decision-making agent
DiCriTest: Testing Scenario Generation for Decision-Making Agents Considering Diversity and Criticality
Chu, Qitong, Yue, Yufeng, Yao, Danya, Pei, Huaxin
The growing deployment of decision-making agents in dynamic environments increases the demand for safety verification. While critical testing scenario generation has emerged as an appealing verification methodology, effectively balancing diversity and criticality remains a key challenge for existing methods, particularly due to local optima entrapment in high-dimensional scenario spaces. To address this limitation, we propose a dual-space guided testing framework that coordinates scenario parameter space and agent behavior space, aiming to generate testing scenarios considering diversity and criticality. Specifically, in the scenario parameter space, a hierarchical representation framework combines dimensionality reduction and multi-dimensional subspace evaluation to efficiently localize diverse and critical subspaces. This guides dynamic coordination between two generation modes: local perturbation and global exploration, optimizing critical scenario quantity and diversity. Complementarily, in the agent behavior space, agent-environment interaction data are leveraged to quantify behavioral criticality/diversity and adaptively support generation mode switching, forming a closed feedback loop that continuously enhances scenario characterization and exploration within the parameter space. Experiments show our framework improves critical scenario generation by an average of 56.23\% and demonstrates greater diversity under novel parameter-behavior co-driven metrics when tested on five decision-making agents, outperforming state-of-the-art baselines.
Fine-Tuning Large Vision-Language Models as Decision-Making Agents via Reinforcement Learning
Large vision-language models (VLMs) fine-tuned on specialized visual instruction-following data have exhibited impressive language reasoning capabilities across various scenarios. However, this fine-tuning paradigm may not be able to efficiently learn optimal decision-making agents in multi-step goal-directed tasks from interactive environments. To address this challenge, we propose an algorithmic framework that fine-tunes VLMs with reinforcement learning (RL). Specifically, our framework provides a task description and then prompts the VLM to generate chain-of-thought (CoT) reasoning, enabling the VLM to efficiently explore intermediate reasoning steps that lead to the final text-based action. Next, the open-ended text output is parsed into an executable action to interact with the environment to obtain goal-directed task rewards. Finally, our framework uses these task rewards to fine-tune the entire VLM with RL.
Efficient Non-Parametric Uncertainty Quantification for Black-Box Large Language Models and Decision Planning
Tsai, Yao-Hung Hubert, Talbott, Walter, Zhang, Jian
Step-by-step decision planning with large language models (LLMs) is gaining attention in AI agent development. This paper focuses on decision planning with uncertainty estimation to address the hallucination problem in language models. Existing approaches are either white-box or computationally demanding, limiting use of black-box proprietary LLMs within budgets. The paper's first contribution is a non-parametric uncertainty quantification method for LLMs, efficiently estimating point-wise dependencies between input-decision on the fly with a single inference, without access to token logits. This estimator informs the statistical interpretation of decision trustworthiness. The second contribution outlines a systematic design for a decision-making agent, generating actions like ``turn on the bathroom light'' based on user prompts such as ``take a bath''. Users will be asked to provide preferences when more than one action has high estimated point-wise dependencies. In conclusion, our uncertainty estimation and decision-making agent design offer a cost-efficient approach for AI agent development.
CivRealm: A Learning and Reasoning Odyssey in Civilization for Decision-Making Agents
Qi, Siyuan, Chen, Shuo, Li, Yexin, Kong, Xiangyu, Wang, Junqi, Yang, Bangcheng, Wong, Pring, Zhong, Yifan, Zhang, Xiaoyuan, Zhang, Zhaowei, Liu, Nian, Wang, Wei, Yang, Yaodong, Zhu, Song-Chun
The generalization of decision-making agents encompasses two fundamental elements: learning from past experiences and reasoning in novel contexts. However, the predominant emphasis in most interactive environments is on learning, often at the expense of complexity in reasoning. In this paper, we introduce CivRealm, an environment inspired by the Civilization game. Civilization's profound alignment with human history and society necessitates sophisticated learning, while its ever-changing situations demand strong reasoning to generalize. Particularly, CivRealm sets up an imperfect-information general-sum game with a changing number of players; it presents a plethora of complex features, challenging the agent to deal with open-ended stochastic environments that require diplomacy and negotiation skills. Within CivRealm, we provide interfaces for two typical agent types: tensor-based agents that focus on learning, and language-based agents that emphasize reasoning. To catalyze further research, we present initial results for both paradigms. The canonical RL-based agents exhibit reasonable performance in mini-games, whereas both RL- and LLM-based agents struggle to make substantial progress in the full game. Overall, CivRealm stands as a unique learning and reasoning challenge for decision-making agents. The code is available at https://github.com/bigai-ai/civrealm.
L\'evy walks derived from a Bayesian decision-making model in non-stationary environments
Shinohara, Shuji, Manome, Nobuhito, Nakajima, Yoshihiro, Gunji, Yukio Pegio, Moriyama, Toru, Okamoto, Hiroshi, Mitsuyoshi, Shunji, Chung, Ung-il
L\'evy walks are found in the migratory behaviour patterns of various organisms, and the reason for this phenomenon has been much discussed. We use simulations to demonstrate that learning causes the changes in confidence level during decision-making in non-stationary environments, and results in L\'evy-walk-like patterns. One inference algorithm involving confidence is Bayesian inference. We propose an algorithm that introduces the effects of learning and forgetting into Bayesian inference, and simulate an imitation game in which two decision-making agents incorporating the algorithm estimate each other's internal models from their opponent's observational data. For forgetting without learning, agent confidence levels remained low due to a lack of information on the counterpart and Brownian walks occurred for a wide range of forgetting rates. Conversely, when learning was introduced, high confidence levels occasionally occurred even at high forgetting rates, and Brownian walks universally became L\'evy walks through a mixture of high- and low-confidence states.