Agents
Large Language Model-driven Multi-Agent Simulation for News Diffusion Under Different Network Structures
Li, Xinyi, Xu, Yu, Zhang, Yongfeng, Malthouse, Edward C.
The proliferation of fake news in the digital age has raised critical concerns, particularly regarding its impact on societal trust and democratic processes. Diverging from conventional agent-based simulation approaches, this work introduces an innovative approach by employing a large language model (LLM)-driven multi-agent simulation to replicate complex interactions within information ecosystems. We investigate key factors that facilitate news propagation, such as agent personalities and network structures, while also evaluating strategies to combat misinformation. Through simulations across varying network structures, we demonstrate the potential of LLM-based agents in modeling the dynamics of misinformation spread, validating the influence of agent traits on the diffusion process. Our findings emphasize the advantages of LLM-based simulations over traditional techniques, as they uncover underlying causes of information spread -- such as agents promoting discussions -- beyond the predefined rules typically employed in existing agent-based models. Additionally, we evaluate three countermeasure strategies, discovering that brute-force blocking influential agents in the network or announcing news accuracy can effectively mitigate misinformation. However, their effectiveness is influenced by the network structure, highlighting the importance of considering network structure in the development of future misinformation countermeasures.
Hazards in Daily Life? Enabling Robots to Proactively Detect and Resolve Anomalies
Song, Zirui, Ouyang, Guangxian, Fang, Meng, Na, Hongbin, Shi, Zijing, Chen, Zhenhao, Fu, Yujie, Zhang, Zeyu, Jiang, Shiyu, Fang, Miao, Chen, Ling, Chen, Xiuying
Existing household robots have made significant progress in performing routine tasks, such as cleaning floors or delivering objects. However, a key limitation of these robots is their inability to recognize potential problems or dangers in home environments. For example, a child may pick up and ingest medication that has fallen on the floor, posing a serious risk. We argue that household robots should proactively detect such hazards or anomalies within the home, and propose the task of anomaly scenario generation. We leverage foundational models instead of relying on manually labeled data to build simulated environments. Specifically, we introduce a multi-agent brainstorming approach, where agents collaborate and generate diverse scenarios covering household hazards, hygiene management, and child safety. These textual task descriptions are then integrated with designed 3D assets to simulate realistic environments. Within these constructed environments, the robotic agent learns the necessary skills to proactively discover and handle the proposed anomalies through task decomposition, and optimal learning approach selection. We demonstrate that our generated environment outperforms others in terms of task description and scene diversity, ultimately enabling robotic agents to better address potential household hazards.
A Simulation System Towards Solving Societal-Scale Manipulation
Touzel, Maximilian Puelma, Sarangi, Sneheel, Welch, Austin, Krishnakumar, Gayatri, Zhao, Dan, Yang, Zachary, Yu, Hao, Kosak-Hine, Ethan, Gibbs, Tom, Musulan, Andreea, Thibault, Camille, Gurbuz, Busra Tugce, Rabbany, Reihaneh, Godbout, Jean-François, Pelrine, Kellin
The rise of AI-driven manipulation poses significant risks to societal trust and democratic processes. Yet, studying these effects in real-world settings at scale is ethically and logistically impractical, highlighting a need for simulation tools that can model these dynamics in controlled settings to enable experimentation with possible defenses. We present a simulation environment designed to address this. We elaborate upon the Concordia framework that simulates offline, 'real life' activity by adding online interactions to the simulation through social media with the integration of a Mastodon server. We improve simulation efficiency and information flow, and add a set of measurement tools, particularly longitudinal surveys. We demonstrate the simulator with a tailored example in which we track agents' political positions and show how partisan manipulation of agents can affect election results.
PRefLexOR: Preference-based Recursive Language Modeling for Exploratory Optimization of Reasoning and Agentic Thinking
PRefLexOR (Preference-based Recursive Language Modeling for Exploratory Optimization of Reasoning) combines preference optimization with concepts from Reinforcement Learning to enable models to self-teach through iterative reasoning improvements. We propose a recursive learning approach that engages the model in multi-step reasoning, revisiting, and refining intermediate steps before producing a final output in training and inference phases. Through multiple training stages, the model first learns to align its reasoning with accurate decision paths by optimizing the log odds between preferred and non-preferred responses. During this process, PRefLexOR builds a dynamic knowledge graph by generating questions from random text chunks and retrieval-augmentation to contextualize relevant details from the entire training corpus. In the second stage, preference optimization enhances model performance by using rejection sampling to fine-tune reasoning quality by continually producing in-situ training data while masking the reasoning steps. Recursive optimization within a thinking token framework introduces iterative feedback loops, where the model refines reasoning, achieving deeper coherence, consistency, and adaptability. Implemented in small language models with only 3 billion parameters, we should that even tiny models can iteratively teach themselves to reason with greater depth and reflectivity. Our implementation is straightforward and can be incorporated into any existing pretrained LLM. We focus our examples on applications in biological materials science and demonstrate the method in a variety of case studies that range from in-domain to cross-domain applications. Using reasoning strategies that include thinking and reflection modalities we build a multi-agent recursive self-improving inference approach to successively improve responses via repeated sampling in inference time.
Using Protected Attributes to Consider Fairness in Multi-Agent Systems
La Malfa, Gabriele, Zhang, Jie M., Luck, Michael, Black, Elizabeth
Fairness in Multi-Agent Systems (MAS) has been extensively studied, particularly in reward distribution among agents in scenarios such as goods allocation, resource division, lotteries, and bargaining systems. Fairness in MAS depends on various factors, including the system's governing rules, the behaviour of the agents, and their characteristics. Yet, fairness in human society often involves evaluating disparities between disadvantaged and privileged groups, guided by principles of Equality, Diversity, and Inclusion (EDI). Taking inspiration from the work on algorithmic fairness, which addresses bias in machine learning-based decision-making, we define protected attributes for MAS as characteristics that should not disadvantage an agent in terms of its expected rewards. We adapt fairness metrics from the algorithmic fairness literature -- namely, demographic parity, counterfactual fairness, and conditional statistical parity -- to the multi-agent setting, where self-interested agents interact within an environment. These metrics allow us to evaluate the fairness of MAS, with the ultimate aim of designing MAS that do not disadvantage agents based on protected attributes.
Counterfactual Effect Decomposition in Multi-Agent Sequential Decision Making
Triantafyllou, Stelios, Sukovic, Aleksa, Zolfimoselo, Yasaman, Radanovic, Goran
We address the challenge of explaining counterfactual outcomes in multi-agent Markov decision processes. In particular, we aim to explain the total counterfactual effect of an agent's action on the outcome of a realized scenario through its influence on the environment dynamics and the agents' behavior. To achieve this, we introduce a novel causal explanation formula that decomposes the counterfactual effect by attributing to each agent and state variable a score reflecting their respective contributions to the effect. First, we show that the total counterfactual effect of an agent's action can be decomposed into two components: one measuring the effect that propagates through all subsequent agents' actions and another related to the effect that propagates through the state transitions. Building on recent advancements in causal contribution analysis, we further decompose these two effects as follows. For the former, we consider agent-specific effects - a causal concept that quantifies the counterfactual effect of an agent's action that propagates through a subset of agents. Based on this notion, we use Shapley value to attribute the effect to individual agents. For the latter, we consider the concept of structure-preserving interventions and attribute the effect to state variables based on their "intrinsic" contributions. Through extensive experimentation, we demonstrate the interpretability of our decomposition approach in a Gridworld environment with LLM-assisted agents and a sepsis management simulator. Applying counterfactual reasoning to retrospectively analyze the impact of different actions in decision making scenarios is fundamental for accountability. To achieve such objectives, many studies often rely on the notion of total counterfactual effects, which quantifies the extent to which an alternative action would have affected the outcome of a realized scenario. In multi-agent sequential decision making, an agent's action typically affects the outcome indirectly. To illustrate this, consider the problem of AI-assisted decision making in healthcare (Lynn, 2019), where a clinician and their AI assistant treat a patient over a period of time.
Voter Participation Control in Online Polls
De, Koustav, Dey, Palash, Sanyal, Swagato
News outlets, surveyors, and other organizations often conduct polls on social networks to gain insights into public opinion. Such a poll is typically started by someone on a social network who sends it to her friends. If a person participates in the poll, the poll information gets published on her wall, which in turn enables her friends to participate, and the process continues. Eventually, a subset of the population participates in the poll, and the pollster learns the outcome of that poll. We initiate the study of a new but natural type of election control in such online elections. We study how difficult/easy it is to sway the outcome of such polls in one's favor/against (aka constructive vs destructive) by any malicious influencer who nudges/bribes people for seemingly harmless actions like non-participation. These questions are important from the standpoint of studying the power of resistance of online voting against malicious behavior. The destructive version is also important to quantify the robustness of the winner of an online voting. We show that both problems are computationally intractable even if the election is over only two candidates and the influencer has an infinite amount of money to spend (that is, every voter can be persuaded to not participate). We strengthen this result by proving that the computational task remains substantially challenging even if the underlying network is a tree. Finally, we show that there is a polynomial-time algorithm for the constructive version of the problem when we have O(1) candidates, and the treewidth of the underlying graph is O(1); the algorithm for the destructive version does not even need to assume O(1) number of candidates. Hence, we observe that the destructive version is computationally easier than the constructive version.
Improving the Generalization of Unseen Crowd Behaviors for Reinforcement Learning based Local Motion Planners
Ng, Wen Zheng Terence, Chen, Jianda, Pan, Sinno Jialin, Zhang, Tianwei
Deploying a safe mobile robot policy in scenarios with human pedestrians is challenging due to their unpredictable movements. Current Reinforcement Learning-based motion planners rely on a single policy to simulate pedestrian movements and could suffer from the over-fitting issue. Alternatively, framing the collision avoidance problem as a multi-agent framework, where agents generate dynamic movements while learning to reach their goals, can lead to conflicts with human pedestrians due to their homogeneity. To tackle this problem, we introduce an efficient method that enhances agent diversity within a single policy by maximizing an information-theoretic objective. This diversity enriches each agent's experiences, improving its adaptability to unseen crowd behaviors. In assessing an agent's robustness against unseen crowds, we propose diverse scenarios inspired by pedestrian crowd behaviors. Our behavior-conditioned policies outperform existing works in these challenging scenes, reducing potential collisions without additional time or travel.
Corridor Generating Algorithm for Multi-Agent Pathfinding
In this paper, we solve the classical Multi-agent Pathfinding (MAPF) problem. Existing approaches struggle to solve dense MAPF instances. In this paper, we propose a Corridor Generating Algorithm for MAPF, namely CGA-MAPF. In CGA-MAPF, the agents build \emph{corridors}, a set of connected vertices, from current locations towards agents' goals and evacuate other agents out of the corridors to avoid collisions and deadlocks. The proposed algorithm has a reachability property, i.e. every agent is guaranteed to reach its goal location at some point. In the experimental section, we demonstrate that CGA-MAPF outperforms baseline algorithms in terms of success rate across diverse MAPF benchmark grids, achieving state-of-the-art performance.
Agent-as-a-Judge: Evaluate Agents with Agents
Zhuge, Mingchen, Zhao, Changsheng, Ashley, Dylan, Wang, Wenyi, Khizbullin, Dmitrii, Xiong, Yunyang, Liu, Zechun, Chang, Ernie, Krishnamoorthi, Raghuraman, Tian, Yuandong, Shi, Yangyang, Chandra, Vikas, Schmidhuber, Jürgen
Recent years have seen multimodal agentic systems move from occasionally being able to solve small toy problems to being regularly deployed for challenging real-world problems (the dream of most AI research). Yet, the current evaluation methods and the available benchmarks for agentic systems are struggling to keep up with these rapid advances, dramatically slowing true progress. We believe that the current issue with evaluating agentic systems stems from the lack of feedback during the intermediate task-solving stages for these nontraditional systems. Agentic systems think more like humans, often act step-by-step (Wooldridge, 1999) and often host very human-like symbolic communications internally to solve problems (Zhuge et al., 2023). And thus agentic systems should be evaluated like a human, with rich evaluative feedback which looks at the full thought and action trajectory; evaluating an agentic system in the traditional way is like evaluating a student using multiple-choice testing--a comparatively unreliable estimator (Park, 2010). For example, while SWE-Bench (Yang et al., 2024a) is widespread, its evaluation method, which relies solely on the final resolve rate for long-term automated repair tasks, does not effectively pinpoint what is happening within agentic systems that affects the resolve rate. On the other hand, performing a better evaluation with a human is prohibitively expensive. We instead propose that agentic systems should be used to evaluate agentic systems. Inspired by LLM-as-a-Judge (Zheng et al., 2024; Fu et al., 2023; Chen et al., 2024b), which uses LLMs to evaluate LLMs, we call this framework Agent-as-a-Judge, of which it is