Pierre-Louis Curien/Jean-Yves Girard Abstract
INTRODUCTION TO LUDICS
Ludics departs from the syntax/semantics dichotomy by putting forward an
internal (monist) approach to the explanation of logic / programming.
It builds on some ideas from linear logic (resource consciousness,
geometry of proofs, and more recently, polarization), and on the
computation-as-interaction paradigm underlying previous works on
sequentiality and games semantics.
Two saliant new features in ludics are:
- Locativity: one realises that usual logic
(including linear logic) is "spiritual", i.e., up to isomorphism:
typically, the usual (additive) conjunction enjoys commutativity and
associativity only up to isomorphism. But there is a deeper locative
level, with indeed a more regular structure.
In ludics, conjunction can be defined in terms of a plain intersection and
of explicit delocalisations. Intersection is really associative,
commutative, etc. (no isomorphisms), and corresponds to intersection
types, subtyping, etc...
-
Daimon: How can a proof of A interact with a "proof" of (not A)? By
allowing incomplete proofs. This closely corresponds to the use of errors
for observing program behaviour.