Goto

Collaborating Authors

 Agents


MuMA-ToM: Multi-modal Multi-Agent Theory of Mind

arXiv.org Artificial Intelligence

Understanding people's social interactions in complex real-world scenarios often relies on intricate mental reasoning. To truly understand how and why people interact with one another, we must infer the underlying mental states that give rise to the social interactions, i.e., Theory of Mind reasoning in multi-agent interactions. Additionally, social interactions are often multi-modal -- we can watch people's actions, hear their conversations, and/or read about their past behaviors. For AI systems to successfully and safely interact with people in real-world environments, they also need to understand people's mental states as well as their inferences about each other's mental states based on multi-modal information about their interactions. For this, we introduce MuMA-ToM, a Multi-modal Multi-Agent Theory of Mind benchmark. MuMA-ToM is the first multi-modal Theory of Mind benchmark that evaluates mental reasoning in embodied multi-agent interactions. In MuMA-ToM, we provide video and text descriptions of people's multi-modal behavior in realistic household environments. Based on the context, we then ask questions about people's goals, beliefs, and beliefs about others' goals. We validated MuMA-ToM in a human experiment and provided a human baseline. We also proposed a novel multi-modal, multi-agent ToM model, LIMP (Language model-based Inverse Multi-agent Planning). Our experimental results show that LIMP significantly outperforms state-of-the-art methods, including large multi-modal models (e.g., GPT-4o, Gemini-1.5 Pro) and a recent multi-modal ToM model, BIP-ALM.


Flexible game-playing AI with AlphaViT: adapting to multiple games and board sizes

arXiv.org Artificial Intelligence

This paper presents novel game AI agents based on the AlphaZero framework, enhanced with Vision Transformers (ViT): AlphaViT, AlphaViD, and AlphaVDA. These agents are designed to play various board games of different sizes using a single model, overcoming AlphaZero's limitation of being restricted to a fixed board size. AlphaViT uses only a transformer encoder, while AlphaViD and AlphaVDA contain both an encoder and a decoder. AlphaViD's decoder receives input from the encoder output, while AlphaVDA uses a learnable matrix as decoder input. Using the AlphaZero framework, the three proposed methods demonstrate their versatility in different game environments, including Connect4, Gomoku, and Othello. Experimental results show that these agents, whether trained on a single game or on multiple games simultaneously, consistently outperform traditional algorithms such as Minimax and Monte Carlo tree search using a single DNN with shared weights, while approaching the performance of AlphaZero. In particular, AlphaViT and AlphaViD show strong performance across games, with AlphaViD benefiting from an additional decoder layer that enhances its ability to adapt to different action spaces and board sizes. These results may suggest the potential of transformer-based architectures to develop more flexible and robust game AI agents capable of excelling in multiple games and dynamic environments.


Towards Human-Level Understanding of Complex Process Engineering Schematics: A Pedagogical, Introspective Multi-Agent Framework for Open-Domain Question Answering

arXiv.org Artificial Intelligence

In the chemical and process industries, Process Flow Diagrams (PFDs) and Piping and Instrumentation Diagrams (P&IDs) are critical for design, construction, and maintenance. Recent advancements in Generative AI, such as Large Multimodal Models (LMMs) like GPT4 (Omni), have shown promise in understanding and interpreting process diagrams for Visual Question Answering (VQA). However, proprietary models pose data privacy risks, and their computational complexity prevents knowledge editing for domain-specific customization on consumer hardware. To overcome these challenges, we propose a secure, on-premises enterprise solution using a hierarchical, multi-agent Retrieval Augmented Generation (RAG) framework for open-domain question answering (ODQA) tasks, offering enhanced data privacy, explainability, and cost-effectiveness. Our novel multi-agent framework employs introspective and specialized sub-agents using open-source, small-scale multimodal models with the ReAct (Reason+Act) prompting technique for PFD and P&ID analysis, integrating multiple information sources to provide accurate and contextually relevant answers. Our approach, supported by iterative self-correction, aims to deliver superior performance in ODQA tasks. We conducted rigorous experimental studies, and the empirical results validated the proposed approach effectiveness.


Hybrid Training for Enhanced Multi-task Generalization in Multi-agent Reinforcement Learning

arXiv.org Artificial Intelligence

In multi-agent reinforcement learning (MARL), achieving multi-task generalization to diverse agents and objectives presents significant challenges. Existing online MARL algorithms primarily focus on single-task performance, but their lack of multi-task generalization capabilities typically results in substantial computational waste and limited real-life applicability. Meanwhile, existing offline multi-task MARL approaches are heavily dependent on data quality, often resulting in poor performance on unseen tasks. In this paper, we introduce HyGen, a novel hybrid MARL framework, Hybrid Training for Enhanced Multi-Task Generalization, which integrates online and offline learning to ensure both multi-task generalization and training efficiency. Specifically, our framework extracts potential general skills from offline multi-task datasets. We then train policies to select the optimal skills under the centralized training and decentralized execution paradigm (CTDE). During this stage, we utilize a replay buffer that integrates both offline data and online interactions. We empirically demonstrate that our framework effectively extracts and refines general skills, yielding impressive generalization to unseen tasks. Comparative analyses on the StarCraft multi-agent challenge show that HyGen outperforms a wide range of existing solely online and offline methods.


DeepVoting: Learning Voting Rules with Tailored Embeddings

arXiv.org Artificial Intelligence

Aggregating the preferences of multiple agents into a collective decision is a common step in many important problems across areas of computer science including information retrieval, reinforcement learning, and recommender systems. As Social Choice Theory has shown, the problem of designing algorithms for aggregation rules with specific properties (axioms) can be difficult, or provably impossible in some cases. Instead of designing algorithms by hand, one can learn aggregation rules, particularly voting rules, from data. However, the prior work in this area has required extremely large models, or been limited by the choice of preference representation, i.e., embedding. We recast the problem of designing a good voting rule into one of learning probabilistic versions of voting rules that output distributions over a set of candidates. Specifically, we use neural networks to learn probabilistic social choice functions from the literature. We show that embeddings of preference profiles derived from the social choice literature allows us to learn existing voting rules more efficiently and scale to larger populations of voters more easily than other work if the embedding is tailored to the learning objective. Moreover, we show that rules learned using embeddings can be tweaked to create novel voting rules with improved axiomatic properties. Namely, we show that existing voting rules require only minor modification to combat a probabilistic version of the No Show Paradox.


Reaching New Heights in Multi-Agent Collective Construction

arXiv.org Artificial Intelligence

We propose a new approach for multi-agent collective construction, based on the idea of reversible ramps. Our ReRamp algorithm utilizes reversible side-ramps to generate construction plans for ramped block structures higher and larger than was previously possible using state-of-the-art planning algorithms, given the same building area. We compare the ReRamp algorithm to similar state-of-the-art algorithms on a set of benchmark instances, where we demonstrate its superior computational speed. We also establish in our experiments that the ReRamp algorithm is capable of generating plans for a single-story house, an important milestone on the road to real-world multi-agent construction applications.


Mastering the Digital Art of War: Developing Intelligent Combat Simulation Agents for Wargaming Using Hierarchical Reinforcement Learning

arXiv.org Artificial Intelligence

In today's rapidly evolving military landscape, advancing artificial intelligence (AI) in support of wargaming becomes essential. Despite reinforcement learning (RL) showing promise for developing intelligent agents, conventional RL faces limitations in handling the complexity inherent in combat simulations. This dissertation proposes a comprehensive approach, including targeted observation abstractions, multi-model integration, a hybrid AI framework, and an overarching hierarchical reinforcement learning (HRL) framework. Our localized observation abstraction using piecewise linear spatial decay simplifies the RL problem, enhancing computational efficiency and demonstrating superior efficacy over traditional global observation methods. Our multi-model framework combines various AI methodologies, optimizing performance while still enabling the use of diverse, specialized individual behavior models. Our hybrid AI framework synergizes RL with scripted agents, leveraging RL for high-level decisions and scripted agents for lower-level tasks, enhancing adaptability, reliability, and performance. Our HRL architecture and training framework decomposes complex problems into manageable subproblems, aligning with military decision-making structures. Although initial tests did not show improved performance, insights were gained to improve future iterations. This study underscores AI's potential to revolutionize wargaming, emphasizing the need for continued research in this domain.


Online Fair Division with Contextual Bandits

arXiv.org Machine Learning

Growing economic, environmental, and social pressures require us to be efficient with limited resources (Aleksandrov and Walsh, 2020). Therefore, the fair division (Steinhaus, 1948) of limited resources among multiple parties/agents is needed to efficiently balance their competing interests in many real-life applications, e.g., Fisher market (Codenotti and Varadarajan, 2007; Vazirani, 2007), housing allocation (Benabbou et al., 2019), rent division (Edward Su, 1999; Gal et al., 2016), and many more (Demko and Hill, 1988). The fair division problem has been extensively studied in algorithmic game theory (Caragiannis et al., 2019; Codenotti and Varadarajan, 2007; Eisenberg and Gale, 1959; Vazirani, 2007) but focuses on the static setting where all information (items, agents, and their utility) is known in advance. However, fair division problems are often online (Aleksandrov and Walsh, 2020; Gao et al., 2021; Yamada et al., 2024), referred to as online fair division, where indivisible items arrive sequentially and each item needs to be irrevocably allocated to an agent. Existing algorithms for online fair division assume a small number of items with a sufficiently large number of copies (Yamada et al., 2024), which ensures a good utility estimation using the observed utilities for previous allocations for all item-agent pairs. The estimated utilities of item-agent pairs are used to allocate the item to an agent that maintains a desired balance between fairness (i.e., keeping the desired level of utilities across the agents) and efficiency (i.e., maximizing the total utility) (Sinclair et al., 2022). However, many real-life applications have a large number of items with only a few copies for each item. For example, consider an online food delivery platform that wants to recommend restaurants (agents) to its users (items) while balancing between fairly recommending restaurants to accommodate their competing interests (fairness) and maximizing its profit (efficiency).


Informational Embodiment: Computational role of information structure in codes and robots

arXiv.org Artificial Intelligence

The body morphology plays an important role in the way information is perceived and processed by an agent. We address an information theory (IT) account on how the precision of sensors, the accuracy of motors, their placement, the body geometry, shape the information structure in robots and computational codes. As an original idea, we envision the robot's body as a physical communication channel through which information is conveyed, in and out, despite intrinsic noise and material limitations. Following this, entropy, a measure of information and uncertainty, can be used to maximize the efficiency of robot design and of algorithmic codes per se. This is known as the principle of Entropy Maximization (PEM) introduced in biology by Barlow in 1969. The Shannon's source coding theorem provides then a framework to compare different types of bodies in terms of sensorimotor information. In line with PME, we introduce a special class of efficient codes used in IT that reached the Shannon limits in terms of information capacity for error correction and robustness against noise, and parsimony. These efficient codes, which exploit insightfully quantization and randomness, permit to deal with uncertainty, redundancy and compacity. These features can be used for perception and control in intelligent systems. In various examples and closing discussions, we reflect on the broader implications of our framework that we called Informational Embodiment to motor theory and bio-inspired robotics, touching upon concepts like motor synergies, reservoir computing, and morphological computation. These insights can contribute to a deeper understanding of how information theory intersects with the embodiment of intelligence in both natural and artificial systems.


Optimizing Collaboration of LLM based Agents for Finite Element Analysis

arXiv.org Artificial Intelligence

This paper investigates the interactions between multiple agents within Large Language Models (LLMs) in the context of programming and coding tasks. We utilize the AutoGen framework to facilitate communication among agents, evaluating different configurations based on the success rates from 40 random runs for each setup. The study focuses on developing a flexible automation framework for applying the Finite Element Method (FEM) to solve linear elastic problems. Our findings emphasize the importance of optimizing agent roles and clearly defining their responsibilities, rather than merely increasing the number of agents. Effective collaboration among agents is shown to be crucial for addressing general FEM challenges. This research demonstrates the potential of LLM multi-agent systems to enhance computational automation in simulation methodologies, paving the way for future advancements in engineering and artificial intelligence.