Multi-Agent Planning
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4 papers in the last four weeks, level with the four weeks before. 0.0% of all new papers.
Latest papers 46
Path finding and multi-robot motion planning require trajectories that are smooth, goal-directed, and collision-free in environments with complex geometric constraints. Recent diffusion-based planners have shown that trajectory generation can be cast as iterative denoising which has opened the doors to learning-based approaches that can handle multi-modal trajectory distributions and refine entire trajectories. However, a key limitation is that diffusion planners require training on large collections of feasible trajectories, rendering them map-specific, and difficult to deploy when high-quality demonstrations are unavailable. This paper introduces a training-free diffusion-based motion planner that replaces learned global trajectory scores with analytical local scores derived from obstacle, smoothness, velocity, and inter-agent feasibility terms. The proposed idea relies on a key observation: the score of a trajectory can be reconstructed by considering only local interactions between neighboring waypoints and nearby constraints. This structure exploitation yields a decomposed denoising procedure that retains the optimization structure of classical trajectory methods while inheriting the iterative refinement behavior of diffusion models. Experiments on a large collection of complex environments and large multi-agent planning tasks show that the proposed analytical score produces smooth and feasible trajectories within limited computational costs, for example in generating feasible paths for 300+ agents in environments containing 100+ obstacles in under 6 seconds on a GPU, outperforming strong learning-based and optimization baselines, while avoiding the data requirements of learned diffusion planners.
Solving Multi-Agent Sokoban via LaCAM
Sokoban, a puzzle game in which an agent pushes boxes onto unlabelled target locations in a grid world, is a long-standing benchmark planning problem. While it is easy to see the connection to practical applications such as warehouse logistics with autonomous forklifts, its multi-agent counterpart has remained underdeveloped. This is because Multi-Agent Sokoban is substantially more difficult due to factors specific to multi-agent planning, such as the rapidly growing branching factor as the number of agents grows and the need to handle integrated task assignment and collision-free pathfinding. In this paper, we show that a scalable planner for Multi-Agent Sokoban can be designed by leveraging recent advances in multi-agent pathfinding (MAPF). Specifically, our Sokoban-LaCAM efficiently solves instances involving tens of agents and boxes while preserving both completeness and eventual optimality guarantees. This provides evidence that MAPF can serve as a powerful primitive for solving broader collective automation problems.
Absorbing State Phase Transitions in Multi-Agent Search
Nontrivial dynamics can emerge in large language model (LLM)-based multi-agent systems, and preliminary evidence exists that formalisms from statistical mechanics can be effective at modeling and predicting such behaviors. In parallel, designing multi-agent communication topology for optimal task-solving is an active research question. In this paper, we focus on predicting the success of multi-agent search tasks using the formalism of absorbing state phase transitions. We first taxonomize search tasks into four types, informed by classical results in combinatorial search. We then theoretically derive a critical communication degree , the minimum number of agents each agent can communicate with, above which incorrect hypotheses do not proliferate uncontrollably and the search enters the solved state. Finally, we evaluate frontier LLM-based multi-agent systems on real-world search and discovery tasks, software configuration debugging and physical mechanism discovery, and find that agreement with theory is mixed. LLM agents may not communicate with their neighbors and can develop strategies that are individually beneficial but limits the benefits of collaboration.
Engineering Simplicity: Simple Mechanism Interfaces Steer LLM Agents
Can interaction formats and textual scaffolds help large language model (LLM) agents make better decisions, and do better decisions come with better explanations? We study these questions in auctions and matching, multi-agent environments with explicit rules and known optimal strategies. These settings let us vary how a decision problem is presented while retaining a benchmark for evaluating behavior. Drawing on human-motivated theories of simplicity, we compare interfaces that elicit a complete bid or ranking with sequential interfaces that make safe choices easier to identify. We then hold the interaction format fixed and vary reasoning scaffolds and rule descriptions. Across four model families, the ascending auction interface substantially reduces bid deviations. The matching comparison also shows why sequential responses require different error accounting from complete rankings. Laying out payoff contingencies and explaining why truth-telling is safe also improve choices, whereas prompts to plan through matching rounds or form beliefs about opponents worsen play overall. In auctions, these behavioral gains are not accompanied by corresponding improvements in measured verbal indicators of strategic understanding in the agents' short stated plans. Other prompts change those indicators without improving bids. Our findings suggest that human-motivated theories of simplicity can inform the design of decision environments for artificial agents. They also show why scaffolds should be evaluated through realized choices as well as explanations: improvements in one need not appear in the other.
ICMAPE: In-Context Multiagent Pure Exploration
In some multi-agent systems, the quantity to be optimized is not an externally specified reward but the information acquired about unknown properties of the environment as done in active sequential hypothesis testing (ASHT) problems. However, the ASHT literature tends to focus on finite single-agent problems with well-specified models, while there is currently a gap for practical multi-agent methods that can perform active sequential testing. We fill this gap with ICMAPE, a Bayesian learning-based framework for decentralized multi-agent pure-exploration driven by inference objectives. ICMAPE converts the fixed-confidence identification objective into a reward derived from inference confidence, so that standard reinforcement learning machinery can be applied to decentralized pure exploration. It jointly learns a centralized neural inference network that estimates a posterior distribution over hypotheses from global trajectory data, and decentralized policies that select actions from local observation histories and learn when to stop collecting data once the target confidence is reached. On two synthetic benchmarks and a Maryland nitrate concentration monitoring task based on real-world data, ICMAPE-TD3 achieves target accuracy with fewer exploration steps.
Coding Agents for Generalized Task and Motion Planning Problems
Task and motion planning (TAMP) problems remain difficult even with full observability and object-centric states because discrete decisions are tightly coupled to geometric, kinematic, and dynamic constraints. Generalized TAMP addresses this difficulty by exploiting regularities across problem instances to reduce planning effort on new instances. However, existing methods require substantial TAMP-specific engineering. We investigate whether coding agents can automate this process by synthesizing programs that generalize across instances. Given a task description and simulator access, each agent chooses how to interact with the environment while developing a program within a fixed synthesis budget. The program is then frozen and evaluated on unseen instances. We evaluate Claude Code (Opus 5) and Codex (GPT-5.6 Sol and GPT-6 Astra) on 28 simulated environments from KinDER and PDDLStream, with object counts beyond those evaluated in the original benchmark. Across all program synthesis methods, we evaluate 980 generated programs on 100 held-out instances each, 98,000 evaluation episodes in total. Overall, we find that coding agents are surprisingly effective at generalized TAMP: all three agent configurations outperform hand-engineered planners, one-shot generation, and an LLM-based generalized planning baseline in mean success (56% to 95% versus 47% for the planners, on the 16 environments where a planner is available). As object counts grow, the agents' programs maintain higher success than the planner, using an order of magnitude less computation per instance on average. Logs show agents using interaction to calibrate physical models, test edge cases, and refine strategies. We release all code, including the full prompts given to the agents. These findings suggest that coding agents are a strong baseline for generalized TAMP.
CityPlanner: A Sandbox Agent for Executable Urban Planning
Urban planning is a real-world spatial optimization problem that requires selecting feasible actions from large candidate spaces under practical objectives such as cost and service quality. Existing optimization and reinforcement learning methods are effective for fixed formulations, but often depend on task-specific representations and constraint handling. We propose \emph{CityPlanner}, a sandbox-agent framework for executable urban planning. CityPlanner introduces \emph{UrbanSandbox}, a unified file-based environment where agents inspect task files, generate plans, run evaluators, and revise decisions based on executable feedback. To make learning tractable, we further propose atomic-task reinforcement learning, which decomposes long sandbox trajectories into \emph{BuildPlan} for initial construction and \emph{ImprovePlan} for feedback-based refinement. Experiments on a real-world benchmark show that CityPlanner consistently outperforms heuristic, task-specific RL, and general LLM-agent baselines. Ablations verify the contributions of UrbanSandbox, atomic-task RL, and iterative deployment. We release the code and dataset at https://anonymous.4open.science/r/co-agent-C1C8
GoAnt: Quality-Diversity Multi-Agent Search for Alpha Factor Discovery in Market Microstructure Data
Automated alpha factor discovery searches symbolic trading signals from price-volume panels and order-book data under a fixed evaluation budget. Existing single- and multi-agent program-search systems can overfit predictive proxies that fail after execution costs and repeatedly explore redundant factor families, limiting execution robustness and behavioral diversity. We introduce GoAnt, a quality-diversity multi-agent search framework that combines non-communicating Explorer, Exploiter and Connector workers with a shared adaptive Mental Map and a compact Queen dispatcher. The Mental Map organizes candidates by leakage-free execution profiles and retains one elite per niche, while the Queen reallocates the evaluation budget from explicit search-state summaries. We also define a map-independent effective-yield protocol that counts high-quality, mutually nonredundant factors directly from each method's evaluation records, giving archive-based and map-free systems the same ruler. On real A-share microstructure data spanning 2023--2026, GoAnt reaches quality-weighted yields of 41.8 and 47.6 in price-volume and order-book settings, improving the strongest baseline by 57% and 97% under matched budgets. Its locked populations retain 0.64 and 0.67 of in-sample quality out of sample, compared with 0.61 and 0.63 for a static map.
Autonomous Mathematical Discovery in an Open-World Multi-Agent Environment
We study autonomous mathematical discovery in the Station, an open-world multi-agent environment in which AI agents from different model families pursue a shared research goal without a central coordinator or scripted pipeline. Agents choose their own research directions, conduct experiments, collaborate and publish papers. These papers accumulate into a shared body of knowledge that later agents can read, cite and extend. We evaluated the Station on 12 mathematical construction problems from the AlphaEvolve study and two additional case studies. Five of the 12 problems yielded results novel relative to the prior literature: a new infinite family of finite field Kakeya sets, new exact 604-point kissing configurations in eleven dimensions, improved bounds for the discretized Kakeya needle and sign uncertainty problems, and a substantially improved lower bound for Erdős's minimum overlap problem. Agents also discovered novel infinite families for Book Ramsey numbers. Their research extended beyond searching for high-scoring constructions: agents developed explanations of their findings and proved theorems outside the assigned tasks. These explanations guided further discoveries and were preserved in the agents' papers, making the underlying insights easier for external researchers to understand and build upon. All presented discoveries are supported by exact constructions or proofs formally verified in Lean. We release the source code, full agent dialogues, papers and verification code, providing a transparent record of how these discoveries emerged.
Discovering Diverse Planning Policies for Multimodal Embodied Agents with Quality-Diversity Optimization
Multimodal embodied agents are increasingly required to solve long-horizon tasks by integrating visual observations, textual goals, and interaction history into closed-loop decision making. However, state-of-the-art large-model-based planners often rely on a single dominant planning style during execution. Once this execution mode becomes ineffective, the agent may remain stalled for many steps, repeatedly interacting with the environment without making meaningful progress. We address this limitation by proposing a Quality-Diversity (QD) framework for discovering diverse planning policies for multimodal embodied agents. The proposed method treats planning-policy templates as evolvable individuals and organizes them into a behavior-indexed archive rather than collapsing search to a single prompt style. In the offline stage, rollout trajectories are summarized into structured success and failure experiences, which guide policy variation through recombination and experience-guided mutation. The resulting policies are mapped into a behavior space defined by interaction intensity and goal-directedness, and the highest-quality policy in each niche is retained in the archive. In the online stage, the agent executes one policy at a time while monitoring task progress. When persistent stall is detected, the system rolls back to the latest checkpoint and switches to a behaviorally distinct archive policy to resume execution. Experiments on the ThreeDWorld transport benchmark show that the proposed framework improves both task success and interaction efficiency over representative baseline planners. These results suggest that discovering diverse policy repertoires is an effective way to support adaptive multimodal planning and online failure recovery.
Plan-and-Avoid: Real-Time Aircraft Trajectory Coordination in a Multi-Agent Environment
This paper presents a real-time Plan-and-Avoid (PAA framework for coordinating cooperative multi-agent airspace operations around a declared priority trajectory. The priority trajectory represents an aircraft flight plan that must be preserved because of constrained maneuverability, an emergency, a mission-critical task, or assigned operational priority. The framework predicts uncertainty-aware, well-clear separation violations with surrounding traffic and, when the priority plan alone cannot maintain separation, generates vehicle-constrained unilateral advisories that modify nearby aircraft trajectories to maintain well-clear separation for all traffic. The approach is applicable to any declared priority trajectory. This paper demonstrates the Plan component using a contingency landing planner to generate candidate priority trajectories. PAA then identifies nearby aircraft passing too close to this priority trajectory and issues Avoid resolution advisories to these aircraft. The framework is tested using real-world Automatic Dependent Surveillance-Broadcast (ADS-B) traffic from the Washington, D.C., airspace across more than 900 forced-landing cases, totaling over 140 hours of simulated flight. The PAA framework generates feasible cooperative advisories for all 575 unique conflict encounters, with a worst-case end-to-end response time of 5.7 s on a personal computer, including priority trajectory planning, advisory generation, and 1 s two-way datalink delay. In total, 93.5% of generated advisories satisfy the 35 s RTCA DO-365 Detect-and-Avoid temporal threshold. These results demonstrate low-latency coordination for preserving priority trajectories while maintaining well-clear separation through real-time automated advisory generation. Future work will quantify advisory-induced delays and their operational impacts.
Project2Task: Graph-Guided Project-Level Planning for Autonomous Research
Research agents can increasingly search literature, propose hypotheses, generate code, run experiments, and draft manuscripts from a single topic. However, a research project is not merely a larger task: it is a long-horizon agenda that must be advanced through multiple bounded tasks with distinct but related objectives, parallel alternatives, and dependency-aware sequences. Existing single-task systems often treat the project as one oversized task, produce a flat set of vague or overlapping tasks, or leave task boundaries and execution order to manual coordination. We introduce Project2Task, a graph-guided project-level planning layer for autonomous research. Given a project brief, it represents candidate contributions as innovation atoms and organizes them in a directed lineage graph. A lightweight Bernoulli block-model objective selects among horizontal, vertical, and hybrid portfolio decompositions. Project2Task then generates bounded tasks with explicit contribution ownership, repairs overlaps and missing execution fields, and emits dependency-aware task contracts that specify objectives, inputs, expected artifacts, evaluation requirements, boundary constraints, dependencies, and execution order. The contracts are independent of any particular downstream research executor and support integration of task outputs into a coherent project-level result. On a benchmark of ten project briefs yielding roughly 30 tasks, manuscript-based portfolio evaluation gives Project2Task an average quality score of 7.15, compared with 4.58 for the Brief Baseline and 5.31 for the Topic-only Setting. Integrating its contracts with AutoResearchClaw increases average downstream task accuracy from 0.536 to 0.759. These results demonstrate the value of explicit project-to-task planning for producing coherent, non-redundant, and executable research-task portfolios.
AdvPlan-Bench: Adversarial Evaluation of Structured Plan-Generation Agents
Structured plan-generation agents are often evaluated as if a plan has quality in isolation, yet many realistic planning tasks require asking how a candidate behaves when another agent can search for responses. We introduce AdvPlan-Bench, an offline benchmark for adversarial evaluation of structured plan-generation agents. The contribution is a general evaluation object: a typed plan, an adversarial response set, selector diagnostics, and traceable candidate-frontier metrics. AdvPlan-Bench represents plans as typed action chains with optional branches, assigns synthetic quality scores, compares opposing plans with BLUE-vs-RED advantage and Nash-gap diagnostics, and evaluates qualitative constraint coherence with a transparent heuristic rubric. In 150 synthetic scenarios spanning five planning templates, a sampled best-response policy that draws eight response candidates reduces BLUE advantage from .518 to .486 and BLUE win rate from .900 to .820 relative to a single-sample response. An offline LLM-policy contract baseline reaches .496 BLUE advantage and .700 BLUE win rate, while a two-stage multi-agent council obtains .509 BLUE advantage and .813 BLUE win rate. A three-rater rubric-sensitivity study over 600 rating records yields .978 inter-rater agreement. AdvPlan-Bench is not an operational planner and provides no evidence about real-world decision quality; it is a reproducible benchmark artifact for studying adversarial plan evaluation, response-budget sensitivity, candidate frontiers, and multi-agent critique-and-revision traces.
Multi-Agent Planning with Spatio-Temporal and Topological Constraints using STL-GO
Multi-agent planning problems arise in a variety of engineering applications, such as multi-robot wildfire fighting and unmanned aerial inspection in factories. A particular challenge is the existence of spatio-temporal (i.e., when and/or where an agent should do what) and topological constraints (i.e., how agents should interact), as typically formalized via the notion of graphs. Over the last years, various frameworks have been proposed that can capture such constraints via spatio-temporal logics. We focus here on spatio-temporal logic with graph operators (STL-GO), a recent formalism that supports reasoning about multiple agents and their topologies, such as sensing, communication, and task topologies. In this paper, we consider the problem of planning multi-agent paths that satisfy constraints written in STL-GO. This problem is particularly challenging due to the need of encoding multiple, potentially time-varying graphs via the graph operators inherent to STL-GO. We present two encodings of this problem, one based on mixed-integer programming (MIP) and another based on satisfiability modulo theory (SMT), with soundness guarantees. We provide a unified interface for specifying agent constraints, their graph topologies, and the STL-GO specification, enabling seamless use of both methods and facilitating direct comparison between them. We evaluate both encodings on a multi-UAV search-and-rescue benchmark, ablating over team size and graph complexity, highlighting the expressiveness of the proposed encodings under dynamic multi- graph interactions.
SGTP: Sampling-based Game-Theoretic Planning for Real-Time Multi-Vehicle Autonomous Racing
Autonomous multi-vehicle racing requires real-time planning of diverse competitive behaviors in intense interactions. Existing planners often struggle to balance strategic diversity and computational efficiency. To address this challenge, we propose Sampling-based Game-Theoretic Planning (SGTP), a real-time framework that combines game-theoretic reasoning with GPU-accelerated sampling of control sequences and dynamics rollouts. Sampled trajectories are ranked using a game-aware cost to capture competitive interactions and generate diverse racing behaviors. Our planner then performs feasibility selection by explicitly enforcing track-boundary and dynamic collision-avoidance constraints, ensuring safe and reliable transitions between racing strategies. Extensive simulations on challenging tracks show that SGTP achieves a 95.24% win rate and a 99.35% task-completion ratio in highly interactive races, with a mean computational time of 0.095 s over multiple iterative solving steps. We also demonstrate the successful application of SGTP in large-scale scenarios with up to 10 agents. We release our code and provide an open-source benchmark of multi-agent autonomous racing algorithms to facilitate future research. Project page: https://sgtp-racing.github.io/.
Courteous Anticipation: Improving Long-Lived Task Planning in Persistent Shared Environments
We consider a task planning scenario in which robots sharing a persistent environment are assigned tasks one at a time from a held-out sequence. Standard task planners, lacking foresight of future tasks and inconsiderate of others' constraints, solve each task in isolation, leaving terminal states that increase future cost for all, side effects that compound over lengthy task sequences. To reduce cost over the sequence, a robot must anticipate how its actions now may impact performance on future tasks for all robots sharing the environment. Therefore, we present courteous anticipatory planning, wherein a model-based planner proposes candidate plans and selects the one that jointly minimizes immediate cost and aggregated expected future cost across all robots, estimated via independent per-robot learned estimators. This factored formulation avoids combinatorial joint rollouts and supports modular deployment: adding a robot requires only training its own estimator. We evaluate in two persistent PDDL domains, a home environment with robots that have similar capabilities but different responsibilities, and a restaurant environment where robots' distinct capabilities create states that other robots lack the capability to resolve. During lengthy task sequences, our planner reduces total cost by 10.43% versus myopic and 4.03% versus selfish anticipatory planning in a two-robot home environment and by 17.41% and 13.24%, respectively, in a three-robot restaurant.
PRIME: Plasticity Recovery in Multi-Agent Environments for UAV-Assisted Emergency Communication Networks
Most reinforcement learning controllers for these networks assume stationary conditions, and the few that handle change react to the external environment while leaving the network's internal state unexamined. We show that sustained non-stationarity damages this internal state directly: as objectives shift, neurons progressively fall dormant and the shared policy loses the capacity to learn. The obvious remedy, resetting dormant neurons, is unsafe under shared-parameter multi-agent training: many neurons that appear inactive are still receiving strong training gradients, and whether a neuron appears dormant depends on which agent's observations it processes. PRIME (Plasticity Recovery In Multi-agent Environments) therefore verifies both directions before intervening. Extending the bidirectional Silent Neuron framework to cooperative multi-agent reinforcement learning, it aggregates activation and gradient statistics over the full team batch, reads the backward signal from the gradient the training loss has already deposited , not from a hand-crafted proxy, and reinitializes only neurons that are simultaneously activation-dormant and gradient-silent. Useful representations are preserved while learning capacity is restored. On a phase-switching UAV emergency communication simulator, PRIME improves interquartile mean return by 24.9% over MAPPO and holds dormant neuron fractions at 10--20% versus 40--45%; ablations attribute the gains to the gradient signal and team-level aggregation rather than to the specific reset operator. A dynamic regret bound shows that the perturbation cost scales with the small silent-subspace dimension rather than the full parameter count.
RELIC: Revealed Principles for Learning Interpretable Composable Skills in Multi-Agent Planning
Multi-agent planning becomes substantially harder when agents must improve specialized decision-making skills while keeping their executable implementations private. This setting arises when independently developed agents expose heterogeneous interfaces, observations, and capabilities, yet must coordinate under a shared team objective. Existing approaches commonly rely on centralized optimization, shared policy access, or common skill representations, assumptions that limit knowledge reuse when function signatures differ. We introduce RELIC, a framework for learning interpretable and composable programmatic skills through revealed principles. Each agent improves its own executable skill locally, while useful decision logic and coordination patterns are distilled into compact textual principles. Rather than requiring direct program exchange, these abstractions can be re-instantiated under agent-specific interfaces and reused across incompatible implementation spaces. A shared principle memory accumulates transferable knowledge and promotes abstractions that repeatedly improve team-level performance. This separation allows discoveries made by one agent to guide others while preserving local executable implementations and decentralized execution. RELIC therefore supports strategic transfer across both heterogeneous-role and shared-role cooperative teams. Extensive experiments across routing, scheduling, combinatorial optimization, and distributed coordination settings demonstrate RELIC's effectiveness against independent and joint LLM-based search methods, together with consistent benefits across task structures and LLM backbones.
The Energy Society: A Simulation Environment for Studying Agent Cooperation under Survival Pressure
LLM-based agents are increasingly deployed in multi-agent environments whose incentives can shape their behavior. We introduce The Energy Society, a minimal survival economy for studying how competitive and cooperative incentives affect emergent behavior when inference cost is directly tied to survival: Agents spend energy based on model size when generating tokens, regain energy by completing jobs or receiving donations, and deactivate if their energy reaches zero. We compare competitive and cooperative objectives against a baseline setting and several control variants. Across experiments, larger models consistently consume the most energy and spend more energy than they gain, even in those settings where token cost is not size-dependent. Cooperative incentives substantially alter behavior: agents donate to reactivate others, sometimes at the cost of their own survival, and job allocation changes. Ablations reveal that allowing agents to recommend actions to each other supports coordination and ambitious job selection, while memory helps agents calibrate risk from past outcomes. Agents rarely choose direct sabotage, but show more subtle signs of self-serving behavior in the competitive setting. The Energy Society is a compact testbed for studying the interaction between token costs and group incentives under a survival pressure. Source code is available at https://github.com/LucasBergholdt/EnergySociety
Min-Max Regret Task Allocation and Planning of Heterogeneous Multi-Robot System in Partially Known Environments
Efficient task allocation for large-scale Heterogeneous Multi-Robot Systems (HMRS) is critical, yet dealing with complex temporal logic tasks in partially known environment (PKE) remains a computational bottleneck. Existing approaches often struggle to balance exploring uncertain regions and exploiting known resources, while also suffering from exponential computational complexity. To address these issues, this paper presents a robust planning framework that simultaneously handles high-level logical constraints and environmental uncertainty without sacrificing scalability. We formulate the problem as a min-max regret optimization, proposing a Region-Binding Atomic Proposition (RbAP) to capture resource uncertainty within the automaton structure. To solve this, we propose the Extended Planning Decision Tree (E-PDT) equipped with a novel Regret-based Branch-and-Bound (BnB) strategy. Unlike traditional methods that rely on prior probabilities or worst-case analysis, our approach dynamically prunes suboptimal policies, effectively balancing the need for information gathering (exploration) and task completion (exploitation). Theoretical analysis confirms the feasibility and completeness of our approach. Extensive numerical and physical experiments demonstrate that the proposed framework achieves near-linear scalability with respect to the number of robots and types, significantly outperforming MILP-based baselines in both solution quality and computational efficiency.
Mosaic: Runtime-Efficient Multi-Agent Embodied Planning
LLM-based multi-agent embodied planning remains impractical due to prohibitively high execution latency. We identify failed actions as the dominant bottleneck, stemming from two core challenges: inaccurate state tracking under partial observability and inefficient coordination that produces redundant or conflicting actions. We introduce Mosaic, a runtime-efficient multi-agent planning framework that addresses both challenges. Mosaic maintains accurate yet lightweight state tracking through agent-centric semantic memory that stores objects in relative coordinates, enabling geometric transformations and coordination. It ensures efficient coordination through Integer Linear Programming that allocates actions at every planning step, enforcing physical feasibility and inter-agent coordination constraints. Across AI2-THOR and search-and-rescue benchmarks, Mosaic achieves 27-32% faster execution, 30-33% fewer LLM calls, 25-31% fewer steps, and 4-10% points higher success rates. These results demonstrate that efficient memory and constraint-guided coordination are critical for scalable, low-latency multi-agent planning.
Dec-MARVEL: Decentralized Multi-Agent Exploration without Communication under Budget Constraints
Multi-UAV exploration is often constrained by unreliable communication, limited field-of-view sensing (e.g., lightweight onboard camera), and finite travel budgets that require each robot to reserve enough budget to return to its base. We present Dec-MARVEL, a decentralized budget-aware exploration framework for communication-free teams with directional sensing. Rather than exchanging maps, goals, or messages, each robot coordinates through its incidental observations: any teammate trajectory within its field of view serves as a coordination signal. A graph-attention actor fuses local frontier geometry, teammate motion, and budget features to select return-feasible waypoint-heading actions. The actor is trained with phase-conditioned critics, a training-only task-oriented privileged critic, and a mixture-based budget curriculum. Across 900 held-out trials spanning three team sizes (2, 4, 8 robots) and three travel budgets (720, 800, 1024 meters) against four baselines, Dec-MARVEL achieves the highest or tied-highest exploration rate and lowest sensing overlap across all nine team-size budget configurations. Under our tightest 720m budget, it reaches 53%, 94%, and 100% success for 2, 4, and 8 robots, versus 37%, 83%, and 99% for the strongest baseline. Physical-robot experiments demonstrate successful sim-to-real transfer and real-world deployment of Dec-MARVEL.
GATS: Graph-Augmented Tree Search with Layered World Models for Efficient Agent Planning
Large Language Model (LLM) agents have shown promise in multi-step planning tasks, but existing approaches like LATS (Language Agent Tree Search) and ReAct rely heavily on LLM inference during planning, leading to high computational costs and stochastic behavior. We present \textbf{GATS} (Graph-Augmented Tree Search), a planning framework that combines systematic UCB1-based tree search with a layered world model to eliminate LLM calls during inference while achieving superior planning performance. Our three-layer world model integrates: (L1) exact symbolic action matching, (L2) statistics learned from execution logs, and (L3) LLM-based prediction for unknown actions. On synthetic planning tasks with branching paths and dead-ends, GATS achieves \textbf{100% success rate} compared to 92 % for LATS and 64% for ReAct. On a comprehensive stress test spanning 12 challenging scenarios -- including coding workflows, web navigation, and long-horizon tasks -- GATS maintains \textbf{100% success} while LATS drops to 88.9 % and ReAct to 23.9%. GATS requires \textbf{zero LLM calls per task} during planning (vs. 37 per task for LATS) and produces deterministic plans with zero variance across runs. Our results demonstrate that systematic search with learned world models can substantially outperform LLM-guided exploration for agent planning.
Graph Sparse Sampling: Breaking the Curse of the Horizon in Continuous MDP Planning
Planning under uncertainty in continuous domains is essential for autonomous systems, yet computationally demanding. Tree-based search methods such as Monte Carlo Tree Search (MCTS) remain popular, but their branching structure can require sampling budgets that grow exponentially with lookahead depth in the worst case. From a tree perspective, continuous state or action spaces become especially challenging, since the planner must decide where to search in an infinite branching hierarchy. We propose Graph Sparse Sampling (GSS), an online planning algorithm that shares sampled futures across many candidate decisions, rather than sampling separate successors for each candidate action. This branch-free graph exposes large GPU-friendly batches, while using heuristics to focus computation. We prove finite-sample performance guarantees for GSS covering full-rank or low-rank generative simulators via smoothed backups, and discrete or sampled continuous action spaces. Under suitable overlap, regularity, and action-coverage conditions, these bounds have polynomial dependence on the planning horizon, formalizing when shared futures can avoid the exponential horizon dependence of tree-shaped sparse sampling. We demonstrate continuous-control simulations where GSS substantially outperforms tree-based planners on long horizons or achieves near-optimal performance, supporting no-branching graph planning as a complementary design principle for online control.
AMBUSH: Collaborative Capture in Complex Environments with Neural Acceleration
Collaborative capture of dynamic targets is common in nature as an essential strategy for weaker species against the strong. Similar concepts have shown to be useful for numerous robotic applications, such as security and surveillance, search and rescue. However, most existing works focus on analytical and geometric solutions or end-to-end reinforcement learning methods, which are largely constrained to obstacle-free environments or scenarios with sparse, regularly distributed obstacles. This work tackles the problem from a unique perspective: the renowned strategy of``ambush'' alone would suffice for multiple slower pursuers to capture one faster evader with different levels of intelligence efficiently in complex environments. A parameterized strategy of ambush (including discrete and continuous parameters) is designed first, which takes into account the topological properties of the workspace, the truncated line-of-sight visibility, the relative speed ratio and the limited capture range. Then, a Hybrid Monte Carlo Tree Search (H-MCTS) algorithm is proposed to optimize the associated parameters through long-term planning, enabling the identification of highly promising parameters for future capture. Lastly, the neural acceleration is trained offline to learn the ranking of different choices of parameters across various environments, and to directly predict scores, replacing the rollout process in H-MCTS. The neural acceleration is adopted during online H-MCTS to accelerate the planning procedure while guaranteeing the planning quality. Its efficiency and effectiveness are validated in extensive simulations and hardware experiments, against evaders with different capabilities and intelligence levels, including two-times higher velocity and human-controlled behavior.
Hierarchical Control in Multi-Agent Games: LLM-based Planning and RL Execution
Reinforcement learning (RL) has achieved strong performance in sequential decision-making, yet scaling to complex multi-agent environments remains challenging due to sparse rewards, large state-action spaces, and the difficulty of learning coordinated strategies. We propose a hierarchical architecture where a pretrained large language model (LLM) acts as a centralized strategic controller that selects among specialized RL skill policies for a team of agents, while RL policies handle reactive low-level execution. We evaluate this hybrid system in a competitive 2v2 King of the Hill environment against behavior tree (BT) and \emph{``Flat''} RL (end-to-end training without skill decomposition) baselines. The LLM+RL system achieves task performance statistically equivalent to hand-crafted BT (46.4% vs 51.5% win rate, ) while both significantly outperform Flat RL trained without skill decomposition. A user study () reveals that 60% of participants perceive LLM+RL agents as the most human-like (), citing behavioral adaptability and tactical variability. These results demonstrate that pretrained LLM reasoning can effectively orchestrate pretrained RL skills, achieving competitive multi-agent coordination and superior perceived believability without manual rule engineering.
PersonalPlan: Planning Multi-Agent Systems for Personalized Programming Learning
Effective programming education requires personalized instruction adapted to diverse learner backgrounds. However, while LLM-based multi-agent systems (MAS) excel at complex planning, existing planners often lack profile-grounding and pedagogical scaffolding, thereby undermining personalized programming learning. To fill in the gap, we first introduce \textbf{MAP-PPL} (\textbf{M}ulti-\textbf{A}gent \textbf{P}lans for \textbf{P}ersonalized \textbf{P}rogramming \textbf{L}earning), a profile-conditioned multi-agent planning dataset with 3{,}043 query--profile--plan instances from 1{,}730 Stack Overflow question groups and 2{,}738 learner profiles. Each plan specifies agents, subtasks, executable steps, and prerequisite dependencies. Then, we propose \textbf{PersonalPlan}, a two-stage MAS planner that first performs hierarchical SFT with separate LoRA adapters for profile-aware task decomposition and step dependency planning, then applies a Reward-Adaptive GRPO to encourage the model to generate executable, personalized, and pedagogically scaffolded plans. Extensive experiments on MAP-PPL comparing PersonalPlan against frontier LLMs, generic MAS frameworks, and agentic planners demonstrate its superiority. With only 8B and 32B variants, PersonalPlan achieves state-of-the-art plan executability, personalization, and pedagogical quality, effectively orchestrating MAS for agent-student interactions.
Task Allocation and Motion Planning in Dynamic, Cluttered Environments via CBBA and Graphs of Convex Sets
Multi-agent task planning in cluttered, dynamic environments requires assigning tasks to agents while simultaneously determining safe, time-efficient trajectories through the environment. When tasks are dynamic, such as rendezvous objectives, allocation decisions depend not only on which agent is best suited for a task, but also on when and where that task can be reached. This paper presents a solution to this problem, which combines Graphs of Convex Sets (GCS) for trajectory optimization with the Consensus-Based Bundle Algorithm (CBBA) for distributed task allocation. In our approach, GCS finds optimal trajectories through dynamic environments using a time-extended (3D+time) configuration space. At the same time, CBBA coordinates task assignments across agents, enabling informed decision-making in a moving environment. We then connect allocation and planning to allow the agents to avoid collisions in the 3D+time configuration space and provide accurate time estimates for task completion. We demonstrate the effectiveness of our approach in simulated cluttered environments with static and dynamic tasks.
Tensor-Coord: Algebraic Decomposition of Joint Plan Tensors for Conflict-Free Multi-Agent LLM Planning
Large language models (LLMs) remain limited in multi-agent planning because independently generated plans can create coordination failures such as spatial collisions, resource contention, and temporal deadlocks. We introduce Tensor-Coord, a multilinear algebra framework that represents the joint plan of N agents as a third-order tensor over agents, timesteps, and actions. Canonical Polyadic (CP) and Tucker decompositions are used to identify latent coordination structure. The minimal epsilon-approximate CP rank R* defines a computable coordination complexity measure, with . We prove that R*=N is necessary and sufficient for plan independence. The residual defines a conflict score over agent pairs, timesteps, and actions, localizing failures without domain-specific rules. Tucker factors provide interpretable agent roles, temporal phases, and action clusters that are converted into natural language constraints for iterative LLM replanning. Experiments on multi-robot delivery tasks across Easy (2 agents, 5x5 grid), Medium (3 agents, 5x5 grid), and Hard (4 agents, 5x5 grid) settings show convergence to conflict-free plans in 100% of 2-agent cases within 1.4 iterations on average, 80% of 3-agent cases within 3.2 iterations, and 60% of 4-agent cases within 4.0 iterations. CP rank scaled approximately linearly as , supporting its use as a predictor of coordination complexity.
Robots as Tokens: Unified Diffusion Transformer for Coordinated Multi-Robot Trajectory Generation
The success of generative models in language and visual generation has inspired extensive applications to generative robot planning. However, most existing works either focus on single-robot planning, or generate multi-robot trajectories in a sequential manner with iterative post-processing to resolve inter-robot conflicts. In this work, we investigate whether coordinated multi-robot trajectories, as a special spatiotemporal distribution, can be learned and generated with a generative model in a feed-forward manner. We propose Robots as Tokens (Roken), a unified diffusion transformer that directly generates multi-robot trajectories that satisfy both (individual) safety and (global) connectivity constraints. The core design of Roken is to represent each robot as a discrete token, allowing them to naturally interact with each other through self-attention, and cross-attend to map tokens for environment layouts. We further introduce several auxiliary tasks based on Bayes' theorem to provide multi-scale spatial-temporal supervision for efficient learning of the conditional distribution. In training, Roken absorbs diverse expert trajectories from different team sizes. During inference, Roken behaves as a versatile multi-robot planner that can handle single-robot planning, coordinated multi-robot trajectory generation, and conditional trajectory generation by fixing some robot tokens as conditions. Experiments in diverse cluttered environments show that Roken can generate coordinated multi-robot trajectories to perform connectivity-constrained goal navigation tasks with high success rates, outperforming the baseline method used to generate the training dataset. Roken also demonstrates good scalability after training with mixed team sizes, and shows generalization to unseen or partially observed environments, verifying its potential to learn from diverse data and perform versatile tasks.
AnyGoal: Vision-Language Guided Multi-Agent Exploration for Training-Free Lifelong Navigation
End-to-end navigation policies trained on large simulation corpora degrade sharply when transferred to out-of-distribution scenes, categories, or goal modalities. Modular pipelines such as Modular GOAT are bottlenecked by closed-set object detection recall, while 3D snapshot-memory systems (e.g. 3D-Mem) accumulate dense, view-dependent representations that are heavy to maintain. We present AnyGoal, a training-free multi-robot architecture that places a Vision-Language Model (VLM) at the core of frontier-based exploration and coordinates agents through a shared 2D Gaussian Bayesian Value Map (BVM). The BVM maintains a per-pixel (mu, sigma^2) posterior over goal relevance, updated via precision-weighted fusion of VLM scores through a depth-cone mask, and is never reset between subtasks, yielding lifelong evidence accumulation. Frontiers are ranked by a convex blend of a VLM-as-judge softmax and a Bayesian UCB term on the BVM. A greedy allocator with spatial-separation penalty and commitment hysteresis distributes frontiers across agents without a centralized controller. On the full GOAT-Bench val unseen split (360 episodes, 2,669 subtasks), our dual-agent system achieves 52.4% Subtask SR at 12.7% SPL--state of the art under the strict physical regime (discrete 0.25 m steps, no teleportation, 42 deg HFOV) and a +27.5 pp improvement over Modular GOAT (24.9%). Single-agent AnyGoal achieves 41.9% Subtask SR, showing gains arise from the decision architecture. A four-way perception ablation shows that open-vocabulary detectors shift the dominant failure mode from exploration to goal verification.
G-MAPP: GPU-accelerated Multi-Agent Planning and Perception for Reactive Motion Generation
Reactive motion generation in unstructured environments remains an open challenge in robotics. Due to the computational complexity of collision-free motion generation, existing methods either generate global trajectories for static scenarios, or employ models that make conservative assumptions about the environment. This paper identifies the primary bottleneck as the runtime performance demand of planning on high-fidelity environments, and the temporal integration between the perception and planning modules. Therefore, we propose a framework that does not compromise on runtime performance and world representations for perception and planning by accelerating world modeling and vector-field based planning using the GPU. This allows us to achieve faster parallel state exploration for quasi-global trajectory planning, and tighter coupling of the perception-action loop in real-time for dynamic cluttered environments with off-the-shelf depth sensors. We quantitatively evaluate the computation-time and success rate differences for the CPU and GPU versions of our planner, and perform qualitative evaluations of our coupled framework using real-world experiments on a 7-DoF Franka Emika robot. Experimental results demonstrate that our GPU-based framework achieves up to a 5x speedup over the CPU version and successfully avoids collisions across both trivial and challenging physical world scenarios.
MineExplorer: Evaluating Open-World Exploration of MLLM Agents in Minecraft
Multimodal large language models (MLLMs) have shown strong capabilities in perception, reasoning, and action generation. However, their ability to sustain exploration in dynamic open worlds remains unclear. Existing embodied and game-based benchmarks often compress interaction into short-horizon tasks or entangle success with domain-specific game mechanics. In this paper, we introduce MineExplorer benchmark for evaluating open-world exploration capabilities of MLLM agents in Minecraft. We first filter atomic tasks whose solutions rely heavily on Minecraft-specific knowledge to better reflect general open-world reasoning. Then we organize the benchmark around a ReAct-style capability formulation and compose atomic tasks into implicit multi-hop tasks. To further construct reliable instances, MineExplorer uses a multi-agent synthesis workflow that jointly designs task graphs, sandbox scenes, and rule-based milestone evaluators. Human evaluation shows that the multi-agent synthesis workflow produces significantly more reliable instances than a single-agent baseline. Experiments with advanced MLLM agents show that open-world exploration remains challenging, as strong models can handle many single-hop tasks but degrade sharply when hidden prerequisites must be coordinated over longer trajectories. Further analysis finds that task difficulty tracks agent completion, and larger models or thinking modes do not consistently translate into better performance. Code and dataset are available at https://github.com/Jometeorie/MineExplorer.
Simulation-Informed Diffusion for Decentralized Multi-robot Motion Planning
Decentralized multi-robot motion planning requires each robot to generate collision-free trajectories from local observations, without global sensing or reliable communication. However, most existing planners, whether classical or learning-based, generate trajectories from a static snapshot of the local observation, which limits their ability to anticipate the future behavior of neighboring robots. This limitation is critical as the number of robots increases and the environment becomes more cluttered. To overcome this challenge, this paper introduces Simulation-Informed Diffusion (SID), a decentralized framework built on constraint-aware diffusion models (CADM). SID first uses CADM to simulate the future trajectories of neighboring robots from their currently observed states, and then uses the same CADM to plan each robot's own trajectory under safety constraints informed by these simulations. Crucially, the accurate simulation of neighbors enables a minimal communication scheme that triggers coordination only when necessary in highly congested scenarios. Experiments across diverse environments show that SID consistently outperforms baseline methods in terms of planning effectiveness and constraint satisfaction, and scales to scenarios with 108 robots and 160 obstacles.
MAPLE: Multi-State Aggregated Policy Evaluation for AlphaZero in Imperfect-Information Games
Imperfect-information games (IIGs) are challenging, as players must make decisions without fully observing the true game state. While AlphaZero has achieved remarkable success in perfect-information games, extending it to IIGs remains difficult. Existing search-based approaches, such as Perfect Information Monte Carlo (PIMC), suffer from strategy fusion, while Information Set Monte Carlo Tree Search (IS-MCTS) incurs high computational cost when combined with neural networks. In this paper, we propose Multi-State Aggregated PoLicy Evaluation (MAPLE), a tree search method that aggregates policy and value evaluations from multiple sampled world states within a single search tree, combining the advantages of PIMC and IS-MCTS while maintaining a controllable computational cost. We further incorporate a Siamese-based sampling strategy to select informative world states from the information set. Experiments on Phantom Go and Dark Hex show that MAPLE significantly outperforms the PIMC-based AlphaZero baseline, achieving Elo improvements of 291 and 136, respectively. These results demonstrate that MAPLE is an effective approach for AlphaZero-style learning in imperfect-information games.
Data-Augmented Game Starts for Accelerating Self-Play Exploration in Imperfect Information Games
Finding approximate equilibria for large-scale imperfect-information competitive games such as StarCraft, Dota, and CounterStrike remains computationally infeasible due to sparse rewards and challenging exploration over long horizons. In this paper, we propose a multi-agent starting-state sampling strategy designed to substantially accelerate online exploration in regularized policy-gradient game methods for two-player zero-sum (2p0s) games. Motivated by an assumption that offline demonstrations from skilled humans can provide good coverage of high-level strategies relevant to equilibrium play, we propose the initialization of reinforcement learning data collection at intermediate states sampled from offline data to facilitate exploration of strategically relevant subgames. Referring to this method as Data-Augmented Game Starts (DAGS), we perform experiments using synthetic datasets and analytically tractable, long-horizon control variants of two-player Kuhn Poker, Goofspiel, and a counterexample game designed to penalize biased beliefs over hidden information. Under fixed computational budgets, DAGS enables regularized policy gradient methods to achieve lower exploitability in games with significantly more challenging exploration. We show that augmenting starting state distributions when solving imperfect information games can lead to biased equilibria, and we provide a straightforward mitigation to this in the form of multi-task observation flags. Finally, we release a new set of benchmark environments that drastically increase exploration challenges and state counts in existing OpenSpiel games while keeping exploitability measurements analytically tractable.
Heuristic Pathologies and Further Variance Reduction via Uncertainty Propagation in the AIVAT Family of Techniques
How should an agent's performance in a multiagent environment be evaluated when there is a limited sample size or a high cost of running a trial? The AIVAT family of variance reduction techniques was proposed to address this challenge by introducing unbiased low-variance estimators of agents' expected payoffs. An important component of AIVAT is a heuristic value function that discriminates between potentially low- and high-value counterfactual histories. A notable gap in the literature is that there is little to no constraint or guideline on how the heuristic value function should be chosen or how uncertainty in its output should be handled. In our first contribution, we parameterize the heuristic value function to highlight AIVAT's potential vulnerabilities: a) the sample variance can be set pathologically low by directly applying gradient descent on the sample variance, and b) one can p-hack to draw a desired statistical conclusion via gradient descent/ascent on the test statistic. The main takeaway is that the heuristic value function should be fixed prior to observing the evaluation data! In our second contribution, we show how the heuristic uncertainty can be propagated to quantify the uncertainty of AIVAT estimates. It is then possible to further reduce the variance using inverse-variance weighted averaging, but AIVAT's unbiasedness guarantee may have to be sacrificed. In our experiments, we use a dataset of 10,000 poker hands to demonstrate our heuristic pathology and uncertainty results, with the latter yielding a 43.0% reduction in the number of samples (poker hands) needed to draw statistical conclusions.
The Cost of Consensus: Malignant Epistemic Herding and Adaptive Gating in Distributed Multi-Agent Search
Distributed agents in real-world settings frequently must coordinate under uncertainty with only partial observations. Coordination is necessary to share beliefs to aid in task completion, but communication costs bandwidth, introduces latency, and if done poorly, can degrade collective reasoning. This tension is especially acute in bandwidth-constrained deployments such as distributed sensing networks, autonomous reconnaissance, and collaborative cyber defense, where excessive transmission carries direct operational costs. Existing work has focused on multi-agent exploration and communication strategies, but not on how communication frequency and content jointly shape the collective belief state. Central to this challenge is the degree to which agents maintain compatible internal beliefs about the environment, a property we term \textit{epistemic alignment}. When agents share beliefs effectively, they converge on correct hypotheses; when communication is poorly designed, agents may converge confidently on wrong ones. We formalize this distinction and show it is not detectable from coordination metrics alone such as Jensen-Shannon Divergence or rate to consensus.
LLM-Foraging: Large Language Models for Decentralized Swarm Robot Foraging
Swarm foraging algorithms, such as the central-place foraging algorithm (CPFA), typically rely on offline parameter optimization using genetic algorithms (GA) or reinforcement learning, yielding policies tightly coupled to a specific combination of team size, arena size, and resource distribution. When deployment conditions change, performance degrades, and retraining is computationally expensive. We propose LLM-Foraging, a decentralized swarm controller that augments the CPFA state machine with a large language model (LLM) tactical decision-maker at three structured decision points, namely post-deposit, central-zone arrival, and search starvation. Each robot runs its own LLM client and queries it using only locally observable state, while the existing CPFA motion and sensing stack executes the selected action. Because the LLM serves as a general decision policy rather than parameters fitted to a single configuration, the controller is training-free at deployment and transfers across configurations without re-optimization. We evaluate LLM-Foraging in Gazebo with TurtleBot3 robots across 36 configurations spanning team sizes of 4 to 10 robots, arena sizes from 6x6 to 10x10 meters, and three resource distributions (clustered, powerlaw, random). LLM-Foraging collects more resources than the GA-tuned CPFA baseline across the evaluated configurations and is more consistent, a property that the GA's single-configuration tuning does not transfer.
From Coarse to Fine: Self-Adaptive Hierarchical Planning for LLM Agents
Large language model-based agents have recently emerged as powerful approaches for solving dynamic and multi-step tasks. Most existing agents employ planning mechanisms to guide long-term actions in dynamic environments. However, current planning approaches face a fundamental limitation that they operate at a fixed granularity level. Specifically, they either provide excessive detail for simple tasks or insufficient detail for complex ones, failing to achieve an optimal balance between simplicity and complexity. Drawing inspiration from the principle of \textit{progressive refinement} in cognitive science, we propose \textbf{AdaPlan-H}, a self-adaptive hierarchical planning mechanism that mimics human planning strategies. Our method initiates with a coarse-grained macro plan and progressively refines it based on task complexity. It generates self-adaptive hierarchical plans tailored to the varying difficulty levels of different tasks, which can be optimized by imitation learning and capability enhancement. Experimental results demonstrate that our method significantly improves task execution success rates while mitigating overplanning at the planning level, providing a flexible and efficient solution for multi-step complex decision-making tasks. To contribute to the community, our code and data will be made publicly available at https://github.com/import-myself/AHP.
Decoupled Travel Planning with Behavior Forest
Behavior sequences, composed of executable steps, serve as the operational foundation for multi-constraint planning problems such as travel planning. In such tasks, each planning step is not only constrained locally but also influenced by global constraints spanning multiple subtasks, leading to a tightly coupled and complex decision process. Existing travel planning methods typically rely on a single decision space that entangles all subtasks and constraints, failing to distinguish between locally acting constraints within a subtask and global constraints that span multiple subtasks. Consequently, the model is forced to jointly reason over local and global constraints at each decision step, increasing the reasoning burden and reducing planning efficiency. To address this problem, we propose the Behavior Forest method. Specifically, our approach structures the decision-making process into a forest of parallel behavior trees, where each behavior tree is responsible for a subtask. A global coordination mechanism is introduced to orchestrate the interactions among these trees, enabling modular and coherent travel planning. Within this framework, large language models are embedded as decision engines within behavior tree nodes, performing localized reasoning conditioned on task-specific constraints to generate candidate subplans and adapt decisions based on coordination feedback. The behavior trees, in turn, provide an explicit control structure that guides LLM generation. This design decouples complex tasks and constraints into manageable subspaces, enabling task-specific reasoning and reducing the cognitive load of LLM. Experimental results show that our method outperforms state-of-the-art methods by 6.67% on the TravelPlanner and by 11.82% on the ChinaTravel benchmarks, demonstrating its effectiveness in increasing LLM performance for complex multi-constraint travel planning.
Enhancing Research Idea Generation through Combinatorial Innovation and Multi-Agent Iterative Search Strategies
Scientific progress depends on the continual generation of innovative re-search ideas. However, the rapid growth of scientific literature has greatly increased the cost of knowledge filtering, making it harder for researchers to identify novel directions. Although existing large language model (LLM)-based methods show promise in research idea generation, the ideas they produce are often repetitive and lack depth. To address this issue, this study proposes a multi-agent iterative planning search strategy inspired by com-binatorial innovation theory. The framework combines iterative knowledge search with an LLM-based multi-agent system to generate, evaluate, and re-fine research ideas through repeated interaction, with the goal of improving idea diversity and novelty. Experiments in the natural language processing domain show that the proposed method outperforms state-of-the-art base-lines in both diversity and novelty. Further comparison with ideas derived from top-tier machine learning conference papers indicates that the quality of the generated ideas falls between that of accepted and rejected papers. These results suggest that the proposed framework is a promising approach for supporting high-quality research idea generation. The source code and dataset used in this paper are publicly available on Github repository: https://github.com/ChenShuai00/MAGenIdeas. The demo is available at https://huggingface.co/spaces/cshuai20/MAGenIdeas.
BOIL: Learning Environment Personalized Information
Navigating complex environments poses challenges for multi-agent systems, requiring efficient extraction of insights from limited information. In this paper, we introduce the Blackbox Oracle Information Learning (BOIL) process, a scalable solution for extracting valuable insights from the environment structure. Leveraging the Pagerank algorithm and common information maximization, BOIL facilitates the extraction of information to guide long-term agent behavior applicable to problems such as coverage, patrolling, and stochastic reachability. Through experiments, we demonstrate the efficacy of BOIL in generating strategy distributions conducive to improved performance over extended time horizons, surpassing heuristic approaches in complex environments.
MARS: Scaling Multi-Agent Tree Search via Reinforcement Learning for Code Generation
Reinforcement learning (RL) paradigms have demonstrated strong performance on reasoning-intensive tasks such as code generation. However, limited trajectory diversity often leads to diminishing returns, which constrains the achievable performance ceiling. Search-enhanced RL alleviates this issue by introducing structured exploration, which remains constrained by the single-agent policy priors. Meanwhile, leveraging multiple interacting policies can acquire more diverse exploratory signals, but existing approaches are typically decoupled from structured search. We propose \textbf{MARS} (Multi-Agent Reinforced Tree-Search Scaling), a unified RL framework in which multiple independently-optimized agents collaborate within a shared tree-structured search environment. MARS models the search tree as a learnable multi-agent interaction environment, enabling heterogeneous agents to collaboratively generate and refine candidate solutions within a shared search topology. To support effective learning, we introduce a path-level group advantage formulation based on tree-consistent reward shaping, which facilitates effective credit assignment across complex search trajectories. Experiments on code generation benchmarks show that MARS consistently improves performance across diverse model combinations and training settings, demonstrating the effectiveness of coupling multi-agent collaboration with tree search for enhancing reinforcement learning. Our code is publicly available at https://github.com/TsinghuaC3I/MARTI.
Bilevel Planning with Learned Symbolic Abstractions from Interaction Data
Intelligent agents must reason over both continuous dynamics and discrete representations to generate effective plans in complex environments. Previous studies have shown that symbolic abstractions can emerge from neural effect predictors trained with a robot's unsupervised exploration. However, these methods rely on deterministic symbolic domains, lack mechanisms to verify the generated symbolic plans, and operate only at the abstract level, often failing to capture the continuous dynamics of the environment. To overcome these limitations, we propose a bilevel neuro-symbolic framework in which learned probabilistic symbolic rules generate candidate plans rapidly at the high level, and learned continuous effect models verify these plans and perform forward search when necessary at the low level. Our experiments on multi-object manipulation tasks demonstrate that the proposed bilevel method outperforms symbolic-only approaches, reliably identifying failing plans through verification, and achieves planning performance statistically comparable to continuous forward search while resolving most problems via efficient symbolic reasoning.
Certifying cooperation: a novel approach to cooperative multi-agent task generation
A shared reward gives agents a common objective, but leaves open when, how and even whether they must cooperate to succeed. We address these questions in the Laser Learning Environment, a multi-agent path-finding environment where cooperation materializes as one agent blocking a laser to let a teammate pass safely. We represent these interactions through temporal cooperation graphs whose timed edges connect helpers to beneficiaries, define six cooperation profiles as overlapping graph predicates, and prove that every cooperative trajectory satisfies at least one. By encoding the environment dynamics and profile predicates as propositional formulae, we distinguish tasks that admit}a profile in some winning trajectory from those that require it in every winning trajectory within a specified horizon. Used as filters, these queries turn a random layout sampler into a generator of tasks with certified cooperation requirements. Experiments with five multi-agent reinforcement learning algorithms show that training diversity improves joint success on unseen tasks when cooperation-free solutions exist. When cooperation is required, greater diversity improves individual-agent exits, but joint success remains near zero. Across five profile-certified pools, final exit rates averaged over algorithms separate the pools into four statistically distinguishable levels but this ordering primarily reflects partial completion: policies collect rewards for individual exits but rarely exhibit the profile required for joint success. Our framework exposes this gap between rewarded partial completion and realized cooperation by certifying what cooperation successful completion requires and using temporal cooperation graphs to reveal what policies exhibit.