Maulik Bhatt

dblp:270/2951 · DBLP profile ↗
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5ranked-venue papers
4as first author
5since 2021 · last 2025
0000-0002-4742-9192ORCID · corroborated

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

Artificial intelligence and machine learning · 3 · 3 first-author · 3 since 2021Systems, architecture and hardware · 3 · 3 first-author · 3 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 first-author · 2 since 2021
YearPublicationVenuePosition
2025 MultiNash-PF: A Particle Filtering Approach for Computing Multiple Local Generalized Nash Equilibria in Trajectory Games
abstract
Modern 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
IROS1
2025 Understanding and Imitating Human-Robot Motion with Restricted Visual Fields
abstract
When 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
IROS1
2025 Strategic Decision-Making in Multiagent Domains: A Weighted Constrained Potential Dynamic Game Approach
abstract
In 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. Robotics1
2023 Efficient Constrained Multi-Agent Trajectory Optimization Using Dynamic Potential Games
abstract
Although 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
IROS1
2023 Maximum-Entropy Multi-Agent Dynamic Games: Forward and Inverse Solutions
abstract
In 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. Robotics3