Layered and Object-Based Game Semantics
summary
Presents a concrete game-semantics model where a layer interface is an object type plus an object strategy, implementations are regular maps from underlay to overlay, and certification means the composition of underlay strategy with the implementation map equals the overlay strategy. Demonstrates a bounded queue implemented by a ring buffer with two counters, gives an extension for nondeterministic interface sets, and models concurrency via a concurrent object space to express protected shared objects and a ticket lock; compiles down through CompCert O to C with an automatic refinement proof.
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chapters (21)
- 0:00Intro
- 0:37Certification
- 1:57Modeling State
- 2:27ObjectBased Semantics
- 3:05Object Functions
- 4:33Outline
- 4:58Signature
- 5:34StateBased Semantics
- 8:33Implementations
- 8:43Interactions
- 9:08Replay
- 9:59Overlay
- 11:13Statelessness
- 12:10Formalism
- 12:36Interfaces
- 12:48Observable Behaviors
- 14:57Certification Requirements
- 15:49Certified
- 16:27Model
- 18:00Sketch
- 19:34Questions
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