Agents
Cooperative Multi-Agent Constrained Stochastic Linear Bandits
Afsharrad, Amirhossein, Oftadeh, Parisa, Moradipari, Ahmadreza, Lall, Sanjay
--In this study, we explore a collaborative multi-agent stochastic linear bandit setting involving a network of N agents that communicate locally to minimize their collective regret while keeping their expected cost under a specified threshold ฯ . Each agent encounters a distinct linear bandit problem characterized by its own reward and cost parameters, i.e., local parameters. The goal of the agents is to determine the best overall action corresponding to the average of these parameters, or so-called global parameters. In each round, an agent is randomly chosen to select an action based on its current knowledge of the system. This chosen action is then executed by all agents, then they observe their individual rewards and costs. We propose a safe distributed upper confidence bound algorithm, so called MA-OPLB, and establish a high probability bound on its T -round regret. MA-OPLB utilizes an accelerated consensus method, where agents can compute an estimate of the average rewards and costs across the network by communicating the proper information with their neighbors. We also experimentally show the performance of our proposed algorithm in different network structures. Stochastic linear bandits have been widely researched in decision-making scenarios with a linear framework, such as recommendation systems or path routing [1], [2]. In these problems, at each time step, an agent selects an action and receives a corresponding random reward, which has an expected value that depends linearly on the context of the action. The agent's objective is to maximize the total reward over T rounds.
Personalized Recommendation Systems using Multimodal, Autonomous, Multi Agent Systems
Thakkar, Param, Yadav, Anushka
This paper describes a highly developed personalised recommendation system using multimodal, autonomous, multi-agent systems. The system focuses on the incorporation of futuristic AI tech and LLMs like Gemini-1.5- pro and LLaMA-70B to improve customer service experiences especially within e-commerce. Our approach uses multi agent, multimodal systems to provide best possible recommendations to its users. The system is made up of three agents as a whole. The first agent recommends products appropriate for answering the given question, while the second asks follow-up questions based on images that belong to these recommended products and is followed up with an autonomous search by the third agent. It also features a real-time data fetch, user preferences-based recommendations and is adaptive learning. During complicated queries the application processes with Symphony, and uses the Groq API to answer quickly with low response times. It uses a multimodal way to utilize text and images comprehensively, so as to optimize product recommendation and customer interaction.
Microsoft introduces 'AI employees' that can handle client queries
Microsoft is introducing autonomous artificial intelligence agents, or virtual employees, that can perform tasks such as handling client queries and identifying sales leads, as the tech sector strives to show investors that the AI boom can produce indispensable products. The US tech company is giving customers the ability to build their own AI agents as well as releasing 10 off-the-shelf bots that can carry out a range of roles including supply chain management and customer service. Early adopters of the Copilot Studio product, which launches next month, include the blue chip consulting firm McKinsey, which is building an agent to process new client inquiries by carrying out tasks such as scheduling follow-up meetings. Other early users include law firm Clifford Chance and retailer Pets at Home. Microsoft is flagging AI agents, which carry out tasks without human intervention, as an example of the technology's ability to increase productivity โ a measure of economic efficiency, or the amount of output generated by a worker for each hour worked.
Enhancing Two-Player Performance Through Single-Player Knowledge Transfer: An Empirical Study on Atari 2600 Games
Playing two-player games using reinforcement learning and self-play can be challenging due to the complexity of two-player environments and the possible instability in the training process. We propose that a reinforcement learning algorithm can train more efficiently and achieve improved performance in a two-player game if it leverages the knowledge from the single-player version of the same game. This study examines the proposed idea in ten different Atari 2600 environments using the Atari 2600 RAM as the input state. We discuss the advantages of using transfer learning from a single-player training process over training in a two-player setting from scratch, and demonstrate our results in a few measures such as training time and average total reward. We also discuss a method of calculating RAM complexity and its relationship to performance.
HAICOSYSTEM: An Ecosystem for Sandboxing Safety Risks in Human-AI Interactions
Zhou, Xuhui, Kim, Hyunwoo, Brahman, Faeze, Jiang, Liwei, Zhu, Hao, Lu, Ximing, Xu, Frank, Lin, Bill Yuchen, Choi, Yejin, Mireshghallah, Niloofar, Bras, Ronan Le, Sap, Maarten
AI agents are increasingly autonomous in their interactions with human users and tools, leading to increased interactional safety risks. We present HAICOSYSTEM, a framework examining AI agent safety within diverse and complex social interactions. HAICOSYSTEM features a modular sandbox environment that simulates multi-turn interactions between human users and AI agents, where the AI agents are equipped with a variety of tools (e.g., patient management platforms) to navigate diverse scenarios (e.g., a user attempting to access other patients' profiles). To examine the safety of AI agents in these interactions, we develop a comprehensive multi-dimensional evaluation framework that uses metrics covering operational, content-related, societal, and legal risks. Through running 1840 simulations based on 92 scenarios across seven domains (e.g., healthcare, finance, education), we demonstrate that HAICOSYSTEM can emulate realistic user-AI interactions and complex tool use by AI agents. Our experiments show that state-of-the-art LLMs, both proprietary and open-sourced, exhibit safety risks in over 50\% cases, with models generally showing higher risks when interacting with simulated malicious users. Our findings highlight the ongoing challenge of building agents that can safely navigate complex interactions, particularly when faced with malicious users. To foster the AI agent safety ecosystem, we release a code platform that allows practitioners to create custom scenarios, simulate interactions, and evaluate the safety and performance of their agents.
NetSafe: Exploring the Topological Safety of Multi-agent Networks
Yu, Miao, Wang, Shilong, Zhang, Guibin, Mao, Junyuan, Yin, Chenlong, Liu, Qijiong, Wen, Qingsong, Wang, Kun, Wang, Yang
Large language models (LLMs) have empowered nodes within multi-agent networks with intelligence, showing growing applications in both academia and industry. However, how to prevent these networks from generating malicious information remains unexplored with previous research on single LLM's safety be challenging to transfer. In this paper, we focus on the safety of multi-agent networks from a topological perspective, investigating which topological properties contribute to safer networks. To this end, we propose a general framework, NetSafe along with an iterative RelCom interaction to unify existing diverse LLM-based agent frameworks, laying the foundation for generalized topological safety research. We identify several critical phenomena when multi-agent networks are exposed to attacks involving misinformation, bias, and harmful information, termed as Agent Hallucination and Aggregation Safety. Furthermore, we find that highly connected networks are more susceptible to the spread of adversarial attacks, with task performance in a Star Graph Topology decreasing by 29.7%. Besides, our proposed static metrics aligned more closely with real-world dynamic evaluations than traditional graph-theoretic metrics, indicating that networks with greater average distances from attackers exhibit enhanced safety. In conclusion, our work introduces a new topological perspective on the safety of LLM-based multi-agent networks and discovers several unreported phenomena, paving the way for future research to explore the safety of such networks.
Agent-to-Sim: Learning Interactive Behavior Models from Casual Longitudinal Videos
Yang, Gengshan, Bajcsy, Andrea, Saito, Shunsuke, Kanazawa, Angjoo
We present Agent-to-Sim (ATS), a framework for learning interactive behavior models of 3D agents from casual longitudinal video collections. Different from prior works that rely on marker-based tracking and multiview cameras, ATS learns natural behaviors of animal and human agents non-invasively through video observations recorded over a long time-span (e.g., a month) in a single environment. Modeling 3D behavior of an agent requires persistent 3D tracking (e.g., knowing which point corresponds to which) over a long time period. To obtain such data, we develop a coarse-to-fine registration method that tracks the agent and the camera over time through a canonical 3D space, resulting in a complete and persistent spacetime 4D representation. We then train a generative model of agent behaviors using paired data of perception and motion of an agent queried from the 4D reconstruction. ATS enables real-to-sim transfer from video recordings of an agent to an interactive behavior simulator. We demonstrate results on pets (e.g., cat, dog, bunny) and human given monocular RGBD videos captured by a smartphone.
Large Body Language Models
As virtual agents become increasingly prevalent in human-computer interaction, generating realistic and contextually appropriate gestures in real-time remains a significant challenge. While neural rendering techniques have made substantial progress with static scripts, their applicability to human-computer interactions remains limited. To address this, we introduce Large Body Language Models (LBLMs) and present LBLM-AVA, a novel LBLM architecture that combines a Transformer-XL large language model with a parallelized diffusion model to generate human-like gestures from multimodal inputs (text, audio, and video). LBLM-AVA incorporates several key components enhancing its gesture generation capabilities, such as multimodal-to-pose embeddings, enhanced sequence-to-sequence mapping with redefined attention mechanisms, a temporal smoothing module for gesture sequence coherence, and an attention-based refinement module for enhanced realism. The model is trained on our large-scale proprietary open-source dataset Allo-AVA. LBLM-AVA achieves state-of-the-art performance in generating lifelike and contextually appropriate gestures with a 30% reduction in Fr\'echet Gesture Distance (FGD), and a 25% improvement in Fr\'echet Inception Distance compared to existing approaches.
Beyond Browsing: API-Based Web Agents
Song, Yueqi, Xu, Frank, Zhou, Shuyan, Neubig, Graham
Web browsers are a portal to the internet, where much of human activity is undertaken. Thus, there has been significant research work in AI agents that interact with the internet through web browsing. However, there is also another interface designed specifically for machine interaction with online content: application programming interfaces (APIs). In this paper we ask - what if we were to take tasks traditionally tackled by browsing agents, and give AI agents access to APIs? To do so, we propose two varieties of agents: (1) an API-calling agent that attempts to perform online tasks through APIs only, similar to traditional coding agents, and (2) a Hybrid Agent that can interact with online data through both web browsing and APIs. In experiments on WebArena, a widely-used and realistic benchmark for web navigation tasks, we find that API-based agents outperform web browsing agents. These results strongly suggest that when APIs are available, they present an attractive alternative to relying on web browsing alone. Existing web agents typically operate within the space of graphical user interfaces (GUI) (Zhang et al., 2023; Zhou et al., 2023; Zheng et al., 2024), using action spaces that simulate human-like keyboard and mouse operations, such as clicking and typing. To observe web pages, common approaches include using accessibility trees, a simplified version of the HTML DOM tree, as the input to text-based models (Zhou et al., 2023; Drouin et al., 2024a), or multimodal, screenshot-based models (Koh et al., 2024a; Xie et al., 2024; You et al., 2024; Hong et al., 2023). However, regardless of the method of interaction with web sites, there is no getting around the fact that these sites were originally designed for human consumption, and may not be the ideal interface for machines. Notably, there is another interface designed specifically for machine interaction with online content: application programming interfaces (APIs). APIs allow machines to communicate directly with the backend of a web service (Branavan et al., 2009), sending and receiving data in machine-friendly formats such as JSON or XML (Meng et al., 2018; Xu et al., 2021). Nonetheless, whether AI agents can effectively use APIs to tackle real-world online tasks, and the conditions under which this is possible, remain unstudied in the scientific literature. In this work, we explore methods for tackling tasks normally framed as web-navigation tasks with an expanded action space to interact with APIs. To do so, we develop new API-based agents that directly interact with web services via API calls, as depicted in Figure 1. At the same time, not all websites have extensive API support, in which case web browsing actions may still be required.
Agent-Based Emulation for Deploying Robot Swarm Behaviors
Vega, Ricardo, Zhu, Kevin, Mattson, Connor, Brown, Daniel S., Nowzari, Cameron
Despite significant research, robotic swarms have yet to be useful in solving real-world problems, largely due to the difficulty of creating and controlling swarming behaviors in multi-agent systems. Traditional top-down approaches in which a desired emergent behavior is produced often require complex, resource-heavy robots, limiting their practicality. This paper introduces a bottom-up approach by employing an Embodied Agent-Based Modeling and Simulation approach, emphasizing the use of simple robots and identifying conditions that naturally lead to self-organized collective behaviors. Using the Reality-to-Simulation-to-Reality for Swarms (RSRS) process, we tightly integrate real-world experiments with simulations to reproduce known swarm behaviors as well as discovering a novel emergent behavior without aiming to eliminate or even reduce the sim2real gap. This paper presents the development of an Agent-Based Embodiment and Emulation process that balances the importance of running physical swarming experiments and the prohibitively time-consuming process of even setting up and running a single experiment with 20+ robots by leveraging low-fidelity lightweight simulations to enable hypothesis-formation to guide physical experiments. We demonstrate the usefulness of our methods by emulating two known behaviors from the literature and show a third behavior `discovered' by accident.