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Abhishek Ninad Kulkarni

dblp:224/8275 · DBLP profile ↗
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5ranked-venue papers
3as first author
4since 2021 · last 2025
0000-0002-1083-8507ORCID · reported

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

Artificial intelligence and machine learning · 4 · 3 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 1 since 2021Systems, architecture and hardware · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 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
Planning, search and constraint satisfaction · 43% Reinforcement learning · 36% Knowledge representation and reasoning · 14%
Theoretical computer science
1 paper
Automata and formal languages · 100%

Topics — the 10 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning › multi-agent reinforcement learning
markov games
0.912025
Sequential Decision Making in Stochastic Games with Incomplete Preferences over Temporal Objectives · AAAI 2025
Knowledge, reasoning and agents › Knowledge representation and reasoning › logic in computer science › logical foundations › non-classical logics
temporal logic
0.912025
Sequential Decision Making in Stochastic Games with Incomplete Preferences over Temporal Objectives · AAAI 2025
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning under uncertainty › probabilistic planning
markov decision process planning
0.712023
Probabilistic Planning with Partially Ordered Preferences over Temporal Goals · ICRA 2023
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning
multi-objective planning
0.712023
Probabilistic Planning with Partially Ordered Preferences over Temporal Goals · ICRA 2023
Machine learning › Reinforcement learning › multi-objective reinforcement learning
pareto-optimal policies
0.712023
Probabilistic Planning with Partially Ordered Preferences over Temporal Goals · ICRA 2023
Machine learning › Reinforcement learning
preference specification
0.712023
Probabilistic Planning with Partially Ordered Preferences over Temporal Goals · ICRA 2023
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning under uncertainty
probabilistic planning
0.712023
Probabilistic Planning with Partially Ordered Preferences over Temporal Goals · ICRA 2023
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
temporal planning
0.712023
Probabilistic Planning with Partially Ordered Preferences over Temporal Goals · ICRA 2023
Automata and formal languages › regular games
reachability games
0.412020
Synthesis of Deceptive Strategies in Reachability Games with Action Misperception · IJCAI 2020
Robotics › Motion planning and robot control
motion planning
0.112020
Synthesis of Deceptive Strategies in Reachability Games with Action Misperception · IJCAI 2020

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

strategy synthesis · 0.9nash equilibrium · 0.9fixed-point algorithm · 0.9order theory · 0.7deterministic finite automaton · 0.7
YearPublicationVenuePosition
2025 Sequential Decision Making in Stochastic Games with Incomplete Preferences over Temporal Objectives
abstract
Ensuring that AI systems make strategic decisions aligned with the specified preferences in adversarial sequential interactions is a critical challenge for developing trustworthy AI systems, especially when the environment is stochastic and players' incomplete preferences leave some outcomes unranked. We study the problem of synthesizing preference-satisfying strategies in two-player stochastic games on graphs where players have opposite (possibly incomplete) preferences over a set of temporal goals. We represent these goals using linear temporal logic over finite traces (LTLf), which enables modeling the nuances of human preferences where temporal goals need not be mutually exclusive and comparison between some goals may be unspecified. We introduce a solution concept of non-dominated almost-sure winning, which guarantees to achieve a most preferred outcome aligned with specified preferences while maintaining robustness against the adversarial behaviors of the opponent. Our results show that strategy profiles based on this concept are Nash equilibria in the game where players are risk-averse, thus providing a practical framework for evaluating and ensuring stable, preference-aligned outcomes in the game. Using a drone delivery example, we demonstrate that our contributions offer valuable insights not only for synthesizing rational behavior under incomplete preferences but also for designing games that motivate the desired behavior from the players in adversarial conditions.
Abhishek Ninad Kulkarni, Jie Fu 0002, Ufuk Topcu
AAAI1
2025 Dynamic Coalition Structure Detection in Natural-Language-based Interactions
Abhishek Ninad Kulkarni, Andy Liu, Jean-Raphaël Gaglione, Daniel Fried, Ufuk Topcu
AAMAS1
2023 Probabilistic Planning with Partially Ordered Preferences over Temporal Goals
abstract
In this paper, we study planning in stochastic systems, modeled as Markov decision processes (MDPs), with preferences over temporally extended goals. Prior work on temporal planning with preferences assumes that the user preferences form a total order, meaning that every pair of outcomes are comparable with each other. In this work, we consider the case where the preferences over possible outcomes are a partial order rather than a total order. We first introduce a variant of deterministic finite automaton, referred to as a preference DFA, for specifying the user's preferences over temporally extended goals. Based on the order theory, we translate the preference DFA to a preference relation over policies for probabilistic planning in a labeled MDP. In this treatment, a most preferred policy induces a weak-stochastic nondominated probability distribution over the finite paths in the MDP. The proposed planning algorithm hinges on the construction of a multi-objective MDP. We prove that a weak-stochastic nondominated policy given the preference specification is Pareto-optimal in the constructed multi-objective MDP, and vice versa. Throughout the paper, we employ a running example to demonstrate the proposed preference specification and solution approaches. We show the efficacy of our algorithm using the example with detailed analysis, and then discuss possible future directions.
Hazhar Rahmani, Abhishek Ninad Kulkarni, Jie Fu 0002
ICRA2
2023 Dynamic Hypergames for Synthesis of Deceptive Strategies With Temporal Logic Objectives
abstract
In this paper, we study the use of deception for strategic planning in adversarial environments. We model the interaction between the agent (player 1) and the adversary (player 2) as a two-player concurrent stochastic game in which the adversary has incomplete information about the agent’s task specification given as a temporal logic formula. During the interaction, the adversary can infer the agent’s intention from observations and adapt its strategy so as to prevent the agent from satisfying the objective. To plan against such an adaptive opponent, the agent must leverage its knowledge about the adversary’s incomplete information to influence the behavior of the opponent, and thereby be deceptive. To synthesize a deceptive strategy, we introduce a class of hypergame models that capture the interaction between the agent and its adversary given asymmetric, incomplete information. We develop a solution concept for this class of hypergames and show that the subjectively rationalizable strategy for the agent is deceptive and maximizes the probability of satisfying the task in temporal logic. Such a deceptive strategy is obtained by modeling the opponent’s evolving perception of the agent’s objective and integrating it into planning. This allows the agent to manipulate the opponent’s perception so as to induce the opponent into taking actions that benefit the agent. We demonstrate the effectiveness of our deceptive planning algorithm using robot motion planning examples with temporal logic objectives and design a detection mechanism to notify the agent of potential errors in modeling the adversary’s behavior. Note to Practitioners—Many security and defense applications employ deception mechanisms for strategic advantages. This work presents a game-theoretic framework for planning deceptive strategies in stochastic environments and shows that the opponent modeling plays a key role in the design of effective deception mechanisms. For applications to cyber-physical security, the practitioners can employ temporal logic for specifying security properties in the system and analyze defense with deception using the proposed methods.
Lening Li, Abhishek Ninad Kulkarni, Jie Fu 0002
IEEE Trans Autom. Sci. Eng.3
2020 Synthesis of Deceptive Strategies in Reachability Games with Action Misperception
abstract
We consider a class of two-player turn-based zero-sum games on graphs with reachability objectives, known as reachability games, where the objective of Player 1 (P1) is to reach a set of goal states, and that of Player 2 (P2) is to prevent this. In particular, we consider the case where the players have asymmetric information about each other's action capabilities: P2 starts with an incomplete information (misperception) about P1's action set, and updates the misperception when P1 uses an action previously unknown to P2. When P1 is made aware of P2's misperception, the key question is whether P1 can control P2's perception so as to deceive P2 into selecting actions to P1's advantage? To answer this question, we introduce a dynamic hypergame model to capture the reachability game with evolving misperception of P2. Then, we present a fixed-point algorithm to compute the deceptive winning region and strategy for P1 under almost-sure winning condition. Finally, we show that the synthesized deceptive winning strategy is at least as powerful as the (non-deceptive) winning strategy in the game in which P1 does not account for P2's misperception. We illustrate our algorithm using a robot motion planning in an adversarial environment.
Abhishek Ninad Kulkarni, Jie Fu 0002
IJCAI1