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Luca de Alfaro

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.

9 papers
2 author rows

Possible papers

9

IJCAI Conference 2017 Conference Paper

Efficient Techniques for Crowdsourced Top-k Lists

  • Luca de Alfaro
  • Vassilis Polychronopoulos
  • Neoklis Polyzotis

We 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.

CSL Conference 2007 Invited Paper

The Symbolic Approach to Repeated Games (Abstract)

  • Luca de Alfaro

Abstract We consider zero-sum repeated games with omega-regular goals. Such hgames are played on a finite state space over an infinite number of rounds: at every round, the players select moves, either in turns or simultaneously; the current state and the selected moves determine the successor state. A play of the game thus consists in an infinite path over the state space or, if randomization is present, in a probability distribution over paths. Omega-regular goals generalize the class of regular goals (those expressible by finite automata) to infinite sequences, and include many well-known goals, such as the reachability and safety goals, as well as the Büchi and parity goals. The algorithms for solving repeated games with omega-regular goals can be broadly divided into enumerative and symbolic/ algorithms. Enumerative algorithms consider each state individually; currently, they achieve the best worst-case complexity among the known algorithms. Symbolic algorithms compute in terms of sets of states, or functions from states to real numbers, rather than single states; such sets or functions can often be represented symbolically (hence the name of the algorithms). Even though symbolic algorithms often cannot match the worst-case complexity of the enumerative algorithms, they are often efficient in practice. We illustrate how symbolic algorithms provide uniform solutions of many classes of repeated games, from turn-based, non-randomized games where at each state one of the players can deterministically win, to concurrent and randomized games where the ability to win must be characterized in probabilistic fashion. We also show that the symbolic algorithms, and the notation used to express them, are closely related to game metrics which provide a notion of distance between game states. Roughly, the distance between two states measures how closely a player can match, from one state, the ability of winning from the other state with respect to any omega-regular goal.

FOCS Conference 1998 Conference Paper

Concurrent Reachability Games

  • Luca de Alfaro
  • Thomas A. Henzinger
  • Orna Kupferman

An 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.