arXiv:2608. 08604v1 Announce Type: new Abstract: Multi-agent reinforcement learning (MARL) is a powerful framework for solving complex collaborative tasks, but it relies heavily on well-defined global reward functions.
By Ni Mu, Yao Luan, Yiqin Yang, Qing-Shan Jia
The paper introduces Preference-based Opponent Shaping (PBOS), a method that incorporates a preference parameter into an agent’s loss function to directly consider an opponent’s loss during strategy updates. By jointly learning strategy and preference parameters, PBOS aims to guide agents toward cooperative or competitive behaviors without relying on simple opponent predictions. Experiments on differentiable games demonstrate that PBOS enables agents to achieve better reward distributions across various environments.
By Xinyu Qiao, Yudong Hu, Congying Han, Weiyan Wu, Tiande Guo
arXiv:2606. 11284v1 Announce Type: cross Abstract: Real-world multi-agent systems, from traffic coordination to resource allocation, are often modeled as general-sum games where individual incentives conflict with collective welfare.
By Wongyu Lee, Francesco Lelli, Omran Ayoub, Massimo Tornatore
arXiv:2606. 18537v1 Announce Type: new Abstract: Humans often acquire new skills by observing others, since observed behaviors implicitly reveal how to act in an environment.
By Caleb Chang, Davin Win Kyi, Natasha Jaques, Karen Leung
We’re releasing a Neural MMO, a massively multiagent game environment for reinforcement learning agents. Our platform supports a large, variable number of agents within a persistent and open-ended task.
UnifiedPlayers is a cooperative framework that jointly adapts planning, execution, and evaluation for tool-integrated reinforcement learning agents. It consists of a Planning Player that generates tasks, an Execution Player that creates multi-turn trajectories with Python tool calls, and an Evaluation Player that builds executable verifiers, all coordinated by role‑specific rewards under GRPO. The approach outperforms prior baselines on mathematical and general reasoning benchmarks and yields a verifier with high adversarial detection accuracy and more discriminative reward signals.
By Wenjie Liao, Liangjie Zhao, Zehong Cao
arXiv:2402.03741v4 Announce Type: replace-cross
Abstract: Recent advancements in multi-agent reinforcement learning (MARL) have opened up vast application prospects, such as swarm control of drones,...
By Oubo Ma, Yuwen Pu, Linkang Du, Yang Dai, Ruo Wang, Xiaolei Liu, Yingcai Wu, Shouling Ji
arXiv:2507.11482v5 Announce Type: replace
Abstract: Artificial learning systems are graduating from passive learners to increasingly autonomous agents, lending pragmatic urgency to the question of wh...
By Mani Hamidi, Terrence W. Deacon
ArenaFlow is a hierarchical credit propagation framework designed to improve reinforcement learning for open-ended agent tasks. It uses tournament-based relative ranking to generate trajectory-level rewards and structured reflective evaluation to identify pivotal success steps, reusable strategy skills, and skill usage attribution. The framework propagates advantages to high-confidence steps and maintains a global skill memory, enabling more targeted optimization and reusable skill priors for future exploration.
By Qiang Zhang, Ruixue Ding, Fanrui Zhang, Xi Chen, Boli Chen, Shihang Wang, Yinfeng Huang, Yi Zheng, Pengjun Xie, Kaipeng Zhang, Jiawei Liu, Zheng-Jun Zha
arXiv:2607. 27574v1 Announce Type: new Abstract: Activation steering has emerged in large language models as a lightweight alternative for dynamically changing a model's behavior at inference time.
By Yoann Poupart, Aur\'elie Beynier, Nicolas Maudet
arXiv:2504. 16129v5 Announce Type: replace-cross Abstract: Large Language Model (LLM)-based Multi-Agent Systems (LaMAS) have demonstrated strong capabilities on complex agentic tasks requiring multifaceted reasoning and collaboration, from high-quality presentation generation to scientific research.
By Junwei Liao, Muning Wen, Jun Wang, Weinan Zhang
The paper presents UBCL, a reinforcement learning framework that generates controllable and diverse player behaviors without using human gameplay data. By defining behavior in an N‑dimensional continuous space and training a single PPO‑based multi‑agent policy with target behavior vectors, the method learns how actions affect behavioral statistics such as aggressiveness, mobility, and cooperativeness. Experiments in a custom Unity multiplayer game demonstrate that UBCL achieves greater behavioral diversity than a win‑only baseline and accurately matches specified behavior vectors across a range of targets.
By Atahan Cilan, Atay \"Ozg\"ovde