VLDB 2026 Research / reviewers in the wild / expert
Marek Szykula
dblp:97/10625
· DBLP profile ↗
41ranked-venue papers
6as first author
10since 2021 · last 2026
0000-0001-5349-468XORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Theory of computation · 31 · 6 first-author · 6 since 2021Artificial intelligence and machine learning · 7 · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 since 2021Databases, data management, data science and information retrieval · 1Human-computer interaction and ubiquitous computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Regular Games - an Automata-Based General Game Playing LanguageabstractWe propose a new General Game Playing (GGP) system called Regular Games (RG). The main goal of RG is to be both computationally efficient and convenient for game design. The system consists of several languages. The core component is a low-level language that defines the rules by a finite automaton. It is minimal with only a few mechanisms, which makes it easy for automatic processing (by agents, analysis, optimization, etc.). The language is universal for the class of all finite turn-based games with imperfect information. Higher-level languages are introduced for game design (by humans or Procedural Content Generation), which are eventually translated to a low-level language. RG generates faster forward models than the current state of the art, beating other GGP systems (Regular Boardgames, Ludii) in terms of efficiency. Additionally, RG's ecosystem includes an editor with LSP, automaton visualization, benchmarking tools, and a debugger of game description transformations. Radoslaw Miernik, Marek Szykula, Jakub Kowalski, Jakub Ciesluk, Lukasz Galas, Wojciech Pawlik |
AAAI | 2 |
| 2026 | Recognizing Completely Reachable Automata in Quadratic TimeabstractA complete deterministic finite (semi)automaton (DFA) with a set of states \( Q \) is completely reachable if every nonempty subset of \( Q \) is the image of the action of some word applied to \( Q \) . The concept of completely reachable automata appeared, in particular, in connection with synchronizing automata; the class contains the Černý automata and covers several distinguished subclasses. The notion was introduced by Bondar and Volkov (2016), who also raised the question about the complexity of deciding whether an automaton is completely reachable. We develop an algorithm solving this problem, which works in \({\mathcal{O}(|\Sigma|\cdot n^{2})}\) time and \(\mathcal{O}(|\Sigma|\cdot n)\) space, where \(n=|Q|\) is the number of states and \(|\Sigma|\) is the size of the input alphabet. In the second part, we prove a weak Don’s conjecture for this class of automata: a nonempty subset of states \(S\subseteq Q\) is reachable with a word of length at most \(2n(n-|S|)-n\cdot H_{n-|S|}\) , where \(H_{i}\) is the \( i \) th harmonic number. This implies a quadratic upper bound in \( n \) on the length of the shortest synchronizing words (reset threshold) for the class of completely reachable automata and generalizes earlier upper bounds derived for its subclasses. Robert Ferens, Marek Szykula |
ACM Trans. Algorithms | 2 |
| 2024 | Fast and Knowledge-Free Deep Learning for General Game Playing (Student Abstract)abstractWe develop a method of adapting the AlphaZero model to General Game Playing (GGP) that focuses on faster model generation and requires less knowledge to be extracted from the game rules. The dataset generation uses MCTS playing instead of self-play; only the value network is used, and attention layers replace the convolutional ones. This allows us to abandon any assumptions about the action space and board topology. We implement the method within the Regular Boardgames GGP system and show that we can build models outperforming the UCT baseline for most games efficiently. Michal Maras, Michal Kepa, Jakub Kowalski, Marek Szykula |
AAAI | 4 |
| 2023 | Completely Reachable Automata: A Polynomial Algorithm and Quadratic Upper BoundsabstractA complete deterministic finite (semi)automaton (DFA) with a set of states $Q$ is \emph{completely reachable} if every nonempty subset of $Q$ is the image of the action of some word applied to $Q$. The concept of completely reachable automata appeared, in particular, in connection with synchronizing automata; the class contains the Čern{ý} automata and covers several distinguished subclasses. The notion was introduced by Bondar and Volkov (2016), who also raised the question about the complexity of deciding if an automaton is completely reachable. We develop an algorithm solving this problem, which works in ${\mathcal{O}(|Σ|\cdot n^2)}$ time and $\mathcal{O}(|Σ|\cdot n)$ space, where $n=|Q|$ is the number of states and $|Σ|$ is the size of the input alphabet. In the second part, we prove a weak Don's conjecture for this class of automata: a nonempty subset of states $S \subseteq Q$ is reachable with a word of length at most $2n(n-|S|) - n \cdot H_{n-|S|}$, where $H_i$ is the $i$-th harmonic number. This implies a quadratic upper bound in $n$ on the length of the shortest synchronizing words (reset threshold) for the class of completely reachable automata and generalizes earlier upper bounds derived for its subclasses. Robert Ferens, Marek Szykula |
ICALP | 2 |
| 2022 | Split Moves for Monte-Carlo Tree SearchabstractIn many games, moves consist of several decisions made by the player. These decisions can be viewed as separate moves, which is already a common practice in multi-action games for efficiency reasons. Such division of a player move into a sequence of simpler / lower level moves is called splitting. So far, split moves have been applied only in forementioned straightforward cases, and furthermore, there was almost no study revealing its impact on agents' playing strength. Taking the knowledge-free perspective, we aim to answer how to effectively use split moves within Monte-Carlo Tree Search (MCTS) and what is the practical impact of split design on agents' strength. This paper proposes a generalization of MCTS that works with arbitrarily split moves. We design several variations of the algorithm and try to measure the impact of split moves separately on efficiency, quality of MCTS, simulations, and action-based heuristics. The tests are carried out on a set of board games and performed using the Regular Boardgames General Game Playing formalism, where split strategies of different granularity can be automatically derived based on an abstract description of the game. The results give an overview of the behavior of agents using split design in different ways. We conclude that split design can be greatly beneficial for single- as well as multi-action games. Jakub Kowalski, Maksymilian Mika, Wojciech Pawlik, Jakub Sutowicz, Marek Szykula, Mark H. M. Winands |
AAAI | 5 |
| 2022 | An Improved Algorithm for Finding the Shortest Synchronizing WordsabstractA synchronizing word of a deterministic finite complete automaton is a word whose action maps every state to a single one. Finding a shortest or a short synchronizing word is a central computational problem in the theory of synchronizing automata and is applied in other areas such as model-based testing and the theory of codes. Because the problem of finding a shortest synchronizing word is computationally hard, among \emph{exact} algorithms only exponential ones are known. We redesign the previously fastest known exact algorithm based on the bidirectional breadth-first search and improve it with respect to time and space in a practical sense. We develop new algorithmic enhancements and adapt the algorithm to multithreaded and GPU computing. Our experiments show that the new algorithm is multiple times faster than the previously fastest one and its advantage quickly grows with the hardness of the problem instance. Given a modest time limit, we compute the lengths of the shortest synchronizing words for random binary automata up to 570 states, significantly beating the previous record. We refine the experimental estimation of the average reset threshold of these automata. Finally, we develop a general computational package devoted to the problem, where an efficient and practical implementation of our algorithm is included, together with several well-known heuristics. Marek Szykula, Adam Zyzik |
ESA | 1 |
| 2021 | Lower Bounds on Avoiding ThresholdsabstractFor a DFA, a word avoids a subset of states, if after reading that word the automaton cannot be in any state from the subset regardless of its initial state. A subset that admits an avoiding word is avoidable. The k-avoiding threshold of a DFA is the smallest number such that every avoidable subset of size k can be avoided with a word no longer than that number. We study the problem of determining the maximum possible k-avoiding thresholds. For every fixed k ≥ 1, we show a general construction of strongly connected DFAs with n states and the k-avoiding threshold in Θ(n^k). This meets the known upper bound for k ≥ 3. For k = 1 and k = 2, the known upper bounds are respectively in 𝒪(n²) and in 𝒪(n³). For k = 1, we show that 2n-3 is attainable for every number of states n in the class of strongly connected synchronizing binary DFAs, which is supposed to be the best possible in the class of all DFAs for n ≥ 8. For k = 2, we show that the conjectured solution for k = 1 (an upper bound in 𝒪(n)) also implies a tight upper bound in 𝒪(n²) on 2-avoiding threshold. Finally, we discuss the possibility of using k-avoiding thresholds of synchronizing automata to improve upper bounds on the length of the shortest reset words. Robert Ferens, Marek Szykula, Vojtech Vorel |
MFCS | 2 |
| 2021 | Synchronizing Strongly Connected Partial DFAsabstractInternational audience Mikhail V. Berlinkov, Robert Ferens, Andrew Ryzhikov, Marek Szykula |
STACS | 4 |
| 2021 | The Frobenius and Factor Universality Problems of the Kleene Star of a Finite Set of WordsabstractWe solve open problems concerning the Kleene star <?TeX $L^*$?> of a finite set <?TeX $L$?> of words over an alphabet <?TeX $\Sigma$?> . The Frobenius monoid problem is the question for a given finite set of words <?TeX $L$?> , whether the language <?TeX $L^*$?> is cofinite. We show that it is PSPACE-complete. We also exhibit an infinite family of sets <?TeX $L$?> such that the length of the longest words not in <?TeX $L^*$?> (when <?TeX $L^*$?> is cofinite) is exponential in the length of the longest words in <?TeX $L$?> and subexponential in the sum of the lengths of words in <?TeX $L$?> . The factor universality problem is the question for a given finite set of words <?TeX $L$?> , whether every word over <?TeX $\Sigma$?> is a factor (substring) of some word from <?TeX $L^*$?> . We show that it is also PSPACE-complete. Besides that, we exhibit an infinite family of sets <?TeX $L$?> such that the length of the shortest words not being a factor of any word in <?TeX $L^*$?> is exponential in the length of the longest words in <?TeX $L$?> and subexponential in the sum of the lengths of words in <?TeX $L$?> . This essentially settles in the negative the longstanding Restivo’s conjecture (1981) and its weak variations. All our solutions are based on one shared construction, and as an auxiliary general tool, we introduce the concept of set rewriting systems . Finally, we complement the results with upper bounds. Maksymilian Mika, Marek Szykula |
J. ACM | 2 |
| 2021 | Preimage problems for deterministic finite automata
Mikhail V. Berlinkov, Robert Ferens, Marek Szykula |
J. Comput. Syst. Sci. | 3 |
| 2020 | Efficient Reasoning in Regular BoardgamesabstractWe present the technical side of reasoning in Regular Boardgames (RBG) language - a universal General Game Playing (GGP) formalism for the class of finite deterministic games with perfect information, encoding rules in the form of regular expressions. RBG serves as a research tool that aims to aid in the development of generalized algorithms for knowledge inference, analysis, generation, learning, and playing games. In all these tasks, both generality and efficiency are important.In the first part, this paper describes optimizations used by the RBG compiler. The impact of these optimizations ranges from 1.7 to even 33-fold efficiency improvement when measuring the number of possible game playouts per second. Then, we perform an in-depth efficiency comparison with three other modern GGP systems (GDL, Ludii, Ai Ai). We also include our own highly optimized game-specific reasoners to provide a point of reference of the maximum speed. Our experiments show that RBG is currently the fastest among the abstract general game playing languages, and its efficiency can be competitive to common interface-based systems that rely on handcrafted game-specific implementations. Finally, we discuss some issues and methodology of computing benchmarks like this. Jakub Kowalski, Radoslaw Miernik, Maksymilian Mika, Wojciech Pawlik, Jakub Sutowicz, Marek Szykula, Andrzej Tkaczyk |
CoG | 6 |
| 2020 | Existential Length UniversalityabstractWe study the following natural variation on the classical universality problem: given a language $L(M)$ represented by $M$ (e.g., a DFA/RE/NFA/PDA), does there exist an integer $\ell \geq 0$ such that $Σ^\ell \subseteq L(M)$? In the case of an NFA, we show that this problem is NEXPTIME-complete, and the smallest such $\ell$ can be doubly exponential in the number of states. This particular case was formulated as an open problem in 2009, and our solution uses a novel and involved construction. In the case of a PDA, we show that it is recursively unsolvable, while the smallest such $\ell$ is not bounded by any computable function of the number of states. In the case of a DFA, we show that the problem is NP-complete, and $e^{\sqrt{n \log n} (1+o(1))}$ is an asymptotically tight upper bound for the smallest such $\ell$, where $n$ is the number of states. Finally, we prove that in all these cases, the problem becomes computationally easier when the length $\ell$ is also given in binary in the input: it is polynomially solvable for a DFA, PSPACE-complete for an NFA, and co-NEXPTIME-complete for a PDA. Pawel Gawrychowski, Martin Lange 0001, Narad Rampersad, Jeffrey Shallit, Marek Szykula |
STACS | 5 |
| 2019 | Regular BoardgamesabstractWe propose a new General Game Playing (GGP) language called Regular Boardgames (RBG), which is based on the theory of regular languages. The objective of RBG is to join key properties as expressiveness, efficiency, and naturalness of the description in one GGP formalism, compensating certain drawbacks of the existing languages. This often makes RBG more suitable for various research and practical developments in GGP. While dedicated mostly for describing board games, RBG is universal for the class of all finite deterministic turn-based games with perfect information. We establish foundations of RBG, and analyze it theoretically and experimentally, focusing on the efficiency of reasoning. Regular Boardgames is the first GGP language that allows efficient encoding and playing games with complex rules and with large branching factor (e.g. amazons, arimaa, large chess variants, go, international checkers, paper soccer). Jakub Kowalski, Maksymilian Mika, Jakub Sutowicz, Marek Szykula |
AAAI | 4 |
| 2019 | Complexity of bifix-free regular languages
Robert Ferens, Marek Szykula |
Theor. Comput. Sci. | 2 |
| 2019 | Syntactic complexity of bifix-free regular languages
Marek Szykula, John Wittnebel |
Theor. Comput. Sci. | 1 |
| 2018 | Complexity of Preimage Problems for Deterministic Finite AutomataabstractGiven a subset of states S of a deterministic finite automaton and a word w, the preimage is the subset of all states that are mapped to a state from S by the action of w. We study the computational complexity of three problems related to the existence of words yielding certain preimages, which are especially motivated by the theory of synchronizing automata. The first problem is whether, for a given subset, there exists a word extending the subset (giving a larger preimage). The second problem is whether there exists a word totally extending the subset (giving the whole set of states) - it is equivalent to the problem whether there exists an avoiding word for the complementary subset. The third problem is whether there exists a word resizing the subset (giving a preimage of a different size). We also consider the variants of the problem where an upper bound on the length of the word is given in the input. Because in most cases our problems are computationally hard, we additionally consider parametrized complexity by the size of the given subset. We focus on the most interesting cases that are the subclasses of strongly connected, synchronizing, and binary automata. Mikhail V. Berlinkov, Robert Ferens, Marek Szykula |
MFCS | 3 |
| 2018 | Finding Short Synchronizing Words for Prefix CodesabstractWe study the problems of finding a shortest synchronizing word and its length for a given prefix code. This is done in two different settings: when the code is defined by an arbitrary decoder recognizing its star and when the code is defined by its literal decoder (whose size is polynomially equivalent to the total length of all words in the code). For the first case for every epsilon > 0 we prove n^(1 - epsilon)-inapproximability for recognizable binary maximal prefix codes, Theta(log n)-inapproximability for finite binary maximal prefix codes and n^(1/2 - epsilon)-inapproximability for finite binary prefix codes. By c-inapproximability here we mean the non-existence of a c-approximation polynomial time algorithm under the assumption P != NP, and by n the number of states of the decoder in the input. For the second case, we propose approximation and exact algorithms and conjecture that for finite maximal prefix codes the problem can be solved in polynomial time. We also study the related problems of finding a shortest mortal and a shortest avoiding word. Andrew Ryzhikov, Marek Szykula |
MFCS | 2 |
| 2018 | Improving the Upper Bound on the Length of the Shortest Reset WordabstractWe improve the best known upper bound on the length of the shortest reset words of synchronizing automata. The new bound is slightly better than $114 n^3 / 685 + O(n^2)$. The \v{C}ern\'y conjecture states that $(n-1)^2$ is an upper bound. So far, the best general upper bound was $(n^3-n)/6-1$ obtained by J.-E.~Pin and P.~Frankl in 1982. Despite a number of efforts, it remained unchanged for about 35 years. To obtain the new upper bound we utilize avoiding words. A word is avoiding for a state $q$ if after reading the word the automaton cannot be in $q$. We obtain upper bounds on the length of the shortest avoiding words, and using the approach of Trahtman from 2011 combined with the well known Frankl theorem from 1982, we improve the general upper bound on the length of the shortest reset words. For all the bounds, there exist polynomial algorithms finding a word of length not exceeding the bound. Marek Szykula |
STACS | 1 |
| 2018 | State Complexity of Overlap Assembly
Janusz A. Brzozowski, Lila Kari, Marek Szykula |
CIAA | 4 |
| 2018 | A machine learning approach to synchronization of automata
Igor T. Podolak, Adam Roman, Marek Szykula, Bartosz Zielinski 0001 |
Expert Syst. Appl. | 3 |
| 2018 | Syntactic complexity of suffix-free languages
Janusz A. Brzozowski, Marek Szykula |
Inf. Comput. | 2 |
| 2018 | Syntactic Complexity of Regular IdealsabstractThe state complexity of a regular language is the number of states in a minimal deterministic finite automaton accepting the language. The syntactic complexity of a regular language is the cardinality of its syntactic semigroup. The syntactic complexity of a subclass of regular languages is the worst-case syntactic complexity taken as a function of the state complexity n of languages in that class. We prove that n n−1, n n−1 + n − 1, and n n−2 + (n − 2)2 n−2 + 1 are tight upper bounds on the syntactic complexities of right ideals and prefix-closed languages, left ideals and suffix-closed languages, and two-sided ideals and factor-closed languages, respectively. Moreover, we show that the transition semigroups meeting the upper bounds for all three types of ideals are unique, and the numbers of generators (4, 5, and 6, respectively) cannot be reduced. Janusz A. Brzozowski, Marek Szykula, Yuli Ye |
Theory Comput. Syst. | 2 |
| 2017 | Attainable Values of Reset ThresholdsabstractAn automaton is synchronizing if there exists a word that sends all states of the automaton to a single state. The reset threshold is the length of the shortest such word. We study the set RT_n of attainable reset thresholds by automata with n states. Relying on constructions of digraphs with known local exponents we show that the intervals [1, (n^2-3n+4)/2] and [(p-1)(q-1), p(q-2)+n-q+1], where 2 <= p < q <= n, p+q > n, gcd(p,q)=1, belong to RT_n, even if restrict our attention to strongly connected automata. Moreover, we prove that in this case the smallest value that does not belong to RT_n is at least n^2 - O(n^{1.7625} log n / log log n). This value is increased further assuming certain conjectures about the gaps between consecutive prime numbers. We also show that any value smaller than n(n-1)/2 is attainable by an automaton with a sink state and any value smaller than n^2-O(n^{1.5}) is attainable in general case. Furthermore, we solve the problem of existence of slowly synchronizing automata over an arbitrarily large alphabet, by presenting for every fixed size of the alphabet an infinite series of irreducibly synchronizing automata with the reset threshold n^2-O(n). Michalina Dzyga, Robert Ferens, Vladimir V. Gusev, Marek Szykula |
MFCS | 4 |
| 2017 | Complexity of Bifix-Free Regular Languages
Robert Ferens, Marek Szykula |
CIAA | 2 |
| 2017 | Syntactic Complexity of Bifix-Free Languages
Marek Szykula, John Wittnebel |
CIAA | 1 |
| 2017 | Complexity of suffix-free regular languages
Janusz A. Brzozowski, Marek Szykula |
J. Comput. Syst. Sci. | 2 |
| 2016 | An Extremal Series of Eulerian Synchronizing Automata
Marek Szykula, Vojtech Vorel |
DLT | 1 |
| 2016 | Evolving Chess-like Games Using Relative Algorithm Performance Profiles
Jakub Kowalski, Marek Szykula |
EvoApplications (1) | 2 |
| 2016 | Experiments with Synchronizing Automata
Andrzej Kisielewicz 0001, Jakub Kowalski, Marek Szykula |
CIAA | 3 |
| 2016 | Algebraic synchronization criterion and computing reset words
Mikhail V. Berlinkov, Marek Szykula |
Inf. Sci. | 2 |
| 2015 | Complexity of Suffix-Free Regular Languages
Janusz A. Brzozowski, Marek Szykula |
FCT | 2 |
| 2015 | Algebraic Synchronization Criterion and Computing Reset Words
Mikhail V. Berlinkov, Marek Szykula |
MFCS (1) | 2 |
| 2015 | Synchronizing Automata with Extremal Properties
Andrzej Kisielewicz 0001, Marek Szykula |
MFCS (1) | 2 |
| 2015 | On the Number of Synchronizing Colorings of Digraphs
Vladimir V. Gusev, Marek Szykula |
CIAA | 2 |
| 2015 | Checking Whether an Automaton Is Monotonic Is NP-complete
Marek Szykula |
CIAA | 1 |
| 2015 | Forward and backward synchronizing algorithms
Adam Roman, Marek Szykula |
Expert Syst. Appl. | 2 |
| 2014 | Upper Bounds on Syntactic Complexity of Left and Two-Sided Ideals
Janusz A. Brzozowski, Marek Szykula |
Developments in Language Theory | 2 |
| 2014 | Large Aperiodic Semigroups
Janusz A. Brzozowski, Marek Szykula |
CIAA | 2 |
| 2013 | A Fast Algorithm Finding the Shortest Reset Words
Andrzej Kisielewicz 0001, Jakub Kowalski, Marek Szykula |
COCOON | 3 |
| 2013 | Generating Small Automata and the Černý Conjecture
Andrzej Kisielewicz 0001, Marek Szykula |
CIAA | 2 |
| 2011 | Rainbow Induced Subgraphs in Proper Vertex ColoringsabstractGiven a graph H we define ρ(H) to be the minimum order of a graph G such that every proper vertex coloring of G contains a rainbow induced subgraph isomorphic to H. We give upper and lower bounds for ρ(H), compute the exact value for some classes of graphs, and consider an interesting combinatorial problem connected with computation of ρ(H) for paths. A part of this research has been guided by a computer search and, accordingly, some computational results are presented. A special motivation comes from research in on-line coloring. Andrzej Kisielewicz 0001, Marek Szykula |
Fundam. Informaticae | 2 |