# 2021.06.22 Information, Processes and Games
[Abramsky, [2008] "Information, Processes and Games"](https://arxiv.org/abs/1604.02603)
*presenter: Sasha*
## 1. Prelude: Some Basic Puzzles
Why do we compute?
* to gain information - explicitness (normal form, relative to the user) & deletion (irrelevant data)
* happens in *open systems* - trades energy with environment (thermodynamics)
What does the internet compute?
* Traditional model is a function
* Nowadays it's processes & behaviours
## 2. Introduction: Matter and Method
Existing theories of information are static: they describe invariants. What is information dynamics?
* how is information increased?
* qualitative + quantitative
* logic & geometry
* power of copying
## 3. Some Background Theories
| | Static | Dynamic |
|-|--------|---------|
| Qualitative | Domain Theory, Dynamic Logic | Process Algebra |
| Quantitative | Shannon Information theory | ? |
### Domain theory
* models infinite computations or computational objects as _limits_ (LUBs) of processes of information increase, where at each stage information is finite.
* $\omega$-CPOs, DCPOs
* qualitative - only relates states, but doesn't quantify information
* objective/subjective states
* Stone duality: points on topological space <-> properties
* Abramsky's thesis was on connecting denotational semantics and program logics via SD
* approximate infinite ideal objects by continuous processes (similar to intuitionism?)
* time is implicit, how to add causality?
* concrete domains -> event structures
* monotonicity: only *positive* information
* continuity: a process which use only finite resources at each finite stage
* Kleene's fixpoint theorem
* function domains (not concrete)
### Dynamic logic
modal logic + Hoare logic
* in Domain Theory (as in Kripke semantics for intuitionistic logic) information can only increase along a computation (like time in physics - we can't change what happened)
* Kripke structures allow arbitrary state change - mutability
Mutually recursive formulas + relations (relational algebra)
Limited to input-output behaviour of relations (multi-modal). We can go beyond Hoare logic and imperative programs but this breaks compositionality.
### Process algebra
* domain theory ~ order/topology
* concurrency theory ~ ?
different formalisms: LTSs, naming & scope, automata
What is the right notion of behavioural equivalence of processes?
LTS & (weak/strong) bisimulation:
* Kripke structures focus on states, in LTS they aren't observable, only actions.
* Automata focus on sequences/traces, LTS also consider branching.
Hennessey-Milner logic: two states are bisimilar if they satisfy the same formulas; no standard algebra like for dynamic logic.
Communication: involutive structure for synchronization
## 4. Combining Qualitative and Quantitative Theories of Information
* Shannon information theory - a thermodynamic theory, information can only be lost during transmission (considers the whole system)
* Domain Theory - adds an observer whose information increases during a computation (relatively)
A purely quantitative theory is weak in that numbers are always comparable, so that some structure can be obscured, like different directions of information increase.
Domains with measurements
* adds degree of undefinedness (maximal element ~ 0)
* non-monotonic functions
* rate of convergence
* real numbers
"Quantum domains": Bayesian/spectral orders
Quantum logic: non-distributive lattices (cannot observe two variables at once)
## 5. Games, Logical Equilibria and Conservation of Information Flow
Game semantics + GoI
* old view: input -> output (Hoare/dynamic logic)
* distributed view: interaction (robustness/atomicity/security/quality)
System vs environment (+ role reversal) - needs a "logic of interaction"
* static tautology: it's either raining or not
* dynamic tautology: copycat game (only works in a symmetrical setting)
Logical principles as conservation laws (resource-sensitivity, i.e., linear logic) for information flow, geometry is important.
* Games ~ module interfaces / dynamic propositions
* Agents ~ strategies, winning strategies are proofs
* Cut ~ hiding the "glued" intermediate game (intensionality?)
Quantitative aspect: rate of information flow, minimality, noise
What are computational processes, without referring to an operational model?
## 6. Emergent Logic: The Geometry of Information Flow
particle-style GoI (there's also wave-style)
(linear) combinatory logic
agents that copy information ~ topologies that untangle/yank wires
reversible computation (fixed-point partial involutions): processes map "tokens" to positions with ticking time
Particle style is based on coproducts (because it can be only in one place)
Two inputs, two outputs (internal + external)
Composition via mutual feedback.
## 7. Concluding Remarks
Descriptive vs intrinsic logic
## Discussion
* No mention of abstract interpretation / Cousout's theory
* Does FCSL count as a dynamic theory / intrinsic logic?