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Jean-Raphaël Gaglione

dblp:291/4503 · DBLP profile ↗
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6ranked-venue papers
1as first author
6since 2021 · last 2025
0000-0002-3237-3974ORCID · verified

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

Artificial intelligence and machine learning · 5 · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 since 2021Software engineering, systems software and programming languages · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Theoretical computer science
1 paper
Automata and formal languages · 75% Logic in computer science · 25%
Artificial intelligence
1 paper
Reinforcement learning · 100%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Automata and formal languages › grammatical inference
automata learning
0.712023
Learning Interpretable Temporal Properties from Positive Examples Only · AAAI 2023
Automata and formal languages › grammatical inference › automata learning
DFA learning
0.712023
Learning Interpretable Temporal Properties from Positive Examples Only · AAAI 2023
Automata and formal languages › language learning
learning from positive data
0.712023
Learning Interpretable Temporal Properties from Positive Examples Only · AAAI 2023
Logic in computer science
temporal logic
0.712023
Learning Interpretable Temporal Properties from Positive Examples Only · AAAI 2023
Machine learning › Reinforcement learning › reward learning
reward machine learning
0.512021
Advice-Guided Reinforcement Learning in a non-Markovian Environment · AAAI 2021
Machine learning › Reinforcement learning › reward design
reward shaping
0.512021
Advice-Guided Reinforcement Learning in a non-Markovian Environment · AAAI 2021

Methods — techniques the papers use, named apart from their topics

language minimality · 0.7counterexample-guided learning · 0.7constraint satisfaction · 0.7convergence analysis · 0.5DFA-based advice · 0.5
YearPublicationVenuePosition
2025 Dynamic Coalition Structure Detection in Natural-Language-based Interactions
Abhishek Ninad Kulkarni, Andy Liu, Jean-Raphaël Gaglione, Daniel Fried, Ufuk Topcu
AAMAS3
2023 Learning Interpretable Temporal Properties from Positive Examples Only
abstract
We consider the problem of explaining the temporal behavior of black-box systems using human-interpretable models. Following recent research trends, we rely on the fundamental yet interpretable models of deterministic finite automata (DFAs) and linear temporal logic (LTL_f) formulas. In contrast to most existing works for learning DFAs and LTL_f formulas, we consider learning from only positive examples. Our motivation is that negative examples are generally difficult to observe, in particular, from black-box systems. To learn meaningful models from positive examples only, we design algorithms that rely on conciseness and language minimality of models as regularizers. Our learning algorithms are based on two approaches: a symbolic and a counterexample-guided one. The symbolic approach exploits an efficient encoding of language minimality as a constraint satisfaction problem, whereas the counterexample-guided one relies on generating suitable negative examples to guide the learning. Both approaches provide us with effective algorithms with minimality guarantees on the learned models. To assess the effectiveness of our algorithms, we evaluate them on a few practical case studies.
Rajarshi Roy 0002, Jean-Raphaël Gaglione, Nasim Baharisangari, Daniel Neider, Zhe Xu 0005, Ufuk Topcu
AAAI2
2023 Reinforcement Learning with Temporal-Logic-Based Causal Diagrams
Yash Paliwal, Rajarshi Roy 0002, Jean-Raphaël Gaglione, Nasim Baharisangari, Daniel Neider, Xiaoming Duan, Ufuk Topcu, Zhe Xu 0005
CD-MAKE3
2023 Reinforcement Learning with Reward Machines in Stochastic Games
abstract
We investigate multi-agent reinforcement learning for stochastic games with complex tasks, where the reward functions are non-Markovian. We utilize reward machines to incorporate high-level knowledge of complex tasks. We develop an algorithm called Q-learning with reward machines for stochastic games (QRM-SG), to learn the best-response strategy at Nash equilibrium for each agent. In QRM-SG, we define the Q-function at a Nash equilibrium in augmented state space. The augmented state space integrates the state of the stochastic game and the state of reward machines. Each agent learns the Q-functions of all agents in the system. We prove that Q-functions learned in QRM-SG converge to the Q-functions at a Nash equilibrium if the stage game at each time step during learning has a global optimum point or a saddle point, and the agents update Q-functions based on the best-response strategy at this point. We use the Lemke-Howson method to derive the best-response strategy given current Q-functions. The three case studies show that QRM-SG can learn the best-response strategies effectively. QRM-SG learns the best-response strategies after around 7500 episodes in Case Study I, 1000 episodes in Case Study II, and 1500 episodes in Case Study III, while baseline methods such as Nash Q-learning and MADDPG fail to converge to the Nash equilibrium in all three case studies.
Jueming Hu, Jean-Raphaël Gaglione, Zhe Xu 0005, Ufuk Topcu, Yongming Liu
ECAI2
2021 Advice-Guided Reinforcement Learning in a non-Markovian Environment
abstract
We study a class of reinforcement learning tasks in which the agent receives its reward for complex, temporally-extended behaviors sparsely. For such tasks, the problem is how to augment the state-space so as to make the reward function Markovian in an efficient way. While some existing solutions assume that the reward function is explicitly provided to the learning algorithm (e.g., in the form of a reward machine), the others learn the reward function from the interactions with the environment, assuming no prior knowledge provided by the user. In this paper, we generalize both approaches and enable the user to give advice to the agent, representing the user’s best knowledge about the reward function, potentially fragmented, partial, or even incorrect. We formalize advice as a set of DFAs and present a reinforcement learning algorithm that takes advantage of such advice, with optimal con- vergence guarantee. The experiments show that using well- chosen advice can reduce the number of training steps needed for convergence to optimal policy, and can decrease the computation time to learn the reward function by up to two orders of magnitude.
Daniel Neider, Jean-Raphaël Gaglione, Ivan Gavran, Ufuk Topcu, Bo Wu 0005, Zhe Xu 0005
AAAI2
2021 Learning Linear Temporal Properties from Noisy Data: A MaxSAT-Based Approach
Jean-Raphaël Gaglione, Daniel Neider, Rajarshi Roy 0002, Ufuk Topcu, Zhe Xu 0005
ATVA1