Agents
WebMall -- A Multi-Shop Benchmark for Evaluating Web Agents [Technical Report]
Peeters, Ralph, Steiner, Aaron, Schwarz, Luca, Caspary, Julian Yuya, Bizer, Christian
LLM-based web agents have the potential to automate long-running web tasks, such as searching for products in multiple e-shops and subsequently ordering the cheapest products that meet the users needs. Benchmarks for evaluating web agents either require agents to perform tasks online using the live Web or offline using simulated environments, which allow for the exact reproduction of the experimental setup. While DeepShop provides an online benchmark that requires agents to perform challenging shopping tasks, existing offline benchmarks such as WebShop, WebArena, or Mind2Web cover only comparatively simple e-commerce tasks that need to be performed against a single shop containing product data from a single source. What is missing is an e-commerce benchmark that simulates multiple shops containing heterogeneous product data and requires agents to perform complex tasks. We fill this gap by introducing WebMall, the first offline multi-shop benchmark for evaluating web agents on challenging comparison shopping tasks. WebMall consists of four simulated shops populated with product data extracted from the Common Crawl. The WebMall tasks range from specific product searches and price comparisons to advanced queries for complementary or substitute products, as well as checkout processes. We validate WebMall using eight agents that differ in observation space, availability of short-term memory, and the employed LLM. The validation highlights the difficulty of the benchmark, with even the best-performing agents achieving task completion rates below 55% in the task categories cheapest product search and vague product search.
Hey AI, Generate Me a Hardware Code! Agentic AI-based Hardware Design & Verification
Gadde, Deepak Narayan, Radhakrishna, Keerthan Kopparam, Viswambharan, Vaisakh Naduvodi, Kumar, Aman, Lettnin, Djones, Kunz, Wolfgang, Simon, Sebastian
Modern Integrated Circuits (ICs) are becoming increasingly complex, and so is their development process. Hardware design verification entails a methodical and disciplined approach to the planning, development, execution, and sign-off of functionally correct hardware designs. This tedious process requires significant effort and time to ensure a bug-free tape-out. The field of Natural Language Processing has undergone a significant transformation with the advent of Large Language Models (LLMs). These powerful models, often referred to as Generative AI (GenAI), have revolutionized how machines understand and generate human language, enabling unprecedented advancements in a wide array of applications, including hardware design verification. This paper presents an agentic AI-based approach to hardware design verification, which empowers AI agents, in collaboration with Humain-in-the-Loop (HITL) intervention, to engage in a more dynamic, iterative, and self-reflective process, ultimately performing end-to-end hardware design and verification. This methodology is evaluated on five open-source designs, achieving over 95% coverage with reduced verification time while demonstrating superior performance, adaptability, and configurability.
R3DM: Enabling Role Discovery and Diversity Through Dynamics Models in Multi-agent Reinforcement Learning
Goel, Harsh, Omama, Mohammad, Chalaki, Behdad, Tadiparthi, Vaishnav, Pari, Ehsan Moradi, Chinchali, Sandeep
Multi-agent reinforcement learning (MARL) has achieved significant progress in large-scale traffic control, autonomous vehicles, and robotics. Drawing inspiration from biological systems where roles naturally emerge to enable coordination, role-based MARL methods have been proposed to enhance cooperation learning for complex tasks. However, existing methods exclusively derive roles from an agent's past experience during training, neglecting their influence on its future trajectories. This paper introduces a key insight: an agent's role should shape its future behavior to enable effective coordination. Hence, we propose Role Discovery and Diversity through Dynamics Models (R3DM), a novel role-based MARL framework that learns emergent roles by maximizing the mutual information between agents' roles, observed trajectories, and expected future behaviors. R3DM optimizes the proposed objective through contrastive learning on past trajectories to first derive intermediate roles that shape intrinsic rewards to promote diversity in future behaviors across different roles through a learned dynamics model. Benchmarking on SMAC and SMACv2 environments demonstrates that R3DM outperforms state-of-the-art MARL approaches, improving multi-agent coordination to increase win rates by up to 20%. The code is available at https://github.com/UTAustin-SwarmLab/R3DM.
MAS-ZERO: Designing Multi-Agent Systems with Zero Supervision
Ke, Zixuan, Xu, Austin, Ming, Yifei, Nguyen, Xuan-Phi, Chin, Ryan, Xiong, Caiming, Joty, Shafiq
Multi-agent systems (MAS) leveraging the impressive capabilities of Large Language Models (LLMs) hold significant potential for tackling complex tasks. However, most current MAS depend on manually designed agent roles and communication protocols. These manual designs often fail to align with the underlying LLMs' strengths and struggle to adapt to novel tasks. Recent automatic MAS approaches attempt to mitigate these limitations but typically necessitate a validation set for tuning and yield static MAS designs lacking adaptability during inference, while also removing the flexibility to reduce to simpler systems. We introduce MAS-ZERO, the first self-evolved, inference-time framework for automatic MAS design. MAS-ZERO employs meta-level design to iteratively design, critique, and refine MAS configurations tailored to each problem instance, without requiring a validation set. Critically, it enables dynamic problem decomposition and agent composition through meta-feedback on solvability and completeness, and reduction to simpler systems when appropriate. Experiments across reasoning (math and graduate-level QA), coding, and agentic (search-based) benchmarks, using both closed-source and open-source LLM backbones of varying sizes, demonstrate that MAS-ZERO outperforms strong manual and automatic MAS baselines. It achieves substantial average accuracy improvements of up to 16.69% on reasoning, 16.66% on coding, and 5.45% on agentic tasks, while maintaining cost efficiency.
Dominated Actions in Imperfect-Information Games
Dominance is a fundamental concept in game theory. In normal-form games dominated strategies can be identified in polynomial time. As a consequence, iterative removal of dominated strategies can be performed efficiently as a preprocessing step for reducing the size of a game before computing a Nash equilibrium. For imperfect-information games in extensive form, we could convert the game to normal form and then iteratively remove dominated strategies in the same way; however, this conversion may cause an exponential blowup in game size. In this paper we define and study the concept of dominated actions in imperfect-information games. Our main result is a polynomial-time algorithm for determining whether an action is dominated (strictly or weakly) by any mixed strategy in n-player games, which can be extended to an algorithm for iteratively removing dominated actions. This allows us to efficiently reduce the size of the game tree as a preprocessing step for Nash equilibrium computation. We explore the role of dominated actions empirically in "All In or Fold" No-Limit Texas Hold'em poker.
AWS CEO Matt Garman Wants to Reassert Amazon's Cloud Dominance in the AI Era
As Google and Microsoft continue to surge, the AWS chief lays out his pitch: cheaper, reliable AI delivered at hyperscale. You might think Amazon's biggest swing in the AI race was its $8 billion investment in Anthropic. But AWS has also been building in-house foundation models, new chips, massive data centers, and agents meant to keep enterprise customers locked inside its ecosystem. The company believes these offerings will give it an edge as businesses of all shapes and sizes deploy AI in the real world. WIRED sat down with AWS CEO Matt Garman ahead of the company's annual re:Invent conference in Las Vegas to discuss his AI vision, and how he plans to extend Amazon's lead in the cloud market over its fast-rising competitors, Microsoft and Google.
Transforming Monolithic Foundation Models into Embodied Multi-Agent Architectures for Human-Robot Collaboration
Sun, Nan, Mao, Bo, Li, Yongchang, Wang, Chenxu, Guo, Di, Liu, Huaping
Foundation models have become central to unifying perception and planning in robotics, yet real-world deployment exposes a mismatch between their monolithic assumption that a single model can handle all cognitive functions and the distributed, dynamic nature of practical service workflows. Vision-language models offer strong semantic understanding but lack embodiment-aware action capabilities while relying on hand-crafted skills. Vision-Language-Action policies enable reactive manipulation but remain brittle across embodiments, weak in geometric grounding, and devoid of proactive collaboration mechanisms. These limitations indicate that scaling a single model alone cannot deliver reliable autonomy for service robots operating in human-populated settings. To address this gap, we present InteractGen, an LLM-powered multi-agent framework that decomposes robot intelligence into specialized agents for continuous perception, dependency-aware planning, decision and verification, failure reflection, and dynamic human delegation, treating foundation models as regulated components within a closed-loop collective. Deployed on a heterogeneous robot team and evaluated in a three-month open-use study, InteractGen improves task success, adaptability, and human-robot collaboration, providing evidence that multi-agent orchestration offers a more feasible path toward socially grounded service autonomy than further scaling standalone models.
High-dimensional Mean-Field Games by Particle-based Flow Matching
Yu, Jiajia, Lee, Junghwan, Xie, Yao, Cheng, Xiuyuan
Mean-field games (MFGs) study the Nash equilibrium of systems with a continuum of interacting agents, which can be formulated as the fixed-point of optimal control problems. They provide a unified framework for a variety of applications, including optimal transport (OT) and generative models. Despite their broad applicability, solving high-dimensional MFGs remains a significant challenge due to fundamental computational and analytical obstacles. In this work, we propose a particle-based deep Flow Matching (FM) method to tackle high-dimensional MFG computation. In each iteration of our proximal fixed-point scheme, particles are updated using first-order information, and a flow neural network is trained to match the velocity of the sample trajectories in a simulation-free manner. Theoretically, in the optimal control setting, we prove that our scheme converges to a stationary point sublinearly, and upgrade to linear (exponential) convergence under additional convexity assumptions. Our proof uses FM to induce an Eulerian coordinate (density-based) from a Lagrangian one (particle-based), and this also leads to certain equivalence results between the two formulations for MFGs when the Eulerian solution is sufficiently regular. Our method demonstrates promising performance on non-potential MFGs and high-dimensional OT problems cast as MFGs through a relaxed terminal-cost formulation.
Solving Neural Min-Max Games: The Role of Architecture, Initialization & Dynamics
Patel, Deep, Vlatakis-Gkaragkounis, Emmanouil-Vasileios
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 (PŁ) min-max condition hold with high probability under overparameterization, using tools from random matrix theory.
Provable Memory Efficient Self-Play Algorithm for Model-free Reinforcement Learning
Li, Na, Jiao, Yuchen, Shan, Hangguan, Yan, Shefeng
The thriving field of multi-agent reinforcement learning (MARL) studies how a group of interacting agents make decisions autonomously in a shared dynamic environment. Existing theoretical studies in this area suffer from at least two of the following obstacles: memory inefficiency, the heavy dependence of sample complexity on the long horizon and the large state space, the high computational complexity, non-Markov policy, non-Nash policy, and high burn-in cost. In this work, we take a step towards settling this problem by designing a model-free self-play algorithm \emph{Memory-Efficient Nash Q-Learning (ME-Nash-QL)} for two-player zero-sum Markov games, which is a specific setting of MARL. ME-Nash-QL is proven to enjoy the following merits. First, it can output an $\varepsilon$-approximate Nash policy with space complexity $O(SABH)$ and sample complexity $\widetilde{O}(H^4SAB/\varepsilon^2)$, where $S$ is the number of states, $\{A, B\}$ is the number of actions for two players, and $H$ is the horizon length. It outperforms existing algorithms in terms of space complexity for tabular cases, and in terms of sample complexity for long horizons, i.e., when $\min\{A, B\}\ll H^2$. Second, ME-Nash-QL achieves the lowest computational complexity $O(T\mathrm{poly}(AB))$ while preserving Markov policies, where $T$ is the number of samples. Third, ME-Nash-QL also achieves the best burn-in cost $O(SAB\,\mathrm{poly}(H))$, whereas previous algorithms have a burn-in cost of at least $O(S^3 AB\,\mathrm{poly}(H))$ to attain the same level of sample complexity with ours.