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Aditya Makkar

Publications and source records attributed to Aditya Makkar.

4 recordsLinked to original sources

Towards Scaling Reinforcement Learning to Massive Populations: Learning Mean-Field Representations

Modern multi-agent systems are increasingly deployed at scale over large populations of agents in settings such as ad-auctions, traffic routing, and recommendation systems. The dominant approach in such settings is to optimize each agent's policy independently, treating the other agents as part of a fixed single-agent environment rather than modeling the population dynamics. In many large-population systems, the dynamics depend on an aggregate summary of the population rather than the identity of any individual. Mean-field RL exploits such structure, providing a principled framework that models each agent's environment as an explicit function of the population distribution. However, in large state-action spaces or high-dimensional control problems, modeling the population distribution is itself intractable. How can we design a scalable framework for high-dimensional control problems with large populations? This work explores this question from the perspective of representation learning. We introduce a mean-field RL framework in which the rewards and transition dynamics depend on the population only through an unknown low-dimensional aggregate statistic. We then study this framework in the offline setting and design a provable approach that learns a near-optimal policy by learning a low-dimensional representation. Motivated by real-life supply-chain optimization problems, we design a one-step routing game to test the hypothesis that learning a low-dimensional population representation improves reward prediction and Nash gap estimation relative to baselines that don't exploit this structure. We show that under a fixed neural-network parameter count and optimization budget, learning a low-dimensional population representation improves reward prediction and the equilibrium quality of the resulting policies.

cs.MA

Multiplayer Interactive World Models with Representation Autoencoders

We introduce the first multiplayer world model for highly dynamic environments governed by complex physical interactions. Whereas single-player world models treat the other agents as part of the environment, ours conditions on the action streams of multiple agents, learning to attribute changes in the scene to the correct player and to stay coherent under arbitrary combinations of their actions. We study this problem in the game of Rocket League, where players compete and cooperate under fast, tightly coupled dynamics. Trained on 10,000 hours of gameplay collected with publicly available bots, our 5-billion-parameter latent diffusion model generates four-player matches in real time, producing 20 frames per second on a single Nvidia B200 GPU. Although trained only on short clips, its rollouts stay stable far beyond the training horizon: distributional quality holds steady out to five minutes, the longest horizon we measure, and in practice we observe rollouts continuing for hours with no sign of collapse. We systematically investigate the central design choices: the video codec, the generative objective, and the multiplayer conditioning scheme. In addition, we characterize how behavior changes with model and data scale, including the capabilities that emerge and the failure modes that persist. We further develop targeted evaluations that probe the model's physical understanding rather than visual appearance alone. To support continued research on multiplayer world models, we release our dataset, our full training and inference codebase, and a live demo.

cs.CV

Composite Classifier-Free Guidance for Multi-Modal Conditioning in Wind Dynamics Super-Resolution

Various weather modelling problems (e.g., weather forecasting, optimizing turbine placements, etc.) require ample access to high-resolution, highly accurate wind data. Acquiring such high-resolution wind data, however, remains a challenging and expensive endeavour. Traditional reconstruction approaches are typically either cost-effective or accurate, but not both. Deep learning methods, including diffusion models, have been proposed to resolve this trade-off by leveraging advances in natural image super-resolution. Wind data, however, is distinct from natural images, and wind super-resolvers often use upwards of 10 input channels, significantly more than the usual 3-channel RGB inputs in natural images. To better leverage a large number of conditioning variables in diffusion models, we present a generalization of classifier-free guidance (CFG) to multiple conditioning inputs. Our novel composite classifier-free guidance (CCFG) can be dropped into any pre-trained diffusion model trained with standard CFG dropout. We demonstrate that CCFG outputs are higher-fidelity than those from CFG on wind super-resolution tasks. We present WindDM, a diffusion model trained for industrial-scale wind dynamics reconstruction and leveraging CCFG. WindDM achieves state-of-the-art reconstruction quality among deep learning models and costs up to $1000\times$ less than classical methods.

cs.LG

SignSpeak: Open-Source Time Series Classification for ASL Translation

The lack of fluency in sign language remains a barrier to seamless communication for hearing and speech-impaired communities. In this work, we propose a low-cost, real-time ASL-to-speech translation glove and an exhaustive training dataset of sign language patterns. We then benchmarked this dataset with supervised learning models, such as LSTMs, GRUs and Transformers, where our best model achieved 92% accuracy. The SignSpeak dataset has 7200 samples encompassing 36 classes (A-Z, 1-10) and aims to capture realistic signing patterns by using five low-cost flex sensors to measure finger positions at each time step at 36 Hz. Our open-source dataset, models and glove designs, provide an accurate and efficient ASL translator while maintaining cost-effectiveness, establishing a framework for future work to build on.

cs.CL