We define a model for linear logic based on two well-known ingredients: games and simulations. This model is interesting in the following respect: while it is obvious that the objects interpreting formulas are games and that everything is developed with the intuition of interaction in mind, the notion of morphism is very different from traditional morphisms in games semantics. In particular, we make no use of the notion of strategy! The resulting structure is very different from what is usually found in categories of games. We start by defining several constructions on those games and show, using elementary considerations, that they enjoy the appropriate algebraic properties making this category a denotational model for intuitionistic linear logic. An interesting point is that the tensor product corresponds to a strongly synchronous operation on games. This category can also, using traditional translations, serve as a model for the simply typed -calculus. We use some of the additional structure of the category to extend this to a model of the simply typed differential -calculus. Once this is done, we go a little further by constructing a reflexive object in this category, thus getting a concrete non-trivial model for the untyped differential -calculus. We then show, using a highly non-constructive principle, that this category is in fact a model for full classical linear logic ; and we finally have a brief look at the related notions of predicate transformers and containers.
We propose a new version of formula size game for modal logic. The game characterizes the equivalence of pointed Kripke-models up to formulas of given numbers of modal operators and binary connectives. Our game is similar to the well-known Adler-Immerman game. However, due to a crucial difference in the definition of positions of the game, its winning condition is simpler, and the second player (duplicator) does not have a trivial optimal strategy. Thus, unlike the Adler-Immerman game, our game is a genuine two-person game. We illustrate the use of the game by proving a nonelementary succinctn…
Differential game logic (dGL) is a logic for specifying and verifying properties of hybrid games, i.e. games that combine discrete, continuous, and adversarial dynamics. Unlike hybrid systems, hybrid games allow choices in the system dynamics to be resolved adversarially by different players with different objectives. The logic dGL can be used to study the existence of winning strategies for such hybrid games, i.e. ways of resolving the player's choices in some way so that he wins by achieving his objective for all choices of the opponent. Hybrid games are determined, i.e. from each state, one…
We examine the relationship between Dependence Logic and game logics. A variant of Dynamic Game Logic, called Transition Logic, is developed, and we show that its relationship with Dependence Logic is comparable to the one between First-Order Logic and Dynamic Game Logic discussed by van Benthem. This suggests a new perspective on the interpretation of Dependence Logic formulas, in terms of assertions about reachability in games of im- perfect information against Nature. We then capitalize on this intuition by developing expressively equivalent variants of Dependence Logic in which this interp…
Game logic was introduced by Rohit Parikh in the 1980s as a generalisation of propositional dynamic logic (PDL) for reasoning about outcomes that players can force in determined 2-player games. Semantically, the generalisation from programs to games is mirrored by moving from Kripke models to monotone neighbourhood models. Parikh proposed a natural PDL-style Hilbert system which was easily proved to be sound, but its completeness has thus far remained an open problem. In this paper, we introduce a cut-free sequent calculus for game logic, and two cut-free sequent calculi that manipulate annota…
This paper investigates first-order game logic and first-order modal mu-calculus, which extend their propositional modal logic counterparts with first-order modalities of interpreted effects such as variable assignments. Unlike in the propositional case, both logics are shown to have the same expressive power and their proof calculi to have the same deductive power. Both calculi are also mutually relatively complete. In the presence of differential equations, corollaries obtain usable and complete translations between differential game logic, a logic for the deductive verification of hybrid ga…
Lorenzen dialogues provide a two-player game formalism that can characterize a variety of logics: each set $S$ of rules for such a game determines a set $\mathcal{D}(S)$ of formulas for which one of the players (the so-called Proponent) has a winning strategy, and the set $\mathcal{D}(S)$ can coincide with various logics, such as intuitionistic, classical, modal, connexive, and relevance logics. But the standard sets of rules employed for these games are often logically opaque and can involve subtle interactions among each other. Moreover, $\mathcal{D}(S)$ can vary in unexpected ways with $S$;…
Connections between the sequentiality/concurrency distinction and the semantics of proofs are investigated, with particular reference to games and Linear Logic.
Game logic is a dynamic modal logic which models strategic two person games; it contains propositional dynamic logic (PDL) as a fragment. We propose an interpretation of game logic based on stochastic effectivity functions. A definition of these functions is proposed, and some algebraic properties of effectivity functions such as congruences are investigated. The relationship to stochastic relations is characterized through a deduction system. Logical and behavioral equivalence of game models is investigated. Finally the completion of models receives some attention.
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.
We introduce a variant of Dependence Logic in which truth is defined not in terms of existence of winning strategies for the Proponent (Eloise) in a semantic game, but in terms of lack of winning strategies for the Opponent (Abelard). We show that this language is a conservative but paraconsistent extension of First Order Logic, that its validity problem can be reduced to that of First Order Logic, that it capable of expressing its own truth and validity predicates, and that it is expressively equivalent to Universal Second Order Logic. Furthermore, we prove that a Paraconsistent Non-dependenc…
We present new game semantics of Martin-Löf type theory (MLTT) equipped with One-, Zero-, N-, Pi-, Sigma- and Id-types. Our game semantics interprets MLTT more accurately than existing ones. Another advantage of our game semantics over existing ones is its interpretation of Sigma-types that is direct and compatible with the game semantics of product types . Besides, its mathematical structure is novel and useful; e.g., the category of our games has all finite limits, which is a key step to an extension of the present work to homotopy type theory, and our games interpret subtyping on dependent …
In the standard sequent presentations of Girard's Linear Logic (LL), there are two "non-decreasing" rules, where the premises are not smaller than the conclusion, namely the cut and the contraction rules. It is a universal concern to eliminate the cut rule. We show that, using an admissible modification of the tensor rule, contractions can be eliminated, and that cuts can be simultaneously limited to a single initial occurrence. This view leads to a consistent, but incomplete game model for LL with exponentials, which is finitary, in the sense that each play is finite. The game is based on a s…
Logics of non-sense allow a third truth value to express propositions that are \emph{nonsense}. These logics are ideal formalisms to understand how errors are handled in programs and how they propagate throughout the programs once they appear. In this paper, we give a Hintikkan game semantics for logics of non-sense and prove its correctness. We also discuss how a known solution method in game theory, the iterated elimination of strictly dominated strategies, relates to semantic games for logics of nonsense. Finally, we extend the logics of nonsense only by means of semantic games, developing …
Inductions and game semantics are two useful extensions to traditional logic programming. To be specific, inductions can capture a wider class of provable formulas in logic programming. Adopting game semantics can make logic programming more interactive. In this paper, we propose an execution model for a logic language with these features. This execution model follows closely the reasoning process in real life.
Parikh's game logic is a PDL-like fixpoint logic interpreted on monotone neighbourhood frames that represent the strategic power of players in determined two-player games. Game logic translates into a fragment of the monotone $μ$-calculus, which in turn is expressively equivalent to monotone modal automata. Parity games and automata are important tools for dealing with the combinatorial complexity of nested fixpoints in modal fixpoint logics, such as the modal $μ$-calculus. In this paper, we (1) discuss the semantics a of game logic over neighbourhood structures in terms of parity games, and (…
TU Wien(维也纳工业大学);Institute of Logic and Computation(逻辑与计算研究所)
In this paper, we introduce game-theoretic semantics (GTS) for Qualitative Choice Logic (QCL), which, in order to express preferences, extends classical propositional logic with an additional connective called ordered disjunction. Firstly, we demonstrate that game semantics can capture existing degree-based semantics for QCL in a natural way. Secondly, we show that game semantics can be leveraged to derive new semantics for the language of QCL. In particular, we present a new semantics that makes use of GTS negation and, by doing so, avoids problems with negation in existing QCL-semantics.
The Poison Game is a two-player game played on a graph in which one player can influence which edges the other player is able to traverse. It operationalizes the notion of existence of credulously admissible sets in an argumentation framework or, in graph-theoretic terminology, the existence of non-trivial semi-kernels. We develop a modal logic (poison modal logic, PML) tailored to represent winning positions in such a game, thereby identifying the precise modal reasoning that underlies the notion of credulous admissibility in argumentation. We study model-theoretic and decidability properties…
We introduce versions of game-theoretic semantics (GTS) for Alternating-Time Temporal Logic (ATL). In GTS, truth is defined in terms of existence of a winning strategy in a semantic evaluation game, and thus the game-theoretic perspective appears in the framework of ATL on two semantic levels: on the object level in the standard semantics of the strategic operators, and on the meta-level where game-theoretic logical semantics is applied to ATL. We unify these two perspectives into semantic evaluation games specially designed for ATL. The game-theoretic perspective enables us to identify new va…
Modal logics for reasoning about the power of coalitions capture the notion of effectivity functions associated with game forms. The main goal of coalition logics is to provide formal tools for modeling the dynamics of a game frame whose states may correspond to different game forms. The two classes of effectivity functions studied are the families of playable and truly playable effectivity functions, respectively. In this paper we generalize the concept of effectivity function beyond the yes/no truth scale. This enables us to describe the situations in which the coalitions assess their effect…
Logic programming with fixed-point definitions is a useful extension of traditional logic programming. Fixed-point definitions can capture simple model checking problems and closed-world assumptions. Its operational semantics is typically based on intuitionistic provability. We extend the operational semantics of these languages with game semantics. This extended semantics has several interesting aspects: in particular, it gives a logical status to the $read$ predicate.
We refine HO/N game semantics with an additional notion of pointer (mu-pointers) and extend it to first-order classical logic with completeness results. We use a Church style extension of Parigot's lambda-mu-calculus to represent proofs of first-order classical logic. We present some relations with Krivine's classical realizability and applications to type isomorphisms.
This paper presents a uniform substitution calculus for differential game logic (dGL). Church's uniform substitutions substitute a term or formula for a function or predicate symbol everywhere. After generalizing them to differential game logic and allowing for the substitution of hybrid games for game symbols, uniform substitutions make it possible to only use axioms instead of axiom schemata, thereby substantially simplifying implementations. Instead of subtle schema variables and soundness-critical side conditions on the occurrence patterns of logical variables to restrict infinitely many a…
We propose a new version of formula size game for modal logic. The game characterizes the equivalence of pointed Kripke-models up to formulas of given numbers of modal operators and binary connectives. Our game is similar to the well-known Adler-Immerman game. However, due to a crucial difference in the definition of positions of the game, its winning condition is simpler, and the second player does not have a trivial optimal strategy. Thus, unlike the Adler-Immerman game, our game is a genuine two-person game. We illustrate the use of the game by proving a non-elementary succinctness gap betw…
Behavioural equivalences can be characterized via bisimulations, modal logics and spoiler-defender games. In this paper we review these three perspectives in a coalgebraic setting, which allows us to generalize from the particular branching type of a transition system. We are interested in qualitative notions (classical bisimulation) as well as quantitative notions (bisimulation metrics). Our first contribution is to introduce a spoiler-defender bisimulation game for coalgebras in the classical case. Second, we introduce such games for the metric case and furthermore define a real-valued modal…
Topological fixpoint logics are a family of logics that admits topological models and where the fixpoint operators are defined with respect to the topological interpretations. Here we consider a topological fixpoint logic for relational structures based on Stone spaces, where the fixpoint operators are interpreted via clopen sets. We develop a game-theoretic semantics for this logic. First we introduce games characterising clopen fixpoints of monotone operators on Stone spaces. These fixpoint games allow us to characterise the semantics for our topological fixpoint logic using a two-player gra…
In [Ban97] a connection among rough sets (in particular, pre-rough algebras) and three-valued Łukasiewicz logic Ł3 is pointed out. In this paper we present a temporal like semantics for Nilpotent Minimum logic NM ([Fod95, EG01]), in which the logic of every instant is given by Ł3: a completeness theorem will be shown. This is the prosecution of the work initiated in [AGM08] and [ABM09], in which the authors construct a temporal semantics for the many-valued logics of Gödel ([Göd32], [Dum59]) and Basic Logic ([Háj98]).
We investigate some finitely-valued generalizations of propositional dynamic logic with tests. We start by introducing the (n+1)-valued Kripke models and a corresponding language based on a modal extension of Łukasiewicz many-valued logic. We illustrate the definitions by providing a framework for an analysis of the Rényi - Ulam searching game with errors. Our main result is the axiomatization of the theory of the (n+1)-valued Kripke models. This result is obtained through filtration of the canonical model of the smallest (n+1)-valued propositional dynamic logic.
We study the expressive power of fragments of inclusion and independence logic defined by restricting the number k of universal quantifiers in formulas. Assuming the so-called strict semantics for these logics, we relate these fragments of inclusion and independence logic to sublogics ESO_f(k\forall) of existential second-order logic, which in turn are known to capture the complexity classes NTIME_{RAM}(n^k).
Kripke frames (and models) provide a suitable semantics for sub-classical logics, for example Intuitionistic Logic (of Brouwer and Heyting) axiomatizes the reflexive and transitive Kripke frames (with persistent satisfaction relations), and the Basic Logic (of Visser) axiomatizes transitive Kripke frames (with persistent satisfaction relations). Here, we investigate whether Kripke frames/models could provide a semantics for fuzzy logics. For each axiom of the Basic Fuzzy Logic, necessary and sufficient conditions are sought for Kripke frames/models which satisfy them. It turns out that the onl…
We present abstract complexity results about Coquand and Hyland-Ong game semantics, that will lead to new bounds on the length of first-order cut-elimination, normalization, interaction between expansion trees and any other dialogical process game semantics can model and apply to. In particular, we provide a novel method to bound the length of interactions between visible strategies and to measure precisely the tower of exponentials defining the worst-case complexity. Our study improves the old estimates on average by several exponentials.
Game Logic is an excellent setting to study proofs-about-programs via the interpretation of those proofs as programs, because constructive proofs for games correspond to effective winning strategies to follow in response to the opponent's actions. We thus develop Constructive Game Logic which extends Parikh's Game Logic (GL) with constructivity and with first-order programs a la Pratt's first-order dynamic logic (DL). Our major contributions include: 1) a novel realizability semantics capturing the adversarial dynamics of games, 2) a natural deduction calculus and operational semantics describ…
We revisit the crucial issue of natural game equivalences, and semantics of game logics based on these. We present reasons for investigating finer concepts of game equivalence than equality of standard powers, though staying short of modal bisimulation. Concretely, we propose a more finegrained notion of equality of "basic powers" which record what players can force plus what they leave to others to do, a crucial feature of interaction. This notion is closer to game-theoretic strategic form, as we explain in detail, while remaining amenable to logical analysis. We determine the properties of b…
A model checking computation checks whether a given logical sentence is true in a given finite structure. Provenance analysis abstracts from such a computation mathematical information on how the result depends on the atomic data that describe the structure. In database theory, provenance analysis by interpretations in commutative semirings has been rather succesful for positive query languages (such a unions of conjunctive queries, positive relational algebra, or datalog). However, it did not really offer an adequate treatment of negation or missing information. Here we propose a new approach…
Horn description logics are syntactically defined fragments of standard description logics that fall within the Horn fragment of first-order logic and for which ontology-mediated query answering is in PTime for data complexity. They were independently introduced in modal logic to capture the intersection of Horn first-order logic with modal logic. In this paper, we introduce model comparison games for the basic Horn description logic hornALC (corresponding to the basic Horn modal logic) and use them to obtain an Ehrenfeucht-Fraïssé type definability result and a van Benthem style expressive co…
We present a game semantics for Linear Logic, in which formulas denote games and proofs denote winning strategies. We show that our semantics yields a categorical model of Linear Logic and prove full completeness for Multiplicative Linear Logic with the MIX rule: every winning strategy is the denotation of a unique cut-free proof net. A key role is played by the notion of {\em history-free} strategy; strong connections are made between history-free strategies and the Geometry of Interaction. Our semantics incorporates a natural notion of polarity, leading to a refined treatment of the additive…
We develop a classical propositional logic for reasoning about combinatory logic. We define its syntax, axiomatic system and semantics. The syntax and axiomatic system are presented based on classical propositional logic, with typed combinatory terms as basic propositions, along with the semantics based on applicative structures extended with special elements corresponding to primitive combinators. Both the equational theory of untyped combinatory logic and the proposed axiomatic system are proved to be sound and complete w.r.t. the given semantics. In addition, we prove that combinatory logic…
We study the underlying mathematical properties of various partial order models of concurrency based on transition systems, Petri nets, and event structures, and show that the concurrent behaviour of these systems can be captured in a uniform way by two simple and general dualities of local behaviour. Such dualities are used to define new mu-calculi and logic games for the analysis of concurrent systems with partial order semantics. Some results of this work are: the definition of a number of mu-calculi which, in some classes of systems, induce the same identifications as some of the best know…
In this paper, we develop a game-theoretic account of concurrent separation logic. To every execution trace of the Code confronted to the Environment, we associate a specification game where Eve plays for the Code, and Adam for the Environment. The purpose of Eve and Adam is to decompose every intermediate machine state of the execution trace into three pieces: one piece for the Code, one piece for the Environment, and one piece for the available shared resources. We establish the soundness of concurrent separation logic by interpreting every derivation tree of the logic as a winning strategy …
The article introduces a ceteris paribus modal logic interpreted on the equivalence classes induced by sets of propositional atoms. This logic is used to embed two logics of agency and games, namely atemporal STIT and the coalition logic of propositional control (CL-PC). The embeddings highlight a common ceteris paribus structure underpinning the key modal operators of both logics, they clarify the relationship between STIT and CL-PC, and enable the transfer of complexity results to the ceteris paribus logic.
The satisfiability problem for branching-time temporal logics like CTL*, CTL and CTL+ has important applications in program specification and verification. Their computational complexities are known: CTL* and CTL+ are complete for doubly exponential time, CTL is complete for single exponential time. Some decision procedures for these logics are known; they use tree automata, tableaux or axiom systems. In this paper we present a uniform game-theoretic framework for the satisfiability problem of these branching-time temporal logics. We define satisfiability games for the full branching-time temp…
We consider quantitative extensions of the alternating-time temporal logics ATL/ATLs called quantitative alternating-time temporal logics (QATL/QATLs) in which the value of a counter can be compared to constants using equality, inequality and modulo constraints. We interpret these logics in one-counter game models which are infinite duration games played on finite control graphs where each transition can increase or decrease the value of an unbounded counter. That is, the state-space of these games are, generally, infinite. We consider the model-checking problem of the logics QATL and QATLs on…
Hybrid games are models which combine discrete, continuous, and adversarial dynamics. Game logic enables proving (classical) existence of winning strategies. We introduce constructive differential game logic (CdGL) for hybrid games, where proofs that a player can win the game correspond to computable winning strategies. This is the logical foundation for synthesis of correct control and monitoring code for safety-critical cyber-physical systems. Our contributions include novel static and dynamic semantics as well as soundness and consistency.
This work extends the present author's computational game semantics of Martin-Löf type theory to the cumulative hierarchy of universes. This extension completes game semantics of all standard types of Martin-Löf type theory for the first time in the 30 years history of modern game semantics. As a result, the powerful combinatorial reasoning of game semantics becomes available for the study of universes and types generated by them. A main challenge in achieving game semantics of universes comes from a conflict between identity types and universes: Naive game semantics of the encoding of an iden…
This volume contains the proceedings of the Sixth International Symposium on Games, Automata, Logic and Formal Verification (GandALF 2015). The symposium took place in Genoa, Italy, on the 21st and 22nd of September 2015. The proceedings of the symposium contain the abstracts of three invited talks and 13 papers that were accepted after a careful evaluation for presentation at the conference. The topics of the accepted papers cover algorithmic game theory, automata theory, formal verification, and modal and temporal logics.
This article presents an overview of computability logic -- the game-semantically constructed logic of interactive computational tasks and resources. There is only one non-overview, technical section in it, devoted to a proof of the soundness of affine logic with respect to the semantics of computability logic. A comprehensive online source on the subject can be found at http://www.cis.upenn.edu/~giorgi/cl.html
This volume contains the proceedings of the 12th International Symposium on Games, Automata, Logic and Formal Verification (GandALF 2021). The aim of GandALF 2021 symposium is to bring together researchers from academia and industry which are actively working in the fields of Games, Automata, Logics, and Formal Verification. The idea is to cover an ample spectrum of themes, ranging from theory to applications, and stimulate cross-fertilization.
Game semantics aim at describing the interactive behaviour of proofs by interpreting formulas as games on which proofs induce strategies. In this article, we introduce a game semantics for a fragment of first order propositional logic. One of the main difficulties that has to be faced when constructing such semantics is to make them precise by characterizing definable strategies - that is strategies which actually behave like a proof. This characterization is usually done by restricting to the model to strategies satisfying subtle combinatory conditions such as innocence, whose preservation un…
This volume contains the proceedings of the 13th International Symposium on Games, Automata, Logic and Formal Verification (GandALF 2022). The aim of GandALF 2022 symposium is to bring together researchers from academia and industry which are actively working in the fields of Games, Automata, Logics, and Formal Verification. The idea is to cover an ample spectrum of themes, ranging from theory to applications, and stimulate cross-fertilization.
Université de Toulouse - IRIT(图卢兹大学 - IRIT研究所);Toulouse(图卢兹(城市名,按要求不提取额外信息,此处仅保留机构主体))
Many problems can be viewed as games, where one or more agents try to ensure that certain objectives hold no matter the behavior from the environment and other agents. In recent years, a number of logical formalisms have been proposed for specifying games among which the Game Description Language (GDL) was established as the official language for General Game Playing. Although numbers are recurring in games, the description of games with numerical features in GDL requires the enumeration from all possible numeric values and the relation among them. Thereby, in this paper, we introduce the Game…
An old dream of concurrency theory and programming language semantics has been to uncover the fundamental synchronization mechanisms which regulate situations as different as game semantics for higher-order programs, and Hoare logic for concurrent programs with shared memory and locks. In this paper, we establish a deep and unexpected connection between two recent lines of work on concurrent separation logic (CSL) and on template game semantics for differential linear logic (DiLL). Thanks to this connection, we reformulate in the purely conceptual style of template games for DiLL the asynchron…
A categorical approach to study model comparison games in terms of comonads was recently initiated by Abramsky et al. In this work, we analyse games that appear naturally in the context of description logics and supplement them with suitable game comonads. More precisely, we consider expressive sublogics of ALCSelfIbO, namely, the logics that extend ALC with any combination of inverses, nominals, safe boolean roles combinations, and Self operator. Our construction augments and modifies the so-called modal comonad by Abramsky and Shah. The approach that we took heavily relies on the use of rela…