Arrow Research search

Author name cluster

Laurent Doyen

Possible papers associated with this exact author name in Arrow. This page groups case-insensitive exact name matches and is not a full identity disambiguation profile.

11 papers
1 author row

Possible papers

11

Highlights Conference 2018 Conference Abstract

Graph Planning with Expected Finite Horizon

  • Laurent Doyen

ABSTRACT. A classical problem in discrete planning is to consider a weighted graph and construct a path that maximizes the sum of weights for a given time horizon T. However, in many scenarios, the time horizon in not fixed, but the stopping time is chosen according to some distribution such that the expected stopping time is T. If the stopping time distribution is not known, then to ensure robustness, the distribution is chosen by an adversary, to represent the worst-case scenario. A stationary plan for every vertex always chooses the same outgoing edge. For fixed horizon T, stationary plans are not sufficient for optimality. Quite surprisingly we show that when an adversary chooses the stopping time distribution with expected stopping time T, then stationary plans are sufficient. While computing optimal stationary plans for fixed horizon is NP-complete, we show that computing optimal stationary plans under adversarial stopping time distribution can be achieved in polynomial time. Consequently, our polynomial-time algorithm for adversarial stopping time also computes an optimal plan among all possible plans.

I&C Journal 2017 Journal Article

Doomsday equilibria for omega-regular games

  • Krishnendu Chatterjee
  • Laurent Doyen
  • Emmanuel Filiot
  • Jean-François Raskin

Two-player games on graphs provide the theoretical framework for many important problems such as reactive synthesis. While the traditional study of two-player zero-sum games has been extended to multi-player games with several notions of equilibria, they are decidable only for perfect-information games, whereas several applications require imperfect-information. In this paper we propose a new notion of equilibria, called doomsday equilibria, which is a strategy profile where all players satisfy their own objective, and if any coalition of players deviates and violates even one of the players' objective, then the objective of every player is violated. We present algorithms and complexity results for deciding the existence of doomsday equilibria for various classes of ω-regular objectives, both for imperfect-information games, and for perfect-information games. We provide optimal complexity bounds for imperfect-information games, and in most cases for perfect-information games.

Highlights Conference 2016 Conference Abstract

Computation Tree Logic for Synchronization Properties

  • Krishnendu Chatterjee
  • Laurent Doyen

We present a logic that extends CTL (Computation Tree Logic) with operators that express synchronization properties. A property is synchronized in a system if it holds in all paths of a certain length. The new logic is obtained by using the same path quantifiers and temporal operators as in CTL, but allowing a different order of the quantifiers. This small syntactic variation induces a logic that can express non-regular properties for which known extensions of MSO with equality of path length are undecidable. The talk is based on a joint work with Krishnendu Chatterjee (accepted at ICALP 2016)

I&C Journal 2015 Journal Article

Looking at mean-payoff and total-payoff through windows

  • Krishnendu Chatterjee
  • Laurent Doyen
  • Mickael Randour
  • Jean-François Raskin

We consider two-player games played on weighted directed graphs with mean-payoff and total-payoff objectives, two classical quantitative objectives. While for single-dimensional games the complexity and memory bounds for both objectives coincide, we show that in contrast to multi-dimensional mean-payoff games that are known to be coNP-complete, multi-dimensional total-payoff games are undecidable. We introduce conservative approximations of these objectives, where the payoff is considered over a local finite window sliding along a play, instead of the whole play. For single dimension, we show that (i) if the window size is polynomial, deciding the winner takes polynomial time, and (ii) the existence of a bounded window can be decided in NP ∩ coNP, and is at least as hard as solving mean-payoff games. For multiple dimensions, we show that (i) the problem with fixed window size is EXPTIME-complete, and (ii) there is no primitive-recursive algorithm to decide the existence of a bounded window.

I&C Journal 2015 Journal Article

Randomness for free

  • Krishnendu Chatterjee
  • Laurent Doyen
  • Hugo Gimbert
  • Thomas A. Henzinger

We consider two-player zero-sum games on finite-state graphs. These games can be classified on the basis of the information of the players and on the mode of interaction between them. On the basis of information the classification is as follows: (a) partial-observation (both players have partial view of the game); (b) one-sided complete-observation (one player has complete observation); and (c) complete-observation (both players have complete view of the game). On the basis of mode of interaction we have the following classification: (a) concurrent (players interact simultaneously); and (b) turn-based (players interact in turn). The two sources of randomness in these games are randomness in the transition function and randomness in the strategies. In general, randomized strategies are more powerful than deterministic strategies, and probabilistic transitions give more general classes of games. We present a complete characterization for the classes of games where randomness is not helpful in: (a) the transition function (probabilistic transitions can be simulated by deterministic transitions); and (b) strategies (pure strategies are as powerful as randomized strategies). As a consequence of our characterization we obtain new undecidability results for these games.

I&C Journal 2015 Journal Article

The complexity of multi-mean-payoff and multi-energy games

  • Yaron Velner
  • Krishnendu Chatterjee
  • Laurent Doyen
  • Thomas A. Henzinger
  • Alexander Rabinovich
  • Jean-François Raskin

In mean-payoff games, the objective of the protagonist is to ensure that the limit average of an infinite sequence of numeric weights is nonnegative. In energy games, the objective is to ensure that the running sum of weights is always nonnegative. Multi-mean-payoff and multi-energy games replace individual weights by tuples, and the limit average (resp. , running sum) of each coordinate must be (resp. , remain) nonnegative. We prove finite-memory determinacy of multi-energy games and show inter-reducibility of multi-mean-payoff and multi-energy games for finite-memory strategies. We improve the computational complexity for solving both classes with finite-memory strategies: we prove coNP-completeness improving the previous known EXPSPACE bound. For memoryless strategies, we show that deciding the existence of a winning strategy for the protagonist is NP-complete. We present the first solution of multi-mean-payoff games with infinite-memory strategies: we show that mean-payoff-sup objectives can be decided in NP ∩ coNP, whereas mean-payoff-inf objectives are coNP-complete.

Highlights Conference 2013 Conference Abstract

Best-effort control for Markov decision processes

  • Laurent Doyen
  • Marco Faella

The premise of this talk is that in order to obtain realistic decision plans for Markov Decision Processes (or other decision-theoretic models) it is useful to consider solution concepts that are as discriminating as possible, by exploiting as much as possible the information provided in the model. Hence, we propose novel solution concepts for MDPs, obtained by lexicographically composing different risk attitudes, ranging from absolutely risk-averse, or pessimistic, to risk-seeking, or optimistic, in an order that depends on the application domain.

Highlights Conference 2013 Conference Abstract

Looking at mean-payoff and total-payoff through windows

  • Krishnendu Chatterjee
  • Laurent Doyen
  • Mickael Randour
  • Jean-François Raskin

We consider two-player games with mean-payoff (MP) and total-payoff (TP) objectives. In single dimension, their complexities coincide. In multi dimensions, MP games are coNP-complete. We show that TP games are undecidable. We introduce conservative approximations, considering the payoff over a local finite window sliding along a play. For single dimension, we show that (i) if the window is polynomial, deciding the winner is in P, and (ii) the existence of a bounded window can be decided in NP $\cap$ coNP, and is at least as hard as solving MP games. For multi dimensions, we show that (i) the fixed window size problem is EXP-complete, and (ii) there is no primitive-recursive algorithm to decide the existence of a bounded window.

Highlights Conference 2013 Conference Abstract

Synchronization in Markov decision processes

  • Mahsa Shirmohammadi
  • Laurent Doyen
  • Thierry Massart

Markov Decision Processes (MDPs) are 1-1/2 player stochastic games. The player tries to maximize the probability to satisfy an objective. Traditionally, the objective of the player is expressed as a set of desired sequences of states visited during the game. Recently, MDPs are viewed as generators of probability distributions over states, and objectives are defined as sets of sequences of probability distributions. We study synchronizing objectives that require that some state tend to accumulate all the probability mass. We consider three winning modes: sure, almost-sure and limit-sure.

TCS Journal 2012 Journal Article

Energy parity games

  • Krishnendu Chatterjee
  • Laurent Doyen

Energy parity games are infinite two-player turn-based games played on weighted graphs. The objective of the game combines a (qualitative) parity condition with the (quantitative) requirement that the sum of the weights (i. e. , the level of energy in the game) must remain positive. Beside their own interest in the design and synthesis of resource-constrained omega-regular specifications, energy parity games provide one of the simplest model of games with combined qualitative and quantitative objectives. Our main results are as follows: (a) exponential memory is sufficient and may be necessary for winning strategies in energy parity games; (b) the problem of deciding the winner in energy parity games can be solved in NP ∩ coNP; and (c) we give an algorithm to solve energy parity by reduction to energy games. We also show that the problem of deciding the winner in energy parity games is logspace-equivalent to the problem of deciding the winner in mean-payoff parity games, which can thus be solved in NP ∩ coNP. As a consequence we also obtain a conceptually simple algorithm to solve mean-payoff parity games.

I&C Journal 2010 Journal Article

Strategy construction for parity games with imperfect information

  • Dietmar Berwanger
  • Krishnendu Chatterjee
  • Martin De Wulf
  • Laurent Doyen
  • Thomas A. Henzinger

We consider two-player parity games with imperfect information in which strategies rely on observations that provide imperfect information about the history of a play. To solve such games, i. e. , to determine the winning regions of players and corresponding winning strategies, one can use the subset construction to build an equivalent perfect-information game. Recently, an algorithm that avoids the inefficient subset construction has been proposed. The algorithm performs a fixed-point computation in a lattice of antichains, thus maintaining a succinct representation of state sets. However, this representation does not allow to recover winning strategies. In this paper, we build on the antichain approach to develop an algorithm for constructing the winning strategies in parity games of imperfect information. One major obstacle in adapting the classical procedure is that the complementation of attractor sets would break the invariant of downward-closedness on which the antichain representation relies. We overcome this difficulty by decomposing problem instances recursively into games with a combination of reachability, safety, and simpler parity conditions. We also report on an experimental implementation of our algorithm; to our knowledge, this is the first implementation of a procedure for solving imperfect-information parity games on graphs.

v2026.09.13