We consider a hierarchy of four typed call-by-value languages with either higher-order or ground-type references and with either callcc or no control operator.Our first result is a fully abstract trace model for the most expressive setting, featuring both higher-order references and callcc, constructed in the spirit of operational game semantics. Next we examine the impact of suppressing higher-order references and callcc in contexts and provide an operational explanation for the game-semantic conditions known as visibility and bracketing respectively.This allows us to refine the original model to provide fully abstract trace models of interaction with contexts that need not use higher-order references or callcc. Along the way, we discuss the relationship between error- and termination-based contextual testing in each case, and relate the two to trace and complete trace equivalence respectively.Overall, the paper provides a systematic development of operational game semantics for all four cases, which represent the state-based face of the so-called semantic cube.
翻译:我们考虑的是四种按不同价值打字语言的等级,有的为较高顺序或地面类型,有的为调频或无控制操作员。我们的第一种结果是为最直观的环境提供一个完全抽象的追踪模型,其特点是以操作游戏语义学的精神建立较高顺序的引用和调频。接下来,我们审视了在背景中压制较高顺序引用和调频的影响,并对分别称为可见度和括号的游戏语义条件提供了操作上的解释。这使我们能够完善原始模型,以提供完全抽象的跟踪模型,说明与不需要使用较高顺序引用或调频的环境下的互动。此外,我们讨论每个案例的错误和终止背景测试之间的关系,并将两者分别与追踪和完全追踪等值联系起来。总的来说,本文为所有四个案例提供了操作性游戏语义学的系统发展,这四个案例都代表了所谓的语义立方的状态面貌。