EDBT 2026 Demo / reviewers in the wild / expert
Negar Mehr
dblp:192/3124
· DBLP profile ↗
14ranked-venue papers
1as first author
13since 2021 · last 2025
0000-0002-1045-4423ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 12 · 11 since 2021Systems, architecture and hardware · 11 · 10 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 first-author · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | CurricuLLM: Automatic Task Curricula Design for Learning Complex Robot Skills Using Large Language ModelsabstractCurriculum learning is a training mechanism in reinforcement learning (RL) that facilitates the achievement of complex policies by progressively increasing the task difficulty during training. However, designing effective curricula for a specific task often requires extensive domain knowledge and human intervention, which limits its applicability across various domains. Our core idea is that large language models (LLMs), with their extensive training on diverse language data and ability to encapsulate world knowledge, present significant potential for efficiently breaking down tasks and decomposing skills across various robotics environments. Additionally, the demonstrated success of LLMs in translating natural language into executable code for RL agents strengthens their role in generating task curricula. In this work, we propose CurricuLLM, which leverages the high-level planning and programming capabilities of LLMs for curriculum design, thereby enhancing the efficient learning of complex target tasks. CurricuLLM consists of: (Step 1) Generating a sequence of subtasks that aid target task learning in natural language form, (Step 2) Translating natural language description of subtasks in executable task code, including the reward code and goal distribution code, and (Step 3) Evaluating trained policies based on trajectory rollout and subtask description. We evaluate Cur-ricuLLM in various robotics simulation environments, ranging from manipulation, navigation, and locomotion, to show that CurricuLLM can aid learning complex robot control tasks. In addition, we validate humanoid locomotion policy learned through CurricuLLM in the real-world. Project website is https://iconlab.negarmehr.com/CurricuLLM/ Kanghyun Ryu, Qiayuan Liao, Zhongyu Li 0003, Payam Delgosha, Koushil Sreenath, Negar Mehr |
ICRA | 6 |
| 2025 | Leveraging Large Language Models for Effective and Explainable Multi-Agent Credit Assignment
Kartik Nagpal, Dayi Dong, Negar Mehr |
AAMAS | 3 |
| 2025 | MultiNash-PF: A Particle Filtering Approach for Computing Multiple Local Generalized Nash Equilibria in Trajectory GamesabstractModern robotic systems frequently engage in complex multi-agent interactions, many of which are inherently multi-modal, i.e., they can lead to multiple distinct outcomes. To interact effectively, robots must recognize the possible interaction modes and adapt to the one preferred by other agents. In this work, we propose MultiNash-PF, an efficient algorithm for capturing the multimodality in multi-agent interactions. We model interaction outcomes as equilibria of a game-theoretic planner, where each equilibrium corresponds to a distinct interaction mode. Our framework formulates interactive planning as Constrained Potential Trajectory Games (CPTGs), in which local Generalized Nash Equilibria (GNEs) represent plausible interaction outcomes. We propose to integrate the potential game approach with implicit particle filtering, a sample-efficient method for non-convex trajectory optimization. We utilize implicit particle filtering to identify the coarse estimates of multiple local minimizers of the game’s potential function. MultiNash-PF then refines these estimates with optimization solvers, obtaining different local GNEs. We show through numerical simulations that MultiNash-PF reduces computation time by up to 50% compared to a baseline. We further demonstrate the effectiveness of our algorithm in real-world human-robot interaction scenarios, where it successfully accounts for the multi-modal nature of interactions and resolves potential conflicts in real-time. Maulik Bhatt, Iman Askari, Yue Yu 0004, Ufuk Topcu, Huazhen Fang, Negar Mehr |
IROS | 6 |
| 2025 | Understanding and Imitating Human-Robot Motion with Restricted Visual FieldsabstractWhen working around other agents such as humans, it is important to model their perception capabilities to predict and make sense of their behavior. In this work, we consider agents whose perception capabilities are determined by their limited field of view, viewing range, and the potential to miss objects within their viewing range. By considering the perception capabilities and observation model of agents independently from their motion policy, we show that we can better predict the agents’ behavior; i.e., by reasoning about the perception capabilities of other agents, one can better make sense of their actions. We perform a user study where human operators navigate a cluttered scene while scanning the region for obstacles with a limited field of view and range. We show that by reasoning about the limited observation space of humans, a robot can better learn a human’s strategy for navigate an environment and navigate with minimal collision with dynamic and static obstacles. We also show that this learned model helps it successfully navigate a physical hardware vehicle in real-time. Code available at https://github.com/labicon/HRMotion-RestrictedView. Maulik Bhatt, HongHao Zhen, Monroe Kennedy III, Negar Mehr |
IROS | 4 |
| 2025 | Multi-Agent Inverse Reinforcement Learning in Real World Unstructured Pedestrian CrowdsabstractSocial robot navigation in crowded public spaces such as university campuses, restaurants, grocery stores, and hospitals, is an increasingly important area of research. One of the core strategies for achieving this goal is to understand humans’ intent–underlying psychological factors that govern their motion–by learning how humans assign rewards to their actions, typically via inverse reinforcement learning (IRL). Despite significant progress in IRL, learning reward functions of multiple agents simultaneously in dense unstructured pedestrian crowds has remained intractable due to the nature of the tightly coupled social interactions that occur in these scenarios e.g. passing, intersections, swerving, weaving, etc. In this paper, we present a new multi-agent maximum entropy inverse reinforcement learning algorithm for real world unstructured pedestrian crowds. Key to our approach is a simple, but effective, mathematical trick which we name the so-called "tractability-rationality trade-off" trick that achieves tractability at the cost of a slight reduction in accuracy. We compare our approach to the classical single-agent MaxEnt IRL as well as state-of-the-art trajectory prediction methods on several datasets including the ETH, UCY, SCAND, JRDB, and a new dataset, called Speedway, collected at a busy intersection on a University campus focusing on dense, complex agent interactions. Our key findings show that, on the dense Speedway dataset, our approach ranks 1stamong top 7 baselines with > 2× improvement over single-agent IRL, and is competitive with state-of-the-art large transformer-based encoder-decoder models on sparser datasets such as ETH/UCY (ranks 3rdamong top 7 baselines). Rohan Chandra, Haresh Karnan, Negar Mehr, Peter Stone 0001, Joydeep Biswas |
IROS | 3 |
| 2025 | Strategic Decision-Making in Multiagent Domains: A Weighted Constrained Potential Dynamic Game ApproachabstractIn interactive multiagent settings, decision-making and planning are challenging mainly due to the agents' interconnected objectives. Dynamic game theory offers a formal framework for analyzing such intricacies. Yet, solving constrained dynamic games and determining the interaction outcome in the form of generalized Nash equilibria (GNE) pose computational challenges due to the need for solving constrained coupled optimal control problems. In this article, we address this challenge by proposing to leverage the special structure of many real-world multiagent interactions. More specifically, our key idea is to leverage constrained dynamic potential games, which are games for which GNE can be found by solving a single constrained optimal control problem associated with minimizing the potential function. We argue that constrained dynamic potential games can effectively facilitate interactive decision-making in many multiagent interactions. We will identify structures in realistic multiagent interactive scenarios that can be transformed into weighted constrained potential dynamic games (WCPDGs). We will show that the GNE of the resulting WCPDG can be obtained by solving a single constrained optimal control problem. We will demonstrate the effectiveness of the proposed method through various simulation studies and show that we achieve significant improvements in solve time compared to state-of-the-art game solvers. We further provide experimental validation of our proposed method in a navigation setup involving two quadrotors carrying a rigid object while avoiding collisions with two humans. Maulik Bhatt, Yixuan Jia, Negar Mehr |
IEEE Trans. Robotics | 3 |
| 2024 | Weathering Ongoing Uncertainty: Learning and Planning in a Time-Varying Partially Observable EnvironmentabstractOptimal decision-making presents a significant challenge for autonomous systems operating in uncertain, stochastic and time-varying environments. Environmental variability over time can significantly impact the system’s optimal decision making strategy for mission completion. To model such environments, our work combines the previous notion of Time-Varying Markov Decision Processes (TVMDP) with partial observability and introduces Time-Varying Partially Observable Markov Decision Processes (TV-POMDP). We propose a twopronged approach to accurately estimate and plan within the TV-POMDP: 1) Memory Prioritized State Estimation (MPSE), which leverages weighted memory to provide more accurate time-varying transition estimates; and 2) an MPSE-integrated planning strategy that optimizes long-term rewards while accounting for temporal constraint. We validate the proposed framework and algorithms using simulations and hardware, with robots exploring a partially observable, time-varying environments. Our results demonstrate superior performance over standard methods, highlighting the framework’s effectiveness in stochastic, uncertain, time-varying domains. Gokul Puthumanaillam, Negar Mehr, Melkior Ornik |
ICRA | 3 |
| 2024 | Integrating Predictive Motion Uncertainties with Distributionally Robust Risk-Aware Control for Safe Robot Navigation in CrowdsabstractEnsuring safe navigation in human-populated environments is crucial for autonomous mobile robots. Although recent advances in machine learning offer promising methods to predict human trajectories in crowded areas, it remains unclear how one can safely incorporate these learned models into a control loop due to the uncertain nature of human motion, which can make predictions of these models imprecise. In this work, we address this challenge and introduce a distributionally robust chance-constrained model predictive control (DRCC-MPC) which: (i) adopts a probability of collision as a pre-specified, interpretable risk metric, and (ii) offers robustness against discrepancies between actual human trajectories and their predictions. We consider the risk of collision in the form of a chance constraint, providing an interpretable measure of robot safety. To enable real-time evaluation of chance constraints, we consider conservative approximations of chance constraints in the form of distributionally robust Conditional Value at Risk constraints. The resulting formulation offers computational efficiency as well as robustness with respect to out-of-distribution human motion. With the parallelization of a sampling-based optimization technique, our method operates in real-time, demonstrating successful and safe navigation in a number of case studies with real-world pedestrian data. Kanghyun Ryu, Negar Mehr |
ICRA | 2 |
| 2024 | Optimal Robotic Assembly Sequence Planning (ORASP): A Sequential Decision-Making ApproachabstractThe optimal robotic assembly planning problem entails determining the sequence of actions for a robot to feasibly assemble a product from its components which minimizes a given objective. This problem is made especially challenging as the number of potential sequences increase exponentially with respect to the number of parts in the assembly. Additionally, the optimal sequence must also consider and satisfy a selection of constraints such as attachment precedence or a maximum robot carry weight. Traditionally, robotic assembly planning problems have been solved using heuristics, but these methods are specific to a given robot or cost structure. In this paper, we propose to model robotic assembly planning as a decision-making problem which enables us to use tools from shortest path algorithms and reinforcement learning. We formulate assembly sequencing as a Markov Decision Process and use Dynamic Programming (DP) to find optimal assembly policies that far outperform the state-of-the-art in terms of speed. We further exploit the deterministic nature of assembly planning to introduce a class of optimal Graph Exploration Assembly Planners (GEAPs) and even propose our own ORASP Search Method. We further showcase how we can produce high-reward assembly plans for larger structures using our deep Reinforcement Learning (RL) method. We evaluate this method on large robotic assembly problems such as the assembly of the Hubble Space Telescope, the International Space Station, and the James Webb Space Telescope. We further discuss how our DP, GEAP, and RL methods are capable of finding optimal solutions under a variety of different objective functions and how we translate any form of precedence constraints to branch pruning and further improve performance. We have published our code at https://github.com/labicon/ORASP-Code. Kartik Nagpal, Negar Mehr |
IROS | 2 |
| 2023 | Learning to Influence Vehicles' Routing in Mixed-Autonomy Networks by Dynamically Controlling the Headway of Autonomous CarsabstractIt is known that autonomous cars can increase road capacities by maintaining a smaller headway through vehicle platooning. Recent works have shown that these capacity increases can influence vehicles' route choices in unexpected ways similar to the well-known Braess's paradox, such that the network congestion might increase. In this paper, we propose that in mixed-autonomy networks, i.e., networks where roads are shared between human-driven and autonomous cars, the headway of autonomous cars can be directly controlled to influence vehicles' routing and reduce congestion. We argue that the headway of autonomous cars - and consequently the capacity of link segments - is not just a fixed design choice; but rather, it can be leveraged as an infrastructure control strategy to dynamically regulate capacities. Imagine that similar to variable speed limits which regulate the maximum speed of vehicles on a road segment, a control policy regulates the headway of autonomous cars along each road segment. We seek to influence vehicles' route choices by directly controlling the headway of autonomous cars to prevent Braess-like unexpected outcomes and increase network efficiency. We model the dynamics of mixed-autonomy traffic networks while accounting for the vehicles' route choice dynamics. We train an RL policy that learns to regulate the headway of autonomous cars such that the total travel time in the network is minimized. We will show empirically that our trained policy can not only prevent Braess-like inefficiencies but also decrease total travel time11The code is available at: https://github.com/labicon/RL-Traffic-Dynamics. Negar Mehr |
ICRA | 2 |
| 2023 | Distributed Potential iLQR: Scalable Game-Theoretic Trajectory Planning for Multi-Agent InteractionsabstractIn this work, we develop a scalable, local tra-jectory optimization algorithm that enables robots to interact with other robots. It has been shown that agents' interactions can be successfully captured in game-theoretic formulations, where the interaction outcome can be best modeled via the equilibria of the underlying dynamic game. However, it is typically challenging to compute equilibria of dynamic games as it involves simultaneously solving a set of coupled optimal control problems. Existing solvers operate in a centralized fashion and do not scale up tractably to multiple interacting agents. We enable scalable distributed game-theoretic planning by leveraging the structure inherent in multi-agent interactions, namely, interactions belonging to the class of dynamic potential games. Since equilibria of dynamic potential games can be found by minimizing a single potential function, we can apply distributed and decentralized control techniques to seek equi-libria of multi-agent interactions in a scalable and distributed manner. We compare the performance of our algorithm with a centralized interactive planner in a number of simulation studies and demonstrate that our algorithm results in better efficiency and scalability. We further evaluate our method in hardware experiments involving multiple quadcopters.11Code Repository - https://github.com/labicon/dp-ilqr Zach Williams, Jushan Chen, Negar Mehr |
ICRA | 3 |
| 2023 | Efficient Constrained Multi-Agent Trajectory Optimization Using Dynamic Potential GamesabstractAlthough dynamic games provide a rich paradigm for modeling agents' interactions, solving these games for real-world applications is often challenging. Many real-world interactive settings involve general nonlinear state and input constraints that couple agents' decisions with one another. In this work, we develop an efficient and fast planner for interactive trajectory optimization in constrained setups using a constrained game-theoretical framework. Our key insight is to leverage the special structure of agents' objective and constraint functions that are common in multi-agent interactions for fast and reliable planning. More precisely, we identify the structure of agents' cost and constraint functions under which the resulting dynamic game is an instance of a constrained dynamic potential game. Constrained dynamic potential games are a class of games for which instead of solving a set of coupled constrained optimal control problems, a constrained Nash equilibrium, i.e. a Generalized Nash equilibrium, can be found by solving a single constrained optimal control problem. This simplifies constrained interactive trajectory optimization significantly. We compare the performance of our method in a navigation setup involving four planar agents and show that our method is on average 20 times faster than the state-of-the-art. We further provide experimental validation of our proposed method in a navigation setup involving two quadrotors carrying a rigid object while avoiding collisions with two humans. Maulik Bhatt, Yixuan Jia, Negar Mehr |
IROS | 3 |
| 2023 | Maximum-Entropy Multi-Agent Dynamic Games: Forward and Inverse SolutionsabstractIn this article, we study the problem of multiple stochastic agents interacting in a dynamic game scenario with continuous state and action spaces. We define a new notion of stochastic Nash equilibrium for boundedly rational agents, which we call the entropic cost equilibrium (ECE). We show that ECE is a natural extension to multiple agents of maximum entropy optimality for a single agent. We solve both the “forward” and “inverse” problems for the multi-agent ECE game. For the forward problem, we provide a Riccati algorithm to compute closed-form ECE feedback policies for the agents, which are exact in the linear-quadratic-gaussian case. We give an iterative variant to find locally ECE feedback policies for the nonlinear case. For the inverse problem, we present an algorithm to infer the cost functions of the multiple interacting agents given noisy, boundedly rational input and state trajectory examples from agents acting in an ECE. The effectiveness of our algorithms is demonstrated in a simulated multi-agent collision avoidance scenario, and with data from the INTERACTION traffic dataset. In both cases, we show that, by taking into account the agents' game theoretic interactions using our algorithm, a more accurate model of agents' costs can be learned, compared with standard inverse optimal control methods. Negar Mehr, Mingyu Wang 0002, Maulik Bhatt, Mac Schwager |
IEEE Trans. Robotics | 1 |
| 2020 | Game-Theoretic Planning for Risk-Aware Interactive AgentsabstractModeling the stochastic behavior of interacting agents is key for safe motion planning. In this paper, we study the interaction of risk-aware agents in a game-theoretical framework. Under the entropic risk measure, we derive an iterative algorithm for approximating the intractable feedback Nash equilibria of a risk-sensitive dynamic game. We use an iteratively linearized approximation of the system dynamics and a quadratic approximation of the cost function in solving a backward recursion for finding feedback Nash equilibria. In this respect, the algorithm shares a similar structure with DDP and iLQR methods. We conduct experiments in a set of challenging scenarios such as roundabouts. Compared to ignoring the game interaction or the risk sensitivity, we show that our risk-sensitive game-theoretic framework leads to more timeefficient, intuitive, and safe behaviors when facing underlying risks and uncertainty. Mingyu Wang 0002, Negar Mehr, Adrien Gaidon, Mac Schwager |
IROS | 2 |