VLDB 2026 Research / reviewers in the wild / expert
Alexander Svozil
dblp:202/2327
· DBLP profile ↗
7ranked-venue papers
0as first author
4since 2021 · last 2021
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Theory of computation · 6 · 3 since 2021Artificial intelligence and machine learning · 2 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Fully Dynamic k-Center Clustering in Low Dimensional MetricsabstractClustering is one of the most fundamental problems in unsupervised learning with a large number of applications. However, classical clustering algorithms assume that the data is static, thus failing to capture many real-world applications where data is constantly changing and evolving. Driven by this, we study the metric k-center clustering problem in the fully dynamic setting, where the goal is to efficiently maintain a clustering while supporting an intermixed sequence of insertions and deletions of points. This model also supports queries of the form (1) report whether a given point is a center or (2) determine the cluster a point is assigned to. We present a deterministic dynamic algorithm for the k-center clustering problem that provably achieves a (2 + ∊)-approximation in nearly logarithmic update and query time, if the underlying metric has bounded doubling dimension, its aspect ratio is bounded by a polynomial and ∊ is a constant. An important feature of our algorithm is that the update and query times are independent of k. We confirm the practical relevance of this feature via an extensive experimental study which shows that for large values of k, our algorithmic construction outperforms the state-of-the-art algorithm in terms of solution quality and running time. Gramoz Goranci, Monika Henzinger, Dariusz Leniowski, Christian Schulz 0003, Alexander Svozil |
ALENEX | 5 |
| 2021 | Faster Algorithms for Bounded Liveness in Graphs and Game GraphsabstractGraphs and games on graphs are fundamental models for the analysis of reactive systems, in particular, for model-checking and the synthesis of reactive systems. The class of ω-regular languages provides a robust specification formalism for the desired properties of reactive systems. In the classical infinitary formulation of the liveness part of an ω-regular specification, a "good" event must happen eventually without any bound between the good events. A stronger notion of liveness is bounded liveness, which requires that good events happen within d transitions. Given a graph or a game graph with n vertices, m edges, and a bounded liveness objective, the previous best-known algorithmic bounds are as follows: (i) O(dm) for graphs, which in the worst-case is O(n³); and (ii) O(n² d²) for games on graphs. Our main contributions improve these long-standing algorithmic bounds. For graphs we present: (i) a randomized algorithm with one-sided error with running time O(n^{2.5} log n) for the bounded liveness objectives; and (ii) a deterministic linear-time algorithm for the complement of bounded liveness objectives. For games on graphs, we present an O(n² d) time algorithm for the bounded liveness objectives. Krishnendu Chatterjee, Monika Henzinger, Sagar Kale, Alexander Svozil |
ICALP | 4 |
| 2021 | Symbolic Time and Space Tradeoffs for Probabilistic VerificationabstractWe present a faster symbolic algorithm for the following central problem in probabilistic verification: Compute the maximal end-component (MEC) decomposition of Markov decision processes (MDPs). This problem generalizes the SCC decomposition problem of graphs and closed recurrent sets of Markov chains. The model of symbolic algorithms is widely used in formal verification and model-checking, where access to the input model is restricted to only symbolic operations (e.g., basic set operations and computation of one-step neighborhood). For an input MDP with n vertices and m edges, the classical symbolic algorithm from the 1990s for the MEC decomposition requires O(n2) symbolic operations and O(1) symbolic space. The only other symbolic algorithm for the MEC decomposition requires O(n√m ) symbolic operations and O(√m ) symbolic space. The main open question has been whether the worst-case O(n2) bound for symbolic operations can be beaten for MEC decomposition computation. In this work, we answer the open question in the affirmative. We present a symbolic algorithm that requires ~O( n1.5) symbolic operations and ~O( √n ) symbolic space. Moreover, the parametrization of our algorithm provides a trade-off between symbolic operations and esymbolic space: for all 02 - ∈) symbolic operations and ~O( n∈) symbolic space (~O(·) hides poly-logarithmic factors).Using our techniques we also present faster algorithms for computing the almost-sure winning regions of ω-regular objectives for MDPs. We consider the canonical parity objectives for ω-regular objectives, and for parity objectives with d-priorities we present an algorithm that computes the almost-sure winning region with ~O( n2 - ∈) symbolic operations and ~O( n∈) symbolic space, for all 02· d) symbolic operations and O(log n) symbolic space; or (b) O(n√m ·d) symbolic operations and ~O( √m ) symbolic space. Thus we improve the time-space product from ~O( n2·d ) to ~O( n2). Krishnendu Chatterjee, Wolfgang Dvorák, Monika Henzinger, Alexander Svozil |
LICS | 4 |
| 2021 | Algorithms and conditional lower bounds for planning problemsabstractWe consider planning problems for graphs, Markov Decision Processes (MDPs), and games on graphs in an explicit state space. While graphs represent the most basic planning model, MDPs represent interaction with nature and games on graphs represent interaction with an adversarial environment. We consider two planning problems with k different target sets: (a) the coverage problem asks whether there is a plan for each individual target set; and (b) the sequential target reachability problem asks whether the targets can be reached in a given sequence. For the coverage problem, we present a linear-time algorithm for graphs, and quadratic conditional lower bound for MDPs and games on graphs. For the sequential target problem, we present a linear-time algorithm for graphs, a sub-quadratic algorithm for MDPs, and a quadratic conditional lower bound for games on graphs. Our results with conditional lower bounds, based on the boolean matrix multiplication (BMM) conjecture and strong exponential time hypothesis (SETH), establish (i) model-separation results showing that for the coverage problem MDPs and games on graphs are harder than graphs, and for the sequential reachability problem games on graphs are harder than MDPs and graphs; and (ii) problem-separation results showing that for MDPs the coverage problem is harder than the sequential target problem. Krishnendu Chatterjee, Wolfgang Dvorák, Monika Henzinger, Alexander Svozil |
Artif. Intell. | 4 |
| 2019 | Near-Linear Time Algorithms for Streett Objectives in Graphs and MDPsabstractThe fundamental model-checking problem, given as input a model and a specification, asks for the algorithmic verification of whether the model satisfies the specification. Two classical models for reactive systems are graphs and Markov decision processes (MDPs). A basic specification formalism in the verification of reactive systems is the strong fairness (aka Streett) objective, where given different types of requests and corresponding grants, the requirement is that for each type, if the request event happens infinitely often, then the corresponding grant event must also happen infinitely often. All omega-regular objectives can be expressed as Streett objectives and hence they are canonical in verification. Consider graphs/MDPs with n vertices, m edges, and a Streett objectives with k pairs, and let b denote the size of the description of the Streett objective for the sets of requests and grants. The current best-known algorithm for the problem requires time $O(min(n^2, m \sqrt{m \log n}) + b \log n)$. In this work, we present randomized near-linear time algorithms, with expected running time $\widetilde{O}(m + b)$, where the $\widetilde{O}$ notation hides poly-log factors. Our randomized algorithms are near-linear in the size of the input, and hence optimal up to poly-log factors. Krishnendu Chatterjee, Wolfgang Dvorák, Monika Henzinger, Alexander Svozil |
CONCUR | 4 |
| 2018 | Quasipolynomial Set-Based Symbolic Algorithms for Parity GamesabstractSolving parity games, which are equivalent to modal μ-calculus model checking, is a central algorithmic problem in formal methods, with applications in reactive synthesis, program repair, verification of branching-time properties, etc. Besides the standard compu- tation model with the explicit representation of games, another important theoretical model of computation is that of set-based symbolic algorithms. Set-based symbolic algorithms use basic set operations and one-step predecessor operations on the implicit description of games, rather than the explicit representation. The significance of symbolic algorithms is that they provide scalable algorithms for large finite-state systems, as well as for infinite-state systems with finite quotient. Consider parity games on graphs with n vertices and parity conditions with d priorities. While there is a rich literature of explicit algorithms for parity games, the main results for set-based symbolic algorithms are as follows: (a) the basic algorithm that requires O(nd) symbolic operations and O(d) symbolic space; and (b) an improved algorithm that requires O(nd/3+1) symbolic operations and O(n) symbolic space. In this work, our contributions are as follows: (1) We present a black-box set-based symbolic algorithm based on the explicit progress measure algorithm. Two important consequences of our algorithm are as follows: (a) a set-based symbolic algorithm for parity games that requires quasi-polynomially many symbolic operations and O(n) symbolic space; and (b) any future improvement in progress measure based explicit algorithms immediately imply an efficiency improvement in our set-based symbolic algorithm for parity games. (2) We present a set-based symbolic algorithm that requires quasi-polynomially many symbolic operations and O(d · log n) symbolic space. Moreover, for the important special case of d ≤ log n, our algorithm requires only polynomially many symbolic operations and poly-logarithmic symbolic space. Krishnendu Chatterjee, Wolfgang Dvorák, Monika Henzinger, Alexander Svozil |
LPAR | 4 |
| 2017 | Faster Algorithms for Mean-Payoff Parity GamesabstractGraph games provide the foundation for modeling and synthesis of reactive processes. Such games are played over graphs where the vertices are controlled by two adversarial players. We consider graph games where the objective of the first player is the conjunction of a qualitative objective (specified as a parity condition) and a quantitative objective (specified as a mean-payoff condition). There are two variants of the problem, namely, the threshold problem where the quantitative goal is to ensure that the mean-payoff value is above a threshold, and the value problem where the quantitative goal is to ensure the optimal mean-payoff value; in both cases ensuring the qualitative parity objective. The previous best-known algorithms for game graphs with n vertices, m edges, parity objectives with d priorities, and maximal absolute reward value W for mean-payoff objectives, are as follows: O(n^(d+1)·m·W) for the threshold problem, and O(n^(d+2)·m·W) for the value problem. Our main contributions are faster algorithms, and the running times of our algorithms are as follows: O(n^(d-1)·m·W) for the threshold problem, and O(n^d·m·W·log(n·W)) for the value problem. For mean-payoff parity objectives with two priorities, our algorithms match the best-known bounds of the algorithms for mean-payoff games (without conjunction with parity objectives). Our results are relevant in synthesis of reactive systems with both functional requirement (given as a qualitative objective) and performance requirement (given as a quantitative objective). Krishnendu Chatterjee, Monika Henzinger, Alexander Svozil |
MFCS | 3 |