Proceedings of the seventeenth international colloquium on Automata, languages and programming
POPL '90 Proceedings of the 17th ACM SIGPLAN-SIGACT symposium on Principles of programming languages
The geometry of interaction machine
POPL '95 Proceedings of the 22nd ACM SIGPLAN-SIGACT symposium on Principles of programming languages
Pi-calculus, dialogue games and full abstraction PCF
FPCA '95 Proceedings of the seventh international conference on Functional programming languages and computer architecture
Reversible, irreversible and optimal &lgr;-machines
Theoretical Computer Science - Special issue on linear logic, 1
On full abstraction for PCF: I, II, and III
Information and Computation
Information and Computation
Exceptions, Continuations and Macro-expressiveness
ESOP '02 Proceedings of the 11th European Symposium on Programming Languages and Systems
Game semantics and abstract machines
LICS '96 Proceedings of the 11th Annual IEEE Symposium on Logic in Computer Science
A New Approach to Abstract Syntax Involving Binders
LICS '99 Proceedings of the 14th Annual IEEE Symposium on Logic in Computer Science
Slot games: a quantitative model of computation
Proceedings of the 32nd ACM SIGPLAN-SIGACT symposium on Principles of programming languages
Journal of Functional Programming
Ludics Nets, a game Model of Concurrent Interaction
LICS '05 Proceedings of the 20th Annual IEEE Symposium on Logic in Computer Science
Applications of Game Semantics: From Program Analysis to Hardware Synthesis
LICS '09 Proceedings of the 2009 24th Annual IEEE Symposium on Logic In Computer Science
Verification of higher-order computation: a game-semantic approach
ESOP'08/ETAPS'08 Proceedings of the Theory and practice of software, 17th European conference on Programming languages and systems
Game Semantics in the Nominal Model
Electronic Notes in Theoretical Computer Science (ENTCS)
Electronic Notes in Theoretical Computer Science (ENTCS)
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We define new abstract machines for game semantics which correspond to networks of conventional computers, and can be used as an intermediate representation for compilation targeting distributed systems. This is achieved in two steps. First we introduce the HRAM, a Heap and Register Abstract Machine, an abstraction of a conventional computer, which can be structured into HRAM nets, an abstract point-to-point network model. HRAMs are multi-threaded and subsume communication by tokens (cf. IAM) or jumps. Game Abstract Machines (GAM), are HRAMs with additional structure at the interface level, but no special operational capabilities. We show that GAMs cannot be naively composed, but composition must be mediated using appropriate HRAM combinators. HRAMs are flexible enough to allow the representation of game models for languages with state (non-innocent games) or concurrency (non-alternating games). We illustrate the potential of this technique by implementing a toy distributed compiler for ICA, a higher-order programming language with shared state concurrency, thus significantly extending our previous distributed PCF compiler. We show that compilation is sound and memory-safe, i.e. no (distributed or local) garbage collection is necessary.