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Sep 11

Small-Gain Nash: Certified Contraction to Nash Equilibria in Differentiable Games

Classical convergence guarantees for gradient-based learning in games require the pseudo-gradient to be (strongly) monotone in Euclidean geometry as shown by rosen(1965), a condition that often fails even in simple games with strong cross-player couplings. We introduce Small-Gain Nash (SGN), a block small-gain condition in a custom block-weighted geometry. SGN converts local curvature and cross-player Lipschitz coupling bounds into a tractable certificate of contraction. It constructs a weighted block metric in which the pseudo-gradient becomes strongly monotone on any region where these bounds hold, even when it is non-monotone in the Euclidean sense. The continuous flow is exponentially contracting in this designed geometry, and projected Euler and RK4 discretizations converge under explicit step-size bounds derived from the SGN margin and a local Lipschitz constant. Our analysis reveals a certified ``timescale band'', a non-asymptotic, metric-based certificate that plays a TTUR-like role: rather than forcing asymptotic timescale separation via vanishing, unequal step sizes, SGN identifies a finite band of relative metric weights for which a single-step-size dynamics is provably contractive. We validate the framework on quadratic games where Euclidean monotonicity analysis fails to predict convergence, but SGN successfully certifies it, and extend the construction to mirror/Fisher geometries for entropy-regularized policy gradient in Markov games. The result is an offline certification pipeline that estimates curvature, coupling, and Lipschitz parameters on compact regions, optimizes block weights to enlarge the SGN margin, and returns a structural, computable convergence certificate consisting of a metric, contraction rate, and safe step-sizes for non-monotone games.

Lossfunk Lossfunk
·
Dec 7, 2025 2

Fictitious Cross-Play: Learning Global Nash Equilibrium in Mixed Cooperative-Competitive Games

Self-play (SP) is a popular multi-agent reinforcement learning (MARL) framework for solving competitive games, where each agent optimizes policy by treating others as part of the environment. Despite the empirical successes, the theoretical properties of SP-based methods are limited to two-player zero-sum games. However, for mixed cooperative-competitive games where agents on the same team need to cooperate with each other, we can show a simple counter-example where SP-based methods cannot converge to a global Nash equilibrium (NE) with high probability. Alternatively, Policy-Space Response Oracles (PSRO) is an iterative framework for learning NE, where the best responses w.r.t. previous policies are learned in each iteration. PSRO can be directly extended to mixed cooperative-competitive settings by jointly learning team best responses with all convergence properties unchanged. However, PSRO requires repeatedly training joint policies from scratch till convergence, which makes it hard to scale to complex games. In this work, we develop a novel algorithm, Fictitious Cross-Play (FXP), which inherits the benefits from both frameworks. FXP simultaneously trains an SP-based main policy and a counter population of best response policies. The main policy is trained by fictitious self-play and cross-play against the counter population, while the counter policies are trained as the best responses to the main policy's past versions. We validate our method in matrix games and show that FXP converges to global NEs while SP methods fail. We also conduct experiments in a gridworld domain, where FXP achieves higher Elo ratings and lower exploitabilities than baselines, and a more challenging football game, where FXP defeats SOTA models with over 94% win rate.

  • 5 authors
·
Oct 4, 2023

Multiplayer Interactive World Models with Representation Autoencoders

We introduce the first multiplayer world model for highly dynamic environments governed by complex physical interactions. Whereas single-player world models treat the other agents as part of the environment, ours conditions on the action streams of multiple agents, learning to attribute changes in the scene to the correct player and to stay coherent under arbitrary combinations of their actions. We study this problem in the game of Rocket League, where players compete and cooperate under fast, tightly coupled dynamics. Trained on 10,000 hours of gameplay collected with publicly available bots, our 5-billion-parameter latent diffusion model generates four-player matches in real time, producing 20 frames per second on a single Nvidia B200 GPU. Although trained only on short clips, its rollouts stay stable far beyond the training horizon: distributional quality holds steady out to five minutes, the longest horizon we measure, and in practice we observe rollouts continuing for hours with no sign of collapse. We systematically investigate the central design choices: the video codec, the generative objective, and the multiplayer conditioning scheme. In addition, we characterize how behavior changes with model and data scale, including the capabilities that emerge and the failure modes that persist. We further develop targeted evaluations that probe the model's physical understanding rather than visual appearance alone. To support continued research on multiplayer world models, we release our dataset, our full training and inference codebase, and a live demo.

  • 27 authors
·
Jul 5 1

Lipschitzness Is All You Need To Tame Off-policy Generative Adversarial Imitation Learning

Despite the recent success of reinforcement learning in various domains, these approaches remain, for the most part, deterringly sensitive to hyper-parameters and are often riddled with essential engineering feats allowing their success. We consider the case of off-policy generative adversarial imitation learning, and perform an in-depth review, qualitative and quantitative, of the method. We show that forcing the learned reward function to be local Lipschitz-continuous is a sine qua non condition for the method to perform well. We then study the effects of this necessary condition and provide several theoretical results involving the local Lipschitzness of the state-value function. We complement these guarantees with empirical evidence attesting to the strong positive effect that the consistent satisfaction of the Lipschitzness constraint on the reward has on imitation performance. Finally, we tackle a generic pessimistic reward preconditioning add-on spawning a large class of reward shaping methods, which makes the base method it is plugged into provably more robust, as shown in several additional theoretical guarantees. We then discuss these through a fine-grained lens and share our insights. Crucially, the guarantees derived and reported in this work are valid for any reward satisfying the Lipschitzness condition, nothing is specific to imitation. As such, these may be of independent interest.

  • 3 authors
·
Jun 28, 2020

Multiplayer Nash Preference Optimization

Reinforcement learning from human feedback (RLHF) has emerged as the standard paradigm for aligning large language models (LLMs) with human preferences. However, reward-based methods built on the Bradley-Terry assumption struggle to capture the non-transitive and heterogeneous nature of real-world preferences. To address this, recent studies have reframed alignment as a two-player Nash game, giving rise to Nash learning from human feedback (NLHF). While this perspective has inspired algorithms such as INPO, ONPO, and EGPO with strong theoretical and empirical guarantees, they remain fundamentally restricted to two-player interactions, creating a single-opponent bias that fails to capture the full complexity of realistic preference structures. In this work, we introduce Multiplayer Nash Preference Optimization (MNPO), a novel framework that generalizes NLHF to the multiplayer regime. It formulates alignment as an n-player game, where each policy competes against a population of opponents while being regularized toward a reference model. Our framework establishes well-defined Nash equilibria in multiplayer settings and extends the concept of duality gap to quantify approximation quality. We demonstrate that MNPO inherits the equilibrium guarantees of two-player methods while enabling richer competitive dynamics and improved coverage of diverse preference structures. Through comprehensive empirical evaluation, we show that MNPO consistently outperforms existing NLHF baselines on instruction-following benchmarks, achieving superior alignment quality under heterogeneous annotator conditions and mixed-policy evaluation scenarios. Together, these results establish MNPO as a principled and scalable framework for aligning LLMs with complex, non-transitive human preferences. Code is available at https://github.com/smiles724/MNPO.

stanfordnlp Stanford NLP
·
Sep 27, 2025 2

MEMO: Memory-Augmented Model Context Optimization for Robust Multi-Turn Multi-Agent LLM Games

Multi-turn, multi-agent LLM game evaluations often exhibit substantial run-to-run variance. In long-horizon interactions, small early deviations compound across turns and are amplified by multi-agent coupling. This biases win rate estimates and makes rankings unreliable across repeated tournaments. Prompt choice worsens this further by producing different effective policies. We address both instability and underperformance with MEMO (Memory-augmented MOdel context optimization), a self-play framework that optimizes inference-time context by coupling retention and exploration. Retention maintains a persistent memory bank that stores structured insights from self-play trajectories and injects them as priors during later play. Exploration runs tournament-style prompt evolution with uncertainty-aware selection via TrueSkill, and uses prioritized replay to revisit rare and decisive states. Across five text-based games, MEMO raises mean win rate from 25.1% to 49.5% for GPT-4o-mini and from 20.9% to 44.3% for Qwen-2.5-7B-Instruct, using 2,000 self-play games per task. Run-to-run variance also drops, giving more stable rankings across prompt variations. These results suggest that multi-agent LLM game performance and robustness have substantial room for improvement through context optimization. MEMO achieves the largest gains in negotiation and imperfect-information games, while RL remains more effective in perfect-information settings.

  • 12 authors
·
Mar 9 2

Is Model Ensemble Necessary? Model-based RL via a Single Model with Lipschitz Regularized Value Function

Probabilistic dynamics model ensemble is widely used in existing model-based reinforcement learning methods as it outperforms a single dynamics model in both asymptotic performance and sample efficiency. In this paper, we provide both practical and theoretical insights on the empirical success of the probabilistic dynamics model ensemble through the lens of Lipschitz continuity. We find that, for a value function, the stronger the Lipschitz condition is, the smaller the gap between the true dynamics- and learned dynamics-induced Bellman operators is, thus enabling the converged value function to be closer to the optimal value function. Hence, we hypothesize that the key functionality of the probabilistic dynamics model ensemble is to regularize the Lipschitz condition of the value function using generated samples. To test this hypothesis, we devise two practical robust training mechanisms through computing the adversarial noise and regularizing the value network's spectral norm to directly regularize the Lipschitz condition of the value functions. Empirical results show that combined with our mechanisms, model-based RL algorithms with a single dynamics model outperform those with an ensemble of probabilistic dynamics models. These findings not only support the theoretical insight, but also provide a practical solution for developing computationally efficient model-based RL algorithms.

  • 4 authors
·
Feb 2, 2023

Variance Reduced Halpern Iteration for Finite-Sum Monotone Inclusions

Machine learning approaches relying on such criteria as adversarial robustness or multi-agent settings have raised the need for solving game-theoretic equilibrium problems. Of particular relevance to these applications are methods targeting finite-sum structure, which generically arises in empirical variants of learning problems in these contexts. Further, methods with computable approximation errors are highly desirable, as they provide verifiable exit criteria. Motivated by these applications, we study finite-sum monotone inclusion problems, which model broad classes of equilibrium problems. Our main contributions are variants of the classical Halpern iteration that employ variance reduction to obtain improved complexity guarantees in which n component operators in the finite sum are ``on average'' either cocoercive or Lipschitz continuous and monotone, with parameter L. The resulting oracle complexity of our methods, which provide guarantees for the last iterate and for a (computable) operator norm residual, is mathcal{O}( n + nLvarepsilon^{-1}), which improves upon existing methods by a factor up to n. This constitutes the first variance reduction-type result for general finite-sum monotone inclusions and for more specific problems such as convex-concave optimization when operator norm residual is the optimality measure. We further argue that, up to poly-logarithmic factors, this complexity is unimprovable in the monotone Lipschitz setting; i.e., the provided result is near-optimal.

  • 3 authors
·
Oct 4, 2023

LDLT L-Lipschitz Network: Generalized Deep End-To-End Lipschitz Network Construction

Deep residual networks (ResNets) have demonstrated outstanding success in computer vision tasks, attributed to their ability to maintain gradient flow through deep architectures. Simultaneously, controlling the Lipschitz constant in neural networks has emerged as an essential area of research to enhance adversarial robustness and network certifiability. This paper presents a rigorous approach to the general design of L-Lipschitz deep residual networks using a Linear Matrix Inequality (LMI) framework. Initially, the ResNet architecture was reformulated as a cyclic tridiagonal LMI, and closed-form constraints on network parameters were derived to ensure L-Lipschitz continuity; however, using a new LDL^top decomposition approach for certifying LMI feasibility, we extend the construction of L-Lipchitz networks to any other nonlinear architecture. Our contributions include a provable parameterization methodology for constructing Lipschitz-constrained residual networks and other hierarchical architectures. Cholesky decomposition is also used for efficient parameterization. These findings enable robust network designs applicable to adversarial robustness, certified training, and control systems. The LDL^top formulation is shown to be a tight relaxation of the SDP-based network, maintaining full expressiveness and achieving 3\%-13\% accuracy gains over SLL Layers on 121 UCI data sets.

  • 4 authors
·
Dec 5, 2025

X-Ego: Acquiring Team-Level Tactical Situational Awareness via Cross-Egocentric Contrastive Video Representation Learning

Human team tactics emerge from each player's individual perspective and their ability to anticipate, interpret, and adapt to teammates' intentions. While advances in video understanding have improved the modeling of team interactions in sports, most existing work relies on third-person broadcast views and overlooks the synchronous, egocentric nature of multi-agent learning. We introduce X-Ego-CS, a benchmark dataset consisting of 124 hours of gameplay footage from 45 professional-level matches of the popular e-sports game Counter-Strike 2, designed to facilitate research on multi-agent decision-making in complex 3D environments. X-Ego-CS provides cross-egocentric video streams that synchronously capture all players' first-person perspectives along with state-action trajectories. Building on this resource, we propose Cross-Ego Contrastive Learning (CECL), which aligns teammates' egocentric visual streams to foster team-level tactical situational awareness from an individual's perspective. We evaluate CECL on a teammate-opponent location prediction task, demonstrating its effectiveness in enhancing an agent's ability to infer both teammate and opponent positions from a single first-person view using state-of-the-art video encoders. Together, X-Ego-CS and CECL establish a foundation for cross-egocentric multi-agent benchmarking in esports. More broadly, our work positions gameplay understanding as a testbed for multi-agent modeling and tactical learning, with implications for spatiotemporal reasoning and human-AI teaming in both virtual and real-world domains. Code and dataset are available at https://github.com/HATS-ICT/x-ego.

  • 3 authors
·
Oct 21, 2025

Ghosts of Softmax: Complex Singularities That Limit Safe Step Sizes in Cross-Entropy

Optimization analyses for cross-entropy training rely on local Taylor models of the loss to predict whether a proposed step will decrease the objective. These surrogates are reliable only inside the Taylor convergence radius of the true loss along the update direction. That radius is set not by real-line curvature alone but by the nearest complex singularity. For cross-entropy, the softmax partition function F=sum_j exp(z_j) has complex zeros -- ``ghosts of softmax'' -- that induce logarithmic singularities in the loss and cap this radius. To make this geometry usable, we derive closed-form expressions under logit linearization along the proposed update direction. In the binary case, the exact radius is ρ^*=δ^2+ π^2/Δ_a. In the multiclass case, we obtain the lower bound ρ_a=π/Δ_a, where Δ_a=max_k a_k-min_k a_k is the spread of directional logit derivatives a_k=nabla z_kcdot v. This bound costs one Jacobian-vector product and reveals what makes a step fragile: samples that are both near a decision flip and highly sensitive to the proposed direction tighten the radius. The normalized step size r=τ/ρ_a separates safe from dangerous updates. Across six tested architectures and multiple step directions, no model fails for r<1, yet collapse appears once rge 1. Temperature scaling confirms the mechanism: normalizing by ρ_a shrinks the onset-threshold spread from standard deviation 0.992 to 0.164. A controller that enforces τleρ_a survives learning-rate spikes up to 10{,} 000times in our tests, where gradient clipping still collapses. Together, these results identify a geometric constraint on cross-entropy optimization that operates through Taylor convergence rather than Hessian curvature.

  • 1 authors
·
Mar 13

Multi-agent cooperation through in-context co-player inference

Achieving cooperation among self-interested agents remains a fundamental challenge in multi-agent reinforcement learning. Recent work showed that mutual cooperation can be induced between "learning-aware" agents that account for and shape the learning dynamics of their co-players. However, existing approaches typically rely on hardcoded, often inconsistent, assumptions about co-player learning rules or enforce a strict separation between "naive learners" updating on fast timescales and "meta-learners" observing these updates. Here, we demonstrate that the in-context learning capabilities of sequence models allow for co-player learning awareness without requiring hardcoded assumptions or explicit timescale separation. We show that training sequence model agents against a diverse distribution of co-players naturally induces in-context best-response strategies, effectively functioning as learning algorithms on the fast intra-episode timescale. We find that the cooperative mechanism identified in prior work-where vulnerability to extortion drives mutual shaping-emerges naturally in this setting: in-context adaptation renders agents vulnerable to extortion, and the resulting mutual pressure to shape the opponent's in-context learning dynamics resolves into the learning of cooperative behavior. Our results suggest that standard decentralized reinforcement learning on sequence models combined with co-player diversity provides a scalable path to learning cooperative behaviors.

google Google
·
Feb 18 2

Multiagent Evaluation under Incomplete Information

This paper investigates the evaluation of learned multiagent strategies in the incomplete information setting, which plays a critical role in ranking and training of agents. Traditionally, researchers have relied on Elo ratings for this purpose, with recent works also using methods based on Nash equilibria. Unfortunately, Elo is unable to handle intransitive agent interactions, and other techniques are restricted to zero-sum, two-player settings or are limited by the fact that the Nash equilibrium is intractable to compute. Recently, a ranking method called α-Rank, relying on a new graph-based game-theoretic solution concept, was shown to tractably apply to general games. However, evaluations based on Elo or α-Rank typically assume noise-free game outcomes, despite the data often being collected from noisy simulations, making this assumption unrealistic in practice. This paper investigates multiagent evaluation in the incomplete information regime, involving general-sum many-player games with noisy outcomes. We derive sample complexity guarantees required to confidently rank agents in this setting. We propose adaptive algorithms for accurate ranking, provide correctness and sample complexity guarantees, then introduce a means of connecting uncertainties in noisy match outcomes to uncertainties in rankings. We evaluate the performance of these approaches in several domains, including Bernoulli games, a soccer meta-game, and Kuhn poker.

  • 7 authors
·
Sep 21, 2019

Minimum Entropy Coupling with Bottleneck

This paper investigates a novel lossy compression framework operating under logarithmic loss, designed to handle situations where the reconstruction distribution diverges from the source distribution. This framework is especially relevant for applications that require joint compression and retrieval, and in scenarios involving distributional shifts due to processing. We show that the proposed formulation extends the classical minimum entropy coupling framework by integrating a bottleneck, allowing for a controlled degree of stochasticity in the coupling. We explore the decomposition of the Minimum Entropy Coupling with Bottleneck (MEC-B) into two distinct optimization problems: Entropy-Bounded Information Maximization (EBIM) for the encoder, and Minimum Entropy Coupling (MEC) for the decoder. Through extensive analysis, we provide a greedy algorithm for EBIM with guaranteed performance, and characterize the optimal solution near functional mappings, yielding significant theoretical insights into the structural complexity of this problem. Furthermore, we illustrate the practical application of MEC-B through experiments in Markov Coding Games (MCGs) under rate limits. These games simulate a communication scenario within a Markov Decision Process, where an agent must transmit a compressed message from a sender to a receiver through its actions. Our experiments highlight the trade-offs between MDP rewards and receiver accuracy across various compression rates, showcasing the efficacy of our method compared to conventional compression baseline.

  • 3 authors
·
Oct 28, 2024 2

Auditing Cascading Risks in Multi-Agent Systems via Semantic-Geometric Co-evolution

Large Language model (LLM)-based Multi-Agent Systems (MAS) are prone to cascading risks, where early-stage interactions remain semantically fluent and policy-compliant, yet the underlying interaction dynamics begin to distort in ways that amplify latent instability or misalignment. Traditional auditing methods that focus on per-message semantic content are inherently reactive and lagging, failing to capture these early structural precursors. In this paper, we propose a principled framework for cascading-risk detection grounded in semantic--geometric co-evolution. We model MAS interactions as dynamic graphs and introduce Ollivier--Ricci Curvature (ORC) -- a discrete geometric measure -- to characterize information redundancy and bottleneck formation in communication topologies. By coupling semantic flow signals with graph geometry, the framework learns the normal co-evolutionary dynamics of trusted collaboration and treats deviations from this coupled manifold as early-warning signals. Experiments on a suite of cascading-risk scenarios aligned with the risk category demonstrate that curvature anomalies systematically precede explicit semantic violations by several interaction turns, enabling proactive intervention. Furthermore, the local nature of Ricci curvature provides principled interpretability for root-cause attribution, identifying specific agents or links that precipitate the collapse of trustworthy collaboration.

  • 5 authors
·
Mar 3

OmniNFT: Modality-wise Omni Diffusion Reinforcement for Joint Audio-Video Generation

Recent advances in joint audio-video generation have been remarkable, yet real-world applications demand strong per-modality fidelity, cross-modal alignment, and fine-grained synchronization. Reinforcement Learning (RL) offers a promising paradigm, but its extension to multi-objective and multi-modal joint audio-video generation remains unexplored. Notably, our in-depth analysis first reveals that the primary obstacles to applying RL in this stem from: (i) multi-objective advantages inconsistency, where the advantages of multimodal outputs are not always consistent within a group; (ii) multi-modal gradients imbalance, where video-branch gradients leak into shallow audio layers responsible for intra-modal generation; (iii) uniform credit assignment, where fine-grained cross-modal alignment regions fail to get efficient exploration. These shortcomings suggest that vanilla RL fine-tuning strategy with a single global advantage often leads to suboptimal results. To address these challenges, we propose OmniNFT, a novel modality-aware online diffusion RL framework with three key innovations: (1) Modality-wise advantage routing, which routes independent per-reward advantages to their respective modality generation branches. (2) Layer-wise gradient surgery, which selectively detaches video-branch gradients on shallow audio layers while retaining those for cross-modal interaction layers. (3) Region-wise loss reweighting, which modulates policy optimization toward critical regions related to audio-video synchronization and fine-grained alignment. Extensive experiments on JavisBench and VBench with the LTX-2 backbone demonstrate that OmniNFT achieves comprehensive improvements in audio and video perceptual quality, cross-modal alignment, and audio-video synchronization.

  • 12 authors
·
May 11 1

Last Switch Dependent Bandits with Monotone Payoff Functions

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

  • 4 authors
·
Jun 1, 2023

Probing Outcome-Level Resemblance and Mechanism-Level Alignment in LLM Risk Decisions: Evidence from the St. Petersburg Game

LLMs can appear cautious in risk decision-making tasks, yet cautious-looking outputs do not necessarily indicate alignment with human decision-making mechanisms. We investigate this distinction using the St. Petersburg game as a controlled testbed, a classical paradox in which the expected payoff is infinite, yet humans typically report low, finite willingness to pay. We evaluate 28 LLMs with a structured prompt suite that includes the original game; controlled decision variants that perturb truncation, repeated play, numeric endowment, and occupational identity; a human-perspective prompt that asks models to reason as human decision makers; and paired comparisons between base models and their instruction-tuned counterparts. In the original game, most models generate finite bids, creating the appearance of human-like risk behavior. However, this outcome-level resemblance masks substantial mechanism-level differences. The controlled variants reveal that rather than maintaining human-like behavior seen in the original game, models often shift to conditionally and computationally rational behavior. Human-cue prompting and instruction tuning often lower bids and reduce some visible pathologies, but most mechanism-level response patterns remain largely unchanged. These findings show that behavioral alignment in risk decision-making can be surface-level: LLMs may produce human-like risk decisions without exhibiting human-consistent mechanisms. High-stakes evaluations of LLM decision-making should therefore move beyond outcome similarity and examine whether the alignment is supported by mechanism-level consistency.

  • 6 authors
·
Jun 2 1

Gamma-World: Generative Multi-Agent World Modeling Beyond Two Players

World models for interactive video generation have largely focused on single-agent settings, where future observations are generated from a single control signal. However, many generated environments require multi-agent interaction: multiple players, robots, or embodied agents act simultaneously within a shared space. Scaling world models to such settings requires a principled multi-agent design: agents should remain independently controllable, permutation-symmetric, and support efficient inference while maintaining consistency across time and perspectives. In this paper, we present our generative multi-agent world model for interactive simulation. It introduces Simplex Rotary Agent Encoding, a parameter-free extension of 3D RoPE that represents agents as vertices of a regular simplex in rotary angle space. This gives each agent a distinct phase while making all agents permutation-equivalent, enabling scalable agent identity without learned per-slot identities or a fixed agent ordering. To avoid dense all-to-all attention across agents, we further propose Sparse Hub Attention, where learnable hub tokens mediate token interaction across agents, reducing cross-agent attention cost from quadratic to linear in the number of agents. For real-time rollout, we distill a full-context diffusion teacher into a causal student that generates temporal blocks sequentially with KV caching, enabling action-responsive generation at 24 FPS. Experiments in multiplayer virtual environments show that our model improves video fidelity, action controllability, and inter-agent consistency over slot-based and dense-attention baselines, while generalizing from two to four players without additional training.

nvidia NVIDIA
·
May 26 2

Lip Forcing: Few-Step Autoregressive Diffusion for Real-time Lip Synchronization

Diffusion-based lip synchronization models achieve strong visual quality and audio-visual alignment, but full-sequence bidirectional attention and many denoising steps make them impractical for real-time inference. We present Lip Forcing, to our knowledge the first autoregressive diffusion method for video-to-video (V2V) lip synchronization, which distills a 14B audio-conditioned bidirectional video diffusion teacher into causal students. At inference, the students generate each chunk in only two denoising steps without inference-time CFG, enabling real-time lip synchronization. A lip-sync-specific teacher-trajectory analysis reveals a CFG fidelity-sync tradeoff: no-CFG predictions favor reference fidelity, whereas CFG-guided predictions favor synchronization within a mid-trajectory band. Lip Forcing translates this finding into three analysis-derived components: Sync-Window DMD, a two-step inference schedule, and a SyncNet-based reward. We validate Lip Forcing at two student scales, both distilled from the 14B teacher. The 1.3B student crosses into real-time streaming at 31 FPS, 17.6times faster than its same-scale bidirectional model. The 14B student, the largest diffusion model reported for V2V lip synchronization, runs 39.8times faster than its teacher at comparable reference fidelity. Time-to-first-frame is sub-millisecond at both scales, far below every diffusion baseline.

kaist-ai KAIST AI
·
Jun 9 2

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

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

  • 6 authors
·
Sep 1 2

A Minimaximalist Approach to Reinforcement Learning from Human Feedback

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

  • 5 authors
·
Jan 8, 2024

Training Transformers with Enforced Lipschitz Constants

Neural networks are often highly sensitive to input and weight perturbations. This sensitivity has been linked to pathologies such as vulnerability to adversarial examples, divergent training, and overfitting. To combat these problems, past research has looked at building neural networks entirely from Lipschitz components. However, these techniques have not matured to the point where researchers have trained a modern architecture such as a transformer with a Lipschitz certificate enforced beyond initialization. To explore this gap, we begin by developing and benchmarking novel, computationally-efficient tools for maintaining norm-constrained weight matrices. Applying these tools, we are able to train transformer models with Lipschitz bounds enforced throughout training. We find that optimizer dynamics matter: switching from AdamW to Muon improves standard methods -- weight decay and spectral normalization -- allowing models to reach equal performance with a lower Lipschitz bound. Inspired by Muon's update having a fixed spectral norm, we co-design a weight constraint method that improves the Lipschitz vs. performance tradeoff on MLPs and 2M parameter transformers. Our 2-Lipschitz transformer on Shakespeare text reaches validation accuracy 60%. Scaling to 145M parameters, our 10-Lipschitz transformer reaches 21% accuracy on internet text. However, to match the NanoGPT baseline validation accuracy of 39.4%, our Lipschitz upper bound increases to 10^264. Nonetheless, our Lipschitz transformers train without stability measures such as layer norm, QK norm, and logit tanh softcapping.

  • 6 authors
·
Jul 17, 2025

Learning Robust Social Strategies with Large Language Models

As agentic AI becomes more widespread, agents with distinct and possibly conflicting goals will interact in complex ways. These multi-agent interactions pose a fundamental challenge, particularly in social dilemmas, where agents' individual incentives can undermine collective welfare. While reinforcement learning (RL) has been effective for aligning large language models (LLMs) in the single-agent regime, prior small-network results suggest that standard RL in multi-agent settings often converges to defecting, self-interested policies. We show the same effect in LLMs: despite cooperative priors, RL-trained LLM agents develop opportunistic behavior that can exploit even advanced closed-source models. To address this tendency of RL to converge to poor equilibria, we adapt a recent opponent-learning awareness algorithm, Advantage Alignment, to fine-tune LLMs toward multi-agent cooperation and non-exploitability. We then introduce a group-relative baseline that simplifies advantage computation in iterated games, enabling multi-agent training at LLM scale. We also contribute a novel social dilemma environment, Trust-and-Split, which requires natural language communication to achieve high collective welfare. Across a wide range of social dilemmas, policies learned with Advantage Alignment achieve higher collective payoffs while remaining robust against exploitation by greedy agents. We release all of our code to support future work on multi-agent RL training for LLMs.

  • 6 authors
·
Nov 24, 2025

EVOCHAMBER: Test-Time Co-evolution of Multi-Agent System at Individual, Team, and Population Scales

We argue that multi-agent test-time evolution is not single-agent evolution replicated N times. A single-agent learner can only evolve its own context and memory. A multi-agent system additionally evolves who collaborates, how they collaborate, and how knowledge flows across the population. These components have no single-agent counterpart and can produce phenomena such as emergent specialization. Yet prior test-time methods either confine experiences to individual agents, forfeiting cross-agent learning, or broadcast symmetrically to all agents, erasing the specialization that makes collaboration valuable. We present EVOCHAMBER, a training-free framework that instantiates test-time evolution at three levels over a coevolving agent pool. At its core is CODREAM (Collaborative Dreaming), a post-task protocol triggered on team failure or disagreement, in which agents collaboratively reflect, distill insights, and route them asymmetrically from strong to weak agents on the failed niche, preserving specialization while filling knowledge gaps. Team-level operators assemble niche-conditioned teams and select collaboration structures online. Population-level lifecycle operators fork, merge, prune, and seed agents under performance pressure. On three heterogeneous task streams with Qwen3-8B, EVOCHAMBER reaches 63.9% on competition math, 75.7% on code, and 87.1% on multi-domain reasoning, outperforming the best baseline by 32% relative on math and confirming asymmetric cross-agent transfer as the primary driver in ablation. Starting from several identically initialized agents, four to five stable niche specialists spontaneously emerge, a structural signature of multi-agent evolution that no single-agent learner can express. See our code at: https://github.com/Mercury7353/EvoChamber

  • 6 authors
·
May 10 1

Predicting Decisions of AI Agents from Limited Interaction through Text-Tabular Modeling

AI agents negotiate and transact in natural language with unfamiliar counterparts: a buyer bot facing an unknown seller, or a procurement assistant negotiating with a supplier. In such interactions, the counterpart's LLM, prompts, control logic, and rule-based fallbacks are hidden, while each decision can have monetary consequences. We ask whether an agent can predict an unfamiliar counterpart's next decision from a few interactions. To avoid real-world logging confounds, we study this problem in controlled bargaining and negotiation games, formulating it as target-adaptive text-tabular prediction: each decision point is a table row combining structured game state, offer history, and dialogue, while K previous games of the same target agent, i.e., the counterpart being modeled, are provided in the prompt as labeled adaptation examples. Our model is built on a tabular foundation model that represents rows using game-state features and LLM-based text representations, and adds LLM-as-Observer as an additional representation: a small frozen LLM reads the decision-time state and dialogue; its answer is discarded, and its hidden state becomes a decision-oriented feature, making the LLM an encoder rather than a direct few-shot predictor. Training on 13 frontier-LLM agents and testing on 91 held-out scaffolded agents, the full model outperforms direct LLM-as-Predictor prompting and game+text features baselines. Within this tabular model, Observer features contribute beyond the other feature schemes: at K=16, they improve response-prediction AUC by about 4 points across both tasks and reduce bargaining offer-prediction error by 14%. These results show that formulating counterpart prediction as a target-adaptive text-tabular task enables effective adaptation, and that hidden LLM representations expose decision-relevant signals that direct prompting does not surface.

Regret Minimization with Adaptive Opponents in Repeated Games

In this paper, we study regret minimization in repeated games with adaptive opponents who can respond based on histories of play. The standard metric of external regret in online learning is known to fail to capture such adaptivity. To account for players' counterfactual reasoning, we introduce {\tt Repeated Policy Regret (RP-Regret)}, a game-theoretic metric that measures the difference between the realized and the best-in-hindsight accumulated utility when all players can respond to the history of play. Compared to existing regret notions in this setting, ours is native to repeated game playing, enabling stronger comparators and opponents with fewer constraints, while maintaining the possibility of finding better equilibria when all players minimize it. We first identify necessary conditions for obtaining {\tt RP-Regret} sublinear in time, on the variation of the player's comparator strategies in the regret definition and on the memories of both the comparator and opponents' strategies. We then study additional conditions and provable algorithms to minimize {\tt RP-Regret}, which is by definition non-convex in the strategy space. To address this challenge, we propose three algorithms: (i) one based on an optimization oracle, as assumed in some prior work in online non-convex learning; (ii) one that minimizes a convex and linearized surrogate of {\tt RP-Regret} at each iteration; (iii) one that directly minimizes {\tt RP-Regret} when opponents change strategies slowly. Furthermore, when all players can run algorithms to minimize the {\tt RP-Regret} (or its linearized variant), certain subgame perfect equilibria of the repeated game can be learned. We also provide experiments showing that minimizing our regret notions can lead to more cooperative solutions with higher utility in games such as Stag-Hunt.

  • 4 authors
·
Jun 3 2

StepOPSD: Step-Aware Online Preference Distillation for Agent Reinforcement Learning

Reinforcement learning for multi-turn agents suffers from a credit-assignment mismatch: rewards are sparse and trajectory-level, while success often hinges on a few local decisions. Existing online policy distillation (OPD) provides denser token-level supervision, but typically treats heterogeneous agent trajectories as monolithic strings rather than causal interaction units. We present StepOPSD, a post-rollout preference self-distillation framework that takes the agent step as the unit of credit redistribution. StepOPSD decomposes trajectories into action-centered step segments, rescoring them under hindsight-enriched teacher contexts and converting token-level log-probability gaps into sign-preserving advantage shaping with a normalized per-step credit budget before the GRPO update. Across ALFWorld and Search-QA with Qwen3-1.7B and Qwen2.5-3B-Instruct, StepOPSD attains best or second-best results on subsets most sensitive to local causal errors, including first-place performance on ALFWorld Heat (79.1%), PickTwo (95.0%), Search-QA TriviaQA (61.6%), and tied-best performance on HotpotQA (40.4%). The results further reveal a consistent two-knob law: smaller α_clip acts as a broadly stabilizing local trust region, whereas the optimal global mixing strength λ_mix remains task-dependent. These findings suggest that step-aware distillation is most useful when trajectory-level rewards are weakly aligned with the local action that determines downstream success.

  • 3 authors
·
May 25

RevengeBench: Reverse Engineering Code-Space Policies from Behavioral Experiments

For most of scientific history, researchers studying behavior could only infer hidden mechanisms from outward actions: an inverse problem that becomes more tractable when observation is augmented by targeted intervention. We pose a computational analogue: given only behavioral traces of an agent in a game environment, can a learner reconstruct the underlying decision program as executable code, and how much does this reconstruction improve with the ability to design controlled experiments? We introduce RevengeBench, a benchmark of 75 LLM generated, Elo-calibrated policies across five game environments, drawn from CodeClash tournament trajectories. The learner observes the hidden target policy play against sampled opponents and designs behavioral probes in the form of custom opponent policies that elicit informative behavior. It then submits an executable hypothesis, which is evaluated using continuous action-distance metrics. We further validate that recovered code carries informative signal in downstream player-versus-player tournaments. Across twelve frontier LLMs, recovery quality varies substantially (34 to 72% of initial distance closed), with reconstructed policies yielding measurable competitive advantage, particularly for weaker models that otherwise struggle to design effective counter-strategies. Our benchmark positions behavioral recovery of programmatic policies as a tractable inverse problem in code-space, opening a path to opponent modeling, policy interpretability, and the broader question of inferring latent mechanisms from observations.

  • 5 authors
·
Jun 23

Accelerating Nash Learning from Human Feedback via Mirror Prox

Traditional Reinforcement Learning from Human Feedback (RLHF) often relies on reward models, frequently assuming preference structures like the Bradley-Terry model, which may not accurately capture the complexities of real human preferences (e.g., intransitivity). Nash Learning from Human Feedback (NLHF) offers a more direct alternative by framing the problem as finding a Nash equilibrium of a game defined by these preferences. In this work, we introduce Nash Mirror Prox (Nash-MP), an online NLHF algorithm that leverages the Mirror Prox optimization scheme to achieve fast and stable convergence to the Nash equilibrium. Our theoretical analysis establishes that Nash-MP exhibits last-iterate linear convergence towards the beta-regularized Nash equilibrium. Specifically, we prove that the KL-divergence to the optimal policy decreases at a rate of order (1+2beta)^{-N/2}, where N is a number of preference queries. We further demonstrate last-iterate linear convergence for the exploitability gap and uniformly for the span semi-norm of log-probabilities, with all these rates being independent of the size of the action space. Furthermore, we propose and analyze an approximate version of Nash-MP where proximal steps are estimated using stochastic policy gradients, making the algorithm closer to applications. Finally, we detail a practical implementation strategy for fine-tuning large language models and present experiments that demonstrate its competitive performance and compatibility with existing methods.

  • 8 authors
·
May 26, 2025 2

Lucy-SKG: Learning to Play Rocket League Efficiently Using Deep Reinforcement Learning

A successful tactic that is followed by the scientific community for advancing AI is to treat games as problems, which has been proven to lead to various breakthroughs. We adapt this strategy in order to study Rocket League, a widely popular but rather under-explored 3D multiplayer video game with a distinct physics engine and complex dynamics that pose a significant challenge in developing efficient and high-performance game-playing agents. In this paper, we present Lucy-SKG, a Reinforcement Learning-based model that learned how to play Rocket League in a sample-efficient manner, outperforming by a notable margin the two highest-ranking bots in this game, namely Necto (2022 bot champion) and its successor Nexto, thus becoming a state-of-the-art agent. Our contributions include: a) the development of a reward analysis and visualization library, b) novel parameterizable reward shape functions that capture the utility of complex reward types via our proposed Kinesthetic Reward Combination (KRC) technique, and c) design of auxiliary neural architectures for training on reward prediction and state representation tasks in an on-policy fashion for enhanced efficiency in learning speed and performance. By performing thorough ablation studies for each component of Lucy-SKG, we showed their independent effectiveness in overall performance. In doing so, we demonstrate the prospects and challenges of using sample-efficient Reinforcement Learning techniques for controlling complex dynamical systems under competitive team-based multiplayer conditions.

  • 4 authors
·
May 25, 2023

SSL: Sweet Spot Learning for Differentiated Guidance in Agentic Optimization

Reinforcement learning with verifiable rewards has emerged as a powerful paradigm for training intelligent agents. However, existing methods typically employ binary rewards that fail to capture quality differences among trajectories achieving identical outcomes, thereby overlooking potential diversity within the solution space. Inspired by the ``sweet spot'' concept in tennis-the racket's core region that produces optimal hitting effects, we introduce Sweet Spot Learning (SSL), a novel framework that provides differentiated guidance for agent optimization. SSL follows a simple yet effective principle: progressively amplified, tiered rewards guide policies toward the sweet-spot region of the solution space. This principle naturally adapts across diverse tasks: visual perception tasks leverage distance-tiered modeling to reward proximity, while complex reasoning tasks reward incremental progress toward promising solutions. We theoretically demonstrate that SSL preserves optimal solution ordering and enhances the gradient signal-to-noise ratio, thereby fostering more directed optimization. Extensive experiments across GUI perception, short/long-term planning, and complex reasoning tasks show consistent improvements over strong baselines on 12 benchmarks, achieving up to 2.5X sample efficiency gains and effective cross-task transferability. Our work establishes SSL as a general principle for training capable and robust agents.

  • 12 authors
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Jan 29 2

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

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

  • 5 authors
·
Aug 5, 2024

Efficiently Computing Local Lipschitz Constants of Neural Networks via Bound Propagation

Lipschitz constants are connected to many properties of neural networks, such as robustness, fairness, and generalization. Existing methods for computing Lipschitz constants either produce relatively loose upper bounds or are limited to small networks. In this paper, we develop an efficient framework for computing the ell_infty local Lipschitz constant of a neural network by tightly upper bounding the norm of Clarke Jacobian via linear bound propagation. We formulate the computation of local Lipschitz constants with a linear bound propagation process on a high-order backward graph induced by the chain rule of Clarke Jacobian. To enable linear bound propagation, we derive tight linear relaxations for specific nonlinearities in Clarke Jacobian. This formulate unifies existing ad-hoc approaches such as RecurJac, which can be seen as a special case of ours with weaker relaxations. The bound propagation framework also allows us to easily borrow the popular Branch-and-Bound (BaB) approach from neural network verification to further tighten Lipschitz constants. Experiments show that on tiny models, our method produces comparable bounds compared to exact methods that cannot scale to slightly larger models; on larger models, our method efficiently produces tighter results than existing relaxed or naive methods, and our method scales to much larger practical models that previous works could not handle. We also demonstrate an application on provable monotonicity analysis. Code is available at https://github.com/shizhouxing/Local-Lipschitz-Constants.

  • 5 authors
·
Oct 13, 2022

GLEE: A Unified Framework and Benchmark for Language-based Economic Environments

Large Language Models (LLMs) show significant potential in economic and strategic interactions, where communication via natural language is often prevalent. This raises key questions: Do LLMs behave rationally? Can they mimic human behavior? Do they tend to reach an efficient and fair outcome? What is the role of natural language in the strategic interaction? How do characteristics of the economic environment influence these dynamics? These questions become crucial concerning the economic and societal implications of integrating LLM-based agents into real-world data-driven systems, such as online retail platforms and recommender systems. While the ML community has been exploring the potential of LLMs in such multi-agent setups, varying assumptions, design choices and evaluation criteria across studies make it difficult to draw robust and meaningful conclusions. To address this, we introduce a benchmark for standardizing research on two-player, sequential, language-based games. Inspired by the economic literature, we define three base families of games with consistent parameterization, degrees of freedom and economic measures to evaluate agents' performance (self-gain), as well as the game outcome (efficiency and fairness). We develop an open-source framework for interaction simulation and analysis, and utilize it to collect a dataset of LLM vs. LLM interactions across numerous game configurations and an additional dataset of human vs. LLM interactions. Through extensive experimentation, we demonstrate how our framework and dataset can be used to: (i) compare the behavior of LLM-based agents to human players in various economic contexts; (ii) evaluate agents in both individual and collective performance measures; and (iii) quantify the effect of the economic characteristics of the environments on the behavior of agents.

  • 6 authors
·
Oct 7, 2024 2

Phase Transition for Budgeted Multi-Agent Synergy

Multi-agent systems can improve reliability, yet under a fixed inference budget they often help, saturate, or even collapse. We develop a minimal and calibratable theory that predicts these regimes from three binding constraints of modern agent stacks: finite context windows, lossy inter-agent communication, and shared failures among similar agents. Each leaf agent is summarized by a compute-performance scaling exponent β; communication is captured by a message-length fidelity curve γ(m); dependence is captured by an effective shared-error correlation ρ; and a context window W imposes hard fan-in limits that make hierarchy necessary. For binary success/failure tasks with majority aggregation, we prove a sharp phase transition for deep b-ary trees with correlated inputs and lossy communication: a single scalar α_ρ (combining γ(m), ρ, and fan-in b) determines whether weak signal is amplified to a nontrivial fixed point or washed out to chance. In the amplifying regime, we derive an organization exponent s and show that budgeted synergy, i.e., outperforming the best single agent under the same total budget, occurs exactly when s>β, yielding closed-form compute allocation rules and explicit budget thresholds. We further characterize saturation via a mixing depth and provide a conservative clipped predictor that remains accurate across growth and saturation. A continuous-performance warm-up gives closed-form risks for star, chain, and tree organizations, making correlation- and communication-induced floors explicit and exposing the core design trade-offs in a smooth setting. Finally, we validate the predicted phase boundaries in controlled synthetic simulations and show how the same mechanisms explain the dominant bottlenecks reported in recent large-scale matched-budget studies of LLM agent-system scaling.

  • 3 authors
·
Jan 24

Sequential Causal Normal Form Games: Theory, Computation, and Strategic Signaling

Can classical game-theoretic frameworks be extended to capture the bounded rationality and causal reasoning of AI agents? We investigate this question by extending Causal Normal Form Games (CNFGs) to sequential settings, introducing Sequential Causal Multi-Agent Systems (S-CMAS) that incorporate Pearl's Causal Hierarchy across leader-follower interactions. While theoretically elegant -- we prove PSPACE-completeness, develop equilibrium refinements, and establish connections to signaling theory -- our comprehensive empirical investigation reveals a critical limitation: S-CNE provides zero welfare improvement over classical Stackelberg equilibrium across all tested scenarios. Through 50+ Monte Carlo simulations and hand-crafted synthetic examples, we demonstrate that backward induction with rational best-response eliminates any strategic advantage from causal layer distinctions. We construct a theoretical example illustrating conditions where benefits could emerge (ε-rational satisficing followers), though implementation confirms that even relaxed rationality assumptions prove insufficient when good instincts align with optimal play. This negative result provides valuable insight: classical game-theoretic extensions grounded in rational choice are fundamentally incompatible with causal reasoning advantages, motivating new theoretical frameworks beyond standard Nash equilibrium for agentic AI.

  • 1 authors
·
Nov 10, 2025

Cooperate to Compete: Strategic Coordination in Multi-Agent Conquest

Language Model (LM)-based agents remain largely untested in mixed-motive settings where agents must leverage short-term cooperation for long-term competitive goals (e.g., multi-party politics). We introduce Cooperate to Compete (C2C), a multi-agent environment where players can engage in private negotiations while competing to be the first to achieve their secret objective. Players have asymmetric objectives and negotiations are non-binding, allowing alliances to form and break as players' short-term interests align and diverge. We run AI only games and conduct a user study pitting human players against AI opponents. We identify significant differences between human and AI negotiation behaviors, finding that humans favor lower-complexity deals and are significantly less reliable partners compared to LM-based agents. We also find that humans are more aggressive negotiators, accepting deals without a counteroffer only 56.3% of the time compared to 67.6% for LM-based agents. Through targeted prompting inspired by these findings, we modify agents' negotiation behavior and improve win rates from 22.2% to 32.7%. We run over 1,100 games with over 16,000 private conversations totaling 15.2 million tokens and over 150,000 player actions. Our results establish C2C as a testbed for studying and building LM-based agents that can navigate the sophisticated coordination required for real-world deployments. The game, code, and dataset may be found at https://negotiationgame.io/c2c.

  • 5 authors
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Apr 27

Hunyuan-GameCraft-2: Instruction-following Interactive Game World Model

Recent advances in generative world models have enabled remarkable progress in creating open-ended game environments, evolving from static scene synthesis toward dynamic, interactive simulation. However, current approaches remain limited by rigid action schemas and high annotation costs, restricting their ability to model diverse in-game interactions and player-driven dynamics. To address these challenges, we introduce Hunyuan-GameCraft-2, a new paradigm of instruction-driven interaction for generative game world modeling. Instead of relying on fixed keyboard inputs, our model allows users to control game video contents through natural language prompts, keyboard, or mouse signals, enabling flexible and semantically rich interaction within generated worlds. We formally defined the concept of interactive video data and developed an automated process to transform large-scale, unstructured text-video pairs into causally aligned interactive datasets. Built upon a 14B image-to-video Mixture-of-Experts(MoE) foundation model, our model incorporates a text-driven interaction injection mechanism for fine-grained control over camera motion, character behavior, and environment dynamics. We introduce an interaction-focused benchmark, InterBench, to evaluate interaction performance comprehensively. Extensive experiments demonstrate that our model generates temporally coherent and causally grounded interactive game videos that faithfully respond to diverse and free-form user instructions such as "open the door", "draw a torch", or "trigger an explosion".

  • 10 authors
·
Nov 28, 2025

GPTNT: Benchmarking Real-Time Collaboration Between Multimodal Agents on Keep Talking And Nobody Explodes

Multimodal models are increasingly deployed to solve tasks collaboratively with humans or other artificial agents. Existing benchmarks show that these models possess many of the required component capabilities, but the conditions that coincide in collaboration, including time pressure, information asymmetry, and imperfect communication, are usually studied in isolation. We introduce GPTNT, a benchmark built on the cooperative video game Keep Talking and Nobody Explodes, in which two agents must coordinate to defuse procedurally generated bomb puzzles against a live countdown. One agent can see and manipulate the bomb but does not have the defusal instructions; the other has the instructions but cannot see or manipulate the bomb. Neither agent can succeed alone: success requires effective and efficient communication. Unlike turn-based proxies, GPTNT requires agents to act asynchronously and communicate in real time. GPTNT is designed to separate collaboration from reliance on memorized solutions: the instruction manual, the partner, or both can be withheld to isolate what a model derives in the moment from what it already knows. We show that GPTNT poses a substantial challenge for state-of-the-art systems: none of the closed- or open-source models we test defuses a single bomb in real time, a bar that human players clear. Through controlled experiments, we identify critical weaknesses in state tracking, efficient action under time pressure, ambiguity handling, and error recovery. We release GPTNT as a benchmark for collaborative performance that current evaluations leave unmeasured. Because it runs on the real game, GPTNT benefits from procedural generation and inherits a living modding community, allowing the benchmark to evolve as models improve rather than being solved once and retired.

  • 6 authors
·
Jun 25

OmniSync: Towards Universal Lip Synchronization via Diffusion Transformers

Lip synchronization is the task of aligning a speaker's lip movements in video with corresponding speech audio, and it is essential for creating realistic, expressive video content. However, existing methods often rely on reference frames and masked-frame inpainting, which limit their robustness to identity consistency, pose variations, facial occlusions, and stylized content. In addition, since audio signals provide weaker conditioning than visual cues, lip shape leakage from the original video will affect lip sync quality. In this paper, we present OmniSync, a universal lip synchronization framework for diverse visual scenarios. Our approach introduces a mask-free training paradigm using Diffusion Transformer models for direct frame editing without explicit masks, enabling unlimited-duration inference while maintaining natural facial dynamics and preserving character identity. During inference, we propose a flow-matching-based progressive noise initialization to ensure pose and identity consistency, while allowing precise mouth-region editing. To address the weak conditioning signal of audio, we develop a Dynamic Spatiotemporal Classifier-Free Guidance (DS-CFG) mechanism that adaptively adjusts guidance strength over time and space. We also establish the AIGC-LipSync Benchmark, the first evaluation suite for lip synchronization in diverse AI-generated videos. Extensive experiments demonstrate that OmniSync significantly outperforms prior methods in both visual quality and lip sync accuracy, achieving superior results in both real-world and AI-generated videos.

  • 9 authors
·
May 27, 2025

Harmony: Harmonizing Audio and Video Generation through Cross-Task Synergy

The synthesis of synchronized audio-visual content is a key challenge in generative AI, with open-source models facing challenges in robust audio-video alignment. Our analysis reveals that this issue is rooted in three fundamental challenges of the joint diffusion process: (1) Correspondence Drift, where concurrently evolving noisy latents impede stable learning of alignment; (2) inefficient global attention mechanisms that fail to capture fine-grained temporal cues; and (3) the intra-modal bias of conventional Classifier-Free Guidance (CFG), which enhances conditionality but not cross-modal synchronization. To overcome these challenges, we introduce Harmony, a novel framework that mechanistically enforces audio-visual synchronization. We first propose a Cross-Task Synergy training paradigm to mitigate drift by leveraging strong supervisory signals from audio-driven video and video-driven audio generation tasks. Then, we design a Global-Local Decoupled Interaction Module for efficient and precise temporal-style alignment. Finally, we present a novel Synchronization-Enhanced CFG (SyncCFG) that explicitly isolates and amplifies the alignment signal during inference. Extensive experiments demonstrate that Harmony establishes a new state-of-the-art, significantly outperforming existing methods in both generation fidelity and, critically, in achieving fine-grained audio-visual synchronization.

Tencent-Hunyuan Tencent Hunyuan
·
Nov 26, 2025 3

ForgeWM: Progressive Causal Training for Few-Step Action-Conditioned Video World Models

Action-conditioned video world models require low-latency causal generation and reliable responses to game-native controls. Although causal distillation enables one- or few-step video synthesis, extending it to interactive world models remains challenging, as discrete keyboard states and continuous mouse motion must remain aligned with temporally compressed latent chunks during causal training and autoregressive rollout. We introduce ForgeWM, a progressive framework that transforms a bidirectional action-conditioned video generator into efficient few-step world models through domain adaptation, teacher-forced causal training, causal consistency distillation, and on-policy distribution matching with a bidirectional teacher. The resulting budget-specialized students operate at steady-state denoising budgets of 1, 2, and 4 steps. ForgeWM further supports a dual-path deployment protocol combining latency-critical interaction with optional replay-time refinement, where the one-step student re-noises and refines its saved draft. On paired Minecraft trajectories, ForgeWM leads the evaluated systems in Imaging Quality, reference-aligned motion-profile agreement, action-sign accuracy, and mouse-control accuracy, while achieving the lowest reference LPIPS; the same four-stage recipe transfers to gamepad-controlled FPS gameplay. Replay-time refinement matches four-step reference quality while remaining roughly three times closer to the experienced trajectory than regeneration from noise. These results demonstrate ForgeWM's effectiveness for controllable few-step video generation.

ForgeWM ForgeWM
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Aug 14 2

Finding Kissing Numbers with Game-theoretic Reinforcement Learning

Since Isaac Newton first studied the Kissing Number Problem in 1694, determining the maximal number of non-overlapping spheres around a central sphere has remained a fundamental challenge. This problem is the local analogue of Hilbert's 18th problem, bridging geometry, number theory, and information theory. Although significant progress has been made through lattices and codes, the irregularities of high-dimensional geometry, dimensional structure variability, and combinatorial explosion beyond Go limit the scalability and generality of existing methods. Here we model the problem as a two-player matrix completion game and train the reinforcement learning system, PackingStar, to play the games. The matrix entries represent pairwise cosines of sphere center vectors. One player fills entries while another corrects suboptimal ones to improve exploration quality, cooperatively maximizing the matrix size, corresponding to the kissing number. These matrices are decomposed into representative substructures, providing diverse bases and structural constraints that steer subsequent games and make extremely large spaces tractable. PackingStar surpasses records from dimensions 25 to 31 and sets new lower bounds for generalized kissing numbers under various angular constraints. It achieves the first breakthrough beyond rational structures from 1971 in 13 dimensions and discovers over 6000 new structures in other dimensions. Notably, some configurations challenge long-held antipodal paradigms, revealing algebraic correspondences with finite simple groups as well as geometric relationships across dimensions. Inspired by these patterns, humans devised further improved constructions. These results demonstrate AI's power to explore high-dimensional spaces beyond human intuition via extreme-scale reinforcement learning and open new pathways for the Kissing Number Problem and broader geometry research.

  • 9 authors
·
Feb 10

DiffRhythm 2: Efficient and High Fidelity Song Generation via Block Flow Matching

Generating full-length, high-quality songs is challenging, as it requires maintaining long-term coherence both across text and music modalities and within the music modality itself. Existing non-autoregressive (NAR) frameworks, while capable of producing high-quality songs, often struggle with the alignment between lyrics and vocal. Concurrently, catering to diverse musical preferences necessitates reinforcement learning from human feedback (RLHF). However, existing methods often rely on merging multiple models during multi-preference optimization, which results in significant performance degradation. To address these challenges, we introduce DiffRhythm 2, an end-to-end framework designed for high-fidelity, controllable song generation. To tackle the lyric alignment problem, DiffRhythm 2 employs a semi-autoregressive architecture based on block flow matching. This design enables faithful alignment of lyrics to singing vocals without relying on external labels and constraints, all while preserving the high generation quality and efficiency of NAR models. To make this framework computationally tractable for long sequences, we implement a music variational autoencoder (VAE) that achieves a low frame rate of 5 Hz while still enabling high-fidelity audio reconstruction. In addition, to overcome the limitations of multi-preference optimization in RLHF, we propose cross-pair preference optimization. This method effectively mitigates the performance drop typically associated with model merging, allowing for more robust optimization across diverse human preferences. We further enhance musicality and structural coherence by introducing stochastic block representation alignment loss.

  • 10 authors
·
Oct 26, 2025

SVI-Bench: A Dynamic Microworld for Strategic Video Intelligence

True video intelligence demands more than recognizing what is visible: it requires reasoning about why events unfold, predicting what would change under different conditions, and deciding what to do next. We refer to this progression, from perception through causal reasoning and simulation to strategic planning, as Strategic Video Intelligence (SVI). No existing benchmark evaluates this capability stack: in-the-wild videos lack verifiable ground truth for causal and strategic questions, while synthetic environments sacrifice the complexity of real multi-agent systems. To bridge this gap, we introduce SVI-Bench, a large-scale benchmark that leverages team sports as a dynamic microworld, combining the complexity of real-world multi-agent interaction (10-22 agents making coordinated decisions under adversarial pressure) with the verifiability of explicit rules and definitive outcomes. SVI-Bench comprises approximately 35K hours of broadcast video, 15M annotated actions, 15K hours of expert commentary, 23K game reports, and 103K structured statistical records across basketball, soccer, and hockey, all constructed via a data engine that transforms raw game data into a dense, cross-referenced corpus. We organize evaluation into 9 tasks spanning a progressive four-pillar hierarchy: Dynamic Scene Understanding, Causal Reasoning, Strategic Simulation, and Agentic Synthesis. Evaluating strong multimodal and agentic baselines, we find a capability cliff: models perform competently on perceptual tasks, achieving approximately 73% on fine-grained action QA, but degrade sharply at each successive cognitive level. Agentic tasks prove hardest: the strongest model achieves only 5% accuracy when required to autonomously gather and integrate evidence across a corpus of 1.8M clips.

Orak: A Foundational Benchmark for Training and Evaluating LLM Agents on Diverse Video Games

Large Language Model (LLM) agents are reshaping the game industry, particularly with more intelligent and human-preferable game characters. However, existing game benchmarks fall short of practical needs: they lack evaluations of diverse LLM capabilities across various game genres, studies of agentic modules crucial for complex gameplay, and fine-tuning datasets for aligning pre-trained LLMs into gaming agents. To fill these gaps, we present \benchname{}, a foundational benchmark designed to train and evaluate LLM agents across diverse real-world video games. Unlike existing benchmarks, Orak includes 12 popular video games spanning all major genres, enabling comprehensive studies of LLM capabilities and agentic modules essential for intricate game scenarios. To support consistent evaluation of LLMs, we introduce a plug-and-play interface based on Model Context Protocol (MCP) that enables LLMs to seamlessly connect with games and manipulate agentic modules. Additionally, we propose a fine-tuning dataset, consisting of LLM gameplay trajectories across diverse game genres. Orak offers a comprehensive evaluation framework, encompassing general game score leaderboards, LLM battle arenas, and in-depth analyses of visual input state, agentic strategies, and fine-tuning effects, establishing a foundation towards building generic gaming agents. Code is available at https://github.com/krafton-ai/Orak.

  • 16 authors
·
Jun 4, 2025 2

ARC: Fair Relative Advantage Comparison in Open-Ended Real-World Interaction

Open-ended real-world interaction admits multiple valid behaviors: an agent may answer directly, ask for clarification, provide progress updates, or confirm before acting. This flexibility breaks a core assumption behind group-based RL: rollouts compared within a group are no longer guaranteed to be behaviorally comparable. As a result, reward-model preferences over interaction style can distort relative advantages and steer optimization toward reward-preferred behaviors rather than context-appropriate ones. We formalize this as a reward fairness problem and propose ARC (Advantage Regularization via Conditioning), a training recipe that restores fairer relative comparison through strategy-conditioned rollout grouping, together with hybrid rewards and entropy regularization. We study ARC in our proposed \inter, a novel paradigm for responsive, steerable, and execution-aware user-agent interaction that decouples user-visible communication from latent reasoning and tool use. \inter\ also provides the annotation and distillation pipeline for constructing \inter-86K, our strategy-annotated training corpus for supervised and RL training. Empirically, ARC substantially strengthens the core τ/τ^2 tool-use benchmarks, while \inter\ reduces time-to-first-token from 4.91s to 1.27s relative to a think-style baseline. Together, these results suggest that a central bottleneck in open-ended interactive learning is not only how agents are rewarded, but whether their behaviors are compared fairly in the first place. The ARC implementation and \inter-86K training data will be released.

Solving Football by Exploiting Equilibrium Structure of 2p0s Differential Games with One-Sided Information

For a two-player imperfect-information extensive-form game (IIEFG) with K time steps and a player action space of size U, the game tree complexity is U^{2K}, causing existing IIEFG solvers to struggle with large or infinite (U,K), e.g., differential games with continuous action spaces. To partially address this scalability challenge, we focus on an important class of 2p0s games where the informed player (P1) knows the payoff while the uninformed player (P2) only has a belief over the set of I possible payoffs. Such games encompass a wide range of scenarios in sports, defense, cybersecurity, and finance. We prove that under mild conditions, P1's (resp. P2's) equilibrium strategy at any infostate concentrates on at most I (resp. I+1) action prototypes. When Ill U, this equilibrium structure causes the game tree complexity to collapse to I^K for P1 when P2 plays pure best responses, and (I+1)^K for P2 in a dual game where P1 plays pure best responses. We then show that exploiting this structure in standard learning modes, i.e., model-free multiagent reinforcement learning and model predictive control, is straightforward, leading to significant improvements in learning accuracy and efficiency from SOTA IIEFG solvers. Our demonstration solves a 22-player football game (K=10, U=infty) where the attacking team has to strategically conceal their intention until a critical moment in order to exploit information advantage. Code is available at https://github.com/ghimiremukesh/cams/tree/iclr

  • 4 authors
·
Feb 1, 2025

Chasing Moving Targets with Online Self-Play Reinforcement Learning for Safer Language Models

Conventional language model (LM) safety alignment relies on a reactive, disjoint procedure: attackers exploit a static model, followed by defensive fine-tuning to patch exposed vulnerabilities. This sequential approach creates a mismatch -- attackers overfit to obsolete defenses, while defenders perpetually lag behind emerging threats. To address this, we propose Self-RedTeam, an online self-play reinforcement learning algorithm where an attacker and defender agent co-evolve through continuous interaction. We cast safety alignment as a two-player zero-sum game, where a single model alternates between attacker and defender roles -- generating adversarial prompts and safeguarding against them -- while a reward LM adjudicates outcomes. This enables dynamic co-adaptation. Grounded in the game-theoretic framework of zero-sum games, we establish a theoretical safety guarantee which motivates the design of our method: if self-play converges to a Nash Equilibrium, the defender will reliably produce safe responses to any adversarial input. Empirically, Self-RedTeam uncovers more diverse attacks (+21.8% SBERT) compared to attackers trained against static defenders and achieves higher robustness on safety benchmarks (e.g., +65.5% on WildJailBreak) than defenders trained against static attackers. We further propose hidden Chain-of-Thought, allowing agents to plan privately, which boosts adversarial diversity and reduces over-refusals. Our results motivate a shift from reactive patching to proactive co-evolution in LM safety training, enabling scalable, autonomous, and robust self-improvement of LMs via multi-agent reinforcement learning (MARL).

  • 7 authors
·
Jun 9, 2025

Experimental Implementation of the Quantum Volunteer's Dilemma on NISQ Hardware: Noise Analysis and Digital-Twin Validation

We present an experimental implementation of the multiplayer Quantum Volunteer's Dilemma on noisy intermediate-scale quantum (NISQ) hardware, executed on the ibm_kingston backend via Qiskit Runtime. The game is evaluated for N = 2 to 9 players under four transpiler optimization levels, with 20 independent repetitions per configuration and 2048 shots per circuit, including post-processing readout error correction via mthree. Target-state fidelity decays with system size but remains above 70% (corrected) through N = 9. With readout correction, the global average payoff reproduces the quantum theoretical benchmark exactly for N <= 6 and exceeds the classical Nash equilibrium across the full tested range. Optimization level 2 is selected as the reference configuration after gate count analysis reveals that levels 2 and 3 produce identical transpiled circuits, with level 2 achieving superior fidelity stability. A Hamming distance analysis of raw measurement counts shows that single-qubit errors dominate at small N, with multi-qubit contributions growing beyond N = 6. A calibration-based digital twin captures global payoff trends but exhibits a linear fidelity decay profile that diverges from the hardware behavior at large N, exposing the limits of first-order independent per-qubit noise models. These results demonstrate that aggregate quantum advantage in multiplayer games is robust to NISQ noise conditions across the full tested range, while the practical observability of state-level advantage is constrained to N <= 8 under post-processed readout correction.

  • 7 authors
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May 28

InterControl: Zero-shot Human Interaction Generation by Controlling Every Joint

Text-conditioned motion synthesis has made remarkable progress with the emergence of diffusion models. However, the majority of these motion diffusion models are primarily designed for a single character and overlook multi-human interactions. In our approach, we strive to explore this problem by synthesizing human motion with interactions for a group of characters of any size in a zero-shot manner. The key aspect of our approach is the adaptation of human-wise interactions as pairs of human joints that can be either in contact or separated by a desired distance. In contrast to existing methods that necessitate training motion generation models on multi-human motion datasets with a fixed number of characters, our approach inherently possesses the flexibility to model human interactions involving an arbitrary number of individuals, thereby transcending the limitations imposed by the training data. We introduce a novel controllable motion generation method, InterControl, to encourage the synthesized motions maintaining the desired distance between joint pairs. It consists of a motion controller and an inverse kinematics guidance module that realistically and accurately aligns the joints of synthesized characters to the desired location. Furthermore, we demonstrate that the distance between joint pairs for human-wise interactions can be generated using an off-the-shelf Large Language Model (LLM). Experimental results highlight the capability of our framework to generate interactions with multiple human characters and its potential to work with off-the-shelf physics-based character simulators.

  • 5 authors
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Nov 27, 2023

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

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

  • 10 authors
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Apr 15

Improving Language Model Negotiation with Self-Play and In-Context Learning from AI Feedback

We study whether multiple large language models (LLMs) can autonomously improve each other in a negotiation game by playing, reflecting, and criticizing. We are interested in this question because if LLMs were able to improve each other, it would imply the possibility of creating strong AI agents with minimal human intervention. We ask two LLMs to negotiate with each other, playing the roles of a buyer and a seller, respectively. They aim to reach a deal with the buyer targeting a lower price and the seller a higher one. A third language model, playing the critic, provides feedback to a player to improve the player's negotiation strategies. We let the two agents play multiple rounds, using previous negotiation history and AI feedback as in-context demonstrations to improve the model's negotiation strategy iteratively. We use different LLMs (GPT and Claude) for different roles and use the deal price as the evaluation metric. Our experiments reveal multiple intriguing findings: (1) Only a subset of the language models we consider can self-play and improve the deal price from AI feedback, weaker models either do not understand the game's rules or cannot incorporate AI feedback for further improvement. (2) Models' abilities to learn from the feedback differ when playing different roles. For example, it is harder for Claude-instant to improve as the buyer than as the seller. (3) When unrolling the game to multiple rounds, stronger agents can consistently improve their performance by meaningfully using previous experiences and iterative AI feedback, yet have a higher risk of breaking the deal. We hope our work provides insightful initial explorations of having models autonomously improve each other with game playing and AI feedback.

  • 4 authors
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May 17, 2023

A Benchmark for Generalizing Across Diverse Team Strategies in Competitive Pokémon

Developing AI agents that can robustly adapt to dramatically different strategic landscapes without retraining is a central challenge for multi-agent learning. Pok\'emon Video Game Championships (VGC) is a domain with an extraordinarily large space of possible team configurations of approximately 10^{139} - far larger than those of Dota or Starcraft. The highly discrete, combinatorial nature of team building in Pok\'emon VGC causes optimal strategies to shift dramatically depending on both the team being piloted and the opponent's team, making generalization uniquely challenging. To advance research on this problem, we introduce VGC-Bench: a benchmark that provides critical infrastructure, standardizes evaluation protocols, and supplies human-play datasets and a range of baselines - from large-language-model agents and behavior cloning to reinforcement learning and empirical game-theoretic methods such as self-play, fictitious play, and double oracle. In the restricted setting where an agent is trained and evaluated on a single-team configuration, our methods are able to win against a professional VGC competitor. We extensively evaluated all baseline methods over progressively larger team sets and find that even the best-performing algorithm in the single-team setting struggles at scaling up as team size grows. Thus, policy generalization across diverse team strategies remains an open challenge for the community. Our code is open sourced at https://github.com/cameronangliss/VGC-Bench.

  • 5 authors
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Jun 11, 2025

Derivations and Sobolev functions on extended metric-measure spaces

We investigate the first-order differential calculus over extended metric-topological measure spaces. The latter are quartets mathbb X=(X,τ,{sf d},mathfrak m), given by an extended metric space (X,{sf d}) together with a weaker topology τ (satisfying suitable compatibility conditions) and a finite Radon measure mathfrak m on (X,τ). The class of extended metric-topological measure spaces encompasses all metric measure spaces and many infinite-dimensional metric-measure structures, such as abstract Wiener spaces. In this framework, we study the following classes of objects: - The Banach algebra {rm Lip}_b(X,τ,{sf d}) of bounded τ-continuous {sf d}-Lipschitz functions on X. - Several notions of Lipschitz derivations on X, defined in duality with {rm Lip}_b(X,τ,{sf d}). - The metric Sobolev space W^{1,p}(mathbb X), defined in duality with Lipschitz derivations on X. Inter alia, we generalise both Weaver's and Di Marino's theories of Lipschitz derivations to the extended setting, and we discuss their connections. We also introduce a Sobolev space W^{1,p}(mathbb X) via an integration-by-parts formula, along the lines of Di Marino's notion of Sobolev space, and we prove its equivalence with other approaches, studied in the extended setting by Ambrosio, Erbar and Savaré. En route, we obtain some results of independent interest, among which are: - A Lipschitz-constant-preserving extension result for τ-continuous {sf d}-Lipschitz functions. - A novel and rather robust strategy for proving the equivalence of Sobolev-type spaces defined via an integration-by-parts formula and those obtained with a relaxation procedure. - A new description of an isometric predual of the metric Sobolev space W^{1,p}(mathbb X).

  • 2 authors
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Mar 3, 2025

Beyond Time Shifts: Adapting Omni-LLM as a Reference-Free Evaluator for Generative Audio-Visual Models

As audio-visual generative models evolve into world simulators, cross-modal synchronization stands as a critical proxy for assessing the consistency of world dynamics and causality in generated content. However, existing evaluation metrics presume structural correctness, reducing synchronization to mere temporal alignment. Consequently, they fail on generative outputs, especially when exhibiting structural hallucinations and asymmetric cross-modal relations, which currently mandate expert human annotation to assess synchronization. This dependency introduces a critical paradox: human evaluators rely on relative, reference-dependent comparisons, whereas automated metrics require reference-free, absolute scalars. We resolve this paradox by proposing a framework that distills relative human perception into a continuous, globally consistent metric. First, we introduce SynthSync, a dataset of generative failures ranked via pairwise human annotations. Second, we adapt the Omni-LLM equipped with a continuous latent projection to translate relative human rankings into continuous absolute values. Third, we propose Real-Valued Group Relative Policy Optimization (R-GRPO) to internalize the global causal structure of synchronization via listwise score distributions. Empirically, our metric achieves state-of-the-art human preference alignment. We leverage this estimator to establish a standardized benchmark, advancing AV-Gen assessment from low-level signal correlation to visually grounded causality.

  • 9 authors
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Jul 9

Mixture-of-Experts with Gradient Conflict-Driven Subspace Topology Pruning for Emergent Modularity

Mixture-of-Experts (MoE) architectures achieve parameter efficiency through conditional computation, yet contemporary designs suffer from two fundamental limitations: structural parameter isolation that causes catastrophic forgetting, and instruction-overfitting that degrades performance in instruction-free scenarios. We propose CDSP-MoE (Conflict-Driven Subspace Pruning MoE), a framework that addresses these issues through a paradigm shift from isolated expert containers to dynamic expert instantiation within a shared physical subspace. Grounded in the Universal Weight Subspace Hypothesis, CDSP-MoE maintains a super-complete parameter backbone where logical experts are carved out via learnable topology masks. Unlike prior work that uses gradient conflict for token reassignment or optimization surgery, we leverage it as a structural supervisory signal: a Lagged Gradient Game penalizes interfering connections in the shared manifold, enabling the topology to spontaneously prune conflicting pathways and evolve interpretable modular structures. Experimental results demonstrate that CDSP-MoE achieves robust content-driven routing without human-defined task labels, maintaining semantic specialization even under strict blind inference protocols where explicit instructions are absent. Code is available at: https://github.com/konodiodaaaaa1/Conflict-Driven-Subspace-Pruning-Mixture-of-Experts

  • 2 authors
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Dec 23, 2025

Attack Detection in Dynamic Games with Quadratic Measurements

This paper studies attack detection for discrete-time linear systems with stochastic process noise that produce both a vulnerable (i.e., attackable) linear measurement and a secured (i.e., unattackable) quadratic measurement. The motivating application of this model is a dynamic-game setting where the quadratic measurement is interpreted as a system-level utility or reward, and control inputs into the linear system are interpreted as control policies that, once applied, are known to all game participants and which steer the system towards a game-theoretic equilibrium (e.g., Nash equilibrium). To detect attacks on the linear channel, we develop a novel quadratic-utility-aware observer that leverages the secured quadratic output and enforces measurement consistency via a projection step. We establish three properties for this observer: feasibility of the true state, prox-regularity of the quadratic-constraint set, and a monotone error-reduction guarantee in the noise-free case. To detect adversarial manipulation, we compare linear and quadratic observer trajectories using a wild bootstrap maximum mean discrepancy (MMD) test that provides valid inference under temporal dependence. We validate our framework using numerical experiments of a pursuit-evasion game, where the quadratic observer preserves estimation accuracy under linear-sensor attacks, while the statistical test detects distributional divergence between the observers' trajectories.

  • 2 authors
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Sep 30, 2025

Efficient Agentic Reinforcement Learning with On-Policy Intrinsic Knowledge Boundary Enhancement

Agentic reinforcement learning (RL) has proven effective for training LLM-based agents with external tool-use capabilities. However, we identify that agentic RL training induces increasing redundant tool calls and blurs the model's intrinsic knowledge boundary, where the model fails to distinguish when tools are needed versus when parametric knowledge suffices. Existing solutions based on reward shaping create coarse-grained optimization targets that tend to incentivize indiscriminate tool-call suppression, leading to reward hacking. In this paper, we propose AKBE (Agentic Knowledge Boundary Enhancement), an on-policy method that dynamically probes the model's intrinsic knowledge boundary through dual-path (with-tool and no-tool) rollouts during training. We define the knowledge boundary as the per-instance determination of whether tools are required and the minimum tool calls necessary. By comparing correctness across paths, AKBE categorizes trajectories and constructs targeted supervisory signals that guide efficient tool-use patterns for each question. These signals are integrated seamlessly into the agentic RL training loop. Experiments on seven QA benchmarks demonstrate that AKBE improves task accuracy by +1.85 on average and reduces tool calls by 18% over standard agentic RL, yielding 25% higher tool productivity without any accuracy-efficiency trade-off. Further analysis suggests its plug-and-play compatibility across different RL algorithms and the mechanism of each signal category. Our code is available at https://github.com/CuSO4-Chen/AKBE.

tencent Tencent
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May 25 2