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A fully complete model of propositional linear logic Paul-Andr e - - PowerPoint PPT Presentation

Asynchronous Games 4 A fully complete model of propositional linear logic Paul-Andr e Melli` es CNRS, Universit e Paris 7 Logic in Computer Science Chicago, Wednesday 29th June 2005 1 An epic in 50 slides Twenty-four seconds each 2


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SLIDE 1

Asynchronous Games 4

A fully complete model of propositional linear logic

Paul-Andr´ e Melli` es CNRS, Universit´ e Paris 7 Logic in Computer Science Chicago, Wednesday 29th June 2005

1

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SLIDE 2

An epic in 50 slides

Twenty-four seconds each

2

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SLIDE 3

A crash course on Mazurkiewicz traces

The 2-dimensional geometry of concurrency

3

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SLIDE 4

Trace semantics

Interpret any process π = a | b by the sequences of actions it performs in the course of time : ab ba

4

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SLIDE 5

The synchronization tree of a process

a | b interpreted as · · ·

b

  • ·

a

  • ·

a

  • b
  • 5
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SLIDE 6

The synchronization tree of a process

ab + ba interpreted as · · ·

b

  • ·

a

  • ·

a

  • b
  • 6
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SLIDE 7

This is a problem

Trace semantics cannot see the difference between a | b no interference and ab + ba interference

7

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SLIDE 8

Idea : replace synchronization trees...

a | b interpreted as · · ·

b

  • ·

a

  • ·

a

  • b
  • 8
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SLIDE 9

... by Mazurkiewicz traces

a | b interpreted as · ·

b

·

a

  • ·

a

  • b
  • 9
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SLIDE 10

True concurrency = homotopy

· ·

b

·

a

  • ·

a

  • b
  • Think of this permutation as a 2-dimensional tile.

10

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SLIDE 11

Interference = holes

ab + ba interpreted as · ·

b

·

a

  • ·

a

  • b
  • 11
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SLIDE 12

Asynchronous games

Games played on Mazurkiewicz traces

12

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SLIDE 13

Game semantics

V F q

true

  • false

q

  • Player in red

Opponent in blue The boolean game B

13

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SLIDE 14

Traditional game semantics

true

  • false
  • q
  • Player in red

Opponent in blue The boolean game B

14

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SLIDE 15

Traditional game semantics : an interleaving semantics

false2

  • true1
  • q2
  • q1
  • true1
  • false2
  • q1
  • q2
  • The tensor product of two boolean games B1 and B2

15

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SLIDE 16

Bend the branches !

false2

  • true1
  • q2
  • q1
  • true1
  • false2
  • q1
  • q2
  • 16
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SLIDE 17

Tile the diagram !

false2

true1

  • q2

true1

  • false2

q1

  • true1
  • q2

q1

  • false2
  • q1
  • q2
  • 17
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SLIDE 18

Tag the positions !

V ⊗ F V ⊗ q

false2

q ⊗ F

true1

  • V ⊗ ∗

q2

q ⊗ q

true1

  • false2

∗ ⊗ F

q1

  • q ⊗ ∗

true1

  • q2

∗ ⊗ q

q1

  • false2
  • ∗ ⊗ ∗

q1

  • q2
  • 18
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SLIDE 19

A 2-dimensional space of interaction

V ⊗ F V ⊗ q

false2

q ⊗ F

true1

  • V ⊗ ∗

q2

q ⊗ q

true1

  • false2

∗ ⊗ F

q1

  • q ⊗ ∗

true1

  • q2

∗ ⊗ q

q1

  • false2
  • ∗ ⊗ ∗

q1

  • q2
  • 19
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SLIDE 20

Asynchronous games

A 2-dimensional graph equipped with tiles of the shape · ·

n

·

m

  • ·

m

  • n
  • in which :
  • every edge is polarized Player or Opponent
  • an initial position ∗ is distinguished

20

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SLIDE 21

Sequential play

A sequential play is defined as an alternated path ∗ m1 − → x1

m2

− → x2

m3

− → · · · xk−1

mk

− → xk starting by an Opponent move.

21

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SLIDE 22

Strategies

A strategy is a set of sequential plays of even length, such that :

  • σ contains the empty play,
  • σ is closed under even-length prefix

s · m · n ∈ σ ⇒ s ∈ σ

  • σ is deterministic

s · m · n1 ∈ σ and s · m · n2 ∈ σ ⇒ n1 = n2 A strategy plays according to the current play.

22

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SLIDE 23

Innocence 1994

Martin Hyland, Luke Ong, Hanno Nickau An interactive characterization of λ-terms

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SLIDE 24

Innocence : strategies with partial information

m · n

  • · p
  • · n
  • · p
  • · n
  • · p
  • · m · n
  • · p
  • The Player view s

: what the Player can remember of the play s. An innocent strategy plays according to the current Player view.

24

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SLIDE 25

Innocence 2004

From amnesia to positionality

25

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SLIDE 26

Consistency (backward)

σ ∋

s2

  • n2
  • m2
  • n1
  • m1
  • m2
  • s1

s2

  • n2

n1

  • m2

m1

  • n1
  • n2
  • m1
  • m2
  • s1
  • ∈ σ

26

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SLIDE 27

Consistency (forward)

σ ∋

m2

  • n1
  • n2
  • m1
  • m2
  • s1
  • ∈ σ

⇒ σ ∋

n2

n1

  • m2

m1

  • n1
  • n2
  • m1
  • m2
  • s1
  • ∈ σ

27

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SLIDE 28

Innocent strategies are positional

Theorem [Concur 2004] Every innocent strategy σ is positional.

  • Cor. An innocent strategy σ is characterized by its set of positions σ•.

28

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SLIDE 29

An illustration : the strategy (true ⊗ false)

V ⊗ F V ⊗ q

false2

q ⊗ F

true1

  • V ⊗ ∗

q2

q ⊗ q

true1

  • false2

∗ ⊗ F

q1

  • q ⊗ ∗

true1

  • q2

∗ ⊗ q

q1

  • false2
  • ∗ ⊗ ∗

q1

  • q2
  • 29
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SLIDE 30

An illustration : the strategy (true ⊗ false)

V ⊗ F V ⊗ q

false2

  • q ⊗ F

true1

  • V ⊗ ∗

q2

  • q ⊗ q

true1 false2

∗ ⊗ F

q1

  • q ⊗ ∗

true1

  • q2

∗ ⊗ q

q1 false2

  • ∗ ⊗ ∗

q1

  • q2
  • 30
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SLIDE 31

An illustration : the strategy (true ⊗ false)

V ⊗ F V ⊗ q

false2

  • q ⊗ F

true1

  • V ⊗ ∗

q2

  • q ⊗ q

true1 false2

∗ ⊗ F

q1

  • q ⊗ ∗

true1

  • q2

∗ ⊗ q

q1 false2

  • ∗ ⊗ ∗

q1

  • q2
  • 31
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SLIDE 32

An illustration : the strategy (true ⊗ false)

V ⊗ F V ⊗ q

false2

q ⊗ F

true1

  • V ⊗ ∗

q2

q ⊗ q

true1

  • false2

∗ ⊗ F

q1

  • q ⊗ ∗

true1

  • q2

∗ ⊗ q

q1

  • false2
  • ∗ ⊗ ∗

q1

  • q2
  • 32
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SLIDE 33

A quite extraordinary discovery

The concurrent nature of the λ-calculus

33

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SLIDE 34

A sketched history of concurrency

Automata theory

  • Petri Nets
  • Synchronization trees
  • Mazurkiewicz traces

CCS

  • π-calculus

λ-calculus

  • 34
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SLIDE 35

A quite different topography revealed

Automata theory

  • Petri Nets
  • Synchronization trees
  • Mazurkiewicz traces
  • CCS
  • λ-calculus

π-calculus

35

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SLIDE 36

What about linear logic ?

Automata theory

  • Petri Nets
  • Synchronization trees
  • Mazurkiewicz traces
  • CCS
  • λ-calculus
  • π-calculus

linear logic

36

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SLIDE 37

A serious difficulty arises

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SLIDE 38

There exists no game model of linear logic !

But not that far ! We have lots of game models of intuitionistic linear logic ! In all of these game models, there exists a retraction (A ⊸ ⊥) ⊸ ⊥

θA

− → A

∂A

− → (A ⊸ ⊥) ⊸ ⊥ A phenomenon of control categories — Peter Selinger 2001

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SLIDE 39

The game (A ⊸ ⊥) ⊸ ⊥

The game (A ⊸ ⊥) ⊸ ⊥ is obtained by lifting the game A twice : x y z ∗

  • x

y z ⊥

n

m

  • A

(A ⊸ ⊥) ⊸ ⊥

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SLIDE 40

(A ⊸ ⊥) ⊸ ⊥

(A ⊸ ⊥) ⊸ ⊥

x ⊸ x x ⊸ ⊥

p2

⊥ ⊸ x

p1

  • x ⊸ ⊤

n2

⊥ ⊸ ⊥

p2

  • p1

⊤ ⊸ x

n1

  • ⊥ ⊸ ⊤

n2

  • p1

⊤ ⊸ ⊥

n1

  • p2

∗ ⊸ x

m1

  • ⊤ ⊸ ⊤

n1

  • n2

∗ ⊸ ⊥

m1

  • p2
  • ∗ ⊸ ⊤

m1

  • n2

m2

  • 40
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SLIDE 41

The identity strategy id(A⊸⊥)⊸⊥

x ⊸ x x ⊸ ⊥ ⊥ ⊸ x

p1

  • x ⊸ ⊤

⊥ ⊸ ⊥

p2

  • ⊤ ⊸ x

⊥ ⊸ ⊤

n2

  • ⊤ ⊸ ⊥

∗ ⊸ x ⊤ ⊸ ⊤

n1

  • ∗ ⊸ ⊥

∗ ⊸ ⊤

m1

m2

  • 41
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SLIDE 42

The idempotent strategy ∂A ◦ ρA

x ⊸ x x ⊸ ⊥ ⊥ ⊸ x

p1

  • x ⊸ ⊤

⊥ ⊸ ⊥ ⊤ ⊸ x

n1

  • ⊥ ⊸ ⊤

⊤ ⊸ ⊥ ∗ ⊸ x

m1

  • ⊤ ⊸ ⊤

∗ ⊸ ⊥

p2

  • ∗ ⊸ ⊤

n2

m2

  • 42
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SLIDE 43

Diagnosis

The two strategies ∂A ◦ θA and id(A⊸⊥)⊸⊥ are only equal modulo “homotopy”. Idea : force the equality ∂A ◦ θA = id(A⊸⊥)⊸⊥ in the category of games. Leads to a classical model of linear logic

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Solution

  • Assign a payoff κ(x) ∈ Z to every position x of the game.
  • Consider only the winning strategies σ :

∀x, x ∈ σ• ⇒ κ(x) ≥ 0

  • Call external a position x with null payoff :

κ(x) = 0

  • Identify two strategies when they play the same external positions.

σ ≃ τ

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SLIDE 45

Slogan

A strategy realizes its set of external positions. The two strategies

id(A⊸⊥)⊸⊥

and ∂A ◦ ρA are identified in this way. The left and right implementations of AND are also identified.

45

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SLIDE 46

A remark for the insider

This transforms the non commutative continuation monad T : A → (A ⊸ ⊥) ⊸ ⊥ into a commutative one : TA ⊗ TB

  • T(A ⊗ TB)

T 2(A ⊗ B)

  • T(TA ⊗ B)

T 2(A ⊗ B) T(A ⊗ B)

Property : the kleisli category is then ∗-autonomous. A very nice observation by Hasegawa Masahito

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SLIDE 47

Well-bracketing reduces to a winning conditiona

(B

⊸ B) ⊸ B

κ(x) q −1 q +1 q −1 true −1 (+1 ⊸ −1) ⊸ −1

47

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SLIDE 48

Full completeness

  • Extend payoffs to paths in order to separate the two formulas :

(A&B) ⊗ ⊤ and (A ⊗ ⊤) & (B ⊗ ⊤)

  • Extend payoffs to walks in order to reject the pseudo-proof of the

sequent : ⊢ 1, 1, (⊥ & (⊥ ⊗ ⊥)) ⊗ ⊤. Needs to explore several additive slices.

  • Full completeness by directed proof search.

48

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SLIDE 49

Main difficulty : garbage collect !

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SLIDE 50

Exponentials

The exponential factors as !A =

  • n∈N

↓ A Uniformity is described thanks to a left and right group action on indices. Samson Abramsky, Radha Jagadeesan, Pasquale Malacaria 1994

49

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SLIDE 51

Work in progress

  • 1. Our model is not the free construction.
  • 2. Compare to another very nice formulation of innocence.

(joint work with Martin Hyland and Russ Harmer)

  • 3. Relax alternation and compare innocence to L-nets

(joint work with Claudia Faggian and Samuel Mimram)

  • 4. Add holes to the geometry and study languages with states

(joint work with Nicolas Tabareau)

  • 5. Study first-order and second-order linear logic.

50

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SLIDE 52

Thank you !

I am currently writing the full paper.

51

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SLIDE 53

Announcement

I organize with Anca Muscholl (LIAFA) the next session of the legendary Spring School in Theoretical Computer Science Monday 29 May — Friday 2 June 2006 Ile de R´ e, France Games : Semantics and Verification whose first School was organized by Maurice Nivat in 1973. The School meets every year since then, in a different place, and on a different subject. PhD students, postdoctoral students, young researchers wishing to learn more about games and their applications to Semantics and Verifica- tion are welcome to the Spring School.

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SLIDE 54

Announcement

The following people have already accepted to teach at the School : – Samson Abramsky (Oxford, UK) – Martin Hyland (Cambridge, UK) – Luke Ong (Oxford, UK) – Jacques Duparc (Lausanne, Switzerland) – Eric Gr¨ adel (Aachen, Germany) – Igor Walukiewicz (Bordeaux, France) – Wieslaw Zielonka (Paris, France) – Tom Henzinger (Lausanne, Switzerland) (to be confirmed) – Sylvain Sorin (Ecole Polytechnique, Paris) (to be confirmed) Contact email : Paul-Andre.Mellies@pps.jussieu.fr

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SLIDE 55

Left and ≃ Right and

(B ⊗

B) ⊸ B

q q true q true true (B ⊗

B) ⊸ B

q q true q true true The two strategies realize the same external positions of the game.

54