Identifying novel hypotheses is essential to scientific research, yet this process risks being overwhelmed by the sheer volume and complexity of available information. Existing automated methods often struggle to generate novel and evidence-grounded hypotheses, lack robust iterative refinement and rarely undergo rigorous temporal evaluation for future discovery potential. To address this, we propose BIODISCO, a multi-agent framework that draws upon language model-based reasoning and a dual-mode evidence system (biomedical knowledge graphs and automated literature retrieval) for grounded novelty, integrates an internal scoring and feedback loop for iterative refinement, and validates performance through pioneering temporal and human evaluations and a Bradley-Terry paired comparison model for statistical assessment. Evaluations suggest improved novelty and significance relative to ablated configurations and a generalist biomedical agent. Designed for flexibility and modularity, BIODISCO allows seamless integration of custom language models or knowledge graphs, and can be run with just a few lines of code.
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Dynamic systems in AI are often complex and heterogeneous, so that an internal specification is not accessible and hence verification techniques like model checking are not applicable. Monitoring is in such cases an attractive alternative, as it deals with the observation of desirable properties along traces generated by an unknown dynamic system. In this work, we consider anticipatory monitoring of linear-time properties enriched with an arbitrary SMT theory over finite traces (data-LTLf). Anticipatory monitoring in this setting is a highly challenging problem and undecidable in general, as the monitoring state depends on both the trace prefix seen so far and all its possible finite continuations. Under reasonable assumptions on the background theory, we present and formally prove the correctness of a novel foundational framework for monitoring data-LTLf properties. The framework combines automata-theoretic methods to handle the temporal aspects of reasoning with automated reasoning techniques to address the first-order dimension. Moreover, we identify for the first time decidable fragments of this monitoring problem that are practically relevant as they combine linear arithmetic with uninterpreted functions, which covers e.g. data-aware business processes and dynamic systems operating over a database. Feasibility is witnessed by a prototype implementation and preliminary evaluation.
Envy-free (EF) allocation is a fundamental problem at the intersection of theoretical computer science and economics. When resources are indivisible, achieving an EF allocation is often impossible. A common remedy is to compensate agents with subsidies. Brustle et al. proved that a total subsidy of n-1 is both necessary and sufficient to guarantee EF in the worst case, where n is the number of agents and each agent has additive valuations with marginal values of at most 1 per item. In this paper, we consider a constrained setting, namely graph orientation, that was recently introduced by Christodoulou et al. In this model, agents correspond to vertices in a multigraph, and resources correspond to edges, with each edge allocated to one of its two incident agents. Despite extensive study of the graph orientation model, it remains unclear how much subsidy is sufficient to guarantee EF. We show that a total subsidy of n/2 is always sufficient to guarantee EF in any multigraph, halving the subsidy required in the unconstrained setting, and provide a polynomial-time algorithm to compute such an allocation. We show that this bound is tight, even for simple graphs.
Clinical Computed Tomography (CT) reconstruction often faces mixed degradations, where quantum noise, streak artifacts, and geometric distortions co-occur with various compositions and severities. Recently, all-in-one frameworks have outperformed traditional single-task models through degradation-specialized modulation mechanisms. However, attempting to resolve these mixed degradations simultaneously forces the model into suboptimal trade-offs, failing to balance conflicting reconstruction objectives. Our empirical study shows that decomposing CT reconstruction into a sequence of ordered steps effectively mitigates this conflict, with the execution order being a critical performance factor. Leveraging this insight, we propose AgenticCT, an LLM-orchestrated multi-agent framework designed to autonomously plan the optimal reconstruction trajectory. Specifically, AgenticCT operates through a diagnose-plan-treat workflow: a Supervisor Agent explicitly estimates a structured degradation state; a Planner Agent then selects a topology-optimized execution order conditioned on this state; and a library of Processor Agents sequentially executes the trajectory to achieve high-fidelity reconstruction. Extensive experiments demonstrate that AgenticCT consistently improves reconstruction fidelity across single and mixed degradations, and generalizes better to out-of-distribution datasets compared with strong specialized and all-in-one baselines. Code is available at: https://github.com/yqhuang2912/AgenticCT.
Recent advances in large language models (LLMs) allow agents to represent actions as executable code, offering greater expressivity than traditional tool-calling. However, real-world tasks often demand both strategic planning and detailed implementation. Using a single agent for both leads to context pollution from debugging traces and intermediate failures, impairing long-horizon performance. We propose CodeDelegator, a multi-agent framework that separates planning from implementation via role specialization. A persistent Delegator maintains strategic oversight by decomposing tasks, writing specifications, and monitoring progress without executing code. For each sub-task, a new Coder agent is instantiated with a clean context containing only its specification, shielding it from prior failures. To coordinate between agents, we introduce Ephemeral-Persistent State Separation (EPSS), which isolates each Coder's execution state while preserving global coherence, preventing debugging traces from polluting the Delegator's context. Experiments on various benchmarks demonstrate the effectiveness of CodeDelegator across diverse scenarios. Code is available at https://github.com/txfei/code-delegator.
Building upon powerful Large Visual Language Models, recent GUI agents have revolutionized autonomous GUI interaction. Given the high information density and structural complexity of GUI layouts, a critical challenge lies in accurately identifying where to focus, i.e., precise GUI grounding. To ensure grounding accuracy, prior approaches predominantly rely on processing inputs at native high resolutions. However, this paradigm inevitably introduces excessive visual redundancy, resulting in increased computational cost and dispersed attention. In our preliminary analysis, we observe that while high-resolution inputs are indispensable for recognizing fine-grained visual details, they paradoxically impair the model’s ability to attend to the correct regions. In contrast, low-resolution inputs, which suppress high-frequency details while preserving global layout structure through downsampling, produce significantly more robust and coherent attention patterns that better guide the model toward relevant regions. Interestingly, this observation mirrors the human visual system, which first leverages low-resolution peripheral vision to identify salient areas before conducting a detailed examination via high-resolution foveal focus. Motivated by this insight, we propose a coarse-to-fine GUI grounding framework termed FastFocus. Our approach first exploits the stability of low-resolution attention to efficiently generate candidate grounding regions. These candidates are then evaluated by a Parallel Verification module, which selectively zooms into high-resolution views to resolve fine details and filter out false positives. Experiments on ScreenSpot-Pro demonstrate state-of-the-art performance, validating that a hierarchical integration of low-resolution guidance and high-resolution verification constitutes an effective and robust paradigm for GUI grounding.
We study the problem of optimally placing charging stations for a set of k anonymous mobile agents, each of which must reach a distinct terminal. The agents are identical and can travel only up to a given distance r on a single charge. The objective is to find a placement of charging stations so that every terminal can be assigned a unique agent capable of reaching it, and the number of charging stations is minimized. The problem is known to be NP-hard in general and solvable in polynomial time only on paths and cycles. In this work, we comprehensively investigate the classical and parameterized complexity of the problem. We first design a polynomial-time algorithm that, given a set of candidate charging stations, decides whether a feasible assignment of agents to terminals exists. This result also establishes the membership of the problem in NP, which was not previously known. We then analyze the parameterized complexity of the problem. Our results show that the problem remains hard even when we consider different combinations of natural parameters and structural parameters of the given network, such as the distance r plus the tree-depth, or the number of charging stations plus feedback vertex set number. On the positive side, we present three fixed-parameter tractable (FPT) algorithms: one parameterized by the number of agents k, a second by modular-width, and a third by vertex cover number. Finally, we give a polynomial-time k-approximation algorithm, as well as a polynomial-time algorithm for trees, by solving a generalized version of the problem that allows for some charging stations to be pre-placed.
We study EFX and approximate EFX allocations of indivisible goods among agents with at most k distinct valuations (i.e., k types of agents). For exact EFX, it is known that an EFX allocation always exists when there are at most three types of agents. For approximate EFX, the best known guarantee is a 0.618-EFX allocation, and this has been improved recently to a φ-EFX allocation when the number of agents is at most seven. We settle another natural case in this landscape by showing that a φ-EFX allocation exists for any number of agents whenever there are at most four distinct valuations. We then consider a relaxation, EFX with charity, where some goods may remain unallocated and no agent envies the set of unallocated goods. It is known that, for n agents and any ε ∈ (0, 1/2], there exists an EFXε allocation with at most Õ((n/ε)^(1/2)) goods allocated to charity. We prove that when there are at most k distinct valuation types, there exists an EFXε allocation with only Õ((k/ε)^(1/2)) goods allocated to charity; in particular, the required amount of charity is sublinear in the number of distinct valuations rather than in the number of agents. We show that any EFX guarantee for k types of agents can be extended, with an additional (1 − 2ε) approximation factor, to a more general setting where the valuations can be partitioned into k clusters such that the maximum heterogeneity of valuations within each cluster is at most ε.
Multi-robot graph exploration is a central problem in robotics, planning, and multi-agent systems. In this work, we consider the problem of exploring an unknown n-node graph by k robots that must remain connected throughout the process. Such a connectivity is frequently required for safety reasons, and naturally arises in real-world applications such as search-and-rescue and maintenance operations. We study the overhead imposed by not knowing the graph in advance, measured in terms of the competitive ratio of the number of exploration rounds necessary when the graph is unknown (versus the case that it is known). We introduce a novel exploration procedure, DFS-BGS, to tackle the problem, and analyze its performance both theoretically and experimentally. On the theoretical end, DFS-BGS provably achieves a competitive ratio O(k^(1/3)), for the case n < k. Empirically, we compare our online DFS-BGS to COCTA, the SOTA algorithm for trees that are known in advance. Examining the performance of the algorithms on real-world hotel floor plans as well as random graphs over a wide range of parameters, DFS-BGS incurs only a small slowdown, even with hundreds of robots and thousands of nodes.
Understanding underlying agent attributes such as goals, preferences, beliefs, and ability level is key to explaining decision-making and predicting behaviour in complex environments. While goal recognition (GR) has produced effective methods for inferring goals, recent work has begun to explore reinforcement learning (RL)-based approaches to attribute recognition (AR), which generalises GR by inferring a wider range of agent attributes beyond goals. Existing frameworks treat attributes as discrete variables and typically require separate models for each attribute. In reality, many agent attributes vary continuously rather than as discrete values, making continuous representations crucial for capturing subtle variations in behaviour. We introduce a multivariate RL-based AR framework that jointly infers multiple continuous-valued attributes from observed behaviour using a single attribute-conditioned policy and continuous probabilistic inference. Our experiments demonstrate that the proposed framework achieves stable and fine-grained inference, offering improved flexibility and generality compared to existing approaches.
In many multi-agent applications, tasks yield rewards only when executed by a coalition meeting an unknown size threshold; otherwise, feedback is fully censored. This censorship creates an identifiability problem: agents cannot distinguish stochastic failure from insufficient coordination. We formalize this setting as the Threshold-Activated Cooperative Multi-Armed Bandit (TAC-MAB) and analyze it under both centralized and decentralized coordination. We show that a centralized algorithm (C-TAC) achieves cumulative regret O(log T), decomposed into a structural-search term that captures the cost of resolving feasibility under censored feedback and a statistical-monitoring term for value estimation. We then introduce D-TAC, a decentralized event-triggered protocol in which agents synchronize only when their structural beliefs change. Empirically, D-TAC achieves a 23x reduction in communication relative to the centralized baseline while preserving feasibility alignment under conservative belief fusion. These results characterize the coordination cost of learning under censored feedback and show that near-centralized communication efficiency is achievable without continuous synchronization.
Temporal planning and scheduling often rely on constraint models to reason about activity durations. Simple Temporal Networks with Uncertainty (STNUs) address cases where some contingent durations are outside the control of the executing agent. The Multiple Interdependent STNU (MISTNU) model extends this setting to multi-agent systems by representing shared activities whose duration is decided by one agent and imposed on others. While controllability properties for MISTNUs have been defined, existing repair methods rely on a centralized SMT-based brute-force approach. This paper introduces a linear-constraint characterization of all negative cycles responsible for uncontrollability. Based on this formulation, we propose both a more efficient centralized linear-programming repair method and a distributed constraint reasoning approach that treats inconsistent cycles as inter-agent constraints. We experimentally compare several Distributed Constraint Optimization Problem (DCOP) solvers against the centralized baseline in terms of efficiency and repair quality.
We study the consequences of information asymmetries and misaligned incentives in settings with multiple independent agents. We model an interaction between a Sender, who holds vital private information but cannot act, and a Receiver, who must make decisions but is dependent on the Sender's information. We find that the Sender learns an optimal communication strategy that the Receiver reliably acts on. Importantly, this strategy is highly sensitive to the degree of conflict in the agents' rewards and the amount of environmental information the Receiver can already observe. We introduce a mechanism allowing the agents to form linear contracts, where a price is established for the information. We demonstrate that the Sender learns to use these payment structures to improve its rewards, though this comes at a cost of “fairness” between agents as the Sender is able to extract much of the Receiver’s surplus. This raises questions about fairness, contract design, and learning in the context of multi-agent systems.
Strategy synthesis typically follows an all-or-nothing paradigm, returning unrealisable whenever a specification cannot be guaranteed in an uncertain environment. In this paper, we introduce optimal LTLf synthesis, where the goal is to realise as many objectives as possible from a given specification consisting of multiple objectives, especially for the case that they are not all jointly realisable. We first consider max-guarantee synthesis, which commits to a maximal set of objectives that we can a priori guarantee to realise. We then introduce max-observation synthesis, which maximises a posteriori realised objectives that may be incomparable on different executions. Finally, we present incremental max-observation synthesis, which further improves strategies by exploiting opportunities for stronger guarantees when they arise during an execution. Experimental results show that different variations of optimal synthesis scale broadly equally well, solving a large fraction of the benchmark instances within the given timeout, demonstrating the practical feasibility of the approach.
In several socioeconomic-critical decision-making settings, such as fair resource allocation, climate policy, or AI alignment, multiple principals interact within a common arena. While it is well established that these principals may have differing preferences, decision-making under heterogeneous time preferences remains relatively unexplored. In particular, principals may weigh future outcomes differently and may derive distinct utilities from the same decisions. Motivated by such scenarios, we introduce the notion of heterogeneous time preferences in MDPs, where multiple principals possess distinct reward functions and apply different discount factors to future rewards. To compute meaningful decisions in such settings, an AI agent must rely on a notion of optimality that accounts for the preferences of all principals. We adopt a utilitarian notion of social welfare, defined as the sum of utilities accrued to all principals, and study the synthesis of agent strategies that maximise this welfare. Under heterogeneous time preferences, we show that optimal strategies are no longer positional, even when all principals receive identical rewards. Nevertheless, optimal strategies remain structurally simple: they can be realised as pure finite-memory counting strategies, require only polynomial memory in the system size, and can be synthesised in polynomial time. On the other hand, we show that deciding threshold questions for optimal positional strategies is NP-hard, exposing a poor trade-off: insisting on positional simplicity neither makes synthesis tractable nor preserves social welfare.
Achieving optimal coordination in multiagent systems involves a trade-off between intractable centralized planning and suboptimal decentralized execution. We bridge this gap by introducing Approximate Recursive Small Step-Semi-Decentralized A* (RS-SDA*), a tree search algorithm that exploits time-varying centralization during periods of available communication conditioned on the environment or joint actions. By interleaving offline planning with online search and using relaxed heuristics, RS-SDA* achieves high solution quality with reduced computational overhead. SDec-POMDP benchmark experiments show that Approximate RS-SDA* often finds near exact optimal solutions in less than 1% of the time required by exact algorithms. We show scalability in six labyrinth environments both deterministic and stochastic state transitions, and demonstrate real-world feasibility with a multi-drone search-and-rescue simulation in the DARPA Subterranean Challenge cave system.
Decentralized Multi Agent Reinforcement Learning (MARL) faces a fundamental dilemma in real world deployments: agents must operate under epistemic fragmentation, where local observations are severely occluded, while navigating heterogeneous value landscapes, where sparse, critical events carry disproportionately high stakes. Existing paradigms typically decouple state estimation from policy optimization, guiding perception modules merely to minimize uniform reconstruction error. This leads to a Perception Value Misalignment, where agents squander computational resources reconstructing task irrelevant background noise while failing to resolve uncertainties in high value regions. To bridge this gap, we propose EVA-Gen (Epistemic Value Alignment via Generative Models) that establishes a cybernetic loop between generative perception and value based decision making. We formulate the Value Conditioned Reconstruction Paradigm, establishing that optimal perception under resource constraints is functionally weighted by the gradient of the value function. EVA-Gen couples Backward Flow to steer diffusion toward high stakes manifolds, Collaborative Information Bottleneck to filter communication for value relevant consensus, and Risk Sensitive Rectification to prevent sparse signal dilution, synergistically closing the perception control loop. Empirically, we demonstrate that EVA-Gen achieves superior performance in three value-heterogeneous multi agent environments.
Combining predictions from heterogeneous classifiers—such as in-house deep learning models, human experts, and large language models (LLMs)—is a key challenge, especially in data-scarce environments such as humanitarian operations. We propose a flexible Bayesian framework to effectively fuse these diverse inputs. By integrating classifier logits with auxiliary human feedback (e.g., confidence, image clarity) using an ordered probit process, our model generalizes prior work to accommodate the real-world properties of these classifiers. We validate our framework on a challenging product recognition task in food bank operations, an environment defined by data scarcity and an inexperienced volunteer workforce. Our combined model significantly outperforms standalone ResNet, human, and LLM-based approaches, demonstrating the practical benefits of fusing these heterogeneous signal sources.
History-dependent policies induced by recurrent neural networks (RNNs) rely on latent hidden state dynamics, making verification in partially observable reinforcement learning (RL) challenging. Existing RNN verification tools typically rely on restrictive modeling assumptions or coarse over-approximations of the hidden state space, which can lead to overly conservative or inconclusive results. We propose RNN Probabilistic Verification (RNN-ProVe), a probabilistic framework that estimates the likelihood of undesired behaviors in RNN-based policies. RNN-ProVe uses policy-driven sampling to approximate the set of hidden states that are feasible under a trained policy, and derives statistical error bounds to produce bounded-error, high-confidence estimates of behavioral violations. Experiments on partially observable single-agent and cooperative multi-agent tasks show that RNN-ProVe yields more quantitative, feasibility-aware probabilistic guarantees than existing tools, while scaling to recurrent and multi-agent settings.
Motivated by practical allocation problems, we study integer splittable congestion games with capacitated resources and player-specific costs. In this setting, each player has an integer weight that has to be split in integer units across multiple resources, each with a capacity limiting the total assigned weight, i.e., its congestion. The latency of a resource is equal to a player-specific constant when its congestion is not greater than the capacity and becomes prohibitive, i.e., equal to ∞, once the capacity is exceeded. We analyze the computational complexity of finding an allocation that optimizes utilitarian social welfare under two cost models (total cost and per-unit cost). Furthermore, we investigate the computation of, speed of convergence to, and efficiency of Nash equilibria.