---
# System prepended metadata

title: '2021.06.22 Information, Processes and Games'
tags: [reading]

---

# 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?
