Mickael Randour

LO
h-index15
6papers
71citations
Novelty47%
AI Score33

6 Papers

GTFeb 25, 2025
Mixing Any Cocktail with Limited Ingredients: On the Structure of Payoff Sets in Multi-Objective POMDPs and its Impact on Randomised Strategies

James C. A. Main, Mickael Randour

We consider multi-dimensional payoff functions in partially observable Markov decision processes. We study the structure of the set of expected payoff vectors of all strategies (policies) and study what kind are needed to achieve a given expected payoff vector. In general, pure strategies (i.e., not resorting to randomisation) do not suffice for this problem. We prove that for any payoff for which the expectation is well-defined under all strategies, it is sufficient to mix (i.e., randomly select a pure strategy at the start of a play and committing to it for the rest of the play) finitely many pure strategies to approximate any expected payoff vector up to any precision. Furthermore, for any payoff for which the expected payoff is finite under all strategies, any expected payoff can be obtained exactly by mixing finitely many strategies.

GTMar 2, 2025
Taming Infinity one Chunk at a Time: Concisely Represented Strategies in One-Counter MDPs

Michal Ajdarów, James C. A. Main, Petr Novotný et al.

Markov decision processes (MDPs) are a canonical model to reason about decision making within a stochastic environment. We study a fundamental class of infinite MDPs: one-counter MDPs (OC-MDPs). They extend finite MDPs via an associated counter taking natural values, thus inducing an infinite MDP over the set of configurations (current state and counter value). We consider two characteristic objectives: reaching a target state (state-reachability), and reaching a target state with counter value zero (selective termination). The synthesis problem for the latter is not known to be decidable and connected to major open problems in number theory. Furthermore, even seemingly simple strategies (e.g., memoryless ones) in OC-MDPs might be impossible to build in practice (due to the underlying infinite configuration space): we need finite, and preferably small, representations. To overcome these obstacles, we introduce two natural classes of concisely represented strategies based on a (possibly infinite) partition of counter values in intervals. For both classes, and both objectives, we study the verification problem (does a given strategy ensure a high enough probability for the objective?), and two synthesis problems (does there exist such a strategy?): one where the interval partition is fixed as input, and one where it is only parameterized. We develop a generic approach based on a compression of the induced infinite MDP that yields decidability in all cases, with all complexities within PSPACE.

LOSep 4, 2025
Simplicity Lies in the Eye of the Beholder: A Strategic Perspective on Controllers in Reactive Synthesis

Mickael Randour

In the game-theoretic approach to controller synthesis, we model the interaction between a system to be controlled and its environment as a game between these entities, and we seek an appropriate (e.g., winning or optimal) strategy for the system. This strategy then serves as a formal blueprint for a real-world controller. A common belief is that simple (e.g., using limited memory) strategies are better: corresponding controllers are easier to conceive and understand, and cheaper to produce and maintain. This invited contribution focuses on the complexity of strategies in a variety of synthesis contexts. We discuss recent results concerning memory and randomness, and take a brief look at what lies beyond our traditional notions of complexity for strategies.

LOOct 24, 2019
Simple Strategies in Multi-Objective MDPs (Technical Report)

Florent Delgrange, Joost-Pieter Katoen, Tim Quatmann et al.

We consider the verification of multiple expected reward objectives at once on Markov decision processes (MDPs). This enables a trade-off analysis among multiple objectives by obtaining the Pareto front. We focus on strategies that are easy to employ and implement. That is, strategies that are pure (no randomization) and have bounded memory. We show that checking whether a point is achievable by a pure stationary strategy is NP-complete, even for two objectives, and we provide an MILP encoding to solve the corresponding problem. The bounded memory case can be reduced to the stationary one by a product construction. Experimental results using \Storm and Gurobi show the feasibility of our algorithms.

LOJan 11, 2019
Life is Random, Time is Not: Markov Decision Processes with Window Objectives

Thomas Brihaye, Florent Delgrange, Youssouf Oualhadj et al.

The window mechanism was introduced by Chatterjee et al. to strengthen classical game objectives with time bounds. It permits to synthesize system controllers that exhibit acceptable behaviors within a configurable time frame, all along their infinite execution, in contrast to the traditional objectives that only require correctness of behaviors in the limit. The window concept has proved its interest in a variety of two-player zero-sum games because it enables reasoning about such time bounds in system specifications, but also thanks to the increased tractability that it usually yields. In this work, we extend the window framework to stochastic environments by considering Markov decision processes. A fundamental problem in this context is the threshold probability problem: given an objective it aims to synthesize strategies that guarantee satisfying runs with a given probability. We solve it for the usual variants of window objectives, where either the time frame is set as a parameter, or we ask if such a time frame exists. We develop a generic approach for window-based objectives and instantiate it for the classical mean-payoff and parity objectives, already considered in games. Our work paves the way to a wide use of the window mechanism in stochastic models.

LOFeb 17, 2017
Threshold Constraints with Guarantees for Parity Objectives in Markov Decision Processes

Raphaël Berthon, Mickael Randour, Jean-François Raskin

The beyond worst-case synthesis problem was introduced recently by Bruyère et al. [BFRR14]: it aims at building system controllers that provide strict worst-case performance guarantees against an antagonistic environment while ensuring higher expected performance against a stochastic model of the environment. Our work extends the framework of [BFRR14] and follow-up papers, which focused on quantitative objectives, by addressing the case of $ω$-regular conditions encoded as parity objectives, a natural way to represent functional requirements of systems. We build strategies that satisfy a main parity objective on all plays, while ensuring a secondary one with sufficient probability. This setting raises new challenges in comparison to quantitative objectives, as one cannot easily mix different strategies without endangering the functional properties of the system. We establish that, for all variants of this problem, deciding the existence of a strategy lies in ${\sf NP} \cap {\sf coNP}$, the same complexity class as classical parity games. Hence, our framework provides additional modeling power while staying in the same complexity class. [BFRR14] Véronique Bruyère, Emmanuel Filiot, Mickael Randour, and Jean-François Raskin. Meet your expectations with guarantees: Beyond worst-case synthesis in quantitative games. In Ernst W. Mayr and Natacha Portier, editors, 31st International Symposium on Theoretical Aspects of Computer Science, STACS 2014, March 5-8, 2014, Lyon, France, volume 25 of LIPIcs, pages 199-213. Schloss Dagstuhl - Leibniz - Zentrum fuer Informatik, 2014.