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Rethinking Software Engineering in the Foundation Model Era: From Task-Driven AI Copilots to Goal-Driven AI Pair Programmers

arXiv.org Artificial Intelligence

The advent of Foundation Models (FMs) and AI-powered copilots has transformed the landscape of software development, offering unprecedented code completion capabilities and enhancing developer productivity. However, the current task-driven nature of these copilots falls short in addressing the broader goals and complexities inherent in software engineering (SE). In this paper, we propose a paradigm shift towards goal-driven AI-powered pair programmers that collaborate with human developers in a more holistic and context-aware manner. We envision AI pair programmers that are goal-driven, human partners, SE-aware, and self-learning. These AI partners engage in iterative, conversation-driven development processes, aligning closely with human goals and facilitating informed decision-making. We discuss the desired attributes of such AI pair programmers and outline key challenges that must be addressed to realize this vision. Ultimately, our work represents a shift from AI-augmented SE to AI-transformed SE by replacing code completion with a collaborative partnership between humans and AI that enhances both productivity and software quality.


Kernel-based learning with guarantees for multi-agent applications

arXiv.org Artificial Intelligence

A multi-agent system is a network of autonomous entities called agents that share information and collaborate to solve tasks usually beyond an individual agent's scope [12]. This broad description fits well in the recent research trends like cloud computing [11], or Industry 4.0 [10], and allows multi-agent systems to find applications in many other fields. In robotics, in scenarios including groups of mobile robots or swarms of drones, it is necessary to avoid collisions or obstacles and to navigate collaboratively [9]. The agent-based approach is also used for controlling smart grids, i.e., efficient and robust power systems [6]. We can also find numerous other examples, like analyzing the traffic flow [7] or modelling purchasing decisions [3]. Inspired by these multidisciplinary applications, we formally discuss the general problem of distributed learning, with a particular focus on the modelling of nonlinearities under limited information, cf.


Monitoring Second-Order Hyperproperties

arXiv.org Artificial Intelligence

Hyperproperties express the relationship between multiple executions of a system. This is needed in many AI-related fields, such as knowledge representation and planning, to capture system properties related to knowledge, information flow, and privacy. In this paper, we study the monitoring of complex hyperproperties at runtime. Previous work in this area has either focused on the simpler problem of monitoring trace properties (which are sets of traces, while hyperproperties are sets of sets of traces) or on monitoring first-order hyperproperties, which are expressible in temporal logics with first-order quantification over traces, such as HyperLTL. We present the first monitoring algorithm for the much more expressive class of second-order hyperproperties. Second-order hyperproperties include system properties like common knowledge, which cannot be expressed in first-order logics like HyperLTL. We introduce Hyper$^2$LTL$_f$, a temporal logic over finite traces that allows for second-order quantification over sets of traces. We study the monitoring problem in two fundamental execution models: (1) the parallel model, where a fixed number of traces is monitored in parallel, and (2) the sequential model, where an unbounded number of traces is observed sequentially, one trace after the other. For the parallel model, we show that the monitoring of the second-order hyperproperties of Hyper$^2$LTL$_f$ can be reduced to monitoring first-order hyperproperties. For the sequential model, we present a monitoring algorithm that handles second-order quantification efficiently, exploiting optimizations based on the monotonicity of subformulas, graph-based storing of executions, and fixpoint hashing. We present experimental results from a range of benchmarks, including examples from common knowledge and planning.


Facility Location Games Beyond Single-Peakedness: the Entrance Fee Model

arXiv.org Artificial Intelligence

In the one-dimensional facility location problem, agents are located on the real line, and a planner's goal is to build one or more facilities on the line to serve the agents. The cost of an agent is her distance to the nearest facility. The problem asks to locate facilities to minimize the total cost of all agents (the utilitarian objective) or the maximum cost among all agents (the egalitarian objective). It is well-known that both optimization problems can be solved in polynomial time [19]. Over the past decade [1, 3, 7, 21, 23, 27], these problems have undergone intensive study from the perspectives of mechanism design and game theory. A key conversion in the models is that now each agent becomes strategic and may misreport her position to decrease her cost. These new problems are called the facility location games, which require to design mechanisms that elicit the true positions of agents and output facility locations to (approximately) minimize the total or maximum cost. Moulin [22] provides a complete characterization of strategyproof mechanisms for the facility location game on line where agents have single-peaked preferences, with no consideration for the optimization of the objective function.


MMInA: Benchmarking Multihop Multimodal Internet Agents

arXiv.org Artificial Intelligence

Autonomous embodied agents live on an Internet of multimedia websites. Can they hop around multimodal websites to complete complex user tasks? Existing benchmarks fail to assess them in a realistic, evolving environment for their embodiment across websites. To answer this question, we present MMInA, a multihop and multimodal benchmark to evaluate the embodied agents for compositional Internet tasks, with several appealing properties: 1) Evolving real-world multimodal websites. Our benchmark uniquely operates on evolving real-world websites, ensuring a high degree of realism and applicability to natural user tasks. Our data includes 1,050 human-written tasks covering various domains such as shopping and travel, with each task requiring the agent to autonomously extract multimodal information from web pages as observations; 2) Multihop web browsing. Our dataset features naturally compositional tasks that require information from or actions on multiple websites to solve, to assess long-range reasoning capabilities on web tasks; 3) Holistic evaluation. We propose a novel protocol for evaluating an agent's progress in completing multihop tasks. We experiment with both standalone (multimodal) language models and heuristic-based web agents. Extensive experiments demonstrate that while long-chain multihop web tasks are easy for humans, they remain challenging for state-of-the-art web agents. We identify that agents are more likely to fail on the early hops when solving tasks of more hops, which results in lower task success rates. To address this issue, we propose a simple memory augmentation approach replaying past action trajectories to reflect. Our method significantly improved both the single-hop and multihop web browsing abilities of agents. See our code and data at https://mmina.cliangyu.com


Flow-Based Synthesis of Reactive Tests for Discrete Decision-Making Systems with Temporal Logic Specifications

arXiv.org Artificial Intelligence

Designing tests to evaluate if a given autonomous system satisfies complex specifications is challenging due to the complexity of these systems. This work proposes a flow-based approach for reactive test synthesis from temporal logic specifications, enabling the synthesis of test environments consisting of static and reactive obstacles and dynamic test agents. The temporal logic specifications describe desired test behavior, including system requirements as well as a test objective that is not revealed to the system. The synthesized test strategy places restrictions on system actions in reaction to the system state. The tests are minimally restrictive and accomplish the test objective while ensuring realizability of the system's objective without aiding it (semi-cooperative setting). Automata theory and flow networks are leveraged to formulate a mixed-integer linear program (MILP) to synthesize the test strategy. For a dynamic test agent, the agent strategy is synthesized for a GR(1) specification constructed from the solution of the MILP. If the specification is unrealizable by the dynamics of the test agent, a counterexample-guided approach is used to resolve the MILP until a strategy is found. This flow-based, reactive test synthesis is conducted offline and is agnostic to the system controller. Finally, the resulting test strategy is demonstrated in simulation and experimentally on a pair of quadrupedal robots for a variety of specifications.


Effective Reinforcement Learning Based on Structural Information Principles

arXiv.org Artificial Intelligence

Although Reinforcement Learning (RL) algorithms acquire sequential behavioral patterns through interactions with the environment, their effectiveness in noisy and high-dimensional scenarios typically relies on specific structural priors. In this paper, we propose a novel and general Structural Information principles-based framework for effective Decision-Making, namely SIDM, approached from an information-theoretic perspective. This paper presents a specific unsupervised partitioning method that forms vertex communities in the state and action spaces based on their feature similarities. An aggregation function, which utilizes structural entropy as the vertex weight, is devised within each community to obtain its embedding, thereby facilitating hierarchical state and action abstractions. By extracting abstract elements from historical trajectories, a directed, weighted, homogeneous transition graph is constructed. The minimization of this graph's high-dimensional entropy leads to the generation of an optimal encoding tree. An innovative two-layer skill-based learning mechanism is introduced to compute the common path entropy of each state transition as its identified probability, thereby obviating the requirement for expert knowledge. Moreover, SIDM can be flexibly incorporated into various single-agent and multi-agent RL algorithms, enhancing their performance. Finally, extensive evaluations on challenging benchmarks demonstrate that, compared with SOTA baselines, our framework significantly and consistently improves the policy's quality, stability, and efficiency up to 32.70%, 88.26%, and 64.86%, respectively.


Higher Replay Ratio Empowers Sample-Efficient Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

One of the notorious issues for Reinforcement Learning (RL) is poor sample efficiency. Compared to single agent RL, the sample efficiency for Multi-Agent Reinforcement Learning (MARL) is more challenging because of its inherent partial observability, non-stationary training, and enormous strategy space. Although much effort has been devoted to developing new methods and enhancing sample efficiency, we look at the widely used episodic training mechanism. In each training step, tens of frames are collected, but only one gradient step is made. We argue that this episodic training could be a source of poor sample efficiency. To better exploit the data already collected, we propose to increase the frequency of the gradient updates per environment interaction (a.k.a. Replay Ratio or Update-To-Data ratio). To show its generality, we evaluate $3$ MARL methods on $6$ SMAC tasks. The empirical results validate that a higher replay ratio significantly improves the sample efficiency for MARL algorithms. The codes to reimplement the results presented in this paper are open-sourced at https://anonymous.4open.science/r/rr_for_MARL-0D83/.


Asynchronous Federated Reinforcement Learning with Policy Gradient Updates: Algorithm Design and Convergence Analysis

arXiv.org Artificial Intelligence

To improve the efficiency of reinforcement learning, we propose a novel asynchronous federated reinforcement learning framework termed AFedPG, which constructs a global model through collaboration among $N$ agents using policy gradient (PG) updates. To handle the challenge of lagged policies in asynchronous settings, we design delay-adaptive lookahead and normalized update techniques that can effectively handle the heterogeneous arrival times of policy gradients. We analyze the theoretical global convergence bound of AFedPG, and characterize the advantage of the proposed algorithm in terms of both the sample complexity and time complexity. Specifically, our AFedPG method achieves $\mathcal{O}(\frac{{\epsilon}^{-2.5}}{N})$ sample complexity at each agent on average. Compared to the single agent setting with $\mathcal{O}(\epsilon^{-2.5})$ sample complexity, it enjoys a linear speedup with respect to the number of agents. Moreover, compared to synchronous FedPG, AFedPG improves the time complexity from $\mathcal{O}(\frac{t_{\max}}{N})$ to $\mathcal{O}(\frac{1}{\sum_{i=1}^{N} \frac{1}{t_{i}}})$, where $t_{i}$ denotes the time consumption in each iteration at the agent $i$, and $t_{\max}$ is the largest one. The latter complexity $\mathcal{O}(\frac{1}{\sum_{i=1}^{N} \frac{1}{t_{i}}})$ is always smaller than the former one, and this improvement becomes significant in large-scale federated settings with heterogeneous computing powers ($t_{\max}\gg t_{\min}$). Finally, we empirically verify the improved performances of AFedPG in three MuJoCo environments with varying numbers of agents. We also demonstrate the improvements with different computing heterogeneity.


Correlated Mean Field Imitation Learning

arXiv.org Artificial Intelligence

We investigate multi-agent imitation learning (IL) within the framework of mean field games (MFGs), considering the presence of time-varying correlated signals. Existing MFG IL algorithms assume demonstrations are sampled from Mean Field Nash Equilibria (MFNE), limiting their adaptability to real-world scenarios. For example, in the traffic network equilibrium influenced by public routing recommendations, recommendations introduce time-varying correlated signals into the game, not captured by MFNE and other existing correlated equilibrium concepts. To address this gap, we propose Adaptive Mean Field Correlated Equilibrium (AMFCE), a general equilibrium incorporating time-varying correlated signals. We establish the existence of AMFCE under mild conditions and prove that MFNE is a subclass of AMFCE. We further propose Correlated Mean Field Imitation Learning (CMFIL), a novel IL framework designed to recover the AMFCE, accompanied by a theoretical guarantee on the quality of the recovered policy. Experimental results, including a real-world traffic flow prediction problem, demonstrate the superiority of CMFIL over state-of-the-art IL baselines, highlighting the potential of CMFIL in understanding large population behavior under correlated signals.