James C. A. Main

dblp:292/7485 · DBLP profile ↗
← Back
9ranked-venue papers
6as first author
9since 2021 · last 2026
0009-0000-8471-4833ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Theory of computation · 9 · 6 first-author · 9 since 2021
YearPublicationVenuePosition
2026 Mixing Any Cocktail with Limited Ingredients: On the Structure of Payoff Sets in Multi-Objective POMDPs and Its Impact on Randomised Strategies
abstract
We consider multi-dimensional payoff functions in partially observable Markov decision processes. We study the structure of the set of expected payoff vectors of all strategies (policies) and study what kind are needed to achieve a given expected payoff vector. In general, pure strategies (i.e., not resorting to randomisation) do not suffice for this problem. We prove that for any payoff for which the expectation is well-defined under all strategies, it is sufficient to mix (i.e., randomly select a pure strategy at the start of a play and committing to it for the rest of the play) finitely many pure strategies to approximate any expected payoff vector up to any precision. Furthermore, for any payoff for which the expected payoff is finite under all strategies, any expected payoff can be obtained exactly by mixing finitely many strategies.
James C. A. Main, Mickael Randour
LICS1
2026 Simple Nash Equilibria for Qualitative Multiplayer Games
abstract
We investigate memory requirements for Nash and subgame-perfect equilibria in turn-based deterministic games with $ω$-regular objectives. We prove that memoryless randomised (i.e., stationary) subgame-perfect equilibria always exist in games with reachability, safety, and 0-2 Muller objectives (i.e., Muller objectives for which accepting sets are either up- or downward closed), and any combination of these objectives. We provide an algorithm to construct such an equilibrium. We also show that randomisation may be required to construct memoryless equilibria in games with reachability or Büchi as well as safety or CoBüchi objectives, and that memoryless equilibria need not exist for any other class of Muller objectives (with respect to the Mostowski hierarchy).
Mona Alluwaym, James C. A. Main, Sven Schewe
MFCS2
2026 Arena-independent memory bounds for Nash equilibria in reachability games
James C. A. Main
Inf. Comput.1
2025 Taming Infinity One Chunk at a Time: Concisely Represented Strategies in One-Counter MDPs
abstract
Markov decision processes (MDPs) are a canonical model to reason about decision making within a stochastic environment. We study a fundamental class of infinite MDPs: one-counter MDPs (OC-MDPs). They extend finite MDPs via an associated counter taking natural values, thus inducing an infinite MDP over the set of configurations (current state and counter value). We consider two characteristic objectives: reaching a target state (state-reachability), and reaching a target state with counter value zero (selective termination). The synthesis problem for the latter is not known to be decidable and connected to major open problems in number theory. Furthermore, even seemingly simple strategies (e.g., memoryless ones) in OC-MDPs might be impossible to build in practice (due to the underlying infinite configuration space): we need finite, and preferably small, representations. To overcome these obstacles, we introduce two natural classes of concisely represented strategies based on a (possibly infinite) partition of counter values in intervals. For both classes, and both objectives, we study the verification problem (does a given strategy ensure a high enough probability for the objective?), and two synthesis problems (does there exist such a strategy?): one where the interval partition is fixed as input, and one where it is only parameterized. We develop a generic approach based on a compression of the induced infinite MDP that yields decidability in all cases, with all complexities within PSPACE.
Michal Ajdarów, James C. A. Main, Petr Novotný 0001, Mickael Randour
ICALP2
2024 Arena-Independent Memory Bounds for Nash Equilibria in Reachability Games
abstract
We study the memory requirements of Nash equilibria in turn-based multiplayer games on possibly infinite graphs with reachability, shortest path and Büchi objectives. We present constructions for finite-memory Nash equilibria in these games that apply to arbitrary game graphs, bypassing the finite-arena requirement that is central in existing approaches. We show that, for these three types of games, from any Nash equilibrium, we can derive another Nash equilibrium where all strategies are finite-memory such that the same players accomplish their objective, without increasing their cost for shortest path games. Furthermore, we provide memory bounds that are independent of the size of the game graph for reachability and shortest path games. These bounds depend only on the number of players. To the best of our knowledge, we provide the first results pertaining to finite-memory constrained Nash equilibria in infinite arenas and the first arena-independent memory bounds for Nash equilibria.
James C. A. Main
STACS1
2024 Different strokes in randomised strategies: Revisiting Kuhn's theorem under finite-memory assumptions
James C. A. Main, Mickael Randour
Inf. Comput.1
2023 Reachability Games and Friends: A Journey Through the Lens of Memory and Complexity (Invited Talk)
Thomas Brihaye, Aline Goeminne, James C. A. Main, Mickael Randour
FSTTCS3
2022 Different Strokes in Randomised Strategies: Revisiting Kuhn's Theorem Under Finite-Memory Assumptions
abstract
Two-player (antagonistic) games on (possibly stochastic) graphs are a prevalent model in theoretical computer science, notably as a framework for reactive synthesis. Optimal strategies may require randomisation when dealing with inherently probabilistic goals, balancing multiple objectives, or in contexts of partial information. There is no unique way to define randomised strategies. For instance, one can use so-called mixed strategies or behavioural ones. In the most general setting, these two classes do not share the same expressiveness. A seminal result in game theory -- Kuhn's theorem -- asserts their equivalence in games of perfect recall. This result crucially relies on the possibility for strategies to use infinite memory, i.e., unlimited knowledge of all past observations. However, computer systems are finite in practice. Hence it is pertinent to restrict our attention to finite-memory strategies, defined as automata with outputs. Randomisation can be implemented in these in different ways: the initialisation, outputs or transitions can be randomised or deterministic respectively. Depending on which aspects are randomised, the expressiveness of the corresponding class of finite-memory strategies differs. In this work, we study two-player concurrent stochastic games and provide a complete taxonomy of the classes of finite-memory strategies obtained by varying which of the three aforementioned components are randomised. Our taxonomy holds in games of perfect and imperfect information with perfect recall, and in games with more than two players. We also provide an adapted taxonomy for games with imperfect recall.
James C. A. Main, Mickael Randour
CONCUR1
2021 Time Flies When Looking out of the Window: Timed Games with Window Parity Objectives
abstract
The window mechanism was introduced by Chatterjee et al. to reinforce mean-payoff and total-payoff objectives with time bounds in two-player turn-based games on graphs. It has since proved useful in a variety of settings, including parity objectives in games and both mean-payoff and parity objectives in Markov decision processes. We study window parity objectives in timed automata and timed games: given a bound on the window size, a path satisfies such an objective if, in all states along the path, we see a sufficiently small window in which the smallest priority is even. We show that checking that all time-divergent paths of a timed automaton satisfy such a window parity objective can be done in polynomial space, and that the corresponding timed games can be solved in exponential time. This matches the complexity class of timed parity games, while adding the ability to reason about time bounds. We also consider multi-dimensional objectives and show that the complexity class does not increase. To the best of our knowledge, this is the first study of the window mechanism in a real-time setting.
James C. A. Main, Mickael Randour, Jeremy Sproston
CONCUR1