Agents
SG-Reg: Generalizable and Efficient Scene Graph Registration
Liu, Chuhao, Qiao, Zhijian, Shi, Jieqi, Wang, Ke, Liu, Peize, Shen, Shaojie
This paper addresses the challenges of registering two rigid semantic scene graphs, an essential capability when an autonomous agent needs to register its map against a remote agent, or against a prior map. The hand-crafted descriptors in classical semantic-aided registration, or the ground-truth annotation reliance in learning-based scene graph registration, impede their application in practical real-world environments. To address the challenges, we design a scene graph network to encode multiple modalities of semantic nodes: open-set semantic feature, local topology with spatial awareness, and shape feature. These modalities are fused to create compact semantic node features. The matching layers then search for correspondences in a coarse-to-fine manner. In the back-end, we employ a robust pose estimator to decide transformation according to the correspondences. We manage to maintain a sparse and hierarchical scene representation. Our approach demands fewer GPU resources and fewer communication bandwidth in multi-agent tasks. Moreover, we design a new data generation approach using vision foundation models and a semantic mapping module to reconstruct semantic scene graphs. It differs significantly from previous works, which rely on ground-truth semantic annotations to generate data. We validate our method in a two-agent SLAM benchmark. It significantly outperforms the hand-crafted baseline in terms of registration success rate. Compared to visual loop closure networks, our method achieves a slightly higher registration recall while requiring only 52 KB of communication bandwidth for each query frame. Code available at: \href{http://github.com/HKUST-Aerial-Robotics/SG-Reg}{http://github.com/HKUST-Aerial-Robotics/SG-Reg}.
ViMo: A Generative Visual GUI World Model for App Agents
Luo, Dezhao, Tang, Bohan, Li, Kang, Papoudakis, Georgios, Song, Jifei, Gong, Shaogang, Hao, Jianye, Wang, Jun, Shao, Kun
App agents, which autonomously operate mobile Apps through Graphical User Interfaces (GUIs), have gained significant interest in real-world applications. Yet, they often struggle with long-horizon planning, failing to find the optimal actions for complex tasks with longer steps. To address this, world models are used to predict the next GUI observation based on user actions, enabling more effective agent planning. However, existing world models primarily focus on generating only textual descriptions, lacking essential visual details. To fill this gap, we propose ViMo, the first visual world model designed to generate future App observations as images. For the challenge of generating text in image patches, where even minor pixel errors can distort readability, we decompose GUI generation into graphic and text content generation. We propose a novel data representation, the Symbolic Text Representation~(STR) to overlay text content with symbolic placeholders while preserving graphics. With this design, ViMo employs a STR Predictor to predict future GUIs' graphics and a GUI-text Predictor for generating the corresponding text. Moreover, we deploy ViMo to enhance agent-focused tasks by predicting the outcome of different action options. Experiments show ViMo's ability to generate visually plausible and functionally effective GUIs that enable App agents to make more informed decisions.
Debate Only When Necessary: Adaptive Multiagent Collaboration for Efficient LLM Reasoning
Eo, Sugyeong, Moon, Hyeonseok, Zi, Evelyn Hayoon, Park, Chanjun, Lim, Heuiseok
Multiagent collaboration has emerged as a promising framework for enhancing the reasoning capabilities of large language models (LLMs). Despite improvements in reasoning, the approach introduces substantial computational overhead resulting from iterative agent interactions. Furthermore, engaging in unnecessary debates increases the risk of generating erroneous responses. To address these challenges, we propose Debate Only When Necessary (DOWN), an adaptive multiagent debate framework that selectively activates debate based on the confidence score of the agent's initial response. Debate is activated only for queries requiring further deliberation, during which agents refine their outputs by referencing peer responses and associated confidence scores. Evaluations on benchmarks show that DOWN improves efficiency by up to six times while preserving or even outperforming the performance of existing methods. Further analysis indicates that DOWN effectively mitigates the risk of error propagation stemming from the unnecessary debate process. These findings demonstrate the effectiveness of our approach in delivering high-performance LLM solutions at a lower computational cost.
A Logic of General Attention Using Edge-Conditioned Event Models (Extended Version)
Belardinelli, Gaia, Bolander, Thomas, Watzl, Sebastian
In this work, we present the first general logic of attention. Attention is a powerful cognitive ability that allows agents to focus on potentially complex information, such as logically structured propositions, higher-order beliefs, or what other agents pay attention to. This ability is a strength, as it helps to ignore what is irrelevant, but it can also introduce biases when some types of information or agents are systematically ignored. Existing dynamic epistemic logics for attention cannot model such complex attention scenarios, as they only model attention to atomic formulas. Additionally, such logics quickly become cumbersome, as their size grows exponentially in the number of agents and announced literals. Here, we introduce a logic that overcomes both limitations. First, we generalize edge-conditioned event models, which we show to be as expressive as standard event models yet exponentially more succinct (generalizing both standard event models and generalized arrow updates). Second, we extend attention to arbitrary formulas, allowing agents to also attend to other agents' beliefs or attention. Our work treats attention as a modality, like belief or awareness. We introduce attention principles that impose closure properties on that modality and that can be used in its axiomatization. Throughout, we illustrate our framework with examples of AI agents reasoning about human attentional biases, demonstrating how such agents can discover attentional biases.
Empowering LLMs in Task-Oriented Dialogues: A Domain-Independent Multi-Agent Framework and Fine-Tuning Strategy
Feng, Zihao, Wang, Xiaoxue, Wu, Bowen, Zhong, Weihong, Xu, Zhen, Cao, Hailong, Zhao, Tiejun, Li, Ying, Wang, Baoxun
Task-oriented dialogue systems based on Large Language Models (LLMs) have gained increasing attention across various industries and achieved significant results. Current approaches condense complex procedural workflows into a single agent to achieve satisfactory performance on large-scale LLMs. However, these approaches face challenges to achieve comparable performance on fine-tuned lightweight LLMs, due to their limited capabilities in handling multiple complex logic. In this work, we design a Domain-Independent Multi-Agent Framework (DIMF), which contains Intent Classification Agent, Slot Filling Agent and Response Agent. This approach simplifies the learning complexity and enhances the generalization ability by separating the tasks into domain-independent components. In this framework, we enhance the capabilities in contextual understanding using the Direct Preference Optimisation (DPO) method, and propose a simple and effective Data Distribution Adaptation (DDA) method to mitigate degradation issues during DPO training. Experiments conducted on the MultiWOZ datasets show that our proposed method achieves a better average performance among all the baselines. Extensive analysis also demonstrates that our proposed framework exhibits excellent generalizability and zero-shot capability.
EVA: Red-Teaming GUI Agents via Evolving Indirect Prompt Injection
Lu, Yijie, Ju, Tianjie, Zhao, Manman, Ma, Xinbei, Guo, Yuan, Zhang, ZhuoSheng
As multimodal agents are increasingly trained to operate graphical user interfaces (GUIs) to complete user tasks, they face a growing threat from indirect prompt injection, attacks in which misleading instructions are embedded into the agent's visual environment, such as popups or chat messages, and misinterpreted as part of the intended task. A typical example is environmental injection, in which GUI elements are manipulated to influence agent behavior without directly modifying the user prompt. To address these emerging attacks, we propose EVA, a red teaming framework for indirect prompt injection which transforms the attack into a closed loop optimization by continuously monitoring an agent's attention distribution over the GUI and updating adversarial cues, keywords, phrasing, and layout, in response. Compared with prior one shot methods that generate fixed prompts without regard for how the model allocates visual attention, EVA dynamically adapts to emerging attention hotspots, yielding substantially higher attack success rates and far greater transferability across diverse GUI scenarios. We evaluate EVA on six widely used generalist and specialist GUI agents in realistic settings such as popup manipulation, chat based phishing, payments, and email composition. Experimental results show that EVA substantially improves success rates over static baselines. Under goal agnostic constraints, where the attacker does not know the agent's task intent, EVA still discovers effective patterns. Notably, we find that injection styles transfer well across models, revealing shared behavioral biases in GUI agents. These results suggest that evolving indirect prompt injection is a powerful tool not only for red teaming agents, but also for uncovering common vulnerabilities in their multimodal decision making.
Memory Assignment for Finite-Memory Strategies in Adversarial Patrolling Games
Kลฏr, Vojtฤch, Musil, Vรญt, ลehรกk, Vojtฤch
Adversarial Patrolling games form a subclass of Security games where a Defender moves between locations, guarding vulnerable targets. The main algorithmic problem is constructing a strategy for the Defender that minimizes the worst damage an Attacker can cause. We focus on the class of finite-memory (also known as regular) Defender's strategies that experimentally outperformed other competing classes. A finite-memory strategy can be seen as a positional strategy on a finite set of states. Each state consists of a pair of a location and a certain integer value--called memory. Existing algorithms improve the transitional probabilities between the states but require that the available memory size itself is assigned at each location manually. Choosing the right memory assignment is a well-known open and hard problem that hinders the usability of finite-memory strategies. We solve this issue by developing a general method that iteratively changes the memory assignment. Our algorithm can be used in connection with \emph{any} black-box strategy optimization tool. We evaluate our method on various experiments and show its robustness by solving instances of various patrolling models.
CAFES: A Collaborative Multi-Agent Framework for Multi-Granular Multimodal Essay Scoring
Su, Jiamin, Yan, Yibo, Gao, Zhuoran, Zhang, Han, Liu, Xiang, Hu, Xuming
Automated Essay Scoring (AES) is crucial for modern education, particularly with the increasing prevalence of multimodal assessments. However, traditional AES methods struggle with evaluation generalizability and multimodal perception, while even recent Multimodal Large Language Model (MLLM)-based approaches can produce hallucinated justifications and scores misaligned with human judgment. To address the limitations, we introduce CAFES, the first collaborative multi-agent framework specifically designed for AES. It orchestrates three specialized agents: an Initial Scorer for rapid, trait-specific evaluations; a Feedback Pool Manager to aggregate detailed, evidence-grounded strengths; and a Reflective Scorer that iteratively refines scores based on this feedback to enhance human alignment. Extensive experiments, using state-of-the-art MLLMs, achieve an average relative improvement of 21% in Quadratic Weighted Kappa (QWK) against ground truth, especially for grammatical and lexical diversity. Our proposed CAFES framework paves the way for an intelligent multimodal AES system. The code will be available upon acceptance.
Enhancing Robot Navigation Policies with Task-Specific Uncertainty Managements
Puthumanaillam, Gokul, Padrao, Paulo, Fuentes, Jose, Bobadilla, Leonardo, Ornik, Melkior
Robots navigating complex environments must manage uncertainty from sensor noise, environmental changes, and incomplete information, with different tasks requiring varying levels of precision in different areas. For example, precise localization may be crucial near obstacles but less critical in open spaces. We present GUIDE (Generalized Uncertainty Integration for Decision-Making and Execution), a framework that integrates these task-specific requirements into navigation policies via Task-Specific Uncertainty Maps (TSUMs). By assigning acceptable uncertainty levels to different locations, TSUMs enable robots to adapt uncertainty management based on context. When combined with reinforcement learning, GUIDE learns policies that balance task completion and uncertainty management without extensive reward engineering. Real-world tests show significant performance gains over methods lacking task-specific uncertainty awareness.
Non-Obvious Manipulability in Additively Separable and Fractional Hedonic Games
Ferraioli, Diodato, Varricchio, Giovanna
In this work, we consider the design of Non-Obviously Manipulable (NOM) mechanisms, mechanisms that bounded rational agents may fail to recognize as manipulable, for two relevant classes of succinctly representable Hedonic Games: Additively Separable and Fractional Hedonic Games. In these classes, agents have cardinal scores towards other agents, and their preferences over coalitions are determined by aggregating such scores. This aggregation results in a utility function for each agent, which enables the evaluation of outcomes via the utilitarian social welfare. We first prove that, when scores can be arbitrary, every optimal mechanism is NOM; moreover, when scores are limited in a continuous interval, there exists an optimal mechanism that is NOM. Given the hardness of computing optimal outcomes in these settings, we turn our attention to efficient and NOM mechanisms. To this aim, we first prove a characterization of NOM mechanisms that simplifies the class of mechanisms of interest. Then, we design a NOM mechanism returning approximations that asymptotically match the best-known approximation achievable in polynomial time. Finally, we focus on discrete scores, where the compatibility of NOM with optimality depends on the specific values. Therefore, we initiate a systematic analysis to identify which discrete values support this compatibility and which do not.