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The Dynamics of Social Conventions in LLM populations: Spontaneous Emergence, Collective Biases and Tipping Points

arXiv.org Artificial Intelligence

Social conventions are the foundation for social and economic life. As legions of AI agents increasingly interact with each other and with humans, their ability to form shared conventions will determine how effectively they will coordinate behaviors, integrate into society and influence it. Here, we investigate the dynamics of conventions within populations of Large Language Model (LLM) agents using simulated interactions. First, we show that globally accepted social conventions can spontaneously arise from local interactions between communicating LLMs. Second, we demonstrate how strong collective biases can emerge during this process, even when individual agents appear to be unbiased. Third, we examine how minority groups of committed LLMs can drive social change by establishing new social conventions. We show that once these minority groups reach a critical size, they can consistently overturn established behaviors. In all cases, contrasting the experimental results with predictions from a minimal multi-agent model allows us to isolate the specific role of LLM agents. Our results clarify how AI systems can autonomously develop norms without explicit programming and have implications for designing AI systems that align with human values and societal goals.


ReasonPlanner: Enhancing Autonomous Planning in Dynamic Environments with Temporal Knowledge Graphs and LLMs

arXiv.org Artificial Intelligence

Planning and performing interactive tasks, such as conducting experiments to determine the melting point of an unknown substance, is straightforward for humans but poses significant challenges for autonomous agents. We introduce ReasonPlanner, a novel generalist agent designed for reflective thinking, planning, and interactive reasoning. This agent leverages LLMs to plan hypothetical trajectories by building a World Model based on a Temporal Knowledge Graph. The agent interacts with the environment using a natural language actor-critic module, where the actor translates the imagined trajectory into a sequence of actionable steps, and the critic determines if replanning is necessary. ReasonPlanner significantly outperforms previous state-of-the-art prompting-based methods on the ScienceWorld benchmark by more than 1.8 times, while being more sample-efficient and interpretable. It relies solely on frozen weights thus requiring no gradient updates. ReasonPlanner can be deployed and utilized without specialized knowledge of Machine Learning, making it accessible to a wide range of users.


Multi-Agent Actor-Critics in Autonomous Cyber Defense

arXiv.org Artificial Intelligence

The need for autonomous and adaptive defense mechanisms has become paramount in the rapidly evolving landscape of cyber threats. Multi-Agent Deep Reinforcement Learning (MADRL) presents a promising approach to enhancing the efficacy and resilience of autonomous cyber operations. This paper explores the application of Multi-Agent Actor-Critic algorithms which provides a general form in Multi-Agent learning to cyber defense, leveraging the collaborative interactions among multiple agents to detect, mitigate, and respond to cyber threats. We demonstrate each agent is able to learn quickly and counter act on the threats autonomously using MADRL in simulated cyber-attack scenarios. The results indicate that MADRL can significantly enhance the capability of autonomous cyber defense systems, paving the way for more intelligent cybersecurity strategies. This study contributes to the growing body of knowledge on leveraging artificial intelligence for cybersecurity and sheds light for future research and development in autonomous cyber operations.


Analyzing Probabilistic Methods for Evaluating Agent Capabilities

arXiv.org Artificial Intelligence

To mitigate risks from AI systems, we need to assess their capabilities accurately. This is especially difficult in cases where capabilities are only rarely displayed. Phuong et al. [12] propose two methods that aim to obtain better estimates of the probability of an AI agent successfully completing a given task. The milestone method decomposes tasks into subtasks, aiming to improve overall success rate estimation, while the expert best-of-N method leverages human guidance as a proxy for the model's independent performance. Our analysis of these methods as Monte Carlo estimators reveals that while both effectively reduce variance compared to naive Monte Carlo sampling, they also introduce bias. Experimental results demonstrate that the milestone method underestimates true solve rates for many real-world tasks due to its constraining assumptions. The expert best-of-N method exhibits even more severe underestimation across all tasks, attributed to an inherently flawed re-weighting factor. To enhance the accuracy of capability estimates of AI agents on difficult tasks, we suggest future work should leverage the rich literature on Monte Carlo Estimators.


Calibration of Shared Equilibria in General Sum Partially Observable Markov Games

Neural Information Processing Systems

Training multi-agent systems (MAS) to achieve realistic equilibria gives us a useful tool to understand and model real-world systems. We consider a general sum partially observable Markov game where agents of different types share a single policy network, conditioned on agent-specific information. This paper aims at i) formally understanding equilibria reached by such agents, and ii) matching emergent phenomena of such equilibria to real-world targets. Parameter sharing with decentralized execution has been introduced as an efficient way to train multiple agents using a single policy network. However, the nature of resulting equilibria reached by such agents has not been yet studied: we introduce the novel concept of Shared equilibrium as a symmetric pure Nash equilibrium of a certain Functional Form Game (FFG) and prove convergence to the latter for a certain class of games using self-play.


Provably Efficient Offline Multi-agent Reinforcement Learning via Strategy-wise Bonus

Neural Information Processing Systems

This paper considers offline multi-agent reinforcement learning. We propose the strategy-wise concentration principle which directly builds a confidence interval for the joint strategy, in contrast to the point-wise concentration principle which builds a confidence interval for each point in the joint action space. For two-player zero-sum Markov games, by exploiting the convexity of the strategy-wise bonus, we propose a computationally efficient algorithm whose sample complexity enjoys a better dependency on the number of actions than the prior methods based on the point-wise bonus. Furthermore, for offline multi-agent general-sum Markov games, based on the strategy-wise bonus and a novel surrogate function, we give the first algorithm whose sample complexity only scales \sum_{i 1} m A_i where A_i is the action size of the i -th player and m is the number of players. In sharp contrast, the sample complexity of methods based on the point-wise bonus would scale with the size of the joint action space \Pi_{i 1} m A_i due to the curse of multiagents.


Mingling Foresight with Imagination: Model-Based Cooperative Multi-Agent Reinforcement Learning

Neural Information Processing Systems

Recently, model-based agents have achieved better performance than model-free ones using the same computational budget and training time in single-agent environments. However, due to the complexity of multi-agent systems, it is tough to learn the model of the environment. The significant compounding error may hinder the learning process when model-based methods are applied to multi-agent tasks. This paper proposes an implicit model-based multi-agent reinforcement learning method based on value decomposition methods. Under this method, agents can interact with the learned virtual environment and evaluate the current state value according to imagined future states in the latent space, making agents have the foresight.


Multi-agent active perception with prediction rewards

Neural Information Processing Systems

Multi-agent active perception is a task where a team of agents cooperatively gathers observations to compute a joint estimate of a hidden variable. The task is decentralized and the joint estimate can only be computed after the task ends by fusing observations of all agents. The objective is to maximize the accuracy of the estimate. The accuracy is quantified by a centralized prediction reward determined by a centralized decision-maker who perceives the observations gathered by all agents after the task ends. In this paper, we model multi-agent active perception as a decentralized partially observable Markov decision process (Dec-POMDP) with a convex centralized prediction reward.


Neurosymbolic Transformers for Multi-Agent Communication

Neural Information Processing Systems

We study the problem of inferring communication structures that can solve cooperative multi-agent planning problems while minimizing the amount of communication. We quantify the amount of communication as the maximum degree of the communication graph; this metric captures settings where agents have limited bandwidth. Minimizing communication is challenging due to the combinatorial nature of both the decision space and the objective; for instance, we cannot solve this problem by training neural networks using gradient descent. We propose a novel algorithm that synthesizes a control policy that combines a programmatic communication policy used to generate the communication graph with a transformer policy network used to choose actions. Our algorithm first trains the transformer policy, which implicitly generates a "soft" communication graph; then, it synthesizes a programmatic communication policy that "hardens" this graph, forming a neurosymbolic transformer.


FACMAC: Factored Multi-Agent Centralised Policy Gradients

Neural Information Processing Systems

We propose FACtored Multi-Agent Centralised policy gradients (FACMAC), a new method for cooperative multi-agent reinforcement learning in both discrete and continuous action spaces. Like MADDPG, a popular multi-agent actor-critic method, our approach uses deep deterministic policy gradients to learn policies. However, FACMAC learns a centralised but factored critic, which combines per-agent utilities into the joint action-value function via a non-linear monotonic function, as in QMIX, a popular multi-agent Q -learning algorithm. However, unlike QMIX, there are no inherent constraints on factoring the critic. We thus also employ a nonmonotonic factorisation and empirically demonstrate that its increased representational capacity allows it to solve some tasks that cannot be solved with monolithic, or monotonically factored critics.