Raphaël Berthon

dblp:183/1643 · DBLP profile ↗
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10ranked-venue papers
10as first author
7since 2021 · last 2026
0000-0002-2580-5193ORCID · corroborated

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

Theory of computation · 8 · 8 first-author · 5 since 2021Artificial intelligence and machine learning · 2 · 2 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2026 Positional Determinacy with Colored Vertices: A 1-To-2-Player Lift
abstract
Positional determinacy of vertex-colored parity games was proved in the 1990s, which directly implies positional determinacy of edge-colored parity games. In 2006, it was shown that if a prefix-independent color-based objective ensures that every edge-colored two-player turn-based game is positionally determined, this objective is equivalent to a parity objective. We prove a similar result for vertex-colored games, namely that the following are equivalent for any prefix-independent objective $W$ over a finite set of colors: - $W$ is positionally determined on all vertex-colored one-player games. - $W$ is positionally determined on all vertex-colored two-player games. - $W$ is equivalent to a parity objective on ordrerd pairs of colors. We prove that finiteness of the color set is required for our equivalence to hold. Beyond this $1$-to-$2$-player lift, the technique that we develop to handle the pairs of colors establishes a promising 2-way correspondence between edge-colored games and vertex-colored games.
Raphaël Berthon, Stéphane Le Roux 0001
CONCUR1
2025 A Direct Reduction from Stochastic Parity Games to Simple Stochastic Games
abstract
Significant progress has been recently achieved in developing efficient solutions for simple stochastic games (SSGs), focusing on reachability objectives. While reductions from stochastic parity games (SPGs) to SSGs have been presented in the literature through the use of multiple intermediate game models, a direct and simple reduction has been notably absent. This paper introduces a novel and direct polynomial-time reduction from quantitative SPGs to quantitative SSGs. By leveraging a gadget-based transformation that effectively removes the priority function, we construct an SSG that simulates the behavior of a given SPG. We formally establish the correctness of our direct reduction. Furthermore, we demonstrate that under binary encoding this reduction is polynomial, thereby directly corroborating the known NP ∩ coNP complexity of SPGs and providing new understanding in the relationship between parity and reachability objectives in turn-based stochastic games.
Raphaël Berthon, Joost-Pieter Katoen
CONCUR1
2025 Robust Strategies for Stochastic Multi-Agent Systems
Raphaël Berthon, Joost-Pieter Katoen, Munyque Mittelmann, Aniello Murano
AAMAS1
2024 Natural Strategic Ability in Stochastic Multi-Agent Systems
abstract
Strategies synthesized using formal methods can be complex and often require infinite memory, which does not correspond to the expected behavior when trying to model Multi-Agent Systems (MAS). To capture such behaviors, natural strategies are a recently proposed framework striking a balance between the ability of agents to strategize with memory and the complexity of the model-checking problem, but until now has been restricted to fully deterministic settings. For the first time, we consider the probabilistic temporal logics PATL and PATL∗ under natural strategies (NatPATL and NatPATL∗). As main result we show that, in stochastic MAS, NatPATL model-checking is NP-complete when the active coalition is restricted to deterministic strategies. We also give a 2NEXPTIME complexity result for NatPATL∗ with the same restriction. In the unrestricted case, we give an EXPSPACE complexity for NatPATL and 3EXPSPACE complexity for NatPATL*.
Raphaël Berthon, Joost-Pieter Katoen, Munyque Mittelmann, Aniello Murano
AAAI1
2021 Active Learning of Sequential Transducers with Side Information About the Domain
Raphaël Berthon, Adrien Boiret, Guillermo A. Pérez, Jean-François Raskin
DLT1
2021 Alternating Tree Automata with Qualitative Semantics
abstract
We study alternating automata with qualitative semantics over infinite binary trees: Alternation means that two opposing players construct a decoration of the input tree called a run, and the qualitative semantics says that a run of the automaton is accepting if almost all branches of the run are accepting. In this article, we prove a positive and a negative result for the emptiness problem of alternating automata with qualitative semantics. The positive result is the decidability of the emptiness problem for the case of Büchi acceptance condition. An interesting aspect of our approach is that we do not extend the classical solution for solving the emptiness problem of alternating automata, which first constructs an equivalent non-deterministic automaton. Instead, we directly construct an emptiness game making use of imperfect information. The negative result is the undecidability of the emptiness problem for the case of co-Büchi acceptance condition. This result has two direct consequences: the undecidability of monadic second-order logic extended with the qualitative path-measure quantifier and the undecidability of the emptiness problem for alternating tree automata with non-zero semantics, a recently introduced probabilistic model of alternating tree automata.
Raphaël Berthon, Nathanaël Fijalkow, Emmanuel Filiot, Shibashis Guha, Bastien Maubert, Aniello Murano, Laureline Pinault, Sophie Pinchinat, Sasha Rubin, Olivier Serre
ACM Trans. Comput. Log.1
2021 Strategy Logic with Imperfect Information
abstract
We introduce an extension of Strategy Logic for the imperfect-information setting, called SL ii and study its model-checking problem. As this logic naturally captures multi-player games with imperfect information, this problem is undecidable; but we introduce a syntactical class of “hierarchical instances” for which, intuitively, as one goes down the syntactic tree of the formula, strategy quantifications are concerned with finer observations of the model, and we prove that model-checking SL ii restricted to hierarchical instances is decidable. This result, because it allows for complex patterns of existential and universal quantification on strategies, greatly generalises the decidability of distributed synthesis for systems with hierarchical information. It allows us to easily derive new decidability results concerning strategic problems under imperfect information such as the existence of Nash equilibria or rational synthesis. To establish this result, we go through an intermediary, “low-level” logic much more adapted to automata techniques. QCTL * is an extension of CTL * with second-order quantification over atomic propositions that has been used to study strategic logics with perfect information. We extend it to the imperfect information setting by parameterising second-order quantifiers with observations. The simple syntax of the resulting logic, QCTL * ii , allows us to provide a conceptually neat reduction of SL ii to QCTL * ii that separates concerns, allowing one to forget about strategies and players and focus solely on second-order quantification. While the model-checking problem of QCTL * ii is, in general, undecidable, we identify a syntactic fragment of hierarchical formulas and prove, using an automata-theoretic approach, that it is decidable.
Raphaël Berthon, Bastien Maubert, Aniello Murano, Sasha Rubin, Moshe Y. Vardi
ACM Trans. Comput. Log.1
2020 Mixing Probabilistic and non-Probabilistic Objectives in Markov Decision Processes
abstract
In this paper, we consider algorithms to decide the existence of strategies in MDPs for Boolean combinations of objectives. These objectives are omega-regular properties that need to be enforced either surely, almost surely, existentially, or with non-zero probability. In this setting, relevant strategies are randomized infinite memory strategies: both infinite memory and randomization may be needed to play optimally. We provide algorithms to solve the general case of Boolean combinations and we also investigate relevant subcases. We further report on complexity bounds for these problems.
Raphaël Berthon, Shibashis Guha, Jean-François Raskin
LICS1
2017 Threshold Constraints with Guarantees for Parity Objectives in Markov Decision Processes
abstract
The 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
ICALP1
2017 Strategy logic with imperfect information
abstract
We introduce an extension of Strategy logic for the imperfect-information setting, called SLii, and study its model-checking problem. As this logic naturally captures multi-player games with imperfect information, the problem turns out to be undecidable. We introduce a syntactical class of “hierarchical instances” for which, intuitively, as one goes down the syntactic tree of the formula, strategy quantifications are concerned with finer observations of the model. We prove that model-checking SLiirestricted to hierarchical instances is decidable. This result, because it allows for complex patterns of existential and universal quantification on strategies, greatly generalises previous ones, such as decidability of multi-player games with imperfect information and hierarchical observations, and decidability of distributed synthesis for hierarchical systems. To establish the decidability result, we introduce and study QCTLii*, an extension of QCTL (itself an extension of CTL with second-order quantification over atomic propositions) by parameterising its quantifiers with observations. The simple syntax of QCTLii* allows us to provide a conceptually neat reduction of SLiito QCTLii* that separates concerns, allowing one to forget about strategies and players and focus solely on second-order quantification. While the model-checking problem of QCTLii* is, in general, undecidable, we identify a syntactic fragment of hierarchical formulas and prove, using an automata-theoretic approach, that it is decidable. The decidability result for SLiifollows since the reduction maps hierarchical instances of SLiito hierarchical formulas of QCTLii*.
Raphaël Berthon, Bastien Maubert, Aniello Murano, Sasha Rubin, Moshe Y. Vardi
LICS1