Véronique Ventos

dblp:89/4052 · DBLP profile ↗
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19ranked-venue papers
4as first author
8since 2021 · last 2026
—ORCID · none

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

Artificial intelligence and machine learning · 15 · 3 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 5 since 2021Theory of computation · 6 · 2 first-author · 1 since 2021Databases, data management, data science and information retrieval · 2 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Nested Depth Search
abstract
Nested Monte Carlo Search (NMCS) has numerous applications, ranging from chemical retrosynthesis to quantum circuit design. We propose a generalization of NMCS that we named Nested Depth Search (NDS), in which a fixed depth search is used during a higher-level playout to generate the states sent to lower-level exploration. We establish the runtime of NDS and provide algorithms to compute the exact probability distribution of sequences generated by NDS. Experiments with the Set Cover problem and the Multiple Sequence Alignment problem show that NDS outperforms NMCS with the same time budget.
Junkang Li, Tristan Cazenave, Swann Legras, Arthur Queffelec, Véronique Ventos
AAAI5
2025 The Complexity of Pure Maxmin Strategies in Two-Player Extensive-Form Games
abstract
Extensive-form games model strategic interaction between players, with an emphasis on the sequential aspect of decision-making: players take turns to move until an ending is reached, and receive a reward according to which ending is reached. We study the complexity of computing the pure maxmin value for such games, i.e. the maximum reward that a player can guarantee by playing a pure strategy, whatever their opponents play. We focus on two-player and two-team games and perform a systematic study depending on the degree of imperfect information of each player or team: perfect information, perfect recall, or perfect recall for each agent in a team (which we call multi-agent perfect recall). For each combination, we settle the complexity of deciding whether the maxmin value is at least as high as a given threshold. We give a complete complexity picture for three orthogonal settings: games represented explicitly by their game tree; games represented compactly by game rules, for which we propose two new formalisms; games in which the set of strategies of the opponents is restricted to a known set of opponent models.
Junkang Li, Bruno Zanuttini, Véronique Ventos
J. Artif. Intell. Res.3
2025 Common abductive explanations in first order logic
Céline Rouveirol, Henry Soldano, Malik Kazi Aoual, Véronique Ventos
Mach. Learn.4
2024 Opponent-Model Search in Games with Incomplete Information
abstract
Games with incomplete information are games that model situations where players do not have common knowledge about the game they play, e.g. card games such as poker or bridge. Opponent models can be of crucial importance for decision-making in such games. We propose algorithms for computing optimal and/or robust strategies in games with incomplete information, given various types of knowledge about opponent models. As an application, we describe a framework for reasoning about an opponent's reasoning in such games, where opponent models arise naturally.
Junkang Li, Bruno Zanuttini, Véronique Ventos
AAAI3
2024 Combinatorial Games with Incomplete Information
Junkang Li, Bruno Zanuttini, Véronique Ventos
IJCAI3
2023 Explaining Optimal Trajectories
Céline Rouveirol, Malik Kazi Aoual, Henry Soldano, Véronique Ventos
RuleML+RR4
2022 Generalisation of Alpha-Beta Search for AND-OR Graphs With Partially Ordered Values
abstract
We define a new setting related to the evaluation of AND-OR directed acyclic graphs with partially ordered values. Such graphs arise naturally when solving games with incomplete information (e.g. most card games such as Bridge) or games with multiple criteria. In particular, this setting generalises standard AND-OR graph evaluation and computation of optimal strategies in games with complete information. Under this setting, we propose a new algorithm which uses both alpha-beta pruning and cached values. In this paper, we present our algorithm, prove its correctness, and give experimental results on a card game with incomplete information.
Junkang Li, Bruno Zanuttini, Tristan Cazenave, Véronique Ventos
IJCAI4
2021 Optimizing αµ
abstract
αµ is a search algorithm which repairs two defaults of Perfect Information Monte Carlo search: strategy fusion and non locality. In this paper we optimize αµ for the game of Bridge, avoiding useless computations. The proposed optimizations are general and apply to other imperfect information turn-based games. We define multiple optimizations involving Pareto fronts, and show that these optimizations speed up the search. Some of these optimizations are cuts that stop the search at a node, while others keep track of which possible worlds have become redundant, avoiding unnecessary, costly evaluations. We also measure the benefits of parallelizing the double dummy searches at the leaves of the αµ search tree.
Tristan Cazenave, Swann Legras, Véronique Ventos
CoG3
2020 Recursive Monte Carlo Search for Bridge Card Play
abstract
Computer Bridge remains a challenging obstacle for Artificial Intelligence. For the last twenty years, the state-of-the-art playing programs have been using a depth-one Monte Carlo (MC) search approach, associated with an open card solver called Double Dummy Solver (DDS). When increasing the computing resources, the MC approach reaches a plateau, and its playing level cannot be improved. In this work, we study Recursive MC (RMC) for Bridge card play. We show that, with more computing resources, this approach performs better than MC. Rather than using DDS or any domain-dependent simulator, a level N + 1 RMC consists in using a level N RMC playing program as simulator, level-zero RMC being MC. This recursion mechanism can be iterated several times at the cost of increasing the computing time, each time a recursion level is added. This work focusses on card play with no trump in duplicate with either 13 cards per player or 5 cards per player. With 13 cards per player, level-one RMC is superior to MC with a margin of 0.5 trick per card distribution on average, which is statistically significant. This is the first time RMC is applied with success to computer Bridge card play.
Bruno Bouzy, Alexis Rimbaud, Véronique Ventos
CoG3
2018 The Game of Bridge: A Challenge for ILP
Swann Legras, Céline Rouveirol, Véronique Ventos
ILP3
2017 Boosting a Bridge Artificial Intelligence
abstract
Bridge is an incomplete information game which is complex both for humans and for Computer-Bridge programs. The purpose of this paper is to present our work related to the adaptation to Bridge of a recent methodology used for boosting game Artificial Intelligence (AI) by seeking a random seed, or a probability distribution on random seeds, better than the others on a particular game. The Bridge AI Wbridge5 developed by Yves Costel has been boosted with the best seed found on the outcome of these experiments and has won the World Computer-Bridge Championship in September 2016.
Véronique Ventos, Yves Costel, Olivier Teytaud, Solène Thépaut
ICTAI1
2011 Abstract Concept Lattices
Henry Soldano, Véronique Ventos
ICFCA2
2010 Incremental Construction of Alpha Lattices and Association Rules
Henry Soldano, Véronique Ventos, Marc Champesme, David Forge
KES (2)2
2005 Alpha Galois Lattices: An Overview
Véronique Ventos, Henry Soldano
ICFCA1
2004 Alpha Galois Lattices
abstract
In many applications there is a need to represent a large number of data by clustering them in a hierarchy of classes. Our basic representation is a Galois lattice, a structure that exhaustively represents the whole set of concepts that are distinguishable given the instance set and the representation language. What we propose here is a method to reduce the size of the lattice, and thus simplify our view of the data, while conserving its formal structure and exhaustivity. For that purpose we use a preliminary partition of the instance set, representing the association of a "type" to each instance. By redefining the notion of extent of a term in order to cope, to a certain degree (denoted as /spl alpha/), with this partition, we define a particular family of Galois lattices denoted as alpha Galois lattices. We also discuss the related implication rules defined as inclusion of such /spl alpha/-extents.
Véronique Ventos, Henry Soldano, Thibaut Lamadon
ICDM1
2002 ZooM: a nested Galois lattices-based system for conceptual clustering
abstract
This paper deals with the representation of multi-valued data by clustering them in a small number of classes organized in a hierarchy and described at an appropriate level of abstraction. The contribution of this paper is three fold. First, we investigate a partial order, namely nesting, relating Galois lattices. A nested Galois lattice is obtained by reducing (through projections) the original lattice. As a consequence it makes coarser the equivalence relations defined on extents and intents. Second we investigate the intensional and extensional aspects of the languages used in our system ZooM. In particular we discuss the notion of α-extension of terms of a class language £. We also present our most expressive language £3, close to a description logic, and which expresses optionality or/and multi-valuation of attributes. Finally, the nesting order between the Galois lattices corresponding to various languages and extensions is exploited in the interactive system ZooM. Typically a ZooM session starts from a propositional language £2 and a coarse view of the data (through α-extension). Then the user selects two ordered nodes in the lattice and ZooM constructs a fine-grained lattice between the antecedents of these nodes. So the general purpose of ZooM is to give a general view of concepts addressing a large data set, then focussing on part of this coarse taxonomy.
Nathalie Pernelle, Marie-Christine Rousset, Henry Soldano, Véronique Ventos
J. Exp. Theor. Artif. Intell.4
2001 Explicitly Using Default Knowledge in Concept Learning: An Extended Description Logics Plus Strict and Default Rules
Véronique Ventos, Pierre Brézellec, Henry Soldano
LPNMR1
2001 Automatic Construction and Refinement of a Class Hierarchy over Multi-valued Data
Nathalie Pernelle, Marie-Christine Rousset, Véronique Ventos
PKDD3
2000 Towards Learning in CARIN-ALN
Céline Rouveirol, Véronique Ventos
ILP2