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Seeker: Enhancing Exception Handling in Code with LLM-based Multi-Agent Approach

Zhang, Xuanming, Chen, Yuxuan, Yuan, Yuan, Huang, Minlie

arXiv.org Artificial Intelligence

In real world software development, improper or missing exception handling can severely impact the robustness and reliability of code. Exception handling mechanisms require developers to detect, capture, and manage exceptions according to high standards, but many developers struggle with these tasks, leading to fragile code. This problem is particularly evident in open source projects and impacts the overall quality of the software ecosystem. To address this challenge, we explore the use of large language models (LLMs) to improve exception handling in code. Through extensive analysis, we identify three key issues: Insensitive Detection of Fragile Code, Inaccurate Capture of Exception Types, and Distorted Handling Solutions. These problems are widespread across real world repositories, suggesting that robust exception handling practices are often overlooked or mishandled. In response, we propose Seeker, a multi agent framework inspired by expert developer strategies for exception handling. Seeker uses agents: Scanner, Detector, Predator, Ranker, and Handler to assist LLMs in detecting, capturing, and resolving exceptions more effectively. Our work is the first systematic study on leveraging LLMs to enhance exception handling practices, providing valuable insights for future improvements in code reliability.


Manipulating the Distributions of Experience used for Self-Play Learning in Expert Iteration

Soemers, Dennis J. N. J., Piette, Éric, Stephenson, Matthew, Browne, Cameron

arXiv.org Artificial Intelligence

Expert Iteration (ExIt) is an effective framework for learning game-playing policies from self-play. ExIt involves training a policy to mimic the search behaviour of a tree search algorithm - such as Monte-Carlo tree search - and using the trained policy to guide it. The policy and the tree search can then iteratively improve each other, through experience gathered in self-play between instances of the guided tree search algorithm. This paper outlines three different approaches for manipulating the distribution of data collected from self-play, and the procedure that samples batches for learning updates from the collected data. Firstly, samples in batches are weighted based on the durations of the episodes in which they were originally experienced. Secondly, Prioritized Experience Replay is applied within the ExIt framework, to prioritise sampling experience from which we expect to obtain valuable training signals. Thirdly, a trained exploratory policy is used to diversify the trajectories experienced in self-play. This paper summarises the effects of these manipulations on training performance evaluated in fourteen different board games. We find major improvements in early training performance in some games, and minor improvements averaged over fourteen games.


FO(C): A Knowledge Representation Language of Causality

Bogaerts, Bart, Vennekens, Joost, Denecker, Marc, Bussche, Jan Van den

arXiv.org Artificial Intelligence

Cause-effect relations are an important part of human knowledge. In real life, humans often reason about complex causes linked to complex effects. By comparison, existing formalisms for representing knowledge about causal relations are quite limited in the kind of specifications of causes and effects they allow. In this paper, we present the new language C-Log, which offers a significantly more expressive representation of effects, including such features as the creation of new objects. We show how C-Log integrates with first-order logic, resulting in the language FO(C). We also compare FO(C) with several related languages and paradigms, including inductive definitions, disjunctive logic programming, business rules and extensions of Datalog.