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Feb 20

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

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
·
Jun 11, 2025

Diversity-Enhanced Reasoning for Subjective Questions

Large reasoning models (LRM) with long chain-of-thought (CoT) capabilities have shown strong performance on objective tasks, such as math reasoning and coding. However, their effectiveness on subjective questions that may have different responses from different perspectives is still limited by a tendency towards homogeneous reasoning, introduced by the reliance on a single ground truth in supervised fine-tuning and verifiable reward in reinforcement learning. Motivated by the finding that increasing role perspectives consistently improves performance, we propose MultiRole-R1, a diversity-enhanced framework with multiple role perspectives, to improve the accuracy and diversity in subjective reasoning tasks. MultiRole-R1 features an unsupervised data construction pipeline that generates reasoning chains that incorporate diverse role perspectives. We further employ reinforcement learning via Group Relative Policy Optimization (GRPO) with reward shaping, by taking diversity as a reward signal in addition to the verifiable reward. With specially designed reward functions, we successfully promote perspective diversity and lexical diversity, uncovering a positive relation between reasoning diversity and accuracy. Our experiment on six benchmarks demonstrates MultiRole-R1's effectiveness and generalizability in enhancing both subjective and objective reasoning, showcasing the potential of diversity-enhanced training in LRMs.

  • 4 authors
·
Jul 27, 2025 2

MeepleLM: A Virtual Playtester Simulating Diverse Subjective Experiences

Recent advancements have expanded the role of Large Language Models in board games from playing agents to creative co-designers. However, a critical gap remains: current systems lack the capacity to offer constructive critique grounded in the emergent user experience. Bridging this gap is fundamental for harmonizing Human-AI collaboration, as it empowers designers to refine their creations via external perspectives while steering models away from biased or unpredictable outcomes. Automating critique for board games presents two challenges: inferring the latent dynamics connecting rules to gameplay without an explicit engine, and modeling the subjective heterogeneity of diverse player groups. To address these, we curate a dataset of 1,727 structurally corrected rulebooks and 150K reviews selected via quality scoring and facet-aware sampling. We augment this data with Mechanics-Dynamics-Aesthetics (MDA) reasoning to explicitly bridge the causal gap between written rules and player experience. We further distill player personas and introduce MeepleLM, a specialized model that internalizes persona-specific reasoning patterns to accurately simulate the subjective feedback of diverse player archetypes. Experiments demonstrate that MeepleLM significantly outperforms latest commercial models (e.g., GPT-5.1, Gemini3-Pro) in community alignment and critique quality, achieving a 70% preference rate in user studies assessing utility. MeepleLM serves as a reliable virtual playtester for general interactive systems, marking a pivotal step towards audience-aligned, experience-aware Human-AI collaboration.

ChatGPT4PCG 2 Competition: Prompt Engineering for Science Birds Level Generation

This paper presents the second ChatGPT4PCG competition at the 2024 IEEE Conference on Games. In this edition of the competition, we follow the first edition, but make several improvements and changes. We introduce a new evaluation metric along with allowing a more flexible format for participants' submissions and making several improvements to the evaluation pipeline. Continuing from the first edition, we aim to foster and explore the realm of prompt engineering (PE) for procedural content generation (PCG). While the first competition saw success, it was hindered by various limitations; we aim to mitigate these limitations in this edition. We introduce diversity as a new metric to discourage submissions aimed at producing repetitive structures. Furthermore, we allow submission of a Python program instead of a prompt text file for greater flexibility in implementing advanced PE approaches, which may require control flow, including conditions and iterations. We also make several improvements to the evaluation pipeline with a better classifier for similarity evaluation and better-performing function signatures. We thoroughly evaluate the effectiveness of the new metric and the improved classifier. Additionally, we perform an ablation study to select a function signature to instruct ChatGPT for level generation. Finally, we provide implementation examples of various PE techniques in Python and evaluate their preliminary performance. We hope this competition serves as a resource and platform for learning about PE and PCG in general.

  • 8 authors
·
Mar 4, 2024

Improving Linguistic Diversity of Large Language Models with Possibility Exploration Fine-Tuning

While Large Language Models (LLMs) have made significant strides in replicating human-like abilities, there are concerns about a reduction in the linguistic diversity of their outputs. This results in the homogenization of viewpoints and perspectives, as well as the underrepresentation of specific demographic groups. Although several fine-tuning and prompting techniques have been suggested to tackle the issue, they are often tailored to specific tasks or come with a substantial increase in computational cost and latency. This makes them challenging to apply to applications that demand very low latency, such as chatbots and virtual assistants. We propose Possibility Exploration Fine-Tuning (PEFT), a task-agnostic framework that enhances the text diversity of LLMs without increasing latency or computational cost. Given the same prompt, models fine-tuned with PEFT can simultaneously generate multiple diverse responses, each corresponding with a controllable possibility number. Experiments on dialogue and story generation tasks demonstrate that PEFT significantly enhances the diversity of LLM outputs, as evidenced by lower similarity between candidate responses. Since PEFT emphasizes semantic diversity over lexical diversity, it can also notably reduce demographic bias in dialogue systems. The implementations and datasets are available in our repository: https://github.com/mailong25/peft_diversity

  • 2 authors
·
Dec 4, 2024

DraftRec: Personalized Draft Recommendation for Winning in Multi-Player Online Battle Arena Games

This paper presents a personalized character recommendation system for Multiplayer Online Battle Arena (MOBA) games which are considered as one of the most popular online video game genres around the world. When playing MOBA games, players go through a draft stage, where they alternately select a virtual character to play. When drafting, players select characters by not only considering their character preferences, but also the synergy and competence of their team's character combination. However, the complexity of drafting induces difficulties for beginners to choose the appropriate characters based on the characters of their team while considering their own champion preferences. To alleviate this problem, we propose DraftRec, a novel hierarchical model which recommends characters by considering each player's champion preferences and the interaction between the players. DraftRec consists of two networks: the player network and the match network. The player network captures the individual player's champion preference, and the match network integrates the complex relationship between the players and their respective champions. We train and evaluate our model from a manually collected 280,000 matches of League of Legends and a publicly available 50,000 matches of Dota2. Empirically, our method achieved state-of-the-art performance in character recommendation and match outcome prediction task. Furthermore, a comprehensive user survey confirms that DraftRec provides convincing and satisfying recommendations. Our code and dataset are available at https://github.com/dojeon-ai/DraftRec.

  • 5 authors
·
Apr 27, 2022

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

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

in2IN: Leveraging individual Information to Generate Human INteractions

Generating human-human motion interactions conditioned on textual descriptions is a very useful application in many areas such as robotics, gaming, animation, and the metaverse. Alongside this utility also comes a great difficulty in modeling the highly dimensional inter-personal dynamics. In addition, properly capturing the intra-personal diversity of interactions has a lot of challenges. Current methods generate interactions with limited diversity of intra-person dynamics due to the limitations of the available datasets and conditioning strategies. For this, we introduce in2IN, a novel diffusion model for human-human motion generation which is conditioned not only on the textual description of the overall interaction but also on the individual descriptions of the actions performed by each person involved in the interaction. To train this model, we use a large language model to extend the InterHuman dataset with individual descriptions. As a result, in2IN achieves state-of-the-art performance in the InterHuman dataset. Furthermore, in order to increase the intra-personal diversity on the existing interaction datasets, we propose DualMDM, a model composition technique that combines the motions generated with in2IN and the motions generated by a single-person motion prior pre-trained on HumanML3D. As a result, DualMDM generates motions with higher individual diversity and improves control over the intra-person dynamics while maintaining inter-personal coherence.

  • 5 authors
·
Apr 15, 2024

Computational Foundations for Strategic Coopetition: Formalizing Interdependence and Complementarity

Coopetition refers to simultaneous cooperation and competition among actors wherein actors 'cooperate to grow the pie and compete to split it up.' Modern socio-technical systems are characterized by strategic coopetition wherein actors concomitantly cooperate to create value and compete to capture it. While conceptual modeling languages such as i* provide rich qualitative representations of strategic dependencies, they lack mechanisms for quantitative analysis of dynamic trade-offs. Conversely, classical game theory offers mathematical rigor but strips away contextual richness. This report bridges this gap by developing computational foundations that formalize two critical dimensions of coopetition: interdependence and complementarity. We ground interdependence in i* structural dependency analysis, translating depender-dependee-dependum relationships into quantitative interdependence coefficients via a structured translation framework. We formalize complementarity following Brandenburger and Nalebuff's Added Value concept, modeling synergistic value creation with validated parameterization. We integrate structural dependencies with bargaining power in value appropriation and introduce a game-theoretic formulation where Nash Equilibrium incorporates structural interdependence. Validation combines over 22,000 experimental trials across power and logarithmic specifications with the Samsung-Sony S-LCD joint venture (2004-2011). Under strict historical alignment scoring, logarithmic specifications achieve 58/60 compared to power functions (46/60), producing realistic 41% cooperation increases aligning with documented S-LCD patterns while power functions produce 166% increases exceeding realistic bounds. Statistical significance confirmed at p < 0.001, Cohen's d > 9.

  • 2 authors
·
Oct 21, 2025

Code Collaborate: Dissecting Team Dynamics in First-Semester Programming Students

Understanding collaboration patterns in introductory programming courses is essential, as teamwork is a critical skill in computer science. In professional environments, software development relies on effective teamwork, navigating diverse perspectives, and contributing to shared goals. This paper offers a comprehensive analysis of the factors influencing team efficiency and project success, providing actionable insights to enhance the effectiveness of collaborative programming education. By analyzing version control data, survey responses, and performance metrics, the study highlights the collaboration trends that emerge as first-semester students develop a 2D game project. Results indicate that students often slightly overestimate their contributions, with more engaged individuals more likely to acknowledge mistakes. Team performance shows no significant variation based on nationality or gender composition, though teams that disbanded frequently consisted of lone wolves, highlighting collaboration challenges and the need for strengthened teamwork skills. Presentations closely reflected individual project contributions, with active students excelling in evaluative questioning and performing better on the final exam. Additionally, the complete absence of plagiarism underscores the effectiveness of proactive academic integrity measures, reinforcing honest collaboration in educational settings.

  • 4 authors
·
Oct 28, 2024

CooperBench: Why Coding Agents Cannot be Your Teammates Yet

Resolving team conflicts requires not only task-specific competence, but also social intelligence to find common ground and build consensus. As AI agents increasingly collaborate on complex work, they must develop coordination capabilities to function as effective teammates. Yet we hypothesize that current agents lack these capabilities. To test this, we introduce CooperBench, a benchmark of over 600 collaborative coding tasks across 12 libraries in 4 programming languages. Each task assigns two agents different features that can be implemented independently but may conflict without proper coordination. Tasks are grounded in real open-source repositories with expert-written tests. Evaluating state-of-the-art coding agents, we observe the curse of coordination: agents achieve on average 30% lower success rates when working together compared to performing both tasks individually. This contrasts sharply with human teams, where adding teammates typically improves productivity. Our analysis reveals three key issues: (1) communication channels become jammed with vague, ill-timed, and inaccurate messages; (2) even with effective communication, agents deviate from their commitments; and (3) agents often hold incorrect expectations about others' plans and communication. Through large-scale simulation, we also observe rare but interesting emergent coordination behavior including role division, resource division, and negotiation. Our research presents a novel benchmark for collaborative coding and calls for a shift from pursuing individual agent capability to developing social intelligence.

stanfordnlp Stanford NLP
·
Jan 19 3

Jointly Reinforcing Diversity and Quality in Language Model Generations

Post-training of Large Language Models (LMs) often prioritizes accuracy and helpfulness at the expense of diversity. This creates a tension: while post-training improves response quality, it also sharpens output distributions and reduces the range of ideas, limiting the usefulness of LMs in creative and exploratory tasks such as brainstorming, storytelling, or problem solving. We address this challenge with Diversity-Aware Reinforcement Learning (DARLING), a framework that jointly optimizes for response quality and semantic diversity. At its core, DARLING introduces a learned partition function to measure diversity beyond surface-level lexical variations. This diversity signal is then combined with a quality reward during online reinforcement learning, encouraging models to generate outputs that are both high-quality and distinct. Experiments across multiple model families and sizes show that DARLING generalizes to two regimes: non-verifiable tasks (instruction following and creative writing) and verifiable tasks (competition math). On five benchmarks in the first setting, DARLING consistently outperforms quality-only RL baselines, producing outputs that are simultaneously of higher quality and novelty. In the second setting, DARLING achieves higher pass@1 (solution quality) and pass@k (solution variety). Most strikingly, explicitly optimizing for diversity catalyzes exploration in online RL, which manifests itself as higher-quality responses.

facebook AI at Meta
·
Sep 2, 2025 1

GameFactory: Creating New Games with Generative Interactive Videos

Generative game engines have the potential to revolutionize game development by autonomously creating new content and reducing manual workload. However, existing video-based game generation methods fail to address the critical challenge of scene generalization, limiting their applicability to existing games with fixed styles and scenes. In this paper, we present GameFactory, a framework focused on exploring scene generalization in game video generation. To enable the creation of entirely new and diverse games, we leverage pre-trained video diffusion models trained on open-domain video data. To bridge the domain gap between open-domain priors and small-scale game dataset, we propose a multi-phase training strategy that decouples game style learning from action control, preserving open-domain generalization while achieving action controllability. Using Minecraft as our data source, we release GF-Minecraft, a high-quality and diversity action-annotated video dataset for research. Furthermore, we extend our framework to enable autoregressive action-controllable game video generation, allowing the production of unlimited-length interactive game videos. Experimental results demonstrate that GameFactory effectively generates open-domain, diverse, and action-controllable game videos, representing a significant step forward in AI-driven game generation. Our dataset and project page are publicly available at https://vvictoryuki.github.io/gamefactory/.

  • 6 authors
·
Jan 14, 2025 3

Learning to Move Like Professional Counter-Strike Players

In multiplayer, first-person shooter games like Counter-Strike: Global Offensive (CS:GO), coordinated movement is a critical component of high-level strategic play. However, the complexity of team coordination and the variety of conditions present in popular game maps make it impractical to author hand-crafted movement policies for every scenario. We show that it is possible to take a data-driven approach to creating human-like movement controllers for CS:GO. We curate a team movement dataset comprising 123 hours of professional game play traces, and use this dataset to train a transformer-based movement model that generates human-like team movement for all players in a "Retakes" round of the game. Importantly, the movement prediction model is efficient. Performing inference for all players takes less than 0.5 ms per game step (amortized cost) on a single CPU core, making it plausible for use in commercial games today. Human evaluators assess that our model behaves more like humans than both commercially-available bots and procedural movement controllers scripted by experts (16% to 59% higher by TrueSkill rating of "human-like"). Using experiments involving in-game bot vs. bot self-play, we demonstrate that our model performs simple forms of teamwork, makes fewer common movement mistakes, and yields movement distributions, player lifetimes, and kill locations similar to those observed in professional CS:GO match play.

  • 12 authors
·
Aug 25, 2024 3

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

FightLadder: A Benchmark for Competitive Multi-Agent Reinforcement Learning

Recent advances in reinforcement learning (RL) heavily rely on a variety of well-designed benchmarks, which provide environmental platforms and consistent criteria to evaluate existing and novel algorithms. Specifically, in multi-agent RL (MARL), a plethora of benchmarks based on cooperative games have spurred the development of algorithms that improve the scalability of cooperative multi-agent systems. However, for the competitive setting, a lightweight and open-sourced benchmark with challenging gaming dynamics and visual inputs has not yet been established. In this work, we present FightLadder, a real-time fighting game platform, to empower competitive MARL research. Along with the platform, we provide implementations of state-of-the-art MARL algorithms for competitive games, as well as a set of evaluation metrics to characterize the performance and exploitability of agents. We demonstrate the feasibility of this platform by training a general agent that consistently defeats 12 built-in characters in single-player mode, and expose the difficulty of training a non-exploitable agent without human knowledge and demonstrations in two-player mode. FightLadder provides meticulously designed environments to address critical challenges in competitive MARL research, aiming to catalyze a new era of discovery and advancement in the field. Videos and code at https://sites.google.com/view/fightladder/home.

  • 4 authors
·
Jun 4, 2024

Cream of the Crop: Harvesting Rich, Scalable and Transferable Multi-Modal Data for Instruction Fine-Tuning

The hypothesis that pretrained large language models (LLMs) necessitate only minimal supervision during the fine-tuning (SFT) stage (Zhou et al., 2024) has been substantiated by recent advancements in data curation and selection research. However, their stability and generalizability are compromised due to the vulnerability to experimental setups and validation protocols, falling short of surpassing random sampling (Diddee & Ippolito, 2024; Xia et al., 2024b). Built upon LLMs, multi-modal LLMs (MLLMs), combined with the sheer token volume and heightened heterogeneity of data sources, amplify both the significance and complexity of data selection. To harvest multi-modal instructional data in a robust and efficient manner, we re-define the granularity of the quality metric by decomposing it into 14 vision-language-related capabilities, and introduce multi-modal rich scorers to evaluate the capabilities of each data candidate. To promote diversity, in light of the inherent objective of the alignment stage, we take interaction style as diversity indicator and use a multi-modal rich styler to identify data instruction patterns. In doing so, our multi-modal rich scorers and styler (mmSSR) guarantee that high-scoring information is conveyed to users in diversified forms. Free from embedding-based clustering or greedy sampling, mmSSR efficiently scales to millions of data with varying budget constraints, supports customization for general or specific capability acquisition, and facilitates training-free generalization to new domains for curation. Across 10+ experimental settings, validated by 14 multi-modal benchmarks, we demonstrate consistent improvements over random sampling, baseline strategies and state-of-the-art selection methods, achieving 99.1% of full performance with only 30% of the 2.6M data.

  • 8 authors
·
Mar 17, 2025

Ferret: Faster and Effective Automated Red Teaming with Reward-Based Scoring Technique

In today's era, where large language models (LLMs) are integrated into numerous real-world applications, ensuring their safety and robustness is crucial for responsible AI usage. Automated red-teaming methods play a key role in this process by generating adversarial attacks to identify and mitigate potential vulnerabilities in these models. However, existing methods often struggle with slow performance, limited categorical diversity, and high resource demands. While Rainbow Teaming, a recent approach, addresses the diversity challenge by framing adversarial prompt generation as a quality-diversity search, it remains slow and requires a large fine-tuned mutator for optimal performance. To overcome these limitations, we propose Ferret, a novel approach that builds upon Rainbow Teaming by generating multiple adversarial prompt mutations per iteration and using a scoring function to rank and select the most effective adversarial prompt. We explore various scoring functions, including reward models, Llama Guard, and LLM-as-a-judge, to rank adversarial mutations based on their potential harm to improve the efficiency of the search for harmful mutations. Our results demonstrate that Ferret, utilizing a reward model as a scoring function, improves the overall attack success rate (ASR) to 95%, which is 46% higher than Rainbow Teaming. Additionally, Ferret reduces the time needed to achieve a 90% ASR by 15.2% compared to the baseline and generates adversarial prompts that are transferable i.e. effective on other LLMs of larger size. Our codes are available at https://github.com/declare-lab/ferret.

  • 4 authors
·
Aug 20, 2024 2

GRADE: Quantifying Sample Diversity in Text-to-Image Models

Text-to-image (T2I) models are remarkable at generating realistic images based on textual descriptions. However, textual prompts are inherently underspecified: they do not specify all possible attributes of the required image. This raises two key questions: Do T2I models generate diverse outputs on underspecified prompts? How can we automatically measure diversity? We propose GRADE: Granular Attribute Diversity Evaluation, an automatic method for quantifying sample diversity. GRADE leverages the world knowledge embedded in large language models and visual question-answering systems to identify relevant concept-specific axes of diversity (e.g., ``shape'' and ``color'' for the concept ``cookie''). It then estimates frequency distributions of concepts and their attributes and quantifies diversity using (normalized) entropy. GRADE achieves over 90% human agreement while exhibiting weak correlation to commonly used diversity metrics. We use GRADE to measure the overall diversity of 12 T2I models using 400 concept-attribute pairs, revealing that all models display limited variation. Further, we find that these models often exhibit default behaviors, a phenomenon where the model consistently generates concepts with the same attributes (e.g., 98% of the cookies are round). Finally, we demonstrate that a key reason for low diversity is due to underspecified captions in training data. Our work proposes a modern, semantically-driven approach to measure sample diversity and highlights the stunning homogeneity in outputs by T2I models.

  • 5 authors
·
Oct 29, 2024

Quality Diversity through Human Feedback: Towards Open-Ended Diversity-Driven Optimization

Reinforcement Learning from Human Feedback (RLHF) has shown potential in qualitative tasks where easily defined performance measures are lacking. However, there are drawbacks when RLHF is commonly used to optimize for average human preferences, especially in generative tasks that demand diverse model responses. Meanwhile, Quality Diversity (QD) algorithms excel at identifying diverse and high-quality solutions but often rely on manually crafted diversity metrics. This paper introduces Quality Diversity through Human Feedback (QDHF), a novel approach that progressively infers diversity metrics from human judgments of similarity among solutions, thereby enhancing the applicability and effectiveness of QD algorithms in complex and open-ended domains. Empirical studies show that QDHF significantly outperforms state-of-the-art methods in automatic diversity discovery and matches the efficacy of QD with manually crafted diversity metrics on standard benchmarks in robotics and reinforcement learning. Notably, in open-ended generative tasks, QDHF substantially enhances the diversity of text-to-image generation from a diffusion model and is more favorably received in user studies. We conclude by analyzing QDHF's scalability, robustness, and quality of derived diversity metrics, emphasizing its strength in open-ended optimization tasks. Code and tutorials are available at https://liding.info/qdhf.

  • 5 authors
·
Oct 18, 2023

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

Learning Meta Representations for Agents in Multi-Agent Reinforcement Learning

In multi-agent reinforcement learning, the behaviors that agents learn in a single Markov Game (MG) are typically confined to the given agent number. Every single MG induced by varying the population may possess distinct optimal joint strategies and game-specific knowledge, which are modeled independently in modern multi-agent reinforcement learning algorithms. In this work, our focus is on creating agents that can generalize across population-varying MGs. Instead of learning a unimodal policy, each agent learns a policy set comprising effective strategies across a variety of games. To achieve this, we propose Meta Representations for Agents (MRA) that explicitly models the game-common and game-specific strategic knowledge. By representing the policy sets with multi-modal latent policies, the game-common strategic knowledge and diverse strategic modes are discovered through an iterative optimization procedure. We prove that by approximately maximizing the resulting constrained mutual information objective, the policies can reach Nash Equilibrium in every evaluation MG when the latent space is sufficiently large. When deploying MRA in practical settings with limited latent space sizes, fast adaptation can be achieved by leveraging the first-order gradient information. Extensive experiments demonstrate the effectiveness of MRA in improving training performance and generalization ability in challenging evaluation games.

  • 4 authors
·
Aug 30, 2021

Open-Ended Learning Leads to Generally Capable Agents

In this work we create agents that can perform well beyond a single, individual task, that exhibit much wider generalisation of behaviour to a massive, rich space of challenges. We define a universe of tasks within an environment domain and demonstrate the ability to train agents that are generally capable across this vast space and beyond. The environment is natively multi-agent, spanning the continuum of competitive, cooperative, and independent games, which are situated within procedurally generated physical 3D worlds. The resulting space is exceptionally diverse in terms of the challenges posed to agents, and as such, even measuring the learning progress of an agent is an open research problem. We propose an iterative notion of improvement between successive generations of agents, rather than seeking to maximise a singular objective, allowing us to quantify progress despite tasks being incomparable in terms of achievable rewards. We show that through constructing an open-ended learning process, which dynamically changes the training task distributions and training objectives such that the agent never stops learning, we achieve consistent learning of new behaviours. The resulting agent is able to score reward in every one of our humanly solvable evaluation levels, with behaviour generalising to many held-out points in the universe of tasks. Examples of this zero-shot generalisation include good performance on Hide and Seek, Capture the Flag, and Tag. Through analysis and hand-authored probe tasks we characterise the behaviour of our agent, and find interesting emergent heuristic behaviours such as trial-and-error experimentation, simple tool use, option switching, and cooperation. Finally, we demonstrate that the general capabilities of this agent could unlock larger scale transfer of behaviour through cheap finetuning.

  • 18 authors
·
Jul 27, 2021

Pathologies of Predictive Diversity in Deep Ensembles

Classic results establish that encouraging predictive diversity improves performance in ensembles of low-capacity models, e.g. through bagging or boosting. Here we demonstrate that these intuitions do not apply to high-capacity neural network ensembles (deep ensembles), and in fact the opposite is often true. In a large scale study of nearly 600 neural network classification ensembles, we examine a variety of interventions that trade off component model performance for predictive diversity. While such interventions can improve the performance of small neural network ensembles (in line with standard intuitions), they harm the performance of the large neural network ensembles most often used in practice. Surprisingly, we also find that discouraging predictive diversity is often benign in large-network ensembles, fully inverting standard intuitions. Even when diversity-promoting interventions do not sacrifice component model performance (e.g. using heterogeneous architectures and training paradigms), we observe an opportunity cost associated with pursuing increased predictive diversity. Examining over 1000 ensembles, we observe that the performance benefits of diverse architectures/training procedures are easily dwarfed by the benefits of simply using higher-capacity models, despite the fact that such higher capacity models often yield significantly less predictive diversity. Overall, our findings demonstrate that standard intuitions around predictive diversity, originally developed for low-capacity ensembles, do not directly apply to modern high-capacity deep ensembles. This work clarifies fundamental challenges to the goal of improving deep ensembles by making them more diverse, while suggesting an alternative path: simply forming ensembles from ever more powerful (and less diverse) component models.

  • 4 authors
·
Feb 1, 2023

MCU: A Task-centric Framework for Open-ended Agent Evaluation in Minecraft

To pursue the goal of creating an open-ended agent in Minecraft, an open-ended game environment with unlimited possibilities, this paper introduces a task-centric framework named MCU for Minecraft agent evaluation. The MCU framework leverages the concept of atom tasks as fundamental building blocks, enabling the generation of diverse or even arbitrary tasks. Within the MCU framework, each task is measured with six distinct difficulty scores (time consumption, operational effort, planning complexity, intricacy, creativity, novelty). These scores offer a multi-dimensional assessment of a task from different angles, and thus can reveal an agent's capability on specific facets. The difficulty scores also serve as the feature of each task, which creates a meaningful task space and unveils the relationship between tasks. For efficient evaluation of Minecraft agents employing the MCU framework, we maintain a unified benchmark, namely SkillForge, which comprises representative tasks with diverse categories and difficulty distribution. We also provide convenient filters for users to select tasks to assess specific capabilities of agents. We show that MCU has the high expressivity to cover all tasks used in recent literature on Minecraft agent, and underscores the need for advancements in areas such as creativity, precise control, and out-of-distribution generalization under the goal of open-ended Minecraft agent development.

  • 4 authors
·
Oct 12, 2023

Diversity-Rewarded CFG Distillation

Generative models are transforming creative domains such as music generation, with inference-time strategies like Classifier-Free Guidance (CFG) playing a crucial role. However, CFG doubles inference cost while limiting originality and diversity across generated contents. In this paper, we introduce diversity-rewarded CFG distillation, a novel finetuning procedure that distills the strengths of CFG while addressing its limitations. Our approach optimises two training objectives: (1) a distillation objective, encouraging the model alone (without CFG) to imitate the CFG-augmented predictions, and (2) an RL objective with a diversity reward, promoting the generation of diverse outputs for a given prompt. By finetuning, we learn model weights with the ability to generate high-quality and diverse outputs, without any inference overhead. This also unlocks the potential of weight-based model merging strategies: by interpolating between the weights of two models (the first focusing on quality, the second on diversity), we can control the quality-diversity trade-off at deployment time, and even further boost performance. We conduct extensive experiments on the MusicLM (Agostinelli et al., 2023) text-to-music generative model, where our approach surpasses CFG in terms of quality-diversity Pareto optimality. According to human evaluators, our finetuned-then-merged model generates samples with higher quality-diversity than the base model augmented with CFG. Explore our generations at https://google-research.github.io/seanet/musiclm/diverse_music/.

  • 8 authors
·
Oct 8, 2024 2

MagicFight: Personalized Martial Arts Combat Video Generation

Amid the surge in generic text-to-video generation, the field of personalized human video generation has witnessed notable advancements, primarily concentrated on single-person scenarios. However, to our knowledge, the domain of two-person interactions, particularly in the context of martial arts combat, remains uncharted. We identify a significant gap: existing models for single-person dancing generation prove insufficient for capturing the subtleties and complexities of two engaged fighters, resulting in challenges such as identity confusion, anomalous limbs, and action mismatches. To address this, we introduce a pioneering new task, Personalized Martial Arts Combat Video Generation. Our approach, MagicFight, is specifically crafted to overcome these hurdles. Given this pioneering task, we face a lack of appropriate datasets. Thus, we generate a bespoke dataset using the game physics engine Unity, meticulously crafting a multitude of 3D characters, martial arts moves, and scenes designed to represent the diversity of combat. MagicFight refines and adapts existing models and strategies to generate high-fidelity two-person combat videos that maintain individual identities and ensure seamless, coherent action sequences, thereby laying the groundwork for future innovations in the realm of interactive video content creation. Website: https://MingfuYAN.github.io/MagicFight/ Dataset: https://huggingface.co/datasets/MingfuYAN/KungFu-Fiesta

  • 5 authors
·
Jan 5

Attacking Cooperative Multi-Agent Reinforcement Learning by Adversarial Minority Influence

This study probes the vulnerabilities of cooperative multi-agent reinforcement learning (c-MARL) under adversarial attacks, a critical determinant of c-MARL's worst-case performance prior to real-world implementation. Current observation-based attacks, constrained by white-box assumptions, overlook c-MARL's complex multi-agent interactions and cooperative objectives, resulting in impractical and limited attack capabilities. To address these shortcomes, we propose Adversarial Minority Influence (AMI), a practical and strong for c-MARL. AMI is a practical black-box attack and can be launched without knowing victim parameters. AMI is also strong by considering the complex multi-agent interaction and the cooperative goal of agents, enabling a single adversarial agent to unilaterally misleads majority victims to form targeted worst-case cooperation. This mirrors minority influence phenomena in social psychology. To achieve maximum deviation in victim policies under complex agent-wise interactions, our unilateral attack aims to characterize and maximize the impact of the adversary on the victims. This is achieved by adapting a unilateral agent-wise relation metric derived from mutual information, thereby mitigating the adverse effects of victim influence on the adversary. To lead the victims into a jointly detrimental scenario, our targeted attack deceives victims into a long-term, cooperatively harmful situation by guiding each victim towards a specific target, determined through a trial-and-error process executed by a reinforcement learning agent. Through AMI, we achieve the first successful attack against real-world robot swarms and effectively fool agents in simulated environments into collectively worst-case scenarios, including Starcraft II and Multi-agent Mujoco. The source code and demonstrations can be found at: https://github.com/DIG-Beihang/AMI.

  • 8 authors
·
Feb 7, 2023

Online Moderation in Competitive Action Games: How Intervention Affects Player Behaviors

Online competitive action games have flourished as a space for entertainment and social connections, yet they face challenges from a small percentage of players engaging in disruptive behaviors. This study delves into the under-explored realm of understanding the effects of moderation on player behavior within online gaming on an example of a popular title - Call of Duty(R): Modern Warfare(R)II. We employ a quasi-experimental design and causal inference techniques to examine the impact of moderation in a real-world industry-scale moderation system. We further delve into novel aspects around the impact of delayed moderation, as well as the severity of applied punishment. We examine these effects on a set of four disruptive behaviors including cheating, offensive user name, chat, and voice. Our findings uncover the dual impact moderation has on reducing disruptive behavior and discouraging disruptive players from participating. We further uncover differences in the effectiveness of quick and delayed moderation and the varying severity of punishment. Our examination of real-world gaming interactions sets a precedent in understanding the effectiveness of moderation and its impact on player behavior. Our insights offer actionable suggestions for the most promising avenues for improving real-world moderation practices, as well as the heterogeneous impact moderation has on indifferent players.

  • 10 authors
·
Nov 1, 2024

Lookahead Tree-Based Rollouts for Enhanced Trajectory-Level Exploration in Reinforcement Learning with Verifiable Rewards

Reinforcement Learning with Verifiable Rewards (RLVR), particularly with algorithms like Group Relative Policy Optimization (GRPO), has proven highly effective in enhancing the reasoning capabilities of large language models. However, a critical bottleneck in current pipelines lies in the limited diversity of sampled trajectories during group rollouts. Homogeneous trajectories and their associated rewards would diminish the return signals for policy updates, thereby hindering effective policy learning. This lack of diversity stems primarily from token-level stochastic sampling, where local variations are likely to collapse into near-identical reasoning paths. To address this limitation, we propose Lookahead Tree-Based Rollouts (LATR), a novel rollout strategy designed to explicitly promotes trajectory-level diversity by enforcing branching into different candidate tokens likely to yield distinct continuations. Specifically, LATR iteratively operates in three stages: (1) branching at high-uncertainty generation steps, (2) performing lookahead simulation for each new branch, and (3) pruning branches that exhibits prolonged similarity during simulation. Compared with stochastic Sampling, LATR accelerates policy learning by 131% on average and improves final pass@1 performance by 4.2% on both GRPO and Dynamic sAmpling Policy Optimization (DAPO) algorithms across different reasoning tasks. Our code and data are publicly available at https://github.com/starreeze/latr.

  • 5 authors
·
Oct 28, 2025

The Collaboration Gap

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

MicrosoftResearch Microsoft Research
·
Nov 4, 2025 2

MindAgent: Emergent Gaming Interaction

Large Language Models (LLMs) have the capacity of performing complex scheduling in a multi-agent system and can coordinate these agents into completing sophisticated tasks that require extensive collaboration. However, despite the introduction of numerous gaming frameworks, the community has insufficient benchmarks towards building general multi-agents collaboration infrastructure that encompass both LLM and human-NPCs collaborations. In this work, we propose a novel infrastructure - MindAgent - to evaluate planning and coordination emergent capabilities for gaming interaction. In particular, our infrastructure leverages existing gaming framework, to i) require understanding of the coordinator for a multi-agent system, ii) collaborate with human players via un-finetuned proper instructions, and iii) establish an in-context learning on few-shot prompt with feedback. Furthermore, we introduce CUISINEWORLD, a new gaming scenario and related benchmark that dispatch a multi-agent collaboration efficiency and supervise multiple agents playing the game simultaneously. We conduct comprehensive evaluations with new auto-metric CoS for calculating the collaboration efficiency. Finally, our infrastructure can be deployed into real-world gaming scenarios in a customized VR version of CUISINEWORLD and adapted in existing broader Minecraft gaming domain. We hope our findings on LLMs and the new infrastructure for general-purpose scheduling and coordination can help shed light on how such skills can be obtained by learning from large language corpora.

  • 11 authors
·
Sep 18, 2023 1

Cultural Evolution of Cooperation among LLM Agents

Large language models (LLMs) provide a compelling foundation for building generally-capable AI agents. These agents may soon be deployed at scale in the real world, representing the interests of individual humans (e.g., AI assistants) or groups of humans (e.g., AI-accelerated corporations). At present, relatively little is known about the dynamics of multiple LLM agents interacting over many generations of iterative deployment. In this paper, we examine whether a "society" of LLM agents can learn mutually beneficial social norms in the face of incentives to defect, a distinctive feature of human sociality that is arguably crucial to the success of civilization. In particular, we study the evolution of indirect reciprocity across generations of LLM agents playing a classic iterated Donor Game in which agents can observe the recent behavior of their peers. We find that the evolution of cooperation differs markedly across base models, with societies of Claude 3.5 Sonnet agents achieving significantly higher average scores than Gemini 1.5 Flash, which, in turn, outperforms GPT-4o. Further, Claude 3.5 Sonnet can make use of an additional mechanism for costly punishment to achieve yet higher scores, while Gemini 1.5 Flash and GPT-4o fail to do so. For each model class, we also observe variation in emergent behavior across random seeds, suggesting an understudied sensitive dependence on initial conditions. We suggest that our evaluation regime could inspire an inexpensive and informative new class of LLM benchmarks, focussed on the implications of LLM agent deployment for the cooperative infrastructure of society.

  • 2 authors
·
Dec 13, 2024

Mastering Multi-Drone Volleyball through Hierarchical Co-Self-Play Reinforcement Learning

In this paper, we tackle the problem of learning to play 3v3 multi-drone volleyball, a new embodied competitive task that requires both high-level strategic coordination and low-level agile control. The task is turn-based, multi-agent, and physically grounded, posing significant challenges due to its long-horizon dependencies, tight inter-agent coupling, and the underactuated dynamics of quadrotors. To address this, we propose Hierarchical Co-Self-Play (HCSP), a hierarchical reinforcement learning framework that separates centralized high-level strategic decision-making from decentralized low-level motion control. We design a three-stage population-based training pipeline to enable both strategy and skill to emerge from scratch without expert demonstrations: (I) training diverse low-level skills, (II) learning high-level strategy via self-play with fixed low-level skills, and (III) joint fine-tuning through co-self-play. Experiments show that HCSP achieves superior performance, outperforming non-hierarchical self-play and rule-based hierarchical baselines with an average 82.9% win rate and a 71.5% win rate against the two-stage variant. Moreover, co-self-play leads to emergent team behaviors such as role switching and coordinated formations, demonstrating the effectiveness of our hierarchical design and training scheme. The project page is at https://sites.google.com/view/hi-co-self-play.

  • 9 authors
·
May 7, 2025

CLIP meets GamePhysics: Towards bug identification in gameplay videos using zero-shot transfer learning

Gameplay videos contain rich information about how players interact with the game and how the game responds. Sharing gameplay videos on social media platforms, such as Reddit, has become a common practice for many players. Often, players will share gameplay videos that showcase video game bugs. Such gameplay videos are software artifacts that can be utilized for game testing, as they provide insight for bug analysis. Although large repositories of gameplay videos exist, parsing and mining them in an effective and structured fashion has still remained a big challenge. In this paper, we propose a search method that accepts any English text query as input to retrieve relevant videos from large repositories of gameplay videos. Our approach does not rely on any external information (such as video metadata); it works solely based on the content of the video. By leveraging the zero-shot transfer capabilities of the Contrastive Language-Image Pre-Training (CLIP) model, our approach does not require any data labeling or training. To evaluate our approach, we present the GamePhysics dataset consisting of 26,954 videos from 1,873 games, that were collected from the GamePhysics section on the Reddit website. Our approach shows promising results in our extensive analysis of simple queries, compound queries, and bug queries, indicating that our approach is useful for object and event detection in gameplay videos. An example application of our approach is as a gameplay video search engine to aid in reproducing video game bugs. Please visit the following link for the code and the data: https://asgaardlab.github.io/CLIPxGamePhysics/

  • 3 authors
·
Mar 21, 2022

Odyssey: Empowering Agents with Open-World Skills

Recent studies have delved into constructing generalist agents for open-world embodied environments like Minecraft. Despite the encouraging results, existing efforts mainly focus on solving basic programmatic tasks, e.g., material collection and tool-crafting following the Minecraft tech-tree, treating the ObtainDiamond task as the ultimate goal. This limitation stems from the narrowly defined set of actions available to agents, requiring them to learn effective long-horizon strategies from scratch. Consequently, discovering diverse gameplay opportunities in the open world becomes challenging. In this work, we introduce ODYSSEY, a new framework that empowers Large Language Model (LLM)-based agents with open-world skills to explore the vast Minecraft world. ODYSSEY comprises three key parts: (1) An interactive agent with an open-world skill library that consists of 40 primitive skills and 183 compositional skills. (2) A fine-tuned LLaMA-3 model trained on a large question-answering dataset with 390k+ instruction entries derived from the Minecraft Wiki. (3) A new open-world benchmark includes thousands of long-term planning tasks, tens of dynamic-immediate planning tasks, and one autonomous exploration task. Extensive experiments demonstrate that the proposed ODYSSEY framework can effectively evaluate the planning and exploration capabilities of agents. All datasets, model weights, and code are publicly available to motivate future research on more advanced autonomous agent solutions.

  • 8 authors
·
Jul 21, 2024

Learning Partially-Decorrelated Common Spaces for Ad-hoc Video Search

Ad-hoc Video Search (AVS) involves using a textual query to search for multiple relevant videos in a large collection of unlabeled short videos. The main challenge of AVS is the visual diversity of relevant videos. A simple query such as "Find shots of a man and a woman dancing together indoors" can span a multitude of environments, from brightly lit halls and shadowy bars to dance scenes in black-and-white animations. It is therefore essential to retrieve relevant videos as comprehensively as possible. Current solutions for the AVS task primarily fuse multiple features into one or more common spaces, yet overlook the need for diverse spaces. To fully exploit the expressive capability of individual features, we propose LPD, short for Learning Partially Decorrelated common spaces. LPD incorporates two key innovations: feature-specific common space construction and the de-correlation loss. Specifically, LPD learns a separate common space for each video and text feature, and employs de-correlation loss to diversify the ordering of negative samples across different spaces. To enhance the consistency of multi-space convergence, we designed an entropy-based fair multi-space triplet ranking loss. Extensive experiments on the TRECVID AVS benchmarks (2016-2023) justify the effectiveness of LPD. Moreover, diversity visualizations of LPD's spaces highlight its ability to enhance result diversity.

  • 3 authors
·
Aug 4, 2025

Hierarchical Reinforcement Learning for Modeling User Novelty-Seeking Intent in Recommender Systems

Recommending novel content, which expands user horizons by introducing them to new interests, has been shown to improve users' long-term experience on recommendation platforms chen2021values. Users however are not constantly looking to explore novel content. It is therefore crucial to understand their novelty-seeking intent and adjust the recommendation policy accordingly. Most existing literature models a user's propensity to choose novel content or to prefer a more diverse set of recommendations at individual interactions. Hierarchical structure, on the other hand, exists in a user's novelty-seeking intent, which is manifested as a static and intrinsic user preference for seeking novelty along with a dynamic session-based propensity. To this end, we propose a novel hierarchical reinforcement learning-based method to model the hierarchical user novelty-seeking intent, and to adapt the recommendation policy accordingly based on the extracted user novelty-seeking propensity. We further incorporate diversity and novelty-related measurement in the reward function of the hierarchical RL (HRL) agent to encourage user exploration chen2021values. We demonstrate the benefits of explicitly modeling hierarchical user novelty-seeking intent in recommendations through extensive experiments on simulated and real-world datasets. In particular, we demonstrate that the effectiveness of our proposed hierarchical RL-based method lies in its ability to capture such hierarchically-structured intent. As a result, the proposed HRL model achieves superior performance on several public datasets, compared with state-of-art baselines.

  • 4 authors
·
Jun 2, 2023

ProAgent: Building Proactive Cooperative AI with Large Language Models

Building AIs with adaptive behaviors in human-AI cooperation stands as a pivotal focus in AGI research. Current methods for developing cooperative agents predominantly rely on learning-based methods, where policy generalization heavily hinges on past interactions with specific teammates. These approaches constrain the agent's capacity to recalibrate its strategy when confronted with novel teammates. We propose ProAgent, a novel framework that harnesses large language models (LLMs) to fashion a proactive agent empowered with the ability to anticipate teammates' forthcoming decisions and formulate enhanced plans for itself. ProAgent excels at cooperative reasoning with the capacity to dynamically adapt its behavior to enhance collaborative efforts with teammates. Moreover, the ProAgent framework exhibits a high degree of modularity and interpretability, facilitating seamless integration to address a wide array of coordination scenarios. Experimental evaluations conducted within the framework of Overcook-AI unveil the remarkable performance superiority of ProAgent, outperforming five methods based on self-play and population-based training in cooperation with AI agents. Further, when cooperating with human proxy models, its performance exhibits an average improvement exceeding 10\% compared to the current state-of-the-art, COLE. The advancement was consistently observed across diverse scenarios involving interactions with both AI agents of varying characteristics and human counterparts. These findings inspire future research for human-robot collaborations. For a hands-on demonstration, please visit https://pku-proagent.github.io.

  • 15 authors
·
Aug 22, 2023

CreAgent: Towards Long-Term Evaluation of Recommender System under Platform-Creator Information Asymmetry

Ensuring the long-term sustainability of recommender systems (RS) emerges as a crucial issue. Traditional offline evaluation methods for RS typically focus on immediate user feedback, such as clicks, but they often neglect the long-term impact of content creators. On real-world content platforms, creators can strategically produce and upload new items based on user feedback and preference trends. While previous studies have attempted to model creator behavior, they often overlook the role of information asymmetry. This asymmetry arises because creators primarily have access to feedback on the items they produce, while platforms possess data on the entire spectrum of user feedback. Current RS simulators, however, fail to account for this asymmetry, leading to inaccurate long-term evaluations. To address this gap, we propose CreAgent, a Large Language Model (LLM)-empowered creator simulation agent. By incorporating game theory's belief mechanism and the fast-and-slow thinking framework, CreAgent effectively simulates creator behavior under conditions of information asymmetry. Additionally, we enhance CreAgent's simulation ability by fine-tuning it using Proximal Policy Optimization (PPO). Our credibility validation experiments show that CreAgent aligns well with the behaviors between real-world platform and creator, thus improving the reliability of long-term RS evaluations. Moreover, through the simulation of RS involving CreAgents, we can explore how fairness- and diversity-aware RS algorithms contribute to better long-term performance for various stakeholders. CreAgent and the simulation platform are publicly available at https://github.com/shawnye2000/CreAgent.

  • 7 authors
·
Feb 11, 2025

Bringing Characters to New Stories: Training-Free Theme-Specific Image Generation via Dynamic Visual Prompting

The stories and characters that captivate us as we grow up shape unique fantasy worlds, with images serving as the primary medium for visually experiencing these realms. Personalizing generative models through fine-tuning with theme-specific data has become a prevalent approach in text-to-image generation. However, unlike object customization, which focuses on learning specific objects, theme-specific generation encompasses diverse elements such as characters, scenes, and objects. Such diversity also introduces a key challenge: how to adaptively generate multi-character, multi-concept, and continuous theme-specific images (TSI). Moreover, fine-tuning approaches often come with significant computational overhead, time costs, and risks of overfitting. This paper explores a fundamental question: Can image generation models directly leverage images as contextual input, similarly to how large language models use text as context? To address this, we present T-Prompter, a novel training-free TSI method for generation. T-Prompter introduces visual prompting, a mechanism that integrates reference images into generative models, allowing users to seamlessly specify the target theme without requiring additional training. To further enhance this process, we propose a Dynamic Visual Prompting (DVP) mechanism, which iteratively optimizes visual prompts to improve the accuracy and quality of generated images. Our approach enables diverse applications, including consistent story generation, character design, realistic character generation, and style-guided image generation. Comparative evaluations against state-of-the-art personalization methods demonstrate that T-Prompter achieves significantly better results and excels in maintaining character identity preserving, style consistency and text alignment, offering a robust and flexible solution for theme-specific image generation.

  • 9 authors
·
Jan 26, 2025

Towards Diverse Behaviors: A Benchmark for Imitation Learning with Human Demonstrations

Imitation learning with human data has demonstrated remarkable success in teaching robots in a wide range of skills. However, the inherent diversity in human behavior leads to the emergence of multi-modal data distributions, thereby presenting a formidable challenge for existing imitation learning algorithms. Quantifying a model's capacity to capture and replicate this diversity effectively is still an open problem. In this work, we introduce simulation benchmark environments and the corresponding Datasets with Diverse human Demonstrations for Imitation Learning (D3IL), designed explicitly to evaluate a model's ability to learn multi-modal behavior. Our environments are designed to involve multiple sub-tasks that need to be solved, consider manipulation of multiple objects which increases the diversity of the behavior and can only be solved by policies that rely on closed loop sensory feedback. Other available datasets are missing at least one of these challenging properties. To address the challenge of diversity quantification, we introduce tractable metrics that provide valuable insights into a model's ability to acquire and reproduce diverse behaviors. These metrics offer a practical means to assess the robustness and versatility of imitation learning algorithms. Furthermore, we conduct a thorough evaluation of state-of-the-art methods on the proposed task suite. This evaluation serves as a benchmark for assessing their capability to learn diverse behaviors. Our findings shed light on the effectiveness of these methods in tackling the intricate problem of capturing and generalizing multi-modal human behaviors, offering a valuable reference for the design of future imitation learning algorithms.

  • 7 authors
·
Feb 22, 2024

Model as a Game: On Numerical and Spatial Consistency for Generative Games

Recent advances in generative models have significantly impacted game generation. However, despite producing high-quality graphics and adequately receiving player input, existing models often fail to maintain fundamental game properties such as numerical and spatial consistency. Numerical consistency ensures gameplay mechanics correctly reflect score changes and other quantitative elements, while spatial consistency prevents jarring scene transitions, providing seamless player experiences. In this paper, we revisit the paradigm of generative games to explore what truly constitutes a Model as a Game (MaaG) with a well-developed mechanism. We begin with an empirical study on ``Traveler'', a 2D game created by an LLM featuring minimalist rules yet challenging generative models in maintaining consistency. Based on the DiT architecture, we design two specialized modules: (1) a numerical module that integrates a LogicNet to determine event triggers, with calculations processed externally as conditions for image generation; and (2) a spatial module that maintains a map of explored areas, retrieving location-specific information during generation and linking new observations to ensure continuity. Experiments across three games demonstrate that our integrated modules significantly enhance performance on consistency metrics compared to baselines, while incurring minimal time overhead during inference.

  • 8 authors
·
Mar 27, 2025

Learning in Sparse Rewards settings through Quality-Diversity algorithms

In the Reinforcement Learning (RL) framework, the learning is guided through a reward signal. This means that in situations of sparse rewards the agent has to focus on exploration, in order to discover which action, or set of actions leads to the reward. RL agents usually struggle with this. Exploration is the focus of Quality-Diversity (QD) methods. In this thesis, we approach the problem of sparse rewards with these algorithms, and in particular with Novelty Search (NS). This is a method that only focuses on the diversity of the possible policies behaviors. The first part of the thesis focuses on learning a representation of the space in which the diversity of the policies is evaluated. In this regard, we propose the TAXONS algorithm, a method that learns a low-dimensional representation of the search space through an AutoEncoder. While effective, TAXONS still requires information on when to capture the observation used to learn said space. For this, we study multiple ways, and in particular the signature transform, to encode information about the whole trajectory of observations. The thesis continues with the introduction of the SERENE algorithm, a method that can efficiently focus on the interesting parts of the search space. This method separates the exploration of the search space from the exploitation of the reward through a two-alternating-steps approach. The exploration is performed through NS. Any discovered reward is then locally exploited through emitters. The third and final contribution combines TAXONS and SERENE into a single approach: STAX. Throughout this thesis, we introduce methods that lower the amount of prior information needed in sparse rewards settings. These contributions are a promising step towards the development of methods that can autonomously explore and find high-performance policies in a variety of sparse rewards settings.

  • 1 authors
·
Mar 2, 2022

SkillMimic: Learning Reusable Basketball Skills from Demonstrations

Mastering basketball skills such as diverse layups and dribbling involves complex interactions with the ball and requires real-time adjustments. Traditional reinforcement learning methods for interaction skills rely on labor-intensive, manually designed rewards that do not generalize well across different skills. Inspired by how humans learn from demonstrations, we propose SkillMimic, a data-driven approach that mimics both human and ball motions to learn a wide variety of basketball skills. SkillMimic employs a unified configuration to learn diverse skills from human-ball motion datasets, with skill diversity and generalization improving as the dataset grows. This approach allows training a single policy to learn multiple skills, enabling smooth skill switching even if these switches are not present in the reference dataset. The skills acquired by SkillMimic can be easily reused by a high-level controller to accomplish complex basketball tasks. To evaluate our approach, we introduce two basketball datasets: one estimated through monocular RGB videos and the other using advanced motion capture equipment, collectively containing about 35 minutes of diverse basketball skills. Experiments show that our method can effectively learn various basketball skills included in the dataset with a unified configuration, including various styles of dribbling, layups, and shooting. Furthermore, by training a high-level controller to reuse the acquired skills, we can achieve complex basketball tasks such as layup scoring, which involves dribbling toward the basket, timing the dribble and layup to score, retrieving the rebound, and repeating the process. The project page and video demonstrations are available at https://ingrid789.github.io/SkillMimic/

  • 13 authors
·
Aug 12, 2024