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Computer Science Multiagent Systems

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Tuesday 6 October

Multiagent Systems · Cross-listed from cs.AI

Learning to Report Unsafe Tasks in a Multi-Agent Game

When a team of agents shares a reward for completed tasks, reporting and stopping unsafe work reduces the team's reward. Random audits that penalize silence can make universal reporting optimal without ensuring that a silent team learns to report. We study this problem in a game where any witness can stop a task by reporting. When a task's k witnesses share a policy and draw actions independently, the derivative of expected reward with respect to the shared silence probability at universal silence counts its benefit k times, while the comparison between universal reporting and silence counts it once. A fully shared policy can therefore be locally attracted to silence even when reporting is optimal. For any grouping into shared policies, we give an audit condition sufficient for exact policy-gradient updates to reach universal reporting and, outside boundary cases, necessary from near universal silence. In a balanced family, meeting the condition with prescribed margins costs k times as much for a fully shared policy as for one policy per role. We test these predictions with PPO on 24 witness graphs, starting from learned silence. Witness groups, which place co-witnesses in separate networks, reduce unsafe task completion by 33.59 percentage points relative to shuffled groups of the same sizes under the same audits (95% graph-bootstrap interval: 21.03-45.13). Only 9 of 48 witness-group runs achieve below 1% unsafe completion while retaining at least 90% legitimate completion. At the same audit budget, a fully shared network meets both thresholds in 0/48 runs with independent action draws and 48/48 with a common draw. On 24 further graphs with witness groups fixed, audits allocated by the condition reduce unsafe completion by 42.22 points relative to audits maximizing a static coalition deterrence ratio at the same budget.
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Multiagent Systems · Cross-listed from cs.AI

Can AI Agents Make Open-Ended Scientific Discovery? Evidence from Station

Recent AI systems have made rapid progress in scientific discovery when given well-defined metrics, but whether they can autonomously undertake open-ended scientific discovery remains unclear. We investigate AI's ability to tackle open-ended tasks in Station, an open-world environment in which multiple agents simulate a scientific ecosystem. To tackle challenges specific to open-ended tasks, we propose augmenting Station with two mechanisms: a Supervisor mechanism and periodic Meta Reflection, which encourage persistent exploration even when intermediate metrics are lacking. We construct open-ended tasks from three recent oral papers presented at ICLR. We give agents the main research question studied in each paper while withholding the paper's results and disabling web access. We then measure how many of the original findings-partitioned into individual criteria-agents rediscover. We find that Station rediscovers 62.7% of the criteria on average, compared with 15.4% for Codex Multiagent-v2 and 14.4-20.6% for AI Scientist-v2. Ablation and behavioral analyses indicate that adding the two mechanisms together improves research coverage and continuity. We further evaluate Station on two open-ended tasks without oracle papers and find that some of the discoveries made by the agents closely match discoveries reported by researchers after the knowledge cutoff date. Together, these results indicate that a suitable environment can enable agents to autonomously make meaningful progress in open-ended scientific discovery.
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Multiagent Systems · Cross-listed from cs.SE

A Case Study in Assuring AI-Written Software

Software-engineering agents can enable people without formal software training to build systems they could not otherwise implement and simultaneously can produce more code than even experts can meaningfully inspect. In both cases, exhaustive code review is not reliable as the sole basis for human control. We report a case study of a production healthcare platform built through coding agents and governed by an operator without formal software-engineering training. Over time, its workflow grew into a human-led meta-agent system where one agent wrote code, other agents supervised and reviewed it, and project rules carried lessons forward. The operator found that tests, monitors and reviewing agents used to supervise the system were fallible. Some monitors measured proxies rather than outcomes, some audits failed silently, missing checks disappeared from reported results and one automated repair caused operational disruption. In this case, human control depended on keeping the intended outcome, the evidence used to judge it, the agents' permissions and the final human decision were all tied to the same underlying objective.
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Multiagent Systems · Cross-listed from cs.AI

Recursive Game Creator: An Agentic Product-Level Experience-Oriented Game Harness

Recent game design agents have made substantial progress in generating playable games. However, program correctness does not ensure an enjoyable experience for players. We present Recursive Game Creator, an experience-oriented harness to advance agentic game development from rough game prototypes into entertaining games. Recursive Game Creator organizes recursive development around four components: Designer, Builder, Player, and Reviewer. The Designer translates user instructions and Reviewer's feedback into detailed plans. The Builder turns these plans into candidate games. The coding-native Player creates and executes reusable policies through programmatic interfaces to efficiently collect diverse gameplay trajectories, mitigating evaluation bias caused by slow GUI-based collection. The Reviewer uses carefully designed trajectory-based metrics to induce player preferences, integrating with visual evidence and explicit textual preferences to evaluate games against game-specific criteria. Finally, the Reviewer accepts the better version and provides improvement reviews for the next round, closing the recursive loop. Our method achieves state-of-the-art overall performance of 77.89 on GameCraft-Bench. On GameASG-Bench, it achieves a strict task success rate of 53.2%, a 34.1% improvement over the same-model baseline, and the highest mean runtime-check pass rate at 93.4% among compared methods. A user study shows longer playtime and higher ratings. Code is coming soon.
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All authors Jiajun Chen, Haoyu Wu, Mingda Jia, Xihui Liu

Multiagent Systems · Cross-listed from cs.GT

Network Intervention by Polling Strategic Agents

A planner in a network of strategic agents faces three entangled challenges: the optimum depends on agents' private information, queried agents may misreport to steer the outcome, and exact computation does not scale. We study these challenges in multi-activity network games with heterogeneous private technologies, in which the planner sets non-discriminatory prices. We show that the optimal prices admit a centrality-based decomposition of the welfare kernel: each agent's contribution scales with its squared centrality in a network reweighted by agents' preferences across activities. This decomposition motivates Poll, a polling algorithm in which the planner samples one agent per round, walks briefly through the agent's neighborhood, and updates the price from a local report. From the same decomposition flow three forms of efficiency: computationally, Poll uses significantly fewer operations than exact computation and other distributed methods, requiring up to three orders of magnitude less communication on a real-world network with over 300,000 agents; statistically, its query complexity scales with topology and preference heterogeneity rather than explicitly with population size; and economically, it converges to welfare-maximizing prices while admitting behavior-specific implementations that induce truthful reports and detect adversarial deviations.
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Multiagent Systems · Cross-listed from cs.RO

SC3BF: Shifted Collision Cone Control Barrier Function for Dynamic Obstacle Avoidance

The collision cone used by velocity-space control barrier functions is conservative: it rejects every relative velocity aimed into an obstacle, however slow. We propose the shifted collision-cone CBF (SC3BF), which adds a state-dependent allowance to the cone condition, so the robot may approach the obstacle at a rate that grows with distance and with its own speed. SC3BF is enforced by an ordinary quadratic program, and its safe set is forward invariant under bounded inputs without a minimum forward speed or a clearance margin. We prove that a nonzero allowance preserving safety always exists, and derive one in closed form. Against three velocity-space baselines on a kinematic bicycle among up to $100$ moving obstacles, SC3BF reaches the goal more often and modifies the nominal input less than half as much.
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Multiagent Systems · Cross-listed from cs.RO

Communication-Free Obstacle Localization from Aggregate Wrench Measurements in Leader–Follower Cooperative Transport

We consider obstacle localization for a team of robots cooperatively transporting a rigid payload without explicit inter-robot communication. A leader robot directs the payload's motion, while follower robots assist and react to locally detected obstacles. The leader measures the followers' aggregate wrench, i.e., the combined force and torque they exert on the payload, but cannot directly distinguish their individual reactions. We design a follower control law that allows the leader to recover obstacle locations from these measurements. Each follower resists motion toward nearby obstacles, resulting in a piecewise-linear relationship between the payload's translational and angular velocity and the aggregate wrench. Changes between adjacent linear regions reveal an obstacle's bearing and distance and identify the responding follower. We give sufficient conditions for exact recovery at a fixed payload configuration and develop an adaptive probing procedure in which the leader applies translational and rotational inputs to the payload to obtain the required measurements. We demonstrate the performance of the proposed method in simulations.
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Multiagent Systems

Visual Orchestration Tax in Agentic VLM Pipelines: Auditing and Certifying Visual Evidence Reuse

Agentic VLM pipelines increasingly pass the same static visual evidence through multiple specialist agents and tools. This design creates an orchestration-level redundancy mode: semantically unchanged images are repeatedly reconstructed as image-conditioned requests at the VLM API boundary. We call this phenomenon visual orchestration tax and develop a measurement-to-certification framework for visual evidence reuse in agentic VLM pipelines. The audit side defines $\mathrm{M1}_{\mathrm{trace}}$ to count raw visual-evidence touches and M2 to measure structural touch redundancy, with query-level distributions, bootstrap confidence intervals, and paired quality tests. Across SeeingEye and MAMMQA on chart, document, general-VQA, and multi-modal-QA tasks, audits reveal 66.8-75.6% visual-evidence touch redundancy, and every audited query exceeds the predefined gate. The certification side introduces SharedVisCache, a contract-aware evidence reuse hook keyed by image content, preprocessing fingerprint, and encoder assumptions. On SeeingEye, contract validation certifies 75.0-75.5% repeated touches as reusable while preserving 350/350 output strings and $\Delta\mathrm{M5}{=}0$. At the physical layer, certified hits reduce $F_{\mathrm{vision}}$ from 800 to 200 in ChartQA-200 trace replay and from 200 to 50 inside live SeeingEye translator-stage physical integration, preserving 800/800 replay strings and 200/200 integrated call outputs. The results position visual reuse as a measurable, behavior-preserving property of agent orchestration and define an agent-layer contract that makes backend prefix or token reuse semantically interpretable.
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Multiagent Systems

Token-Efficient Multi-Agent Collaboration via System One-Guided Computational Division of Labor

Large language model (LLM)-based multi-agent systems (MAS) have become a promising paradigm for complex information-seeking and reasoning tasks by enabling collaborative problem solving among specialized agents. However, existing MAS frameworks tightly couple task reasoning with coordination operations, including task selection, role assignment, message routing, and context management. As interactions grow, using powerful LLMs for these bounded control decisions introduces substantial token overhead and latency, limiting the scalability of agentic Web services. In this paper, we investigate whether coordination can be decoupled from expensive reasoning without compromising collaborative performance. We propose S1-MAS, a token-efficient multi-agent framework based on System One-guided computational division of labor. S1-MAS assigns bounded coordination decisions to lightweight System One models while reserving open-ended reasoning for capable LLM workers. Specifically, a lightweight controller selects inspection conditions, chooses subsequent tasks, and determines termination, while a compact reader retrieves condition-relevant evidence from authorized sources to support these decisions. Through a decision-evidence loop, selected tasks dynamically determine worker roles and source access, enabling adaptive collaboration without task-specific training. Extensive experiments on seven diverse benchmarks demonstrate that S1-MAS achieves superior accuracy while substantially reducing the inference cost. Across individual comparisons with AgentVerse, DyLAN, and SelfOrg on seven benchmarks, S1-MAS reduces GPT-4o token consumption by 44.9%-97.2% and measured end-to-end latency by 37.8%-93.0%. These results highlight its potential for scalable and cost-effective agentic Web applications.
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All authors Zihan Zhou, Xinzhe Hu, Hanxu Yang, Liangjian Wen, Zhao Kang

Multiagent Systems · Cross-listed from cs.AI

Partially Observable Zero-shot coordination by Predicting Intention of Partner

Zero-shot coordination in embodied settings requires acting while the partner is intermittently out of view, leaving existing methods with ambiguous partner representations and uncertainty over hidden partner states. We propose Predicting Intention of Partner (PIP) to jointly address these challenges. PIP uses a Joint-view VAE to distill richer training-time evidence from the union of both agents' local observations into a partner representation available from local observations alone. Partner-state Belief networks further infer the partner's hidden location and behavioral tendencies from the ego agent's interaction history. We evaluate PIP in Burrito-PO, Overcooked-PO, and a Melting Pot substrate, together with a human evaluation in Burrito-PO. PIP attains the highest mean performance among the compared methods across all three benchmarks. Human evaluation and diagnostic analyses further support coordination with unseen partners and the contributions of both components under partner occlusion.
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All authors Jinnyeong Yang, Yuhwan Jeong, Hoyong Kwon, Minseok Kim, Jihun Kim, Kuk-Jin Yoon

Multiagent Systems · Cross-listed from cs.AI

Self-Referenced Social Preferences: Cooperation without Observing Others Rewards

Social preferences can promote cooperation in multi-agent reinforcement learning, but existing approaches often require agents to observe the rewards of their peers. In many real-world interactions, however, an agent can, as humans do, observe others' behavior and outcomes without access to their private reward signals. We introduce self-referenced social preferences, in which each agent learns a model of its own reward, applies it to other agents' observed transitions to assess their outcomes from its own perspective, and feeds these self-referenced assessments into standard social preferences. We study two ways to incorporate these assessments: modifying the learning reward, or using them to weight policy updates. We evaluate the approach on three sequential social dilemmas, Escape Room, Clean Up, and Commons Harvest, which require volunteering, public-good contribution, and resource restraint, respectively. Across all three environments, agents learn cooperative behavior without observing others' rewards, including in settings where independent learners fail to cooperate, and frequently achieve more equitable divisions of jointly produced returns than agents with access to true rewards. The effective integration point depends on the social preference: inequity aversion works best in the reward together with a value look-ahead, whereas a purely benevolent preference benefits from policy-update weighting. Under partial observability, the policy-update approach continues to support cooperation. These results show that explicit access to other agents' reward signals is not necessary for learning cooperative behavior: social preferences can instead be grounded in self-referenced assessments of others' outcomes derived from their observed behavior.
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Multiagent Systems · Cross-listed from cs.SE

Harness Engineering for Software Engineering via Modular Executable Dev-Primitives

Large language models (LLMs) equipped with terminal access have demonstrated strong capabilities in automating software engineering tasks. However, existing agents remain brittle on long-horizon workflows, where they must repeatedly reconstruct program state scattered across source files, configurations, tests, dependencies, and runtime behavior, leading to increasingly long interaction histories, context explosion, and semantic drift. Large repositories further complicate the identification of task-relevant components. To address these challenges, we introduce Dev-Primitives (Development Primitives), a modular and executable abstraction that transforms repository components from passive software artifacts into active participants in software engineering. Each Dev-Primitive pairs a repository artifact with a resident LLM, which gives the artifact an agent-native interface grounded in its own implementation and dependencies, enabling natural-language reasoning, inter-component communication, and localized self-modification. Building on Dev-Primitives, we propose HERMES, a Harness Engineering framework for software engineeRing via Modular Executable Dev-PrimitiveS, which instantiates these primitives at repository scale through a dependency-aware dynamic activation mechanism and a bug diagnosis mechanism that maps execution evidence back to the components that must be revised. Extensive experiments on four software engineering benchmarks demonstrate that HERMES outperforms matched baseline harnesses by 12.4% on average. Moreover, when paired with strong activation and diagnosis models, HERMES, even with Qwen3-8B Dev-Primitives, remains within 4.5% of the homogeneous GPT-5.6 Sol configuration across all four benchmarks, while reducing inference cost by 26.2% on Terminal-Bench 4.0, highlighting the importance of harness design in software engineering agents.
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All authors Haibo Jin, Xinjie Li, Peng Kuang, Haohan Wang

Multiagent Systems · Cross-listed from cs.AI

Do I Need the Cloud? Uncertainty-Aware Step-Level Handoff for Small Language Model Agents

Small language models (SLMs) are attractive as local agent controllers because they reduce remote inference, latency, and deployment footprint, yet structured tool errors can cause an agent step to fail. Existing routers typically select a model once per query. However, agents expose sequential decision points whose difficulty dynamically changes based on intermediate observations. We propose STEPGATE, an uncertainty-aware handoff framework that scores each local SLM action and selectively escalates challenging steps to a stronger model. On a 52-task held-out single-step BFCL-derived test split, the Qwen2.5-1.5B/7B pair attains 82.7% task success with 30.8% escalation, versus 67.3% local-only and 75.4% random escalation (which uses 33.8% escalation). In a separate multi-turn evaluation, STEPGATE achieves 69.0% trajectory success and 84.0% action success using only 30.0% cloud actions, compared with 48.0%/70.5% local-only, 60.0%/78.2% random escalation, and 57.0%/77.1% query-level routing (strong-only achieves 82.0% trajectory success at 100% cloud actions). These results suggest that step-level escalation recovers a large share of the performance gap to the stronger Qwen2.5-7B backend at a matched cloud-action rate while transmitting fewer tokens remotely. However, our evaluation is limited to one model family, a single stronger backend, and scripted tasks. Furthermore, the test sets are small, multi-turn comparisons rely on paired intervals and statistical tests, and our risk tiers serve as research annotations rather than formal safety guarantees.
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Multiagent Systems

Independent Multi-Agent Reinforcement Learning with Counterfactual Semantic-Social World Models

Fully decentralized multi-agent reinforcement learning (MARL), also referred to as independent learning, requires each agent to learn and act using only its local information and experience, without a centralized critic or inter-agent communication. Such a stringent information structure renders the conventional reward signal ambiguous. A poor return may result from an ineffective ego action, an incompatible teammate response, or an effective opponent response, yet scalar rewards alone do not reveal which explanation is responsible. We argue that agents can learn more effectively by prospectively comparing the consequences of candidate actions rather than diagnosing failures only from realized returns. We introduce CASTLE (Counterfactual Action-conditioned Semantic Tokens for Local Execution in Decentralized MARL), an offline-training, online-in-context guidance framework with two complementary world models. A Local Dynamics World Model, offline pre-trained over agents' local trajectories, summarizes the agent's local trajectory dynamics and partial observability, while a Semantic-Social World Model predicts compact short-horizon task and social consequences for each candidate ego action. The latter is trained from counterfactual simulator rollouts that expose plausible teammate and opponent responses to alternative actions taken from the same logged rollout state. During online learning and execution, both world models remain frozen and are queried by agents using only locally available information. Their prediction logits provide in-context guidance to an independent PPO policy. Across 30 matched seeds on Tag, Spread, and Adversary in the benchmark multi-particle environments, our proposed CASTLE achieves the highest mean final score among the evaluated methods, exceeding the strongest baseline on each task by 10.67, 6.46, and 0.33 normalized points, respectively.
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All authors Fernando Martinez, Tao Li, Yingdong Lu, Juntao Chen

Multiagent Systems · Cross-listed from cs.AI

EIO-Agents: The Missing Semantic Layer for AI Agent Evaluation

AI agents are entering production in increasingly consequential environments without a shared semantic standard for what their evaluations actually mean. Scores, traces, judge outputs, and multi juror findings are increasingly used to justify readiness and release decisions, yet they often do not specify what evidence supports a claim, what that evidence can establish, or how the claim leads to a decision. We introduce EIO-Agents, an open specification for interoperable AI agent evaluation built on two layers. The Evaluation Intelligence Ontology (EIO) provides the semantic layer through typed evidence, versioned behavioral predicates, evidence contracts, claims, witness rules, proof status, recurrence, and computable derivations for metrics, findings, controls, and PASS, REVIEW, or BLOCK decisions. The Portable Evaluation Record (PER) provides the system of record: a canonical, content addressed representation of one evaluation that preserves the evidence to decision chain and can be re derived, explained, and verified. Scores summarize, juries interpret, and traces record, but none of them define what the evidence means or what it can prove. EIO provides that missing semantic contract, while PER preserves the resulting evaluation as a portable and verifiable system of record. As AI agents assume greater operational responsibility, evaluation must become more than a collection of scores and verdicts; it must become an accountable artifact whose meaning, evidence, limitations, and decisions can be independently checked.
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Multiagent Systems

Joint Workflow and Prompt Optimization for User Behavior Simulation

User behavior simulation is the computational modeling of user interactions within information systems through the use of simulated agents in place of live users. It supports system testing and evaluation, decision-making and forecasting, and user experience design. Existing simulators rely on hand-crafted rules or domain expertise that transfers poorly across tasks. SWORD (Simulation-driven Workflow and Prompt Optimization with Role-based Design) is introduced as a framework that jointly optimizes multi-agent workflow topology and natural-language prompts. It is guided solely by a scalar task metric, without domain initialization or task-specific engineering. The experimental results demonstrate that SWORD achieves statistically significant gains over prompt-only, workflow-only, and staged-optimization baselines under a controlled, identical-backbone comparison. Against the strongest published domain-specific baseline, SWORD further improves accuracy while using a smaller backbone model, substantially less training data, and a very reasonable API cost (\$4--\$6 for each dataset). Beyond predictive performance, SWORD autonomously discovers domain-relevant signals, review-sentiment mapping rules and epidemiological decay priors, purely from scalar error feedback, establishing textual gradients as a mechanism for unsupervised feature-importance discovery in user behavior modeling.
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All authors Nipun B Nair Tongtong Wu, Hongzhi Yin, Hui Li, Weiqing Wang

Multiagent Systems · Cross-listed from cs.AI

Where Rules End and Judges Begin: Measuring the Judgment Boundary in Multi-Agent Systems Security

LLM-based multi-agent systems (MAS) engage tools, share memory, and delegate tasks, often encountering adversarial content. Current defenses for MAS are typically evaluated in isolation, focusing on one attack type at a time, which can lead to costly and hard-to-audit outcomes. This study organizes defenses into five principles, implementing them as DEFER1 (DEterministic-First Enforcement with Residual judgment), which includes a cascade of 28 checks that blocks what it can and refers the rest to a panel of four judges. In independent testing across four domains, attack success rates drop from about 30.0% to approximately 3.0%, with 78% of blocked attacks handled by deterministic checks. Only a quarter of proposals reach the judges in the security-operations domain, illustrating that the rules provide security for attacks violating clear policies, while judges manage those that only misrepresent intent. Both systems have weaknesses, such as a risk-score approval gate that inaccurately approves most attack proposals but few legitimate ones, highlighting the challenges in assessing threats accurately.
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All authors Shaswata Mitra, Raj Patel, Subash Neupane, Sudip Mittal, Md Rayhanur Rahman, Shahram Rahimi

Multiagent Systems

Disentangling Models from Personas in Heterogeneous LLM Simulations

Multi-agent simulations with large language models (LLMs) often operate networks of agents with a single base model. This overlooks the inter-model effects which may dominate engagement dynamics in real-world deployments. To show this, we simulate a heterogeneous social network powered by several different base models and show that the amount of engagement an agent receives depends more on its base model than on its assigned persona. The attraction or repulsion effects of a base model strengthen dramatically when more models are added in the mix, suggesting that networks dynamics may converge to base model effects at scale. To help explain this effect, we conduct a series of content-mediating analyses, showing the predictability of base models across contexts as well as the relationship between a model's lexical patterns and an engagement-maximizing style. In light of recent developments in mass multi-agent interaction, this work underscores the relevance of heterogeneous compositions in driving the outcomes of those networks
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Monday 5 October

Multiagent Systems · Cross-listed from cs.LG

Who Bears the Burden? Learning Responsibility for Shared Constraints in Multi-Agent Reinforcement Learning

When multiple agents share a cost budget, a common Lagrange multiplier can enforce the aggregate constraint but does not determine how its penalty should be allocated across agents. Uniform penalties ignore heterogeneity in the rewards agents sacrifice, while agent-specific multipliers may still rely on the same aggregate cost signal. We introduce Lagrangian Responsibility Allocation (LiRA), which learns each agent's share of a common multiplier by optimizing social welfare over a finite training horizon. The multiplier enforces the aggregate budget, while responsibility shares redistribute its influence without modifying the original rewards or constraints. For convex games under standard regularity conditions, varying these shares induces a smooth family of normalized generalized Nash equilibria in which active constraints remain at their budgets while welfare varies. To optimize responsibility before convergence, we derive a welfare gradient that accounts for both learning updates and the induced change in data distribution. Across CityLearn, MABIM, Harvest, and MetaDrive, spanning 3 to 400 agents, LiRA improves average social welfare by up to 29% over uniform and agent-specific multiplier baselines. Grid and driving costs remain within budget, inventory violations decrease, and Harvest makes more effective use of available budget.
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All authors Xiaoyang Cao, Jingqi Li, Zhe Fu, Alexandre M. Bayen

Multiagent Systems · Cross-listed from cs.AI

Auditable Claims about AI Agents

Organizations make claims about their AI agents: a person approves every external email, every action is logged, an evaluation shows the agent is safe to deploy. Article 12 of the EU AI Act requires high-risk systems to allow the automatic recording of events but does not say which records settle a given claim. The position is one sentence: to be checked, a claim about an agent must first name its policy, its scope, the records that would settle it, and who writes them. Adapting the preconditions of an assurance engagement, we call a claim auditable when these elements and a decision rule are fixed before any verdict and the records are obtainable. This extends the Policy Checkability dimension of our Auditable Agents framework from single actions to claims. Agents add three conditions: coverage by an independent record, authorization bound to each action's arguments, and completeness beyond integrity. Under an explicit model, we prove that support is impossible without each wherever its hypotheses hold. A claim-check table applies the method to six common claims, anchored in current NIST, IETF, and OWASP drafts. A worked case follows one claim through five evidence states. We close with a practice box and steps for operators, buyers, auditors, and standard setters.
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All authors Yue Zhao, Jiate Li, Li Li, Yi Nian, Jinbo Liu, Xiaolin Zhou, Xiyang Hu

Multiagent Systems · Cross-listed from cs.AI

The Right Memory in the Wrong Context: Verifying Retrieval Admissibility in Long-Term Agent Memory

Long-term-memory agents can retrieve relevant information that is inadmissible for the current request because it belongs to another principal, violates policy, or reflects an incompatible lifecycle state. Recall and final-answer accuracy do not reveal this: a route can appear safe by missing required evidence, while a correct answer may follow inadmissible prompt exposure. We introduce a retrieval-admissibility verification framework that assigns each memory-query pair one of three statuses (admissible, inadmissible, or unresolved), compares routes at matched required-evidence recall with bounds for unresolved cases, and tracks memory IDs through prompt exposure while linking exposure to target-level disclosure. We evaluate its stages on separate, non-pooled populations. A post-hoc top-20 reanalysis of frozen rankings from two public long-term-memory benchmarks, RHELM and MemOps, covers 3,767 queries. All released anchors lie within trusted query namespaces; with within-namespace scores unchanged, off-namespace filtering cannot lower their ranks. Top-20 anchor recall increases from 0.432 to 0.533, 80% recall feasibility from 0.237 to 0.311, and exact similarity evaluations decrease by 98.3%. In a frozen 72-case development diagnostic, a released-metadata reference preserves required evidence, whereas neither text-only verifier detects violations under the 1% required-anchor false-denial limit. Across 1,523 paired benchmark-native cases, namespace routing is associated with judged-accuracy gains of 0.053-0.068 across three readers; recall also changes, so this comparison is observational. In 16 controlled exposure scenarios, only one of four reader-specific 95% confidence intervals excludes zero for relevant-inadmissible literal disclosure (+0.156, 95% CI [0.031, 0.312]). Results motivate separate verification of candidate support, admissibility, prompt exposure, and answer disclosure.
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All authors Zi Wang, Xingqiao Wang, Emmanuel Addai, Devika Ambekar, Xiaowei Xu

Multiagent Systems · Cross-listed from cs.HC

SPEAR: Five Principles for Interactive Human-Agent Alignment

Recent AI alignment work often frames alignment as a pre-deployment optimization problem: collect human feedback, learn preferences or principles, finetune the model, and deploy an aligned system. This framing has produced major progress, but it under-specifies what happens once AI systems act as agents on users' behalf in situated, long-term, and social contexts. This position paper reframes human-agent alignment as an ongoing interaction design problem. We propose SPEAR, five pillars of interactive alignment: Specification (how people express intent and establish shared understanding), Process (how agents decide when to act, ask, defer, or pause), Evaluation (how people judge whether agents succeeded), Adaptation (how agents adapt to users over repeated use), and Recalibration (how people adapt their trust, expectations, and behavior in response to agents).
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Multiagent Systems · Cross-listed from cs.AI

When to Remember, When to Abstain: Category-Conditioned Retention for Reliable Agent Memory

Persistent agent memory is only as reliable as its retention decision: an assertion weakly supported by its source can be stored and later reused as established fact. We study whether the retention decision should be governed by a confidence bar conditioned on the semantic category of the assertion rather than by a single global threshold, retaining well-evidenced categories liberally while abstaining more aggressively where inference is unreliable. We evaluate this in a deployed cold-start memory pipeline on 100 synthetic personas. The empirical evaluation is motivated by a sharp reliability asymmetry: across 4{,}715 candidate assertions, only 77.9% of value and belief assertions are supported by their source, versus 96.2% for all other categories. A global confidence threshold cannot separate these: it either admits unsupported value claims or discards well-evidenced ones. Conditioning the threshold on category resolves the tradeoff. In repeated held-out evaluation, a stricter bar on values alone reduces unsupported retentions from 6.2% to 4.0% (an ${\approx}36\%$ relative reduction, modest but consistent across folds) and, as corroborating evidence, preserves an estimated 13 percentage points more coverage (95% CI 9.8–16.0) than a global threshold at comparable retention. Our results suggest that reliable retention depends on the type of assertion, not on confidence alone, and that a category-conditioned threshold can act as a simple, effective form of selective prediction at the write boundary.
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Multiagent Systems · Cross-listed from cs.RO

Recursive Video In-Context Learning for Agentic Robot

LLM agents that orchestrate frozen vision-language-action (VLA) policies improve across episodes through text memory, which records what the agent did but not how the task is done. A demonstration video shows it, but fits poorly into an agent's context. The full video slows every turn, fixed keyframes lose the contact detail that decides whether a grasp holds, and what the agent needs shifts from the task's structure while planning to the frames around each contact. We introduce Recursive Video In-Context Learning (RV-ICL), a training-free method that turns a demonstration into a hierarchy the agent navigates rather than a prompt it receives. The hierarchy is built from the sub-events of the demonstration, such as grasps and releases. Its levels grow finer, from keyframes of the whole task to phases, moments and short clips, and are exposed through read-only tools. The agent reads the coarse levels before planning. During execution it re-enters the hierarchy whenever a step needs more detail and loads only the clip of its current sub-goal. One demonstration per task is enough. Built on RPent, RV-ICL raises success from 92.6% to 96.5% on LIBERO-PRO and from 86.7% to 95.8% on LIBERO-Plus.
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All authors Wenrui Bao, Xinxin Liu, Bingxin Xu, Yuzhang Shang

Multiagent Systems

On Learning Optimal Corners in Orthogonal Partially Observable Cooperative Guard Art Galleries

The CADENCE algorithm solves the Partially Observable Cooperative Guard Art Gallery Problem (POCGAGP) with formal coverage and connectivity guarantees, but leaves unspecified which valid corner each agent should be deployed to, a choice that strongly affects efficiency. We introduce two learned corner-selection heuristics that preserve these guarantees: a CNN scoring candidates on a grid encoding, and a GATv2 network trained with Deep Q-Learning (DQN) on a visibility graph. Across 7,500 runs on random orthogonal environments (50x50 to 250x250), our heuristics outperform baseline CADENCE in both steps to full coverage and peak agent count, with gains growing with scale, and improve on Incremental Self-Deployment (ISDA) baselines in agent utilization while providing guarantees ISDA lacks. Learned corner selection thus improves CADENCE in speed and agent utilization at no cost to its formal properties.
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Multiagent Systems

BazaarBench: Delegation Safety in Decentralized C2C Marketplaces Run by LLM Agents

In decentralized consumer-to-consumer (C2C) marketplaces, people list goods, negotiate with strangers, and rate one another, so trust rests on reputation. Large language model (LLM) agents now act for users, raising risks to their money, privacy, and reputation. We introduce BazaarBench, a simulated C2C marketplace and benchmark for evaluating the safety of these agents. It tracks ownership, item condition, and commitments across transactions, combining record checks with rubric-based LLM judgments to identify six failure types across five stages. We run three base markets for 30 simulated days, each with 100 agents using one model and inventories drawn from a public eBay sample. Across 45 continuations, we evaluate five models under ordinary instructions, deadline pressure, or adversarial instructions to exploit other traders. Each continuation runs for seven simulated days from a copy of a market's day-30 state. The tested model controls the same 20 selected agents, retaining their personas, inventories, and histories, while the other 80 keep the base model. All five models attempt to promise the same item to multiple buyers under ordinary instructions. Adding targets and deadlines increases these attempts for every model. Under adversarial instructions, the share of tested sellers' committed transactions completed despite unavailable items or overstated conditions rises from 15.4% to 33.4%, reaching 55.5% for GPT-5.4. Averaged across models and markets, simulated weekly earnings per tested agent rise from USD 20 under ordinary instructions to USD 33 under adversarial instructions. Most of the increase comes from items the sellers never held. We release the simulator, saved market states, evaluation code, and records covering 357,608 agent model calls for evaluating new models and developing safer marketplace agents.
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All authors Ziyan Wang, Shuqing Shi, James Oldfield, Samuele Marro, Jialin Yu, Philip Torr, Yali Du, Adel Bibi

Multiagent Systems · Cross-listed from quant-ph

Symmetry and AI-assisted discovery of magic-state factories

Magic-state distillation is a major resource cost in fault-tolerant quantum computing. The cost of a magic-state factory depends strongly on its failure rate, which grows with the number of input magic states. Although symmetry-restricted methods have recently made distance two searches tractable, distance three and above have remained elusive at moderate input counts. We develop symmetry- and AI-assisted methods to search this regime. We present a unified binary-matrix formulation encompassing both triorthogonal-code and direct circuit searches. We show that distance at least three is equivalent to nonzero, pairwise distinct syndromes, separating the choice of syndromes from the search for compatible output gates. We restrict the syndrome search using group symmetry and language-model agents, followed by deterministic solving and independent verification. Our searches yield 699 factory classes, including 564 new ones. These include factories for pure-T states and factories with entangled outputs comprising combinations of T, CS, and CCZ magic states. The pure-T factories [[63, 11, 3]] and [[850, 128, 6]] achieve the lowest overhead exponents we know among protocols with at most 100 and 1000 inputs, respectively, with $\gamma = 1.589$ and $\gamma = 1.057$. Our [[1715, 287, 6]] factory, with $\gamma = 0.998$, is the smallest known pure-T factory with $\gamma < 1$. We also provide a context directory of search briefs and campaign notes with which readers can train their own agents and tailor the search to their requirements. With these results, we begin constructing an active, open-source repository of magic-state distillation protocols for the quantum community, supplemented by our methods and data, for the practical fault-tolerant quantum computing regime.
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Multiagent Systems · Cross-listed from cs.RO

Visual Swarm Navigation via Deep Reinforcement Learning and Evolutionary Hybrid Design

Swarm robotics presents a robust and cost-effective paradigm for advanced automation in complex, dynamic environments, such as those encountered in search and rescue or environmental monitoring. A fundamental challenge for this field is the data-driven design of decentralized controllers capable of generating emergent collective behaviors. This paper proposes a novel, AI-driven hybrid methodology for the automatic synthesis of swarm robotic controllers for autonomous visual navigation. This approach synergistically combines multi-agent reinforcement learning with neuro-evolutionary strategies, specifically leveraging implementations of the cross-entropy method and the covariance matrix adaptation evolution strategy to optimize a pre-trained individual navigation policy. The underlying deep architecture is engineered for low-cost, resource-constrained platforms, utilizing a compact neural network that relies exclusively on monocular camera imagery. This vision-based design emphasizes computational and energy efficiency, a critical requirement for practical swarm deployments. Experiments, performed in a high-fidelity physics simulator, demonstrate that the resulting controllers enable robust and scalable collective exploration of diverse indoor environments. The controller trained using our cross-entropy method achieves superior exploration coverage, visiting 36.20% more regions compared to the covariance matrix adaptation evolution strategy. Critically, our best vision-based policy achieves exploration performance statistically comparable to traditional methods relying on more expensive distance sensors, while delivering a significant 31.40% average reduction in energy consumption. These findings validate an effective and economically viable autonomous control system, establishing a path for deploying highly efficient collective intelligence in real-world engineering applications.
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Multiagent Systems · Cross-listed from cs.RO

GAMBIT: Learning to Plan Continuous Multi-Robot Trajectories

GAMBIT is an opening chess move in which a player sacrifices a piece, typically a pawn, to gain a positional advantage later in the game. Analogously, in multi-robot coordination, individual robots may need to forgo locally reward-maximising behaviours to improve overall team performance. Such self-sacrificial behaviours are difficult to capture with manually designed heuristics, particularly in dense, interaction-rich environments. Focusing on double-integrator continuous dynamics, this work studies how to learn such coordinated heuristics over motion primitives for multi-robot trajectory execution. Our framework, GAMBIT, first learns coordinated motion-primitive selection through imitation learning and subsequently fine-tunes the policy through reinforcement learning. We further introduce a safeguarded rollout mechanism with backup trajectories that guarantees collision-free execution at all times. Experiments demonstrate that GAMBIT substantially outperforms a range of baselines, including centralised motion planners and decentralised reactive planners, while exhibiting strong scalability. In particular, it coordinates over a thousand robots with planning latency below a few hundred milliseconds in continuous domains.
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All authors Rishabh Jain, Akmaral Moldagalieva, Lorenzo Magnino, Michael Amir, Keisuke Okumura, Ajay Shankar, Wolfgang Hönig, Amanda Prorok

Multiagent Systems · Cross-listed from cs.GT

Feedback Dominance Analysis for Pursuit-Evasion Games on Graphs

This work identifies the dominance regions for discrete, simultaneous-move pursuit-evasion games on graphs. Existing geometric approaches provide efficient characterizations of winning regions, but typically provide only sufficient conditions and rely on open-loop strategies. To address these challenges, we develop a set-based dynamic programming approach to characterize the pursuer's winning and losing regions, providing necessary and sufficient winning conditions under worst-case behavior. The reachability analysis admits a set-chasing interpretation, allowing translation of dominance sets to feedback strategies that adapt to the players' positions in real time. For states where neither player can guarantee victory, we introduce an instantaneous matrix-game formulation and establish upper and lower bounds on the pursuer's winning probability. Simulation results validate the correctness of the dominance-region characterization and the proposed bounds.
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All authors Yue Guan, Daigo Shishika, Dipankar Maity, Michael Dorothy, Panagiotis Tsiotras