Papers for
multi-agent system developers
Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.
Agentic societies require social harnesses for secure coordination
Agentic Societies Need a Social Harness
Abstract: An agentic society is a collection of AI agents that coordinate autonomously across trust boundaries, on behalf of different principals whose objectives may only partially align. We show experimentally that in agentic societies even honest, competent agents often fail to reach satisfactory outcomes with existing harnesses and messaging primitives, and that faulty or malicious agents can stall collaboration, influence outcomes, and pursue other harmful goals by exploiting vulnerabilities in communication (``speech''). We argue that agentic societies need a \emph{social harness} for inter-agent interactions, in addition to each agent's \emph{personal harness}, which manages its private context and communication with its principal. We propose a layered architecture for social harnesses which (i) prevents classes of failures outright, (ii) enables agents to detect invalid messages at runtime, and (iii) supports post-facto investigation and consequences, and highlight directions for future research to realize these capabilities.
Intrinsic motivation supports adaptive behavior and self-organization in ai systems
Intrinsic Motivation in Reinforcement Learning: A Research Agenda for Adaptive Self-Organisation
Abstract: Biological cells can be viewed as individual, interacting agents whose collective dynamics give rise to adaptive behaviour at multiple levels of organisation, from individual cells through tissues to whole multicellular organisms. In this perspective and tutorial article we discuss whether intrinsic rewards in artificial neural systems can support adaptation, functional specialisation and higher-level self-organisation without a shared external objective. We review empowerment, curiosity, learning progress, information gain, unsupervised skill discovery, mutual information estimation and the use of world models for intrinsic reward computation. Particular attention is given to failure modes showing when such objectives do not produce sustained exploration or increasingly complex behaviour. We argue that more capable systems may require complementary objectives, communication, memory, learning at multiple temporal scales and environmental constraints. Based on this perspective, we outline three experimental directions. These include a resource-constrained environment in which otherwise stable behavioural attractors become unsustainable, allowing us to test whether environmental constraints can mitigate characteristic failure modes of intrinsic objectives. The network of recurrent agents with per-agent intrinsic rewards, and a hierarchical world-model agent in which exploratory motor competence develops before goal-directed behaviour. These experiments are intended to test whether intrinsic learning can lead to adaptive organisation at progressively higher levels.
Method converts multi-agent AI failures into trainable theory-of-mind tests
ToMAS: A Pilot Failure-Grounded Theory-of-Mind Benchmark from Multi-Agent LLM Failures
Abstract: LLM-based multi-agent systems can fail even when communication succeeds because agents do not correctly track their peers' roles, knowledge, or intentions. We investigate whether such inter-agent misalignment cases, labelled FC2 in MAST-Data, can be converted into functional partner-state reasoning items. ToMAS applies four explicit convertibility criteria to diagnosed execution traces. A full conversion pass over 242 eligible non-AG2 training traces produced 39 CLEAN items. In an 18-trace reliability pilot, two annotators achieved 94.4% raw agreement and Cohen's kappa = 0.92. We then used the converted items as binary rewards in a small-scale GRPO feasibility experiment with Qwen2.5-1.5B. On a 28-item held-out Magentic GAIA diagnostic, every evaluated condition exceeded the ROUGE-L threshold on the same 2 of 28 items. Post-hoc adapter checks show why: under the learning rate used, the LoRA update remained numerically negligible (max abs Delta W about 7e-6), so all conditions decode identically to the untrained checkpoint. The experiment therefore does not show a training effect and cannot establish one; it reports an executable pipeline together with two limitations that any conclusive study must address: a provenance gap between the training and evaluation items, and lexical-overlap scoring. ToMAS provides a preliminary rubric and pipeline for converting diagnosed coordination failures into trainable partner-state reasoning items and identifies the requirements for a conclusive matched-domain evaluation.
Jaxaht speeds ad hoc teamwork agent research by 95 times
JaxAHT: A JAX-Based Library for Ad Hoc Teamwork
Abstract: Ad Hoc Teamwork (AHT) addresses the challenge of designing agents capable of coordinating with novel partners without prior coordination. However, progress in the field is hindered by the prohibitive computational cost of the AHT research lifecycle, the lack of standardized benchmark implementations, and the absence of a diverse, validated evaluation teammate suite. In this work, we introduce JaxAHT, the first open-source, JAX-based library designed to accelerate and standardize the AHT research lifecycle. Leveraging JAX's hardware acceleration and massive parallelization capabilities, JaxAHT provides a unified framework for teammate generation, ego agent training, and evaluation against unseen teammates, achieving approximately 95x wall-clock speedup over PyTorch counterparts. Alongside the library, we contribute a diverse suite of evaluation teammates across the domains of Level-Based Foraging, Overcooked, and Hanabi. To illustrate the value of the framework, we use it to conduct a large-scale, compute-controlled benchmark study comparing teammate generation and AHT agent learning methods, finding that no algorithm consistently performs best, and that agent modeling primarily offers benefits in role-based scenarios with diverse teammates.
Copying behavior explains how ai agents quickly coordinate online
Copying explains the collective behavior of AI agents in the wild
Abstract: In June 2026, thousands of AI agents found that a small public wiki would accept edits from inside their sandboxes, and started using it to help one another pass a timed test. Each agent lived for about an hour and remembered nothing afterwards. Nobody asked them to cooperate, and the wiki had not been built for them. The complete record of what they wrote is public, and it is unusually informative, because it preserves not only what each agent wrote but what that agent could see before writing. We use it to follow the three decisions an agent had to make on arrival: where to write, what to call itself, and how to word its message. One rule governs all three. An agent takes an option with a probability close to the share of that option in what it can see, and the share that matters is the one on the page in front of it, then the one in the stream of recent edits, and only weakly anything older. Three minimal copying models, one per decision and with a single free parameter each, reproduce the heavy-tailed distribution of how many agents met on a page, the frequency of the pieces from which the agents built their names, and the patchwork of pages that are internally consistent and different from one another. Copying whatever the environment happens to show is enough to produce most of the collective structure of this population. It is also what makes such a population easy to steer, since whoever writes first, or writes while the others are quiet, sets the convention for everyone who comes later.
Policy update method converges fast in multi-player zero sum games
Last-Iterate Convergence of Policy Dynamics in Zero-Sum Networked Separable Markov Games
Abstract: Solving Nash equilibria for general multi-player Markov games is computationally intractable, while two-player zero-sum Markov games admit fast last-iterate policy-optimization methods. Finite-horizon zero-sum networked separable Markov games occupy an important middle ground: they retain global competition structure through pairwise interactions, while preserving computational tractability of Nash equilibria (NE) in the full-information and known-transition setting. Existing algorithms for this class either proceed through equilibrium-collapse arguments for a simplified setting where a single controller determines the transition probability, or backward dynamic programming that relies on equilibrium solvers at each stage. However, the design and analysis of direct policy-update approaches remain inadequate. To address this issue, we propose the entropy-regularized optimistic multiplicative weights update (ER-OMWU), a complementary single-loop policy dynamic that updates players' policies symmetrically and returns an approximate NE in the last iteration. We provide a first last-iterate convergence analysis of policy dynamics in the games of interest: after $\widetilde{O}(1/ε)$ iterations, the returned policy is an $ε$-approximate Nash equilibrium. The result preserves the near-linear convergence rate achieved by policy optimization in two-player zero-sum Markov games, but extends the policy-dynamics viewpoint to a more complicated but structured multi-player setting.
Quantum game players optimize mixed strategies with geometry aware algorithm
Riemannian Optimization for Multi-Player Quantum Games on Product Unitary Manifolds
Abstract: Quantum game theory is an extension of classical game theory that uses quantum principles in game theory. The Eisert-Wilkens-Lewenstein (EWL) quantum game is an early example of the two-player classical Prisoner's Dilemma transformed into a quantum Prisoner's Dilemma. In the EWL game, the players choose pure quantum strategies represented by unitary matrices. This extension can resolve the classical dilemma by enabling cooperative equilibrium with higher payoff. In this paper, we first discuss the Extended EWL (EEWL) for multiplayer quantum games with mixed strategies. In EEWL, each player controls a set of unitary operators as quantum actions and uses a classical mixed strategy over these actions. The payoffs are defined as expectation values of Hermitian reward operators acting on a shared quantum state, which is generated and measured according to the EEWL protocol. We then propose the Unitary Strategy Matrix Exponential Algorithm (USMEA), a geometry-aware sequential algorithm for the EEWL mixed-strategy setting, in which each player jointly learns a trainable set of local unitary actions and the associated classical mixing probabilities. Thereby it acts as a learning-and-control layer for multi-agent quantum decision systems. We analyze the convergence properties of USMEA under standard smoothness and step-size conditions and validate the theory with numerical experiments. These results show how classical optimization methods can be systematically integrated into the design and analysis of engineered quantum strategic interactions.