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机器学习与综合 AI

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已筛选 IJCAI 2025
1,280篇论文
第 63 / 64 页

Guoliang Dong, Haoyu Wang, Jun Sun, Xinyu Wang

Large language models (LLMs) typically provide multilingual support and demonstrate remarkable capabilities in solving tasks described in different languages. However, LLMs can exhibit linguistic discrimination due to the uneven distribution of training data across languages. That is, LLMs struggle to maintain consistency when handling the same task in different languages, compromising both safety equity and knowledge equity. In this paper, we first systematically evaluate the linguistic discrimination of LLMs from two aspects: safety and quality, using a form of metamorphic testing. The metamorphic relationship we examine is that LLMs are expected to deliver outputs with similar semantics when prompted with inputs that have the same meaning. We conduct this evaluation with two datasets based on four representative LLMs. The results show that LLMs exhibit stronger human alignment capabilities with queries in English, French, Russian, and Spanish compared to queries in Bengali, Georgian, Nepali and Maithili. Moreover, for queries in English, Danish, Czech and Slovenian, LLMs tend to produce responses with a higher quality compared to the other languages. Upon these findings, we propose LDFighter, a similarity-based voting method, to mitigate the linguistic discrimination in LLMs. We comprehensively evaluate LDFighter against a spectrum of queries including benign, harmful, and adversarial prompts. The results show that LDFighter significantly reduces jailbreak success rates and improves response quality. All code, data, and the technical appendix are publicly available at: \url{https://github.com/dgl-prc/ldfighter}.

Huiqiang Chen, Tianqing Zhu, Xin Yu, Wanlei Zhou

Machine unlearning aims to remove the influence of specific samples from a trained model. A key challenge in this process is over-unlearning, where the model's performance on the remaining data significantly drops due to the change in the model's parameters. Existing unlearning algorithms depend on the remaining data to prevent this issue. As such, these methods are inapplicable in a more practical scenario, where only the unlearning samples are available (i.e., zero-shot unlearning). This paper presents a novel framework, ZS-PAG, to fill this gap. Our approach offers three key innovations: (1) we approximate the inaccessible remaining data by generating adversarial samples; (2) leveraging the generated samples, we pinpoint a specific subspace to perform the unlearning process, therefore preventing over-unlearning in the challenging zero-shot scenario; and (3) we consider the influence of the unlearning process on the remaining samples and design an influence-based pseudo-labeling strategy. As a result, our method further improves the model's performance after unlearning. The proposed method holds a theoretical guarantee, and experiments on various benchmarks validate the effectiveness and superiority of our proposed method over several baselines.

Diptarka Chakraborty, Himika Das, Sanjana Dey, Alvin Hong Yao Yan

Aggregating multiple input rankings into a consensus ranking is essential in various fields such as social choice theory, hiring, college admissions, web search, and databases. A major challenge is that the optimal consensus ranking might be biased against individual candidates or groups, especially those from marginalized communities. This concern has led to recent studies focusing on fairness in rank aggregation. The goal is to ensure that candidates from different groups are fairly represented in the top-k positions of the aggregated ranking. We study this fair rank aggregation problem by considering the Kendall tau as the underlying metric. While we know of a polynomial-time approximation scheme (PTAS) for the classical rank aggregation problem, the corresponding fair variant only possesses a quite straightforward 3-approximation algorithm due to Wei et al., SIGMOD'22, and Chakraborty et al., NeurIPS'22, which finds closest fair ranking for each input ranking and then simply outputs the best one. In this paper, we first provide a novel algorithm that achieves (2+ε)-approximation (for any ε > 0), significantly improving over the 3-approximation bound. Next, we provide a 2.881-approximation fair rank aggregation algorithm that works irrespective of the fairness notion, given one can find a closest fair ranking, beating the 3-approximation bound. We complement our theoretical guarantee by performing extensive experiments on various real-world datasets to establish the effectiveness of our algorithm further by comparing it with the performance of state-of-the-art algorithms.

Axel Abels, Tom Lenaerts

Despite their performance, large language models (LLMs) can inadvertently perpetuate biases found in the data they are trained on. By analyzing LLM responses to bias-eliciting headlines, we find that these models often mirror human biases. To address this, we explore crowd-based strategies for mitigating bias through response aggregation. We first demonstrate that simply averaging responses from multiple LLMs, intended to leverage the ``wisdom of the crowd", can exacerbate existing biases due to the limited diversity within LLM crowds. In contrast, we show that locally weighted aggregation methods more effectively leverage the wisdom of the LLM crowd, achieving both bias mitigation and improved accuracy. Finally, recognizing the complementary strengths of LLMs (accuracy) and humans (diversity), we demonstrate that hybrid crowds containing both significantly enhance performance and further reduce biases across ethnic and gender-related contexts.

Yang Zhao, Wenzhe Zhao, Xuelong Li

Ensuring the safety of high-speed agent in dynamic adversarial environments, such as pursuit-evasion games with target-purchase and obstacle-avoidance, is a significant challenge. Existing reinforcement learning methods often fail to balance safety and reward under strict safety constraints and diverse environmental conditions. To address these limitations, this paper proposes a novel zero-constraint-violation recovery RL framework tailored for high-speed uav pursuit-evasion combat games. The framework includes three key innovations. (1) An extendable multi-step reach-avoid theory: we provide a zero-constraint-violation safety guarantee for multi-strategy reinforcement learning and enabling early danger detection in high speed game. (2) A masked-attention recovery strategy: we introduce a padding-mask attention architecture to handle spatiotemporal variations in dynamic obstacles with varying threat levels. (3) Experimental validation: we validate the framework in obstacle-rich pursuit-evasion scenarios, demonstrating its superiority through comparison with other algorithm and ablation studies. Our approach also shows potential for extension to other rapid-motion tasks and more complex hazardous scenarios. Details and code could be found at https://msmar-rl.github.io.

Xiongqi Zhang, Ning Lv, Wang Lin, Zuohua Ding

Control barrier certificate generation is an efficient and powerful technique for the safe control of cyber-physical systems. Feed-forward neural networks (FNNs) are commonly used to synthesize control barrier certificates and safe controllers, but they struggle to effectively address the challenges posed by high-dimensional complex systems. In this paper, we propose a novel method for generating control barrier certificates and controllers using Kolmogorov-Arnold Networks (KANs). Specifically, it utilizes KANs to replace FNNs as the template of control barrier certificates and contrllers. Since KAN has learnable activation functions, it can efficiently improve the representation power. Then, it leverages the pruning and symbolization properties of KANs, which significantly simplify the network structure, allowing for more efficient formal verification of the simplified candidate KAN control barrier certificates and controllers using Satisfiability Modulo Theories. We implement the tool KAN4CBC, and evaluate its performance over a set of benchmarks. The experimental results demonstrate that our method addresses the issues of system dimension expansion and improved solution efficiency.

Yi Zhan, Qi Liu, Weibo Gao, Zheng Zhang, Tianfu Wang, Shuanghong Shen, Junyu Lu, Zhenya Huang

Personalized programming tutoring, such as exercise recommendation, can enhance learners' efficiency, motivation, and outcomes, which is increasingly important in modern digital education. However, the lack of sufficient and high-quality programming data, combined with the mismatch between offline evaluation and real-world learning, hinders the practical deployment of such systems. To address this challenge, many approaches attempt to simulate learner practice data, yet they often overlook the fine-grained, iterative nature of programming learning, resulting in a lack of interpretability and granularity. To fill this gap, we propose a LLM-based agent, CoderAgent, to simulate students' programming processes in a fine-grained manner without relying on real data. Specifically, we equip each human learner with an intelligent agent, the core of which lies in capturing the cognitive states of the human programming practice process. Inspired by ACT-R, a cognitive architecture framework, we design the structure of CoderAgent to align with human cognitive architecture by focusing on the mastery of programming knowledge and the application of coding ability. Recognizing the inherent patterns in multi-layered cognitive reasoning, we introduce the Programming Tree of Thought (PTOT), which breaks down the process into four steps: why, how, where, and what. This approach enables a detailed analysis of iterative problem-solving strategies. Finally, experimental evaluations on real-world datasets demonstrate that CoderAgent provides interpretable insights into learning trajectories and achieves accurate simulations, paving the way for personalized programming education.

Richard Willis, Yali Du, Joel Z. Leibo, Michael Luck

This paper introduces a novel method for estimating the self-interest level of Markov social dilemmas. We extend the concept of self-interest level from normal-form games to Markov games, providing a quantitative measure of the minimum reward exchange required to align individual and collective interests. We demonstrate our method on three environments from the Melting Pot suite, representing either common-pool resources or public goods. Our results illustrate how reward exchange can enable agents to transition from selfish to collective equilibria in a Markov social dilemma. This work contributes to multi-agent reinforcement learning by providing a practical tool for analysing complex, multistep social dilemmas. Our findings offer insights into how reward structures can promote or hinder cooperation, with potential applications in areas such as mechanism design.

Toby Walsh

We consider strategy proof mechanisms for facility location which maximize equitability between agents. As is common in the literature, we measure equitability with the Gini index. We first prove a simple but fundamental impossibility result that no strategy proof mechanism can bound the approximation ratio of the optimal Gini index of utilities for one or more facilities. We propose instead computing approximation ratios of the complemented Gini index of utilities, and consider how well both deterministic and randomized mechanisms approximate this. In addition, as Nash welfare is often put forwards as an equitable compromise between egalitarain and utilitarian outcomes, we consider how well mechanisms approximate the Nash welfare.

Mingkai Tang, Lu Gan, Kaichen Zhang

The task of the multi-agent pathfinding (MAPF) problem is to navigate a team of agents from their start point to the goal points. However, this setup is unsuitable in the assembly line scenario, which is periodic with a long working hour. To address this issue, the study formalizes the streaming MAPF (S-MAPF) problem, which assumes that the agents in the same agent stream have a periodic start time and share the same action sequence. The proposed solution, Agent Stream Conflict-Based Search (ASCBS), is designed to tackle this problem by incorporating a cyclic vertex/edge constraint to handle conflicts. Additionally, this work explores the potential usage of the disjoint splitting strategy within ASCBS. Experimental results indicate that ASCBS surpasses traditional MAPF solvers in terms of runtime for scenarios with prolonged working hours.

Saleh Soudijani, Rayna Dimitrova

We study stochastic multi-agent systems in which agents must cooperate to maximize the probability of achieving a common reach-avoid objective. In many applications, during the execution of the system, the communication between the agents can be constrained by restrictions on the bandwidth currently available for exchanging local-state information between the agents. In this paper, we propose a method for computing joint action and communication policies for the group of agents that aim to satisfy the communication restrictions as much as possible while achieving the optimal reach-avoid probability when communication is unconstrained. Our method synthesizes a pair of action and communication policies robust to restrictions on the number of agents allowed to communicate. To this end, we introduce a novel cost function that measures the amount of information exchanged beyond what the communication policy allows. We evaluate our approach experimentally on a range of benchmarks and demonstrate that it is capable of computing pairs of action and communication policies that satisfy the communication restrictions, if such exist.

Raquel Rodríguez-García, Roberto Centeno, Álvaro Rodrigo

Misinformation has experienced increased online diffusion, leveraging strategies, such as emotional manipulation, to influence users' opinions. Efforts are underway to develop tools to mitigate its effects, such as misinformation propagation models used to simulate the diffusion of information. There are different approaches within these models, although, they show a significant limitation by disregarding the content of the information shared, crucial to the diffusion. We consider it the central aspect of modeling information dissemination. To this end, we focus on Agent-Based Modeling due to its suitability to simulate the complex interactions and heterogeneous behaviors observed on social media. We base our approach on a state-of-the-art Agent-Based Model that we modify and extend to account for the texts of the messages shared, focusing on two aspects that influence agents' decisions: i) the novelty of the content and; ii) its diffusion and behavior over time. To determine whether this content proves informative, we conduct an empirical evaluation using social media data from Twitter. Based on our experimental results, we observe that our textual-based approach reflects information diffusion more realistically than the state of the art, reducing the error regarding real diffusion.

Arseni Pertzovskiy, Roni Stern, Roie Zivan, Ariel Felner

In this paper, we propose the Multi-Agent Corridor Generating Algorithm (MACGA) for solving the Multi-agent Pathfinding (MAPF) problem, where a group of agents need to find non-colliding paths to their target locations. Existing approaches struggle to solve dense MAPF instances. In MACGA, the agents build corridors, which are sequences of connected vertices, from current locations towards agents' goals, and evacuate other agents out of the corridors to avoid collisions and deadlocks. We also present the MACGA+PIBT algorithm, which integrates the well-known rule-based PIBT algorithm into MACGA to improve runtime and solution quality. The proposed algorithms run in polynomial time and have a reachability property, i.e., every agent is guaranteed to reach its goal location at some point. We demonstrate experimentally that MACGA and MACGA+PIBT outperform baseline algorithms in terms of success rate, runtime, and makespan across diverse MAPF benchmark grids.

Lukasz Pelcner, Leandro Soriano Marcolino, Matheus Aparecido do Carmo Alves, Paula A. Harrison, Peter M. Atkinson

We present a novel Multi-Agent Reinforcement Learning approach to understand and improve policy development by land-shaping agents, such as governments and institutional bodies. We derive the underlying policy decisions by analyzing the land and developing an intelligent system that proposes optimal land conversion strategies. The aim is an efficient method for allocating residential spaces while considering the dynamic population influx in different regions, jurisdictional constraints, and the intrinsic characteristics of the land. Our main goal is to be sustainable, preserving desirable land types such as forests and fluvial lands while optimizing land organization. We introduce an attractiveness metric that quantifies the proximity to different land types and other factors to optimize land usage. It distinguishes two types of agents: ``top-down'' agents, which are policymakers and shareholders, and ``bottom-up'' agents representing individuals or groups with specific housing preferences. Our main objective is to create a synergistic environment where the top-down policy meets the bottom-up preferences to devise a comprehensive land use and conversion strategy. This paper, thus, serves as a pivotal reference point for future urban planning and policy-making processes, contributing to a sustainable and efficient landscape design model.

Dung Nguyen, Hung Le, Kien Do, Sunil Gupta, Svetha Venkatesh, Truyen Tran

Artificial agents with the aid of large language models (LLMs) are effective in various real-world scenarios but struggle to cooperate in social dilemmas. When making decisions under the strain of selecting between long-term consequences and short-term benefits in commonly shared resources, LLM-based agents often exploit the environment, leading to early depletion. Inspired by the concept of consideration of future consequences (CFC), which is well-known in social psychology, we propose a framework to enable the ability to consider future consequences for LLM-based agents, which results in a new kind of agent that we term the CFC-Agent. We enable the CFC-Agent to act toward different levels of consideration for future consequences. Our first set of experiments, where LLM is directly asked to make decisions, shows that agents considering future consequences exhibit sustainable behaviour and achieve high common rewards for the population. Extensive experiments in complex environments showed that the CFC-Agent can manage a sequence of calls to LLM for reasoning and engaging in communication to cooperate with others to resolve the common dilemma better. Finally, our analysis showed that considering future consequences not only affects the final decision but also improves the conversations between LLM-based agents toward a better resolution of social dilemmas.

Karan Muvvala, Qi Heng Ho, Morteza Lahijanian

Classical reactive synthesis approaches aim to synthesize a reactive system that always satisfies a given specification. These approaches often reduce to playing a two-player zero-sum game where the goal is to synthesize a winning strategy. However, in many pragmatic domains, such as robotics, a winning strategy does not always exist, yet it is desirable for the system to make an effort to satisfy its requirements instead of "giving up." To this end, this paper investigates the notion of admissible strategies, which formalize "doing-your-best", in quantitative reachability games. We show that, unlike the qualitative case, memoryless strategies are not sufficient to capture all admissible strategies, making synthesis a challenging task. In addition, we prove that admissible strategies always exist but may produce undesirable optimistic behaviors. To mitigate this, we propose admissible winning strategies, which enforce the best possible outcome while being admissible. We show that both strategies always exist but are not memoryless. We provide necessary and sufficient conditions for the existence of both strategies and propose synthesis algorithms. Finally, we illustrate the strategies on gridworld and robot manipulator domains.

Yuxiang Mai, Qiyue Yin, Wancheng Ni, Pei Xu, Kaiqi Huang

In recent years, diversity has emerged as a useful mechanism to enhance the efficiency of multi-agent reinforcement learning (MARL). However, existing methods predominantly focus on designing policies based on individual agent characteristics, often neglecting the interplay and mutual influence among agents during policy formation. To address this gap, we propose Competitive Diversity through Constructive Conflict (CoDiCon), a novel approach that incorporates competitive incentives into cooperative scenarios to encourage policy exchange and foster strategic diversity among agents. Drawing inspiration from sociological research, which highlights the benefits of moderate competition and constructive conflict in group decision-making, we design an intrinsic reward mechanism using ranking features to introduce competitive motivations. A centralized intrinsic reward module generates and distributes varying reward values to agents, ensuring an effective balance between competition and cooperation. By optimizing the parameterized centralized reward module to maximize environmental rewards, we reformulate the constrained bilevel optimization problem to align with the original task objectives. We evaluate our algorithm against state-of-the-art methods in the SMAC and GRF environments. Experimental results demonstrate that CoDiCon achieves superior performance, with competitive intrinsic rewards effectively promoting diverse and adaptive strategies among cooperative agents.

Vahid Mahzoon, Abigail Liu, Slobodan Vucetic

Simulating pedestrian movement is important for applications such as disaster management, robotics, and game design. While deep learning models have been extensively used on related problems, their use as pedestrian simulators remains relatively unexplored. This paper aims to encourage more research in this direction in two ways. First, it proposes an evaluation framework that is applicable to both traditional and deep learning based simulators. Second, it proposes and evaluates several ideas related to input representation, choice of neural architecture, exploiting knowledge-based simulators in data poor regimes, and repurposing trajectory prediction models. Our extensive experiments provide several useful insights for future research in pedestrian simulation. The code is available at https://github.com/vmahzoon76/DL-Crowd-Sim.

Shunyu Liu, Yaoru Li, Kongcheng Zhang, Zhenyu Cui, Wenkai Fang, Yuxuan Zheng, Tongya Zheng, Mingli Song

Recent studies have delved into constructing generalist agents for open-world 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 agent capability benchmark includes the long-term planning task, the dynamic-immediate planning task, and the autonomous exploration task. Extensive experiments demonstrate that the proposed Odyssey framework can effectively evaluate different capabilities of LLM-based agents. All datasets, model weights, and code are publicly available to motivate future research on more advanced autonomous agent solutions.

David X. Lin, Daniel Hall, Giannis Fikioris, Siddhartha Banerjee, Éva Tardos

We study the problem of fair online resource allocation via non-monetary mechanisms, where multiple agents repeatedly share a resource without monetary transfers. Previous work has shown that every agent can guarantee 1/2 of their ideal utility (the highest achievable utility given their fair share of resources) robustly, i.e., under arbitrary behavior by the other agents. While this 1/2-robustness guarantee has now been established under very different mechanisms, including pseudo-markets and dynamic max-min allocation, improving on it has appeared difficult. In this work, we obtain the first significant improvement on the robustness of online resource sharing. In more detail, we consider the widely-studied repeated first-price auction with artificial currencies. Our main contribution is to show that a simple randomized bidding strategy can guarantee each agent a 2 - √2 ≈ 0.59 fraction of her ideal utility, irrespective of others' bids. Specifically, our strategy requires each agent with fair share α to use a uniformly distributed bid whenever her value is in the top α-quantile of her value distribution. Our work almost closes the gap to the known 1 - 1/e ≈ 0.63 hardness for robust resource sharing; we also show that any static (i.e., budget independent) bidding policy cannot guarantee more than a 0.6-fraction of the ideal utility, showing our technique is almost tight.