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Participatory Evolution of Artificial Life Systems via Semantic Feedback

arXiv.org Artificial Intelligence

We present a semantic feedback framework that enables natural language to guide the evolution of artificial life systems. Integrating a prompt-to-parameter encoder, a CMA-ES optimizer, and CLIP-based evaluation, the system allows user intent to modulate both visual outcomes and underlying behavioral rules. Implemented in an interactive ecosystem simulation, the framework supports prompt refinement, multi-agent interaction, and emergent rule synthesis. User studies show improved semantic alignment over manual tuning and demonstrate the system's potential as a platform for participatory generative design and open-ended evolution.


Last-Iterate Convergence of No-Regret Learning for Equilibria in Bargaining Games

arXiv.org Artificial Intelligence

Bargaining games, where agents attempt to agree on how to split utility, are an important class of games used to study economic behavior, which motivates a study of online learning algorithms in these games. In this work, we tackle when no-regret learning algorithms converge to Nash equilibria in bargaining games. Recent results have shown that online algorithms related to Follow the Regularized Leader (FTRL) converge to Nash equilibria (NE) in the last iterate in a wide variety of games, including zero-sum games. However, bargaining games do not have the properties used previously to established convergence guarantees, even in the simplest case of the ultimatum game, which features a single take-it-or-leave-it offer. Nonetheless, we establish that FTRL (without the modifications necessary for zero-sum games) achieves last-iterate convergence to an approximate NE in the ultimatum game along with a bound on convergence time under mild assumptions. Further, we provide experimental results to demonstrate that convergence to NE, including NE with asymmetric payoffs, occurs under a broad range of initial conditions, both in the ultimatum game and in bargaining games with multiple rounds. This work demonstrates how complex economic behavior (e.g. learning to use threats and the existence of many possible equilibrium outcomes) can result from using a simple learning algorithm, and that FTRL can converge to equilibria in a more diverse set of games than previously known.


Personalised Explanations in Long-term Human-Robot Interactions

arXiv.org Artificial Intelligence

In the field of Human-Robot Interaction (HRI), a fundamental challenge is to facilitate human understanding of robots. The emerging domain of eXplainable HRI (XHRI) investigates methods to generate explanations and evaluate their impact on human-robot interactions. Previous works have highlighted the need to personalise the level of detail of these explanations to enhance usability and comprehension. Our paper presents a framework designed to update and retrieve user knowledge-memory models, allowing for adapting the explanations' level of detail while referencing previously acquired concepts. Three architectures based on our proposed framework that use Large Language Models (LLMs) are evaluated in two distinct scenarios: a hospital patrolling robot and a kitchen assistant robot. Experimental results demonstrate that a two-stage architecture, which first generates an explanation and then personalises it, is the framework architecture that effectively reduces the level of detail only when there is related user knowledge.


Less is More: Empowering GUI Agent with Context-Aware Simplification

arXiv.org Artificial Intelligence

The research focus of GUI agents is shifting from text-dependent to pure-vision-based approaches, which, though promising, prioritize comprehensive pre-training data collection while neglecting contextual modeling challenges. W e probe the characteristics of element and history contextual modeling in GUI agent and summarize: 1) the high-density and loose-relation of element context highlight the existence of many unrelated elements and their negative influence; 2) the high redundancy of history context reveals the inefficient history modeling in current GUI agents. In this work, we propose a context-aware simplification framework for building an efficient and effective GUI Agent, termed SimpAgent. T o mitigate potential interference from numerous unrelated elements, we introduce a masking-based element pruning method that circumvents the intractable relation modeling through an efficient masking mechanism. T o reduce the redundancy in historical information, we devise a consistency-guided history compression module, which enhances implicit LLM-based compression through innovative explicit guidance, achieving an optimal balance between performance and efficiency. With the above components, SimpAgent reduces 27% FLOPs and achieves superior GUI navigation performances. Comprehensive navigation experiments across diverse web and mobile environments demonstrate the effectiveness and potential of our agent.


Agentic Distributed Computing

arXiv.org Artificial Intelligence

The most celebrated and extensively studied model of distributed computing is the {\em message-passing model,} in which each vertex/node of the (distributed network) graph corresponds to a static computational device that communicates with other devices through passing messages. In this paper, we consider the {\em agentic model} of distributed computing which extends the message-passing model in a new direction. In the agentic model, computational devices are modeled as relocatable or mobile computational devices (called agents in this paper), i.e., each vertex/node of the graph serves as a container for the devices, and hence communicating with another device requires relocating to the same node. We study two fundamental graph level tasks, leader election, and minimum spanning tree, in the agentic model, which will enhance our understanding of distributed computation across paradigms. The objective is to minimize both time and memory complexities. Following the literature, we consider the synchronous setting in which each agent performs its operations synchronously with others, and hence the time complexity can be measured in rounds. In this paper, we present two deterministic algorithms for leader election: one for the case of $k


FurniMAS: Language-Guided Furniture Decoration using Multi-Agent System

arXiv.org Artificial Intelligence

Furniture decoration is an important task in various industrial applications. However, achieving a high-quality decorative result is often time-consuming and requires specialized artistic expertise. To tackle these challenges, we explore how multi-agent systems can assist in automating the decoration process. We propose FurniMAS, a multi-agent system for automatic furniture decoration. Specifically, given a human prompt and a household furniture item such as a working desk or a TV stand, our system suggests relevant assets with appropriate styles and materials, and arranges them on the item, ensuring the decorative result meets functionality, aesthetic, and ambiance preferences. FurniMAS assembles a hybrid team of LLM-based and non-LLM agents, each fulfilling distinct roles in a typical decoration project. These agents collaborate through communication, logical reasoning, and validation to transform the requirements into the final outcome. Extensive experiments demonstrate that our FurniMAS significantly outperforms other baselines in generating high-quality 3D decor.


WebSynthesis: World-Model-Guided MCTS for Efficient WebUI-Trajectory Synthesis

arXiv.org Artificial Intelligence

Recent advancements in large language models (LLMs) have significantly improved the capabilities of web agents. However, effectively navigating complex and dynamic web environments still requires more advanced trajectory-level planning and execution. Prior studies have addressed self-improving agents by collecting extensive GUI trajectories from real-environment interactions. Despite their effectiveness, these approaches encounter two critical challenges: (1) Uncontrollable environment states, where real or sandboxed web environments often yield unstable and non-deterministic feedback, complicating the reproduction and debugging of agent behaviors; and (2) High API costs, as generating even a single interaction trajectory can involve hundreds of queries, leading to considerable API usage and computational expenses. To address these limitations and enable scalable self-improvement for agents, we propose WebSynthesis, a novel framework for trajectory synthesis and training. WebSynthesis leverages a learned world model to simulate virtual web environments, allowing a policy agent to perform efficient and reversible tree-based planning. This approach supports the large-scale generation of diverse and high-quality trajectories, which are subsequently utilized to refine the agent's policy. Experimental results demonstrate that an agent trained using WebSynthesis on a small-scale synthetic dataset achieves performance comparable to or even surpassing that of models trained on large-scale real-world data.


SRefiner: Soft-Braid Attention for Multi-Agent Trajectory Refinement

arXiv.org Artificial Intelligence

Accurate prediction of multi-agent future trajectories is crucial for autonomous driving systems to make safe and efficient decisions. Trajectory refinement has emerged as a key strategy to enhance prediction accuracy. However, existing refinement methods often overlook the topological relationships between trajectories, which are vital for improving prediction precision. Inspired by braid theory, we propose a novel trajectory refinement approach, Soft-Braid Refiner (SRefiner), guided by the soft-braid topological structure of trajectories using Soft-Braid Attention. Soft-Braid Attention captures spatio-temporal topological relationships between trajectories by considering both spatial proximity and vehicle motion states at ``soft intersection points". Additionally, we extend this approach to model interactions between trajectories and lanes, further improving the prediction accuracy. SRefiner is a multi-iteration, multi-agent framework that iteratively refines trajectories, incorporating topological information to enhance interactions within traffic scenarios. SRefiner achieves significant performance improvements over four baseline methods across two datasets, establishing a new state-of-the-art in trajectory refinement. Code is here https://github.com/Liwen-Xiao/SRefiner.


MARBLE: A Multi-Agent Rule-Based LLM Reasoning Engine for Accident Severity Prediction

arXiv.org Artificial Intelligence

Accident severity prediction plays a critical role in transportation safety systems but is a persistently difficult task due to incomplete data, strong feature dependencies, and severe class imbalance in which rare but high-severity cases are underrepresented and hard to detect. Existing methods often rely on monolithic models or black box prompting, which struggle to scale in noisy, real-world settings and offer limited interpretability. To address these challenges, we propose MARBLE a multiagent rule based LLM engine that decomposes the severity prediction task across a team of specialized reasoning agents, including an interchangeable ML-backed agent. Each agent focuses on a semantic subset of features (e.g., spatial, environmental, temporal), enabling scoped reasoning and modular prompting without the risk of prompt saturation. Predictions are coordinated through either rule-based or LLM-guided consensus mechanisms that account for class rarity and confidence dynamics. The system retains structured traces of agent-level reasoning and coordination outcomes, supporting in-depth interpretability and post-hoc performance diagnostics. Across both UK and US datasets, MARBLE consistently outperforms traditional machine learning classifiers and state-of-the-art (SOTA) prompt-based reasoning methods including Chain-of-Thought (CoT), Least-to-Most (L2M), and Tree-of-Thought (ToT) achieving nearly 90% accuracy where others plateau below 48%. This performance redefines the practical ceiling for accident severity classification under real world noise and extreme class imbalance. Our results position MARBLE as a generalizable and interpretable framework for reasoning under uncertainty in safety-critical applications.


A Novel Method to Manage Production on Industry 4.0: Forecasting Overall Equipment Efficiency by Time Series with Topological Features

arXiv.org Machine Learning

Purpose: Overall equipment efficiency (OEE) is a key manufacturing KPI, but its volatile nature complicates short-term forecasting. This study presents a novel framework combining time series decomposition and topological data analysis to improve OEE prediction across various equipment, such as hydraulic press systems. Methods: The approach begins by decomposing hourly OEE data into trend, seasonal, and residual components. The residual, capturing short-term variability, is modeled using a seasonal ARIMA with exogenous variables (SARIMAX). These exogenous features include statistical descriptors and topological summaries from related time series. To manage the high-dimensional input space, we propose a hybrid feature selection strategy using recursive feature elimination based on statistically significant SARIMAX predictors, coupled with BIC-guided particle swarm optimization. The framework is evaluated on real-world datasets from multiple production systems. Results: The proposed model consistently outperforms conventional time series models and advanced transformer-based approaches, achieving significantly lower mean absolute error and mean absolute percentage error. Conclusion: Integrating classical forecasting with topological data analysis enhances OEE prediction accuracy, enabling proactive maintenance and informed production decisions in complex manufacturing environments.