Agents
Large Language Models Empowered Agent-based Modeling and Simulation: A Survey and Perspectives
Gao, Chen, Lan, Xiaochong, Li, Nian, Yuan, Yuan, Ding, Jingtao, Zhou, Zhilun, Xu, Fengli, Li, Yong
Agent-based modeling and simulation has evolved as a powerful tool for modeling complex systems, offering insights into emergent behaviors and interactions among diverse agents. Integrating large language models into agent-based modeling and simulation presents a promising avenue for enhancing simulation capabilities. This paper surveys the landscape of utilizing large language models in agent-based modeling and simulation, examining their challenges and promising future directions. In this survey, since this is an interdisciplinary field, we first introduce the background of agent-based modeling and simulation and large language model-empowered agents. We then discuss the motivation for applying large language models to agent-based simulation and systematically analyze the challenges in environment perception, human alignment, action generation, and evaluation. Most importantly, we provide a comprehensive overview of the recent works of large language model-empowered agent-based modeling and simulation in multiple scenarios, which can be divided into four domains: cyber, physical, social, and hybrid, covering simulation of both real-world and virtual environments. Finally, since this area is new and quickly evolving, we discuss the open problems and promising future directions.
JaxMARL: Multi-Agent RL Environments in JAX
Rutherford, Alexander, Ellis, Benjamin, Gallici, Matteo, Cook, Jonathan, Lupu, Andrei, Ingvarsson, Gardar, Willi, Timon, Khan, Akbir, de Witt, Christian Schroeder, Souly, Alexandra, Bandyopadhyay, Saptarashmi, Samvelyan, Mikayel, Jiang, Minqi, Lange, Robert Tjarko, Whiteson, Shimon, Lacerda, Bruno, Hawes, Nick, Rocktaschel, Tim, Lu, Chris, Foerster, Jakob Nicolaus
Benchmarks play an important role in the development of machine learning algorithms. For example, research in reinforcement learning (RL) has been heavily influenced by available environments and benchmarks. However, RL environments are traditionally run on the CPU, limiting their scalability with typical academic compute. Recent advancements in JAX have enabled the wider use of hardware acceleration to overcome these computational hurdles, enabling massively parallel RL training pipelines and environments. This is particularly useful for multi-agent reinforcement learning (MARL) research. First of all, multiple agents must be considered at each environment step, adding computational burden, and secondly, the sample complexity is increased due to non-stationarity, decentralised partial observability, or other MARL challenges. In this paper, we present JaxMARL, the first open-source code base that combines ease-of-use with GPU enabled efficiency, and supports a large number of commonly used MARL environments as well as popular baseline algorithms. When considering wall clock time, our experiments show that per-run our JAX-based training pipeline is up to 12500x faster than existing approaches. This enables efficient and thorough evaluations, with the potential to alleviate the evaluation crisis of the field. We also introduce and benchmark SMAX, a vectorised, simplified version of the popular StarCraft Multi-Agent Challenge, which removes the need to run the StarCraft II game engine. This not only enables GPU acceleration, but also provides a more flexible MARL environment, unlocking the potential for self-play, meta-learning, and other future applications in MARL. We provide code at https://github.com/flairox/jaxmarl.
SEPT: Towards Efficient Scene Representation Learning for Motion Prediction
Lan, Zhiqian, Jiang, Yuxuan, Mu, Yao, Chen, Chen, Li, Shengbo Eben
Motion prediction is crucial for autonomous vehicles to operate safely in complex traffic environments. Extracting effective spatiotemporal relationships among traffic elements is key to accurate forecasting. Inspired by the successful practice of pretrained large language models, this paper presents SEPT, a modeling framework that leverages self-supervised learning to develop powerful spatiotemporal understanding for complex traffic scenes. Specifically, our approach involves three masking-reconstruction modeling tasks on scene inputs including agents' trajectories and road network, pretraining the scene encoder to capture kinematics within trajectory, spatial structure of road network, and interactions among roads and agents. The pretrained encoder is then finetuned on the downstream forecasting task. Extensive experiments demonstrate that SEPT, without elaborate architectural design or manual feature engineering, achieves state-of-the-art performance on the Argoverse 1 and Argoverse 2 motion forecasting benchmarks, outperforming previous methods on all main metrics by a large margin.
Communicative Agents for Software Development
Qian, Chen, Cong, Xin, Liu, Wei, Yang, Cheng, Chen, Weize, Su, Yusheng, Dang, Yufan, Li, Jiahao, Xu, Juyuan, Li, Dahai, Liu, Zhiyuan, Sun, Maosong
Software engineering is a domain characterized by intricate decision-making processes, often relying on nuanced intuition and consultation. Recent advancements in deep learning have started to revolutionize software engineering practices through elaborate designs implemented at various stages of software development. In this paper, we present an innovative paradigm that leverages large language models (LLMs) throughout the entire software development process, streamlining and unifying key processes through natural language communication, thereby eliminating the need for specialized models at each phase. At the core of this paradigm lies ChatDev, a virtual chat-powered software development company that mirrors the established waterfall model, meticulously dividing the development process into four distinct chronological stages: designing, coding, testing, and documenting. Each stage engages a team of "software agents", such as programmers, code reviewers, and test engineers, fostering collaborative dialogue and facilitating a seamless workflow. The chat chain acts as a facilitator, breaking down each stage into atomic subtasks. This enables dual roles, allowing for proposing and validating solutions through context-aware communication, leading to efficient resolution of specific subtasks. The instrumental analysis of ChatDev highlights its remarkable efficacy in software generation, enabling the completion of the entire software development process in under seven minutes at a cost of less than one dollar. It not only identifies and alleviates potential vulnerabilities but also rectifies potential hallucinations while maintaining commendable efficiency and cost-effectiveness. The potential of ChatDev unveils fresh possibilities for integrating LLMs into the realm of software development. Our code is available at https://github.com/OpenBMB/ChatDev.
Designing Behavior Trees from Goal-Oriented LTLf Formulas
Neupane, Aadesh, Mercer, Eric G, Goodrich, Michael A.
Temporal logic can be used to formally specify autonomous agent goals, but synthesizing planners that guarantee goal satisfaction can be computationally prohibitive. This paper shows how to turn goals specified using a subset of finite trace Linear Temporal Logic (LTL) into a behavior tree (BT) that guarantees that successful traces satisfy the LTL goal. Useful LTL formulas for achievement goals can be derived using achievement-oriented task mission grammars, leading to missions made up of tasks combined using LTL operators. Constructing BTs from LTL formulas leads to a relaxed behavior synthesis problem in which a wide range of planners can implement the action nodes in the BT. Importantly, any successful trace induced by the planners satisfies the corresponding LTL formula. The usefulness of the approach is demonstrated in two ways: a) exploring the alignment between two planners and LTL goals, and b) solving a sequential key-door problem for a Fetch robot.
Adaptive action supervision in reinforcement learning from real-world multi-agent demonstrations
Fujii, Keisuke, Tsutsui, Kazushi, Scott, Atom, Nakahara, Hiroshi, Takeishi, Naoya, Kawahara, Yoshinobu
Modeling of real-world biological multi-agents is a fundamental problem in various scientific and engineering fields. Reinforcement learning (RL) is a powerful framework to generate flexible and diverse behaviors in cyberspace; however, when modeling real-world biological multi-agents, there is a domain gap between behaviors in the source (i.e., real-world data) and the target (i.e., cyberspace for RL), and the source environment parameters are usually unknown. In this paper, we propose a method for adaptive action supervision in RL from real-world demonstrations in multi-agent scenarios. We adopt an approach that combines RL and supervised learning by selecting actions of demonstrations in RL based on the minimum distance of dynamic time warping for utilizing the information of the unknown source dynamics. This approach can be easily applied to many existing neural network architectures and provide us with an RL model balanced between reproducibility as imitation and generalization ability to obtain rewards in cyberspace. In the experiments, using chase-and-escape and football tasks with the different dynamics between the unknown source and target environments, we show that our approach achieved a balance between the reproducibility and the generalization ability compared with the baselines. In particular, we used the tracking data of professional football players as expert demonstrations in football and show successful performances despite the larger gap between behaviors in the source and target environments than the chase-and-escape task.
Multi-Agent Reinforcement Learning with Action Masking for UAV-enabled Mobile Communications
Unmanned Aerial Vehicles (UAVs) are increasingly used as aerial base stations to provide ad hoc communications infrastructure. Building upon prior research efforts which consider either static nodes, 2D trajectories or single UAV systems, this paper focuses on the use of multiple UAVs for providing wireless communication to mobile users in the absence of terrestrial communications infrastructure. In particular, we jointly optimize UAV 3D trajectory and NOMA power allocation to maximize system throughput. Firstly, a weighted K-means-based clustering algorithm establishes UAV-user associations at regular intervals. The efficacy of training a novel Shared Deep Q-Network (SDQN) with action masking is then explored. Unlike training each UAV separately using DQN, the SDQN reduces training time by using the experiences of multiple UAVs instead of a single agent. We also show that SDQN can be used to train a multi-agent system with differing action spaces. Simulation results confirm that: 1) training a shared DQN outperforms a conventional DQN in terms of maximum system throughput (+20%) and training time (-10%); 2) it can converge for agents with different action spaces, yielding a 9% increase in throughput compared to mutual learning algorithms; and 3) combining NOMA with an SDQN architecture enables the network to achieve a better sum rate compared with existing baseline schemes.
Finding Nash equilibria by minimizing approximate exploitability with learned best responses
Martin, Carlos, Sandholm, Tuomas
There has been substantial progress on finding game-theoretic equilibria. Most of that work has focused on games with finite, discrete action spaces. However, many games involving space, time, money, and other fine-grained quantities have continuous action spaces (or are best modeled as such). We study the problem of finding an approximate Nash equilibrium of games with continuous action sets. The standard measure of closeness to Nash equilibrium is exploitability, which measures how much players can benefit from unilaterally changing their strategy. We propose two new methods that minimize an approximation of the exploitability with respect to the strategy profile. The first method uses a learned best-response function, which takes the current strategy profile as input and returns candidate best responses for each player. The strategy profile and best-response functions are trained simultaneously, with the former trying to minimize exploitability while the latter tries to maximize it. The second method maintains an ensemble of candidate best responses for each player. In each iteration, the best-performing elements of each ensemble are used to update the current strategy profile. The strategy profile and best-response ensembles are simultaneously trained to minimize and maximize the approximate exploitability, respectively. We evaluate our methods on various continuous games, showing that they outperform prior methods.
Who Reviews The Reviewers? A Multi-Level Jury Problem
Abramowitz, Ben, Lev, Omer, Mattei, Nicholas
We consider the problem of determining a binary ground truth using advice from a group of independent reviewers (experts) who express their guess about a ground truth correctly with some independent probability (competence). In this setting, when all reviewers are competent (competence greater than one-half), the Condorcet Jury Theorem tells us that adding more reviewers increases the overall accuracy, and if all competences are known, then there exists an optimal weighting of the reviewers. However, in practical settings, reviewers may be noisy or incompetent, i.e., competence below half, and the number of experts may be small, so the asymptotic Condorcet Jury Theorem is not practically relevant. In such cases we explore appointing one or more chairs (judges) who determine the weight of each reviewer for aggregation, creating multiple levels. However, these chairs may be unable to correctly identify the competence of the reviewers they oversee, and therefore unable to compute the optimal weighting. We give conditions when a set of chairs is able to weight the reviewers optimally, and depending on the competence distribution of the agents, give results about when it is better to have more chairs or more reviewers. Through numerical simulations we show that in some cases it is better to have more chairs, but in many cases it is better to have more reviewers.
On Alternating-time Temporal Logic, Hyperproperties, and Strategy Sharing
Beutner, Raven, Finkbeiner, Bernd
Alternating-time temporal logic (ATL$^*$) is a well-established framework for formal reasoning about multi-agent systems. However, while ATL$^*$ can reason about the strategic ability of agents (e.g., some coalition $A$ can ensure that a goal is reached eventually), we cannot compare multiple strategic interactions, nor can we require multiple agents to follow the same strategy. For example, we cannot state that coalition $A$ can reach a goal sooner (or more often) than some other coalition $A'$. In this paper, we propose HyperATLS$^*_S$, an extension of ATL$^*$ in which we can (1) compare the outcome of multiple strategic interactions w.r.t. a hyperproperty, i.e., a property that refers to multiple paths at the same time, and (2) enforce that some agents share the same strategy. We show that HyperATL$^*_S$ is a rich specification language that captures important AI-related properties that were out of reach of existing logics. We prove that model checking of HyperATL$^*_S$ on concurrent game structures is decidable. We implement our model-checking algorithm in a tool we call HyMASMC and evaluate it on a range of benchmarks.