Blass, A., A game semantics for linear logic, Annals of Pure and Applied Logic 56 (1992) 183-220. We present a game (or dialogue) semantics in the style of Lorenzen (1959) for Girard's linear logic (1987). Lorenzen suggested that the (constructive) meaning of a proposition 91 should be specified by telling how to conduct a debate between a proponent P who asserts p and an opponent 0 who denies q. Thus propositions are interpreted as games, connectives (almost) as operations on games, and validity as existence of a winning strategy for P. (The qualifier 'almost' will be discussed later when more details have been presented.) We propose that the connectives of linear logic can be naturally interpreted as the operations on games introduced for entirely different purposes by Blass (1972). We show that affine logic, i.e., linear logic plus the rule of weakening, is sound for this interpretation. We also obtain a completeness theorem for the additive fragment of affine logic, but we show that completeness fails for the multiplicative fragment. On the other hand, for the multiplicative fragment, we obtain a simple characterization of game-semantical validity in terms of classical tautologies. An analysis of the failure of completeness for the multiplicative fragment leads to the conclusion that the game interpretation of the connective @ is weaker than the interpretation implicit in Girard's proof rules; we discuss the differences between the two interpretations and their relative advantages and disadvantages. Finally, we discuss how Godel's Dialectica interpretation (1958), which was connected to linear logic by de Paiva (1989) fits with game semantics.
We prove the consistency, relative to ZFC, of each of the following two (mutually contradictory) statements. (A) Every two non-principal ultrafilters on o have a common image via a finite-to-one function. (B) Simple &,-points and simple &+-points both exist. These results, proved by the second author, answer questions of the first author and P. Nyikos, who had obtained numerous consequences of (A) and (B), respectively. In the models we construct, the bounding number is K,, while the dominating number, the splitting number, and the cardinality of the continuum are HZ.
We introduce the concept of a bounded below set in a lattice. This can be used to give a generalization of Rota's broken circuit theorem to any finite lattice. We then show how this result can be used to compute and combinatorially explain the Mo bius function in various examples including non-crossing set partitions, shuffle posets, and integer partitions in dominance order. Next we present a generalization of Stanley's theorem that the characteristic polynomial of a semimodular supersolvable lattice factors over the integers. We also give some applications of this second main theorem, including the Tamari lattices.1997 Academic Press
BOUNDED BELOW SETSIn a fundamental paper [25], Whitney showed how broken circuits could be used to compute the coefficients of the chromatic polynomial of a graph. In another seminal paper [20], Rota refined and extended Whitney's theorem to give a characterization of the Mo bius function of a geometric lattice. Then one of us [21] generalized Rota's result to a larger class of lattices. In this paper we will present a theorem for an arbitrary finite lattice that includes all the others as special cases. To do so, we shall need to replace the notion of a broken circuit by a new one which we call a bounded below set. Next we present some applications to lattices whose Mo bius functions had previously been computed but in a less simple or less combinatorial way: shuffle posets [13], non-crossing set partition lattices [15,19], and integer partitions under dominance order [5,6,12].
This is the first in a series of papers extending the Abstract State Machine Thesis -that arbitrary algorithms are behaviorally equivalent to abstract state machines -to algorithms that can interact with their environments during a step rather than only between steps. In the present paper, we describe, by means of suitable postulates, those interactive algorithms that (1) proceed in discrete, global steps, (2) perform only a bounded amount of work in each step, (3) use only such information from the environment as can be regarded as answers to queries, and (4) never complete a step until all queries from that step have been answered.We indicate how a great many sorts of interaction meet these requirements. We also discuss in detail the structure of queries and replies and the appropriate definition of equivalence of algorithms.Finally, motivated by our considerations concerning queries, we discuss a generalization of first-order logic in which the arguments of function and relation symbols are not merely tuples of elements but orbits of such tuples under groups of permutations of the argument places.
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