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ARCANE: A Multi-Agent Framework for Interpretable and Configurable Alignment

Masters, Charlie, Grześkiewicz, Marta, Albrecht, Stefano V.

arXiv.org Artificial Intelligence

As agents based on large language models are increasingly deployed to long-horizon tasks, maintaining their alignment with stakeholder preferences becomes critical. Effective alignment in such settings requires reward models that are interpretable so that stakeholders can understand and audit model objectives. Moreover, reward models must be capable of steering agents at interaction time, allowing preference shifts to be incorporated without retraining. We introduce ARCANE, a framework that frames alignment as a multi-agent collaboration problem that dynamically represents stakeholder preferences as natural-language rubrics: weighted sets of verifiable criteria that can be generated on-the-fly from task context. Inspired by utility theory, we formulate rubric learning as a reconstruction problem and apply a regularized Group-Sequence Policy Optimization (GSPO) procedure that balances interpretability, faithfulness, and computational efficiency. Using a corpus of 219 labeled rubrics derived from the GDPV al benchmark, we evaluate ARCANE on challenging tasks requiring multi-step reasoning and tool use. The learned rubrics produce compact, legible evaluations and enable configurable trade-offs (e.g., correctness vs. conciseness) without retraining. Our results show that rubric-based reward models offer a promising path toward interpretable, test-time adaptive alignment for complex, long-horizon AI systems.


ARCANE -- Early Detection of Interplanetary Coronal Mass Ejections

Rüdisser, H. T., Nguyen, G., Louëdec, J. Le, Davies, E. E., Möstl, C.

arXiv.org Artificial Intelligence

Interplanetary coronal mass ejections (ICMEs) are major drivers of space weather disturbances, posing risks to both technological infrastructure and human activities. Automatic detection of ICMEs in solar wind in situ data is essential for early warning systems. While several methods have been proposed to identify these structures in time series data, robust real-time detection remains a significant challenge. In this work, we present ARCANE - the first framework explicitly designed for early ICME detection in streaming solar wind data under realistic operational constraints, enabling event identification without requiring observation of the full structure. Our approach evaluates the strengths and limitations of detection models by comparing a machine learning-based method to a threshold-based baseline. The ResUNet++ model, previously validated on science data, significantly outperforms the baseline, particularly in detecting high-impact events, while retaining solid performance on lower-impact cases. Notably, we find that using real-time solar wind (RTSW) data instead of high-resolution science data leads to only minimal performance degradation. Despite the challenges of operational settings, our detection pipeline achieves an F1-Score of 0.37, with an average detection delay of 24.5% of the event's duration while processing only a minimal portion of the event data. As more data becomes available, the performance increases significantly. These results mark a substantial step forward in automated space weather monitoring and lay the groundwork for enhanced real-time forecasting capabilities.


Edge Unlearning is Not "on Edge"! An Adaptive Exact Unlearning System on Resource-Constrained Devices

Xia, Xiaoyu, Wang, Ziqi, Sun, Ruoxi, Liu, Bowen, Khalil, Ibrahim, Xue, Minhui

arXiv.org Artificial Intelligence

The right to be forgotten mandates that machine learning models enable the erasure of a data owner's data and information from a trained model. Removing data from the dataset alone is inadequate, as machine learning models can memorize information from the training data, increasing the potential privacy risk to users. To address this, multiple machine unlearning techniques have been developed and deployed. Among them, approximate unlearning is a popular solution, but recent studies report that its unlearning effectiveness is not fully guaranteed. Another approach, exact unlearning, tackles this issue by discarding the data and retraining the model from scratch, but at the cost of considerable computational and memory resources. However, not all devices have the capability to perform such retraining. In numerous machine learning applications, such as edge devices, Internet-of-Things (IoT), mobile devices, and satellites, resources are constrained, posing challenges for deploying existing exact unlearning methods. In this study, we propose a Constraint-aware Adaptive Exact Unlearning System at the network Edge (CAUSE), an approach to enabling exact unlearning on resource-constrained devices. Aiming to minimize the retrain overhead by storing sub-models on the resource-constrained device, CAUSE innovatively applies a Fibonacci-based replacement strategy and updates the number of shards adaptively in the user-based data partition process. To further improve the effectiveness of memory usage, CAUSE leverages the advantage of model pruning to save memory via compression with minimal accuracy sacrifice. The experimental results demonstrate that CAUSE significantly outperforms other representative systems in realizing exact unlearning on the resource-constrained device by 9.23%-80.86%, 66.21%-83.46%, and 5.26%-194.13% in terms of unlearning speed, energy consumption, and accuracy.


Synthetic Data Generation Framework, Dataset, and Efficient Deep Model for Pedestrian Intention Prediction

Riaz, Muhammad Naveed, Wielgosz, Maciej, Romera, Abel Garcia, Lopez, Antonio M.

arXiv.org Artificial Intelligence

Pedestrian intention prediction is crucial for autonomous driving. In particular, knowing if pedestrians are going to cross in front of the ego-vehicle is core to performing safe and comfortable maneuvers. Creating accurate and fast models that predict such intentions from sequential images is challenging. A factor contributing to this is the lack of datasets with diverse crossing and non-crossing (C/NC) scenarios. We address this scarceness by introducing a framework, named ARCANE, which allows programmatically generating synthetic datasets consisting of C/NC video clip samples. As an example, we use ARCANE to generate a large and diverse dataset named PedSynth. We will show how PedSynth complements widely used real-world datasets such as JAAD and PIE, so enabling more accurate models for C/NC prediction. Considering the onboard deployment of C/NC prediction models, we also propose a deep model named PedGNN, which is fast and has a very low memory footprint. PedGNN is based on a GNN-GRU architecture that takes a sequence of pedestrian skeletons as input to predict crossing intentions.


Arcane Is a Work of Art

WIRED

The Netflix series Arcane, a collaboration between Riot Games and Studio Fortiche, is an animated show based on the popular computer game League of Legends. Science fiction author Zach Chapman loved Arcane, despite having never played League of Legends. "You don't have to have any knowledge of the game," Chapman says in Episode 536 of the Geek's Guide to the Galaxy podcast. "In fact, less knowledge of the game is even better. It doesn't need any of that. It just works really great as a standalone show."


How to make AI art like Arcane

#artificialintelligence

This violent animation style seems to have been developed by people passionate about their work and taking pleasure in it. It had nothing to do with money. All they cared about was creating a masterpiece, and they outdid themselves. The Creators, in my opinion, changed the animation business.


Robust Reinforcement Learning for General Video Game Playing

Hu, Chengpeng, Wang, Ziqi, Shu, Tianye, Tao, Yang, Tong, Hao, Togelius, Julian, Yao, Xin, Liu, Jialin

arXiv.org Artificial Intelligence

Reinforcement learning has successfully learned to play challenging board and video games. However, its generalization ability remains under-explored. The General Video Game AI Learning Competition aims at designing agents that are capable of learning to play different games levels that were unseen during training. This paper presents the games, entries and results of the 2020 General Video Game AI Learning Competition, held at the Sixteenth International Conference on Parallel Problem Solving from Nature and the 2020 IEEE Conference on Games. Three new games with sparse, periodic and dense rewards, respectively, were designed for this competition and the test levels were generated by adding minor perturbations to training levels or combining training levels. In this paper, we also design a reinforcement learning agent, called Arcane, for general video game playing. We assume that it is more likely to observe similar local information in different levels rather than global information. Therefore, instead of directly inputting a single, raw pixel-based screenshot of current game screen, Arcane takes the encoded, transformed global and local observations of the game screen as two simultaneous inputs, aiming at learning local information for playing new levels. Two versions of Arcane, using a stochastic or deterministic policy for decision-making during test, both show robust performance on the game set of the 2020 General Video Game AI Learning Competition.