VLDB 2026 Research / reviewers in the wild / expert
Mickael Randour
dblp:49/10827
· DBLP profile ↗
37ranked-venue papers
3as first author
17since 2021 · last 2026
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Theory of computation · 33 · 2 first-author · 16 since 2021Software engineering, systems software and programming languages · 5 · 2 first-authorArtificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Mixing Any Cocktail with Limited Ingredients: On the Structure of Payoff Sets in Multi-Objective POMDPs and Its Impact on Randomised StrategiesabstractWe 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 |
LICS | 2 |
| 2025 | Taming Infinity One Chunk at a Time: Concisely Represented Strategies in One-Counter MDPsabstractMarkov 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 |
ICALP | 4 |
| 2024 | Different strokes in randomised strategies: Revisiting Kuhn's theorem under finite-memory assumptions
James C. A. Main, Mickael Randour |
Inf. Comput. | 2 |
| 2024 | Half-Positional Objectives Recognized by Deterministic Büchi AutomataabstractIn two-player games on graphs, the simplest possible strategies are those that can be implemented without any memory. These are called positional strategies. In this paper, we characterize objectives recognizable by deterministic B\"uchi automata (a subclass of omega-regular objectives) that are half-positional, that is, for which the protagonist can always play optimally using positional strategies (both over finite and infinite graphs). Our characterization consists of three natural conditions linked to the language-theoretic notion of right congruence. Furthermore, this characterization yields a polynomial-time algorithm to decide half-positionality of an objective recognized by a given deterministic B\"uchi automaton. Patricia Bouyer, Antonio Casares, Mickael Randour, Pierre Vandenhove |
Log. Methods Comput. Sci. | 3 |
| 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 |
FSTTCS | 4 |
| 2023 | How to Play Optimally for Regular Objectives?abstractpeer reviewed Patricia Bouyer, Nathanaël Fijalkow, Mickael Randour, Pierre Vandenhove |
ICALP | 3 |
| 2023 | Half-Positional Objectives Recognized by Deterministic Büchi Automata (Extended Abstract)abstractIn two-player zero-sum games on graphs, the protagonist tries to achieve an objective while the antagonist aims to prevent it. Objectives for which both players do not need to use memory to play optimally are well-understood and characterized both in finite and infinite graphs. Less is known about the larger class of half-positional objectives, i.e., those for which the protagonist does not need memory (but for which the antagonist might). In particular, no characterization of half-positionality is known for the central class of ω-regular objectives. Here, we characterize objectives recognizable by deterministic Büchi automata (a class of ω-regular objectives) that are half-positional, both over finite and infinite graphs. This characterization yields a polynomial-time algorithm to decide half-positionality of an objective recognized by a given deterministic Büchi automaton. Patricia Bouyer, Antonio Casares, Mickael Randour, Pierre Vandenhove |
IJCAI | 3 |
| 2023 | Arena-Independent Finite-Memory Determinacy in Stochastic GamesabstractWe study stochastic zero-sum games on graphs, which are prevalent tools to model decision-making in presence of an antagonistic opponent in a random environment. In this setting, an important question is the one of strategy complexity: what kinds of strategies are sufficient or required to play optimally (e.g., randomization or memory requirements)? Our contributions further the understanding of arena-independent finite-memory (AIFM) determinacy, i.e., the study of objectives for which memory is needed, but in a way that only depends on limited parameters of the game graphs. First, we show that objectives for which pure AIFM strategies suffice to play optimally also admit pure AIFM subgame perfect strategies. Second, we show that we can reduce the study of objectives for which pure AIFM strategies suffice in two-player stochastic games to the easier study of one-player stochastic games (i.e., Markov decision processes). Third, we characterize the sufficiency of AIFM strategies through two intuitive properties of objectives. This work extends a line of research started on deterministic games to stochastic ones. Patricia Bouyer, Youssouf Oualhadj, Mickael Randour, Pierre Vandenhove |
Log. Methods Comput. Sci. | 3 |
| 2022 | Half-Positional Objectives Recognized by Deterministic Büchi AutomataabstractA central question in the theory of two-player games over graphs is to understand which objectives are half-positional, that is, which are the objectives for which the protagonist does not need memory to implement winning strategies. Objectives for which both players do not need memory have already been characterized (both in finite and infinite graphs); however, less is known about half-positional objectives. In particular, no characterization of half-positionality is known for the central class of ω-regular objectives. In this paper, we characterize objectives recognizable by deterministic Büchi automata (a class of ω-regular objectives) that are half-positional, in both finite and infinite graphs. Our characterization consists of three natural conditions linked to the language-theoretic notion of right congruence. Furthermore, this characterization yields a polynomial-time algorithm to decide half-positionality of an objective recognized by a given deterministic Büchi automaton. Patricia Bouyer, Antonio Casares, Mickael Randour, Pierre Vandenhove |
CONCUR | 3 |
| 2022 | CONCUR Test-Of-Time Award 2022 (Invited Paper)abstractThis short article recaps the purpose of the CONCUR Test-of-Time Award and presents the four papers that received the Award in 2022. Ilaria Castellani, Paul Gastin, Orna Kupferman, Mickael Randour, Davide Sangiorgi |
CONCUR | 4 |
| 2022 | Different Strokes in Randomised Strategies: Revisiting Kuhn's Theorem Under Finite-Memory AssumptionsabstractTwo-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 |
CONCUR | 2 |
| 2022 | The True Colors of Memory: A Tour of Chromatic-Memory Strategies in Zero-Sum Games on Graphs (Invited Talk)abstractInternational audience Patricia Bouyer, Mickael Randour, Pierre Vandenhove |
FSTTCS | 2 |
| 2022 | Characterizing Omega-Regularity Through Finite-Memory Determinacy of Games on Infinite Graphsabstractpeer reviewed Patricia Bouyer, Mickael Randour, Pierre Vandenhove |
STACS | 2 |
| 2022 | Decisiveness of stochastic systems and its application to hybrid models
Patricia Bouyer, Thomas Brihaye, Mickael Randour, Cédric Rivière, Pierre Vandenhove |
Inf. Comput. | 3 |
| 2022 | Games Where You Can Play Optimally with Arena-Independent Finite MemoryabstractFor decades, two-player (antagonistic) games on graphs have been a framework of choice for many important problems in theoretical computer science. A notorious one is controller synthesis, which can be rephrased through the game-theoretic metaphor as the quest for a winning strategy of the system in a game against its antagonistic environment. Depending on the specification, optimal strategies might be simple or quite complex, for example having to use (possibly infinite) memory. Hence, research strives to understand which settings allow for simple strategies. In 2005, Gimbert and Zielonka provided a complete characterization of preference relations (a formal framework to model specifications and game objectives) that admit memoryless optimal strategies for both players. In the last fifteen years however, practical applications have driven the community toward games with complex or multiple objectives, where memory -- finite or infinite -- is almost always required. Despite much effort, the exact frontiers of the class of preference relations that admit finite-memory optimal strategies still elude us. In this work, we establish a complete characterization of preference relations that admit optimal strategies using arena-independent finite memory, generalizing the work of Gimbert and Zielonka to the finite-memory case. We also prove an equivalent to their celebrated corollary of great practical interest: if both players have optimal (arena-independent-)finite-memory strategies in all one-player games, then it is also the case in all two-player games. Finally, we pinpoint the boundaries of our results with regard to the literature: our work completely covers the case of arena-independent memory (e.g., multiple parity objectives, lower- and upper-bounded energy objectives), and paves the way to the arena-dependent case (e.g., multiple lower-bounded energy objectives). Patricia Bouyer, Stéphane Le Roux 0001, Youssouf Oualhadj, Mickael Randour, Pierre Vandenhove |
Log. Methods Comput. Sci. | 4 |
| 2021 | Arena-Independent Finite-Memory Determinacy in Stochastic GamesabstractInternational audience Patricia Bouyer, Youssouf Oualhadj, Mickael Randour, Pierre Vandenhove |
CONCUR | 3 |
| 2021 | Time Flies When Looking out of the Window: Timed Games with Window Parity ObjectivesabstractThe 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 |
CONCUR | 2 |
| 2020 | Games Where You Can Play Optimally with Arena-Independent Finite MemoryabstractFor decades, two-player (antagonistic) games on graphs have been a framework of choice for many important problems in theoretical computer science. A notorious one is controller synthesis, which can be rephrased through the game-theoretic metaphor as the quest for a winning strategy of the system in a game against its antagonistic environment. Depending on the specification, optimal strategies might be simple or quite complex, for example having to use (possibly infinite) memory. Hence, research strives to understand which settings allow for simple strategies. In 2005, Gimbert and Zielonka [Hugo Gimbert and Wieslaw Zielonka, 2005] provided a complete characterization of preference relations (a formal framework to model specifications and game objectives) that admit memoryless optimal strategies for both players. In the last fifteen years however, practical applications have driven the community toward games with complex or multiple objectives, where memory - finite or infinite - is almost always required. Despite much effort, the exact frontiers of the class of preference relations that admit finite-memory optimal strategies still elude us. In this work, we establish a complete characterization of preference relations that admit optimal strategies using arena-independent finite memory, generalizing the work of Gimbert and Zielonka to the finite-memory case. We also prove an equivalent to their celebrated corollary of great practical interest: if both players have optimal (arena-independent-)finite-memory strategies in all one-player games, then it is also the case in all two-player games. Finally, we pinpoint the boundaries of our results with regard to the literature: our work completely covers the case of arena-independent memory (e.g., multiple parity objectives, lower- and upper-bounded energy objectives), and paves the way to the arena-dependent case (e.g., multiple lower-bounded energy objectives). Patricia Bouyer, Stéphane Le Roux 0001, Youssouf Oualhadj, Mickael Randour, Pierre Vandenhove |
CONCUR | 4 |
| 2020 | Simple Strategies in Multi-Objective MDPsabstractWe consider the verification of multiple expected reward objectives at once on Markov decision processes (MDPs). This enables a trade-off analysis among multiple objectives by obtaining a Pareto front. We focus on strategies that are easy to employ and implement. That is, strategies that are pure (no randomization) and have bounded memory. We show that checking whether a point is achievable by a pure stationary strategy is NP-complete, even for two objectives, and we provide an MILP encoding to solve the corresponding problem. The bounded memory case is treated by a product construction. Experimental results using S torm and G urobi show the feasibility of our algorithms. Florent Delgrange, Joost-Pieter Katoen, Tim Quatmann, Mickael Randour |
TACAS (1) | 4 |
| 2020 | Life is Random, Time is Not: Markov Decision Processes with Window Objectives
Thomas Brihaye, Florent Delgrange, Youssouf Oualhadj, Mickael Randour |
Log. Methods Comput. Sci. | 4 |
| 2019 | Life Is Random, Time Is Not: Markov Decision Processes with Window Objectives
Thomas Brihaye, Florent Delgrange, Youssouf Oualhadj, Mickael Randour |
CONCUR | 4 |
| 2019 | Energy Mean-Payoff GamesabstractIn this paper, we study one-player and two-player energy mean-payoff games. Energy mean-payoff games are games of infinite duration played on a finite graph with edges labeled by 2-dimensional weight vectors. The objective of the first player (the protagonist) is to satisfy an energy objective on the first dimension and a mean-payoff objective on the second dimension. We show that optimal strategies for the first player may require infinite memory while optimal strategies for the second player (the antagonist) do not require memory. In the one-player case (where only the first player has choices), the problem of deciding who is the winner can be solved in polynomial time while for the two-player case we show co-NP membership and we give effective constructions for the infinite-memory optimal strategies of the protagonist. Véronique Bruyère, Quentin Hautem, Mickael Randour, Jean-François Raskin |
CONCUR | 3 |
| 2018 | Extending Finite-Memory Determinacy by Boolean Combination of Winning ConditionsabstractWe study finite-memory (FM) determinacy in games on finite graphs, a central question for applications in controller synthesis, as FM strategies correspond to implementable controllers. We establish general conditions under which FM strategies suffice to play optimally, even in a broad multi-objective setting. We show that our framework encompasses important classes of games from the literature, and permits to go further, using a unified approach. While such an approach cannot match ad-hoc proofs with regard to tightness of memory bounds, it has two advantages: first, it gives a widely-applicable criterion for FM determinacy; second, it helps to understand the cornerstones of FM determinacy, which are often hidden but common in proofs for specific (combinations of) winning conditions. Stéphane Le Roux 0001, Arno Pauly, Mickael Randour |
FSTTCS | 3 |
| 2018 | Average-energy games
Patricia Bouyer, Nicolas Markey, Mickael Randour, Kim G. Larsen, Simon Laursen |
Acta Informatica | 3 |
| 2017 | Bounding Average-Energy Games
Patricia Bouyer, Piotr Hofman, Nicolas Markey, Mickael Randour, Martin Zimmermann 0002 |
FoSSaCS | 4 |
| 2017 | Threshold Constraints with Guarantees for Parity Objectives in Markov Decision ProcessesabstractThe beyond worst-case synthesis problem was introduced recently by Bruyère et al. [10]: it aims at building system controllers that provide strict worst-case performance guarantees against an antagonistic environment while ensuring higher expected performance against a stochastic model of the environment. Our work extends the framework of [10] and follow-up papers, which focused on quantitative objectives, by addressing the case of ω-regular conditions encoded as parity objectives, a natural way to represent functional requirements of systems. We build strategies that satisfy a main parity objective on all plays, while ensuring a secondary one with sufficient probability. This setting raises new challenges in comparison to quantitative objectives, as one cannot easily mix different strategies without endangering the functional properties of the system. We establish that, for all variants of this problem, deciding the existence of a strategy lies in NP coNP, the same complexity class as classical parity games. Hence, our framework provides additional modeling power while staying in the same complexity class. Raphaël Berthon, Mickael Randour, Jean-François Raskin |
ICALP | 2 |
| 2017 | Percentile queries in multi-dimensional Markov decision processes
Mickael Randour, Jean-François Raskin, Ocan Sankur |
Formal Methods Syst. Des. | 1 |
| 2017 | Meet your expectations with guarantees: Beyond worst-case synthesis in quantitative gamesabstractClassical analysis of two-player quantitative games involves an adversary (modeling the environment of the system) which is purely antagonistic and asks for strict guarantees while Markov decision processes model systems facing a purely randomized environment: the aim is then to optimize the expected payoff, with no guarantee on individual outcomes. We introduce the beyond worst-case synthesis problem, which is to construct strategies that guarantee some quantitative requirement in the worst-case while providing a higher expected value against a particular stochastic model of the environment given as input. We study the beyond worst-case synthesis problem for two important quantitative settings: the mean-payoff and the shortest path. In both cases, we show how to decide the existence of finite-memory strategies satisfying the problem and how to synthesize one if one exists. We establish algorithms and we study complexity bounds and memory requirements. Véronique Bruyère, Emmanuel Filiot, Mickael Randour, Jean-François Raskin |
Inf. Comput. | 3 |
| 2016 | Reachability in Networks of Register Protocols under Stochastic SchedulersabstractWe study the almost-sure reachability problem in a distributed system obtained as the asynchronous composition of N copies (called processes) of the same automaton (called protocol), that can communicate via a shared register with finite domain. The automaton has two types of transitions: write-transitions update the value of the register, while read-transitions move to a new state depending on the content of the register. Non-determinism is resolved by a stochastic scheduler. Given a protocol, we focus on almost-sure reachability of a target state by one of the processes. The answer to this problem naturally depends on the number N of processes. However, we prove that our setting has a cut-off property: the answer to the almost-sure reachability problem is constant when N is large enough; we then develop an EXPSPACE algorithm deciding whether this constant answer is positive or negative. Patricia Bouyer, Nicolas Markey, Mickael Randour, Arnaud Sangnier, Daniel Stan |
ICALP | 3 |
| 2016 | Non-Zero Sum Games for Reactive Synthesis
Romain Brenguier, Lorenzo Clemente, Paul Hunter 0001, Guillermo A. Pérez, Mickael Randour, Jean-François Raskin, Ocan Sankur, Mathieu Sassolas |
LATA | 5 |
| 2015 | Percentile Queries in Multi-dimensional Markov Decision Processes
Mickael Randour, Jean-François Raskin, Ocan Sankur |
CAV (1) | 1 |
| 2015 | Variations on the Stochastic Shortest Path Problem
Mickael Randour, Jean-François Raskin, Ocan Sankur |
VMCAI | 1 |
| 2015 | Looking at mean-payoff and total-payoff through windows
Krishnendu Chatterjee, Laurent Doyen 0001, Mickael Randour, Jean-François Raskin |
Inf. Comput. | 3 |
| 2014 | Meet Your Expectations With Guarantees: Beyond Worst-Case Synthesis in Quantitative Games
Véronique Bruyère, Emmanuel Filiot, Mickael Randour, Jean-François Raskin |
STACS | 3 |
| 2014 | Strategy synthesis for multi-dimensional quantitative objectives
Krishnendu Chatterjee, Mickael Randour, Jean-François Raskin |
Acta Informatica | 2 |
| 2013 | Looking at Mean-Payoff and Total-Payoff through Windows
Krishnendu Chatterjee, Laurent Doyen 0001, Mickael Randour, Jean-François Raskin |
ATVA | 3 |
| 2012 | Strategy Synthesis for Multi-Dimensional Quantitative Objectives
Krishnendu Chatterjee, Mickael Randour, Jean-François Raskin |
CONCUR | 2 |