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Harshad Khadilkar

Harshad Khadilkar contributes to research discovery and scholarly infrastructure.

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Published work

7 published item(s)

preprint2026arXiv

A Meta Reinforcement Learning Approach to Goals-Based Wealth Management

Applying concepts related to zero-shot meta-learning and pre-training of foundation models, we develop a meta reinforcement learning approach (denoted MetaRL) that is pre-trained on thousands of goals-based wealth management (GBWM) problems. Each GBWM problem involves a multiple year scenario over which the investor looks to optimally choose an investment portfolio each year and choose to fulfill all, some, or none of the different financial goals that arise each year. These choices seek to maximize the expected total investor utility obtained from the fulfilled financial goals. By eliminating separate training and optimization for each new investor problem, the MetaRL model in inference mode produces near-optimal dynamic investment portfolio and goal-fulfilling strategies for a new GBWM problem within a few hundredths of a second. This delivers expected utilities that are, on average, 97.8% of the optimal expected utilities (determined via Dynamic Programming). These results are remarkably robust to capital market regime changes, even when training uses only one capital market regime. Further, the MetaRL approach can enable solving problems with larger state spaces where Dynamic Programming becomes computationally infeasible.

preprint2026arXiv

Using Common Random Numbers for Simulation-based Planning with Rollouts

Simulation-based planning with rollouts is a widely-deployed technique for decision making in stochastic environments. The primary instrument of simulation-based planning is a sampling model, which is repeatedly called to generate trajectories and estimate the utilities of available actions. Among the actions thus explored, one with the maximum estimated utility is then executed. In this paper, we examine the effect of using common random numbers in the simulation process. We obtain a simple recipe for (provably) reducing variance in relative utility when simulations invoke a rollout policy beyond some depth. Experiments on synthetic tasks confirm that our scheme improves task performance. The broader significance of our innovation is apparent from two practical applications: (1) single-step lookahead planning in a pension-disbursement task, and (2) a deployment of the well-known UCT algorithm for the game of Ludo.

preprint2022arXiv

A Learning Based Framework for Handling Uncertain Lead Times in Multi-Product Inventory Management

Most existing literature on supply chain and inventory management consider stochastic demand processes with zero or constant lead times. While it is true that in certain niche scenarios, uncertainty in lead times can be ignored, most real-world scenarios exhibit stochasticity in lead times. These random fluctuations can be caused due to uncertainty in arrival of raw materials at the manufacturer's end, delay in transportation, an unforeseen surge in demands, and switching to a different vendor, to name a few. Stochasticity in lead times is known to severely degrade the performance in an inventory management system, and it is only fair to abridge this gap in supply chain system through a principled approach. Motivated by the recently introduced delay-resolved deep Q-learning (DRDQN) algorithm, this paper develops a reinforcement learning based paradigm for handling uncertainty in lead times (\emph{action delay}). Through empirical evaluations, it is further shown that the inventory management with uncertain lead times is not only equivalent to that of delay in information sharing across multiple echelons (\emph{observation delay}), a model trained to handle one kind of delay is capable to handle delays of another kind without requiring to be retrained. Finally, we apply the delay-resolved framework to scenarios comprising of multiple products subjected to stochasticity in lead times, and elucidate how the delay-resolved framework negates the effect of any delay to achieve near-optimal performance.

preprint2021arXiv

School of hard knocks: Curriculum analysis for Pommerman with a fixed computational budget

Pommerman is a hybrid cooperative/adversarial multi-agent environment, with challenging characteristics in terms of partial observability, limited or no communication, sparse and delayed rewards, and restrictive computational time limits. This makes it a challenging environment for reinforcement learning (RL) approaches. In this paper, we focus on developing a curriculum for learning a robust and promising policy in a constrained computational budget of 100,000 games, starting from a fixed base policy (which is itself trained to imitate a noisy expert policy). All RL algorithms starting from the base policy use vanilla proximal-policy optimization (PPO) with the same reward function, and the only difference between their training is the mix and sequence of opponent policies. One expects that beginning training with simpler opponents and then gradually increasing the opponent difficulty will facilitate faster learning, leading to more robust policies compared against a baseline where all available opponent policies are introduced from the start. We test this hypothesis and show that within constrained computational budgets, it is in fact better to "learn in the school of hard knocks", i.e., against all available opponent policies nearly from the start. We also include ablation studies where we study the effect of modifying the base environment properties of ammo and bomb blast strength on the agent performance.

preprint2020arXiv

A Generalized Reinforcement Learning Algorithm for Online 3D Bin-Packing

We propose a Deep Reinforcement Learning (Deep RL) algorithm for solving the online 3D bin packing problem for an arbitrary number of bins and any bin size. The focus is on producing decisions that can be physically implemented by a robotic loading arm, a laboratory prototype used for testing the concept. The problem considered in this paper is novel in two ways. First, unlike the traditional 3D bin packing problem, we assume that the entire set of objects to be packed is not known a priori. Instead, a fixed number of upcoming objects is visible to the loading system, and they must be loaded in the order of arrival. Second, the goal is not to move objects from one point to another via a feasible path, but to find a location and orientation for each object that maximises the overall packing efficiency of the bin(s). Finally, the learnt model is designed to work with problem instances of arbitrary size without retraining. Simulation results show that the RL-based method outperforms state-of-the-art online bin packing heuristics in terms of empirical competitive ratio and volume efficiency.

preprint2020arXiv

Optimising Lockdown Policies for Epidemic Control using Reinforcement Learning

In the context of the ongoing Covid-19 pandemic, several reports and studies have attempted to model and predict the spread of the disease. There is also intense debate about policies for limiting the damage, both to health and to the economy. On the one hand, the health and safety of the population is the principal consideration for most countries. On the other hand, we cannot ignore the potential for long-term economic damage caused by strict nation-wide lockdowns. In this working paper, we present a quantitative way to compute lockdown decisions for individual cities or regions, while balancing health and economic considerations. Furthermore, these policies are learnt automatically by the proposed algorithm, as a function of disease parameters (infectiousness, gestation period, duration of symptoms, probability of death) and population characteristics (density, movement propensity). We account for realistic considerations such as imperfect lockdowns, and show that the policy obtained using reinforcement learning is a viable quantitative approach towards lockdowns.

preprint2020arXiv

Reinforcement Learning for Multi-Product Multi-Node Inventory Management in Supply Chains

This paper describes the application of reinforcement learning (RL) to multi-product inventory management in supply chains. The problem description and solution are both adapted from a real-world business solution. The novelty of this problem with respect to supply chain literature is (i) we consider concurrent inventory management of a large number (50 to 1000) of products with shared capacity, (ii) we consider a multi-node supply chain consisting of a warehouse which supplies three stores, (iii) the warehouse, stores, and transportation from warehouse to stores have finite capacities, (iv) warehouse and store replenishment happen at different time scales and with realistic time lags, and (v) demand for products at the stores is stochastic. We describe a novel formulation in a multi-agent (hierarchical) reinforcement learning framework that can be used for parallelised decision-making, and use the advantage actor critic (A2C) algorithm with quantised action spaces to solve the problem. Experiments show that the proposed approach is able to handle a multi-objective reward comprised of maximising product sales and minimising wastage of perishable products.