The collaboration tax is formulated as the team-decentralisation loss of a two-player cooperative game with private information, with two propositions characterising its sign and its equivalence to a max-superadditivity violation.
Abstract
Multi-agent systems built from large language models are deployed widely, yet how much performance is lost when two LLMs must coordinate rather than act alone remains unclear. We formulate the collaboration tax as the team-decentralisation loss of a two-player cooperative game with private information, with two propositions characterising its sign and its equivalence to a max-superadditivity violation. We operationalise this definition on 32 solo-tractable tasks grouped by source of grounding friction and measure it on 11 models from 7 providers. The tax is structured along two no-exception axes: a category ordering across every model and a monotonic decrease with capability. The proximate mechanism is not a reasoning deficit but a four-stage conversational cascade in which agents make ungrounded claims, fail to query the partner, skip integrating both views, and accept the answer without re-derivation. The tax is mechanically predictable from conversation features and partly tractable: a prompt intervention targeting all four stages closes a substantial fraction of the gap, with the dominant bottleneck differing across categories. In heterogeneous pairs the tax is pulled toward the stronger partner rather than the additive midpoint, empirically realising the max-superadditivity violation predicted by our framework. Together these results recast collaboration in LLM systems as a measurable, predictable, and partly tractable cost.
LLM powered multi-agent systems (MAS) have emerged as a promising paradigm for complex tasks. However, their advantages over single-agent systems (SAS) remain unclear, with performance varying inconsistently across settings. Here, we provide an information bottleneck perspective on elucidating the differences between MAS and SAS. Specifically, our key observation is that a SAS accumulates its full reasoning trace in one shared context, while a MAS uses isolated local contexts connected by bounded relay messages. We show that, under infinite relay bandwidth, any SAS can be simulated by a MAS that transmits the full upstream context. Thus, the nontrivial advantage of MAS arises under bounded relays, where compression introduces a fundamental trade-off: reducing redundant context can improve efficiency, but may also incur loss of task-relevant information. We formalize this trade-off as an information bottleneck controlled by an effective parameter $\beta$, which captures how the balance shifts with model capability, and shows that MAS gains arise when context reduction outweighs relay information loss. We conduct 18 controlled experiments across five benchmarks and three model scales to validate our theoretical studies. We observe that MAS consistently helps when relays are near-sufficient, especially for weaker models. In contrast, MAS gains shrink or reverse when relays incur information loss, especially for stronger models that can already extract useful information from redundant context and thus gain little from compression. Our study shows that multi-agent design is fundamentally an information-bottleneck optimization problem. This perspective explains when bounded inter-agent communication helps or hurts.
CREDIT (Counterfactual Replay for Evidence-Driven Information Transfer), a mechanism-aligned multi-agent prompt-optimization algorithm that uses matched hidden-state twins and total-action replay to reward robust causal contribution rather than query frequency is introduced.
Multi-agent LLM systems commonly use an orchestrator to decompose a task for a team of workers and then improve through textual reflection. Despite strong empirical results, these systems lack a unified account of coordination, memory improvement, and the role of external verification. We model orchestrator-worker interaction as a bilevel coordination game: under bounded coupling, the workers'local-update game is an approximate potential game whose equilibrium slack is controlled by decomposition quality. We then analyse reflection as stochastic movement over semantic memory states. For free-form reflection, we derive a finite-time upper bound, prove worst-case tightness, and give a positive lower bound under a falsifiable persistent-harm condition. We further prove an information-theoretic impossibility result: no gate that observes only the generated transcript can improve uniformly over text-indistinguishable environments, whereas an environment-grounded gate can. Motivated by this separation, we introduce Stochastic Reflective Memory Ascent (SRMA), which accepts a candidate memory only after a grounded evaluation risk strictly decreases. Under calibration and non-degenerate corrective mass, SRMA converges exactly, geometrically or polynomially; matching constructions show that both rate regimes are order-tight. We also provide confidence gating for stochastic evaluation and re-anchoring guarantees for piecewise-stationary environments. Experiments instantiate these objects with environment-grounded metrics and test the predicted coordination and drift laws. On 500 SWE-bench instances, the complete Kimi-based system resolves 72.2% versus a 70.8% public mini-SWE-agent reference. Code: https://github.com/YihangChen9/Bilevel-Coordinated-Reflection
Yihang Chen, Yu-Xiang Chen, Yuxuan Huang et al.· 0 citations
Does multi-agent LLM interaction help or hurt? Some work reports gains from debate (Du et al., 2024), critique loops (Chen et al., 2025), and mixture-of-agents synthesis (Wang et al., 2025), while other work finds that interaction adds cost without improving quality under equal budgets (Tran&Kiela, 2026; Xu et al., 2026; Jarrett et al., 2025), or that independent sampling already captures multi-agent gains (Li et al., 2024). We argue this contradiction partly reflects a missing distinction, because not all multi-agent communication is equal. Different model families find structurally different solutions, but when agents read each other's complete outputs, their proposals converge within one round, erasing the diversity that motivates using multiple models. We call this the interaction tax. We test 11 verifier-scored optimization tasks under matched budgets and find that full-solution interaction is a weak default. Independent proposal generation avoids this collapse. Full-solution interaction mainly makes agents stay close to the first solution they see instead of trying different approaches, and critique helps only if the violated rule is easy for the LLM to find and fix. These results suggest that multi-agent performance depends less on the number of agents than on the information they exchange, and interaction helps only when agents share the right information at the right time.
Summer Eunhyung Ann, Haokun Liu, Chen-Hao Tan· 1 citation
Large language model agents deployed without a central controller are often assumed to require communication to coordinate their actions. We ask what remains possible without it: when independent instances of the same model cannot communicate, can they still reason about their counterparts well enough to exceed the standard game-theoretic baseline for uncoordinated play? We introduce a benchmark of one-shot, no-communication games in which each of thirteen language models is told only that its counterparts are running the same model and is evaluated against the Nash equilibrium of the underlying game. In two-player matrix games spanning seven archetypes and two to ten actions per player, two frontier-hosted models consistently exceed their Nash benchmark, approaching the optimal joint outcome in several archetypes, while most open-weight models achieve only partial gains that vary sharply by game structure. Performance degrades substantially in team-based games with four or more interchangeable agents, particularly as the action space grows, suggesting that whatever capability drives self-play gains in dyadic games does not transfer to larger multi-agent teams.
Deborah Sinishaw, Qile Zhu, Edwin Meriaux et al.· 0 citations
This work introduces multi-agent from-scratch evaluation benchmark, MSEval, evaluating multi-agent coding on real-world tasks, and establishes a rigorous, reproducible standard for measuring how multi-agent teams actually build software.
Yanyu Ren, Yu Bai, Xizheng Wang et al.· arXiv.org· 0 citations
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