# 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?