Mickael Randour
University of Mons
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Publication
Featured researches published by Mickael Randour.
Acta Informatica | 2014
Krishnendu Chatterjee; Mickael Randour; Jean-François Raskin
Multi-dimensional mean-payoff and energy games provide the mathematical foundation for the quantitative study of reactive systems, and play a central role in the emerging quantitative theory of verification and synthesis. In this work, we study the strategy synthesis problem for games with such multi-dimensional objectives along with a parity condition, a canonical way to express
symposium on theoretical aspects of computer science | 2014
Véronique Bruyère; Emmanuel Filiot; Mickael Randour; Jean-François Raskin
computer aided verification | 2015
Mickael Randour; Jean-François Raskin; Ocan Sankur
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language and automata theory and applications | 2016
Romain Brenguier; Lorenzo Clemente; Paul Hunter; Guillermo A. Pérez; Mickael Randour; Jean-François Raskin; Ocan Sankur; Mathieu Sassolas
automated technology for verification and analysis | 2013
Krishnendu Chatterjee; Laurent Doyen; Mickael Randour; Jean-François Raskin
ω-regular conditions. While in general, the winning strategies in such games may require infinite memory, for synthesis the most relevant problem is the construction of a finite-memory winning strategy (if one exists). Our main contributions are as follows. First, we show a tight exponential bound (matching upper and lower bounds) on the memory required for finite-memory winning strategies in both multi-dimensional mean-payoff and energy games along with parity objectives. This significantly improves the triple exponential upper bound for multi energy games (without parity) that could be derived from results in literature for games on vector addition systems with states. Second, we present an optimal symbolic and incremental algorithm to compute a finite-memory winning strategy (if one exists) in such games. Finally, we give a complete characterization of when finite memory of strategies can be traded off for randomness. In particular, we show that for one-dimension mean-payoff parity games, randomized memoryless strategies are as powerful as their pure finite-memory counterparts.
verification model checking and abstract interpretation | 2015
Mickael Randour; Jean-François Raskin; Ocan Sankur
We extend the quantitative synthesis framework by going beyond the worst-case. On the one hand, classical analysis of two-player games involves an adversary (modeling the environment of the system) which is purely antagonistic and asks for strict guarantees. On the other hand, stochastic models like Markov decision processes represent situations where the system is faced to a purely randomized environment: the aim is then to optimize the expected payoff, with no guarantee on individual outcomes. We introduce the beyond worst-case synthesis problem, which is to construct strategies that guarantee some quantitative requirement in the worst-case while providing an higher expected value against a particular stochastic model of the environment given as input. This problem is relevant to produce system controllers that provide nice expected performance in the everyday situation while ensuring a strict (but relaxed) performance threshold even in the event of very bad (while unlikely) circumstances. We study the beyond worst-case synthesis problem for two important quantitative settings: the mean-payoff and the shortest path. In both cases, we show how to decide the existence of finite-memory strategies satisfying the problem and how to synthesize one if one exists. We establish algorithms and we study complexity bounds and memory requirements.
arXiv: Computer Science and Game Theory | 2014
Véronique Bruyère; Emmanuel Filiot; Mickael Randour; Jean-François Raskin
Markov decision processes (MDPs) with multi-dimensional weights are useful to analyze systems with multiple objectives that may be conflicting and require the analysis of trade-offs. In this paper, we study the complexity of percentile queries in such MDPs and give algorithms to synthesize strategies that enforce such constraints. Given a multi-dimensional weighted MDP and a quantitative payoff function f, thresholds \(v_i\) (one per dimension), and probability thresholds \(\alpha _i\), we show how to compute a single strategy to enforce that for all dimensions i, the probability of outcomes \(\rho \) satisfying \(f_i(\rho ) \ge v_i\) is at least \(\alpha _i\). We consider classical quantitative payoffs from the literature (sup, inf, lim sup, lim inf, mean-payoff, truncated sum, discounted sum). Our work extends to the quantitative case the multi-objective model checking problem studied by Etessami et al. [16] in unweighted MDPs.
arXiv: Computer Science and Game Theory | 2013
Mickael Randour
In this invited contribution, we summarize new solution concepts useful for the synthesis of reactive systems that we have introduced in several recent publications. These solution concepts are developed in the context of non-zero sum games played on graphs. They are part of the contributions obtained in the inVEST project funded by the European Research Council.
international colloquium on automata languages and programming | 2016
Patricia Bouyer; Nicolas Markey; Mickael Randour; Arnaud Sangnier; Daniel Stan
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.
Sixth International Symposium on Games, Automata, Logics and Formal Verification | 2015
Patricia Bouyer; Nicolas Markey; Mickael Randour; Kim Guldstrand Larsen; Simon Laursen
In this invited contribution, we revisit the stochastic shortest path problem, and show how recent results allow one to improve over the classical solutions: we present algorithms to synthesize strategies with multiple guarantees on the distribution of the length of paths reaching a given target, rather than simply minimizing its expected value. The concepts and algorithms that we propose here are applications of more general results that have been obtained recently for Markov decision processes and that are described in a series of recent papers.