VLDB 2026 Research / reviewers in the wild / expert
Éric Duchêne
dblp:43/5648
· DBLP profile ↗
15ranked-venue papers
9as first author
6since 2021 · last 2025
0000-0003-2712-1892ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Theory of computation · 14 · 9 first-author · 6 since 2021Artificial intelligence and machine learning · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Partition Strategies for the Maker-Breaker Domination Game
Guillaume Bagan, Éric Duchêne, Valentin Gledel, Tuomo Lehtilä, Aline Parreau |
Algorithmica | 2 |
| 2025 | Complexity of Maker-Breaker games on edge sets of graphs
Éric Duchêne, Valentin Gledel, Fionn Mc Inerney, Nicolas Nisse, Nacim Oijid, Aline Parreau, Milos Stojakovic |
Discret. Appl. Math. | 1 |
| 2024 | The Maker-Maker domination game in forests
Éric Duchêne, Arthur Dumas, Nacim Oijid, Aline Parreau, Eric Rémila |
Discret. Appl. Math. | 1 |
| 2024 | Smash and grab: The 0 ⋅ 6 scoring game on graphsabstractIn this paper, we introduce and study a new scoring game on graphs called smash and grab. In this game, two players, called Left and Right, take turns removing a vertex of the graph as well as all of its neighbours that become isolated by this removal. For each player and each of their turns, they score the number of vertices that were removed on their turn. The game ends when there are no more vertices remaining, and the player with the highest final score wins. We denote by Ls(G) the difference between Left and Right's final scores in G when Left starts and both players play optimally (they both aim to maximise their scores). We mainly study this parameter for different graph classes. We notably prove that Ls(F)≥0 for any forest F (i.e., the first player cannot lose). We then use this result to compute the exact value of Ls(G) for particular forests such as unions of paths and subdivided stars. The result in paths then solves the case of a unique cycle. Finally, we prove that, for a generalisation of the game, computing the score is PSPACE-complete. Éric Duchêne, Valentin Gledel, Sylvain Gravier, Fionn Mc Inerney, Mehdi Mhalla, Aline Parreau |
Theor. Comput. Sci. | 1 |
| 2024 | Bipartite instances of INFLUENCE
Éric Duchêne, Nacim Oijid, Aline Parreau |
Theor. Comput. Sci. | 1 |
| 2021 | influence: A partizan scoring game on graphs
Éric Duchêne, Stéphane Gonzalez, Aline Parreau, Eric Rémila, Philippe Solal |
Theor. Comput. Sci. | 1 |
| 2020 | Partition games
Antoine Dailly, Éric Duchêne, Urban Larsson, Gabrielle Paris |
Discret. Appl. Math. | 2 |
| 2018 | The switch operators and push-the-button games: A sequential compound over rulesets
Éric Duchêne, Marc Heinrich, Urban Larsson, Aline Parreau |
Theor. Comput. Sci. | 1 |
| 2017 | A Vizing-like theorem for union vertex-distinguishing edge coloring
Nicolas Bousquet 0001, Antoine Dailly, Éric Duchêne, Hamamache Kheddouci, Aline Parreau |
Discret. Appl. Math. | 3 |
| 2017 | Deciding game invariance
Éric Duchêne, Aline Parreau, Michel Rigo |
Inf. Comput. | 1 |
| 2016 | Nonhomogeneous Beatty Sequences Leading to Invariant GamesabstractWe characterize pairs of complementary nonhomogeneous Beatty sequences $(A_n)_{n>0}$ and $(B_n)_{n>0}$, with the restriction $A_1=1$ and $B_1\geq 3$, for which there exists an invariant take-away game having $\{(A_n,B_n),(B_n,A_n)\mid n> 0\}\cup\{(0,0)\}$ as a set of $P$-positions. Using the notion of a Sturmian word arising in combinatorics on words, this characterization can be translated into a decision procedure relying only on a few algebraic tests about algebraicity or rational independence. This work partially answers to a question of Larsson, Hegarty, and Fraenkel, raised in [Theoret. Comput. Sci., 412 (2011), pp. 729--735]. Julien Cassaigne, Éric Duchêne, Michel Rigo |
SIAM J. Discret. Math. | 2 |
| 2014 | Knowledge Complement for Monte Carlo Tree Search: An Application to Combinatorial GamesabstractMCTS (Monte Carlo Tree Search) is a well-known and efficient process to cover and evaluate a large range of states for combinatorial problems. We choose to study MCTS for the Computer Go problem, which is one of the most challenging problem in the field in Artificial Intelligence. For this game, a single combinatorial approach does not always lead to a reliable evaluation of the game states. In order to enhance MCTS ability to tackle such problems, one can benefit from game specific knowledge in order to increase the accuracy of the game state evaluation. Such a knowledge is not easy to acquire. It is the result of a constructivist learning mechanism based on the experience of the player. That is why we explore the idea to endow the MCTS with a process inspired by constructivist learning, to self-acquire knowledge from playing experience. In this paper, we propose a complementary process for MCTS called BHRF (Background History Reply Forest), which allows to memorize efficient patterns in order to promote their use through the MCTS process. Our experimental results lead to promising results and underline how self-acquired data can be useful for MCTS based algorithms. André Fabbri, Frédéric Armetta, Éric Duchêne, Salima Hassas |
ICTAI | 3 |
| 2014 | Vertex Nim played on graphs
Éric Duchêne, Gabriel Renault |
Theor. Comput. Sci. | 1 |
| 2013 | Impartial coloring games
Gabriel Beaulieu, Kyle Burke, Éric Duchêne |
Theor. Comput. Sci. | 3 |
| 2010 | Invariant games
Éric Duchêne, Michel Rigo |
Theor. Comput. Sci. | 1 |