information gathering
Behaviorally Adaptive Multi-Robot Hazard Localization in Failure-Prone, Communication-Denied Environments
Srivastava, Alkesh K., Suresh, Aamodh, Nieto-Granda, Carlos
We address the challenge of multi-robot autonomous hazard mapping in high-risk, failure-prone, communication-denied environments such as post-disaster zones, underground mines, caves, and planetary surfaces. In these missions, robots must explore and map hazards while minimizing the risk of failure due to environmental threats or hardware limitations. We introduce a behavior-adaptive, information-theoretic planning framework for multi-robot teams grounded in the concept of Behavioral Entropy (BE), that generalizes Shannon entropy (SE) to capture diverse human-like uncertainty evaluations. Building on this formulation, we propose the Behavior-Adaptive Path Planning (BAPP) framework, which modulates information gathering strategies via a tunable risk-sensitivity parameter, and present two planning algorithms: BAPP-TID for intelligent triggering of high-fidelity robots, and BAPP-SIG for safe deployment under high risk. We provide theoretical insights on the informativeness of the proposed BAPP framework and validate its effectiveness through both single-robot and multi-robot simulations. Our results show that the BAPP stack consistently outperforms Shannon-based and random strategies: BAPP-TID accelerates entropy reduction, while BAPP-SIG improves robot survivability with minimal loss in information gain. In multi-agent deployments, BAPP scales effectively through spatial partitioning, mobile base relocation, and role-aware heterogeneity. These findings underscore the value of behavior-adaptive planning for robust, risk-sensitive exploration in complex, failure-prone environments.
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- Information Technology > Artificial Intelligence > Robots (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Uncertainty (1.00)
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- Information Technology > Artificial Intelligence > Machine Learning > Performance Analysis > Accuracy (0.47)
The Optimization Paradox in Clinical AI Multi-Agent Systems
Bedi, Suhana, Mlauzi, Iddah, Shin, Daniel, Koyejo, Sanmi, Shah, Nigam H.
Multi-agent artificial intelligence systems are increasingly deployed in clinical settings, yet the relationship between component-level optimization and system-wide performance remains poorly understood. We evaluated this relationship using 2,400 real patient cases from the MIMIC-CDM dataset across four abdominal pathologies (appendicitis, pancreatitis, cholecystitis, diverticulitis), decomposing clinical diagnosis into information gathering, interpretation, and differential diagnosis. We evaluated single agent systems (one model performing all tasks) against multi-agent systems (specialized models for each task) using comprehensive metrics spanning diagnostic outcomes, process adherence, and cost efficiency. Our results reveal a paradox: while multi-agent systems generally outperformed single agents, the component-optimized or Best of Breed system with superior components and excellent process metrics (85.5% information accuracy) significantly underperformed in diagnostic accuracy (67.7% vs. 77.4% for a top multi-agent system). This finding underscores that successful integration of AI in healthcare requires not just component level optimization but also attention to information flow and compatibility between agents. Our findings highlight the need for end to end system validation rather than relying on component metrics alone.
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Online Competitive Information Gathering for Partially Observable Trajectory Games
Krusniak, Mel, Xu, Hang, Palermo, Parker, Laine, Forrest
Game-theoretic agents must make plans that optimally gather information about their opponents. These problems are modeled by partially observable stochastic games (POSGs), but planning in fully continuous POSGs is intractable without heavy offline computation or assumptions on the order of belief maintained by each player. We formulate a finite history/horizon refinement of POSGs which admits competitive information gathering behavior in trajectory space, and through a series of approximations, we present an online method for computing rational trajectory plans in these games which leverages particle-based estimations of the joint state space and performs stochastic gradient play. We also provide the necessary adjustments required to deploy this method on individual agents. The method is tested in continuous pursuit-evasion and warehouse-pickup scenarios (alongside extensions to $N > 2$ players and to more complex environments with visual and physical obstacles), demonstrating evidence of active information gathering and outperforming passive competitors.
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InfoQuest: Evaluating Multi-Turn Dialogue Agents for Open-Ended Conversations with Hidden Context
de Oliveira, Bryan L. M., Martins, Luana G. B., Brandão, Bruno, Melo, Luckeciano C.
While large language models excel at following explicit instructions, they often struggle with ambiguous or incomplete user requests, defaulting to verbose, generic responses rather than seeking clarification. We introduce InfoQuest, a multi-turn chat benchmark designed to evaluate how dialogue agents handle hidden context in open-ended user requests. The benchmark presents intentionally ambiguous scenarios that require models to engage in information-seeking dialogue through clarifying questions before providing appropriate responses. Our evaluation of both open and closed-source models reveals that while proprietary models generally perform better, all current assistants struggle with effectively gathering critical information, often requiring multiple turns to infer user intent and frequently defaulting to generic responses without proper clarification. We provide a systematic methodology for generating diverse scenarios and evaluating models' information-seeking capabilities, offering insights into the current limitations of language models in handling ambiguous requests through multi-turn interactions.
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First, Learn What You Don't Know: Active Information Gathering for Driving at the Limits of Handling
Davydov, Alexander, Djeumou, Franck, Greiff, Marcus, Suminaka, Makoto, Thompson, Michael, Subosits, John, Lew, Thomas
Combining data-driven models that adapt online and model predictive control (MPC) has enabled effective control of nonlinear systems. However, when deployed on unstable systems, online adaptation may not be fast enough to ensure reliable simultaneous learning and control. For example, controllers on a vehicle executing highly dynamic maneuvers may push the tires to their friction limits, destabilizing the vehicle and allowing modeling errors to quickly compound and cause a loss of control. In this work, we present a Bayesian meta-learning MPC framework. We propose an expressive vehicle dynamics model that leverages Bayesian last-layer meta-learning to enable rapid online adaptation. The model's uncertainty estimates are used to guide informative data collection and quickly improve the model prior to deployment. Experiments on a Toyota Supra show that (i) the framework enables reliable control in dynamic drifting maneuvers, (ii) online adaptation alone may not suffice for zero-shot control of a vehicle at the edge of stability, and (iii) active data collection helps achieve reliable performance.
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Heuristics for Partially Observable Stochastic Contingent Planning
Acting to complete tasks in stochastic partially observable domains is an important problem in artificial intelligence, and is often formulated as a goal-based POMDP. Goal-based POMDPs can be solved using the RTDP-BEL algorithm, that operates by running forward trajectories from the initial belief to the goal. These trajectories can be guided by a heuristic, and more accurate heuristics can result in significantly faster convergence. In this paper, we develop a heuristic function that leverages the structured representation of domain models. We compute, in a relaxed space, a plan to achieve the goal, while taking into account the value of information, as well as the stochastic effects. We provide experiments showing that while our heuristic is slower to compute, it requires an order of magnitude less trajectories before convergence. Overall, it thus speeds up RTDP-BEL, particularly in problems where significant information gathering is needed.
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Cradle: Empowering Foundation Agents Towards General Computer Control
Tan, Weihao, Zhang, Wentao, Xu, Xinrun, Xia, Haochong, Ding, Ziluo, Li, Boyu, Zhou, Bohan, Yue, Junpeng, Jiang, Jiechuan, Li, Yewen, An, Ruyi, Qin, Molei, Zong, Chuqiao, Zheng, Longtao, Wu, Yujie, Chai, Xiaoqiang, Bi, Yifei, Xie, Tianbao, Gu, Pengjie, Li, Xiyun, Zhang, Ceyao, Tian, Long, Wang, Chaojie, Wang, Xinrun, Karlsson, Börje F., An, Bo, Yan, Shuicheng, Lu, Zongqing
Despite the success in specific scenarios, existing foundation agents still struggle to generalize across various virtual scenarios, mainly due to the dramatically different encapsulations of environments with manually designed observation and action spaces. To handle this issue, we propose the General Computer Control (GCC) setting to restrict foundation agents to interact with software through the most unified and standardized interface, i.e., using screenshots as input and keyboard and mouse actions as output. We introduce Cradle, a modular and flexible LMM-powered framework, as a preliminary attempt towards GCC. Enhanced by six key modules, Cradle can understand input screenshots and output executable code for low-level keyboard and mouse control after high-level planning, so that Cradle can interact with any software and complete long-horizon complex tasks without relying on any built-in APIs. Experimental results show that Cradle exhibits remarkable generalizability and impressive performance across four previously unexplored commercial video games, five software applications, and a comprehensive benchmark, OSWorld. Cradle is the first to enable foundation agents to follow the main storyline and complete 40-minute-long real missions in the complex AAA game Red Dead Redemption 2 (RDR2). Cradle can also create a city of a thousand people in Cities: Skylines, farm and harvest parsnips in Stardew Valley, and trade and bargain with a maximal weekly total profit of 87% in Dealer's Life 2. Cradle can not only operate daily software, like Chrome, Outlook, and Feishu, but also edit images and videos using Meitu and CapCut. Cradle greatly extends the reach of foundation agents by enabling the easy conversion of any software, especially complex games, into benchmarks to evaluate agents' various abilities and facilitate further data collection, thus paving the way for generalist agents.
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Automated Testing of Spatially-Dependent Environmental Hypotheses through Active Transfer Learning
Harrison, Nicholas, Wallace, Nathan, Sukkarieh, Salah
The efficient collection of samples is an important factor in outdoor information gathering applications on account of high sampling costs such as time, energy, and potential destruction to the environment. Utilization of available a-priori data can be a powerful tool for increasing efficiency. However, the relationships of this data with the quantity of interest are often not known ahead of time, limiting the ability to leverage this knowledge for improved planning efficiency. To this end, this work combines transfer learning and active learning through a Multi-Task Gaussian Process and an information-based objective function. Through this combination it can explore the space of hypothetical inter-quantity relationships and evaluate these hypotheses in real-time, allowing this new knowledge to be immediately exploited for future plans. The performance of the proposed method is evaluated against synthetic data and is shown to evaluate multiple hypotheses correctly. Its effectiveness is also demonstrated on real datasets. The technique is able to identify and leverage hypotheses which show a medium or strong correlation to reduce prediction error by a factor of 1.4--3.4 within the first 7 samples, and poor hypotheses are quickly identified and rejected eventually having no adverse effect.
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Path-Based Sensors: Will the Knowledge of Correlation in Random Variables Accelerate Information Gathering?
Srivastava, Alkesh K., Kontoudis, George P., Sofge, Donald, Otte, Michael
Effective communication is crucial for deploying robots in mission-specific tasks, but inadequate or unreliable communication can greatly reduce mission efficacy, for example in search and rescue missions where communication-denied conditions may occur. In such missions, robots are deployed to locate targets, such as human survivors, but they might get trapped at hazardous locations, such as in a trapping pit or by debris. Thus, the information the robot collected is lost owing to the lack of communication. In our prior work, we developed the notion of a path-based sensor. A path-based sensor detects whether or not an event has occurred along a particular path, but it does not provide the exact location of the event. Such path-based sensor observations are well-suited to communication-denied environments, and various studies have explored methods to improve information gathering in such settings. In some missions it is typical for target elements to be in close proximity to hazardous factors that hinder the information-gathering process. In this study, we examine a similar scenario and conduct experiments to determine if additional knowledge about the correlation between hazards and targets improves the efficiency of information gathering. To incorporate this knowledge, we utilize a Bayesian network representation of domain knowledge and develop an algorithm based on this representation. Our empirical investigation reveals that such additional information on correlation is beneficial only in environments with moderate hazard lethality, suggesting that while knowledge of correlation helps, further research and development is necessary for optimal outcomes.
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- Information Technology > Artificial Intelligence > Machine Learning > Learning Graphical Models > Directed Networks > Bayesian Learning (0.53)
Decentralised Active Perception in Continuous Action Spaces for the Coordinated Escort Problem
Hull, Rhett, Lee, Ki Myung Brian, Wakulicz, Jennifer, Yoo, Chanyeol, McMahon, James, Clarke, Bryan, Anstee, Stuart, Kim, Jijoong, Fitch, Robert
We consider the coordinated escort problem, where a decentralised team of supporting robots implicitly assist the mission of higher-value principal robots. The defining challenge is how to evaluate the effect of supporting robots' actions on the principal robots' mission. To capture this effect, we define two novel auxiliary reward functions for supporting robots called satisfaction improvement and satisfaction entropy, which computes the improvement in probability of mission success, or the uncertainty thereof. Given these reward functions, we coordinate the entire team of principal and supporting robots using decentralised cross entropy method (Dec-CEM), a new extension of CEM to multi-agent systems based on the product distribution approximation. In a simulated object avoidance scenario, our planning framework demonstrates up to two-fold improvement in task satisfaction against conventional decoupled information gathering.The significance of our results is to introduce a new family of algorithmic problems that will enable important new practical applications of heterogeneous multi-robot systems.
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