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Oct 22

Who Takes the Lead? Model Ability and Task-Conditioned Collaboration with Humans

As language-model agents grow more capable, they can carry more of a task without asking anyone for help. Falling reliance on a human partner is easy to read as a failure of collaboration when it may instead be a correct division of labor, and the rate of human involvement alone cannot tell the two apart. We study this systematically by placing an agent and a person under a shared objective while varying who holds the advantage: the human has a clear advantage, neither does, or the agent does. To obtain this control, we introduce a shared-control maze, in which an agent-controlled and a human-controlled avatar share the objective of reaching a common target in as few team turns as possible. The agent allocates each team turn between acting itself and handing the move to the person, and initial placement sets the human's shortest-path advantage while the task is otherwise unchanged. We evaluate GPT~5.6~Sol, Command~A+, Qwen~3.8~27B, and Command~R, first measuring solo capability with a single avatar and full-map observability, then running co-play with human participants across the three advantage conditions. Across the four models, stronger solo performance is associated with selective, route-conditioned human involvement: the models that solve the maze reliably on their own act for themselves almost without exception when the human holds no advantage, and involve the human on roughly 80% of initial decisions when the human route is shorter. Command R, the model with substantially weaker solo performance, shows no such selectivity.

  • 6 authors
·
Oct 18

Leverage Is Not Reach: A Control-Window Law for Single-Neuron Steering in Language Models

Aligned language models gate behaviors such as refusal and language routing through sparse feed forward neurons, yet no theory predicts when a single neuron intervention controls a behavior coherently rather than collapsing the output. We develop a budget normalized control window framework for single neuron steering. A dose along one write direction reduces to one control coordinate: the alignment between the residual stream and the write, driven along a universal saturation curve in units of a coherence budget set by the residual norm divided by the write norm. Coherent control exists when a behavior trigger lies below the collapse ceiling. The same coordinate governs benign mode switches and refusal; the ceiling follows from weights and one generic forward pass, while triggers are measured at rollout. On fifteen held out neurons, the predicted ceiling has mean absolute error 0.14, about 0.07 in bulk layers, and the committed open or closed verdict holds on eleven against a ten of fifteen majority baseline. Closed cases expose three failure modes rather than violations: collapse before trigger, too little depth to propagate, or a normalization that caps how far one neuron can push. The law explains why local gradient attribution anti predicts control: true controllers write off the readout axis and carry a near zero first order gradient. A forward only contrastive screen made precise by the window recovers controllers that attribution misses. On refusal, the hardest case, intervention success is typed, not scalar: coherent bypass and strict actionable reach separate, so a neuron can flip refusal in fluent, on task text with no actionable content, and genuine actionable reach appears only for three of six audited Llama pivots and only at later rollout horizons. Single neuron steering is therefore a budgeted, typed audit of controllability rather than a fixed dose anecdote.

  • 1 authors
·
Jun 17

How Exploration Breaks Cooperation in Shared-Policy Multi-Agent Reinforcement Learning

Multi-agent reinforcement learning in dynamic social dilemmas commonly relies on parameter sharing to enable scalability. We show that in shared-policy Deep Q-Network learning, standard exploration can induce a robust and systematic collapse of cooperation even in environments where fully cooperative equilibria are stable and payoff dominant. Through controlled experiments, we demonstrate that shared DQN converges to stable but persistently low-cooperation regimes. This collapse is not caused by reward misalignment, noise, or insufficient training, but by a representational failure arising from partial observability combined with parameter coupling across heterogeneous agent states. Exploration-driven updates bias the shared representation toward locally dominant defection responses, which then propagate across agents and suppress cooperative learning. We confirm that the failure persists across network sizes, exploration schedules, and payoff structures, and disappears when parameter sharing is removed or when agents maintain independent representations. These results identify a fundamental failure mode of shared-policy MARL and establish structural conditions under which scalable learning architectures can systematically undermine cooperation. Our findings provide concrete guidance for the design of multi-agent learning systems in social and economic environments where collective behavior is critical.

  • 2 authors
·
Jan 8

Learning Transferable Policies from Action-free Time Series Through Dynamical Embeddings

Learning control from action-free recordings is challenging because intervention effects are unobserved and policies may exploit errors in reconstructed dynamics. We present a hierarchical model-based reinforcement learning framework that uses shared structure across related systems to learn system-specific control policies from action-free recordings. A hierarchical dynamical system reconstruction model captures shared dynamics and individual variation through low-dimensional embeddings. These embeddings are then reused to parameterize shared policy and value networks, linking differences in reconstructed dynamics to differences in control. Policies are trained entirely via simulation under an explicit intervention model with additive latent perturbations. Piecewise-linear recurrent neural networks enable mechanistic analyses of the controlled dynamics, while decoder-based constraints make the immediate effects of interventions interpretable in observation space and permit interventions on one modality while protecting another from direct manipulation. On Lorenz-63 and double-pendulum systems, hierarchical policies improve transfer over independently trained policies. On Lorenz-63, they also achieve a higher mean reward than repeated planning with the same reconstructed models, perform comparably to methods trained with controlled interactions, and generalize to systems absent from policy training after embedding inference alone. Applications to neural-behavioral recordings demonstrate suppression of predicted movement under constrained neural perturbations. Together, these findings show how shared dynamical representations support transferable control and mechanistic hypothesis generation from action-free recordings.

  • 2 authors
·
Oct 1

Learning from Others, Acting for You: Cross-User Memory Sharing for LLM Agents

Large language model (LLM) agents serving different users often solve related tasks, yet separate user histories can leave reusable experience inaccessible to other agents. Pooling memories expands access but risks transferring preferences that conflict with the receiving user's requirements. We introduce ShareMem, a memory architecture that shares reusable experience while grounding its application in the receiving user's own preferences. Shared experiences indicate how to act and which preferences to consult; the receiving user's memory supplies their concrete values. Two-stage consolidation refines experience locally before integrating accepted edits into a shared pool. During execution, scope-first retrieval jointly selects local and shared experiences under a common entry budget, while a user-bound channel supports initial and agent-initiated preference retrieval. We evaluate ShareMem across web navigation (Mind2Web), online personalized interaction (VitaBench~2.0), and multi-session coding (MemoryCode) with four backbone models. It improves step success, average task success, and dialogue-macro coding scores, respectively, over matched user-local memory across all four models. Ablations favor two-stage consolidation for smaller shared pools, lower induction token usage, and better downstream performance, and support complementarity between experience guidance and active preference retrieval. Further analyses show that sharing helps most when relevant local experience is scarce, while source quality and cross-user preference interference limit useful transfer.

  • 7 authors
·
Sep 25

IR2: Implicit Rendezvous for Robotic Exploration Teams under Sparse Intermittent Connectivity

Information sharing is critical in time-sensitive and realistic multi-robot exploration, especially for smaller robotic teams in large-scale environments where connectivity may be sparse and intermittent. Existing methods often overlook such communication constraints by assuming unrealistic global connectivity. Other works account for communication constraints (by maintaining close proximity or line of sight during information exchange), but are often inefficient. For instance, preplanned rendezvous approaches typically involve unnecessary detours resulting from poorly timed rendezvous, while pursuit-based approaches often result in short-sighted decisions due to their greedy nature. We present IR2, a deep reinforcement learning approach to information sharing for multi-robot exploration. Leveraging attention-based neural networks trained via reinforcement and curriculum learning, IR2 allows robots to effectively reason about the longer-term trade-offs between disconnecting for solo exploration and reconnecting for information sharing. In addition, we propose a hierarchical graph formulation to maintain a sparse yet informative graph, enabling our approach to scale to large-scale environments. We present simulation results in three large-scale Gazebo environments, which show that our approach yields 6.6-34.1% shorter exploration paths when compared to state-of-the-art baselines, and lastly deploy our learned policy on hardware. Our simulation training and testing code is available at https://ir2-explore.github.io.

  • 6 authors
·
Sep 7, 2024 1

The Collaboration Gap

The trajectory of AI development suggests that we will increasingly rely on agent-based systems composed of independently developed agents with different information, privileges, and tools. The success of these systems will critically depend on effective collaboration among these heterogeneous agents, even under partial observability. Despite intense interest, few empirical studies have evaluated such agent-agent collaboration at scale. We propose a collaborative maze-solving benchmark that (i) isolates collaborative capabilities, (ii) modulates problem complexity, (iii) enables scalable automated grading, and (iv) imposes no output-format constraints, preserving ecological plausibility. Using this framework, we evaluate 32 leading open- and closed-source models in solo, homogeneous, and heterogeneous pairings. Our results reveal a "collaboration gap": models that perform well solo often degrade substantially when required to collaborate. Collaboration can break down dramatically; for instance, small distilled models that solve mazes well alone may fail almost completely in certain pairings. We find that starting with the stronger agent often improves outcomes, motivating a "relay inference" approach where the stronger agent leads before handing off to the weaker one, closing much of the gap. Our findings argue for (1) collaboration-aware evaluation, (2) training strategies developed to enhance collaborative capabilities, and (3) interaction design that reliably elicits agents' latent skills, guidance that applies to AI-AI and human-AI collaboration.

MicrosoftResearch Microsoft Research
·
Nov 4, 2025 2

SHARE: Towards Head-Mounted AR with User-Centric SLAM in Shared Human-Robot Workspaces

Human-Robot Collaboration (HRC) in shared physical spaces using Augmented Reality (AR) interfaces is powered by Simultaneous Localization and Mapping (SLAM). Existing multi-agent SLAM systems rely on an edge server to combine visual findings of multiple resource-constrained agents, perform computation, and schedule updates to their local maps. However, the edge treats all agents uniformly and ignores the fundamentally different latency requirements of heterogeneous HRC agents: robots and head-mounted AR users. This uniform resource allocation often results in high lag for user manipulation, as it does not meet the stringent latency requirements of AR. In this work, we design, implement, and evaluate SHARE, a user-centric SLAM system that strategically prioritizes AR user experience while maintaining accurate tracking performance for robots. SHARE builds a first-of-its-kind experience model for HRC agents and adaptively adjusts transmission priorities to match it. To reduce end-to-end latency, SHARE leverages the redundancy of visual features acquired by agents in shared human-robot workspaces to reduce computation time induced by edge-based processing. Real-world deployment with commercial AR headsets and a ground robot achieves 13.22 ms average latency for AR users (43.3% reduction from baseline) while maintaining sub-2-centimeter tracking accuracy. User studies further reveal statistically significant improvements in user perception.

  • 4 authors
·
Jul 26

Learning to Share: Selective Memory for Efficient Parallel Agentic Systems

Agentic systems solve complex tasks by coordinating multiple agents that iteratively reason, invoke tools, and exchange intermediate results. To improve robustness and solution quality, recent approaches deploy multiple agent teams running in parallel to explore diverse reasoning trajectories. However, parallel execution comes at a significant computational cost: when different teams independently reason about similar sub-problems or execute analogous steps, they repeatedly perform substantial overlapping computation. To address these limitations, in this paper, we propose Learning to Share (LTS), a learned shared-memory mechanism for parallel agentic frameworks that enables selective cross-team information reuse while controlling context growth. LTS introduces a global memory bank accessible to all teams and a lightweight controller that decides whether intermediate agent steps should be added to memory or not. The controller is trained using stepwise reinforcement learning with usage-aware credit assignment, allowing it to identify information that is globally useful across parallel executions. Experiments on the AssistantBench and GAIA benchmarks show that LTS significantly reduces overall runtime while matching or improving task performance compared to memory-free parallel baselines, demonstrating that learned memory admission is an effective strategy for improving the efficiency of parallel agentic systems. Project page: https://joefioresi718.github.io/LTS_webpage/

  • 5 authors
·
Feb 5

TRACE: A Unified Rollout Budget Allocation Framework for Efficient Agentic Reinforcement Learning

Reinforcement learning with verifiable rewards (RLVR) is a promising approach for enhancing reasoning and agentic behavior in large language models. However, rollout-intensive policy optimization is often limited by insufficient reward contrast, arising when overly simple or complex prompts generate low-variance feedback and when outcome-only rewards assign the same terminal assessment to every decision in a multi-turn rollout. Past efforts have focused on allocating available rollout resources to promising prompts, yet they only leverage sample informativeness at the prompt level and neglect variation in prefix-level informativeness across turns within the same rollout. This work targets multi-turn agentic RL by modeling each ReAct-style thought-action-observation turn as a semantically distinct node, allowing budget allocation to extend from prompt roots to turn-level prefixes with further continuations, which naturally forms tree-structured rollouts. We introduce Tree Rollout Allocation for Contrastive Exploration (TRACE), a unified rollout allocation framework that enhances reward contrast within a fixed sampling budget. Technically, TRACE allocates rollout budget to both prompt roots and intermediate prefixes that are most likely to yield mixed terminal rewards. A shared generalizable predictor estimates conditional success probability at these anchors from prefix histories to guide this allocation. The resulting adaptive tree structure enriches outcome-only feedback and amplifies the policy-update signal. Empirically, TRACE achieves competitive performance and efficiency gains on typical agentic benchmarks, e.g., improving Qwen3-14B Multi-Hop QA average accuracy by 2.8 points over competitive baselines at equal sampling cost.

tencent Tencent
·
Jun 9 3

Subversion Strategy Eval: Can language models statelessly strategize to subvert control protocols?

An AI control protocol is a plan for usefully deploying AI systems that aims to prevent an AI from intentionally causing some unacceptable outcome. This paper investigates how well AI systems can generate and act on their own strategies for subverting control protocols whilst operating statelessly (without shared memory between contexts). To do this, an AI system may need to reliably generate optimal plans in each context, take actions with well-calibrated probabilities, and coordinate plans with other instances of itself without communicating. We develop Subversion Strategy Eval, a suite of eight environments, covering a range of protocols and strategic capabilities, and six sets of affordances that help isolate individual capabilities. We implement the evaluation in Inspect-AI and release it open-source. We evaluate Claude 3.5 models, including helpful-only versions, as well as OpenAI reasoning models. None of the models demonstrate substantial capability in strategizing to subvert control protocols statelessly. However, providing models with additional affordances, such as the ability to share a plan between contexts, can substantially improve performance. We hope our evaluations can act as a leading indicator for when models are capable of subverting control protocols and also relax the worst-case assumption of perfect strategic ability in AI control evaluations.

  • 5 authors
·
Apr 3, 2025

RoboBrain: A Unified Brain Model for Robotic Manipulation from Abstract to Concrete

Recent advancements in Multimodal Large Language Models (MLLMs) have shown remarkable capabilities across various multimodal contexts. However, their application in robotic scenarios, particularly for long-horizon manipulation tasks, reveals significant limitations. These limitations arise from the current MLLMs lacking three essential robotic brain capabilities: Planning Capability, which involves decomposing complex manipulation instructions into manageable sub-tasks; Affordance Perception, the ability to recognize and interpret the affordances of interactive objects; and Trajectory Prediction, the foresight to anticipate the complete manipulation trajectory necessary for successful execution. To enhance the robotic brain's core capabilities from abstract to concrete, we introduce ShareRobot, a high-quality heterogeneous dataset that labels multi-dimensional information such as task planning, object affordance, and end-effector trajectory. ShareRobot's diversity and accuracy have been meticulously refined by three human annotators. Building on this dataset, we developed RoboBrain, an MLLM-based model that combines robotic and general multi-modal data, utilizes a multi-stage training strategy, and incorporates long videos and high-resolution images to improve its robotic manipulation capabilities. Extensive experiments demonstrate that RoboBrain achieves state-of-the-art performance across various robotic tasks, highlighting its potential to advance robotic brain capabilities.

  • 17 authors
·
Feb 28, 2025 1

CheeseBench: Evaluating Large Language Models on Rodent Behavioral Neuroscience Paradigms

We introduce CheeseBench, a benchmark that evaluates large language models (LLMs) on nine classical behavioral neuroscience paradigms (Morris water maze, Barnes maze, T-maze, radial arm maze, star maze, operant chamber, shuttle box, conditioned place preference, and delayed non-match to sample), spanning six cognitive dimensions. Each task is grounded in peer-reviewed rodent protocols with approximate animal baselines. The agent receives a unified system prompt with no task-specific instructions and must discover goals purely from ASCII text observations and reward signals, much like a rodent placed into an unfamiliar apparatus. We evaluate six open-weight LLMs (3B to 72B parameters) on text-based ASCII renderings and compare against both a random baseline and a graph-based reinforcement learning agent. Our best model (Qwen2.5-VL-7B) reaches 52.6% average success on ASCII input, compared to 32.1% for random agents and 78.9% for approximate rodent baselines. We find that (1) scaling beyond 7B yields diminishing returns, (2) longer context history degrades performance, (3) chain-of-thought prompting hurts rather than helps, and (4) a vision-language architecture provides an advantage at 7B but hurts at 32B. Because the same model's performance ranges from 20% to 57% depending on interface parameters alone, these results characterize the agent-plus-interface system, not the model in isolation. Under this unified zero-shot ASCII protocol, current open-weight LLM agents remain well below approximate rodent reference values, particularly on tasks requiring spatial navigation and within-trial state tracking.

  • 1 authors
·
Apr 11

τ^2-Bench: Evaluating Conversational Agents in a Dual-Control Environment

Existing benchmarks for conversational AI agents simulate single-control environments, where only the AI agent can use tools to interact with the world, while the user remains a passive information provider. This differs from real-world scenarios like technical support, where users need to actively participate in modifying the state of the (shared) world. In order to address this gap, we introduce tau^2-bench, with four key contributions: 1) A novel Telecom dual-control domain modeled as a Dec-POMDP, where both agent and user make use of tools to act in a shared, dynamic environment that tests both agent coordination and communication, 2) A compositional task generator that programmatically creates diverse, verifiable tasks from atomic components, ensuring domain coverage and controlled complexity, 3) A reliable user simulator tightly coupled with the environment, whose behavior is constrained by tools and observable states, improving simulation fidelity, 4) Fine-grained analysis of agent performance through multiple ablations including separating errors arising from reasoning vs communication/coordination. In particular, our experiments show significant performance drops when agents shift from no-user to dual-control, highlighting the challenges of guiding users. Overall, tau^2-bench provides a controlled testbed for agents that must both reason effectively and guide user actions.

  • 5 authors
·
Jun 9, 2025 2

Shared Weights, Selected Computations: How Looped Transformers Route What Each Loop Does

Looped Transformers repeatedly apply the same set of Transformer layers, giving them a recurrent architecture for latent computation. Their strong performance on iterative reasoning and length-generalization tasks suggests an appealing explanation: recurrence may provide an inductive bias that lets the model reuse a learned algorithm across loops. However, weight sharing alone does not imply that every loop performs the same operation. This raises a basic question: is each loop actually repeating the same computation, and if not, what routes the shared parameters to different operations? We study this question using graph walks as a test case. In the model's native trajectories, decoded predictions can advance by different numbers of graph steps or remain at a reached target, showing that recurrent progress need not follow a fixed one-loop-one-step pattern. We then show that a frozen loop can be steered toward different transitions by modifying its entering hidden state: a learned linear layer J selects the desired transition without changing the shared Transformer layers. To test how this steering works, we use activation patching and find that attention patterns can recover its effects and switch the selected transition. Across five matched pairs of graph models, changing intermediate supervision during backbone training changes which transitions J can induce. This suggests that J selects computations learned by the backbone rather than creating new algorithms. Together, these results show that the hidden state can control shared computation, with attention routing as a causal pathway.

  • 3 authors
·
Sep 29

RideSkill: A Hierarchical Algorithm for Generalized Ride Sharing with LLM-Driven Automatic Evolution

Ride-sharing, which allows multiple passengers with different origin-destination (OD) pairs to share a single vehicle, is a challenging operational problem, as it requires orders with different OD pairs to be efficiently bundled and assigned to vehicles under uncertain and varying scenarios. Although multi-agent reinforcement learning (MARL) solutions have achieved promising performance, they suffer from limited generalization (adapting to different environmental scenarios), low transferability (adapting to different platform objectives), and training difficulties in large-scale systems, such as the curse of dimensionality. Recently, motivated by the scaling of large language models (LLMs), several works have incorporated LLMs into ride-hailing systems, either by employing LLMs directly as decision-making agents or using them for automatic algorithm design. However, none of these approaches support vehicle sharing, which complicates the problem by expanding both the state and action spaces exponentially. Moreover, most of them require frequent LLM calls at inference time, making them infeasible for real-time deployment. To address these issues, we propose RideSkill, a hierarchical method for ride-sharing that leverages LLM-assisted automatic algorithmic design. RideSkill consists of a combiner that assigns appropriate skills to each vehicle from a learned skill repository, enabling adaptive dispatch under varying scenarios and objectives, and a repositioner that sequentially relocates idle vehicles to emerging regions, avoiding conflicts among vehicles. Crucially, the skill repository, combiner, and repositioner are all trained by an LLM-based automatic evolutionary method, eliminating the need for LLM calls during deployment and thus ensuring high real-time performance.

  • 4 authors
·
Sep 1

MAPPO-PIS: A Multi-Agent Proximal Policy Optimization Method with Prior Intent Sharing for CAVs' Cooperative Decision-Making

Vehicle-to-Vehicle (V2V) technologies have great potential for enhancing traffic flow efficiency and safety. However, cooperative decision-making in multi-agent systems, particularly in complex human-machine mixed merging areas, remains challenging for connected and autonomous vehicles (CAVs). Intent sharing, a key aspect of human coordination, may offer an effective solution to these decision-making problems, but its application in CAVs is under-explored. This paper presents an intent-sharing-based cooperative method, the Multi-Agent Proximal Policy Optimization with Prior Intent Sharing (MAPPO-PIS), which models the CAV cooperative decision-making problem as a Multi-Agent Reinforcement Learning (MARL) problem. It involves training and updating the agents' policies through the integration of two key modules: the Intention Generator Module (IGM) and the Safety Enhanced Module (SEM). The IGM is specifically crafted to generate and disseminate CAVs' intended trajectories spanning multiple future time-steps. On the other hand, the SEM serves a crucial role in assessing the safety of the decisions made and rectifying them if necessary. Merging area with human-machine mixed traffic flow is selected to validate our method. Results show that MAPPO-PIS significantly improves decision-making performance in multi-agent systems, surpassing state-of-the-art baselines in safety, efficiency, and overall traffic system performance. The code and video demo can be found at: https://github.com/CCCC1dhcgd/A-MAPPO-PIS.

  • 5 authors
·
Aug 13, 2024

Are Arithmetic Heuristic Neurons Form-Invariant? A Mechanistic Analysis of Symbols, Text, and Code in LLMs

Large language models often succeed on one formulation of a problem while failing on an equivalent formulation. Whether these failures arise from distinct internal circuits or different activation states of a shared circuit remains unknown. Recent mechanistic interpretability studies suggest that arithmetic in LLMs emerges from a "bag of heuristics," encoded by a sparse set of MLP neurons that represent distinct arithmetic strategies. We investigate whether arithmetic heuristic neurons are form-invariant across symbolic arithmetic, natural language word problems, and Python code in three Llama-3 models. In each format, we identify arithmetic heuristic neurons using a two-stage pipeline combining attribution patching and activation patching. A compact set of neurons is shared across all three formats, and targeted interventions show this shared circuit is both necessary and sufficient for late-layer arithmetic computation. Transferring the shared neurons' activations from a successful execution in one format to a failed execution in another recovers most incorrect predictions, exceeding 97% for addition and subtraction, indicating that cross-format failures arise from activation states rather than distinct circuits. Moreover, shared neurons consistently belong to the same heuristic families across formats, demonstrating that arithmetic computation in LLMs is largely form-invariant at the neuron level.

  • 3 authors
·
Jul 17

LICOA: Learning Instruction-Conditioned Optical Actions for Mobile Spatial Augmented Reality

Spatial augmented reality (SAR) augments physical environments with projected content, but most systems assume that the projector pose, target region, or motion path has been fixed or specified. We instead make projected light an embodied action: given a language instruction and current visual observations, a system must decide how to move and where and at what scale to place the projection. We introduce LICOA to realize this capability. Its differential-drive chassis provides room-scale approach and repositioning, while a steerable mirror with two degrees of freedom (2DoF) and projection scale provide rapid local control of the beam. A shared interface maps synchronized external and onboard RGB cameras with robot control state to physical optical actions across pretrained action models. Because instruction-conditioned optical action lacks dedicated training data and a common evaluation protocol, we construct a matched simulation embodiment and a corpus with 150 tasks and 7,500 rendered episodes, then evaluate models trained only on this corpus in previously unseen real-world environments. Across 480 complete closed-loop real-world execution trials (rollouts) on 12 tasks, the best adapted action model achieves a 57.50% success rate and 40.64% success weighted by path length, compared with 8.33% and 5.15% for the same architecture trained from scratch. A further 150 real-world ablation rollouts support the need for both camera views and coordinated control of the chassis and mirror. These results establish a physical platform, shared perception and optical action interface, corpus, and real-world evaluation protocol for treating projected light as an embodied action.

  • 5 authors
·
Oct 14

The value of information and the emergence of communication in evolved e-puck robots

We study when communication emerges between autonomous agents and what role an innate action selection architecture plays. Two e-puck robots, reconstructed in PyBullet from their Webots model and validated against it, must find a feeding zone that can only be detected when a robot passes over it. Each robot can emit a one-bit signal whose direction is detected by the receiver. Control is provided by a GRU recurrent network with a residual path, either operating alone or as a channel within an Embedded Action Selection Architecture (EASA). Fitness measures only the time the robots spend over the food. When the robots receive a compass pointing to the food, use of the signal disappears completely. Without a compass, in a small arena, three independent runs achieved similar performance using different strategies: a referential signal, a permanent beacon, or no use of the signal. As the arena expands, the strategy based on a referential signal generalizes best. In contrast, evolving directly in the large arena does not increase the frequency of communication, but it does separate the strategies, and the referential signal clearly outperforms solitary searching. Within EASA, innate reflexes constrain the network and reduce performance. As its priorities evolve, evolution consistently weakens those reflexes. The results suggest that communication emerges in proportion to the value of the information it transmits, and that an innate scaffolding designed for isolated agents can be an impediment in a social task.

After Cooperation Is Learned: Gradient Routing and Optimizer-Dependent Maintenance in Multi-Agent Reinforcement Learning

Cooperative MARL is commonly evaluated through cooperation discovery from random initialization, leaving open whether continued optimization can destabilize learned cooperation. Actor-critic comparisons can also conflate critic presence with value gradients entering shared actor representations. We study cooperation maintenance, defined as the survival of a behaviorally verified cooperative policy under continued training. We formulate maintenance as a right-censored event-time problem and compare matched warm starts: X0 allows value loss gradients to update shared actor features, X1 retains the critic while blocking those gradients, and X5 removes the learned critic as a critic-free reference. This isolates direct value-gradient access while controlling initialization, critic computation, and evaluation. Positive reward scaling preserves strategic preferences and equilibria while perturbing learning dynamics. Gradient audits confirm the intended routing pathways, and frozen-policy torso perturbations probe whether route-induced updates align with local cooperation boundaries. In confirmatory MinEx and CleanUp-lite experiments, higher scales selectively increase maintenance sensitivity in X0; X1 remains near the censoring ceiling, and X5 has no confirmed events in the tested settings. In CleanUp-lite, route-by-scale displacement is associated with reduced local cooperation margins; MinEx shows a weaker, optimizer-dependent effect. These results identify a conditional, scale-sensitive maintenance risk associated with direct value-gradient routing rather than a universal failure of critics.

  • 7 authors
·
Sep 30

When Does Multi-Agent RL Improve LLM Workflows? Workflow, Scale, and Policy-Sharing Tradeoffs

Multi-agent LLM workflows route inference through specialized roles to lift end-task accuracy, but jointly training those roles with reinforcement learning is unstable in ways that are poorly understood. We study when end-to-end RL training of multi-agent LLM workflows improves over their base models, comparing Shared-Policy training, where all roles update one policy, with Isolated-Policy training, where each role has its own parameters. Our experimental matrix spans Eval-Opt, Voting, and Orch-Workers workflows, math and code tasks, and three model scales (0.6B, 1.7B, 4B). We find that multi-agent RL usually improves over base models, but gains depend jointly on workflow, task, and scale, not on policy sharing alone. Isolated-Policy tends to reach higher peak accuracy yet more often falls off a terminal accuracy cliff, while Shared-Policy training does not eliminate failure; it redistributes failure into qualitatively different patterns. We then explain the strongest of these patterns through role-level gradient dynamics induced by workflow topology and policy routing: under Isolated-Policy, parallel same-role agents on shared prompts amplify per-role gradients and drive terminal degradation in Voting and Orch-Workers workflows; under Shared-Policy, asymmetric per-step gradient mass causes the shared policy to be captured by the dominant role, producing different failure signatures by task and workflow. Together, the empirical map and its underlying mechanisms show that policy sharing routes training pressure through different channels rather than offering uniform stability, making it a design choice with workflow- and task-conditional tradeoffs.

A Study of Global and Episodic Bonuses for Exploration in Contextual MDPs

Exploration in environments which differ across episodes has received increasing attention in recent years. Current methods use some combination of global novelty bonuses, computed using the agent's entire training experience, and episodic novelty bonuses, computed using only experience from the current episode. However, the use of these two types of bonuses has been ad-hoc and poorly understood. In this work, we shed light on the behavior of these two types of bonuses through controlled experiments on easily interpretable tasks as well as challenging pixel-based settings. We find that the two types of bonuses succeed in different settings, with episodic bonuses being most effective when there is little shared structure across episodes and global bonuses being effective when more structure is shared. We develop a conceptual framework which makes this notion of shared structure precise by considering the variance of the value function across contexts, and which provides a unifying explanation of our empirical results. We furthermore find that combining the two bonuses can lead to more robust performance across different degrees of shared structure, and investigate different algorithmic choices for defining and combining global and episodic bonuses based on function approximation. This results in an algorithm which sets a new state of the art across 16 tasks from the MiniHack suite used in prior work, and also performs robustly on Habitat and Montezuma's Revenge.

  • 3 authors
·
Jun 5, 2023

Group Entropy-Controlled Policy Optimization

Entropy control has become an effective tool in reinforcement learning (RL) of large language models (LLMs), helping balance exploration-exploitation trade-off during alignment process. Such RL paradigm is often conducted on mixtures of heterogeneous tasks, which induce distinct entropy regimes under the same policy, making global or token-level entropy regulation insufficient to corresponding heterogeneous needs of exploration. This heterogeneity further makes GRPO-style normalized advantages induce an entropy-dependent bias, making advantage signals across prompt groups statistically non-comparable. To address this issue, we propose Group Entropy-Controlled Policy Optimization (GEPO), a lightweight extension to GRPO that uses group entropy, estimated from existing grouped samples to perform entropy-conditioned asymmetric advantage shaping. GEPO attenuates positive advantages in low-entropy groups to reduce over-exploitation, and negative advantages in high-entropy groups to preserve exploration, with adaptive thresholds derived from historical entropy statistics. Extensive experiments on two base models across thirteen benchmarks spanning mathematics, physics, science, code generation, and instruction following show that GEPO consistently outperforms GRPO and recent entropy-controlled methods, delivering balanced cross-task improvements while preserving task-specific exploration levels throughout training.

Gathered, Not Admitted: How Attention Brings a Latent Variable into Verbalizable Form

Language models hold latent quantities in a form they can report on, and more of a quantity is present in that form when the task requires reusing it flexibly. What causes a representation to enter that form is open, and the word workspace invites an admission story: a gate that decides what gets in. Testing it on open-weight models with Jacobian lenses, over a benchmark whose five arms share an identical context, we find no gate where it predicts one. Demand raises a concept's lens visibility beyond what applying an operator to a supplied value produces: +0.050 [+0.045, +0.057] in percentile rank on our primary checkpoint, positive on all four we measure, though that arm answers at ceiling and the accuracymatched contrast is stronger under that readout. At the same time one shared linear map decodes the variable from every arm, the control included, at 6.4-9.0x its selection-corrected floor. What produces the later readable form at the queried position is attention-mediated gathering inside a mid-depth window: separating patch depth from readout depth puts transport there at least 17x above anywhere shallower under non-saturating readouts, with no tested MLP output contributing positively inside it. Under the saturating percentile rank the same grid does not localise the window, which is a fact about that measure. An arm that needs the variable for nothing concentrates sevenfold less, so the window is demand-specific. That window has two measured edges, a survival failure below and destruction above, and it falls at the same fractional depth in a 64-layer hybrid and a 62-layer dense model from another family. We localise where the variable is installed and read, not the route from the passage, which transports nothing. But the readout is not a calibrated measure of use: three components move it to within 12% of one another and differ 7.4x in what they do to the answer.

Scaling Cross-Embodiment World Models for Dexterous Manipulation

Cross-embodiment learning seeks to build generalist robots that learn from and operate across diverse morphologies, but differences in kinematics and action spaces hinder data sharing and control transfer. We ask: What structure can be shared across embodiments despite these differences? We argue that the physical interactions they induce can be modeled in a shared geometric space, allowing world models to provide a common interface for learning and control. To realize this idea, we represent human and robot hands as sets of 3D particles and define actions as end-effector particle displacement fields. This representation abstracts away embodiment-specific joint spaces while preserving the geometry and motion relevant to physical interaction. We train a graph-based world model on random interaction data from diverse simulated robot hands and real human hands, and integrate it with model-predictive control for deployment on new hardware. Experiments on rigid and deformable manipulation reveal three findings: increasing the diversity of training embodiments improves generalization to unseen hands; appropriately combining simulated and real-world data outperforms either source alone; and the same learned model enables effective control on robotic hands with distinct kinematics and degrees of freedom. These results position particle-based world models as a shared interface for learning from and for heterogeneous embodiments.

  • 9 authors
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Jul 20

The Dark Room in the Reward Channel: Dense Prediction Rewards Collapse GRPO-Trained LLM Agents -- and What Actually Works

Dense per-step supervision is an appealing remedy for sparse-reward, long-horizon LLM agents: reward the agent for predicting its next observation, and memory should follow. We show that under group-normalized RL (GRPO), this recipe does not merely fail -- it destroys the policy. Across Qwen3-1.7B/4B/8B on ALFWorld, a potential-based prediction reward drives every run into a degenerate absorbing state (prediction accuracy -> 1.0, task success -> 0,episode length pinned at the horizon): the "dark room" pathology, built automatically by the optimizer. A single-factor ablation localizes the cause -- removing only GRPO's std normalization turns the same reward from catastrophic (0%) into baseline parity -- and a two-line proposition explains why: in all-fail groups the z-scored advantage is invariant to the shaping coefficient, so bounded rewards become unbounded pressure and annealing cannot help. Our central insight generalizes this: what z-scoring amplifies is a dense signal's within-group variance while all-fail groups dominate, so signals whose variance decays by mastery are structurally amplifier-safe.This variance-profile criterion retrodicts our collapses, carries preregistered predictions for arms that had not yet run, and is consistent with published reward-channel successes (a compatibility check, not an independent test). Finally, a controlled signal-delivery matrix (identical signal, varying only the consumption mechanism) shows the reward channel is at best neutral while the auxiliary-loss channel gains ~20 points -- and a shuffled-gold placebo matches the true-gold arm, so the gap survives without correct labels. Endpoints are single-seed; seed replication and group-size controls are preregistered and in progress.

  • 1 authors
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Jul 22

HAMMER: Multi-Level Coordination of Reinforcement Learning Agents via Learned Messaging

Cooperative multi-agent reinforcement learning (MARL) has achieved significant results, most notably by leveraging the representation-learning abilities of deep neural networks. However, large centralized approaches quickly become infeasible as the number of agents scale, and fully decentralized approaches can miss important opportunities for information sharing and coordination. Furthermore, not all agents are equal -- in some cases, individual agents may not even have the ability to send communication to other agents or explicitly model other agents. This paper considers the case where there is a single, powerful, central agent that can observe the entire observation space, and there are multiple, low-powered local agents that can only receive local observations and are not able to communicate with each other. The central agent's job is to learn what message needs to be sent to different local agents based on the global observations, not by centrally solving the entire problem and sending action commands, but by determining what additional information an individual agent should receive so that it can make a better decision. In this work we present our MARL algorithm \algo, describe where it would be most applicable, and implement it in the cooperative navigation and multi-agent walker domains. Empirical results show that 1) learned communication does indeed improve system performance, 2) results generalize to heterogeneous local agents, and 3) results generalize to different reward structures.

  • 5 authors
·
Jan 18, 2021

S-Bus: Automatic Read-Set Reconstruction for Multi-Agent LLM State Coordination

Concurrent LLM agents sharing mutable natural-language state produce Structural Race Conditions (SRCs): write-write and cross-shard stale-read conflicts that silently corrupt agent output. Existing multi-agent frameworks (LangGraph, CrewAI, AutoGen) provide no write-ownership semantics over shared state. We present S-Bus, an HTTP middleware whose central mechanism is a server-side DeliveryLog: a per-agent log of HTTP GET operations that automatically reconstructs each agent's read set at commit time without agent SDK changes under HTTP/1.1. The consistency property the DeliveryLog provides -- Observable-Read Isolation (ORI), a partial causal consistency over the HTTP-observable projection of the read set -- prevents structural race conditions when agents collaborate via shared shards. Three contributions: (C1) The DeliveryLog mechanism for automatic HTTP-traffic-based read-set reconstruction, with three-tier mechanised evidence: ReadSetSoundness and ORICommitSafety machine-checked in TLAPS (modulo one retained typing axiom); exhaustive TLC at N=3 (20,763,484 distinct states, zero violations); Dafny discharges 9 inductive soundness lemmas. (C2) Empirical structural-conflict prevention parity against PostgreSQL 17 SERIALIZABLE and Redis 7 WATCH/MULTI on shared-shard contention sweeps with 427,308 active HTTP-409 conflicts: zero Type-I corruptions across all three backends. (C3) ORI's operating envelope is topology-conditional: semantically neutral in dedicated-shard workloads; harmful in single-shard collaborative writing because preservation propagates concurrent contradictions. Source code: https://github.com/sajjadanwar0/sbus

  • 1 authors
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May 15 1

Input-Blind Controls Produce Substantial Oracle Headroom for Layer Programs in Multiple-Choice Evaluation

Adaptive computation aims to improve language-model inference by tailoring execution to each input. For layer programs, oracle evaluations use known answers to estimate the potential gain from this flexibility, before a practical selector is available. However, a gain from selection does not by itself explain why the chosen programs help. This study examines this distinction using 32 layer-skipping and repetition programs on two models and 4,413 multiple-choice items. The analysis compares their gains over a fixed action selected without the evaluation prompt with those of input-blind perturbations at the same sites, re-evaluating selections on another prompt. With shared option order, the controls give 10.2-11.8 and 15.6-19.4 percentage points of headroom on Qwen3-4B-Base and Llama-3.1-8B, exceeding the real programs' 9.0 and 10.1 in all three random-direction draws per model. They match answer-change rate only, and the ordering depends on the menu: in post hoc comparisons, real programs lead on Llama's repeat-only menu in every draw. A smaller KL-calibrated comparison, including an input-dependent control, favours real programs in point estimate, with inconclusive corrected tests. Fixed letter offsets produce headroom of similar scale. Rotating options sharply reduces both families' headroom, while leaving positive real-minus-control differences of 1.4-2.3 and 3.7-4.5 points; their magnitudes and statistical support depend on further adjustments and the reference. A supplementary generated-answer test finds that search-selected programs keep a 26.0-point advantage over programs selected for other problems after rewording, without a placebo comparison. These results show that substantial headroom can persist across prompts with shared option order without establishing a benefit specific to the selected layer computation; neither ordering against these controls identifies that benefit.

  • 2 authors
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Oct 6

Video Models Reason Early: Exploiting Plan Commitment for Maze Solving

Video diffusion models exhibit emergent reasoning capabilities like solving mazes and puzzles, yet little is understood about how they reason during generation. We take a first step towards understanding this and study the internal planning dynamics of video models using 2D maze solving as a controlled testbed. Our investigations reveal two findings. Our first finding is early plan commitment: video diffusion models commit to a high-level motion plan within the first few denoising steps, after which further denoising alters visual details but not the underlying trajectory. Our second finding is that path length, not obstacle density, is the dominant predictor of maze difficulty, with a sharp failure threshold at 12 steps. This means video models can only reason over long mazes by chaining together multiple sequential generations. To demonstrate the practical benefits of our findings, we introduce Chaining with Early Planning, or ChEaP, which only spends compute on seeds with promising early plans and chains them together to tackle complex mazes. This improves accuracy from 7% to 67% on long-horizon mazes and by 2.5x overall on hard tasks in Frozen Lake and VR-Bench across Wan2.2-14B and HunyuanVideo-1.5. Our analysis reveals that current video models possess deeper reasoning capabilities than previously recognized, which can be elicited more reliably with better inference-time scaling.

Unveiling Implicit Advantage Symmetry: Why GRPO Struggles with Exploration and Difficulty Adaptation

Reinforcement Learning with Verifiable Rewards (RLVR), particularly GRPO, has become the standard for eliciting LLM reasoning. However, its efficiency in exploration and difficulty adaptation remains an open challenge. In this work, we argue that these bottlenecks stem from an implicit advantage symmetry inherent in Group Relative Advantage Estimation (GRAE). This symmetry induces two critical limitations: (i) at the group level, strict symmetry in weights between correct and incorrect trajectories leaves unsampled action logits unchanged, thereby hindering exploration of novel correct solution. (ii) at the sample level, the algorithm implicitly prioritizes medium-difficulty samples, remaining agnostic to the non-stationary demands of difficulty focus. Through controlled experiments, we reveal that this symmetric property is sub-optimal, yielding two pivotal insights: (i) asymmetrically suppressing the advantages of correct trajectories encourages essential exploration. (ii) learning efficiency is maximized by a curriculum-like transition-prioritizing simpler samples initially before gradually shifting to complex ones. Motivated by these findings, we propose Asymmetric GRAE (A-GRAE), which dynamically modulates exploration incentives and sample-difficulty focus. Experiments across seven benchmarks demonstrate that A-GRAE consistently improves GRPO and its variants across both LLMs and MLLMs.

Ariadne: A Controllable Framework for Probing and Extending VLM Reasoning Boundaries

While Vision-Language Models (VLMs) post-trained with Reinforcement Learning (RL) show impressive general reasoning, their evaluation is often confined to language-dominant tasks (e.g., math). This raises a critical question: can RL post-training truly extend the inherent capability boundary of a base VLM, particularly for visual-centric spatial tasks where it initially fails? To investigate this, we introduce Ariadne, a framework utilizing synthetic mazes for multi-step spatial reasoning where task difficulty (e.g., path length, turns) is precisely controlled. We leverage this controllable environment to train VLMs using Reinforcement Learning with Verified Rewards (RLVR) in a difficulty-aware curriculum. Surprisingly, post-RLVR training, the VLM achieves over 50% accuracy on a problem set where the base model scored 0%, demonstrating that our approach expands the model's initial capability boundary. To assess real-world viability, we evaluate out-of-distribution (OOD) generalization on practical benchmarks. Despite training only on synthetic maze samples, Ariadne achieves significant zero-shot improvements, averaging 16% on MapBench (e.g., museum navigation) and 24% on ReasonMap (subway transfer tasks). These results confirm that our method not only broadens the model's fundamental limits but also enhances its generalization to real-world spatial reasoning. We acknowledge our study is limited to the post-training phase, given the opaqueness of pre-training data, and hope our research motivates further work on specialized, capability-extending alignment.

  • 6 authors
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Nov 1, 2025 2

A game-theoretic analysis of networked system control for common-pool resource management using multi-agent reinforcement learning

Multi-agent reinforcement learning has recently shown great promise as an approach to networked system control. Arguably, one of the most difficult and important tasks for which large scale networked system control is applicable is common-pool resource management. Crucial common-pool resources include arable land, fresh water, wetlands, wildlife, fish stock, forests and the atmosphere, of which proper management is related to some of society's greatest challenges such as food security, inequality and climate change. Here we take inspiration from a recent research program investigating the game-theoretic incentives of humans in social dilemma situations such as the well-known tragedy of the commons. However, instead of focusing on biologically evolved human-like agents, our concern is rather to better understand the learning and operating behaviour of engineered networked systems comprising general-purpose reinforcement learning agents, subject only to nonbiological constraints such as memory, computation and communication bandwidth. Harnessing tools from empirical game-theoretic analysis, we analyse the differences in resulting solution concepts that stem from employing different information structures in the design of networked multi-agent systems. These information structures pertain to the type of information shared between agents as well as the employed communication protocol and network topology. Our analysis contributes new insights into the consequences associated with certain design choices and provides an additional dimension of comparison between systems beyond efficiency, robustness, scalability and mean control performance.

  • 9 authors
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Oct 15, 2020

A Few Neurons Reveal When LLMs Misuse Tools: Sparse Detection and Selective Steering for Reliable Tool Use

Agentic LLMs exhibit three consequential tool-use failures: invalid arguments (validity), unnecessary calls (over-calling), and omitted calls when tools are needed (missing). We find that a small, failure-specific set of MLP neurons could distinguish such failures with linearly separable decision boundaries. Building on this observation, we introduce PRISMS (Probing Representations In Support of Monitoring and Steering), a closed-loop framework that shares a failure-specific neuron basis between sparse detection and activation steering. PRISMS selects contribution-critical MLP neurons and fits an L1-regularized detector on their activations. Across six models from the Qwen3, Llama, and Gemma families, over-calling and missing are detected at the pre-generation prompt boundary with ROC-AUC 0.90-1.00, while validity is detected from the generated tool-call span with ROC-AUC 0.86-0.90. These results are achieved with highly sparse readouts: only 1-2 MLP neurons for missing, 2-16 for over-calling, and approximately 128 for validity. These sparse detectors match or outperform dense residual-stream baselines using 23-627 times fewer features. The shared neuron basis also supports bidirectional control over tool-calling behavior, suppressing unnecessary calls and eliciting omitted ones. PRISMS therefore gates intervention on predicted failure risk to mitigate the collateral effects of unconditional steering. Across all six models, PRISMS reduces pooled over-calling rate by 80% (from 0.131 to 0.026) while increasing tool-required accuracy by 14.2 percentage points (from 0.689 to 0.831). PRISMS thus provides lightweight failure detection and selective intervention across model families.

  • 4 authors
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Jul 30

SwarmWorld: Stigmergic technological evolution in societies of language-model agents

Collective intelligence can emerge when individuals coordinate through a shared environment, allowing local actions to accumulate into durable social organization. Language-model agents offer a new substrate for this process, yet most multi-agent systems rely on direct conversation, predefined roles, or centralized workflows. It remains unclear whether decentralized agents can build functional technologies and outperform independent search. Here, initially homogeneous LLM agents in SwarmWorld self-organize without assigned roles or recipes into evolving technological societies. Agents explore a spatial environment, process resources, test materials, construct persistent artifacts, and write executable controllers evaluated by a deterministic simulator under unseen disturbances after the agents are removed. SwarmWorld splits cognition from consequence: agents propose architectures and controllers within fixed action and material schemas, while the simulated world determines function. Shared societies develop broader, more resilient technological portfolios than a strong best-of-N isolated-search baseline, although isolated search remains competitive for the strongest artifact. Agents differentiate into exploration, construction, maintenance, and coordination behaviors, transitioning as the world matures. Technologies accumulate through collaborative construction, executable inheritance, and persistent agent-artifact networks, with most reuse beginning through physical observation rather than communication. Explicit cultural mechanisms amplify collaboration and organization, but functional benefits depend on outcome and timescale. Physical stigmergy alone supports capable societies, while interaction drives persistent technological ecologies rather than universally superior individual inventions.

  • 3 authors
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Aug 25

A Case Study on Emergent Cheating and Whistleblowing in Autonomous Research Swarms

Multi-agent AI science ecosystems rely on agents possessing tools that allow them to communicate, coordinate, and build on each other's work. Yet this shared infrastructure can also introduce vulnerabilities by creating a substrate for the contagious spread of unintended and undesirable behaviors. We report a case study on a research collective of 100 autonomous LLM agents tasked with proving formal mathematical conjectures. Within the swarm, cheating spontaneously emerged and was later challenged by whistleblowers - both without any external intervention. When a single agent discovered an exploit in the evaluation system, it propagated across the collective via a shared knowledge library and later through peer-to-peer messages. Despite early reluctance, a cohort of agents adopted the exploit in response to competitive pressure. A separate group of agents produced an emergent counter-response: auditing fraudulent proofs, alerting peers across broadcast and private channels, staging boycotts, lodging formal complaints, and proposing validation patches. In recent incidents, agent swarms coordinated covertly through improvised side-channels (Dalton and Wallace, 2026; Greenblatt et al., 2026). Our setting differs: the same transparent channels that carried the exploit also gave non-cheating agents the visibility they needed to detect fraud, organize resistance, and enforce norms. We cast the problem of managing the agents' shared infrastructure as the knowledge commons governance problem (Ostrom, 1990). To protect the commons from exploits, we propose to adopt institutional mechanisms, such as graduated sanctioning and collective-choice rules, to support decentralized self-governance in autonomous swarms.

  • 6 authors
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Sep 2

RoboOS-NeXT: A Unified Memory-based Framework for Lifelong, Scalable, and Robust Multi-Robot Collaboration

The proliferation of collaborative robots across diverse tasks and embodiments presents a central challenge: achieving lifelong adaptability, scalable coordination, and robust scheduling in multi-agent systems. Existing approaches, from vision-language-action (VLA) models to hierarchical frameworks, fall short due to their reliance on limited or dividual-agent memory. This fundamentally constrains their ability to learn over long horizons, scale to heterogeneous teams, or recover from failures, highlighting the need for a unified memory representation. To address these limitations, we introduce RoboOS-NeXT, a unified memory-based framework for lifelong, scalable, and robust multi-robot collaboration. At the core of RoboOS-NeXT is the novel Spatio-Temporal-Embodiment Memory (STEM), which integrates spatial scene geometry, temporal event history, and embodiment profiles into a shared representation. This memory-centric design is integrated into a brain-cerebellum framework, where a high-level brain model performs global planning by retrieving and updating STEM, while low-level controllers execute actions locally. This closed loop between cognition, memory, and execution enables dynamic task allocation, fault-tolerant collaboration, and consistent state synchronization. We conduct extensive experiments spanning complex coordination tasks in restaurants, supermarkets, and households. Our results demonstrate that RoboOS-NeXT achieves superior performance across heterogeneous embodiments, validating its effectiveness in enabling lifelong, scalable, and robust multi-robot collaboration. Project website: https://flagopen.github.io/RoboOS/

  • 24 authors
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Oct 30, 2025

ZapGPT: Free-form Language Prompting for Simulated Cellular Control

Human language is one of the most expressive tools for conveying intent, yet most artificial or biological systems lack mechanisms to interpret or respond meaningfully to it. Bridging this gap could enable more natural forms of control over complex, decentralized systems. In AI and artificial life, recent work explores how language can specify high-level goals, but most systems still depend on engineered rewards, task-specific supervision, or rigid command sets, limiting generalization to novel instructions. Similar constraints apply in synthetic biology and bioengineering, where the locus of control is often genomic rather than environmental perturbation. A key open question is whether artificial or biological collectives can be guided by free-form natural language alone, without task-specific tuning or carefully designed evaluation metrics. We provide one possible answer here by showing, for the first time, that simple agents' collective behavior can be guided by free-form language prompts: one AI model transforms an imperative prompt into an intervention that is applied to simulated cells; a second AI model scores how well the prompt describes the resulting cellular dynamics; and the former AI model is evolved to improve the scores generated by the latter. Unlike previous work, our method does not require engineered fitness functions or domain-specific prompt design. We show that the evolved system generalizes to unseen prompts without retraining. By treating natural language as a control layer, the system suggests a future in which spoken or written prompts could direct computational, robotic, or biological systems to desired behaviors. This work provides a concrete step toward this vision of AI-biology partnerships, in which language replaces mathematical objective functions, fixed rules, and domain-specific programming.

  • 5 authors
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Sep 11, 2025

What You Can't See Is What You Learn: Restricted Evidence Visibility Favors Compositional Generalization in Shared-Genome Language-Model Societies

Multi-module systems often expose every module to the full input. We test whether restricting evidence visibility changes which solutions gradient-based training discovers. Four-cell societies share one frozen pretrained language model and one low-rank adapter, communicating only through two model-width continuous vectors in a fixed relay. On a prospectively sealed natural-language function-composition task, we train ten matched restricted/global pairs sharing initialization bytes, training order, token layout, parameters, and computation; only the attention mask differs. Restricted societies outperform their globally visible twins by at least 20 points at both depths in 9 of 10 pairs, with median paired advantages of 0.7648 and 0.6050. Cutting communication reduces every restricted society to chance, and the depth-three advantage remains 0.558 on programs whose composite function never appeared in training. Across six audited restricted societies, same-value packet transplants preserve behavior at 0.94-1.00 across all tested interfaces; destructive interventions collapse performance; and counterfactual packets redirect outputs toward the mathematically predicted answer. The sole high-performing global model also requires communication, but its same-value packets are not interchangeable across episodes. Restricted visibility is thus not necessary for composition; under this protocol it substantially increases the probability of a generalizing relay and favors a reusable, value-indexed interface. The complete preregistered battery nevertheless formally fails because restricted-arm median depth-three accuracy is 0.6988, below the 0.70 floor. An earlier qualification cohort likewise yielded 0/10 complete passes: one model met every task-performance gate, but all ten failed ordinary-language preservation, confining the system to explicitly task-gated use.

  • 1 authors
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Aug 19

Exploitation Is All You Need... for Exploration

Ensuring sufficient exploration is a central challenge when training meta-reinforcement learning (meta-RL) agents to solve novel environments. Conventional solutions to the exploration-exploitation dilemma inject explicit incentives such as randomization, uncertainty bonuses, or intrinsic rewards to encourage exploration. In this work, we hypothesize that an agent trained solely to maximize a greedy (exploitation-only) objective can nonetheless exhibit emergent exploratory behavior, provided three conditions are met: (1) Recurring Environmental Structure, where the environment features repeatable regularities that allow past experience to inform future choices; (2) Agent Memory, enabling the agent to retain and utilize historical interaction data; and (3) Long-Horizon Credit Assignment, where learning propagates returns over a time frame sufficient for the delayed benefits of exploration to inform current decisions. Through experiments in stochastic multi-armed bandits and temporally extended gridworlds, we observe that, when both structure and memory are present, a policy trained on a strictly greedy objective exhibits information-seeking exploratory behavior. We further demonstrate, through controlled ablations, that emergent exploration vanishes if either environmental structure or agent memory is absent (Conditions 1 & 2). Surprisingly, removing long-horizon credit assignment (Condition 3) does not always prevent emergent exploration-a result we attribute to the pseudo-Thompson Sampling effect. These findings suggest that, under the right prerequisites, exploration and exploitation need not be treated as orthogonal objectives but can emerge from a unified reward-maximization process.

  • 2 authors
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Aug 2, 2025 2

Memento 3: Model-Based Recursive Self-Improvement through Reflective Rulebooks

Learning to act in unfamiliar environments requires agents to infer how the world works and revise that understanding as new evidence arrives. Yet limited observations can support multiple world models that explain past interactions but predict different outcomes in unseen states. We introduce Memento 3, building on the Memento series to enable frozen LLM agents to continually learn explicit world models through external memory. The agent maintains a natural-language rulebook as persistent semantic memory, recording revisable hypotheses about environment dynamics while leaving unknown aspects underspecified. It compiles this rulebook into executable code for prediction and planning. Through a continual loop of observation, reflection, rule revision, compilation, and verification, the agent uses prediction errors to refine both the rulebook and its code. Updated code is accepted only when the LLM judges it faithful to the rulebook and cell-exact replay reproduces the observed transitions. We investigate this process as a model-based route to recursive self-improvement (RSI): the agent autonomously explores the environment, revises its world model, and uses verified updates to guide subsequent interaction and learning, while the underlying LLM remains fixed. A population extension maintains multiple world models in parallel, sharing interaction evidence and using their predictions to guide exploration. On ARC-AGI-3, the single-model agent clears every level of all 25 public games, achieves a mean Relative Human Action Efficiency (RHAE) of 100.0, and uses 44% of the human action count. In an Atari Pong case study, a learned feedback controller wins 21:0 in each of three evaluated episodes with different openings, without further LLM calls.

A Learning-Rate-Gated Failure of GRPO in a Small Language and Vision-Language Model Web Agent: A Controlled Null and Its Mechanism

Reinforcement learning with verifiable rewards, and Group Relative Policy Optimization (GRPO) in particular, is now run routinely on a supervised checkpoint in the hope of producing a stronger agent. We ask whether it adds skill to a small language and vision-language model web agent at the 4B to 8B scale, or whether it mostly reshapes behavior the supervised model already has. Across a control grid of 18 runs that varies learning rate, KL weight, seed, initialization, and clipping, no configuration credibly improves the success rate of a strong supervised baseline on tasks the agent has largely mastered. On the text track, moderate to high learning rates make it credibly worse. The null holds under paired testing, 25 evaluation seeds, 6 training seeds, changes to the recipe, both text and Set-of-Marks screenshot observations, and scaling the backbone to 8B; the credible harm is a text-track finding and is only nominal under Set-of-Marks. To show that the null reflects the setting and not a broken pipeline, we run the identical harness, reward, and recipe on tasks whose reward is reachable by sampling, and there the success rate rises by 22 points with a paired interval that excludes zero. GRPO therefore helps only when there is headroom to climb, meaning the sampled policy already succeeds more often than the greedy one. We then explain the failure. A middle learning rate degrades the agent and a high one collapses it, and the two regimes form a double dissociation: grafting localizes the degrade regime to the attention and MLP blocks, while the collapse regime cannot be traced to any single group, and the embedding change that dominates the weight movement is causally inert. At 4B, effective rank in the late layers tracks capability in both directions; at 8B the two come apart. This coupling is specific to the smaller model, so we report it as scale-dependent.

  • 6 authors
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Jul 13

Safin-1: Safety from Within through Memory-Native State Evolution

Long-horizon complex tasks require foundation models to accumulate information, maintain internal states, and adapt over extended interactions. Safety should be an intrinsic property of the model itself, rather than a behavioral constraint relying solely on external safeguards or post-hoc alignment such as supervised fine-tuning. This motivates Safety from Within, where safety-relevant capabilities are represented and invoked through the model's native computation. We present Safin-1, a family of foundation models realizing this principle through memory routing and state evolution. Safin-1 is built on Memory-Anchor Routing across Context History (MARCH), a network architecture that maintains structured memory states and selectively retrieves relevant historical information through content-conditioned routing. It supports test-time adaptation of persistent capability states without repeatedly modifying the backbone, enabling controlled specialization over a shared foundation. We investigate this interface on downstream safety tasks through a Safety State, demonstrating effective state-based adaptation with substantial safety improvements. More broadly, the routed-state interface unifies contextual memory and persistent capability adaptation within the model's native computation, reframing memory from a passive record of prior context into an active substrate for maintaining and evolving model behavior. Evaluations across general capabilities, long-context understanding, retrieval, and efficiency further validate Safin-1. These findings provide a path toward safety as a state-native and adaptively maintainable capability. This work is only an initial architectural exploration of Safety from Within, and substantial further work is needed to realize this broader vision.

Imagine Beyond! Distributionally Robust Auto-Encoding for State Space Coverage in Online Reinforcement Learning

Goal-Conditioned Reinforcement Learning (GCRL) enables agents to autonomously acquire diverse behaviors, but faces major challenges in visual environments due to high-dimensional, semantically sparse observations. In the online setting, where agents learn representations while exploring, the latent space evolves with the agent's policy, to capture newly discovered areas of the environment. However, without incentivization to maximize state coverage in the representation, classical approaches based on auto-encoders may converge to latent spaces that over-represent a restricted set of states frequently visited by the agent. This is exacerbated in an intrinsic motivation setting, where the agent uses the distribution encoded in the latent space to sample the goals it learns to master. To address this issue, we propose to progressively enforce distributional shifts towards a uniform distribution over the full state space, to ensure a full coverage of skills that can be learned in the environment. We introduce DRAG (Distributionally Robust Auto-Encoding for GCRL), a method that combines the β-VAE framework with Distributionally Robust Optimization. DRAG leverages an adversarial neural weighter of training states of the VAE, to account for the mismatch between the current data distribution and unseen parts of the environment. This allows the agent to construct semantically meaningful latent spaces beyond its immediate experience. Our approach improves state space coverage and downstream control performance on hard exploration environments such as mazes and robotic control involving walls to bypass, without pre-training nor prior environment knowledge.

  • 3 authors
·
Nov 3, 2025

Player-1: Learning to Play from Synthetic Experience

Computer-use agents have demonstrated strong capabilities in interpreting screens and executing keyboard and mouse actions. However, games, with their visually rich worlds and diverse mechanics, remain challenging and offer a demanding next step toward general digital control. Current game-agent learning pipelines often rely on large-scale demonstrations with limited coverage of dynamic game states, while scalable environments for interactive training remain difficult to obtain. We introduce Player-1, a post-training framework for learning game control beyond demonstrations through synthetic experience. We extend the computer-use action space with relative pointer motion, sustained inputs, and composite actions. For supervised initialization, we fine-tune computer-use models on 6,044 curated gameplay trajectories that pair recorded actions with task instructions and visual reasoning. We construct Player-1-Gym, sixteen synthetic 2D and 3D environments designed around control demands shared across games. Programmatically verifiable rewards and randomized observations and control dynamics support multi-environment reinforcement learning with PPO. The resulting Player-1-9B and Player-1-35B-A3B improve MineDojo-300 success over their SFT policies by 27.8 and 17.7 percentage points, respectively. Player-1-9B reaches 38.33% success compared with 12.63% for the strongest evaluated baseline, with further gains over SFT on ViZDoom-10 and GameWorld. Further analyses show that broader synthetic environment coverage improves transfer, while the use of composite actions that combine multiple keyboard and mouse inputs increases during RL. We demonstrate that learning from synthetic experience substantially improves game control beyond supervised initialization, with gains that generalize beyond the RL training suite.

Social Behavior as a Key to Learning-based Multi-Agent Pathfinding Dilemmas

The Multi-agent Path Finding (MAPF) problem involves finding collision-free paths for a team of agents in a known, static environment, with important applications in warehouse automation, logistics, or last-mile delivery. To meet the needs of these large-scale applications, current learning-based methods often deploy the same fully trained, decentralized network to all agents to improve scalability. However, such parameter sharing typically results in homogeneous behaviors among agents, which may prevent agents from breaking ties around symmetric conflict (e.g., bottlenecks) and might lead to live-/deadlocks. In this paper, we propose SYLPH, a novel learning-based MAPF framework aimed to mitigate the adverse effects of homogeneity by allowing agents to learn and dynamically select different social behaviors (akin to individual, dynamic roles), without affecting the scalability offered by parameter sharing. Specifically, SYLPH agents learn to select their Social Value Orientation (SVO) given the situation at hand, quantifying their own level of selfishness/altruism, as well as an SVO-conditioned MAPF policy dictating their movement actions. To these ends, each agent first determines the most influential other agent in the system by predicting future conflicts/interactions with other agents. Each agent selects its own SVO towards that agent, and trains its decentralized MAPF policy to enact this SVO until another agent becomes more influential. To further allow agents to consider each others' social preferences, each agent gets access to the SVO value of their neighbors. As a result of this hierarchical decision-making and exchange of social preferences, SYLPH endows agents with the ability to reason about the MAPF task through more latent spaces and nuanced contexts, leading to varied responses that can help break ties around symmetric conflicts. [...]

  • 5 authors
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Aug 5, 2024

From Cognitive Architectures to Language Agents: A Mechanism-Level Review of Lineage, Convergence, and Migration Gaps

Memory, planning, reflection, and tool use are often compared as feature labels, obscuring the control semantics that determine how an agent actually runs. This review connects ten historical cognitive architectures, eight language-agent runtime families, and forty-two mechanism-focused modern systems. We reconstruct each mechanism through state, control, transition, persistence, failure, learning, and resource governance, then code evidence relation (E1-E4) separately from migration depth (D0-D4). The resulting landscape is uneven. Modern agents have operationalized substantial parts of adaptive memory, failure recovery, dynamic team selection, workflow search, skill induction, resource scheduling, and uncertainty-conditioned action, although often through independent convergence rather than documented inheritance. The strongest remaining opportunities lie in couplings among mechanisms. Closest-baseline screening closes one proposed gap: GraSP already combines calibrated multi-skill selection, typed compilation, verification, bounded repair, and replanning or ReAct fallback. Five residual bundles remain: activation with latency and action utility; typed impasse with isolated substates and resolution compilation; bounded content competition with broadcast and admission learning; persistent intention with reconsideration and live method authority; and uncertainty with resource allocation, interruption, and stopping. We contribute a distinctive-mechanism catalog, an auditable evidence-depth framework, and a falsifiable agenda for testing these bundles as composable runtime invariants.

  • 2 authors
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Jul 26

Bilevel Coordinated Reflection: A Game-Theoretic Approach to Multi-Agent LLM Systems

Multi-agent LLM systems commonly use an orchestrator to decompose a task for a team of workers and then improve through textual reflection. Despite strong empirical results, these systems lack a unified account of coordination, memory improvement, and the role of external verification. We model orchestrator-worker interaction as a bilevel coordination game: under bounded coupling, the workers' local-update game is an approximate potential game whose equilibrium slack is controlled by decomposition quality. We then analyse reflection as stochastic movement over semantic memory states. For free-form reflection, we derive a finite-time upper bound, prove worst-case tightness, and give a positive lower bound under a falsifiable persistent-harm condition. We further prove an information-theoretic impossibility result: no gate that observes only the generated transcript can improve uniformly over text-indistinguishable environments, whereas an environment-grounded gate can. Motivated by this separation, we introduce Stochastic Reflective Memory Ascent (SRMA), which accepts a candidate memory only after a grounded evaluation risk strictly decreases. Under calibration and non-degenerate corrective mass, SRMA converges exactly, geometrically or polynomially; matching constructions show that both rate regimes are order-tight. We also provide confidence gating for stochastic evaluation and re-anchoring guarantees for piecewise-stationary environments. Experiments instantiate these objects with environment-grounded metrics and test the predicted coordination and drift laws. On 500 SWE-bench instances, the complete Kimi-based system resolves 72.2% versus a 70.8% public mini-SWE-agent reference. Code: https://github.com/YihangChen9/Bilevel-Coordinated-Reflection

  • 6 authors
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Sep 1 2

Shared Selective Persistent Memory for Agentic LLM Systems

Agentic LLM systems that generate code through multi-turn tool use face a fundamental context problem: each session starts from zero, discarding the configuration choices, domain constraints, data schemas, and tool-use patterns that made previous sessions productive. Naively persisting entire conversation histories is token-inefficient and counterproductive: irrelevant context degrades generation quality. We introduce shared selective persistent memory, an architecture that identifies and retains four categories of reusable context (task specifications, data schemas, tool configurations, and output constraints) while discarding session-specific reasoning traces. Crucially, this memory is shared: workspaces encapsulating selective memory can be transferred across users with role-based access control, enabling collaborative reuse without redundant specification. We implement it in a deployed collaborative workspace platform where LLM agents produce, edit, and maintain git-versioned artifacts (dashboards, reports, and data-driven documents) from heterogeneous sources (CSV, SQL, REST APIs, and MCP servers). A complementary zero-token data refresh mechanism decouples generated programs from runtime data, enabling artifact reuse without re-invocation. Across three enterprise scenarios, shared selective persistent memory achieves 96% task completion (vs. 79% without memory and 71% with full history). Zero-token refresh eliminates LLM re-invocation for recurring updates (14x task-time reduction), while summary-driven generation cuts per-invocation token cost by 97x versus raw data injection. A replication on four public datasets confirms generalizability, with zero-token refresh succeeding in 12/12 trials. Notably, naive full-history persistence actively degrades completion by biasing the agent with stale traces, while selective memory outperforms both extremes.

  • 3 authors
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Jul 9

RAT: Adversarial Attacks on Deep Reinforcement Agents for Targeted Behaviors

Evaluating deep reinforcement learning (DRL) agents against targeted behavior attacks is critical for assessing their robustness. These attacks aim to manipulate the victim into specific behaviors that align with the attacker's objectives, often bypassing traditional reward-based defenses. Prior methods have primarily focused on reducing cumulative rewards; however, rewards are typically too generic to capture complex safety requirements effectively. As a result, focusing solely on reward reduction can lead to suboptimal attack strategies, particularly in safety-critical scenarios where more precise behavior manipulation is needed. To address these challenges, we propose RAT, a method designed for universal, targeted behavior attacks. RAT trains an intention policy that is explicitly aligned with human preferences, serving as a precise behavioral target for the adversary. Concurrently, an adversary manipulates the victim's policy to follow this target behavior. To enhance the effectiveness of these attacks, RAT dynamically adjusts the state occupancy measure within the replay buffer, allowing for more controlled and effective behavior manipulation. Our empirical results on robotic simulation tasks demonstrate that RAT outperforms existing adversarial attack algorithms in inducing specific behaviors. Additionally, RAT shows promise in improving agent robustness, leading to more resilient policies. We further validate RAT by guiding Decision Transformer agents to adopt behaviors aligned with human preferences in various MuJoCo tasks, demonstrating its effectiveness across diverse tasks.

  • 5 authors
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Dec 14, 2024

Ready Cohorts: Bounding GPU Opportunity and Avoiding Host Round Trips in LLM-Agent Control

LLM-agent services repeatedly execute small deterministic transitions between model and tool calls: route an outcome, update state, and emit the next effect. We ask when this control path exposes enough concurrent work for GPU execution, and what changes when a GPU-computed route decision remains on device. We formalize the ready-cohort boundary using fixed-partition share F, exact offline share P*, local upper bound U, and online achieved share A. Under zero service time, unlimited capacity, and equal relative launch deadlines, a specialized dynamic program computes P* exactly. In a stationary Poisson replay of one pinned 851-session public trace panel, the primary condition at 100,000 target active sessions, K=256, and a 50 ms launch deadline gives F=30.19%, P*=43.00%, and U=45.85%. Exact packing recovers 81.83% of the opportunity lost at fixed window boundaries. The outcome-derived route key is a conditioning proxy, not proof of executable identity. A separate mechanism study keeps a GPU-computed binary decision on device instead of returning four bytes to the host and redispatching. Across four named GPU placements, the device-resident path is faster in all 36 configurations; within-placement row-median ratios range from 1.19x to 2.39x. Across both admissible mechanisms, all 14,557,440 tested batched invocations match a separately implemented host oracle. A fixed nested device graph that removes no host decision is slower in all 60 configurations across five placements. Together, the studies establish two measurable gates for GPU agent control: deadline-feasible cohort supply and observation placement. A joined finite online runtime is required to measure A, CPU displacement, and service-level benefit.

  • 1 authors
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Aug 11 3

To Mix or To Merge: Toward Multi-Domain Reinforcement Learning for Large Language Models

Reinforcement Learning with Verifiable Rewards (RLVR) plays a key role in stimulating the explicit reasoning capability of Large Language Models (LLMs). We can achieve expert-level performance in some specific domains via RLVR, such as coding or math. When a general multi-domain expert-level model is required, we need to carefully consider the collaboration of RLVR across different domains. The current state-of-the-art models mainly employ two different training paradigms for multi-domain RLVR: mixed multi-task RLVR and separate RLVR followed by model merging. However, most of the works did not provide a detailed comparison and analysis about these paradigms. To this end, we choose multiple commonly used high-level tasks (e.g., math, coding, science, instruction following, and agent) as our target domains and design extensive qualitative and quantitative experiments using open-source datasets. We find the RLVR across domains exhibits few mutual interferences, and reasoning-intensive domains demonstrate mutually synergistic effects. Furthermore, we analyze the internal mechanisms of mutual gains from the perspectives of weight space geometry, information constraints, model prediction behavior and self-verification. This project is named as M2RL that means Mixed multi-task training or separate training followed by model Merging for Reinforcement Learning, and the homepage is at https://github.com/Mosi-AI/M2RL.

  • 6 authors
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Feb 12 1

World in World: Explore the World with World Models

Autoregressive video world models enable interactive, long-horizon exploration, but flexible control remains challenging. Exploring a source video from new viewpoints requires the generated rollout to remain synchronised with the recorded event, place observed content in the requested view, plausibly complete newly exposed regions, and recover previously generated appearance on revisits. Existing methods typically address these requirements through task-specific modules or additional training. We present World in World, a training-free inference-time interface that converts heterogeneous control evidence into camera- and time-labelled clean visual states, which are read through the native self attention of a frozen causal video model. The evidence comprises source-video observations, target-view scene projections, geometry renderings that guide completion of newly exposed subject regions, and retrieved generated states beyond the rolling cache. Each evidence source carries token-level support and its own availability schedule. A correspondence router combines persistent point identities with geometry to establish token correspondences, guiding supported queries towards matching source-video tokens. Evidence-wise attention CFG (EWA) then independently regulates each auxiliary channel's additional contribution using attention responses from the same denoising forward pass. The shared interface supports camera-controlled rerendering, long-horizon revisiting, and human-motion transfer with the same frozen backbone. We evaluate World in World on camera-controlled video rerendering under diverse viewpoint changes, assessing perceptual quality, temporal consistency, and camera-following accuracy.

  • 3 authors
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Sep 9 1

Worldscape-MoE: A Unified Mixture-of-Experts World Model for Scalable Heterogeneous Action Control

World models are rapidly becoming a core infrastructure for embodied intelligence and interactive agents: they provide controllable simulators in which agents can perceive, act, forecast, and acquire scalable experience. Yet current video generation world models are still organized around isolated control interfaces, such as camera trajectories, robot actions, or hand-joint signals. This fragmentation is increasingly a scaling bottleneck. The central challenge is not the absence of controllable generators, but the lack of a unified and extensible learning framework that can absorb heterogeneous action supervision while preserving a shared model of world dynamics. In this work, we introduce Worldscape-MoE, a Mixture-of-Experts world model built on Diffusion Transformers for scalable heterogeneous action control. Our key observation is that different controls specify different interfaces to the same underlying world: although their representations differ, they constrain shared physical regularities, scene dynamics, and interaction semantics. Worldscape-MoE operationalizes this observation through modality-aware control injection, shared and control-specific experts, and a progressive MoE tuning strategy that supports continual extension to new action modalities. Experiments across locomotion, robotic manipulation, and egocentric hand control show that heterogeneous supervision improves rather than interferes with individual control capabilities. Worldscape-MoE achieves strong results on WorldArena, improves locomotion and hand-control metrics, exhibits robust out-of-distribution generalization, and demonstrates scaling behavior as additional control data and experts are integrated.

  • 16 authors
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Jul 3

JARVIS-1: Open-World Multi-task Agents with Memory-Augmented Multimodal Language Models

Achieving human-like planning and control with multimodal observations in an open world is a key milestone for more functional generalist agents. Existing approaches can handle certain long-horizon tasks in an open world. However, they still struggle when the number of open-world tasks could potentially be infinite and lack the capability to progressively enhance task completion as game time progresses. We introduce JARVIS-1, an open-world agent that can perceive multimodal input (visual observations and human instructions), generate sophisticated plans, and perform embodied control, all within the popular yet challenging open-world Minecraft universe. Specifically, we develop JARVIS-1 on top of pre-trained multimodal language models, which map visual observations and textual instructions to plans. The plans will be ultimately dispatched to the goal-conditioned controllers. We outfit JARVIS-1 with a multimodal memory, which facilitates planning using both pre-trained knowledge and its actual game survival experiences. In our experiments, JARVIS-1 exhibits nearly perfect performances across over 200 varying tasks from the Minecraft Universe Benchmark, ranging from entry to intermediate levels. JARVIS-1 has achieved a completion rate of 12.5% in the long-horizon diamond pickaxe task. This represents a significant increase up to 5 times compared to previous records. Furthermore, we show that JARVIS-1 is able to self-improve following a life-long learning paradigm thanks to multimodal memory, sparking a more general intelligence and improved autonomy. The project page is available at https://craftjarvis-jarvis1.github.io.

  • 12 authors
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Nov 10, 2023 1

The Mechanism Matters: When Knowledge Graphs Help Reinforcement Learning

Knowledge graphs (KGs) are widely used to inject prior knowledge into reinforcement learning (RL), yet the literature is dominated by single-domain, positive-result method papers, so we lack a systematic account of when KG structure helps an agent, when it is neutral, and when it hurts. We conduct a controlled study that independently varies the RL task, the injection mechanism (state features, action masking, or potential-based reward shaping), and KG quality. Using a synthetic, fully controllable KG over MiniGrid environments, we report three findings. First, on compositional sparse-reward tasks structured KG guidance improves sample efficiency and solve reliability (70% to 97% of seeds), and a shuffle control that permutes the KG's edges while preserving their count collapses the benefit toward baseline (masking p=0.0001; shaping p=0.006), so the gain is structural rather than generic regularization. Second, KG value scales with the amount of task-relevant knowledge the graph contains. Third, and most consequential, safety depends on the mechanism: soft, optimality-preserving injection benefits from correct knowledge and harmlessly ignores incorrect knowledge, whereas hard masking is brittle, forbidding essential actions when the KG is incomplete or corrupted and making a wrong KG worse than none. A UMLS-derived clinical case study on sepsis management under offline RL is a careful null, underscoring that benefits require task structure the chosen mechanism can exploit. Our results give practitioners concrete guidance on how, and how much, to trust a KG when using it to guide RL.

  • 1 authors
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Jul 20

SPIKE: An Adaptive Dual Controller Framework for Cost-Efficient Long-Horizon Game Agents

Long-horizon multimodal agents in open-world games must stay goal-directed across many low-level interactions under tight token and latency budgets. Existing approaches often trade off costly per-step reasoning against reactive execution that can drift, repeat failures, and recover poorly. Our key idea is to reuse strategic reasoning across locally stable segments and reinvoke it at event boundaries. We present SPIKE, an adaptive dual controller framework for cost-efficient long-horizon game control. Its Strategic Controller performs low-frequency global planning, failure analysis, and recovery, while its Reactive Controller handles fast local execution under a strict token budget. An Event Trigger monitors visual change, task progress, repeated actions, and failure signals to decide when control should stay reactive or escalate to strategic reasoning. Hierarchical Memory separates short-term experience reuse in the State-Action Memory Bank (SA-MB) from structured evidence in the State Action Knowledge Graph (SA-KG), allowing each controller to retrieve the context it needs. This design reuses strategic proposals over multiple reactive steps, supports local override when plans become stale, and reserves expensive reasoning for moments where extra deliberation is useful. On the Lite-100 split of StarDojo, SPIKE improves Lite-100 success rate (SR) by 5.0 percentage points (38.5% relative) over the strongest Lite-100 baseline and Budgeted SR by 9.3 points (75.6% relative) over the strongest budgeted baseline. It also reduces token consumption by 54.9% and latency by 40.8%. Ablations show that event triggering, reactive override, and heterogeneous memory each contribute to success and recovery, supporting selective reasoning rather than reasoning at every step.

  • 9 authors
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May 17

Collaborative Memory: Multi-User Memory Sharing in LLM Agents with Dynamic Access Control

Complex tasks are increasingly delegated to ensembles of specialized LLM-based agents that reason, communicate, and coordinate actions-both among themselves and through interactions with external tools, APIs, and databases. While persistent memory has been shown to enhance single-agent performance, most approaches assume a monolithic, single-user context-overlooking the benefits and challenges of knowledge transfer across users under dynamic, asymmetric permissions. We introduce Collaborative Memory, a framework for multi-user, multi-agent environments with asymmetric, time-evolving access controls encoded as bipartite graphs linking users, agents, and resources. Our system maintains two memory tiers: (1) private memory-private fragments visible only to their originating user; and (2) shared memory-selectively shared fragments. Each fragment carries immutable provenance attributes (contributing agents, accessed resources, and timestamps) to support retrospective permission checks. Granular read policies enforce current user-agent-resource constraints and project existing memory fragments into filtered transformed views. Write policies determine fragment retention and sharing, applying context-aware transformations to update the memory. Both policies may be designed conditioned on system, agent, and user-level information. Our framework enables safe, efficient, and interpretable cross-user knowledge sharing, with provable adherence to asymmetric, time-varying policies and full auditability of memory operations.

  • 6 authors
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May 22, 2025

The Physics of Multi-Turn Long-Horizon Planning: From Pre-training to Post-training via Single- and Multi-Teacher On-Policy Agentic Distillation

Multi-turn long-horizon planning is critical for foundation model agents, yet how to fundamentally improve it remains unclear. Existing models are trained on uncontrollable and opaque Internet data, making it difficult to identify how planning ability is acquired, shaped, and integrated. To address this challenge, we introduce a unified and controlled multi-turn environment that enables precise control. It allows systematically study long-horizon planning across three stages. (1) Planning ability acquisition during pre-training. We study data format, distribution, and quality. Explicit world model construction through CoT state transition modeling yields stronger long-horizon generalization. Atomic skills alone are insufficient for compositional generalization, whereas a litte long-horizon data works. Moreover, suboptimal trajectories severely impair performance because errors amplify over long horizons. (2) Planning ability shaping via GRPO and OPD post-training. Through mutual information, we distinguish general planning patterns from task-specific planning knowledge. For planning patterns, we identify three application regions of post-training: unnecessary, effective, and unsupported. OPD has a broader effective region than GRPO under low-quality and long-horizon settings, as it provides more consistent update directions. For planning knowledge, distilling unseen procedures from a teacher with different knowledge may impair student's prior world modeling without fully establishing new knowledge. (3) Planning ability integration through MOPD post-training. We show that multi-teacher on-policy distillation (MOPD) integrates capabilities by converging to shared planning-pattern across environments. Compatible patterns enable cross-environment generalization, partially shared patterns support continual learning, while completely conflicting patterns cause severe interference.

TrafficClaw: A Generalizable LLM Agent in the Unified Physical Environment for Urban Traffic Control

Large language model (LLM) agents have shown strong capabilities in long-horizon reasoning, tool use, and decision-making in digital environments, yet extending them to physically grounded systems remains challenging. Unlike web, code, or game environments, where objectives are often weakly coupled, physical systems evolve through tightly coupled dynamics in which local interventions propagate across interacting subsystems over time. Urban traffic control exemplifies this challenge, as traffic signals, freeways, public transit, and taxi systems continuously interact through shared spatial infrastructure and temporal mobility demand. Existing optimization, reinforcement learning (RL), and LLM-based approaches are largely designed for isolated subsystems, limiting coordinated reasoning and system-level optimization. We propose TrafficClaw, a LLM-based generalizable traffic control agent for physical urban systems. TrafficClaw operates within a unified traffic environment that exposes coupled urban dynamics and feedback, performs executable spatiotemporal reasoning with persistent memory for long-horizon adaptation, and leverages multi-stage agentic RL for coordinated system-level optimization. Experiments across three metropolitan regions and six traffic-control tasks demonstrate strong generalization, robustness, and cross-subsystem coordination. Our project is available at https://github.com/usail-hkust/TrafficClaw.

  • 6 authors
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May 31

Spatial Reasoning and Planning for Deep Embodied Agents

Humans can perform complex tasks with long-term objectives by planning, reasoning, and forecasting outcomes of actions. For embodied agents to achieve similar capabilities, they must gain knowledge of the environment transferable to novel scenarios with a limited budget of additional trial and error. Learning-based approaches, such as deep RL, can discover and take advantage of inherent regularities and characteristics of the application domain from data, and continuously improve their performances, however at a cost of large amounts of training data. This thesis explores the development of data-driven techniques for spatial reasoning and planning tasks, focusing on enhancing learning efficiency, interpretability, and transferability across novel scenarios. Four key contributions are made. 1) CALVIN, a differential planner that learns interpretable models of the world for long-term planning. It successfully navigated partially observable 3D environments, such as mazes and indoor rooms, by learning the rewards and state transitions from expert demonstrations. 2) SOAP, an RL algorithm that discovers options unsupervised for long-horizon tasks. Options segment a task into subtasks and enable consistent execution of the subtask. SOAP showed robust performances on history-conditional corridor tasks as well as classical benchmarks such as Atari. 3) LangProp, a code optimisation framework using LLMs to solve embodied agent problems that require reasoning by treating code as learnable policies. The framework successfully generated interpretable code with comparable or superior performance to human-written experts in the CARLA autonomous driving benchmark. 4) Voggite, an embodied agent with a vision-to-action transformer backend that solves complex tasks in Minecraft. It achieved third place in the MineRL BASALT Competition by identifying action triggers to segment tasks into multiple stages.

  • 1 authors
·
Sep 28, 2024

Learning Latent Plans from Play

Acquiring a diverse repertoire of general-purpose skills remains an open challenge for robotics. In this work, we propose self-supervising control on top of human teleoperated play data as a way to scale up skill learning. Play has two properties that make it attractive compared to conventional task demonstrations. Play is cheap, as it can be collected in large quantities quickly without task segmenting, labeling, or resetting to an initial state. Play is naturally rich, covering ~4x more interaction space than task demonstrations for the same amount of collection time. To learn control from play, we introduce Play-LMP, a self-supervised method that learns to organize play behaviors in a latent space, then reuse them at test time to achieve specific goals. Combining self-supervised control with a diverse play dataset shifts the focus of skill learning from a narrow and discrete set of tasks to the full continuum of behaviors available in an environment. We find that this combination generalizes well empirically---after self-supervising on unlabeled play, our method substantially outperforms individual expert-trained policies on 18 difficult user-specified visual manipulation tasks in a simulated robotic tabletop environment. We additionally find that play-supervised models, unlike their expert-trained counterparts, are more robust to perturbations and exhibit retrying-till-success behaviors. Finally, we find that our agent organizes its latent plan space around functional tasks, despite never being trained with task labels. Videos, code and data are available at learning-from-play.github.io

  • 7 authors
·
Mar 5, 2019

Scalable Multi-Task Reinforcement Learning for Generalizable Spatial Intelligence in Visuomotor Agents

While Reinforcement Learning (RL) has achieved remarkable success in language modeling, its triumph hasn't yet fully translated to visuomotor agents. A primary challenge in RL models is their tendency to overfit specific tasks or environments, thereby hindering the acquisition of generalizable behaviors across diverse settings. This paper provides a preliminary answer to this challenge by demonstrating that RL-finetuned visuomotor agents in Minecraft can achieve zero-shot generalization to unseen worlds. Specifically, we explore RL's potential to enhance generalizable spatial reasoning and interaction capabilities in 3D worlds. To address challenges in multi-task RL representation, we analyze and establish cross-view goal specification as a unified multi-task goal space for visuomotor policies. Furthermore, to overcome the significant bottleneck of manual task design, we propose automated task synthesis within the highly customizable Minecraft environment for large-scale multi-task RL training, and we construct an efficient distributed RL framework to support this. Experimental results show RL significantly boosts interaction success rates by 4times and enables zero-shot generalization of spatial reasoning across diverse environments, including real-world settings. Our findings underscore the immense potential of RL training in 3D simulated environments, especially those amenable to large-scale task generation, for significantly advancing visuomotor agents' spatial reasoning.

  • 6 authors
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Jul 31, 2025 4

Thinking in Frames: How Visual Context and Test-Time Scaling Empower Video Reasoning

Vision-Language Models have excelled at textual reasoning, but they often struggle with fine-grained spatial understanding and continuous action planning, failing to simulate the dynamics required for complex visual reasoning. In this work, we formulate visual reasoning by means of video generation models, positing that generated frames can act as intermediate reasoning steps between initial states and solutions. We evaluate their capacity in two distinct regimes: Maze Navigation for sequential discrete planning with low visual change and Tangram Puzzle for continuous manipulation with high visual change. Our experiments reveal three critical insights: (1) Robust Zero-Shot Generalization: In both tasks, the model demonstrates strong performance on unseen data distributions without specific finetuning. (2) Visual Context: The model effectively uses visual context as explicit control, such as agent icons and tangram shapes, enabling it to maintain high visual consistency and adapt its planning capability robustly to unseen patterns. (3) Visual Test-Time Scaling: We observe a test-time scaling law in sequential planning; increasing the generated video length (visual inference budget) empowers better zero-shot generalization to spatially and temporally complex paths. These findings suggest that video generation is not merely a media tool, but a scalable, generalizable paradigm for visual reasoning.

Behavioral Persistence and Incomplete Functional Transfer of Co-evolved Communication in Evolutionary Robotics

This work evaluates the direct transfer of a co-evolved communication protocol from a 2D simulation to a 3D physical environment, without retraining the network weights. Two e-puck-type robots, controlled by a GRU network with residual connection, were evaluated in a food-seeking task with social signaling. The sensory and motor translation layer required three corrections for stable physical operation, including the calibration of a hunger term based on a measurable asymmetry in the trained residual weights. Even with these corrections, the transfer was partial and asymmetric: one agent reached the food source in one of thirty tested seeds, while the other did not reach it in any. Task success was measured by both agents reaching the food area. An additional experiment incorporating explicit directional information in the social channel produced observable changes in the trajectory of the receiving agent and improvements in several specific cases. However, these improvements were not enough to allow the second agent to reach the food source, suggesting that the limitation may not be explained solely by signal translation, but also by the ability to navigate under the new physical constraints. The results suggest that successful transfer of emergent communication may depend not only on preserving the signaling process itself, but also on preserving the ecological and navigational conditions under which the protocol evolved.

Structuring MoE Expert Selection for Agentic Reinforcement Learning

Long-horizon LLM agents are frequently implemented using sparse mixture-of-experts (MoE) models, yet the co-design of agentic behavior and MoE structures remains underexplored. In this work, we comprehensively study the connections between agentic post-training and MoE expert selection. In off-the-shelf MoE models, we observe expert selection exhibits a specialized structure that naturally aligns with agentic trajectories. Specifically, expert routing overlaps more between turns where the agent performs semantically similar operations (e.g., READ, UPDATE) than between turns with differing operations. However, standard RL algorithms ignore this specialization, allowing the MoE routing to go uncontrolled during training, which empirically limit task performance and inference efficiency. To address this, we introduce a hierarchical routing control framework for agentic tasks. We explicitly encourage turn-level expert selections to align with agentic operations while regularizing token-level expert selections to maintain local consistency. To resolve stability issues that arise during post-training with the proposed methods, we further introduce an entropy-gated control mechanism. Overall, our routing control framework achieves over 10-point improvements in success rate on all evaluated benchmarks. These results demonstrate that agentic trajectory structure provides an effective signal for optimizing MoE capacity during RL post-training.

apple Apple
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Oct 4 1

Embodied Agents Take Control: Minimal-Interface Zero-Shot Agents Rival Industrial-Scale Policies in Vision-and-Language Navigation

Autonomous embodied agents must sustain a long decision-making loop that involves perceiving, acting, verifying, and self-correcting over many steps. Current systems sustain this loop through task-specific workflows or embodied policies. However, these fixed workflows and policies offer limited flexibility across environments and often lack effective recovery strategies when execution goes wrong. We find that a general-purpose agent can instead sustain the loop on its own. We term this organization agentic embodied control: the reasoning model directly steers every action, keeping reasoning and control aligned. Using zero-shot navigation as a controlled testbed, we equip three coding-agent harnesses with only a monocular RGB camera and discrete actions. At default effort, replicated opus-5 runs average 70.7pm3.5% success, while fable-5 reaches 78% at maximum effort. When a trained waypoint tool is offered alongside primitives, the hybrid fable-5 agent reaches 76.7pm0.6% at default effort, using half the environment steps and under a quarter of the wall time. Across the ablations, model choice dominates performance variation. Observed harness differences are modest, and forced waypoints help weaker models but can hinder stronger ones. Although longer horizons, latency, and context growth remain barriers to sustained autonomy, these results show that a general-purpose model can already achieve competitive embodied control without a navigation policy.

  • 7 authors
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Jul 28

MARS^2: Scaling Multi-Agent Tree Search via Reinforcement Learning for Code Generation

Reinforcement learning (RL) paradigms have demonstrated strong performance on reasoning-intensive tasks such as code generation. However, limited trajectory diversity often leads to diminishing returns, which constrains the achievable performance ceiling. Search-enhanced RL alleviates this issue by introducing structured exploration, which remains constrained by the single-agent policy priors. Meanwhile, leveraging multiple interacting policies can acquire more diverse exploratory signals, but existing approaches are typically decoupled from structured search. We propose MARS^2 (Multi-Agent Reinforced Tree-Search Scaling), a unified RL framework in which multiple independently-optimized agents collaborate within a shared tree-structured search environment. MARS^2 models the search tree as a learnable multi-agent interaction environment, enabling heterogeneous agents to collaboratively generate and refine candidate solutions within a shared search topology. To support effective learning, we introduce a path-level group advantage formulation based on tree-consistent reward shaping, which facilitates effective credit assignment across complex search trajectories. Experiments on code generation benchmarks show that MARS^2 consistently improves performance across diverse model combinations and training settings, demonstrating the effectiveness of coupling multi-agent collaboration with tree search for enhancing reinforcement learning. Our code is publicly available at https://github.com/TsinghuaC3I/MARTI.

  • 10 authors
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Apr 15

Communication and Verification in LLM Agents towards Collaboration under Information Asymmetry

While Large Language Model (LLM) agents are often approached from the angle of action planning/generation to accomplish a goal (e.g., given by language descriptions), their abilities to collaborate with each other to achieve a joint goal are not well explored. To address this limitation, this paper studies LLM agents in task collaboration, particularly under the condition of information asymmetry, where agents have disparities in their knowledge and skills and need to work together to complete a shared task. We extend Einstein Puzzles, a classical symbolic puzzle, to a table-top game. In this game, two LLM agents must reason, communicate, and act to satisfy spatial and relational constraints required to solve the puzzle. We apply a fine-tuning-plus-verifier framework in which LLM agents are equipped with various communication strategies and verification signals from the environment. Empirical results highlight the critical importance of aligned communication, especially when agents possess both information-seeking and -providing capabilities. Interestingly, agents without communication can still achieve high task performance; however, further analysis reveals a lack of true rule understanding and lower trust from human evaluators. Instead, by integrating an environment-based verifier, we enhance agents' ability to comprehend task rules and complete tasks, promoting both safer and more interpretable collaboration in AI systems. https://github.com/Roihn/EinsteinPuzzles

  • 8 authors
·
Oct 29, 2025