Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Daniele Dell'Erba

dblp:182/9262 · DBLP profile ↗
← Back
11ranked-venue papers
4as first author
6since 2021 · last 2026
0000-0003-1196-6110ORCID · verified

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

Theory of computation · 9 · 3 first-author · 5 since 2021Software engineering, systems software and programming languages · 4 · 2 first-author · 2 since 2021Databases, data management, data science and information retrieval · 1 · 1 first-author · 1 since 2021

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

Theoretical computer science
5 papers
Algorithmic game theory and mechanism design · 61% Automata and formal languages · 36% Algorithms and data structures · 3%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Algorithmic game theory and mechanism design › zero-sum game
parity games
1.032020
Robust worst cases for parity games algorithms · Inf. Comput. 2020
A delayed promotion policy for parity games · Inf. Comput. 2018
Solving Parity Games via Priority Promotion · CAV (2) 2016
Automata and formal languages › grammatical inference
automata learning
0.812024
DFAMiner: Mining Minimal Separating DFAs from Labelled Samples · FM (2) 2024
Automata and formal languages › finite automata
deterministic finite automata
0.812024
DFAMiner: Mining Minimal Separating DFAs from Labelled Samples · FM (2) 2024
Algorithmic game theory and mechanism design › stochastic games
mean-payoff games
0.812024
Solving mean-payoff games via quasi dominions · Inf. Comput. 2024
Algorithmic game theory and mechanism design › game solving
parity game solving
0.522024
Solving Parity Games via Priority Promotion · CAV (2) 2016
DFAMiner: Mining Minimal Separating DFAs from Labelled Samples · FM (2) 2024
Algorithmic game theory and mechanism design
game solving
0.322024
Solving mean-payoff games via quasi dominions · Inf. Comput. 2024
A delayed promotion policy for parity games · Inf. Comput. 2018
Algorithms and data structures › analysis of algorithms
worst-case analysis
0.112020
Robust worst cases for parity games algorithms · Inf. Comput. 2020

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

small progress measures · 0.8quasi dominions · 0.8minimization · 0.8SAT solving · 0.8priority promotion · 0.2
YearPublicationVenuePosition
2026 An Objective Improvement Approach to Solving Discounted Payoff Games
abstract
While discounted payoff games and classic games that reduce to them, like parity and mean-payoff games, are symmetric, their solutions are not. We have taken a fresh view on the properties that optimal solutions need to have, and devised a novel way to converge to them, which is entirely symmetric. We achieve this by building a constraint system that uses every edge to define an inequation, and update the objective function by taking a single outgoing edge for each vertex into account. These edges loosely represent strategies of both players, where the objective function intuitively asks to make the inequation to these edges sharp. In fact, where they are not sharp, there is an `error' represented by the difference between the two sides of the inequation, which is 0 where the inequation is sharp. Hence, the objective is to minimise the sum of these errors. For co-optimal strategies, and only for them, it can be achieved that all selected inequations are sharp or, equivalently, that the sum of these errors is zero. While no co-optimal strategies have been found, we step-wise improve the error by improving the solution for a given objective function or by improving the objective function for a given solution. This also challenges the gospel that methods for solving payoff games are either based on strategy improvement or on value iteration. arXiv admin note: substantial text overlap with arXiv:2310.01008
Daniele Dell'Erba, Arthur Dumas, Sven Schewe
Log. Methods Comput. Sci.1
2026 DFAMiner: An efficient tool for learning minimal separating DFAs from labelled samples
abstract
We introduce DFAMiner , an efficient tool for learning minimal separating deterministic finite automata (DFA) from a set of labelled samples. The significant improvement of DFAMiner over existing tools is the use of an intermediate representation called three-valued automaton for the given set of labelled samples. This three-valued automaton has accepting and rejecting states as well as don’t-care states, so that it can exactly recognise the labelled samples. The minimal separating DFA for the labelled samples is then learned by minimising the constructed three-valued automata via a reduction to SAT solving. Separating automata are an interesting class of automata that occurs generally in regular model checking and has raised interest in foundational questions of parity game solving. Therefore, DFAMiner has the potential to further advance these fields.
Daniele Dell'Erba, Yong Li 0031, Sven Schewe, Andrea Turrini
Sci. Comput. Program.1
2025 Priority Promotion with Parysian flair
Massimo Benerecetti, Daniele Dell'Erba, Fabio Mogavero, Sven Schewe, Dominik Wojtczak
J. Comput. Syst. Sci.2
2024 DFAMiner: Mining Minimal Separating DFAs from Labelled Samples
abstract
Abstract We propose , a passive learning tool for learning minimal separating deterministic finite automata (DFA) from a set of labelled samples. Separating automata are an interesting class of automata that occurs generally in regular model checking and has raised interest in foundational questions of parity game solving. We first propose a simple and linear-time algorithm that incrementally constructs a three-valued DFA (3DFA) from a set of labelled samples given in the usual lexicographical order. This 3DFA has accepting and rejecting states as well as don’t-care states, so that it can exactly recognise the labelled examples. We then apply our tool to mining a minimal separating DFA for the labelled samples by minimising the constructed automata via a reduction to SAT solving. Empirical evaluation shows that our tool outperforms current state-of-the-art tools significantly on standard benchmarks for learning minimal separating DFAs from samples. Progress in the efficient construction of separating DFAs can also lead to finding the lower bound of parity game solving, where we show that can create optimal separating automata for simple languages with up to 7 colours. Future improvements might offer inroads to better data structures.
Daniele Dell'Erba, Yong Li 0031, Sven Schewe
FM (2)1
2024 Solving mean-payoff games via quasi dominions
abstract
We propose a novel algorithm for the solution of mean-payoff games that merges together two seemingly unrelated concepts introduced in the context of parity games, namely small progress measures and quasi dominions. We show that the integration of the two notions can be highly beneficial and significantly speeds up convergence to the problem solution. Experiments show that the resulting algorithm performs orders of magnitude better than the asymptotically-best solution algorithm currently known, without sacrificing on the worst-case complexity.
Massimo Benerecetti, Daniele Dell'Erba, Fabio Mogavero
Inf. Comput.2
2024 Semantic flowers for good-for-games and deterministic automata
abstract
We present an innovative approach for capturing the complexity of ω-regular languages using the concept of flowers. This semantic tool combines two syntax-based definitions, namely the Mostowski hierarchy of word languages and syntactic flowers. The former is based on deterministic parity automata with a limited number of priorities, while the latter simplifies deterministic parity automata by reducing the number of priorities used, without altering their structure. Synthesising these two approaches yields a semantic concept of flowers, which offers a more effective way of dealing with the complexity of ω-regular languages. This letter provides a comprehensive definition of semantic flowers and shows that it captures the complexity of ω-regular languages. We also show that this natural concept yields simple proofs of the expressive power of good-for-games automata.
Daniele Dell'Erba, Sven Schewe, Qiyi Tang 0001, Tansholpan Zhanabekova
Inf. Process. Lett.1
2020 Solving Mean-Payoff Games via Quasi Dominions
abstract
Abstract We propose a novel algorithm for the solution of mean-payoff games that merges together two seemingly unrelated concepts introduced in the context of parity games, small progress measures and quasi dominions. We show that the integration of the two notions can be highly beneficial and significantly speeds up convergence to the problem solution. Experiments show that the resulting algorithm performs orders of magnitude better than the asymptotically-best solution algorithm currently known, without sacrificing on the worst-case complexity.
Massimo Benerecetti, Daniele Dell'Erba, Fabio Mogavero
TACAS (2)2
2020 Robust worst cases for parity games algorithms
Massimo Benerecetti, Daniele Dell'Erba, Fabio Mogavero
Inf. Comput.2
2018 Solving parity games via priority promotion
Massimo Benerecetti, Daniele Dell'Erba, Fabio Mogavero
Formal Methods Syst. Des.2
2018 A delayed promotion policy for parity games
Massimo Benerecetti, Daniele Dell'Erba, Fabio Mogavero
Inf. Comput.2
2016 Solving Parity Games via Priority Promotion
Massimo Benerecetti, Daniele Dell'Erba, Fabio Mogavero
CAV (2)2