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Regret Lower Bounds for Decentralized Multi-Agent Stochastic Shortest Path Problems

Neural Information Processing Systems

Multi-agent systems (MAS) are central to applications such as swarm robotics and traffic routing, where agents must coordinate in a decentralized manner to achieve a common objective. Stochastic Shortest Path (SSP) problems provide a natural framework for modeling decentralized control in such settings. While the problem of learning in SSP has been extensively studied in single-agent settings, the decentralized multi-agent variant remains largely unexplored. In this work, we take a step towards addressing that gap. We study decentralized multi-agent SSPs (Dec-MASSPs) under linear function approximation, where the transition dynamics and costs are represented using linear models. Applying novel symmetry-based arguments, we identify the structure of optimal policies. Our main contribution is the first regret lower bound for this setting based on the construction of hard-tolearn instances for any number of agents, n. Our regret lower bound of โ„ฆ( K), over K episodes, highlights the inherent learning difficulty in Dec-MASSPs. These insights clarify the learning complexity of decentralized control and can further guide the design of efficient learning algorithms in multi-agent systems.


Mind2Web 2: Evaluating Agentic Search with Agent-as-a-Judge

Neural Information Processing Systems

T propose o address a no the vel challenge Agent-as-a-Judge of evaluating framew time-v ork. Our arying method and construct complex s answers, task-specific we judg answer of ten e a frontier g correctness ents based agentic and on a search source tree-structured systems attribution.


CTRL-ALT-DECEIT Sabotage Evaluations for Automated AIR&D

Neural Information Processing Systems

AI systems are increasingly able to autonomously conduct realistic software engineering tasks, and may soon be deployed to automate machine learning (ML) R&D itself. Frontier AI systems may be deployed in safety-critical settings, including to help ensure the safety of future systems. Unfortunately, frontier and future systems may not be sufficiently trustworthy, and there is evidence that these systems may even be misaligned with their developers or users. Therefore, we investigate the capabilities of AI agents to act against the interests of their users when conducting ML engineering, by sabotaging ML models, sandbagging their performance, and subverting oversight mechanisms. First, we extend MLE-Bench, a benchmark for realistic ML tasks, with code-sabotage tasks such as implanting backdoors and purposefully causing generalisation failures.


ACramรฉr-von Mises Approach to Incentivizing Truthful Data Sharing

Neural Information Processing Systems

Modern data marketplaces and data sharing consortia increasingly rely on incentive mechanisms to encourage agents to contribute data. However, schemes that reward agents based on the quantity of submitted data are vulnerable to manipulation, as agents may submit fabricated or low-quality data to inflate their rewards. Prior work has proposed comparing each agent's data against others' to promote honesty: when others contribute genuine data, the best way to minimize discrepancy is to do the same. Yet prior implementations of this idea rely on very strong assumptions about the data distribution (e.g.


BountyBench: Dollar Impact of AIAgent Attackers and Defenders on Real-World Cybersecurity Systems

Neural Information Processing Systems

AI agents have the potential to significantly alter the cybersecurity landscape. Here, we introduce the first framework to capture offensive and defensive cybercapabilities in evolving real-world systems. Instantiating this framework with BountyBench, we set up 25 systems with complex, real-world codebases. To capture the vulnerability lifecycle, we define three task types: Detect (detecting a new vulnerability), Exploit (exploiting a specific vulnerability), and Patch (patching a specific vulnerability). For Detect, we construct a new success indicator, which is general across vulnerability types and provides localized evaluation. We manually set up the environment for each system, including installing packages, setting up server(s), and hydrating database(s). We add 40 bug bounties, which are vulnerabilities with monetary awards of $10-$30,485, covering 9 of the OWASP Top 10 Risks. To modulate task difficulty, we devise a new strategy based on information to guide detection, interpolating from identifying a zero day to exploiting a specific vulnerability. We evaluate 10 agents: Claude Code, OpenAI Codex CLI with o3-high and o4-mini, and custom agents with o3-high, GPT-4.1,


Creative Image Editing Creative Image Generation Creative Video Generation Personalization

Neural Information Processing Systems

Creativity in AI imagery remains a fundamental challenge, requiring not only the generation of visually compelling content but also the capacity to add novel, expressive, and artistically rich transformations to images. Unlike conventional editing requires tasks an autonomous, that rely on iterati direct v prompt-based e approach that modifications, balances originality creativ, e coherence, image editing and artistic intent. To address this, we introduce CREA, a novel multi-agent collaborative framework that mimics the human creative process. Our framework leverages a team of specialized AI agents who dynamically collaborate to conceptualize, generate, critique, and enhance images. Through extensive qualitative and quantitative evaluations, we demonstrate that CREA significantly outperforms state-of-the-art methods in diversity, semantic alignment, and creative transformation. To the best of our knowledge, this is the first work to introduce the task of creative editing.


MindForge: Empowering Embodied Agents with Theory of Mind for Lifelong Cultural Learning

Neural Information Processing Systems

Embodied agents powered by large language models (LLMs), such as Voyager, promise open-ended competence in worlds such as Minecraft. However, when powered by open-weight LLMs they still falter on elementary tasks after domainspecific fine-tuning. We propose MINDFORGE, a generative-agent framework for cultural lifelong learning through explicit perspective taking. We introduce three key innovations: (1) a structured theory of mind representation linking percepts, beliefs, desires, and actions; (2) natural inter-agent communication; and (3) a multi-component memory system. Following the cultural learning framework, we test MINDFORGE in both instructive and collaborative settings within Minecraft. In an instructive setting with GPT-4, MINDFORGE agents powered by open-weight LLMs significantly outperform their Voyager counterparts in basic tasks yielding 3 more tech-tree milestones and collecting 2.3 more unique items than the Voyager baseline. Furthermore, in fully collaborative settings, we find that the performance of two underachieving agents improves with more communication rounds, echoing the Condorcet Jury Theorem. MINDFORGE agents demonstrate sophisticated behaviors, including expert-novice knowledge transfer, collaborative problem solving, and adaptation to out-of-distribution tasks through accumulated cultural experiences.


Thinking vs. Doing: Improving Agent Reasoning by Scaling Test-Time Interaction

Neural Information Processing Systems

The current paradigm of test-time scaling relies on generating long reasoning traces ("thinking" more) before producing a response. In agent problems that require interaction, this can be done by generating thinking traces before acting in the world. However, this process does not allow agents to acquire new information from the environment or adapt their behavior over time. In this work, we propose to scale test-time interaction, an untapped dimension of test-time scaling that increases the agent's interaction horizon to enable running rich behaviors such as exploration, backtracking, and dynamic re-planning within a single rollout. To demonstrate the promise of this scaling dimension, we study the domain of web agents.


f5e40176a0a905b9fcba6b21d840cb1e-Paper-Conference.pdf

Neural Information Processing Systems

However, due to the high cost of obtaining feedback, PbRL typically relies on a limited set of preference-labeled samples. This data scarcity introduces two key inefficiencies: (1) the reward model overfits to the limited feedback, leading to poor generalization to unseen samples, and (2) the agent exploits the learned reward model, exacerbating overestimation of action values in temporal difference (TD) learning. To address these issues, we propose STAR, an efficient PbRL method that integrates preference margin regularization and policy regularization.


MACS: Multi-Agent Reinforcement Learning for Optimization of Crystal Structures

Neural Information Processing Systems

Geometry optimization of atomic structures is a common and crucial task in computational chemistry and materials design. Following the learning to optimize paradigm, we propose a new multi-agent reinforcement learning method called Multi-Agent Crystal Structure optimization (MACS) to address periodic crystal structure optimization. MACS treats geometry optimization as a partially observable Markov game in which atoms are agents that adjust their positions to collectively discover a stable configuration. We train MACS across various compositions of reported crystalline materials to obtain a policy that successfully optimizes structures from the training compositions as well as structures of larger sizes and unseen compositions, confirming its excellent scalability and zero-shot transferability. We benchmark our approach against a broad range of state-of-theart optimization methods and demonstrate that MACS optimizes periodic crystal structures significantly faster, with fewer energy calculations, and the lowest failure rate. Code is available at https://github.com/lrcfmd/macs.