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e8da56eb93676e8f60ed2b696e44e7dc-Supplemental-Conference.pdf

Neural Information Processing Systems

The goal location is small region around (20,20). In each task, S0 was a set of arm con gurations establishing contact with the 539 end-effector, the 6-DoF change in stiffness, and 1-DoF gripper state. The fraction of start states in S0 that lead to success 557 IVF, classi er). The result of that execution is recorded as 552 Algorithm 1 is the pseudocode used for the experiments described in Section 4.1. Episodes last a maximum of 1000 steps.





Where LLM Agents Fail and How They can Learn From Failures

arXiv.org Artificial Intelligence

Large Language Model (LLM) agents, which integrate planning, memory, reflection, and tool-use modules, have shown promise in solving complex, multi-step tasks. Yet their sophisticated architectures amplify vulnerability to cascading failures, where a single root-cause error propagates through subsequent decisions, leading to task failure. Current systems lack a framework that can comprehensively understand agent error in a modular and systemic way, and therefore fail to detect these errors accordingly. We address this gap with three contributions. First, we introduce the AgentErrorTaxonomy, a modular classification of failure modes spanning memory, reflection, planning, action, and system-level operations. Second, we construct AgentErrorBench, the first dataset of systematically annotated failure trajectories from ALFWorld, GAIA, and WebShop, grounding error analysis in real-world agent rollouts. Third, we propose AgentDebug, a debugging framework that isolates root-cause failures and provides corrective feedback, enabling agents to recover and iteratively improve. Experiments on AgentErrorBench show that AgentDebug achieves 24% higher all-correct accuracy and 17% higher step accuracy compared to the strongest baseline. Beyond detection, the targeted feedback generated by AgentDebug enables LLM agents to iteratively recover from failures, yielding up to 26% relative improvements in task success across ALFWorld, GAIA, and WebShop. These results establish principled debugging as a pathway to more reliable and adaptive LLM agents. The code and data will be available at https://github.com/ulab-uiuc/AgentDebug


ReflAct: World-Grounded Decision Making in LLM Agents via Goal-State Reflection

arXiv.org Artificial Intelligence

Recent advances in LLM agents have largely built on reasoning backbones like ReAct, which interleave thought and action in complex environments. However, ReAct often produces ungrounded or incoherent reasoning steps, leading to misalignment between the agent's actual state and goal. Our analysis finds that this stems from ReAct's inability to maintain consistent internal beliefs and goal alignment, causing compounding errors and hallucinations. To address this, we introduce ReflAct, a novel backbone that shifts reasoning from merely planning next actions to continuously reflecting on the agent's state relative to its goal. By explicitly grounding decisions in states and enforcing ongoing goal alignment, ReflAct dramatically improves strategic reliability. This design delivers substantial empirical gains: ReflAct surpasses ReAct by 27.7% on average, achieving a 93.3% success rate in ALFWorld. Notably, ReflAct even outperforms ReAct with added enhancement modules (e.g., Reflexion, WKM), showing that strengthening the core reasoning backbone is key to reliable agent performance.


MemGuide: Intent-Driven Memory Selection for Goal-Oriented Multi-Session LLM Agents

arXiv.org Artificial Intelligence

Modern task-oriented dialogue (TOD) systems increasingly rely on large language model (LLM) agents, leveraging Retrieval-Augmented Generation (RAG) and long-context capabilities for long-term memory utilization. However, these methods are primarily based on semantic similarity, overlooking task intent and reducing task coherence in multi-session dialogues. To address this challenge, we introduce MemGuide, a two-stage framework for intent-driven memory selection. (1) Intent-Aligned Retrieval matches the current dialogue context with stored intent descriptions in the memory bank, retrieving QA-formatted memory units that share the same goal. (2) Missing-Slot Guided Filtering employs a chain-of-thought slot reasoner to enumerate unfilled slots, then uses a fine-tuned LLaMA-8B filter to re-rank the retrieved units by marginal slot-completion gain. The resulting memory units inform a proactive strategy that minimizes conversational turns by directly addressing information gaps. Based on this framework, we introduce the MS-TOD, the first multi-session TOD benchmark comprising 132 diverse personas, 956 task goals, and annotated intent-aligned memory targets, supporting efficient multi-session task completion. Evaluations on MS-TOD show that MemGuide raises the task success rate by 11% (88% -> 99%) and reduces dialogue length by 2.84 turns in multi-session settings, while maintaining parity with single-session benchmarks.


Goal-conditioned Hierarchical Reinforcement Learning for Sample-efficient and Safe Autonomous Driving at Intersections

arXiv.org Artificial Intelligence

Reinforcement learning (RL) exhibits remarkable potential in addressing autonomous driving tasks. However, it is difficult to train a sample-efficient and safe policy in complex scenarios. In this article, we propose a novel hierarchical reinforcement learning (HRL) framework with a goal-conditioned collision prediction (GCCP) module. In the hierarchical structure, the GCCP module predicts collision risks according to different potential subgoals of the ego vehicle. A high-level decision-maker choose the best safe subgoal. A low-level motion-planner interacts with the environment according to the subgoal. Compared to traditional RL methods, our algorithm is more sample-efficient, since its hierarchical structure allows reusing the policies of subgoals across similar tasks for various navigation scenarios. In additional, the GCCP module's ability to predict both the ego vehicle's and surrounding vehicles' future actions according to different subgoals, ensures the safety of the ego vehicle throughout the decision-making process. Experimental results demonstrate that the proposed method converges to an optimal policy faster and achieves higher safety than traditional RL methods.


BAR: A Backward Reasoning based Agent for Complex Minecraft Tasks

arXiv.org Artificial Intelligence

Large language model (LLM) based agents have shown great potential in following human instructions and automatically completing various tasks. To complete a task, the agent needs to decompose it into easily executed steps by planning. Existing studies mainly conduct the planning by inferring what steps should be executed next starting from the agent's initial state. However, this forward reasoning paradigm doesn't work well for complex tasks. We propose to study this issue in Minecraft, a virtual environment that simulates complex tasks based on real-world scenarios. We believe that the failure of forward reasoning is caused by the big perception gap between the agent's initial state and task goal. To this end, we leverage backward reasoning and make the planning starting from the terminal state, which can directly achieve the task goal in one step. Specifically, we design a BAckward Reasoning based agent (BAR). It is equipped with a recursive goal decomposition module, a state consistency maintaining module and a stage memory module to make robust, consistent, and efficient planning starting from the terminal state. Experimental results demonstrate the superiority of BAR over existing methods and the effectiveness of proposed modules.


Reward Generation via Large Vision-Language Model in Offline Reinforcement Learning

arXiv.org Artificial Intelligence

Reward Generation via Large Vision-Language Model in Offline Reinforcement Learning Y ounghwan Lee Electrical Engineering KAIST Daejeon, South Korea youngh2@kaist.ac.kr Chang D. Y oo Electrical Engineering KAIST Daejeon, South Korea cd yoo@kaist.ac.kr Abstract --In offline reinforcement learning (RL), learning from fixed datasets presents a promising solution for domains where real-time interaction with the environment is expensive or risky. However, designing dense reward signals for offline dataset requires significant human effort and domain expertise. Reinforcement learning with human feedback (RLHF) has emerged as an alternative, but it remains costly due to the human-in-the-loop process, prompting interest in automated reward generation models. T o address this, we propose Reward Generation via Large Vision-Language Models (RG-VLM), which leverages the reasoning capabilities of L VLMs to generate rewards from offline data without human involvement.