Bounding linear head reduction and visible interaction through skeletons

In this paper, we study the complexity of execution in higher-order programming languages. Our study has two facets: on the one hand we give an upper bound to the length of interactions between bounded P-visible strategies in Hyland-Ong game semantics. This result covers models of programming langua...

Full description

Bibliographic Details
Main Author: Pierre Clairambault
Format: Article
Language:English
Published: Logical Methods in Computer Science e.V. 2015-06-01
Series:Logical Methods in Computer Science
Subjects:
Online Access:https://lmcs.episciences.org/1566/pdf
_version_ 1797268647820918784
author Pierre Clairambault
author_facet Pierre Clairambault
author_sort Pierre Clairambault
collection DOAJ
description In this paper, we study the complexity of execution in higher-order programming languages. Our study has two facets: on the one hand we give an upper bound to the length of interactions between bounded P-visible strategies in Hyland-Ong game semantics. This result covers models of programming languages with access to computational effects like non-determinism, state or control operators, but its semantic formulation causes a loose connection to syntax. On the other hand we give a syntactic counterpart of our semantic study: a non-elementary upper bound to the length of the linear head reduction sequence (a low-level notion of reduction, close to the actual implementation of the reduction of higher-order programs by abstract machines) of simply-typed lambda-terms. In both cases our upper bounds are proved optimal by giving matching lower bounds. These two results, although different in scope, are proved using the same method: we introduce a simple reduction on finite trees of natural numbers, hereby called interaction skeletons. We study this reduction and give upper bounds to its complexity. We then apply this study by giving two simulation results: a semantic one measuring progress in game-theoretic interaction via interaction skeletons, and a syntactic one establishing a correspondence between linear head reduction of terms satisfying a locality condition called local scope and the reduction of interaction skeletons. This result is then generalized to arbitrary terms by a local scopization transformation.
first_indexed 2024-04-25T01:35:49Z
format Article
id doaj.art-9dfc5690da864f3ba4e04715819e0b84
institution Directory Open Access Journal
issn 1860-5974
language English
last_indexed 2024-04-25T01:35:49Z
publishDate 2015-06-01
publisher Logical Methods in Computer Science e.V.
record_format Article
series Logical Methods in Computer Science
spelling doaj.art-9dfc5690da864f3ba4e04715819e0b842024-03-08T09:39:43ZengLogical Methods in Computer Science e.V.Logical Methods in Computer Science1860-59742015-06-01Volume 11, Issue 210.2168/LMCS-11(2:6)20151566Bounding linear head reduction and visible interaction through skeletonsPierre ClairambaultIn this paper, we study the complexity of execution in higher-order programming languages. Our study has two facets: on the one hand we give an upper bound to the length of interactions between bounded P-visible strategies in Hyland-Ong game semantics. This result covers models of programming languages with access to computational effects like non-determinism, state or control operators, but its semantic formulation causes a loose connection to syntax. On the other hand we give a syntactic counterpart of our semantic study: a non-elementary upper bound to the length of the linear head reduction sequence (a low-level notion of reduction, close to the actual implementation of the reduction of higher-order programs by abstract machines) of simply-typed lambda-terms. In both cases our upper bounds are proved optimal by giving matching lower bounds. These two results, although different in scope, are proved using the same method: we introduce a simple reduction on finite trees of natural numbers, hereby called interaction skeletons. We study this reduction and give upper bounds to its complexity. We then apply this study by giving two simulation results: a semantic one measuring progress in game-theoretic interaction via interaction skeletons, and a syntactic one establishing a correspondence between linear head reduction of terms satisfying a locality condition called local scope and the reduction of interaction skeletons. This result is then generalized to arbitrary terms by a local scopization transformation.https://lmcs.episciences.org/1566/pdfcomputer science - logic in computer science
spellingShingle Pierre Clairambault
Bounding linear head reduction and visible interaction through skeletons
Logical Methods in Computer Science
computer science - logic in computer science
title Bounding linear head reduction and visible interaction through skeletons
title_full Bounding linear head reduction and visible interaction through skeletons
title_fullStr Bounding linear head reduction and visible interaction through skeletons
title_full_unstemmed Bounding linear head reduction and visible interaction through skeletons
title_short Bounding linear head reduction and visible interaction through skeletons
title_sort bounding linear head reduction and visible interaction through skeletons
topic computer science - logic in computer science
url https://lmcs.episciences.org/1566/pdf
work_keys_str_mv AT pierreclairambault boundinglinearheadreductionandvisibleinteractionthroughskeletons