EDBT 2026 Demo / reviewers in the wild / expert
Luca de Alfaro
dblp:d/LucadeAlfaro · also Luca De Alfaro
· DBLP profile ↗
83ranked-venue papers
46as first author
9since 2021 · last 2025
0000-0003-3856-4576ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Theory of computation · 46 · 32 first-author · 1 since 2021Software engineering, systems software and programming languages · 17 · 9 first-authorDatabases, data management, data science and information retrieval · 13 · 3 first-author · 4 since 2021Applied, interdisciplinary, general and emerging computing · 7 · 4 first-authorArtificial intelligence and machine learning · 6 · 1 first-author · 2 since 2021Computer networks · 5 · 2 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 3 · 3 first-authorSystems, architecture and hardware · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Detecting Interpretable Subgroup Drifts
Flavio Giobergia, Eliana Pastor, Luca de Alfaro, Elena Baralis |
KDD (1) | 3 |
| 2024 | Prioritizing Data Acquisition for end-to-end Speech Model ImprovementabstractAs speech processing moves toward more data-hungry models, data selection and acquisition become crucial to building better systems. Recent efforts have championed quantity over quality, following the mantra "The more data, the better." However, not every data brings the same benefit. This paper proposes a data acquisition solution that yields better models with less data – and lower cost. Given a model, a task, and an objective to maximize, we propose a process with three steps. First, we assess the model’s baseline performance on the task. Second, we use efficient mining techniques to identify subgroups that maximize the target objective if acquired first as new samples. Being the subgroups interpretable, we can determine which samples to acquire. Third, we run incremental training sampling from those subgroups. Experiments with two state-of-the-art speech models for Intent Classification across two datasets in English and Italian show that our method is significantly better than random or complete acquisition and clustering-based techniques. Alkis Koudounas, Eliana Pastor, Giuseppe Attanasio, Luca de Alfaro, Elena Baralis |
ICASSP | 4 |
| 2024 | Towards Comprehensive Subgroup Performance Analysis in Speech ModelsabstractThe evaluation of spoken language understanding (SLU) systems is often restricted to assessing their global performance or examining predefined subgroups of interest. However, a more detailed analysis at the subgroup level has the potential to uncover valuable insights into how speech system performance differs across various subgroups. In this work, we identify biased data subgroups and describe them at the level of user demographics, recording conditions, and speech targets. We propose a new task-, model- and dataset-agnostic approach to detect significant intra- and cross-model performance gaps. We detect problematic data subgroups in SLU models by leveraging the notion of subgroup divergence. We also compare the outcome of different SLU models on the same dataset and task at the subgroup level. We identify significant gaps in subgroup performance between models different in size, architecture, or pre-training objectives, including multi-lingual and mono-lingual models, yet comparable to each other in overall performance. The results, obtained on two SLU models, four datasets, and three different tasks–intent classification, automatic speech recognition, and emotion recognition–confirm the effectiveness of the proposed approach in providing a nuanced SLU model assessment. Alkis Koudounas, Eliana Pastor, Giuseppe Attanasio, Vittorio Mazzia, Manuel Giollo, Thomas Gueudré, Elisa Reale, Luca Cagliero, Sandro Cumani, Luca de Alfaro, Elena Baralis, Daniele Amberti |
IEEE ACM Trans. Audio Speech Lang. Process. | 10 |
| 2023 | Exploring Subgroup Performance in End-to-End Speech ModelsabstractEnd-to-End Spoken Language Understanding models are generally evaluated according to their overall accuracy, or separately on (a priori defined) data subgroups of interest. We propose a technique for analyzing model performance at the subgroup level, which considers all subgroups that can be defined via a given set of metadata and are above a specified minimum size. The metadata can represent user characteristics, recording conditions, and speech targets. Our technique is based on advances in model bias analysis, enabling efficient exploration of resulting subgroups. A fine-grained analysis reveals how model performance varies across sub-groups, identifying modeling issues or bias towards specific subgroups.We compare the subgroup-level performance of models based on wav2vec 2.0 and HuBERT on the Fluent Speech Commands dataset. The experimental results illustrate how subgroup-level analysis reveals a finer and more complete picture of performance changes when models are replaced, automatically identifying the subgroups that most benefit or fail to benefit from the change. Alkis Koudounas, Eliana Pastor, Giuseppe Attanasio, Vittorio Mazzia, Manuel Giollo, Thomas Gueudré, Luca Cagliero, Luca de Alfaro, Elena Baralis, Daniele Amberti |
ICASSP | 8 |
| 2023 | A Hierarchical Approach to Anomalous Subgroup DiscoveryabstractUnderstanding peculiar and anomalous behavior of machine learning models for specific data subgroups is a fundamental building block of model performance and fairness evaluation. The analysis of these data subgroups can provide useful insights into model inner working and highlight its potentially discriminatory behavior. Current approaches to subgroup exploration ignore the presence of hierarchies in the data, and can only be applied to discretized attributes. The discretization process required for continuous attributes may significantly affect the identification of relevant subgroups.We propose a hierarchical subgroup exploration technique to identify anomalous subgroup behavior at multiple granularity levels, along with a technique for the hierarchical discretization of data attributes. The hierarchical discretization produces, for each continuous attribute, a hierarchy of intervals. The subsequent hierarchical exploration can exploit data hierarchies, selecting for each attribute the optimal granularity to identify subgroups that are both anomalous, and with enough elements to be statistically and practically significant. Compared to non- hierarchical approaches, we show that our hierarchical approach is more powerful in identifying anomalous subgroups and more stable with respect to discretization and exploration parameters. Eliana Pastor, Elena Baralis, Luca de Alfaro |
ICDE | 3 |
| 2022 | Making slotted ALOHA efficient and fair using reinforcement learningabstractReinforcement learning (RL) has been proposed as a technique that allows nodes to learn to coordinate their transmissions in order to attain much higher channel utilization. Several RL-based approaches have been proposed to improve the performance of slotted ALOHA; however, all these schemes have assumed that immediate feedback is available at the transmitters regarding the outcome of their transmissions. This paper introduces ALOHA-dQT, which is the first channel-access protocol based on the use of RL in the context of slotted ALOHA that takes into account the use of explicit acknowledgments from receivers to senders. As such, ALOHA-dQT is the first RL-based approach for channel access that is suitable for wireless networks that do not rely on centralized repeaters or base stations. ALOHA-dQT achieves high utilization by having nodes broadcast short summaries of the channel history as known to them along with their packets. Simulation results show that ALOHA-dQT leads to network utilization above 75%, with fair bandwidth allocation among nodes. Molly Zhang, Luca de Alfaro, J. J. Garcia-Luna-Aceves |
Comput. Commun. | 2 |
| 2021 | CONCUR Test-Of-Time Award 2021 (Invited Paper)
Nathalie Bertrand 0001, Luca de Alfaro, Rob J. van Glabbeek, Catuscia Palamidessi, Nobuko Yoshida |
CONCUR | 2 |
| 2021 | Looking for Trouble: Analyzing Classifier Behavior via Pattern DivergenceabstractMachine learning models may perform differently on different data subgroups, which we represent as itemsets (i.e., conjunctions of simple predicates). The identification of these critical data subgroups plays an important role in many applications, for example model validation and testing, or evaluation of model fairness. Typically, domain expert help is required to identify relevant (or sensitive) subgroups. Eliana Pastor, Luca de Alfaro, Elena Baralis |
SIGMOD Conference | 2 |
| 2021 | How Divergent Is Your Data?abstractWe present DivExplorer, a tool that enables users to explore datasets and find subgroups of data for which a classifier behaves in an anomalous manner. These subgroups, denoted as divergent subgroups, may exhibit, for example, higher-than-normal false positive or negative rates. DivExplorer can be used to analyze and debug classifiers. If the data has ethical or social implications, DivExplorer can be also used to identify bias in classifiers. Eliana Pastor, Andrew Gavgavian, Elena Baralis, Luca de Alfaro |
Proc. VLDB Endow. | 4 |
| 2020 | Adaptive Policy Tree Algorithm to Approach Collision-Free Transmissions in Slotted ALOHAabstractA new adaptive transmission protocol is introduced to improve the performance of slotted ALOHA. Nodes use known periodic schedules as base policies with which they collaboratively learn how to transmit periodically in different time slots so that packet collisions are minimized. The Adaptive Policy Tree (APT) algorithm is introduced for this purpose, which results in APT-ALOHA. APT-ALOHA does not require the presence of a central repeater and uses explicit acknowledgements to confirm the reception of packets. It is shown that nodes using APT-ALOHA quickly converge to transmission schedules that are virtually collision-free, and that the throughput of APT-ALOHA resembles that of TDMA, where slots are pre-allocated to nodes. In particular, APT-ALOHA attains a successful utilization of time slots- over 70% on saturation mode. Molly Zhang, Luca de Alfaro, Marc Mosko, Colin Funai, Tim Upthegrove, Bishal Thapa, Daniel Javorsek, J. J. Garcia-Luna-Aceves |
MASS | 2 |
| 2020 | Using Reinforcement Learning in Slotted Aloha for Ad-Hoc NetworksabstractSlotted ALOHA is known to have poor channel utilization (a maximum of 37% when average offered load is one packet per time slot). Reinforcement learning has recently been proposed as a technique that allows nodes to learn to coordinate their transmissions in order to attain much higher network utilization. All reinforcement learning schemes proposed to date assume immediate feedback on the outcome of a packet transmission. We introduce ALOHA-dQT, a reinforcement-learning protocol that achieves high utilization by having nodes broadcast short summaries of the channel history as known to them along with their packets. Our simulation results show that ALOHA-dQT leads to network utilization above 75%, with fair bandwidth allocation among nodes. ALOHA-dQT is the first reinforcement-learning approach applied to slotted ALOHA suitable for ad-hoc networks without centralized repeaters. Molly Zhang, Luca de Alfaro, J. J. Garcia-Luna-Aceves |
MSWiM | 2 |
| 2020 | Approaching Fair Collision-Free Channel Access with Slotted ALOHA Using Collaborative Policy-Based Reinforcement Learning
Luca de Alfaro, Molly Zhang, J. J. Garcia-Luna-Aceves |
Networking | 1 |
| 2019 | Learning Edge Properties in Graphs from Path AggregationsabstractGraph edges, along with their labels, can represent information of fundamental importance, such as links between web pages, friendship between users, the rating given by users to other users or items, and much more. We introduce LEAP, a trainable, general framework for predicting the presence and properties of edges on the basis of the local structure, topology, and labels of the graph. The LEAP framework is based on the exploration and machine-learning aggregation of the paths connecting nodes in a graph. We provide several methods for performing the aggregation phase by training path aggregators, and we demonstrate the flexibility and generality of the framework by applying it to the prediction of links and user ratings in social networks. Rakshit Agrawal, Luca de Alfaro |
WWW | 2 |
| 2018 | Automated Audience Segmentation Using Reputation SignalsabstractSelecting the right audience for an advertising campaign is one of the most challenging, time-consuming and costly steps in the advertising process. To target the right audience, advertisers usually have two options: a) market research to identify user segments of interest and b) sophisticated machine learning models trained on data from past campaigns. In this paper we study how demand-side platforms (DSPs) can leverage the data they collect (demographic and behavioral) in order to learn reputation signals about end user convertibility and advertisement (ad) quality. In particular, we propose a reputation system which learns interest scores about end users, as an additional signal of ad conversion, and quality scores about ads, as a signal of campaign success. Then our model builds user segments based on a combination of demographic, behavioral and the new reputation signals and recommends transparent targeting rules that are easy for the advertiser to interpret and refine. We perform an experimental evaluation on industry data that showcases the benefits of our approach for both new and existing advertiser campaigns. Maria Daltayanni, Ali Dasdan, Luca de Alfaro |
KDD | 3 |
| 2017 | Efficient Techniques for Crowdsourced Top-k ListsabstractWe focus on the problem of obtaining top-k lists of items from larger itemsets, using human workers for doing comparisons among items.An example application is short-listing a large set of college applications using advanced students as workers. We describe novel efficient techniques and explore their tolerance to adversarial behavior and the tradeoffs among different measures of performance (latency, expense and quality of results). We empirically evaluate the proposed techniques against prior art using simulations as well as real crowds in Amazon Mechanical Turk. A randomized variant of the proposed algorithms achieves significant budget saves, especially for very large itemsets and large top-k lists, with negligible risk of lowering the quality of the output. Luca de Alfaro, Vassilis Polychronopoulos, Neoklis Polyzotis |
IJCAI | 1 |
| 2016 | Dynamics of Peer Grading: An Empirical Study
Luca de Alfaro, Michael Shavlovsky |
EDM | 1 |
| 2016 | Efficient Techniques for Crowdsourced Top-k ListsabstractWe propose techniques that obtain top-k lists of items out of larger itemsets, using human workers to perform comparisons among items. An example application is to short-list a large set of college applications using advanced students as workers. A method that obtains crowdsourced top-k lists has to address several challenges of crowdsourcing: there are constraints in the total number of tasks due to monetary or practical reasons; tasks posted to workers have an inherent limitation on their size; obtaining results from human workers has high latency; workers may disagree on their judgments for the same items or provide wrong results on purpose; and, there can be varying difficulty among tasks of the same size. We describe novel efficient techniques and explore their tolerance to adversarial behavior and the tradeoffs among different measures of performance (latency, expense and quality of results). We empirically evaluate the proposed techniques using simulations as well as real crowds in Amazon Mechanical Turk. A randomized variant of the proposed algorithms achieves significant budget saves, especially for very large itemsets and large top-k lists, with negligible risk of lowering the quality of the output. Luca de Alfaro, Vassilis Polychronopoulos, Neoklis Polyzotis |
HCOMP | 1 |
| 2016 | Predicting the quality of user contributions via LSTMsabstractIn many collaborative systems it is useful to automatically estimate the quality of new contributions; the estimates can be used for instance to flag contributions for review. To predict the quality of a contribution by a user, it is useful to take into account both the characteristics of the revision itself, and the past history of contributions by that user. In several approaches, the user's history is first summarized into a number of features, such as number of contributions, user reputation, time from previous revision, and so forth. These features are then passed along with features of the current revision to a machine-learning classifier, which outputs a prediction for the user contribution. The summarization step is used because the usual machine learning models, such as neural nets, SVMs, etc. rely on a fixed number of input features. We show in this paper that this manual selection of summarization features can be avoided by adopting machine-learning approaches that are able to cope with temporal sequences of input. Rakshit Agrawal, Luca de Alfaro |
OpenSym | 2 |
| 2015 | Reliable Aggregation of Boolean Crowdsourced TasksabstractWe propose novel algorithms for the problem of crowdsourcing binary labels. Such binary labeling tasks are very common in crowdsourcing platforms, for instance, to judge the appropriateness of web content or to flag vandalism. We propose two unsupervised algorithms: one simple to implement albeit derived heuristically, and one based on iterated bayesian parameter estimation of user reputation models. We provide mathematical insight into the benefits of the proposed algorithms over existing approaches, and we confirm these insights by showing that both algorithms offer improved performance on many occasions across both synthetic and real-world datasets obtained via Amazon Mechanical Turk. Luca de Alfaro, Vassilis Polychronopoulos, Michael Shavlovsky |
HCOMP | 1 |
| 2015 | WorkerRank: Using Employer Implicit Judgements to Infer Worker ReputationabstractIn online labor marketplaces two parties are involved; employers and workers. An employer posts a job in the marketplace to receive applications from interested workers. After evaluating the match to the job, the employer hires one (or more workers) to accomplish the job via an online contract. At the end of the contract, the employer can provide his worker with some rating that becomes visible in the worker online profile. This form of explicit feedback guides future hiring decisions, since it is indicative of worker true ability. In this paper, first we discuss some of the shortcomings of the existing reputation systems that are based on the end-of-contract ratings. Then we propose a new reputation mechanism that uses Bayesian updates to combine employer implicit feedback signals in a link-analysis approach. The new system addresses the shortcomings of existing approaches, while yielding better signal for the worker quality towards hiring decision. Maria Daltayanni, Luca de Alfaro, Panagiotis Papadimitriou 0002 |
WSDM | 2 |
| 2014 | On Assigning Implicit Reputation Scores in an Online Labor MarketplaceabstractIn online labor marketplaces employers post job openings and re-ceive applications by workers interested in them. The employers decide which applicant to hire and then they work with the selected worker to accomplish the job requirements. At the end of the con-tract, an employer can provide his worker with some rating that becomes visible in the online worker profile and can guide future hiring decisions of other employers. In this paper, we discuss some of the shortcomings of the existing reputation system and we pro-pose a new reputation mechanism that combines employer implicit feedback signals in a link-analysis-based approach. The new sys-tem addresses the shortcomings of the existing one while yielding similar or better signal for the worker quality. 1. Maria Daltayanni, Luca de Alfaro, Panagiotis Papadimitriou 0002, Panayiotis Tsaparas |
EDBT | 2 |
| 2014 | CrowdGrader: a tool for crowdsourcing the evaluation of homework assignmentsabstractCrowdGrader is a system that lets students submit and collaboratively review and grade homework. We describe the techniques and ideas used in CrowdGrader, and report on the experience of using CrowdGrader in disciplines ranging from Computer Science to Economics, Writing, and Technology. In CrowdGrader, students receive an overall crowd-grade that reflects both the quality of their homework, and the quality of their work as reviewers. This creates an incentive for students to provide accurate grades and helpful reviews of other students' work. Instructors can use the crowd-grades as final grades, or fine-tune the grades according to their wishes. Our results on seven classes show that students actively participate in the grading and write reviews that are generally helpful to the submissions' authors. The results also show that grades computed by CrowdGrader are sufficiently precise to be used as the homework component of class grades. Students report that the main benefits in using CrowdGrader are the quality of the reviews they receive, and the ability to learn from reviewing their peers' work. Instructors can leverage peer learning in their classes, and easily handle homework evaluation in large classes. Luca de Alfaro, Michael Shavlovsky |
SIGCSE | 1 |
| 2013 | Human-Powered Top-k Lists
Vassilis Polychronopoulos, Luca de Alfaro, James Davis 0001, Hector Garcia-Molina, Neoklis Polyzotis |
WebDB | 2 |
| 2013 | Attributing authorship of revisioned contentabstractA considerable portion of web content, from wikis to collaboratively edited documents, to code posted online, is revisioned. We consider the problem of attributing authorship to such revisioned content, and we develop scalable attribution algorithms that can be applied to very large bodies of revisioned content, such as the English Wikipedia. Luca de Alfaro, Michael Shavlovsky |
WWW | 1 |
| 2013 | Code aware resource management
Krishnendu Chatterjee, Luca de Alfaro, Marco Faella, Rupak Majumdar, Vishwanath Raman |
Formal Methods Syst. Des. | 2 |
| 2013 | Strategy improvement for concurrent reachability and turn-based stochastic safety gamesabstractWe consider concurrent games played on graphs. At every round of a game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety objective to stay forever in a given set of states, and its dual, the reachability objective to reach a given set of states. First, we present a simple proof of the fact that in concurrent reachability games, for all ε>0, memoryless ε-optimal strategies exist. A memoryless strategy is independent of the history of plays, and an ε-optimal strategy achieves the objective with probability within ε of the value of the game. In contrast to previous proofs of this fact, our proof is more elementary and more combinatorial. Second, we present a strategy-improvement (a.k.a. policy-iteration) algorithm for concurrent games with reachability objectives. Finally, we present a strategy-improvement algorithm for turn-based stochastic games (where each player selects moves in turns) with safety objectives. Our algorithms yield sequences of player-1 strategies which ensure probabilities of winning that converge monotonically (from below) to the value of the game. Krishnendu Chatterjee, Luca de Alfaro, Thomas A. Henzinger |
J. Comput. Syst. Sci. | 2 |
| 2011 | Wikipedia Vandalism Detection: Combining Natural Language, Metadata, and Reputation Features
B. Thomas Adler, Luca de Alfaro, Santiago Moisés Mola-Velasco, Paolo Rosso, Andrew G. West |
CICLing (2) | 2 |
| 2011 | Qualitative concurrent parity gamesabstractWe consider two-player games played on a finite state space for an infinite number of rounds. The games are concurrent : in each round, the two players (player 1 and player 2) choose their moves independently and simultaneously; the current state and the two moves determine the successor state. We consider ω-regular winning conditions specified as parity objectives. Both players are allowed to use randomization when choosing their moves. We study the computation of the limit-winning set of states, consisting of the states where the sup-inf value of the game for player 1 is 1: in other words, a state is limit-winning if player 1 can ensure a probability of winning arbitrarily close to 1. We show that the limit-winning set can be computed in O ( n 2 d +2) time, where n is the size of the game structure and 2 d is the number of priorities (or colors). The membership problem of whether a state belongs to the limit-winning set can be decided in NP ∩ coNP. While this complexity is the same as for the simpler class of turn-based parity games, where in each state only one of the two players has a choice of moves, our algorithms are considerably more involved than those for turn-based games. This is because concurrent games do not satisfy two of the most fundamental properties of turn-based parity games. First, in concurrent games limit-winning strategies require randomization; and second, they require infinite memory. Krishnendu Chatterjee, Luca de Alfaro, Thomas A. Henzinger |
ACM Trans. Comput. Log. | 2 |
| 2010 | Analyzing the Impact of Change in Multi-threaded Programs
Krishnendu Chatterjee, Luca de Alfaro, Vishwanath Raman, César Sánchez 0001 |
FASE | 2 |
| 2010 | Solving games via three-valued abstraction refinement
Luca de Alfaro |
Inf. Comput. | 1 |
| 2009 | Termination criteria for solving concurrent safety and reachability gamesabstractWe consider concurrent games played on graphs. At every round of a game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety objective to stay forever in a given set of states, and its dual, the reachability objective to reach a given set of states. We present in this paper a strategy improvement algorithm for computing the value of a concurrent safety game, that is, the maximal probability with which player 1 can enforce the safety objective. The algorithm yields a sequence of player-1 strategies which ensure probabilities of winning that converge monotonically to the value of the safety game. Our result is significant because the strategy improvement algorithm provides, for the first time, a way to approximate the value of a concurrent safety game from below. Since a value iteration algorithm, or a strategy improvement algorithm for reachability games, can be used to approximate the same value from above, the combination of both algorithms yields a method for computing a converging sequence of upper and lower bounds for the values of concurrent reachability and safety games. Previous methods could approximate the values of these games only from one direction, and as no rates of convergence are known, they did not provide a practical way to solve these games. Krishnendu Chatterjee, Luca de Alfaro, Thomas A. Henzinger |
SODA | 2 |
| 2009 | Linear and Branching System MetricsabstractWe extend the classical system relations of trace inclusion, trace equivalence, simulation, and bisimulation to a quantitative setting in which propositions are interpreted not as boolean values, but as elements of arbitrary metric spaces. Trace inclusion and equivalence give rise to asymmetrical and symmetrical linear distances, while simulation and bisimulation give rise to asymmetrical and symmetrical branching distances. We study the relationships among these distances and we provide a full logical characterization of the distances in terms of quantitative versions of LTL and mu-calculus. We show that, while trace inclusion (respectively, equivalence) coincides with simulation (respectively, bisimulation) for deterministic boolean transition systems, linear and branching distances do not coincide for deterministic metric transition systems. Finally, we provide algorithms for computing the distances over finite systems, together with a matching lower complexity bound. Luca de Alfaro, Marco Faella, Mariëlle Stoelinga |
IEEE Trans. Software Eng. | 1 |
| 2008 | The Complexity of Coverage
Krishnendu Chatterjee, Luca de Alfaro, Rupak Majumdar |
APLAS | 2 |
| 2008 | Stochastic Games with Lossy Channels
Parosh Aziz Abdulla, Noomene Ben Henda, Luca de Alfaro, Richard Mayr, Sven Sandberg |
FoSSaCS | 3 |
| 2008 | Algorithms for Game MetricsabstractSimulation and bisimulation metrics for stochastic systems provide a quantitative generalization of the classical simulation and bisimulation relations. These metrics capture the similarity of states with respect to quantitative specifications written in the quantitative $\mu$-calculus and related probabilistic logics. We present algorithms for computing the metrics on Markov decision processes (MDPs), turn-based stochastic games, and concurrent games. For turn-based games and MDPs, we provide a polynomial-time algorithm based on linear programming for the computation of the one-step metric distance between states. The algorithm improves on the previously known exponential-time algorithm based on a reduction to the theory of reals. We then present PSPACE algorithms for both the decision problem and the problem of approximating the metric distance between two states, matching the best known bound for Markov chains. For the bisimulation kernel of the metric, which corresponds to probabilistic bisimulation, our algorithm works in time $\calo(n^4)$ for both turn-based games and MDPs; improving the previously best known $\calo(n^9\cdot\log(n))$ time algorithm for MDPs. For a concurrent game $G$, we show that computing the exact distance between states is at least as hard as computing the value of concurrent reachability games and the square-root-sum problem in computational geometry. We show that checking whether the metric distance is bounded by a rational $r$, can be accomplished via a reduction to the theory of real closed fields, involving a formula with three quantifier alternations, yielding $\calo(|G|^{\calo(|G|^5)})$ time complexity, improving the previously known reduction with $\calo(|G|^{\calo(|G|^7)})$ time complexity. These algorithms can be iterated to approximate the metrics using binary search. Krishnendu Chatterjee, Luca de Alfaro, Rupak Majumdar, Vishwanath Raman |
FSTTCS | 2 |
| 2008 | Game Refinement Relations and MetricsabstractWe consider two-player games played over finite state spaces for an infinite number of rounds. At each state, the players simultaneously choose moves; the moves determine a successor state. It is often advantageous for players to choose probability distributions over moves, rather than single moves. Given a goal, for example, reach a target state, the question of winning is thus a probabilistic one: what is the maximal probability of winning from a given state? On these game structures, two fundamental notions are those of equivalences and metrics. Given a set of winning conditions, two states are equivalent if the players can win the same games with the same probability from both states. Metrics provide a bound on the difference in the probabilities of winning across states, capturing a quantitative notion of state similarity. We introduce equivalences and metrics for two-player game structures, and we show that they characterize the difference in probability of winning games whose goals are expressed in the quantitative mu-calculus. The quantitative mu-calculus can express a large set of goals, including reachability, safety, and omega-regular properties. Thus, we claim that our relations and metrics provide the canonical extensions to games, of the classical notion of bisimulation for transition systems. We develop our results both for equivalences and metrics, which generalize bisimulation, and for asymmetrical versions, which generalize simulation. Luca de Alfaro, Rupak Majumdar, Vishwanath Raman, Mariëlle Stoelinga |
Log. Methods Comput. Sci. | 1 |
| 2007 | An Accelerated Algorithm for 3-Color Parity Games with an Application to Timed Games
Luca de Alfaro, Marco Faella |
CAV | 1 |
| 2007 | Magnifying-Lens Abstraction for Markov Decision Processes
Luca de Alfaro |
CAV | 1 |
| 2007 | Solving Games Via Three-Valued Abstraction Refinement
Luca de Alfaro |
CONCUR | 1 |
| 2007 | Game Relations and MetricsabstractWe consider two-player games played over finite state spaces for an infinite number of rounds. At each state, the players simultaneously choose moves; the moves determine a successor state. It is often advantageous for players to choose probability distributions over moves, rather than single moves. Given a goal (e.g., "reach a target state"), the question of winning is thus a probabilistic one: "what is the maximal probability of winning from a given state?". On these game structures, two fundamental notions are those of equivalences and metrics. Given a set of winning conditions, two states are equivalent if the players can win the same games with the same probability from both states. Metrics provide a bound on the difference in the probabilities of winning across states, capturing a quantitative notion of state "similarity". We introduce equivalences and metrics for two-player game structures, and we show that they characterize the difference in probability of winning games whose goals are expressed in the quantitative mu-calculus. The quantitative mu- calculus can express a large set of goals, including reachability, safety, and omega-regular properties. Thus, we claim that our relations and metrics provide the canonical extensions to games, of the classical notion of bisimulation for transition systems. We develop our results both for equivalences and metrics, which generalize bisimulation, and for asymmetrical versions, which generalize simulation. Luca de Alfaro, Rupak Majumdar, Vishwanath Raman, Mariëlle Stoelinga |
LICS | 1 |
| 2007 | A content-driven reputation system for the wikipediaabstractWe present a content-driven reputation system for Wikipedia authors. In our system, authors gain reputation when the edits they perform to Wikipedia articles are preserved by subsequent authors, and they lose reputation when their edits are rolled back or undone in short order. Thus, author reputation is computed solely on the basis of content evolution; user-to-user comments or ratings are not used. The author reputation we compute could be used to flag new contributions from low-reputation authors, or it could be used to allow only authors with high reputation to contribute to controversialor critical pages. A reputation system for the Wikipedia could also provide an incentive for high-quality contributions. We have implemented the proposed system, and we have used it to analyze the entire Italian and French Wikipedias, consisting of a total of 691, 551 pages and 5, 587, 523 revisions. Our results show that our notion of reputation has good predictive value: changes performed by low-reputation authors have a significantly larger than average probability of having poor quality, as judged by human observers, and of being later undone, as measured by our algorithms. B. Thomas Adler, Luca de Alfaro |
WWW | 2 |
| 2007 | Concurrent reachability games
Luca de Alfaro, Thomas A. Henzinger, Orna Kupferman |
Theor. Comput. Sci. | 1 |
| 2006 | Ticc: A Tool for Interface Compatibility and CompositionabstractWe present the tool Ticc ( Tool for Interface Compatibility and Composition ). In Ticc , a component interface describes both the behavior of a component, and the component’s assumptions on the environment’s behavior. Ticc can check the compatibility of such interfaces, and analyze their emergent behavior, via a symbolic implementation of game-theoretic algorithms. These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves. B. Thomas Adler, Luca de Alfaro, Leandro Dias da Silva, Marco Faella, Axel Legay, Vishwanath Raman |
CAV | 2 |
| 2006 | The complexity of quantitative concurrent parity games
Krishnendu Chatterjee, Luca de Alfaro, Thomas A. Henzinger |
SODA | 2 |
| 2005 | Code aware resource managementabstractMultithreaded programs coordinate their interaction through synchronization primitives like mutexes and semaphores, which are managed by an OS-provided resource manager. We propose algorithms for the automatic construction of code-aware resource managers for multithreaded embedded applications. Such managers use knowledge about the structure and resource usage (mutex and semaphore usage) of the threads to guarantee deadlock freedom and progress while managing resources in an efficient way. Our algorithms compute managers as winning strategies in certain infinite games, and produce a compact code description of these strategies. We have implemented the algorithms in the tool Cynthesis. Given a multithreaded program in C, the tool produces C~code implementing a code-aware resource manager. We show in experiments that Cynthesis produces compact resource managers within a few minutes on a set of embedded benchmarks with up to 6 threads. Luca de Alfaro, Vishwanath Raman, Marco Faella, Rupak Majumdar |
EMSOFT | 1 |
| 2005 | The Complexity of Stochastic Rabin and Streett Games'
Krishnendu Chatterjee, Luca de Alfaro, Thomas A. Henzinger |
ICALP | 2 |
| 2005 | Model checking discounted temporal properties
Luca de Alfaro, Marco Faella, Thomas A. Henzinger, Rupak Majumdar, Mariëlle Stoelinga |
Theor. Comput. Sci. | 1 |
| 2004 | Linear and Branching Metrics for Quantitative Transition Systems
Luca de Alfaro, Marco Faella, Mariëlle Stoelinga |
ICALP | 1 |
| 2004 | Three-Valued Abstractions of Games: Uncertainty, but with PrecisionabstractWe present a framework for abstracting two-player turn-based games that preserves any formula of the alternating /spl mu/-calculus (AMC). Unlike traditional conservative abstractions which can only prove the existence of winning strategies for only one of the players, our framework is based on 3-valued games, and it can be used to prove and disprove formulas of AMC including arbitrarily nested strategy quantifiers. Our main contributions are as follows. We define abstract 3-valued games and an alternating refinement relation on these that preserves winning strategies for both players. We provide a logical characterization of the alternating refinement relation. We show that our abstractions are as precise as can be via completeness results. We present AMC formulas that solve 3-valued games with /spl omega/-regular objectives, and we show that such games are determined in a 3-valued sense. We also discuss the complexity of model checking arbitrary AMC formulas on 3-valued games and of checking alternating refinement. Luca de Alfaro, Patrice Godefroid, Radha Jagadeesan |
LICS | 1 |
| 2004 | Model Checking Discounted Temporal Properties
Luca de Alfaro, Marco Faella, Thomas A. Henzinger, Rupak Majumdar, Mariëlle Stoelinga |
TACAS | 1 |
| 2004 | Quantitative solution of omega-regular games
Luca de Alfaro, Rupak Majumdar |
J. Comput. Syst. Sci. | 1 |
| 2003 | Quantitative Verification and Control via the Mu-Calculus
Luca de Alfaro |
CONCUR | 1 |
| 2003 | The Element of Surprise in Timed Games
Luca de Alfaro, Marco Faella, Thomas A. Henzinger, Rupak Majumdar, Mariëlle Stoelinga |
CONCUR | 1 |
| 2003 | Resource Interfaces
Arindam Chakrabarti, Luca de Alfaro, Thomas A. Henzinger, Mariëlle Stoelinga |
EMSOFT | 2 |
| 2003 | Information Flow in Concurrent Games
Luca de Alfaro, Marco Faella |
ICALP | 1 |
| 2003 | Discounting the Future in Systems Theory
Luca de Alfaro, Thomas A. Henzinger, Rupak Majumdar |
ICALP | 1 |
| 2003 | Hybrid diagrams
Luca de Alfaro, Arjun Kapur |
Theor. Comput. Sci. | 1 |
| 2002 | Interface Compatibility Checking for Software Modules
Arindam Chakrabarti, Luca de Alfaro, Thomas A. Henzinger, Marcin Jurdzinski, Freddy Y. C. Mang |
CAV | 2 |
| 2002 | Synchronous and Bidirectional Component Interfaces
Arindam Chakrabarti, Luca de Alfaro, Thomas A. Henzinger, Freddy Y. C. Mang |
CAV | 2 |
| 2002 | Timed Interfaces
Luca de Alfaro, Thomas A. Henzinger, Mariëlle Stoelinga |
EMSOFT | 1 |
| 2002 | Convertibility verification and converter synthesis: two faces of the same coinabstractAn essential problem in component-based design is how to compose components designed in isolation. Several approaches have been proposed for specifying component interfaces that capture behavioral aspects such as interaction protocols, and for verifying interface compatibility. Likewise, several approaches have been developed for synthesizing converters between incompatible protocols. In this paper, we introduce the notion of adaptability as the property that two interfaces have when they can be made compatible by communicating through a converter that meets specified requirements. We show that verifying adaptability and synthesizing an appropriate converter are two faces of the same coin: adaptability can be formalized and solved using a game-theoretic framework, and then the converter can be synthesized as a strategy that always wins the game. Finally we show that this framework can be related to the rectification problem in trace theory. Roberto Passerone, Luca de Alfaro, Thomas A. Henzinger, Alberto L. Sangiovanni-Vincentelli |
ICCAD | 2 |
| 2001 | Model Checking the World Wide Web
Luca de Alfaro |
CAV | 1 |
| 2001 | Compositional Methods for Probabilistic Systems
Luca de Alfaro, Thomas A. Henzinger, Ranjit Jhala |
CONCUR | 1 |
| 2001 | Symbolic Algorithms for Infinite-State Games
Luca de Alfaro, Thomas A. Henzinger, Rupak Majumdar |
CONCUR | 1 |
| 2001 | The Control of Synchronous Systems, Part II
Luca de Alfaro, Thomas A. Henzinger, Freddy Y. C. Mang |
CONCUR | 1 |
| 2001 | JMOCHA: A Model Checking Tool that Exploits Design StructureabstractModel checking is a practical tool for automated debugging of embedded software. In model checking, a high-level description of a system is compared against a logical correctness requirement to discover inconsistencies. Since model checking is based on exhaustive state-space exploration and the size of the state space of a design grows exponentially with the size of the description, scalability remains a challenge. We have thus developed techniques for exploiting modular design structure during model checking, and the model checker jMocha (Java MOdel-CHecking Algorithm) is based on this theme. Instead of manipulating unstructured state-transition graphs, it supports the hierarchical modeling framework of reactive modules. jMocha is a growing interactive software environment for specification, simulation and verification, and is intended as a vehicle for the development of new verification algorithms and approaches. It is written in Java and uses native C-code BDD libraries from VIS. jMocha offers: (1) a GUI that looks familiar to Windows/Java users; (2) a simulator that displays traces in a message sequence chart fashion; (3) requirements verification both by symbolic and enumerative model checking; (4) implementation verification by checking trace containment; (5) a proof manager that aids compositional and assume-guarantee reasoning; and (6) SLANG (Scripting LANGuage) for the rapid and structured development of new verification algorithms. jMocha is available publicly at; it is a successor and extension of the original Mocha tool that was entirely written in C. Rajeev Alur, Luca de Alfaro, Radu Grosu, Thomas A. Henzinger, M. Kang, Christoph M. Kirsch, Rupak Majumdar, Freddy Y. C. Mang, Bow-Yaw Wang |
ICSE | 2 |
| 2001 | From Verification to Control: Dynamic Programs for Omega-Regular ObjectivesabstractDynamic programs, or fixpoint iteration schemes, are useful for solving many problems on state spaces. For Kripke structures, a rich fixpoint theory is available in the form of the /spl mu/-calculus, yet few connections have been made between different interpretations of fixpoint algorithms. We study the question of when a particular fixpoint iteration scheme /spl phi/ for verifying an /spl omega/-regular property /spl Psi/ on a Kripke structure can be used also for solving a two-player game on a game graph with winning objective /spl Psi/. We provide a sufficient and necessary criterion for the answer to be affirmative in the form of an extremal-model theorem for games: under a game interpretation, the dynamic program /spl phi/ solves the game with objective /spl Psi/ iff both (1) under an existential interpretation on Kripke structures, /spl phi/ is equivalent to /spl exist//spl Psi/, and (2) under a universal interpretation on Kripke structures, /spl phi/ is equivalent to /spl forall//spl Psi/. In other words, /spl phi/ is correct on all two-player game graphs iff it is correct on all extremal game graphs, where one or the other player has no choice of moves. The theorem generalizes to quantitative interpretations, where it connects two-player games with costs to weighted graphs. While the standard translations from /spl omega/-regular properties to the /spl mu/-calculus violate (1) or (2), we give a translation that satisfies both conditions. Our construction, therefore, yields fixpoint iteration schemes that can be uniformly applied on Kripke structures, weighted graphs, game graphs, and game graphs with costs, in order to meet or optimize a given /spl omega/-regular objective. Luca de Alfaro, Thomas A. Henzinger, Rupak Majumdar |
LICS | 1 |
| 2001 | Interface automataabstractConventional type systems specify interfaces in terms of values and domains. We present a light-weight formalism that captures the temporal aspects of software component interfaces. Specifically, we use an automata-based language to capture both input assumptions about the order in which the methods of a component are called, and output guarantees about the order in which the component calls external methods. The formalism supports automatic compatability checks between interface models, and thus constitutes a type system for component interaction. Unlike traditional uses of automata, our formalism is based on an optimistic approach to composition, and on an alternating approach to design refinement. According to the optimistic approach, two components are compatible if there is some environment that can make them work together. According to the alternating approach, one interface refines another if it has weaker input assumptions, and stronger output guarantees. We show that these notions have game-theoretic foundations that lead to efficient algorithms for checking compatibility and refinement. Luca de Alfaro, Thomas A. Henzinger |
ESEC / SIGSOFT FSE | 1 |
| 2001 | Quantitative solution of omega-regular gamesabstractWe consider two-player games played for an infinite number of rounds, with ω-regular winning conditions. The games may be concurrent, in that the players choose their moves simultaneously and independently, and probabilistic, in that the moves determine a probability distribution for the successor state. We introduce quantitative game μ-calculus, and we show that the maximal probability of winning such games can be expressed as the fixpoint formulas in this calculus. We develop the arguments both for deterministic and for probabilistic concurrent games; as a special case, we solve probabilistic turn-based games with ω-regular winning conditions, which was also open. We also characterize the optimality, and the memory requirements, of the winning strategies. In particular, we show that while memoryless strategies suffice for winning games with safety and reachability conditions, Buchi conditions require the use of strategies with infinite memory. The existence of optimal strategies, as opposed to e-optimal, is only guaranteed in games with safety winning conditions. Luca de Alfaro, Rupak Majumdar |
STOC | 1 |
| 2000 | Detecting Errors Before Reaching Them
Luca de Alfaro, Thomas A. Henzinger, Freddy Y. C. Mang |
CAV | 1 |
| 2000 | The Control of Synchronous Systems
Luca de Alfaro, Thomas A. Henzinger, Freddy Y. C. Mang |
CONCUR | 1 |
| 2000 | Concurrent Omega-Regular GamesabstractWe consider two-player games which are played on a finite state space for an infinite number of rounds. The games are concurrent, that is, in each round, the two players choose their moves independently and simultaneously; the current state and the two moves determine a successor state. We consider omega-regular winning conditions on the resulting infinite state sequence. To model the independent choice of moves, both players are allowed to use randomization for selecting their moves. This gives rise to the following qualitative modes of winning, which can be studied without numerical considerations concerning probabilities: sure-win (player 1 can ensure winning with certainty); almost-sure-win (player 1 can ensure winning with probability 1); limit-win (player 1 can ensure winning with probability arbitrarily close to 1); bounded-win (player 1 can ensure winning with probability bounded away from 0); positive-win (player 1 can ensure winning with positive probability); and exist-win (player 1 can ensure that at least one possible outcome of the game satisfies the winning condition). We provide algorithms for computing the sets of winning states for each of these winning modes. In particular, we solve concurrent Rabin-chain games in n/sup O/(m) time, where n is the size of the game structure and m is the number of pairs in the Rabin-chain condition. While this complexity is in line with traditional turn-based games, our algorithms are considerably more involved. This is because concurrent games violate two of the most basic properties of turn-based games: concurrent games are not determined, but rather exhibit a more general duality property which involves multiple modes of winning; and winning strategies for concurrent games may require infinite memory. Luca de Alfaro, Thomas A. Henzinger |
LICS | 1 |
| 2000 | Symbolic Model Checking of Probabilistic Processes Using MTBDDs and the Kronecker Representation
Luca de Alfaro, Marta Z. Kwiatkowska, Gethin Norman, David Parker 0001, Roberto Segala |
TACAS | 1 |
| 1999 | Computing Minimum and Maximum Reachability Times in Probabilistic Systems
Luca de Alfaro |
CONCUR | 1 |
| 1999 | Automating Modular Verification
Rajeev Alur, Luca de Alfaro, Thomas A. Henzinger, Freddy Y. C. Mang |
CONCUR | 2 |
| 1998 | Stochastic Transition Systems
Luca de Alfaro |
CONCUR | 1 |
| 1998 | Concurrent Reachability GamesabstractAn open system can be modeled as a two-player game between the system and its environment. At each round of the game, player 1 (the system) and player 2 (the environment) independently and simultaneously choose moves, and the two choices determine the next state of the game. Properties of open systems can be modeled as objectives of these two-player games. For the basic objective of reachability-can player 1 force the game to a given set of target states?-there are three types of winning states, according to the degree of certainty with which player 1 can reach the target. From type-1 states, player 1 has a deterministic strategy to always reach the target. From type-2 states, player 1 has a randomized strategy to reach the target with probability 1. From type-3 states, player 1 has for every real /spl epsi/>0 a randomized strategy to reach the target with probability greater than 1-/spl epsi/. We show that for finite state spaces, all three sets of winning states can be computed in polynomial time: type-1 states in linear time, and type-2 and type-3 states in quadratic time. The algorithms to compute the three sets of winning states also enable the construction of the winning and spoiling strategies. Finally, we apply our results by introducing a temporal logic in which all three kinds of winning conditions can be specified, and which can be model checked in polynomial time. This logic, called Randomized ATL, is suitable for reasoning about randomized behavior in open (two-agent) as well as multi-agent systems. Luca de Alfaro, Thomas A. Henzinger, Orna Kupferman |
FOCS | 1 |
| 1998 | How to Specify and Verify the Long-Run Average Behavior of Probabilistic SystemsabstractLong-run average properties of probabilistic systems refer to the average behaviour of the system, measured over a period of time whose length diverges to infinity. These properties include many relevant performance and reliability indices, such as system throughput, average response time, and mean time between failures. In this paper, we argue that current formal specification methods cannot be used to specify long-run average properties of probabilistic systems. To enable the specification of these properties, we propose an approach based on the concept of experiments. Experiments are labeled graphs that can be used to describe behaviour patterns of interest, such as the request for a resource followed by either a grant or a rejection. Experiments are meant to be performed infinitely often. and it is possible to specify their long-run average outcome or duration. We propose simple extensions of temporal logics based on experiments, and we present model-checking algorithms for the verification of properties of finite-state timed probabilistic systems in which both probabilistic and nondeterministic choice are present. The consideration, of system models that include nondeterminism enables the performance and reliability analysis of partially specified systems, such as systems in their early design stages. Luca de Alfaro |
LICS | 1 |
| 1997 | Temporal Logics for the Specification of Performance and Reliability
Luca de Alfaro |
STACS | 1 |
| 1997 | Hybrid Diagrams: A Deductive-Algorithmic Approach to Hybrid System Verification
Luca de Alfaro, Arjun Kapur, Zohar Manna |
STACS | 1 |
| 1996 | Temporal Verification by Diagram Transformations
Luca de Alfaro, Zohar Manna |
CAV | 1 |
| 1995 | Model Checking of Probabalistic and Nondeterministic Systems
Andrea Bianco, Luca de Alfaro |
FSTTCS | 2 |
| 1994 | Codes for second and third order GH-ARQ schemesabstractIn the usual ARQ (automatic-repeat-request) communication protocols, when the receiver detects the presence of errors in a received message, it requests the retransmission of another copy of the message, and the process continues until an uncorrupted copy reaches the destination. If the quality of the channel is poor, the number of retransmissions may become very large. In order to improve the efficiency at large channel error rates, some new techniques known as Type-II Hybrid ARQ Schemes have previously been proposed. In these techniques the transmitter does not retransmit the message encoded as in the first transmission: it sends instead additional redundancy that is decoded at the destination along with the previously received information to allow error correction. In the present paper a new kind of Type-II hybrid ARQ transmission scheme is proposed. The copies of the message are encoded in different ways, so that each copy has the same information content, and the knowledge of any subset of the copies allows error correction. This transmission scheme is well suited to broadcast as well as for point to point communications. The authors have obtained through computer search a family of optimum and quasi-optimum codes for the proposed transmission scheme. They are described along with new decoding techniques of remarkable simplicity and effectiveness. These codes allow a message to be encoded in up to three different ways, and they are shown to be simple to encode and decode and to perform well over channels affected by error bursts.> Luca de Alfaro, Angelo Raffaele Meo |
IEEE Trans. Commun. | 1 |