Towards A Rosetta Stone of Interactive and Quantitative Semantics
Abstract
Quantitative semantics are those denotational semantics that inherit from linear logic [24] a sensitivity to the multiplicity of resources involved in computation. Those include the relational model [24] and its numerous variations (such as finiteness spaces [18], weighted relational models [29] and their extensions [20, 17], generalized species of structure [22], span models [32, 12], etc), as well as related syntactic methods such as non-idempotent intersection types [15] and Taylor expansion of lambda-terms [21]. Interactive semantics are usually also quantitative, but in addition they present the interactive behaviour of proofs and programs, generally organized chronologically – those include the many variants of game semantics (starting with [27, 2]), and other frameworks such as Geometry of Interaction [25] or ludics [26]. Both families are cornerstones of modern denotational semantics, and both have associated Alonzo Church awards: game semantics in 2017, and quantitative semantics (in particular, differential linear logic and the differential -calculus) in 2024.
It has more or less always been clear to the experts that the two, sharing an origin in linear logic, are conceptually related. Yet there are differences, which seem fundamental: in particular, while quantitative models compose relationally, the composition of strategies follows an intricate “parallel interaction plus hiding” process inspired from concurrency theory [1]. The two families of models have also historically targeted different kinds of languages: whereas quantitative semantics focused on theoretical calculi (and the -calculus in particular), game semantics is known for fully abstract models for languages with elaborate combinations of effects including local state [3], control operators [28], and concurrent primitives [23]. Early on, researchers have explored the relationship between the two [16, 4], and investigations on this question have spanned decades [5, 6, 35, 33]. In particular, Melliès’ work on asynchronous games [31, 30] made significant conceptual contributions, showing that the issue was enlightened by adopting a positional formulation of game semantics, where points in the relational model simply arise as certain positions.
This talk surveys recent developments in this line of work, shedding light on the connection between those two families. Our work is set in so-called “thin concurrent games” [8, 9], an extension with symmetry of Rideau and Winskel’s concurrent games on event structures [34]. Event structures being one of the main “truly concurrent” models of concurrency [36], it is perhaps expected that thin concurrent games can model concurrent languages: they provide a truly concurrent refinement of Ghica and Murawski’s fully abstract model of Idealized Concurrent Algol [7, 9]. But beyond the semantics of concurrency, thin concurrent games are also a deep reworking on game semantics built from causal principles, inheriting from asynchronous games a positional flavour. In thin concurrent games, strategies have a dual nature: an event-based nature where they appear as certain event structures composed via parallel interaction plus hiding; or a positional nature where they appear as certain spans of groupoids, composed by pullback (modulo a technical condition on strategies called visibility) – they can be regarded both as a games and a relational model!
Leveraging this dual nature, in a sequence of papers with Castellan, de Visme, Olimpieri and Paquet, we have been able to link the single framework of thin concurrent games with numerous other models. This includes various traditional alternating or non-alternating games models [7, 9], the weighted relational model [14], the quantum relational model [11], generalized species of structure [13], and – going beyond quantitative semantics – the linear Scott model [10], a linear decomposition of standard Scott domain semantics [19]. All these distinct models are obtained by projecting away certain aspects of thin concurrent games, giving some support to the claim that thin concurrent games are a Rosetta stone for interactive and quantitative semantics.
Keywords and phrases:
Denotational semantics, Game semanticsCategory:
Invited Talk2012 ACM Subject Classification:
Theory of computation Denotational semanticsEditors:
Stefano Guerrini and Barbara KönigSeries and Publisher:
Leibniz International Proceedings in Informatics, Schloss Dagstuhl – Leibniz-Zentrum für Informatik
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