Truly Concurrent Bisimilarities are Game Equivalent
Yong Wang

TL;DR
This paper introduces game-based methods for analyzing various truly concurrent bisimilarities, providing a unified framework for strongly, branching, pomset, step, and history-preserving bisimilarities.
Contribution
It develops novel game-theoretic approaches for truly concurrent bisimilarities, covering multiple variants and enhancing the analysis of concurrent systems.
Findings
Game frameworks for strongly truly concurrent bisimilarities
Game frameworks for branching truly concurrent bisimilarities
Unified approach for various bisimilarity types
Abstract
We design games for truly concurrent bisimilarities, including strongly truly concurrent bisimilarities and branching truly concurrent bisimilarities, such as pomset bisimilarities, step bisimilarities, history-preserving bisimilarities and hereditary history-preserving bisimilarities.
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Taxonomy
TopicsLogic, programming, and type systems · Logic, Reasoning, and Knowledge · Formal Methods in Verification
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\correspondYong Wang, Pingleyuan 100, Chaoyang District, Beijing, China. e-mail: [email protected]
\pagerangeTruly Concurrent Bisimilarities are Game Equivalent–Truly Concurrent Bisimilarities are Game Equivalent
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Truly Concurrent Bisimilarities are Game Equivalent
Yong Wang
College of Computer Science and Technology
Faculty of Information Technology
Beijing University of Technology
Beijing
China
(2019)
Abstract
We design games for truly concurrent bisimilarities, including strongly truly concurrent bisimilarities and branching truly concurrent bisimilarities, such as pomset bisimilarities, step bisimilarities, history-preserving bisimilarities and hereditary history-preserving bisimilarities.
keywords:
Games; Two-person Games; Bisimilarity; Formal Theory.
1 Introduction
Game theory has been widely used to interpret the nature of the world. The combination of game theory and (computational) logic [1] always exists two ways.
One is to give game theory a logic basis, such as game logic [2] [3] [4], game algebras [5] [6], algebras [7] for concurrent games [8] [9] [10].
the other is to use game theory to interpret computational logic, such as the well-known game semantics [11] [12] [13] [14] [15], in which game theory acts as a foundational semantics bases to understand the behaviors of computer programming language.
Recently, there are some work on interpreting bisimilarities by use of game theory [16] [17]. Following these work, we give truly concurrent bisimilarities a game theory interpretation. This work is organized as follows. In section 2, 3, 4, 5, we design games for pomset bisimilarites, step bisimilarities, history-preserving bisimilarities, and hereditary history-preserving bisimilarities, respectively. And finally, in section 6, we conclude this paper.
2 Games for Pomset Bisimulations
Definition 2.1** (Prime event structure with silent event([18])).**
Let be a fixed set of labels, ranged over and . A (-labelled) prime event structure with silent event is a tuple , where is a denumerable set of events, including the silent event . Let , exactly excluding , it is obvious that , where is the empty event. Let be a labelling function and let . And , are binary relations on , called causality and conflict respectively, such that:
* is a partial order and is finite for all . It is easy to see that , then .* 2. 2.
* is irreflexive, symmetric and hereditary with respect to , that is, for all , if , then .*
Then, the concepts of consistency and concurrency can be drawn from the above definition:
* are consistent, denoted as , if . A subset is called consistent, if for all .* 2. 2.
* are concurrent, denoted as , if , , and .*
Definition 2.2** (Configuration([18])).**
Let be a PES. A (finite) configuration in is a (finite) consistent subset of events , closed with respect to causality (i.e. ). The set of finite configurations of is denoted by . We let .
A consistent subset of of events can be seen as a pomset. Given , if and are isomorphic as pomsets. In the following of the paper, we say , we mean .
2.1 Games for Strong Pomset Bisimulation
Definition 2.3** (Pomset transitions([18])).**
Let be a PES and let , and , if and , then is called a pomset transition from to .
Definition 2.4** (Pomset bisimulation([18])).**
Let , be PESs. A pomset bisimulation is a relation , such that if , and then , with , , and , and vice-versa. We say that , are pomset bisimilar, written , if there exists a pomset bisimulation , such that .
The Ehrenfeucht-Fraïssé game for strong pomset bisimulation, in which two players called Spoiler and Duplicator exist, is as follows.
Definition 2.5** (Game for pomset bisimulation).**
A (strong) pomset bisimulation game on is played on an arena of Spoiler-owned configurations and Duplicator-owned configurations , where the set of positions, and the set of pending challenges, with:
- •
Spoiler moves from a configuration by:
selecting and moving to with , or 2. 2.
selecting and moving to with ; 3. 3.
;
- •
Duplicator responds from a configuration by playing and continuing in configuration .
If games starting in a configuration is won by Duplicator, we write .
Theorem 2.6**.**
* iff .*
2.2 Games for Branching Pomset Bisimulation
Definition 2.7** (Branching pomset bisimulation([18])).**
Assume a special termination predicate , and let represent a state with . Let , be PESs. A branching pomset bisimulation is a relation , such that:
if , and then
- •
either , and ;
- •
or there is a sequence of (zero or more) -transitions , such that and with ; 2. 2.
if , and then
- •
either , and ;
- •
or there is a sequence of (zero or more) -transitions , such that and with ; 3. 3.
if and , then there is a sequence of (zero or more) -transitions such that and ; 4. 4.
if and , then there is a sequence of (zero or more) -transitions such that and .
We say that , are branching pomset bisimilar, written , if there exists a branching pomset bisimulation , such that .
The Ehrenfeucht-Fraïssé game for branching pomset bisimulation, in which two players called Spoiler and Duplicator exist, is as follows. Note that the game is limited to no occurrence of infinite -loops.
Definition 2.8** (Game for branching pomset bisimulation).**
A limited branching pomset bisimulation game on is played on an arena of Spoiler-owned configurations and Duplicator-owned configurations , where the set of positions, and the set of pending challenges, with:
- •
Spoiler moves from a configuration by:
selecting and moving to with , or 2. 2.
selecting and moving to with ;
- •
Duplicator responds from a configuration by:
If , continuing in the configuration , or 2. 2.
playing and continuing in configuration if available, or 3. 3.
playing and continuing in configuration if possible.
If games starting in a configuration is won by Duplicator, we write .
Theorem 2.9**.**
* iff .*
3 Games for Step Bisimulations
3.1 Games for Strong Step Bisimulation
Definition 3.1** (Step transitions([18])).**
Let be a PES and let , and , if and , then is called a pomset transition from to . When the events in are pairwise concurrent, we say that is a step.
Definition 3.2** (Step bisimulation([18])).**
By replacing pomset transitions with steps, we can get the definition of step bisimulation. When PESs and are step bisimilar, we write .
The Ehrenfeucht-Fraïssé game for strong step bisimulation, in which two players called Spoiler and Duplicator exist, is as follows.
Definition 3.3** (Game for step bisimulation).**
A (strong) step bisimulation game on is played on an arena of Spoiler-owned configurations and Duplicator-owned configurations , where the set of positions, and the set of pending challenges, with:
- •
Spoiler moves from a configuration by:
selecting and moving to with , and all are pairwise concurrent, or 2. 2.
selecting and moving to with , and all are pairwise concurrent; 3. 3.
;
- •
Duplicator responds from a configuration by playing and continuing in configuration .
If games starting in a configuration is won by Duplicator, we write .
Theorem 3.4**.**
* iff .*
3.2 Games for Branching Step Bisimulation
Definition 3.5** (Branching step bisimulation([18])).**
For , by replacing pomset transitions with steps, we can get the definition of branching step bisimulation. When PESs and are branching step bisimilar, we write .
The Ehrenfeucht-Fraïssé game for branching step bisimulation, in which two players called Spoiler and Duplicator exist, is as follows. Note that the game is limited to no occurrence of infinite -loops.
Definition 3.6** (Game for branching step bisimulation).**
A limited branching step bisimulation game on is played on an arena of Spoiler-owned configurations and Duplicator-owned configurations , where the set of positions, and the set of pending challenges, with:
- •
Spoiler moves from a configuration by:
selecting and moving to with , and all are pairwise concurrent, or 2. 2.
selecting and moving to with , and all are pairwise concurrent;
- •
Duplicator responds from a configuration by:
If , continuing in the configuration , or 2. 2.
playing and continuing in configuration if available, or 3. 3.
playing and continuing in configuration if possible.
If games starting in a configuration is won by Duplicator, we write .
Theorem 3.7**.**
* iff .*
4 Games for History-preserving Bisimulations
4.1 Games for Strong History-preserving Bisimulation
Definition 4.1** (Posetal product([18])).**
Given two PESs , , the posetal product of their configurations, denoted , is defined as
[TABLE]
A subset is called a posetal relation. We say that is downward closed when for any , if pointwise and , then .
For , we define , ,(1),if ;(2), otherwise. Where , , , .
Definition 4.2** (History-preserving bisimulation([18])).**
A history-preserving (hp-) bisimulation is a posetal relation such that if , and , then , with , and vice-versa. are history-preserving (hp-)bisimilar and are written if there exists a hp-bisimulation such that .
The Ehrenfeucht-Fraïssé game for strong hp-bisimulation, in which two players called Spoiler and Duplicator exist, is as follows.
Definition 4.3** (Game for hp-bisimulation).**
A (strong) hp-bisimulation game on is played on an arena of Spoiler-owned configurations and Duplicator-owned configurations , where the set of positions, and the set of pending challenges, with:
- •
Spoiler moves from a configuration by:
selecting and moving to with , or 2. 2.
selecting and moving to with ; 3. 3.
;
- •
Duplicator responds from a configuration by playing and continuing in configuration .
If games starting in a configuration is won by Duplicator, we write .
Theorem 4.4**.**
* iff .*
4.2 Games for Braching History-preserving Bisimulation
Definition 4.5** (Branching history-preserving bisimulation([18])).**
Assume a special termination predicate , and let represent a state with . A branching history-preserving (hp-) bisimulation is a weakly posetal relation such that:
if , and then
- •
either , and ;
- •
or there is a sequence of (zero or more) -transitions , such that and with ; 2. 2.
if , and then
- •
either , and ;
- •
or there is a sequence of (zero or more) -transitions , such that and with ; 3. 3.
if and , then there is a sequence of (zero or more) -transitions such that and ; 4. 4.
if and , then there is a sequence of (zero or more) -transitions such that and .
* are branching history-preserving (hp-)bisimilar and are written if there exists a branching hp-bisimulation such that .*
The Ehrenfeucht-Fraïssé game for branching hp-bisimulation, in which two players called Spoiler and Duplicator exist, is as follows. Note that the game is limited to no occurrence of infinite -loops.
Definition 4.6** (Game for branching hp-bisimulation).**
A limited branching hp-bisimulation game on is played on an arena of Spoiler-owned configurations and Duplicator-owned configurations , where the set of positions, and the set of pending challenges, with:
- •
Spoiler moves from a configuration by:
selecting and moving to with , or 2. 2.
selecting and moving to with ; 3. 3.
;
- •
Duplicator responds from a configuration by:
If , continuing in the configuration , or 2. 2.
playing and continuing in configuration if available, or 3. 3.
playing and continuing in configuration if possible.
If games starting in a configuration is won by Duplicator, we write .
Theorem 4.7**.**
* iff .*
5 Games for Hereditary History-preserving Bisimulations
5.1 Games for Strong Hereditary History-preserving Bisimulation
Definition 5.1** (Hereditary history-preserving bisimulation([18])).**
A hereditary history-preserving (hhp-)bisimulation is a downward closed hp-bisimulation. are hereditary history-preserving (hhp-)bisimilar and are written .
Definition 5.2** (Game for hhp-bisimulation).**
A (strong) hhp-bisimulation game on is a downward closed (strong) hp-bisimulation game. If games starting in a configuration is won by Duplicator, then for any , pointwise, then is won by Duplicator, we write .
Theorem 5.3**.**
* iff .*
5.2 Games for Branching Hereditary History-preserving Bisimulation
Definition 5.4** (Branching hereditary history-preserving bisimulation([18])).**
A branching hereditary history-preserving (hhp-)bisimulation is a downward closed branching hp-bisimulation. are branching hereditary history-preserving (hhp-)bisimilar and are written .
Definition 5.5** (Game for branching hhp-bisimulation).**
A branching hhp-bisimulation game on is a downward closed branching hp-bisimulation game. If games starting in a configuration is won by Duplicator, then for any , pointwise, then is won by Duplicator, we write .
Theorem 5.6**.**
* iff .*
6 Conclusions
We design games for truly concurrent bisimilarities, including strongly truly concurrent bisimilarities and branching truly concurrent bisimilarities, such as pomset bisimilarities, step bisimilarities, history-preserving bisimilarities and hereditary history-preserving bisimilarities.
By this work, we can deeply understand truly concurrent bisimilarities by use of game theory, and we can do some future work on developing tools for verification and validation based on this work.
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