Software Geek

March 21, 2008

Eriskay: a Programming Language Based on Game Semantics

Filed under: Software


Also see: A first stab at BaseN encoding with a focus on general alphabet encoding.

Eriskay: a Programming Language Based on Game Semantics. John Longley and Nicholas Wolverson. GaLoP 2008.

We report on an ongoing project to design a strongly typed, class-based object-oriented language based around ideas from game semantics. Part of our goal is to create a powerful modern programming language whose clean semantic basis renders it amenable to work in program verification; however, we argue that our semantically inspired approach also yields benefits of more immediate relevance to programmers, such as expressive new language constructs and novel type systems for enforcing security properties of the language. We describe a simple-minded game model with a rich mathematical structure, and explain how this model may be used to guide the design of our language. We then focus on three specific areas where our approach appears to offer something new: linear types and continuations; observational equivalence for class types; and static control of the use of higher-order store.

In a substantial appendix, we present the formal definition of a fragment of our language which embodies many of the innovative features of the full language.

It’s always interesting to see a new programming language strongly based on some mathematical formalism, because a language gives you a concrete example to match the abstract semantic definitions to, and game semantics is something that I’ve been curious about for a while.

One particularly interesting feature is that the core language has a restricted model of the heap, which controls the use of higher-order store in such a way that cycles are prohibited. This is enforced with a notion called “argument safety”, which essentially prohibits storing values of higher type into fields which come from “outside” the object. This is somewhat reminiscent of the ownership disciplines found in OO verification systems like Boogie, which enforce a tree structure on the ownership hierarchy. It would be very interesting to find out whether this resemblance is a coincidence or not.

(Samson Abramsky has some lecture notes on game semantics for the very curious.)


http://lambda-the-ultimate.org/node/2716

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