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COLA: A Scalable Multi-Agent Framework For Windows UI Task Automation

arXiv.org Artificial Intelligence

With the rapid advancements in Large Language Models (LLMs), an increasing number of studies have leveraged LLMs as the cognitive core of agents to address complex task decision-making challenges. Specially, recent research has demonstrated the potential of LLM-based agents on automating Windows GUI operations. However, existing methodologies exhibit two critical challenges: (1) static agent architectures fail to dynamically adapt to the heterogeneous requirements of OS-level tasks, leading to inadequate scenario generalization;(2) the agent workflows lack fault tolerance mechanism, necessitating complete process re-execution for UI agent decision error. To address these limitations, we introduce \textit{COLA}, a collaborative multi-agent framework for automating Windows UI operations. In this framework, a scenario-aware agent Task Scheduler decomposes task requirements into atomic capability units, dynamically selects the optimal agent from a decision agent pool, effectively responds to the capability requirements of diverse scenarios. The decision agent pool supports plug-and-play expansion for enhanced flexibility. In addition, we design a memory unit equipped to all agents for their self-evolution. Furthermore, we develop an interactive backtracking mechanism that enables human to intervene to trigger state rollbacks for non-destructive process repair. Our experimental results on the GAIA benchmark demonstrates that the \textit{COLA} framework achieves state-of-the-art performance with an average score of 31.89\%, significantly outperforming baseline approaches without web API integration. Ablation studies further validate the individual contributions of our dynamic scheduling. The code is available at https://github.com/Alokia/COLA-demo.


Large-scale Regional Traffic Signal Control Based on Single-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

In the context of global urbanization and motorization, traffic congestion has become a significant issue, severely affecting the quality of life, environment, and economy. This paper puts forward a single-agent reinforcement learning (RL)-based regional traffic signal control (TSC) model. Different from multi - agent systems, this model can coordinate traffic signals across a large area, with the goals of alleviating regional traffic congestion and minimizing the total travel time. The TSC environment is precisely defined through specific state space, action space, and reward functions. The state space consists of the current congestion state, which is represented by the queue lengths of each link, and the current signal phase scheme of intersections. The action space is designed to select an intersection first and then adjust its phase split. Two reward functions are meticulously crafted. One focuses on alleviating congestion and the other aims to minimize the total travel time while considering the congestion level. The experiments are carried out with the SUMO traffic simulation software. The performance of the TSC model is evaluated by comparing it with a base case where no signal-timing adjustments are made. The results show that the model can effectively control congestion. For example, the queuing length is significantly reduced in the scenarios tested. Moreover, when the reward is set to both alleviate congestion and minimize the total travel time, the average travel time is remarkably decreased, which indicates that the model can effectively improve traffic conditions. This research provides a new approach for large-scale regional traffic signal control and offers valuable insights for future urban traffic management.


In-Context Defense in Computer Agents: An Empirical Study

arXiv.org Artificial Intelligence

Computer agents powered by vision-language models (VLMs) have significantly advanced human-computer interaction, enabling users to perform complex tasks through natural language instructions. However, these agents are vulnerable to context deception attacks, an emerging threat where adversaries embed misleading content into the agent's operational environment, such as a pop-up window containing deceptive instructions. Existing defenses, such as instructing agents to ignore deceptive elements, have proven largely ineffective. As the first systematic study on protecting computer agents, we introduce textbf{in-context defense}, leveraging in-context learning and chain-of-thought (CoT) reasoning to counter such attacks. Our approach involves augmenting the agent's context with a small set of carefully curated exemplars containing both malicious environments and corresponding defensive responses. These exemplars guide the agent to first perform explicit defensive reasoning before action planning, reducing susceptibility to deceptive attacks. Experiments demonstrate the effectiveness of our method, reducing attack success rates by 91.2% on pop-up window attacks, 74.6% on average on environment injection attacks, while achieving 100% successful defenses against distracting advertisements. Our findings highlight that (1) defensive reasoning must precede action planning for optimal performance, and (2) a minimal number of exemplars (fewer than three) is sufficient to induce an agent's defensive behavior.


Rethinking Bimanual Robotic Manipulation: Learning with Decoupled Interaction Framework

arXiv.org Artificial Intelligence

Bimanual robotic manipulation is an emerging and critical topic in the robotics community. Previous works primarily rely on integrated control models that take the perceptions and states of both arms as inputs to directly predict their actions. However, we think bimanual manipulation involves not only coordinated tasks but also various uncoordinated tasks that do not require explicit cooperation during execution, such as grasping objects with the closest hand, which integrated control frameworks ignore to consider due to their enforced cooperation in the early inputs. In this paper, we propose a novel decoupled interaction framework that considers the characteristics of different tasks in bimanual manipulation. The key insight of our framework is to assign an independent model to each arm to enhance the learning of uncoordinated tasks, while introducing a selective interaction module that adaptively learns weights from its own arm to improve the learning of coordinated tasks. Extensive experiments on seven tasks in the RoboTwin dataset demonstrate that: (1) Our framework achieves outstanding performance, with a 23.5% boost over the SOTA method. (2) Our framework is flexible and can be seamlessly integrated into existing methods. (3) Our framework can be effectively extended to multi-agent manipulation tasks, achieving a 28% boost over the integrated control SOTA. (4) The performance boost stems from the decoupled design itself, surpassing the SOTA by 16.5% in success rate with only 1/6 of the model size.


LocAgent: Graph-Guided LLM Agents for Code Localization

arXiv.org Artificial Intelligence

Code localization--identifying precisely where in a codebase changes need to be made--is a fundamental yet challenging task in software maintenance. Existing approaches struggle to efficiently navigate complex codebases when identifying relevant code sections. The challenge lies in bridging natural language problem descriptions with the appropriate code elements, often requiring reasoning across hierarchical structures and multiple dependencies. We introduce LocAgent, a framework that addresses code localization through graph-based representation. By parsing codebases into directed heterogeneous graphs, LocAgent creates a lightweight representation that captures code structures (files, classes, functions) and their dependencies (imports, invocations, inheritance), enabling LLM agents to effectively search and locate relevant entities through powerful multi-hop reasoning. Experimental results on real-world benchmarks demonstrate that our approach significantly enhances accuracy in code localization. Notably, our method with the fine-tuned Qwen-2.5-Coder-Instruct-32B model achieves comparable results to SOTA proprietary models at greatly reduced cost (approximately 86% reduction), reaching up to 92.7% accuracy on file-level localization while improving downstream GitHub issue resolution success rates by 12% for multiple attempts (Pass@10). Our code is available at https://github.com/gersteinlab/LocAgent.


AI-native Memory 2.0: Second Me

arXiv.org Artificial Intelligence

Human interaction with the external world fundamentally involves the exchange of personal memory, whether with other individuals, websites, applications, or, in the future, AI agents. A significant portion of this interaction is redundant, requiring users to repeatedly provide the same information across different contexts. Existing solutions, such as browser-stored credentials, autofill mechanisms, and unified authentication systems, have aimed to mitigate this redundancy by serving as intermediaries that store and retrieve commonly used user data. The advent of large language models (LLMs) presents an opportunity to redefine memory management through an AI-native paradigm: SECOND ME. SECOND ME acts as an intelligent, persistent memory offload system that retains, organizes, and dynamically utilizes user-specific knowledge. By serving as an intermediary in user interactions, it can autonomously generate context-aware responses, prefill required information, and facilitate seamless communication with external systems, significantly reducing cognitive load and interaction friction. Unlike traditional memory storage solutions, SECOND ME extends beyond static data retention by leveraging LLM-based memory parameterization. This enables structured organization, contextual reasoning, and adaptive knowledge retrieval, facilitating a more systematic and intelligent approach to memory management. As AI-driven personal agents like SECOND ME become increasingly integrated into digital ecosystems, SECOND ME further represents a critical step toward augmenting human-world interaction with persistent, contextually aware, and self-optimizing memory systems. We have open-sourced the fully localizable deployment system at GitHub: https://github.com/Mindverse/Second-Me.


Fair Play in the Fast Lane: Integrating Sportsmanship into Autonomous Racing Systems

arXiv.org Artificial Intelligence

Autonomous racing has gained significant attention as a platform for high-speed decision-making and motion control. While existing methods primarily focus on trajectory planning and overtaking strategies, the role of sportsmanship in ensuring fair competition remains largely unexplored. In human racing, rules such as the one-motion rule and the enough-space rule prevent dangerous and unsportsmanlike behavior. However, autonomous racing systems often lack mechanisms to enforce these principles, potentially leading to unsafe maneuvers. This paper introduces a bi-level game-theoretic framework to integrate sportsmanship (SPS) into versus racing. At the high level, we model racing intentions using a Stackelberg game, where Monte Carlo Tree Search (MCTS) is employed to derive optimal strategies. At the low level, vehicle interactions are formulated as a Generalized Nash Equilibrium Problem (GNEP), ensuring that all agents follow sportsmanship constraints while optimizing their trajectories. Simulation results demonstrate the effectiveness of the proposed approach in enforcing sportsmanship rules while maintaining competitive performance. We analyze different scenarios where attackers and defenders adhere to or disregard sportsmanship rules and show how knowledge of these constraints influences strategic decision-making. This work highlights the importance of balancing competition and fairness in autonomous racing and provides a foundation for developing ethical and safe AI-driven racing systems.


Steering No-Regret Agents in MFGs under Model Uncertainty

arXiv.org Machine Learning

Incentive design is a popular framework for guiding agents' learning dynamics towards desired outcomes by providing additional payments beyond intrinsic rewards. However, most existing works focus on a finite, small set of agents or assume complete knowledge of the game, limiting their applicability to real-world scenarios involving large populations and model uncertainty. To address this gap, we study the design of steering rewards in Mean-Field Games (MFGs) with density-independent transitions, where both the transition dynamics and intrinsic reward functions are unknown. This setting presents non-trivial challenges, as the mediator must incentivize the agents to explore for its model learning under uncertainty, while simultaneously steer them to converge to desired behaviors without incurring excessive incentive payments. Assuming agents exhibit no(-adaptive) regret behaviors, we contribute novel optimistic exploration algorithms. Theoretically, we establish sub-linear regret guarantees for the cumulative gaps between the agents' behaviors and the desired ones. In terms of the steering cost, we demonstrate that our total incentive payments incur only sub-linear excess, competing with a baseline steering strategy that stabilizes the target policy as an equilibrium. Our work presents an effective framework for steering agents behaviors in large-population systems under uncertainty.


SICNav-Diffusion: Safe and Interactive Crowd Navigation with Diffusion Trajectory Predictions

arXiv.org Artificial Intelligence

To navigate crowds without collisions, robots must interact with humans by forecasting their future motion and reacting accordingly. While learning-based prediction models have shown success in generating likely human trajectory predictions, integrating these stochastic models into a robot controller presents several challenges. The controller needs to account for interactive coupling between planned robot motion and human predictions while ensuring both predictions and robot actions are safe (i.e. collision-free). To address these challenges, we present a receding horizon crowd navigation method for single-robot multi-human environments. We first propose a diffusion model to generate joint trajectory predictions for all humans in the scene. We then incorporate these multi-modal predictions into a SICNav Bilevel MPC problem that simultaneously solves for a robot plan (upper-level) and acts as a safety filter to refine the predictions for non-collision (lower-level). Combining planning and prediction refinement into one bilevel problem ensures that the robot plan and human predictions are coupled. We validate the open-loop trajectory prediction performance of our diffusion model on the commonly used ETH/UCY benchmark and evaluate the closed-loop performance of our robot navigation method in simulation and extensive real-robot experiments demonstrating safe, efficient, and reactive robot motion.


Multiplayer Information Asymmetric Contextual Bandits

arXiv.org Artificial Intelligence

Single-player contextual bandits are a well-studied problem in reinforcement learning that has seen applications in various fields such as advertising, healthcare, and finance. In light of the recent work on \emph{information asymmetric} bandits \cite{chang2022online, chang2023online}, we propose a novel multiplayer information asymmetric contextual bandit framework where there are multiple players each with their own set of actions. At every round, they observe the same context vectors and simultaneously take an action from their own set of actions, giving rise to a joint action. However, upon taking this action the players are subjected to information asymmetry in (1) actions and/or (2) rewards. We designed an algorithm \texttt{LinUCB} by modifying the classical single-player algorithm \texttt{LinUCB} in \cite{chu2011contextual} to achieve the optimal regret $O(\sqrt{T})$ when only one kind of asymmetry is present. We then propose a novel algorithm \texttt{ETC} that is built on explore-then-commit principles to achieve the same optimal regret when both types of asymmetry are present.