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Sriram Srinivasan 0005

dblp:74/3399-5 · DBLP profile ↗
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4ranked-venue papers
2as first author
0since 2021 · last 2018
—ORCID · unresolved

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

Artificial intelligence and machine learning · 4 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author

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
4 papers
Reinforcement learning · 91% Planning, search and constraint satisfaction · 7% Representation and self-supervised learning · 2%
Theoretical computer science
1 paper
Algorithmic game theory and mechanism design · 100%

Topics — the 12 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
exploration
0.522016
Unifying Count-Based Exploration and Intrinsic Motivation · NIPS 2016
Improving Exploration in UCT Using Local Manifolds · AAAI 2015
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.312018
Actor-Critic Policy Optimization in Partially Observable Multiagent Environments · NeurIPS 2018
Machine learning › Reinforcement learning
partially observable reinforcement learning
0.312018
Actor-Critic Policy Optimization in Partially Observable Multiagent Environments · NeurIPS 2018
Machine learning › Reinforcement learning › policy optimization
policy gradient
0.312018
Actor-Critic Policy Optimization in Partially Observable Multiagent Environments · NeurIPS 2018
Machine learning › Reinforcement learning
regret minimization
0.312018
Actor-Critic Policy Optimization in Partially Observable Multiagent Environments · NeurIPS 2018
Machine learning › Reinforcement learning
deep reinforcement learning
0.312017
Neural Episodic Control · ICML 2017
Machine learning › Reinforcement learning › value-based reinforcement learning
episodic control
0.312017
Neural Episodic Control · ICML 2017
Machine learning › Reinforcement learning
value-based reinforcement learning
0.312017
Neural Episodic Control · ICML 2017
Machine learning › Reinforcement learning › exploration
intrinsic motivation
0.212016
Unifying Count-Based Exploration and Intrinsic Motivation · NIPS 2016
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search
0.212015
Improving Exploration in UCT Using Local Manifolds · AAAI 2015
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
nash equilibrium
0.112018
Actor-Critic Policy Optimization in Partially Observable Multiagent Environments · NeurIPS 2018
Machine learning › Representation and self-supervised learning › representation learning › dimensionality reduction
manifold learning
0.112015
Improving Exploration in UCT Using Local Manifolds · AAAI 2015

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

self-play · 0.7function approximation · 0.7actor-critic · 0.7semi-tabular value function · 0.3episodic memory · 0.3pseudo-count · 0.2density model · 0.2local manifold learning · 0.2distance metric · 0.2UCT · 0.2
YearPublicationVenuePosition
2018 Actor-Critic Policy Optimization in Partially Observable Multiagent Environments
abstract
Optimization of parameterized policies for reinforcement learning (RL) is an important and challenging problem in artificial intelligence. Among the most common approaches are algorithms based on gradient ascent of a score function representing discounted return. In this paper, we examine the role of these policy gradient and actor-critic algorithms in partially-observable multiagent environments. We show several candidate policy update rules and relate them to a foundation of regret minimization and multiagent learning techniques for the one-shot and tabular cases, leading to previously unknown convergence guarantees. We apply our method to model-free multiagent reinforcement learning in adversarial sequential decision problems (zero-sum imperfect information games), using RL-style function approximation. We evaluate on commonly used benchmark Poker domains, showing performance against fixed policies and empirical convergence to approximate Nash equilibria in self-play with rates similar to or better than a baseline model-free algorithm for zero-sum games, without any domain-specific state space reductions.
Sriram Srinivasan 0005, Marc Lanctot, Vinícius Flores Zambaldi, Julien Pérolat, Karl Tuyls, Rémi Munos, Michael H. Bowling
NeurIPS1
2017 Neural Episodic Control
abstract
Deep reinforcement learning methods attain super-human performance in a wide range of environments. Such methods are grossly inefficient, often taking orders of magnitudes more data than humans to achieve reasonable performance. We propose Neural Episodic Control: a deep reinforcement learning agent that is able to rapidly assimilate new experiences and act upon them. Our agent uses a semi-tabular representation of the value function: a buffer of past experience containing slowly changing state representations and rapidly updated estimates of the value function. We show across a wide range of environments that our agent learns significantly faster than other state-of-the-art, general purpose deep reinforcement learning agents.
Alexander Pritzel, Benigno Uria, Sriram Srinivasan 0005, Adrià Puigdomènech Badia, Oriol Vinyals, Demis Hassabis, Daan Wierstra, Charles Blundell
ICML3
2016 Unifying Count-Based Exploration and Intrinsic Motivation
abstract
We consider an agent's uncertainty about its environment and the problem of generalizing this uncertainty across states. Specifically, we focus on the problem of exploration in non-tabular reinforcement learning. Drawing inspiration from the intrinsic motivation literature, we use density models to measure uncertainty, and propose a novel algorithm for deriving a pseudo-count from an arbitrary density model. This technique enables us to generalize count-based exploration algorithms to the non-tabular case. We apply our ideas to Atari 2600 games, providing sensible pseudo-counts from raw pixels. We transform these pseudo-counts into exploration bonuses and obtain significantly improved exploration in a number of hard games, including the infamously difficult Montezuma's Revenge.
Marc G. Bellemare, Sriram Srinivasan 0005, Georg Ostrovski, Tom Schaul, David Saxton, Rémi Munos
NIPS2
2015 Improving Exploration in UCT Using Local Manifolds
abstract
Monte-Carlo planning has been proven successful in manysequential decision-making settings, but it suffers from poorexploration when the rewards are sparse. In this paper, weimprove exploration in UCT by generalizing across similarstates using a given distance metric. We show that this algorithm,like UCT, converges asymptotically to the optimalaction. When the state space does not have a natural distancemetric, we show how we can learn a local manifold from thetransition graph of states in the near future. to obtain a distancemetric. On domains inspired by video games, empiricalevidence shows that our algorithm is more sample efficientthan UCT, particularly when rewards are sparse.
Sriram Srinivasan 0005, Erin Talvitie, Michael H. Bowling
AAAI1