Game semantics
This article presents the game-theoretic fully complete model of MLL. Formulas are interpreted by games between two players, Player and Opponent, and proofs are interpreted by strategies for Player.
Contents |
Preliminary definitions and notations
Sequences, Polarities
Definition (Sequences)
If M is a set of moves, a sequence or a play on M
is a finite sequence of elements of M. The set of sequences of M is denoted by M * .
We introduce some convenient notations on sequences.
- If , | s | will denote the length of s;
- If , si will denote the i-th move of s;
- We denote by the prefix partial order on M * ;
- If s1 is an even-length prefix of s2, we denote it by ;
- The empty sequence will be denoted by ε.
All moves will be equipped with a polarity, which will be either Player (P) or Opponent (O).
- We define with and .
- This operation extends in a pointwise way to functions onto {O,P}.
Sequences on Components
We will often need to speak of sequences over (the disjoint sum of) multiple sets of moves, along with a restriction operation.
- If M1 and M2 are two sets, M1 + M2 will denote their disjoint sum, implemented as ;
- In this case, if we have two functions and , we denote by their co-pairing;
- If , the restriction of s to MA (resp. MB) is denoted by (resp.). Later, if A and B are games, this will be abbreviated and .
Games and Strategies
Game constructions
We first give the definition for a game, then all the constructions used to interpret the connectives and operations of MLL
Definition (Games)
A game A is a triple (MA,λA,PA) where:
- MA is a finite set of moves;
- is a polarity function;
- PA is a subset of such that
- Each is alternating, i.e. if λA(si) = Q then, if defined, ;
- A is finite: there is no infinite strictly increasing sequence in PA.
Definition (Linear Negation)
If A is a game, the game is A where Player and Opponent are interchanged. Formally:
Definition (Tensor)
If A and B are games, we define as:
- ;
- is the set of all finite, alternating sequences in such that if and only if:
- and ;
- If we have such that si and si + 1 are in different components, then . We will refer to this condition as the switching convention for tensor game.
The par connective can be defined either as , or similarly to the tensor except that the switching convention is in favor of Player. We will refer to this as the switching convention for par game. Likewise, we define .
Strategies
Definition (Strategies)
A strategy for Player in a game A is defined as a subset satisfying the following conditions:
- σ is non-empty:
- Opponent starts: If , λA(s1) = O;
- σ is closed by even prefix, i.e. if and , then ;
- Determinacy: If we have and , then a = b.
We write σ:A.
Composition is defined by parallel interaction plus hiding. We take all valid sequences on A,B and C which behave accordingly to σ (resp. τ) on A,B (resp. B,C). Then, we hide all the communication in B.
Definition (Parallel Interaction)
If A,B and C are games, we define the set of interactions
I(A,B,C) as the set of sequences s over A,B and C such that their respective restrictions on
and are in and , and such that no successive
moves of s are respectively in A and C, or C and A.
If and , we define the set of parallel interactions of
σ and τ, denoted by σ | | τ, as .
Definition (Composition)
If and , we define .
We also define the identities, which are simple copycat strategies : they immediately copy on the left (resp. right) component the last Opponent's move on the right (resp.left) component. In the following definition, let L (resp. R) denote the left (resp. right) occurrence of A in .
Definition (Identities)
If A is a game, we define a strategy by .
With these definitions, we get the following theorem:
Theorem (Category of Games and Strategies)
Composition of strategies is associative and identities are neutral for it. More precisely, there is a *-autonomous category with games as objects and strategies on as morphisms from A to B.