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MAC-SQL: A Multi-Agent Collaborative Framework for Text-to-SQL

arXiv.org Artificial Intelligence

Recent advancements in Text-to-SQL methods employing Large Language Models (LLMs) have demonstrated remarkable performance. Nonetheless, these approaches continue to encounter difficulties when handling extensive databases, intricate user queries, and erroneous SQL results. To tackle these challenges, we present \textsc{MAC-SQL}, a novel LLM-based multi-agent collaborative framework designed for the Text-to-SQL task. Our framework comprises three agents: the \textit{Selector}, accountable for condensing voluminous databases and preserving relevant table schemas for user questions; the \textit{Decomposer}, which disassembles complex user questions into more straightforward sub-problems and resolves them progressively; and the \textit{Refiner}, tasked with validating and refining defective SQL queries. We perform comprehensive experiments on two Text-to-SQL datasets, BIRD and Spider, achieving a state-of-the-art execution accuracy of 59.59\% on the BIRD test set. Moreover, we have open-sourced an instruction fine-tuning model, SQL-Llama, based on Code Llama 7B, in addition to an agent instruction dataset derived from training data based on BIRD and Spider. The SQL-Llama model has demonstrated encouraging results on the development sets of both BIRD and Spider. However, when compared to GPT-4, there remains a notable potential for enhancement. Our code and data are publicly available at https://github.com/wbbeyourself/MAC-SQL.


Tightly-Coupled LiDAR-Visual SLAM Based on Geometric Features for Mobile Agents

arXiv.org Artificial Intelligence

The mobile robot relies on SLAM (Simultaneous Localization and Mapping) to provide autonomous navigation and task execution in complex and unknown environments. However, it is hard to develop a dedicated algorithm for mobile robots due to dynamic and challenging situations, such as poor lighting conditions and motion blur. To tackle this issue, we propose a tightly-coupled LiDAR-visual SLAM based on geometric features, which includes two sub-systems (LiDAR and monocular visual SLAM) and a fusion framework. The fusion framework associates the depth and semantics of the multi-modal geometric features to complement the visual line landmarks and to add direction optimization in Bundle Adjustment (BA). This further constrains visual odometry. On the other hand, the entire line segment detected by the visual subsystem overcomes the limitation of the LiDAR subsystem, which can only perform the local calculation for geometric features. It adjusts the direction of linear feature points and filters out outliers, leading to a higher accurate odometry system. Finally, we employ a module to detect the subsystem's operation, providing the LiDAR subsystem's output as a complementary trajectory to our system while visual subsystem tracking fails. The evaluation results on the public dataset M2DGR, gathered from ground robots across various indoor and outdoor scenarios, show that our system achieves more accurate and robust pose estimation compared to current state-of-the-art multi-modal methods.


Social Opinion Formation and Decision Making Under Communication Trends

arXiv.org Artificial Intelligence

This work studies the learning process over social networks under partial and random information sharing. In traditional social learning models, agents exchange full belief information with each other while trying to infer the true state of nature. We study the case where agents share information about only one hypothesis, namely, the trending topic, which can be randomly changing at every iteration. We show that agents can learn the true hypothesis even if they do not discuss it, at rates comparable to traditional social learning. We also show that using one's own belief as a prior for estimating the neighbors' non-transmitted beliefs might create opinion clusters that prevent learning with full confidence. This phenomenon occurs when a single hypothesis corresponding to the truth is exchanged exclusively during all times. Such a practice, however, avoids the complete rejection of the truth under any information exchange procedure -- something that could happen if priors were uniform.


Multi-Task Multi-Agent Shared Layers are Universal Cognition of Multi-Agent Coordination

arXiv.org Artificial Intelligence

Multi-agent reinforcement learning shines as the pinnacle of multi-agent systems, conquering intricate real-world challenges, fostering collaboration and coordination among agents, and unleashing the potential for intelligent decision-making across domains. However, training a multi-agent reinforcement learning network is a formidable endeavor, demanding substantial computational resources to interact with diverse environmental variables, extract state representations, and acquire decision-making knowledge. The recent breakthroughs in large-scale pre-trained models ignite our curiosity: Can we uncover shared knowledge in multi-agent reinforcement learning and leverage pre-trained models to expedite training for future tasks? Addressing this issue, we present an innovative multi-task learning approach that aims to extract and harness common decision-making knowledge, like cooperation and competition, across different tasks. Our approach involves concurrent training of multiple multi-agent tasks, with each task employing independent front-end perception layers while sharing back-end decision-making layers. This effective decoupling of state representation extraction from decision-making allows for more efficient training and better transferability. To evaluate the efficacy of our proposed approach, we conduct comprehensive experiments in two distinct environments: the StarCraft Multi-agent Challenge (SMAC) and the Google Research Football (GRF) environments. The experimental results unequivocally demonstrate the smooth transferability of the shared decision-making network to other tasks, thereby significantly reducing training costs and improving final performance. Furthermore, visualizations authenticate the presence of general multi-agent decision-making knowledge within the shared network layers, further validating the effectiveness of our approach.


Efficient Conformal Prediction under Data Heterogeneity

arXiv.org Machine Learning

Conformal Prediction (CP) stands out as a robust framework for uncertainty quantification, which is crucial for ensuring the reliability of predictions. However, common CP methods heavily rely on data exchangeability, a condition often violated in practice. Existing approaches for tackling non-exchangeability lead to methods that are not computable beyond the simplest examples. This work introduces a new efficient approach to CP that produces provably valid confidence sets for fairly general non-exchangeable data distributions. We illustrate the general theory with applications to the challenging setting of federated learning under data heterogeneity between agents. Our method allows constructing provably valid personalized prediction sets for agents in a fully federated way. The effectiveness of the proposed method is demonstrated in a series of experiments on real-world datasets.


LARP: Language-Agent Role Play for Open-World Games

arXiv.org Artificial Intelligence

Language agents have shown impressive problem-solving skills within defined settings and brief timelines. Yet, with the ever-evolving complexities of open-world simulations, there's a pressing need for agents that can flexibly adapt to complex environments and consistently maintain a long-term memory to ensure coherent actions. To bridge the gap between language agents and open-world games, we introduce Language Agent for Role-Playing (LARP), which includes a cognitive architecture that encompasses memory processing and a decision-making assistant, an environment interaction module with a feedback-driven learnable action space, and a postprocessing method that promotes the alignment of various personalities. The LARP framework refines interactions between users and agents, predefined with unique backgrounds and personalities, ultimately enhancing the gaming experience in open-world contexts. Furthermore, it highlights the diverse uses of language models in a range of areas such as entertainment, education, and various simulation scenarios. The project page is released at https://miao-ai-lab.github.io/LARP/.


ConcaveQ: Non-Monotonic Value Function Factorization via Concave Representations in Deep Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Value function factorization has achieved great success in multi-agent reinforcement learning by optimizing joint action-value functions through the maximization of factorized per-agent utilities. To ensure Individual-Global-Maximum property, existing works often focus on value factorization using monotonic functions, which are known to result in restricted representation expressiveness. In this paper, we analyze the limitations of monotonic factorization and present ConcaveQ, a novel non-monotonic value function factorization approach that goes beyond monotonic mixing functions and employs neural network representations of concave mixing functions. Leveraging the concave property in factorization, an iterative action selection scheme is developed to obtain optimal joint actions during training. It is used to update agents' local policy networks, enabling fully decentralized execution. The effectiveness of the proposed ConcaveQ is validated across scenarios involving multi-agent predator-prey environment and StarCraft II micromanagement tasks. Empirical results exhibit significant improvement of ConcaveQ over state-of-the-art multi-agent reinforcement learning approaches.


Agent based modelling for continuously varying supply chains

arXiv.org Artificial Intelligence

Problem definition: Supply chains are constantly evolving networks. Reinforcement learning is increasingly proposed as a solution to provide optimal control of these networks. Academic/practical: However, learning in continuously varying environments remains a challenge in the reinforcement learning literature. Methodology: This paper therefore seeks to address whether agents can control varying supply chain problems, transferring learning between environments that require different strategies and avoiding catastrophic forgetting of tasks that have not been seen in a while. To evaluate this approach, two state-of-the-art Reinforcement Learning (RL) algorithms are compared: an actor-critic learner, Proximal Policy Optimisation (PPO), and a Recurrent Proximal Policy Optimisation (RPPO), PPO with a Long Short-Term Memory (LSTM) layer, which is showing popularity in online learning environments. Results: First these methods are compared on six sets of environments with varying degrees of stochasticity. The results show that more lean strategies adopted in Batch environments are different from those adopted in Stochastic environments with varying products. The methods are also compared on various continuous supply chain scenarios, where the PPO agents are shown to be able to adapt through continuous learning when the tasks are similar but show more volatile performance when changing between the extreme tasks. However, the RPPO, with an ability to remember histories, is able to overcome this to some extent and takes on a more realistic strategy. Managerial implications: Our results provide a new perspective on the continuously varying supply chain, the cooperation and coordination of agents are crucial for improving the overall performance in uncertain and semi-continuous non-stationary supply chain environments without the need to retrain the environment as the demand changes.


CARSS: Cooperative Attention-guided Reinforcement Subpath Synthesis for Solving Traveling Salesman Problem

arXiv.org Artificial Intelligence

This paper introduces CARSS (Cooperative Attention-guided Reinforcement Subpath Synthesis), a novel approach to address the Traveling Salesman Problem (TSP) by leveraging cooperative Multi-Agent Reinforcement Learning (MARL). CARSS decomposes the TSP solving process into two distinct yet synergistic steps: "subpath generation" and "subpath merging." In the former, a cooperative MARL framework is employed to iteratively generate subpaths using multiple agents. In the latter, these subpaths are progressively merged to form a complete cycle. The algorithm's primary objective is to enhance efficiency in terms of training memory consumption, testing time, and scalability, through the adoption of a multi-agent divide and conquer paradigm. Notably, attention mechanisms play a pivotal role in feature embedding and parameterization strategies within CARSS. The training of the model is facilitated by the independent REINFORCE algorithm. Empirical experiments reveal CARSS's superiority compared to single-agent alternatives: it demonstrates reduced GPU memory utilization, accommodates training graphs nearly 2.5 times larger, and exhibits the potential for scaling to even more extensive problem sizes. Furthermore, CARSS substantially reduces testing time and optimization gaps by approximately 50% for TSP instances of up to 1000 vertices, when compared to standard decoding methods.


Decoding Mean Field Games from Population and Environment Observations By Gaussian Processes

arXiv.org Artificial Intelligence

This paper presents a Gaussian Process (GP) framework, a non-parametric technique widely acknowledged for regression and classification tasks, to address inverse problems in mean field games (MFGs). By leveraging GPs, we aim to recover agents' strategic actions and the environment's configurations from partial and noisy observations of the population of agents and the setup of the environment. Our method is a probabilistic tool to infer the behaviors of agents in MFGs from data in scenarios where the comprehensive dataset is either inaccessible or contaminated by noises.