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Bruno Zanuttini

dblp:67/2283 · DBLP profile ↗
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38ranked-venue papers
5as first author
6since 2021 · last 2025
0000-0003-1639-7236ORCID · corroborated

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

Artificial intelligence and machine learning · 29 · 3 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 15 · 1 first-author · 4 since 2021Theory of computation · 9 · 2 first-authorDatabases, data management, data science and information retrieval · 4 · 2 first-authorSoftware engineering, systems software and programming languages · 1

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.

Artificial intelligence
15 papers
Reinforcement learning · 33% Planning, search and constraint satisfaction · 29% Knowledge representation and reasoning · 26%
Theoretical computer science
10 papers
Algorithms and data structures · 24% Algorithmic game theory and mechanism design · 16% Computational complexity · 16%

Topics — the 30 heaviest of 45, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Algorithmic game theory and mechanism design
imperfect information games
0.922024
Opponent-Model Search in Games with Incomplete Information · AAAI 2024
Generalisation of Alpha-Beta Search for AND-OR Graphs With Partially Ordered Values · IJCAI 2022
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search
0.812024
Opponent-Model Search in Games with Incomplete Information · AAAI 2024
Combinatorics and discrete mathematics
combinatorial game
0.812024
Combinatorial Games with Incomplete Information · IJCAI 2024
Knowledge, reasoning and agents › Knowledge representation and reasoning › knowledge-based systems
knowledge-based programs
0.722020
Knowledge-based programs as succinct policies for partially observable domains · Artif. Intell. 2020
Probabilistic Knowledge-Based Programs · IJCAI 2015
Algorithms and data structures › search algorithms › game tree search
alpha-beta pruning
0.612022
Generalisation of Alpha-Beta Search for AND-OR Graphs With Partially Ordered Values · IJCAI 2022
Quantum computing and quantum information › quantum algorithms
AND-OR formula evaluation
0.612022
Generalisation of Alpha-Beta Search for AND-OR Graphs With Partially Ordered Values · IJCAI 2022
Algorithms and data structures › search algorithms
game tree search
0.612022
Generalisation of Alpha-Beta Search for AND-OR Graphs With Partially Ordered Values · IJCAI 2022
Machine learning › Reinforcement learning
markov decision process
0.522018
An Experimental Study of Advice in Sequential Decision-Making Under Uncertainty · AAAI 2018
Interactive Value Iteration for Markov Decision Processes with Unknown Rewards · IJCAI 2013
Knowledge, reasoning and agents › Multi-agent systems › multi-agent decision making
decentralized decision-making
0.312018
Knowledge-Based Policies for Qualitative Decentralized POMDPs · AAAI 2018
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning under uncertainty
decentralized POMDP
0.312018
Knowledge-Based Policies for Qualitative Decentralized POMDPs · AAAI 2018
Knowledge, reasoning and agents › Knowledge representation and reasoning › logic in computer science › logical foundations › non-classical logics
epistemic logic
0.312018
Knowledge-Based Policies for Qualitative Decentralized POMDPs · AAAI 2018
Machine learning › Reinforcement learning › imitation learning
inverse reinforcement learning
0.312018
An Experimental Study of Advice in Sequential Decision-Making Under Uncertainty · AAAI 2018
Machine learning › Reinforcement learning
reward design
0.312018
An Experimental Study of Advice in Sequential Decision-Making Under Uncertainty · AAAI 2018
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › decision making under uncertainty
sequential decision making under uncertainty
0.312018
An Experimental Study of Advice in Sequential Decision-Making Under Uncertainty · AAAI 2018
Machine learning › Learning theory
online learning
0.312017
Online Learning of Acyclic Conditional Preference Networks from Noisy Data · ICDM 2017
Machine learning › Reinforcement learning
preference learning
0.312017
Online Learning of Acyclic Conditional Preference Networks from Noisy Data · ICDM 2017
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › constraint programming
tractable class
0.212016
Broken triangles: From value merging to a tractable class of general-arity constraint satisfaction problems · Artif. Intell. 2016
Logic in computer science › knowledge representation and reasoning
knowledge representation
0.212016
Efficient Representations for the Modal Logic S5 · IJCAI 2016
Logic in computer science
modal logic
0.212016
Efficient Representations for the Modal Logic S5 · IJCAI 2016
Machine learning › Reinforcement learning › multi-agent reinforcement learning
opponent modeling
0.212024
Opponent-Model Search in Games with Incomplete Information · AAAI 2024
Knowledge, reasoning and agents › Knowledge representation and reasoning › nonmonotonic reasoning › preference handling › preference reasoning
CP-nets
0.222010
Learning conditional preference networks · Artif. Intell. 2010
Learning Conditional Preference Networks with Queries · IJCAI 2009
Knowledge, reasoning and agents › Knowledge representation and reasoning › nonmonotonic reasoning › preference handling
preference reasoning
0.222010
Learning conditional preference networks · Artif. Intell. 2010
Learning Conditional Preference Networks with Queries · IJCAI 2009
Knowledge, reasoning and agents › Knowledge representation and reasoning
abductive reasoning
0.232008
What makes propositional abduction tractable · Artif. Intell. 2008
A Complete Classification of the Complexity of Propositional Abduction · SIAM J. Comput. 2006
Propositional Abduction is Almost Always Hard · IJCAI 2005
Machine learning › Reinforcement learning › dynamic programming
value iteration
0.212013
Interactive Value Iteration for Markov Decision Processes with Unknown Rewards · IJCAI 2013
Logic in computer science › universal algebra
clone theory
0.212013
Complexity of SAT Problems, Clone Theory and the Exponential Time Hypothesis · SODA 2013
Automated reasoning and model checking › satisfiability
computational complexity of satisfiability
0.212013
Complexity of SAT Problems, Clone Theory and the Exponential Time Hypothesis · SODA 2013
Computational complexity › fine-grained complexity
exponential time hypothesis
0.212013
Complexity of SAT Problems, Clone Theory and the Exponential Time Hypothesis · SODA 2013
Automated reasoning and model checking
satisfiability
0.212013
Complexity of SAT Problems, Clone Theory and the Exponential Time Hypothesis · SODA 2013
Computational complexity
constraint satisfaction
0.122008
Efficient Algorithms for Description Problems over Finite Totally Ordered Domains · SIAM J. Comput. 2008
A Complete Classification of the Complexity of Propositional Abduction · SIAM J. Comput. 2006
Machine learning › Reinforcement learning
partially observable reinforcement learning
0.112020
Knowledge-based programs as succinct policies for partially observable domains · Artif. Intell. 2020

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

robust strategy computation · 1.5opponent modeling · 1.5cached value · 0.6alpha-beta pruning · 0.6value merging · 0.5policy computation · 0.3experimental user study · 0.3epistemic logic · 0.3information-theoretic measure · 0.3hoeffding bound · 0.3complexity analysis · 0.3sparsification lemma · 0.2interactive value iteration · 0.2dichotomy · 0.2polynomial-time algorithm · 0.1algebraic approach to constraints · 0.1
YearPublicationVenuePosition
2025 Post-Hoc Interpretation of POMDP Policies
abstract
Policies for partially observable Markov decision processes are rich objects, prescribing actions to take depending on the whole history of observations and actions. Typical representations of such policies are by hyperplanes in the space of belief states, or by finite-state controllers, which are arguably not easy to interpret. We propose to redescribe policies into mappings defined on features of the current belief state, built in a systematic manner from state features. Such a mapping can in turn be represented by an intelligible object, like a decision tree, thereby providing an interpretable representation of the policy as a whole. We moreover show how our approach allows to explain the decision taken by an agent at each step of an interaction with the environment. This provides an end-to-end process, starting from a policy computed by any solver, and ending with an explanation of each decision made at execution time. We formally define our approach, investigate related computational problems, and report on experiments on several families of problems.
Geoffrey Laforest, Olivier Buffet, Alexandre Niveau, Bruno Zanuttini
ECAI4
2025 A Simple Integration of Epistemic Logic and Reinforcement Learning
Thorsten Engesser, Thibaut Le Marre, Emiliano Lorini, François Schwarzentruber, Bruno Zanuttini
AAMAS5
2025 The Complexity of Pure Maxmin Strategies in Two-Player Extensive-Form Games
abstract
Extensive-form games model strategic interaction between players, with an emphasis on the sequential aspect of decision-making: players take turns to move until an ending is reached, and receive a reward according to which ending is reached. We study the complexity of computing the pure maxmin value for such games, i.e. the maximum reward that a player can guarantee by playing a pure strategy, whatever their opponents play. We focus on two-player and two-team games and perform a systematic study depending on the degree of imperfect information of each player or team: perfect information, perfect recall, or perfect recall for each agent in a team (which we call multi-agent perfect recall). For each combination, we settle the complexity of deciding whether the maxmin value is at least as high as a given threshold. We give a complete complexity picture for three orthogonal settings: games represented explicitly by their game tree; games represented compactly by game rules, for which we propose two new formalisms; games in which the set of strategies of the opponents is restricted to a known set of opponent models.
Junkang Li, Bruno Zanuttini, Véronique Ventos
J. Artif. Intell. Res.2
2024 Opponent-Model Search in Games with Incomplete Information
abstract
Games with incomplete information are games that model situations where players do not have common knowledge about the game they play, e.g. card games such as poker or bridge. Opponent models can be of crucial importance for decision-making in such games. We propose algorithms for computing optimal and/or robust strategies in games with incomplete information, given various types of knowledge about opponent models. As an application, we describe a framework for reasoning about an opponent's reasoning in such games, where opponent models arise naturally.
Junkang Li, Bruno Zanuttini, Véronique Ventos
AAAI2
2024 Combinatorial Games with Incomplete Information
Junkang Li, Bruno Zanuttini, Véronique Ventos
IJCAI2
2022 Generalisation of Alpha-Beta Search for AND-OR Graphs With Partially Ordered Values
abstract
We define a new setting related to the evaluation of AND-OR directed acyclic graphs with partially ordered values. Such graphs arise naturally when solving games with incomplete information (e.g. most card games such as Bridge) or games with multiple criteria. In particular, this setting generalises standard AND-OR graph evaluation and computation of optimal strategies in games with complete information. Under this setting, we propose a new algorithm which uses both alpha-beta pruning and cached values. In this paper, we present our algorithm, prove its correctness, and give experimental results on a card game with incomplete information.
Junkang Li, Bruno Zanuttini, Tristan Cazenave, Véronique Ventos
IJCAI2
2020 Knowledge-based programs as succinct policies for partially observable domains
Bruno Zanuttini, Jérôme Lang, Abdallah Saffidine, François Schwarzentruber
Artif. Intell.1
2018 An Experimental Study of Advice in Sequential Decision-Making Under Uncertainty
abstract
We consider sequential decision making problems under uncertainty, in which a user has a general idea of the task to achieve, and gives advice to an agent in charge of computing an optimal policy. Many different notions of advice have been proposed in somewhat different settings, especially in the field of inverse reinforcement learning and for resolution of Markov Decision Problems with Imprecise Rewards. Two key questions are whether the advice required by a specific method is natural for the user to give, and how much advice is needed for the agent to compute a good policy, as evaluated by the user. We give a unified view of a number of proposals made in the literature, and propose a new notion of advice, which corresponds to a user telling why she would take a given action in a given state. For all these notions, we discuss their naturalness for a user and the integration of advice. We then report on an experimental study of the amount of advice needed for the agent to compute a good policy. Our study shows in particular that continual interaction between the user and the agent is worthwhile, and sheds light on the pros and cons of each type of advice.
Florian Benavent, Bruno Zanuttini
AAAI2
2018 Knowledge-Based Policies for Qualitative Decentralized POMDPs
abstract
Qualitative Decentralized Partially Observable Markov Decision Problems (QDec-POMDPs) constitute a very general class of decision problems. They involve multiple agents, decentralized execution, sequential decision, partial observability, and uncertainty. Typically, joint policies, which prescribe to each agent an action to take depending on its full history of (local) actions and observations, are huge, which makes it difficult to store them onboard, at execution time, and also hampers the computation of joint plans. We propose and investigate a new representation for joint policies in QDec-POMDPs, which we call Multi-Agent Knowledge-Based Programs (MAKBPs), and which uses epistemic logic for compactly representing conditions on histories. Contrary to standard representations, executing an MAKBP requires reasoning at execution time, but we show that MAKBPs can be exponentially more succinct than any reactive representation.
Abdallah Saffidine, François Schwarzentruber, Bruno Zanuttini
AAAI3
2017 Online Learning of Acyclic Conditional Preference Networks from Noisy Data
abstract
We deal with online learning of acyclic Conditional Preference networks (CP-nets) from data streams, possibly corrupted with noise. We introduce a new, efficient algorithm relying on (i) information-theoretic measures defined over the induced preference rules, which allow us to deal with corrupted data in a principled way, and on (ii) the Hoeffding bound to define an asymptotically optimal decision criterion for selecting the best conditioned variable to update the learned network. This is the first algorithm dealing with online learning of CP-nets in the presence of noise. We provide a thorough theoretical analysis of the algorithm, and demonstrate its effectiveness through an empirical evaluation on synthetic and on real datasets.
Fabien Labernia, Bruno Zanuttini, Brice Mayag, Florian Yger, Jamal Atif
ICDM2
2017 Strong partial clones and the time complexity of SAT problems
Peter Jonsson, Victor Lagerkvist, Gustav Nordh, Bruno Zanuttini
J. Comput. Syst. Sci.4
2016 Building Document Treatment Chains Using Reinforcement Learning and Intuitive Feedback
abstract
We model a document treatment chain as a Markov Decision Process, and use reinforcement learning to allow the agent to learn to construct and continuously improve custom-made chains "on the fly". We build a platform which enables us to measure the impact on the learning of various models, web services, algorithms, parameters, etc. We apply this in an industrial setting, specifically to an open source document treatment chain which extracts events from massive volumes of web pages and other open-source documents. Our emphasis is on minimising the burden of the human analysts, from whom the agent learns to improve guided by their feedback on the events extracted. For this, we investigate different types of feedback, from numerical feedback, which requires a lot of tuning, to partially and even fully qualitative feedback, which is much more intuitive, and demands little to no user calibration. We carry out experiments, first with numerical feedback, then demonstrate that intuitive feedback still allows the agent to learn effectively.
Esther Nicart, Bruno Zanuttini, Hugo Gilbert, Bruno Grilhères, Frderic Praca
ICTAI2
2016 On Broken Triangles
Martin C. Cooper, Achref El Mouelhi, Cyril Terrioux, Bruno Zanuttini
IJCAI4
2016 Efficient Representations for the Modal Logic S5
Alexandre Niveau, Bruno Zanuttini
IJCAI2
2016 Model-Free Reinforcement Learning with Skew-Symmetric Bilinear Utilities
Hugo Gilbert, Bruno Zanuttini, Paul Weng, Paolo Viappiani, Esther Nicart
UAI2
2016 Broken triangles: From value merging to a tractable class of general-arity constraint satisfaction problems
Martin C. Cooper, Aymeric Duchein, Achref El Mouelhi, Guillaume Escamocher, Cyril Terrioux, Bruno Zanuttini
Artif. Intell.6
2015 Probabilistic Knowledge-Based Programs
Jérôme Lang, Bruno Zanuttini
IJCAI2
2014 On Broken Triangles
Martin C. Cooper, Achref El Mouelhi, Cyril Terrioux, Bruno Zanuttini
CP4
2013 Some New Tractable Classes of CSPs and Their Relations with Backtracking Algorithms
Achref El Mouelhi, Philippe Jégou, Cyril Terrioux, Bruno Zanuttini
CPAIOR4
2013 Interactive Value Iteration for Markov Decision Processes with Unknown Rewards
Paul Weng, Bruno Zanuttini
IJCAI2
2013 Complexity of SAT Problems, Clone Theory and the Exponential Time Hypothesis
abstract
The construction of exact exponential-time algorithms for NP-complete problems has for some time been a very active research area. Unfortunately, there is a lack of general methods for studying and comparing the time complexity of algorithms for such problems. We propose such a method based on clone theory and demonstrate it on the SAT problem. Schaefer has completely classified the complexity of SAT with respect to the set of allowed relations and proved that this parameterized problem exhibits a dichotomy: it is either in P or is NP-complete. We show that there is a certain partial order on the NP-complete SAT problems with a close connection to their worst-case time complexities; if a problem SAT(S) is below a problem SAT(S′) in this partial order, then SAT(S′) cannot be solved strictly faster than SAT(S). By using this order, we identify a relation R such that SAT({R}) is the computationally easiest NP-complete SAT(S) problem. This result may be interesting when investigating the borderline between P and NP since one appealing way of studying this borderline is to identify problems that, in some sense, are situated close to it (such as a ‘very hard’ problem in P or a ‘very easy’ NP-complete problem). We strengthen the result by showing that SAT({R})-2 (i.e. SAT({R}) restricted to instances where no variable appears more than twice) is NP-complete, too. This is in contrast to, for example, l-in-3-SAT (or even CNF-SAT), which is in P under the same restriction. We then relate SAT({R})-2 to the exponential-time hypothesis (ETH) and show that ETH holds if and only if SAT({R})-2 is not sub-exponential. This constitutes a strong connection between ETH and the SAT problem under both severe relational and severe structural restrictions, and it may thus serve as a tool for studying the borderline between sub-exponential and exponential problems. In the process, we also prove a stronger version of Impagliazzo et al.'s sparsification lemma for k-SAT; namely that all finite Boolean constraint languages S and S′ such that SAT(·) is NP-complete can be sparsified into each other. This should be compared with Santhanam and Srinivasan's recent negative result which states that the same does not hold for all infinite Boolean constraint languages.
Peter Jonsson, Victor Lagerkvist, Gustav Nordh, Bruno Zanuttini
SODA4
2013 Knowledge-Based Programs as Plans: Succinctness and the Complexity of Plan Existence
Jérôme Lang, Bruno Zanuttini
TARK2
2013 Probabilistic Conditional Preference Networks
Damien Bigot, Bruno Zanuttini, Hélène Fargier, Jérôme Mengin
UAI2
2010 Learning conditional preference networks
Frédéric Koriche, Bruno Zanuttini
Artif. Intell.2
2009 Making Bound Consistency as Effective as Arc Consistency
Christian Bessiere, Thierry Petit, Bruno Zanuttini
IJCAI3
2009 Learning Conditional Preference Networks with Queries
Frédéric Koriche, Bruno Zanuttini
IJCAI2
2009 Compact preference representation and Boolean games
Elise Bonzon, Marie-Christine Lagasquie-Schiex, Jérôme Lang, Bruno Zanuttini
Auton. Agents Multi Agent Syst.4
2009 A note on some collapse results of valued constraints
Bruno Zanuttini, Stanislav Zivný
Inf. Process. Lett.1
2008 What makes propositional abduction tractable
Gustav Nordh, Bruno Zanuttini
Artif. Intell.2
2008 Structure identification of Boolean relations and plain bases for co-clones
Nadia Creignou, Phokion G. Kolaitis, Bruno Zanuttini
J. Comput. Syst. Sci.3
2008 Efficient Algorithms for Description Problems over Finite Totally Ordered Domains
abstract
Given a finite set of vectors over a finite totally ordered domain, we study the problem of computing a constraint in conjunctive normal form such that the set of solutions for the produced constraint is identical to the original set. We develop an efficient polynomial-time algorithm for the general case, followed by specific polynomial-time algorithms producing Horn, dual Horn, and bijunctive formulas for sets of vectors closed under the operations of conjunction, disjunction, and median, respectively. Our results generalize the work of Dechter and Pearl on relational data, as well as the papers by Hébrard and Zanuttini. They complement the results of Hähnle et al. on multivalued logics and Jeavons et al. on the algebraic approach to constraints.
Àngel J. Gil, Miki Hermann, Gernot Salzer, Bruno Zanuttini
SIAM J. Comput.4
2006 Boolean Games Revisited
Elise Bonzon, Marie-Christine Lagasquie-Schiex, Jérôme Lang, Bruno Zanuttini
ECAI4
2006 A Complete Classification of the Complexity of Propositional Abduction
abstract
Abduction is the process of explaining a given query with respect to some background knowledge. For instance, p is an explanation for the query q given the knowledge $p\rightarrow q$. This problem is well known to have many applications, particularly in artificial intelligence (AI), and has been widely studied from both an AI and a complexity-theoretic point of view. In this paper we completely classify the complexity of propositional abduction in Schaefer's famous framework. We consider the case where knowledge bases are taken from a class of formulas in generalized conjunctive normal form. This means that the propositional formulas considered are conjunctions of constraints taken from a fixed finite language. We show that according to the properties of this language, deciding whether at least one explanation exists is either polynomial, NP-complete, or $\Sigma_2 {\mathrm{P}}$-complete. Our results are stated for a query consisting of a single, positive literal and for assumption-based solutions, i.e., the solutions must be formed upon a distinguished subset of the variables that is part of the input. We show, however, that our results can be interpreted "dually" for negative queries, and thus also for unrestricted (positive or negative) queries.
Nadia Creignou, Bruno Zanuttini
SIAM J. Comput.2
2005 Propositional Abduction is Almost Always Hard
Gustav Nordh, Bruno Zanuttini
IJCAI2
2003 An efficient algorithm for Horn description
Jean-Jacques Hébrard, Bruno Zanuttini
Inf. Process. Lett.2
2003 New Polynomial Classes for Logic-Based Abduction
abstract
We address the problem of propositional logic-based abduction, i.e., the problem of searching for a best explanation for a given propositional observation according to a given propositional knowledge base. We give a general algorithm, based on the notion of projection; then we study restrictions over the representations of the knowledge base and of the query, and find new polynomial classes of abduction problems.
Bruno Zanuttini
J. Artif. Intell. Res.1
2002 Approximating Propositional Knowledge with Affine Formulas
Bruno Zanuttini
ECAI1
2002 A unified framework for structure identification
Bruno Zanuttini, Jean-Jacques Hébrard
Inf. Process. Lett.1