Training models through self-play alone (without any human data) has been a longstanding goal in AI, but its effectiveness for training large language models remains unclear, particularly in code generation where rewards based on unit tests are brittle and prone to error propagation. We study self-play in the verified code generation setting, where formal verification provides reliable correctness signals. We introduce Propose, Solve, Verify (PSV) a simple self-play framework where formal verification signals are used to create a proposer capable of generating challenging synthetic problems and a solver trained via expert iteration. We use PSV to train PSV-Verus, which across three benchmarks improves pass@1 by up to 9.6x over inference-only and expert-iteration baselines. We show that performance scales with the number of generated questions and training iterations, and through ablations identify formal verification and difficulty-aware proposal as essential ingredients for successful self-play.
Test-time scaling has become a powerful way to improve large language models. However, existing methods are best suited to short, bounded outputs that can be directly compared, ranked or refined. Long-horizon coding agents violate this premise: each attempt produces an extended trajectory of actions, observations, errors, and partial progress taken by the agent. In this setting, the main challenge is no longer generating more attempts, but representing prior experience in a form that can be effectively selected from and reused. We propose a test-time scaling framework for agentic coding based on compact representations of rollout trajectories. Our framework converts each rollout into a structured summary that preserves its salient hypotheses, progress, and failure modes while discarding low-signal trace details. This representation enables two complementary forms of inference-time scaling. For parallel scaling, we introduce Recursive Tournament Voting (RTV), which recursively narrows a population of rollout summaries through small-group comparisons. For sequential scaling, we adapt Parallel-Distill-Refine (PDR) to the agentic setting by conditioning new rollouts on summaries distilled from prior attempts. Our method consistently improves the performance of frontier coding agents across SWE-Bench Verified and Terminal-Bench v2.0. For example, by using our method Claude-4.5-Opus improves from 70.9
When assessing the quality of coding agents, predominant benchmarks focus on solving single issues on GitHub, such as SWE-Bench. In contrast, in real use, these agents solve more various and complex tasks that involve other skills such as exploring codebases, testing software, and designing architecture. In this paper, we first characterize some transferable skills that are shared across diverse tasks by decomposing trajectories into fine-grained components, and derive a set of principles for designing auxiliary training tasks to teach language models these skills. Guided by these principles, we propose a training environment, Hybrid-Gym, consisting of a set of scalable synthetic tasks, such as function localization and dependency search. Experiments show that agents trained on our synthetic tasks effectively generalize to diverse real-world tasks that are not present in training, improving a base model by 25.4
Recent progress in autonomous code generation has fueled excitement around AI agents capable of accelerating scientific discovery by running experiments. However, there is currently no benchmark that evaluates whether such agents can implement scientific ideas when given varied amounts of code as a starting point, interpolating between reproduction (running code) and from-scratch replication (fully re-implementing and running code). We introduce AutoExperiment, a benchmark that evaluates AI agents’ ability to implement and run machine learning experiments based on natural language descriptions in research papers. In each task, agents are given a research paper, a codebase with key functions masked out, and a command to run the experiment. The goal is to generate the missing code, execute the experiment in a sandboxed environment, and reproduce the results. AutoExperiment scales in difficulty by varying the number of missing functions $n$, ranging from partial reproduction to full replication. We evaluate state-of-the-art agents and find that performance degrades rapidly as $n$ increases. Agents that can dynamically interact with the environment (e.g. to debug their code) can outperform agents in fixed ``agentless'' harnesses, and there exists a significant gap between single-shot and multi-trial success rates (Pass@1 vs. Pass@5), motivating verifier approaches to our benchmark. Our findings highlight critical challenges in long-horizon code generation, context retrieval, and autonomous experiment execution, establishing AutoExperiment as a new benchmark for evaluating progress in AI-driven scientific experimentation. Our data and code are open-sourced at https://anonymous.4open.science/r/AutoExperiment-5C54.
Existing web agent benchmarks have largely converged on short, single-site tasks that frontier models are approaching saturation on. However, real world web use consists of long-horizon, multi-site workflows. Common web navigation tasks, such as comparing products across different domains, planning trips across multiple services, or summarizing information from multiple search queries, require sustained context and cross-site reasoning over potentially hours of browsing. To capture and evaluate such behaviors, we introduce Odysseys: a benchmark of 200 long-horizon web tasks derived from real world browsing sessions evaluated on the live Internet. We find that binary pass/fail evaluation is inadequate for long-horizon settings and introduce a rubric-based evaluation, annotating each Odysseys task with an average of 6.1 graded rubrics. We demonstrate that this yields higher agreement with humans and provides a more fine-grained signal than commonly used trajectory-level LLM-as-a-judge evaluation metrics. We tested several leading frontier models and find that the strongest models achieve a success rate of 44.5
AI agents are increasingly developed and evaluated on benchmarks relevant to human work, yet it remains unclear how representative these benchmarking efforts are of the labor market as a whole. In this work, we systematically study the relationship between agent development efforts and the distribution of real-world human work by mapping benchmark instances to work domains and skills. We first analyze 43 benchmarks and 72,342 tasks, measuring their alignment with human employment and capital allocation across all 1,016 real-world occupations in the U.S. labor market. We reveal substantial mismatches between agent development that tends to be programming-centric, and the categories in which human labor and economic value are concentrated. Within work areas that agents currently target, we further characterize current agent utility by measuring their autonomy levels, providing practical guidance for agent interaction strategies across work scenarios. Building on these findings, we propose three measurable principles for designing benchmarks that better capture socially important and technically challenging forms of work: coverage, realism, and granular evaluation.
Humans leverage shared conversational context to become increasingly successful and efficient at communicating over time. One manifestation of this is the formation of ad hoc linguistic conventions, which allow people to coordinate on short, less costly utterances that are understood using shared conversational context. We present a method to train large multimodal models to form conventions, enabling efficient communication. Our approach uses simulated reference games between models, and requires no additional human-produced data. In repeated reference games involving photographs and tangram images, our method enables models to communicate efficiently with people: reducing the message length by up to 41% while increasing success by 15% over the course of the interaction. Human listeners respond faster when interacting with our model that forms conventions. We also show that training based on success or cost alone is insufficient – both are necessary to elicit convention formation.
Recent progress in AI coding agent research has led to rapid improvements in agents' ability to autonomously perform complex software engineering tasks, from editing large codebases to executing long-horizon development workflows. As these systems make strides, however, the primary bottleneck to practical usefulness increasingly shifts away from pure task-solving capability, and toward challenges in how users communicate with, supervise, and trust agents. In this position paper, we argue for a reorientation from autonomous to human-centered coding agents: systems designed not only to complete tasks, but to collaborate effectively with people. We identify four core interaction-level dimensions that characterize the human-agent task-solving loop: task alignment, verifiability, steerability, and adaptability. Finally, we outline concrete research directions to advance these dimensions, including user-involved coding environments, comprehensive verification mechanisms, and principled measures of human-agent interaction quality.
Discrete diffusion models have recently become competitive with autoregressive models for language modeling, even outperforming them on reasoning tasks requiring planning and global coherence, but they require more computation at inference time. We trace this trade-off to a key mechanism: diffusion models are trained to jointly predict a distribution over all unknown tokens, including those that will not actually be decoded in the current step. Ablating this joint prediction yields faster inference but degrades performance, revealing that accurate prediction at the decoded position relies on joint reasoning about the distribution of undecoded tokens. We interpret these as latent tokens and introduce a method for modulating their number, demonstrating empirically that this enables a smooth tradeoff between inference speed and sample quality. Furthermore, we demonstrate that latent tokens can be introduced into autoregressive models through an auxiliary multi-token prediction objective, yielding substantial improvements on the same reasoning tasks where they have traditionally struggled. Our results suggest that latent tokens, while arising naturally in diffusion, represent a general mechanism for improving performance on tasks requiring global coherence or lookahead.
Coding agents are increasingly used for a wide range of real-world tasks, from adding features and documentation to creating programs from scratch. Ideally, the agent should perform well across all the diverse tasks. However, most prior work concentrates on issue solving, and such single-task training does not transfer reliably to other coding tasks. In this work, we aim to train coding agents that generalize across tasks. We first analyze task transferability from two axes: the commonalities shared among coding tasks and the capabilities of current agents. Guided by these findings, we derive a set of principles for training task design and verify them through a series of controlled experiments. We then present Hybrid-Gym, a training dataset built on four scalable training tasks that follow these principles. Experiments show that, under zero-shot task transfer, Hybrid-Gym achieves performance comparable to in-domain training, and further improves existing datasets when combined with them (e.g., +4.85% on SWT-Bench-Verified).
As the focus in LLM-based coding shifts from static single-step code generation to multi-step agentic interaction with tools and environments, understanding which tasks will challenge agents and why becomes increasingly difficult. This is compounded by current practice: agent performance is typically measured by aggregate pass rates on benchmarks, but single-number metrics obscure the diversity of tasks within a benchmark. We present a framework for predicting success or failure on individual tasks tailored to the agentic coding regime. Our approach augments Item Response Theory (IRT) with rich features extracted from tasks, including issue statements, repository contexts, solutions, and test cases, and introduces a novel decomposition of agent ability into LLM and scaffold ability components. This parameterization enables us to aggregate evaluation data across heterogeneous leaderboards and accurately predict task-level performance for unseen benchmarks, as well as unseen LLM-scaffold combinations. Our methods have practical utility for benchmark designers, who can better calibrate the difficulty of their new tasks without running computationally expensive agent evaluations.
AI agents are trained on population-scale data to encode broad capabilities spanning those of many practitioners. Yet the artifacts they produce rarely meet the personal bar professionals need to stake their reputation on. On realistic, open-ended tasks where success criteria are heterogeneous and insufficiently documented, individual expertise lives precisely in the elevation and departure from the average. In practice, iterative human-agent interaction surfaces criteria that users cannot fully specify up front, yet apply repeatedly across tasks. We argue this cross-session interaction data is a rich, underused signal for closing the gap to individual expertise. In this work, we propose test-time adaptation through human-agent interaction (TAHI), which integrates these signals into agent context and weights, and crystallizes each user's training and evaluation criteria via an evolving rubric module. We adapt agents to 30 individuals in two high-utility domains, writing and visual creation, on a total of 600 tasks. Our agents improve solo task success by 4.5-20.9
While current software agents powered by large language models (LLMs) and reinforcement learning (RL) can boost programmer productivity, their reliance on human-curated training data and environments creates a fundamental barrier to superintelligence. In this paper, we present Self-play SWE-RL (SSR), a first step toward training superintelligent software agents under minimal data assumptions. SSR requires only access to sandboxed repositories with source code and dependencies, no need for human-labeled is sues or test commands. Grounded in real-world codebases, a single LLM agent is trained via RL in a self-play setting to inject and repair increasingly complex bugs. The bugs are formally specified by test suite improvements proposed by the agent rather than natural language issue descriptions. On the SWE-bench Verified and SWE-Bench Pro benchmarks, SSR achieves clear self-improvement (+10.4 and +7.8 points) and consistently outperforms the human-data baseline throughout training, generalizing to natural language bug descriptions not seen in training. Overall, our results point toward a paradigm where agents autonomously gather extensive learning experiences from real software repositories, ultimately enabling superintelligent systems that exceed human capabilities in understanding, modifying, and creating software from scratch.
Computer use agents (CUAs) today are primarily deployed as single serial agents. This setup is suboptimal for complex long-horizon tasks that benefit from task decomposition, parallel execution, and consistent re-planning based on new information. In this paper, we argue that we should instead move towards evaluating and building multi-agent computer use (MACU) systems. These systems, which emphasize planning and parallel execution, alleviate many of the shortcomings of single-agent CUAs. We propose a general multi-agent setup in which a manager model decomposes computer use tasks as a directed acyclic graph (DAG), encoding relevant dependencies and goals for subagents. At each iteration, the manager dispatches parallel CUA subagents to carry out nodes on the ready frontier of the DAG, and continuously revises the DAG (adding, canceling, or rewriting nodes) as new findings arrive from subagents. This design treats the partially observable environment of computer use as a first class challenge: information that downstream agents may not be able to re-observe are retained and passed forward through the manager and DAG structure. We demonstrate that MACU consistently improves over strong single-agent baselines by 3.4-25.5% on desktop (OSWorld) and web navigation (Online-Mind2Web, WebTailBench, Odysseys) benchmarks, exhibits more favorable test-time scaling, and solves complex long-horizon tasks where single-agent CUAs get stuck. On Odysseys, a long-horizon web navigation benchmark, MACU improves average task completion wall-clock time by ∼ 1.5 ×, demonstrating its efficacy in speeding up traditionally slow CUA pipelines. Our findings highlight that multi-agent coordination is a promising axis for scaling computer use agents to work productively for longer and more effectively. We release all code and interactive visualizations at https://jykoh.com/multi-agent-computer-use.
Past work seeks to align large language model (LLM)-based assistants with a target set of values, but such assistants are frequently forced to make tradeoffs *between* values when deployed. In response to the scarcity of value conflict in existing alignment datasets, we introduce ConflictScope, an automatic pipeline to evaluate how LLMs prioritize different values. Given a user-defined value set, ConflictScope automatically generates scenarios in which a language model faces a conflict between two values sampled from the set. It then prompts target models with an LLM-written ``user prompt'' and evaluates their free-text responses to elicit a ranking over values in the value set. Comparing results between multiple-choice and open-ended evaluations, we find that models shift away from supporting protective values, such as harmlessness, and toward supporting personal values, such as user autonomy, in more open-ended value conflict settings. However, including detailed value orderings in models' system prompts improves alignment with a target ranking by 14%, showing that system prompting can achieve moderate success at aligning LLM behavior under value conflict. Our work demonstrates the importance of evaluating value prioritization in models and provides a foundation for future work in this area.
In collaborative creation tasks, people steer artifacts towards specific goals by _refining_ them with _multimodal_ communication over multiple rounds of interaction. In contrast, generative AI excels at creating artifacts in a single turn but can struggle to make precise refinements that match our design intent. To close this gap, we present mrCAD, a dataset of multi-turn interactions in which pairs of humans iteratively created and refined computer-aided designs (CADs). In each game, a _Designer sent instructions to a _Maker_, explaining how to create and subsequently refine a CAD to match a target design that only the _Designer_ could see. mrCAD consists of 6,082 communication games, 15,163 instruction-execution rounds, played between 1,092 pairs of human players. Crucially, _Designers_ had access to two communication modalities – text and drawing. Analysis finds that players relied more on text in refinement than in initial generation instructions, and used different linguistic elements for refinement than for generation. We also find that state-of-the-art VLMs are better at following generation instructions than refinement instructions. These results lay the foundation for modeling multi-turn, multimodal communication not captured in prior datasets.
To succeed in common digital tasks such as web navigation, agents must carry out a variety of specialized tasks such as searching for products or planning a travel route. To tackle these tasks, agents can bootstrap themselves by learning task-specific skills online through interaction with the web environment. In this work, we demonstrate that programs are an effective representation for skills. We propose agent skill induction (ASI), which allows agents to adapt themselves by inducing, verifying, and utilizing program-based skills on the fly. We start with an evaluation on the WebArena agent benchmark and show that ASI outperforms the static baseline agent and its text-skill counterpart by 23.5
The study of negotiation styles dates back to Aristotle's ethos-pathos-logos rhetoric. Prior efforts primarily studied the success of negotiation agents. Here, we shift the focus towards the styles of negotiation strategies. Our focus is the strategic dialogue board game Diplomacy, which affords rich natural language negotiation and measures of game success. We used LLM-as-a-judge to annotate a large human-human set of Diplomacy games for fine-grained negotiation tactics from a sociologically-grounded taxonomy. Using a combination of the It Takes Two and WebDiplomacy datasets, we demonstrate the reliability of our LLM-as-a-Judge framework and show strong correlations between negotiation features and success in the Diplomacy setting. Lastly, we investigate the differences between LLM and human negotiation strategies and show that fine-tuning can steer LLM agents toward more human-like negotiation behaviors.
Factuality evaluation aims to detect factual errors produced by language models (LMs) and hence guide the development of more factual models. Towards this goal, we train a factuality evaluator, FenCE, that provides LM generators with claim-level factuality feedback. In particular, we train FenCE to (1) generate textual critiques along with scores and (2) make claim-level judgment based on diverse source documents obtained by various tools, via data augmentation on a combination of public judgment datasets. We then present a framework that leverages FenCE to improve the factuality of LM generators by constructing training data. Specifically, we generate a set of candidate responses, ask FenCE to revise and score each response without introducing lesser-known facts, and train the generator by preferring highly scored revised responses. Experiments show that our data augmentation methods improve the evaluator’s accuracy by 2.9% on LLM-AggreFact. With FenCE, we improve Llama2-7B-chat/Llama3-8B-chat’s factuality rate by 16.86%/14.45% on FActScore, outperforming state-of-the-art factuality finetuning methods by 8.83%/6.96%.
A key feature of human collaboration is the ability to iteratively refine the concepts we have communicated. In contrast, while generative AI excels at the generation of content, it often struggles to make specific language-guided modifications of its prior outputs. To bridge the gap between how humans and machines perform edits, we present mrCAD, a dataset of multimodal instructions in a communication game. In each game, players created computer aided designs (CADs) and refined them over several rounds to match specific target designs. Only one player, the Designer, could see the target, and they must instruct the other player, the Maker, using text, drawing, or a combination of modalities. mrCAD consists of 6,082 communication games, 15,163 instruction-execution rounds, played between 1,092 pairs of human players. We analyze the dataset and find that generation and refinement instructions differ in their composition of drawing and text. Using the mrCAD task as a benchmark, we find that state-of-the-art VLMs are better at following generation instructions than refinement instructions. These results lay a foundation for analyzing and modeling a multimodal language of refinement that is not represented in previous datasets.