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FedMABench: Benchmarking Mobile Agents on Decentralized Heterogeneous User Data

arXiv.org Artificial Intelligence

Mobile agents have attracted tremendous research participation recently. Traditional approaches to mobile agent training rely on centralized data collection, leading to high cost and limited scalability. Distributed training utilizing federated learning offers an alternative by harnessing real-world user data, providing scalability and reducing costs. However, pivotal challenges, including the absence of standardized benchmarks, hinder progress in this field. To tackle the challenges, we introduce FedMABench, the first benchmark for federated training and evaluation of mobile agents, specifically designed for heterogeneous scenarios. FedMABench features 6 datasets with 30+ subsets, 8 federated algorithms, 10+ base models, and over 800 apps across 5 categories, providing a comprehensive framework for evaluating mobile agents across diverse environments. Through extensive experiments, we uncover several key insights: federated algorithms consistently outperform local training; the distribution of specific apps plays a crucial role in heterogeneity; and, even apps from distinct categories can exhibit correlations during training. FedMABench is publicly available at: https://github.com/wwh0411/FedMABench with the datasets at: https://huggingface.co/datasets/wwh0411/FedMABench.


Multi-Robot Collaboration through Reinforcement Learning and Abstract Simulation

arXiv.org Artificial Intelligence

Teams of people coordinate to perform complex tasks by forming abstract mental models of world and agent dynamics. The use of abstract models contrasts with much recent work in robot learning that uses a high-fidelity simulator and reinforcement learning (RL) to obtain policies for physical robots. Motivated by this difference, we investigate the extent to which so-called abstract simulators can be used for multi-agent reinforcement learning (MARL) and the resulting policies successfully deployed on teams of physical robots. An abstract simulator models the robot's target task at a high-level of abstraction and discards many details of the world that could impact optimal decision-making. Policies are trained in an abstract simulator then transferred to the physical robot by making use of separately-obtained low-level perception and motion control modules. We identify three key categories of modifications to the abstract simulator that enable policy transfer to physical robots: simulation fidelity enhancements, training optimizations and simulation stochasticity. We then run an empirical study with extensive ablations to determine the value of each modification category for enabling policy transfer in cooperative robot soccer tasks. We also compare the performance of policies produced by our method with a well-tuned non-learning-based behavior architecture from the annual RoboCup competition and find that our approach leads to a similar level of performance. Broadly we show that MARL can be use to train cooperative physical robot behaviors using highly abstract models of the world.


Ergodic Exploration over Meshable Surfaces

arXiv.org Artificial Intelligence

Robotic search and rescue, exploration, and inspection require trajectory planning across a variety of domains. A popular approach to trajectory planning for these types of missions is ergodic search, which biases a trajectory to spend time in parts of the exploration domain that are believed to contain more information. Most prior work on ergodic search has been limited to searching simple surfaces, like a 2D Euclidean plane or a sphere, as they rely on projecting functions defined on the exploration domain onto analytically obtained Fourier basis functions. In this paper, we extend ergodic search to any surface that can be approximated by a triangle mesh. The basis functions are approximated through finite element methods on a triangle mesh of the domain. We formally prove that this approximation converges to the continuous case as the mesh approximation converges to the true domain. We demonstrate that on domains where analytical basis functions are available (plane, sphere), the proposed method obtains equivalent results, and while on other domains (torus, bunny, wind turbine), the approach is versatile enough to still search effectively. Lastly, we also compare with an existing ergodic search technique that can handle complex domains and show that our method results in a higher quality exploration.


Multi-Agent Ergodic Exploration under Smoke-Based, Time-Varying Sensor Visibility Constraints

arXiv.org Artificial Intelligence

In this work, we consider the problem of multi-agent informative path planning (IPP) for robots whose sensor visibility continuously changes as a consequence of a time-varying natural phenomenon. We leverage ergodic trajectory optimization (ETO), which generates paths such that the amount of time an agent spends in an area is proportional to the expected information in that area. We focus specifically on the problem of multi-agent drone search of a wildfire, where we use the time-varying environmental process of smoke diffusion to construct a sensor visibility model. This sensor visibility model is used to repeatedly calculate an expected information distribution (EID) to be used in the ETO algorithm. Our experiments show that our exploration method achieves improved information gathering over both baseline search methods and naive ergodic search formulations.


INTENT: Trajectory Prediction Framework with Intention-Guided Contrastive Clustering

arXiv.org Artificial Intelligence

Accurate trajectory prediction of road agents (e.g., pedestrians, vehicles) is an essential prerequisite for various intelligent systems applications, such as autonomous driving and robotic navigation. Recent research highlights the importance of environmental contexts (e.g., maps) and the "multi-modality" of trajectories, leading to increasingly complex model structures. However, real-world deployments require lightweight models that can quickly migrate and adapt to new environments. Additionally, the core motivations of road agents, referred to as their intentions, deserves further exploration. In this study, we advocate that understanding and reasoning road agents' intention plays a key role in trajectory prediction tasks, and the main challenge is that the concept of intention is fuzzy and abstract. To this end, we present INTENT, an efficient intention-guided trajectory prediction model that relies solely on information contained in the road agent's trajectory. Our model distinguishes itself from existing models in several key aspects: (i) We explicitly model road agents' intentions through contrastive clustering, accommodating the fuzziness and abstraction of human intention in their trajectories. (ii) The proposed INTENT is based solely on multi-layer perceptrons (MLPs), resulting in reduced training and inference time, making it very efficient and more suitable for real-world deployment. (iii) By leveraging estimated intentions and an innovative algorithm for transforming trajectory observations, we obtain more robust trajectory representations that lead to superior prediction accuracy. Extensive experiments on real-world trajectory datasets for pedestrians and autonomous vehicles demonstrate the effectiveness and efficiency of INTENT.


VQEL: Enabling Self-Developed Symbolic Language in Agents through Vector Quantization in Emergent Language Games

arXiv.org Artificial Intelligence

In the field of emergent language, efforts have traditionally focused on developing communication protocols through interactions between agents in referential games. However, the aspect of internal language learning, where language serves not only as a communicative tool with others but also as a means for individual thinking, self-reflection, and problem-solving remains underexplored. Developing a language through self-play, without another agent's involvement, poses a unique challenge. It requires an agent to craft symbolic representations and train them using direct gradient methods. The challenge here is that if an agent attempts to learn symbolic representations through self-play using conventional modeling and techniques such as REINFORCE, the solution will offer no advantage over previous multi-agent approaches. We introduce VQEL, a novel method that incorporates Vector Quantization into the agents' architecture, enabling them to autonomously invent and develop discrete symbolic representations in a self-play referential game. Following the self-play phase, agents can enhance their language through reinforcement learning and interactions with other agents in the mutual-play phase. Our experiments across various datasets demonstrate that VQEL not only outperforms the traditional REINFORCE method but also benefits from improved control and reduced susceptibility to collapse, thanks to the incorporation of vector quantization.


Multi-Agent Inverse Q-Learning from Demonstrations

arXiv.org Artificial Intelligence

When reward functions are hand-designed, deep reinforcement learning algorithms often suffer from reward misspecification, causing them to learn suboptimal policies in terms of the intended task objectives. In the single-agent case, inverse reinforcement learning (IRL) techniques attempt to address this issue by inferring the reward function from expert demonstrations. However, in multi-agent problems, misalignment between the learned and true objectives is exacerbated due to increased environment non-stationarity and variance that scales with multiple agents. As such, in multi-agent general-sum games, multi-agent IRL algorithms have difficulty balancing cooperative and competitive objectives. To address these issues, we propose Multi-Agent Marginal Q-Learning from Demonstrations (MAMQL), a novel sample-efficient framework for multi-agent IRL. For each agent, MAMQL learns a critic marginalized over the other agents' policies, allowing for a well-motivated use of Boltzmann policies in the multi-agent context. We identify a connection between optimal marginalized critics and single-agent soft-Q IRL, allowing us to apply a direct, simple optimization criterion from the single-agent domain. Across our experiments on three different simulated domains, MAMQL significantly outperforms previous multi-agent methods in average reward, sample efficiency, and reward recovery by often more than 2-5x. We make our code available at https://sites.google.com/view/mamql .


SurveyForge: On the Outline Heuristics, Memory-Driven Generation, and Multi-dimensional Evaluation for Automated Survey Writing

arXiv.org Artificial Intelligence

Survey paper plays a crucial role in scientific research, especially given the rapid growth of research publications. Recently, researchers have begun using LLMs to automate survey generation for better efficiency. However, the quality gap between LLM-generated surveys and those written by human remains significant, particularly in terms of outline quality and citation accuracy. To close these gaps, we introduce SurveyForge, which first generates the outline by analyzing the logical structure of human-written outlines and referring to the retrieved domain-related articles. Subsequently, leveraging high-quality papers retrieved from memory by our scholar navigation agent, SurveyForge can automatically generate and refine the content of the generated article. Moreover, to achieve a comprehensive evaluation, we construct SurveyBench, which includes 100 human-written survey papers for win-rate comparison and assesses AI-generated survey papers across three dimensions: reference, outline, and content quality. Experiments demonstrate that SurveyForge can outperform previous works such as AutoSurvey.


The Next Frontier of LLM Applications: Open Ecosystems and Hardware Synergy

arXiv.org Artificial Intelligence

The second paradigm involves LLM agents developed using frameworks like LangChain [16], AutoGPT [11], Langroid [18], AutoGen [23], and LlamaIndex [22], which offer greater programmability and modularity, allowing developers to build sophisticated, multi-agent systems that integrate external tools and dynamic workflows [20]. Despite their advantages, both paradigms remain architecturally fragmented and lack standardized interoperability, leading to redundant development efforts and constrained scalability. From a software engineering (SE) perspective, current LLM application paradigms resemble traditional platform-centric software ecosystems, where applications are tightly coupled to proprietary APIs and execution environments. LLM app stores, while lowering the barrier to entry, impose constraints on extensibility and cross-platform interoperability, leading to vendor lock-in and duplicated development efforts across different ecosystems. In contrast, agent-based LLM frameworks provide modularity but lack standardized mechanisms for component reuse and integration, making it challenging to compose LLM applications that seamlessly operate across heterogeneous environments. This fragmentation mirrors historical challenges in SE, where monolithic architectures have given way to service-oriented and microservices-based designs to improve reusability, scalability, and maintainability. Another key limitation of existing LLM applications is inefficient hardware utilization.


From Idea to CAD: A Language Model-Driven Multi-Agent System for Collaborative Design

arXiv.org Artificial Intelligence

In modern product development, Computer Aided Design and Engineering (CAD/E) plays a key role to turn innovative ideas and visions into tangible and manufacturable designs. Digital 2D and 3D geometry representations of objects on different levels of granularity are required in various intermediate development steps, for example aesthetic discussions, design quality evaluations based on simulation tools, and design feasibility checks. For these steps, development teams include various roles such as requirement engineers, style designers, Computer-Aided Design (CAD) experts, simulation domain experts, and quality assurance teams who create a product cooperatively. Stakeholders in these roles utilize software tools to implement digital representations of products, also referred to as digital twins. This process receives an increasing amount of support in the form of Artificial Intelligence (AI) methods. For example, data science methods provide efficient ways to improve the problem understanding, e.g., by calculating design sensitivities towards a certain performance aspect [Gräning and Sendhoff, 2014], or displaying the distribution of design variations in the solution space using clustering [Lanfermann et al., 2020].