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Sai Liu

Publications and source records attributed to Sai Liu.

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FAVA: Formal Authorization for Verified Agents with Evidence-Backed Permission Graphs

Large language model (LLM) agents autonomously interleave semantic reasoning with complex system operations. In these dynamic environments, static tool-level permissions are fundamentally insufficient; safe authorization is highly context-dependent and heavily reliant on evolving runtime states and data flows. We present FAVA (Formal Authorization for Verified Agents), a permission-carrying authorization framework for agent execution. FAVA utilizes an LLM-guided Permission Intermediate Representation (IR) to translate ambiguous natural-language tasks into structured constraints. A deterministic lowering pass then converts this IR into an evidence-backed permission graph that explicitly tracks data flows, dependencies, and contextual labels. To provide strict security guarantees, a Satisfiability Modulo Theories (SMT) authorizer mathematically verifies the current graph against security policies before any effectful action executes. A runtime gateway then enforces the solver's result, either authorizing the execution or intercepting it with a precise counterexample. We evaluate FAVA across OpenAgentSafety, OctoBench, and ActPlane scenarios. Our evaluation demonstrates that FAVA achieves a 90.5% Decision Compliance Rate (DCR) over the aggregate dataset, successfully intercepting dynamic violating traces in the evaluated trace-conditioned scenarios.

cs.CR

ATOM: Instantiating Budget-Controllable Multi-Agent Collaboration via Nucleus-Electron Hierarchy

Large Language Model (LLM)-based multi-agent systems rely on optimized collaboration topologies to balance performance and communication costs. However, current methods struggle with the inherent stability-extensibility trade-off and often misalign computational budgets with query difficulty. We propose \textsc{ATOM}, an adaptive framework that generates budget-controllable collaboration graphs via a novel task-driven reinforcement learning paradigm. Inspired by atomic structures, \textsc{ATOM} employs a nucleus-electron hierarchy: it maintains a stable, offline-learned collaboration backbone (the nucleus) while dynamically activating query-conditioned agents (electrons) during inference. Crucially, a complexity-aware budgeting strategy aligns resource consumption with task demands by estimating query difficulty to strictly regulate electron instantiation. Extensive experiments across six diverse benchmarks demonstrate that \textsc{ATOM} achieves state-of-the-art performance while improving token efficiency by up to $30\%$ compared to strong baselines.

cs.MA

ProMAS: Proactive Error Forecasting for Multi-Agent Systems Using Markov Transition Dynamics

The integration of Large Language Models into Multi-Agent Systems (MAS) has enabled the so-lution of complex, long-horizon tasks through collaborative reasoning. However, this collec-tive intelligence is inherently fragile, as a single logical fallacy can rapidly propagate and lead to system-wide failure. Most current research re-lies on post-hoc failure analysis, thereby hinder-ing real-time intervention. To address this, we propose PROMAS, a proactive framework utiliz-ing Markov transitions for predictive error anal-ysis. PROMAS extracts Causal Delta Features to capture semantic displacement, mapping them to a quantized Vector Markov Space to model reasoning as probabilistic transitions. By inte-grating a Proactive Prediction Head with Jump Detection, the method localizes errors via risk acceleration rather than static thresholds. On the Who&When benchmark, PROMAS achieves 22.97% step-level accuracy while processing only 27% of reasoning logs. This performance rivals reactive monitors like MASC while reducing data overhead by 73%. Although this strategy entails an accuracy trade-off compared to post-hoc meth-ods, it significantly improves intervention latency, balancing diagnostic precision with the real-time demands of autonomous reasoning.

cs.AI

MUSE: A Heterogeneity-Aware Multimedia Search Engine for Mobile SoCs

On-device multimedia retrieval is vital for smartphones, enabling applications like cross-modal semantic search and multimodal personal AI agents. However, realizing efficient retrieval on mobile SoCs remains a critical systems challenge. Unlike text-based search, multimedia applications depend on high-dimensional cross-modal embeddings (often exceeding 1024 dimensions) and continuously expanding media streams (e.g., video lifelogs and ambient audio). Mobile devices must process these intensive workloads under strict latency, energy, and memory constraints. Existing vector retrieval systems, designed primarily for static server datasets, are poorly suited for the dynamic execution models of mobile SoCs, where interactive queries must coexist with continuous background media ingestion and index maintenance. To address these challenges, we propose MUSE, a MUltimedia Search Engine comprehensively co-designed for mobile SoCs. MUSE tackles these issues through an architecture-index co-design. It introduces a three-stage asynchronous execution pipeline that overlaps DMA transfers, NPU matrix computation, and hardware-vector data adaptation to overcome the memory wall of high-dimensional embeddings. Furthermore, it redesigns the Inverted File Index (IVF) and introduces workload-aware heterogeneous scheduling across the CPU, GPU, and NPU for hybrid interactive-and-ingestion workloads. Evaluated on Snapdragon 8-series SoCs using real-world multimodal datasets, MUSE improves query throughput by up to 1.4x at matched recall, achieves up to 7x faster index construction, and delivers up to 6x higher insertion throughput under concurrent streaming. Crucially, its accelerator-native design ensures strict physical compliance, capping peak device temperatures at 38{\deg}C and reducing total energy consumption by up to 4.6x compared to CPU-bound baselines.

cs.DC

DRAMA: Next-Gen Dynamic Orchestration for Resilient Multi-Agent Ecosystems in Flux

Multi-agent systems (MAS) have demonstrated significant effectiveness in addressing complex problems through coordinated collaboration among heterogeneous agents. However, real-world environments and task specifications are inherently dynamic, characterized by frequent changes, uncertainty, and variability. Despite this, most existing MAS frameworks rely on static architectures with fixed agent capabilities and rigid task allocation strategies, which greatly limits their adaptability to evolving conditions. This inflexibility poses substantial challenges for sustaining robust and efficient multi-agent cooperation in dynamic and unpredictable scenarios. To address these limitations, we propose DRAMA: a Dynamic and Robust Allocation-based Multi-Agent System designed to facilitate resilient collaboration in rapidly changing environments. DRAMA features a modular architecture with a clear separation between the control plane and the worker plane. Both agents and tasks are abstracted as resource objects with well-defined lifecycles, while task allocation is achieved via an affinity-based, loosely coupled mechanism. The control plane enables real-time monitoring and centralized planning, allowing flexible and efficient task reassignment as agents join, depart, or become unavailable, thereby ensuring continuous and robust task execution. The worker plane comprises a cluster of autonomous agents, each with local reasoning, task execution, the ability to collaborate, and the capability to take over unfinished tasks from other agents when needed.

cs.MA

GaVe: A Webcam-Based Gaze Vending Interface Using One-Point Calibration

Even before the Covid-19 pandemic, beneficial use cases for hygienic, touchless human-machine interaction have been explored. Gaze input, i.e., information input via eye-movements of users, represents a promising method for contact-free interaction in human-machine systems. In this paper, we present the GazeVending interface (GaVe), which lets users control actions on a display with their eyes. The interface works on a regular webcam, available on most of today's laptops, and only requires a one-point calibration before use. GaVe is designed in a hierarchical structure, presenting broad item cluster to users first and subsequently guiding them through another selection round, which allows the presentation of a large number of items. Cluster/item selection in GaVe is based on the dwell time of fixations, i.e., the time duration that users look at a given Cluster/item. A user study (N=22) was conducted to test optimal dwell time thresholds and comfortable human-to-display distances. Users' perception of the system, as well as error rates and task completion time were registered. We found that all participants were able to use the system with a short time training, and showed good performance during system usage, selecting a target item within a group of 12 items in 6.76 seconds on average. Participants were able to quickly understand and know how to interact with the interface. We provide design guidelines for GaVe and discuss the potentials of the system.

cs.HC

Design, Implementation and Simulation of a Cloud Computing System for Enhancing Real-time Video Services by using VANET and Onboard Navigation Systems

In this paper, we propose a design for novel and experimental cloud computing systems. The proposed system aims at enhancing computational, communicational and annalistic capabilities of road navigation services by merging several independent technologies, namely vision-based embedded navigation systems, prominent Cloud Computing Systems (CCSs) and Vehicular Ad-hoc NETwork (VANET). This work presents our initial investigations by describing the design of a global generic system. The designed system has been experimented with various scenarios of video-based road services. Moreover, the associated architecture has been implemented on a small-scale simulator of an in-vehicle embedded system. The implemented architecture has been experimented in the case of a simulated road service to aid the police agency. The goal of this service is to recognize and track searched individuals and vehicles in a real-time monitoring system remotely connected to moving cars. The presented work demonstrates the potential of our system for efficiently enhancing and diversifying real-time video services in road environments.

cs.NI