Agents
Scaling Multi-Agent Epistemic Planning through GNN-Derived Heuristics
Briglia, Giovanni, Fabiano, Francesco, Mariani, Stefano
Multi-agent Epistemic Planning (MEP) is an autonomous planning framework for reasoning about both the physical world and the beliefs of agents, with applications in domains where information flow and awareness among agents are critical. The richness of MEP requires states to be represented as Kripke structures, i.e., directed labeled graphs. This representation limits the applicability of existing heuristics, hindering the scalability of epistemic solvers, which must explore an exponential search space without guidance, resulting often in intractability. To address this, we exploit Graph Neural Networks (GNNs) to learn patterns and relational structures within epistemic states, to guide the planning process. GNNs, which naturally capture the graph-like nature of Kripke models, allow us to derive meaningful estimates of state quality -- e.g., the distance from the nearest goal -- by generalizing knowledge obtained from previously solved planning instances. We integrate these predictive heuristics into an epistemic planning pipeline and evaluate them against standard baselines, showing improvements in the scalability of multi-agent epistemic planning.
VIDEE: Visual and Interactive Decomposition, Execution, and Evaluation of Text Analytics with Intelligent Agents
Lee, Sam Yu-Te, Ji, Chenyang, Wen, Shicheng, Huang, Lifu, Liu, Dongyu, Ma, Kwan-Liu
Text analytics has traditionally required specialized knowledge in Natural Language Processing (NLP) or text analysis, which presents a barrier for entry-level analysts. Recent advances in large language models (LLMs) have changed the landscape of NLP by enabling more accessible and automated text analysis (e.g., topic detection, summarization, information extraction, etc.). We introduce VIDEE, a system that supports entry-level data analysts to conduct advanced text analytics with intelligent agents. VIDEE instantiates a human-agent collaroration workflow consisting of three stages: (1) Decomposition, which incorporates a human-in-the-loop Monte-Carlo Tree Search algorithm to support generative reasoning with human feedback, (2) Execution, which generates an executable text analytics pipeline, and (3) Evaluation, which integrates LLM-based evaluation and visualizations to support user validation of execution results. We conduct two quantitative experiments to evaluate VIDEE's effectiveness and analyze common agent errors. A user study involving participants with varying levels of NLP and text analytics experience -- from none to expert -- demonstrates the system's usability and reveals distinct user behavior patterns. The findings identify design implications for human-agent collaboration, validate the practical utility of VIDEE for non-expert users, and inform future improvements to intelligent text analytics systems.
DoctorAgent-RL: A Multi-Agent Collaborative Reinforcement Learning System for Multi-Turn Clinical Dialogue
Feng, Yichun, Wang, Jiawei, Zhou, Lu, Lei, Zhen, Li, Yixue
Large language models (LLMs) have demonstrated excellent capabilities in the field of biomedical question answering, but their application in real-world clinical consultations still faces core challenges. Single-round consultation systems require patients to describe all symptoms upfront, leading to vague diagnosis with unclear complaints. Traditional multi-turn dialogue models, constrained by static supervised learning, lack flexibility and fail to intelligently extract key clinical information. To address these limitations, we propose \Ours{}, a reinforcement learning (RL)-based multi-agent collaborative framework that models medical consultations as a dynamic decision-making process under uncertainty. The doctor agent continuously optimizes its questioning strategy within the RL framework through multi-turn interactions with the patient agent, dynamically adjusting its information-gathering path based on comprehensive rewards from the Consultation Evaluator. This RL fine-tuning mechanism enables LLMs to autonomously develop interaction strategies aligned with clinical reasoning logic, rather than superficially imitating patterns in existing dialogue data. Notably, we constructed MTMedDialog, the first English multi-turn medical consultation dataset capable of simulating patient interactions. Experiments demonstrate that \Ours{} outperforms existing models in both multi-turn reasoning capability and final diagnostic performance. This approach shows immense practical value by reducing misdiagnosis risks in time-pressured settings, freeing clinicians for complex cases, and pioneering a strategy to optimize medical resource allocation and alleviate workforce shortages. Code and data are available at https://github.com/JarvisUSTC/DoctorAgent-RL
MetaMind: Modeling Human Social Thoughts with Metacognitive Multi-Agent Systems
Zhang, Xuanming, Chen, Yuxuan, Yeh, Samuel, Li, Sharon
Human social interactions depend on the ability to infer others' unspoken intentions, emotions, and beliefs-a cognitive skill grounded in the psychological concept of Theory of Mind (ToM). While large language models (LLMs) excel in semantic understanding tasks, they struggle with the ambiguity and contextual nuance inherent in human communication. To bridge this gap, we introduce MetaMind, a multi-agent framework inspired by psychological theories of metacognition, designed to emulate human-like social reasoning. MetaMind decomposes social understanding into three collaborative stages: (1) a Theory-of-Mind Agent generates hypotheses about user mental states (e.g., intent, emotion), (2) a Moral Agent refines these hypotheses using cultural norms and ethical constraints, and (3) a Response Agent generates contextually appropriate responses while validating alignment with inferred intent. Our framework achieves state-of-the-art performance across three challenging benchmarks, with 35.7% improvement in real-world social scenarios and 6.2% gain in ToM reasoning. Notably, it enables LLMs to match human-level performance on key ToM tasks for the first time. Ablation studies confirm the necessity of all components, which showcase the framework's ability to balance contextual plausibility, social appropriateness, and user adaptation. This work advances AI systems toward human-like social intelligence, with applications in empathetic dialogue and culturally sensitive interactions. Code is available at https://github.com/XMZhangAI/MetaMind.
PSN Game: Game-theoretic Prediction and Planning via a Player Selection Network
Qiu, Tianyu, Ouano, Eric, Palafox, Fernando, Ellis, Christian, Fridovich-Keil, David
While game-theoretic planning frameworks are effective at modeling multi-agent interactions, they require solving large optimization problems where the number of variables increases with the number of agents, resulting in long computation times that limit their use in large-scale, real-time systems. To address this issue, we propose 1) PSN Game: a learning-based, game-theoretic prediction and planning framework that reduces runtime by learning a Player Selection Network (PSN); and 2) a Goal Inference Network (GIN) that makes it possible to use the PSN in incomplete information games where agents' intentions are unknown. A PSN outputs a player selection mask that distinguishes influential players from less relevant ones, enabling the ego player to solve a smaller, masked game involving only selected players. By reducing the number of players in the game, and therefore reducing the number of variables in the corresponding optimization problem, PSN directly lowers computation time. The PSN Game framework is more flexible than existing player selection methods as it 1) relies solely on observations of players' past trajectories, without requiring full state, action, or other game-specific information; and 2) requires no online parameter tuning. Experiments in both simulated scenarios and human trajectory datasets demonstrate that PSNs outperform baseline selection methods in 1) prediction accuracy; and 2) planning safety. PSNs also generalize effectively to real-world scenarios in which agents' objectives are unknown without fine-tuning. By selecting only the most relevant players for decision-making, PSN Game offers a general mechanism for reducing planning complexity that can be seamlessly integrated into existing multi-agent planning frameworks.
MooseAgent: A LLM Based Multi-agent Framework for Automating Moose Simulation
Zhang, Tao, Liu, Zhenhai, Xin, Yong, Jiao, Yongjun
The Finite Element Method (FEM) is widely used in engineering and scientific computing, but its pre-processing, solver configuration, and post-processing stages are often time-consuming and require specialized knowledge. This paper proposes an automated solution framework, MooseAgent, for the multi-physics simulation framework MOOSE, which combines large-scale pre-trained language models (LLMs) with a multi-agent system. The framework uses LLMs to understand user-described simulation requirements in natural language and employs task decomposition and multi-round iterative verification strategies to automatically generate MOOSE input files. To improve accuracy and reduce model hallucinations, the system builds and utilizes a vector database containing annotated MOOSE input cards and function documentation. We conducted experimental evaluations on several typical cases, including heat transfer, mechanics, phase field, and multi-physics coupling. The results show that MooseAgent can automate the MOOSE simulation process to a certain extent, especially demonstrating a high success rate when dealing with relatively simple single-physics problems. The main contribution of this research is the proposal of a multi-agent automated framework for MOOSE, which validates its potential in simplifying finite element simulation processes and lowering the user barrier, providing new ideas for the development of intelligent finite element simulation software. The code for the MooseAgent framework proposed in this paper has been open-sourced and is available at https://github.com/taozhan18/MooseAgent
Gen-C: Populating Virtual Worlds with Generative Crowds
Panayiotou, Andreas, Charalambous, Panayiotis, Karamouzas, Ioannis
Over the past two decades, researchers have made significant steps in simulating agent-based human crowds, yet most efforts remain focused on low-level tasks such as collision avoidance, path following, and flocking. Realistic simulations, however, require modeling high-level behaviors that emerge from agents interacting with each other and with their environment over time. We introduce Generative Crowds (Gen-C), a generative framework that produces crowd scenarios capturing agent-agent and agent-environment interactions, shaping coherent high-level crowd plans. To avoid the labor-intensive process of collecting and annotating real crowd video data, we leverage large language models (LLMs) to bootstrap synthetic datasets of crowd scenarios. We propose a time-expanded graph representation, encoding actions, interactions, and spatial context. Gen-C employs a dual Variational Graph Autoencoder (VGAE) architecture that jointly learns connectivity patterns and node features conditioned on textual and structural signals, overcoming the limitations of direct LLM generation to enable scalable, environment-aware multi-agent crowd simulations. We demonstrate the effectiveness of Gen-C on scenarios with diverse behaviors such as a University Campus and a Train Station, showing that it generates heterogeneous crowds, coherent interactions, and high-level decision-making patterns consistent with real-world crowd dynamics.
VQArt-Bench: A semantically rich VQA Benchmark for Art and Cultural Heritage
Alfarano, A., Venturoli, L., del Castillo, D. Negueruela
Multimodal Large Language Models (MLLMs) have demonstrated significant capabilities in joint visual and linguistic tasks. However, existing Visual Question Answering (VQA) benchmarks often fail to evaluate deep semantic understanding, particularly in complex domains like visual art analysis. Confined to simple syntactic structures and surface-level attributes, these questions fail to capture the diversity and depth of human visual inquiry. This limitation incentivizes models to exploit statistical shortcuts rather than engage in visual reasoning. To address this gap, we introduce VQArt-Bench, a new, large-scale VQA benchmark for the cultural heritage domain. This benchmark is constructed using a novel multi-agent pipeline where specialized agents collaborate to generate nuanced, validated, and linguistically diverse questions. The resulting benchmark is structured along relevant visual understanding dimensions that probe a model's ability to interpret symbolic meaning, narratives, and complex visual relationships. Our evaluation of 14 state-of-the-art MLLMs on this benchmark reveals significant limitations in current models, including a surprising weakness in simple counting tasks and a clear performance gap between proprietary and open-source models.
Multi-Agent Debate for LLM Judges with Adaptive Stability Detection
Hu, Tianyu, Tan, Zhen, Wang, Song, Qu, Huaizhi, Chen, Tianlong
With advancements in reasoning capabilities, Large Language Models (LLMs) are increasingly employed for automated judgment tasks. While LLMs-as-Judges offer promise in automating evaluations, current approaches often rely on simplistic aggregation methods (e.g., majority voting), which can fail even when individual agents provide correct answers. To address this, we propose a multi-agent debate judge framework where agents collaboratively reason and iteratively refine their responses. We formalize the debate process mathematically, analyzing agent interactions and proving that debate amplifies correctness compared to static ensembles. To enhance efficiency, we introduce a stability detection mechanism that models judge consensus dynamics via a time-varying Beta-Binomial mixture, with adaptive stopping based on distributional similarity (Kolmogorov-Smirnov test). This mechanism models the judges' collective correct rate dynamics using a time-varying mixture of Beta-Binomial distributions and employs an adaptive stopping criterion based on distributional similarity (Kolmogorov-Smirnov statistic). Experiments across multiple benchmarks and models demonstrate that our framework improves judgment accuracy over majority voting while maintaining computational efficiency.
ERA: Transforming VLMs into Embodied Agents via Embodied Prior Learning and Online Reinforcement Learning
Chen, Hanyang, Zhao, Mark, Yang, Rui, Ma, Qinwei, Yang, Ke, Yao, Jiarui, Wang, Kangrui, Bai, Hao, Wang, Zhenhailong, Pan, Rui, Zhang, Mengchao, Barreiros, Jose, Onol, Aykut, Zhai, ChengXiang, Ji, Heng, Li, Manling, Zhang, Huan, Zhang, Tong
Recent advances in embodied AI highlight the potential of vision language models (VLMs) as agents capable of perception, reasoning, and interaction in complex environments. However, top-performing systems rely on large-scale models that are costly to deploy, while smaller VLMs lack the necessary knowledge and skills to succeed. To bridge this gap, we present \textit{Embodied Reasoning Agent (ERA)}, a two-stage framework that integrates prior knowledge learning and online reinforcement learning (RL). The first stage, \textit{Embodied Prior Learning}, distills foundational knowledge from three types of data: (1) Trajectory-Augmented Priors, which enrich existing trajectory data with structured reasoning generated by stronger models; (2) Environment-Anchored Priors, which provide in-environment knowledge and grounding supervision; and (3) External Knowledge Priors, which transfer general knowledge from out-of-environment datasets. In the second stage, we develop an online RL pipeline that builds on these priors to further enhance agent performance. To overcome the inherent challenges in agent RL, including long horizons, sparse rewards, and training instability, we introduce three key designs: self-summarization for context management, dense reward shaping, and turn-level policy optimization. Extensive experiments on both high-level planning (EB-ALFRED) and low-level control (EB-Manipulation) tasks demonstrate that ERA-3B surpasses both prompting-based large models and previous training-based baselines. Specifically, it achieves overall improvements of 8.4\% on EB-ALFRED and 19.4\% on EB-Manipulation over GPT-4o, and exhibits strong generalization to unseen tasks. Overall, ERA offers a practical path toward scalable embodied intelligence, providing methodological insights for future embodied AI systems.