DOI: 10.1007/978-3-540-74915-8_41
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Bad Variables Under Control

Abstract: Abstract. We give a fully abstract game model for Idealized Algol with non-local control flow. In contrast to most previous papers on game semantics, we do not need to include the bad-variable constructor mkvar to obtain full abstraction. Using the model we show that, unlike in the "control-free" case, the presence of mkvar does affect observational equivalence. We conclude by discussing the effect of mkvar on nondeterministic and probabilistic variants of Idealized Algol.

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Cited by 5 publications
(4 citation statements)
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“…We have seen in Section 3.4.4 that for IA, strategies are indistinguishable iff they have the same complete plays. In the presence of control this phenomenon gets stronger: strategies are indistinguishable iff they have the same plays [Mur07]. Hence, M is an innocent well-bracketed strategy (even though M might internally use state and control).…”
Section: Figure 28: the Semantic Cubementioning
confidence: 99%
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“…We have seen in Section 3.4.4 that for IA, strategies are indistinguishable iff they have the same complete plays. In the presence of control this phenomenon gets stronger: strategies are indistinguishable iff they have the same plays [Mur07]. Hence, M is an innocent well-bracketed strategy (even though M might internally use state and control).…”
Section: Figure 28: the Semantic Cubementioning
confidence: 99%
“…The Semantic Cube. We temporarily consider, for the sake of the discussion, a setting with both control and state; say Murawski's model for interference and control [Mur07], which is essentially equivalent (modulo the representation with pointers) to ours where basic arenas have no conflict and answers are replicated. Let us call it by Vis.…”
mentioning
confidence: 99%
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“…It turned out that, in the call-by-name framework, it could be circumvented by employing suitably crafted (pre)orders on plays [14,18], but no result of this kind has been reported for call-by-value. However, an alternative and general approach to dealing with bad variables seems to have emerged in the form of nominal game semantics [10,2,23].…”
Section: Introductionmentioning
confidence: 99%