Reachability Games and Game Semantics: Comparing Nondeterministic Programs

A. Murawski
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引用次数: 12

Abstract

We investigate the notions of may- and must-approximation in Erratic Idealized Algol (a nondeterministic extension of Idealized Algol), and give explicit characterizations of both using its game model. Notably, must-approximation is captured by a novel preorder on nondeterministic strategies, whose definition is formulated in terms of winning regions in a reachability game. The game is played on traces of one of the strategies and its objective is reaching a complete position without encountering any divergences. The concrete accounts of may- and must-approximation make it possible to derive tight complexity bounds for the corresponding decision problems in the finitary (finite datatypes) variant EIAf of Erratic Idealized Algol. In fact we give a complete classification of the complexity of may- and must-approximation for fragments of EIAf of bounded type order (for terms in beta-normal form). The complexity of the decidable cases ranges from PSPACE to 2-EXPTIME for may-approximation and from EXPSPACE to 3-EXPTIME for must-approximation. Our decidability results rely on a representation theorem for nondeterministic strategies which, for a given term, yields a single (finite or visibly pushdown) automaton capturing both traces and divergences of the corresponding strategy with two distinct sets of final states. The decision procedures producing optimal bounds incorporate numerous automata-theoretic techniques: complementation, determinization, computation of winning regions in reachability games over finite and pushdown graphs as well as product constructions. We see our work as a starting point of research that relates game semantics with other game-based theories.
可达性游戏和游戏语义:比较不确定性程序
我们研究了不规则理想算法(理想算法的不确定性扩展)中可能逼近和必须逼近的概念,并利用其博弈模型给出了两者的明确特征。值得注意的是,非确定性策略的一个新的预序捕获了必须近似,其定义是根据可达性博弈中的获胜区域来制定的。游戏是根据其中一种策略的轨迹进行的,其目标是在不遇到任何分歧的情况下达到一个完整的位置。对可能逼近和必须逼近的具体描述,使得在不稳定理想算法的有限(有限数据类型)变体eif中,可以推导出相应决策问题的严格复杂性界。事实上,我们给出了有界型阶的EIAf片段(对于β -正规形式的项)的可能和必须近似的复杂度的完整分类。对于可能近似,可判定情况的复杂度从PSPACE到2-EXPTIME不等,对于必须近似,复杂度从EXPSPACE到3-EXPTIME不等。我们的可决性结果依赖于非确定性策略的表示定理,对于给定的项,产生单个(有限或可见的下推)自动机,捕获具有两组不同最终状态的相应策略的轨迹和发散。产生最优边界的决策过程结合了许多自动机理论技术:互补,确定,有限和下推图上可达性博弈中获胜区域的计算以及乘积构造。我们将自己的工作视为将游戏语义与其他基于游戏的理论联系起来的研究起点。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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