Agents
Low-Rank Agent-Specific Adaptation (LoRASA) for Multi-Agent Policy Learning
Zhang, Beining, Kapoor, Aditya, Sun, Mingfei
Multi-agent reinforcement learning (MARL) often relies on \emph{parameter sharing (PS)} to scale efficiently. However, purely shared policies can stifle each agent's unique specialization, reducing overall performance in heterogeneous environments. We propose \textbf{Low-Rank Agent-Specific Adaptation (LoRASA)}, a novel approach that treats each agent's policy as a specialized ``task'' fine-tuned from a shared backbone. Drawing inspiration from parameter-efficient transfer methods, LoRASA appends small, low-rank adaptation matrices to each layer of the shared policy, naturally inducing \emph{parameter-space sparsity} that promotes both specialization and scalability. We evaluate LoRASA on challenging benchmarks including the StarCraft Multi-Agent Challenge (SMAC) and Multi-Agent MuJoCo (MAMuJoCo), implementing it atop widely used algorithms such as MAPPO and A2PO. Across diverse tasks, LoRASA matches or outperforms existing baselines \emph{while reducing memory and computational overhead}. Ablation studies on adapter rank, placement, and timing validate the method's flexibility and efficiency. Our results suggest LoRASA's potential to establish a new norm for MARL policy parameterization: combining a shared foundation for coordination with low-rank agent-specific refinements for individual specialization.
Closing the Responsibility Gap in AI-based Network Management: An Intelligent Audit System Approach
Figetakis, Emanuel, Hussein, Ahmed Refaey
Existing network paradigms have achieved lower downtime as well as a higher Quality of Experience (QoE) through the use of Artificial Intelligence (AI)-based network management tools. These AI management systems, allow for automatic responses to changes in network conditions, lowering operation costs for operators, and improving overall performance. While adopting AI-based management tools enhance the overall network performance, it also introduce challenges such as removing human supervision, privacy violations, algorithmic bias, and model inaccuracies. Furthermore, AI-based agents that fail to address these challenges should be culpable themselves rather than the network as a whole. To address this accountability gap, a framework consisting of a Deep Reinforcement Learning (DRL) model and a Machine Learning (ML) model is proposed to identify and assign numerical values of responsibility to the AI-based management agents involved in any decision-making regarding the network conditions, which eventually affects the end-user. A simulation environment was created for the framework to be trained using simulated network operation parameters. The DRL model had a 96% accuracy during testing for identifying the AI-based management agents, while the ML model using gradient descent learned the network conditions at an 83% accuracy during testing.
Riemannian Manifold Learning for Stackelberg Games with Neural Flow Representations
Liu, Larkin, Rasul, Kashif, Chao, Yutong, Etesami, Jalal
We present a novel framework for online learning in Stackelberg general-sum games, where two agents, the leader and follower, engage in sequential turn-based interactions. At the core of this approach is a learned diffeomorphism that maps the joint action space to a smooth Riemannian manifold, referred to as the Stackelberg manifold. This mapping, facilitated by neural normalizing flows, ensures the formation of tractable isoplanar subspaces, enabling efficient techniques for online learning. By assuming linearity between the agents' reward functions on the Stackelberg manifold, our construct allows the application of standard bandit algorithms. We then provide a rigorous theoretical basis for regret minimization on convex manifolds and establish finite-time bounds on simple regret for learning Stackelberg equilibria. This integration of manifold learning into game theory uncovers a previously unrecognized potential for neural normalizing flows as an effective tool for multi-agent learning. We present empirical results demonstrating the effectiveness of our approach compared to standard baselines, with applications spanning domains such as cybersecurity and economic supply chain optimization.
Towards Learning Scalable Agile Dynamic Motion Planning for Robosoccer Teams with Policy Optimization
Ho, Brandon, Altundas, Batuhan, Gombolay, Matthew
In fast-paced, ever-changing environments, dynamic Motion Planning for Multi-Agent Systems in the presence of obstacles is a universal and unsolved problem. Be it from path planning around obstacles to the movement of robotic arms, or in planning navigation of robot teams in settings such as Robosoccer, dynamic motion planning is needed to avoid collisions while reaching the targeted destination when multiple agents occupy the same area. In continuous domains where the world changes quickly, existing classical Motion Planning algorithms such as RRT* and A* become computationally expensive to rerun at every time step. Many variations of classical and well-formulated non-learning path-planning methods have been proposed to solve this universal problem but fall short due to their limitations of speed, smoothness, optimally, etc. Deep Learning models overcome their challenges due to their ability to adapt to varying environments based on past experience. However, current learning motion planning models use discretized environments, do not account for heterogeneous agents or replanning, and build up to improve the classical motion planners' efficiency, leading to issues with scalability. To prevent collisions between heterogenous team members and collision to obstacles while trying to reach the target location, we present a learning-based dynamic navigation model and show our model working on a simple environment in the concept of a simple Robosoccer Game.
LLM-Powered Decentralized Generative Agents with Adaptive Hierarchical Knowledge Graph for Cooperative Planning
Yang, Hanqing, Chen, Jingdi, Siew, Marie, Lorido-Botran, Tania, Joe-Wong, Carlee
Developing intelligent agents for long-term cooperation in dynamic open-world scenarios is a major challenge in multi-agent systems. Traditional Multi-agent Reinforcement Learning (MARL) frameworks like centralized training decentralized execution (CTDE) struggle with scalability and flexibility. They require centralized long-term planning, which is difficult without custom reward functions, and face challenges in processing multi-modal data. CTDE approaches also assume fixed cooperation strategies, making them impractical in dynamic environments where agents need to adapt and plan independently. To address decentralized multi-agent cooperation, we propose Decentralized Adaptive Knowledge Graph Memory and Structured Communication System (DAMCS) in a novel Multi-agent Crafter environment. Our generative agents, powered by Large Language Models (LLMs), are more scalable than traditional MARL agents by leveraging external knowledge and language for long-term planning and reasoning. Instead of fully sharing information from all past experiences, DAMCS introduces a multi-modal memory system organized as a hierarchical knowledge graph and a structured communication protocol to optimize agent cooperation. This allows agents to reason from past interactions and share relevant information efficiently. Experiments on novel multi-agent open-world tasks show that DAMCS outperforms both MARL and LLM baselines in task efficiency and collaboration. Compared to single-agent scenarios, the two-agent scenario achieves the same goal with 63% fewer steps, and the six-agent scenario with 74% fewer steps, highlighting the importance of adaptive memory and structured communication in achieving long-term goals. We publicly release our project at: https://happyeureka.github.io/damcs.
CODESIM: Multi-Agent Code Generation and Problem Solving through Simulation-Driven Planning and Debugging
Islam, Md. Ashraful, Ali, Mohammed Eunus, Parvez, Md Rizwan
Large Language Models (LLMs) have made significant strides in code generation and problem solving. Current approaches employ external tool-based iterative debuggers that use compiler or other tool-based runtime feedback to refine coarse programs generated by various methods. However, the effectiveness of these approaches heavily relies on the quality of the initial code generation, which remains an open challenge. In this paper, we introduce CodeSim, a novel multi-agent code generation framework that comprehensively addresses the stages of program synthesis-planning, coding, and debugging-through a human-like perception approach. As human verifies their understanding of any algorithms through visual simulation, CodeSim uniquely features a method of plan verification and internal debugging through the step-by-step simulation of input/output. Extensive experiments across seven challenging competitive problem-solving and program synthesis benchmarks demonstrate CodeSim's remarkable code generation capabilities. Our framework achieves new state-of-the-art (pass@1) results-(HumanEval 95.1%, MBPP 90.7%, APPS 22%, and CodeContests 29.1%). Furthermore, our method shows potential for even greater enhancement when cascaded with external debuggers. To facilitate further research and development in this area, we have open-sourced our framework in this link (https://kagnlp.github.io/codesim.github.io/).
Amorphous Fortress Online: Collaboratively Designing Open-Ended Multi-Agent AI and Game Environments
Charity, M, Wilson, Mayu, Lee, Steven, Rajesh, Dipika, Earle, Sam, Togelius, Julian
This work introduces Amorphous Fortress Online -- a web-based platform where users can design petri-dish-like environments and games consisting of multi-agent AI characters. Users can play, create, and share artificial life and game environments made up of microscopic but transparent finite-state machine agents that interact with each other. The website features multiple interactive editors and accessible settings to view the multi-agent interactions directly from the browser. This system serves to provide a database of thematically diverse AI and game environments that use the emergent behaviors of simple AI agents.
Surprise Potential as a Measure of Interactivity in Driving Scenarios
Ding, Wenhao, Veer, Sushant, Leung, Karen, Cao, Yulong, Pavone, Marco
Validating the safety and performance of an autonomous vehicle (AV) requires benchmarking on real-world driving logs. However, typical driving logs contain mostly uneventful scenarios with minimal interactions between road users. Identifying interactive scenarios in real-world driving logs enables the curation of datasets that amplify critical signals and provide a more accurate assessment of an AV's performance. In this paper, we present a novel metric that identifies interactive scenarios by measuring an AV's surprise potential on others. First, we identify three dimensions of the design space to describe a family of surprise potential measures. Second, we exhaustively evaluate and compare different instantiations of the surprise potential measure within this design space on the nuScenes dataset. To determine how well a surprise potential measure correctly identifies an interactive scenario, we use a reward model learned from human preferences to assess alignment with human intuition. Our proposed surprise potential, arising from this exhaustive comparative study, achieves a correlation of more than 0.82 with the human-aligned reward function, outperforming existing approaches. Lastly, we validate motion planners on curated interactive scenarios to demonstrate downstream applications.
Joint Policy Search for Multi-agent Collaboration with Imperfect Information
To learn good joint policies for multi-agent collaboration with incomplete information remains a fundamental challenge. On the other hand, directly modeling joint policy changes in incomplete information game is nontrivial due to complicated interplay of policies (e.g., upstream updates affect downstream state reachability). In this paper, we show global changes of game values can be decomposed to policy changes localized at each information set, with a novel term named \emph{policy-change density}. Based on this, we propose \emph{Joint Policy Search} (JPS) that iteratively improves joint policies of collaborative agents in incomplete information games, without re-evaluating the entire game. On multiple collaborative tabular games, JPS is proven to never worsen performance and can improve solutions provided by unilateral approaches (e.g, CFR), outperforming algorithms designed for collaborative policy learning (e.g. Furthermore, for real-world game whose states are too many to enumerate, \ours{} has an online form that naturally links with gradient updates.
Review for NeurIPS paper: EvolveGraph: Multi-Agent Trajectory Prediction with Dynamic Relational Reasoning
Weaknesses: The ability of EvolveGraph to uncover known dynamic relations is not explored in as much detail as it could be. More specifically, the one synthetic experiment designed to evaluate this is somewhat simple, in that all relations change from "active" to "inactive" for all entities at the same moment in time, and this switch happens once. What happens when relations change at different times for different variables? What happens if the re-encoding gap is "out of sync" with the actual change in relations? How well does the model perform if relations change multiple times aperiodically?