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Optimizing Age of Information in Vehicular Edge Computing with Federated Graph Neural Network Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

With the rapid development of intelligent vehicles and Intelligent Transport Systems (ITS), the sensors such as cameras and LiDAR installed on intelligent vehicles provides higher capacity of executing computation-intensive and delay-sensitive tasks, thereby raising deployment costs. To address this issue, Vehicular Edge Computing (VEC) has been proposed to process data through Road Side Units (RSUs) to support real-time applications. This paper focuses on the Age of Information (AoI) as a key metric for data freshness and explores task offloading issues for vehicles under RSU communication resource constraints. We adopt a Multi-agent Deep Reinforcement Learning (MADRL) approach, allowing vehicles to autonomously make optimal data offloading decisions. However, MADRL poses risks of vehicle information leakage during communication learning and centralized training. To mitigate this, we employ a Federated Learning (FL) framework that shares model parameters instead of raw data to protect the privacy of vehicle users. Building on this, we propose an innovative distributed federated learning framework combining Graph Neural Networks (GNN), named Federated Graph Neural Network Multi-Agent Reinforcement Learning (FGNN-MADRL), to optimize AoI across the system. For the first time, road scenarios are constructed as graph data structures, and a GNN-based federated learning framework is proposed, effectively combining distributed and centralized federated aggregation. Furthermore, we propose a new MADRL algorithm that simplifies decision making and enhances offloading efficiency, further reducing the decision complexity. Simulation results demonstrate the superiority of our proposed approach to other methods through simulations.


Impact of the Network Size and Frequency of Information Receipt on Polarization in Social Networks

arXiv.org Artificial Intelligence

Opinion Dynamics is an interdisciplinary area of research. Psychology and Sociology have proposed models of how individuals form opinions and how social interactions influence this process. Socio-Physicists have interpreted patterns in opinion formation as arising from non-linearity in the underlying process, shaping the models. Agent-based modeling has offered a platform to study the Opinion Dynamics of large groups. This paper recasts recent models in opinion formation into a proper dynamical system, injecting the idea of clock time into evolving opinions. The time interval between successive receipts of new information (frequency of information receipts) becomes a factor to study. Social media has shrunk time intervals between information receipts, increasing their frequency. The recast models show that shorter intervals and larger networks increase an individual's propensity for polarization, defined as an inability to hold a neutral opinion. A Polarization number based on sociological parameters is proposed, with critical values beyond which individuals are prone to polarization, depending on psychological parameters. Reduced time intervals and larger interacting groups can push the Polarization number to critical values, contributing to polarization. The Extent of Polarization is defined as the width of the region around neutral within which an individual cannot hold an opinion. Results are reported for model parameters found in the literature. The findings offer an opportunity to adjust model parameters to align with empirical evidence, aiding the study of Opinion Dynamics in large social networks using Agent-Based Modeling.


Empathic Grounding: Explorations using Multimodal Interaction and Large Language Models with Conversational Agents

arXiv.org Artificial Intelligence

We introduce the concept of "empathic grounding" in conversational agents as an extension of Clark's conceptualization of grounding in conversation in which the grounding criterion includes listener empathy for the speaker's affective state. Empathic grounding is generally required whenever the speaker's emotions are foregrounded and can make the grounding process more efficient and reliable by communicating both propositional and affective understanding. Both speaker expressions of affect and listener empathic grounding can be multimodal, including facial expressions and other nonverbal displays. Thus, models of empathic grounding for embodied agents should be multimodal to facilitate natural and efficient communication. We describe a multimodal model that takes as input user speech and facial expression to generate multimodal grounding moves for a listening agent using a large language model. We also describe a testbed to evaluate approaches to empathic grounding, in which a humanoid robot interviews a user about a past episode of pain and then has the user rate their perception of the robot's empathy. We compare our proposed model to one that only generates non-affective grounding cues in a between-subjects experiment. Findings demonstrate that empathic grounding increases user perceptions of empathy, understanding, emotional intelligence, and trust. Our work highlights the role of emotion awareness and multimodality in generating appropriate grounding moves for conversational agents.


Agentless: Demystifying LLM-based Software Engineering Agents

arXiv.org Artificial Intelligence

Recent advancements in large language models (LLMs) have significantly advanced the automation of software development tasks, including code synthesis, program repair, and test generation. More recently, researchers and industry practitioners have developed various autonomous LLM agents to perform end-to-end software development tasks. These agents are equipped with the ability to use tools, run commands, observe feedback from the environment, and plan for future actions. However, the complexity of these agent-based approaches, together with the limited abilities of current LLMs, raises the following question: Do we really have to employ complex autonomous software agents? To attempt to answer this question, we build Agentless -- an agentless approach to automatically solve software development problems. Compared to the verbose and complex setup of agent-based approaches, Agentless employs a simplistic two-phase process of localization followed by repair, without letting the LLM decide future actions or operate with complex tools. Our results on the popular SWE-bench Lite benchmark show that surprisingly the simplistic Agentless is able to achieve both the highest performance (27.33%) and lowest cost (\$0.34) compared with all existing open-source software agents! Furthermore, we manually classified the problems in SWE-bench Lite and found problems with exact ground truth patch or insufficient/misleading issue descriptions. As such, we construct SWE-bench Lite-S by excluding such problematic issues to perform more rigorous evaluation and comparison. Our work highlights the current overlooked potential of a simple, interpretable technique in autonomous software development. We hope Agentless will help reset the baseline, starting point, and horizon for autonomous software agents, and inspire future work along this crucial direction.


CRAB: Cross-environment Agent Benchmark for Multimodal Language Model Agents

arXiv.org Artificial Intelligence

The development of autonomous agents increasingly relies on Multimodal Language Models (MLMs) to perform tasks described in natural language with GUI environments, such as websites, desktop computers, or mobile phones. Existing benchmarks for MLM agents in interactive environments are limited by their focus on a single environment, lack of detailed and generalized evaluation methods, and the complexities of constructing tasks and evaluators. To overcome these limitations, we introduce Crab, the first agent benchmark framework designed to support cross-environment tasks, incorporating a graph-based fine-grained evaluation method and an efficient mechanism for task and evaluator construction. Our framework supports multiple devices and can be easily extended to any environment with a Python interface. Leveraging Crab, we developed a cross-platform Crab Benchmark-v0 comprising 100 tasks in computer desktop and mobile phone environments. We evaluated four advanced MLMs using different single and multi-agent system configurations on this benchmark. The experimental results demonstrate that the single agent with GPT-4o achieves the best completion ratio of 35.26%. All framework code, agent code, and task datasets are publicly available at https://github.com/camel-ai/crab.


IBSEN: Director-Actor Agent Collaboration for Controllable and Interactive Drama Script Generation

arXiv.org Artificial Intelligence

Large language models have demonstrated their capabilities in storyline creation and human-like character role-playing. Current language model agents mainly focus on reasonable behaviors from the level of individuals, and their behaviors might be hard to constraint on the level of the whole storyline. In this paper we introduce IBSEN, a director-actor coordinate agent framework that generates drama scripts and makes the plot played by agents more controllable. The director agent writes plot outlines that the user desires to see, instructs the actor agents to role-play their characters, and reschedules the plot when human players participate in the scenario to ensure the plot is progressing towards the objective. To evaluate the framework, we create a novel drama plot that involves several actor agents and check the interactions between them under the instruction of the director agent. Evaluation results show that our framework could generate complete, diverse drama scripts from only a rough outline of plot objectives, meanwhile maintaining the characteristics of characters in the drama. Our codes and prompts are available at https://github.com/OpenDFM/ibsen.


Online Learning of Temporal Dependencies for Sustainable Foraging Problem

arXiv.org Artificial Intelligence

The sustainable foraging problem is a dynamic environment testbed for exploring the forms of agent cognition in dealing with social dilemmas in a multi-agent setting. The agents need to resist the temptation of individual rewards through foraging and choose the collective long-term goal of sustainability. We investigate methods of online learning in Neuro-Evolution and Deep Recurrent Q-Networks to enable agents to attempt the problem one-shot as is often required by wicked social problems. We further explore if learning temporal dependencies with Long Short-Term Memory may be able to aid the agents in developing sustainable foraging strategies in the long term. It was found that the integration of Long Short-Term Memory assisted agents in developing sustainable strategies for a single agent, however failed to assist agents in managing the social dilemma that arises in the multi-agent scenario.


AI Agents That Matter

arXiv.org Artificial Intelligence

AI agents are an exciting new research direction, and agent development is driven by benchmarks. Our analysis of current agent benchmarks and evaluation practices reveals several shortcomings that hinder their usefulness in real-world applications. First, there is a narrow focus on accuracy without attention to other metrics. As a result, SOTA agents are needlessly complex and costly, and the community has reached mistaken conclusions about the sources of accuracy gains. Our focus on cost in addition to accuracy motivates the new goal of jointly optimizing the two metrics. We design and implement one such optimization, showing its potential to greatly reduce cost while maintaining accuracy. Second, the benchmarking needs of model and downstream developers have been conflated, making it hard to identify which agent would be best suited for a particular application. Third, many agent benchmarks have inadequate holdout sets, and sometimes none at all. This has led to agents that are fragile because they take shortcuts and overfit to the benchmark in various ways. We prescribe a principled framework for avoiding overfitting. Finally, there is a lack of standardization in evaluation practices, leading to a pervasive lack of reproducibility. We hope that the steps we introduce for addressing these shortcomings will spur the development of agents that are useful in the real world and not just accurate on benchmarks.


Active Shadowing (ASD): Manipulating Visual Perception of Robotics Behaviors via Implicit Communication

arXiv.org Artificial Intelligence

Explicit communication is often valued for its directness during interaction. Implicit communication, on the other hand, is indirect in that its communicative content must be inferred. Implicit communication is considered more desirable in teaming situations that requires reduced interruptions for improved fluency. In this paper, we investigate another unique advantage of implicit communication: its ability to manipulate the perception of object or behavior of interest. When communication results in the perception of an object or behavior to deviate from other information (about the object or behavior) available via observation, it introduces a discrepancy between perception and observation. We show that such a discrepancy in visual perception can benefit human-robot interaction in a controlled manner and introduce an approach referred to as active shadowing (ASD). Through user studies, we demonstrate the effectiveness of active shadowing in creating a misaligned perception of the robot's behavior and its execution in the real-world, resulting in more efficient task completion without sacrificing its understandability. We also analyze conditions under which such visual manipulation is effective.


Coordination Failure in Cooperative Offline MARL

arXiv.org Artificial Intelligence

Offline multi-agent reinforcement learning (MARL) leverages static datasets of experience to learn optimal multi-agent control. However, learning from static data presents several unique challenges to overcome. In this paper, we focus on coordination failure and investigate the role of joint actions in multi-agent policy gradients with offline data, focusing on a common setting we refer to as the 'Best Response Under Data' (BRUD) approach. By using two-player polynomial games as an analytical tool, we demonstrate a simple yet overlooked failure mode of BRUD-based algorithms, which can lead to catastrophic coordination failure in the offline setting. Building on these insights, we propose an approach to mitigate such failure, by prioritising samples from the dataset based on joint-action similarity during policy learning and demonstrate its effectiveness in detailed experiments. More generally, however, we argue that prioritised dataset sampling is a promising area for innovation in offline MARL that can be combined with other effective approaches such as critic and policy regularisation. Importantly, our work shows how insights drawn from simplified, tractable games can lead to useful, theoretically grounded insights that transfer to more complex contexts. A core dimension of offering is an interactive notebook, from which almost all of our results can be reproduced, in a browser.