Agents
NeuroPAL: Punctuated Anytime Learning with Neuroevolution for Macromanagement in Starcraft: Brood War
O'Connor, Jim, Lee, Yeonghun, Parker, Gary B
StarCraft: Brood War remains a challenging benchmark for artificial intelligence research, particularly in the domain of macromanagement, where long-term strategic planning is required. Traditional approaches to StarCraft AI rely on rule-based systems or supervised deep learning, both of which face limitations in adaptability and computational efficiency. In this work, we introduce NeuroPAL, a neuroevolutionary framework that integrates Neuroevolution of Augmenting Topologies (NEAT) with Punctuated Anytime Learning (PAL) to improve the efficiency of evolutionary training. By alternating between frequent, low-fidelity training and periodic, high-fidelity evaluations, PAL enhances the sample efficiency of NEAT, enabling agents to discover effective strategies in fewer training iterations. We evaluate NeuroPAL in a fixed-map, single-race scenario in StarCraft: Brood War and compare its performance to standard NEAT-based training. Our results show that PAL significantly accelerates the learning process, allowing the agent to reach competitive levels of play in approximately half the training time required by NEAT alone. Additionally, the evolved agents exhibit emergent behaviors such as proxy barracks placement and defensive building optimization, strategies commonly used by expert human players. These findings suggest that structured evaluation mechanisms like PAL can enhance the scalability and effectiveness of neuroevolution in complex real-time strategy environments.
Optimus-3: Towards Generalist Multimodal Minecraft Agents with Scalable Task Experts
Li, Zaijing, Xie, Yuquan, Shao, Rui, Chen, Gongwei, Guan, Weili, Jiang, Dongmei, Nie, Liqiang
Recently, agents based on multimodal large language models (MLLMs) have achieved remarkable progress across various domains. However, building a generalist agent with capabilities such as perception, planning, action, grounding, and reflection in open-world environments like Minecraft remains challenges: insufficient domain-specific data, interference among heterogeneous tasks, and visual diversity in open-world settings. In this paper, we address these challenges through three key contributions. 1) We propose a knowledge-enhanced data generation pipeline to provide scalable and high-quality training data for agent development. 2) To mitigate interference among heterogeneous tasks, we introduce a Mixture-of-Experts (MoE) architecture with task-level routing. 3) We develop a Multimodal Reasoning-Augmented Reinforcement Learning approach to enhance the agent's reasoning ability for visual diversity in Minecraft. Built upon these innovations, we present Optimus-3, a general-purpose agent for Minecraft. Extensive experimental results demonstrate that Optimus-3 surpasses both generalist multimodal large language models and existing state-of-the-art agents across a wide range of tasks in the Minecraft environment. Project page: https://cybertronagent.github.io/Optimus-3.github.io/
Provably Learning from Language Feedback
Xu, Wanqiao, Nie, Allen, Zheng, Ruijie, Modi, Aditya, Swaminathan, Adith, Cheng, Ching-An
Interactively learning from observation and language feedback is an increasingly studied area driven by the emergence of large language model (LLM) agents. While impressive empirical demonstrations have been shown, so far a principled framing of these decision problems remains lacking. In this paper, we formalize the Learning from Language Feedback (LLF) problem, assert sufficient assumptions to enable learning despite latent rewards, and introduce $\textit{transfer eluder dimension}$ as a complexity measure to characterize the hardness of LLF problems. We show that transfer eluder dimension captures the intuition that information in the feedback changes the learning complexity of the LLF problem. We demonstrate cases where learning from rich language feedback can be exponentially faster than learning from reward. We develop a no-regret algorithm, called $\texttt{HELiX}$, that provably solves LLF problems through sequential interactions, with performance guarantees that scale with the transfer eluder dimension of the problem. Across several empirical domains, we show that $\texttt{HELiX}$ performs well even when repeatedly prompting LLMs does not work reliably. Our contributions mark a first step towards designing principled interactive learning algorithms from generic language feedback.
WGSR-Bench: Wargame-based Game-theoretic Strategic Reasoning Benchmark for Large Language Models
Yin, Qiyue, Xu, Pei, Li, Qiaozhe, Liu, Shengda, Shen, Shengqi, Wang, Tong, Han, Yihong, Zhao, Xiaonan, Yang, Likun, Cao, Shiyue, Qiu, Shiyu, Liu, Yuxuan, Yu, Shizhao, Cui, Lei, Yan, Chengxin, Sun, Jie, Tang, Xiangquan, Huang, Kaiqi
Recent breakthroughs in Large Language Models (LLMs) have led to a qualitative leap in artificial intelligence' s performance on reasoning tasks, particularly demonstrating remarkable capabilities in mathematical, symbolic, and commonsense reasoning. However, as a critical component of advanced human cognition, strategic reasoning, i.e., the ability to assess multi-agent behaviors in dynamic environments, formulate action plans, and adapt strategies, has yet to be systematically evaluated or modeled. To address this gap, this paper introduces WGSR-Bench, the first strategy reasoning benchmark for LLMs using wargame as its evaluation environment. Wargame, a quintessential high-complexity strategic scenario, integrates environmental uncertainty, adversarial dynamics, and non-unique strategic choices, making it an effective testbed for assessing LLMs' capabilities in multi-agent decision-making, intent inference, and counterfactual reasoning. WGSR-Bench designs test samples around three core tasks, i.e., Environmental situation awareness, Opponent risk modeling and Policy generation, which serve as the core S-POE architecture, to systematically assess main abilities of strategic reasoning. Finally, an LLM-based wargame agent is designed to integrate these parts for a comprehensive strategy reasoning assessment. With WGSR-Bench, we hope to assess the strengths and limitations of state-of-the-art LLMs in game-theoretic strategic reasoning and to advance research in large model-driven strategic intelligence.
Chat-of-Thought: Collaborative Multi-Agent System for Generating Domain Specific Information
Constantinides, Christodoulos, Lin, Shuxin, Zhou, Nianjun, Patel, Dhaval
This paper presents a novel multi-agent system called Chat-of-Thought, designed to facilitate the generation of Failure Modes and Effects Analysis (FMEA) documents for industrial assets. Chat-of-Thought employs multiple collaborative Large Language Model (LLM)-based agents with specific roles, leveraging advanced AI techniques and dynamic task routing to optimize the generation and validation of FMEA tables. A key innovation in this system is the introduction of a Chat of Thought, where dynamic, multi-persona-driven discussions enable iterative refinement of content. This research explores the application domain of industrial equipment monitoring, highlights key challenges, and demonstrates the potential of Chat-of-Thought in addressing these challenges through interactive, template-driven workflows and context-aware agent collaboration.
Future of Work with AI Agents: Auditing Automation and Augmentation Potential across the U.S. Workforce
Shao, Yijia, Zope, Humishka, Jiang, Yucheng, Pei, Jiaxin, Nguyen, David, Brynjolfsson, Erik, Yang, Diyi
The rapid rise of compound AI systems (a.k.a., AI agents) is reshaping the labor market, raising concerns about job displacement, diminished human agency, and overreliance on automation. Yet, we lack a systematic understanding of the evolving landscape. In this paper, we address this gap by introducing a novel auditing framework to assess which occupational tasks workers want AI agents to automate or augment, and how those desires align with the current technological capabilities. Our framework features an audio-enhanced mini-interview to capture nuanced worker desires and introduces the Human Agency Scale (HAS) as a shared language to quantify the preferred level of human involvement. Using this framework, we construct the WORKBank database, building on the U.S. Department of Labor's O*NET database, to capture preferences from 1,500 domain workers and capability assessments from AI experts across over 844 tasks spanning 104 occupations. Jointly considering the desire and technological capability divides tasks in WORKBank into four zones: Automation "Green Light" Zone, Automation "Red Light" Zone, R&D Opportunity Zone, Low Priority Zone. This highlights critical mismatches and opportunities for AI agent development. Moving beyond a simple automate-or-not dichotomy, our results reveal diverse HAS profiles across occupations, reflecting heterogeneous expectations for human involvement. Moreover, our study offers early signals of how AI agent integration may reshape the core human competencies, shifting from information-focused skills to interpersonal ones. These findings underscore the importance of aligning AI agent development with human desires and preparing workers for evolving workplace dynamics.
Build the web for agents, not agents for the web
Lรน, Xing Han, Kamath, Gaurav, Mosbach, Marius, Reddy, Siva
Recent advancements in Large Language Models (LLMs) and multimodal counterparts have spurred significant interest in developing web agents -- AI systems capable of autonomously navigating and completing tasks within web environments. While holding tremendous promise for automating complex web interactions, current approaches face substantial challenges due to the fundamental mismatch between human-designed interfaces and LLM capabilities. Current methods struggle with the inherent complexity of web inputs, whether processing massive DOM trees, relying on screenshots augmented with additional information, or bypassing the user interface entirely through API interactions. This position paper advocates for a paradigm shift in web agent research: rather than forcing web agents to adapt to interfaces designed for humans, we should develop a new interaction paradigm specifically optimized for agentic capabilities. To this end, we introduce the concept of an Agentic Web Interface (AWI), an interface specifically designed for agents to navigate a website. We establish six guiding principles for AWI design, emphasizing safety, efficiency, and standardization, to account for the interests of all primary stakeholders. This reframing aims to overcome fundamental limitations of existing interfaces, paving the way for more efficient, reliable, and transparent web agent design, which will be a collaborative effort involving the broader ML community.
Dynamic Epistemic Friction in Dialogue
Obiso, Timothy, Lai, Kenneth, Nath, Abhijnan, Krishnaswamy, Nikhil, Pustejovsky, James
Recent developments in aligning Large Language Models (LLMs) with human preferences have significantly enhanced their utility in human-AI collaborative scenarios. However, such approaches often neglect the critical role of "epistemic friction," or the inherent resistance encountered when updating beliefs in response to new, conflicting, or ambiguous information. In this paper, we define dynamic epistemic friction as the resistance to epistemic integration, characterized by the misalignment between an agent's current belief state and new propositions supported by external evidence. We position this within the framework of Dynamic Epistemic Logic (Van Benthem and Pacuit, 2011), where friction emerges as nontrivial belief-revision during the interaction. We then present analyses from a situated collaborative task that demonstrate how this model of epistemic friction can effectively predict belief updates in dialogues, and we subsequently discuss how the model of belief alignment as a measure of epistemic resistance or friction can naturally be made more sophisticated to accommodate the complexities of real-world dialogue scenarios.
Are We Generalizing from the Exception? An In-the-Wild Study on Group-Sensitive Conversation Design in Human-Agent Interactions
Mรผller, Ana, Jeschke, Sabina, Richert, Anja
Are We Generalizing from the Exception? Abstract -- This paper investigates the impact of a group-adaptive conversation design in two socially interactive agents (SIAs) through two real-world studies. Both SIAs - Furhat, a social robot, and MetaHuman, a virtual agent - were equipped with a conversational artificial intelligence (CAI) backend combining hybrid retrieval and generative models. The studies were carried out in an in-the-wild setting with a total of N = 188 participants who interacted with the SIAs - in dyads, triads or larger groups - at a German museum. Although the results did not reveal a significant effect of the group-sensitive conversation design on perceived satisfaction, the findings provide valuable insights into the challenges of adapting CAI for multi-party interactions and across different embodiments (robot vs. virtual agent) highlighting the need for multimodal strategies beyond linguistic pluralization. These insights contribute to the fields of Human-Agent Interaction (HAI), Human-Robot Interaction (HRI), and broader Human-Machine Interaction (HMI), providing insights for future research on effective dialogue adaptation in group settings. Conversational artificial intelligence (CAI) is the core technology that enables socially interactive agents (SIAs) to understand and generate human language. These agents - including social robots, chatbots, and virtual agents - rely on multimodal signals (e.g., text, speech) to engage in naturalistic interactions with humans [1].
Equitable Mechanism Design for Facility Location
We consider strategy proof mechanisms for facility location which maximize equitability between agents. As is common in the literature, we measure equitability with the Gini index. We first prove a simple but fundamental impossibility result that no strategy proof mechanism can bound the approximation ratio of the optimal Gini index of utilities for one or more facilities. We propose instead computing approximation ratios of the complemented Gini index of utilities, and consider how well both deterministic and randomized mechanisms approximate this. In addition, as Nash welfare is often put forwards as an equitable compromise between egalitarian and utilitarian outcomes, we consider how well mechanisms approximate the Nash welfare.