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Information Compression in Dynamic Games

arXiv.org Artificial Intelligence

One of the reasons why stochastic dynamic games with an underlying dynamic system are challenging is since strategic players have access to enormous amount of information which leads to the use of extremely complex strategies at equilibrium. One approach to resolve this challenge is to simplify players' strategies by identifying appropriate compression of information maps so that the players can make decisions solely based on the compressed version of information, called the information state. For finite dynamic games with asymmetric information, inspired by the notion of information state for single-agent control problems, we propose two notions of information states, namely mutually sufficient information (MSI) and unilaterally sufficient information (USI). Both these information states are obtained with information compression maps independent of the strategy profile. We show that Bayes-Nash Equilibria (BNE) and Sequential Equilibria (SE) exist when all players use MSI-based strategies. We prove that when all players employ USI-based strategies the resulting sets of BNE and SE payoff profiles are the same as the sets of BNE and SE payoff profiles resulting when all players use full information-based strategies. We prove that when all players use USI-based strategies the resulting set of weak Perfect Bayesian Equilibrium (wPBE) payoff profiles can be a proper subset of all wPBE payoff profiles. We identify MSI and USI in specific models of dynamic games in the literature. We end by presenting an open problem: Do there exist strategy-dependent information compression maps that guarantee the existence of at least one equilibrium or maintain all equilibria that exist under perfect recall? We show, by a counterexample, that a well-known strategy-dependent information compression map used in the literature does not possess any of the properties of MSI or USI.


Variable-Agnostic Causal Exploration for Reinforcement Learning

arXiv.org Artificial Intelligence

Modern reinforcement learning (RL) struggles to capture real-world cause-and-effect dynamics, leading to inefficient exploration due to extensive trial-and-error actions. While recent efforts to improve agent exploration have leveraged causal discovery, they often make unrealistic assumptions of causal variables in the environments. In this paper, we introduce a novel framework, Variable-Agnostic Causal Exploration for Reinforcement Learning (VACERL), incorporating causal relationships to drive exploration in RL without specifying environmental causal variables. Our approach automatically identifies crucial observation-action steps associated with key variables using attention mechanisms. Subsequently, it constructs the causal graph connecting these steps, which guides the agent towards observation-action pairs with greater causal influence on task completion. This can be leveraged to generate intrinsic rewards or establish a hierarchy of subgoals to enhance exploration efficiency. Experimental results showcase a significant improvement in agent performance in grid-world, 2d games and robotic domains, particularly in scenarios with sparse rewards and noisy actions, such as the notorious Noisy-TV environments.


Towards Revisiting Visual Place Recognition for Joining Submaps in Multimap SLAM

arXiv.org Artificial Intelligence

Visual SLAM is a key technology for many autonomous systems. However, tracking loss can lead to the creation of disjoint submaps in multimap SLAM systems like ORB-SLAM3. Because of that, these systems employ submap merging strategies. As we show, these strategies are not always successful. In this paper, we investigate the impact of using modern VPR approaches for submap merging in visual SLAM. We argue that classical evaluation metrics are not sufficient to estimate the impact of a modern VPR component on the overall system. We show that naively replacing the VPR component does not leverage its full potential without requiring substantial interference in the original system. Because of that, we present a post-processing pipeline along with a set of metrics that allow us to estimate the impact of modern VPR components. We evaluate our approach on the NCLT and Newer College datasets using ORB-SLAM3 with NetVLAD and HDC-DELF as VPR components. Additionally, we present a simple approach for combining VPR with temporal consistency for map merging. We show that the map merging performance of ORB-SLAM3 can be improved. Building on these results, researchers in VPR can assess the potential of their approaches for SLAM systems.


Navigating the Smog: A Cooperative Multi-Agent RL for Accurate Air Pollution Mapping through Data Assimilation

arXiv.org Artificial Intelligence

The rapid rise of air pollution events necessitates accurate, real-time monitoring for informed mitigation strategies. Data Assimilation (DA) methods provide promising solutions, but their effectiveness hinges heavily on optimal measurement locations. This paper presents a novel approach for air quality mapping where autonomous drones, guided by a collaborative multi-agent reinforcement learning (MARL) framework, act as airborne detectives. Ditching the limitations of static sensor networks, the drones engage in a synergistic interaction, adapting their flight paths in real time to gather optimal data for Data Assimilation (DA). Our approach employs a tailored reward function with dynamic credit assignment, enabling drones to prioritize informative measurements without requiring unavailable ground truth data, making it practical for real-world deployments. Extensive experiments using a real-world dataset demonstrate that our solution achieves significantly improved pollution estimates, even with limited drone resources or limited prior knowledge of the pollution plume. Beyond air quality, this solution unlocks possibilities for tackling diverse environmental challenges like wildfire detection and management through scalable and autonomous drone cooperation.


Agent-E: From Autonomous Web Navigation to Foundational Design Principles in Agentic Systems

arXiv.org Artificial Intelligence

AI Agents are changing the way work gets done, both in consumer and enterprise domains. However, the design patterns and architectures to build highly capable agents or multi-agent systems are still developing, and the understanding of the implication of various design choices and algorithms is still evolving. In this paper, we present our work on building a novel web agent, Agent-E \footnote{Our code is available at \url{https://github.com/EmergenceAI/Agent-E}}. Agent-E introduces numerous architectural improvements over prior state-of-the-art web agents such as hierarchical architecture, flexible DOM distillation and denoising method, and the concept of \textit{change observation} to guide the agent towards more accurate performance. We first present the results of an evaluation of Agent-E on WebVoyager benchmark dataset and show that Agent-E beats other SOTA text and multi-modal web agents on this benchmark in most categories by 10-30\%. We then synthesize our learnings from the development of Agent-E into general design principles for developing agentic systems. These include the use of domain-specific primitive skills, the importance of distillation and de-noising of environmental observations, the advantages of a hierarchical architecture, and the role of agentic self-improvement to enhance agent efficiency and efficacy as the agent gathers experience.


Subequivariant Reinforcement Learning in 3D Multi-Entity Physical Environments

arXiv.org Artificial Intelligence

Learning policies for multi-entity systems in 3D environments is far more complicated against single-entity scenarios, due to the exponential expansion of the global state space as the number of entities increases. One potential solution of alleviating the exponential complexity is dividing the global space into independent local views that are invariant to transformations including translations and rotations. To this end, this paper proposes Subequivariant Hierarchical Neural Networks (SHNN) to facilitate multi-entity policy learning. In particular, SHNN first dynamically decouples the global space into local entity-level graphs via task assignment. Second, it leverages subequivariant message passing over the local entity-level graphs to devise local reference frames, remarkably compressing the representation redundancy, particularly in gravity-affected environments. Furthermore, to overcome the limitations of existing benchmarks in capturing the subtleties of multi-entity systems under the Euclidean symmetry, we propose the Multi-entity Benchmark (MEBEN), a new suite of environments tailored for exploring a wide range of multi-entity reinforcement learning. Extensive experiments demonstrate significant advancements of SHNN on the proposed benchmarks compared to existing methods. Comprehensive ablations are conducted to verify the indispensability of task assignment and subequivariance.


Towards Collaborative Intelligence: Propagating Intentions and Reasoning for Multi-Agent Coordination with Large Language Models

arXiv.org Artificial Intelligence

Effective collaboration in multi-agent systems requires communicating goals and intentions between agents. Current agent frameworks often suffer from dependencies on single-agent execution and lack robust inter-module communication, frequently leading to suboptimal multi-agent reinforcement learning (MARL) policies and inadequate task coordination. To address these challenges, we present a framework for training large language models (LLMs) as collaborative agents to enable coordinated behaviors in cooperative MARL. Each agent maintains a private intention consisting of its current goal and associated sub-tasks. Agents broadcast their intentions periodically, allowing other agents to infer coordination tasks. A propagation network transforms broadcast intentions into teammate-specific communication messages, sharing relevant goals with designated teammates. The architecture of our framework is structured into planning, grounding, and execution modules. During execution, multiple agents interact in a downstream environment and communicate intentions to enable coordinated behaviors. The grounding module dynamically adapts comprehension strategies based on emerging coordination patterns, while feedback from execution agents influnces the planning module, enabling the dynamic re-planning of sub-tasks. Results in collaborative environment simulation demonstrate intention propagation reduces miscoordination errors by aligning sub-task dependencies between agents. Agents learn when to communicate intentions and which teammates require task details, resulting in emergent coordinated behaviors. This demonstrates the efficacy of intention sharing for cooperative multi-agent RL based on LLMs.


The Oscars of AI Theater: A Survey on Role-Playing with Language Models

arXiv.org Artificial Intelligence

This survey explores the burgeoning field of role-playing with language models, focusing on their development from early persona-based models to advanced character-driven simulations facilitated by Large Language Models (LLMs). Initially confined to simple persona consistency due to limited model capabilities, role-playing tasks have now expanded to embrace complex character portrayals involving character consistency, behavioral alignment, and overall attractiveness. We provide a comprehensive taxonomy of the critical components in designing these systems, including data, models and alignment, agent architecture and evaluation. This survey not only outlines the current methodologies and challenges, such as managing dynamic personal profiles and achieving high-level persona consistency but also suggests avenues for future research in improving the depth and realism of role-playing applications. The goal is to guide future research by offering a structured overview of current methodologies and identifying potential areas for improvement. Related resources and papers are available at https://github.com/nuochenpku/Awesome-Role-Play-Papers.


AgentPoison: Red-teaming LLM Agents via Poisoning Memory or Knowledge Bases

arXiv.org Artificial Intelligence

LLM agents have demonstrated remarkable performance across various applications, primarily due to their advanced capabilities in reasoning, utilizing external knowledge and tools, calling APIs, and executing actions to interact with environments. Current agents typically utilize a memory module or a retrieval-augmented generation (RAG) mechanism, retrieving past knowledge and instances with similar embeddings from knowledge bases to inform task planning and execution. However, the reliance on unverified knowledge bases raises significant concerns about their safety and trustworthiness. To uncover such vulnerabilities, we propose a novel red teaming approach AgentPoison, the first backdoor attack targeting generic and RAG-based LLM agents by poisoning their long-term memory or RAG knowledge base. In particular, we form the trigger generation process as a constrained optimization to optimize backdoor triggers by mapping the triggered instances to a unique embedding space, so as to ensure that whenever a user instruction contains the optimized backdoor trigger, the malicious demonstrations are retrieved from the poisoned memory or knowledge base with high probability. In the meantime, benign instructions without the trigger will still maintain normal performance. Unlike conventional backdoor attacks, AgentPoison requires no additional model training or fine-tuning, and the optimized backdoor trigger exhibits superior transferability, in-context coherence, and stealthiness. Extensive experiments demonstrate AgentPoison's effectiveness in attacking three types of real-world LLM agents: RAG-based autonomous driving agent, knowledge-intensive QA agent, and healthcare EHRAgent. On each agent, AgentPoison achieves an average attack success rate higher than 80% with minimal impact on benign performance (less than 1%) with a poison rate less than 0.1%.


KiGRAS: Kinematic-Driven Generative Model for Realistic Agent Simulation

arXiv.org Artificial Intelligence

Trajectory generation is a pivotal task in autonomous driving. Recent studies have introduced the autoregressive paradigm, leveraging the state transition model to approximate future trajectory distributions. This paradigm closely mirrors the real-world trajectory generation process and has achieved notable success. However, its potential is limited by the ineffective representation of realistic trajectories within the redundant state space. To address this limitation, we propose the Kinematic-Driven Generative Model for Realistic Agent Simulation (KiGRAS). Instead of modeling in the state space, KiGRAS factorizes the driving scene into action probability distributions at each time step, providing a compact space to represent realistic driving patterns. By establishing physical causality from actions (cause) to trajectories (effect) through the kinematic model, KiGRAS eliminates massive redundant trajectories. All states derived from actions in the cause space are constrained to be physically feasible. Furthermore, redundant trajectories representing identical action sequences are mapped to the same representation, reflecting their underlying actions. This approach significantly reduces task complexity and ensures physical feasibility. KiGRAS achieves state-of-the-art performance in Waymo's SimAgents Challenge, ranking first on the WOMD leaderboard with significantly fewer parameters than other models. The video documentation is available at \url{https://kigras-mach.github.io/KiGRAS/}.