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Hierarchical Auto-Organizing System for Open-Ended Multi-Agent Navigation

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arxiv 2403.08282 v2 pith:QDJKL5OT submitted 2024-03-13 cs.CV

classification cs.CV
keywords navigationagentsmulti-agentsystemauto-organizingenvironmenthierarchicalmulti-modal
verification ladder T0 review T1 audit T2 compute T3 formal
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Due to the dynamic and unpredictable open-world setting, navigating complex environments in Minecraft poses significant challenges for multi-agent systems. Agents must interact with the environment and coordinate their actions with other agents to achieve common objectives. However, traditional approaches often struggle to efficiently manage inter-agent communication and task distribution, crucial for effective multi-agent navigation. Furthermore, processing and integrating multi-modal information (such as visual, textual, and auditory data) is essential for agents to comprehend their goals and navigate the environment successfully and fully. To address this issue, we design the HAS framework to auto-organize groups of LLM-based agents to complete navigation tasks. In our approach, we devise a hierarchical auto-organizing navigation system, which is characterized by 1) a hierarchical system for multi-agent organization, ensuring centralized planning and decentralized execution; 2) an auto-organizing and intra-communication mechanism, enabling dynamic group adjustment under subtasks; 3) a multi-modal information platform, facilitating multi-modal perception to perform the three navigation tasks with one system. To assess organizational behavior, we design a series of navigation tasks in the Minecraft environment, which includes searching and exploring. We aim to develop embodied organizations that push the boundaries of embodied AI, moving it towards a more human-like organizational structure.

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Cited by 3 Pith papers

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  1. Memory as a Controlled Process: Learned Adaptive Memory Management for LLM Agents

    cs.CL 2026-07 conditional novelty 6.0 of 10

    A tabular UCB controller trained on task success improves LLM-agent memory use over fixed heuristics, without extra LLM calls.

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    Adding a structured knowledge base raised a simulated CrewAI healthcare robot team's process score from 45.29% to 72.94%, but five failure modes, including false completion and poor recovery, persisted.

  3. Adaptive Graph Pruning for Multi-Agent Communication

    cs.CL 2025-06 conditional novelty 6.0 of 10

    AGP trains a graph neural network to jointly decide which agents to keep and how strongly they should communicate, and reports state-of-the-art average accuracy across six LLM benchmarks with large token savings.

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