Related papers: Reversible Multiparty Sessions with Checkpoints
We introduce a model of negotiation dynamics whose aim is that of mimicking the mechanisms leading to opinion and convention formation in a population of individuals. The negotiation process, as opposed to ``herding-like'' or ``bounded…
We propose a formalism to model and reason about multi-agent systems. We allow agents to interact and communicate in different modes so that they can pursue joint tasks; agents may dynamically synchronize, exchange data, adapt their…
Time reversal in a macroscopic system is contradicting daily experience. It is practically impossible to restore a shattered cup to its original state by just time reversing the microscopic dynamics that led to its breakage. Yet, with the…
Undoing computations of a concurrent system is beneficial in many situations, e.g., in reversible debugging of multi-threaded programs and in recovery from errors due to optimistic execution in parallel discrete event simulation. A number…
Causal reversibility blends reversibility and causality for concurrent systems. It indicates that an action can be undone provided that all of its consequences have been undone already, thus making it possible to bring the system back to a…
We propose a formalism to model and reason about reconfigurable multi-agent systems. In our formalism, agents interact and communicate in different modes so that they can pursue joint tasks; agents may dynamically synchronize, exchange…
Program equivalence is the fulcrum for reasoning about and proving properties of programs. For noninterference, for example, program equivalence up to the secrecy level of an observer is shown. A powerful enabler for such proofs are logical…
Reactive languages are dedicated to the programming of systems which interact continuously and concurrently with their environment. Values take the form of unbounded streams modeling the (discrete) passing of time or the sequence of…
Conversations with non-player characters (NPCs) in games are typically confined to dialogue between a human player and a virtual agent, where the conversation is initiated and controlled by the player. To create richer, more believable…
The paper presents a data-driven model of self-adaptivity for multiparty sessions. System choreography is prescribed by a global type. Participants are incarnated by processes associated with monitors, which control their behaviour. Each…
Reverse engineering is a complex process essential to software-security tasks such as vulnerability discovery and malware analysis. Significant research and engineering effort has gone into developing tools to support reverse engineers.…
During a conversation, individuals take turns speaking and engage in exchanges, which can occur smoothly or involve interruptions. Listeners have various ways of participating, such as displaying backchannels, signalling the aim to take a…
Session types denote message protocols between concurrent processes, allowing a type-safe expression of inter-process communication. Although previous work demonstrate a well-defined notion of subtyping where processes have different…
Domain specific chatbot applications often involve multi step interactions, such as refining search filters, selecting multiple items, or performing comparisons. Traditional graphical user interfaces (GUIs) handle these workflows by…
We present a system of session types based on adjoint logic which generalize standard binary session types. Our system allows us to uniformly capture several new behaviors in the space of asynchronous message-passing communication,…
We propose an interpretation of multiparty sessions with asynchronous communication as Flow Event Structures. We introduce a new notion of global type for asynchronous multiparty sessions, ensuring the expected properties for sessions,…
We introduce relational hyperevent models (RHEM) as a generalization of relational event models to events occurring on hyperedges involving any number of actors. RHEM can specify time-varying event rates for the full space of directed or…
We consider continuous-time consensus systems whose interactions satisfy a form or reciprocity that is not instantaneous, but happens over time. We show that these systems have certain desirable properties: They always converge…
The majority of voice-based conversational agents still rely on pause-and-respond turn-taking, leaving interactions sounding stiff and robotic. We present RESPOND (Responsive Engagement Strategy for Predictive Orchestration and Dialogue), a…
Protocol specifications often identify the roles involved in communications. In multiparty protocols that involve task delegation it is often useful to consider settings in which different sites may act on behalf of a single role. It is…