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Lorenzen Games for
                            Full Intuitionistic Linear Logic

                                      Valeria de Paiva

                                      Rearden Commerce


                                         July, 2011




Valeria de Paiva (Rearden Commerce)        CLMPS               July, 2011   1 / 18
Outline


 Outline


  1   Linear Logic

  2   Lorenzen Dialogues

  3   Games for Linear Logic

  4   Games for FILL

  5   Conclusions




Valeria de Paiva (Rearden Commerce)        CLMPS   July, 2011   2 / 18
Linear Logic


 Introduction


  Classical logic is based on truth values.

  Intuitionistic logic is based on proofs.

  Lorenzen proposed semantics for both logics based on dialogues/games.

        Mathematicians are like Frenchmen: whatever you say to them
        they translate into their own language and forthwith it is
        something entirely different.
                                                                      Goethe



Valeria de Paiva (Rearden Commerce)            CLMPS         July, 2011   3 / 18
Linear Logic


 Linear Logic


  Girard introduced Linear Logic in 1987, idea comes from semantics of
  Programming Languages.
  Many models for Linear Logic, especially categorical ones, e.g. Dialectica
  categories (de Paiva 1989).
  Blass was the first to propose a semantics for Linear Logic based on
  dialogues or games (1992).
  This started a whole new area of research: Games for semantics of
  programming languages – some people call them Linear Logic Games.


  How do they compare to Hintikka Games, Lorenzen Dialogues/Dialogical
  games, Ehrenfeucht-Fraïssé games, Economic games, etc..?



Valeria de Paiva (Rearden Commerce)            CLMPS             July, 2011   4 / 18
Linear Logic


 Linear Logic
  A logic where premises in derivations are resources that need to be
  accounted for.


  Using a sequent calculus to describe Linear Logic, two structural rules are
  missing: weakening and contraction.

  Similar to Relevant logic, but better:

  Linear Logic comes with a translation to Intuitionistic Logic that allows you
  to account for resources when you want to, but be able to prove anything
  that traditional logic does.
  (Relevant logic bans weakening for philosophical reasons. If you ban
  weakening and contraction your logic is very weak, it does not prove much.
  LL allows you to recover the expressive power via special modalities, the
  exponentials.)
Valeria de Paiva (Rearden Commerce)            CLMPS             July, 2011   5 / 18
Linear Logic


 Linear Logic Games
  Blass (1992) A game semantics for linear logic, (1994) Some Semantical
  Aspects of Linear Logic
  A game (or dialogue) semantics in the style of Lorenzen (1959) for Girard’s
  linear logic (1987).
  Lorenzen: the (constructive) meaning of a proposition ϕ specified by telling
  how to conduct a debate between a proponent P who asserts ϕ and an
  opponent 0 who denies ϕ.
  Propositions are interpreted as games, connectives as operations on games,
  and validity as existence of a winning strategy for P.
  Affine logic (linear logic plus weakening) is sound for this interpretation.
  Obtain: a completeness theorem for the additive fragment of affine logic,
  but completeness fails for the multiplicative fragment.
  This work is seminal, spawned a whole area of research, because the
  semantics is intuitive and the applications seem endless. BUT a big
  problem: strategies do not compose associatively, no category?...
Valeria de Paiva (Rearden Commerce)            CLMPS            July, 2011   6 / 18
Lorenzen Dialogues


 Lorenzen Dialogues

  Basic idea: To understand a (logical) sentence is to know the rules for
  attacking and defending it in a debate.
  Dialogue, debate and game are used synonymously.
  The meaning of a propositional connective is given by explaining how to
  debate a compound formula, assuming that one knows how to debate its
  constituents.
  A game (or an argument, dialogue or protocol) consists of two players, one
  (the Proponent or Player) seeking to establish the truth of a formula under
  consideration (trying to prove it) while the other (the Opponent) disputing
  it, trying to prove it false.
  The two players alternate, attacking and defending their positions.

  The essence of the semantics consists of rules of the debate between the
  players.

Valeria de Paiva (Rearden Commerce)                   CLMPS     July, 2011   7 / 18
Lorenzen Dialogues


 Lorenzen Dialogues Intuitions

  To attack a conjunction, 0 may select either conjunct, and P must then
  defend that conjunct.
  To attack a disjunction, 0 may demand that P select and defend one of
  the disjuncts.
  To attack a negation ¬A, 0 may assert and defend A, with P now playing
  the role of opponent of A.
  To attack an implication A → B 0 may assert A; then P may either attack
  A, or assert and defend B.
  The simplicity of this description of the connectives is deceptive, for
  Lorenzen needs supplementary rules to obtain a game semantics for
  constructive logic.
  Lorenzen games were developed by Lorenz, Felscher and Rahman and
  co-authors, who established a collection of games for specific
  (non-classical) logics, including Linear Logic.
  This general framework was named Dialogic.
Valeria de Paiva (Rearden Commerce)                   CLMPS   July, 2011   8 / 18
Lorenzen Dialogues


 Lorenzen Dialogues

  Language L: standard first-order logic connectives ∧, ∨, →, ¬

  Two labels, O (Opponent) and P (Proponent).

  Special force symbols: ?... and !... , where ? stands for attack (or
  question) and ! stands for defense.

  The set of rules in dialogic is divided into particle rules and structural rules.
  Particle rules describe the way a formula can be attacked and defended,
  according to its main connective.
  Structural rules specify the general organization of the game.
  The difference between classical and intuitionistic logic is in the structural
  rules.


Valeria de Paiva (Rearden Commerce)                   CLMPS         July, 2011   9 / 18
Lorenzen Dialogues


 Lorenzen Dialogues:
 Structural Rules for Classical Logic




  [S1] Proponent P may assert an atomic formula only after it has been
  asserted by opponent O.
  [S4] A Proponent P-assertion may be attacked at most once.
  [S5] Opponent O can react only upon the immediately preceding
  proponent P-statement.




Valeria de Paiva (Rearden Commerce)                   CLMPS   July, 2011   10 / 18
Lorenzen Dialogues


 Lorenzen Dialogues:
 Structural Rules for Intuitionistic Logic


  [S1] P may assert an atomic formula only after it has been asserted by O.
  [S2] If p is an P-position, and if at round n − 1 there are several open
  attacks made by O, then only the latest of them may be answered at n
  (and the same with P and O reversed).
  [S3] An attack may be answered at most once.
  [S4] A P-assertion may be attacked at most once.
  [S5] O can react only upon the immediately preceding P-statement.
  The problem with the structural rules is that it is not clear which
  modifications can be made to them without changing the set of provable
  formulas.



Valeria de Paiva (Rearden Commerce)                   CLMPS   July, 2011   11 / 18
Games for Linear Logic


 Lorenzen Games for Linear Logic


  Rahman’s definitions of Lorenzen games for Linear logic start from the
  sequent formulation of the logic.
  From the dialogical point of view, assumptions are the Opponent’s
  concessions, while conclusions are the Proponent’s claims.
  In Linear Logic each occurrence of one formula in a proof must be taken as
  a distinct resource for the inference process: we must use all and each
  formula that has been asserted throughout the dialogue. And we cannot
  use one round more than once.
  Linear dialogues are contextual, the flow of information within the proof is
  constrained by an explicit structure of contexts, ordered by a relation of
  subordination. How contexts are split is essential information for the games.



Valeria de Paiva (Rearden Commerce)                 CLMPS       July, 2011   12 / 18
Games for Linear Logic


 Lorenzen Games for (multiplicative) Linear Logic



  Rules for connectives (particle rules):
  Linear implication     and linear negation ()⊥ are the ’same’ as for
  Intuitionistic and Classical Logic: to attack linear implication, one must
  assert the antecedent, hoping that the opponent cannot use it to prove the
  consequent. The defence against such an attack then consists of a proof of
  the consequent.
  The only way to attack the assertion A⊥ is to assert A, and be prepared to
  defend this assertion. Thus there is no proper defence against such an
  attack, but it may be possible to counterattack the assertion of A.




Valeria de Paiva (Rearden Commerce)                 CLMPS     July, 2011   13 / 18
Games for Linear Logic


 Lorenzen Games for Linear Logic




  Rules for connectives (Particle rules):
  Multiplicative conjunction: Tensor
  The rule for tensor introduction shows that context splitting for tensor
  occurs when it is asserted by the Proponent.
  so the dialogical particle rule will let the challenger (Opponent) choose the
  context where the dialogue will proceed.




Valeria de Paiva (Rearden Commerce)                 CLMPS        July, 2011   14 / 18
Games for Linear Logic


 Lorenzen Games for Linear Logic



  Rules for connectives (Particle rules):
  Multiplicative Disjunction: Par
  The multiplicative disjunction par will generate a splitting of contexts when
  asserted by the Opponent, thus the particle rule will let the defender
  choose the context.
  Important to notice that while Rahman deals exclusively with classical
  linear logic, he does mention that an intuitionistic structural rule could be
  used instead.
  This is what we do.




Valeria de Paiva (Rearden Commerce)                 CLMPS       July, 2011   15 / 18
Games for FILL


 Full Intuitionistic Linear Logic




  Full Intuitionistic Linear Logic (FILL): a variant of Linear Logic due to
  Hyland and de Paiva APAL 1993.
  Independent multiplicative (and additive connectives), i.e. independent
  multiplicative disjunction, conjunction and implication.
  motivation: category theory (Dialectica categories)




Valeria de Paiva (Rearden Commerce)               CLMPS          July, 2011   16 / 18
Games for FILL


 Games for FILL




  Games particle rules for tensor, par and linear implication identical to
  Rahman’s for Linear Logic.
  But we use Rahman’s intuitionistic structural rules.
  Soundness and completeness should follow as for Rahman and Keiff.
  Calculations still to be checked...




Valeria de Paiva (Rearden Commerce)               CLMPS           July, 2011   17 / 18
Conclusions


 Conclusions



  Games for Linear Logic in two traditions:
  Blass-style and Lorenzen-style games (as introduced by Rahman, Keiff).
  Emphasis is given to the interpretation of linear implication, (instead of
  involutive negation) plus structural intuitionistic rule.
  These Lorenzen games give us the ability to model full intuitionistic linear
  logic easily.
  Preliminary: still need to prove our soundness and completeness
  More importantly: need to make sure that strategies are compositional, to
  make sure we can produce categories of Lorenzen games.




Valeria de Paiva (Rearden Commerce)            CLMPS            July, 2011   18 / 18

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Lorenzen Games for Full Intuitionistic Linear Logic

  • 1. Lorenzen Games for Full Intuitionistic Linear Logic Valeria de Paiva Rearden Commerce July, 2011 Valeria de Paiva (Rearden Commerce) CLMPS July, 2011 1 / 18
  • 2. Outline Outline 1 Linear Logic 2 Lorenzen Dialogues 3 Games for Linear Logic 4 Games for FILL 5 Conclusions Valeria de Paiva (Rearden Commerce) CLMPS July, 2011 2 / 18
  • 3. Linear Logic Introduction Classical logic is based on truth values. Intuitionistic logic is based on proofs. Lorenzen proposed semantics for both logics based on dialogues/games. Mathematicians are like Frenchmen: whatever you say to them they translate into their own language and forthwith it is something entirely different. Goethe Valeria de Paiva (Rearden Commerce) CLMPS July, 2011 3 / 18
  • 4. Linear Logic Linear Logic Girard introduced Linear Logic in 1987, idea comes from semantics of Programming Languages. Many models for Linear Logic, especially categorical ones, e.g. Dialectica categories (de Paiva 1989). Blass was the first to propose a semantics for Linear Logic based on dialogues or games (1992). This started a whole new area of research: Games for semantics of programming languages – some people call them Linear Logic Games. How do they compare to Hintikka Games, Lorenzen Dialogues/Dialogical games, Ehrenfeucht-Fraïssé games, Economic games, etc..? Valeria de Paiva (Rearden Commerce) CLMPS July, 2011 4 / 18
  • 5. Linear Logic Linear Logic A logic where premises in derivations are resources that need to be accounted for. Using a sequent calculus to describe Linear Logic, two structural rules are missing: weakening and contraction. Similar to Relevant logic, but better: Linear Logic comes with a translation to Intuitionistic Logic that allows you to account for resources when you want to, but be able to prove anything that traditional logic does. (Relevant logic bans weakening for philosophical reasons. If you ban weakening and contraction your logic is very weak, it does not prove much. LL allows you to recover the expressive power via special modalities, the exponentials.) Valeria de Paiva (Rearden Commerce) CLMPS July, 2011 5 / 18
  • 6. Linear Logic Linear Logic Games Blass (1992) A game semantics for linear logic, (1994) Some Semantical Aspects of Linear Logic A game (or dialogue) semantics in the style of Lorenzen (1959) for Girard’s linear logic (1987). Lorenzen: the (constructive) meaning of a proposition ϕ specified by telling how to conduct a debate between a proponent P who asserts ϕ and an opponent 0 who denies ϕ. Propositions are interpreted as games, connectives as operations on games, and validity as existence of a winning strategy for P. Affine logic (linear logic plus weakening) is sound for this interpretation. Obtain: a completeness theorem for the additive fragment of affine logic, but completeness fails for the multiplicative fragment. This work is seminal, spawned a whole area of research, because the semantics is intuitive and the applications seem endless. BUT a big problem: strategies do not compose associatively, no category?... Valeria de Paiva (Rearden Commerce) CLMPS July, 2011 6 / 18
  • 7. Lorenzen Dialogues Lorenzen Dialogues Basic idea: To understand a (logical) sentence is to know the rules for attacking and defending it in a debate. Dialogue, debate and game are used synonymously. The meaning of a propositional connective is given by explaining how to debate a compound formula, assuming that one knows how to debate its constituents. A game (or an argument, dialogue or protocol) consists of two players, one (the Proponent or Player) seeking to establish the truth of a formula under consideration (trying to prove it) while the other (the Opponent) disputing it, trying to prove it false. The two players alternate, attacking and defending their positions. The essence of the semantics consists of rules of the debate between the players. Valeria de Paiva (Rearden Commerce) CLMPS July, 2011 7 / 18
  • 8. Lorenzen Dialogues Lorenzen Dialogues Intuitions To attack a conjunction, 0 may select either conjunct, and P must then defend that conjunct. To attack a disjunction, 0 may demand that P select and defend one of the disjuncts. To attack a negation ¬A, 0 may assert and defend A, with P now playing the role of opponent of A. To attack an implication A → B 0 may assert A; then P may either attack A, or assert and defend B. The simplicity of this description of the connectives is deceptive, for Lorenzen needs supplementary rules to obtain a game semantics for constructive logic. Lorenzen games were developed by Lorenz, Felscher and Rahman and co-authors, who established a collection of games for specific (non-classical) logics, including Linear Logic. This general framework was named Dialogic. Valeria de Paiva (Rearden Commerce) CLMPS July, 2011 8 / 18
  • 9. Lorenzen Dialogues Lorenzen Dialogues Language L: standard first-order logic connectives ∧, ∨, →, ¬ Two labels, O (Opponent) and P (Proponent). Special force symbols: ?... and !... , where ? stands for attack (or question) and ! stands for defense. The set of rules in dialogic is divided into particle rules and structural rules. Particle rules describe the way a formula can be attacked and defended, according to its main connective. Structural rules specify the general organization of the game. The difference between classical and intuitionistic logic is in the structural rules. Valeria de Paiva (Rearden Commerce) CLMPS July, 2011 9 / 18
  • 10. Lorenzen Dialogues Lorenzen Dialogues: Structural Rules for Classical Logic [S1] Proponent P may assert an atomic formula only after it has been asserted by opponent O. [S4] A Proponent P-assertion may be attacked at most once. [S5] Opponent O can react only upon the immediately preceding proponent P-statement. Valeria de Paiva (Rearden Commerce) CLMPS July, 2011 10 / 18
  • 11. Lorenzen Dialogues Lorenzen Dialogues: Structural Rules for Intuitionistic Logic [S1] P may assert an atomic formula only after it has been asserted by O. [S2] If p is an P-position, and if at round n − 1 there are several open attacks made by O, then only the latest of them may be answered at n (and the same with P and O reversed). [S3] An attack may be answered at most once. [S4] A P-assertion may be attacked at most once. [S5] O can react only upon the immediately preceding P-statement. The problem with the structural rules is that it is not clear which modifications can be made to them without changing the set of provable formulas. Valeria de Paiva (Rearden Commerce) CLMPS July, 2011 11 / 18
  • 12. Games for Linear Logic Lorenzen Games for Linear Logic Rahman’s definitions of Lorenzen games for Linear logic start from the sequent formulation of the logic. From the dialogical point of view, assumptions are the Opponent’s concessions, while conclusions are the Proponent’s claims. In Linear Logic each occurrence of one formula in a proof must be taken as a distinct resource for the inference process: we must use all and each formula that has been asserted throughout the dialogue. And we cannot use one round more than once. Linear dialogues are contextual, the flow of information within the proof is constrained by an explicit structure of contexts, ordered by a relation of subordination. How contexts are split is essential information for the games. Valeria de Paiva (Rearden Commerce) CLMPS July, 2011 12 / 18
  • 13. Games for Linear Logic Lorenzen Games for (multiplicative) Linear Logic Rules for connectives (particle rules): Linear implication and linear negation ()⊥ are the ’same’ as for Intuitionistic and Classical Logic: to attack linear implication, one must assert the antecedent, hoping that the opponent cannot use it to prove the consequent. The defence against such an attack then consists of a proof of the consequent. The only way to attack the assertion A⊥ is to assert A, and be prepared to defend this assertion. Thus there is no proper defence against such an attack, but it may be possible to counterattack the assertion of A. Valeria de Paiva (Rearden Commerce) CLMPS July, 2011 13 / 18
  • 14. Games for Linear Logic Lorenzen Games for Linear Logic Rules for connectives (Particle rules): Multiplicative conjunction: Tensor The rule for tensor introduction shows that context splitting for tensor occurs when it is asserted by the Proponent. so the dialogical particle rule will let the challenger (Opponent) choose the context where the dialogue will proceed. Valeria de Paiva (Rearden Commerce) CLMPS July, 2011 14 / 18
  • 15. Games for Linear Logic Lorenzen Games for Linear Logic Rules for connectives (Particle rules): Multiplicative Disjunction: Par The multiplicative disjunction par will generate a splitting of contexts when asserted by the Opponent, thus the particle rule will let the defender choose the context. Important to notice that while Rahman deals exclusively with classical linear logic, he does mention that an intuitionistic structural rule could be used instead. This is what we do. Valeria de Paiva (Rearden Commerce) CLMPS July, 2011 15 / 18
  • 16. Games for FILL Full Intuitionistic Linear Logic Full Intuitionistic Linear Logic (FILL): a variant of Linear Logic due to Hyland and de Paiva APAL 1993. Independent multiplicative (and additive connectives), i.e. independent multiplicative disjunction, conjunction and implication. motivation: category theory (Dialectica categories) Valeria de Paiva (Rearden Commerce) CLMPS July, 2011 16 / 18
  • 17. Games for FILL Games for FILL Games particle rules for tensor, par and linear implication identical to Rahman’s for Linear Logic. But we use Rahman’s intuitionistic structural rules. Soundness and completeness should follow as for Rahman and Keiff. Calculations still to be checked... Valeria de Paiva (Rearden Commerce) CLMPS July, 2011 17 / 18
  • 18. Conclusions Conclusions Games for Linear Logic in two traditions: Blass-style and Lorenzen-style games (as introduced by Rahman, Keiff). Emphasis is given to the interpretation of linear implication, (instead of involutive negation) plus structural intuitionistic rule. These Lorenzen games give us the ability to model full intuitionistic linear logic easily. Preliminary: still need to prove our soundness and completeness More importantly: need to make sure that strategies are compositional, to make sure we can produce categories of Lorenzen games. Valeria de Paiva (Rearden Commerce) CLMPS July, 2011 18 / 18