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Jul 10

Reward Design for Justifiable Sequential Decision-Making

Equipping agents with the capacity to justify made decisions using supporting evidence represents a cornerstone of accountable decision-making. Furthermore, ensuring that justifications are in line with human expectations and societal norms is vital, especially in high-stakes situations such as healthcare. In this work, we propose the use of a debate-based reward model for reinforcement learning agents, where the outcome of a zero-sum debate game quantifies the justifiability of a decision in a particular state. This reward model is then used to train a justifiable policy, whose decisions can be more easily corroborated with supporting evidence. In the debate game, two argumentative agents take turns providing supporting evidence for two competing decisions. Given the proposed evidence, a proxy of a human judge evaluates which decision is better justified. We demonstrate the potential of our approach in learning policies for prescribing and justifying treatment decisions of septic patients. We show that augmenting the reward with the feedback signal generated by the debate-based reward model yields policies highly favored by the judge when compared to the policy obtained solely from the environment rewards, while hardly sacrificing any performance. Moreover, in terms of the overall performance and justifiability of trained policies, the debate-based feedback is comparable to the feedback obtained from an ideal judge proxy that evaluates decisions using the full information encoded in the state. This suggests that the debate game outputs key information contained in states that is most relevant for evaluating decisions, which in turn substantiates the practicality of combining our approach with human-in-the-loop evaluations. Lastly, we showcase that agents trained via multi-agent debate learn to propose evidence that is resilient to refutations and closely aligns with human preferences.

Multi-Agent Reinforcement Learning for Offloading Cellular Communications with Cooperating UAVs

Effective solutions for intelligent data collection in terrestrial cellular networks are crucial, especially in the context of Internet of Things applications. The limited spectrum and coverage area of terrestrial base stations pose challenges in meeting the escalating data rate demands of network users. Unmanned aerial vehicles, known for their high agility, mobility, and flexibility, present an alternative means to offload data traffic from terrestrial BSs, serving as additional access points. This paper introduces a novel approach to efficiently maximize the utilization of multiple UAVs for data traffic offloading from terrestrial BSs. Specifically, the focus is on maximizing user association with UAVs by jointly optimizing UAV trajectories and users association indicators under quality of service constraints. Since, the formulated UAVs control problem is nonconvex and combinatorial, this study leverages the multi agent reinforcement learning framework. In this framework, each UAV acts as an independent agent, aiming to maintain inter UAV cooperative behavior. The proposed approach utilizes the finite state Markov decision process to account for UAVs velocity constraints and the relationship between their trajectories and state space. A low complexity distributed state action reward state action algorithm is presented to determine UAVs optimal sequential decision making policies over training episodes. The extensive simulation results validate the proposed analysis and offer valuable insights into the optimal UAV trajectories. The derived trajectories demonstrate superior average UAV association performance compared to benchmark techniques such as Q learning and particle swarm optimization.

FinCon: A Synthesized LLM Multi-Agent System with Conceptual Verbal Reinforcement for Enhanced Financial Decision Making

Large language models (LLMs) have demonstrated notable potential in conducting complex tasks and are increasingly utilized in various financial applications. However, high-quality sequential financial investment decision-making remains challenging. These tasks require multiple interactions with a volatile environment for every decision, demanding sufficient intelligence to maximize returns and manage risks. Although LLMs have been used to develop agent systems that surpass human teams and yield impressive investment returns, opportunities to enhance multi-sourced information synthesis and optimize decision-making outcomes through timely experience refinement remain unexplored. Here, we introduce the FinCon, an LLM-based multi-agent framework with CONceptual verbal reinforcement tailored for diverse FINancial tasks. Inspired by effective real-world investment firm organizational structures, FinCon utilizes a manager-analyst communication hierarchy. This structure allows for synchronized cross-functional agent collaboration towards unified goals through natural language interactions and equips each agent with greater memory capacity than humans. Additionally, a risk-control component in FinCon enhances decision quality by episodically initiating a self-critiquing mechanism to update systematic investment beliefs. The conceptualized beliefs serve as verbal reinforcement for the future agent's behavior and can be selectively propagated to the appropriate node that requires knowledge updates. This feature significantly improves performance while reducing unnecessary peer-to-peer communication costs. Moreover, FinCon demonstrates strong generalization capabilities in various financial tasks, including single stock trading and portfolio management.

JARVIS: A Neuro-Symbolic Commonsense Reasoning Framework for Conversational Embodied Agents

Building a conversational embodied agent to execute real-life tasks has been a long-standing yet quite challenging research goal, as it requires effective human-agent communication, multi-modal understanding, long-range sequential decision making, etc. Traditional symbolic methods have scaling and generalization issues, while end-to-end deep learning models suffer from data scarcity and high task complexity, and are often hard to explain. To benefit from both worlds, we propose JARVIS, a neuro-symbolic commonsense reasoning framework for modular, generalizable, and interpretable conversational embodied agents. First, it acquires symbolic representations by prompting large language models (LLMs) for language understanding and sub-goal planning, and by constructing semantic maps from visual observations. Then the symbolic module reasons for sub-goal planning and action generation based on task- and action-level common sense. Extensive experiments on the TEACh dataset validate the efficacy and efficiency of our JARVIS framework, which achieves state-of-the-art (SOTA) results on all three dialog-based embodied tasks, including Execution from Dialog History (EDH), Trajectory from Dialog (TfD), and Two-Agent Task Completion (TATC) (e.g., our method boosts the unseen Success Rate on EDH from 6.1\% to 15.8\%). Moreover, we systematically analyze the essential factors that affect the task performance and also demonstrate the superiority of our method in few-shot settings. Our JARVIS model ranks first in the Alexa Prize SimBot Public Benchmark Challenge.

Re-ReST: Reflection-Reinforced Self-Training for Language Agents

Finetuning language agents with reasoning-action trajectories is effective, but obtaining these trajectories from human annotations or stronger models is costly and sometimes impractical. In this paper, we investigate the use of self-training in language agents, which can generate supervision from the agent itself, offering a promising alternative without relying on human or stronger model demonstrations. Self-training, however, requires high-quality model-generated samples, which are hard to obtain for challenging language agent tasks. To address this, we present Reflection-Reinforced Self-Training (Re-ReST), which uses a reflector to refine low-quality generated samples during self-training. The reflector takes the agent's output and feedback from an external environment (e.g., unit test results in code generation) to produce improved samples. This technique enhances the quality of inferior samples and efficiently enriches the self-training dataset with higher-quality samples. We conduct extensive experiments on open-source language agents across tasks, including multi-hop question answering, sequential decision-making, code generation, visual question answering, and text-to-image generation. The results demonstrate the effectiveness of self-training and Re-ReST in language agent tasks, with self-training improving baselines by 7.6\% on HotpotQA and 28.4\% on AlfWorld, and Re-ReST further boosting performance by 2.0\% and 14.1\%, respectively. Our studies also confirm the efficiency of using a reflector to generate high-quality samples for self-training. Moreover, we demonstrate a method to employ reflection during inference without ground-truth feedback, addressing the limitation of previous reflection work. Our code is released at https://github.com/PlusLabNLP/Re-ReST.

Multi-Task Multi-Agent Shared Layers are Universal Cognition of Multi-Agent Coordination

Multi-agent reinforcement learning shines as the pinnacle of multi-agent systems, conquering intricate real-world challenges, fostering collaboration and coordination among agents, and unleashing the potential for intelligent decision-making across domains. However, training a multi-agent reinforcement learning network is a formidable endeavor, demanding substantial computational resources to interact with diverse environmental variables, extract state representations, and acquire decision-making knowledge. The recent breakthroughs in large-scale pre-trained models ignite our curiosity: Can we uncover shared knowledge in multi-agent reinforcement learning and leverage pre-trained models to expedite training for future tasks? Addressing this issue, we present an innovative multi-task learning approach that aims to extract and harness common decision-making knowledge, like cooperation and competition, across different tasks. Our approach involves concurrent training of multiple multi-agent tasks, with each task employing independent front-end perception layers while sharing back-end decision-making layers. This effective decoupling of state representation extraction from decision-making allows for more efficient training and better transferability. To evaluate the efficacy of our proposed approach, we conduct comprehensive experiments in two distinct environments: the StarCraft Multi-agent Challenge (SMAC) and the Google Research Football (GRF) environments. The experimental results unequivocally demonstrate the smooth transferability of the shared decision-making network to other tasks, thereby significantly reducing training costs and improving final performance. Furthermore, visualizations authenticate the presence of general multi-agent decision-making knowledge within the shared network layers, further validating the effectiveness of our approach.

Hardness of Independent Learning and Sparse Equilibrium Computation in Markov Games

We consider the problem of decentralized multi-agent reinforcement learning in Markov games. A fundamental question is whether there exist algorithms that, when adopted by all agents and run independently in a decentralized fashion, lead to no-regret for each player, analogous to celebrated convergence results in normal-form games. While recent work has shown that such algorithms exist for restricted settings (notably, when regret is defined with respect to deviations to Markovian policies), the question of whether independent no-regret learning can be achieved in the standard Markov game framework was open. We provide a decisive negative resolution this problem, both from a computational and statistical perspective. We show that: - Under the widely-believed assumption that PPAD-hard problems cannot be solved in polynomial time, there is no polynomial-time algorithm that attains no-regret in general-sum Markov games when executed independently by all players, even when the game is known to the algorithm designer and the number of players is a small constant. - When the game is unknown, no algorithm, regardless of computational efficiency, can achieve no-regret without observing a number of episodes that is exponential in the number of players. Perhaps surprisingly, our lower bounds hold even for seemingly easier setting in which all agents are controlled by a a centralized algorithm. They are proven via lower bounds for a simpler problem we refer to as SparseCCE, in which the goal is to compute a coarse correlated equilibrium that is sparse in the sense that it can be represented as a mixture of a small number of product policies. The crux of our approach is a novel application of aggregation techniques from online learning, whereby we show that any algorithm for the SparseCCE problem can be used to compute approximate Nash equilibria for non-zero sum normal-form games.

Learning Meta Representations for Agents in Multi-Agent Reinforcement Learning

In multi-agent reinforcement learning, the behaviors that agents learn in a single Markov Game (MG) are typically confined to the given agent number. Every single MG induced by varying the population may possess distinct optimal joint strategies and game-specific knowledge, which are modeled independently in modern multi-agent reinforcement learning algorithms. In this work, our focus is on creating agents that can generalize across population-varying MGs. Instead of learning a unimodal policy, each agent learns a policy set comprising effective strategies across a variety of games. To achieve this, we propose Meta Representations for Agents (MRA) that explicitly models the game-common and game-specific strategic knowledge. By representing the policy sets with multi-modal latent policies, the game-common strategic knowledge and diverse strategic modes are discovered through an iterative optimization procedure. We prove that by approximately maximizing the resulting constrained mutual information objective, the policies can reach Nash Equilibrium in every evaluation MG when the latent space is sufficiently large. When deploying MRA in practical settings with limited latent space sizes, fast adaptation can be achieved by leveraging the first-order gradient information. Extensive experiments demonstrate the effectiveness of MRA in improving training performance and generalization ability in challenging evaluation games.

Context-Aware Bayesian Network Actor-Critic Methods for Cooperative Multi-Agent Reinforcement Learning

Executing actions in a correlated manner is a common strategy for human coordination that often leads to better cooperation, which is also potentially beneficial for cooperative multi-agent reinforcement learning (MARL). However, the recent success of MARL relies heavily on the convenient paradigm of purely decentralized execution, where there is no action correlation among agents for scalability considerations. In this work, we introduce a Bayesian network to inaugurate correlations between agents' action selections in their joint policy. Theoretically, we establish a theoretical justification for why action dependencies are beneficial by deriving the multi-agent policy gradient formula under such a Bayesian network joint policy and proving its global convergence to Nash equilibria under tabular softmax policy parameterization in cooperative Markov games. Further, by equipping existing MARL algorithms with a recent method of differentiable directed acyclic graphs (DAGs), we develop practical algorithms to learn the context-aware Bayesian network policies in scenarios with partial observability and various difficulty. We also dynamically decrease the sparsity of the learned DAG throughout the training process, which leads to weakly or even purely independent policies for decentralized execution. Empirical results on a range of MARL benchmarks show the benefits of our approach.

Communication Learning in Multi-Agent Systems from Graph Modeling Perspective

In numerous artificial intelligence applications, the collaborative efforts of multiple intelligent agents are imperative for the successful attainment of target objectives. To enhance coordination among these agents, a distributed communication framework is often employed. However, indiscriminate information sharing among all agents can be resource-intensive, and the adoption of manually pre-defined communication architectures imposes constraints on inter-agent communication, thus limiting the potential for effective collaboration. Moreover, the communication framework often remains static during inference, which may result in sustained high resource consumption, as in most cases, only key decisions necessitate information sharing among agents. In this study, we introduce a novel approach wherein we conceptualize the communication architecture among agents as a learnable graph. We formulate this problem as the task of determining the communication graph while enabling the architecture parameters to update normally, thus necessitating a bi-level optimization process. Utilizing continuous relaxation of the graph representation and incorporating attention units, our proposed approach, CommFormer, efficiently optimizes the communication graph and concurrently refines architectural parameters through gradient descent in an end-to-end manner. Additionally, we introduce a temporal gating mechanism for each agent, enabling dynamic decisions on whether to receive shared information at a given time, based on current observations, thus improving decision-making efficiency. Extensive experiments on a variety of cooperative tasks substantiate the robustness of our model across diverse cooperative scenarios, where agents are able to develop more coordinated and sophisticated strategies regardless of changes in the number of agents.

Online Information Acquisition: Hiring Multiple Agents

We investigate the mechanism design problem faced by a principal who hires multiple agents to gather and report costly information. Then, the principal exploits the information to make an informed decision. We model this problem as a game, where the principal announces a mechanism consisting in action recommendations and a payment function, a.k.a. scoring rule. Then, each agent chooses an effort level and receives partial information about an underlying state of nature based on the effort. Finally, the agents report the information (possibly non-truthfully), the principal takes a decision based on this information, and the agents are paid according to the scoring rule. While previous work focuses on single-agent problems, we consider multi-agents settings. This poses the challenge of coordinating the agents' efforts and aggregating correlated information. Indeed, we show that optimal mechanisms must correlate agents' efforts, which introduces externalities among the agents, and hence complex incentive compatibility constraints and equilibrium selection problems. First, we design a polynomial-time algorithm to find an optimal incentive compatible mechanism. Then, we study an online problem, where the principal repeatedly interacts with a group of unknown agents. We design a no-regret algorithm that provides mathcal{O}(T^{2/3}) regret with respect to an optimal mechanism, matching the state-of-the-art bound for single-agent settings.

The Update-Equivalence Framework for Decision-Time Planning

The process of revising (or constructing) a policy at execution time -- known as decision-time planning -- has been key to achieving superhuman performance in perfect-information games like chess and Go. A recent line of work has extended decision-time planning to imperfect-information games, leading to superhuman performance in poker. However, these methods involve solving subgames whose sizes grow quickly in the amount of non-public information, making them unhelpful when the amount of non-public information is large. Motivated by this issue, we introduce an alternative framework for decision-time planning that is not based on solving subgames, but rather on update equivalence. In this update-equivalence framework, decision-time planning algorithms replicate the updates of last-iterate algorithms, which need not rely on public information. This facilitates scalability to games with large amounts of non-public information. Using this framework, we derive a provably sound search algorithm for fully cooperative games based on mirror descent and a search algorithm for adversarial games based on magnetic mirror descent. We validate the performance of these algorithms in cooperative and adversarial domains, notably in Hanabi, the standard benchmark for search in fully cooperative imperfect-information games. Here, our mirror descent approach exceeds or matches the performance of public information-based search while using two orders of magnitude less search time. This is the first instance of a non-public-information-based algorithm outperforming public-information-based approaches in a domain they have historically dominated.

Graph Attention-based Reinforcement Learning for Trajectory Design and Resource Assignment in Multi-UAV Assisted Communication

In the multiple unmanned aerial vehicle (UAV)- assisted downlink communication, it is challenging for UAV base stations (UAV BSs) to realize trajectory design and resource assignment in unknown environments. The cooperation and competition between UAV BSs in the communication network leads to a Markov game problem. Multi-agent reinforcement learning is a significant solution for the above decision-making. However, there are still many common issues, such as the instability of the system and low utilization of historical data, that limit its application. In this paper, a novel graph-attention multi-agent trust region (GA-MATR) reinforcement learning framework is proposed to solve the multi-UAV assisted communication problem. Graph recurrent network is introduced to process and analyze complex topology of the communication network, so as to extract useful information and patterns from observational information. The attention mechanism provides additional weighting for conveyed information, so that the critic network can accurately evaluate the value of behavior for UAV BSs. This provides more reliable feedback signals and helps the actor network update the strategy more effectively. Ablation simulations indicate that the proposed approach attains improved convergence over the baselines. UAV BSs learn the optimal communication strategies to achieve their maximum cumulative rewards. Additionally, multi-agent trust region method with monotonic convergence provides an estimated Nash equilibrium for the multi-UAV assisted communication Markov game.

Learn to Follow: Decentralized Lifelong Multi-agent Pathfinding via Planning and Learning

Multi-agent Pathfinding (MAPF) problem generally asks to find a set of conflict-free paths for a set of agents confined to a graph and is typically solved in a centralized fashion. Conversely, in this work, we investigate the decentralized MAPF setting, when the central controller that posses all the information on the agents' locations and goals is absent and the agents have to sequientially decide the actions on their own without having access to a full state of the environment. We focus on the practically important lifelong variant of MAPF, which involves continuously assigning new goals to the agents upon arrival to the previous ones. To address this complex problem, we propose a method that integrates two complementary approaches: planning with heuristic search and reinforcement learning through policy optimization. Planning is utilized to construct and re-plan individual paths. We enhance our planning algorithm with a dedicated technique tailored to avoid congestion and increase the throughput of the system. We employ reinforcement learning to discover the collision avoidance policies that effectively guide the agents along the paths. The policy is implemented as a neural network and is effectively trained without any reward-shaping or external guidance. We evaluate our method on a wide range of setups comparing it to the state-of-the-art solvers. The results show that our method consistently outperforms the learnable competitors, showing higher throughput and better ability to generalize to the maps that were unseen at the training stage. Moreover our solver outperforms a rule-based one in terms of throughput and is an order of magnitude faster than a state-of-the-art search-based solver.

MANSA: Learning Fast and Slow in Multi-Agent Systems

In multi-agent reinforcement learning (MARL), independent learning (IL) often shows remarkable performance and easily scales with the number of agents. Yet, using IL can be inefficient and runs the risk of failing to successfully train, particularly in scenarios that require agents to coordinate their actions. Using centralised learning (CL) enables MARL agents to quickly learn how to coordinate their behaviour but employing CL everywhere is often prohibitively expensive in real-world applications. Besides, using CL in value-based methods often needs strong representational constraints (e.g. individual-global-max condition) that can lead to poor performance if violated. In this paper, we introduce a novel plug & play IL framework named Multi-Agent Network Selection Algorithm (MANSA) which selectively employs CL only at states that require coordination. At its core, MANSA has an additional agent that uses switching controls to quickly learn the best states to activate CL during training, using CL only where necessary and vastly reducing the computational burden of CL. Our theory proves MANSA preserves cooperative MARL convergence properties, boosts IL performance and can optimally make use of a fixed budget on the number CL calls. We show empirically in Level-based Foraging (LBF) and StarCraft Multi-agent Challenge (SMAC) that MANSA achieves fast, superior and more reliable performance while making 40% fewer CL calls in SMAC and using CL at only 1% CL calls in LBF.

MARFT: Multi-Agent Reinforcement Fine-Tuning

LLM-based Multi-Agent Systems have demonstrated remarkable capabilities in addressing complex, agentic tasks, from generating high-quality presentation slides to even conducting sophisticated scientific research. Meanwhile, RL has been widely recognized for its effectiveness in enhancing agent intelligence, but limited research has investigated the fine-tuning of LaMAS using foundational RL techniques. Moreover, the direct application of MARL methods to LaMAS introduces significant challenges, stemming from the unique characteristics and mechanisms inherent to LaMAS. To address these challenges, this article presents a comprehensive study of LLM-based MARL and proposes a novel paradigm termed Multi-Agent Reinforcement Fine-Tuning (MARFT). We introduce a brand-new POMDP called Flex-POMDP, which aligns with the LaMAS optimization in real-world applications and a universal algorithmic framework tailored specifically for LaMAS, outlining the conceptual foundations, key distinctions, and practical implementation strategies. We review the evolution from RL to RFT, setting the stage for a parallel analysis in the multi-agent domain. In the context of LaMAS, we elucidate critical differences between MARL and MARFT. These differences motivate a transition toward a LaMAS-oriented formulation of RFT. Central to this work is a robust and scalable MARFT framework. We detail the core algorithm and provide a complete, open-source implementation to facilitate adoption and further research. The latter sections of the paper explore real-world application perspectives and opening challenges in MARFT. By bridging theoretical underpinnings with practical methodologies, this work serves as a roadmap for researchers seeking to advance MARFT toward resilient and adaptive solutions in agentic systems. Our implementation of the proposed framework is publicly available at: https://github.com/jwliao-ai/MARFT.

Learning Decentralized Partially Observable Mean Field Control for Artificial Collective Behavior

Recent reinforcement learning (RL) methods have achieved success in various domains. However, multi-agent RL (MARL) remains a challenge in terms of decentralization, partial observability and scalability to many agents. Meanwhile, collective behavior requires resolution of the aforementioned challenges, and remains of importance to many state-of-the-art applications such as active matter physics, self-organizing systems, opinion dynamics, and biological or robotic swarms. Here, MARL via mean field control (MFC) offers a potential solution to scalability, but fails to consider decentralized and partially observable systems. In this paper, we enable decentralized behavior of agents under partial information by proposing novel models for decentralized partially observable MFC (Dec-POMFC), a broad class of problems with permutation-invariant agents allowing for reduction to tractable single-agent Markov decision processes (MDP) with single-agent RL solution. We provide rigorous theoretical results, including a dynamic programming principle, together with optimality guarantees for Dec-POMFC solutions applied to finite swarms of interest. Algorithmically, we propose Dec-POMFC-based policy gradient methods for MARL via centralized training and decentralized execution, together with policy gradient approximation guarantees. In addition, we improve upon state-of-the-art histogram-based MFC by kernel methods, which is of separate interest also for fully observable MFC. We evaluate numerically on representative collective behavior tasks such as adapted Kuramoto and Vicsek swarming models, being on par with state-of-the-art MARL. Overall, our framework takes a step towards RL-based engineering of artificial collective behavior via MFC.

MALT: Improving Reasoning with Multi-Agent LLM Training

Enabling effective collaboration among LLMs is a crucial step toward developing autonomous systems capable of solving complex problems. While LLMs are typically used as single-model generators, where humans critique and refine their outputs, the potential for jointly-trained collaborative models remains largely unexplored. Despite promising results in multi-agent communication and debate settings, little progress has been made in training models to work together on tasks. In this paper, we present a first step toward "Multi-agent LLM training" (MALT) on reasoning problems. Our approach employs a sequential multi-agent setup with heterogeneous LLMs assigned specialized roles: a generator, verifier, and refinement model iteratively solving problems. We propose a trajectory-expansion-based synthetic data generation process and a credit assignment strategy driven by joint outcome based rewards. This enables our post-training setup to utilize both positive and negative trajectories to autonomously improve each model's specialized capabilities as part of a joint sequential system. We evaluate our approach across MATH, GSM8k, and CQA, where MALT on Llama 3.1 8B models achieves relative improvements of 14.14%, 7.12%, and 9.40% respectively over the same baseline model. This demonstrates an early advance in multi-agent cooperative capabilities for performance on mathematical and common sense reasoning questions. More generally, our work provides a concrete direction for research around multi-agent LLM training approaches.

Contrastive learning-based agent modeling for deep reinforcement learning

Multi-agent systems often require agents to collaborate with or compete against other agents with diverse goals, behaviors, or strategies. Agent modeling is essential when designing adaptive policies for intelligent machine agents in multiagent systems, as this is the means by which the ego agent understands other agents' behavior and extracts their meaningful policy representations. These representations can be used to enhance the ego agent's adaptive policy which is trained by reinforcement learning. However, existing agent modeling approaches typically assume the availability of local observations from other agents (modeled agents) during training or a long observation trajectory for policy adaption. To remove these constrictive assumptions and improve agent modeling performance, we devised a Contrastive Learning-based Agent Modeling (CLAM) method that relies only on the local observations from the ego agent during training and execution. With these observations, CLAM is capable of generating consistent high-quality policy representations in real-time right from the beginning of each episode. We evaluated the efficacy of our approach in both cooperative and competitive multi-agent environments. Our experiments demonstrate that our approach achieves state-of-the-art on both cooperative and competitive tasks, highlighting the potential of contrastive learning-based agent modeling for enhancing reinforcement learning.

Subgoal-based Hierarchical Reinforcement Learning for Multi-Agent Collaboration

Recent advancements in reinforcement learning have made significant impacts across various domains, yet they often struggle in complex multi-agent environments due to issues like algorithm instability, low sampling efficiency, and the challenges of exploration and dimensionality explosion. Hierarchical reinforcement learning (HRL) offers a structured approach to decompose complex tasks into simpler sub-tasks, which is promising for multi-agent settings. This paper advances the field by introducing a hierarchical architecture that autonomously generates effective subgoals without explicit constraints, enhancing both flexibility and stability in training. We propose a dynamic goal generation strategy that adapts based on environmental changes. This method significantly improves the adaptability and sample efficiency of the learning process. Furthermore, we address the critical issue of credit assignment in multi-agent systems by synergizing our hierarchical architecture with a modified QMIX network, thus improving overall strategy coordination and efficiency. Comparative experiments with mainstream reinforcement learning algorithms demonstrate the superior convergence speed and performance of our approach in both single-agent and multi-agent environments, confirming its effectiveness and flexibility in complex scenarios. Our code is open-sourced at: https://github.com/SICC-Group/GMAH.

Provable Benefits of Multi-task RL under Non-Markovian Decision Making Processes

In multi-task reinforcement learning (RL) under Markov decision processes (MDPs), the presence of shared latent structures among multiple MDPs has been shown to yield significant benefits to the sample efficiency compared to single-task RL. In this paper, we investigate whether such a benefit can extend to more general sequential decision making problems, such as partially observable MDPs (POMDPs) and more general predictive state representations (PSRs). The main challenge here is that the large and complex model space makes it hard to identify what types of common latent structure of multi-task PSRs can reduce the model complexity and improve sample efficiency. To this end, we posit a joint model class for tasks and use the notion of eta-bracketing number to quantify its complexity; this number also serves as a general metric to capture the similarity of tasks and thus determines the benefit of multi-task over single-task RL. We first study upstream multi-task learning over PSRs, in which all tasks share the same observation and action spaces. We propose a provably efficient algorithm UMT-PSR for finding near-optimal policies for all PSRs, and demonstrate that the advantage of multi-task learning manifests if the joint model class of PSRs has a smaller eta-bracketing number compared to that of individual single-task learning. We also provide several example multi-task PSRs with small eta-bracketing numbers, which reap the benefits of multi-task learning. We further investigate downstream learning, in which the agent needs to learn a new target task that shares some commonalities with the upstream tasks via a similarity constraint. By exploiting the learned PSRs from the upstream, we develop a sample-efficient algorithm that provably finds a near-optimal policy.

Collective eXplainable AI: Explaining Cooperative Strategies and Agent Contribution in Multiagent Reinforcement Learning with Shapley Values

While Explainable Artificial Intelligence (XAI) is increasingly expanding more areas of application, little has been applied to make deep Reinforcement Learning (RL) more comprehensible. As RL becomes ubiquitous and used in critical and general public applications, it is essential to develop methods that make it better understood and more interpretable. This study proposes a novel approach to explain cooperative strategies in multiagent RL using Shapley values, a game theory concept used in XAI that successfully explains the rationale behind decisions taken by Machine Learning algorithms. Through testing common assumptions of this technique in two cooperation-centered socially challenging multi-agent environments environments, this article argues that Shapley values are a pertinent way to evaluate the contribution of players in a cooperative multi-agent RL context. To palliate the high overhead of this method, Shapley values are approximated using Monte Carlo sampling. Experimental results on Multiagent Particle and Sequential Social Dilemmas show that Shapley values succeed at estimating the contribution of each agent. These results could have implications that go beyond games in economics, (e.g., for non-discriminatory decision making, ethical and responsible AI-derived decisions or policy making under fairness constraints). They also expose how Shapley values only give general explanations about a model and cannot explain a single run, episode nor justify precise actions taken by agents. Future work should focus on addressing these critical aspects.

LLM-Powered Decentralized Generative Agents with Adaptive Hierarchical Knowledge Graph for Cooperative Planning

Developing intelligent agents for long-term cooperation in dynamic open-world scenarios is a major challenge in multi-agent systems. Traditional Multi-agent Reinforcement Learning (MARL) frameworks like centralized training decentralized execution (CTDE) struggle with scalability and flexibility. They require centralized long-term planning, which is difficult without custom reward functions, and face challenges in processing multi-modal data. CTDE approaches also assume fixed cooperation strategies, making them impractical in dynamic environments where agents need to adapt and plan independently. To address decentralized multi-agent cooperation, we propose Decentralized Adaptive Knowledge Graph Memory and Structured Communication System (DAMCS) in a novel Multi-agent Crafter environment. Our generative agents, powered by Large Language Models (LLMs), are more scalable than traditional MARL agents by leveraging external knowledge and language for long-term planning and reasoning. Instead of fully sharing information from all past experiences, DAMCS introduces a multi-modal memory system organized as a hierarchical knowledge graph and a structured communication protocol to optimize agent cooperation. This allows agents to reason from past interactions and share relevant information efficiently. Experiments on novel multi-agent open-world tasks show that DAMCS outperforms both MARL and LLM baselines in task efficiency and collaboration. Compared to single-agent scenarios, the two-agent scenario achieves the same goal with 63% fewer steps, and the six-agent scenario with 74% fewer steps, highlighting the importance of adaptive memory and structured communication in achieving long-term goals. We publicly release our project at: https://happyeureka.github.io/damcs.

Do LLM Agents Have Regret? A Case Study in Online Learning and Games

Large language models (LLMs) have been increasingly employed for (interactive) decision-making, via the development of LLM-based autonomous agents. Despite their emerging successes, the performance of LLM agents in decision-making has not been fully investigated through quantitative metrics, especially in the multi-agent setting when they interact with each other, a typical scenario in real-world LLM-agent applications. To better understand the limits of LLM agents in these interactive environments, we propose to study their interactions in benchmark decision-making settings in online learning and game theory, through the performance metric of regret. We first empirically study the {no-regret} behaviors of LLMs in canonical (non-stationary) online learning problems, as well as the emergence of equilibria when LLM agents interact through playing repeated games. We then provide some theoretical insights into the no-regret behaviors of LLM agents, under certain assumptions on the supervised pre-training and the rationality model of human decision-makers who generate the data. Notably, we also identify (simple) cases where advanced LLMs such as GPT-4 fail to be no-regret. To promote the no-regret behaviors, we propose a novel unsupervised training loss of regret-loss, which, in contrast to the supervised pre-training loss, does not require the labels of (optimal) actions. We then establish the statistical guarantee of generalization bound for regret-loss minimization, followed by the optimization guarantee that minimizing such a loss may automatically lead to known no-regret learning algorithms. Our further experiments demonstrate the effectiveness of our regret-loss, especially in addressing the above ``regrettable'' cases.

SPIN-Bench: How Well Do LLMs Plan Strategically and Reason Socially?

Reasoning and strategic behavior in social interactions is a hallmark of intelligence. This form of reasoning is significantly more sophisticated than isolated planning or reasoning tasks in static settings (e.g., math problem solving). In this paper, we present Strategic Planning, Interaction, and Negotiation (SPIN-Bench), a new multi-domain evaluation designed to measure the intelligence of strategic planning and social reasoning. While many existing benchmarks focus on narrow planning or single-agent reasoning, SPIN-Bench combines classical PDDL tasks, competitive board games, cooperative card games, and multi-agent negotiation scenarios in one unified framework. The framework includes both a benchmark as well as an arena to simulate and evaluate the variety of social settings to test reasoning and strategic behavior of AI agents. We formulate the benchmark SPIN-Bench by systematically varying action spaces, state complexity, and the number of interacting agents to simulate a variety of social settings where success depends on not only methodical and step-wise decision making, but also conceptual inference of other (adversarial or cooperative) participants. Our experiments reveal that while contemporary LLMs handle basic fact retrieval and short-range planning reasonably well, they encounter significant performance bottlenecks in tasks requiring deep multi-hop reasoning over large state spaces and socially adept coordination under uncertainty. We envision SPIN-Bench as a catalyst for future research on robust multi-agent planning, social reasoning, and human--AI teaming.

Achieving Sample and Computational Efficient Reinforcement Learning by Action Space Reduction via Grouping

Reinforcement learning often needs to deal with the exponential growth of states and actions when exploring optimal control in high-dimensional spaces (often known as the curse of dimensionality). In this work, we address this issue by learning the inherent structure of action-wise similar MDP to appropriately balance the performance degradation versus sample/computational complexity. In particular, we partition the action spaces into multiple groups based on the similarity in transition distribution and reward function, and build a linear decomposition model to capture the difference between the intra-group transition kernel and the intra-group rewards. Both our theoretical analysis and experiments reveal a surprising and counter-intuitive result: while a more refined grouping strategy can reduce the approximation error caused by treating actions in the same group as identical, it also leads to increased estimation error when the size of samples or the computation resources is limited. This finding highlights the grouping strategy as a new degree of freedom that can be optimized to minimize the overall performance loss. To address this issue, we formulate a general optimization problem for determining the optimal grouping strategy, which strikes a balance between performance loss and sample/computational complexity. We further propose a computationally efficient method for selecting a nearly-optimal grouping strategy, which maintains its computational complexity independent of the size of the action space.

Ensembling Portfolio Strategies for Long-Term Investments: A Distribution-Free Preference Framework for Decision-Making and Algorithms

This paper investigates the problem of ensembling multiple strategies for sequential portfolios to outperform individual strategies in terms of long-term wealth. Due to the uncertainty of strategies' performances in the future market, which are often based on specific models and statistical assumptions, investors often mitigate risk and enhance robustness by combining multiple strategies, akin to common approaches in collective learning prediction. However, the absence of a distribution-free and consistent preference framework complicates decisions of combination due to the ambiguous objective. To address this gap, we introduce a novel framework for decision-making in combining strategies, irrespective of market conditions, by establishing the investor's preference between decisions and then forming a clear objective. Through this framework, we propose a combinatorial strategy construction, free from statistical assumptions, for any scale of component strategies, even infinite, such that it meets the determined criterion. Finally, we test the proposed strategy along with its accelerated variant and some other multi-strategies. The numerical experiments show results in favor of the proposed strategies, albeit with small tradeoffs in their Sharpe ratios, in which their cumulative wealths eventually exceed those of the best component strategies while the accelerated strategy significantly improves performance.

State2Explanation: Concept-Based Explanations to Benefit Agent Learning and User Understanding

As more non-AI experts use complex AI systems for daily tasks, there has been an increasing effort to develop methods that produce explanations of AI decision making that are understandable by non-AI experts. Towards this effort, leveraging higher-level concepts and producing concept-based explanations have become a popular method. Most concept-based explanations have been developed for classification techniques, and we posit that the few existing methods for sequential decision making are limited in scope. In this work, we first contribute a desiderata for defining concepts in sequential decision making settings. Additionally, inspired by the Protege Effect which states explaining knowledge often reinforces one's self-learning, we explore how concept-based explanations of an RL agent's decision making can in turn improve the agent's learning rate, as well as improve end-user understanding of the agent's decision making. To this end, we contribute a unified framework, State2Explanation (S2E), that involves learning a joint embedding model between state-action pairs and concept-based explanations, and leveraging such learned model to both (1) inform reward shaping during an agent's training, and (2) provide explanations to end-users at deployment for improved task performance. Our experimental validations, in Connect 4 and Lunar Lander, demonstrate the success of S2E in providing a dual-benefit, successfully informing reward shaping and improving agent learning rate, as well as significantly improving end user task performance at deployment time.

Reinforcement learning with combinatorial actions for coupled restless bandits

Reinforcement learning (RL) has increasingly been applied to solve real-world planning problems, with progress in handling large state spaces and time horizons. However, a key bottleneck in many domains is that RL methods cannot accommodate large, combinatorially structured action spaces. In such settings, even representing the set of feasible actions at a single step may require a complex discrete optimization formulation. We leverage recent advances in embedding trained neural networks into optimization problems to propose SEQUOIA, an RL algorithm that directly optimizes for long-term reward over the feasible action space. Our approach embeds a Q-network into a mixed-integer program to select a combinatorial action in each timestep. Here, we focus on planning over restless bandits, a class of planning problems which capture many real-world examples of sequential decision making. We introduce coRMAB, a broader class of restless bandits with combinatorial actions that cannot be decoupled across the arms of the restless bandit, requiring direct solving over the joint, exponentially large action space. We empirically validate SEQUOIA on four novel restless bandit problems with combinatorial constraints: multiple interventions, path constraints, bipartite matching, and capacity constraints. Our approach significantly outperforms existing methods -- which cannot address sequential planning and combinatorial selection simultaneously -- by an average of 24.8\% on these difficult instances.

StarCraft II: A New Challenge for Reinforcement Learning

This paper introduces SC2LE (StarCraft II Learning Environment), a reinforcement learning environment based on the StarCraft II game. This domain poses a new grand challenge for reinforcement learning, representing a more difficult class of problems than considered in most prior work. It is a multi-agent problem with multiple players interacting; there is imperfect information due to a partially observed map; it has a large action space involving the selection and control of hundreds of units; it has a large state space that must be observed solely from raw input feature planes; and it has delayed credit assignment requiring long-term strategies over thousands of steps. We describe the observation, action, and reward specification for the StarCraft II domain and provide an open source Python-based interface for communicating with the game engine. In addition to the main game maps, we provide a suite of mini-games focusing on different elements of StarCraft II gameplay. For the main game maps, we also provide an accompanying dataset of game replay data from human expert players. We give initial baseline results for neural networks trained from this data to predict game outcomes and player actions. Finally, we present initial baseline results for canonical deep reinforcement learning agents applied to the StarCraft II domain. On the mini-games, these agents learn to achieve a level of play that is comparable to a novice player. However, when trained on the main game, these agents are unable to make significant progress. Thus, SC2LE offers a new and challenging environment for exploring deep reinforcement learning algorithms and architectures.

A Minimaximalist Approach to Reinforcement Learning from Human Feedback

We present Self-Play Preference Optimization (SPO), an algorithm for reinforcement learning from human feedback. Our approach is minimalist in that it does not require training a reward model nor unstable adversarial training and is therefore rather simple to implement. Our approach is maximalist in that it provably handles non-Markovian, intransitive, and stochastic preferences while being robust to the compounding errors that plague offline approaches to sequential prediction. To achieve the preceding qualities, we build upon the concept of a Minimax Winner (MW), a notion of preference aggregation from the social choice theory literature that frames learning from preferences as a zero-sum game between two policies. By leveraging the symmetry of this game, we prove that rather than using the traditional technique of dueling two policies to compute the MW, we can simply have a single agent play against itself while maintaining strong convergence guarantees. Practically, this corresponds to sampling multiple trajectories from a policy, asking a rater or preference model to compare them, and then using the proportion of wins as the reward for a particular trajectory. We demonstrate that on a suite of continuous control tasks, we are able to learn significantly more efficiently than reward-model based approaches while maintaining robustness to the intransitive and stochastic preferences that frequently occur in practice when aggregating human judgments.

LLM-PySC2: Starcraft II learning environment for Large Language Models

This paper introduces a new environment LLM-PySC2 (the Large Language Model StarCraft II Learning Environment), a platform derived from DeepMind's StarCraft II Learning Environment that serves to develop Large Language Models (LLMs) based decision-making methodologies. This environment is the first to offer the complete StarCraft II action space, multi-modal observation interfaces, and a structured game knowledge database, which are seamlessly connected with various LLMs to facilitate the research of LLMs-based decision-making. To further support multi-agent research, we developed an LLM collaborative framework that supports multi-agent concurrent queries and multi-agent communication. In our experiments, the LLM-PySC2 environment is adapted to be compatible with the StarCraft Multi-Agent Challenge (SMAC) task group and provided eight new scenarios focused on macro-decision abilities. We evaluated nine mainstream LLMs in the experiments, and results show that sufficient parameters are necessary for LLMs to make decisions, but improving reasoning ability does not directly lead to better decision-making outcomes. Our findings further indicate the importance of enabling large models to learn autonomously in the deployment environment through parameter training or train-free learning techniques. Ultimately, we expect that the LLM-PySC2 environment can promote research on learning methods for LLMs, helping LLM-based methods better adapt to task scenarios.

A Game-Theoretic Framework for Managing Risk in Multi-Agent Systems

In order for agents in multi-agent systems (MAS) to be safe, they need to take into account the risks posed by the actions of other agents. However, the dominant paradigm in game theory (GT) assumes that agents are not affected by risk from other agents and only strive to maximise their expected utility. For example, in hybrid human-AI driving systems, it is necessary to limit large deviations in reward resulting from car crashes. Although there are equilibrium concepts in game theory that take into account risk aversion, they either assume that agents are risk-neutral with respect to the uncertainty caused by the actions of other agents, or they are not guaranteed to exist. We introduce a new GT-based Risk-Averse Equilibrium (RAE) that always produces a solution that minimises the potential variance in reward accounting for the strategy of other agents. Theoretically and empirically, we show RAE shares many properties with a Nash Equilibrium (NE), establishing convergence properties and generalising to risk-dominant NE in certain cases. To tackle large-scale problems, we extend RAE to the PSRO multi-agent reinforcement learning (MARL) framework. We empirically demonstrate the minimum reward variance benefits of RAE in matrix games with high-risk outcomes. Results on MARL experiments show RAE generalises to risk-dominant NE in a trust dilemma game and that it reduces instances of crashing by 7x in an autonomous driving setting versus the best performing baseline.

CAMP: Collaborative Attention Model with Profiles for Vehicle Routing Problems

The profiled vehicle routing problem (PVRP) is a generalization of the heterogeneous capacitated vehicle routing problem (HCVRP) in which the objective is to optimize the routes of vehicles to serve client demands subject to different vehicle profiles, with each having a preference or constraint on a per-client basis. While existing learning methods have shown promise for solving the HCVRP in real-time, no learning method exists to solve the more practical and challenging PVRP. In this paper, we propose a Collaborative Attention Model with Profiles (CAMP), a novel approach that learns efficient solvers for PVRP using multi-agent reinforcement learning. CAMP employs a specialized attention-based encoder architecture to embed profiled client embeddings in parallel for each vehicle profile. We design a communication layer between agents for collaborative decision-making across profiled embeddings at each decoding step and a batched pointer mechanism to attend to the profiled embeddings to evaluate the likelihood of the next actions. We evaluate CAMP on two variants of PVRPs: PVRP with preferences, which explicitly influence the reward function, and PVRP with zone constraints with different numbers of agents and clients, demonstrating that our learned solvers achieve competitive results compared to both classical state-of-the-art neural multi-agent models in terms of solution quality and computational efficiency. We make our code openly available at https://github.com/ai4co/camp.

FightLadder: A Benchmark for Competitive Multi-Agent Reinforcement Learning

Recent advances in reinforcement learning (RL) heavily rely on a variety of well-designed benchmarks, which provide environmental platforms and consistent criteria to evaluate existing and novel algorithms. Specifically, in multi-agent RL (MARL), a plethora of benchmarks based on cooperative games have spurred the development of algorithms that improve the scalability of cooperative multi-agent systems. However, for the competitive setting, a lightweight and open-sourced benchmark with challenging gaming dynamics and visual inputs has not yet been established. In this work, we present FightLadder, a real-time fighting game platform, to empower competitive MARL research. Along with the platform, we provide implementations of state-of-the-art MARL algorithms for competitive games, as well as a set of evaluation metrics to characterize the performance and exploitability of agents. We demonstrate the feasibility of this platform by training a general agent that consistently defeats 12 built-in characters in single-player mode, and expose the difficulty of training a non-exploitable agent without human knowledge and demonstrations in two-player mode. FightLadder provides meticulously designed environments to address critical challenges in competitive MARL research, aiming to catalyze a new era of discovery and advancement in the field. Videos and code at https://sites.google.com/view/fightladder/home.

A Survey on the Optimization of Large Language Model-based Agents

With the rapid development of Large Language Models (LLMs), LLM-based agents have been widely adopted in various fields, becoming essential for autonomous decision-making and interactive tasks. However, current work typically relies on prompt design or fine-tuning strategies applied to vanilla LLMs, which often leads to limited effectiveness or suboptimal performance in complex agent-related environments. Although LLM optimization techniques can improve model performance across many general tasks, they lack specialized optimization towards critical agent functionalities such as long-term planning, dynamic environmental interaction, and complex decision-making. Although numerous recent studies have explored various strategies to optimize LLM-based agents for complex agent tasks, a systematic review summarizing and comparing these methods from a holistic perspective is still lacking. In this survey, we provide a comprehensive review of LLM-based agent optimization approaches, categorizing them into parameter-driven and parameter-free methods. We first focus on parameter-driven optimization, covering fine-tuning-based optimization, reinforcement learning-based optimization, and hybrid strategies, analyzing key aspects such as trajectory data construction, fine-tuning techniques, reward function design, and optimization algorithms. Additionally, we briefly discuss parameter-free strategies that optimize agent behavior through prompt engineering and external knowledge retrieval. Finally, we summarize the datasets and benchmarks used for evaluation and tuning, review key applications of LLM-based agents, and discuss major challenges and promising future directions. Our repository for related references is available at https://github.com/YoungDubbyDu/LLM-Agent-Optimization.

Benchmarking LLMs' Swarm intelligence

Large Language Models (LLMs) show potential for complex reasoning, yet their capacity for emergent coordination in Multi-Agent Systems (MAS) when operating under strict constraints-such as limited local perception and communication, characteristic of natural swarms-remains largely unexplored, particularly concerning the nuances of swarm intelligence. Existing benchmarks often do not fully capture the unique challenges of decentralized coordination that arise when agents operate with incomplete spatio-temporal information. To bridge this gap, we introduce SwarmBench, a novel benchmark designed to systematically evaluate the swarm intelligence capabilities of LLMs acting as decentralized agents. SwarmBench features five foundational MAS coordination tasks within a configurable 2D grid environment, forcing agents to rely primarily on local sensory input (k x k view) and local communication. We propose metrics for coordination effectiveness and analyze emergent group dynamics. Evaluating several leading LLMs in a zero-shot setting, we find significant performance variations across tasks, highlighting the difficulties posed by local information constraints. While some coordination emerges, results indicate limitations in robust planning and strategy formation under uncertainty in these decentralized scenarios. Assessing LLMs under swarm-like conditions is crucial for realizing their potential in future decentralized systems. We release SwarmBench as an open, extensible toolkit-built upon a customizable and scalable physical system with defined mechanical properties. It provides environments, prompts, evaluation scripts, and the comprehensive experimental datasets generated, aiming to foster reproducible research into LLM-based MAS coordination and the theoretical underpinnings of Embodied MAS. Our code repository is available at https://github.com/x66ccff/swarmbench.

Game-theoretic LLM: Agent Workflow for Negotiation Games

This paper investigates the rationality of large language models (LLMs) in strategic decision-making contexts, specifically within the framework of game theory. We evaluate several state-of-the-art LLMs across a spectrum of complete-information and incomplete-information games. Our findings reveal that LLMs frequently deviate from rational strategies, particularly as the complexity of the game increases with larger payoff matrices or deeper sequential trees. To address these limitations, we design multiple game-theoretic workflows that guide the reasoning and decision-making processes of LLMs. These workflows aim to enhance the models' ability to compute Nash Equilibria and make rational choices, even under conditions of uncertainty and incomplete information. Experimental results demonstrate that the adoption of these workflows significantly improves the rationality and robustness of LLMs in game-theoretic tasks. Specifically, with the workflow, LLMs exhibit marked improvements in identifying optimal strategies, achieving near-optimal allocations in negotiation scenarios, and reducing susceptibility to exploitation during negotiations. Furthermore, we explore the meta-strategic considerations of whether it is rational for agents to adopt such workflows, recognizing that the decision to use or forgo the workflow constitutes a game-theoretic issue in itself. Our research contributes to a deeper understanding of LLMs' decision-making capabilities in strategic contexts and provides insights into enhancing their rationality through structured workflows. The findings have implications for the development of more robust and strategically sound AI agents capable of navigating complex interactive environments. Code and data supporting this study are available at https://github.com/Wenyueh/game_theory.

Open-Ended Learning Leads to Generally Capable Agents

In this work we create agents that can perform well beyond a single, individual task, that exhibit much wider generalisation of behaviour to a massive, rich space of challenges. We define a universe of tasks within an environment domain and demonstrate the ability to train agents that are generally capable across this vast space and beyond. The environment is natively multi-agent, spanning the continuum of competitive, cooperative, and independent games, which are situated within procedurally generated physical 3D worlds. The resulting space is exceptionally diverse in terms of the challenges posed to agents, and as such, even measuring the learning progress of an agent is an open research problem. We propose an iterative notion of improvement between successive generations of agents, rather than seeking to maximise a singular objective, allowing us to quantify progress despite tasks being incomparable in terms of achievable rewards. We show that through constructing an open-ended learning process, which dynamically changes the training task distributions and training objectives such that the agent never stops learning, we achieve consistent learning of new behaviours. The resulting agent is able to score reward in every one of our humanly solvable evaluation levels, with behaviour generalising to many held-out points in the universe of tasks. Examples of this zero-shot generalisation include good performance on Hide and Seek, Capture the Flag, and Tag. Through analysis and hand-authored probe tasks we characterise the behaviour of our agent, and find interesting emergent heuristic behaviours such as trial-and-error experimentation, simple tool use, option switching, and cooperation. Finally, we demonstrate that the general capabilities of this agent could unlock larger scale transfer of behaviour through cheap finetuning.

Revisiting Multi-Agent Debate as Test-Time Scaling: A Systematic Study of Conditional Effectiveness

The remarkable growth in large language model (LLM) capabilities has spurred exploration into multi-agent systems, with debate frameworks emerging as a promising avenue for enhanced problem-solving. These multi-agent debate (MAD) approaches, where agents collaboratively present, critique, and refine arguments, potentially offer improved reasoning, robustness, and diverse perspectives over monolithic models. Despite prior studies leveraging MAD, a systematic understanding of its effectiveness compared to self-agent methods, particularly under varying conditions, remains elusive. This paper seeks to fill this gap by conceptualizing MAD as a test-time computational scaling technique, distinguished by collaborative refinement and diverse exploration capabilities. We conduct a comprehensive empirical investigation comparing MAD with strong self-agent test-time scaling baselines on mathematical reasoning and safety-related tasks. Our study systematically examines the influence of task difficulty, model scale, and agent diversity on MAD's performance. Key findings reveal that, for mathematical reasoning, MAD offers limited advantages over self-agent scaling but becomes more effective with increased problem difficulty and decreased model capability, while agent diversity shows little benefit. Conversely, for safety tasks, MAD's collaborative refinement can increase vulnerability, but incorporating diverse agent configurations facilitates a gradual reduction in attack success through the collaborative refinement process. We believe our findings provide critical guidance for the future development of more effective and strategically deployed MAD systems.

Cooperative Multi-Agent Planning with Adaptive Skill Synthesis

Despite much progress in training distributed artificial intelligence (AI), building cooperative multi-agent systems with multi-agent reinforcement learning (MARL) faces challenges in sample efficiency, interpretability, and transferability. Unlike traditional learning-based methods that require extensive interaction with the environment, large language models (LLMs) demonstrate remarkable capabilities in zero-shot planning and complex reasoning. However, existing LLM-based approaches heavily rely on text-based observations and struggle with the non-Markovian nature of multi-agent interactions under partial observability. We present COMPASS, a novel multi-agent architecture that integrates vision-language models (VLMs) with a dynamic skill library and structured communication for decentralized closed-loop decision-making. The skill library, bootstrapped from demonstrations, evolves via planner-guided tasks to enable adaptive strategies. COMPASS propagates entity information through multi-hop communication under partial observability. Evaluations on the improved StarCraft Multi-Agent Challenge (SMACv2) demonstrate COMPASS's strong performance against state-of-the-art MARL baselines across both symmetric and asymmetric scenarios. Notably, in the symmetric Protoss 5v5 task, COMPASS achieved a 57\% win rate, representing a 30 percentage point advantage over QMIX (27\%). Project page can be found at https://stellar-entremet-1720bb.netlify.app/.

Attacking Cooperative Multi-Agent Reinforcement Learning by Adversarial Minority Influence

This study probes the vulnerabilities of cooperative multi-agent reinforcement learning (c-MARL) under adversarial attacks, a critical determinant of c-MARL's worst-case performance prior to real-world implementation. Current observation-based attacks, constrained by white-box assumptions, overlook c-MARL's complex multi-agent interactions and cooperative objectives, resulting in impractical and limited attack capabilities. To address these shortcomes, we propose Adversarial Minority Influence (AMI), a practical and strong for c-MARL. AMI is a practical black-box attack and can be launched without knowing victim parameters. AMI is also strong by considering the complex multi-agent interaction and the cooperative goal of agents, enabling a single adversarial agent to unilaterally misleads majority victims to form targeted worst-case cooperation. This mirrors minority influence phenomena in social psychology. To achieve maximum deviation in victim policies under complex agent-wise interactions, our unilateral attack aims to characterize and maximize the impact of the adversary on the victims. This is achieved by adapting a unilateral agent-wise relation metric derived from mutual information, thereby mitigating the adverse effects of victim influence on the adversary. To lead the victims into a jointly detrimental scenario, our targeted attack deceives victims into a long-term, cooperatively harmful situation by guiding each victim towards a specific target, determined through a trial-and-error process executed by a reinforcement learning agent. Through AMI, we achieve the first successful attack against real-world robot swarms and effectively fool agents in simulated environments into collectively worst-case scenarios, including Starcraft II and Multi-agent Mujoco. The source code and demonstrations can be found at: https://github.com/DIG-Beihang/AMI.

Learning Mean Field Games on Sparse Graphs: A Hybrid Graphex Approach

Learning the behavior of large agent populations is an important task for numerous research areas. Although the field of multi-agent reinforcement learning (MARL) has made significant progress towards solving these systems, solutions for many agents often remain computationally infeasible and lack theoretical guarantees. Mean Field Games (MFGs) address both of these issues and can be extended to Graphon MFGs (GMFGs) to include network structures between agents. Despite their merits, the real world applicability of GMFGs is limited by the fact that graphons only capture dense graphs. Since most empirically observed networks show some degree of sparsity, such as power law graphs, the GMFG framework is insufficient for capturing these network topologies. Thus, we introduce the novel concept of Graphex MFGs (GXMFGs) which builds on the graph theoretical concept of graphexes. Graphexes are the limiting objects to sparse graph sequences that also have other desirable features such as the small world property. Learning equilibria in these games is challenging due to the rich and sparse structure of the underlying graphs. To tackle these challenges, we design a new learning algorithm tailored to the GXMFG setup. This hybrid graphex learning approach leverages that the system mainly consists of a highly connected core and a sparse periphery. After defining the system and providing a theoretical analysis, we state our learning approach and demonstrate its learning capabilities on both synthetic graphs and real-world networks. This comparison shows that our GXMFG learning algorithm successfully extends MFGs to a highly relevant class of hard, realistic learning problems that are not accurately addressed by current MARL and MFG methods.

AgentOrchestra: A Hierarchical Multi-Agent Framework for General-Purpose Task Solving

Recent advances in agent systems based on large language models (LLMs) have demonstrated strong capabilities in solving complex tasks. However, most current methods lack mechanisms for coordinating specialized agents and have limited ability to generalize to new or diverse domains. We introduce \projectname, a hierarchical multi-agent framework for general-purpose task solving that integrates high-level planning with modular agent collaboration. Inspired by the way a conductor orchestrates a symphony and guided by the principles of extensibility, multimodality, modularity, and coordination, \projectname features a central planning agent that decomposes complex objectives and delegates sub-tasks to a team of specialized agents. Each sub-agent is equipped with general programming and analytical tools, as well as abilities to tackle a wide range of real-world specific tasks, including data analysis, file operations, web navigation, and interactive reasoning in dynamic multimodal environments. \projectname supports flexible orchestration through explicit sub-goal formulation, inter-agent communication, and adaptive role allocation. We evaluate the framework on three widely used benchmark datasets covering various real-world tasks, searching web pages, reasoning over heterogeneous modalities, etc. Experimental results demonstrate that \projectname consistently outperforms flat-agent and monolithic baselines in task success rate and adaptability. These findings highlight the effectiveness of hierarchical organization and role specialization in building scalable and general-purpose LLM-based agent systems.

Playing repeated games with Large Language Models

Large Language Models (LLMs) are transforming society and permeating into diverse applications. As a result, LLMs will frequently interact with us and other agents. It is, therefore, of great societal value to understand how LLMs behave in interactive social settings. Here, we propose to use behavioral game theory to study LLM's cooperation and coordination behavior. To do so, we let different LLMs (GPT-3, GPT-3.5, and GPT-4) play finitely repeated games with each other and with other, human-like strategies. Our results show that LLMs generally perform well in such tasks and also uncover persistent behavioral signatures. In a large set of two players-two strategies games, we find that LLMs are particularly good at games where valuing their own self-interest pays off, like the iterated Prisoner's Dilemma family. However, they behave sub-optimally in games that require coordination. We, therefore, further focus on two games from these distinct families. In the canonical iterated Prisoner's Dilemma, we find that GPT-4 acts particularly unforgivingly, always defecting after another agent has defected only once. In the Battle of the Sexes, we find that GPT-4 cannot match the behavior of the simple convention to alternate between options. We verify that these behavioral signatures are stable across robustness checks. Finally, we show how GPT-4's behavior can be modified by providing further information about the other player as well as by asking it to predict the other player's actions before making a choice. These results enrich our understanding of LLM's social behavior and pave the way for a behavioral game theory for machines.

Advances and Challenges in Foundation Agents: From Brain-Inspired Intelligence to Evolutionary, Collaborative, and Safe Systems

The advent of large language models (LLMs) has catalyzed a transformative shift in artificial intelligence, paving the way for advanced intelligent agents capable of sophisticated reasoning, robust perception, and versatile action across diverse domains. As these agents increasingly drive AI research and practical applications, their design, evaluation, and continuous improvement present intricate, multifaceted challenges. This survey provides a comprehensive overview, framing intelligent agents within a modular, brain-inspired architecture that integrates principles from cognitive science, neuroscience, and computational research. We structure our exploration into four interconnected parts. First, we delve into the modular foundation of intelligent agents, systematically mapping their cognitive, perceptual, and operational modules onto analogous human brain functionalities, and elucidating core components such as memory, world modeling, reward processing, and emotion-like systems. Second, we discuss self-enhancement and adaptive evolution mechanisms, exploring how agents autonomously refine their capabilities, adapt to dynamic environments, and achieve continual learning through automated optimization paradigms, including emerging AutoML and LLM-driven optimization strategies. Third, we examine collaborative and evolutionary multi-agent systems, investigating the collective intelligence emerging from agent interactions, cooperation, and societal structures, highlighting parallels to human social dynamics. Finally, we address the critical imperative of building safe, secure, and beneficial AI systems, emphasizing intrinsic and extrinsic security threats, ethical alignment, robustness, and practical mitigation strategies necessary for trustworthy real-world deployment.

Last Switch Dependent Bandits with Monotone Payoff Functions

In a recent work, Laforgue et al. introduce the model of last switch dependent (LSD) bandits, in an attempt to capture nonstationary phenomena induced by the interaction between the player and the environment. Examples include satiation, where consecutive plays of the same action lead to decreased performance, or deprivation, where the payoff of an action increases after an interval of inactivity. In this work, we take a step towards understanding the approximability of planning LSD bandits, namely, the (NP-hard) problem of computing an optimal arm-pulling strategy under complete knowledge of the model. In particular, we design the first efficient constant approximation algorithm for the problem and show that, under a natural monotonicity assumption on the payoffs, its approximation guarantee (almost) matches the state-of-the-art for the special and well-studied class of recharging bandits (also known as delay-dependent). In this attempt, we develop new tools and insights for this class of problems, including a novel higher-dimensional relaxation and the technique of mirroring the evolution of virtual states. We believe that these novel elements could potentially be used for approaching richer classes of action-induced nonstationary bandits (e.g., special instances of restless bandits). In the case where the model parameters are initially unknown, we develop an online learning adaptation of our algorithm for which we provide sublinear regret guarantees against its full-information counterpart.

LLM-Coordination: Evaluating and Analyzing Multi-agent Coordination Abilities in Large Language Models

The emergent reasoning and Theory of Mind (ToM) abilities demonstrated by Large Language Models (LLMs) make them promising candidates for developing coordination agents. In this study, we introduce a new LLM-Coordination Benchmark aimed at a detailed analysis of LLMs within the context of Pure Coordination Games, where participating agents need to cooperate for the most gain. This benchmark evaluates LLMs through two distinct tasks: (1) Agentic Coordination, where LLMs act as proactive participants for cooperation in 4 pure coordination games; (2) Coordination Question Answering (QA), where LLMs are prompted to answer 198 multiple-choice questions from the 4 games for evaluation of three key reasoning abilities: Environment Comprehension, ToM Reasoning, and Joint Planning. Furthermore, to enable LLMs for multi-agent coordination, we introduce a Cognitive Architecture for Coordination (CAC) framework that can easily integrate different LLMs as plug-and-play modules for pure coordination games. Our findings indicate that LLM agents equipped with GPT-4-turbo achieve comparable performance to state-of-the-art reinforcement learning methods in games that require commonsense actions based on the environment. Besides, zero-shot coordination experiments reveal that, unlike RL methods, LLM agents are robust to new unseen partners. However, results on Coordination QA show a large room for improvement in the Theory of Mind reasoning and joint planning abilities of LLMs. The analysis also sheds light on how the ability of LLMs to understand their environment and their partner's beliefs and intentions plays a part in their ability to plan for coordination. Our code is available at https://github.com/eric-ai-lab/llm_coordination.