Agents
Choices are More Important than Efforts: LLM Enables Efficient Multi-Agent Exploration
Qu, Yun, Wang, Boyuan, Jiang, Yuhang, Shao, Jianzhun, Mao, Yixiu, Wang, Cheems, Liu, Chang, Ji, Xiangyang
With expansive state-action spaces, efficient multi-agent exploration remains a longstanding challenge in reinforcement learning. Although pursuing novelty, diversity, or uncertainty attracts increasing attention, redundant efforts brought by exploration without proper guidance choices poses a practical issue for the community. This paper introduces a systematic approach, termed LEMAE, choosing to channel informative task-relevant guidance from a knowledgeable Large Language Model (LLM) for Efficient Multi-Agent Exploration. Specifically, we ground linguistic knowledge from LLM into symbolic key states, that are critical for task fulfillment, in a discriminative manner at low LLM inference costs. To unleash the power of key states, we design Subspace-based Hindsight Intrinsic Reward (SHIR) to guide agents toward key states by increasing reward density. Additionally, we build the Key State Memory Tree (KSMT) to track transitions between key states in a specific task for organized exploration. Benefiting from diminishing redundant explorations, LEMAE outperforms existing SOTA approaches on the challenging benchmarks (e.g., SMAC and MPE) by a large margin, achieving a 10x acceleration in certain scenarios.
Cut the Crap: An Economical Communication Pipeline for LLM-based Multi-Agent Systems
Zhang, Guibin, Yue, Yanwei, Li, Zhixun, Yun, Sukwon, Wan, Guancheng, Wang, Kun, Cheng, Dawei, Yu, Jeffrey Xu, Chen, Tianlong
Recent advancements in large language model (LLM)-powered agents have shown that collective intelligence can significantly outperform individual capabilities, largely attributed to the meticulously designed inter-agent communication topologies. Though impressive in performance, existing multi-agent pipelines inherently introduce substantial token overhead, as well as increased economic costs, which pose challenges for their large-scale deployments. In response to this challenge, we propose an economical, simple, and robust multi-agent communication framework, termed $\texttt{AgentPrune}$, which can seamlessly integrate into mainstream multi-agent systems and prunes redundant or even malicious communication messages. Technically, $\texttt{AgentPrune}$ is the first to identify and formally define the \textit{communication redundancy} issue present in current LLM-based multi-agent pipelines, and efficiently performs one-shot pruning on the spatial-temporal message-passing graph, yielding a token-economic and high-performing communication topology. Extensive experiments across six benchmarks demonstrate that $\texttt{AgentPrune}$ \textbf{(I)} achieves comparable results as state-of-the-art topologies at merely $\$5.6$ cost compared to their $\$43.7$, \textbf{(II)} integrates seamlessly into existing multi-agent frameworks with $28.1\%\sim72.8\%\downarrow$ token reduction, and \textbf{(III)} successfully defend against two types of agent-based adversarial attacks with $3.5\%\sim10.8\%\uparrow$ performance boost.
Temporal Predictive Coding for Gradient Compression in Distributed Learning
Edin, Adrian, Chen, Zheng, Kieffer, Michel, Johansson, Mikael
This paper proposes a prediction-based gradient compression method for distributed learning with event-triggered communication. Our goal is to reduce the amount of information transmitted from the distributed agents to the parameter server by exploiting temporal correlation in the local gradients. We use a linear predictor that \textit{combines past gradients to form a prediction of the current gradient}, with coefficients that are optimized by solving a least-square problem. In each iteration, every agent transmits the predictor coefficients to the server such that the predicted local gradient can be computed. The difference between the true local gradient and the predicted one, termed the \textit{prediction residual, is only transmitted when its norm is above some threshold.} When this additional communication step is omitted, the server uses the prediction as the estimated gradient. This proposed design shows notable performance gains compared to existing methods in the literature, achieving convergence with reduced communication costs.
An Online Feasible Point Method for Benign Generalized Nash Equilibrium Problems
Sachs, Sarah, Hadiji, Hedi, van Erven, Tim, Staudigl, Mathias
We consider a repeatedly played generalized Nash equilibrium game. This induces a multi-agent online learning problem with joint constraints. An important challenge in this setting is that the feasible set for each agent depends on the simultaneous moves of the other agents and, therefore, varies over time. As a consequence, the agents face time-varying constraints, which are not adversarial but rather endogenous to the system. Prior work in this setting focused on convergence to a feasible solution in the limit via integrating the constraints in the objective as a penalty function. However, no existing work can guarantee that the constraints are satisfied for all iterations while simultaneously guaranteeing convergence to a generalized Nash equilibrium. This is a problem of fundamental theoretical interest and practical relevance. In this work, we introduce a new online feasible point method. Under the assumption that limited communication between the agents is allowed, this method guarantees feasibility. We identify the class of benign generalized Nash equilibrium problems, for which the convergence of our method to the equilibrium is guaranteed. We set this class of benign generalized Nash equilibrium games in context with existing definitions and illustrate our method with examples.
Coastal Underwater Evidence Search System with Surface-Underwater Collaboration
Lin, Hin Wang, Wang, Pengyu, Yang, Zhaohua, Leung, Ka Chun, Bao, Fangming, Kui, Ka Yu, Xu, Jian Xiang Erik, Shi, Ling
The Coastal underwater evidence search system with surface-underwater collaboration is designed to revolutionize the search for artificial objects in coastal underwater environments, overcoming limitations associated with traditional methods such as divers and tethered remotely operated vehicles. Our innovative multi-robot collaborative system consists of three parts, an autonomous surface vehicle as a mission control center, a towed underwater vehicle for wide-area search, and a biomimetic underwater robot inspired by marine organisms for detailed inspections of identified areas. We conduct extensive simulations and real-world experiments in pond environments and coastal fields to demonstrate the system potential to surpass the limitations of conventional underwater search methods, offering a robust and efficient solution for law enforcement and recovery operations in marine settings.
FedScalar: A Communication efficient Federated Learning
Federated learning (FL) has gained considerable popularity for distributed machine learning due to its ability to preserve the privacy of participating agents by eliminating the need for data aggregation. Nevertheless, communication costs between agents and the central server in FL are substantial in large-scale problems and remain a limiting factor for this algorithm. This paper introduces an innovative algorithm, called \emph{FedScalar}, within the federated learning framework aimed at improving communication efficiency. Unlike traditional FL methods that require agents to send high-dimensional vectors to the server, \emph{FedScalar} enables agents to communicate updates using a single scalar. Each agent encodes its updated model parameters into a scalar through the inner product between its local update difference and a random vector, which is then transmitted to the server. The server decodes this information by projecting the averaged scalar values onto the random vector. Our method thereby significantly reduces communication overhead. Technically, we demonstrate that the proposed algorithm achieves a convergence rate of $O(1/\sqrt{K})$ to a stationary point for smooth, non-convex loss functions. Additionally, our analysis shows that altering the underlying distribution of the random vector generated by the server can reduce the variance during the aggregation step of the algorithm. Finally, we validate the performance and communication efficiency of our algorithm with numerical simulations.
C-MORL: Multi-Objective Reinforcement Learning through Efficient Discovery of Pareto Front
Liu, Ruohong, Pan, Yuxin, Xu, Linjie, Song, Lei, You, Pengcheng, Chen, Yize, Bian, Jiang
Multi-objective reinforcement learning (MORL) excels at handling rapidly changing preferences in tasks that involve multiple criteria, even for unseen preferences. However, previous dominating MORL methods typically generate a fixed policy set or preference-conditioned policy through multiple training iterations exclusively for sampled preference vectors, and cannot ensure the efficient discovery of the Pareto front. Furthermore, integrating preferences into the input of policy or value functions presents scalability challenges, in particular as the dimension of the state and preference space grow, which can complicate the learning process and hinder the algorithm's performance on more complex tasks. To address these issues, we propose a two-stage Pareto front discovery algorithm called Constrained MORL (C-MORL), which serves as a seamless bridge between constrained policy optimization and MORL. Concretely, a set of policies is trained in parallel in the initialization stage, with each optimized towards its individual preference over the multiple objectives. Then, to fill the remaining vacancies in the Pareto front, the constrained optimization steps are employed to maximize one objective while constraining the other objectives to exceed a predefined threshold. Empirically, compared to recent advancements in MORL methods, our algorithm achieves more consistent and superior performances in terms of hypervolume, expected utility, and sparsity on both discrete and continuous control tasks, especially with numerous objectives (up to nine objectives in our experiments). In many real-world control and planning problems, multiple and sometimes even conflicting objectives are getting involved. For instance, in industrial control scenarios (Salvendy, 2001; Wang et al., 2023), maximizing utility and minimizing energy consumption are of particular interest as objectives to be optimized. Since different decision makers have heterogeneous preferences over these objectives, there may exist multiple Pareto-optimal policies (Roijers et al., 2014). Classical reinforcement learning (RL) methods typically involve training individual policies exclusively to align with each preference weight vector over multiple rewards (Nagabandi et al., 2018; Gupta et al., 2018). Yet it may lead to an enormous computational burden due to the overly dependence on the model retraining and fine-tuning stages. Moreover, such policies are hard to directly generalize or transfer to newer tasks (Cobbe et al., 2019; Taiga et al., 2022).
Compositional Hardness of Code in Large Language Models -- A Probabilistic Perspective
Wolf, Yotam, Rothberg, Binyamin, Shteyman, Dorin, Shashua, Amnon
A common practice in large language model (LLM) usage for complex analytical tasks such as code generation, is to sample a solution for the entire task within the model's context window. Previous works have shown that subtask decomposition within the model's context (chain of thought), is beneficial for solving such tasks. In this work, we point a limitation of LLMs' ability to perform several sub-tasks within the same context window - an in-context hardness of composition, pointing to an advantage for distributing a decomposed problem in a multi-agent system of LLMs. The hardness of composition is quantified by a generation complexity metric, i.e., the number of LLM generations required to sample at least one correct solution. We find a gap between the generation complexity of solving a compositional problem within the same context relative to distributing it among multiple agents, that increases exponentially with the solution's length. We prove our results theoretically and demonstrate them empirically. Yet their analytical skills, such as coding capabilities, are slow to develop - Chen et al. (2021b); Li et al. (2022a); Alp (2023); Ridnik et al. (2024) show that even with millions of generations, LLMs may not produce a single correct solution to competitive coding problems.
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.