AIDec 3, 2025
Evaluating Generalization Capabilities of LLM-Based Agents in Mixed-Motive Scenarios Using ConcordiaChandler Smith, Marwa Abdulhai, Manfred Diaz et al.
Large Language Model (LLM) agents have demonstrated impressive capabilities for social interaction and are increasingly being deployed in situations where they might engage with both human and artificial agents. These interactions represent a critical frontier for LLM-based agents, yet existing evaluation methods fail to measure how well these capabilities generalize to novel social situations. In this paper, we introduce a method for evaluating the ability of LLM-based agents to cooperate in zero-shot, mixed-motive environments using Concordia, a natural language multi-agent simulation environment. Our method measures general cooperative intelligence by testing an agent's ability to identify and exploit opportunities for mutual gain across diverse partners and contexts. We present empirical results from the NeurIPS 2024 Concordia Contest, where agents were evaluated on their ability to achieve mutual gains across a suite of diverse scenarios ranging from negotiation to collective action problems. Our findings reveal significant gaps between current agent capabilities and the robust generalization required for reliable cooperation, particularly in scenarios demanding persuasion and norm enforcement.
LGMar 18, 2025
SocialJax: An Evaluation Suite for Multi-agent Reinforcement Learning in Sequential Social DilemmasZihao Guo, Shuqing Shi, Richard Willis et al.
Sequential social dilemmas pose a significant challenge in the field of multi-agent reinforcement learning (MARL), requiring environments that accurately reflect the tension between individual and collective interests. Previous benchmarks and environments, such as Melting Pot, provide an evaluation protocol that measures generalization to new social partners in various test scenarios. However, running reinforcement learning algorithms in traditional environments requires substantial computational resources. In this paper, we introduce SocialJax, a suite of sequential social dilemma environments and algorithms implemented in JAX. JAX is a high-performance numerical computing library for Python that enables significant improvements in operational efficiency. Our experiments demonstrate that the SocialJax training pipeline achieves at least 50\texttimes{} speed-up in real-time performance compared to Melting Pot RLlib baselines. Additionally, we validate the effectiveness of baseline algorithms within SocialJax environments. Finally, we use Schelling diagrams to verify the social dilemma properties of these environments, ensuring that they accurately capture the dynamics of social dilemmas.
LGOct 24, 2025
Causality Meets Locality: Provably Generalizable and Scalable Policy Learning for Networked SystemsHao Liang, Shuqing Shi, Yudi Zhang et al.
Large-scale networked systems, such as traffic, power, and wireless grids, challenge reinforcement-learning agents with both scale and environment shifts. To address these challenges, we propose GSAC (Generalizable and Scalable Actor-Critic), a framework that couples causal representation learning with meta actor-critic learning to achieve both scalability and domain generalization. Each agent first learns a sparse local causal mask that provably identifies the minimal neighborhood variables influencing its dynamics, yielding exponentially tight approximately compact representations (ACRs) of state and domain factors. These ACRs bound the error of truncating value functions to $κ$-hop neighborhoods, enabling efficient learning on graphs. A meta actor-critic then trains a shared policy across multiple source domains while conditioning on the compact domain factors; at test time, a few trajectories suffice to estimate the new domain factor and deploy the adapted policy. We establish finite-sample guarantees on causal recovery, actor-critic convergence, and adaptation gap, and show that GSAC adapts rapidly and significantly outperforms learning-from-scratch and conventional adaptation baselines.
GTFeb 10, 2024
Learning the Expected Core of Strictly Convex Stochastic Cooperative GamesNam Phuong Tran, The Anh Ta, Shuqing Shi et al.
Reward allocation, also known as the credit assignment problem, has been an important topic in economics, engineering, and machine learning. An important concept in reward allocation is the core, which is the set of stable allocations where no agent has the motivation to deviate from the grand coalition. In previous works, computing the core requires either knowledge of the reward function in deterministic games or the reward distribution in stochastic games. However, this is unrealistic, as the reward function or distribution is often only partially known and may be subject to uncertainty. In this paper, we consider the core learning problem in stochastic cooperative games, where the reward distribution is unknown. Our goal is to learn the expected core, that is, the set of allocations that are stable in expectation, given an oracle that returns a stochastic reward for an enquired coalition each round. Within the class of strictly convex games, we present an algorithm named \texttt{Common-Points-Picking} that returns a point in the expected core given a polynomial number of samples, with high probability. To analyse the algorithm, we develop a new extension of the separation hyperplane theorem for multiple convex sets.
LGFeb 21, 2022
Double Thompson Sampling in Finite stochastic GamesShuqing Shi, Xiaobin Wang, Zhiyou Yang et al.
We consider the trade-off problem between exploration and exploitation under finite discounted Markov Decision Process, where the state transition matrix of the underlying environment stays unknown. We propose a double Thompson sampling reinforcement learning algorithm(DTS) to solve this kind of problem. This algorithm achieves a total regret bound of $\tilde{\mathcal{O}}(D\sqrt{SAT})$in time horizon $T$ with $S$ states, $A$ actions and diameter $D$. DTS consists of two parts, the first part is the traditional part where we apply the posterior sampling method on transition matrix based on prior distribution. In the second part, we employ a count-based posterior update method to balance between the local optimal action and the long-term optimal action in order to find the global optimal game value. We established a regret bound of $\tilde{\mathcal{O}}(\sqrt{T}/S^{2})$. Which is by far the best regret bound for finite discounted Markov Decision Process to our knowledge. Numerical results proves the efficiency and superiority of our approach.