Goto

Collaborating Authors

 Agents


Can Large Language Models Adapt to Other Agents In-Context?

arXiv.org Artificial Intelligence

As the research community aims to build better AI assistants that are more dynamic and personalized to the diversity of humans that they interact with, there is increased interest in evaluating the theory of mind capabilities of large language models (LLMs). Indeed, several recent studies suggest that LLM theory of mind capabilities are quite impressive, approximating human-level performance. Our paper aims to rebuke this narrative and argues instead that past studies were not directly measuring agent performance, potentially leading to findings that are illusory in nature as a result. We draw a strong distinction between what we call literal theory of mind i.e. measuring the agent's ability to predict the behavior of others and functional theory of mind i.e. adapting to agents in-context based on a rational response to predictions of their behavior. We find that top performing open source LLMs may display strong capabilities in literal theory of mind, depending on how they are prompted, but seem to struggle with functional theory of mind -- even when partner policies are exceedingly simple. Our work serves to highlight the double sided nature of inductive bias in LLMs when adapting to new situations. While this bias can lead to strong performance over limited horizons, it often hinders convergence to optimal long-term behavior.


xFLIE: Leveraging Actionable Hierarchical Scene Representations for Autonomous Semantic-Aware Inspection Missions

arXiv.org Artificial Intelligence

This article presents xFLIE, a fully integrated 3D hierarchical scene graph based autonomous inspection architecture. Specifically, we present a tightly-coupled solution of incremental 3D Layered Semantic Graphs (LSG) construction and real-time exploitation by a multi-modal autonomy, First-Look based Inspection and Exploration (FLIE) planner, to address the task of inspection of apriori unknown semantic targets of interest in unknown environments. This work aims to address the challenge of maintaining, in addition to or as an alternative to volumetric models, an intuitive scene representation during large-scale inspection missions. Through its contributions, the proposed architecture aims to provide a high-level multi-tiered abstract environment representation whilst simultaneously maintaining a tractable foundation for rapid and informed decision-making capable of enhancing inspection planning through scene understanding, what should it inspect ?, and reasoning, why should it inspect ?. The proposed LSG framework is designed to leverage the concept of nesting lower local graphs, at multiple layers of abstraction, with the abstract concepts grounded on the functionality of the integrated FLIE planner. Through intuitive scene representation, the proposed architecture offers an easily digestible environment model for human operators which helps to improve situational awareness and their understanding of the operating environment. We highlight the use-case benefits of hierarchical and semantic path-planning capability over LSG to address queries, by the integrated planner as well as the human operator. The validity of the proposed architecture is evaluated in large-scale simulated outdoor urban scenarios as well as being deployed onboard a Boston Dynamics Spot quadruped robot for extensive outdoor field experiments.


Learning Human-Aware Robot Policies for Adaptive Assistance

arXiv.org Artificial Intelligence

Learning Human-A ware Robot Policies for Adaptive Assistance Jason Qin 1, Shikun Ban 2, Wentao Zhu 2, Yizhou Wang 2, and Dimitris Samaras 1 Abstract -- Developing robots that can assist humans efficiently, safely, and adaptively is crucial for real-world applications such as healthcare. While previous work often assumes a centralized system for co-optimizing human-robot interactions, we argue that real-world scenarios are much more complicated, as humans have individual preferences regarding how tasks are performed. However, to provide effective assistance, robots must still be able to recognize and adapt to the individual needs and preferences of different users. T o address these challenges, we propose a novel framework in which robots infer human intentions and reason about human utilities through interaction. Our approach features two critical modules: the anticipation module is a motion predictor that captures the spatial-temporal relationship between the robot agent and user agent, which contributes to predicting human behavior; the utility module infers the underlying human utility functions through progressive task demonstration sampling. Extensive experiments across various robot types and assistive tasks demonstrate that the proposed framework not only enhances task success and efficiency but also significantly improves user satisfaction, paving the way for more personalized and adaptive assistive robotic systems. Code and demos are available at https: //asonin.github.io/Human-Aware-Assistance/ . I. I NTRODUCTION Developing robots that understand and assist humans is a critical long-term goal in Artificial Intelligence (AI) research.


Efficient and Scalable Deep Reinforcement Learning for Mean Field Control Games

arXiv.org Artificial Intelligence

Mean Field Control Games (MFCGs) provide a powerful theoretical framework for analyzing systems of infinitely many interacting agents, blending elements from Mean Field Games (MFGs) and Mean Field Control (MFC). However, solving the coupled Hamilton-Jacobi-Bellman and Fokker-Planck equations that characterize MFCG equilibria remains a significant computational challenge, particularly in high-dimensional or complex environments. This paper presents a scalable deep Reinforcement Learning (RL) approach to approximate equilibrium solutions of MFCGs. Building on previous works, We reformulate the infinite-agent stochastic control problem as a Markov Decision Process, where each representative agent interacts with the evolving mean field distribution. We use the actor-critic based algorithm from a previous paper (Angiuli et.al., 2024) as the baseline and propose several versions of more scalable and efficient algorithms, utilizing techniques including parallel sample collection (batching); mini-batching; target network; proximal policy optimization (PPO); generalized advantage estimation (GAE); and entropy regularization. By leveraging these techniques, we effectively improved the efficiency, scalability, and training stability of the baseline algorithm. We evaluate our method on a linear-quadratic benchmark problem, where an analytical solution to the MFCG equilibrium is available. Our results show that some versions of our proposed approach achieve faster convergence and closely approximate the theoretical optimum, outperforming the baseline algorithm by an order of magnitude in sample efficiency. Our work lays the foundation for adapting deep RL to solve more complicated MFCGs closely related to real life, such as large-scale autonomous transportation systems, multi-firm economic competition, and inter-bank borrowing problems.


OneKE: A Dockerized Schema-Guided LLM Agent-based Knowledge Extraction System

arXiv.org Artificial Intelligence

We introduce OneKE, a dockerized schema-guided knowledge extraction system, which can extract knowledge from the Web and raw PDF Books, and support various domains (science, news, etc.). Specifically, we design OneKE with multiple agents and a configure knowledge base. Different agents perform their respective roles, enabling support for various extraction scenarios. The configure knowledge base facilitates schema configuration, error case debugging and correction, further improving the performance. Empirical evaluations on benchmark datasets demonstrate OneKE's efficacy, while case studies further elucidate its adaptability to diverse tasks across multiple domains, highlighting its potential for broad applications. We have open-sourced the Code at https://github.com/zjunlp/OneKE and released a Video at http://oneke.openkg.cn/demo.mp4.


WiSER-X: Wireless Signals-based Efficient Decentralized Multi-Robot Exploration without Explicit Information Exchange

arXiv.org Artificial Intelligence

We introduce a Wireless Signal based Efficient multi-Robot eXploration (WiSER-X) algorithm applicable to a decentralized team of robots exploring an unknown environment with communication bandwidth constraints. WiSER-X relies only on local inter-robot relative position estimates, that can be obtained by exchanging signal pings from onboard sensors such as WiFi, Ultra-Wide Band, amongst others, to inform the exploration decisions of individual robots to minimize redundant coverage overlaps. Furthermore, WiSER-X also enables asynchronous termination without requiring a shared map between the robots. It also adapts to heterogeneous robot behaviors and even complete failures in unknown environment while ensuring complete coverage. Simulations show that WiSER-X leads to 58% lower overlap than a zero-information-sharing baseline algorithm-1 and only 23% more overlap than a full-information-sharing algorithm baseline algorithm-2.


Minimax-Optimal Multi-Agent Robust Reinforcement Learning

arXiv.org Artificial Intelligence

The rapidly evolving field of multi-agent reinforcement learning (MARL), also referred to as Markov games (MGs) (Littman, 1994; Shapley, 1953), explores how a group of agents interacts in a shared, dynamic environment to maximize their individual expected cumulative rewards (Zhang et al., 2020a; Lanctot et al., 2019; Silver et al., 2017; Vinyals et al., 2019). This area has found wide applications in fields such as ecosystem management (Fang et al., 2015), strategic decision-making in board games (Silver et al., 2017), management science (Saloner, 1991), and autonomous driving (Zhou et al., 2020). However, in real-world applications, environmental uncertainties--stemming from factors such as system noise, model misalignment, and the sim-to-real gap--can significantly alter both the qualitative outcomes of the game and the cumulatiev rewards that agents receive (Slumbers et al., 2023). It has been demonstrated that when solutions learned in a simulated environment are applied, even a small deviation in the deployed environment from the expected model can result in catastrophic performance drops for one or more agents (Shi et al., 2024c; Balaji et al., 2019; Yeh et al., 2021; Zeng et al., 2022; Zhang et al., 2020b). These challenges motivate the study of robust Markov games (RMGs), which assume that each agent aims to maximize its worst-case cumulative reward in an environment where the transition model is constrained by an uncertainty set centered around an unknown nominal model. Given the competitive nature of the game, the objective of RMGs is to reach an equilibrium where no agent has an incentive to unilaterally change its policy to increase its own payoff. A classical type of equilibrium is the robust Nash equilibrium (NE) (Nash Jr, 1950), where each agent's policy is independent, and no agent can improve its worst-case performance by deviating from its current strategy. Due to the high computational cost of solving robust NEs, especially in games with more than two agents, this concept is often relaxed to the robust coarse correlated equilibrium (CCE), where agents' policies may be correlated (Moulin & Vial, 1978). In the context of RMGs, achieving equilibrium with minimal samples is of particular interest, as data is often limited in practical applications.


Adaptive Context-Aware Multi-Path Transmission Control for VR/AR Content: A Deep Reinforcement Learning Approach

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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.