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Autonomous Large Language Model Agents Enabling Intent-Driven Mobile GUI Testing

arXiv.org Artificial Intelligence

GUI testing checks if a software system behaves as expected when users interact with its graphical interface, e.g., testing specific functionality or validating relevant use case scenarios. Currently, deciding what to test at this high level is a manual task since automated GUI testing tools target lower level adequacy metrics such as structural code coverage or activity coverage. We propose DroidAgent, an autonomous GUI testing agent for Android, for semantic, intent-driven automation of GUI testing. It is based on Large Language Models and support mechanisms such as long- and short-term memory. Given an Android app, DroidAgent sets relevant task goals and subsequently tries to achieve them by interacting with the app. Our empirical evaluation of DroidAgent using 15 apps from the Themis benchmark shows that it can set up and perform realistic tasks, with a higher level of autonomy. For example, when testing a messaging app, DroidAgent created a second account and added a first account as a friend, testing a realistic use case, without human intervention. On average, DroidAgent achieved 61% activity coverage, compared to 51% for current state-of-the-art GUI testing techniques. Further, manual analysis shows that 317 out of the 374 autonomously created tasks are realistic and relevant to app functionalities, and also that DroidAgent interacts deeply with the apps and covers more features.


SwarMer: A Decentralized Localization Framework for Flying Light Specks

arXiv.org Artificial Intelligence

Swarm-Merging, SwarMer, is a decentralized framework to localize Flying Light Specks (FLSs) to render 2D and 3D shapes. An FLS is a miniature sized drone equipped with one or more light sources to generate different colors and textures with adjustable brightness. It is battery powered, network enabled with storage and processing capability to implement a decentralized algorithm such as SwarMer. An FLS is unable to render a shape by itself. SwarMer uses the inter-FLS relationship effect of its organizational framework to compensate for the simplicity of each individual FLS, enabling a swarm of cooperating FLSs to render complex shapes. SwarMer is resilient to both FLSs failing and FLSs leaving to charge their battery. It is fast, highly accurate, and scales to remain effective when a shape consists of a large number of FLSs.


It Takes Two to Negotiate: Modeling Social Exchange in Online Multiplayer Games

arXiv.org Artificial Intelligence

Online games are dynamic environments where players interact with each other, which offers a rich setting for understanding how players negotiate their way through the game to an ultimate victory. This work studies online player interactions during the turn-based strategy game, Diplomacy. We annotated a dataset of over 10,000 chat messages for different negotiation strategies and empirically examined their importance in predicting long- and short-term game outcomes. Although negotiation strategies can be predicted reasonably accurately through the linguistic modeling of the chat messages, more is needed for predicting short-term outcomes such as trustworthiness. On the other hand, they are essential in graph-aware reinforcement learning approaches to predict long-term outcomes, such as a player's success, based on their prior negotiation history. We close with a discussion of the implications and impact of our work. The dataset is available at https://github.com/kj2013/claff-diplomacy.


Adaptive, Doubly Optimal No-Regret Learning in Strongly Monotone and Exp-Concave Games with Gradient Feedback

arXiv.org Artificial Intelligence

Online gradient descent (OGD) is well known to be doubly optimal under strong convexity or monotonicity assumptions: (1) in the single-agent setting, it achieves an optimal regret of $\Theta(\log T)$ for strongly convex cost functions; and (2) in the multi-agent setting of strongly monotone games, with each agent employing OGD, we obtain last-iterate convergence of the joint action to a unique Nash equilibrium at an optimal rate of $\Theta(\frac{1}{T})$. While these finite-time guarantees highlight its merits, OGD has the drawback that it requires knowing the strong convexity/monotonicity parameters. In this paper, we design a fully adaptive OGD algorithm, \textsf{AdaOGD}, that does not require a priori knowledge of these parameters. In the single-agent setting, our algorithm achieves $O(\log^2(T))$ regret under strong convexity, which is optimal up to a log factor. Further, if each agent employs \textsf{AdaOGD} in strongly monotone games, the joint action converges in a last-iterate sense to a unique Nash equilibrium at a rate of $O(\frac{\log^3 T}{T})$, again optimal up to log factors. We illustrate our algorithms in a learning version of the classical newsvendor problem, where due to lost sales, only (noisy) gradient feedback can be observed. Our results immediately yield the first feasible and near-optimal algorithm for both the single-retailer and multi-retailer settings. We also extend our results to the more general setting of exp-concave cost functions and games, using the online Newton step (ONS) algorithm.


Collaborative Learning via Prediction Consensus

arXiv.org Artificial Intelligence

We consider a collaborative learning setting where the goal of each agent is to improve their own model by leveraging the expertise of collaborators, in addition to their own training data. To facilitate the exchange of expertise among agents, we propose a distillation-based method leveraging shared unlabeled auxiliary data, which is pseudo-labeled by the collective. Central to our method is a trust weighting scheme that serves to adaptively weigh the influence of each collaborator on the pseudo-labels until a consensus on how to label the auxiliary data is reached. We demonstrate empirically that our collaboration scheme is able to significantly boost the performance of individual models in the target domain from which the auxiliary data is sampled. By design, our method adeptly accommodates heterogeneity in model architectures and substantially reduces communication overhead compared to typical collaborative learning methods. At the same time, it can provably mitigate the negative impact of bad models on the collective.


Simplicial Models for the Epistemic Logic of Faulty Agents

arXiv.org Artificial Intelligence

In recent years, several authors have been investigating simplicial models, a model of epistemic logic based on higher-dimensional structures called simplicial complexes. In the original formulation, simplicial models were always assumed to be pure, meaning that all worlds have the same dimension. This is equivalent to the standard S5n semantics of epistemic logic, based on Kripke models. By removing the assumption that models must be pure, we can go beyond the usual Kripke semantics and study epistemic logics where the number of agents participating in a world can vary. This approach has been developed in a number of papers, with applications in fault-tolerant distributed computing where processes may crash during the execution of a system. A difficulty that arises is that subtle design choices in the definition of impure simplicial models can result in different axioms of the resulting logic. In this paper, we classify those design choices systematically, and axiomatize the corresponding logics. We illustrate them via distributed computing examples of synchronous systems where processes may crash.


Fast swap regret minimization and applications to approximate correlated equilibria

arXiv.org Artificial Intelligence

We give a simple and computationally efficient algorithm that, for any constant $\varepsilon>0$, obtains $\varepsilon T$-swap regret within only $T = \mathsf{polylog}(n)$ rounds; this is an exponential improvement compared to the super-linear number of rounds required by the state-of-the-art algorithm, and resolves the main open problem of [Blum and Mansour 2007]. Our algorithm has an exponential dependence on $\varepsilon$, but we prove a new, matching lower bound. Our algorithm for swap regret implies faster convergence to $\varepsilon$-Correlated Equilibrium ($\varepsilon$-CE) in several regimes: For normal form two-player games with $n$ actions, it implies the first uncoupled dynamics that converges to the set of $\varepsilon$-CE in polylogarithmic rounds; a $\mathsf{polylog}(n)$-bit communication protocol for $\varepsilon$-CE in two-player games (resolving an open problem mentioned by [Babichenko-Rubinstein'2017, Goos-Rubinstein'2018, Ganor-CS'2018]); and an $\tilde{O}(n)$-query algorithm for $\varepsilon$-CE (resolving an open problem of [Babichenko'2020] and obtaining the first separation between $\varepsilon$-CE and $\varepsilon$-Nash equilibrium in the query complexity model). For extensive-form games, our algorithm implies a PTAS for $\mathit{normal}$ $\mathit{form}$ $\mathit{correlated}$ $\mathit{equilibria}$, a solution concept often conjectured to be computationally intractable (e.g. [Stengel-Forges'08, Fujii'23]).


ChoiceMates: Supporting Unfamiliar Online Decision-Making with Multi-Agent Conversational Interactions

arXiv.org Artificial Intelligence

Unfamiliar decisions -- decisions where people lack adequate domain knowledge or expertise -- specifically increase the complexity and uncertainty of the process of searching for, understanding, and making decisions with online information. Through our formative study (n=14), we observed users' challenges in accessing diverse perspectives, identifying relevant information, and deciding the right moment to make the final decision. We present ChoiceMates, a system that enables conversations with a dynamic set of LLM-powered agents for a holistic domain understanding and efficient discovery and management of information to make decisions. Agents, as opinionated personas, flexibly join the conversation, not only providing responses but also conversing among themselves to elicit each agent's preferences. Our between-subjects study (n=36) comparing ChoiceMates to conventional web search and single-agent showed that ChoiceMates was more helpful in discovering, diving deeper, and managing information compared to Web with higher confidence. We also describe how participants utilized multi-agent conversations in their decision-making process.


Fast Maximum $k$-Plex Algorithms Parameterized by Small Degeneracy Gaps

arXiv.org Artificial Intelligence

Given a graph, a $k$-plex is a set of vertices in which each vertex is not adjacent to at most $k-1$ other vertices in the set. The maximum $k$-plex problem, which asks for the largest $k$-plex from the given graph, is an important but computationally challenging problem in applications such as graph mining and community detection. So far, there are many practical algorithms, but without providing theoretical explanations on their efficiency. We define a novel parameter of the input instance, $g_k(G)$, the gap between the degeneracy bound and the size of the maximum $k$-plex in the given graph, and present an exact algorithm parameterized by this $g_k(G)$, which has a worst-case running time polynomial in the size of the input graph and exponential in $g_k(G)$. In real-world inputs, $g_k(G)$ is very small, usually bounded by $O(\log{(|V|)})$, indicating that the algorithm runs in polynomial time. We further extend our discussion to an even smaller parameter $cg_k(G)$, the gap between the community-degeneracy bound and the size of the maximum $k$-plex, and show that without much modification, our algorithm can also be parameterized by $cg_k(G)$. To verify the empirical performance of these algorithms, we carry out extensive experiments to show that these algorithms are competitive with the state-of-the-art algorithms. In particular, for large $k$ values such as $15$ and $20$, our algorithms dominate the existing algorithms. Finally, empirical analysis is performed to illustrate the effectiveness of the parameters and other key components in the implementation.


AutoOptLib: Tailoring Metaheuristic Optimizers via Automated Algorithm Design

arXiv.org Artificial Intelligence

Metaheuristics are prominent gradient-free optimizers for solving hard problems that do not meet the rigorous mathematical assumptions of analytical solvers. The canonical manual optimizer design could be laborious, untraceable and error-prone, let alone human experts are not always available. This arises increasing interest and demand in automating the optimizer design process. In response, this paper proposes AutoOptLib, the first platform for accessible automated design of metaheuristic optimizers. AutoOptLib leverages computing resources to conceive, build up, and verify the design choices of the optimizers. It requires much less labor resources and expertise than manual design, democratizing satisfactory metaheuristic optimizers to a much broader range of researchers and practitioners. Furthermore, by fully exploring the design choices with computing resources, AutoOptLib has the potential to surpass human experience, subsequently gaining enhanced performance compared with human problem-solving. To realize the automated design, AutoOptLib provides 1) a rich library of metaheuristic components for continuous, discrete, and permutation problems; 2) a flexible algorithm representation for evolving diverse algorithm structures; 3) different design objectives and techniques for different optimization scenarios; and 4) a graphic user interface for accessibility and practicability. AutoOptLib is fully written in Matlab/Octave; its source code and documentation are available at https://github.com/qz89/AutoOpt and https://AutoOpt.readthedocs.io/, respectively.