14.5MAMay 23, 2025
Single-agent or Multi-agent Systems? Why Not Both?Mingyan Gao, Yanzi Li, Banruo Liu et al.
Multi-agent systems (MAS) decompose complex tasks and delegate subtasks to different large language model (LLM) agents and tools. Prior studies have reported the superior accuracy performance of MAS across diverse domains, enabled by long-horizon context tracking and error correction through role-specific agents. However, the design and deployment of MAS incur higher complexity and runtime cost compared to single-agent systems (SAS). Meanwhile, frontier LLMs, such as OpenAI-o3 and Gemini-2.5-Pro, have rapidly advanced in long-context reasoning, memory retention, and tool usage, mitigating many limitations that originally motivated MAS designs. In this paper, we conduct an extensive empirical study comparing MAS and SAS across various popular agentic applications. We find that the benefits of MAS over SAS diminish as LLM capabilities improve, and we propose efficient mechanisms to pinpoint the error-prone agent in MAS. Furthermore, the performance discrepancy between MAS and SAS motivates our design of a hybrid agentic paradigm, request cascading between MAS and SAS, to improve both efficiency and capability. Our design improves accuracy by 1.1-12% while reducing deployment costs by up to 20% across various agentic applications.
31.2LGJul 29, 2019
MineRL: A Large-Scale Dataset of Minecraft DemonstrationsWilliam H. Guss, Brandon Houghton, Nicholay Topin et al.
The sample inefficiency of standard deep reinforcement learning methods precludes their application to many real-world problems. Methods which leverage human demonstrations require fewer samples but have been researched less. As demonstrated in the computer vision and natural language processing communities, large-scale datasets have the capacity to facilitate research by serving as an experimental and benchmarking platform for new methods. However, existing datasets compatible with reinforcement learning simulators do not have sufficient scale, structure, and quality to enable the further development and evaluation of methods focused on using human examples. Therefore, we introduce a comprehensive, large-scale, simulator-paired dataset of human demonstrations: MineRL. The dataset consists of over 60 million automatically annotated state-action pairs across a variety of related tasks in Minecraft, a dynamic, 3D, open-world environment. We present a novel data collection scheme which allows for the ongoing introduction of new tasks and the gathering of complete state information suitable for a variety of methods. We demonstrate the hierarchality, diversity, and scale of the MineRL dataset. Further, we show the difficulty of the Minecraft domain along with the potential of MineRL in developing techniques to solve key research challenges within it.