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Sriram Ganapathi Subramanian

dblp:217/9729 · DBLP profile ↗
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5ranked-venue papers
4as first author
5since 2021 · last 2025
0000-0001-6507-3049ORCID · corroborated

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

Artificial intelligence and machine learning · 5 · 4 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 2 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.

Artificial intelligence
3 papers
Reinforcement learning · 100%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
multi-agent reinforcement learning
1.222023
Multi-Agent Advisor Q-Learning (Extended Abstract) · IJCAI 2023
Decentralized Mean Field Games · AAAI 2022
Machine learning › Reinforcement learning › value-based reinforcement learning
q-learning
0.822023
Decentralized Mean Field Games · AAAI 2022
Multi-Agent Advisor Q-Learning (Extended Abstract) · IJCAI 2023
Machine learning › Reinforcement learning › imitation learning › inverse reinforcement learning
constraint inference
0.812024
Confidence Aware Inverse Constrained Reinforcement Learning · ICML 2024
Machine learning › Reinforcement learning › imitation learning
inverse reinforcement learning
0.812024
Confidence Aware Inverse Constrained Reinforcement Learning · ICML 2024
Machine learning › Reinforcement learning › multi-agent reinforcement learning › markov games
general-sum stochastic games
0.712023
Multi-Agent Advisor Q-Learning (Extended Abstract) · IJCAI 2023
Machine learning › Reinforcement learning
actor-critic methods
0.612022
Decentralized Mean Field Games · AAAI 2022
Machine learning › Reinforcement learning › multi-agent reinforcement learning
mean field games
0.612022
Decentralized Mean Field Games · AAAI 2022
Machine learning › Reinforcement learning › multi-agent reinforcement learning › mean-field reinforcement learning
mean-field q-learning
0.612022
Decentralized Mean Field Games · AAAI 2022
Machine learning › Reinforcement learning › multi-agent reinforcement learning › value-based multi-agent reinforcement learning
multi-agent q-learning
0.212023
Multi-Agent Advisor Q-Learning (Extended Abstract) · IJCAI 2023

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

q-learning · 1.2offline demonstration · 0.8confidence bounds · 0.8fixed point analysis · 0.7advisor evaluation · 0.7mean-field theory · 0.6actor-critic · 0.6
YearPublicationVenuePosition
2025 Learning to Negotiate via Voluntary Commitment
abstract
The partial alignment and conflict of autonomous agents lead to mixed-motive scenarios in many real-world applications. However, agents may fail to cooperate in practice even when cooperation yields a better outcome. One well known reason for this failure comes from non-credible commitments. To facilitate commitments among agents for better cooperation, we define Markov Commitment Games (MCGs), a variant of commitment games, where agents can voluntarily commit to their proposed future plans. Based on MCGs, we propose a learnable commitment protocol via policy gradients. We further propose incentive-compatible learning to accelerate convergence to equilibria with better social welfare. Experimental results in challenging mixed-motive tasks demonstrate faster empirical convergence and higher returns for our method compared with its counterparts. Our code is available at \url{https://github.com/shuhui-zhu/DCL.}
Shuhui Zhu, Baoxiang Wang 0001, Sriram Ganapathi Subramanian, Pascal Poupart
AISTATS3
2024 Confidence Aware Inverse Constrained Reinforcement Learning
abstract
In coming up with solutions to real-world problems, humans implicitly adhere to constraints that are too numerous and complex to be specified completely. However, reinforcement learning (RL) agents need these constraints to learn the correct optimal policy in these settings. The field of Inverse Constraint Reinforcement Learning (ICRL) deals with this problem and provides algorithms that aim to estimate the constraints from expert demonstrations collected offline. Practitioners prefer to know a measure of confidence in the estimated constraints, before deciding to use these constraints, which allows them to only use the constraints that satisfy a desired level of confidence. However, prior works do not allow users to provide the desired level of confidence for the inferred constraints. This work provides a principled ICRL method that can take a confidence level with a set of expert demonstrations and outputs a constraint that is at least as constraining as the true underlying constraint with the desired level of confidence. Further, unlike previous methods, this method allows a user to know if the number of expert trajectories is insufficient to learn a constraint with a desired level of confidence, and therefore collect more expert trajectories as required to simultaneously learn constraints with the desired level of confidence and a policy that achieves the desired level of performance.
Sriram Ganapathi Subramanian, Guiliang Liu, Mohammed Elmahgiubi, Kasra Rezaee, Pascal Poupart
ICML1
2023 Multi-Agent Advisor Q-Learning (Extended Abstract)
abstract
In the last decade, there have been significant advances in multi-agent reinforcement learning (MARL) but there are still numerous challenges, such as high sample complexity and slow convergence to stable policies, that need to be overcome before wide-spread deployment is possible. However, many real-world environments already, in practice, deploy sub-optimal or heuristic approaches for generating policies. An interesting question that arises is how to best use such approaches as advisors to help improve reinforcement learning in multi-agent domains. We provide a principled framework for incorporating action recommendations from online sub-optimal advisors in multi-agent settings. We describe the problem of ADvising Multiple Intelligent Reinforcement Agents (ADMIRAL) in nonrestrictive general-sum stochastic game environments and present two novel Q-learning-based algorithms: ADMIRAL - Decision Making (ADMIRAL-DM) and ADMIRAL - Advisor Evaluation (ADMIRAL-AE), which allow us to improve learning by appropriately incorporating advice from an advisor (ADMIRAL-DM), and evaluate the effectiveness of an advisor (ADMIRAL-AE). We analyze the algorithms theoretically and provide fixed point guarantees regarding their learning in general-sum stochastic games. Furthermore, extensive experiments illustrate that these algorithms: can be used in a variety of environments, have performances that compare favourably to other related baselines, can scale to large state-action spaces, and are robust to poor advice from advisors.
Sriram Ganapathi Subramanian, Matthew E. Taylor, Kate Larson, Mark Crowley 0001
IJCAI1
2022 Decentralized Mean Field Games
abstract
Multiagent reinforcement learning algorithms have not been widely adopted in large scale environments with many agents as they often scale poorly with the number of agents. Using mean field theory to aggregate agents has been proposed as a solution to this problem. However, almost all previous methods in this area make a strong assumption of a centralized system where all the agents in the environment learn the same policy and are effectively indistinguishable from each other. In this paper, we relax this assumption about indistinguishable agents and propose a new mean field system known as Decentralized Mean Field Games, where each agent can be quite different from others. All agents learn independent policies in a decentralized fashion, based on their local observations. We define a theoretical solution concept for this system and provide a fixed point guarantee for a Q-learning based algorithm in this system. A practical consequence of our approach is that we can address a `chicken-and-egg' problem in empirical mean field reinforcement learning algorithms. Further, we provide Q-learning and actor-critic algorithms that use the decentralized mean field learning approach and give stronger performances compared to common baselines in this area. In our setting, agents do not need to be clones of each other and learn in a fully decentralized fashion. Hence, for the first time, we show the application of mean field learning methods in fully competitive environments, large-scale continuous action space environments, and other environments with heterogeneous agents. Importantly, we also apply the mean field method in a ride-sharing problem using a real-world dataset. We propose a decentralized solution to this problem, which is more practical than existing centralized training methods.
Sriram Ganapathi Subramanian, Matthew E. Taylor, Mark Crowley 0001, Pascal Poupart
AAAI1
2022 Multi-Agent Advisor Q-Learning
abstract
In the last decade, there have been significant advances in multi-agent reinforcement learning (MARL) but there are still numerous challenges, such as high sample complexity and slow convergence to stable policies, that need to be overcome before wide-spread deployment is possible. However, many real-world environments already, in practice, deploy sub-optimal or heuristic approaches for generating policies. An interesting question that arises is how to best use such approaches as advisors to help improve reinforcement learning in multi-agent domains. In this paper, we provide a principled framework for incorporating action recommendations from online suboptimal advisors in multi-agent settings. We describe the problem of ADvising Multiple Intelligent Reinforcement Agents (ADMIRAL) in nonrestrictive general-sum stochastic game environments and present two novel Q-learning based algorithms: ADMIRAL - Decision Making (ADMIRAL-DM) and ADMIRAL - Advisor Evaluation (ADMIRAL-AE), which allow us to improve learning by appropriately incorporating advice from an advisor (ADMIRAL-DM), and evaluate the effectiveness of an advisor (ADMIRAL-AE). We analyze the algorithms theoretically and provide fixed point guarantees regarding their learning in general-sum stochastic games. Furthermore, extensive experiments illustrate that these algorithms: can be used in a variety of environments, have performances that compare favourably to other related baselines, can scale to large state-action spaces, and are robust to poor advice from advisors.
Sriram Ganapathi Subramanian, Matthew E. Taylor, Kate Larson, Mark Crowley 0001
J. Artif. Intell. Res.1