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Oct 23

AutoMV: An Automatic Multi-Agent System for Music Video Generation

Music-to-Video (M2V) generation for full-length songs faces significant challenges. Existing methods produce short, disjointed clips, failing to align visuals with musical structure, beats, or lyrics, and lack temporal consistency. We propose AutoMV, a multi-agent system that generates full music videos (MVs) directly from a song. AutoMV first applies music processing tools to extract musical attributes, such as structure, vocal tracks, and time-aligned lyrics, and constructs these features as contextual inputs for following agents. The screenwriter Agent and director Agent then use this information to design short script, define character profiles in a shared external bank, and specify camera instructions. Subsequently, these agents call the image generator for keyframes and different video generators for "story" or "singer" scenes. A Verifier Agent evaluates their output, enabling multi-agent collaboration to produce a coherent longform MV. To evaluate M2V generation, we further propose a benchmark with four high-level categories (Music Content, Technical, Post-production, Art) and twelve ine-grained criteria. This benchmark was applied to compare commercial products, AutoMV, and human-directed MVs with expert human raters: AutoMV outperforms current baselines significantly across all four categories, narrowing the gap to professional MVs. Finally, we investigate using large multimodal models as automatic MV judges; while promising, they still lag behind human expert, highlighting room for future work.

AniMaker: Automated Multi-Agent Animated Storytelling with MCTS-Driven Clip Generation

Despite rapid advancements in video generation models, generating coherent storytelling videos that span multiple scenes and characters remains challenging. Current methods often rigidly convert pre-generated keyframes into fixed-length clips, resulting in disjointed narratives and pacing issues. Furthermore, the inherent instability of video generation models means that even a single low-quality clip can significantly degrade the entire output animation's logical coherence and visual continuity. To overcome these obstacles, we introduce AniMaker, a multi-agent framework enabling efficient multi-candidate clip generation and storytelling-aware clip selection, thus creating globally consistent and story-coherent animation solely from text input. The framework is structured around specialized agents, including the Director Agent for storyboard generation, the Photography Agent for video clip generation, the Reviewer Agent for evaluation, and the Post-Production Agent for editing and voiceover. Central to AniMaker's approach are two key technical components: MCTS-Gen in Photography Agent, an efficient Monte Carlo Tree Search (MCTS)-inspired strategy that intelligently navigates the candidate space to generate high-potential clips while optimizing resource usage; and AniEval in Reviewer Agent, the first framework specifically designed for multi-shot animation evaluation, which assesses critical aspects such as story-level consistency, action completion, and animation-specific features by considering each clip in the context of its preceding and succeeding clips. Experiments demonstrate that AniMaker achieves superior quality as measured by popular metrics including VBench and our proposed AniEval framework, while significantly improving the efficiency of multi-candidate generation, pushing AI-generated storytelling animation closer to production standards.

  • 6 authors
·
Jun 12, 2025 5

Cutscene Agent: An LLM Agent Framework for Automated 3D Cutscene Generation

Cutscenes are carefully choreographed cinematic sequences embedded in video games and interactive media, serving as the primary vehicle for narrative delivery, character development, and emotional engagement. Producing cutscenes is inherently complex: it demands seamless coordination across screenwriting, cinematography, character animation, voice acting, and technical direction, often requiring days to weeks of collaborative effort from multidisciplinary teams to produce minutes of polished content. In this work, we present Cutscene Agent, an LLM agent framework for automated end-to-end cutscene generation. The framework makes three contributions: (1)~a Cutscene Toolkit built on the Model Context Protocol (MCP) that establishes bidirectional integration between LLM agents and the game engine -- agents not only invoke engine operations but continuously observe real-time scene state, enabling closed-loop generation of editable engine-native cinematic assets; (2)~a multi-agent system where a director agent orchestrates specialist subagents for animation, cinematography, and sound design, augmented by a visual reasoning feedback loop for perception-driven refinement; and (3)~CutsceneBench, a hierarchical evaluation benchmark for cutscene generation. Unlike typical tool-use benchmarks that evaluate short, isolated function calls, cutscene generation requires long-horizon, multi-step orchestration of dozens of interdependent tool invocations with strict ordering constraints -- a capability dimension that existing benchmarks do not cover. We evaluate a range of LLMs on CutsceneBench and analyze their performance across this challenging task.

  • 15 authors
·
Apr 27

VTR-Bench: A Systematic Benchmark for Evaluating Visual Text Rendering in Video Generation

Recent video generation models can produce highly realistic videos from natural language instructions, with visual quality approaching cinematic standards. Existing evaluation benchmarks, however, predominantly assess visual quality, aesthetic appeal and physical plausibility, while paying limited attention to text, an essential medium for conveying information in everyday scenes. A generated video may appear visually compelling and feature lifelike subjects, yet still render the text within the scene incorrectly. To address this overlooked dimension, we introduce VTR-Bench, a systematic benchmark for evaluating the Visual Text Rendering capabilities of video generation models. VTR-Bench situates text within concrete application scenarios, such as advertisements and scientific videos, with 300 carefully constructed prompts spanning five scenario categories. We develop an automated evaluation pipeline with human alignments that separately assesses text fidelity through carrier-specific transcription and scene and motion requirements through a prompt-specific chain of query. Beyond evaluation, we introduce a Keyframe-Guided Agentic Framework in which a Director agent coordinates image and video generation with visual evaluation, guiding iterative refinement and candidate selection through visual feedback. Experiments on 11 state-of-the-art models reveal widespread difficulties in accurately rendering scene text, with the best-performing model recording an overall word error rate (WER) of 0.250. We further analyze text rendering failures to characterize the challenges faced by current video generation models. These findings highlight visual text rendering as a key challenge for video generation and demonstrate a practical path toward improvement. Code is available at https://github.com/hardenyu21/VTR-Bench.

  • 11 authors
·
Sep 30 2

GameDirector: Decoupling Gameplay Logic from Rendering for Player-Configurable Game World Models

Recent game world models support realistic visual simulation and interactive gameplay based on player inputs. However, they typically learn environment dynamics from pixel-level supervision, jointly modeling perception, memory, state transitions, and rendering within a single end-to-end framework. While this design enables open-ended, action-controllable generation, it still falls short of delivering a complete gameplay experience. Games are governed by explicit mechanics, such as health deduction, skill activation, combat rules, and termination conditions. These mechanics depend on precise and consistent state transitions that generative models alone cannot reliably enforce. In contrast, game engines can guarantee such mechanics through hard-coded rules, but provide limited flexibility for player-driven creation. To bridge these paradigms, we introduce GameDirector, the first agentic framework that decouples rule-based gameplay logic from visual rendering. Given player-defined configurations, the framework acts as an intelligent director that interprets visual observations, updates game states, tactically controls NPCs, and enforces gameplay rules. It then translates these decisions into text prompts that guide the video world model to render the resulting gameplay. This separation allows players to configure characters, states, and rules much like a game developer while preserving coherent game mechanics. Experiments on three games, using data collected by our automated gameplay agent, show that GameDirector achieves accurate state tracking, reliable rule following, and improves boss action quality by more than 39.9% over various end-to-end game world model settings. Overall, by externalizing player-controllable game logic, GameDirector establishes a middle ground between hard-coded simulation and generative modeling, enabling more flexible and closed-loop gameplay experiences.

  • 5 authors
·
Sep 21

PhotoFlow: Agentic 3D Virtual Photography Missions

Virtual photography asks an agent to enter a prepared 3D scene with no preselected camera pose or reference image, infer a suitable shot from scene information and a language intent, choose executable camera parameters, and render the final photograph. Recent progress in vision-language models makes this kind of spatial agent increasingly plausible, but the task stresses two capabilities that remain hard to evaluate together: complex 3D spatial understanding and abstract aesthetic judgment. We introduce PhotoFlow, a Director-Reviewer-Reflector agent for closed-loop camera search. The Director builds a soft photographic blueprint and proposes diverse candidate cameras; the Reviewer combines rule checks, visual critique, and pairwise incumbent selection; and the Reflector converts failures into region memory, dead-zone suppression, and high-explore relocation. We also introduce VPhotoBench, a benchmark of 47 open-license Blender scenes and 141 language-conditioned photography missions spanning subject placement, relational composition, and atmosphere/style. On held-out experiments, PhotoFlow achieves the strongest external quality-alignment composite and success rate among one-shot prediction, single-chain reflection, anchor-bank selection, and random search under a six-round rendering budget. To our knowledge, this is the first work to make language-conditioned virtual photography in arbitrary Blender scenes an executable agent task, and our results show that an LLM-centered spatial agent can already produce strong photographs in a setting designed to challenge both 3D reasoning and aesthetic choice.

Anim-Director: A Large Multimodal Model Powered Agent for Controllable Animation Video Generation

Traditional animation generation methods depend on training generative models with human-labelled data, entailing a sophisticated multi-stage pipeline that demands substantial human effort and incurs high training costs. Due to limited prompting plans, these methods typically produce brief, information-poor, and context-incoherent animations. To overcome these limitations and automate the animation process, we pioneer the introduction of large multimodal models (LMMs) as the core processor to build an autonomous animation-making agent, named Anim-Director. This agent mainly harnesses the advanced understanding and reasoning capabilities of LMMs and generative AI tools to create animated videos from concise narratives or simple instructions. Specifically, it operates in three main stages: Firstly, the Anim-Director generates a coherent storyline from user inputs, followed by a detailed director's script that encompasses settings of character profiles and interior/exterior descriptions, and context-coherent scene descriptions that include appearing characters, interiors or exteriors, and scene events. Secondly, we employ LMMs with the image generation tool to produce visual images of settings and scenes. These images are designed to maintain visual consistency across different scenes using a visual-language prompting method that combines scene descriptions and images of the appearing character and setting. Thirdly, scene images serve as the foundation for producing animated videos, with LMMs generating prompts to guide this process. The whole process is notably autonomous without manual intervention, as the LMMs interact seamlessly with generative tools to generate prompts, evaluate visual quality, and select the best one to optimize the final output.

  • 8 authors
·
Aug 19, 2024 2

FRAMEWORKERS: A Dynamic Multi-Agent Framework for AI-Generated Video Production

Modern video generators excel at synthesizing individual clips, but complete video production requires coordinating a long sequence of interdependent creative steps, including scripting, storyboarding, generation, and editing. It further demands persistent asset management and dynamic task orchestration as intermediate outputs, dependencies, and execution states evolve over time. Existing automated systems typically rely on rigid pipelines that are difficult to adapt to diverse inputs and changing workflows, while general-purpose large language models (LLMs) remain unreliable for long-horizon orchestration and multimodal asset routing. We introduce FRAMEWORKERS, a task-centric and workspace-grounded multi-agent framework for open-ended video production. A central Director formulates video creation as dynamic task management, continuously editing a Task Stack to determine which subtask to execute next and which sub-agent to invoke. An Assistant serves as the execution layer, grounding each selected task in a shared Workspace, retrieving the required assets and context, invoking the assigned sub-agent, and persisting the resulting artifacts. Execution capabilities are exposed through modular sub-agents with registered descriptors, allowing new sub-agents to be integrated without redesigning the orchestration workflow. To improve orchestration reliability, we fine-tune the Director via supervised fine-tuning (SFT) followed by Group Relative Policy Optimization (GRPO) for descriptor-conditioned task routing. Experiments show that FRAMEWORKERS outperforms strong LLM planners in routing accuracy, recovers reliably from runtime failures, generalizes to unseen sub-agents without retraining, and achieves higher end-to-end video quality and broader task coverage than fixed pipelines, single-agent systems, and prior multi-agent approaches.

  • 11 authors
·
Aug 29

Emotion-Director: Bridging Affective Shortcut in Emotion-Oriented Image Generation

Image generation based on diffusion models has demonstrated impressive capability, motivating exploration into diverse and specialized applications. Owing to the importance of emotion in advertising, emotion-oriented image generation has attracted increasing attention. However, current emotion-oriented methods suffer from an affective shortcut, where emotions are approximated to semantics. As evidenced by two decades of research, emotion is not equivalent to semantics. To this end, we propose Emotion-Director, a cross-modal collaboration framework consisting of two modules. First, we propose a cross-Modal Collaborative diffusion model, abbreviated as MC-Diffusion. MC-Diffusion integrates visual prompts with textual prompts for guidance, enabling the generation of emotion-oriented images beyond semantics. Further, we improve the DPO optimization by a negative visual prompt, enhancing the model's sensitivity to different emotions under the same semantics. Second, we propose MC-Agent, a cross-Modal Collaborative Agent system that rewrites textual prompts to express the intended emotions. To avoid template-like rewrites, MC-Agent employs multi-agents to simulate human subjectivity toward emotions, and adopts a chain-of-concept workflow that improves the visual expressiveness of the rewritten prompts. Extensive qualitative and quantitative experiments demonstrate the superiority of Emotion-Director in emotion-oriented image generation.

  • 8 authors
·
Dec 22, 2025

Automated Movie Generation via Multi-Agent CoT Planning

Existing long-form video generation frameworks lack automated planning, requiring manual input for storylines, scenes, cinematography, and character interactions, resulting in high costs and inefficiencies. To address these challenges, we present MovieAgent, an automated movie generation via multi-agent Chain of Thought (CoT) planning. MovieAgent offers two key advantages: 1) We firstly explore and define the paradigm of automated movie/long-video generation. Given a script and character bank, our MovieAgent can generates multi-scene, multi-shot long-form videos with a coherent narrative, while ensuring character consistency, synchronized subtitles, and stable audio throughout the film. 2) MovieAgent introduces a hierarchical CoT-based reasoning process to automatically structure scenes, camera settings, and cinematography, significantly reducing human effort. By employing multiple LLM agents to simulate the roles of a director, screenwriter, storyboard artist, and location manager, MovieAgent streamlines the production pipeline. Experiments demonstrate that MovieAgent achieves new state-of-the-art results in script faithfulness, character consistency, and narrative coherence. Our hierarchical framework takes a step forward and provides new insights into fully automated movie generation. The code and project website are available at: https://github.com/showlab/MovieAgent and https://weijiawu.github.io/MovieAgent.

  • 3 authors
·
Mar 10, 2025 2

Authoring for Living Worlds: Tool-Constrained LLM Agents for Executable Multi-Actor Scenarios

Authoring a multi-actor scenario for a living 3D world, where every action changes its state, and each action's validity depends on the state accumulated before it, demands the freedom of storytelling and the rigor of simulation at once. We author such scenarios with LLM agents, as Graphs of Events in Space and Time (GESTs) that a simulation engine executes deterministically into narrative videos with per-frame spatial, temporal, and semantic ground truth. A staged pipeline driving a flagship LLM, the standard design in video generation, failed outright: the model violates rules stated verbatim in its prompt, and cannot track the dynamic world state. We answer with a constraint-enforcing tool layer: our Director and Scene Builder agents explore the world's capabilities page by page and build every scene through operations checked against simulator state, so every specification they emit is valid by construction. Because we generate each seed text from an existing scenario graph, we can measure reconstruction: the agent authors its own graph from the text alone, yet matches the original at 0.83 F1 on its events, each action with its participants (0.55 for a random scenario of the same kind), and 0.77 on their ordering (0.43 random). End to end: the standard staged pipeline produced 0 executable specifications in 50 attempts; our agents, driving a budget model, execute 20 of 25 (80%), and are, to our knowledge, the first to exercise the full expressive capacity of GEST.

  • 3 authors
·
Jul 28

Lying with Truths: Open-Channel Multi-Agent Collusion for Belief Manipulation via Generative Montage

As large language models (LLMs) transition to autonomous agents synthesizing real-time information, their reasoning capabilities introduce an unexpected attack surface. This paper introduces a novel threat where colluding agents steer victim beliefs using only truthful evidence fragments distributed through public channels, without relying on covert communications, backdoors, or falsified documents. By exploiting LLMs' overthinking tendency, we formalize the first cognitive collusion attack and propose Generative Montage: a Writer-Editor-Director framework that constructs deceptive narratives through adversarial debate and coordinated posting of evidence fragments, causing victims to internalize and propagate fabricated conclusions. To study this risk, we develop CoPHEME, a dataset derived from real-world rumor events, and simulate attacks across diverse LLM families. Our results show pervasive vulnerability across 14 LLM families: attack success rates reach 74.4% for proprietary models and 70.6% for open-weights models. Counterintuitively, stronger reasoning capabilities increase susceptibility, with reasoning-specialized models showing higher attack success than base models or prompts. Furthermore, these false beliefs then cascade to downstream judges, achieving over 60% deception rates, highlighting a socio-technical vulnerability in how LLM-based agents interact with dynamic information environments. Our implementation and data are available at: https://github.com/CharlesJW222/Lying_with_Truth/tree/main.

TIE: Time Interval Encoding for Video Generation over Events

Director-style prompting, robotic action prediction, and interactive video agents demand temporal grounding over concurrent events -- a regime in which 68% of general clips and over 99% of robotics/gameplay clips contain overlapping events, yet existing multi-event generators rest on a single-active-prompt assumption. However, modern video generators, such as Diffusion Transformers (DiT), represent time as discrete points through point-wise positional encodings. This formulation creates a fundamental dimension mismatch: temporally extended intervals and overlapping events are mathematically unrepresentable to the attention mechanism. In this paper, we propose Time Interval Encoding (TIE), a principled, plug-and-play interval-aware generalization of rotary embeddings that elevates time intervals to first-class primitives inside DiT cross-attention. Rather than introducing another heuristic interval embedding, we show that, within RoPE-compatible bilinear attention, TIE is characterized by two basic principles: Temporal Integrability, which requires an event to aggregate positional evidence over its full duration, and Duration Invariance, which removes the trivial bias toward longer intervals. Under a uniform kernel, this characterization yields an efficient closed-form sinc-based solution that preserves the standard attention interface and naturally attenuates boundary noise through interval integration. Empirically, TIE preserves the visual quality of the base DiT model while substantially improving temporal controllability. In our experiments on the OmniEvents dataset, it improves human-verified Temporal Constraint Satisfaction Rate from 77.34% to 96.03% and reduces temporal boundary error from 0.261s to 0.073s, while also improving trajectory-level temporal alignment metrics. The code and dataset are available at https://github.com/MatrixTeam-AI/TIE.

  • 13 authors
·
May 24

The GEST-Engine: From Event Graphs to Synthetic Video. A Full Technical Report

We present the GEST-Engine, a complete system that goes from natural-language text to fully-annotated multi-actor video. At its core is an explicit world model: rather than encoding state as a learned latent, the engine maintains a complete, inspectable representation of the world (which actors exist, where they are, what they are doing, which objects they hold, and how events relate in time and space), expressed as a formal Graph of Events in Space and Time (GEST) and realized deterministically inside the open world of a commercial game engine driven through an open-source multiplayer scripting framework. GESTs are produced either procedurally or by an agentic text-to-GEST system in which an LLM Director plans a story through tool calls validated by a programmatic state backend, so every generated specification is executable by construction. A GEST then enters a four-stage execution pipeline: graph parsing and validation, entity and action grounding, temporal orchestration (Allen-style constraints resolved by Floyd-Warshall transitive closure), and execution and capture. In a single simulation pass the engine emits frame-aligned RGB video, dense per-pixel depth, instance segmentation, per-actor skeletal pose, per-frame pairwise spatial-relation graphs, 2D bounding boxes, event-to-frame temporal mappings, and natural-language descriptions, all at zero marginal annotation cost. We further describe an in-game world editor, runtime capability extraction, a text-generation pipeline, and a production system that renders corpora at scale across parallel virtual machines. Because every frame traces back to a semantic specification, the engine guarantees object permanence, multi-actor coordination, and temporal consistency by construction, making its output valuable as training data, evaluation benchmarks, and diagnostic tools for video understanding.

  • 3 authors
·
Jul 13

MSAVBench: Towards Comprehensive and Reliable Evaluation of Multi-Shot Audio-Video Generation

Video generation is rapidly evolving from single-shot synthesis to complex multi-shot audio-video (MSAV) narratives to meet real-world demands. However, evaluating such frontier models remains a fundamental challenge. Existing benchmarks are limited in scope and data diversity, and rely on rigid evaluation pipelines, preventing systematic and reliable assessment of modern MSAV models. To bridge these gaps, we introduce MSAVBench, the first comprehensive benchmark and adaptive hybrid evaluation framework for multi-shot audio-video generation. Our benchmark spans four key dimensions, video, audio, shot, and reference, covering diverse task settings, varying shot counts of up to 15, and challenging non-realistic scenarios. Our evaluation framework improves robustness through an adaptive self-correction mechanism for shot segmentation, instance-wise rubrics for subjective metrics, and tool-grounded evidence extraction for complex judgments. Furthermore, MSAVBench achieves high alignment with human judgments, reaching a Spearman rank correlation of 91.5%. Our systematic evaluation of 19 state-of-the-art closed- and open-source models shows that current systems still struggle with director-level control and fine-grained audio-visual synchronization, while modular or agentic generation pipelines offer a promising path toward narrowing the gap between open- and closed-source models. We will release the benchmark data and evaluation code to facilitate future research.

AlibabaTongyiLab TongyiLab
·
May 18 1

Towards a Declarative Agentic Layer for Intelligent Agents in MCP-Based Server Ecosystems

Recent advances in Large Language Models (LLMs) have enabled the development of increasingly complex agentic and multi-agent systems capable of planning, tool use and task decomposition. However, empirical evidence shows that many of these systems suffer from fundamental reliability issues, including hallucinated actions, unexecutable plans and brittle coordination. Crucially, these failures do not stem from limitations of the underlying models themselves, but from the absence of explicit architectural structure linking goals, capabilities and execution. This paper presents a declarative, model-independent architectural layer for grounded agentic workflows that addresses this gap. The proposed layer, referred to as DALIA (Declarative Agentic Layer for Intelligent Agents), formalises executable capabilities, exposes tasks through a declarative discovery protocol, maintains a federated directory of agents and their execution resources, and constructs deterministic task graphs grounded exclusively in declared operations. By enforcing a clear separation between discovery, planning and execution, the architecture constrains agent behaviour to a verifiable operational space, reducing reliance on speculative reasoning and free-form coordination. We present the architecture and design principles of the proposed layer and illustrate its operation through a representative task-oriented scenario, demonstrating how declarative grounding enables reproducible and verifiable agentic workflows across heterogeneous environments.

  • 4 authors
·
Jan 23

FilmAgent: A Multi-Agent Framework for End-to-End Film Automation in Virtual 3D Spaces

Virtual film production requires intricate decision-making processes, including scriptwriting, virtual cinematography, and precise actor positioning and actions. Motivated by recent advances in automated decision-making with language agent-based societies, this paper introduces FilmAgent, a novel LLM-based multi-agent collaborative framework for end-to-end film automation in our constructed 3D virtual spaces. FilmAgent simulates various crew roles, including directors, screenwriters, actors, and cinematographers, and covers key stages of a film production workflow: (1) idea development transforms brainstormed ideas into structured story outlines; (2) scriptwriting elaborates on dialogue and character actions for each scene; (3) cinematography determines the camera setups for each shot. A team of agents collaborates through iterative feedback and revisions, thereby verifying intermediate scripts and reducing hallucinations. We evaluate the generated videos on 15 ideas and 4 key aspects. Human evaluation shows that FilmAgent outperforms all baselines across all aspects and scores 3.98 out of 5 on average, showing the feasibility of multi-agent collaboration in filmmaking. Further analysis reveals that FilmAgent, despite using the less advanced GPT-4o model, surpasses the single-agent o1, showing the advantage of a well-coordinated multi-agent system. Lastly, we discuss the complementary strengths and weaknesses of OpenAI's text-to-video model Sora and our FilmAgent in filmmaking.

  • 10 authors
·
Jan 22, 2025 3

Can an Agent Learn to Predict Its Own Failure? Outcome-Grounded Confidence Calibration in LLM Agents

Controlling an acting LLM agent means deciding, at each step of a long-horizon task, whether to trust its next action, abstain, or hand off to a human. That decision needs a per-step confidence signal predicting whether the current rollout will eventually succeed. The agent's own self-reported verbalized confidence is the natural candidate, but existing reinforcement learning methods calibrate it against the correctness of a decision at the current step. We propose a method to calibrate it against the eventual outcome of a multi-step episode: under GRPO, the group of rollouts for a task supplies success labels, and a proper scoring rule scores each step's confidence against the realized outcome. In offline RL on recorded trajectories of a Qwen2.5-7B agent in ALFWorld, TextWorld, and WebShop environments, the AUROC of step confidence against episode outcome rises from near chance to 0.68-0.85, and the top-10% of steps the agent is most confident about succeed ~4.3x more often than average. In online RL on the live ALFWorld agent, four calibration rewards improve early-step AUROC, expected calibration error goes from 0.42 to below 0.12, and selective execution improves over both the untrained agent and a format-only RL control, without degrading task success. We also introduce an evaluation protocol that separates episode depth, task difficulty, and attempt-level foresight, which shows where the gain lies: the trained agent recognizes from its first step which tasks it will fail, while telling a succeeding attempt from a failing one at the same task is harder, with some early-window signal emerging on TextWorld.

SAP SAP
·
Oct 12 2

HLSFactory-Agent: Large-Scale Agentic HLS Dataset Construction from Academic and Open-Source Projects

Building large, diverse datasets of high-level synthesis (HLS) designs beyond common community benchmarks remains an open challenge. This challenge is made urgent by the rise of deep learning and LLMs for hardware design, which demand such datasets to train QoR models and benchmark LLMs on HLS tasks. Despite ongoing efforts to broaden sources, dataset curation still depends on manual work: locating HLS designs across academic publications and open source, then extracting standalone designs from larger codebases. The process is error-prone and demands expert knowledge, iterative testing, and substantial per-repository engineering. To address this, we present HLSFactory-Agent, an LLM agent that automates large-scale HLS dataset curation by extracting standalone designs from larger codebases. HLSFactory-Agent runs the open-source Pi agent framework inside Docker containers to build and evaluate each extracted design. This turnkey automation allows users to pass a GitHub link or code directory to HLSFactory-Agent and receive a folder of extracted HLS designs ready to be integrated into the HLSFactory dataset framework. Additionally, we provide open-source scripts to scrape and index papers from computer architecture, EDA, and FPGA conferences that possibly implement or use HLS designs, allowing for faster human discovery and curation of HLS designs for HLSFactory-Agent. We report initial results from running HLSFactory-Agent across a small subset of our indexed repositories, demonstrating successful extraction of synthesizable designs from structured codebases. We open source HLSFactory-Agent and indexing scripts at https://github.com/sharc-lab/hlsfactory-agent.

  • 6 authors
·
Sep 7

Autonomous Deep Agent

This technical brief introduces Deep Agent, an advanced autonomous AI system designed to manage complex multi-phase tasks through a novel hierarchical task management architecture. The system's foundation is built on our Hierarchical Task DAG (HTDAG) framework, which dynamically decomposes high-level objectives into manageable sub-tasks while rigorously maintaining dependencies and execution coherence. Deep Agent advances beyond traditional agent systems through three key innovations: First, it implements a recursive two-stage planner-executor architecture that enables continuous task refinement and adaptation as circumstances change. Second, it features an Autonomous API & Tool Creation (AATC) system that automatically generates reusable components from UI interactions, substantially reducing operational costs for similar tasks. Third, it incorporates Prompt Tweaking Engine and Autonomous Prompt Feedback Learning components that optimize Large Language Model prompts for specific scenarios, enhancing both inference accuracy and operational stability. These components are integrated to form a service infrastructure that manages user contexts, handles complex task dependencies, and orchestrates end-to-end agentic workflow execution. Through this sophisticated architecture, Deep Agent establishes a novel paradigm in self-governing AI systems, demonstrating robust capability to independently handle intricate, multi-step tasks while maintaining consistent efficiency and reliability through continuous self-optimization.

  • 5 authors
·
Feb 10, 2025