Agents
MobileVLM: A Vision-Language Model for Better Intra- and Inter-UI Understanding
Wu, Qinzhuo, Xu, Weikai, Liu, Wei, Tan, Tao, Liu, Jianfeng, Li, Ang, Luan, Jian, Wang, Bin, Shang, Shuo
Recently, mobile AI agents based on VLMs have been gaining increasing attention. These works typically utilize VLM as a foundation, fine-tuning it with instruction-based mobile datasets. However, these VLMs are typically pre-trained on general-domain data, which often results in a lack of fundamental capabilities specific to the mobile domain. Therefore, they may struggle to recognize specific UI elements and understand intra-UI fine-grained information. In addition, the current fine-tuning task focuses on interacting with the most relevant element for the given instruction. These fine-tuned VLMs may still ignore the relationships between UI pages, neglect the roles of elements in page transitions and lack inter-UI understanding. To address issues, we propose a VLM called MobileVLM, which includes two additional pre-training stages to enhance both intra- and inter-UI understanding. We defined four UI-based pre-training tasks, enabling the model to better perceive fine-grained elements and capture page transition actions. To address the lack of mobile pre-training data, we built a large Chinese mobile dataset Mobile3M from scratch, which contains 3 million UI pages, and real-world transition actions, forming a directed graph structure. Experimental results show MobileVLM excels on both our test set and public mobile benchmarks, outperforming existing VLMs.
Multi-View Decision Processes: The Helper-AI Problem
Christos Dimitrakakis, David C. Parkes, Goran Radanovic, Paul Tylkin
We consider a two-player sequential game in which agents have the same reward function but may disagree on the transition probabilities of an underlying Markovian model of the world. By committing to play a specific policy, the agent with the correct model can steer the behavior of the other agent, and seek to improve utility. We model this setting as a multi-view decision process, which we use to formally analyze the positive effect of steering policies. Furthermore, we develop an algorithm for computing the agents' achievable joint policy, and we experimentally show that it can lead to a large utility increase when the agents' models diverge.
1264a061d82a2edae1574b07249800d6-Paper.pdf
One of the main challenges in reinforcement learning (RL) is generalisation. In typical deep RL methods this is achieved by approximating the optimal value function with a low-dimensional representation using a deep network. While this approach works well in many domains, in domains where the optimal value function cannot easily be reduced to a low-dimensional representation, learning can be very slow and unstable. This paper contributes towards tackling such challenging domains, by proposing a new method, called Hybrid Reward Architecture (HRA). HRA takes as input a decomposed reward function and learns a separate value function for each component reward function. Because each component typically only depends on a subset of all features, the corresponding value function can be approximated more easily by a low-dimensional representation, enabling more effective learning. We demonstrate HRA on a toy-problem and the Atari game Ms. Pac-Man, where HRA achieves above-human performance.
CALF: Benchmarking Evaluation of LFQA Using Chinese Examinations
Fan, Yuchen, Zhong, Xin, Zhou, Heng, Zhang, Yuchen, Liang, Mingyu, Xie, Chengxing, Hua, Ermo, Ding, Ning, Zhou, Bowen
Long-Form Question Answering (LFQA) refers to generating in-depth, paragraph-level responses to open-ended questions. Although lots of LFQA methods are developed, evaluating LFQA effectively and efficiently remains challenging due to its high complexity and cost. Therefore, there is no standard benchmark for LFQA evaluation till now. To address this gap, we make the first attempt by proposing a well-constructed, reference-based benchmark named Chinese exAmination for LFQA Evaluation (CALF), aiming to rigorously assess the performance of automatic evaluation metrics for LFQA. The CALF benchmark is derived from Chinese examination questions that have been translated into English. It includes up to 1476 examples consisting of knowledge-intensive and nuanced responses. Our evaluation comprises three different settings to ana lyze the behavior of automatic metrics comprehensively. We conducted extensive experiments on 7 traditional evaluation metrics, 3 prompt-based metrics, and 3 trained evaluation metrics, and tested on agent systems for the LFQA evaluation. The results reveal that none of the current automatic evaluation metrics shows comparable performances with humans, indicating that they cannot capture dense information contained in long-form responses well. In addition, we provide a detailed analysis of the reasons why automatic evaluation metrics fail when evaluating LFQA, offering valuable insights to advance LFQA evaluation systems. Dataset and associated codes can be accessed at our GitHub repository.
Hidden in Plain Text: Emergence & Mitigation of Steganographic Collusion in LLMs
Mathew, Yohan, Matthews, Ollie, McCarthy, Robert, Velja, Joan, de Witt, Christian Schroeder, Cope, Dylan, Schoots, Nandi
The rapid proliferation of frontier model agents promises significant societal advances but also raises concerns about systemic risks arising from unsafe interactions. Collusion to the disadvantage of others has been identified as a central form of undesirable agent cooperation. The use of information hiding (steganography) in agent communications could render collusion practically undetectable. This underscores the need for evaluation frameworks to monitor and mitigate steganographic collusion capabilities. We address a crucial gap in the literature by demonstrating, for the first time, that robust steganographic collusion in LLMs can arise indirectly from optimization pressure. To investigate this problem we design two approaches -- a gradient-based reinforcement learning (GBRL) method and an in-context reinforcement learning (ICRL) method -- for reliably eliciting sophisticated LLM-generated linguistic text steganography. Importantly, we find that emergent steganographic collusion can be robust to both passive steganalytic oversight of model outputs and active mitigation through communication paraphrasing. We contribute a novel model evaluation framework and discuss limitations and future work. Our findings imply that effective risk mitigation from steganographic collusion post-deployment requires innovation in passive and active oversight techniques.
GeoLife+: Large-Scale Simulated Trajectory Datasets Calibrated to the GeoLife Dataset
Amiri, Hossein, Yang, Richard, Zufle, Andreas
Analyzing individual human trajectory data helps our understanding of human mobility and finds many commercial and academic applications. There are two main approaches to accessing trajectory data for research: one involves using real-world datasets like GeoLife, while the other employs simulations to synthesize data. Real-world data provides insights from real human activities, but such data is generally sparse due to voluntary participation. Conversely, simulated data can be more comprehensive but may capture unrealistic human behavior. In this Data and Resource paper, we combine the benefit of both by leveraging the statistical features of real-world data and the comprehensiveness of simulated data. Specifically, we extract features from the real-world GeoLife dataset such as the average number of individual daily trips, average radius of gyration, and maximum and minimum trip distances. We calibrate the Pattern of Life Simulation, a realistic simulation of human mobility, to reproduce these features. Therefore, we use a genetic algorithm to calibrate the parameters of the simulation to mimic the GeoLife features. For this calibration, we simulated numerous random simulation settings, measured the similarity of generated trajectories to GeoLife, and iteratively (over many generations) combined parameter settings of trajectory datasets most similar to GeoLife. Using the calibrated simulation, we simulate large trajectory datasets that we call GeoLife+, where + denotes the Kleene Plus, indicating unlimited replication with at least one occurrence. We provide simulated GeoLife+ data with 182, 1k, and 5k over 5 years, 10k, and 50k over a year and 100k users over 6 months of simulation lifetime.
Risk Alignment in Agentic AI Systems
Clatterbuck, Hayley, Castro, Clinton, Morรกn, Arvo Muรฑoz
Agentic AIs $-$ AIs that are capable and permitted to undertake complex actions with little supervision $-$ mark a new frontier in AI capabilities and raise new questions about how to safely create and align such systems with users, developers, and society. Because agents' actions are influenced by their attitudes toward risk, one key aspect of alignment concerns the risk profiles of agentic AIs. Risk alignment will matter for user satisfaction and trust, but it will also have important ramifications for society more broadly, especially as agentic AIs become more autonomous and are allowed to control key aspects of our lives. AIs with reckless attitudes toward risk (either because they are calibrated to reckless human users or are poorly designed) may pose significant threats. They might also open 'responsibility gaps' in which there is no agent who can be held accountable for harmful actions. What risk attitudes should guide an agentic AI's decision-making? How might we design AI systems that are calibrated to the risk attitudes of their users? What guardrails, if any, should be placed on the range of permissible risk attitudes? What are the ethical considerations involved when designing systems that make risky decisions on behalf of others? We present three papers that bear on key normative and technical aspects of these questions.
DreamGarden: A Designer Assistant for Growing Games from a Single Prompt
Earle, Sam, Parajuli, Samyak, Banburski-Fahey, Andrzej
Coding assistants are increasingly leveraged in game design, both generating code and making high-level plans. To what degree can these tools align with developer workflows, and what new modes of human-computer interaction can emerge from their use? We present DreamGarden, an AI system capable of assisting with the development of diverse game environments in Unreal Engine. At the core of our method is an LLM-driven planner, capable of breaking down a single, high-level prompt -- a dream, memory, or imagined scenario provided by a human user -- into a hierarchical action plan, which is then distributed across specialized submodules facilitating concrete implementation. This system is presented to the user as a garden of plans and actions, both growing independently and responding to user intervention via seed prompts, pruning, and feedback. Through a user study, we explore design implications of this system, charting courses for future work in semi-autonomous assistants and open-ended simulation design.
A LLM-Powered Automatic Grading Framework with Human-Level Guidelines Optimization
Chu, Yucheng, Li, Hang, Yang, Kaiqi, Shomer, Harry, Liu, Hui, Copur-Gencturk, Yasemin, Tang, Jiliang
Open-ended short-answer questions (SAGs) have been widely recognized as a powerful tool for providing deeper insights into learners' responses in the context of learning analytics (LA). However, SAGs often present challenges in practice due to the high grading workload and concerns about inconsistent assessments. With recent advancements in natural language processing (NLP), automatic short-answer grading (ASAG) offers a promising solution to these challenges. Despite this, current ASAG algorithms are often limited in generalizability and tend to be tailored to specific questions. In this paper, we propose a unified multi-agent ASAG framework, GradeOpt, which leverages large language models (LLMs) as graders for SAGs. More importantly, GradeOpt incorporates two additional LLM-based agents - the reflector and the refiner - into the multi-agent system. This enables GradeOpt to automatically optimize the original grading guidelines by performing self-reflection on its errors. Through experiments on a challenging ASAG task, namely the grading of pedagogical content knowledge (PCK) and content knowledge (CK) questions, GradeOpt demonstrates superior performance in grading accuracy and behavior alignment with human graders compared to representative baselines. Finally, comprehensive ablation studies confirm the effectiveness of the individual components designed in GradeOpt.