Papers for

multi-agent system engineers

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.

Artificial life agents need complex environments for social learning

Environmental requirements for the use of social information by artificial life agents using evolved plastic artificial neural networks

Abstract: Evolved Plastic Artificial Neural Networks (EPANNs) consist of two principal processes, the first, evolution, and the second, development and in-life learning. In the context of the origins of social = learning, very few studies have been carried out using ALIFE models based on EPANN requirements. Studies in this field have usually involved an imitative teacher/pupil relationship. This, however, ignores the possibility that the observed behaviour is a consequence of social information cues rather than direct imitation or teaching. Starting with the first of the EPANN processes (evolution), a series of experiments was undertaken using artificial neural network (ANN) based agents in a variety of foraging environments to examine under what minimal environmental conditions the use of social information might have evolved, as measured by the number of generations taken to meet a specified fitness criterion. NEAT (Neuroevolution of Augmenting Topologies) was the ANN used as its evolutionary algorithm would evolve a network's topology as well its weights. Unintentionally, in the experiment there was a simple network topology based on the location of the nearest food item which enabled agents to swiftly meet the fitness criterion. With this topology, additional information, social or otherwise, was not required and could have proved to be a hindrance. However, this does indicate that for the use of social information to have evolved, it would require a greater degree of complexity in the environment to do so.

Mon 28 SeptArtificial Intelligence
The gist
The authors studied how artificial life agents might learn from each other in different environments. They found that simple tasks could be solved quickly without needing to learn from others. This suggests that social learning in artificial agents only evolves when the environment is complex enough to make social information useful. Their work helps explain when and why social learning might develop in artificial systems.
Open → 2609.35018v1

Skill transfer in multi-agent teams reduces training cost and boosts task performance

Evo2Team: When Do Evolved Skills Transfer? From Selection to Deployment

Abstract: A skill bank that helps one multi-agent system may leave another's behavior unchanged. A transferred rule helps only when target agents act on it successfully. We study this path for routing and communication skills in Count-Frequency and AgentsNet, using teams of 4--32 agents and GPT and Qwen model ladders. Source evolution meets a joint quality, cost, model-tier, and confirmation goal in 14 of 16 settings. We then evaluate Evo2Team, which selects, adapts, and confirms source skills for the target team, alongside six frozen selectors across 28 transfer directions. Evo2Team's target-side exploration cost is below that of evolving a new target bank in every direction, even when reused reference evaluations are charged once. Twenty of 28 held-out outcomes meet the positive-transfer criterion, including three saved diagnostic tests. Selection alone does not explain these outcomes: KNN and CORAL choose different banks in two AgentsNet directions but produce identical recorded executions. When Evo2Team changes execution, gains can reach many tasks, as in a Count-Frequency direction that improves 28 of 32 tasks over KNN. Seven positive AgentsNet outcomes save 6.1--14.6\% in deployment cost while using transferred skills on only three to six of fifteen tasks. In five earlier accepted directions, all 22 task records using transferred skills pass three fixed-graph confirmations, but four fail in recorded executions on new graphs. Graphs and model responses change together in this comparison. These results show that skill transfer must be assessed through the actions agents take, the tasks those actions reach, and the quality and cost of the final deployment.

Mon 28 SeptArtificial Intelligence
The gist
Skills that work well in one team of agents don't always help another team perform better. The authors studied how transferring skills for routing and communication between teams can reduce the effort to train new teams. Their method Evo2Team selects, adapts, and tests transferred skills to save time and reduce costs. The study shows that just choosing skills isn't enough; evaluating how agents actually use them and their impact on tasks is essential.
Open → 2609.34135v1

Optimistic Hedge achieves constant regret in multiplayer games

A Horizon-Independent Regret Bound for Optimistic Hedge in General-Sum Games

Abstract: Can simple learning rules keep their regret bounded in self-play? Recent work achieves constant regret bounds through modified regularization and higher-order prediction. Yet for Optimistic Hedge, arguably the most canonical method in games, the best known individual regret bound remains logarithmic. In this work, we prove that plain Optimistic Hedge with a constant step size can attain $O_{n,d}(1)$ individual regret in general-sum games with $n$ players and $d=(d_1,\ldots,d_n)$ actions, under expected loss-vector feedback. As a corollary, its time-averaged play enjoys an $O_{n,d}(1/T)$ coarse correlated equilibrium (CCE) gap. Our analysis represents Optimistic Hedge as a real-analytic recurrence on a compact space, which yields an exact finite-order difference relation that eliminates horizon dependence. Our proof hinges on nonconstructive Noetherianity argument of Frisch (1967), so the $(n,d)$-dependence remains implicit.

Sat 19 SeptComputer Science and Game TheoryMachine Learning
The gist
The paper looks at whether simple learning strategies can keep errors low when players learn by playing games against each other. The authors show that a well-known method called Optimistic Hedge can keep its mistakes from growing over time, even in complex multiplayer games with many possible actions. Their proof uses advanced math and shows that this learning method performs steadily no matter how long the game lasts. This means the players’ strategies quickly become stable and predictable, which is useful for understanding how learning works in competitive settings.
Open → 2609.22839v1

Large language models may have alien ways of thinking beyond human concepts

Xeno-Interpretability: Investigating the Alien Minds of LLMs

Abstract: Large language models are usually interpreted through concepts that humans already possess: truthfulness, refusal, deception, personality, harmfulness, and related categories. This paper asks whether models may also represent and use distinctions for which no adequate human concept exists. We call such internal structures xeno-representations, and their study xeno-interpretability. We distinguish the human-interpretable semantic space from the xeno-semantic space: the region of model-native representations for which no adequate human conceptual counterpart is available. We show that the space of possible internal distinctions in an LLM is substantially larger than the space available through finite human descriptions. We then separate experimental identification from semantic interpretation: an internal representation may be reproducibly located, geometrically characterized, causally manipulated, and linked to downstream behaviour even when its semantic content cannot be adequately expressed in human terms. On this basis, we sketch an empirical programme to identify xeno-representations. We finally examine the implications for AI safety and multi-agent systems, where model-native representations may propagate and stabilize across interacting agents while remaining only partially visible through human-readable communication. Xeno-interpretability therefore shifts the aim of interpretability from finding human concepts inside models toward discovering and characterizing the representational structures that are native to the models themselves and might affect their behaviour in unpredictable ways.

Thu 17 SeptComputation and LanguageArtificial Intelligence
The gist
People usually try to understand big language models by comparing them to human ideas like truth or personality. This paper suggests that these models might think in ways humans don’t have words for yet – what the authors call 'xeno-representations.' They explain that models can have a lot more internal ideas than humans can easily describe. The authors propose studying these alien thoughts by seeing how they affect the model’s behavior, even if we can’t fully explain them using human language. This might be important for keeping AI systems safe and understanding how multiple AI agents interact.
Open → 2609.20408v1