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Asynchronous Games 2: The True Concurrency of Innocence

机译:异步游戏2:纯真的真正并发

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摘要

In game semantics, one expresses the higher-order value passing mechanisms of the λ-calculus as sequences of atomic actions exchanged by a Player and its Opponent in the course of time. This is reminiscent of trace semantics in concurrency theory, in which a process is identified to the sequences of requests it generates. We take as working hypothesis that game semantics is, indeed, the trace semantics of the λ-calculus. This brings us to a notion of asynchronous game, inspired by Mazurkiewicz traces, which generalizes the usual notion of arena game. We then extract the true concurrency semantics of λ-terms from their interleaving semantics formulated as innocent strategies. This reveals that innocent strategies are positional strategies regulated by forward and backward interactive confluence properties. We conclude by defining a non uniform variant of the λ-calculus, whose game semantics is formulated as a trace semantics.
机译:在游戏语义学中,人们将λ演算的高阶值传递机制表达为玩家及其对手在一段时间内交换的原子动作序列。这使人联想到并发理论中的跟踪语义,在该理论中,将根据其生成的请求序列识别一个进程。我们假设游戏语义确实是λ微积分的痕迹语义作为工作假设。这使我们想到了异步游戏的概念,该灵感受Mazurkiewicz踪迹的启发,它概括了竞技场游戏的通常概念。然后,我们从制定为无害策略的交织语义中提取λ项的真正并发语义。这揭示了无辜策略是由前向和后向交互融合特性调节的位置策略。我们通过定义λ演算的非统一变体来得出结论,该演算的游戏语义被表述为跟踪语义。

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