Our results show that the existence of a short high-utility protocol already suffices for efficient communication. In particular, in a game with n possible observations and m actions: (1) For any achievable target utility α, we give an algorithm with poly(n,m,1/ε) runtime that designs a protocol achieving utility at least α−ε using only 2O(CCα(G))/ε2 bits of communication. Here, CCα(G) is the minimum number of bits used by any protocol, even a computationally inefficient one, to achieve utility α. (2) We prove that this exponential dependence on CCα(G) is tight up to a constant. That is, unless P=NP, no polynomial-time algorithm can in general find optimal protocols using fewer than 2CCα(G)−2 bits. We note that our results strictly weaken the assumptions required by prior work in the multi-agent information aggregation literature, filling a gap that had remained elusive even for games with constant CCα(G). In particular, prior guarantees for agreement-based information aggregation rely on structural assumptions such as informational substitutes or weak learnability. We show that these assumptions already imply CCα(G)=O(1) and are therefore more restrictive conditions than required by our protocol to succeed. On a technical level, our results involve a novel strengthening of the Frieze-Kannan weak regularity lemma and yield the following powerful polynomial-time transformation tool: for every communication game G, it constructs a game G^ that is a coarsening of the agents' observation spaces into constant-size partitions, such that G and G^ are indistinguishable with respect to every short communication protocol. This coarsening theorem is the engine behind our algorithm and may be of independent interest.
Inter-agent communication is critical for coordinating Multi-Agent Reinforcement Learning (MARL) agents under partial observability to perform effectively in cooperative games; however, real-world bandwidth constraints demand sparse interactions. Prior approaches primarily address this trade-off by optimizing information-theoretic surrogates. We argue that these statistical proxies are fundamentally misaligned with the true objective: a message can be highly informative yet irrelevant to the joint return of the task. In this work, we propose Message Unlearning for Targeted Efficiency (MUTE), a framework that views communication reduction as a value-guided machine unlearning problem. MUTE rigorously quantifies the Counterfactual Message Value using an attention-based estimator, and systematically unlearns the transmission of low-value messages from a policy trained without any communication constraints. This is achieved through a dual-objective mechanism that enforces communication sparsity while preserving the return of the original joint policy. We derive a theoretical upper bound on the performance gap induced by this sparsification, guaranteeing controlled return degradation. We also empirically evaluate MUTE on various complex multi-agent environments, achieving 80% to 90% bandwidth reduction while maintaining performance comparable to state-of-the-art baselines.
Large language model-driven multi-agent systems enhance the reliability of complex reasoning tasks through multi-round deliberation, role specialization, and cross-validation. However, existing multi-agent debate and collaboration frameworks typically adopt fully connected communication, causing the number of messages, token costs, and end-to-end latency to grow approximately quadratically with the number of agents; although fixed sparse topologies reduce overhead, they cannot adapt communication relationships to different task instances or intermediate reasoning states, making them prone either to preserving low-value interactions or to losing critical error-correction information. To address this problem, this paper proposes DySCo (Dynamic Sparse Consensus), a dynamic trust-aware sparse consensus mechanism. In each round of reasoning, DySCo estimates the value of communication edges based on agent reliability, answer divergence, and task relevance, and selects a small number of high-value edges for message exchange under budget constraints; it then aggregates the answers of different agents through dynamic trust weights and terminates the discussion early once consensus stabilizes. This mechanism replaces universal broadcasting with on-demand communication, thereby reducing communication overhead while preserving essential cross-validation information. We further present analyses of communication complexity and consensus stability, and evaluate the performance of DySCo on mathematical reasoning, logical reasoning, and factual question-answering tasks.
Cooperative multi-agent reinforcement learning (MARL) often relies on communication to mitigate partial observability, yet most existing protocols treat messages as flat dense vectors detached from the structure of the observations they summarize. This design overlooks an important source of inductive bias in many cooperative environments, where observations naturally follow a hierarchy such as groups and entities. We propose \textsc{HiComm}, a plug-in communication module that grounds messages in the sender's hierarchical observation. \textsc{HiComm} is receiver-driven: the receiver issues a query, and the hierarchy is resolved through a three-stage decoding process that first selects a group, then a sender, and then an entity within that group, returning the corresponding feature slice as the message. This converts communication from unstructured vector transmission into structured information retrieval over the sender's observation hierarchy. We instantiate this mechanism with Straight-Through Gumbel-Softmax for differentiable discrete selection and a lightweight shared projection design that attaches to standard MARL pipelines. Experiments across cooperative MARL tasks with different observation structures and coordination demands show that \textsc{HiComm} matches or outperforms representative learned communication baselines while reducing communication volume by up to 23× per receiver per episode.