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Empowering LLMs with Parameterized Skills for Adversarial Long-Horizon Planning

Cui, Sijia, Xu, Shuai, He, Aiyao, Wang, Yanna, Xu, Bo

arXiv.org Artificial Intelligence

Recent advancements in Large Language Models(LLMs) have led to the development of LLM-based AI agents. A key challenge is the creation of agents that can effectively ground themselves in complex, adversarial long-horizon environments. Existing methods mainly focus on (1) using LLMs as policies to interact with the environment through generating low-level feasible actions, and (2) utilizing LLMs to generate high-level tasks or language guides to stimulate action generation. However, the former struggles to generate reliable actions, while the latter relies heavily on expert experience to translate high-level tasks into specific action sequences. To address these challenges, we introduce the Plan with Language, Act with Parameter (PLAP) planning framework that facilitates the grounding of LLM-based agents in long-horizon environments. The PLAP method comprises three key components: (1) a skill library containing environment-specific parameterized skills, (2) a skill planner powered by LLMs, and (3) a skill executor converting the parameterized skills into executable action sequences. We implement PLAP in MicroRTS, a long-horizon real-time strategy game that provides an unfamiliar and challenging environment for LLMs. The experimental results demonstrate the effectiveness of PLAP. In particular, GPT-4o-driven PLAP in a zero-shot setting outperforms 80% of baseline agents, and Qwen2-72B-driven PLAP, with carefully crafted few-shot examples, surpasses the top-tier scripted agent, CoacAI. Additionally, we design comprehensive evaluation metrics and test 6 closed-source and 2 open-source LLMs within the PLAP framework, ultimately releasing an LLM leaderboard ranking long-horizon skill planning ability. Our code is available at https://github.com/AI-Research-TeamX/PLAP.


SC2Arena and StarEvolve: Benchmark and Self-Improvement Framework for LLMs in Complex Decision-Making Tasks

Shen, Pengbo, Wang, Yaqing, Mu, Ni, Luan, Yao, Xie, Runpeng, Yang, Senhao, Wang, Lexiang, Hu, Hao, Xu, Shuang, Yang, Yiqin, Xu, Bo

arXiv.org Artificial Intelligence

Evaluating large language models (LLMs) in complex decision-making is essential for advancing AI's ability for strategic planning and real-time adaptation. However, existing benchmarks for tasks like StarCraft II fail to capture the game's full complexity, such as its complete game context, diverse action spaces, and all playable races. To address this gap, we present SC2Arena, a benchmark that fully supports all playable races, low-level action spaces, and optimizes text-based observations to tackle spatial reasoning challenges. Complementing this, we introduce StarEvolve, a hierarchical framework that integrates strategic planning with tactical execution, featuring iterative self-correction and continuous improvement via fine-tuning on high-quality game-play data. Its key components include a Planner-Executor-V erifier structure to break down gameplay, and a scoring system for selecting high-quality training samples. Comprehensive analysis using SC2Arena provides valuable insights into developing generalist agents that were not possible with previous benchmarks. Experimental results also demonstrate that our proposed StarEvolve achieves superior performance in strategic planning. Our code, environment, and algorithms are publicly available.


Feeding LLM Annotations to BERT Classifiers at Your Own Risk

Lu, Yucheng, Smith, Kazimier

arXiv.org Artificial Intelligence

Using LLM-generated labels to fine-tune smaller encoder-only models for text classification has gained popularity in various settings. While this approach may be justified in simple and low-stakes applications, we conduct empirical analysis to demonstrate how the perennial curse of training on synthetic data manifests itself in this specific setup. Compared to models trained on gold labels, we observe not only the expected performance degradation in accuracy and F1 score, but also increased instability across training runs and premature performance plateaus. These findings cast doubts on the reliability of such approaches in real-world applications. We contextualize the observed phenomena through the lens of error propagation and offer several practical mitigation strategies, including entropy-based filtering and ensemble techniques. Although these heuristics offer partial relief, they do not fully resolve the inherent risks of propagating non-random errors from LLM annotations to smaller classifiers, underscoring the need for caution when applying this workflow in high-stakes text classification tasks.


MutaGReP: Execution-Free Repository-Grounded Plan Search for Code-Use

Khan, Zaid, Farhadi, Ali, Krishna, Ranjay, Weihs, Luca, Bansal, Mohit, Gupta, Tanmay

arXiv.org Artificial Intelligence

When a human requests an LLM to complete a coding task using functionality from a large code repository, how do we provide context from the repo to the LLM? One approach is to add the entire repo to the LLM's context window. However, most tasks involve only fraction of symbols from a repo, longer contexts are detrimental to the LLM's reasoning abilities, and context windows are not unlimited. Alternatively, we could emulate the human ability to navigate a large repo, pick out the right functionality, and form a plan to solve the task. We propose MutaGReP (Mutation-guided Grounded Repository Plan Search), an approach to search for plans that decompose a user request into natural language steps grounded in the codebase. MutaGReP performs neural tree search in plan space, exploring by mutating plans and using a symbol retriever for grounding. On the challenging LongCodeArena benchmark, our plans use less than 5% of the 128K context window for GPT-4o but rival the coding performance of GPT-4o with a context window filled with the repo. Plans produced by MutaGReP allow Qwen 2.5 Coder 32B and 72B to match the performance of GPT-4o with full repo context and enable progress on the hardest LongCodeArena tasks. Project page: zaidkhan.me/MutaGReP


SwarmBrain: Embodied agent for real-time strategy game StarCraft II via large language models

Shao, Xiao, Jiang, Weifu, Zuo, Fei, Liu, Mengqing

arXiv.org Artificial Intelligence

Large language models (LLMs) have recently garnered significant accomplishments in various exploratory tasks, even surpassing the performance of traditional reinforcement learning-based methods that have historically dominated the agent-based field. The purpose of this paper is to investigate the efficacy of LLMs in executing real-time strategy war tasks within the StarCraft II gaming environment. In this paper, we introduce SwarmBrain, an embodied agent leveraging LLM for real-time strategy implementation in the StarCraft II game environment. The SwarmBrain comprises two key components: 1) a Overmind Intelligence Matrix, powered by state-of-the-art LLMs, is designed to orchestrate macro-level strategies from a high-level perspective. This matrix emulates the overarching consciousness of the Zerg intelligence brain, synthesizing strategic foresight with the aim of allocating resources, directing expansion, and coordinating multi-pronged assaults. 2) a Swarm ReflexNet, which is agile counterpart to the calculated deliberation of the Overmind Intelligence Matrix. Due to the inherent latency in LLM reasoning, the Swarm ReflexNet employs a condition-response state machine framework, enabling expedited tactical responses for fundamental Zerg unit maneuvers. In the experimental setup, SwarmBrain is in control of the Zerg race in confrontation with an Computer-controlled Terran adversary. Experimental results show the capacity of SwarmBrain to conduct economic augmentation, territorial expansion, and tactical formulation, and it shows the SwarmBrain is capable of achieving victory against Computer players set at different difficulty levels.


Deep Learning Meets Mechanism Design: Key Results and Some Novel Applications

Sankar, V. Udaya, Rao, Vishisht Srihari, Narahari, Y.

arXiv.org Artificial Intelligence

Mechanism design is essentially reverse engineering of games and involves inducing a game among strategic agents in a way that the induced game satisfies a set of desired properties in an equilibrium of the game. Desirable properties for a mechanism include incentive compatibility, individual rationality, welfare maximisation, revenue maximisation (or cost minimisation), fairness of allocation, etc. It is known from mechanism design theory that only certain strict subsets of these properties can be simultaneously satisfied exactly by any given mechanism. Often, the mechanisms required by real-world applications may need a subset of these properties that are theoretically impossible to be simultaneously satisfied. In such cases, a prominent recent approach is to use a deep learning based approach to learn a mechanism that approximately satisfies the required properties by minimizing a suitably defined loss function. In this paper, we present, from relevant literature, technical details of using a deep learning approach for mechanism design and provide an overview of key results in this topic. We demonstrate the power of this approach for three illustrative case studies: (a) efficient energy management in a vehicular network (b) resource allocation in a mobile network (c) designing a volume discount procurement auction for agricultural inputs. Section 6 concludes the paper.


Applying supervised and reinforcement learning methods to create neural-network-based agents for playing StarCraft II

Opanowicz, Michał

arXiv.org Artificial Intelligence

Recently, multiple approaches for creating agents for playing various complex real-time computer games such as StarCraft II or Dota 2 were proposed, however, they either embed a significant amount of expert knowledge into the agent or use a prohibitively large for most researchers amount of computational resources. We propose a neural network architecture for playing the full two-player match of StarCraft II trained with general-purpose supervised and reinforcement learning, that can be trained on a single consumer-grade PC with a single GPU. We also show that our implementation achieves a non-trivial performance when compared to the in-game scripted bots. We make no simplifying assumptions about the game except for playing on a single chosen map, and we use very little expert knowledge. In principle, our approach can be applied to any RTS game with small modifications. While our results are far behind the state-of-the-art large-scale approaches in terms of the final performance, we believe our work can serve as a solid baseline for other small-scale experiments.


The Natural Language of Actions

Tennenholtz, Guy, Mannor, Shie

arXiv.org Artificial Intelligence

We introduce Act2Vec, a general framework for learning context-based action representation for Reinforcement Learning. Representing actions in a vector space help reinforcement learning algorithms achieve better performance by grouping similar actions and utilizing relations between different actions. We show how prior knowledge of an environment can be extracted from demonstrations and injected into action vector representations that encode natural compatible behavior. We then use these for augmenting state representations as well as improving function approximation of Q-values. We visualize and test action embeddings in three domains including a drawing task, a high dimensional navigation task, and the large action space domain of StarCraft II.