);
|
|
\end{tikzpicture}
|
|
\]
|
|
\end{example}
|
|
|
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
|
\subsection{Interpretation of \llccs}
|
|
|
|
We can now equip \llccs{} with denotational semantics, interpreting the
|
|
language as strategies as defined in figure~\ref{fig:llccs:interp}.
|
|
|
|
\begin{figure}[h]
|
|
\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}
|
|
\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} \\
|
|
\end{align*}\end{minipage}
|
|
\begin{align*}
|
|
\seman{P \parallel Q} &\eqdef \left(
|
|
\begin{tikzpicture}[baseline, scale=0.8]
|
|
\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 $Q$};
|
|
\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) &
|
|
\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}
|
|
\\ %%%%%%%%%%%%%%%%%%%%%%%%%
|
|
\seman{P \cdot Q} &\eqdef \left(
|
|
\begin{tikzpicture}[baseline,scale=0.8]
|
|
\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 $Q$};
|
|
\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);
|
|
\end{tikzpicture}
|
|
\right) \strComp \left(\seman{P} \parallel \seman{Q}\right) &
|
|
\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}
|
|
\\ %%%%%%%%%%%%%%%%%%%%%%%%%
|
|
\seman{(a : \chan) \cdot P} &\eqdef \left(
|
|
\begin{tikzpicture}[baseline,scale=0.8]
|
|
\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 $a$};
|
|
\node (3) at (2.5,-0.65) [draw=red,ellipse] {done $a$};
|
|
\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)
|
|
(2) edge (3)
|
|
(4) edge (5)
|
|
(3) edge (4)
|
|
(5) edge [bend right] (1);
|
|
\end{tikzpicture}
|
|
\right) \strComp \left(\seman{P} \parallel \seman{a}\right) &
|
|
\seman{0} &\eqdef \begin{tikzpicture}[baseline]
|
|
\node (1) at (0,0.2) [draw=red,ellipse] {call};
|
|
\end{tikzpicture}
|
|
\\ %%%%%%%%%%%%%%%%%%%%%%%%%
|
|
\seman{(\nu a) P} &\eqdef \left(
|
|
\begin{tikzpicture}[baseline,scale=0.8]
|
|
\node (6) at (0,0.65) [draw=green,ellipse] {call $a$};
|
|
\node (7) at (0,-0.65) [draw=red,ellipse] {done $a$};
|
|
\node (4) at (2.5,0.65) [draw=green,ellipse] {call $\bar{a}$};
|
|
\node (5) at (2.5,-0.65) [draw=red,ellipse] {done $\bar{a}$};
|
|
\node (2) at (5,0.65) [draw=green,ellipse] {call $P$};
|
|
\node (3) at (5,-0.65) [draw=red,ellipse] {done $P$};
|
|
\node (0) at (7.5,0.65) [draw=red,ellipse] {call};
|
|
\node (1) at (7.5,-0.65) [draw=green,ellipse] {done};
|
|
\path[->]
|
|
(0) edge (1)
|
|
edge [bend right] (2)
|
|
(2) edge (3)
|
|
(3) edge [bend right] (1)
|
|
(4) edge (5)
|
|
edge (7)
|
|
(6) edge (7)
|
|
edge (5);
|
|
\end{tikzpicture}
|
|
\right) \strComp \seman{P} &
|
|
\end{align*}
|
|
\caption{\llccs{} interpretation as strategies}\label{fig:llccs:interp}
|
|
\end{figure}
|
|
|
|
|
|
%%%%%%%%%%%%%%%%%%%%%
|
|
\subsection{Adequacy}
|
|
|
|
|
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
|
\section{Implementation of deterministic concurrent games}
|
|
|
|
\hfill\href{https://github.com/tobast/cam-strategies/}
|
|
{\includegraphics[height=2em]{github32.png}~\raisebox{0.5em}{Github
|
|
repository}}
|
|
|
|
\vspace{1em}
|
|
|
|
The first part of my internship mostly consisted --- apart from understanding
|
|
the bibliography and the underlying concepts --- in the implementation of
|
|
operations on \emph{deterministic} concurrent games, that is, concurrent games
|
|
as event structures without conflicts. The work had to be done from scratch, as
|
|
no one implemented this before.
|
|
|
|
This implementation aims to provide
|
|
\begin{enumerate}[(i)]
|
|
\item a --- more or less --- convenient way to input games/strategies;
|
|
\item basic operations over those games and strategies: parallel
|
|
composition, pullback, interaction, composition, copycat, \ldots;
|
|
\item a clean display as a Dot graph.
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\end{enumerate}
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|
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|
\subsection{Structures}
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|
|
|
The implementation aims to stay as close as possible to the mathematical model,
|
|
while still providing quite efficient operations.
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|
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As we do not handle non-determinism, an event structure can be easily
|
|
represented as a DAG in memory. The actual representation that was chosen is a
|
|
set of nodes, each containing (as well as a few other information) a list of
|
|
incoming and outgoing edges.
|
|
|
|
A \emph{game} is, in the literature, a simple ESP\@. However, to provide
|
|
interaction and composition operations, we have to somehow keep track of the
|
|
parallel compositions that were used to reach this game: if the user wants to
|
|
compose strategies on $A \strParallel B$ and $B \strParallel C$, we have to
|
|
remember that those games were indeed parallel compositions of the right games,
|
|
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
|
|
put in parallel, and whose nodes represent a parallel composition operation.
|
|
|
|
Finally, a \emph{strategy} consists in a game and an ESP (the strategy itself),
|
|
plus a map from the nodes of the strategy to the nodes of the game. This
|
|
structure is really close to the mathematical definition of a strategy, and yet
|
|
is only a lesser loss in efficiency.
|
|
|
|
\subsection{Operations}
|
|
|
|
The usual operations on games and strategies, namely \emph{parallel
|
|
composition}, \emph{pullback}, \emph{interaction} and \emph{composition} are
|
|
implemented in a very modular way: each operation is implemented in a functor,
|
|
whose arguments are the other operations it makes use of, each coming with its
|
|
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
|
|
operators.
|
|
|
|
\subsubsection{Parallel composition}
|
|
|
|
While the usual construction (\cite{castellan2016concurrent}) involves defining
|
|
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}
|
|
|
|
Given two strategies on the same game, the pullback operation attempts to
|
|
extract a ``common part'' of those two strategies. Intuitively, the pullback of
|
|
two strategies is ``what happens'' if those two strategies play together.
|
|
|
|
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}
|
|
|
|
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
|
|
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.
|
|
|
|
\subsection{Definition}
|
|
|
|
The linear lambda calculus we use has the same syntax as the usual simply-typed
|
|
lambda calculus with type annotations:
|
|
|
|
\medskip
|
|
|
|
Only the following typing rules differ from the usual rules and are worth
|
|
noting:
|
|
|
|
|
|
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 $\seman{\lambda x^A
|
|
\cdot t}$.
|
|
|
|
\subsection{Implementation}
|
|
|
|
The implementation, which was supposed to be fairly simple, turned out to be
|
|
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
|
|
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 $\Delta$.
|
|
|
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
|
\section{Linear \lccs}
|
|
|
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
|
|
|
\bibliography{biblio}
|
|
\bibliographystyle{ieeetr}
|
|
|
|
\end{document}
|
|
|