VLDB 2026 Research / reviewers in the wild / expert
Benjamin Bordais
dblp:232/3073
· DBLP profile ↗
13ranked-venue papers
13as first author
12since 2021 · last 2026
0009-0000-4143-6298ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Theory of computation · 12 · 12 first-author · 11 since 2021Artificial intelligence and machine learning · 3 · 3 first-author · 3 since 2021Software engineering, systems software and programming languages · 3 · 3 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Learning DFAs from Positive Examples Only via Word CountingabstractLearning finite automata from positive examples has recently gained attention as a powerful approach for understanding, explaining, analyzing, and verifying black-box systems. The motivation for focusing solely on positive examples arises from the practical limitation that we can only observe what a system is capable of (positive examples) but not what it cannot do (negative examples). Unlike the classical problem of passive DFA learning with both positive and negative examples, which has been known to be NP-complete since the 1970s, the topic of learning DFAs exclusively from positive examples remains poorly understood. This paper introduces a novel perspective on this problem by leveraging the concept of counting the number of accepted words up to a carefully determined length. Our contributions are twofold. First, we prove that computing the minimal number of words up to this length accepted by DFAs of a given size that accept all positive examples is NP-complete, establishing that learning from positive examples alone is computationally demanding. Second, we propose a new learning algorithm with a better asymptotic runtime than the best-known bound for existing algorithms. While our experimental evaluation reveals that this algorithm under-performs state-of-the-art methods, it demonstrates significant potential as a preprocessing step to enhance existing approaches. Benjamin Bordais, Daniel Neider |
AAAI | 1 |
| 2026 | Multi-Environment MDPs with Prior and Universal SemanticsabstractMultiple-environment Markov decision processes (MEMDPs) equip an MDP with several probabilistic transition functions (one per possible environment) so that the state is observable but the environment is not. Previous work studies two semantics: (i) the universal semantics, where an adversary picks the environment; and (ii) the prior semantics, where the environment is drawn once before execution from a fixed distribution. We clarify the relation between these semantics. For parity objectives, we show that the qualitative questions, i.e. value one, coincide, and we develop a new algorithm for the general value of MEMDP with prior semantics. In particular, we show that the prior value of an MEMDP with a parity objective can be approximated to any precision with a space efficient algorithm; equivalently, the associated gap problem is decidable in PSPACE when probabilities are given in unary (and in EXPSPACE otherwise). We then prove that the universal value equals the infimum of prior values over all beliefs. This yields a new algorithm for the universal gap problem with the same complexity (PSPACE for unary probabilities, EXPSPACE in general), improving on earlier doubly-exponential-space procedures. Finally, we observe that MEMDPs under the prior semantics form an important tractable subclass of POMDPs: our algorithms exploit the fact that belief entropy never increases, and we establish that any POMDP with this property reduces effectively to a prior-MEMDP, showing that prior-MEMDPs capture a broad and practically relevant subclass of POMDPs. Benjamin Bordais, Jean-François Raskin |
ICALP | 1 |
| 2026 | Learning Computation Tree Logic with Neural NetworksabstractAbstract Automatically identifying temporal properties from observations of a system’s behavior provides valuable insight into that system’s inner workings. Temporal properties are often expressed in temporal logics, such as Computation Tree Logic (CTL). Existing approaches to learning CTL specifications from observations rely on constraint-solving by encoding the search for formulas into a satisfiability problem that perfectly separates observations that the system can (positive) or cannot (negative) perform. While adequate in noise-free settings, these methods often struggle with noisy data, such as incomplete executions or mislabeled traces, and scale poorly to large inputs. To overcome these limitations, we propose a neural approach for learning CTL specifications from positive- and negative-labeled observations represented as transition systems. Our method employs a neural network in which neurons encode the presence of CTL operators at specific positions. After training, a deterministic extraction procedure converts network weights into interpretable CTL formulas. In contrast to satisfiability-based learning approaches, our framework efficiently produces high-quality specifications even under noisy data conditions. It supports arbitrary CTL formulas up to a user-defined size budget and consistently yields accurate results within short computation times, demonstrating that neural architectures can provide a fast and noise-tolerant method for inferring temporal properties. Benjamin Bordais, Daniel Neider, Mustafa Yalçiner |
IJCAR (1) | 1 |
| 2025 | A Framework for Computing Upper Bounds in Passive Learning Settings
Benjamin Bordais, Daniel Neider |
JELIA (2) | 1 |
| 2025 | The Complexity of Learning LTL, CTL and ATL FormulasabstractWe consider the problem of learning temporal logic formulas from examples of system behavior. Learning temporal properties has crystallized as an effective means to explain complex temporal behaviors. Several efficient algorithms have been designed for learning temporal formulas. However, the theoretical understanding of the complexity of the learning decision problems remains largely unexplored. To address this, we study the complexity of the passive learning problems of three prominent temporal logics, Linear Temporal Logic (LTL), Computation Tree Logic (CTL) and Alternating-time Temporal Logic (ATL) and several of their fragments. We show that learning formulas with unbounded occurrences of binary operators is NP-complete for all of these logics. On the other hand, when investigating the complexity of learning formulas with bounded occurrences of binary operators, we exhibit discrepancies between the complexity of learning LTL, CTL and ATL formulas (with a varying number of agents). Benjamin Bordais, Daniel Neider, Rajarshi Roy 0002 |
STACS | 1 |
| 2024 | From Local to Global Optimality in Concurrent Parity GamesabstractWe study two-player games on finite graphs. Turn-based games have many nice properties, but concurrent games are harder to tame: e.g. turn-based stochastic parity games have positional optimal strategies, whereas even basic concurrent reachability games may fail to have optimal strategies. We study concurrent stochastic parity games, and identify a local structural condition that, when satisfied at each state, guarantees existence of positional optimal strategies for both players. Benjamin Bordais, Patricia Bouyer, Stéphane Le Roux 0001 |
CSL | 1 |
| 2024 | Learning Branching-Time Properties in CTL and ATL via Constraint SolvingabstractAbstract We address the problem of learning temporal properties from the branching-time behavior of systems. Existing research in this field has mostly focused on learning linear temporal properties specified using popular logics, such as Linear Temporal Logic (LTL) and Signal Temporal Logic (STL). Branching-time logics such as Computation Tree Logic (CTL) and Alternating-time Temporal Logic (ATL), despite being extensively used in specifying and verifying distributed and multi-agent systems, have not received adequate attention. Thus, in this paper, we investigate the problem of learning CTL and ATL formulas from examples of system behavior. As input to the learning problems, we rely on the typical representations of branching behavior as Kripke structures and concurrent game structures, respectively. Given a sample of structures, we learn concise formulas by encoding the learning problem into a satisfiability problem, most notably by symbolically encoding both the search for prospective formulas and their fixed-point based model checking algorithms. We also study the decision problem of checking the existence of prospective ATL formulas for a given sample. We implement our algorithms in a Python prototype and have evaluated them to extract several common CTL and ATL formulas used in practical applications. Benjamin Bordais, Daniel Neider, Rajarshi Roy 0002 |
FM (1) | 1 |
| 2023 | Subgame Optimal Strategies in Finite Concurrent Games with Prefix-Independent ObjectivesabstractAbstract We investigate concurrent two-player win/lose stochastic games on finite graphs with prefix-independent objectives. We characterize subgame optimal strategies and use this characterization to show various memory transfer results: 1) For a given (prefix-independent) objective, if every game that has a subgame almost-surely winning strategy also has a positional one, then every game that has a subgame optimal strategy also has a positional one; 2) Assume that the (prefix-independent) objective has a neutral color. If every turn-based game that has a subgame almost-surely winning strategy also has a positional one, then every game that has a finite-choice (notion to be defined) subgame optimal strategy also has a positional one. We collect or design examples to show that our results are tight in several ways. We also apply our results to Büchi, co-Büchi, parity, mean-payoff objectives, thus yielding simpler statements. Benjamin Bordais, Patricia Bouyer, Stéphane Le Roux 0001 |
FoSSaCS | 1 |
| 2022 | Optimal Strategies in Concurrent Reachability GamesabstractWe study two-player reachability games on finite graphs. At each state the interaction between the players is concurrent and there is a stochastic Nature. Players also play stochastically. The literature tells us that 1) Player B, who wants to avoid the target state, has a positional strategy that maximizes the probability to win (uniformly from every state) and 2) from every state, for every ε > 0, Player A has a strategy that maximizes up to ε the probability to win. Our work is two-fold. First, we present a double-fixed-point procedure that says from which state Player A has a strategy that maximizes (exactly) the probability to win. This is computable if Nature's probability distributions are rational. We call these states maximizable. Moreover, we show that for every ε > 0, Player A has a positional strategy that maximizes the probability to win, exactly from maximizable states and up to ε from sub-maximizable states. Second, we consider three-state games with one main state, one target, and one bin. We characterize the local interactions at the main state that guarantee the existence of an optimal Player A strategy. In this case there is a positional one. It turns out that in many-state games, these local interactions also guarantee the existence of a uniform optimal Player A strategy. In a way, these games are well-behaved by design of their elementary bricks, the local interactions. It is decidable whether a local interaction has this desirable property. Benjamin Bordais, Patricia Bouyer, Stéphane Le Roux 0001 |
CSL | 1 |
| 2022 | Playing (Almost-)Optimally in Concurrent Büchi and Co-Büchi GamesabstractWe study two-player concurrent stochastic games on finite graphs, with Büchi and co-Büchi objectives. The goal of the first player is to maximize the probability of satisfying the given objective. Following Martin’s determinacy theorem for Blackwell games, we know that such games have a value. Natural questions are then: does there exist an optimal strategy, that is, a strategy achieving the value of the game? what is the memory required for playing (almost-)optimally? The situation is rather simple to describe for turn-based games, where positional pure strategies suffice to play optimally in games with parity objectives. Concurrency makes the situation intricate and heterogeneous. For most ω-regular objectives, there do indeed not exist optimal strategies in general. For some objectives (that we will mention), infinite memory might also be required for playing optimally or almost-optimally. We also provide characterizations of local interactions of the players to ensure positionality of (almost-)optimal strategies for Büchi and co-Büchi objectives. This characterization relies on properties of game forms underpinning the formalism for defining local interactions of the two players. These well-behaved game forms are like elementary bricks which, when they behave well in isolation, can be assembled in graph games and ensure the good property for the whole game. Benjamin Bordais, Patricia Bouyer, Stéphane Le Roux 0001 |
FSTTCS | 1 |
| 2022 | Strategy Synthesis for Global Window PCTL
Benjamin Bordais, Damien Busatto-Gaston, Shibashis Guha, Jean-François Raskin |
ICALP | 1 |
| 2021 | From Local to Global Determinacy in Concurrent Graph GamesabstractIn general, finite concurrent two-player reachability games are only determined in a weak sense: the supremum probability to win can be approached via stochastic strategies, but cannot be realized. We introduce a class of concurrent games that are determined in a much stronger sense, and in a way, it is the largest class with this property. To this end, we introduce the notion of local interaction at a state of a graph game: it is a game form whose outcomes (i.e. a table whose entries) are the next states, which depend on the concurrent actions of the players. By definition, a game form is determined iff it always yields games that are determined via deterministic strategies when used as a local interaction in a Nature-free, one-shot reachability game. We show that if all the local interactions of a graph game with Borel objective are determined game forms, the game itself is determined: if Nature does not play, one player has a winning strategy; if Nature plays, both players have deterministic strategies that maximize the probability to win. This constitutes a clear-cut separation: either a game form behaves poorly already when used alone with basic objectives, or it behaves well even when used together with other well-behaved game forms and complex objectives. Existing results for positional and finite-memory determinacy in turn-based games are extended this way to concurrent games with determined local interactions (CG-DLI). Benjamin Bordais, Patricia Bouyer, Stéphane Le Roux 0001 |
FSTTCS | 1 |
| 2019 | Expected Window Mean-PayoffabstractIn the window mean-payoff objective, given an infinite path, instead of considering a long run average, we consider the minimum payoff that can be ensured at every position of the path over a finite window that slides over the entire path. Chatterjee et al. studied the problem to decide if in a two-player game, Player 1 has a strategy to ensure a window mean-payoff of at least 0. In this work, we consider a function that given a path returns the supremum value of the window mean-payoff that can be ensured over the path and we show how to compute its expected value in Markov chains and Markov decision processes. We consider two variants of the function: Fixed window mean-payoff in which a fixed window length $l_{max}$ is provided; and Bounded window mean-payoff in which we compute the maximum possible value of the window mean-payoff over all possible window lengths. Further, for both variants, we consider (i) a direct version of the problem where for each path, the payoff that can be ensured from its very beginning and (ii) a non-direct version that is the prefix independent counterpart of the direct version of the problem. Benjamin Bordais, Shibashis Guha, Jean-François Raskin |
FSTTCS | 1 |