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Continuous Soft Actor-Critic: An Off-Policy Learning Method Robust to Time Discretization

Neural Information Processing Systems

Many Deep Reinforcement Learning (DRL) algorithms are sensitive to time discretization, which reduces their performance in real-world scenarios. We propose Continuous Soft Actor-Critic, an off-policy actor-critic DRL algorithm in continuous time and space. It is robust to environment time discretization. We also extend the framework to multi-agent scenarios. This Multi-Agent Reinforcement Learning (MARL) algorithm is suitable for both competitive and cooperative settings.


Bayesian Ego-graph Inference for Networked Multi-Agent Reinforcement Learning

Neural Information Processing Systems

In networked multi-agent reinforcement learning (Networked-MARL), decentralized agents must act autonomously under local observability and constrained communication over fixed physical graphs. Existing methods often assume static neighborhoods, limiting adaptability to dynamic or heterogeneous environments. While centralized frameworks can learn dynamic graphs, their reliance on global state access and centralized infrastructure is impractical in real-world decentralized systems. We propose a stochastic graph-based policy for Networked-MARL, where each agent conditions its decision on a sampled subgraph over its local physical neighborhood. Building on this formulation, we introduce BayesG, a decentralized actor-critic framework that learns sparse, context-aware interaction structures via Bayesian variational inference. Each agent operates over an ego-graph and samples a latent communication mask to guide message passing and policy computation. The variational distribution is trained end-to-end alongside the policy using an evidence lower bound (ELBO) objective, enabling agents to jointly learn both interaction topology and decision-making strategies. BayesG outperforms strong MARL baselines on large-scale traffic control tasks with up to 167 agents, demonstrating superior scalability, efficiency, and performance.


MLZero: AMulti-Agent System for End-to-end Machine Learning Automation

Neural Information Processing Systems

Existing AutoML systems have advanced the automation of machine learning (ML); however, they still require substantial manual configuration and expert input, particularly when handling multimodal data. We introduce MLZero, a novel multi-agent framework powered by Large Language Models (LLMs) that enables end-to-end ML automation across diverse data modalities with minimal human intervention. A cognitive perception module is first employed, transforming raw multimodal inputs into perceptual context that effectively guides the subsequent workflow. To address key limitations of LLMs, such as hallucinated code generation and outdated API knowledge, we enhance the iterative code generation process with semantic and episodic memory. MLZero demonstrates superior performance on MLE-Bench Lite, outperforming all competitors in both success rate and solution quality, securing six gold medals. Additionally, when evaluated on our Multimodal AutoML Agent Benchmark, which includes 25 more challenging tasks spanning diverse data modalities, MLZero outperforms the competing methods by a large margin with a success rate of 0.92 (+263.6%)


CORE: Reducing UIExposure in Mobile Agents via Collaboration Between Cloud and Local LLMs

Neural Information Processing Systems

Mobile agents rely on Large Language Models (LLMs) to plan and execute tasks on smartphone user interfaces (UIs). While cloud-based LLMs achieve high task accuracy, they require uploading the full UI state at every step, exposing unnecessary and often irrelevant information. In contrast, local LLMs avoid UI uploads but suffer from limited capacity, resulting in lower task success rates. We propose CORE, a COllaborative framework that combines the strengths of cloud and local LLMs to Reduce UIExposure, while maintaining task accuracy for mobile agents. CORE comprises three key components: (1) Layout-aware block partitioning, which groups semantically related UI elements based on the XML screen hierarchy; (2) Co-planning, where local and cloud LLMs collaboratively identify the current sub-task; and (3) Co-decision-making, where the local LLM ranks relevant UI blocks, and the cloud LLM selects specific UI elements within the top-ranked block. CORE further introduces a multi-round accumulation mechanism to mitigate local misjudgment or limited context. Experiments across diverse mobile apps and tasks show that CORE reduces UI exposure by up to 55.6% while maintaining task success rates slightly below cloud-only agents, effectively mitigating unnecessary privacy exposure to the cloud.2


SpecMAS: AMulti-Agent System for Self-Verifying System Generation via Formal Model Checking

Neural Information Processing Systems

Given a Standard Operating Procedure (SOP) describing a target system, SpecMAS parses the specification, identifies relevant operational modes, variables, transitions, and properties, and generates a formal model in NuSMV code syntax, an industry-standard symbolic model checker. A dedicated reasoning agent extracts both explicit and implicit properties from the SOP, and verification is performed via temporal logic model checking. If any properties fail to verify, an autonomous debugging agent analyzes counterexamples and iteratively corrects the model until all properties are satisfied. This closed-loop system design guarantees provable correctness by construction and advances the state of the art in automated, interpretable, and deployable verification pipelines. We demonstrate the generality, correctness, and practical feasibility of SpecMAS across a set of representative case studies and propose a new benchmark dataset for the evaluation and comparison of model checking performance.


Solving Neural Min-Max Games: The Role of Architecture, Initialization & Dynamics

Neural Information Processing Systems

Many emerging applications--such as adversarial training, AI alignment, and robust optimization--can be framed as zero-sum games between neural nets, with von Neumann-Nash equilibria (NE) capturing the desirable system behavior. While such games often involve non-convex non-concave objectives, empirical evidence shows that simple gradient methods frequently converge, suggesting a hidden geometric structure. In this paper, we provide a theoretical framework that explains this phenomenon through the lens of hidden convexity and overparameterization. We identify sufficient conditions--spanning initialization, training dynamics, and network width--that guarantee global convergence to a NE in a broad class of non-convex min-max games. To our knowledge, this is the first such result for games that involve two-layer neural networks. Technically, our approach is twofold: (a) we derive a novel path-length bound for the alternating gradient descent-ascent scheme in min-max games; and (b) we show that the reduction from a hidden convex-concave geometry to two-sided Polyak-Łojasiewicz (PL) min-max condition hold with high probability under overparameterization, using tools from random matrix theory.


ViSPLA: Visual Iterative Self-Prompting for Language-Guided 3DAffordance Learning

Neural Information Processing Systems

We address the problem of language-guided 3D affordance prediction, a core capability for embodied agents interacting with unstructured environments. Existing methods often rely on fixed affordance categories or require external expert prompts, limiting their ability to generalize across different objects and interpret multi-step instructions. In this work, we introduce ViSPLA, a novel iterative selfprompting framework that leverages the intrinsic geometry of predicted masks for continual refinement. We redefine affordance detection as a language-conditioned segmentation task: given a 3D point cloud and language instruction, our model predicts a sequence of refined affordance masks, each guided by differential geometric feedback including Laplacians, normal derivatives, and curvature fields. This feedback is encoded into visual prompts that drive a multi-stage refinement decoder, enabling the model to self-correct and adapt to complex spatial structures. To further enhance precision and coherence, we introduce Implicit Neural Affordance Fields, which define continuous probabilistic regions over the 3D surface without additional supervision. Additionally, our Spectral Convolutional Self-Prompting module operates in the frequency domain of the point cloud, enabling multi-scale refinement that captures both coarse and fine affordance structures. Extensive experiments demonstrate that ViSPLA achieves state-of-the-art results on both seen and unseen objects on two benchmark datasets. Our framework establishes a new paradigm for open-world 3D affordance reasoning by unifying language comprehension with low-level geometric perception through iterative refinement.


Revisiting Multi-Agent World Modeling from a Diffusion-Inspired Perspective

Neural Information Processing Systems

World models have recently attracted growing interest in Multi-Agent Reinforcement Learning (MARL) due to their ability to improve sample efficiency for policy learning. However, accurately modeling environments in MARL is challenging due to the exponentially large joint action space and highly uncertain dynamics inherent in multi-agent systems. To address this, we reduce modeling complexity by shifting from jointly modeling the entire state-action transition dynamics to focusing on the state space alone at each timestep through sequential agent modeling. Specifically, our approach enables the model to progressively resolve uncertainty while capturing the structured dependencies among agents, providing a more accurate representation of how agents influence the state. Interestingly, this sequential revelation of agents' actions in a multi-agent system aligns with the reverse process in diffusion models--a class of powerful generative models known for their expressiveness and training stability compared to autoregressive or latent variable models. Leveraging this insight, we develop a flexible and robust world model for MARL using diffusion models. Our method, Diffusion-Inspired Multi-Agent world model (DIMA), achieves state-of-the-art performance across multiple multi-agent control benchmarks, significantly outperforming prior world models in terms of final return and sample efficiency, including MAMuJoCo and Bi-DexHands. DIMA establishes a new paradigm for constructing multi-agent world models, advancing the frontier of MARL research.


APIGen-MT: Agentic PIpeline for Multi-Turn Data Generation via Simulated Agent-Human Interplay

Neural Information Processing Systems

Training effective AI agents for multi-turn interactions requires high-quality data that captures realistic human-agent dynamics, yet such data is scarce and expensive to collect manually. We introduce APIGen-MT, a two-phase framework that generates verifiable and diverse multi-turn agent data. In the first phase, our agentic pipeline produces detailed task blueprints with ground-truth actions, leveraging a committee of LLM reviewers and iterative feedback loops. These blueprints are then transformed into complete interaction trajectories through simulated humanagent interplay. We train a family of models--the xLAM-2-fc-rseries with sizes ranging from 1B to 70B parameters. Our models outperform frontier models such as GPT-4o and Claude 3.5 on τ-bench and BFCL benchmarks, with the smaller models surpassing their larger counterparts, particularly in multi-turn settings, while maintaining superior consistency across multiple trials. Comprehensive experiments demonstrate that our verified blueprint-to-details approach yields highquality training data, enabling the development of more reliable, efficient, and capable agents. We open-source both the synthetic data collected and the trained xLAM-2-fc-rmodels to advance research in AI agents.


ShapeCraft: LLMAgents for Structured, Textured and Interactive 3DModeling

Neural Information Processing Systems

However, existing methods often yield unstructured meshes and exhibit poor interactivity, making them impractical for artistic workflows. To address these limitations, we represent 3D assets as shape programs and introduce ShapeCraft, a novel multi-agent framework for text-to-3D generation. At its core, we propose a Graph-based Procedural Shape (GPS) representation that decomposes complex natural language into a structured graph of sub-tasks, thereby facilitating accurate LLM comprehension and interpretation of spatial relationships and semantic shape details. Specifically, LLM agents hierarchically parse user input to initialize GPS, then iteratively refine procedural modeling and painting to produce structured, textured, and interactive 3D assets. Qualitative and quantitative experiments demonstrate ShapeCraft's superior performance in generating geometrically accurate and semantically rich 3D assets compared to existing LLM-based agents. We further show the versatility of ShapeCraft through examples of animated and user-customized editing, highlighting its potential for broader interactive applications.