Linear logic: its syntax and semantics
Proceedings of the workshop on Advances in linear logic
On full abstraction for PCF: I, II, and III
Information and Computation
Designs, Disputes and Strategies
CSL '02 Proceedings of the 16th International Workshop and 11th Annual Conference of the EACSL on Computer Science Logic
Locus Solum: From the rules of logic to the logic of rules
Mathematical Structures in Computer Science
Mathematical Structures in Computer Science
Confluence of the coinductive λ-calculus
Theoretical Computer Science
Recursive Polymorphic Types and Parametricity in an Operational Framework
LICS '05 Proceedings of the 20th Annual IEEE Symposium on Logic in Computer Science
Ludics Nets, a game Model of Concurrent Interaction
LICS '05 Proceedings of the 20th Annual IEEE Symposium on Logic in Computer Science
Interactive observability in Ludics: the geometry of tests
Theoretical Computer Science - Automata, languages and programming: Logic and semantics (ICALP-B 2004)
A call-by-name lambda-calculus machine
Higher-Order and Symbolic Computation
Ludics with Repetitions (Exponentials, Interactive Types and Completeness)
LICS '09 Proceedings of the 2009 24th Annual IEEE Symposium on Logic In Computer Science
Ludics is a model for the finitary linear pi-calculus
TLCA'07 Proceedings of the 8th international conference on Typed lambda calculi and applications
On the Meaning of Logical Completeness
TLCA '09 Proceedings of the 9th International Conference on Typed Lambda Calculi and Applications
From Focalization of Logic to the Logic of Focalization
Electronic Notes in Theoretical Computer Science (ENTCS)
Ludics, dialogue and interaction
Ludics and web: another reading of standard operations
Ludics, dialogue and interaction
On the meaning of focalization
Ludics, dialogue and interaction
Ludics and natural language: first approaches
LACL'12 Proceedings of the 7th international conference on Logical Aspects of Computational Linguistics
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We reformulate the theory of ludics introduced by J.-Y. Girard from a computational point of view. We introduce a handy term syntax for designs, the main objects of ludics. Our syntax also incorporates explicit cuts for attaining computational expressivity. In addition, we consider design generators that allow for finite representation of some infinite designs. A normalization procedure in the style of Krivine's abstract machine directly works on generators, giving rise to an effective means of computation over infinite designs. The acceptance relation between machines and words, a basic concept in computability theory, is well expressed in ludics by the orthogonality relation between designs. Fundamental properties of ludics are then discussed in this concrete context. We prove three characterization results that clarify the computational powers of three classes of designs. (i) Arbitrary designs may capture arbitrary sets of finite data. (ii) When restricted to finitely generated ones, designs exactly capture the recursively enumerable languages. (iii) When further restricted to cut-free ones as in Girard's original definition, designs exactly capture the regular languages. We finally describe a way of defining data sets by means of logical connectives, where the internal completeness theorem plays an essential role.