Abstract:Recent research on Reasoning of Large Language Models (LLMs) has sought to further enhance their performance by integrating meta-thinking -- enabling models to monitor, evaluate, and control their reasoning processes for more adaptive and effective problem-solving. However, current single-agent work lacks a specialized design for acquiring meta-thinking, resulting in low efficacy. To address this challenge, we introduce Reinforced Meta-thinking Agents (ReMA), a novel framework that leverages Multi-Agent Reinforcement Learning (MARL) to elicit meta-thinking behaviors, encouraging LLMs to think about thinking. ReMA decouples the reasoning process into two hierarchical agents: a high-level meta-thinking agent responsible for generating strategic oversight and plans, and a low-level reasoning agent for detailed executions. Through iterative reinforcement learning with aligned objectives, these agents explore and learn collaboration, leading to improved generalization and robustness. Experimental results demonstrate that ReMA outperforms single-agent RL baselines on complex reasoning tasks, including competitive-level mathematical benchmarks and LLM-as-a-Judge benchmarks. Comprehensive ablation studies further illustrate the evolving dynamics of each distinct agent, providing valuable insights into how the meta-thinking reasoning process enhances the reasoning capabilities of LLMs.
Abstract:Evolution, the engine behind the survival and growth of life on Earth, operates through the population-based process of reproduction. Inspired by this principle, this paper formally defines a newly emerging problem -- the population-based evolution of large language models (LLMs) -- and introduces a novel framework. Starting with a population of parent LLMs, our framework enables the population to evolve through four key operations: (i) crossover, merging the weights of different parents to create offspring LLMs, (ii) mutation, introducing small, random changes to model weights to foster diversity, (iii) selection, prioritizing high-performing models, and (iv) succession, transferring the learned experience from parent to offspring LLMs. With only 200 samples per new task, the LLM population evolves rapidly to adapt to the task at hand, without any gradients. Experiments on 12 datasets show that our framework consistently outperforms existing multi-LLM merging and adaptation methods, achieving accuracy gains of up to 54.8% over the best LLM in the initial population. Moreover, our framework allows for the evolution of LLMs across multiple new tasks simultaneously, scaling effectively with populations of up to 40 LLMs, and even zero-shot generalization to unseen held-out tasks. We have open-sourced the code on GitHub and released the weights of 10 parent LLMs, fine-tuned from gemma-2-2b-it, on HuggingFace$, enabling reproduction of our proposed framework using just a single 4090 GPU with 24GB memory, without any performance degradation.
Abstract:Multi-agent debate (MAD) has emerged as a promising approach to enhance the factual accuracy and reasoning quality of large language models (LLMs) by engaging multiple agents in iterative discussions during inference. Despite its potential, we argue that current MAD research suffers from critical shortcomings in evaluation practices, including limited dataset overlap and inconsistent baselines, raising significant concerns about generalizability. Correspondingly, this paper presents a systematic evaluation of five representative MAD methods across nine benchmarks using four foundational models. Surprisingly, our findings reveal that MAD methods fail to reliably outperform simple single-agent baselines such as Chain-of-Thought and Self-Consistency, even when consuming additional inference-time computation. From our analysis, we found that model heterogeneity can significantly improve MAD frameworks. We propose Heter-MAD enabling a single LLM agent to access the output from heterogeneous foundation models, which boosts the performance of current MAD frameworks. Finally, we outline potential directions for advancing MAD, aiming to spark a broader conversation and inspire future work in this area.
Abstract:The past two years have witnessed the evolution of large language model (LLM)-based multi-agent systems from labor-intensive manual design to partial automation (\textit{e.g.}, prompt engineering, communication topology) and eventually to fully automated design. However, existing agentic automation pipelines often lack LLM heterogeneity and focus on single-objective performance optimization, limiting their potential to combine weaker models for more customized and cost-effective solutions. To address this challenge, we propose EvoFlow, a niching evolutionary algorithm-based framework to automatically search a population of heterogeneous and complexity-adaptive agentic workflows, rather than a single homogeneous, complex workflow. Technically, EvoFlow performs \textit{(1) tag-based retrieval} to extract parent workflows from an agentic population, evolves new workflows through \textit{(2) crossover} and \textit{(3) mutation}, and employs \textit{(4) niching-based selection} to maintain population diversity and quality. Extensive evaluations across seven benchmarks demonstrate that EvoFlow is: \textbf{(I) diverse}, evolving a population of workflows ranging from simple I/O tasks to complex multi-turn interactions; \textbf{(II) high-performing}, outperforming previous handcrafted and automated workflows by $1.23\%\sim29.86\%$; \textbf{(III) economical}, surpassing powerful \llmname{o1-preview} at $12.4\%$ of its inference cost using weaker open-source models.
Abstract:Despite the growing popularity of graph attention mechanisms, their theoretical understanding remains limited. This paper aims to explore the conditions under which these mechanisms are effective in node classification tasks through the lens of Contextual Stochastic Block Models (CSBMs). Our theoretical analysis reveals that incorporating graph attention mechanisms is \emph{not universally beneficial}. Specifically, by appropriately defining \emph{structure noise} and \emph{feature noise} in graphs, we show that graph attention mechanisms can enhance classification performance when structure noise exceeds feature noise. Conversely, when feature noise predominates, simpler graph convolution operations are more effective. Furthermore, we examine the over-smoothing phenomenon and show that, in the high signal-to-noise ratio (SNR) regime, graph convolutional networks suffer from over-smoothing, whereas graph attention mechanisms can effectively resolve this issue. Building on these insights, we propose a novel multi-layer Graph Attention Network (GAT) architecture that significantly outperforms single-layer GATs in achieving \emph{perfect node classification} in CSBMs, relaxing the SNR requirement from $ \omega(\sqrt{\log n}) $ to $ \omega(\sqrt{\log n} / \sqrt[3]{n}) $. To our knowledge, this is the first study to delineate the conditions for perfect node classification using multi-layer GATs. Our theoretical contributions are corroborated by extensive experiments on both synthetic and real-world datasets, highlighting the practical implications of our findings.
Abstract:There has been a growing interest in enhancing rule-based agent-based models (ABMs) for social media platforms (i.e., X, Reddit) with more realistic large language model (LLM) agents, thereby allowing for a more nuanced study of complex systems. As a result, several LLM-based ABMs have been proposed in the past year. While they hold promise, each simulator is specifically designed to study a particular scenario, making it time-consuming and resource-intensive to explore other phenomena using the same ABM. Additionally, these models simulate only a limited number of agents, whereas real-world social media platforms involve millions of users. To this end, we propose OASIS, a generalizable and scalable social media simulator. OASIS is designed based on real-world social media platforms, incorporating dynamically updated environments (i.e., dynamic social networks and post information), diverse action spaces (i.e., following, commenting), and recommendation systems (i.e., interest-based and hot-score-based). Additionally, OASIS supports large-scale user simulations, capable of modeling up to one million users. With these features, OASIS can be easily extended to different social media platforms to study large-scale group phenomena and behaviors. We replicate various social phenomena, including information spreading, group polarization, and herd effects across X and Reddit platforms. Moreover, we provide observations of social phenomena at different agent group scales. We observe that the larger agent group scale leads to more enhanced group dynamics and more diverse and helpful agents' opinions. These findings demonstrate OASIS's potential as a powerful tool for studying complex systems in digital environments.
Abstract:There has been a growing interest in enhancing rule-based agent-based models (ABMs) for social media platforms (i.e., X, Reddit) with more realistic large language model (LLM) agents, thereby allowing for a more nuanced study of complex systems. As a result, several LLM-based ABMs have been proposed in the past year. While they hold promise, each simulator is specifically designed to study a particular scenario, making it time-consuming and resource-intensive to explore other phenomena using the same ABM. Additionally, these models simulate only a limited number of agents, whereas real-world social media platforms involve millions of users. To this end, we propose OASIS, a generalizable and scalable social media simulator. OASIS is designed based on real-world social media platforms, incorporating dynamically updated environments (i.e., dynamic social networks and post information), diverse action spaces (i.e., following, commenting), and recommendation systems (i.e., interest-based and hot-score-based). Additionally, OASIS supports large-scale user simulations, capable of modeling up to one million users. With these features, OASIS can be easily extended to different social media platforms to study large-scale group phenomena and behaviors. We replicate various social phenomena, including information spreading, group polarization, and herd effects across X and Reddit platforms. Moreover, we provide observations of social phenomena at different agent group scales. We observe that the larger agent group scale leads to more enhanced group dynamics and more diverse and helpful agents' opinions. These findings demonstrate OASIS's potential as a powerful tool for studying complex systems in digital environments.
Abstract:Decision-making problems, categorized as single-agent, e.g., Atari, cooperative multi-agent, e.g., Hanabi, competitive multi-agent, e.g., Hold'em poker, and mixed cooperative and competitive, e.g., football, are ubiquitous in the real world. Various methods are proposed to address the specific decision-making problems. Despite the successes in specific categories, these methods typically evolve independently and cannot generalize to other categories. Therefore, a fundamental question for decision-making is: \emph{Can we develop \textbf{a single algorithm} to tackle \textbf{ALL} categories of decision-making problems?} There are several main challenges to address this question: i) different decision-making categories involve different numbers of agents and different relationships between agents, ii) different categories have different solution concepts and evaluation measures, and iii) there lacks a comprehensive benchmark covering all the categories. This work presents a preliminary attempt to address the question with three main contributions. i) We propose the generalized mirror descent (GMD), a generalization of MD variants, which considers multiple historical policies and works with a broader class of Bregman divergences. ii) We propose the configurable mirror descent (CMD) where a meta-controller is introduced to dynamically adjust the hyper-parameters in GMD conditional on the evaluation measures. iii) We construct the \textsc{GameBench} with 15 academic-friendly games across different decision-making categories. Extensive experiments demonstrate that CMD achieves empirically competitive or better outcomes compared to baselines while providing the capability of exploring diverse dimensions of decision making.
Abstract:This work designs and analyzes a novel set of algorithms for multi-agent reinforcement learning (MARL) based on the principle of information-directed sampling (IDS). These algorithms draw inspiration from foundational concepts in information theory, and are proven to be sample efficient in MARL settings such as two-player zero-sum Markov games (MGs) and multi-player general-sum MGs. For episodic two-player zero-sum MGs, we present three sample-efficient algorithms for learning Nash equilibrium. The basic algorithm, referred to as MAIDS, employs an asymmetric learning structure where the max-player first solves a minimax optimization problem based on the joint information ratio of the joint policy, and the min-player then minimizes the marginal information ratio with the max-player's policy fixed. Theoretical analyses show that it achieves a Bayesian regret of tilde{O}(sqrt{K}) for K episodes. To reduce the computational load of MAIDS, we develop an improved algorithm called Reg-MAIDS, which has the same Bayesian regret bound while enjoying less computational complexity. Moreover, by leveraging the flexibility of IDS principle in choosing the learning target, we propose two methods for constructing compressed environments based on rate-distortion theory, upon which we develop an algorithm Compressed-MAIDS wherein the learning target is a compressed environment. Finally, we extend Reg-MAIDS to multi-player general-sum MGs and prove that it can learn either the Nash equilibrium or coarse correlated equilibrium in a sample efficient manner.
Abstract:The emergence of social norms has attracted much interest in a wide array of disciplines, ranging from social science and cognitive science to artificial intelligence. In this paper, we propose the first generative agent architecture that empowers the emergence of social norms within a population of large language model-based agents. Our architecture, named CRSEC, consists of four modules: Creation & Representation, Spreading, Evaluation, and Compliance. Our architecture addresses several important aspects of the emergent processes all in one: (i) where social norms come from, (ii) how they are formally represented, (iii) how they spread through agents' communications and observations, (iv) how they are examined with a sanity check and synthesized in the long term, and (v) how they are incorporated into agents' planning and actions. Our experiments deployed in the Smallville sandbox game environment demonstrate the capability of our architecture to establish social norms and reduce social conflicts within large language model-based multi-agent systems. The positive outcomes of our human evaluation, conducted with 30 evaluators, further affirm the effectiveness of our approach.