2011
DOI: 10.1007/978-3-642-19805-2_24
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Synchronous Game Semantics via Round Abstraction

Abstract: Abstract.A synchronous game semantics-one in which several moves may occur simultaneously-is derived from a conventional (sequential) game semantics using a round abstraction algorithm. We choose the programming language Syntactic Control of Interference and McCusker's fully abstract relational model as a convenient starting point and derive a synchronous game model first by refining the relational semantics into a trace semantics, then applying a round abstraction to it. We show that the resulting model is so… Show more

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Cited by 5 publications
(10 citation statements)
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“…The protocol above is asynchronous, and for the purpose of hardware synthesis we use a low-latency representation called round-abstraction [Ghica and Menaa, 2011], allowing multiple inputs and outputs on the same transition while avoiding deadlocks and race conditions, as in Fig. 8.…”
Section: Enforcing Programming Language Abstractionsmentioning
confidence: 99%
“…The protocol above is asynchronous, and for the purpose of hardware synthesis we use a low-latency representation called round-abstraction [Ghica and Menaa, 2011], allowing multiple inputs and outputs on the same transition while avoiding deadlocks and race conditions, as in Fig. 8.…”
Section: Enforcing Programming Language Abstractionsmentioning
confidence: 99%
“…In this paper we are interested in compiling SCI to sequential hardware; the GoS method relies essentially on the existence of a game-semantic model for the programming language. The existing game [Wal04] and game-like [McC10] models of SCI are asynchronous, and using them to create synchronous hardware raises some technical challenges, which are addressed in previous work on round abstraction [GM10,GM11].…”
Section: Syntactic Control Of Interferencementioning
confidence: 99%
“…Below, for each language constant we will give the asynchronous game-semantic interpretation and its low-latency synchronous representation [GM11] and the (obvious) circuit implementation. For the purpose of giving the game-semantics and its representation, the circuit interface will correspond to the set of moves; the semantics is a set of traces over the possible moves.…”
Section: Syntactic Control Of Interferencementioning
confidence: 99%
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