Process Algebra Diary
Papers I find interesting---mostly, but not solely, in Process Algebra---, and some fun stuff in Mathematics and Computer Science at large and on general issues related to research, teaching and academic life.
Sunday, September 20, 2026
Notes on GandALF 2026
Friday, August 21, 2026
Interview with Krishnendu Chatterjee, Tom Henzinger and Nir Piterman, CONCUR 2026 ToT Award recipients
Krishnendu Chatterjee, Thomas Henzinger and Nir Piterman will receive one of the two CONCUR 2026 Test-of-Time Awards at CONCUR 2026. Those colleagues kindly agreed to answer some questions of mine on their award-winning paper via email. You can find their answers to my questions below. I hope you'll enjoy reading them as much as I did. Thanks, Krishnendu, Nir and Tom!
Luca: You receive the CONCUR ToT Award 2026 for your paper Strategy Logic, which appeared at CONCUR 2007 and, in archival form, in Information and Computation. In that article, you introduced a seminal logic for expressing properties of strategies over two-player games on graphs. Could you briefly explain to our readers what the main features of strategy logic are? Could you also tell us how you came to study the question addressed in your award-winning article? Which of the results in your paper did you find most surprising or challenging?
Krishnendu, Nir and Tom (henceforth abbreviated to KNT): The defining feature of Strategy Logic is that it treats strategies as explicit, first-class objects: strategies are named by variables, and the logic can quantify over them. Our main motivation was to express central concepts from game theory, such as equilibria, within a logical framework for games on graphs. As for the results, what we find most appealing is that a logic this expressive still admits decidability, and that several natural fragments come with clean and reasonable computational complexity. Establishing these decidability and complexity results for various fragments was also the most technically challenging part of the work.
Luca: With the benefit of hindsight, having a logic to describe properties of games that treats strategies as first-class objects sounds like an extremely natural idea. However, previous logics such as ATL, ATL*, the alternating-time µ-calculus and game logic followed a different path. Do you recall how you came to the realisation that treating strategies explicitly was the "way to go"?
KNT: One of the key application areas for graph games has been reactive synthesis, and until 2004 reactive synthesis was studied primarily as an adversarial game. Hence logics such as ATL, ATL*, alternating-time µ-calculus, and game logic, all focus on strictly competitive or cooperative behaviors of game theory. Around 2004-2005, we started working on connections between algorithmic game theory and graph games. As a consequence we considered aspects of Nash equilibria and other not strictly competitive notions of game theory (such as secure equilibria) in graph games. A natural question was to build a logical framework that can express these aspects of game theory, which led to Strategy Logic. In fact we first isolated the one-alternation fragment, which suffices to express these equilibria, and only afterwards arrived at the full, more expressive logic. In hindsight, the shift to treating strategies explicitly was driven by the questions we were asking rather than by a single eureka moment.
Luca: Strategy logic builds on LTL, which is a very natural choice, IMHO. Did you consider defining a version of strategy logic basing it on the (linear-time) modal μ--calculus? Would it be worth doing so and how would such a logic relate to the alternating-time μ-calculus?
KNT: There is always a tension between LTL and stronger formalisms that can recognize all ω-regular languages. Following the tradition of ATL and ATL*, we naturally chose to go with LTL for defining the (linear-time) objectives of players. As the techniques that we developed were automata based, it was clear that extensions of LTL that can express all ω-regular languages would be handled by the same techniques. The exact choice of the linear-time formalism (for example, ETL, QLTL, LDL, or the linear-time μ-calculus) is not very important as long as it can be readily translated to automata. In the alternating-time μ-calculus, however, by carefully nesting fixpoints and coalition quantification, we can define infinitely many changes of strategic context. But only in a completely adversarial manner.
KNT: We did not consider such a version of Strategy Logic. Intuitively, both classical and alternating-time μ-calculi combine local, single-transition branching operators such as Pre with fixpoint operators, whereas strategies express global behavioral choices and the objectives of players are defined on outcomes that are linear paths. An important expressive difference between the alternating-time μ-calculus and Strategy Logic is therefore due to the distinction between branching and linear time.
It seems interesting to consider a logic that would combine two types of pre operators: those that continue exploring pre-defined strategies and their induced behaviors and those that allow to change the strategic context starting a new behavioral exploration. But we believe that the techniques that handle alternating-time mu-calculus would work for such a logic and the mix of behavior and control might be very hard to understand.
Luca: Did you or anyone else ever implement the model-checking algorithms you present in your award-winning paper? If the answer is negative, do you think that there would still be interest in such a model checker and in its experimental evaluation?
KNT: As far as we know there is no full implementation of Strategy Logic. In general, we have very good implementations supporting the manipulation and analysis of automata on infinite words (such as Spot and Owl). They are also used as a basis for creating tools that solve reactive synthesis. But we do not have good tool support for using automata on infinite trees, which would be required in order to fully support Strategy Logic. The community studying Multi-Agent Systems adopted Strategy Logic and they have some support for the analysis of some questions. There are implementations of equilibrium checking and rational synthesis in the tool Eve that is developed in the group of Michael Wooldridge in Oxford. They support the analysis of concurrent game structures for such questions. There is also a restricted version of an epistemic extension of Strategy Logic that is included in the model checker MCMAS for Multi-Agent Systems, which was developed in the group of Alessio Lomuscio in Imperial College London.
MCMAS also supports ATL model checking and, in principle, it is possible to reduce the one-alternation fragment of Strategy Logic to ATL model checking, but we are not aware of this having been implemented.
Luca: You mentioned the uptake of strategy logic by the multi-agent systems community. How is strategy logic relevant and did you think that this work would be relevant to multi-agent systems?
KNT: Strategy Logic answered a natural need in Multi-Agent Systems research. For MAS, questions about the goals of agents and hence strategies are very natural. Many questions relate to rational behavior: whether agents have an incentive to follow a protocol, stability of behavior, what can coalitions do, and whether individuals can profitably deviate. The way Strategy Logic puts strategies in the center as explicit objects makes it very natural to study these questions.
We wouldn’t say that we saw it coming, but the signs of early adoption of strategic reasoning by the MAS community were already there. The uptake of ATL and ATL* started in the early 2000s and by 2004-2005 people were using it regularly. We are also very happy that some of the major developments of Strategy Logic came from this community.
Luca: Are there any problems that you left open in your award-winning article that you'd still love to see solved? Did you or any colleagues study the problem of "strategy synthesis"?
KNT: Definitely. For the complete logic, our paper established only a non-elementary upper bound and left the matching lower bound open. This gap was later closed by colleagues, who proved a matching non-elementary lower bound and thereby settled the computational complexity of the full logic. We also concentrated on the case of two-player games rather than multi-player games. The interaction between the logic and the game structure means that the two-player framework, in a sense, already captures the complexity of the logic. Indeed, the same techniques based on tree automata were later used by others to extend the logic to the multi-player setting (and concurrent game structures).
Luca: I am interested in how research collaborations start, as I like to tell "research-life stories" to PhD students and young researchers of all ages. Could you tell us how you started your collaboration on the award-winning paper?
KNT: The collaboration grew naturally out of a question from Tom (Thomas Henzinger): could notions such as the equilibria we had been studying be expressed in ATL or ATL*, and if not, what would be a natural and concise logic that could express them? Pursuing this led us to the one-alternation fragment. We then realized that strategies can be viewed as trees, which meant tree automata were the right tool — and Nir (Nir Piterman) was our automata expert. So the paper really came together at the meeting point of three ingredients: the study of non-zero-sum games, the wish for a logical framework to express their concepts, and tree-automata techniques.
Luca: How did the results and the techniques you developed in your award-winning paper influence your subsequent research? Is there any result obtained by other researchers that builds on your work and that you like in particular?
KNT: The result had a lasting influence. The interplay between games and automata that we exploited in the paper fed directly into later lines of work. e.g., from the connection of games and automata the notion of good-for-games (a.k.a. history-deterministic) automata emerged. Among the results by others that build on Strategy Logic, the matching non-elementary lower bound and the work on special classes of strategies — such as the distinction between behavioral and non-behavioral strategies — are very elegant.
Luca: To my mind, games on graphs ought to be viewed as one of the unifying themes within TCS, bridging the Volume A-Volume B divide, and I am happy to see that there is a book-length treatment covering the subject now. What is your view on this matter? What impact do you think that your work has had, if any, on the community working on algorithmic game theory, broadly construed? (I am reminded of the slides for a, typically thought-provoking, talk delivered by Moshe Vardi.) What has our community learnt from the work done in the field of computational game theory? And what, if anything, did they learn from the work done within the concurrency theory community?
Luca: What are the research topics related to logics for games on graphs that you find most interesting right now?
KNT: We can think of several interesting open questions: (i) the relationship between games and automata through the lens of history-determinism and similar concepts is an exciting direction; (ii) algorithmic bounds for several fundamental problems remain open, e.g., a polynomial-time algorithm for parity games; (iii) the degree to which sources of randomness can be shared between different players is an active area of research in concurrent games; and (iv) the study of computationally efficient logics which lie between ATL* and Strategy Logic is also under-explored.
Luca: What advice would you give to a young researcher who is keen to start working on topics related to logics for games and other computational problems related to games?
KNT: The rapid progress in AI makes this question a difficult one. We believe that formal methods in general will become a central part of computing, more than they have ever been, because AI-generated software needs checks even more than software written by humans, but even more so, because modern AI can, for the first time, provide or at least support such checks on a scale that was hitherto impossible. Formal checks do not necessarily have to take the form of, say, Lean proofs, but they could also include state-based reasoning involving automata and games. It is always difficult to predict the future, but finding the right place for our field in this future seems a uniquely exciting opportunity.
Monday, August 03, 2026
Tenure-track position in Computer Science at the Gran Sasso Science Institute (GSSI)
The Gran Sasso Science Institute (GSSI) in L’Aquila, Italy, invites applications for a full-time tenure-track researcher position in Computer Science.
The GSSI Computer Science group is among the top-ranked in Italy and has been recognized as a national Department of Excellence. Its main areas of research include Algorithms, Artificial Intelligence, Formal Methods, and Software Engineering. Research also addresses applications in fields such as robotics, human-centric systems, cyber-physical systems, the Internet of Things, space, and smart cities.We welcome candidates whose research complements or expands these areas. Excellent theoretical, applied, and interdisciplinary profiles are strongly encouraged to apply.
The successful candidate will be expected to establish an independent and internationally recognized research programme, supervise PhD students, collaborate with postdoctoral researchers, strengthen international research networks, and attract competitive research funding. The GSSI is a School of Advanced Studies. Teaching responsibilities will include doctoral and postdoctoral courses and seminars, delivered in English.
Key Details & Requirements:
Contract: Six-year, full-time tenure-track appointment
Location: L’Aquila, Italy
Eligibility: PhD or equivalent qualification and at least two years of documented postdoctoral research experience
Language of Instruction: English
Application Deadline: 17 August 2026, 23:59 Italian time
About L’Aquila: Located in the mountains of central Italy, L’Aquila offers an excellent quality of life, a welcoming international academic environment, and immediate access to nature and outdoor activities. The city is also well positioned for reaching Rome and the Adriatic coast.
Application Process:
Applications must be submitted through the PICA platform: https://lnkd.in/gncZKSDn
Applicants holding a non-Italian PhD may apply while the Italian recognition procedure is pending, provided that they submit evidence that a recognition request has been filed. See more here: https://lnkd.in/gyCbShDa
Official call (in Italian): https://lnkd.in/gbnZUa7b
Thursday, May 21, 2026
Interview with Naoki Kobayashi, CONCUR 2026 ToT Award recipient
As mentioned in a previous post, Naoki Kobayashi will receive one of the two CONCUR 2026 Test-of-Time Awards at CONCUR 2026. Naoki has kindly agreed to answer some questions of mine on his award-winning paper via email. I am delighted to post his answers below and hope you'll enjoy reading them as much as I did. Thanks, Naoki!
Luca: You receive the CONCUR ToT Award 2026 for your paper A New Type System for Deadlock-Free Processes, which appeared at CONCUR 2006. That article is the culmination of a series of contributions you gave on the development of type systems for variations on the pi-calculus that guarantee deadlock-freedom. Could you briefly explain to our readers how you came to study the question addressed in your award-winning article and how the main ideas in your CONCUR 2006 paper evolved over time? Which of the ideas and results in your paper did you find most pleasing, surprising or challenging?
After that, the type system was extended in two directions: enabling automated type inference and increasing expressiveness. These were somewhat conflicting goals, and the CONCUR 2006 paper achieved a balance between them. The core idea was as follows. To ensure deadlock-freedom, it is necessary to control dependencies among different channels. In [2], such dependencies were expressed using “time tags” and a possibly infinite partial order on them. The time tags were later replaced by natural numbers, called capability and obligation levels, to enable automated inference [3], but at the cost of expressive power. The CONCUR 2006 paper combined a restricted form of time tags with capability and obligation levels, thereby recovering much of the expressive power while retaining automated inference.
What I found most pleasing was precisely this balance: the paper showed that one could make the type system significantly more practical without completely giving up the conceptual elegance and expressiveness of the earlier formulation.
[1] Naoki Kobayashi, Benjamin C. Pierce, David N. Turner, Linearity and the Pi-Calculus. POPL 1996: 358-37
[2] Naoki Kobayashi, A Partially Deadlock-Free Typed Process Calculus. LICS 1997: 128-139
[3] Naoki Kobayashi, Type-based information flow analysis for the pi-calculus. Acta Informatica 42(4-5): 291-347 (2005)
As for whether it is worth pushing this line further, my feeling is that further general-purpose extensions may easily become technically involved and hard to implement. Perhaps a more promising direction would be to adapt the type system to real concurrent languages such as Go, and then see what kinds of extensions are most beneficial in practice.
[4] Elena Giachino, Naoki Kobayashi, Cosimo Laneve, Deadlock Analysis of Unbounded Process Networks. CONCUR 2014: 63-77
I think it is desirable for every type-system proposal to be accompanied by an implementation, although I would not say that it is absolutely necessary. An implementation is useful not only for checking the theory, but also for identifying limitations of the theory and suggesting possible directions for improvement.
[6] Naoki Kobayashi, Davide Sangiorgi, A Hybrid Type System for Lock-Freedom of Mobile Processes. CAV 2008: 80-93
[10] Jafar Hamin, Bart Jacobs, Deadlock-Free Monitors. ESOP 2018: 415-441
Naoki: As discussed above, GenAI is rapidly changing the landscape of PL research, and we are facing significant challenges in adapting to these changes and finding new research directions to explore. I think this is a very good opportunity for “AI-native” young researchers to play important roles. My advice would be to learn the classical foundations carefully, but at the same time not to be constrained by traditional assumptions about how programs are written and verified.
Monday, April 20, 2026
CONCUR Test-of-Time Awards 2026
As announced on the CONCUR 2026 website, the 2026 CONCUR Test-of-Time Award Committee, consisting of Anca Muscholl (chair), Javier Esparza and Prakash Panangaden, has selected the following two papers for the 2006-2009 ToT award.
- CONCUR 2006: "A New Type System for Deadlock-Free Processes" by Naoki Kobayashi, and
- CONCUR 2007: "Strategy Logic" by Krishnendu Chatterjee, Thomas A. Henzinger and Nir Piterman.
Friday, April 03, 2026
Estonian-Latvian Computer Science Theory Days 2026
The Estonian-Latvian Computer Science Theory Days 2026 will be at the University of Tartu, Tartu, Estonia, in the period 24-26 April 2026. (Hat tip: My colleague Tarmo Uustalu at the Department of Computer Science at Reykjavik University.) Quoting from the event's website,
"The main goal of the Theory Days is to let the theoretical computer scientists of our two countries to get acquainted with the work of each other. However, people from other countries are welcome to participate as well. The main audience is intended to be the graduate students in the roles of both listeners and presenters."
The first joint Estonian-Latvian Theory Days were held in 2010 and this year's edition of the event will feature an invited talk by Robert Tarjan. Last year, Robert Tarjan gave a public lecture at the University of Tartu entitled “My Life with Data Structures”. See https://www.youtube.com/watch?v=pFHIueXFHWg for a recording of that talk.
Note that the deadlines for registration and for proposing a talk is today.
Kudos to our colleagues in Estonia and Latvia for organising the theory days!
Saturday, March 28, 2026
GandALF 2026: First call for papers
The Seventeenth International Symposium on Games, Automata, Logics, and Formal Verification (GandALF 2026) will be held in Aalborg, Denmark, in the period 15-17 September 2026. See
https://gandalfsymposium.github.io/2026/
for more information and the call for papers. The PC is co-chaired by Giorgio Bacci (Aalborg University, Denmark) and Mickaël Randour (Université de Mons, Belgium) and the event will be co-organised by Giorgio and Elli Anastasiadi.
Spread the news and submit to the event!