Demo Data from SIGIR 2026 / reviewers in the wild / expert
Sriram Srinivasan 0005
dblp:74/3399-5
· DBLP profile ↗
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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
exploration |
0.5 | 2 | 2016 | 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 |
0.3 | 1 | 2018 | Actor-Critic Policy Optimization in Partially Observable Multiagent Environments · NeurIPS 2018 |
Machine learning › Reinforcement learning
partially observable reinforcement learning |
0.3 | 1 | 2018 | Actor-Critic Policy Optimization in Partially Observable Multiagent Environments · NeurIPS 2018 |
Machine learning › Reinforcement learning › policy optimization
policy gradient |
0.3 | 1 | 2018 | Actor-Critic Policy Optimization in Partially Observable Multiagent Environments · NeurIPS 2018 |
Machine learning › Reinforcement learning
regret minimization |
0.3 | 1 | 2018 | Actor-Critic Policy Optimization in Partially Observable Multiagent Environments · NeurIPS 2018 |
Machine learning › Reinforcement learning
deep reinforcement learning |
0.3 | 1 | 2017 | Neural Episodic Control · ICML 2017 |
Machine learning › Reinforcement learning › value-based reinforcement learning
episodic control |
0.3 | 1 | 2017 | Neural Episodic Control · ICML 2017 |
Machine learning › Reinforcement learning
value-based reinforcement learning |
0.3 | 1 | 2017 | Neural Episodic Control · ICML 2017 |
Machine learning › Reinforcement learning › exploration
intrinsic motivation |
0.2 | 1 | 2016 | 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 |
0.2 | 1 | 2015 | Improving Exploration in UCT Using Local Manifolds · AAAI 2015 |
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
nash equilibrium |
0.1 | 1 | 2018 | Actor-Critic Policy Optimization in Partially Observable Multiagent Environments · NeurIPS 2018 |
Machine learning › Representation and self-supervised learning › representation learning › dimensionality reduction
manifold learning |
0.1 | 1 | 2015 | 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
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | Actor-Critic Policy Optimization in Partially Observable Multiagent EnvironmentsabstractOptimization 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 |
NeurIPS | 1 |
| 2017 | Neural Episodic ControlabstractDeep 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 |
ICML | 3 |
| 2016 | Unifying Count-Based Exploration and Intrinsic MotivationabstractWe 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 |
NIPS | 2 |
| 2015 | Improving Exploration in UCT Using Local ManifoldsabstractMonte-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 |
AAAI | 1 |