Abstract | ||
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In game semantics, a computation is represented by a play, which is traditionally a sequence of messages exchanged by a program and an environment. Because of the sequentiality of plays, most game models for concurrent programs are a kind of interleaving semantics. Several frameworks for truly concurrent game models have been proposed, but no model has yet been applied to give a semantics of a complex concurrent calculus such as the $$\\pi $$-calculus with replication. This paper proposes a truly concurrent version of the HO/N game model in which a play is not a sequence but a directed acyclic graph DAG with two kinds edges, justification pointers and causal edges. By using this model, we give the first truly concurrent game semantics for the asynchronous $$\\pi $$-calculus. In order to illustrate a possible application, we propose an intersection type system for the asynchronous $$\\pi $$-calculus by means of our game model, and discuss when a process can be completely characterised by the intersection type system. |
Year | DOI | Venue |
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2017 | 10.1007/978-3-662-54458-7_23 | FoSSaCS |
Keywords | Field | DocType |
HO/N game model,True concurrency,Asynchronous pi-calculus | Pointer (computer programming),Asynchronous communication,Computer science,Pi calculus,Directed acyclic graph,Theoretical computer science,Game semantics,Interleaving semantics,Semantics,Computation | Conference |
Volume | ISSN | Citations |
10203 | 0302-9743 | 0 |
PageRank | References | Authors |
0.34 | 25 | 2 |
Name | Order | Citations | PageRank |
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Ken Sakayori | 1 | 0 | 1.01 |
Takeshi Tsukada | 2 | 59 | 11.61 |