Learning Graphical Models
A Unified Theory of Language
A unified theory of language combines a Bayesian cognitive linguistic model of language processing, with the proposal that language evolved by sexual selection for the display of intelligence. The theory accounts for the major facts of language, including its speed and expressivity, and data on language diversity, pragmatics, syntax and semantics. The computational element of the theory is based on Construction Grammars. These give an account of the syntax and semantics of the worlds languages, using constructions and unification. Two novel elements are added to construction grammars: an account of language pragmatics, and an account of fast, precise language learning. Constructions are represented in the mind as graph like feature structures. People use slow general inference to understand the first few examples they hear of any construction. After that it is learned as a feature structure, and is rapidly applied by unification. All aspects of language (phonology, syntax, semantics, and pragmatics) are seamlessly computed by fast unification; there is no boundary between semantics and pragmatics. This accounts for the major puzzles of pragmatics, and for detailed pragmatic phenomena. Unification is Bayesian maximum likelihood pattern matching. This gives evolutionary continuity between language processing in the human brain, and Bayesian cognition in animal brains. Language is the basis of our mind reading abilities, our cooperation, self esteem and emotions; the foundations of human culture and society.
Unfolding AlphaFold's Bayesian Roots in Probability Kinematics
Hamelryck, Thomas, Mardia, Kanti V.
We present a novel theoretical interpretation of AlphaFold1 that reveals the potential of generalized Bayesian updating for probabilistic deep learning. The seminal breakthrough of AlphaFold1 in protein structure prediction by deep learning relied on a learned potential energy function, in contrast to the later end-to-end architectures of AlphaFold2 and AlphaFold3. While this potential was originally justified by referring to physical potentials of mean force (PMFs), we reinterpret AlphaFold1's potential as an instance of {\em probability kinematics} -- also known as {\em Jeffrey conditioning} -- a principled but under-recognised generalization of conventional Bayesian updating. Probability kinematics accommodates uncertain or {\em soft} evidence in the form of updated probabilities over a partition. This perspective reveals AlphaFold1's potential as a form of generalized Bayesian updating, rather than a thermodynamic potential. To confirm our probabilistic framework's scope and precision, we analyze a synthetic 2D model in which an angular random walk prior is updated with evidence on distances via probability kinematics, mirroring AlphaFold1's approach. This theoretical contribution connects AlphaFold1 to a broader class of well-justified Bayesian methods, allowing precise quantification, surpassing merely qualitative heuristics based on PMFs. Our contribution is theoretical: we replace AlphaFold1's heuristic analogy with a principled probabilistic framework, tested in a controlled synthetic setting where correctness can be assessed. More broadly, our results point to the considerable promise of probability kinematics for probabilistic deep learning, by allowing the formulation of complex models from a few simpler components.
CODA: Coordinating the Cerebrum and Cerebellum for a Dual-Brain Computer Use Agent with Decoupled Reinforcement Learning
Sun, Zeyi, Cao, Yuhang, Liang, Jianze, Sun, Qiushi, Liu, Ziyu, Zhang, Zhixiong, Zang, Yuhang, Dong, Xiaoyi, Chen, Kai, Lin, Dahua, Wang, Jiaqi
Autonomous agents for Graphical User Interfaces (GUIs) face significant challenges in specialized domains such as scientific computing, where both long-horizon planning and precise execution are required. Existing approaches suffer from a trade-off: generalist agents excel at planning but perform poorly in execution, while specialized agents demonstrate the opposite weakness. Recent compositional frameworks attempt to bridge this gap by combining a planner and an actor, but they are typically static and non-trainable, which prevents adaptation from experience. This is a critical limitation given the scarcity of high-quality data in scientific domains. To address these limitations, we introduce CODA, a novel and trainable compositional framework that integrates a generalist planner (Cerebrum) with a specialist executor (Cerebellum), trained via a dedicated two-stage pipeline. In the first stage, Specialization, we apply a decoupled GRPO approach to train an expert planner for each scientific application individually, bootstrapping from a small set of task trajectories. In the second stage, Generalization, we aggregate all successful trajectories from the specialized experts to build a consolidated dataset, which is then used for supervised fine-tuning of the final planner. This equips CODA with both robust execution and cross-domain generalization. Evaluated on four challenging applications from the ScienceBoard benchmark, CODA significantly outperforms baselines and establishes a new state of the art among open-source models.
PoolFlip: A Multi-Agent Reinforcement Learning Security Environment for Cyber Defense
Cadet, Xavier, Boboila, Simona, Dharmawan, Sie Hendrata, Oprea, Alina, Chin, Peter
Cyber defense requires automating defensive decision-making under stealthy, deceptive, and continuously evolving adversarial strategies. The FlipIt game provides a foundational framework for modeling interactions between a defender and an advanced adversary that compromises a system without being immediately detected. In FlipIt, the attacker and defender compete to control a shared resource by performing a Flip action and paying a cost. However, the existing FlipIt frameworks rely on a small number of heuristics or specialized learning techniques, which can lead to brittleness and the inability to adapt to new attacks. To address these limitations, we introduce PoolFlip, a multi-agent gym environment that extends the FlipIt game to allow efficient learning for attackers and defenders. Furthermore, we propose Flip-PSRO, a multi-agent reinforcement learning (MARL) approach that leverages population-based training to train defender agents equipped to generalize against a range of unknown, potentially adaptive opponents. Our empirical results suggest that Flip-PSRO defenders are $2\times$ more effective than baselines to generalize to a heuristic attack not exposed in training. In addition, our newly designed ownership-based utility functions ensure that Flip-PSRO defenders maintain a high level of control while optimizing performance.
Hierarchical Decentralized Stochastic Control for Cyber-Physical Systems
Kaza, Kesav, Anantharaman, Ramachandran, Meshram, Rahul
This paper introduces a two-timescale hierarchical decentralized control architecture for Cyber-Physical Systems (CPS). The system consists of a global controller (GC), and N local controllers (LCs). The GC operates at a slower timescale, imposing budget constraints on the actions of LCs, which function at a faster timescale. Applications can be found in energy grid planning, wildfire management, and other decentralized resource allocation problems. We propose and analyze two optimization frameworks for this setting: COpt and FOpt. In COpt, both GC and LCs together optimize infinite-horizon discounted rewards, while in FOpt the LCs optimize finite-horizon episodic rewards, and the GC optimizes infinite-horizon rewards. Although both frameworks share identical reward functions, their differing horizons can lead to different optimal policies. In particular, FOpt grants greater autonomy to LCs by allowing their policies to be determined only by local objectives, unlike COpt. To our knowledge, these frameworks have not been studied in the literature. We establish the formulations, prove the existence of optimal policies, and prove the convergence of their value iteration algorithms. We further show that COpt always achieves a higher value function than FOpt and derive explicit bounds on their difference. Finally, we establish a set of sufficient structural conditions under which the two frameworks become equivalent.
Playstyle and Artificial Intelligence: An Initial Blueprint Through the Lens of Video Games
Contemporary artificial intelligence (AI) development largely centers on rational decision-making, valued for its measurability and suitability for objective evaluation. Y et in real-world contexts, an intelligent agent's decisions are shaped not only by logic but also by deeper influences such as beliefs, values, and preferences. The diversity of human decision-making styles emerges from these differences, highlighting that "style" is an essential but often overlooked dimension of intelligence. This dissertation introduces playstyle as an alternative lens for observing and analyzing the decision-making behavior of intelligent agents, and examines its foundational meaning and historical context from a philosophical perspective. By analyzing how beliefs and values drive intentions and actions, we construct a two-tier framework for style formation: the external interaction loop with the environment and the internal cognitive loop of deliberation. On this basis, we formalize style-related characteristics and propose measurable indicators such as style capacity, style popularity, and evolutionary dynamics. The study focuses on three core research directions: (1) Defining and measuring playstyle, proposing a general playstyle metric based on discretized state spaces, and extending it to quantify strategic diversity and competitive balance; (2) Expressing and generating playstyle, exploring how reinforcement learning and imitation learning can be used to train agents exhibiting specific stylistic tendencies, and introducing a novel approach for human-like style learning and modeling; and (3) Practical applications, analyzing the potential of these techniques in domains such as game design and interactive entertainment. Finally, the dissertation outlines future extensions, including the role of style as a core element in building artificial general intelligence (AGI). By investigating stylistic variation, we aim to rethink autonomy, value expression, and even offer a tangible perspective on the ultimate i philosophical question: What is the soul?
Uncertainty-Resilient Active Intention Recognition for Robotic Assistants
Saborío, Juan Carlos, Vinci, Marc, Lima, Oscar, Stock, Sebastian, Niecksch, Lennart, Günther, Martin, Sung, Alexander, Hertzberg, Joachim, Atzmüller, Martin
-- Purposeful behavior in robotic assistants requires the integration of multiple components and technological advances. Often, the problem is reduced to recognizing explicit prompts, which limits autonomy, or is oversimplified through assumptions such as near-perfect information. We argue that a critical gap remains unaddressed - specifically, the challenge of reasoning about the uncertain outcomes and perception errors inherent to human intention recognition. In response, we present a framework designed to be resilient to uncertainty and sensor noise, integrating real-time sensor data with a combination of planners. Our integrated framework has been successfully tested on a physical robot with promising results. Robotic assistants may be integrated into modern industrial environments, e.g., delivering tools, parts or modules interleaved with tidying the workspace. Such tasks, however, require a combination of robust planning, navigation, grasping, and perception-particularly when explicit commands are not available and the robot must identify and pursue goals, in collaborative spaces shared with people.
Active Query Selection for Crowd-Based Reinforcement Learning
Erskine, Jonathan, Yamagata, Taku, Santos-Rodríguez, Raúl
Preference-based reinforcement learning has gained prominence as a strategy for training agents in environments where the reward signal is difficult to specify or misaligned with human intent. However, its effectiveness is often limited by the high cost and low availability of reliable human input, especially in domains where expert feedback is scarce or errors are costly. To address this, we propose a novel framework that combines two complementary strategies: probabilistic crowd modelling to handle noisy, multi-annotator feedback, and active learning to prioritize feedback on the most informative agent actions. We extend the Advise algorithm to support multiple trainers, estimate their reliability online, and incorporate entropy-based query selection to guide feedback requests. We evaluate our approach in a set of environments that span both synthetic and real-world-inspired settings, including 2D games (Taxi, Pacman, Frozen Lake) and a blood glucose control task for Type 1 Diabetes using the clinically approved UVA/Padova simulator. Our preliminary results demonstrate that agents trained with feedback on uncertain trajectories exhibit faster learning in most tasks, and we outperform the baselines for the blood glucose control task.
HiPlan: Hierarchical Planning for LLM-Based Agents with Adaptive Global-Local Guidance
Li, Ziyue, Chang, Yuan, Yu, Gaihong, Le, Xiaoqiu
Large language model (LLM)-based agents have demonstrated remarkable capabilities in decision-making tasks, but struggle significantly with complex, long-horizon planning scenarios. This arises from their lack of macroscopic guidance, causing disorientation and failures in complex tasks, as well as insufficient continuous oversight during execution, rendering them unresponsive to environmental changes and prone to deviations. To tackle these challenges, we introduce HiPlan, a hierarchical planning framework that provides adaptive global-local guidance to boost LLM-based agents'decision-making. HiPlan decomposes complex tasks into milestone action guides for general direction and step-wise hints for detailed actions. During the offline phase, we construct a milestone library from expert demonstrations, enabling structured experience reuse by retrieving semantically similar tasks and milestones. In the execution phase, trajectory segments from past milestones are dynamically adapted to generate step-wise hints that align current observations with the milestone objectives, bridging gaps and correcting deviations. Extensive experiments across two challenging benchmarks demonstrate that HiPlan substantially outperforms strong baselines, and ablation studies validate the complementary benefits of its hierarchical components.
CausalMACE: Causality Empowered Multi-Agents in Minecraft Cooperative Tasks
Chai, Qi, Zheng, Zhang, Ren, Junlong, Ye, Deheng, Lin, Zichuan, Wang, Hao
Minecraft, as an open-world virtual interactive environment, has become a prominent platform for research on agent decision-making and execution. Existing works primarily adopt a single Large Language Model (LLM) agent to complete various in-game tasks. However, for complex tasks requiring lengthy sequences of actions, single-agent approaches often face challenges related to inefficiency and limited fault tolerance. Despite these issues, research on multi-agent collaboration remains scarce. In this paper, we propose CausalMACE, a holistic causality planning framework designed to enhance multi-agent systems, in which we incorporate causality to manage dependencies among subtasks. Technically, our proposed framework introduces two modules: an overarching task graph for global task planning and a causality-based module for dependency management, where inherent rules are adopted to perform causal intervention. Experimental results demonstrate our approach achieves state-of-the-art performance in multi-agent cooperative tasks of Minecraft.