EDBT 2026 Demo / reviewers in the wild / expert
Marcin Jurdzinski
dblp:42/2563
· DBLP profile ↗
46ranked-venue papers
18as first author
4since 2021 · last 2026
0000-0003-3640-8481ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Theory of computation · 39 · 15 first-author · 4 since 2021Software engineering, systems software and programming languages · 6 · 2 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 1 first-authorArtificial intelligence and machine learning · 1Databases, data management, data science and information retrieval · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Fast Obligation Translation and SynthesisabstractAbstract Syntactic obligations are a fragment of LTL formulas that translate to deterministic weak $$\omega $$ ω -automata (DWA). We show that syntactic obligations can be very efficiently converted to minimal DWA represented using multi-terminal binary decision diagrams (MTBDDs), and that synthesis of such specifications can be solved directly on the MTBDD representation on the fly. Our implementation in Spot shows substantial runtime improvements in translation and synthesis. Alexandre Duret-Lutz, Giuseppe De Giacomo, Marcin Jurdzinski, Nir Piterman, Moshe Y. Vardi, Shufang Zhu 0001 |
CAV (1) | 3 |
| 2024 | Lookahead Games and Efficient Determinisation of History-Deterministic Büchi AutomataabstractOur main technical contribution is a polynomial-time determinisation procedure for history-deterministic Büchi automata, which settles an open question of Kuperberg and Skrzypczak, 2015. A key conceptual contribution is the lookahead game, which is a variant of Bagnol and Kuperberg's token game, in which Adam is given a fixed lookahead. We prove that the lookahead game is equivalent to the 1-token game. This allows us to show that the 1-token game characterises history-determinism for semantically-deterministic Büchi automata, which paves the way to our polynomial-time determinisation procedure. Rohan Acharya, Marcin Jurdzinski, Aditya Prakash 0002 |
ICALP | 2 |
| 2022 | A Technique to Speed up Symmetric Attractor-Based Algorithms for Parity GamesabstractProgress-measure lifting algorithms for solving parity games have the best worst-case asymptotic runtime, but are limited by their asymmetric nature, and known from the work of Czerwiński et al. (2018) to be subject to a matching quasi-polynomial lower bound inherited from the combinatorics of universal trees. Parys (2019) has developed an ingenious quasi-polynomial McNaughton- Zielonka-style algorithm, and Lehtinen et al. (2019) have improved its worst-case runtime. Jurdziński and Morvan (2020) have recently brought forward a generic attractor-based algorithm, formalizing a second class of quasi-polynomial solutions to solving parity games, which have runtime quadratic in the size of universal trees. First, we adapt the framework of iterative lifting algorithms to computing attractor-based strategies. Second, we design a symmetric lifting algorithm in this setting, in which two lifting iterations, one for each player, accelerate each other in a recursive fashion. The symmetric algorithm performs at least as well as progress-measure liftings in the worst-case, whilst bypassing their inherent asymmetric limitation. Thirdly, we argue that the behaviour of the generic attractor-based algorithm of Jurdzinski and Morvan (2020) can be reproduced by a specific deceleration of our symmetric lifting algorithm, in which some of the information collected by the algorithm is repeatedly discarded. This yields a novel interpretation of McNaughton-Zielonka-style algorithms as progress-measure lifting iterations (with deliberate set-backs), further strengthening the ties between all known quasi-polynomial algorithms to date. K. S. Thejaswini, Pierre Ohlmann, Marcin Jurdzinski |
FSTTCS | 3 |
| 2021 | When are emptiness and containment decidable for probabilistic automata?
Laure Daviaud, Marcin Jurdzinski, Ranko Lazic 0001, Filip Mazowiecki, Guillermo A. Pérez, James Worrell 0001 |
J. Comput. Syst. Sci. | 2 |
| 2020 | The Strahler Number of a Parity GameabstractThe Strahler number of a rooted tree is the largest height of a perfect binary tree that is its minor. The Strahler number of a parity game is proposed to be defined as the smallest Strahler number of the tree of any of its attractor decompositions. It is proved that parity games can be solved in quasi-linear space and in time that is polynomial in the number of vertices~$n$ and linear in $({d}/{2k})^k$, where $d$ is the number of priorities and $k$ is the Strahler number. This complexity is quasi-polynomial because the Strahler number is at most logarithmic in the number of vertices. The proof is based on a new construction of small Strahler-universal trees. It is shown that the Strahler number of a parity game is a robust parameter: it coincides with its alternative version based on trees of progress measures and with the register number defined by Lehtinen~(2018). It follows that parity games can be solved in quasi-linear space and in time that is polynomial in the number of vertices and linear in $({d}/{2k})^k$, where $k$ is the register number. This significantly improves the running times and space achieved for parity games of bounded register number by Lehtinen (2018) and by Parys (2020). The running time of the algorithm based on small Strahler-universal trees yields a novel trade-off $k \cdot \lg(d/k) = O(\log n)$ between the two natural parameters that measure the structural complexity of a parity game, which allows solving parity games in polynomial time. This includes as special cases the asymptotic settings of those parameters covered by the results of Calude, Jain Khoussainov, Li, and Stephan (2017), of Jurdziński and Lazić (2017), and of Lehtinen (2018), and it significantly extends the range of such settings, for example to $d = 2^{O\left(\sqrt{\lg n}\right)}$ and $k = O\!\left(\sqrt{\lg n}\right)$. Laure Daviaud, Marcin Jurdzinski, K. S. Thejaswini |
ICALP | 2 |
| 2019 | Alternating Weak Automata from Universal TreesabstractAn improved translation from alternating parity automata on infinite words to alternating weak automata is given. The blow-up of the number of states is related to the size of the smallest universal ordered trees and hence it is quasi-polynomial, and only polynomial if the asymptotic number of priorities is logarithmic in the number of states. This is an exponential improvement on the translation of Kupferman and Vardi (2001) and a quasi-polynomial improvement on the translation of Boker and Lehtinen (2018). Any slightly better such translation would (if---like all presently known such translations---it is efficiently constructive) lead to algorithms for solving parity games that are asymptotically faster in the worst case than the current state of the art (Calude, Jain, Khoussainov, Li, and Stephan, 2017; Jurdziński and Lazić, 2017; and Fearnley, Jain, Schewe, Stephan, and Wojtczak, 2017), and hence it would yield a significant breakthrough. Laure Daviaud, Marcin Jurdzinski, Karoliina Lehtinen |
CONCUR | 2 |
| 2019 | Universal trees grow inside separating automata: Quasi-polynomial lower bounds for parity gamesabstractSeveral distinct techniques have been proposed to design quasi-polynomial algorithms for solving parity games since the breakthrough result of Calude, Jain, Khoussainov, Li, and Stephan (2017): play summaries, progress measures and register games. We argue that all those techniques can be viewed as instances of the separation approach to solving parity games, a key technical component of which is constructing (explicitly or implicitly) an automaton that separates languages of words encoding plays that are (decisively) won by either of the two players. Our main technical result is a quasi-polynomial lower bound on the size of such separating automata that nearly matches the current best upper bounds. This forms a barrier that all existing approaches must overcome in the ongoing quest for a polynomial-time algorithm for solving parity games. The key and fundamental concept that we introduce and study is a universal ordered tree. The technical highlights are a quasi-polynomial lower bound on the size of universal ordered trees and a proof that every separating safety automaton has a universal tree hidden in its state space. Wojciech Czerwinski, Laure Daviaud, Nathanaël Fijalkow, Marcin Jurdzinski, Ranko Lazic 0001, Pawel Parys |
SODA | 4 |
| 2019 | Distributed Methods for Computing Approximate EquilibriaabstractWe present a new, distributed method to compute approximate Nash equilibria in bimatrix games. In contrast to previous approaches that analyze the two payoff matrices at the same time (for example, by solving a single LP that combines the two players’ payoffs), our algorithm first solves two independent LPs, each of which is derived from one of the two payoff matrices, and then computes an approximate Nash equilibrium using only limited communication between the players. Our method gives improved bounds on the complexity of computing approximate Nash equilibria in a number of different settings. Firstly, it gives a polynomial-time algorithm for computing approximate well supported Nash equilibria (WSNE) that always finds a 0.6528-WSNE, beating the previous best guarantee of 0.6608. Secondly, since our algorithm solves the two LPs separately, it can be applied to give an improved bound in the limited communication setting, giving a randomized expected-polynomial-time algorithm that uses poly-logarithmic communication and finds a 0.6528-WSNE, which beats the previous best known guarantee of 0.732. It can also be applied to the case of approximate Nash equilibria, where we obtain a randomized expected-polynomial-time algorithm that uses poly-logarithmic communication and always finds a 0.382-approximate Nash equilibrium, which improves the previous best guarantee of 0.438. Finally, the method can also be applied in the query complexity setting to give an algorithm that makes $$O(n \log n)$$ payoff queries and always finds a 0.6528-WSNE, which improves the previous best known guarantee of 2/3. Artur Czumaj, Argyrios Deligkas, Michail Fasoulakis, John Fearnley, Marcin Jurdzinski, Rahul Savani |
Algorithmica | 5 |
| 2018 | When is Containment Decidable for Probabilistic Automata?abstractThe containment problem for quantitative automata is the natural quantitative generalisation of the classical language inclusion problem for Boolean automata. We study it for probabilistic automata, where it is known to be undecidable in general. We restrict our study to the class of probabilistic automata with bounded ambiguity. There, we show decidability (subject to Schanuel's conjecture) when one of the automata is assumed to be unambiguous while the other one is allowed to be finitely ambiguous. Furthermore, we show that this is close to the most general decidable fragment of this problem by proving that it is already undecidable if one of the automata is allowed to be linearly ambiguous. Laure Daviaud, Marcin Jurdzinski, Ranko Lazic 0001, Filip Mazowiecki, Guillermo A. Pérez, James Worrell 0001 |
ICALP | 2 |
| 2018 | A pseudo-quasi-polynomial algorithm for mean-payoff parity gamesabstractIn a mean-payoff parity game, one of the two players aims both to achieve a qualitative parity objective and to minimize a quantitative long-term average of payoffs (aka. mean payoff). The game is zero-sum and hence the aim of the other player is to either foil the parity objective or to maximize the mean payoff. Laure Daviaud, Marcin Jurdzinski, Ranko Lazic 0001 |
LICS | 2 |
| 2017 | Perfect half space gamesabstractWe introduce perfect half space games, in which the goal of Player 2 is to make the sums of encountered multi-dimensional weights diverge in a direction which is consistent with a chosen sequence of perfect half spaces (chosen dynamically by Player 2). We establish that the bounding games of Jurdziński et al. (ICALP 2015) can be reduced to perfect half space games, which in turn can be translated to the lexicographic energy games of Colcombet and Niwiński, and are positionally determined in a strong sense (Player 2 can play without knowing the current perfect half space). We finally show how perfect half space games and bounding games can be employed to solve multi-dimensional energy parity games in pseudo-polynomial time when both the numbers of energy dimensions and of priorities are fixed, regardless of whether the initial credit is given as part of the input or existentially quantified. This also yields an optimal 2-EXPTIME complexity with given initial credit, where the best known upper bound was non-elementary. Thomas Colcombet, Marcin Jurdzinski, Ranko Lazic 0001, Sylvain Schmitz |
LICS | 2 |
| 2017 | Succinct progress measures for solving parity gamesabstractThe recent breakthrough paper by Calude et al. has given the first algorithm for solving parity games in quasi-polynomial time, where previously the best algorithms were mildly subexponential. We devise an alternative quasi-polynomial time algorithm based on progress measures, which allows us to reduce the space required from quasi-polynomial to nearly linear. Our key technical tools are a novel concept of ordered tree coding, and a succinct tree coding result that we prove using bounded adaptive multi-counters, both of which are interesting in their own right. Marcin Jurdzinski, Ranko Lazic 0001 |
LICS | 1 |
| 2016 | Mean-Payoff Games on Timed AutomataabstractMean-payoff games on timed automata are played on the infinite weighted graph of configurations of priced timed automata between two players, Player Min and Player Max, by moving a token along the states of the graph to form an infinite run. The goal of Player Min is to minimize the limit average weight of the run, while the goal of the Player Max is the opposite. Brenguier, Cassez, and Raskin recently studied a variation of these games and showed that mean-payoff games are undecidable for timed automata with five or more clocks. We refine this result by proving the undecidability of mean-payoff games with three clocks. On a positive side, we show the decidability of mean-payoff games on one-clock timed automata with binary price-rates. A key contribution of this paper is the application of dynamic programming based proof techniques applied in the context of average reward optimization on an uncountable state and action space. Shibashis Guha, Marcin Jurdzinski, S. Krishna 0004, Ashutosh Trivedi 0001 |
FSTTCS | 2 |
| 2016 | Distributed Methods for Computing Approximate Equilibria
Artur Czumaj, Argyrios Deligkas, Michail Fasoulakis, John Fearnley, Marcin Jurdzinski, Rahul Savani |
WINE | 5 |
| 2015 | Fixed-Dimensional Energy Games are in Pseudo-Polynomial Time
Marcin Jurdzinski, Ranko Lazic 0001, Sylvain Schmitz |
ICALP (2) | 1 |
| 2015 | Approximate Nash Equilibria with Near Optimal Social Welfare
Artur Czumaj, Michail Fasoulakis, Marcin Jurdzinski |
IJCAI | 3 |
| 2015 | Reachability in two-clock timed automata is PSPACE-complete
John Fearnley, Marcin Jurdzinski |
Inf. Comput. | 2 |
| 2014 | Approximate Well-Supported Nash Equilibria in Symmetric Bimatrix Games
Artur Czumaj, Michail Fasoulakis, Marcin Jurdzinski |
SAGT | 3 |
| 2013 | Reachability in Two-Clock Timed Automata Is PSPACE-Complete
John Fearnley, Marcin Jurdzinski |
ICALP (2) | 2 |
| 2013 | The covering and boundedness problems for branching vector addition systemsabstractThe covering and boundedness problems for branching vector addition systems are shown complete for doubly-exponential time. Stéphane Demri, Marcin Jurdzinski, Oded Lachish, Ranko Lazic 0001 |
J. Comput. Syst. Sci. | 2 |
| 2011 | Average-price-per-reward games on hybrid automata with strong resets
Michal Rutkowski, Ranko Lazic 0001, Marcin Jurdzinski |
Int. J. Softw. Tools Technol. Transf. | 3 |
| 2011 | Alternating automata on data trees and XPath satisfiabilityabstractA data tree is an unranked ordered tree whose every node is labeled by a letter from a finite alphabet and an element (“datum”) from an infinite set, where the latter can only be compared for equality. The article considers alternating automata on data trees that can move downward and rightward, and have one register for storing data. The main results are that nonemptiness over finite data trees is decidable but not primitive recursive, and that nonemptiness of safety automata is decidable but not elementary. The proofs use nondeterministic tree automata with faulty counters. Allowing upward moves, leftward moves, or two registers, each causes undecidability. As corollaries, decidability is obtained for two data-sensitive fragments of the XPath query language. Marcin Jurdzinski, Ranko Lazic 0001 |
ACM Trans. Comput. Log. | 1 |
| 2010 | Linear Complementarity Algorithms for Infinite Games
John Fearnley, Marcin Jurdzinski, Rahul Savani |
SOFSEM | 2 |
| 2009 | Concavely-Priced Probabilistic Timed Automata
Marcin Jurdzinski, Marta Z. Kwiatkowska, Gethin Norman, Ashutosh Trivedi 0001 |
CONCUR | 1 |
| 2009 | The Covering and Boundedness Problems for Branching Vector Addition Systems
Stéphane Demri, Marcin Jurdzinski, Oded Lachish, Ranko Lazic 0001 |
FSTTCS | 2 |
| 2009 | Algorithms for Solving Infinite Games
Marcin Jurdzinski |
SOFSEM | 1 |
| 2009 | Average-Price-per-Reward Games on Hybrid Automata with Strong Resets
Marcin Jurdzinski, Ranko Lazic 0001, Michal Rutkowski |
VMCAI | 1 |
| 2008 | A Simple P-Matrix Linear Complementarity Problem for Discounted Games
Marcin Jurdzinski, Rahul Savani |
CiE | 1 |
| 2008 | Average-Time GamesabstractAn average-time game is played on the infinite graph of configurations of a finite timed automaton. The two players, Min and Max, construct an infinite run of the automaton by taking turns to perform a timed transition. Player Min wants to minimise the average time per transition and player Max wants to maximise it. A solution of average-time games is presented using a reduction to average-price game on a finite graph. A direct consequence is an elementary proof of determinacy for average-time games. This complements our results for reachability-time games and partially solves a problem posed by Bouyer et al., to design an algorithm for solving average-price games on priced timed automata. The paper also establishes the exact computational complexity of solving average-time games: the problem is EXPTIME-complete for timed automata with at least two clocks. Marcin Jurdzinski, Ashutosh Trivedi 0001 |
FSTTCS | 1 |
| 2008 | Model Checking Probabilistic Timed Automata with One or Two ClocksabstractProbabilistic timed automata are an extension of timed automata with discrete probability distributions. We consider model-checking algorithms for the subclasses of probabilistic timed automata which have one or two clocks. Firstly, we show that PCTL probabilistic model-checking problems (such as determining whether a set of target states can be reached with probability at least 0.99 regardless of how nondeterminism is resolved) are PTIME-complete for one-clock probabilistic timed automata, and are EXPTIME-complete for probabilistic timed automata with two clocks. Secondly, we show that, for one-clock probabilistic timed automata, the model-checking problem for the probabilistic timed temporal logic PCTL is EXPTIME-complete. However, the model-checking problem for the subclass of PCTL which does not permit both punctual timing bounds, which require the occurrence of an event at an exact time point, and comparisons with probability bounds other than 0 or 1, is PTIME-complete for one-clock probabilistic timed automata. Marcin Jurdzinski, Jeremy Sproston, François Laroussinie |
Log. Methods Comput. Sci. | 1 |
| 2008 | A Deterministic Subexponential Algorithm for Solving Parity GamesabstractThe existence of polynomial-time algorithms for the solution of parity games is a major open problem. The fastest known algorithms for the problem are randomized algorithms that run in subexponential time. These algorithms are all ultimately based on the randomized subexponential simplex algorithms of Kalai and of Matoušek, Sharir, and Welzl. Randomness seems to play an essential role in these algorithms. We use a completely different, and elementary, approach to obtain a deterministic subexponential algorithm for the solution of parity games. The new algorithm, like the existing randomized subexponential algorithms, uses only polynomial space, and it is almost as fast as the randomized subexponential algorithms mentioned above. Marcin Jurdzinski, Mike Paterson, Uri Zwick |
SIAM J. Comput. | 1 |
| 2007 | Reachability-Time Games on Timed Automata
Marcin Jurdzinski, Ashutosh Trivedi 0001 |
ICALP | 1 |
| 2007 | Alternation-free modal mu-calculus for data treesabstractAn alternation-free modal ì-calculus over data trees is introduced and studied. A data tree is an unranked ordered tree whose every node is labelled by a letter from a finite alphabet and an element ("datum") from an infinite set. For expressing data-sensitive properties, the calculus is equipped with freeze quantification. A freeze quantifier stores in a register the datum labelling the current tree node, which can then be accessed for equality comparisons deeper in the formula. The main results in the paper are that, for the fragment with forward modal operators and one register, satisfiability over finite data trees is decidable but not primitive recursive, and that for the subfragment consisting of safety formulae, satisfiability over countable data trees is decidable but not elementary. The proofs use alternating tree automata which have registers, and establish correspondences with nondeterministic tree automata which have faulty counters. Allowing backward modal operators or two registers causes undecidability. As consequences, decidability is obtained for two data-sensitive fragments of the XPath query language. The paper shows that, for reasoning about data trees, the forward fragment of the calculus with one register is a powerful alternative to a recently proposed first-order logic with two variables. Marcin Jurdzinski, Ranko Lazic 0001 |
LICS | 1 |
| 2007 | Model Checking Probabilistic Timed Automata with One or Two Clocks
Marcin Jurdzinski, François Laroussinie, Jeremy Sproston |
TACAS | 1 |
| 2006 | A deterministic subexponential algorithm for solving parity games
Marcin Jurdzinski, Mike Paterson, Uri Zwick |
SODA | 1 |
| 2006 | Games with secure equilibria
Krishnendu Chatterjee, Thomas A. Henzinger, Marcin Jurdzinski |
Theor. Comput. Sci. | 3 |
| 2005 | Mean-Payoff Parity GamesabstractGames played on graphs may have qualitative objectives, such as the satisfaction of an /spl omega/-regular property, or quantitative objectives, such as the optimization of a real-valued reward. When games are used to model reactive systems with both fairness assumptions and quantitative (e.g., resource) constraints, then the corresponding objective combines both a qualitative and a quantitative component. In a general case of interest, the qualitative component is a parity condition and the quantitative component is a mean-payoff reward. We study and solve such mean-payoff parity games. We also prove some interesting facts about mean-payoff parity games which distinguish them both from mean-payoff and from parity games. In particular, we show that optimal strategies exist in mean-payoff parity games, but they may require infinite memory. Krishnendu Chatterjee, Thomas A. Henzinger, Marcin Jurdzinski |
LICS | 3 |
| 2004 | Games with Secure EquilibriaabstractIn 2-player nonzero-sum games, Nash equilibria capture the options for rational behavior if each player attempts to maximize her payoff. In contrast to classical game theory, we consider lexicographic objectives: first, each player tries to maximize her own payoff, and then, the player tries to minimize the opponent's payoff. Such objectives arise naturally in the verification of systems with multiple components. There, instead of proving that each component satisfies its specification no matter how the other components behave, it often suffices to prove that each component satisfies its specification provided that the other components satisfy their specifications. We say that a Nash equilibrium is secure if it is an equilibrium with respect to the lexicographic objectives of both players. We prove that in graph games with Borel objectives, which include the games that arise in verification, there may be several Nash equilibria, but there is always a unique maximal payoff profile of secure equilibria. We show how this equilibrium can be computed in the case of /spl omega/-regular objectives, and we characterize the memory requirements of strategies that achieve the equilibrium. Krishnendu Chatterjee, Thomas A. Henzinger, Marcin Jurdzinski |
LICS | 3 |
| 2004 | Quantitative stochastic parity games
Krishnendu Chatterjee, Marcin Jurdzinski, Thomas A. Henzinger |
SODA | 2 |
| 2003 | Undecidability of domino games and hhp-bisimilarity
Marcin Jurdzinski, Mogens Nielsen, Jirí Srba |
Inf. Comput. | 1 |
| 2002 | Interface Compatibility Checking for Software Modules
Arindam Chakrabarti, Luca de Alfaro, Thomas A. Henzinger, Marcin Jurdzinski, Freddy Y. C. Mang |
CAV | 4 |
| 2000 | A Discrete Strategy Improvement Algorithm for Solving Parity Games
Jens Vöge, Marcin Jurdzinski |
CAV | 2 |
| 2000 | Small Progress Measures for Solving Parity Games
Marcin Jurdzinski |
STACS | 1 |
| 2000 | Hereditary History Preserving Bisimilarity Is Undecidable
Marcin Jurdzinski, Mogens Nielsen |
STACS | 1 |
| 1998 | Deciding the Winner in Parity Games is in UP \cap co-Up
Marcin Jurdzinski |
Inf. Process. Lett. | 1 |
| 1997 | How Much Memory is Needed to Win Infinite Games?abstractWe consider a class of infinite two-player games on finitely coloured graphs. Our main question is: given a winning condition, what is the inherent blow-up (additional memory) of the size of the I/O automata realizing winning strategies in games with this condition. This problem is relevant to synthesis of reactive programs and to the theory of automata on infinite objects. We provide matching upper and lower bounds for the size of memory needed by winning strategies in games with a fixed winning condition. We also show that in the general case the LAR (latest appearance record) data structure of Gurevich and Harrington is optimal. Then we propose a more succinct way of representing winning strategies by means of parallel compositions of transition systems. We study the question: which classes of winning conditions admit only polynomial-size blowup of strategies in this representation. Stefan Dziembowski, Marcin Jurdzinski, Igor Walukiewicz |
LICS | 2 |