Papers
Topics
Authors
Recent
Gemini 2.5 Flash
Gemini 2.5 Flash
120 tokens/sec
GPT-4o
7 tokens/sec
Gemini 2.5 Pro Pro
46 tokens/sec
o3 Pro
4 tokens/sec
GPT-4.1 Pro
38 tokens/sec
DeepSeek R1 via Azure Pro
28 tokens/sec
2000 character limit reached

MineLand: Simulating Large-Scale Multi-Agent Interactions with Limited Multimodal Senses and Physical Needs (2403.19267v2)

Published 28 Mar 2024 in cs.CL and cs.AI

Abstract: While Vision-LLMs (VLMs) hold promise for tasks requiring extensive collaboration, traditional multi-agent simulators have facilitated rich explorations of an interactive artificial society that reflects collective behavior. However, these existing simulators face significant limitations. Firstly, they struggle with handling large numbers of agents due to high resource demands. Secondly, they often assume agents possess perfect information and limitless capabilities, hindering the ecological validity of simulated social interactions. To bridge this gap, we propose a multi-agent Minecraft simulator, MineLand, that bridges this gap by introducing three key features: large-scale scalability, limited multimodal senses, and physical needs. Our simulator supports 64 or more agents. Agents have limited visual, auditory, and environmental awareness, forcing them to actively communicate and collaborate to fulfill physical needs like food and resources. Additionally, we further introduce an AI agent framework, Alex, inspired by multitasking theory, enabling agents to handle intricate coordination and scheduling. Our experiments demonstrate that the simulator, the corresponding benchmark, and the AI agent framework contribute to more ecological and nuanced collective behavior.The source code of MineLand and Alex is openly available at https://github.com/cocacola-lab/MineLand.

Definition Search Book Streamline Icon: https://streamlinehq.com
References (40)
  1. Alderfer, C. P. An empirical test of a new theory of human needs. Organizational behavior and human performance, 4(2):142–175, 1969.
  2. Is there any social principle for llm-based agents? arXiv preprint arXiv:2308.11136, 2023.
  3. Bates, J. The role of emotion in believable agents. Communications of the ACM, 37(7):122–125, 1994. doi: 10.1145/176789.176803.
  4. Using cognitive psychology to understand gpt-3. Proceedings of the National Academy of Sciences, 120(6):e2218523120, 2023.
  5. Bledsoe, W. I had a dream: Aaai presidential address. AI Magazine, 7(1):57–61, 1986.
  6. Open-world multi-task control through goal-aware representation learning and adaptive horizon prediction. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR), pp.  13734–13744, June 2023.
  7. An overview of recent progress in the study of distributed multi-agent coordination. IEEE Transactions on Industrial informatics, 9(1):427–438, 2012.
  8. The psychology of human-computer interaction. 1983.
  9. da Rocha Costa, A. C. A Variational Basis for the Regulation and Structuration Mechanisms of Agent Societies. Springer, 2019.
  10. A game ai approach to autonomous control of virtual characters. In Proceedings of the Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC’11), Orlando, FL, USA, 2011.
  11. A theory of human needs. Critical Social Policy, 4(10):6–38, 1984.
  12. Minedojo: Building open-ended embodied agents with internet-scale knowledge. In Thirty-sixth Conference on Neural Information Processing Systems Datasets and Benchmarks Track, 2022. URL https://openreview.net/forum?id=rc8o_j8I8PX.
  13. Mindagent: Emergent gaming interaction. arXiv preprint arXiv:2309.09971, 2023.
  14. Minerl: A large-scale dataset of minecraft demonstrations.
  15. Heil, J. Perception and cognition. 1983.
  16. Steamer: An interactive inspectable simulation-based training system. AI Magazine, 5(2):23–36, 1984.
  17. Horton, J. J. Large language models as simulated economic agents: What can we learn from homo silicus?, 2023.
  18. Evaluating and inducing personality in pre-trained language models. In Thirty-seventh Conference on Neural Information Processing Systems, 2023. URL https://openreview.net/forum?id=I9xE1Jsjfx.
  19. The goms family of user interface analysis techniques: Comparison and contrast. ACM Transactions on Computer-Human Interaction (TOCHI), 3(4):320–351, 1996.
  20. The malmo platform for artificial intelligence experimentation. In Proc. 25th International Joint Conference on Artificial Intelligence, pp.  4246, Palo Alto, California USA, 2016. AAAI Press. URL https://github.com/Microsoft/malmo.
  21. Automated intelligent pilots for combat flight simulation. AI Magazine, 20(1):27–42, 1999.
  22. Vocal expression of affect. The new handbook of methods in nonverbal behavior research, pp.  65–135, 2005.
  23. Human-level ai’s killer application: Interactive computer games. AI Magazine, 22(2):15, 2001. doi: 10.1609/aimag.v22i2.1558.
  24. Social simulacra: Creating populated prototypes for social computing systems. In In the 35th Annual ACM Symposium on User Interface Software and Technology (UIST ’22), UIST ’22, New York, NY, USA, 2022. Association for Computing Machinery. ISBN 9781450393201. doi: 10.1145/3526113.3545616. URL https://doi.org/10.1145/3526113.3545616.
  25. Generative agents: Interactive simulacra of human behavior. In Proceedings of the 36th Annual ACM Symposium on User Interface Software and Technology, pp.  1–22, 2023.
  26. The multi-agent reinforcement learning in malmö (marlö) competition, 2019.
  27. PrismarineJS. mineflayer. https://github.com/PrismarineJS/mineflayer, 2023.
  28. Watch-and-help: A challenge for social perception and human-ai collaboration. In International Conference on Learning Representations, 2020.
  29. Communicative agents for software development. arXiv preprint arXiv:2307.07924, 2023.
  30. Learning transferable visual models from natural language supervision. In International conference on machine learning, pp. 8748–8763. PMLR, 2021.
  31. Riedl, M. O. Interactive narrative: A novel application of artificial intelligence for computer games. In Proceedings of the Twenty-Sixth AAAI Conference on Artificial Intelligence (AAAI’12), pp.  2160–2165, 2012.
  32. Orb: An efficient alternative to sift or surf. In 2011 International Conference on Computer Vision, pp. 2564–2571, 2011. doi: 10.1109/ICCV.2011.6126544.
  33. Threaded cognition: an integrated theory of concurrent multitasking. Psychological review, 115(1):101, 2008.
  34. Intelligent agents for interactive simulation environments. AI Magazine, 16(1):15, 1995.
  35. Voyager: An open-ended embodied agent with large language models. arXiv preprint arXiv:2305.16291, 2023.
  36. Epidemic modeling with generative agents. arXiv preprint arXiv:2307.04986, 2023.
  37. The everyday life in the sims 4 during a pandemic. a life simulation as a virtual mirror of society? In INTED2021 Proceedings, pp.  5754–5760. IATED, 2021.
  38. Kola: Carefully benchmarking world knowledge of large language models. arXiv preprint arXiv:2306.09296, 2023.
  39. Building cooperative embodied agents modularly with large language models. In NeurIPS 2023 Foundation Models for Decision Making Workshop, 2023.
  40. Mindstorms in natural language-based societies of mind. arXiv preprint arXiv:2305.17066, 2023.
Citations (4)

Summary

  • The paper introduces MineLand, a simulator that models realistic social dynamics among up to 48 agents by integrating limited multimodal senses and essential physical needs.
  • It utilizes an enhanced Mineflayer-based architecture, enabling efficient, large-scale agent interactions with low computational overhead.
  • Empirical results demonstrate the simulator’s ability to reveal insights into coordinated behaviors and decision-making in multi-agent systems.

Exploring MineLand: A Novel Simulator for Large-Scale Multi-Agent Interactions with Limited Multimodal Senses

Introduction to MineLand Simulator

Recent advancements in AI research have significantly emphasized the creation of simulators to investigate complex behavior and social dynamics within artificial societies. MineLand positions itself distinctively in this arena by addressing the limitations associated with conventional multi-agent simulators. Designed to simulate intricate social interactions within a Minecraft-based environment, MineLand accommodates up to 48 agents, pushing the boundaries by emphasizing the ecological validity through introducing constraints on agents' multimodal senses and embedding physical necessities like food and shelter into their operational logic.

Architectural Overview

MineLand advantages stem from its innovative architecture, which enables the support of a high number of agents on standard computing hardware. The simulator is built upon an enhanced version of the popular Minecraft bot API, Mineflayer, to ensure both performance efficiency and extensive modularity. This architecture comprises bot, environment, and bridge modules that collectively facilitate large-scale agent interactions with minimal computational overhead.

Observation and State Spaces

Observation in MineLand is crafted to closely mimic human sensory limitations, offering agents a partially observable view of the environment through eco-centric visual, auditory, and tactile senses. The state space further introduces a novel aspect to agent-based simulators by integrating physical needs and daily routines into the agent model. These additions compel agents to make decisions that mirror human-like prioritization and societal interaction, including resource allocation, task coordination, and survival strategies.

Action Space and Communication

MineLand's action space is notably comprehensive, allowing for both low-level actions such as object manipulation and high-level strategic tasks like coordinated construction. The communication feature stands out by facilitating natural and dynamic interactions among agents, encouraging them to collaborate or compete efficiently within shared tasks and objectives.

MineLand Benchmark Suite

The Benchmark Suite is a versatile toolkit within MineLand, offering a wide range of tasks from simple resource harvesting to complex construction and survival scenarios. It serves as a rigorous testing ground for evaluating and benchmarking the emergent behaviors and efficiency of multi-agent collaborations within the simulated environment.

Implementing the Alex AI Framework

Developed alongside MineLand is the Alex AI agent framework, inspired by multitasking theory. Alex showcases the ability of agents to not only navigate the rich and constrained environment of MineLand but also to engage in complex scheduling and coordination tasks. The framework particularly shines in scenarios requiring agents to balance between their limited sensory inputs, physical needs, and the execution of multifaceted tasks.

Empirical Insights

Through a series of experiments, MineLand and the Alex framework demonstrated significant potential in driving forward the understanding of multi-agent systems. Notably, agents exhibited enhanced performance in tasks requiring active communication and cooperation, underscored by the role of limited senses and physical needs in fostering realistic agent behaviors.

Theoretical and Practical Implications

MineLand opens new avenues for exploring the dynamics of large-scale multi-agent systems within ecologically valid settings. Its emphasis on limited senses, physical needs, and large agent populations provides invaluable insights into naturalistic agent behaviors and social interactions. This can extend to diverse domains such as robotics, game design, and social behavior modeling, offering a rich playground for both theoretical exploration and practical application.

Future Directions in AI research

Given its foundational approach and robust architecture, MineLand sets the stage for future explorations into more complex and nuanced multi-agent interactions. Potential developments could see the integration of more sophisticated cognitive models and decision-making algorithms, further bridging the gap between artificial and naturalistic intelligence systems.

In summary, MineLand represents a significant leap towards creating more realistic and dynamic simulations of large-scale multi-agent systems. By emphasizing ecological validity through limited senses, physical needs, and a flexible interaction framework, it paves the way for new discoveries in AI and multi-agent collaborative behaviors.