Agents
Adaptive Context-Aware Multi-Path Transmission Control for VR/AR Content: A Deep Reinforcement Learning Approach
Ahmed, Shakil, Sabuj, Saifur Rahman, Khokhar, Ashfaq
These authors present a few critical features for ACMPTC to enhance applications require high bandwidth, ultra-low latency, and its performance--mainly choosing paths with low latency and consistent quality of service (QoS) to deliver seamless, immersive packet loss. It brings a DRL-based agent that can adapt its experiences [2]. Traditional network protocols like the decision to real-time network states and compute dynamic, Transmission Control Protocol (TCP) often struggle to meet optimal choices. This feedback loop, on the other hand, these stringent demands, especially in highly dynamic and allows for real-time path selection and resource allocation that diverse network environments due to single path transmission, enables continuous optimization to provide a smooth AR/VR inadequate for high-bandwidth, low-latency requirement, high experience even with varying network conditions. It confirms latency sensitivity, etc. [3]. These limitations make TCP less that the system operates correctly and provides a way to update effective for dynamic, heterogeneous network environments such a network when there is variation in traffic levels by and the demanding performance needs of modern applications adjusting it effectively.
OS-Genesis: Automating GUI Agent Trajectory Construction via Reverse Task Synthesis
Sun, Qiushi, Cheng, Kanzhi, Ding, Zichen, Jin, Chuanyang, Wang, Yian, Xu, Fangzhi, Wu, Zhenyu, Jia, Chengyou, Chen, Liheng, Liu, Zhoumianze, Kao, Ben, Li, Guohao, He, Junxian, Qiao, Yu, Wu, Zhiyong
Graphical User Interface (GUI) agents powered by Vision-Language Models (VLMs) have demonstrated human-like computer control capability. Despite their utility in advancing digital automation, a critical bottleneck persists: collecting high-quality trajectory data for training. Common practices for collecting such data rely on human supervision or synthetic data generation through executing pre-defined tasks, which are either resource-intensive or unable to guarantee data quality. Moreover, these methods suffer from limited data diversity and significant gaps between synthetic data and real-world environments. To address these challenges, we propose OS-Genesis, a novel GUI data synthesis pipeline that reverses the conventional trajectory collection process. Instead of relying on pre-defined tasks, OS-Genesis enables agents first to perceive environments and perform step-wise interactions, then retrospectively derive high-quality tasks to enable trajectory-level exploration. A trajectory reward model is then employed to ensure the quality of the generated trajectories. We demonstrate that training GUI agents with OS-Genesis significantly improves their performance on highly challenging online benchmarks. In-depth analysis further validates OS-Genesis's efficiency and its superior data quality and diversity compared to existing synthesis methods. Our codes, data, and checkpoints are available at \href{https://qiushisun.github.io/OS-Genesis-Home/}{OS-Genesis Homepage}.
Multi-Agent Collaboration in Incident Response with Large Language Models
Incident response (IR) is a critical aspect of cybersecurity, requiring rapid decision-making and coordinated efforts to address cyberattacks effectively. Leveraging large language models (LLMs) as intelligent agents offers a novel approach to enhancing collaboration and efficiency in IR scenarios. This paper explores the application of LLM-based multi-agent collaboration using the Backdoors & Breaches framework, a tabletop game designed for cybersecurity training. We simulate real-world IR dynamics through various team structures, including centralized, decentralized, and hybrid configurations. By analyzing agent interactions and performance across these setups, we provide insights into optimizing multi-agent collaboration for incident response. Our findings highlight the potential of LLMs to enhance decision-making, improve adaptability, and streamline IR processes, paving the way for more effective and coordinated responses to cyber threats.
Evaluating Software Development Agents: Patch Patterns, Code Quality, and Issue Complexity in Real-World GitHub Scenarios
In recent years, AI-based software engineering has progressed from pre-trained models to advanced agentic workflows, with Software Development Agents representing the next major leap. These agents, capable of reasoning, planning, and interacting with external environments, offer promising solutions to complex software engineering tasks. However, while much research has evaluated code generated by large language models (LLMs), comprehensive studies on agent-generated patches, particularly in real-world settings, are lacking. This study addresses that gap by evaluating 4,892 patches from 10 top-ranked agents on 500 real-world GitHub issues from SWE-Bench Verified, focusing on their impact on code quality. Our analysis shows no single agent dominated, with 170 issues unresolved, indicating room for improvement. Even for patches that passed unit tests and resolved issues, agents made different file and function modifications compared to the gold patches from repository developers, revealing limitations in the benchmark's test case coverage. Most agents maintained code reliability and security, avoiding new bugs or vulnerabilities; while some agents increased code complexity, many reduced code duplication and minimized code smells. Finally, agents performed better on simpler codebases, suggesting that breaking complex tasks into smaller sub-tasks could improve effectiveness. This study provides the first comprehensive evaluation of agent-generated patches on real-world GitHub issues, offering insights to advance AI-driven software development.
It's Time to Move Past AI Nationalism
In 2025, there will be a course correction in AI and geopolitics, as world leaders increasingly understand that their national interests are best served through the promise of a more positive and cooperative future. The post-ChatGPT years in AI discourse could be characterized as somewhere between a gold rush and a moral panic. In 2023, at the same time as there was record investment in AI, tech experts, including Elon Musk and Steve Wozniak, published an open letter calling for a six-month moratorium on the training of AI systems more powerful than GPT-4, while others compared AI to a "nuclear war" and a "pandemic." This has understandably clouded the judgment of political leaders, pushing the geopolitical conversation about AI into some disturbing places. At the AI & Geopolitics Project, my research organization at Cambridge University, our analysis clearly shows the increasing trend towards AI nationalism.
Efficient Feature Mapping Using a Collaborative Team of AUVs
Biggs, Benjamin, Stilwell, Daniel J., Yetkin, Harun, McMahon, James
We present the results of experiments performed using a team of small autonomous underwater vehicles (AUVs) to determine the location of an isobath. The primary contributions of this work are (1) the development of a novel objective function for level set estimation that utilizes a rigorous assessment of uncertainty, and (2) a description of the practical challenges and corresponding solutions needed to implement our approach in the field using a team of AUVs. We combine path planning techniques and an approach to decentralization from prior work that yields theoretical performance guarantees. Experimentation with a team of AUVs provides empirical evidence that the desirable performance guarantees can be preserved in practice even in the presence of limitations that commonly arise in underwater robotics, including slow and intermittent acoustic communications and limited computational resources.
Provably Efficient Exploration in Reward Machines with Low Regret
Bourel, Hippolyte, Jonsson, Anders, Maillard, Odalric-Ambrym, Ma, Chenxiao, Talebi, Mohammad Sadegh
We study reinforcement learning (RL) for decision processes with non-Markovian reward, in which high-level knowledge of the task in the form of reward machines is available to the learner. We consider probabilistic reward machines with initially unknown dynamics, and investigate RL under the average-reward criterion, where the learning performance is assessed through the notion of regret. Our main algorithmic contribution is a model-based RL algorithm for decision processes involving probabilistic reward machines that is capable of exploiting the structure induced by such machines. We further derive high-probability and non-asymptotic bounds on its regret and demonstrate the gain in terms of regret over existing algorithms that could be applied, but obliviously to the structure. We also present a regret lower bound for the studied setting. To the best of our knowledge, the proposed algorithm constitutes the first attempt to tailor and analyze regret specifically for RL with probabilistic reward machines.
Hierarchical Multi-agent Meta-Reinforcement Learning for Cross-channel Bidding
Real-time bidding (RTB) plays a pivotal role in online advertising ecosystems. Advertisers employ strategic bidding to optimize their advertising impact while adhering to various financial constraints, such as the return-on-investment (ROI) and cost-per-click (CPC). Primarily focusing on bidding with fixed budget constraints, traditional approaches cannot effectively manage the dynamic budget allocation problem where the goal is to achieve global optimization of bidding performance across multiple channels with a shared budget. In this paper, we propose a hierarchical multi-agent reinforcement learning framework for multi-channel bidding optimization. In this framework, the top-level strategy applies a CPC constrained diffusion model to dynamically allocate budgets among the channels according to their distinct features and complex interdependencies, while the bottom-level strategy adopts a state-action decoupled actor-critic method to address the problem of extrapolation errors in offline learning caused by out-of-distribution actions and a context-based meta-channel knowledge learning method to improve the state representation capability of the policy based on the shared knowledge among different channels. Comprehensive experiments conducted on a large scale real-world industrial dataset from the Meituan ad bidding platform demonstrate that our method achieves a state-of-the-art performance.
MrSteve: Instruction-Following Agents in Minecraft with What-Where-When Memory
Park, Junyeong, Cho, Junmo, Ahn, Sungjin
Significant advances have been made in developing general-purpose embodied AI in environments like Minecraft through the adoption of LLM-augmented hierarchical approaches. While these approaches, which combine high-level planners with low-level controllers, show promise, low-level controllers frequently become performance bottlenecks due to repeated failures. In this paper, we argue that the primary cause of failure in many low-level controllers is the absence of an episodic memory system. To address this, we introduce MrSteve (Memory Recall Steve-1), a novel low-level controller equipped with Place Event Memory (PEM), a form of episodic memory that captures what, where, and when information from episodes. This directly addresses the main limitation of the popular low-level controller, Steve-1. Unlike previous models that rely on short-term memory, PEM organizes spatial and event-based data, enabling efficient recall and navigation in long-horizon tasks. Additionally, we propose an Exploration Strategy and a Memory-Augmented Task Solving Framework, allowing agents to alternate between exploration and task-solving based on recalled events. Our approach significantly improves task-solving and exploration efficiency compared to existing methods. We will release our code and demos on the project page: https://sites.google.com/view/mr-steve.
GenPlan: Generative Sequence Models as Adaptive Planners
Karthikeyan, Akash, Pant, Yash Vardhan
Sequence models have demonstrated remarkable success in behavioral planning by leveraging previously collected demonstrations. However, solving multi-task missions remains a significant challenge, particularly when the planner must adapt to unseen constraints and tasks, such as discovering goals and unlocking doors. Such behavioral planning problems are challenging to solve due to: a) agents failing to adapt beyond the single task learned through their reward function, and b) inability to generalize to new environments, e.g., those with walls and locked doors, when trained only in planar environments. Consequently, state-of-the-art decision-making methods are limited to missions where the required tasks are well-represented in the training demonstrations and can be solved within a short (temporal) planning horizon. To address this, we propose GenPlan: a stochastic and adaptive planner that leverages discrete-flow models for generative sequence modeling, enabling sample-efficient exploration and exploitation. This framework relies on an iterative denoising procedure to generate a sequence of goals and actions. This approach captures multi-modal action distributions and facilitates goal and task discovery, thereby generalizing to out-of-distribution tasks and environments, i.e., missions not part of the training data. We demonstrate the effectiveness of our method through multiple simulation environments. Notably, GenPlan outperforms state-of-the-art methods by over 10% on adaptive planning tasks, where the agent adapts to multi-task missions while leveraging demonstrations from single-goal-reaching tasks. Our code is available at https://github.com/CL2-UWaterloo/GenPlan.