Agents
Automated Design of Agentic Systems
Hu, Shengran, Lu, Cong, Clune, Jeff
Researchers are investing substantial effort in developing powerful general-purpose agents, wherein Foundation Models are used as modules within agentic systems (e.g. Chain-of-Thought, Self-Reflection, Toolformer). However, the history of machine learning teaches us that hand-designed solutions are eventually replaced by learned solutions. We formulate a new research area, Automated Design of Agentic Systems (ADAS), which aims to automatically create powerful agentic system designs, including inventing novel building blocks and/or combining them in new ways. We further demonstrate that there is an unexplored yet promising approach within ADAS where agents can be defined in code and new agents can be automatically discovered by a meta agent programming ever better ones in code. Given that programming languages are Turing Complete, this approach theoretically enables the learning of any possible agentic system: including novel prompts, tool use, control flows, and combinations thereof. We present a simple yet effective algorithm named Meta Agent Search to demonstrate this idea, where a meta agent iteratively programs interesting new agents based on an ever-growing archive of previous discoveries. Through extensive experiments across multiple domains including coding, science, and math, we show that our algorithm can progressively invent agents with novel designs that greatly outperform state-of-the-art hand-designed agents. Importantly, we consistently observe the surprising result that agents invented by Meta Agent Search maintain superior performance even when transferred across domains and models, demonstrating their robustness and generality. Provided we develop it safely, our work illustrates the potential of an exciting new research direction toward automatically designing ever-more powerful agentic systems to benefit humanity.
AgentCourt: Simulating Court with Adversarial Evolvable Lawyer Agents
Chen, Guhong, Fan, Liyang, Gong, Zihan, Xie, Nan, Li, Zixuan, Liu, Ziqiang, Li, Chengming, Qu, Qiang, Ni, Shiwen, Yang, Min
In this paper, we present a simulation system called AgentCourt that simulates the entire courtroom process. The judge, plaintiff's lawyer, defense lawyer, and other participants are autonomous agents driven by large language models (LLMs). Our core goal is to enable lawyer agents to learn how to argue a case, as well as improving their overall legal skills, through courtroom process simulation. To achieve this goal, we propose an adversarial evolutionary approach for the lawyer-agent. Since AgentCourt can simulate the occurrence and development of court hearings based on a knowledge base and LLM, the lawyer agents can continuously learn and accumulate experience from real court cases. The simulation experiments show that after two lawyer-agents have engaged in a thousand adversarial legal cases in AgentCourt (which can take a decade for real-world lawyers), compared to their pre-evolutionary state, the evolved lawyer agents exhibit consistent improvement in their ability to handle legal tasks. To enhance the credibility of our experimental results, we enlisted a panel of professional lawyers to evaluate our simulations. The evaluation indicates that the evolved lawyer agents exhibit notable advancements in responsiveness, as well as expertise and logical rigor. This work paves the way for advancing LLM-driven agent technology in legal scenarios. Code is available at https://github.com/relic-yuexi/AgentCourt.
Towards Realistic Synthetic User-Generated Content: A Scaffolding Approach to Generating Online Discussions
Balog, Krisztian, Palowitch, John, Ikica, Barbara, Radlinski, Filip, Alvari, Hamidreza, Manshadi, Mehdi
The emergence of synthetic data represents a pivotal shift in modern machine learning, offering a solution to satisfy the need for large volumes of data in domains where real data is scarce, highly private, or difficult to obtain. We investigate the feasibility of creating realistic, large-scale synthetic datasets of user-generated content, noting that such content is increasingly prevalent and a source of frequently sought information. Large language models (LLMs) offer a starting point for generating synthetic social media discussion threads, due to their ability to produce diverse responses that typify online interactions. However, as we demonstrate, straightforward application of LLMs yields limited success in capturing the complex structure of online discussions, and standard prompting mechanisms lack sufficient control. We therefore propose a multi-step generation process, predicated on the idea of creating compact representations of discussion threads, referred to as scaffolds. Our framework is generic yet adaptable to the unique characteristics of specific social media platforms. We demonstrate its feasibility using data from two distinct online discussion platforms. To address the fundamental challenge of ensuring the representativeness and realism of synthetic data, we propose a portfolio of evaluation measures to compare various instantiations of our framework.
Text2BIM: Generating Building Models Using a Large Language Model-based Multi-Agent Framework
Du, Changyu, Esser, Sebastian, Nousias, Stavros, Borrmann, Andrรฉ
The conventional BIM authoring process typically requires designers to master complex and tedious modeling commands in order to materialize their design intentions within BIM authoring tools. This additional cognitive burden complicates the design process and hinders the adoption of BIM and model-based design in the AEC (Architecture, Engineering, and Construction) industry. To facilitate the expression of design intentions more intuitively, we propose Text2BIM, an LLM-based multi-agent framework that can generate 3D building models from natural language instructions. This framework orchestrates multiple LLM agents to collaborate and reason, transforming textual user input into imperative code that invokes the BIM authoring tool's APIs, thereby generating editable BIM models with internal layouts, external envelopes, and semantic information directly in the software. Furthermore, a rule-based model checker is introduced into the agentic workflow, utilizing predefined domain knowledge to guide the LLM agents in resolving issues within the generated models and iteratively improving model quality. Extensive experiments were conducted to compare and analyze the performance of three different LLMs under the proposed framework. The evaluation results demonstrate that our approach can effectively generate high-quality, structurally rational building models that are aligned with the abstract concepts specified by user input. Finally, an interactive software prototype was developed to integrate the framework into the BIM authoring software Vectorworks, showcasing the potential of modeling by chatting.
Stochastic Semi-Gradient Descent for Learning Mean Field Games with Population-Aware Function Approximation
Zhang, Chenyu, Chen, Xu, Di, Xuan
Mean field games (MFGs) model the interactions within a large-population multi-agent system using the population distribution. Traditional learning methods for MFGs are based on fixed-point iteration (FPI), which calculates best responses and induced population distribution separately and sequentially. However, FPI-type methods suffer from inefficiency and instability, due to oscillations caused by the forward-backward procedure. This paper considers an online learning method for MFGs, where an agent updates its policy and population estimates simultaneously and fully asynchronously, resulting in a simple stochastic gradient descent (SGD) type method called SemiSGD. Not only does SemiSGD exhibit numerical stability and efficiency, but it also provides a novel perspective by treating the value function and population distribution as a unified parameter. We theoretically show that SemiSGD directs this unified parameter along a descent direction to the mean field equilibrium. Motivated by this perspective, we develop a linear function approximation (LFA) for both the value function and the population distribution, resulting in the first population-aware LFA for MFGs on continuous state-action space. Finite-time convergence and approximation error analysis are provided for SemiSGD equipped with population-aware LFA.
Toward a Dialogue System Using a Large Language Model to Recognize User Emotions with a Camera
Tanioka, Hiroki, Ueta, Tetsushi, Sano, Masahiko
The performance of ChatGPT\copyright{} and other LLMs has improved tremendously, and in online environments, they are increasingly likely to be used in a wide variety of situations, such as ChatBot on web pages, call center operations using voice interaction, and dialogue functions using agents. In the offline environment, multimodal dialogue functions are also being realized, such as guidance by Artificial Intelligence agents (AI agents) using tablet terminals and dialogue systems in the form of LLMs mounted on robots. In this multimodal dialogue, mutual emotion recognition between the AI and the user will become important. So far, there have been methods for expressing emotions on the part of the AI agent or for recognizing them using textual or voice information of the user's utterances, but methods for AI agents to recognize emotions from the user's facial expressions have not been studied. In this study, we examined whether or not LLM-based AI agents can interact with users according to their emotional states by capturing the user in dialogue with a camera, recognizing emotions from facial expressions, and adding such emotion information to prompts. The results confirmed that AI agents can have conversations according to the emotional state for emotional states with relatively high scores, such as Happy and Angry.
Is Knowledge Power? On the (Im)possibility of Learning from Strategic Interaction
Ananthakrishnan, Nivasini, Haghtalab, Nika, Podimata, Chara, Yang, Kunhe
When learning in strategic environments, a key question is whether agents can overcome uncertainty about their preferences to achieve outcomes they could have achieved absent any uncertainty. Can they do this solely through interactions with each other? We focus this question on the ability of agents to attain the value of their Stackelberg optimal strategy and study the impact of information asymmetry. We study repeated interactions in fully strategic environments where players' actions are decided based on learning algorithms that take into account their observed histories and knowledge of the game. We study the pure Nash equilibria (PNE) of a meta-game where players choose these algorithms as their actions. We demonstrate that if one player has perfect knowledge about the game, then any initial informational gap persists. That is, while there is always a PNE in which the informed agent achieves her Stackelberg value, there is a game where no PNE of the meta-game allows the partially informed player to achieve her Stackelberg value. On the other hand, if both players start with some uncertainty about the game, the quality of information alone does not determine which agent can achieve her Stackelberg value. In this case, the concept of information asymmetry becomes nuanced and depends on the game's structure. Overall, our findings suggest that repeated strategic interactions alone cannot facilitate learning effectively enough to earn an uninformed player her Stackelberg value.
A semi-centralized multi-agent RL framework for efficient irrigation scheduling
Agyeman, Bernard T., Decard-Nelson, Benjamin, Liu, Jinfeng, Shah, Sirish L.
This paper proposes a Semi-Centralized Multi-Agent Reinforcement Learning (SCMARL) approach for irrigation scheduling in spatially variable agricultural fields, where management zones address spatial variability. The SCMARL framework is hierarchical in nature, with a centralized coordinator agent at the top level and decentralized local agents at the second level. The coordinator agent makes daily binary irrigation decisions based on field-wide conditions, which are communicated to the local agents. Local agents determine appropriate irrigation amounts for specific management zones using local conditions. The framework employs state augmentation approach to handle non-stationarity in the local agents' environments. An extensive evaluation on a large-scale field in Lethbridge, Canada, compares the SCMARL approach with a learning-based multi-agent model predictive control scheduling approach, highlighting its enhanced performance, resulting in water conservation and improved Irrigation Water Use Efficiency (IWUE). Notably, the proposed approach achieved a 4.0% savings in irrigation water while enhancing the IWUE by 6.3%.
Explaining an Agent's Future Beliefs through Temporally Decomposing Future Reward Estimators
Towers, Mark, Du, Yali, Freeman, Christopher, Norman, Timothy J.
Future reward estimation is a core component of reinforcement learning agents; i.e., Q-value and state-value functions, predicting an agent's sum of future rewards. Their scalar output, however, obfuscates when or what individual future rewards an agent may expect to receive. We address this by modifying an agent's future reward estimator to predict their next N expected rewards, referred to as Temporal Reward Decomposition (TRD). This unlocks novel explanations of agent behaviour. Through TRD we can: estimate when an agent may expect to receive a reward, the value of the reward and the agent's confidence in receiving it; measure an input feature's temporal importance to the agent's action decisions; and predict the influence of different actions on future rewards. Furthermore, we show that DQN agents trained on Atari environments can be efficiently retrained to incorporate TRD with minimal impact on performance.
Improving Global Parameter-sharing in Physically Heterogeneous Multi-agent Reinforcement Learning with Unified Action Space
Yu, Xiaoyang, Lin, Youfang, Wang, Shuo, Lv, Kai, Han, Sheng
In a multi-agent system (MAS), action semantics indicates the different influences of agents' actions toward other entities, and can be used to divide agents into groups in a physically heterogeneous MAS. Previous multi-agent reinforcement learning (MARL) algorithms apply global parameter-sharing across different types of heterogeneous agents without careful discrimination of different action semantics. This common implementation decreases the cooperation and coordination between agents in complex situations. However, fully independent agent parameters dramatically increase the computational cost and training difficulty. In order to benefit from the usage of different action semantics while also maintaining a proper parameter-sharing structure, we introduce the Unified Action Space (UAS) to fulfill the requirement. The UAS is the union set of all agent actions with different semantics. All agents first calculate their unified representation in the UAS, and then generate their heterogeneous action policies using different available-action-masks. To further improve the training of extra UAS parameters, we introduce a Cross-Group Inverse (CGI) loss to predict other groups' agent policies with the trajectory information. As a universal method for solving the physically heterogeneous MARL problem, we implement the UAS adding to both value-based and policy-based MARL algorithms, and propose two practical algorithms: U-QMIX and U-MAPPO. Experimental results in the SMAC environment prove the effectiveness of both U-QMIX and U-MAPPO compared with several state-of-the-art MARL methods.