agt
A Causal Framework for Evaluating ICU Discharge Strategies
Simha, Sagar Nagaraj, Ortholand, Juliette, Dongelmans, Dave, Workum, Jessica D., Thijssens, Olivier W. M., Abu-Hanna, Ameen, Cinà, Giovanni
In this applied paper, we address the difficult open problem of when to discharge patients from the Intensive Care Unit. This can be conceived as an optimal stopping scenario with three added challenges: 1) the evaluation of a stopping strategy from observational data is itself a complex causal inference problem, 2) the composite objective is to minimize the length of intervention and maximize the outcome, but the two cannot be collapsed to a single dimension, and 3) the recording of variables stops when the intervention is discontinued. Our contributions are two-fold. First, we generalize the implementation of the g-formula Python package, providing a framework to evaluate stopping strategies for problems with the aforementioned structure, including positivity and coverage checks. Second, with a fully open-source pipeline, we apply this approach to MIMIC-IV, a public ICU dataset, demonstrating the potential for strategies that improve upon current care.
A Simple Logic of Cohesive Group Agency
We propose a structure to represent the social fabric of a group. We call it the `cohesion network' of the group. It can be seen as a graph whose vertices are strict subgroups and whose edges indicate a prescribed `pro-social behaviour' from one subgroup towards another. In social psychology, pro-social behaviours are building blocks of full-blown cooperation, which we assimilate here with `group cohesiveness'. We then define a formal framework to study cohesive group agency. To do so, we simply instantiate pro-social behaviour with the more specific relation of `successful assistance' between acting entities in a group. The relations of assistance within a group at the moment of agency constitute the social fabric of the cohesive group agency. We build our logical theory upon the logic of agency "bringing-it-about". We obtain a family of logics of cohesive group agency, one for every class of cohesion networks.
Adversarial Reinforcement Learning for Large Language Model Agent Safety
Wang, Zizhao, Li, Dingcheng, Keshava, Vaishakh, Wallis, Phillip, Balashankar, Ananth, Stone, Peter, Rutishauser, Lukas
Large Language Model (LLM) agents can leverage tools such as Google Search to complete complex tasks. However, this tool usage introduces the risk of indirect prompt injections, where malicious instructions hidden in tool outputs can manipulate the agent, posing security risks like data leakage. Current defense strategies typically rely on fine-tuning LLM agents on datasets of known attacks. However, the generation of these datasets relies on manually crafted attack patterns, which limits their diversity and leaves agents vulnerable to novel prompt injections. To address this limitation, we propose Adversarial Reinforcement Learning for Agent Safety (ARLAS), a novel framework that leverages adversarial reinforcement learning (RL) by formulating the problem as a two-player zero-sum game. ARLAS co-trains two LLMs: an attacker that learns to autonomously generate diverse prompt injections and an agent that learns to defend against them while completing its assigned tasks. To ensure robustness against a wide range of attacks and to prevent cyclic learning, we employ a population-based learning framework that trains the agent to defend against all previous attacker checkpoints. Evaluated on BrowserGym and AgentDojo, agents fine-tuned with ARLAS achieve a significantly lower attack success rate than the original model while also improving their task success rate. Our analysis further confirms that the adversarial process generates a diverse and challenging set of attacks, leading to a more robust agent compared to the base model.
Strategy Logic, Imperfect Information, and Hyperproperties
Beutner, Raven, Finkbeiner, Bernd
Strategy logic (SL) is a powerful temporal logic that enables first-class reasoning over strategic behavior in multi-agent systems (MAS). In many MASs, the agents (and their strategies) cannot observe the global state of the system, leading to many extensions of SL centered around imperfect information, such as strategy logic with imperfect information (SL$_\mathit{ii}$). Along orthogonal lines, researchers have studied the combination of strategic behavior and hyperproperties. Hyperproperties are system properties that relate multiple executions in a system and commonly arise when specifying security policies. Hyper Strategy Logic (HyperSL) is a temporal logic that combines quantification over strategies with the ability to express hyperproperties on the executions of different strategy profiles. In this paper, we study the relation between SL$_\mathit{ii}$ and HyperSL. Our main result is that both logics (restricted to formulas where no state formulas are nested within path formulas) are equivalent in the sense that we can encode SL$_\mathit{ii}$ instances into HyperSL instances and vice versa. For the former direction, we build on the well-known observation that imperfect information is a hyperproperty. For the latter direction, we construct a self-composition of MASs and show how we can simulate hyperproperties using imperfect information.
The Work Capacity of Channels with Memory: Maximum Extractable Work in Percept-Action Loops
Fiderer, Lukas J., Barth, Paul C., Smith, Isaac D., Briegel, Hans J.
Predicting future observations plays a central role in machine learning, biology, economics, and many other fields. It lies at the heart of organizational principles such as the variational free energy principle and has even been shown -- based on the second law of thermodynamics -- to be necessary for reaching the fundamental energetic limits of sequential information processing. While the usefulness of the predictive paradigm is undisputed, complex adaptive systems that interact with their environment are more than just predictive machines: they have the power to act upon their environment and cause change. In this work, we develop a framework to analyze the thermodynamics of information processing in percept-action loops -- a model of agent-environment interaction -- allowing us to investigate the thermodynamic implications of actions and percepts on equal footing. To this end, we introduce the concept of work capacity -- the maximum rate at which an agent can expect to extract work from its environment. Our results reveal that neither of two previously established design principles for work-efficient agents -- maximizing predictive power and forgetting past actions -- remains optimal in environments where actions have observable consequences. Instead, a trade-off emerges: work-efficient agents must balance prediction and forgetting, as remembering past actions can reduce the available free energy. This highlights a fundamental departure from the thermodynamics of passive observation, suggesting that prediction and energy efficiency may be at odds in active learning systems.
Rational Capability in Concurrent Games
Li, Yinfeng, Lorini, Emiliano, Mittelmann, Munyque
We extend concurrent game structures (CGSs) with a simple notion of preference over computations and define a minimal notion of rationality for agents based on the concept of dominance. We use this notion to interpret a CL and an ATL languages that extend the basic CL and ATL languages with modalities for rational capability, namely, a coalition's capability to rationally enforce a given property. For each of these languages, we provide results about the complexity of satisfiability checking and model checking as well as about axiomatization.
A Mixed-Integer Conic Program for the Multi-Agent Moving-Target Traveling Salesman Problem
Philip, Allen George, Ren, Zhongqiang, Rathinam, Sivakumar, Choset, Howie
The Moving-Target Traveling Salesman Problem (MT-TSP) aims to find a shortest path for an agent that starts at a stationary depot, visits a set of moving targets exactly once, each within one of their respective time windows, and then returns to the depot. In this paper, we introduce a new Mixed-Integer Conic Program (MICP) formulation that finds the optimum for the Multi-Agent Moving-Target Traveling Salesman Problem (MA-MT-TSP), a generalization of the MT-TSP involving multiple agents. We obtain our formulation by first restating the current state-of-the-art MICP formulation for MA-MT-TSP as a Mixed-Integer Nonlinear Nonconvex Program, and then reformulating it as a new MICP. We present computational results to demonstrate the performance of our approach. The results show that our formulation significantly outperforms the state-of-the-art, with up to a two-order-of-magnitude reduction in runtime, and up to over 90% tighter optimality gap.
Unattainability of Common Knowledge in Asymmetric Games with Imperfect Information
Farestam, Fabian, Gurov, Dilian
In this paper, we present a conceptual model game to examine the dynamics of asymmetric interactions in games with imperfect information. The game involves two agents with starkly contrasting capabilities: one agent can take actions but has no information of the state of the game, whereas the other agent has perfect information of the state but cannot act or observe the other agent's actions. This duality manifests an extreme form of asymmetry, and how differing abilities influence the possibility of attaining common knowledge. Using Kripke structures and epistemic logic we demonstrate that, under these conditions, common knowledge of the current game state becomes unattainable. Our findings advance the discussion on the strategic limitations of knowledge in environments where information and action are unevenly distributed.
A Computationally Grounded Framework for Cognitive Attitudes (extended version)
de Lima, Tiago, Lorini, Emiliano, Perrotin, Elise, Schwarzentruber, François
We introduce a novel language for reasoning about agents' cognitive attitudes of both epistemic and motivational type. We interpret it by means of a computationally grounded semantics using belief bases. Our language includes five types of modal operators for implicit belief, complete attraction, complete repulsion, realistic attraction and realistic repulsion. We give an axiomatization and show that our operators are not mutually expressible and that they can be combined to represent a large variety of psychological concepts including ambivalence, indifference, being motivated, being demotivated and preference. We present a dynamic extension of the language that supports reasoning about the effects of belief change operations. Finally, we provide a succinct formulation of model checking for our languages and a PSPACE model checking algorithm relying on a reduction into TQBF. We present some experimental results for the implemented algorithm on computation time in a concrete example.
EditSplat: Multi-View Fusion and Attention-Guided Optimization for View-Consistent 3D Scene Editing with 3D Gaussian Splatting
Lee, Dong In, Park, Hyeongcheol, Seo, Jiyoung, Park, Eunbyung, Park, Hyunje, Baek, Ha Dam, Sangheon, Shin, kim, Sangmin, Kim, Sangpil
Recent advancements in 3D editing have highlighted the potential of text-driven methods in real-time, user-friendly AR/VR applications. However, current methods rely on 2D diffusion models without adequately considering multi-view information, resulting in multi-view inconsistency. While 3D Gaussian Splatting (3DGS) significantly improves rendering quality and speed, its 3D editing process encounters difficulties with inefficient optimization, as pre-trained Gaussians retain excessive source information, hindering optimization. To address these limitations, we propose \textbf{EditSplat}, a novel 3D editing framework that integrates Multi-view Fusion Guidance (MFG) and Attention-Guided Trimming (AGT). Our MFG ensures multi-view consistency by incorporating essential multi-view information into the diffusion process, leveraging classifier-free guidance from the text-to-image diffusion model and the geometric properties of 3DGS. Additionally, our AGT leverages the explicit representation of 3DGS to selectively prune and optimize 3D Gaussians, enhancing optimization efficiency and enabling precise, semantically rich local edits. Through extensive qualitative and quantitative evaluations, EditSplat achieves superior multi-view consistency and editing quality over existing methods, significantly enhancing overall efficiency.