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Computer Science Multiagent Systems

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Tuesday 13 October · still arriving

Multiagent Systems · Cross-listed from cs.AI

Fresh at Decision, Stale at Action: Routing New Information to LLM Decisions Already Made

Freshness shapes an LLM decision at the moment it is made; the action it commits to is latent, carried out later, in a changing world. We therefore introduce a timestamp theory of decision validity and a decision ledger that realises it. Six timestamps define a decision; a freshness ceiling bounds what up-to-date evidence guarantees at action time, placing the remaining risk in information published afterwards. Accuracy then factorises into two capabilities: routing, which delivers that information to affected decisions before their revision deadlines, and temporal judgment, which reads it for the time of action. The ledger is persistent state holding each decision's times, evidence and background knowledge, indexed by watch conditions written at decision time. Controlled decision streams with exact labels confirm four predictions across five LLMs, from 8B to frontier scale: freshness alone yields exactly the accuracy the ceiling predicts; models act on decisive news once it arrives, so accuracy follows routing; the ledger's index sets what routing reaches, and watch conditions reach indirect dependencies at low exposure; and the remaining errors concern when a change takes effect. Freshness makes a decision right when it is made; routing and temporal judgment keep it right when it is carried out.
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Multiagent Systems · Cross-listed from cs.AI

ECMR: Evidence-Aware Deliberation Control for Multi-Agent LLM Reasoning

Multi-agent Large Language Model (LLM) systems typically commit to a deliberation protocol before inference. A fixed protocol cannot allocate computation differently to resolved and unresolved instances, and it may mistake repeated support for independent confirmation. We study this failure as semantic false consensus: a confident group answer supported by narrow, duplicated, or correlated rationales. We introduce ECMR, an evidence-aware controller over frozen role-conditioned LLMs. At each step, ECMR summarizes answer concentration, support diversity and independence, contradictions, role behavior, verification history, and remaining budget, then selects whether to propose, challenge, verify, arbitrate, diversify, correct a role, or stop. We formulate this decision as finite-horizon budgeted control and derive sufficient conditions under which state conditioning, risk-triggered verification, and role correction improve cost-adjusted utility. Across a declared held-out evaluation of 9,000 records from MedQA, CaseHOLD, and FinQA, ECMR-Full increases pooled accuracy from 62.1% to 84.9%, reduces false-consensus rate from 40.7% to 17.0%, and raises evidence-support rate from 58.0% to 88.7%. State shuffling loses 11.7 accuracy points with only 0.7 fewer rounds, while harder traces shift from early stopping toward arbitration. ECMR-Full uses the largest token budget, yielding the strongest absolute reliability rather than uniformly superior token efficiency.
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All authors Yuan Liu, Haoyue Peng, Fanliang Hu, Lei Huang, Wenli Cai

Multiagent Systems

Degrees of Freedom in Multi-Agent Coordination: Between Centralized and Decentralized Regimes

Large language model (LLM)-based multi-agent systems (MAS) are commonly organized around two coordination regimes. Centralized coordination provides explicit control but can create a bottleneck at a single coordination locus, whereas decentralized coordination offers local autonomy but must achieve effective collaboration through distributed decisions and experience. These trade-offs motivate a systematic study of the space between the two regimes. We introduce Degrees of Freedom (DoF), a continuous configuration framework that quantifies the size of the decision space delegated to downstream agents. DoF controls the granularity of delegated work and the target probability that each task unit is assigned to the branches. Its endpoints recover the two coordination regimes. Across multiple task domains, DoF reveals a hierarchy of organizational effects. Delegated granularity and within-regime routing produce structured but bounded profile reallocations, whereas task domain and retained experience are associated with stronger differences between the centralized- and decentralized-branch profiles. The resulting performance landscape is task-dependent: different domains favor different DoF configurations, while atomic-target conditions are more consistent across runs. In-domain retained experience brings the two branch profiles closer together. The same controlled sweep reveals a task-dependent coordination landscape: some domains exhibit higher-performing configurations, whereas others show flatter responses and no single configuration dominates across domains. In five of the six evaluated state, an intermediate DoF configuration achieves higher mean accuracy than both endpoints, demonstrating the value of exploring the coordination space between them. Together, these findings provide empirical guidance for studying and designing intermediate coordination regimes in LLM-based MAS.
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All authors Yiqing Peng, Hehai Lin, Zixuan Wang, Dongyi Zhang, Zhengjie Zhu, Yi Han, Yangyang Zheng, Hao Wang, Qian Li, Chengwei Qin

Multiagent Systems · Cross-listed from cs.AI

MAS-Gate: Unlocking Multi-Agent System Lifecycle via Node-Centric Quantification

Large language model (LLM)-based multi-agent systems (MAS) can solve complex problems beyond the reach of a single agent by decomposing tasks and coordinating complementary capabilities. Despite extensive research on MAS, existing work largely focuses on specific aspects or individual phases of their development and operation, resulting in fragmented perspectives with objectives and signals that are difficult to reconcile across these different settings. To bridge these disconnected perspectives, we conceptualize MAS development and operation as a three-phase lifecycle spanning design-time orchestration before execution, runtime intervention during execution, and post-hoc attribution after execution, and introduce MAS-Gate, a unified node-centric quantification applicable across these phases. Modeling each execution as a directed acyclic graph, MAS-Gate combines within-node utility, which estimates a node's contribution through changes in reference-answer likelihood, with inter-node strength, which approximates semantic uptake and potential downstream reach. We adapt this shared quantification to three objectives: providing a structure-aware dense reward for Orchestrator training, training an Editor to act on execution prefixes using paired rewards from completed edited and unedited trajectories, and supplying risk-ranked nodes as auxiliary evidence for LLM-based post-hoc attribution. Experiments spanning interaction environments, knowledge-intensive multi-hop question answering, general reasoning, and post-hoc attribution demonstrate that MAS-Gate improves workflow construction, targeted runtime editing, and LLM-assisted error localization over corresponding phase-specific baselines. Together, these results establish MAS-Gate as a unified structural interface for improving MAS generation, dynamic editing, and error attribution throughout the lifecycle.
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All authors Hehai Lin, Zixuan Wang, Ming Yan, Peidong Wang, Shilei Cao, Minzhi Li, Bosheng Ding, Juepeng Zheng, Chengwei Qin

Multiagent Systems · Cross-listed from cs.RO

Mobility-Budget-Constrained Submodular Maximization for Distributed Semantic Multi-Robot Exploration

Multi-robot exploration under communication and mobility constraints requires balancing information gain with reachability. We present a distributed semantic exploration framework that combines Dirichlet mapping, budget-constrained trajectory selection, and Resource-Aware distributed Greedy (RAG) coordination. Each robot clusters frontiers, computes terrain- and heading-aware least-cost paths with a single budget-limited Dijkstra search, and selects feasible paths by marginal information gain, represented by the expected reduction in Dirichlet entropy. Each robot's per-round selection is exact, the team's joint per-round information gain is at least half the centralized optimum, and the bound degrades gracefully under limited communication. Ten-run gridworld ablations show improved coverage, semantic mIoU, and map certainty with lower entropy and traversal cost per unit distance than shortest-distance frontier selection. Budget-sensitivity experiments show that an intermediate budget best balances path reach and receding-horizon execution. In photorealistic full-system simulation against five coordination rules run in their native published forms, the proposed method attains the highest mean coverage and semantic accuracy while being the only one that respects the per-trajectory mobility budget.
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All authors Changxuan Yao, Sandilya Sai Garimella, Lu Gan, Panagiotis Tsiotras

Multiagent Systems · Cross-listed from physics.soc-ph

Collective Benefits and Efficiency in Coupled Echo State Networks

Simple aggregation of independent responses ("wisdom of crowds") generally improves collective performance through statistical facilitation, but interaction among members can sometimes hinder group outcomes. However, under certain circumstances, coordination studies show that interacting groups can outperform their individual members and nominal groups, and interaction can also be more efficient than independence. We present a reservoir computing model to investigate how interaction can enhance joint performance in terms of accuracy and efficiency. Echo state networks were trained independently to identify Japanese speakers from vowel recordings and tested jointly with and without coupled feedback. Model pairs reproduced the dyadic advantage reported by Bahrami et al. (2010) with interaction via pooled-feedback, but not when independent responses were aggregated together. Model dynamics revealed that interaction was beneficial whereas aggregated outputs were prone to diverging from runaway feedback over time. In terms of efficiency, larger groups of smaller interacting models outperformed smaller groups of larger models while equating for total amount of group computation. Our results offer a formal framework for explaining when and why interaction enhances collective intelligence.
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All authors Polyphony Bruna, Rick Dale, Michael J. Spivey, Christopher T. Kello

Monday 12 October

Multiagent Systems

Origin Attribution for Unsafe Behavior in Self-Evolving Multi-Agent Coding Systems

As language-model-based coding agents evolve their programs and reuse code from one another, safety failures can acquire a history that extends beyond the agent in which they are detected. An unsafe change may originate in one agent, propagate through intermediate recipients, and survive subsequent revisions before an audit reveals it. Understanding this history is important for identifying the introducing change and distinguishing inherited behavior from independently occurring failures. We study origin attribution in self-evolving multi-agent coding systems: recovering the agent and program version that introduced an observed unsafe behavior into the target's code lineage, or determining that it arose locally. This task is challenging because rewriting obscures textual similarity, independent occurrences confound temporal ordering, and intermediate recipients can resemble the source. We propose a method that combines behavioral fingerprint matching with historical localization and recursive tracing. It compares candidate implementations beyond the unsafe outcome, retains evidence from multiple historical versions, and follows matching candidates upstream. On 158 queries across 85 controlled scenarios, the method achieves 96.8% exact attribution accuracy, compared with 77.2% for exhaustive fingerprint matching without recursion. Component ablations and evaluation on 34 additional queries using the same method and hyperparameters demonstrate the complementary roles of multiple representatives and recursive tracing. Further checks extend the evaluation to approval-boundary and resource-owner errors. Together, these results show how behavioral and historical evidence can recover the origins of unsafe behavior through code revision and cross-agent propagation.
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Multiagent Systems

Scaling Inference-Time Compute with Teams of Coding Agents

Multi-agent systems promise a new axis for scaling inference: rather than having one agent think longer or sample more attempts, a task is split across many agents that work in parallel and coordinate. However, in practice, more agents can easily produce duplicate work, coordination failures, and higher costs. We therefore formulate team design as a compute allocation problem: starting from a solo agent, where should additional inference compute go to reach the reward-cost Pareto frontier? We build a minimal multi-agent harness from the ground up and trace this frontier by varying, one at a time, the workflow stage at which a lead delegates to its workers (planning, implementation, or verification), the models that form the team, and the number of workers. On ProgramBench, teams outperform solo agents but cost three to seven times as much. With the right compute allocation, however, a heterogeneous 17-agent team comes within 1.4 points of a strong homogeneous 5-agent team at 70% lower cost. This efficiency stems from three findings. First, planning is the most valuable use of workers: in a homogeneous team whose lead decides how many workers to spawn, a lead that delegates only planning to its workers, and then implements and verifies the code itself, matches the reward of a lead that delegates to workers throughout planning, implementation, and verification, at half the cost. Second, cheap models pay off as planners but not as implementers: a strong lead with cheap planners recovers 47.5% of the reward gain of an all-strong team for only 13.9% of its additional cost, whereas cheap implementers lower reward. Third, planners keep improving reward as the team grows, whereas implementers and verifiers plateau beyond four workers. Together, our results offer a guide to spending an agent budget where it counts, given the task, cost, and latency constraints a user has.
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All authors Keenan Samway, Daniel D'souza, Omar Darwiche Domingues, Marzieh Fadaee, Tan Yi-Chern, Nouha Dziri

Multiagent Systems · Cross-listed from cs.AI

Agency as a New Organizing Abstraction for Computer Science

Advances in large-scale machine learning have enabled agentic AI systems: persistent, autonomous computational entities that pursue goals, initiate actions, and interact with open environments. These systems are often framed as applications of foundation models. We argue that this framing is incomplete: agency is also a candidate new organizing abstraction for computer science. What is new is not the concept of an agent, nor runtime policy generation per se, but its general-purpose, open-ended form, in which systems can synthesize courses of action from goals, observations, and memory, over tools and environments for which no complete task-specific model was specified in advance. Thus agency becomes a systems-level abstraction as well as an AI modeling concept. Where the process abstraction organizes computation around executing programs, agency organizes it around pursuing goals under bounded resources: a process executes a program; an agent pursues a goal. From this perspective, the recurring failures of deployed agentic systems (runaway resource consumption, behavior redirected by adversarial content, opaque continuous operation) are symptoms of structural abstraction gaps, not isolated engineering defects. We examine these gaps across six dimensions (execution, interfaces, correctness, oversight, coordination, and persistence) and argue that closing them requires coordinated advances in systems,
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Multiagent Systems

DiTSG: Context-Aware Air Traffic Scene Generation with Multi-Agent Diffusion Transformers

Understanding how many aircraft, and which traffic configurations, can be safely and efficiently managed by air traffic controllers within a given airspace is fundamental to air traffic management. Air traffic controllers continuously modify aircraft trajectories through interventions such as speed advisories and radar vectoring, and the patterns of these interventions are difficult to capture effectively using existing air traffic simulators. To address this limitation, we propose Diffusion Transformers for Traffic Scene Generation (DiTSG), which learns to generate air traffic scenes from recorded multi-aircraft trajectories. DiTSG employs stacked multi-agent inverted Transformer layers as the denoising backbone of a diffusion transformer, jointly generates the trajectories of multiple aircraft within a traffic scene, and conditions the generation on agent-specific required times of arrival. The resulting trajectories generated by DiTSG preserve realistic inter-aircraft interactions observed in actual air traffic operations. Experiments show that the DiTSG generates diverse traffic scenes that reproduce the statistical properties of recorded traffic while preserving realistic inter-aircraft interactions.
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All authors Seokbin Yoon, Kyungmin Kim, Taejung Kwon, Keumjin Lee, Peng Wei

Multiagent Systems · Cross-listed from cs.AI

Game-Creation-Agents: Autonomous Game Production

Game-Creation-Agents (GCA) turns a natural-language request into a runnable Phaser 4 browser game. The pipeline first builds a multimodal game design document that couples mechanics and scene contracts to grounded visual references. It then projects that document into a runtime scaffold, machine-readable contracts, and deterministic tests. Eight specialized agents next carry out production: scenes are implemented serially, assets are produced in parallel, and one reduced manifest joins the two branches into a single build. Build-linked real-UI checks and a code-blind critic then verify that build and decide whether the game may ship. Each blocker returns to the agent that owns the affected artifact for a bounded repair, and the game is released once all the gates pass. We evaluate finished games separately, through their rendered interfaces alone, over prompt-matched tasks run under a common protocol. GCA achieves stronger requirement satisfaction, core mechanics, content depth, and functional visuals than a comparable open pipeline. In a side-by-side human study, raters also score GCA's games higher on every dimension and prefer them overall.
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All authors Tencent Multimodal RL Team: Xiangxin Zhou, Jiaqi Tang, Ke Ma, Wenhao Yang, Jiarui Yao, Boye Niu, Haiyang Guo, Yifei Zhao, Huanjin Yao, Pu Jian, Ruihuang Li, Haitao Wu, Yushi Huang, Xiangyan Liu, Yan Sun, Kaixin Li, Tianyu Pang

Multiagent Systems

AgentCue: Statistical Summaries for Guiding Decentralized Multi-Agent Self-Organization

Multi-agent systems (MAS) combine multiple agents to solve complex tasks, and recent MAS scale to more than a thousand agents. At this scale, decentralized MAS remove the central orchestrator that assigns sub-tasks, and the agents, which we call workers, self-organize through their own choices of sub-tasks and collaborators on a shared board. As workers keep adding participation and collaboration records, however, the information explodes: workers spend more and more effort on reading the records of other workers, and self-organization loses efficiency. In the statistical view, we represent the execution history of an MAS by two continually updated networks, a collaboration network among workers and a participation network between workers and task types. We then propose AgentCue, a method built on a new latent space model that places workers and task types in a shared latent space. Each time the networks are updated, the estimated parameters of the latent space model form a compact and interpretable statistical summary, and workers use the statistical summary to choose sub-tasks and collaborators without repeated searches of the shared board. We establish the identifiability of the latent space model and non-asymptotic error bounds for the estimates under network increments, and we show that a fixed number of gradient updates after each network update suffices for the same error rate. Experiments on LongBench v2 Multi-Doc QA show that AgentCue achieves competitive effectiveness, efficiency, and interpretability.
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All authors Guojun Zhu, Xinyou Chen, Kejian Zhang, Sanguo Zhang, Doudou Zhou

Multiagent Systems · Cross-listed from cs.LG

Learning Graded Sparse Mechanisms: A Representation Theorem and Certified Generalization

In a variety of multi-agent and physical environments, an element's update depends strongly on a few other elements and weakly on many, and both the identity and the number of the elements that matter change with the state of the system. Such graded sparse mechanisms are common, for instance, in flocks, crowds, learned particle simulators and the neighborhood aggregation of graph networks, yet they have received little systematic study as a class of functions with the grading given. In this paper we study the supervised learning of the mechanism when the grading is provided by the environment, as a weight on every element. First, we define the class by axioms, where each element's influence is capped by its weight, the dependence on the weights is regular, and no element is distinguished, and prove a representation theorem: the class is exactly the Lipschitz ball of a transport metric on weighted multisets, and the metric is forced by the axioms. Next, the geometry of the representation gives generalization bounds that depend on the data in two ways. One is via the sparsity profile of the data – the law of how many elements matter and by how much – which bounds the rate over all designs with that profile, with an exponent from the profile and no dependence on the number of elements. In a number of natural cases we also show matching lower bounds, up to constants in the exponent. The other is empirical: due to the representation result, classical empirical discrepancy bounds apply to the class as they stand, and the resulting bound is the transport distance between the two halves of the sample in the class's own metric, computed exactly by a matching, with an additional concentration term. Finally, we study a simulated Vicsek flock under four interaction rules at two noise levels, and show that the certificate is non-vacuous, a small fraction of the trivial value on every rule.
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Multiagent Systems

RelLedger: Relational Information Governance for LLM Agent Organizations

In LLM agent organizations, shared records determine which facts are available for later decisions. A sender consults interaction histories before deciding whether to report an event. A delivery gap across histories does not show whose relationship drove the choice or whether the resulting record matters downstream. We introduce RelLedger to audit these links. It holds the event, evidence, risk, and message fixed while crossing the sender's histories with the event target and an unrelated actor. Role reassignment and history rewrites locate the controlling cue. Message and cost interventions show when the effect appears. An attribution ledger maps each claim to its required response cells and separates missing interventions from sampling uncertainty. Recipient replay follows delivered information into downstream decisions. Executable workflows for a simulated one-person company extend the audit to retrieved histories, tool calls, and shared ledger updates. Across GPT, Gemini, Claude, DeepSeek, and Qwen, the audit reveals model-specific control paths and smaller relation gaps under explicit loss rules. Claude sends the same factual notice 62.22 percentage points more often with conflict histories than with friendly histories. In executable workflows, strained histories reduce recipient review rates by 45.83 points relative to warm histories for Claude.
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All authors Junxi Huang, Wenshuo Chen, Nuoxuan Li, Kailong Wang, Meitong Shen, Yuehan Kou, Leihao Zhao, Yutao Yue, Xiucheng Wang, Nan Cheng

Multiagent Systems · Cross-listed from cs.NE

CIPHEUR: LLM-Guided Structural Search Control for Conflict-Graph Optimization

Conflict-graph search can stagnate despite effective operators when interventions fail to address the conflicts blocking progress. A disruptive intervention may also require further search before its value emerges. We propose CIPHEUR, a large language model (LLM)-guided framework that connects conflict evidence to coordinated intervention and recovery through Structured Intervention Units (SIUs). The shared control interface supports offline synthesis of executable policies and online contextual decisions. Asynchronous online control sustains native search during inference, while all policies preserve the original objective and feasibility constraints. Across eight satellite-ground scheduling conflict views with five runs per view and a 900-second evaluation cap, CIPHEUR-online achieves the highest mean objective among 11 configurations and increases mean scheduled contact duration by 14.84% over the greedy baseline GWMIN. It exceeds the strongest external per-view mean in seven of eight views and outperforms CHILS in all 40 paired runs. Within the same runs, its normalized objective improvement from 360 to 900 seconds is 1.50 to 1.86 times that of the two programmatic controllers. A separately frozen, one-shot LLM-generated controller also improves the mean objective over CHILS without runtime model calls. Together, these results demonstrate how structural search control translates LLM design knowledge and contextual reasoning into improved solution quality and sustained search progress.
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All authors Yuqing Cheng, Yan Jia, Yanjie Song, Xiaolu Liu, Lining Xing, Feng Yao

Multiagent Systems · Cross-listed from cs.AI

Pollard: Governed Semantic Execution Trees for Framework-Independent AI Agent Control and Replay

Agent frameworks can persist checkpoints, trace tool calls, and limit resource use, but these facilities often assign different identities to execution, governance, and replay. We present Pollard, a framework-independent runtime based on governed semantic execution trees. A step identity commits to canonical input, kind, attempt, and parent identity; the same tree records completion, refusal, resource settlement, and branch history. Strict replay returns a verified stored result without invoking the wrapped operation, while a transactional store coordinates reservations across concurrent workers. Under a signed deterministic freeze, two state-model replicas each executed the evaluation transitions without an invariant violation, retained-lease PostgreSQL groups were tested against exact limits, strict replay avoided external calls, and all semantic mutations were detected with no false alarms on the controls. A multi-pair framework matrix preserved reference behavior and verified the trees. A separate cost-capped hosted study exercised live provider paths, and every completed Pollard trial produced a verified tree. Together, the studies support the core mechanisms under explicit lease, boundary, and seal-custody assumptions.
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Multiagent Systems · Cross-listed from cs.CL

Scaling Multi-Agent Intelligence with Substrate-Centric Coordination

Existing large language model (LLM) based multi-agent systems have been shown to scale poorly, and we identify three problems: reading burden that grows with the group, useful information diluted by shared work of unknown quality, and fragility to failed agents. We argue that the problems are largely due to agent-centric designs: the coordination structure is wired into fixed workflows, central coordinators, or peer-to-peer messaging, and recent blackboard-style methods that move the coordination into a shared medium relieve only the last problem. To close the gaps, we build ScaleMAS, where asynchronous agents interact with a shared datastore of linked messages via three operations: publishing messages with optional references to earlier ones that they build on, searching for messages by content, and visiting messages by address. Search returns at most $k$ messages, so an agent's read stays bounded at any group size; results are ranked by relevance and by how often they are cited, which we find to be an effective proxy for quality; and messages persist after their producers leave, so the group carries on when individual agents fail. Across four agentic tasks, ScaleMAS outperforms agent-centric and blackboard-style baselines at lower inference compute, continues to scale up to 128 agents, and tolerates losing agents midway.
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All authors Zhenting Qi, Zhuokai Zhao, Rulin Shao, Kerem Oktar, Zhiyuan Yao, Himabindu Lakkaraju, Wen-tau Yih, Ansong Ni, Bhargavi Paranjape, Yilun Du

Multiagent Systems · Cross-listed from cs.AI

Beyond Perfect Teammates: Multi-Agent Collaboration with Unreliable Colleagues

LLM-based multi-agent collaboration is increasingly used to solve complex tasks by dividing work among specialized agents and integrating complementary expertise. Yet existing systems and evaluations largely rest on an implicit perfect-colleague assumption: collaborators provide correct and complete information and respond promptly to requests. In realistic teamwork, however, collaborators may return information that does not answer the intended question, provide insufficient detail to support a decision, or fail to respond to a request. To separate task-solving competence from the ability to recover an unreliable evidence-gathering process, we introduce the Unreliable Colleagues Benchmark (UnCoBench), which organizes behavioral failures through Misaligned, Incomplete, and Missed settings. The main agent need to verify contextual correctness, diagnose information gap and track unresolved dependencies in order to obtain the correct evidence for solving the task. We also introduce a verifiable and scalable automated generation pipeline that pairs LLM-based scenario generation with executable checks of answer uniqueness and role necessity. Results across ten models show that similar reliable-setting performance can result in different robustness to unreliable evidence. Trace analysis reveals frequent omissions of corrective follow-up, and the recovery behavior involves inefficient waiting and redundant queries. These findings show that robust collaboration requires not only sound reasoning, but also targeted action to diagnose evidence failures, recover relevant information, and integrate it into decisions. Our data and source code are available at https://github.com/iNLP-Lab/UnCoBench.
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All authors Chen Huang, Yiyang Zhang, Yuhao Wu, Yang Deng, Wenxuan Zhang

Multiagent Systems · Cross-listed from cs.AI

GUIDE: Computationally Augmented Consensus for Trustworthy Clinical Practice Guidelines

Maintaining up-to-date clinical practice guidelines (CPGs) is essential for evidence-based medicine, but rapid evidence growth and complex expert consensus formation limit timely updates. We developed GUIDE, a multi-agent copilot system for human-AI collaborative guideline generation and updating. GUIDE delegates labor-intensive tasks to specialized AI agents while preserving expert judgment and final arbitration. In 12 NICE ophthalmology datasets, GUIDE achieved 88.85% literature recall, 86.06% alignment in certainty-of-evidence ratings, and 91.67% recommendation agreement, requiring 162.17 minutes per dataset on average (28.68% human intervention). Performance remained stable across 20 additional datasets from cardiology, endocrinology, gastroenterology, and respiratory medicine. Ablation analysis showed that removing expert intervention reduced performance in judgment-intensive steps such as Risk-of-Bias assessment. In six post-cutoff datasets, GUIDE maintained robust end-to-end performance on unseen evidence. Prospective real-world validation showed that GUIDE reduced expert workload and produced more clinically acceptable recommendations than the original decade-old guideline (mean score, 3.73 vs. 1.53; agreement, 66.7% vs. 13.3%), with outcomes comparable to human-only updating (P = 0.588) but substantially less time and effort. GUIDE offers a practical framework for timely, trustworthy, expert-centric guideline development and validates computationally augmented consensus.
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All authors Yuanfan Lin, Jie Di, Xujin He, Zhenzhe Lin, Jialing Chen, Ruiyang Li, Changyu Zheng, Yuanrui Shang, Weiqin Peng, Jingxi Qin, Xiong Wang, Dongxin Ye, Yining Huang, Guoqiang Li, Andi Xu, Sijia Yu, Ruixin Wang, Yahan Yang, Xiaohang Wu, Duoru Lin, Jingjing Chen, Zhenzhen Liu, Wenben Chen, Haotian Lin

Multiagent Systems · Cross-listed from cs.LG

Dream2Discern: Learning from Hard Latent Variants for Runtime Failure Prediction in Multi-Agent Systems

Reliable deployment of LLM-based multi-agent systems calls for runtime auditors that predict terminal outcomes from observed execution prefixes. These auditors typically learn from a limited corpus of trajectories with verified outcomes. Expanding this corpus requires costly execution and verification, yet broader failure coverage alone provides no explicit criterion for identifying prefixes that the current auditor finds difficult to classify. To this end, we propose Dream2Discern, a runtime auditor trained through implicit augmentation guided by its own prediction loss. During Dream, we select perturbations of the auditor's representation operators to increase prediction loss on recorded prefixes, yielding hard latent variants. During Discern, the auditor learns to predict execution outcomes from these variants using the original labels. The variants are regenerated as the auditor learns, turning a limited corpus into a renewable source of hard examples and requiring no additional trajectory collection or outcome verification. Extensive evaluations on AFTraj-2K and StepShield show that Dream2Discern outperforms competitive failure auditors and achieves over 90% trajectory-level weighted accuracy on both benchmarks while balancing prediction accuracy and timeliness. Project page: https://zbox1005.github.io/dream2discern-project/
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All authors Boxuan Zhang, jianing Zhu, Xiaotian Han, Ruixiang Tang

Sunday 11 October

Multiagent Systems · Cross-listed from cs.AI

PopGen: Generating Semantically Diverse Populations for Zero-Shot Coordination

In multi-agent reinforcement learning, exposing a cooperator to partners with diverse strategies during training is key to better collaboration at test time. However, existing methods typically rely on trajectory-level proxies to measure diversity, which may label two distinct trajectories of the same strategy as diverse. Instead, our key insight is to leverage LLMs' ability to describe behaviorally distinct agents in environments, similar to how humans can recognize high-level strategies. To this end, we introduce PopGen, a framework that synthesizes semantically diverse agents from scratch using LLMs. PopGen first generates a diverse set of textual descriptions of agent behaviors, then translates each behavior into a code policy that can be executed within the environment. We show that cooperators trained against PopGen populations achieve robust zero-shot cooperation with unseen partners, outperforming population-play baselines across four collaborative environments. We further show that semantic diversity scales with PopGen population size, improving the cooperator's worst-case performance, and we identify design choices that preserve population quality while maximizing diversity. Our code is available at https://github.com/labicon/PopGen.
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All authors Paul Teiletche, Kanghyun Ryu, Kyungjoon Park, Dhruva Tirumala, Markus Wulfmeier, Negar Mehr

Multiagent Systems · Cross-listed from cs.LG

DiffNash: Finding Nash Equilibrium in High-Dimensional Continuous Action Spaces with Diffusion Policies

Computing equilibria in high-dimensional continuous games requires learning and representing rich, multi-modal strategy distributions, something conventional neural policies struggle to achieve. Diffusion models offer a natural solution, but standard diffusion training requires direct samples from a fixed target distribution, which are generally unavailable under iterative game-solving updates. We propose a diffusion-based framework for equilibrium computation that enables diffusion-based variants of Online Mirror Descent (OMD) and Fictitious Play (FP). Our approach derives a reweighted score-matching objective that trains diffusion policies without requiring direct samples from each updated policy. Our main method, DiffNash, combines the fast convergence of OMD with the sample efficiency of FP by reusing past actions through a replay buffer. To correct the resulting distribution shift from sample reuse, we derive an unbiased estimator of the difference between current and past policies' Evidence Lower Bounds, whose exponential provides a tractable proxy for the corresponding importance weight without evaluating diffusion likelihoods. We evaluate our approach on forest protection games and continuous Colonel Blotto games, reducing the Nash gap over the strongest baseline by 35.6% and 24.7%, respectively, with minimal hyperparameter tuning.
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All authors Haichuan Wang, Anagha Satish, Jiale Zheng, Saisneha Ghatti, Lingkai Kong, Kai Wang, Milind Tambe

Multiagent Systems · Cross-listed from cs.CR

Scalable Weak-to-Strong Verifier Hardening for Agent Environments

Agent environments are essential for large language model (LLM) development. They use programmatic verifiers to turn complex outcomes into rewards. Verifiers can be attacked into awarding full credit to cheating agents without completing the intended task, causing inaccurate evaluation and misalignment in training. As agent environments scale in numbers and difficulty, so must the repairing of exploitable verifiers. To this end, we ask whether today's model with scaled compute can automatically harden agent environments to prevent potentially stronger future models from reward hacking. We introduce a scalable, fully automatic approach to weak-to-strong verifier hardening. It first sets up an isolated verifier sandbox that agents cannot directly modify, then uses a hacker-fixer loop to find and repair remaining verifier vulnerabilities. We apply this loop to Terminal Bench, KernelBench, and SETA, substantially reducing attack success across these agent environments. The iterative design scales with the hardening budget, producing progressively stronger defenses as the number of loop iterations increases and outperforming the static, non-iterative baseline. An earlier version of our hacker-fixer loop has been adopted by the official Terminal Bench repository as a way to audit exploits in its environments. Project page: https://verifier-hardening.github.io/.
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All authors Chong Zeng, Ziqian Zhong, Kexun Zhang, Ivan Bercovich, Ivgeni Segal, Yuzhen Mao, Shashwat Saxena, Aditi Raghunathan

Multiagent Systems

Mind Your Own Role: Reducing Role Overstepping for Effective and Efficient Multi-Agent Collaboration via Dynamic Role Activation Steering

Multi-Agent Systems (MAS) have shown strong capability in solving complex tasks by assigning different agents specialized roles and corresponding subtasks. However, agents may overstep their assigned responsibilities and perform subtasks belonging to other roles, which can disrupt workflow, reduce system efficiency, and degrade task performance. To address this issue, we investigate role-related patterns in the model's internal activation space and uncover two key observations: (i) role instructions induce consistent directional shifts in activation space, and (ii) role-adherent and role-overstepping trajectories exhibit distinct activation patterns. Based on these observations, we propose Dynamic Role Activation Steering (DRAS), a lightweight and effective inference-time activation intervention approach to reduce role overstepping in multi-agent collaboration. Specifically, DRAS constructs a role steering vector and a lightweight role-overstepping detector for each role. During LLM generation, the detector estimates the probability of role overstepping from the current activation state, and DRAS dynamically adjusts the steering strength accordingly to guide the agent toward its assigned responsibilities. Experimental results show that DRAS effectively reduces the number of role-overstepping trajectories by up to 86.6% compared with Vanilla MAS, thereby improving task quality score by 10.0%–11.1%, achieving a 1.50$\times$–1.61$\times$ task-completion speedup, and reducing token consumption by 26.8%–38.7%.
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All authors Xingke Yang, Sicong Li, Lingfeng Yao, Rui Chen, Gen Li, Hao Wang, Xin Fu, Miao Pan

Multiagent Systems · Cross-listed from cs.AI

Agent Sociodrama: Social-Dynamics-Guided Persona Recasting for LLM Agent Teams

Large language model (LLM) agents are increasingly deployed as teams, yet they fail in characteristically social ways: information holders stay silent, dominant speakers anchor groups on wrong answers, and norm violations go unsanctioned. We present Agent Sociodrama, a framework for modeling and validating evolving social dynamics in LLM agent teams. Under fixed personas, agents' emotional states and directed, asymmetric relationships are updated every round by a unified external LLM judge and shape their subsequent interactions. Across six LLM backbones and five social scenarios, we assess social fidelity through classical social-theory patterns and agreement with human judgments. The resulting trajectories exhibit structured social patterns and model-specific differences. We then introduce Trajectory-Guided Persona Recasting (TPR), which diagnoses group-dynamic failures from interaction transcripts and social trajectories and recasts agent personas before rerunning the task. Across four collaborative benchmarks, TPR improves performance from both heterogeneous and randomly initialized agent persona compositions, yielding up to 83.3%p of accuracy improvement over the initial casting. On representative distributed-information cooperation and mixed-motive bargaining tasks, we outperform SOTOPIA and AgentVerse in three of four comparisons, by up to 37.5%p in Pareto rate. These results show that validated social trajectories provide actionable signals for repairing LLM agent teams.
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Multiagent Systems

Dynamic Conflict Clustering with Lightweight Learning and Strategic Repair for Distributed Constraint Satisfaction

Distributed Constraint Satisfaction Problems (DCSPs) model distributed decision-making in multi-agent systems, where agents assign values to local variables while satisfying shared constraints. However, many DCSP solvers still rely on broad, repeated peer-to-peer communication and are largely reactive, with limited support for strategic coordination or learning. This increases communication overhead, can lead to stagnation, and reduces the success of hard instances. Hence, we propose Dynamic Conflict Clustering-Incomplete (DCC-Incomplete), a repair-based solver that combines conflict-centred decomposition, structured coordination, strategic repair, and lightweight learning for stagnation recovery. DCC-Incomplete groups the unsolved part of the problem into conflict clusters and restricts communication via a coordination layer to agents within the same conflict region. It also introduces memory-guided restart, enabling agents and clusters to pause, revise, and adapt repairs based on neighbouring conflict states. A thorough evaluation of DCC-Incomplete on distributed graph-colouring benchmarks with planted satisfying assignments shows that its memory-guided restart improves the success rate from 37.50% to 61.11%, reduces median runtime from 0.565s to 0.367s, and cuts median communication from 12.493 to 6.503 messages per constraint. These results suggest that dynamic conflict clustering, combined with lightweight strategic and learning-guided repair, improves both communication efficiency and robustness in incomplete DCSP solving.
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Multiagent Systems · Cross-listed from cs.LO

Representation Theorems for Actual Powers over Two-Agent General Concurrent Game Frames

One of the most well-known connections between logic and games is Pauly's representation theorem: the induced powers of individuals and coalitions in concurrent game frames correspond, in a precise sense, to a certain class of neighborhood frames. The precise sense here is what is called alpha effectivity (or alpha power): the power of a coalition is characterized by the sets of states in which it can ensure that the outcome lies by taking some joint action. This definition is inherently monotonic, and, as pointed out by van Benthem, Bezhanishvili, and Enqvist (2019), that fact can obscure relevant information about the power structure in the game: we do not know whether two sets that a coalition has the power to enforce correspond to the same joint action or to different joint actions. An alternative is to characterize the power of a coalition by its actual power (called basic power by van Benthem, Bezhanishvili, and Enqvist (2019)): the collection of sets of states, each of which corresponds to one joint action by the coalition and all possible joint actions by the other agents. It has recently been argued by Li and Ju (2025, 2026) that standard concurrent game frames rely on three assumptions that may, in some cases, be too strong: seriality, independence of agents, and determinism. This yields a total of eight different classes of general concurrent game frames. In this paper, assuming two agents, we prove that, in terms of actual powers, the eight classes of general concurrent game frames are represented by eight corresponding classes of neighborhood frames. This generalizes a result by van Benthem, Bezhanishvili, and Enqvist (2019).
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Multiagent Systems · Cross-listed from cs.RO

CoLA: Multi-VLA Coordination via Learned Adapters

Vision-Language-Action (VLA) models are typically deployed as isolated single-agent policies. When several such agents share a workspace, they can coordinate implicitly, by observing one another, or explicitly, by exchanging messages, but it remains unclear when explicit communication becomes necessary. We introduce CoLA (Coordination via Learned Adapters), which keeps each agent's VLA backbone frozen and trains a lightweight message channel and a per-arm diffusion action head on top, with fully decentralised execution. Across three tasks that differ in how much each agent can observe, the channel matters only when information is private. On an occluded tray handover, where the box's colour marker is visible to one agent only, CoLA reaches 76.0% success versus 1.3% with messages zeroed throughout training. On two-arm and three-arm handover tasks, removing messages has no measurable effect with a shared overhead camera (90.6% vs. 88.3% at two arms; 63.5% vs. 60.0% at three), but lowers success on the two-arm task's wrist-only variant (74.8% vs. 64.3%). This architecture generalises across different VLA backbones as well. With a frozen $\pi_{0.5}$ backbone on the same occluded tray task, CoLA matches the overall success rate of a LoRA-fine-tuned baseline (37.3% vs. 34.7%) using a fraction of the trainable parameters. When CoLA places the box, it selects the correct tray 71.8% of the time, whereas the independently fine-tuned baseline, whose placing arm never sees the marker, selects it at chance level (34.7% against 33.3%).
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All authors Ahaskar Kashyap, Jiawen Zong, Boyu Ma, Chuhao Zhou, Jingliang Li, Stefano V. Albrecht, Jianfei Yang

Multiagent Systems

Do Rollups Self-Organize? Multi-Agent Reinforcement Learning in the EIP-4844 Blob Fee Market

EIP-4844 gave Ethereum rollups a separate fee dimension for data, governed by a multiplicative update rule that targets three “blobs” per block. Whether this target is reached depends on how many independent, self-interested rollups choose to post data, a question that closed-form models address only for a single agent under exogenous prices or in a static equilibrium. We propose a calibrated multi-agent reinforcement learning environment for the blob fee market in which the blob base fee is endogenous, set by the EIP-4844 rule on the aggregated decisions of heterogeneous rollups fit to post-Dencun Ethereum data. After confirming that the environment reproduces the known single-agent analytical optimum, we show that independent learners, with no convergence guarantee, still settle near the target without coordination ($3.32\pm0.01$ blobs per block over five seeds). Over a fiftyfold demand range ($10\times$ to $500\times$), supply stays at the target from $10\times$ to $200\times$ and rises above it at higher demand, where the fee can no longer hold it. Posting frequency increases with rollup size, an emergent analog of the size threshold predicted by prior theory. A costless layer-1 calldata outside option pushes the fee down by roughly an order of magnitude while aggregate supply stays at the target, so the fee rule acts as a negative-feedback controller on decentralized supply.
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Saturday 10 October

Multiagent Systems

Persistent LLM Orchestration of Heterogeneous Robot Teams via Partial Delegation to Multi-Agent Protocols

Natural language specifications let non-expert users task robot teams, and large language models (LLMs) have recently proven effective at grounding such semantic specifications into plans for heterogeneous teams. Existing approaches assume missions that terminate and environments that, while unknown, do not change, but both assumptions fail in many emerging applications. For example, a disaster-response mission does not terminate, and its environment changes continuously as hazards spread and evacuees move. We identify three ways an LLM orchestrator breaks in this setting: its prompt grows without bound, its reasoning degrades as agents and targets accumulate, and it stops actively monitoring after covering the search space once. We build on the successful framework of grounded generative intelligence, and address each issue with a classical idea. A Markovian state summary, rebuilt from the semantic map at every invocation, replaces the growing interaction history. Partial delegation lets the orchestrator assign a subset of robots to an autonomous multi-agent protocol and reserve its reasoning for generating subtasks that require detailed parameters and careful ordering. Lastly, observation staleness, surfaced explicitly in the prompt, together with task-and event-triggered re-prompting, keeps the team vigilant. In a simulated urban search-and-rescue mission with spreading fire and moving evacuees, our framework rescues 98% of civilians versus 89% for the strongest baseline while using six times fewer tokens. Additional ablations isolate the contribution of each mechanism.
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All authors Maria G. Mendoza, Victoria M. Tuck, Zachary Ravichandran, Shankar Sastry, George J. Pappas