Related papers: Implementing Behavior Trees using Three-Valued Log…
As Large Language Models (LLMs) increasingly operate as autonomous decision-makers in interactive and multi-agent systems and human societies, understanding their strategic behaviour has profound implications for safety, coordination, and…
In modern industrial collaborative robotic applications, it is desirable to create robot programs automatically, intuitively, and time-efficiently. Moreover, robots need to be controlled by reactive policies to face the unpredictability of…
Addressing the question of how to achieve optimal decision-making under risk and uncertainty is crucial for enhancing the capabilities of artificial agents that collaborate with or support humans. In this work, we address this question in…
State-of-the-art results in typical classification tasks are mostly achieved by unexplainable machine learning methods, like deep neural networks, for instance. Contrarily, in this paper, we investigate the application of rule learning…
Motivated by the control theoretic distinction between controllable and uncontrollable events, we distinguish between two types of agents within a multi-agent system: controllable agents, which are directly controlled by the system's…
Decision trees are simple, yet powerful, classification models used to classify categorical and numerical data, and, despite their simplicity, they are commonly used in operations research and management, as well as in knowledge mining.…
This paper introduces a reinforcement learning framework that enables controllable and diverse player behaviors without relying on human gameplay data. Existing approaches often require large-scale player trajectories, train separate models…
Behavior Trees (BTs) offer a powerful paradigm for designing modular and reactive robot controllers. BT planning, an emerging field, provides theoretical guarantees for the automated generation of reliable BTs. However, BT planning…
Existing benchmarks for LLM agents' social behavior typically focus on a single capability dimension and evaluate only behavioral outcomes, overlooking process signals from reasoning and communication. We present M3-BENCH, a benchmark of 24…
Temporal logic can be used to formally specify autonomous agent goals, but synthesizing planners that guarantee goal satisfaction can be computationally prohibitive. This paper shows how to turn goals specified using a subset of finite…
Current Large Language Model-based agents reason within an exploration-evaluation framework, navigating problem-solving processes in a tree-like manner. However, these methods often neglect successful reasoning trajectories once a problem…
Recent advances in large language models (LLMs) have increasingly relied on reinforcement learning (RL) to improve their reasoning capabilities. Three types of approaches have been widely adopted: The first relies on a deep neural network…
We consider the problem of incentivising desirable behaviours in multi-agent systems by way of taxation schemes. Our study employs the concurrent games model: in this model, each agent is primarily motivated to seek the satisfaction of a…
Why do reinforcement learning (RL) policies fail or succeed? This is a challenging question due to the complex, high-dimensional nature of agent-environment interactions. In this work, we take a causal perspective on explaining the behavior…
Guarded Interaction Trees are a structure and a fully formalized framework for representing higher-order computations with higher-order effects in Rocq. We present an extension of Guarded Interaction Trees to support formal reasoning about…
Linear Logic and Defeasible Logic have been adopted to formalise different features relevant to agents: consumption of resources, and reasoning with exceptions. We propose a framework to combine sub-structural features, corresponding to the…
Behavior trees (BTs) are an optimally modular framework to assemble hierarchical hybrid control policies from a set of low-level control policies using a tree structure. Many robotic tasks are naturally decomposed into a hierarchy of…
We introduce a novel learning and planning framework that replaces traditional reward-based optimisation with constructive logical inference. In our model, actions, transitions, and goals are represented as logical propositions, and…
We present an algorithm for learning decision trees using stochastic gradient information as the source of supervision. In contrast to previous approaches to gradient-based tree learning, our method operates in the incremental learning…
We examine three evaluation paradigms: standard benchmarks (e.g., MMLU and BBH), interactive games (e.g., Signalling Games or Taboo), and cognitive tests (e.g., for working memory or theory of mind). First, we investigate which of the…