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Mudit Rastogi

Publications and source records attributed to Mudit Rastogi.

3 recordsLinked to original sources

Tensor-Coord: Algebraic Decomposition of Joint Plan Tensors for Conflict-Free Multi-Agent LLM Planning

Large language models (LLMs) remain limited in multi-agent planning because independently generated plans can create coordination failures such as spatial collisions, resource contention, and temporal deadlocks. We introduce Tensor-Coord, a multilinear algebra framework that represents the joint plan of N agents as a third-order tensor \(T \in R^{N \times H \times A}\) over agents, timesteps, and actions. Canonical Polyadic (CP) and Tucker decompositions are used to identify latent coordination structure. The minimal epsilon-approximate CP rank R* defines a computable coordination complexity measure, with \(CC(Pi)=(R*-N)/N\). We prove that R*=N is necessary and sufficient for plan independence. The residual \(E=T-T_{R*}\) defines a conflict score over agent pairs, timesteps, and actions, localizing failures without domain-specific rules. Tucker factors provide interpretable agent roles, temporal phases, and action clusters that are converted into natural language constraints for iterative LLM replanning. Experiments on multi-robot delivery tasks across Easy (2 agents, 5x5 grid), Medium (3 agents, 5x5 grid), and Hard (4 agents, 5x5 grid) settings show convergence to conflict-free plans in 100% of 2-agent cases within 1.4 iterations on average, 80% of 3-agent cases within 3.2 iterations, and 60% of 4-agent cases within 4.0 iterations. CP rank scaled approximately linearly as \(R*(N) = 3.9N + 0.5\), supporting its use as a predictor of coordination complexity.

cs.AI

Query-Adaptive Semantic Chunking for Retrieval-Augmented Generation: A Dynamic Strategy with Contextual Window Expansion

Retrieval-Augmented Generation (RAG) systems depend critically on document chunking quality for retrieving relevant context. Fixed chunking segments documents into uniform units irrespective of semantics or user intent, producing a precision-recall trade-off unresolvable by tuning chunk size alone. Semantic and agentic methods partially address these limitations but do not integrate user queries at the chunking stage. We present Query-Adaptive Semantic Chunking (QASC), which dynamically constructs chunks by integrating queries into segmentation through three mechanisms: cosine similarity scoring between sentence and query embeddings to identify seed sentences, contextual window expansion around seeds to preserve coherence, and chunk-level score aggregation to ensure holistic relevance. We evaluate QASC on 100 technical documents across 200 queries spanning four types, comparing against fixed chunking at five granularities, recursive splitting, semantic chunking, and agentic chunking. QASC achieves an F1-score of 0.85, a relative improvement of 18-27% over fixed chunking and 8-12% over semantic and agentic alternatives. Ablation studies confirm each component contributes meaningfully. Human evaluation by three annotators (Cohen kappa = 0.82) corroborates that QASC produces more relevant and coherent chunks than existing methods.

cs.CL

Advancing Mixed Reality Game Development: An Evaluation of a Visual Game Analytics Tool in Action-Adventure and FPS Genres

In response to the unique challenges of Mixed Reality (MR) game development, we developed GAMR, an analytics tool specifically designed for MR games. GAMR aims to assist developers in identifying and resolving gameplay issues effectively. It features reconstructed gameplay sessions, heatmaps for data visualization, a comprehensive annotation system, and advanced tracking for hands, camera, input, and audio, providing in-depth insights for nuanced game analysis. To evaluate GAMR's effectiveness, we conducted an experimental study with game development students across two game genres: action-adventure and first-person shooter (FPS). The participants used GAMR and provided feedback on its utility. The results showed a significant positive impact of GAMR in both genres, particularly in action-adventure games. This study demonstrates GAMR's effectiveness in MR game development and suggests its potential to influence future MR game analytics, addressing the specific needs of developers in this evolving area.

cs.HC