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AgentPoison: Red-teaming LLM Agents via Poisoning Memory or Knowledge Bases

Neural Information Processing Systems

LLM agents have demonstrated remarkable performance across various applications, primarily due to their advanced capabilities in reasoning, utilizing external knowledge and tools, calling APIs, and executing actions to interact with environments. Current agents typically utilize a memory module or a retrieval-augmented generation (RAG) mechanism, retrieving past knowledge and instances with similar embeddings from knowledge bases to inform task planning and execution. However, the reliance on unverified knowledge bases raises significant concerns about their safety and trustworthiness. To uncover such vulnerabilities, we propose a novel red teaming approach AgentPoison, the first backdoor attack targeting generic and RAG-based LLM agents by poisoning their long-term memory orRAG knowledge base. In particular, we form the trigger generation process as a constrained optimization to optimize backdoor triggers by mapping the triggered instances to a unique embedding space, so as to ensure that whenever a user instruction contains the optimized backdoor trigger, the malicious demonstrations are retrieved from the poisoned memory or knowledge base with high probability.


MineDojo: Building Open-Ended Embodied Agents with Internet-Scale Knowledge

Neural Information Processing Systems

Autonomous agents have made great strides in specialist domains like Atari games and Go. However, they typically learn tabula rasa in isolated environments with limited and manually conceived objectives, thus failing to generalize across a wide spectrum of tasks and capabilities. Inspired by how humans continually learn and adapt in the open world, we advocate a trinity of ingredients for building generalist agents: 1) an environment that supports a multitude of tasks and goals, 2) a large-scale database of multimodal knowledge, and 3) a flexible and scalable agent architecture. We introduce MineDojo, a new framework built on the popular Minecraft game that features a simulation suite with thousands of diverse open-ended tasks and an internet-scale knowledge base with Minecraft videos, tutorials, wiki pages, and forum discussions. Using MineDojo's data, we propose a novel agent learning algorithm that leverages large pre-trained video-language models as a learned reward function. Our agent is able to solve a variety of open-ended tasks specified in free-form language without any manually designed dense shaping reward. We open-source the simulation suite, knowledge bases, algorithm implementation, and pretrained models (https://minedojo.org) to promote research towards the goal of generally capable embodied agents.


Exemplar Guided Active Learning

Neural Information Processing Systems

We consider the problem of wisely using a limited budget to label a small subset of a large unlabeled dataset. For example, consider the NLP problem of word sense disambiguation. For any word, we have a set of candidate labels from a knowledge base, but the label set is not necessarily representative of what occurs in the data: there may exist labels in the knowledge base that very rarely occur in the corpus because the sense is rare in modern English; and conversely there may exist true labels that do not exist in our knowledge base. Our aim is to obtain a classifier that performs as well as possible on examples of each "common class" that occurs with frequency above a given threshold in the unlabeled set while annotating as few examples as possible from "rare classes" whose labels occur with less than this frequency. The challenge is that we are not informed which labels are common and which are rare, and the true label distribution may exhibit extreme skew. We describe an active learning approach that (1) explicitly searches for rare classes by leveraging the contextual embedding spaces provided by modern language models, and (2) incorporates a stopping rule that ignores classes once we prove that they occur below our target threshold with high probability. We prove that our algorithm only costs logarithmically more than a hypothetical approach that knows all true label frequencies and show experimentally that incorporating automated search can significantly reduce the number of samples needed to reach target accuracy levels.


The Road of Adaptive AI for Precision in Cybersecurity

Garg, Sahil

arXiv.org Artificial Intelligence

Cybersecurity's evolving complexity presents unique challenges and opportunities for AI research and practice. This paper shares key lessons and insights from designing, building, and operating production-grade GenAI pipelines in cyberse-curity, with a focus on the continual adaptation required to keep pace with ever-shifting knowledge bases, tooling, and threats. Our goal is to provide an actionable perspective for AI practitioners and industry stakeholders navigating the frontier of GenAI for cybersecurity, with particular attention to how different adaptation mechanisms complement each other in end-to-end systems. We present practical guidance derived from real-world deployments, propose best practices for leveraging retrieval-and model-level adaptation, and highlight open research directions for making GenAI more robust, precise, and auditable in cyber defense. Disclaimer: The ideas and analysis presented here are subjective. We share them based on our experience of establishing robust and efficient pipelines of generative AI for cybersecurity. In light of the age of generative AI, the objective of this document is not to provide generic descriptions of GenAI techniques, but rather to explain their practical relevance for specific contexts, and to illustrate where particular choices have worked well or poorly in our own deployments.


Reinforcement Learning Integrated Agentic RAG for Software Test Cases Authoring

Hariharan, Mohanakrishnan

arXiv.org Artificial Intelligence

This paper introduces a framework that integrates reinforcement learning (RL) with autonomous agents to enable continuous improvement in the automated process of software test cases authoring from business requirement documents within Quality Engineering (QE) workflows. Conventional systems employing Large Language Models (LLMs) generate test cases from static knowledge bases, which fundamentally limits their capacity to enhance performance over time. Our proposed Reinforcement Infused Agentic RAG (Retrieve, Augment, Generate) framework overcomes this limitation by employing AI agents that learn from QE feedback, assessments, and defect discovery outcomes to automatically improve their test case generation strategies. The system combines specialized agents with a hybrid vector-graph knowledge base that stores and retrieves software testing knowledge. Through advanced RL algorithms, specifically Proximal Policy Optimization (PPO) and Deep Q-Networks (DQN), these agents optimize their behavior based on QE-reported test effectiveness, defect detection rates, and workflow metrics. As QEs execute AI-generated test cases and provide feedback, the system learns from this expert guidance to improve future iterations. Experimental validation on enterprise Apple projects yielded substantive improvements: a 2.4% increase in test generation accuracy (from 94.8% to 97.2%), and a 10.8% improvement in defect detection rates. The framework establishes a continuous knowledge refinement loop driven by QE expertise, resulting in progressively superior test case quality that enhances, rather than replaces, human testing capabilities.


Subgoal Graph-Augmented Planning for LLM-Guided Open-World Reinforcement Learning

Fan, Shanwei, Zhang, Bin, Xu, Zhiwei, Teng, Yingxuan, Dai, Siqi, Cheng, Lin, Fan, Guoliang

arXiv.org Artificial Intelligence

Large language models (LLMs) offer strong high-level planning capabilities for reinforcement learning (RL) by decomposing tasks into subgoals. However, their practical utility is limited by poor planning-execution alignment, which reflects a critical gap between abstract plans and actionable, environment-compatible behaviors. This misalignment arises from two interrelated limitations: (1) LLMs often produce subgoals that are semantically plausible but infeasible or irrelevant in the target environment due to insufficient grounding in environment-specific knowledge, and (2) single-LLM planning conflates generation with self-verification, resulting in overconfident yet unreliable subgoals that frequently fail during execution. To address these challenges, we propose Subgoal Graph-Augmented Actor-Critic-Refiner (SGA-ACR), a framework that integrates an environment-specific subgoal graph and structured entity knowledge with a multi-LLM planning pipeline that explicitly separates generation, critique, and refinement to produce executable and verifiable subgoals. A subgoal tracker further monitors execution progress, provides auxiliary rewards, and adaptively updates the subgoal graph to maintain alignment between plans and actions. Experimental results on 22 diverse tasks in the open-world game "Crafter" demonstrate the effectiveness of our proposed method.