Agents
FocalAD: Local Motion Planning for End-to-End Autonomous Driving
Sun, Bin, Zhang, Boao, Lu, Jiayi, Feng, Xinjie, Shang, Jiachen, Cao, Rui, Zheng, Mengchao, Wang, Chuanye, Yang, Shichun, Cao, Yaoguang, Song, Ziying
In end-to-end autonomous driving,the motion prediction plays a pivotal role in ego-vehicle planning. However, existing methods often rely on globally aggregated motion features, ignoring the fact that planning decisions are primarily influenced by a small number of locally interacting agents. Failing to attend to these critical local interactions can obscure potential risks and undermine planning reliability. In this work, we propose FocalAD, a novel end-to-end autonomous driving framework that focuses on critical local neighbors and refines planning by enhancing local motion representations. Specifically, FocalAD comprises two core modules: the Ego-Local-Agents Interactor (ELAI) and the Focal-Local-Agents Loss (FLA Loss). ELAI conducts a graph-based ego-centric interaction representation that captures motion dynamics with local neighbors to enhance both ego planning and agent motion queries. FLA Loss increases the weights of decision-critical neighboring agents, guiding the model to prioritize those more relevant to planning. Extensive experiments show that FocalAD outperforms existing state-of-the-art methods on the open-loop nuScenes datasets and closed-loop Bench2Drive benchmark. Notably, on the robustness-focused Adv-nuScenes dataset, FocalAD achieves even greater improvements, reducing the average colilision rate by 41.9% compared to DiffusionDrive and by 15.6% compared to SparseDrive.
Shapley Machine: A Game-Theoretic Framework for N-Agent Ad Hoc Teamwork
Wang, Jianhong, Li, Yang, Kaski, Samuel, Lawry, Jonathan
Open multi-agent systems are increasingly important in modeling real-world applications, such as smart grids, swarm robotics, etc. In this paper, we aim to investigate a recently proposed problem for open multi-agent systems, referred to as n-agent ad hoc teamwork (NAHT), where only a number of agents are controlled. Existing methods tend to be based on heuristic design and consequently lack theoretical rigor and ambiguous credit assignment among agents. To address these limitations, we model and solve NAHT through the lens of cooperative game theory. More specifically, we first model an open multi-agent system, characterized by its value, as an instance situated in a space of cooperative games, generated by a set of basis games. We then extend this space, along with the state space, to accommodate dynamic scenarios, thereby characterizing NAHT. Exploiting the justifiable assumption that basis game values correspond to a sequence of n-step returns with different horizons, we represent the state values for NAHT in a form similar to $ฮป$-returns. Furthermore, we derive Shapley values to allocate state values to the controlled agents, as credits for their contributions to the ad hoc team. Different from the conventional approach to shaping Shapley values in an explicit form, we shape Shapley values by fulfilling the three axioms uniquely describing them, well defined on the extended game space describing NAHT. To estimate Shapley values in dynamic scenarios, we propose a TD($ฮป$)-like algorithm. The resulting reinforcement learning (RL) algorithm is referred to as Shapley Machine. To our best knowledge, this is the first time that the concepts from cooperative game theory are directly related to RL concepts. In experiments, we demonstrate the effectiveness of Shapley Machine and verify reasonableness of our theory.
A Causal Lens for Learning Long-term Fair Policies
Fairness-aware learning studies the development of algorithms that avoid discriminatory decision outcomes despite biased training data. While most studies have concentrated on immediate bias in static contexts, this paper highlights the importance of investigating long-term fairness in dynamic decision-making systems while simultaneously considering instantaneous fairness requirements. In the context of reinforcement learning, we propose a general framework where long-term fairness is measured by the difference in the average expected qualification gain that individuals from different groups could obtain.Then, through a causal lens, we decompose this metric into three components that represent the direct impact, the delayed impact, as well as the spurious effect the policy has on the qualification gain. We analyze the intrinsic connection between these components and an emerging fairness notion called benefit fairness that aims to control the equity of outcomes in decision-making. Finally, we develop a simple yet effective approach for balancing various fairness notions.
Agentic Semantic Control for Autonomous Wireless Space Networks: Extending Space-O-RAN with MCP-Driven Distributed Intelligence
Baena, Eduardo, Testolina, Paolo, Polese, Michele, Aliaga, Sergi, Benincasa, Andrew, Koutsonikolas, Dimitrios, Jornet, Josep, Melodia, Tommaso
Lunar surface operations impose stringent requirements on wireless communication systems, including autonomy, robustness to disruption, and the ability to adapt to environmental and mission-driven context. While Space-O-RAN provides a distributed orchestration model aligned with 3GPP standards, its decision logic is limited to static policies and lacks semantic integration. We propose a novel extension incorporating a semantic agentic layer enabled by the Model Context Protocol (MCP) and Agent-to-Agent (A2A) communication protocols, allowing context-aware decision making across real-time, near-real-time, and non-real-time control layers. Distributed cognitive agents deployed in rovers, landers, and lunar base stations implement wireless-aware coordination strategies, including delay-adaptive reasoning and bandwidth-aware semantic compression, while interacting with multiple MCP servers to reason over telemetry, locomotion planning, and mission constraints.
CAF-I: A Collaborative Multi-Agent Framework for Enhanced Irony Detection with Large Language Models
Liu, Ziqi., Zhou, Ziyang., Hu, Mingxuan.
Large language model (LLM) have become mainstream methods in the field of sarcasm detection. However, existing LLM methods face challenges in irony detection, including: 1. single-perspective limitations, 2. insufficient comprehensive understanding, and 3. lack of interpretability . This paper introduces the Collaborative Agent Framework for Irony ( CAF-I), an LLM-driven multi-agent system designed to overcome these issues. CAF-I employs specialized agents for Context, Semantics, and Rhetoric, which perform multidimensional analysis and engage in interactive collaborative optimization. A Decision Agent then consolidates these perspectives, with a Refinement Evaluator Agent providing conditional feedback for optimization. Experiments on benchmark datasets establish CAF-I's state-of-the-art zero-shot performance. Achieving SOTA on the vast majority of metrics, CAF-I reaches an average Macro-F1 of 76.31%, a 4.98% absolute improvement over the strongest prior baseline. This success is attained by its effective simulation of human-like multi-perspective analysis, enhancing detection accuracy and interpretability.
The Optimization Paradox in Clinical AI Multi-Agent Systems
Bedi, Suhana, Mlauzi, Iddah, Shin, Daniel, Koyejo, Sanmi, Shah, Nigam H.
Multi-agent artificial intelligence systems are increasingly deployed in clinical settings, yet the relationship between component-level optimization and system-wide performance remains poorly understood. We evaluated this relationship using 2,400 real patient cases from the MIMIC-CDM dataset across four abdominal pathologies (appendicitis, pancreatitis, cholecystitis, diverticulitis), decomposing clinical diagnosis into information gathering, interpretation, and differential diagnosis. We evaluated single agent systems (one model performing all tasks) against multi-agent systems (specialized models for each task) using comprehensive metrics spanning diagnostic outcomes, process adherence, and cost efficiency. Our results reveal a paradox: while multi-agent systems generally outperformed single agents, the component-optimized or Best of Breed system with superior components and excellent process metrics (85.5% information accuracy) significantly underperformed in diagnostic accuracy (67.7% vs. 77.4% for a top multi-agent system). This finding underscores that successful integration of AI in healthcare requires not just component level optimization but also attention to information flow and compatibility between agents. Our findings highlight the need for end to end system validation rather than relying on component metrics alone.
GenPlanX. Generation of Plans and Execution
Borrajo, Daniel, Canonaco, Giuseppe, de la Rosa, Tomรกs, Garrachรณn, Alfredo, Gopalakrishnan, Sriram, Kaur, Simerjot, Morales, Marianela, Patra, Sunandita, Pozanco, Alberto, Ramani, Keshav, Smiley, Charese, Totis, Pietro, Veloso, Manuela
The rapid advancement of AI has led to the development of techniques capable of understanding and executing complex tasks. Among these, Large Language Models (LLMs) have emerged as a powerful tool for interpreting natural language, enabling machines to comprehend and respond to human requests with remarkable accuracy [4]. However, the challenge remains in translating these requests into valid (and ideally optimal) plans that can be executed in real-world environments. In particular, we are interested on planning problems that involve the integration of standard office-related tasks, such as handling emails/calendars, managing presentations or databases, connecting to company APIs, or even running machine learning tasks. One of the pioneering efforts in this domain is the development of softbots, as introduced by Etizioni et al. [8].
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.