Abdallah Saffidine

dblp:99/7599 · DBLP profile ↗
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39ranked-venue papers
6as first author
15since 2021 · last 2026
0000-0001-9805-8291ORCID · corroborated

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

Artificial intelligence and machine learning · 29 · 5 first-author · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 14 · 2 first-author · 3 since 2021Theory of computation · 13 · 2 first-author · 7 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 1 first-author · 2 since 2021
YearPublicationVenuePosition
2026 A piecewise approach for the analysis of exact algorithms
abstract
Analyzing the worst-case running time of branching algorithms has traditionally focused more on designing complicated branching rules rather than developing better analysis methods for simple algorithms. In the mid-2000s, Fomin et al. (ACM 2009) introduced measure & conquer, an advanced general analysis method, sparking widespread adoption for obtaining tighter worst-case running time upper bound s for many fundamental NP-complete problems. Despite its significance, most subsequent work largely applied it without further methodological advancements and hence much potential in this direction remains untapped. Motivated by this, we present piecewise analysis , a new general method that analyzes the running time of branching algorithms. To showcase its potential, we reanalyze two almost 20-year-old algorithms by Fomin et al. (COCOON 2007), solving 4-Coloring and #3-Coloring , respectively. Our new analysis method improves the original running time upper bounds from O ( 1 . 7272 n ) and O ( 1 . 6262 n ) to O ( 1 . 7207 n ) and O ( 1 . 6225 n ) , respectively.
Katie Clinch, Serge Gaspers, Zixu He, Abdallah Saffidine, Tiankuang Zhang
Theor. Comput. Sci.4
2025 Constructions, Bounds, and Algorithms for Peaceable Queens
abstract
The peaceable queens problem asks to determine the maximum number such that there is a placement of white queens and black queens on an chessboard so that no queen can capture any queen of the opposite color. In this paper, we consider the peaceable queens problem and its variant on the toroidal board. For the regular board, we show that , for all sufficiently large . This improves on the bound of van Bommel and MacEachern [16]. For the toroidal board, we provide new upper and lower bounds. Somewhat surprisingly, our bounds show that there is a sharp contrast in behaviour between the odd torus and the even torus. Our lower bounds are given by explicit constructions. For the upper bounds, we formulate the problem as a non-linear optimization problem with at most 100 variables, regardless of the size of the board. We solve our non-linear program exactly using modern optimization software. We also provide a local search algorithm and a software implementation which converges very rapidly to solutions which appear optimal. Our algorithm is sufficiently robust that it works on both the regular and toroidal boards. For example, for the regular board, the algorithm quickly finds the so-called Ainley construction. Thus, our work provides some further evidence that the Ainley construction is indeed optimal. *Matthew Drescher was supported by the National Science Foundation under Grant #2127309 to the Computing Research Association for the CIFellows 2021 Project. This paper has been awarded the “Code and Data Available” and “Results Reproduced” badges as recognition that the author(s) have followed reproducibility principles. Code and data that allow readers to reproduce the results in this paper are available at https://doi.org/10.5281/zenodo.13787471. Participation in the ALENEX artifact evaluation phase was optional and performed at the request of the author(s).
Katie Clinch, Matthew Drescher, Tony Huynh, Abdallah Saffidine
ALENEX4
2025 Repairing General Game Descriptions
abstract
The Game Description Language (GDL) is a widely used formalism for specifying the rules of general games. Writing correct GDL descriptions can be challenging, especially for non-experts. Automated theorem proving has been proposed to assist game design by verifying if a GDL description satisfies desirable logical properties. However, when a description is proved to be faulty, the repair task itself can only be done manually. Motivated by the work on repairing unsolvable planning domain descriptions, we define a more general problem of finding minimal repairs for GDL descriptions that violate formal requirements, and we provide complexity results for various computational problems related to minimal repair. Moreover, we present an Answer Set Programming-based encoding for solving the minimal repair problem and demonstrate its application for automatically repairing ill-defined game descriptions.
Yifan He 0008, Munyque Mittelmann, Aniello Murano, Abdallah Saffidine, Michael Thielscher
KR4
2025 Refuting the Direct Sum Conjecture for Total Functions in Deterministic Communication Complexity
Simon Mackenzie, Abdallah Saffidine
STOC2
2024 Perfect Information Monte Carlo with Postponing Reasoning
abstract
Imperfect information games, such as Bridge and Skat, present challenges due to state-space explosion and hidden information, posing formidable obstacles for search algorithms. Determinization-based algorithms offer a resolution by sampling hidden information and solving the game in a perfect information setting, facilitating rapid and effective action estimation. However, transitioning to perfect information introduces challenges, notably one called strategy fusion. This research introduces ‘Extended Perfect Information Monte Carlo’ (EPIMC), an online algorithm inspired by the state-of-the-art determinization-based approach Perfect Information Monte Carlo (PIMC). EPIMC enhances the capabilities of PIMC by postponing the perfect information resolution, reducing alleviating issues related to strategy fusion. However, the decision to postpone the leaf evaluator introduces novel considerations, such as the interplay between prior levels of reasoning and the newly deferred resolution. In our empirical analysis, we investigate the performance of EPIMC across a range of games, with a particular focus on those characterized by varying degrees of strategy fusion. Our results demonstrate notable performance enhancements, particularly in games where strategy fusion significantly impacts gameplay. Furthermore, our research contributes to the theoretical foundation of determinization-based algorithms addressing challenges associated with strategy fusion.
Jérôme Arjonilla, Abdallah Saffidine, Tristan Cazenave
CoG2
2024 Enhancing Reinforcement Learning Through Guided Search
abstract
With the aim of improving performance in Markov Decision Problem in an Off-Policy setting, we suggest taking inspiration from what is done in Offline Reinforcement Learning (RL). In Offline RL, it is a common practice during policy learning to maintain proximity to a reference policy to mitigate uncertainty, reduce potential policy errors, and help improve performance. We find ourselves in a different setting, yet it raises questions about whether a similar concept can be applied to enhance performance i.e., whether it is possible to find a guiding policy capable of contributing to performance improvement, and how to incorporate it into our RL agent. Our attention is particularly focused on algorithms based on Monte Carlo Tree Search (MCTS) as a guide. MCTS renowned for its state-of-the-art capabilities across various domains, catches our interest due to its ability to converge to equilibrium in single-player and two-player contexts. By harnessing the power of MCTS as a guide for our RL agent, we observed a significant performance improvement, surpassing the outcomes achieved by utilizing each method in isolation. Our experiments were carried out on the Atari 100k benchmark.
Jérôme Arjonilla, Abdallah Saffidine, Tristan Cazenave
ECAI2
2024 Vision Transformers for Computer Go
Amani Sagri, Tristan Cazenave, Jérôme Arjonilla, Abdallah Saffidine
EvoApplications@EvoStar4
2024 Lazy Nested Monte Carlo Search for Coalition Structure Generation
abstract
International audience
Milo Roucairol, Jérôme Arjonilla, Abdallah Saffidine, Tristan Cazenave
ICAART (2)3
2024 Verification of General Games with Imperfect Information Using Strategy Logic
abstract
The Game Description Language with Imperfect Information (GDL-II) is a lightweight formalism for representing the rules of arbitrary games, including those where players have private information. Its purpose is to build general game-playing systems, that is, automated players that can understand the rules of games and learn how to play them without human intervention. Epistemic Strategy Logic (SLK), on the other hand, is a rich logical framework for reasoning about multi-agent systems and the strategic behavior of agents with partial observability. To enable a general game-playing system to take advantage of this rich formalism for the automatic verification of properties of games, we present a formal translation from GDL-II to SLK models. We prove the correctness of this translation and show how crucial properties of general games, including playability and the existence of Nash equilibria, can be expressed as formulas in SLK. Finally, we demonstrate the application of an existing model-checking system for SLK to verify the properties of GDL-II games.
Yifan He 0008, Munyque Mittelmann, Aniello Murano, Abdallah Saffidine, Michael Thielscher
KR4
2024 Generalizing Roberts' Characterization of Unit Interval Graphs
abstract
For any natural number d, a graph G is a (disjoint) d-interval graph if it is the intersection graph of (disjoint) d-intervals, the union of d (disjoint) intervals on the real line. Two important subclasses of d-interval graphs are unit and balanced d-interval graphs (where every interval has unit length or all the intervals associated to a same vertex have the same length, respectively). A celebrated result by Roberts gives a simple characterization of unit interval graphs being exactly claw-free interval graphs. Here, we study the generalization of this characterization for d-interval graphs. In particular, we prove that for any d ⩾ 2, if G is a K_{1,2d+1}-free interval graph, then G is a unit d-interval graph. However, somehow surprisingly, under the same assumptions, G is not always a disjoint unit d-interval graph. This implies that the class of disjoint unit d-interval graphs is strictly included in the class of unit d-interval graphs. Finally, we study the relationships between the classes obtained under disjoint and non-disjoint d-intervals in the balanced case and show that the classes of disjoint balanced 2-intervals and balanced 2-intervals coincide, but this is no longer true for d > 2.
Virginia Ardévol Martínez, Romeo Rizzi, Abdallah Saffidine, Florian Sikora, Stéphane Vialette
MFCS3
2023 Mixture of Public and Private Distributions in Imperfect Information Games
abstract
In imperfect information games (e.g. Bridge, Skat, Poker), one of the fundamental considerations is to infer the missing information while at the same time avoiding the disclosure of private information. Disregarding the issue of protecting private information can lead to a highly exploitable performance. Yet, excessive attention to it leads to hesitations that are no longer consistent with our private information. In our work, we show that to improve performance, one must choose whether to use a player’s private information. We extend our work by proposing a new belief distribution depending on the amount of private and public information desired. We empirically demonstrate an increase in performance and, with the aim of further improving performance, the new distribution should be used according to the position in the game. Our experiments have been done on multiple benchmarks and in multiple determinization-based algorithms (PIMC and IS-MCTS).
Jérôme Arjonilla, Abdallah Saffidine, Tristan Cazenave
CoG2
2023 Deep Reinforcement Learning for 5 ˟ 5 Multiplayer Go
Brahim Driss, Jérôme Arjonilla, Abdallah Saffidine, Tristan Cazenave
EvoApplications@EvoStar4
2022 QBF Programming with the Modeling Language Bule
abstract
We introduce Bule, a modeling language for problems from the complexity class PSPACE via quantified Boolean formulas (QBF) - that is, propositional formulas in which the variables are existentially or universally quantified. Bule allows the user to write a high-level representation of the problem in a natural, rule-based language, that is inspired by stratified Datalog. We implemented a tool of the same name that converts the high-level representation into DIMACS format and thus provides an interface to aribtrary QBF solvers, so that the modeled problems can also be solved. We analyze the complexity-theoretic properties of our modeling language, provide a library for common modeling patterns, and evaluate our language and tool on several examples.
Jean Christoph Jung, Valentin Mayer-Eichberger, Abdallah Saffidine
SAT3
2021 Safe Multi-Agent Pathfinding with Time Uncertainty
abstract
In many real-world scenarios, the time it takes for a mobile agent, e.g., a robot, to move from one location to another may vary due to exogenous events and be difficult to predict accurately. Planning in such scenarios is challenging, especially in the context of Multi-Agent Pathfinding (MAPF), where the goal is to find paths to multiple agents and temporal coordination is necessary to avoid collisions. In this work, we consider a MAPF problem with this form of time uncertainty, where we are only given upper and lower bounds on the time it takes each agent to move. The objective is to find a safe solution, which is a solution that can be executed by all agents and is guaranteed to avoid collisions. We propose two complete and optimal algorithms for finding safe solutions based on well-known MAPF algorithms, namely, A* with Operator Decomposition (A* + OD) and Conflict-Based Search (CBS). Experimentally, we observe that on several standard MAPF grids the CBS-based algorithm performs better. We also explore the option of online replanning in this context, i.e., modifying the agents' plans during execution, to reduce the overall execution cost. We consider two online settings: (a) when an agent can sense the current time and its current location, and (b) when the agents can also communicate seamlessly during execution. For each setting, we propose a replanning algorithm and analyze its behavior theoretically and empirically. Our experimental evaluation confirms that indeed online replanning in both settings can significantly reduce solution cost.
Tomer Shahar, Shashank Shekhar 0002, Dor Atzmon, Abdallah Saffidine, Brendan Juba, Roni Stern
J. Artif. Intell. Res.4
2021 Heuristic Search Value Iteration for Zero-Sum Stochastic Games
abstract
In sequential decision making, heuristic search algorithms allow exploiting both the initial situation and an admissible heuristic to efficiently search for an optimal solution, often for planning purposes. Such algorithms exist for problems with uncertain dynamics, partial observability, multiple criteria, or multiple collaborating agents. In this article, we look at two-player zero-sum stochastic games (zsSGs) with a discounted criterion, in a view to propose a solution tailored to the fully observable case, while solutions have been proposed for particular, though still more general, partially observable cases. This setting induces reasoning on both a lower and an upper bound of the value function, which leads us to proposing zsSG-HSVI, an algorithm based on heuristic search value iteration (HSVI), and which thus relies on generating trajectories. We demonstrate that, each player acting optimistically, and employing simple heuristic initializations, HSVI's convergence in finite time to an ∈-optimal solution is preserved. An empirical study of the resulting approach is conducted on benchmark problems of various sizes.
Olivier Buffet, Jilles Steeve Dibangoye, Abdallah Saffidine, Vincent Thomas
IEEE Trans. Games3
2020 Positional Games and QBF: The Corrective Encoding
Valentin Mayer-Eichberger, Abdallah Saffidine
SAT2
2020 Knowledge-based programs as succinct policies for partially observable domains
Bruno Zanuttini, Jérôme Lang, Abdallah Saffidine, François Schwarzentruber
Artif. Intell.3
2018 Minesweeper with Limited Moves
Serge Gaspers, Stefan Rümmele, Abdallah Saffidine, Kevin Tran
AAAI3
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
AAAI1
2018 Fairness in Deceased Organ Matching
abstract
As algorithms are given responsibility to make decisions that impact our lives, there is increasing awareness of the need to ensure the fairness of these decisions. One of the first challenges then is to decide what fairness means in a particular context. We consider here fairness in deciding how to match organs donated by deceased donors to patients. Due to the increasing age of patients on the waiting list, and of organs being donated, the current "first come, first served'' mechanism used in Australia is under review to take account of age of patients and of organs. We consider how to revise the mechanism to take account of age fairly. We identify a number of different types of fairness, such as to patients, to regions and to blood types and consider how they can be achieved.
Nicholas Mattei, Abdallah Saffidine, Toby Walsh
AIES2
2018 The Complexity of Limited Belief Reasoning - The Quantifier-Free Case
abstract
The classical view of epistemic logic is that an agent knows all the logical consequences of their knowledge base. This assumption of logical omniscience is often unrealistic and makes reasoning computationally intractable. One approach to avoid logical omniscience is to limit reasoning to a certain belief level, which intuitively measures the reasoning "depth".This paper investigates the computational complexity of reasoning with belief levels. First we show that while reasoning remains tractable if the level is constant, the complexity jumps to PSPACE-complete -- that is, beyond classical reasoning -- when the belief level is part of the input. Then we further refine the picture using parameterized complexity theory to investigate how the belief level and the number of non-logical symbols affect the complexity.
Yijia Chen 0001, Abdallah Saffidine, Christoph Schwering
IJCAI2
2018 Constrained Swap Dynamics over a Social Network in Distributed Resource Reallocation
Abdallah Saffidine, Anaëlle Wilczynski
SAGT1
2018 Bounded Suboptimal Game Tree Search
abstract
Finding the minimax value of a game is an important problem in a variety of fields, including game theory, decision theory, statistics, philosophy, economics, robotics, and security. Classical algorithms such as the Minimax algorithm can be used to find the minimax value, but require iterating over the entire game tree, which is in many cases too large. Alpha-Beta pruning identifies portions of the game tree that are not necessary for finding the minimax value, but in many cases the remaining part of the game tree is still too large to search in reasonable time. For such cases, we propose a class of algorithms that accepts a parameter e and returns a value that is guaranteed to be at most e away from the true minimax value. We lay the theoretical foundation for building such algorithms and present one such algorithm based on Alpha-Beta. Experimentally, we show that our algorithm allows controlling this runtime/solution quality tradeoff effectively.
Dor Atzmon, Roni Stern, Abdallah Saffidine
SOCS3
2017 The Parameterized Complexity of Positional Games
abstract
We study the parameterized complexity of several positional games. Our main result is that Short Generalized Hex is W[1]-complete parameterized by the number of moves. This solves an open problem from Downey and Fellows’ influential list of open problems from 1999. Previously, the problem was thought of as a natural candidate for AW[*]-completeness. Our main tool is a new fragment of first-order logic where universally quantified variables only occur in inequalities. We show that model-checking on arbitrary relational structures for a formula in this fragment is W[1]-complete when parameterized by formula size. We also consider a general framework where a positional game is represented as a hypergraph and two players alternately pick vertices. In a Maker-Maker game, the first player to have picked all the vertices of some hyperedge wins the game. In a Maker-Breaker game, the first player wins if she picks all the vertices of some hyperedge, and the second player wins otherwise. In an Enforcer-Avoider game, the first player wins if the second player picks all the vertices of some hyperedge, and the second player wins otherwise. Short Maker-Maker, Short Maker-Breaker, and Short Enforcer-Avoider are respectively AW[*]-, W[1]-, and co-W[1]-complete parameterized by the number of moves. This suggests a rough parameterized complexity categorization into positional games that are complete for the first level of the W-hierarchy when the winning condition only depends on which vertices one player has been able to pick, but AW[*]-complete when it depends on which vertices both players have picked. However, some positional games with highly structured board and winning configurations are fixed-parameter tractable. We give another example of such a game, Short k-Connect, which is fixed-parameter tractable when parameterized by the number of moves.
Édouard Bonnet, Serge Gaspers, Antonin Lambilliotte, Stefan Rümmele, Abdallah Saffidine
ICALP5
2017 Mechanisms for Online Organ Matching
abstract
Matching donations from deceased patients to patients on the waiting list account for over 85\% of all kidney transplants performed in Australia. We propose a simple mechanisms to perform this matching and compare this new mechanism with the more complex algorithm currently under consideration by the Organ and Tissue Authority in Australia. We perform a number of experiments using real world data provided by the Organ and Tissue Authority of Australia. We find that our simple mechanism is more efficient and fairer in practice compared to the other mechanism currently under consideration.
Nicholas Mattei, Abdallah Saffidine, Toby Walsh
IJCAI2
2017 Positional scoring-based allocation of indivisible goods
Dorothea Baumeister, Sylvain Bouveret, Jérôme Lang, Nhan-Tam Nguyen, Trung Thanh Nguyen 0004, Jörg Rothe, Abdallah Saffidine
Auton. Agents Multi Agent Syst.7
2016 Nested Monte Carlo Search for Two-Player Games
abstract
The use of the Monte Carlo playouts as an evaluation function has proved to be a viable, general technique for searching intractable game spaces. This facilitate the use of statistical techniques like Monte Carlo Tree Search (MCTS), but is also known to require significant processing overhead. We seek to improve the quality of information extracted from the Monte Carlo playout in three ways. Firstly, by nesting the evaluation function inside another evaluation function; secondly, by measuring and utilising the depth of the playout; and thirdly, by incorporating pruning strategies that eliminate unnecessary searches and avoid traps. Our experimental data, obtained on a variety of two-player games from past General Game Playing (GGP) competitions and others, demonstrate the usefulness of these techniques in a Nested Player when pitted against a standard, optimised UCT player.
Tristan Cazenave, Abdallah Saffidine, Michael John Schofield, Michael Thielscher
AAAI2
2016 On the complexity of connection games
Édouard Bonnet, Florian Jamain, Abdallah Saffidine
Theor. Comput. Sci.3
2015 A Preliminary Selection of Problems in Heuristic Search
abstract
The Heuristic Search community has been concentrating much effort during the last decades in solving more and more efficiently the SHORTEST PATH problem (SPP). As a result, a valuable body of scientific results has been produced, mostly in the form of heuristics and search algorithms. However, not much attention has been given to other problems even if they result from slight variations of the typical problems addressed by the community. Furthermore, other communities attempt at solving hard combinatorial problems which might be well solved with heuristic search. In this paper, an attempt is presented to introduce a preliminary selection of relevant problems that goes well beyond the classical SPP.
Carlos Linares López, Abdallah Saffidine
SOCS2
2014 Solving the Inferential Frame Problem in the General Game Description Language
abstract
The Game Description Language GDL is the standard input language for general game-playing systems. While players can gain a lot of traction by an efficient inference algorithm for GDL, state-of-the-art reasoners suffer from a variant of a classical KR problem, the inferential frame problem. We present a method by which general game players can transform any given game description into a representation that solves this problem. Our experimental results demonstrate that with the help of automatically generated domain knowledge, a significant speedup can thus be obtained for the majority of the game descriptions from the AAAI competition.
Javier Romero 0003, Abdallah Saffidine, Michael Thielscher
AAAI2
2014 A Systematic Solution to the (De-)Composition Problem in General Game Playing
abstract
General game players can drastically reduce the cost of search if they are able to solve smaller subproblems individually and synthesise the resulting solutions. To provide a systematic solution to this (de-)composition problem, we start off with generalising the standard decomposition problem in planning by allowing the composition of individual solutions to be further constrained by domain-dependent requirements of the global planning problem. We solve this generalised problem based on a systematic analysis of composition operators for transition systems, and we demonstrate how this solution can be further generalised to general game playing.
Timothy Joseph Cerexhe, David Rajaratnam, Abdallah Saffidine, Michael Thielscher
ECAI3
2014 The Game Description Language Is Turing Complete
abstract
In this short paper, we show that the game description language (GDL) is Turing complete. In particular, we show how to simulate a Turing machine (TM) as a single-player game described in GDL. Positions in the game correspond to configurations of the machine, and the TM accepts its input exactly when the agent has a winning strategy from the initial position. As direct consequences of the Turing completeness of GDL, we show that well formedness as well as some other properties of a GDL description are undecidable. We propose to strengthen the recursion restriction of the original GDL specification into a general recursion restriction. The restricted language is not Turing complete, and the aforementioned properties become decidable. Checking whether a game description satisfies the suggested restriction is as easy as checking that the game is syntactically correct. Finally, we argue that practical expressivity is not affected as all syntactically correct games in a collection of more than 500 games having appeared in previous general game playing (GGP) competitions belong to the proposed GDL fragment.
Abdallah Saffidine
IEEE Trans. Comput. Intell. AI Games1
2013 On the Complexity of Trick-Taking Card Games
Édouard Bonnet, Florian Jamain, Abdallah Saffidine
IJCAI3
2013 Monte Carlo *-Minimax Search
Marc Lanctot, Abdallah Saffidine, Joel Veness, Christopher Archibald, Mark H. M. Winands
IJCAI2
2013 Strategic voting and the logic of knowledge
Hans van Ditmarsch, Jérôme Lang, Abdallah Saffidine
TARK3
2012 Alpha-Beta Pruning for Games with Simultaneous Moves
abstract
Alpha-Beta pruning is one of the most powerful and fundamental MiniMax search improvements. It was designed for sequential two-player zero-sum perfect information games. In this paper we introduce an Alpha-Beta-like sound pruning method for the more general class of “stacked matrix games” that allow for simultaneous moves by both players. This is accomplished by maintaining upper and lower bounds for achievable payoffs in states with simultaneous actions and dominated action pruning based on the feasibility of certain linear programs. Empirical data shows considerable savings in terms of expanded nodes compared to naive depth-first move computation without pruning.
Abdallah Saffidine, Hilmar Finnsson, Michael Buro
AAAI1
2012 Minimal Proof Search for Modal Logic K Model Checking
Abdallah Saffidine
JELIA1
2012 UCD : Upper confidence bound for rooted directed acyclic graphs
Abdallah Saffidine, Tristan Cazenave, Jean Méhat
Knowl. Based Syst.1
2011 Choosing Collectively Optimal Sets of Alternatives Based on the Condorcet Criterion
Edith Elkind, Jérôme Lang, Abdallah Saffidine
IJCAI3