VLDB 2026 Research / reviewers in the wild / expert
Raimundo Saona
dblp:223/5574 · also Raimundo Saona Urmeneta
· DBLP profile ↗
9ranked-venue papers
0as first author
8since 2021 · last 2026
0000-0001-5103-038XORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Theory of computation · 5 · 4 since 2021Artificial intelligence and machine learning · 3 · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Software engineering, systems software and programming languages · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Revealing POMDPs: Qualitative and Quantitative Analysis for Parity ObjectivesabstractPartially observable Markov decision processes (POMDPs) are a central model for uncertainty in sequential decision making. The most basic objective is the reachability objective, where a target set must be eventually visited, and the more general parity objectives can model all omega-regular specifications. For such objectives, the computational analysis problems are the following: (a) qualitative analysis that asks whether the objective can be satisfied with probability 1 (almost-sure winning) or probability arbitrarily close to 1 (limit-sure winning); and (b) quantitative analysis that asks for the approximation of the optimal probability of satisfying the objective. For general POMDPs, almost-sure analysis for reachability objectives is EXPTIME-complete, but limit-sure and quantitative analyses for reachability objectives are undecidable; almost-sure, limit-sure, and quantitative analyses for parity objectives are all undecidable. A special class of POMDPs, called revealing POMDPs, has been studied recently in several works, and for this subclass the almost-sure analysis for parity objectives was shown to be EXPTIME-complete. In this work, we show that for revealing POMDPs the limit-sure analysis for parity objectives is EXPTIME-complete, and even the quantitative analysis for parity objectives can be achieved in EXPTIME. Ali Asadi, Krishnendu Chatterjee, David Lurie, Raimundo Saona |
AAAI | 4 |
| 2025 | Linear Equations with Min and Max Operators: Computational ComplexityabstractWe consider a class of optimization problems defined by a system of linear equations with min and max operators. This class of optimization problems has been studied under restrictive conditions, such as, (C1) the halting or stability condition; (C2) the non-negative coefficients condition; (C3) the sum upto 1 condition; and (C4) the only min or only max operator condition. Several seminal results in the literature focus on special cases. For example, turn-based stochastic games correspond to conditions C2 and C3; and Markov decision process to conditions C2, C3, and C4. However, the systematic computational complexity study of all the cases has not been explored, which we address in this work. Some highlights of our results are: with conditions C2 and C4, and with conditions C3 and C4, the problem is NP-complete, whereas with condition C1 only, the problem is in UP intersects coUP. Finally, we establish the computational complexity of the decision problem of checking the respective conditions. Krishnendu Chatterjee, Ruichen Luo, Raimundo Saona, Jakub Svoboda |
AAAI | 3 |
| 2025 | IID Prophet Inequality with Random Horizon: Going Beyond Increasing Hazard RatesabstractProphet inequalities are a central object of study in optimal stopping theory. In the iid model, a gambler sees values in an online fashion, sampled independently from a given distribution. Upon observing each value, the gambler either accepts it as a reward or irrevocably rejects it and proceeds to observe the next value. The goal of the gambler, who cannot see the future, is maximising the expected value of the reward while competing against the expectation of a prophet (the offline maximum). In other words, one seeks to maximise the gambler-to-prophet ratio of the expectations. This model has been studied with infinite, finite and unknown number of values. When the gambler faces a random number of values, the model is said to have random horizon. We consider the model in which the gambler is given a priori knowledge of the horizon's distribution. Alijani et al. (2020) designed a single-threshold algorithm achieving a ratio of $1/2$ when the random horizon has an increasing hazard rate and is independent of the values. We prove that with a single threshold, a ratio of $1/2$ is actually achievable for several larger classes of horizon distributions, with the largest being known as the $\mathcal{G}$ class in reliability theory. Moreover, we show that this does not extend to its dual, the $\overline{\mathcal{G}}$ class (which includes the decreasing hazard rate class), while it can be extended to low-variance horizons. Finally, we construct the first example of a family of horizons, for which multiple thresholds are necessary to achieve a nonzero ratio. We establish that the Secretary Problem optimal stopping rule provides one such algorithm, paving the way towards the study of the model beyond single-threshold algorithms. Giordano Giambartolomei, Frederik Mallmann-Trenn, Raimundo Saona |
ICALP | 3 |
| 2025 | Value Iteration with Guessing for Markov Chains and Markov Decision ProcessesabstractAbstract Two standard models for probabilistic systems are Markov chains (MCs) and Markov decision processes (MDPs). Classic objectives for such probabilistic models for control and planning problems are reachability and stochastic shortest path. The widely studied algorithmic approach for these problems is the Value Iteration (VI) algorithm which iteratively applies local updates called Bellman updates. There are many practical approaches for VI in the literature but they all require exponentially many Bellman updates for MCs in the worst case. A preprocessing step is an algorithm that is discrete, graph-theoretical, and requires linear space. An important open question is whether, after a polynomial-time preprocessing, VI can be achieved with sub-exponentially many Bellman updates. In this work, we present a new approach for VI based on guessing values. Our theoretical contributions are twofold. First, for MCs, we present an almost-linear-time preprocessing algorithm after which, along with guessing values, VI requires only subexponentially many Bellman updates. Second, we present an improved analysis of the speed of convergence of VI for MDPs. Finally, we present a practical algorithm for MDPs based on our new approach. Experimental results show that our approach provides a considerable improvement over existing VI-based approaches on several benchmark examples from the literature. Krishnendu Chatterjee, Mahdi JafariRaviz, Raimundo Saona, Jakub Svoboda |
TACAS (2) | 3 |
| 2025 | Limit-sure Reachability for Small Memory Policies in POMDPs is NP-completeabstractA standard model that arises in several applications in sequential decision-making is partially observable Markov decision processes (POMDPs) where a decision-making agent interacts with an uncertain environment. A basic objective in POMDPs is the reachability objective, where given a target set of states, the goal is to eventually arrive at one of them. The limit-sure problem asks whether reachability can be ensured with probability arbitrarily close to 1. In general, the limit-sure reachability problem for POMDPs is undecidable. However, in many practical cases, the most relevant question is the existence of policies with a small amount of memory. In this work, we study the limit-sure reachability problem for POMDPs with a fixed amount of memory. We establish that the computational complexity of the problem is NP-complete. Ali Asadi, Krishnendu Chatterjee, Raimundo Saona, Ali Shafiee |
UAI | 3 |
| 2024 | Concurrent Stochastic Games with Stateful-Discounted and Parity Objectives: Complexity and AlgorithmsabstractInternational audience Ali Asadi, Krishnendu Chatterjee, Raimundo Saona, Jakub Svoboda |
FSTTCS | 3 |
| 2024 | Deterministic Sub-exponential Algorithm for Discounted-sum Games with Unary WeightsabstractTurn-based discounted-sum games are two-player zero-sum games played on finite directed graphs. The vertices of the graph are partitioned between player 1 and player 2. Plays are infinite walks on the graph where the next vertex is decided by a player that owns the current vertex. Each edge is assigned an integer weight and the payoff of a play is the discounted-sum of the weights of the play. The goal of player 1 is to maximize the discounted-sum payoff against the adversarial player 2. These games lie in NP ∩ coNP and are among the rare combinatorial problems that belong to this complexity class and the existence of a polynomial-time algorithm is a major open question. Since breaking the general exponential barrier has been a challenging problem, faster parameterized algorithms have been considered. If the discount factor is expressed in unary, then discounted-sum games can be solved in polynomial time. However, if the discount factor is arbitrary (or expressed in binary), but the weights are in unary, none of the existing approaches yield a sub-exponential bound. Our main result is a new analysis technique for a classical algorithm (namely, the strategy iteration algorithm) that present a new runtime bound which is [EQUATION] for game graphs with n vertices and absolute weights of at most W. In particular, our result yields a deterministic sub-exponential bound for games with weights that are constant or represented in unary. Ali Asadi, Krishnendu Chatterjee, Jakub Svoboda, Raimundo Saona |
LICS | 4 |
| 2023 | Faster Algorithm for Turn-based Stochastic Games with Bounded TreewidthabstractTurn-based stochastic games (aka simple stochastic games) are two-player zero-sum games played on directed graphs with probabilistic transitions. The goal of player-max is to maximize the probability to reach a target state against the adversarial player-min. These games lie in NP ∩ coNP and are among the rare combinatorial problems that belong to this complexity class for which the existence of polynomial-time algorithm is a major open question. While randomized sub-exponential time algorithm exists, all known deterministic algorithms require exponential time in the worst-case. An important open question has been whether faster algorithms can be obtained parametrized by the treewidth of the game graph. Even deterministic sub-exponential time algorithm for constant treewidth turn-based stochastic games has remain elusive. In this work our main result is a deterministic algorithm to solve turn-based stochastic games that, given a game with n states, treewidth at most t, and the bit-complexity of the probabilistic transition function log D, has running time O ((tn2 log D)t log n). In particular, our algorithm is quasi-polynomial time for games with constant or poly-logarithmic treewidth. Krishnendu Chatterjee, Tobias Meggendorfer, Raimundo Saona, Jakub Svoboda |
SODA | 3 |
| 2019 | Prophet Secretary Through Blind StrategiesabstractIn the classic prophet inequality, a problem in optimal stopping theory, samples from independent random variables (possibly differently distributed) arrive online. A gambler that knows the distributions, but cannot see the future, must decide at each point in time whether to stop and pick the current sample or to continue and lose that sample forever. The goal of the gambler is to maximize the expected value of what she picks and the performance measure is the worst case ratio between the expected value the gambler gets and what a prophet, that sees all the realizations in advance, gets. In the late seventies, Krengel and Sucheston, and Garling [16], established that this worst case ratio is a constant and that 1/2 is the best possible such constant. In the last decade the theory of prophet inequalities has resurged as an important problem due to its connections to posted price mechanisms, frequently used in online sales. A particularly interesting variant is the so-called Prophet Secretary problem, in which the only difference is that the samples arrive in a uniformly random order. For this variant several algorithms are known to achieve a constant of 1 – 1/e and very recently this barrier was slightly improved by Azar et al. [3]. In this paper we derive a way of analyzing multithreshold strategies that basically sets a nonincreasing sequence of thresholds to be applied at different times. The gambler will thus stop the first time a sample surpasses the corresponding threshold. Specifically we consider a class of very robust strategies that we call blind quantile strategies. These constitute a clever generalization of single threshold strategies and consist in fixing a function which is used to define a sequence of thresholds once the instance is revealed. Our main result shows that these strategies can achieve a constant of 0.669 in the Prophet Secretary problem, improving upon the best known result of Azar et al. [3], and even that of Beyhaghi et al. [4] that works in the case the gambler can select the order of the samples. The crux of the analysis is a very precise analysis of the underlying stopping time distribution for the gambler's strategy that is inspired by the theory of Schur convex functions. We further prove that our family of blind strategies cannot lead to a constant better than 0.675. Finally we prove that no nonadaptive algorithm for the gambler can achieve a constant better than 0.732, which also improves upon a recent result of Azar et al. [3]. Here, a nonadaptive algorithm is an algorithm whose decision to stop can depend on the index of the random variable being sampled, on the value sampled, and on the time, but not on the history that has been observed. José Correa 0001, Raimundo Saona, Bruno Ziliotto |
SODA | 2 |