VLDB 2026 Research / reviewers in the wild / expert
Laurent Doyen 0001
dblp:30/5289-1
· DBLP profile ↗
68ranked-venue papers
17as first author
14since 2021 · last 2026
0000-0003-3714-6145ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Theory of computation · 57 · 13 first-author · 13 since 2021Software engineering, systems software and programming languages · 15 · 4 first-author · 1 since 2021Databases, data management, data science and information retrieval · 2 · 2 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 2 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Algorithm and Strategy Construction for Sure-Almost-Sure Stochastic Parity GamesabstractWe consider turn-based stochastic two-player games with a combination of a parity condition that must hold surely, that is in all possible outcomes, and of a parity condition that must hold almost-surely, that is with probability 1. The problem of deciding the existence of a winning strategy in such games is central in the framework of synthesis beyond worst-case where a hard requirement that must hold surely is combined with a softer requirement. Recent works showed that the problem is coNP-complete, and infinite-memory strategies are necessary in general, even in one-player games (i.e., Markov decision processes). However, memoryless strategies are sufficient for the opponent player. Despite these comprehensive results, the known algorithmic solution enumerates all memoryless strategies of the opponent, which is exponential in all cases, and does not construct a winning strategy when one exists. We present a recursive algorithm, based on a characterisation of the winning region, that gives a deeper insight into the problem. In particular, we show how to construct a winning strategy to achieve the combination of sure and almost-sure parity, and we derive new complexity and memory bounds for special classes of the problem, defined by fixing the index of either of the two parity conditions. Laurent Doyen 0001, Shibashis Guha |
STACS | 1 |
| 2025 | Expectation in Stochastic Games with Prefix-Independent ObjectivesabstractStochastic two-player games model systems with an environment that is both adversarial and stochastic. In this paper, we study the expected value of bounded quantitative prefix-independent objectives in the context of stochastic games. We show a generic reduction from the expectation problem to linearly many instances of the almost-sure satisfaction problem for threshold Boolean objectives. The result follows from partitioning the vertices of the game into so-called value classes where each class consists of vertices of the same value. Our procedure further entails that the memory required by both players to play optimally for the expectation problem is no more than the memory required by the players to play optimally for the almost-sure satisfaction problem for a corresponding threshold Boolean objective. We show the applicability of the framework to compute the expected window mean-payoff measure in stochastic games. The window mean-payoff measure strengthens the classical mean-payoff measure by computing the mean payoff over windows of bounded length that slide along an infinite path. We show that the decision problem to check if the expected window mean-payoff value is at least a given threshold is in UP ∩ coUP when the window length is given in unary. Laurent Doyen 0001, Pranshu Gaba, Shibashis Guha |
CONCUR | 1 |
| 2025 | Synthesising Full-Information ProtocolsabstractInternational audience Dietmar Berwanger, Laurent Doyen 0001, Thomas Soullard |
FSTTCS | 2 |
| 2025 | The Value Problem for Multiple-Environment MDPs with Parity ObjectiveabstractWe consider multiple-environment Markov decision processes (MEMDP), which consist of a finite set of MDPs over the same state space, representing different scenarios of transition structure and probability. The value of a strategy is the probability to satisfy the objective, here a parity objective, in the worst-case scenario, and the value of an MEMDP is the supremum of the values achievable by a strategy. We show that deciding whether the value is 1 is a PSPACE-complete problem, and even in P when the number of environments is fixed, along with new insights to the almost-sure winning problem, which is to decide if there exists a strategy with value 1. Pure strategies are sufficient for theses problems, whereas randomization is necessary in general when the value is smaller than 1. We present an algorithm to approximate the value, running in double exponential space. Our results are in contrast to the related model of partially-observable MDPs where all these problems are known to be undecidable. Krishnendu Chatterjee, Laurent Doyen 0001, Jean-François Raskin, Ocan Sankur |
ICALP | 2 |
| 2025 | Top-down complementation of automata on finite treesabstractWe present a new complementation construction for nondeterministic automata on finite trees. The traditional complementation involves determinization of the corresponding bottom-up automaton (recall that top-down deterministic automata are less powerful than nondeterministic automata, whereas bottom-up deterministic automata are equally powerful). The construction works directly in a top-down fashion, therefore without determinization. The main advantages of this construction are: ( i ) in the special case of finite words it boils down to the standard subset construction (which is not the case of the traditional bottom-up complementation construction), and ( i i ) it illustrates the core argument of the complementation lemma for infinite trees, central in the proof of Rabin's tree theorem, in a simpler setting where issues related to acceptance conditions over infinite words and determinacy of infinite games are not present. Laurent Doyen 0001 |
Inf. Process. Lett. | 1 |
| 2025 | Stochastic Window Mean-Payoff GamesabstractStochastic two-player games model systems with an environment that is both adversarial and stochastic. The adversarial part of the environment is modeled by a player (Player 2) who tries to prevent the system (Player 1) from achieving its objective. We consider finitary versions of the traditional mean-payoff objective, replacing the long-run average of the payoffs by payoff average computed over a finite sliding window. Two variants have been considered: in one variant, the maximum window length is fixed and given, while in the other, it is not fixed but is required to be bounded. For both variants, we present complexity bounds and algorithmic solutions for computing strategies for Player 1 to ensure that the objective is satisfied with positive probability, with probability 1, or with probability at least $p$, regardless of the strategy of Player 2. The solution crucially relies on a reduction to the special case of non-stochastic two-player games. We give a general characterization of prefix-independent objectives for which this reduction holds. The memory requirement for both players in stochastic games is also the same as in non-stochastic games by our reduction. Moreover, for non-stochastic games, we improve upon the upper bound for the memory requirement of Player 1 and upon the lower bound for the memory requirement of Player 2. Laurent Doyen 0001, Pranshu Gaba, Shibashis Guha |
Log. Methods Comput. Sci. | 1 |
| 2024 | Regular Games with Imperfect Information Are Not That RegularabstractWe consider two-player games with imperfect information and the synthesis of a randomized strategy for one player that ensures the objective is satisfied almost-surely (i.e., with probability 1), regardless of the strategy of the other player. Imperfect information is modeled by an indistinguishability relation describing the pairs of histories that the first player cannot distinguish, a generalization of the traditional model with partial observations. The game is regular if it admits a regular function whose kernel commutes with the indistinguishability relation. The synthesis of pure strategies that ensure all possible outcomes satisfy the objective is possible in regular games, by a generic reduction that holds for all objectives. While the solution for pure strategies extends to randomized strategies in the traditional model with partial observations (which is always regular), a similar reduction does not exist in the more general model. Despite that, we show that in regular games with Büchi objectives the synthesis problem is decidable for randomized strategies that ensure the outcome satisfies the objective almost-surely. Laurent Doyen 0001, Thomas Soullard |
CONCUR | 1 |
| 2024 | Stochastic Window Mean-Payoff GamesabstractAbstract Stochastic two-player games model systems with an environment that is both adversarial and stochastic. The environment is modeled by a player ( $$\text {Player}~{2}$$ Player 2 ) who tries to prevent the system ( $$\text {Player}~{1}$$ Player 1 ) from achieving its objective. We consider finitary versions of the traditional mean-payoff objective, replacing the long-run average of the payoffs by payoff average computed over a finite sliding window. Two variants have been considered: in one variant, the maximum window length is fixed and given, while in the other, it is not fixed but is required to be bounded. For both variants, we present complexity bounds and algorithmic solutions for computing strategies for $$\text {Player}~{1}$$ Player 1 to ensure that the objective is satisfied with positive probability, with probability 1, or with probability at least p , regardless of the strategy of $$\text {Player}~{2}$$ Player 2 . The solution crucially relies on a reduction to the special case of non-stochastic two-player games. We give a general characterization of prefix-independent objectives for which this reduction holds. The memory requirement for both players in stochastic games is also the same as in non-stochastic games by our reduction. Moreover, for non-stochastic games, we improve upon the upper bound for the memory requirement of $$\text {Player}~{1}$$ Player 1 and upon the lower bound for the memory requirement of $$\text {Player}~{2}$$ Player 2 . Laurent Doyen 0001, Pranshu Gaba, Shibashis Guha |
FoSSaCS (1) | 1 |
| 2024 | Stochastic Processes with Expected Stopping TimeabstractMarkov chains are the de facto finite-state model for stochastic dynamical systems, and Markov decision processes (MDPs) extend Markov chains by incorporating non-deterministic behaviors. Given an MDP and rewards on states, a classical optimization criterion is the maximal expected total reward where the MDP stops after T steps, which can be computed by a simple dynamic programming algorithm. We consider a natural generalization of the problem where the stopping times can be chosen according to a probability distribution, such that the expected stopping time is T, to optimize the expected total reward. Quite surprisingly we establish inter-reducibility of the expected stopping-time problem for Markov chains with the Positivity problem (which is related to the well-known Skolem problem), for which establishing either decidability or undecidability would be a major breakthrough. Given the hardness of the exact problem, we consider the approximate version of the problem: we show that it can be solved in exponential time for Markov chains and in exponential space for MDPs. Krishnendu Chatterjee, Laurent Doyen 0001 |
Log. Methods Comput. Sci. | 2 |
| 2023 | Stochastic Games with Synchronization ObjectivesabstractWe consider two-player stochastic games played on a finite graph for infinitely many rounds. Stochastic games generalize both Markov decision processes (MDP) by adding an adversary player, and two-player deterministic games by adding stochasticity. The outcome of the game is a sequence of distributions over the graph states, representing the evolution of a population consisting of a continuum number of identical copies of a process modeled by the game graph. We consider synchronization objectives, which require the probability mass to accumulate in a set of target states, either always, once, infinitely often, or always after some point in the outcome sequence; and the winning modes of sure winning (if the accumulated probability is equal to 1) and almost-sure winning (if the accumulated probability is arbitrarily close to 1). We present algorithms to compute the set of winning distributions for each of these synchronization modes, showing that the corresponding decision problem is PSPACE-complete for synchronizing once and infinitely often and PTIME-complete for synchronizing always and always after some point. These bounds are remarkably in line with the special case of MDPs, while the algorithmic solution and proof technique are considerably more involved, even for deterministic games. This is because those games have a flavor of imperfect information, in particular they are not determined and randomized strategies need to be considered, even if there is no stochastic choice in the game graph. Moreover, in combination with stochasticity in the game graph, finite-memory strategies are not sufficient in general. Laurent Doyen 0001 |
J. ACM | 1 |
| 2023 | Observation and Distinction: Representing Information in Infinite GamesabstractWe compare two approaches for modelling imperfect information in infinite games by using finite-state automata. The first, more standard approach views information as the result of an observation process driven by a sequential Mealy machine. In contrast, the second approach features indistinguishability relations described by synchronous two-tape automata. The indistinguishability-relation model turns out to be strictly more expressive than the one based on observations. We present a characterisation of the indistinguishability relations that admit a representation as a finite-state observation function. We show that the characterisation is decidable, and give a procedure to construct a corresponding Mealy machine whenever one exists. Dietmar Berwanger, Laurent Doyen 0001 |
Theory Comput. Syst. | 2 |
| 2022 | Stochastic Games with Synchronizing ObjectivesabstractWe consider two-player stochastic games played on a finite graph for infinitely many rounds. Stochastic games generalize both Markov decision processes (MDP) by adding an adversary player, and two-player deterministic games by adding stochasticity. The outcome of the game is a sequence of distributions over the states of the game graph. We consider synchronizing objectives, which require the probability mass to accumulate in a set of target states, either always, once, infinitely often, or always after some point in the outcome sequence; and the winning modes of sure winning (if the accumulated probability is equal to 1) and almost-sure winning (if the accumulated probability is arbitrarily close to 1). Laurent Doyen 0001 |
LICS | 1 |
| 2022 | Graph planning with expected finite horizon
Krishnendu Chatterjee, Laurent Doyen 0001 |
J. Comput. Syst. Sci. | 2 |
| 2021 | Stochastic Processes with Expected Stopping TimeabstractMarkov chains are the de facto finite-state model for stochastic dynamical systems, and Markov decision processes (MDPs) extend Markov chains by incorporating non-deterministic behaviors. Given an MDP and rewards on states, a classical optimization criterion is the maximal expected total reward where the MDP stops after T steps, which can be computed by a simple dynamic programming algorithm. We consider a natural generalization of the problem where the stopping times can be chosen according to a probability distribution, such that the expected stopping time is T, to optimize the expected total reward. Quite surprisingly we establish inter-reducibility of the expected stopping-time problem for Markov chains with the Positivity problem (which is related to the well-known Skolem problem), for which establishing either decidability or undecidability would be a major breakthrough. Given the hardness of the exact problem, we consider the approximate version of the problem: we show that it can be solved in exponential time for Markov chains and in exponential space for MDPs. Krishnendu Chatterjee, Laurent Doyen 0001 |
LICS | 2 |
| 2020 | Observation and Distinction. Representing Information in Infinite GamesabstractInternational audience Dietmar Berwanger, Laurent Doyen 0001 |
STACS | 2 |
| 2019 | Graph Planning with Expected Finite HorizonabstractGraph planning gives rise to fundamental algorithmic questions such as shortest path, traveling salesman problem, etc. A classical problem in discrete planning is to consider a weighted graph and construct a path that maximizes the sum of weights for a given time horizon T. However, in many scenarios, the time horizon is not fixed, but the stopping time is chosen according to some distribution such that the expected stopping time is T. If the stopping time distribution is not known, then to ensure robustness, the distribution is chosen by an adversary, to represent the worst-case scenario. A stationary plan for every vertex always chooses the same outgoing edge. For fixed horizon or fixed stopping-time distribution, stationary plans are not sufficient for optimality. Quite surprisingly we show that when an adversary chooses the stopping-time distribution with expected stopping time T, then stationary plans are sufficient. While computing optimal stationary plans for fixed horizon is NP-complete, we show that computing optimal stationary plans under adversarial stopping-time distribution can be achieved in polynomial time. Consequently, our polynomial-time algorithm for adversarial stopping time also computes an optimal plan among all possible plans. Krishnendu Chatterjee, Laurent Doyen 0001 |
LICS | 2 |
| 2019 | The complexity of synchronizing Markov decision processes
Laurent Doyen 0001, Thierry Massart, Mahsa Shirmohammadi |
J. Comput. Syst. Sci. | 1 |
| 2017 | Doomsday equilibria for omega-regular games
Krishnendu Chatterjee, Laurent Doyen 0001, Emmanuel Filiot, Jean-François Raskin |
Inf. Comput. | 2 |
| 2016 | Computation Tree Logic for Synchronization PropertiesabstractWe present a logic that extends CTL (Computation Tree Logic) with operators that express synchronization properties. A property is synchronized in a system if it holds in all paths of a certain length. The new logic is obtained by using the same path quantifiers and temporal operators as in CTL, but allowing a different order of the quantifiers. This small syntactic variation induces a logic that can express non-regular properties for which known extensions of MSO with equality of path length are undecidable. We show that our variant of CTL is decidable and that the model-checking problem is in Delta_3^P = P^{NP^{NP}}, and is hard for the class of problems solvable in polynomial time using a parallel access to an NP oracle. We analogously consider quantifier exchange in extensions of CTL, and we present operators defined using basic operators of CTL* that express the occurrence of infinitely many synchronization points. We show that the model-checking problem remains in Delta_3^P. The distinguishing power of CTL and of our new logic coincide if the Next operator is allowed in the logics, thus the classical bisimulation quotient can be used for state-space reduction before model checking. Krishnendu Chatterjee, Laurent Doyen 0001 |
ICALP | 2 |
| 2016 | Perfect-Information Stochastic Games with Generalized Mean-Payoff ObjectivesabstractGraph games provide the foundation for modeling and synthesizing reactive processes. In the synthesis of stochastic reactive processes, the traditional model is perfect-information stochastic games, where some transitions of the game graph are controlled by two adversarial players, and the other transitions are executed probabilistically. We consider such games where the objective is the conjunction of several quantitative objectives (specified as mean-payoff conditions), which we refer to as generalized mean-payoff objectives. The basic decision problem asks for the existence of a finite-memory strategy for a player that ensures the generalized mean-payoff objective be satisfied with a desired probability against all strategies of the opponent. A special case of the decision problem is the almost-sure problem where the desired probability is 1. Previous results presented a semi-decision procedure for ∈-approximations of the almost-sure problem. In this work, we show that both the almost-sure problem as well as the general basic decision problem are coNP-complete, significantly improving the previous results. Moreover, we show that in the case of 1-player stochastic games, randomized memoryless strategies are sufficient and the problem can be solved in polynomial time. In contrast, in two-player stochastic games, we show that even with randomized strategies exponential memory is required in general, and present a matching exponential upper bound. We also study the basic decision problem with infinite-memory strategies and present computational complexity results for the problem. Our results are relevant in the synthesis of stochastic reactive systems with multiple quantitative requirements. Krishnendu Chatterjee, Laurent Doyen 0001 |
LICS | 2 |
| 2015 | The Complexity of Synthesis from Probabilistic Components
Krishnendu Chatterjee, Laurent Doyen 0001, Moshe Y. Vardi |
ICALP (2) | 2 |
| 2015 | Randomness for free
Krishnendu Chatterjee, Laurent Doyen 0001, Hugo Gimbert, Thomas A. Henzinger |
Inf. Comput. | 2 |
| 2015 | Looking at mean-payoff and total-payoff through windows
Krishnendu Chatterjee, Laurent Doyen 0001, Mickael Randour, Jean-François Raskin |
Inf. Comput. | 2 |
| 2015 | The complexity of multi-mean-payoff and multi-energy games
Yaron Velner, Krishnendu Chatterjee, Laurent Doyen 0001, Thomas A. Henzinger, Alexander Moshe Rabinovich, Jean-François Raskin |
Inf. Comput. | 3 |
| 2014 | Robust Synchronization in Markov Decision Processes
Laurent Doyen 0001, Thierry Massart, Mahsa Shirmohammadi |
CONCUR | 1 |
| 2014 | Limit Synchronization in Markov Decision Processes
Laurent Doyen 0001, Thierry Massart, Mahsa Shirmohammadi |
FoSSaCS | 1 |
| 2014 | Perfect-Information Stochastic Mean-Payoff Parity Games
Krishnendu Chatterjee, Laurent Doyen 0001, Hugo Gimbert, Youssouf Oualhadj |
FoSSaCS | 2 |
| 2014 | The Complexity of Partial-Observation Stochastic Parity Games with Finite-Memory Strategies
Krishnendu Chatterjee, Laurent Doyen 0001, Sumit Nain, Moshe Y. Vardi |
FoSSaCS | 2 |
| 2014 | Synchronizing Words for Weighted and Timed AutomataabstractThe problem of synchronizing automata is concerned with the existence of a word that sends all states of the automaton to one and the same state. This problem has classically been studied for complete deterministic finite automata, with the existence problem being NLOGSPACE-complete. In this paper we consider synchronizing-word problems for weighted and timed automata. We consider the synchronization problem in several variants and combinations of these, including deterministic and non-deterministic timed and weighted automata, synchronization to unique location with possibly different clock valuations or accumulated weights, as well as synchronization with a safety condition forbidding the automaton to visit states outside a safety-set during synchronization (e.g. energy constraints). For deterministic weighted automata, the synchronization problem is proven PSPACE-complete under energy constraints, and in 3-EXPSPACE under general safety constraints. For timed automata the synchronization problems are shown to be PSPACE-complete in the deterministic case, and undecidable in the non-deterministic case. Laurent Doyen 0001, Line Juhl, Kim G. Larsen, Nicolas Markey, Mahsa Shirmohammadi |
FSTTCS | 1 |
| 2014 | Games with a Weak Adversary
Krishnendu Chatterjee, Laurent Doyen 0001 |
ICALP (2) | 2 |
| 2014 | Doomsday Equilibria for Omega-Regular Games
Krishnendu Chatterjee, Laurent Doyen 0001, Emmanuel Filiot, Jean-François Raskin |
VMCAI | 2 |
| 2014 | Partial-Observation Stochastic Games: How to Win when Belief FailsabstractIn two-player finite-state stochastic games of partial observation on graphs, in every state of the graph, the players simultaneously choose an action, and their joint actions determine a probability distribution over the successor states. The game is played for infinitely many rounds and thus the players construct an infinite path in the graph. We consider reachability objectives where the first player tries to ensure a target state to be visited almost-surely (i.e., with probability 1) or positively (i.e., with positive probability), no matter the strategy of the second player. We classify such games according to the information and to the power of randomization available to the players. On the basis of information, the game can be one-sided with either ( a ) player 1, or ( b ) player 2 having partial observation (and the other player has perfect observation), or two-sided with ( c ) both players having partial observation. On the basis of randomization, ( a ) the players may not be allowed to use randomization (pure strategies), or ( b ) they may choose a probability distribution over actions but the actual random choice is external and not visible to the player (actions invisible), or ( c ) they may use full randomization. Our main results for pure strategies are as follows: (1) For one-sided games with player 2 having perfect observation we show that (in contrast to full randomized strategies) belief-based (subset-construction based) strategies are not sufficient, and we present an exponential upper bound on memory both for almost-sure and positive winning strategies; we show that the problem of deciding the existence of almost-sure and positive winning strategies for player 1 is EXPTIME-complete and present symbolic algorithms that avoid the explicit exponential construction. (2) For one-sided games with player 1 having perfect observation we show that nonelementary memory is both necessary and sufficient for both almost-sure and positive winning strategies. (3) We show that for the general (two-sided) case finite-memory strategies are sufficient for both positive and almost-sure winning, and at least nonelementary memory is required. We establish the equivalence of the almost-sure winning problems for pure strategies and for randomized strategies with actions invisible. Our equivalence result exhibit serious flaws in previous results of the literature: we show a nonelementary memory lower bound for almost-sure winning whereas an exponential upper bound was previously claimed. Krishnendu Chatterjee, Laurent Doyen 0001 |
ACM Trans. Comput. Log. | 2 |
| 2013 | Time-Bounded Reachability for Monotonic Hybrid Automata: Complexity and Fixed Points
Thomas Brihaye, Laurent Doyen 0001, Gilles Geeraerts, Joël Ouaknine, Jean-François Raskin, James Worrell 0001 |
ATVA | 2 |
| 2013 | Looking at Mean-Payoff and Total-Payoff through Windows
Krishnendu Chatterjee, Laurent Doyen 0001, Mickael Randour, Jean-François Raskin |
ATVA | 2 |
| 2013 | A survey of partial-observation stochastic parity games
Krishnendu Chatterjee, Laurent Doyen 0001, Thomas A. Henzinger |
Formal Methods Syst. Des. | 2 |
| 2012 | Partial-Observation Stochastic Games: How to Win When Belief Fails
Krishnendu Chatterjee, Laurent Doyen 0001 |
LICS | 2 |
| 2012 | Energy parity gamesabstractEnergy parity games are infinite two-player turn-based games played on weighted graphs. The objective of the game combines a (qualitative) parity condition with the (quantitative) requirement that the sum of the weights (i.e., the level of energy in the game) must remain positive. Beside their own interest in the design and synthesis of resource-constrained omega-regular specifications, energy parity games provide one of the simplest model of games with combined qualitative and quantitative objectives. Our main results are as follows: (a) exponential memory is sufficient and may be necessary for winning strategies in energy parity games; (b) the problem of deciding the winner in energy parity games can be solved in NP [Formula: see text] coNP; and (c) we give an algorithm to solve energy parity by reduction to energy games. We also show that the problem of deciding the winner in energy parity games is logspace-equivalent to the problem of deciding the winner in mean-payoff parity games, which can thus be solved in NP [Formula: see text] coNP. As a consequence we also obtain a conceptually simple algorithm to solve mean-payoff parity games. Krishnendu Chatterjee, Laurent Doyen 0001 |
Theor. Comput. Sci. | 2 |
| 2011 | Antichain-Based QBF Solving
Thomas Brihaye, Véronique Bruyère, Laurent Doyen 0001, Marc Ducobu, Jean-François Raskin |
ATVA | 3 |
| 2011 | On Memoryless Quantitative Objectives
Krishnendu Chatterjee, Laurent Doyen 0001, Rohit Singh 0002 |
FCT | 2 |
| 2011 | On Reachability for Hybrid Automata over Bounded Time
Thomas Brihaye, Laurent Doyen 0001, Gilles Geeraerts, Joël Ouaknine, Jean-François Raskin, James Worrell 0001 |
ICALP (2) | 2 |
| 2011 | Energy and Mean-Payoff Parity Markov Decision Processes
Krishnendu Chatterjee, Laurent Doyen 0001 |
MFCS | 2 |
| 2011 | Infinite Synchronizing Words for Probabilistic Automata
Laurent Doyen 0001, Thierry Massart, Mahsa Shirmohammadi |
MFCS | 1 |
| 2011 | Faster algorithms for mean-payoff games
Lubos Brim, Jakub Chaloupka, Laurent Doyen 0001, Raffaella Gentilini, Jean-François Raskin |
Formal Methods Syst. Des. | 3 |
| 2010 | Mean-Payoff Automaton Expressions
Krishnendu Chatterjee, Laurent Doyen 0001, Herbert Edelsbrunner, Thomas A. Henzinger, Philippe Rannou |
CONCUR | 2 |
| 2010 | Generalized Mean-payoff and Energy GamesabstractIn mean-payoff games, the objective of the protagonist is to ensure that the limit average of an infinite sequence of numeric weights is nonnegative. In energy games, the objective is to ensure that the running sum of weights is always nonnegative. Generalized mean-payoff and energy games replace individual weights by tuples, and the limit average (resp. running sum) of each coordinate must be (resp. remain) nonnegative. These games have applications in the synthesis of resource-bounded processes with multiple resources. We prove the finite-memory determinacy of generalized energy games and show the inter-reducibility of generalized mean-payoff and energy games for finite-memory strategies. We also improve the computational complexity for solving both classes of games with finite-memory strategies: while the previously best known upper bound was EXPSPACE, and no lower bound was known, we give an optimal coNP-complete bound. For memoryless strategies, we show that the problem of deciding the existence of a winning strategy for the protagonist is NP-complete. Krishnendu Chatterjee, Laurent Doyen 0001, Thomas A. Henzinger, Jean-François Raskin |
FSTTCS | 2 |
| 2010 | Energy Parity Games
Krishnendu Chatterjee, Laurent Doyen 0001 |
ICALP (2) | 2 |
| 2010 | Randomness for Free
Krishnendu Chatterjee, Laurent Doyen 0001, Hugo Gimbert, Thomas A. Henzinger |
MFCS | 2 |
| 2010 | Qualitative Analysis of Partially-Observable Markov Decision Processes
Krishnendu Chatterjee, Laurent Doyen 0001, Thomas A. Henzinger |
MFCS | 2 |
| 2010 | Antichain Algorithms for Finite Automata
Laurent Doyen 0001, Jean-François Raskin |
TACAS | 1 |
| 2010 | Strategy construction for parity games with imperfect information
Dietmar Berwanger, Krishnendu Chatterjee, Martin De Wulf, Laurent Doyen 0001, Thomas A. Henzinger |
Inf. Comput. | 4 |
| 2010 | Quantitative languagesabstractQuantitative generalizations of classical languages, which assign to each word a real number instead of a Boolean value, have applications in modeling resource-constrained computation. We use weighted automata (finite automata with transition weights) to define several natural classes of quantitative languages over finite and infinite words; in particular, the real value of an infinite run is computed as the maximum, limsup, liminf, limit average, or discounted sum of the transition weights. We define the classical decision problems of automata theory (emptiness, universality, language inclusion, and language equivalence) in the quantitative setting and study their computational complexity. As the decidability of the language-inclusion problem remains open for some classes of weighted automata, we introduce a notion of quantitative simulation that is decidable and implies language inclusion. We also give a complete characterization of the expressive power of the various classes of weighted automata. In particular, we show that most classes of weighted automata cannot be determinized. Krishnendu Chatterjee, Laurent Doyen 0001, Thomas A. Henzinger |
ACM Trans. Comput. Log. | 2 |
| 2009 | Probabilistic Weighted Automata
Krishnendu Chatterjee, Laurent Doyen 0001, Thomas A. Henzinger |
CONCUR | 2 |
| 2009 | Alternating Weighted Automata
Krishnendu Chatterjee, Laurent Doyen 0001, Thomas A. Henzinger |
FCT | 2 |
| 2009 | A Survey of Stochastic Games with Limsup and Liminf Objectives
Krishnendu Chatterjee, Laurent Doyen 0001, Thomas A. Henzinger |
ICALP (2) | 2 |
| 2009 | Expressiveness and Closure Properties for Quantitative LanguagesabstractWeighted automata are nondeterministic automata with numerical weights on transitions. They can define quantitative languages L that assign to each word w a real number L(w). In the case of infinite words, the value of a run is naturally computed as the maximum, limsup, liminf, limit average, or discounted sum of the transition weights. We study expressiveness and closure questions about these quantitative languages. We first show that the set of words with value greater than a threshold can be non-omega-regular for deterministic limit-average and discounted-sum automata, while this set is always omega-regular when the threshold is isolated (i.e., some neighborhood around the threshold contains no word). In the latter case, we prove that the omega-regular language is robust against small perturbations of the transition weights. We next consider automata with transition weights 0 or 1 and show that they are as expressive as general weighted automata in the limit-average case, but not in the discounted-sum case. Third, for quantitative languages L1and L2, we consider the operations max(L1, L2), min(L1, L2), and 1-L1, which generalize the Boolean operations on languages, as well as the sum L1+ L2. We establish the closure properties of all classes of quantitative languages with respect to these four operations. Krishnendu Chatterjee, Laurent Doyen 0001, Thomas A. Henzinger |
LICS | 2 |
| 2009 | Alpaga: A Tool for Solving Parity Games with Imperfect Information
Dietmar Berwanger, Krishnendu Chatterjee, Martin De Wulf, Laurent Doyen 0001, Thomas A. Henzinger |
TACAS | 4 |
| 2008 | Alaska
Martin De Wulf, Laurent Doyen 0001, Nicolas Maquet, Jean-François Raskin |
ATVA | 2 |
| 2008 | Strategy Construction for Parity Games with Imperfect Information
Dietmar Berwanger, Krishnendu Chatterjee, Laurent Doyen 0001, Thomas A. Henzinger, Sangram Raje |
CONCUR | 3 |
| 2008 | Interface theories with component reuseabstractInterface theories have been proposed to support incremental design and independent implementability. Incremental design means that the compatibility checking of interfaces can proceed for partial system descriptions, without knowing the interfaces of all components. Independent implementability means that compatible interfaces can be refined separately, maintaining compatibility. We show that these interface theories provide no formal support for component reuse, meaning that the same component cannot be used to implement several different interfaces in a design. We add a new operation to interface theories in order to support such reuse. For example, different interfaces for the same component may refer to different aspects such as functionality, timing, and power consumption. We give both stateless and stateful examples for interface theories with component reuse. To illustrate component reuse in interface-based design, we show how the stateful theory provides a natural framework for specifying and refining PCI bus clients. Laurent Doyen 0001, Thomas A. Henzinger, Barbara Jobstmann, Tatjana Petrov |
EMSOFT | 1 |
| 2008 | On the Power of Imperfect InformationabstractWe present a polynomial-time reduction from parity games with imperfect information to safety games with imperfect information. Similar reductions for games with perfect information typically increase the game size exponentially. Our construction avoids such a blow-up by using imperfect information to realise succinct counters which cover a range exponentially larger than their size. In particular, the reduction shows that the problem of solving imperfect-information games with safety conditions is \EXPTIME-complete. Dietmar Berwanger, Laurent Doyen 0001 |
FSTTCS | 2 |
| 2008 | Antichains: Alternative Algorithms for LTL Satisfiability and Model-Checking
Martin De Wulf, Laurent Doyen 0001, Nicolas Maquet, Jean-François Raskin |
TACAS | 2 |
| 2008 | Robust safety of timed automata
Martin De Wulf, Laurent Doyen 0001, Nicolas Markey, Jean-François Raskin |
Formal Methods Syst. Des. | 2 |
| 2007 | Improved Algorithms for the Automata-Based Approach to Model-Checking
Laurent Doyen 0001, Jean-François Raskin |
TACAS | 1 |
| 2007 | Robust parametric reachability for timed automata
Laurent Doyen 0001 |
Inf. Process. Lett. | 1 |
| 2007 | Algorithms for Omega-Regular Games with Imperfect InformationabstractWe study observation-based strategies for two-player turn-based games on graphs with omega-regular objectives. An observation-based strategy relies on imperfect information about the history of a play, namely, on the past sequence of observations. Such games occur in the synthesis of a controller that does not see the private state of the plant. Our main results are twofold. First, we give a fixed-point algorithm for computing the set of states from which a player can win with a deterministic observation-based strategy for any omega-regular objective. The fixed point is computed in the lattice of antichains of state sets. This algorithm has the advantages of being directed by the objective and of avoiding an explicit subset construction on the game graph. Second, we give an algorithm for computing the set of states from which a player can win with probability 1 with a randomized observation-based strategy for a Buechi objective. This set is of interest because in the absence of perfect information, randomized strategies are more powerful than deterministic ones. We show that our algorithms are optimal by proving matching lower bounds. Jean-François Raskin, Krishnendu Chatterjee, Laurent Doyen 0001, Thomas A. Henzinger |
Log. Methods Comput. Sci. | 3 |
| 2006 | Antichains: A New Algorithm for Checking Universality of Finite Automata
Martin De Wulf, Laurent Doyen 0001, Thomas A. Henzinger, Jean-François Raskin |
CAV | 2 |
| 2005 | Systematic Implementation of Real-Time Models
Martin De Wulf, Laurent Doyen 0001, Jean-François Raskin |
FM | 2 |
| 2005 | Almost ASAP semantics: from timed models to timed implementationsabstractAbstract In this paper, we introduce a parametric semantics for timed controllers called theAlmostASAP (as soon as possible) semantics. This semantics is a relaxation of the usual ASAP semantics (also called themaximal progress semantics) which is a mathematical idealization that cannot be implemented by any physical device no matter how fast it is. On the contrary, any correct Almost ASAP controller can be implemented by a program on a hardware if this hardware is fast enough. We study the properties of this semantics and show how it can be analyzed using the tool HyTech. Martin De Wulf, Laurent Doyen 0001, Jean-François Raskin |
Formal Aspects Comput. | 2 |