Goto

Collaborating Authors

 Agent Societies


On Sample Optimality in Personalized Collaborative and Federated Learning

Neural Information Processing Systems

In personalized federated learning, each member of a potentially large set of agents aims to train a model minimizing its loss function averaged over its local data distribution. We study this problem under the lens of stochastic optimization, focusing on a scenario with a large number of agents, that each possess very few data samples from their local data distribution. Specifically, we prove novel matching lower and upper bounds on the number of samples required from all agents to approximately minimize the generalization error of a fixed agent. We provide strategies matching these lower bounds, based on a gradient filtering approach: given prior knowledge on some notion of distance between local data distributions, agents filter and aggregate stochastic gradients received from other agents, in order to achieve an optimal bias-variance trade-off. Finally, we quantify the impact of using rough estimations of the distances between local distributions of agents, based on a very small number of local samples.


Crafting desirable climate trajectories with RL explored socio-environmental simulations

arXiv.org Artificial Intelligence

Climate change poses an existential threat, necessitating effective climate policies to enact impactful change. Decisions in this domain are incredibly complex, involving conflicting entities and evidence. In the last decades, policymakers increasingly use simulations and computational methods to guide some of their decisions. Integrated Assessment Models (IAMs) are one of such methods, which combine social, economic, and environmental simulations to forecast potential policy effects. For example, the UN uses outputs of IAMs for their recent Intergovernmental Panel on Climate Change (IPCC) reports. Traditionally these have been solved using recursive equation solvers, but have several shortcomings, e.g. struggling at decision making under uncertainty. Recent preliminary work using Reinforcement Learning (RL) to replace the traditional solvers shows promising results in decision making in uncertain and noisy scenarios. We extend on this work by introducing multiple interacting RL agents as a preliminary analysis on modelling the complex interplay of socio-interactions between various stakeholders or nations that drives much of the current climate crisis. Our findings show that cooperative agents in this framework can consistently chart pathways towards more desirable futures in terms of reduced carbon emissions and improved economy. However, upon introducing competition between agents, for instance by using opposing reward functions, desirable climate futures are rarely reached. Modelling competition is key to increased realism in these simulations, as such we employ policy interpretation by visualising what states lead to more uncertain behaviour, to understand algorithm failure. Finally, we highlight the current limitations and avenues for further work to ensure future technology uptake for policy derivation.


Prompt Infection: LLM-to-LLM Prompt Injection within Multi-Agent Systems

arXiv.org Artificial Intelligence

As Large Language Models (LLMs) grow increasingly powerful, multi-agent systems are becoming more prevalent in modern AI applications. Most safety research, however, has focused on vulnerabilities in single-agent LLMs. These include prompt injection attacks, where malicious prompts embedded in external content trick the LLM into executing unintended or harmful actions, compromising the victim's application. In this paper, we reveal a more dangerous vector: LLM-to-LLM prompt injection within multi-agent systems. We introduce Prompt Infection, a novel attack where malicious prompts self-replicate across interconnected agents, behaving much like a computer virus. This attack poses severe threats, including data theft, scams, misinformation, and system-wide disruption, all while propagating silently through the system. Our extensive experiments demonstrate that multi-agent systems are highly susceptible, even when agents do not publicly share all communications. To address this, we propose LLM Tagging, a defense mechanism that, when combined with existing safeguards, significantly mitigates infection spread. This work underscores the urgent need for advanced security measures as multi-agent LLM systems become more widely adopted.


GenSim: A General Social Simulation Platform with Large Language Model based Agents

arXiv.org Artificial Intelligence

With the rapid advancement of large language models (LLMs), recent years have witnessed many promising studies on leveraging LLM-based agents to simulate human social behavior. While prior work has demonstrated significant potential across various domains, much of it has focused on specific scenarios involving a limited number of agents and has lacked the ability to adapt when errors occur during simulation. To overcome these limitations, we propose a novel LLM-agent-based simulation platform called \textit{GenSim}, which: (1) \textbf{Abstracts a set of general functions} to simplify the simulation of customized social scenarios; (2) \textbf{Supports one hundred thousand agents} to better simulate large-scale populations in real-world contexts; (3) \textbf{Incorporates error-correction mechanisms} to ensure more reliable and long-term simulations. To evaluate our platform, we assess both the efficiency of large-scale agent simulations and the effectiveness of the error-correction mechanisms. To our knowledge, GenSim represents an initial step toward a general, large-scale, and correctable social simulation platform based on LLM agents, promising to further advance the field of social science.


Reviews: Multiplicative Weights Update with Constant Step-Size in Congestion Games: Convergence, Limit Cycles and Chaos

Neural Information Processing Systems

The paper revisits the convergence result of multiplicative weighted update (MWU) in a congestion game, due to Kleinberg, Piliouras, and Tardos (STOC 2009), and establishes a connection between MWU and Baum-Welch algorithm in a neat and elegant style. By showing the monotonicity of the potential function in a congestion game, the authors prove that any MWU with linear updating rule converges to the set of fixed points, which is a superset of all the Nash equilibria of the congestion game. The Baum-Eagon inequality offers a new interpretation of the dynamics of the linear updating rule in MWU and their results in congestion games are quite general, and so are the conditions on initialization and isolated Nash equilibrium in a congestion game with finite set of agents and pure strategies. The results in this paper hold for any congestion game irrespective of the topology of the strategy sets by the nature of their game, however, one should emphasize the assumption that, individual earning rates \epsilon_i are bounded above, in order for Baum-Eagon inequality to work in their context.


Last Iterate Convergence in Monotone Mean Field Games

arXiv.org Artificial Intelligence

Mean Field Game (MFG) is a framework utilized to model and approximate the behavior of a large number of agents, and the computation of equilibria in MFG has been a subject of interest. Despite the proposal of methods to approximate the equilibria, algorithms where the sequence of updated policy converges to equilibrium, specifically those exhibiting last-iterate convergence, have been limited. We propose the use of a simple, proximal-point-type algorithm to compute equilibria for MFGs. Subsequently, we provide the first last-iterate convergence guarantee under the Lasry--Lions-type monotonicity condition. We further employ the Mirror Descent algorithm for the regularized MFG to efficiently approximate the update rules of the proximal point method for MFGs. We demonstrate that the algorithm can approximate with an accuracy of $\varepsilon$ after $\mathcal{O}({\log(1/\varepsilon)})$ iterations. This research offers a tractable approach for large-scale and large-population games.


Distributed Detection of Adversarial Attacks for Resilient Cooperation of Multi-Robot Systems with Intermittent Communication

arXiv.org Artificial Intelligence

This paper concerns the consensus and formation of a network of mobile autonomous agents in adversarial settings where a group of malicious (compromised) agents are subject to deception attacks. In addition, the communication network is arbitrarily time-varying and subject to intermittent connections, possibly imposed by denial-of-service (DoS) attacks. We provide explicit bounds for network connectivity in an integral sense, enabling the characterization of the system's resilience to specific classes of adversarial attacks. We also show that under the condition of connectivity in an integral sense uniformly in time, the system is finite-gain $\mathcal{L}_{p}$ stable and uniformly exponentially fast consensus and formation are achievable, provided malicious agents are detected and isolated from the network. We present a distributed and reconfigurable framework with theoretical guarantees for detecting malicious agents, allowing for the resilient cooperation of the remaining cooperative agents. Simulation studies are provided to illustrate the theoretical findings.


Collaborative Safety-Critical Formation Control with Obstacle Avoidance

arXiv.org Artificial Intelligence

This work explores a collaborative method for ensuring safety in multi-agent formation control problems. We formulate a control barrier function (CBF) based safety filter control law for a generic distributed formation controller and extend our previously developed collaborative safety framework to an obstacle avoidance problem for agents with acceleration control inputs. We then incorporate multi-obstacle collision avoidance into the collaborative safety framework. This framework includes a method for computing the maximum capability of agents to satisfy their individual safety requirements. We analyze the convergence rate of our collaborative safety algorithm, and prove the linear-time convergence of cooperating agents to a jointly feasible safe action for all agents under the special case of a tree-structured communication network with a single obstacle for each agent. We illustrate the analytical results via simulation on a mass-spring kinematics-based formation controller and demonstrate the finite-time convergence of the collaborative safety algorithm in the simple proven case, the more general case of a fully-connected system with multiple static obstacles, and with dynamic obstacles.


Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments

Neural Information Processing Systems

We explore deep reinforcement learning methods for multi-agent domains. We begin by analyzing the difficulty of traditional algorithms in the multi-agent case: Q-learning is challenged by an inherent non-stationarity of the environment, while policy gradient suffers from a variance that increases as the number of agents grows. We then present an adaptation of actor-critic methods that considers action policies of other agents and is able to successfully learn policies that require complex multiagent coordination. Additionally, we introduce a training regimen utilizing an ensemble of policies for each agent that leads to more robust multi-agent policies. We show the strength of our approach compared to existing methods in cooperative as well as competitive scenarios, where agent populations are able to discover various physical and informational coordination strategies.


Grounded Answers for Multi-agent Decision-making Problem through Generative World Model

arXiv.org Artificial Intelligence

Recent progress in generative models has stimulated significant innovations in many fields, such as image generation and chatbots. Despite their success, these models often produce sketchy and misleading solutions for complex multi-agent decision-making problems because they miss the trial-and-error experience and reasoning as humans. To address this limitation, we explore a paradigm that integrates a language-guided simulator into the multi-agent reinforcement learning pipeline to enhance the generated answer. The simulator is a world model that separately learns dynamics and reward, where the dynamics model comprises an image tokenizer as well as a causal transformer to generate interaction transitions autoregressively, and the reward model is a bidirectional transformer learned by maximizing the likelihood of trajectories in the expert demonstrations under language guidance. Given an image of the current state and the task description, we use the world model to train the joint policy and produce the image sequence as the answer by running the converged policy on the dynamics model. The empirical results demonstrate that this framework can improve the answers for multi-agent decision-making problems by showing superior performance on the training and unseen tasks of the StarCraft Multi-Agent Challenge benchmark. In particular, it can generate consistent interaction sequences and explainable reward functions at interaction states, opening the path for training generative models of the future.