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Simple game semantics and Day convolution

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 Added by Tom Hirschowitz
 Publication date 2018
and research's language is English




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Game semantics has provided adequate models for a variety of programming languages, in which types are interpreted as two-player games and programs as strategies. Melli`es (2018) suggested that such categories of games and strategies may be obtained as instances of a simple abstract construction on weak double categories. However, in the particular case of simple games, his construction slightly differs from the standard category. We refine the abstract construction using factorisation systems, and show that the new construction yields the standard category of simple games and strategies. Another perhaps surprising instance is Days convolution monoidal structure on the category of presheaves over a strict monoidal category.



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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 Abramskys 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 Murawskis 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 Murawskis 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 Abramskys semantic cube programme beyond the sequential deterministic world.
Game semantics is a rich and successful class of denotational models for programming languages. Most game models feature a rather intuitive setup, yet surprisingly difficult proofs of such basic results as associativity of composition of strategies. We set out to unify these models into a basic abstract framework for game semantics, game settings. Our main contribution is the generic construction, for any game setting, of a category of games and strategies. Furthermore, we extend the framework to deal with innocence, and prove that innocent strategies form a subcategory. We finally show that our constructions cover many concrete cases, mainly among the early models and the very recent sheaf-based ones.
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