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Study on Locomotive Epidemic Dynamics in a Stochastic Spatio-Temporal Simulation Model on a Multiplex Network

arXiv.org Artificial Intelligence

This study presents an integrated approach to understanding epidemic dynamics through a stochastic spatio-temporal simulation model on a multiplex network, blending physical and informational layers. The physical layer maps the geographic movement of individuals, while the information layer tracks the spread of knowledge and health behavior via social interactions. We explore the interplay between physical mobility, information flow, and epidemic outcomes by simulating disease spread within this dual-structured network. Our model employs stochastic elements to mirror human behavior, mobility, and information dissemination uncertainties. Through simulations, we assess the impact of network structure, mobility patterns, and information spread speed on epidemic dynamics. The findings highlight the crucial role of effective communication in curbing disease transmission, even in highly mobile societies. Additionally, our agent-based simulation allows for real-time scenario analysis through a user interface, offering insights into leveraging physical and informational networks for epidemic control. This research sheds light on designing strategic interventions in complex social systems to manage disease outbreaks.


MAIFormer: Multi-Agent Inverted Transformer for Flight Trajectory Prediction

arXiv.org Artificial Intelligence

Flight trajectory prediction for multiple aircraft is essential and provides critical insights into how aircraft navigate within current air traffic flows. However, predicting multi-agent flight trajectories is inherently challenging. One of the major difficulties is modeling both the individual aircraft behaviors over time and the complex interactions between flights. Generating explainable prediction outcomes is also a challenge. Therefore, we propose a Multi-Agent Inverted Transformer, MAIFormer, as a novel neural architecture that predicts multi-agent flight trajectories. The proposed framework features two key attention modules: (i) masked multivariate attention, which captures spatio-temporal patterns of individual aircraft, and (ii) agent attention, which models the social patterns among multiple agents in complex air traffic scenes. We evaluated MAIFormer using a real-world automatic dependent surveillance-broadcast flight trajectory dataset from the terminal airspace of Incheon International Airport in South Korea. The experimental results show that MAIFormer achieves the best performance across multiple metrics and outperforms other methods. In addition, MAIFormer produces prediction outcomes that are interpretable from a human perspective, which improves both the transparency of the model and its practical utility in air traffic control.


CORE: Full-Path Evaluation of LLM Agents Beyond Final State

arXiv.org Artificial Intelligence

Evaluating AI agents that solve real-world tasks through function-call sequences remains an open challenge. Existing agentic benchmarks often reduce evaluation to a binary judgment of the final state, overlooking critical aspects such as safety, efficiency, and intermediate correctness. We propose a framework based on deterministic finite automata (DFAs) that encodes tasks as sets of valid tool-use paths, enabling principled assessment of agent behavior in diverse world models. Building on this foundation, we introduce CORE, a suite of five metrics, namely Path Correctness, Path Correctness - Kendall's tau Composite, Prefix Criticality, Harmful-Call Rate, and Efficiency, that quantify alignment with expected execution patterns. Across diverse worlds, our method reveals important performance differences between agents that would otherwise appear equivalent under traditional final-state evaluation schemes.


A Category Theoretic Approach to Approximate Game Theory

arXiv.org Artificial Intelligence

This paper uses category theory to develop an entirely new approach to approximate game theory. Game theory is the study of how different agents within a multi-agent system take decisions. At its core, game theory asks what an optimal decision is in a given scenario. Thus approximate game theory asks what is an approximately optimal decision in a given scenario. This is important in practice as -- just like in much of computing -- exact answers maybe too difficult to compute or even impossible to compute given inherent uncertainty in input. We consider first "Selection Functions" which are functions and develop a simple yet robust model of approximate equilibria. We develop the algebraic properties of approximation wrt selection functions and also relate approximation to the compositional structure of selection functions. We then repeat this process successfully for Open Games -- a more advanced model of game theory.


Philosophy-informed Machine Learning

arXiv.org Artificial Intelligence

A deep dive into the open literature shows that there are t hree fundamental limitations to current ML approaches, namely blackbox brittleness (which renders models uninterpretable and unreliable under distribution shift [2]), causal blindness (which conflates correlation with causation [3]), and alignment failures (which produce systems optimizing objectives misaligned with human values [4]) . These deficiencies stem from a profound philosophical poverty in how ML conceptualizes knowledge, reasoning, and values. The first fundamental limitation, b lackbox brittleness, manifests when trained models fail on seemingly trivial variations of their training distribution. For example, a vision model that accurately identifies stop signs under normal conditions might misclassify them entirely when small adversarial perturbations are applied [5] . Not surprisingly, t h e same brittleness extends beyond adversarial examples to everyday distribution shifts (e.g., natural language processing models exhibit performance degradation when processing text from different cultural contexts, etc.) [6] .


LIMI: Less is More for Agency

arXiv.org Artificial Intelligence

We define Agency as the emergent capacity of AI systems to function as autonomous agents actively discovering problems, formulating hypotheses, and executing solutions through self-directed engagement with environments and tools. This fundamental capability marks the dawn of the Age of AI Agency, driven by a critical industry shift: the urgent need for AI systems that don't just think, but work. While current AI excels at reasoning and generating responses, industries demand autonomous agents that can execute tasks, operate tools, and drive real-world outcomes. As agentic intelligence becomes the defining characteristic separating cognitive systems from productive workers, efficiently cultivating machine autonomy becomes paramount. Current approaches assume that more data yields better agency, following traditional scaling laws from language modeling. We fundamentally challenge this paradigm. LIMI (Less Is More for Intelligent Agency) demonstrates that agency follows radically different development principles. Through strategic focus on collaborative software development and scientific research workflows, we show that sophisticated agentic intelligence can emerge from minimal but strategically curated demonstrations of autonomous behavior. Using only 78 carefully designed training samples, LIMI achieves 73.5% on comprehensive agency benchmarks, dramatically outperforming state-of-the-art models: Kimi-K2-Instruct (24.1%), DeepSeek-V3.1 (11.9%), Qwen3-235B-A22B-Instruct (27.5%), and GLM-4.5 (45.1%). Most strikingly, LIMI demonstrates 53.7% improvement over models trained on 10,000 samples-achieving superior agentic intelligence with 128 times fewer samples. Our findings establish the Agency Efficiency Principle: machine autonomy emerges not from data abundance but from strategic curation of high-quality agentic demonstrations.




Joint Channel Estimation and Computation Offloading in Fluid Antenna-assisted MEC Networks

arXiv.org Artificial Intelligence

With the emergence of fluid antenna (FA) in wireless communications, the capability to dynamically adjust port positions offers substantial benefits in spatial diversity and spectrum efficiency, which are particularly valuable for mobile edge computing (MEC) systems. Therefore, we propose an FA-assisted MEC offloading framework to minimize system delay. This framework faces two severe challenges, which are the complexity of channel estimation due to dynamic port configuration and the inherent non-convexity of the joint optimization problem. Firstly, we propose Information Bottleneck Metric-enhanced Channel Compressed Sensing (IBM-CCS), which advances FA channel estimation by integrating information relevance into the sensing process and capturing key features of FA channels effectively. Secondly, to address the non-convex and high-dimensional optimization problem in FA-assisted MEC systems, which includes FA port selection, beamforming, power control, and resource allocation, we propose a game theory-assisted Hierarchical Twin-Dueling Multi-agent Algorithm (HiTDMA) based offloading scheme, where the hierarchical structure effectively decouples and coordinates the optimization tasks between the user side and the base station side. Crucially, the game theory effectively reduces the dimensionality of power control variables, allowing deep reinforcement learning (DRL) agents to achieve improved optimization efficiency. Numerical results confirm that the proposed scheme significantly reduces system delay and enhances offloading performance, outperforming benchmarks. Additionally, the IBM-CCS channel estimation demonstrates superior accuracy and robustness under varying port densities, contributing to efficient communication under imperfect CSI.


Learning from Observation: A Survey of Recent Advances

arXiv.org Machine Learning

Imitation Learning (IL) algorithms offer an efficient way to train an agent by mimicking an expert's behavior without requiring a reward function. IL algorithms often necessitate access to state and action information from expert demonstrations. Although expert actions can provide detailed guidance, requiring such action information may prove impractical for real-world applications where expert actions are difficult to obtain. To address this limitation, the concept of learning from observation (LfO) or state-only imitation learning (SOIL) has recently gained attention, wherein the imitator only has access to expert state visitation information. In this paper, we present a framework for LfO and use it to survey and classify existing LfO methods in terms of their trajectory construction, assumptions and algorithm's design choices. This survey also draws connections between several related fields like offline RL, model-based RL and hierarchical RL. Finally, we use our framework to identify open problems and suggest future research directions.