AI agents

Tool use, function calling, orchestration and the protocols that let models act rather than only answer.

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arXiv Machine Learning
Aug 11

Learning Multi-Timescale Interventions under Safety and Resource Constraints

arXiv:2508. 03875v2 Announce Type: replace Abstract: Many sequential decision problems offer qualitatively different ways of influencing the environment: some interventions act immediately, whereas others induce persistent effects that continue to shape future states long after the decision that initiated them.

By David Mguni, Wanrong Yang, Jing Dong, Ziquan Liu, Muhammad Salman Haleem, Baoxiang Wang, Dominik Wojtczak
arXiv AI
Aug 11

SimulCost: A Cost-Aware Benchmark and Toolkit for Automating Physics Simulations with LLMs

arXiv:2603. 20253v3 Announce Type: replace-cross Abstract: Evaluating LLM agents for scientific tasks has focused on token costs while ignoring tool-use costs like simulation time and experimental resources.

By Yadi Cao, Sicheng Lai, Jiahe Huang, Yang Zhang, Zach Lawrence, Rohan Bhakta, Izzy F. Thomas, Mingyun Cao, Chung-Hao Tsai, Zihao Zhou, Yidong Zhao, Hao Liu, Alessandro Marinoni, Alexey Arefiev, Rose Yu
Hugging Face Trending Papers
Aug 11

Hierarchical Compositionality for An Assistive AI Agent

AI agents are increasingly being developed to assist humans in various applications, and Large Language Models and other deep network architectures are considered to be state of the art for such agents. These methods are impressive stochastic predictors, but they are resource-hungry, opaque, and known to make arbitrary decisions in novel situations due to the narrow set of underlying representation and processing choices.

Hugging Face Trending Papers
Aug 10

DSLE: A Learning Environment for Dark Souls Boss Encounters

We introduce the Dark Souls Learning Environment (DSLE), a containerized platform that presents all 22 boss encounters of Dark Souls: Remastered as game-playing agent benchmarks through a Gymnasium-style interface. DSLE combines real-time combat, high-dimensional visual input, and sparse terminal rewards, with each environment step being a real action executed against the running game.