960 results on '"Game semantics"'
Search Results
52. Game semantics for dependent types.
- Author
-
Vákár, Matthijs, Jagadeesan, Radha, and Abramsky, Samson
- Subjects
- *
STRUCTURAL dynamics , *X-ray diffraction , *COMPUTATIONAL biology , *PROTEIN folding , *SYNTAX in programming languages - Abstract
We present a model of dependent type theory ( DTT ) with Π-, 1-, Σ- and intensional Id -types, which is based on a slight variation of the (call-by-name) category of AJM-games and history-free winning well-bracketed strategies. The model satisfies Streicher's criteria of intensionality and refutes function extensionality. The principle of uniqueness of identity proofs is satisfied. We show it contains a submodel as a full subcategory which gives a faithful interpretation of DTT with Π-, 1-, Σ- and intensional Id -types and, additionally, finite inductive type families. This smaller model is fully (and faithfully) complete with respect to the syntax at the type hierarchy built without Id -types, as well as at the more general class of types where we allow for one strictly positive occurrence of an Id -type. Definability for the full type hierarchy with Id -types remains to be investigated. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
53. Algorithmic games for full ground references.
- Author
-
Murawski, Andrzej S. and Tzevelekos, Nikos
- Subjects
CLASSIFICATION algorithms ,PROGRAMMING languages ,INFORMATION retrieval ,INFINITY (Mathematics) ,GAME theory - Abstract
We present a full classification of decidable and undecidable cases for contextual equivalence in a finitary ML-like language equipped with full ground storage (both integers and reference names can be stored). The simplest undecidable type is unit→unit→unit
. At the technical level, our results marry game semantics with automata-theoretic techniques developed to handle infinite alphabets. On the automata-theoretic front, we show decidability of the emptiness problem for register pushdown automata extended with fresh-symbol generation. [ABSTRACT FROM AUTHOR] - Published
- 2018
- Full Text
- View/download PDF
54. LÓGICA CLÁSICA Y ESQUIZOFRENIA: POR UNA SEMÁNTICA LÚDICA.
- Author
-
Redmond, Juan and Lopez-Orellana, Rodrigo
- Abstract
In this paper we draw a proposal to develop a logic of fictions in the game-theoretical approach of dialogical pragmatism. From one of the main criticisms that point to classical logic: the structural schizophrenia of its semantics (Lambert, 2004: 142-143; 160), we review the ontological commitments of the two main traditions of logic (Aristotle and Frege) to highlight their limits concerning the analysis of fictional discourse, and the overcoming from a pragmatic game perspective. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
55. A Semantic Navigation Model for Video Games
- Author
-
van Driel, Leonard, Bidarra, Rafael, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Egges, Arjan, editor, Geraerts, Roland, editor, and Overmars, Mark, editor
- Published
- 2009
- Full Text
- View/download PDF
56. On the Word Problem for -Categories, and the Properties of Two-Way Communication : (Extended Abstract)
- Author
-
Cockett, Robin, Santocanale, Luigi, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Sudan, Madhu, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Vardi, Moshe Y., Series editor, Weikum, Gerhard, Series editor, Grädel, Erich, editor, and Kahle, Reinhard, editor
- Published
- 2009
- Full Text
- View/download PDF
57. On Global Model Checking Trees Generated by Higher-Order Recursion Schemes
- Author
-
Broadbent, Christopher, Ong, Luke, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Sudan, Madhu, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Vardi, Moshe Y., Series editor, Weikum, Gerhard, Series editor, and de Alfaro, Luca, editor
- Published
- 2009
- Full Text
- View/download PDF
58. Towards Ludics Programming: Interactive Proof Search
- Author
-
Saurin, Alexis, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Sudan, Madhu, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Vardi, Moshe Y., Series editor, Weikum, Gerhard, Series editor, Garcia de la Banda, Maria, editor, and Pontelli, Enrico, editor
- Published
- 2008
- Full Text
- View/download PDF
59. Multiplexor Categories and Models of Soft Linear Logic
- Author
-
Redmond, Brian F., Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Rangan, C. Pandu, editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Artemov, Sergei N., editor, and Nerode, Anil, editor
- Published
- 2007
- Full Text
- View/download PDF
60. A Theory for Game Theories
- Author
-
Hirschowitz, Michel, Hirschowitz, André, Hirschowitz, Tom, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Arvind, V., editor, and Prasad, Sanjiva, editor
- Published
- 2007
- Full Text
- View/download PDF
61. A Counterexample-Guided Refinement Tool for Open Procedural Programs
- Author
-
Dimovski, Aleksandar, Ghica, Dan R., Lazić, Ranko, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Sudan, Madhu, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Dough, Series editor, Vardi, Moshe Y., Series editor, Weikum, Gerhard, Series editor, and Valmari, Antti, editor
- Published
- 2006
- Full Text
- View/download PDF
62. ROBOT ETHICAL TRAINING WITH DYNAMIC ETHICAL PREFERENCE LOGIC.
- Author
-
SHUAI WANG
- Subjects
ROBOTICS & ethics ,DEONTIC logic ,ROBOTS ,ROBOTICS ,ETHICS - Published
- 2016
63. Leafy automata for higher-order concurrency
- Author
-
Alex Dixon, Ranko Lazić, Andrzej S. Murawski, Igor Walukiewicz, Walukiewicz, Igor, Laboratoire Bordelais de Recherche en Informatique (LaBRI), and Université de Bordeaux (UB)-Centre National de la Recherche Scientifique (CNRS)-École Nationale Supérieure d'Électronique, Informatique et Radiocommunications de Bordeaux (ENSEIRB)
- Subjects
FOS: Computer and information sciences ,[INFO.INFO-LO] Computer Science [cs]/Logic in Computer Science [cs.LO] ,Formal Languages and Automata Theory (cs.FL) ,Game semantics ,Existential quantification ,Concurrency ,MathematicsofComputing_GENERAL ,Computer Science - Formal Languages and Automata Theory ,0102 computer and information sciences ,02 engineering and technology ,Higher-Order Concurrency ,01 natural sciences ,Article ,QA76 ,Automata over Infinite Alphabets ,Game Semantics ,0202 electrical engineering, electronic engineering, information engineering ,Finitary ,Equivalence (formal languages) ,Mathematics ,Discrete mathematics ,Computer Science - Programming Languages ,[INFO.INFO-LO]Computer Science [cs]/Logic in Computer Science [cs.LO] ,Order (ring theory) ,Finitary Idealized Concurrent Algol ,Decidability ,Undecidable problem ,TheoryofComputation_MATHEMATICALLOGICANDFORMALLANGUAGES ,010201 computation theory & mathematics ,020201 artificial intelligence & image processing ,Programming Languages (cs.PL) - Abstract
Finitary Idealized Concurrent Algol (FICA) is a prototypical programming language combining functional, imperative, and concurrent computation. There exists a fully abstract game model of FICA, which in principle can be used to prove equivalence and safety of FICA programs. Unfortunately, the problems are undecidable for the whole language, and only very rudimentary decidable sub-languages are known. We propose leafy automata as a dedicated automata-theoretic formalism for representing the game semantics of FICA. The automata use an infinite alphabet with a tree structure. We show that the game semantics of any FICA term can be represented by traces of a leafy automaton. Conversely, the traces of any leafy automaton can be represented by a FICA term. Because of the close match with FICA, we view leafy automata as a promising starting point for finding decidable subclasses of the language and, more generally, to provide a new perspective on models of higher-order concurrent computation. Moreover, we identify a fragment of FICA that is amenable to verification by translation into a particular class of leafy automata. Using a locality property of the latter class, where communication between levels is restricted and every other level is bounded, we show that their emptiness problem is decidable by reduction to Petri net reachability., Comment: 18 pages plus appendices
- Published
- 2021
64. Evolving Games and Essential Nets for Affine Polymorphism
- Author
-
Murawski, Andrzej S., Luke Ong, C. -H., Goos, Gerhard, editor, Hartmanis, Juris, editor, van Leeuwen, Jan, editor, and Abramsky, Samson, editor
- Published
- 2001
- Full Text
- View/download PDF
65. AN INTENSIONALLY FULLY-ABSTRACT SHEAF MODEL FOR π (EXPANDED VERSION).
- Author
-
EBERHART, CLOVIS, HIRSCHOWITZ, TOM, and SEILLER, THOMAS
- Subjects
SHEAF theory ,ALGEBRAIC topology ,ISOMORPHISM (Mathematics) ,MATHEMATICAL models ,MATHEMATICAL logic - Abstract
Following previous work on CCS, we propose a compositional model for the π-calculus in which processes are interpreted as sheaves on certain simple sites. Such sheaves are a concurrent form of innocent strategies, in the sense of Hyland-Ong/Nickau game semantics. We define an analogue of fair testing equivalence in the model and show that our interpretation is intensionally fully abstract for it. That is, the interpretation preserves and reects fair testing equivalence; and furthermore, any innocent strategy is fair testing equivalent to the interpretation of some process. The central part of our work is the construction of our sites, relying on a combinatorial presentation of π-calculus traces in the spirit of string diagrams. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
66. Game semantics approach to higher-order complexity.
- Author
-
Férée, Hugo
- Subjects
- *
SEMANTICS , *GAME theory , *MATHEMATICAL complex analysis , *MATHEMATICAL functions , *COMPUTER science - Abstract
Game semantics was initially defined and used to characterize pcf functionals. We use this approach to propose a definition of complexity for such higher-order functions, as well as a class of polynomial time computable higher-order functions. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
67. Combining control effects and their models: Game semantics for a hierarchy of static, dynamic and delimited control effects.
- Author
-
Laird, J.
- Subjects
- *
VIDEO games , *SEMANTICS , *PROGRAMMING languages , *COMPUTATIONAL complexity , *OPERATOR theory - Abstract
Computational effects which provide access to the flow of control (such as first-class continuations, exceptions and delimited continuations) are important features of higher-order programming languages. There are fundamental differences between them in terms of operational behaviour, expressiveness and implementation, so that understanding how they combine and relate to each other is a challenging objective, with a key role for semantics in making this precise. This paper develops operational and denotational semantics for a hierarchy of programming languages which include combinations of locally declared control prompts to which a program can escape, with first-class continuations which may either capture their enclosing prompts, or be delimited by them. We describe two different hierarchies of models, both based on categories of games and strategies with a computational monad, but obtained using different methodologies. By relaxing combinations of behavioural constraints on strategies with control flow represented by annotation with control pointers we are able to give direct and explicit characterizations of control operators and their effects, including examples characterizing their macro-expressiveness. By constructing a parallel hierarchy of models by applying sequences of monad transformers , and relating these to the direct interpretation of control effects, we obtain games interpretations of higher-level abstractions such as continuations and exceptions, which can be used as the basis for equational reasoning about programs. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
68. Game semantics for non-monotonic intensional logic programming.
- Author
-
Galanaki, Chrysida, Nomikos, Christos, and Rondogiannis, Panos
- Subjects
- *
LOGIC programming , *SEMANTICS , *VIDEO games , *OPERATOR theory , *PROGRAMMING languages - Abstract
Intensional logic programming is an extension of logic programming based on intensional logic, which includes as special cases both temporal and modal logic programming. In [13] , M. Orgun and W.W. Wadge provided a general framework for capturing the semantics of intensional logic programming languages. They demonstrated that if the intensional operators of a language obey some simple semantic properties, then the programs of the language are guaranteed to have a minimum model semantics. One key property involved in the construction of [13] is the monotonicity of intensional operators. In this paper we consider intensional logic programming from a game-theoretic perspective. In particular we define a two-person game and demonstrate that it can be used in order to define a model for any given intensional program of the class introduced in [13] . Moreover, this model is shown to be identical to the minimum model constructed in [13] . More importantly, we demonstrate that the game is even applicable to intensional languages with non-monotonic operators. In this way we provide the first (to our knowledge) general framework for capturing the semantics of non-monotonic intensional logic programming. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
69. Reasoning about Idealized ALGOL Using Regular Languages
- Author
-
Ghica, Dan R., McCusker, Guy, Goos, Gerhard, editor, Hartmanis, Juris, editor, van Leeuwen, Jan, editor, Montanari, Ugo, editor, Rolim, José D. P., editor, and Welzl, Emo, editor
- Published
- 2000
- Full Text
- View/download PDF
70. Discreet Games, Light Affine Logic and PTIME Computation
- Author
-
Murawski, A. S., Ong, C.-H. L., Goos, Gerhard, editor, Hartmanis, Juris, editor, van Leeuwen, Jan, editor, Clote, Peter G., editor, and Schwichtenberg, Helmut, editor
- Published
- 2000
- Full Text
- View/download PDF
71. Continuous Probability Distributions in Concurrent Games.
- Author
-
Paquet, Hugo and Winskel, Glynn
- Subjects
CONTINUOUS functions ,DISTRIBUTION (Probability theory) ,GAME theory ,MEASURE theory ,REAL numbers - Abstract
Abstract We present a model of concurrent games in which strategies are probabilistic and support both discrete and continuous distributions. This is a generalisation of the probabilistic concurrent strategies of Winskel, based on event structures. We first introduce measurable event structures , discrete fibrations of event structures in which each fibre is turned into a measurable space. We then construct a bicategory of measurable games and measurable strategies based on measurable event structures, and add probability to measurable strategies using standard techniques of measure theory. We illustrate the model by giving semantics to an affine, higher-order, probabilistic language with a type of real numbers and continuous distributions. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
72. On Dialogue Games and Graph Games.
- Author
-
Jacq, Clément and Melliès, Paul-André
- Subjects
GRAPHIC methods ,GRAPH theory ,GAME theory ,MATHEMATICS theorems ,EDUCATIONAL games ,ALGORITHMS - Abstract
Dialogue games were introduced by Melliès as an attempt to unify two historical paradigms of game semantics: concrete data structures and arena games. The definition of dialogue games relies on the idea that a move m of an arena game can be decomposed as a pair m = ( α , v ) consisting of a cell α and of a value v. Consequently, a dialogue game is defined as a quadripartite forest whose nodes are separated into four classes: Opponent cells, Opponent values, Player cells, Player values. Although the translation from arena games to dialogue games is essentially immediate, the relationship between dialogue games and concrete data structures is more intricate. In order to clarify it, we study the relationship between dialogue games and graph games which were introduced by Hyland and Schalk to provide a graph-theoretic account of Berry and Curien's sequential algorithm model. We construct a fully faithful functor from a category of dialogue games to the category of graph games and conflict-free strategies. This leads us to an alternative definition of conflict-free strategies in graph games as balanced and bi-invariant strategies in dialogue games. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
73. Game Semantics for Interface Middleweight Java
- Author
-
Andrzej S. Murawski and Nikos Tzevelekos
- Subjects
Theoretical computer science ,Java ,Game semantics ,Computer science ,Interface (Java) ,0102 computer and information sciences ,computer.software_genre ,01 natural sciences ,Artificial Intelligence ,medicine ,Equivalence (formal languages) ,0101 mathematics ,Equivalence (measure theory) ,Calculus (medicine) ,computer.programming_language ,Programming language ,010102 general mathematics ,medicine.disease ,Object (computer science) ,Computer Graphics and Computer-Aided Design ,010201 computation theory & mathematics ,Hardware and Architecture ,Control and Systems Engineering ,TheoryofComputation_LOGICSANDMEANINGSOFPROGRAMS ,Java code ,Computer Science::Programming Languages ,computer ,Software ,Information Systems - Abstract
We consider an object calculus in which open terms interact with the environment through interfaces. The calculus is intended to capture the essence of contextual interactions of Middleweight Java code. Using game semantics, we provide fully abstract models for the induced notions of contextual approximation and equivalence. These are the first denotational models of this kind.
- Published
- 2020
- Full Text
- View/download PDF
74. Evaluating lambda terms with traversals
- Author
-
William Blum
- Subjects
Reduction strategy ,Correctness ,Theoretical computer science ,Reduction (recursion theory) ,General Computer Science ,Computer science ,Game semantics ,Term (logic) ,Arity ,Theoretical Computer Science ,Tree (data structure) ,Tree traversal ,TheoryofComputation_MATHEMATICALLOGICANDFORMALLANGUAGES ,Tree representation - Abstract
This paper presents a method to evaluate untyped lambda terms based on a term tree-traversing technique and judicious use of eta-expansion. The traversal method is inspired by Game Semantics. As traversals explore nodes of the term tree, they dynamically eta-expand some of the subterms to locate their non-immediate arguments. A quantity called dynamic arity determines the necessary amount of eta-expansion to perform at a given point. Traversals are finitely enumerable and characterize the paths in the tree representation of the beta-normal form when it exists. Correctness of the evaluation method follows from the fact that traversals implement leftmost linear reduction, a non-standard reduction strategy based on head linear reduction.
- Published
- 2020
- Full Text
- View/download PDF
75. Games, Mobile Processes, and Functions
- Author
-
Jaber, Guilhem, Sangiorgi, Davide, Jaber G., Sangiorgi D., Gallinette : vers une nouvelle génération d'assistant à la preuve (GALLINETTE), Inria Rennes – Bretagne Atlantique, Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria)-Laboratoire des Sciences du Numérique de Nantes (LS2N), IMT Atlantique Bretagne-Pays de la Loire (IMT Atlantique), Institut Mines-Télécom [Paris] (IMT)-Institut Mines-Télécom [Paris] (IMT)-Université de Nantes - UFR des Sciences et des Techniques (UN UFR ST), Université de Nantes (UN)-Université de Nantes (UN)-École Centrale de Nantes (ECN)-Centre National de la Recherche Scientifique (CNRS)-IMT Atlantique Bretagne-Pays de la Loire (IMT Atlantique), Université de Nantes (UN)-Université de Nantes (UN)-École Centrale de Nantes (ECN)-Centre National de la Recherche Scientifique (CNRS), Laboratoire des Sciences du Numérique de Nantes (LS2N), Foundations of Component-based Ubiquitous Systems (FOCUS), Inria Sophia Antipolis - Méditerranée (CRISAM), Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria)-Dipartimento di Informatica - Scienza e Ingegneria [Bologna] (DISI), Alma Mater Studiorum Università di Bologna [Bologna] (UNIBO)-Alma Mater Studiorum Università di Bologna [Bologna] (UNIBO), and Alma Mater Studiorum Università di Bologna [Bologna] (UNIBO)
- Subjects
[INFO.INFO-PL]Computer Science [cs]/Programming Languages [cs.PL] ,��-calculus ,[INFO.INFO-LO]Computer Science [cs]/Logic in Computer Science [cs.LO] ,λ-calculus, π-calculus, game semantics, bisimulation, coinduction, semantics ,game semantics ,Theory of computation ��� Program semantics - Abstract
We establish a tight connection between two models of the ��-calculus, namely Milner���s encoding into the ��-calculus (precisely, the Internal ��-calculus), and operational game semantics (OGS). We first investigate the operational correspondence between the behaviours of the encoding provided by �� and OGS. We do so for various LTSs: the standard LTS for �� and a new "concurrent" LTS for OGS; an "output-prioritised" LTS for �� and the standard alternating LTS for OGS. We then show that the equivalences induced on ��-terms by all these LTSs (for �� and OGS) coincide. These connections allow us to transfer results and techniques between �� and OGS. In particular we import up-to techniques from �� onto OGS and we derive congruence and compositionality results for OGS from those of ��. The study is illustrated for call-by-value; similar results hold for call-by-name., LIPIcs, Vol. 216, 30th EACSL Annual Conference on Computer Science Logic (CSL 2022), pages 25:1-25:18
- Published
- 2022
76. A Game Semantics for System P.
- Author
-
Marti, J. and Pinosio, R.
- Abstract
In this paper we introduce a game semantics for System P, one of the most studied axiomatic systems for non-monotonic reasoning, conditional logic and belief revision. We prove soundness and completeness of the game semantics with respect to the rules of System P, and show that an inference is valid with respect to the game semantics if and only if it is valid with respect to the standard order semantics of System P. Combining these two results leads to a new completeness proof for System P with respect to its order semantics. Our approach allows us to construct for every inference either a concrete proof of the inference from the rules in System P or a countermodel in the order semantics. Our results rely on the notion of a witnessing set for an inference, whose existence is a concise, necessary and sufficient condition for validity of an inferences in System P. We also introduce an infinitary variant of System P and use the game semantics to show its completeness for the restricted class of well-founded orders. [ABSTRACT FROM AUTHOR]
- Published
- 2016
- Full Text
- View/download PDF
77. BLOCK STRUCTURE VS SCOPE EXTRUSION: BETWEEN INNOCENCE AND OMNISCIENCE.
- Author
-
MURAWSKI, ANDRZEJ S. and TZEVELEKOS, NIKOS
- Subjects
GAME theory ,COMPUTATIONAL complexity ,DYNAMICAL systems ,RESOURCE allocation ,COMPUTER science - Abstract
We study the semantic meaning of block structure using game semantics. To that end, we introduce the notion of block-innocent strategies and characterise call-byvalue computation with block-allocated storage through soundness, finite definability and universality results. This puts us in a good position to conduct a comparative study of purely functional computation, computation with block storage as well as that with dynamic memory allocation. For example, we can show that dynamic variable allocation can be replaced with block-allocated variables exactly when the term involved (open or closed) is of base type and that block-allocated storage can be replaced with purely functional computation when types of order two are involved. To illustrate the restrictive nature of block structure further, we prove a decidability result for a finitary fragment of call-byvalue Idealized Algol for which it is known that allowing for dynamic memory allocation leads to undecidability. [ABSTRACT FROM AUTHOR]
- Published
- 2016
- Full Text
- View/download PDF
78. BUILD YOUR OWN CLARITHMETIC II: SOUNDNESS.
- Author
-
JAPARIDZE, GIORGI
- Subjects
NUMBER theory ,COMPUTATIONAL complexity ,MATHEMATICAL proofs ,MATHEMATICAL formulas ,PROBLEM solving - Abstract
Clarithmetics are number theories based on computability logic. Formulas of these theories represent interactive computational problems, and their "truth" is under- stood as existence of an algorithmic solution. Various complexity constraints on such solutions induce various versions of clarithmetic. The present paper introduces a param- eterized/schematic version CLA11P
1 ,P2 ,P3 P4. By tuning the three parameters P1 , P2 , P3 in an essentially mechanical manner, one automatically obtains sound and complete theories with respect to a wide range of target tricomplexity classes, i.e., combinations of time (set by P3 ), space (set by P2 ) and so called amplitude (set by P1 ) complexities. Sound in the sense that every theorem T of the system represents an interactive number-theoretic computational problem with a solution from the given tricomplexity class and, further- more, such a solution can be automatically extracted from a proof of T. And complete in the sense that every interactive number-theoretic problem with a solution from the given tricomplexity class is represented by some theorem of the system. Furthermore, through tuning the 4th parameter P4 , at the cost of sacrificing recursive axiomatizability but not simplicity or elegance, the above extensional completeness can be strengthened to intensional completeness, according to which every formula representing a problem with a solution from the given tricomplexity class is a theorem of the system. This article is published in two parts. The previous Part I has introduced the system and proved its completeness, while the present Part II is devoted to proving soundness. [ABSTRACT FROM AUTHOR]- Published
- 2016
- Full Text
- View/download PDF
79. Introduction to clarithmetic II.
- Author
-
Japaridze, Giorgi
- Subjects
- *
AXIOMS , *COMPUTABILITY logic , *MATHEMATICAL proofs , *POLYNOMIALS , *SPACETIME - Abstract
The earlier paper “Introduction to clarithmetic I” constructed an axiomatic system of arithmetic based on computability logic, and proved its soundness and extensional completeness with respect to polynomial time computability. The present paper elaborates three additional sound and complete systems in the same style and sense: one for polynomial space computability, one for elementary recursive time (and/or space) computability, and one for primitive recursive time (and/or space) computability. [ABSTRACT FROM AUTHOR]
- Published
- 2016
- Full Text
- View/download PDF
80. Semantic Games with Backtracking for T-norm Based Fuzzy Logics.
- Author
-
FERMÜLLER, CHRISTIAN G.
- Subjects
SEMANTICS ,GAME theory ,BACKTRACK programming ,TRIANGULAR norms ,FUZZY logic ,MANY-valued logic - Abstract
Hintikka's game theoretic semantics for classical connectives and quantifiers has been generalized to many-valued logics in various ways. We introduce a new type of semantic games, so-called backtracking games, where a stack of formulas is used to store information on how to continue the game after reaching an atomic formula. This mechanism allows one to avoid the explicit reference to truth values, that is characteristic for some evalution games. Moreover, the indeterminism due to the multiplicity of still to be analyzed formulas that can be observed in Giles's game for Łukasiewicz logic is disolved. We present backtracking games for the three fundamental t-norm based logics: Łukasiewicz, Gödel, and Product logic and provide corresponding adequateness theorems. [ABSTRACT FROM AUTHOR]
- Published
- 2016
81. A Game-Based Approach for PCTL* Stochastic Model Checking with Evidence.
- Author
-
Liu, Yang, Li, Xuan-Dong, and Ma, Yan
- Subjects
BRANCHING processes ,STOCHASTIC models ,GAME theory - Abstract
Stochastic model checking is a recent extension and generalization of the classical model checking, which focuses on quantitatively checking the temporal property of a system model. PCTL* is one of the important quantitative property specification languages, which is strictly more expressive than either PCTL (probabilistic computation tree logic) or LTL (linear temporal logic) with probability bounds. At present, PCTL* stochastic model checking algorithm is very complicated, and cannot provide any relevant explanation of why a formula does or does not hold in a given model. For dealing with this problem, an intuitive and succinct approach for PCTL* stochastic model checking with evidence is put forward in this paper, which includes: presenting the game semantics for PCTL* in release-PNF (release-positive normal form), defining the PCTL* stochastic model checking game, using strategy solving in game to achieve the PCTL* stochastic model checking, and refining winning strategy as the evidence to certify stochastic model checking result. The soundness and the completeness of game-based PCTL* stochastic model checking are proved, and its complexity matches the known lower and upper bounds. The game-based PCTL* stochastic model checking algorithm is implemented in a visual prototype tool, and its feasibility is demonstrated by an illustrative example. [ABSTRACT FROM AUTHOR]
- Published
- 2016
- Full Text
- View/download PDF
82. Positional Injectivity for Innocent Strategies
- Author
-
Lison Blondeau-Patissier and Pierre Clairambault, Blondeau-Patissier, Lison, Clairambault, Pierre, Lison Blondeau-Patissier and Pierre Clairambault, Blondeau-Patissier, Lison, and Clairambault, Pierre
- Abstract
In asynchronous games, Melliès proved that innocent strategies are positional: their behaviour only depends on the position, not the temporal order used to reach it. This insightful result shaped our understanding of the link between dynamic (i.e. game) and static (i.e. relational) semantics. In this paper, we investigate the positionality of innocent strategies in the traditional setting of Hyland-Ong-Nickau-Coquand pointer games. We show that though innocent strategies are not positional, total finite innocent strategies still enjoy a key consequence of positionality, namely positional injectivity: they are entirely determined by their positions. Unfortunately, this does not hold in general: we show a counter-example if finiteness and totality are lifted. For finite partial strategies we leave the problem open; we show however the partial result that two strategies with the same positions must have the same P-views of maximal length.
- Published
- 2021
- Full Text
- View/download PDF
83. Game Semantics for Constructive Modal Logic
- Author
-
Davide Catta, Lutz Straßburger, Matteo Acclavio, Université du Luxembourg (Uni.lu), Exploration et exploitation de données textuelles (TEXTE), Laboratoire d'Informatique de Robotique et de Microélectronique de Montpellier (LIRMM), Université de Montpellier (UM)-Centre National de la Recherche Scientifique (CNRS)-Université de Montpellier (UM)-Centre National de la Recherche Scientifique (CNRS), Automatisation et ReprésenTation: fOndation du calcUl et de la déducTion (PARTOUT), Laboratoire d'informatique de l'École polytechnique [Palaiseau] (LIX), École polytechnique (X)-Centre National de la Recherche Scientifique (CNRS)-École polytechnique (X)-Centre National de la Recherche Scientifique (CNRS)-Inria Saclay - Ile de France, Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria), Anupam Das, Sara Negri, Centre National de la Recherche Scientifique (CNRS)-Université de Montpellier (UM), and Centre National de la Recherche Scientifique (CNRS)-École polytechnique (X)-Centre National de la Recherche Scientifique (CNRS)-École polytechnique (X)-Inria Saclay - Ile de France
- Subjects
Theoretical computer science ,Game semantics ,Semantics (computer science) ,Principle of compositionality ,Computer science ,010102 general mathematics ,Modal logic ,[INFO.INFO-LO]Computer Science [cs]/Logic in Computer Science [cs.LO] ,0102 computer and information sciences ,16. Peace & justice ,Mathematical proof ,01 natural sciences ,Constructive ,Modal ,010201 computation theory & mathematics ,Encoding (memory) ,0101 mathematics - Abstract
International audience; In this paper we provide the first game semantics for the constructive modal logic CK. We first define arenas encoding modal formulas, we then define winning innocent strategies for games on these arenas, and finally we characterize the winning strategies corresponding to proofs in the logic CK. To prove the full-completeness of our semantics, we provide a sequentialization procedure of winning strategies. We conclude the paper by proving their compositionality and showing how our results can be extend to the constructive modal logic CD.
- Published
- 2021
- Full Text
- View/download PDF
84. The Concurrent Games Abstract Machine
- Author
-
Clairambault, Pierre, Castellan, Simon, Laboratoire de l'Informatique du Parallélisme (LIP), École normale supérieure - Lyon (ENS Lyon)-Université Claude Bernard Lyon 1 (UCBL), Université de Lyon-Université de Lyon-Institut National de Recherche en Informatique et en Automatique (Inria)-Centre National de la Recherche Scientifique (CNRS), Preuves et Langages (PLUME), Université de Lyon-Université de Lyon-Institut National de Recherche en Informatique et en Automatique (Inria)-Centre National de la Recherche Scientifique (CNRS)-École normale supérieure - Lyon (ENS Lyon)-Université Claude Bernard Lyon 1 (UCBL), Centre National de la Recherche Scientifique (CNRS), Software certification with semantic analysis (CELTIQUE), Inria Rennes – Bretagne Atlantique, Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria)-LANGAGE ET GÉNIE LOGICIEL (IRISA-D4), Institut de Recherche en Informatique et Systèmes Aléatoires (IRISA), Université de Rennes 1 (UR1), Université de Rennes (UNIV-RENNES)-Université de Rennes (UNIV-RENNES)-Institut National des Sciences Appliquées - Rennes (INSA Rennes), Institut National des Sciences Appliquées (INSA)-Université de Rennes (UNIV-RENNES)-Institut National des Sciences Appliquées (INSA)-Université de Bretagne Sud (UBS)-École normale supérieure - Rennes (ENS Rennes)-Institut National de Recherche en Informatique et en Automatique (Inria)-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS)-IMT Atlantique Bretagne-Pays de la Loire (IMT Atlantique), Institut Mines-Télécom [Paris] (IMT)-Institut Mines-Télécom [Paris] (IMT)-Université de Rennes 1 (UR1), Institut Mines-Télécom [Paris] (IMT)-Institut Mines-Télécom [Paris] (IMT)-Institut de Recherche en Informatique et Systèmes Aléatoires (IRISA), Institut National des Sciences Appliquées (INSA)-Université de Rennes (UNIV-RENNES)-Institut National des Sciences Appliquées (INSA)-Université de Bretagne Sud (UBS)-École normale supérieure - Rennes (ENS Rennes)-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS)-IMT Atlantique Bretagne-Pays de la Loire (IMT Atlantique), Institut Mines-Télécom [Paris] (IMT)-Institut Mines-Télécom [Paris] (IMT), Institut National de Recherche en Informatique et en Automatique (Inria), ANR-19-CE48-0010,DYVERSE,Sémantique Dynamique Versatile(2019), ANR-10-LABX-0070,MILYON,Community of mathematics and fundamental computer science in Lyon(2010), Laboratoire d'Informatique et Systèmes (LIS), Aix Marseille Université (AMU)-Université de Toulon (UTLN)-Centre National de la Recherche Scientifique (CNRS), Logique, Interaction, Raisonnement et Inférence, Complexité, Algèbre (LIRICA), Aix Marseille Université (AMU)-Université de Toulon (UTLN)-Centre National de la Recherche Scientifique (CNRS)-Aix Marseille Université (AMU)-Université de Toulon (UTLN)-Centre National de la Recherche Scientifique (CNRS), Institut National des Sciences Appliquées (INSA)-Université de Rennes (UNIV-RENNES)-Institut National des Sciences Appliquées (INSA)-Université de Bretagne Sud (UBS)-École normale supérieure - Rennes (ENS Rennes)-Institut National de Recherche en Informatique et en Automatique (Inria)-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS)-IMT Atlantique (IMT Atlantique), and Institut National des Sciences Appliquées (INSA)-Université de Rennes (UNIV-RENNES)-Institut National des Sciences Appliquées (INSA)-Université de Bretagne Sud (UBS)-École normale supérieure - Rennes (ENS Rennes)-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS)-IMT Atlantique (IMT Atlantique)
- Subjects
Higher-Order Computation ,[INFO.INFO-PL]Computer Science [cs]/Programming Languages [cs.PL] ,Coloured Petri Nets ,Shared Memory Concurrency ,Game Semantics ,[INFO.INFO-LO]Computer Science [cs]/Logic in Computer Science [cs.LO] ,Geometry of Interaction - Abstract
We introduce the concurrent games abstract machine: a multi-token machine for Idealized Parallel Algol (IPA), a higher-order concurrent programming language with shared state and semaphores. Our abstract machine takes the shape of a compositional interpretation of terms as Petri structures, certain coloured Petri nets. For the purely functional fragment, our machine is conceptually close to Geometry of Interaction token machines, originating from Linear Logic and presenting higher-order computation as the low-level process of a token walking through a graph (a proof net) representing the term. We pair here these ideas with folklore ideas on the representation of first-order imperative concurrent programs as coloured Petri nets. To prove our machine correct, we follow game semantics and represent types as certain games specifying dependencies and conflict between computational events. We define Petri strategies as those Petri structures obeying the rules of the game. In turn, we show how Petri strategies unfold to concurrent strategies in the sense of concurrent games on event structures. This not only entails correctness and adequacy of our machine, but also lets us generate operationally a causal description of the behaviour of programs at higher-order types.
- Published
- 2021
85. Verifying higher-order concurrency with data automata
- Author
-
Ranko Lazić, Alex Dixon, Andrzej S. Murawski, Igor Walukiewicz, Laboratoire Bordelais de Recherche en Informatique (LaBRI), and Université de Bordeaux (UB)-Centre National de la Recherche Scientifique (CNRS)-École Nationale Supérieure d'Électronique, Informatique et Radiocommunications de Bordeaux (ENSEIRB)
- Subjects
QA75 ,Theoretical computer science ,Recursion ,Game semantics ,Computer science ,Semantics (computer science) ,Concurrency ,010102 general mathematics ,[INFO.INFO-LO]Computer Science [cs]/Logic in Computer Science [cs.LO] ,0102 computer and information sciences ,01 natural sciences ,Decidability ,Automaton ,TheoryofComputation_MATHEMATICALLOGICANDFORMALLANGUAGES ,Fragment (logic) ,010201 computation theory & mathematics ,Concurrent computing ,Computer Science::Programming Languages ,0101 mathematics ,Computer Science::Formal Languages and Automata Theory - Abstract
International audience; Using a combination of automata-theoretic and game-semantic techniques, we propose a method for analysing higher-order concurrent programs. Our language of choice is Finitary Idealised Concurrent Algol (FICA) due to its relatively simple fully abstract game model. Our first contribution is an automata model over a treestructured infinite data alphabet, called split automata, whose distinctive feature is the separation of control and memory. We show that every FICA term can be translated into such an automaton. Thanks to the structure of split automata, we are able to observe subtle aspects of the underlying game semantics. This enables us to identify a fragment of FICA with iteration and limited synchronisation (but without recursion), for which, in contrast to the whole FICA, a variety of verification problems turn out to be decidable.
- Published
- 2021
- Full Text
- View/download PDF
86. Full abstraction for the quantum lambda-calculus
- Author
-
Marc de Visme, Pierre Clairambault, Laboratoire de l'Informatique du Parallélisme (LIP), Centre National de la Recherche Scientifique (CNRS)-Université de Lyon-Institut National de Recherche en Informatique et en Automatique (Inria)-Université Claude Bernard Lyon 1 (UCBL), Université de Lyon-École normale supérieure - Lyon (ENS Lyon), Preuves et Langages (PLUME), Université de Lyon-École normale supérieure - Lyon (ENS Lyon)-Centre National de la Recherche Scientifique (CNRS)-Université de Lyon-Institut National de Recherche en Informatique et en Automatique (Inria)-Université Claude Bernard Lyon 1 (UCBL), ANR-19-CE48-0010,DYVERSE,Sémantique Dynamique Versatile(2019), ANR-10-LABX-0070,MILYON,Community of mathematics and fundamental computer science in Lyon(2010), ANR-19-CE48-0014,PPS,Sémantique des programmes probabilistes(2019), École normale supérieure - Lyon (ENS Lyon)-Université Claude Bernard Lyon 1 (UCBL), Université de Lyon-Université de Lyon-Institut National de Recherche en Informatique et en Automatique (Inria)-Centre National de la Recherche Scientifique (CNRS), Université de Lyon-Université de Lyon-Institut National de Recherche en Informatique et en Automatique (Inria)-Centre National de la Recherche Scientifique (CNRS)-École normale supérieure - Lyon (ENS Lyon)-Université Claude Bernard Lyon 1 (UCBL), École normale supérieure de Lyon (ENS de Lyon)-Université Claude Bernard Lyon 1 (UCBL), and Université de Lyon-Université de Lyon-Institut National de Recherche en Informatique et en Automatique (Inria)-Centre National de la Recherche Scientifique (CNRS)-École normale supérieure de Lyon (ENS de Lyon)-Université Claude Bernard Lyon 1 (UCBL)
- Subjects
Quantum programming ,Game semantics ,Computer science ,0102 computer and information sciences ,01 natural sciences ,Denotational semantics ,Quantum Programming ,Game Semantics ,0101 mathematics ,Safety, Risk, Reliability and Quality ,Quantum ,computer.programming_language ,[INFO.INFO-PL]Computer Science [cs]/Programming Languages [cs.PL] ,010102 general mathematics ,[INFO.INFO-LO]Computer Science [cs]/Logic in Computer Science [cs.LO] ,Full Abstraction ,Observable ,Abstraction (mathematics) ,Algebra ,010201 computation theory & mathematics ,TheoryofComputation_LOGICSANDMEANINGSOFPROGRAMS ,ComputerSystemsOrganization_MISCELLANEOUS ,Computer Science::Programming Languages ,Quantum algorithm ,Lambda calculus ,computer ,Software - Abstract
Quantum programming languages permit a hardware independent, high-level description of quantum algorithms. In particular, the quantum λ-calculus is a higher-order language with quantum primitives, mixing quantum data and classical control. Giving satisfactory denotational semantics to the quantum λ-calculus is a challenging problem that has attracted significant interest. In the past few years, both static (the quantum relational model) and dynamic (quantum game semantics) denotational models were given, with matching computational adequacy results. However, no model was known to be fully abstract. Our first contribution is a full abstraction result for the games model of the quantum λ-calculus. Full abstraction holds with respect to an observational quotient of strategies, obtained by summing valuations of all states matching a given observable. Our proof method for full abstraction extends a technique recently introduced to prove full abstraction for probabilistic coherence spaces with respect to probabilistic PCF. Our second contribution is an interpretation-preserving functor from quantum games to the quantum relational model, extending a long line of work on connecting static and dynamic denotational models. From this, it follows that the quantum relational model is fully abstract as well. Altogether, this gives a complete denotational landscape for the semantics of the quantum λ-calculus, with static and dynamic models related by a clean functorial correspondence, and both fully abstract.
- Published
- 2019
- Full Text
- View/download PDF
87. Latent semantic analysis of game models using LSTM
- Author
-
Khulood Alyahya and Dan R. Ghica
- Subjects
Profiling (computer programming) ,Logic ,Game semantics ,Computer science ,business.industry ,Latent semantic analysis ,0102 computer and information sciences ,Intrusion detection system ,computer.software_genre ,01 natural sciences ,Theoretical Computer Science ,Recurrent neural network ,Computational Theory and Mathematics ,010201 computation theory & mathematics ,Free variables and bound variables ,Compiler ,Artificial intelligence ,business ,computer ,Software ,Natural language processing ,Natural language - Abstract
We are proposing a method for identifying whether the observed behaviour of a function at an interface is consistent with the typical behaviour of a particular programming language. This is a challenging problem with significant potential applications such as in security (intrusion detection) or compiler optimisation (profiling). To represent behaviour we use game semantics, a powerful method of semantic analysis for programming languages. It gives mathematically accurate models (‘fully abstract’) for a wide variety of programming languages. Game-semantic models are combinatorial characterisations of all possible interactions between a term and its syntactic context. Because such interactions can be concretely represented as sets of sequences, it is possible to ask whether they can be learned from examples. Concretely, we are using LSTM, a technique which proved effective in learning natural languages for automatic translation and text synthesis, to learn game-semantic models of sequential and concurrent versions of Idealised Algol (IA), which are algorithmically complex yet can be concisely described. We will measure how accurate the learned models are as a function of the degree of the term and the number of free variables involved. Finally, we will show how to use the learned model to perform latent semantic analysis between concurrent and sequential Idealised Algol.
- Published
- 2019
- Full Text
- View/download PDF
88. Computability logic: Giving Caesar what belongs to Caesar
- Author
-
Giorgi Japaridze
- Subjects
FOS: Computer and information sciences ,Computer Science - Logic in Computer Science ,Logic ,Game semantics ,Computer science ,Computability ,010102 general mathematics ,Classical logic ,0102 computer and information sciences ,Intuitionistic logic ,01 natural sciences ,Linear logic ,Logic in Computer Science (cs.LO) ,First-order logic ,Philosophy ,010201 computation theory & mathematics ,Conservative extension ,Computability logic ,Calculus ,F.1.2 ,F.1.1 ,F.1.3 ,0101 mathematics ,03B47, 03B70, 03F03, 03F20, 68T15 - Abstract
The present article is a brief informal survey o$\textit {computability logic}$ (CoL). This relatively young and still evolving nonclassical logic can be characterized as a formal theory of computability in the same sense as classical logic is a formal theory of truth. In a broader sense, being conceived semantically rather than proof-theoretically, CoL is not just a particular theory but an ambitious and challenging long-term project for redeveloping logic. In CoL, logical operators stand for operations on computational problems, formulas represent such problems, and their "truth" is seen as algorithmic solvability. In turn, computational problems – understood in their most general, interactive sense – are defined as games played by a machine against its environment, with "algorithmic solvability" meaning existence of a machine which wins the game against any possible behavior of the environment. With this semantics, CoL provides a systematic answer to the question "What can be computed?", just like classical logic is a systematic tool for telling what is true. Furthermore, as it happens, in positive cases "What can be computed" always allows itself to be replaced by "How can be computed", which makes CoL a problem-solving tool. CoL is a conservative extension of classical first order logic but is otherwise much more expressive than the latter, opening a wide range of new application areas. It relates to intuitionistic and linear logics in a similar fashion, which allows us to say that CoL reconciles and unifies the three traditions of logical thought (and beyond) on the basis of its natural and "universal" game semantics.
- Published
- 2019
- Full Text
- View/download PDF
89. Two sides of the same coin: session types and game semantics: a synchronous side and an asynchronous side
- Author
-
Nobuko Yoshida and Simon Castellan
- Subjects
Interpretation (logic) ,Computer science ,Programming language ,Game semantics ,010102 general mathematics ,0102 computer and information sciences ,computer.software_genre ,01 natural sciences ,Asynchrony (computer programming) ,Congruence (geometry) ,010201 computation theory & mathematics ,Asynchronous communication ,TheoryofComputation_LOGICSANDMEANINGSOFPROGRAMS ,Encoding (memory) ,Session (computer science) ,0101 mathematics ,Safety, Risk, Reliability and Quality ,computer ,Software ,Semantic gap - Abstract
Game semantics and session types are two formalisations of the same concept: message-passing open programs following certain protocols. Game semantics represents protocols as games, and programs as strategies; while session types specify protocols, and well-typed π-calculus processes model programs. Giving faithful models of the π-calculus and giving a precise description of strategies as a programming language are two difficult problems. In this paper, we show how these two problems can be tackled at the same time by building an accurate game semantics model of the session π-calculus. Our main contribution is to fill a semantic gap between the synchrony of the (session) π-calculus and the asynchrony of game semantics, by developing an event-structure based game semantics for synchronous concurrent computation. This model supports the first truly concurrent fully abstract (for barbed congruence) interpretation of the synchronous (session) π-calculus. We further strengthen this correspondence, establishing finite definability of asynchronous strategies by the internal session π-calculus. As an application of these results, we propose a faithful encoding of synchronous strategies into asynchronous strategies by call-return protocols, which induces automatically an encoding at the level of processes. Our results bring session types and game semantics into the same picture, proposing the session calculus as a programming language for strategies, and strategies as a very accurate model of the session calculus. We implement a prototype which computes the interpretation of session processes as synchronous strategies.
- Published
- 2019
- Full Text
- View/download PDF
90. Game semantics for quantum programming
- Author
-
Pierre Clairambault, Glynn Winskel, Marc de Visme, Laboratoire de l'Informatique du Parallélisme (LIP), École normale supérieure de Lyon (ENS de Lyon)-Université Claude Bernard Lyon 1 (UCBL), Université de Lyon-Université de Lyon-Institut National de Recherche en Informatique et en Automatique (Inria)-Centre National de la Recherche Scientifique (CNRS), Preuves et Langages (PLUME), Université de Lyon-Université de Lyon-Institut National de Recherche en Informatique et en Automatique (Inria)-Centre National de la Recherche Scientifique (CNRS)-École normale supérieure de Lyon (ENS de Lyon)-Université Claude Bernard Lyon 1 (UCBL), Computer Laboratory [Cambridge], University of Cambridge [UK] (CAM), ANR-10-LABX-0070,MILYON,Community of mathematics and fundamental computer science in Lyon(2010), European Project: 267916,EC:FP7:ERC,ERC-2010-AdG_20100224,ECSYM(2011), Apollo - University of Cambridge Repository, École normale supérieure - Lyon (ENS Lyon)-Université Claude Bernard Lyon 1 (UCBL), and Université de Lyon-Université de Lyon-Institut National de Recherche en Informatique et en Automatique (Inria)-Centre National de la Recherche Scientifique (CNRS)-École normale supérieure - Lyon (ENS Lyon)-Université Claude Bernard Lyon 1 (UCBL)
- Subjects
QA75 ,Concurrent Games ,Quantum programming ,Computer systems organization ,Theoretical computer science ,Principle of compositionality ,Computer science ,Game semantics ,Computation ,0102 computer and information sciences ,02 engineering and technology ,01 natural sciences ,Denotional Semantics ,Denotational semantics ,Fragment (logic) ,Game Semantics ,0202 electrical engineering, electronic engineering, information engineering ,Safety, Risk, Reliability and Quality ,Quantum ,ComputingMilieux_MISCELLANEOUS ,Theory of computation ,computer.programming_language ,[INFO.INFO-PL]Computer Science [cs]/Programming Languages [cs.PL] ,Interpretation (logic) ,[INFO.INFO-LO]Computer Science [cs]/Logic in Computer Science [cs.LO] ,020207 software engineering ,Quantum computing ,010201 computation theory & mathematics ,TheoryofComputation_LOGICSANDMEANINGSOFPROGRAMS ,computer ,Software - Abstract
Quantum programming languages permit a hardware independent, high-level description of quantum algo rithms. In particular, the quantum lambda-calculus is a higher-order programming language with quantum primitives, mixing quantum data and classical control. Giving satisfactory denotational semantics to the quantum lambda-calculus is a challenging problem that has attracted significant interest in the past few years. Several models have been proposed but for those that address the whole quantum λ-calculus, they either do not represent the dynamics of computation, or they lack the compositionality one often expects from denotational models. In this paper, we give the first compositional and interactive model of the full quantum lambda-calculus, based on game semantics. To achieve this we introduce a model of quantum games and strategies, combining quantum data with a representation of the dynamics of computation inspired from causal models of concurrent systems. In this model we first give a computationally adequate interpretation of the affine fragment. Then, we extend the model with a notion of symmetry, allowing us to deal with replication. In this refined setting, we interpret and prove adequacy for the full quantum lambda-calculus. We do this both from a sequential and a parallel interpretation, the latter representing faithfully the causal independence between sub-computations.
- Published
- 2019
- Full Text
- View/download PDF
91. Compositional relational reasoning via operational game semantics
- Author
-
Guilhem Jaber, Andrzej S. Murawski, Université de Nantes (UN), Gallinette : vers une nouvelle génération d'assistant à la preuve (GALLINETTE), Inria Rennes – Bretagne Atlantique, Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria)-Laboratoire des Sciences du Numérique de Nantes (LS2N), IMT Atlantique Bretagne-Pays de la Loire (IMT Atlantique), Institut Mines-Télécom [Paris] (IMT)-Institut Mines-Télécom [Paris] (IMT)-Université de Nantes - UFR des Sciences et des Techniques (UN UFR ST), Université de Nantes (UN)-Université de Nantes (UN)-École Centrale de Nantes (ECN)-Centre National de la Recherche Scientifique (CNRS)-IMT Atlantique Bretagne-Pays de la Loire (IMT Atlantique), Université de Nantes (UN)-Université de Nantes (UN)-École Centrale de Nantes (ECN)-Centre National de la Recherche Scientifique (CNRS), Computing Laboratory (OUCL), University of Oxford [Oxford], Gallinette : vers une nouvelle génération d'assistant à la preuve (LS2N - équipe GALLINETTE), Université de Nantes - UFR des Sciences et des Techniques (UN UFR ST), Université de Nantes (UN)-Université de Nantes (UN)-École Centrale de Nantes (ECN)-Centre National de la Recherche Scientifique (CNRS)-IMT Atlantique (IMT Atlantique), Institut Mines-Télécom [Paris] (IMT)-Institut Mines-Télécom [Paris] (IMT), and University of Oxford
- Subjects
Bisimulation ,Hierarchy ,Theoretical computer science ,[INFO.INFO-PL]Computer Science [cs]/Programming Languages [cs.PL] ,Game semantics ,Computer science ,Backtracking ,Operator (linguistics) ,[INFO.INFO-LO]Computer Science [cs]/Logic in Computer Science [cs.LO] ,020207 software engineering ,Heap (mathematics) ,0102 computer and information sciences ,02 engineering and technology ,01 natural sciences ,010201 computation theory & mathematics ,Simple (abstract algebra) ,TheoryofComputation_LOGICSANDMEANINGSOFPROGRAMS ,0202 electrical engineering, electronic engineering, information engineering ,Control (linguistics) - Abstract
International audience; We show how to use operational game semantics as a guide to develop relational techniques for establishing contextual equivalences with respect to contexts drawn from a hierarchy of four call-by-value higher-order languages: with either general or ground-type references and with either call/cc or no control operator. In game semantics, differences between the contexts can be captured by the absence or presence of the O-visibility and O-bracketing conditions. The proposed technique, which we call Kripke normal-form bisimulations, combines insights from normal-form bisimulation and Kripke logical relations with game semantics. In particular, the role of the heap and the name history is abstracted away using Kripke-style world transition systems. The differences between the four kinds of contexts manifest themselves through simple local conditions that can be shown to correspond to O-visibility and O-bracketing, as applicable. The technique is sound and complete by virtue of correspondence with operational game semantics. Moreover, it sheds a new light on other related developments, such as backtracking and private transitions in Kripke logical relations, which can be related to specific phenomena in game models.
- Published
- 2021
- Full Text
- View/download PDF
92. CompCertO: compiling certified open C components
- Author
-
Jérémie Koenig and Zhong Shao
- Subjects
Correctness ,Game semantics ,Programming language ,Computer science ,Calling convention ,Interoperability ,020207 software engineering ,0102 computer and information sciences ,02 engineering and technology ,computer.software_genre ,01 natural sciences ,010201 computation theory & mathematics ,0202 electrical engineering, electronic engineering, information engineering ,Compiler ,Communications protocol ,computer ,Software verification ,Abstraction (linguistics) - Abstract
Since the introduction of CompCert, researchers have been refining its language semantics and correctness theorem, and used them as components in software verification efforts. Meanwhile, artifacts ranging from CPU designs to network protocols have been successfully verified, and there is interest in making them interoperable to tackle end-to-end verification at an even larger scale. Recent work shows that a synthesis of game semantics, refinement-based methods, and abstraction layers has the potential to serve as a common theory of certified components. Integrating certified compilers to such a theory is a critical goal. However, none of the existing variants of CompCert meets the requirements we have identified for this task. CompCertO extends the correctness theorem of CompCert to characterize compiled program components directly in terms of their interaction with each other. Through a careful and compositional treatment of calling conventions, this is achieved with minimal effort.
- Published
- 2021
- Full Text
- View/download PDF
93. Asynchronous Template Games and the Gray Tensor Product of 2-Categories
- Author
-
Paul-André Melliès, Design, study and implementation of languages for proofs and programs (PI.R2), Centre National de la Recherche Scientifique (CNRS)-Inria de Paris, Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria)-Université de Paris (UP)-Institut de Recherche en Informatique Fondamentale (IRIF (UMR_8243)), Centre National de la Recherche Scientifique (CNRS)-Université de Paris (UP)-Centre National de la Recherche Scientifique (CNRS)-Université de Paris (UP), Institut de Recherche en Informatique Fondamentale (IRIF (UMR_8243)), Centre National de la Recherche Scientifique (CNRS)-Université de Paris (UP), Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria)-Université Paris Cité (UPCité)-Institut de Recherche en Informatique Fondamentale (IRIF (UMR_8243)), Centre National de la Recherche Scientifique (CNRS)-Université Paris Cité (UPCité)-Centre National de la Recherche Scientifique (CNRS)-Université Paris Cité (UPCité), and Centre National de la Recherche Scientifique (CNRS)-Université Paris Cité (UPCité)
- Subjects
FOS: Computer and information sciences ,Computer Science - Logic in Computer Science ,Computer science ,Game semantics ,Concurrency ,Dimension (graph theory) ,Structure (category theory) ,0102 computer and information sciences ,01 natural sciences ,[INFO.INFO-CL]Computer Science [cs]/Computation and Language [cs.CL] ,Morphism ,[INFO.INFO-FL]Computer Science [cs]/Formal Languages and Automata Theory [cs.FL] ,Mathematics::Category Theory ,FOS: Mathematics ,Category Theory (math.CT) ,0101 mathematics ,[INFO.INFO-MS]Computer Science [cs]/Mathematical Software [cs.MS] ,[MATH.MATH-CT]Mathematics [math]/Category Theory [math.CT] ,[INFO.INFO-PL]Computer Science [cs]/Programming Languages [cs.PL] ,[INFO.INFO-GT]Computer Science [cs]/Computer Science and Game Theory [cs.GT] ,010102 general mathematics ,Monoidal category ,[INFO.INFO-LO]Computer Science [cs]/Logic in Computer Science [cs.LO] ,Mathematics - Category Theory ,Linear logic ,Logic in Computer Science (cs.LO) ,Algebra ,[MATH.MATH-LO]Mathematics [math]/Logic [math.LO] ,Tensor product ,010201 computation theory & mathematics ,[MATH.MATH-AT]Mathematics [math]/Algebraic Topology [math.AT] ,[MATH.MATH-QA]Mathematics [math]/Quantum Algebra [math.QA] ,[MATH.MATH-AG]Mathematics [math]/Algebraic Geometry [math.AG] - Abstract
In his recent and exploratory work on template games and linear logic, Mellies defines sequential and concurrent games as categories with positions as objects and trajectories as morphisms, labelled by a specific synchronization template. In the present paper, we bring the idea one dimension higher and advocate that template games should not be just defined as 1-dimensional categories but as 2-dimensional categories of positions, trajectories and reshufflings (or reschedulings) as 2-cells. In order to achieve the purpose, we take seriously the parallel between asynchrony in concurrency and the Gray tensor product of 2-categories. One technical difficulty on the way is that the category $\mathbb{S} = 2$-Cat of small 2-categories equipped with the Gray tensor product is monoidal, and not cartesian. This prompts us to extend the framework of template games originally formulated by Mellies in a category $\mathbb{S}$ with finite limits, and to upgrade it in the style of Aguiar’s work on quantum groups to the more general situation of a monoidal category $\mathbb{S}$ with coreflexive equalizers, preserved by the tensor product componentwise. We construct in this way an asynchronous template game semantics of multiplicative additive linear logic (MALL) where every formula and every proof is interpreted as a labelled 2-category equipped, respectively, with the structure of Gray comonoid for asynchronous template games, and of Gray bicomodule for asynchronous strategies.
- Published
- 2021
- Full Text
- View/download PDF
94. ON THE SYSTEM CL12 OF COMPUTABILITY LOGIC.
- Author
-
JAPARIDZE, GIORGI
- Subjects
COMPUTABILITY logic ,COMPUTABLE functions ,CONSTRUCTIVE mathematics ,MATHEMATICAL analysis ,MATHEMATICAL logic - Abstract
Computability logic (CoL) is a long-term project for redeveloping logic on the basis of a constructive game semantics, with games seen as abstract models of interactive computational problems. Among the fragments of CoL successfully axiomatized so far is CL12 - a conservative extension of classical first-order logic, whose language augments that of classical logic with the so called choice ("constructive") sorts of quantifiers and connectives. This system has already found fruitful applications as a logical basis for constructive and complexity-bound versions of Peano arithmetic, such as arithmetics for polynomial time computability,polynomial space computability, and beyond. The present paper introduces a third, indispensable complexity measure for interactive computations termed amplitude complexity, and establishes the adequacy (soundness/completeness) of CL12 and the associated Logical Consequence mechanism with respect to (simultaneously) A amplitude, S space and T time computability under certain minimal conditions on the triples(A,S,T)of function classes. This result very substantially broadens the potential application areas of CL12, even when time and/or space complexity is the only concern. It would be sufficient to point out that, for instance, now CL12 can be reliably used as a logical basis of systems for logarithmic space or exponential time computabilities - something that the earlier-known crude adequacy results for CL12 were too weak to allow us to do. This paper is self-contained, and targets readers with no prior familiarity with the subject. [ABSTRACT FROM AUTHOR]
- Published
- 2015
- Full Text
- View/download PDF
95. BOUNDING LINEAR HEAD REDUCTION AND VISIBLE INTERACTION THROUGH SKELETONS.
- Author
-
CLAIRAMBAULT, PIERRE
- Subjects
MATHEMATICAL bounds ,MATHEMATICAL transformations ,PROGRAMMING languages ,SEMANTICS ,OPERATOR theory - Abstract
In this paper, we study the complexity of execution in higher-order program- ming languages. Our study has two facets: on the one hand we give an upper bound to the length of interactions between bounded P-visible strategies in Hyland-Ong game semantics. This result covers models of programming languages with access to computational effects like non-determinism, state or control operators, but its semantic formulation causes a loose connection to syntax. On the other hand we give a syntactic counterpart of our semantic study: a non-elementary upper bound to the length of the linear head reduction sequence (a low-level notion of reduction, close to the actual implementation of the reduction of higher-order programs by abstract machines) of simply-typed λ-terms. In both cases our upper bounds are proved optimal by giving matching lower bounds. These two results, although different in scope, are proved using the same method: we introduce a simple reduction on finite trees of natural numbers, hereby called interaction skeletons. We study this reduction and give upper bounds to its complexity. We then apply this study by giving two simulation results: a semantic one measuring progress in game-theoretic interaction via interaction skeletons, and a syntactic one establishing a correspondence between linear head reduction of terms satisfying a locality condition called local scope and the reduction of interaction skeletons. This result is then generalized to arbitrary terms by a local scopization transformation. [ABSTRACT FROM AUTHOR]
- Published
- 2015
- Full Text
- View/download PDF
96. On Higher-Order Cryptography
- Author
-
Boaz Barak and Raphaëlle Crubillé and Ugo Dal Lago, Barak, Boaz, Crubillé, Raphaëlle, Dal Lago, Ugo, Boaz Barak and Raphaëlle Crubillé and Ugo Dal Lago, Barak, Boaz, Crubillé, Raphaëlle, and Dal Lago, Ugo
- Abstract
Type-two constructions abound in cryptography: adversaries for encryption and authentication schemes, if active, are modeled as algorithms having access to oracles, i.e. as second-order algorithms. But how about making cryptographic schemes themselves higher-order? This paper gives an answer to this question, by first describing why higher-order cryptography is interesting as an object of study, then showing how the concept of probabilistic polynomial time algorithm can be generalized so as to encompass algorithms of order strictly higher than two, and finally proving some positive and negative results about the existence of higher-order cryptographic primitives, namely authentication schemes and pseudorandom functions.
- Published
- 2020
- Full Text
- View/download PDF
97. Non-Alternating ActorGame: Game semantics for actors without alternation.
- Author
-
Dai, Guiping and Wang, Yong
- Abstract
Based on the works of ActorGames which introduce game semantics into actors, we remove the assumption of an immediate acknowledgement to a received message for an actor in ActorGames. This makes ActorGames play without alternation and a new kind of game semantics called Non-Alternating ActorGames are introduced. Through an example of classical cluster computing called CCC and implemented by actors, we analyze the concurrent messages among actors and introduce the Non-Alternating ActorGame strategy, composition of Non-Alternating ActorGames, the Non-Alternating ActorGame category and relation to concurrent games. Both the Non-Alternating ActorGame strategy, composition of Non-Alternating ActorGames, the Non-Alternating ActorGame category and relation to concurrent games have good properties. [ABSTRACT FROM PUBLISHER]
- Published
- 2013
- Full Text
- View/download PDF
98. Disentangling Parallelism and Interference in Game Semantics
- Author
-
Castellan, Simon, Clairambault, Pierre, Inria Rennes – Bretagne Atlantique, Institut National de Recherche en Informatique et en Automatique (Inria), Institut de Recherche en Informatique et Systèmes Aléatoires (IRISA), Université de Rennes (UR)-Institut National des Sciences Appliquées - Rennes (INSA Rennes), Institut National des Sciences Appliquées (INSA)-Institut National des Sciences Appliquées (INSA)-Université de Bretagne Sud (UBS)-École normale supérieure - Rennes (ENS Rennes)-Institut National de Recherche en Informatique et en Automatique (Inria)-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS)-IMT Atlantique (IMT Atlantique), Institut Mines-Télécom [Paris] (IMT)-Institut Mines-Télécom [Paris] (IMT), Software certification with semantic analysis (CELTIQUE), Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria)-LANGAGE ET GÉNIE LOGICIEL (IRISA-D4), Institut Mines-Télécom [Paris] (IMT)-Institut Mines-Télécom [Paris] (IMT)-Université de Rennes (UR)-Institut National des Sciences Appliquées - Rennes (INSA Rennes), Institut Mines-Télécom [Paris] (IMT)-Institut Mines-Télécom [Paris] (IMT)-Institut de Recherche en Informatique et Systèmes Aléatoires (IRISA), Institut National des Sciences Appliquées (INSA)-Institut National des Sciences Appliquées (INSA)-Université de Bretagne Sud (UBS)-École normale supérieure - Rennes (ENS Rennes)-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS)-IMT Atlantique (IMT Atlantique), Centre National de la Recherche Scientifique (CNRS), Laboratoire d'Informatique et Systèmes (LIS), Aix Marseille Université (AMU)-Université de Toulon (UTLN)-Centre National de la Recherche Scientifique (CNRS), Logique, Interaction, Raisonnement et Inférence, Complexité, Algèbre (LIRICA), Aix Marseille Université (AMU)-Université de Toulon (UTLN)-Centre National de la Recherche Scientifique (CNRS)-Aix Marseille Université (AMU)-Université de Toulon (UTLN)-Centre National de la Recherche Scientifique (CNRS), Université de Rennes 1 (UR1), Université de Rennes (UNIV-RENNES)-Université de Rennes (UNIV-RENNES)-Institut National des Sciences Appliquées - Rennes (INSA Rennes), Institut National des Sciences Appliquées (INSA)-Université de Rennes (UNIV-RENNES)-Institut National des Sciences Appliquées (INSA)-Université de Bretagne Sud (UBS)-École normale supérieure - Rennes (ENS Rennes)-Institut National de Recherche en Informatique et en Automatique (Inria)-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS)-IMT Atlantique Bretagne-Pays de la Loire (IMT Atlantique), Institut Mines-Télécom [Paris] (IMT)-Institut Mines-Télécom [Paris] (IMT)-Université de Rennes 1 (UR1), Institut National des Sciences Appliquées (INSA)-Université de Rennes (UNIV-RENNES)-Institut National des Sciences Appliquées (INSA)-Université de Bretagne Sud (UBS)-École normale supérieure - Rennes (ENS Rennes)-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS)-IMT Atlantique Bretagne-Pays de la Loire (IMT Atlantique), Laboratoire de l'Informatique du Parallélisme (LIP), École normale supérieure - Lyon (ENS Lyon)-Université Claude Bernard Lyon 1 (UCBL), Université de Lyon-Université de Lyon-Institut National de Recherche en Informatique et en Automatique (Inria)-Centre National de la Recherche Scientifique (CNRS), Preuves et Langages (PLUME), and Université de Lyon-Université de Lyon-Institut National de Recherche en Informatique et en Automatique (Inria)-Centre National de la Recherche Scientifique (CNRS)-École normale supérieure - Lyon (ENS Lyon)-Université Claude Bernard Lyon 1 (UCBL)
- Subjects
FOS: Computer and information sciences ,Denotational semantics ,Computer Science - Logic in Computer Science ,Computer Science - Programming Languages ,[INFO.INFO-PL]Computer Science [cs]/Programming Languages [cs.PL] ,[INFO.INFO-LO]Computer Science [cs]/Logic in Computer Science [cs.LO] ,game semantics ,Logic in Computer Science (cs.LO) ,Programming Languages (cs.PL) ,concurrent games - Abstract
Game semantics is a denotational semantics presenting compositionally the computational behaviour of various kinds of effectful programs. One of its celebrated achievement is to have obtained full abstraction results for programming languages with a variety of computational effects, in a single framework. This is known as the semantic cube or Abramsky's cube, which for sequential deterministic programs establishes a correspondence between certain conditions on strategies (''innocence'', ''well-bracketing'', ''visibility'') and the absence of matching computational effects. Outside of the sequential deterministic realm, there are still a wealth of game semantics-based full abstraction results; but they no longer fit in a unified canvas. In particular, Ghica and Murawski's fully abstract model for shared state concurrency (IA) does not have a matching notion of pure parallel program-we say that parallelism and interference (i.e. state plus semaphores) are entangled. In this paper we construct a causal version of Ghica and Murawski's model, also fully abstract for IA. We provide compositional conditions parallel innocence and sequentiality, respectively banning interference and parallelism, and leading to four full abstraction results. To our knowledge, this is the first extension of Abramsky's semantic cube programme beyond the sequential deterministic world.
- Published
- 2021
99. Games for Hybrid Logic
- Author
-
Robert Freiman
- Subjects
Computer Science::Computer Science and Game Theory ,Theoretical computer science ,Game semantics ,Computer science ,Semantics (computer science) ,Computer Science::Logic in Computer Science ,Modal logic ,Hybrid logic ,Extension (predicate logic) ,Link (knot theory) ,Bridge (interpersonal) ,Systematic search - Abstract
Game semantics and winning strategies offer a potential conceptual bridge between semantics and proof systems of logics. We illustrate this link for hybrid logic – an extension of modal logic that allows for explicit reference to worlds within the language. The main result is that the systematic search of winning strategies over all models can be finitized and thus reformulated as a proof system.
- Published
- 2021
- Full Text
- View/download PDF
100. Provability Games for Non-classical Logics
- Author
-
Alexandra Pavlova
- Subjects
Computer Science::Computer Science and Game Theory ,Theoretical computer science ,Semantics (computer science) ,Computer science ,Game semantics ,ComputingMilieux_PERSONALCOMPUTING ,Modal logic ,Type (model theory) ,Propositional calculus ,TheoryofComputation_MATHEMATICALLOGICANDFORMALLANGUAGES ,Modal ,Computer Science::Logic in Computer Science ,Minimal logic ,Link (knot theory) - Abstract
Game semantics provides an alternative view on basic logical concepts. Provability games, i.e., games for the validity of a formula provide a link between proof systems and semantics. We present a new type of provability games, namely the Mezhirov game, for minimal propositional logic and two modal systems: the logic of functional frames and the logic of serial frames, i.e., \(\mathbf {KD}\) and prove their adequacy. The games are finite resulting in a finite search for winning strategies.
- Published
- 2021
- Full Text
- View/download PDF
Catalog
Discovery Service for Jio Institute Digital Library
For full access to our library's resources, please sign in.