Asynchronous games: the concurrent geometry of proofs Game semantics has taught us the art of transforming proofs into interactive strategies. These strategies are generally defined in a purely sequential way, as a set of alternating sequences (= plays) exploring the branch of a decision tree. This is reminiscent of interleaving semantics in concurrency theory, where a process generates a set of sequences (= traces). Asynchronous games are played on event structures, rather than trees. Shifting to asynchronous games enables to extract the truly concurrent semantics of proofs from their interleaving semantics, by identifying plays modulo permutation of moves --- understood geometrically as an homotopy relation in the n-dimensional space generated by the event structure. The truly concurrent nature of innocence in arena games is captured by a pair of diagrammatic properties (forward and backward innocence) formulated in asynchronous games. The analysis reveals that innocent strategies are *positional* in the game-theoretic sense that they play according to their current position. Positionality together with a *payoff* or a *truth value* on positions leads unexpectedly to an innocent game model of propositional linear logic --- with the usual well-bracketed and non well-bracketed models as intuitionistic fragments, and a structure-preserving functor to the relational model.