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A Truly Concurrent Game Model of the Asynchronous \(\pi \)-Calculus

  • Ken Sakayori
  • Takeshi Tsukada
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10203)

Abstract

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.

Keywords

HO/N game model True concurrency Asynchronous \(\pi \)-calculus 

Notes

Acknowledgements

We would like to thank Naoki Kobayashi and anonymous referees for useful comments. This work is partially supported by JSPS Kakenhi Grant Number 15H05706 and JSPS Kakenhi Grant Number 16K16004.

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Copyright information

© Springer-Verlag GmbH Germany 2017

Authors and Affiliations

  1. 1.The University of TokyoTokyoJapan

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