Pierre Vandenhove

dblp:232/2156 · DBLP profile ↗
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14ranked-venue papers
0as first author
13since 2021 · last 2026
0000-0001-5834-1068ORCID · verified

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

Theory of computation · 11 · 10 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Software engineering, systems software and programming languages · 1 · 1 since 2021
YearPublicationVenuePosition
2026 LTLf Learning Meets Boolean Set Cover
abstract
Learning formulas in Linear Temporal Logic ( $${\textbf {LTL}}_f $$ ) from finite traces is a fundamental research problem which has found applications in artificial intelligence, software engineering, programming languages, formal methods, control of cyber-physical systems, and robotics. We implement a new CPU tool called Bolt improving over the state of the art by learning formulas more than 100x faster over 70% of the benchmarks, with smaller or equal formulas in 98% of the cases. Our key insight is to leverage a problem called Boolean Set Cover as a subroutine to combine existing formulas using Boolean connectives. Thanks to the Boolean Set Cover component, our approach offers a novel trade-off between efficiency and formula size.
Gabriel Bathie, Nathanaël Fijalkow, Théo Matricon, Baptiste Mouillon, Pierre Vandenhove
TACAS (1)5
2025 Revelations: A Decidable Class of POMDPs with Omega-Regular Objectives
abstract
Partially observable Markov decision processes (POMDPs) form a prominent model for uncertainty in sequential decision making. We are interested in constructing algorithms with theoretical guarantees to determine whether the agent has a strategy ensuring a given specification with probability 1. This well-studied problem is known to be undecidable already for very simple omega-regular objectives, because of the difficulty of reasoning on uncertain events. We introduce a revelation mechanism which restricts information loss by requiring that almost surely the agent has eventually full information of the current state. Our main technical results are to construct exact algorithms for two classes of POMDPs called weakly and strongly revealing. Importantly, the decidable cases reduce to the analysis of a finite belief-support Markov decision process. This yields a conceptually simple and exact algorithm for a large class of POMDPs.
Marius Belly, Nathanaël Fijalkow, Hugo Gimbert, Florian Horn 0001, Guillermo A. Pérez, Pierre Vandenhove
AAAI6
2024 The Power of Counting Steps in Quantitative Games
abstract
peer reviewed
Sougata Bose, Rasmus Ibsen-Jensen, David Purser, Patrick Totzke, Pierre Vandenhove
CONCUR5
2024 Half-Positional Objectives Recognized by Deterministic Büchi Automata
abstract
In 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.4
2023 How to Play Optimally for Regular Objectives?
abstract
peer reviewed
Patricia Bouyer, Nathanaël Fijalkow, Mickael Randour, Pierre Vandenhove
ICALP4
2023 Half-Positional Objectives Recognized by Deterministic Büchi Automata (Extended Abstract)
abstract
In 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
IJCAI4
2023 Arena-Independent Finite-Memory Determinacy in Stochastic Games
abstract
We 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.4
2022 Half-Positional Objectives Recognized by Deterministic Büchi Automata
abstract
A 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
CONCUR4
2022 The True Colors of Memory: A Tour of Chromatic-Memory Strategies in Zero-Sum Games on Graphs (Invited Talk)
abstract
International audience
Patricia Bouyer, Mickael Randour, Pierre Vandenhove
FSTTCS3
2022 Characterizing Omega-Regularity Through Finite-Memory Determinacy of Games on Infinite Graphs
abstract
peer reviewed
Patricia Bouyer, Mickael Randour, Pierre Vandenhove
STACS3
2022 Decisiveness of stochastic systems and its application to hybrid models
Patricia Bouyer, Thomas Brihaye, Mickael Randour, Cédric Rivière, Pierre Vandenhove
Inf. Comput.5
2022 Games Where You Can Play Optimally with Arena-Independent Finite Memory
abstract
For 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.5
2021 Arena-Independent Finite-Memory Determinacy in Stochastic Games
abstract
International audience
Patricia Bouyer, Youssouf Oualhadj, Mickael Randour, Pierre Vandenhove
CONCUR4
2020 Games Where You Can Play Optimally with Arena-Independent Finite Memory
abstract
For 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
CONCUR5