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P2 Layered and object-based game semantics

分层与基于对象的博弈语义
POPL 6(POPL)2022匹配度 2/10 · 论文属于程序语言形式语义与形式验证方向,研究认证抽象层的对象化博弈语义及并发扩展,虽与形式化验证有间接关联,但未涉及 LLM/Agent、静态分析、浮点程序分析或贝叶斯程序分析,与用户画像的核心交叉方向不匹配。引用 9 inbox
Arthur Oliveira Vale, Paul-André Melliès, Zhong Shao, Jérémie Koenig, Léo Stefanesco
crossref: 2026-09-10

AI 速览

一句话:提出基于对象的分层博弈语义,用对象策略与正则映射刻画可认证抽象层及其并发扩展。

大型软件验证依赖可组合的语言、语义模型与规约,但现有可认证抽象层模型因缺乏状态封装而限制组合性。本文提出一种新的博弈语义:将层接口建模为对象类型(层签名)与对象策略,将层实现建模为对象空间之间的正则映射,并当实现与下层对象策略的组合实现上层对象策略时视为可认证。模型可扩展非确定性;进一步引入并发对象空间,将顺序迹模独立操作置换等同,从而表达受保护共享对象并发与票据锁实现。

问题
现有 certified abstraction layers 的博弈/语义模型缺少对状态的封装,导致组合性受限,难以完全基于可观察行为组合异构组件。
方法
受 Reddy 将命令式语言语义建模为具有可观察行为的对象这一思想启发,把层接口表示为对象类型加对象策略,把层实现表示为对象空间之间的正则映射,并用组合实现上层策略作为认证条件;随后扩展非确定性与并发对象空间。
评估
通过形式化定义与建模案例展示模型表达力,包括受保护共享对象并发和 ticket lock 实现;摘要未报告实证基准评估。
原文摘要(Abstract)

Large-scale software verification relies critically on the use of compositional languages, semantic models, specifications, and verification techniques. Recent work on certified abstraction layers synthesizes game semantics, the refinement calculus, and algebraic effects to enable the composition of heterogeneous components into larger certified systems. However, in existing models of certified abstraction layers, compositionality is restricted by the lack of encapsulation of state. In this paper, we present a novel game model for certified abstraction layers where the semantics of layer interfaces and implementations are defined solely based on their observable behaviors. Our key idea is to leverage Reddy's pioneer work on modeling the semantics of imperative languages not as functions on global states but as objects with their observable behaviors. We show that a layer interface can be modeled as an object type (i.e., a layer signature) plus an object strategy. A layer implementation is then essentially a regular map, in the sense of Reddy, from an object with the underlay signature to that with the overlay signature. A layer implementation is certified when its composition with the underlay object strategy implements the overlay object strategy. We also describe an extension that allows for non-determinism in layer interfaces. After formulating layer implementations as regular maps between object spaces, we move to concurrency and design a notion of concurrent object space, where sequential traces may be identified modulo permutation of independent operations. We show how to express protected shared object concurrency, and a ticket lock implementation, in a simple model based on regular maps between concurrent object spaces.

链接与引用

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BibTeX
@article{paperbot1558,
  title = {Layered and object-based game semantics},
  author = {Arthur Oliveira Vale and Paul-André Melliès and Zhong Shao and Jérémie Koenig and Léo Stefanesco},
  journal = {Proceedings of the ACM on Programming Languages},
  volume = {6},
  number = {POPL},
  year = {2022},
  doi = {10.1145/3498703}
}