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Oct 20

PlayCoder: Making LLM-Generated GUI Code Playable

Large language models (LLMs) have achieved strong results in code generation, but their ability to generate GUI applications, especially games, remains insufficiently studied. Existing benchmarks mainly evaluate correctness through test cases, which are inadequate for GUI applications because these systems are interactive, event-driven, and require correct state transitions across sequences of user actions. Their evaluation therefore should consider interaction flows and UI logic rather than only pass/fail outcomes. To study this problem, we introduce PlayEval, a repository-aware benchmark built from 43 multilingual GUI applications in Python, TypeScript, and JavaScript. Unlike prior GUI benchmarks that are difficult to adapt to desktop environments, PlayEval covers six major GUI application categories and directly supports code-generation evaluation. We further propose Play@k, a metric that measures whether at least one of *k* generated candidates can be played end-to-end without logical errors. To support reliable evaluation, we develop PlayTester, an LLM-based agent that performs task-oriented GUI playthroughs and detects logic violations automatically. Experiments on 10 state-of-the-art code LLMs show that, despite high compilation rates, they achieve near-zero Play@3, revealing major weaknesses in generating logically correct GUI applications. To address this limitation, we present PlayCoder, a multi-agent, repository-aware framework that generates, evaluates, and iteratively repairs GUI application code in a closed loop. PlayCoder substantially improves both functional correctness and semantic alignment for open-source and closed-source models, reaching up to 38.1% Exec@3 and 20.3% Play@3. Case studies further show that it can uncover silent logic bugs missed by traditional metrics and fix them through targeted edits.

tencent Tencent
·
Apr 20 4

ASTER: Natural and Multi-language Unit Test Generation with LLMs

Implementing automated unit tests is an important but time-consuming activity in software development. To assist developers in this task, many techniques for automating unit test generation have been developed. However, despite this effort, usable tools exist for very few programming languages. Moreover, studies have found that automatically generated tests suffer poor readability and do not resemble developer-written tests. In this work, we present a rigorous investigation of how large language models (LLMs) can help bridge the gap. We describe a generic pipeline that incorporates static analysis to guide LLMs in generating compilable and high-coverage test cases. We illustrate how the pipeline can be applied to different programming languages, specifically Java and Python, and to complex software requiring environment mocking. We conducted an empirical study to assess the quality of the generated tests in terms of code coverage and test naturalness -- evaluating them on standard as well as enterprise Java applications and a large Python benchmark. Our results demonstrate that LLM-based test generation, when guided by static analysis, can be competitive with, and even outperform, state-of-the-art test-generation techniques in coverage achieved while also producing considerably more natural test cases that developers find easy to understand. We also present the results of a user study, conducted with 161 professional developers, that highlights the naturalness characteristics of the tests generated by our approach.

  • 5 authors
·
Sep 4, 2024

SWE-rebench V2: Language-Agnostic SWE Task Collection at Scale

Software engineering agents (SWE) are improving rapidly, with recent gains largely driven by reinforcement learning (RL). However, RL training is constrained by the scarcity of large-scale task collections with reproducible execution environments and reliable test suites. Although a growing number of benchmarks have emerged, datasets suitable for training remain limited in scale and diversity or often target a limited set of high-resource language ecosystems. We introduce SWE-rebench V2, a language-agnostic automated pipeline for harvesting executable real-world SWE tasks and constructing RL training environments at scale. The pipeline synthesizes repository-specific installation and test procedures via an interactive setup agent, and filters unsound instances using an ensemble of LLM judges, validated against human-verified SWE-bench annotations. Using this pipeline, we construct a dataset of 32,000+ tasks spanning 20 languages and 3,600+ repositories, with pre-built images for reproducible execution. To further scale training data, we additionally release 120,000+ tasks with installation instructions, fail-to-pass tests and rich metadata, where the problem statement is generated based on the original pull request description. We validate the collected instances through a diagnostic study that covers a subset of tasks in five programming languages across seven popular models, and provide instance-level metadata that flags common confounders such as overly restrictive tests and underspecified descriptions. We release the datasets, the collection and execution code, and associated artifacts to enable large-scale training of SWE agents across diverse languages and repositories.

nebius Nebius
·
Feb 27 8

SWE-Factory: Your Automated Factory for Issue Resolution Training Data and Evaluation Benchmarks

Constructing large-scale datasets for the GitHub issue resolution task is crucial for both training and evaluating the software engineering capabilities of Large Language Models (LLMs). However, the traditional process for creating such benchmarks is notoriously challenging and labor-intensive, particularly in the stages of setting up evaluation environments, grading test outcomes, and validating task instances. In this paper, we propose SWE-Factory, an automated pipeline designed to address these challenges. To tackle these issues, our pipeline integrates three core automated components. First, we introduce SWE-Builder, a multi-agent system that automates evaluation environment construction, which employs four specialized agents that work in a collaborative, iterative loop and leverages an environment memory pool to enhance efficiency. Second, we introduce a standardized, exit-code-based grading method that eliminates the need for manually writing custom parsers. Finally, we automate the fail2pass validation process using these reliable exit code signals. Experiments on 671 issues across four programming languages show that our pipeline can effectively construct valid task instances; for example, with GPT-4.1-mini, our SWE-Builder constructs 269 valid instances at 0.045 per instance, while with Gemini-2.5-flash, it achieves comparable performance at the lowest cost of 0.024 per instance. We also demonstrate that our exit-code-based grading achieves 100% accuracy compared to manual inspection, and our automated fail2pass validation reaches a precision of 0.92 and a recall of 1.00. We hope our automated pipeline will accelerate the collection of large-scale, high-quality GitHub issue resolution datasets for both training and evaluation. Our code and datasets are released at https://github.com/DeepSoftwareAnalytics/swe-factory.

  • 9 authors
·
Jun 12, 2025 2

Towards Automated Formal Verification of Backend Systems with LLMs

Software testing plays a critical role in ensuring that systems behave as intended. However, existing automated testing approaches struggle to match the capabilities of human engineers due to key limitations such as test locality, lack of general reliability, and business logic blindness. In this work, we propose a novel framework that leverages functional programming and type systems to translate Scala backend code into formal Lean representations. Our pipeline automatically generates theorems that specify the intended behavior of APIs and database operations, and uses LLM-based provers to verify them. When a theorem is proved, the corresponding logic is guaranteed to be correct and no further testing is needed. If the negation of a theorem is proved instead, it confirms a bug. In cases where neither can be proved, human intervention is required. We evaluate our method on realistic backend systems and find that it can formally verify over 50% of the test requirements, which suggests that half of a testing engineer's workload can be automated. Additionally, with an average cost of only $2.19 per API, LLM-based verification is significantly more cost-effective than manual testing and can be scaled easily through parallel execution. Our results indicate a promising direction for scalable, AI-powered software testing, with the potential to greatly improve engineering productivity as models continue to advance.

  • 4 authors
·
Apr 13, 2025

A Declarative Language for Building And Orchestrating LLM-Powered Agent Workflows

Building deployment-ready LLM agents requires complex orchestration of tools, data sources, and control flow logic, yet existing systems tightly couple agent logic to specific programming languages and deployment models. We present a declarative system that separates agent workflow specification from implementation, enabling the same pipeline definition to execute across multiple backend languages (Java, Python, Go) and deployment environments (cloud-native, on-premises). Our key insight is that most agent workflows consist of common patterns -- data serialization, filtering, RAG retrieval, API orchestration -- that can be expressed through a unified DSL rather than imperative code. This approach transforms agent development from application programming to configuration, where adding new tools or fine-tuning agent behaviors requires only pipeline specification changes, not code deployment. Our system natively supports A/B testing of agent strategies, allowing multiple pipeline variants to run on the same backend infrastructure with automatic metric collection and comparison. We evaluate our approach on real-world e-commerce workflows at PayPal, processing millions of daily interactions. Our results demonstrate 60% reduction in development time, and 3x improvement in deployment velocity compared to imperative implementations. The language's declarative approach enables non-engineers to modify agent behaviors safely, while maintaining sub-100ms orchestration overhead. We show that complex workflows involving product search, personalization, and cart management can be expressed in under 50 lines of DSL compared to 500+ lines of imperative code.

  • 1 authors
·
Dec 21, 2025

Sakura: An Approach for Generating Complex Tests from Natural Language Test Descriptions

Testing is a core activity in software development workflows, and research on its automation has spanned several decades. Most existing approaches generate unit tests for individual methods, validate isolated API endpoints, or target user interface (UI) layers, with non-API and non-UI automated test generators typically exercising only a single focal method. Recent empirical evidence shows a substantial gap between such generated tests and developer-written ones, which often span multiple focal methods, involve complex call sequences, and contain elaborate assertions that current automated approaches fail to capture. To address this gap, we propose generating tests from natural language (NL) descriptions of developer intent. We present Sakura, the first agent-based framework for generating structurally complex test cases from NL descriptions. Sakura decomposes NL descriptions into structured blocks and processes them using a multi-agent system consisting of a localization agent that grounds test steps in concrete application code via static analysis, a composition agent that synthesizes compilable test code and iteratively refines it using execution feedback, and a supervisor agent that coordinates agent interactions. To evaluate Sakura, we curate a novel dataset of NL test descriptions at three levels of abstraction, systematically generated from developer-written tests mined from Apache Commons projects. Across 20 applications and 1,464 test scenarios, Sakura significantly outperforms off-the-shelf agentic tools such as Gemini CLI. Specifically, Sakura achieves 50-78% higher test compilability and 38-66% higher coverage overlap with ground-truth tests compared to baselines using the same models. Moreover, Sakura paired with small open-source models such as Devstral Small 2 and Qwen3-Coder outperforms Gemini CLI using large proprietary models, while also being more cost-effective.

  • 5 authors
·
May 29

A2Z GameSpec-Bench: How Faithfully Can Coding Agents Generate Games from Game Design Specifications?

Delegating complete application development to coding agents requires preserving the intended design rather than simply producing plausible outputs through naive prompting. Game development provides a demanding testbed, as long-form Game Design Documents (GDDs) describe requirements that must work together across game logic, visual rendering, and player interactions. However, existing game-development benchmarks typically use compact specifications and provide limited support for evaluating interdependent requirements across these aspects in long-form GDDs. We introduce A2Z GameSpec-Bench, a benchmark of 100 long-form GDDs for evaluating end-to-end game development by agents. We measure faithfulness by checking whether the game satisfies the GDD requirements and preserves the relationships among them. Each GDD is turned into a dependency-aware contract that contains rules, constraints, and prerequisite relations. Following game-development practices, we combine source-code inspection with agent-generated test policies for scenario-based replay and adaptive playtesting. The contract remains fixed across agents and revision rounds, while judgments and evidence linked to the same requirements support consistent comparison and failure detection. Our evaluations show that current agents struggle to jointly satisfy interdependent requirements across code implementation and actual play. Requirement-specific feedback improves GDD Fidelity by 10.9% relative to self-revision after two rounds. A2Z GameSpec-Bench assesses end-to-end specification-following ability beyond implementation judgments and provides targeted feedback to support more faithful game development. Code and datasets are available at https://a2z-gamespec-bench.github.io.

KRAFTON KRAFTON
·
Sep 29 3

GameXpert-Bench: How Far Are Coding Agents from Expert Game Development?

Recent large language models (LLMs) can operate as coding agents that build complete games from natural language requests. Game development is especially demanding because program logic, visual and audio content, interfaces, interaction and playability must function together in one executable artifact. Measuring this capability therefore requires evaluation of both game product and the development process. Existing benchmarks often assess the game development capabilities of LLMs by evaluating the final artifact or an isolated development stage. Our analysis of complete human-agent development trajectories identifies three stages that together span the lifecycle of game development with a coding agent: initial game generation, bug diagnosis and repair, and optimization over multiple turns. Therefore, we introduce GameXpert-Bench, which operationalizes the three lifecycle stages as three complementary benchmark tracks. GameGen evaluates complete game creation from a single request in an empty workspace. GameFix evaluates diagnosis and repair when defects are reported or left for the agent to discover. GameOpt evaluates cumulative optimization through request chains seeded by real development trajectories between users and agents. We evaluate each track using live game interaction, deterministic behavioral tests, or final product criteria with regression checks. The suite contains 97 generation tasks across 11 genres; 100 repair tasks from 50 game levels verified by humans, each with 19-27 injected bugs; and 17 optimization chains with six turns and 102 requests. Across the three tracks, current agents are more reliable at producing playable foundations and implementing explicit requirements than at discovering defects, verifying runtime behavior, and preserving functionality across changes.

Preference-conditioned Pixel-based AI Agent For Game Testing

The game industry is challenged to cope with increasing growth in demand and game complexity while maintaining acceptable quality standards for released games. Classic approaches solely depending on human efforts for quality assurance and game testing do not scale effectively in terms of time and cost. Game-testing AI agents that learn by interaction with the environment have the potential to mitigate these challenges with good scalability properties on time and costs. However, most recent work in this direction depends on game state information for the agent's state representation, which limits generalization across different game scenarios. Moreover, game test engineers usually prefer exploring a game in a specific style, such as exploring the golden path. However, current game testing AI agents do not provide an explicit way to satisfy such a preference. This paper addresses these limitations by proposing an agent design that mainly depends on pixel-based state observations while exploring the environment conditioned on a user's preference specified by demonstration trajectories. In addition, we propose an imitation learning method that couples self-supervised and supervised learning objectives to enhance the quality of imitation behaviors. Our agent significantly outperforms state-of-the-art pixel-based game testing agents over exploration coverage and test execution quality when evaluated on a complex open-world environment resembling many aspects of real AAA games.

  • 3 authors
·
Aug 18, 2023

AISE-Bench: A Full-Cycle Curated Benchmark for Information Seeking on Academic Knowledge Graphs

Large language models (LLMs) augmented with tools are emerging as autonomous agents capable of using Web engine, APIs, and code to solve complex, long-horizon tasks. Current tool-using benchmarks for information seeking on academic graphs rely on synthetic templates, simplified solution spaces, or narrow tasks such as paper-centric tasks, leaving key challenges underexplored - realistic user intent, complex multi-step API planning, rich parameter filling for APIs, grounded answers with references, and comprehensive evaluation of both the process and the outcome. We introduce AISE-Bench, a real-world, full-cycle annotated benchmark for information seeking on academic knowledge graphs. AISE-Bench release contains 1,133 QA pairs, including query taxonomies, full API execution trajectories, validated parameters, and source-grounded answers with reference links. To support high-quality annotation, we design a customized agent workflow to enable annotators to plan, execute, and revise complex API workflows efficiently. We develop a comprehensive evaluation protocol measuring answer quality, reference grounding, API-planning correctness, and execution success. Among the 14 evaluated methods, even the strongest model (PLAY2PROMPT with Gemini-3-Pro) achieves only moderate performance and often struggles with API planning and execution. AISE-Bench establishes a challenging new testbed for quantitatively evaluating and improving the stepwise correctness, grounded summarization, and traceable reasoning of multi-step API-using LLM agents. Our code and data are available at https://aise-bench.github.io/.

  • 10 authors
·
Jun 15

JAMER: Project-Level Code Framework Dataset and Benchmark on Professional Game Engines

Current AI-driven game development has made substantial progress in asset generation, gameplay design, and web-based game coding, yet project-level code engineering on professional game engines remains largely unexplored due to the absence of large-scale datasets and deterministic evaluation methods. We present JamSet and JamBench, the first project-level game code framework dataset and benchmark built on a professional game engine. Our key insight is that Game Jam competitions, community events where developers build complete games under tight time constraints, yield thousands of open-source projects suitable for this purpose. Building on the Godot engine's text-based format and headless execution mode, we design a deterministic verification pipeline from file integrity to runtime behavior collection, distilling 8,133 verified projects from over 240,000 repositories. Of these, 300 manually verified projects form JamBench; the rest constitute JamSet. JamBench defines theme-driven generation and code completion tasks, evaluated through a pipeline combining compilation pass rates, Structural Completeness Score (SCS), and Behavioral Alignment Score (BAS). Evaluation of 9 frontier models reveals a capability cliff as project scale increases, with runtime pass rates dropping from 80.4% on small projects to 5.7% on large ones (Task2a). Code Agents improve compilation rates yet yield no gains in runtime behavioral quality, indicating that the bottleneck lies in architectural design rather than syntactic correctness. Experiments validate JamSet as effective training data. All data and code are publicly available.

  • 8 authors
·
Jun 17

SKT: Skill-Use Training at Scale via Verified Synthetic Data Generation

Agent skills have become an important mechanism for equipping language-model agents with reusable procedural knowledge. However, providing skills alone does not guarantee that current models can effectively identify, apply, and coordinate them. To improve skill-use capabilities, we introduce SKT, a verified data synthesis pipeline that constructs skill-grounded tasks and executable trajectories from large collections of agent skills. SKT selects suitable single-skill and multi-skill configurations, synthesizes tasks through rule-based and agent-based verification with feedback-guided repair, and retains only successful trajectories that substantially use every required skill. Using 2,000 public skills, SKT produces 4,000 task packages and 27,164 verified trajectories. Based on the same pipeline and a disjoint test pool, we further construct SkillEval, a held-out executable benchmark for evaluating skill use. Experiments across diverse models, benchmarks, and agent harnesses show that supervised fine-tuning on SKT-generated trajectories consistently improves skill-use performance. Verification ablations, cross-harness evaluation, and scaling experiments further demonstrate that these gains depend on high-quality supervision, extend beyond a single agent interface, and increase with broader skill coverage. Together, these results establish verified data synthesis as an effective and scalable approach for skill-use training.

An Empirical Study of Testing Practices in Open Source AI Agent Frameworks and Agentic Applications

Foundation model (FM)-based AI agents are rapidly gaining adoption across diverse domains, but their inherent non-determinism and non-reproducibility pose testing and quality assurance challenges. While recent benchmarks provide task-level evaluations, there is limited understanding of how developers verify the internal correctness of these agents during development. To address this gap, we conduct the first large-scale empirical study of testing practices in the AI agent ecosystem, analyzing 39 open-source agent frameworks and 439 agentic applications. We identify ten distinct testing patterns and find that novel, agent-specific methods like DeepEval are seldom used (around 1%), while traditional patterns like negative and membership testing are widely adapted to manage FM uncertainty. By mapping these patterns to canonical architectural components of agent frameworks and agentic applications, we uncover a fundamental inversion of testing effort: deterministic components like Resource Artifacts (tools) and Coordination Artifacts (workflows) consume over 70% of testing effort, while the FM-based Plan Body receives less than 5%. Crucially, this reveals a critical blind spot, as the Trigger component (prompts) remains neglected, appearing in around 1% of all tests. Our findings offer the first empirical testing baseline in FM-based agent frameworks and agentic applications, revealing a rational but incomplete adaptation to non-determinism. To address it, framework developers should improve support for novel testing methods, application developers must adopt prompt regression testing, and researchers should explore barriers to adoption. Strengthening these practices is vital for building more robust and dependable AI agents.

  • 6 authors
·
Sep 23, 2025 2

ClawEnvKit: Automatic Environment Generation for Claw-Like Agents

Constructing environments for training and evaluating claw-like agents remains a manual, human-intensive process that does not scale. We argue that what is needed is not just a dataset, but an automated pipeline capable of generating diverse, verified environments on demand. To this end, we introduce ClawEnvKit, an autonomous generation pipeline that instantiates this formalism from natural language descriptions. The pipeline comprises three modules: (1) a parser that extracts structured generation parameters from natural language input; (2) a generator that produces the task specification, tool interface, and scoring configuration; and (3) a validator that enforces feasibility, diversity, structural validity, and internal consistency across the generated environments. Using ClawEnvKit, we construct Auto-ClawEval, the first large-scale benchmark for claw-like agents, comprising 1,040 environments across 24 categories. Empirically, Auto-ClawEval matches or exceeds human-curated environments on coherence and clarity at 13,800x lower cost. Evaluated across 4 model families and 8 agent harness frameworks, we find that harness engineering boosts performance by up to 15.7 percentage points over a bare ReAct baseline, completion remains the primary axis of variation with no model saturating the benchmark, and automated generation enables evaluation at a scale previously infeasible. Beyond static benchmarking, ClawEnvKit enables live evaluation: users describe a desired capability in natural language and obtain a verified environment on demand, turning evaluation into a continuous, user-driven process. The same mechanism serves as an on-demand training environment generator, producing task distributions that adapt to an agent's current weaknesses rather than being bounded by existing user logs.

umd-zhou-lab Tianyi Lab
·
Apr 19 2

AgentSkiller: Scaling Generalist Agent Intelligence through Semantically Integrated Cross-Domain Data Synthesis

Large Language Model agents demonstrate potential in solving real-world problems via tools, yet generalist intelligence is bottlenecked by scarce high-quality, long-horizon data. Existing methods collect privacy-constrained API logs or generate scripted interactions lacking diversity, which struggle to produce data requisite for scaling capabilities. We propose AgentSkiller, a fully automated framework synthesizing multi-turn interaction data across realistic, semantically linked domains. It employs a DAG-based architecture with explicit state transitions to ensure determinism and recoverability. The pipeline builds a domain ontology and Person-Centric Entity Graph, defines tool interfaces via Service Blueprints for Model Context Protocol servers, and populates environments with consistent databases and strict Domain Policies. A cross-domain fusion mechanism links services to simulate complex tasks. Finally, the pipeline creates user tasks by verifying solution paths, filtering via execution-based validation, and generating queries using a Persona-based Simulator for automated rollout. This produces reliable environments with clear state changes. To demonstrate effectiveness, we synthesized approx 11K interaction samples; experimental results indicate that models trained on this dataset achieve significant improvements on function calling over baselines, particularly in larger parameter regimes.

  • 7 authors
·
Feb 9

Safety Testing LLM Agents at Scale: From Risk Discovery to Evidence-Grounded Verification

LLM agents increasingly perform autonomous actions through external tools, leading to complex and evolving safety risks. However, existing safety testing targets expert-designed safety violations, and the corresponding outcomes are evaluated by hard-coded rules, making them costly to extend as agents evolve. To this end, we present Vera, an end-to-end automated safety testing framework that instantiates software engineering testing principles for non-deterministic agents through a three-stage, self-reinforcing pipeline. First, a literature-driven exploration continuously discovers and structures emerging risks into taxonomies of safety risks, attack methods, and tool execution environments. Second, combinatorial composition across taxonomy dimensions produces executable safety cases, each specifying a concrete safety goal, a programmatically constructed initial state, and a deterministic verification predicate grounded in observable artifacts. Third, adaptive execution runs heterogeneous agents in isolated sandboxes where a control agent steers multi-turn interaction based on runtime observations, while evidence-grounded verifiers judge outcomes from environment state and tool-call evidence rather than model self-report. We evaluate Vera on four production agent frameworks (OpenClaw, Hermes, Codex, Claude Code), revealing substantial safety weaknesses, with average attack success rates reaching 93.9\% under multi-channel attacks; we also release Vera-Bench, comprising 1600 executable safety cases spanning 124 risk categories across three execution settings. These results indicate that modular, executable testing infrastructure is essential for rigorous and maintainable safety evaluation of rapidly evolving agentic systems at scale. The code is publicly available at https://github.com/Yunhao-Feng/Vera.

antgroup Ant Group
·
Jul 3 2

An Empirical Evaluation of Using Large Language Models for Automated Unit Test Generation

Unit tests play a key role in ensuring the correctness of software. However, manually creating unit tests is a laborious task, motivating the need for automation. Large Language Models (LLMs) have recently been applied to this problem, utilizing additional training or few-shot learning on examples of existing tests. This paper presents a large-scale empirical evaluation on the effectiveness of LLMs for automated unit test generation without additional training or manual effort, providing the LLM with the signature and implementation of the function under test, along with usage examples extracted from documentation. We also attempt to repair failed generated tests by re-prompting the model with the failing test and error message. We implement our approach in TestPilot, a test generation tool for JavaScript that automatically generates unit tests for all API functions in an npm package. We evaluate TestPilot using OpenAI's gpt3.5-turbo LLM on 25 npm packages with a total of 1,684 API functions. The generated tests achieve a median statement coverage of 70.2% and branch coverage of 52.8%, significantly improving on Nessie, a recent feedback-directed JavaScript test generation technique, which achieves only 51.3% statement coverage and 25.6% branch coverage. We also find that 92.8% of TestPilot's generated tests have no more than 50% similarity with existing tests (as measured by normalized edit distance), with none of them being exact copies. Finally, we run TestPilot with two additional LLMs, OpenAI's older code-cushman-002 LLM and the open LLM StarCoder. Overall, we observed similar results with the former (68.2% median statement coverage), and somewhat worse results with the latter (54.0% median statement coverage), suggesting that the effectiveness of the approach is influenced by the size and training set of the LLM, but does not fundamentally depend on the specific model.

  • 4 authors
·
Feb 13, 2023

Data Leakage Prevention in Agentic Applications via Preemptive Hardening

Agentic systems integrate LLM driven planning with interfaces to external tools, making data leakage and tool misuse feasible via instruction/data boundary failures and prompt injection attacks. Enforcing required controls consistently is particularly challenging in workflows spanning many codebases and heterogeneous agents. To address this challenge in multi agentic systems, we present a pre-deployment pipeline for scanning, hardening, and validation of agentic applications. The pipeline analyzes prompt templates, tool interfaces, and tool-invocation code to identify leakage-enabling patterns and generate actionable patches. The hardened application is then validated through adversarial prompt injection attacks and benign input variations ensuring that mitigations do not disrupt intended behavior. In the hardening stage, high-risk tools are prioritized, and minimally invasive mitigations are applied, including schema tightening, boundary sanitization, allowlist-based tool gating, and least-privilege checks. In the validation stage, the pipeline automatically generates attack inputs that mimic jailbreaks, instruction overrides, and tool-targeted manipulation, along with benign task variants, to confirm that the functionality of the hardened application is preserved after remediation. We evaluated the pipeline on five real-world agentic applications, as well as on the AgentDojo benchmark. Across all applications, the proposed pipeline identified recurring leakage-enabling patterns and generated patches that can be integrated without disrupting the intended application behavior. The resulting modifications of application code were shown to eliminate leaks when targeted by basic jailbreak and instruction-override attacks, achieving a 100% reduction in leakage, and reduce leaks by 91% under conditions of stress-induced manipulation, without the need of continuous runtime policy enforcement.

  • 5 authors
·
Jul 20

Large Language Models are Pretty Good Zero-Shot Video Game Bug Detectors

Video game testing requires game-specific knowledge as well as common sense reasoning about the events in the game. While AI-driven agents can satisfy the first requirement, it is not yet possible to meet the second requirement automatically. Therefore, video game testing often still relies on manual testing, and human testers are required to play the game thoroughly to detect bugs. As a result, it is challenging to fully automate game testing. In this study, we explore the possibility of leveraging the zero-shot capabilities of large language models for video game bug detection. By formulating the bug detection problem as a question-answering task, we show that large language models can identify which event is buggy in a sequence of textual descriptions of events from a game. To this end, we introduce the GameBugDescriptions benchmark dataset, which consists of 167 buggy gameplay videos and a total of 334 question-answer pairs across 8 games. We extensively evaluate the performance of six models across the OPT and InstructGPT large language model families on our benchmark dataset. Our results show promising results for employing language models to detect video game bugs. With the proper prompting technique, we could achieve an accuracy of 70.66%, and on some video games, up to 78.94%. Our code, evaluation data and the benchmark can be found on https://asgaardlab.github.io/LLMxBugs

  • 5 authors
·
Oct 5, 2022

RSIGame: Autonomous Agentic Game Development with Recursive Self-improvement

Recent advances in large language models have made automatic game generation increasingly feasible, yet reliably improving generated games beyond a playable version remains challenging. Naive iterative refinement can easily overfit a small set of test cases, producing fragile games with unresolved bugs, missing behaviors, and poor generalization to broader player interactions. We introduce RSIGame, an autonomous agentic game development framework with recursive self-improvement. RSIGame organizes development into complementary local and global loops. Concretely, a local explore-diagnose-improve loop broadly explores the executable game, diagnoses and prioritizes discovered issues, and performs evidence-grounded revision, where an evolving checklist continually accumulates new testing and improvement guidance. A global loop tracks overall quality, preserves the best checkpoint, and detects saturation or regression over long-horizon development. Beyond test-time improvement, RSIGame further internalizes successful development experience into the generator through training. Across 140 GameCraft-Bench tasks, two game engines, and five generators, RSIGame consistently improves game quality under matched development budgets. Notably, experience internalization enables Qwen3.8-27B to reach 61.38 on Godot and 58.53 on Phaser, exceeding GPT-5.5 one-shot scores while reducing Qwen's generation tokens by 11 times.

RSIGame RSIGame
·
Sep 29 2

GameASG-Bench: Benchmarking Autonomous Software Generation for Game Development

Autonomous software generation (ASG) aims to turn human requirements into executable applications, but delivering these applications does not necessarily establish that their interacting components satisfy the specified behavioral requirements. We introduce GameASG-Bench, a benchmark that makes behavioral testability part of the generation task for game development. Our design declares an evaluation interface specification before generation, fixing legal starting scenarios, player-level actions, stable snapshots, rejection behavior, and invariants while leaving private implementations open. Concretely, we include: (i) static L1 checks that assess source-level compliance; and (ii) browser-executed L2 checks that combine semantic observations with real input and runtime evidence. We implement this protocol as 47 browser-native game-generation tasks spanning 12 primary genres and both 2D and 3D interaction, each with executable checks and an independently verified reference implementation. Our experiments answer four key questions about end-to-end agent performance, tool access and nominal turn budget, reasoning effort, and harness choice. Across nine agent stacks, the highest observed mean L2 check pass rate is 93.2%, yet the highest observed strict task success rate, requiring all L1 and applicable L2 prerequisite and core requirement checks, is only 55.3% (26/47 tasks). For DeepSeek-V4-Flash, full tool access and larger nominal turn budgets yield more strict task successes, while the strict task success rate is not monotonic in reasoning effort. Both tested harnesses achieve 18 strict task successes, but only ten tasks succeed under both. These results expose task-level compliance gaps that high average check pass rates actually obscure.

  • 7 authors
·
Sep 17

SWE-Replay: Efficient Test-Time Scaling for Software Engineering Agents

Test-time scaling has been widely adopted to enhance the capabilities of Large Language Model (LLM) agents in software engineering (SWE) tasks. However, the standard approach of repeatedly sampling trajectories from scratch is computationally expensive. While recent methods have attempted to mitigate costs using specialized value agents, they can suffer from model miscalibration and fail to generalize to modern agents that synthesize custom bash scripts as tools. In this paper, we introduce SWE-Replay, the first efficient and generalizable test-time scaling technique for modern agents without reliance on potentially noisy value estimates. SWE-Replay optimizes the scaling process by recycling trajectories from prior trials, dynamically choosing to either explore from scratch or exploit archived experience by branching at critical intermediate steps. This selection of intermediate steps is driven by the potential and reasoning significance of repository exploration, rather than external LLM-based quality estimates. Our evaluation shows that, on SWE-Bench Verified, SWE-Replay consistently outperforms naive scaling, reducing costs by up to 17.4% while maintaining or even improving performance by up to 3.8%. Further evaluation on SWE-Bench Pro and Multilingual validates the generalizability of SWE-Replay, establishing it as a robust foundation for efficient test-time scaling of software engineering agents.

  • 2 authors
·
Feb 4

Rethinking the Value of Agent-Generated Tests for LLM-Based Software Engineering Agents

Large Language Model (LLM) code agents increasingly resolve repository-level issues by iteratively editing code, invoking tools, and validating candidate patches. In these workflows, agents often write tests on the fly, a paradigm adopted by many high-ranking agents on the SWE-bench leaderboard. However, we observe that GPT-5.2, which writes almost no new tests, can even achieve performance comparable to top-ranking agents. This raises the critical question: whether such tests meaningfully improve issue resolution or merely mimic human testing practices while consuming a substantial interaction budget. To reveal the impact of agent-written tests, we present an empirical study that analyzes agent trajectories across six state-of-the-art LLMs on SWE-bench Verified. Our results show that while test writing is commonly adopted, but resolved and unresolved tasks within the same model exhibit similar test-writing frequencies Furthermore, these tests typically serve as observational feedback channels, where agents prefer value-revealing print statements significantly more than formal assertion-based checks. Based on these insights, we perform a controlled experiment by revising the prompts of four agents to either increase or reduce test writing. The results suggest that changes in the volume of agent-written tests do not significantly change final outcomes. Taken together, our study reveals that current test-writing practices may provide marginal utility in autonomous software engineering tasks.

WebTestBench: Evaluating Computer-Use Agents towards End-to-End Automated Web Testing

The emergence of Large Language Models (LLMs) has catalyzed a paradigm shift in programming, giving rise to "vibe coding", where users can build complete projects and even control computers using natural language instructions. This paradigm has driven automated webpage development, but it introduces a new requirement about how to automatically verify whether the web functionalities are reliably implemented. Existing works struggle to adapt, relying on static visual similarity or predefined checklists that constrain their utility in open-ended environments. Furthermore, they overlook a vital aspect of software quality, namely latent logical constraints. To address these gaps, we introduce WebTestBench, a benchmark for evaluating end-to-end automated web testing. WebTestBench encompasses comprehensive dimensions across diverse web application categories. We decompose the testing process into two cascaded sub-tasks, checklist generation and defect detection, and propose WebTester, a baseline framework for this task. Evaluating popular LLMs with WebTester reveals severe challenges, including insufficient test completeness, detection bottlenecks, and long-horizon interaction unreliability. These findings expose a substantial gap between current computer-use agent capabilities and industrial-grade deployment demands. We hope that WebTestBench provides valuable insights and guidance for advancing end-to-end automated web testing. Our dataset and code are available at https://github.com/friedrichor/WebTestBench.

  • 13 authors
·
Mar 26

SWE-rebench: An Automated Pipeline for Task Collection and Decontaminated Evaluation of Software Engineering Agents

LLM-based agents have shown promising capabilities in a growing range of software engineering (SWE) tasks. However, advancing this field faces two critical challenges. First, high-quality training data is scarce, especially data that reflects real-world SWE scenarios, where agents must interact with development environments, execute code and adapt behavior based on the outcomes of their actions. Existing datasets are either limited to one-shot code generation or comprise small, manually curated collections of interactive tasks, lacking both scale and diversity. Second, the lack of fresh interactive SWE tasks affects evaluation of rapidly improving models, as static benchmarks quickly become outdated due to contamination issues. To address these limitations, we introduce a novel, automated, and scalable pipeline to continuously extract real-world interactive SWE tasks from diverse GitHub repositories. Using this pipeline, we construct SWE-rebench, a public dataset comprising over 21,000 interactive Python-based SWE tasks, suitable for reinforcement learning of SWE agents at scale. Additionally, we use continuous supply of fresh tasks collected using SWE-rebench methodology to build a contamination-free benchmark for agentic software engineering. We compare results of various LLMs on this benchmark to results on SWE-bench Verified and show that performance of some language models might be inflated due to contamination issues.

nebius Nebius
·
May 26, 2025 2

RepoZero: Can LLMs Generate a Code Repository from Scratch?

Large Language Models (LLMs) have recently shown remarkable progress in code generation, yet their ability to construct complete software repositories from scratch remains poorly understood. A fundamental bottleneck is the lack of verifiable and scalable evaluation: existing benchmarks either focus on patch-based editing or rely on human or LLM-based judgments, which introduce bias and limit reproducibility. In this work, we present RepoZero, the first benchmark that enables fully automated, execution-based verification of repository-level generation from scratch. Our key idea is to reformulate generation as repository reproduction: given only API specifications, an agent must re-implement an entire repository such that its behavior matches the original implementation. This design allows for strict black-box validation via output equivalence, while naturally supporting large-scale construction by reusing existing open-source repositories. To further mitigate data leakage and shortcut solutions, we introduce cross-language constraints and a sandboxed evaluation protocol. Building on this benchmark, we propose an Agentic Code-Test Evolution (ACE) framework that performs iterative test generation and error-driven refinement, enabling effective test-time scaling for repository-level synthesis. Extensive experiments across multiple state-of-the-art LLMs and agent frameworks reveal that even the strongest LLM agents achieve only limited pass rates (30\% - 55\%), exposing a substantial gap between current capabilities and real-world software development requirements. Our results establish RepoZero as a challenging, scalable, and reliable testbed for end-to-end code generation, and highlight self-verification via test generation as a critical direction for advancing LLM-based coding agents.

  • 10 authors
·
May 19

Endless Terminals: Scaling RL Environments for Terminal Agents

Environments are the bottleneck for self-improving agents. Current terminal benchmarks were built for evaluation, not training; reinforcement learning requires a scalable pipeline, not just a dataset. We introduce Endless Terminals, a fully autonomous pipeline that procedurally generates terminal-use tasks without human annotation. The pipeline has four stages: generating diverse task descriptions, building and validating containerized environments, producing completion tests, and filtering for solvability. From this pipeline we obtain 3255 tasks spanning file operations, log management, data processing, scripting, and database operations. We train agents using vanilla PPO with binary episode level rewards and a minimal interaction loop: no retrieval, multi-agent coordination, or specialized tools. Despite this simplicity, models trained on Endless Terminals show substantial gains: on our held-out dev set, Llama-3.2-3B improves from 4.0% to 18.2%, Qwen2.5-7B from 10.7% to 53.3%, and Qwen3-8B-openthinker-sft from 42.6% to 59.0%. These improvements transfer to human-curated benchmarks: models trained on Endless Terminals show substantial gains on held out human curated benchmarks: on TerminalBench 2.0, Llama-3.2-3B improves from 0.0% to 2.2%, Qwen2.5-7B from 2.2% to 3.4%, and Qwen3-8B-openthinker-sft from 1.1% to 6.7%, in each case outperforming alternative approaches including models with more complex agentic scaffolds. These results demonstrate that simple RL succeeds when environments scale.

kRAIG: A Natural Language-Driven Agent for Automated DataOps Pipeline Generation

Modern machine learning systems rely on complex data engineering workflows to extract, transform, and load (ELT) data into production pipelines. However, constructing these pipelines remains time-consuming and requires substantial expertise in data infrastructure and orchestration frameworks. Recent advances in large language model (LLM) agents offer a potential path toward automating these workflows, but existing approaches struggle with under-specified user intent, unreliable tool generation, and limited guarantees of executable outputs. We introduce kRAIG, an AI agent that translates natural language specifications into production-ready Kubeflow Pipelines (KFP). To resolve ambiguity in user intent, we propose ReQuesAct (Reason, Question, Act), an interaction framework that explicitly clarifies intent prior to pipeline synthesis. The system orchestrates end-to-end data movement from diverse sources and generates task-specific transformation components through a retrieval-augmented tool synthesis process. To ensure data quality and safety, kRAIG incorporates LLM-based validation stages that verify pipeline integrity prior to execution. Our framework achieves a 3x improvement in extraction and loading success and a 25 percent increase in transformation accuracy compared to state-of-the-art agentic baselines. These improvements demonstrate that structured agent workflows with explicit intent clarification and validation significantly enhance the reliability and executability of automated data engineering pipelines.

  • 4 authors
·
Mar 19

Generate, Filter, Control, Replay: A Comprehensive Survey of Rollout Strategies for LLM Reinforcement Learning

Reinforcement learning (RL) has become a central post-training tool for improving the reasoning abilities of large language models (LLMs). In these systems, the rollout, the trajectory sampled from a prompt to termination, including intermediate reasoning steps and optional tool or environment interactions, determines the data the optimizer learns from, yet rollout design is often underreported. This survey provides an optimizer-agnostic view of rollout strategies for RL-based post-training of reasoning LLMs. We formalize rollout pipelines with unified notation and introduce Generate-Filter-Control-Replay (GFCR), a lifecycle taxonomy that decomposes rollout pipelines into four modular stages: Generate proposes candidate trajectories and topologies; Filter constructs intermediate signals via verifiers, judges, critics; Control allocates compute and makes continuation/branching/stopping decisions under budgets; and Replay retains and reuses artifacts across rollouts without weight updates, including self-evolving curricula that autonomously generate new training tasks. We complement GFCR with a criterion taxonomy of reliability, coverage, and cost sensitivity that characterizes rollout trade-offs. Using this framework, we synthesize methods spanning RL with verifiable rewards, process supervision, judge-based gating, guided and tree/segment rollouts, adaptive compute allocation, early-exit and partial rollouts, throughput optimization, and replay/recomposition for self-improvement. We ground the framework with case studies in math, code/SQL, multimodal reasoning, tool-using agents, and agentic skill benchmarks that evaluate skill induction, reuse, and cross-task transfer. Finally, we provide a diagnostic index that maps common rollout pathologies to GFCR modules and mitigation levers, alongside open challenges for building reproducible, compute-efficient, and trustworthy rollout pipelines.

McAuley-Lab McAuley-Lab
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Apr 7 3

TDD Without Tears: Towards Test Case Generation from Requirements through Deep Reinforcement Learning

Test-driven development (TDD) is a widely-employed software development practice that mandates writing test cases based on requirements before writing the actual code. While writing test cases is the centerpiece of TDD, it is time-consuming, expensive, and often shunned by developers. To address these issues associated with TDD, automated test case generation approaches have recently been investigated. Such approaches take source code as input, but not the requirements. Therefore, existing work does not fully support true TDD, as actual code is required to generate test cases. In addition, current deep learning-based test case generation approaches are trained with one learning objective, i.e., to generate test cases that are exactly matched with the ground-truth test cases. However, such approaches may limit the model's ability to generate different yet correct test cases. In this paper, we introduce PyTester, a Text-to-Testcase generation approach that can automatically generate syntactically correct, executable, complete, and effective test cases while being aligned with a given natural language requirement. We evaluate PyTester on the public APPS benchmark dataset, and the results show that our Deep RL approach enables PyTester, a small language model, to outperform much larger language models like GPT3.5, StarCoder, and InCoder. Our findings suggest that future research could consider improving small over large LMs for better resource efficiency by integrating the SE domain knowledge into the design of reinforcement learning architecture.

  • 4 authors
·
Jan 15, 2024

SWE-Skills-Bench: Do Agent Skills Actually Help in Real-World Software Engineering?

Agent skills, structured procedural knowledge packages injected at inference time, are increasingly used to augment LLM agents on software engineering tasks. However, their real utility in end-to-end development settings remains unclear. We present SWE-Skills-Bench, the first requirement-driven benchmark that isolates the marginal utility of agent skills in real-world software engineering (SWE). It pairs 49 public SWE skills with authentic GitHub repositories pinned at fixed commits and requirement documents with explicit acceptance criteria, yielding approximately 565 task instances across six SWE subdomains. We introduce a deterministic verification framework that maps each task's acceptance criteria to execution-based tests, enabling controlled paired evaluation with and without the skill. Our results show that skill injection benefits are far more limited than rapid adoption suggests: 39 of 49 skills yield zero pass-rate improvement, and the average gain is only +1.2%. Token overhead varies from modest savings to a 451% increase while pass rates remain unchanged. Only seven specialized skills produce meaningful gains (up to +30%), while three degrade performance (up to -10%) due to version-mismatched guidance conflicting with project context. These findings suggest that agent skills are a narrow intervention whose utility depends strongly on domain fit, abstraction level, and contextual compatibility. SWE-Skills-Bench provides a testbed for evaluating the design, selection, and deployment of skills in software engineering agents. SWE-Skills-Bench is available at https://github.com/GeniusHTX/SWE-Skills-Bench.

Regimes: An Auditable, Held-Out-Gated Improvement Loop Demonstrated on LongMemEval with ActiveGraph

Autonomous improvement loops are hard to trust because the improvement process is usually external scaffolding bolted onto the agent: failures go unlogged, diagnoses cannot be replayed, and promote-or-discard decisions land in a side database rather than the agent's own history. We show that an event-sourced agent runtime removes that friction and turns controlled improvement into a first-class workflow. When the agent's state is a deterministic projection of an append-only event log, failures are recorded, a run replays exactly from its log, candidate patches scope to typed pipeline seams, gates are auditable, and every promotion or discard is itself an event. We demonstrate this with Regimes, a loop on the ActiveGraph runtime that diagnoses failed evaluations, proposes a repair at a pipeline point, and promotes it only after static checks, sandbox execution, in-sample evaluation, and held-out validation. The loop is target-agnostic: the same control flow runs against different tasks through a common interface. On LongMemEval-S the dominant failure is not retrieval but reconciliation: the evidence is already in the assembled context, yet the reader answers incorrectly. Across five seeded held-out splits, Regimes discovers reader-prompt repairs that improve final held-out accuracy by +0.05 to +0.10 in four splits and +0.01 in one over-promotion split; two splits are individually significant (seed 5 unadjusted for its sequential promotion structure), and the pooled count is descriptive only, since the splits share one 500-question pool. The durable contributions are ActiveGraph as an auditable substrate that makes controlled improvement loops tractable, the held-out-gated loop it supports, the failure-regime taxonomy routing each failure to a pipeline location (whose marginal value over an unrouted baseline is the primary open question), and the prompt-as-discovery-probe hypothesis.

  • 1 authors
·
Jun 7

Pentest-R1: Towards Autonomous Penetration Testing Reasoning Optimized via Two-Stage Reinforcement Learning

Automating penetration testing is crucial for enhancing cybersecurity, yet current Large Language Models (LLMs) face significant limitations in this domain, including poor error handling, inefficient reasoning, and an inability to perform complex end-to-end tasks autonomously. To address these challenges, we introduce Pentest-R1, a novel framework designed to optimize LLM reasoning capabilities for this task through a two-stage reinforcement learning pipeline. We first construct a dataset of over 500 real-world, multi-step walkthroughs, which Pentest-R1 leverages for offline reinforcement learning (RL) to instill foundational attack logic. Subsequently, the LLM is fine-tuned via online RL in an interactive Capture The Flag (CTF) environment, where it learns directly from environmental feedback to develop robust error self-correction and adaptive strategies. Our extensive experiments on the Cybench and AutoPenBench benchmarks demonstrate the framework's effectiveness. On AutoPenBench, Pentest-R1 achieves a 24.2\% success rate, surpassing most state-of-the-art models and ranking second only to Gemini 2.5 Flash. On Cybench, it attains a 15.0\% success rate in unguided tasks, establishing a new state-of-the-art for open-source LLMs and matching the performance of top proprietary models. Ablation studies confirm that the synergy of both training stages is critical to its success.

  • 6 authors
·
Aug 10, 2025

OpenGame: Open Agentic Coding for Games

Game development sits at the intersection of creative design and intricate software engineering, demanding the joint orchestration of game engines, real-time loops, and tightly coupled state across many files. While Large Language Models (LLMs) and code agents now solve isolated programming tasks with ease, they consistently stumble when asked to produce a fully playable game from a high-level design, collapsing under cross-file inconsistencies, broken scene wiring, and logical incoherence. We bridge this gap with OpenGame, the first open-source agentic framework explicitly designed for end-to-end web game creation. At its core lies Game Skill, a reusable, evolving capability composed of a Template Skill that grows a library of project skeletons from experience and a Debug Skill that maintains a living protocol of verified fixes - together enabling the agent to scaffold stable architectures and systematically repair integration errors rather than patch isolated syntax bugs. Powering this framework is GameCoder-27B, a code LLM specialized for game engine mastery through a three-stage pipeline of continual pre-training, supervised fine-tuning, and execution-grounded reinforcement learning. Since verifying interactive playability is fundamentally harder than checking static code, we further introduce OpenGame-Bench, an evaluation pipeline that scores agentic game generation along Build Health, Visual Usability, and Intent Alignment via headless browser execution and VLM judging. Across 150 diverse game prompts, OpenGame establishes a new state-of-the-art. We hope OpenGame pushes code agents beyond discrete software engineering problems and toward building complex, interactive real-world applications. Our framework will be fully open-sourced.

  • 11 authors
·
Apr 19 7

SWE-World: Building Software Engineering Agents in Docker-Free Environments

Recent advances in large language models (LLMs) have enabled software engineering agents to tackle complex code modification tasks. Most existing approaches rely on execution feedback from containerized environments, which require dependency-complete setup and physical execution of programs and tests. While effective, this paradigm is resource-intensive and difficult to maintain, substantially complicating agent training and limiting scalability. We propose SWE-World, a Docker-free framework that replaces physical execution environments with a learned surrogate for training and evaluating software engineering agents. SWE-World leverages LLM-based models trained on real agent-environment interaction data to predict intermediate execution outcomes and final test feedback, enabling agents to learn without interacting with physical containerized environments. This design preserves the standard agent-environment interaction loop while eliminating the need for costly environment construction and maintenance during agent optimization and evaluation. Furthermore, because SWE-World can simulate the final evaluation outcomes of candidate trajectories without real submission, it enables selecting the best solution among multiple test-time attempts, thereby facilitating effective test-time scaling (TTS) in software engineering tasks. Experiments on SWE-bench Verified demonstrate that SWE-World raises Qwen2.5-Coder-32B from 6.2\% to 52.0\% via Docker-free SFT, 55.0\% with Docker-free RL, and 68.2\% with further TTS. The code is available at https://github.com/RUCAIBox/SWE-World

RUC-AIBOX RUC-AIBOX
·
Feb 3 3

PlaySuite: A Large-Scale Benchmark for Interactive Visual Intelligence

Recent advances in multimodal foundation models yield strong performance on static perception and reasoning benchmarks, yet such evaluations largely overlook a central aspect of intelligence: acting competently in dynamic environments over extended time horizons. We introduce PlaySuite, a large-scale benchmark for evaluating interactive visual intelligence across more than 5K open-source video games curated from PyWeek and itch.io. Spanning diverse genres and engines, including Pygame, HTML5, Godot, and Unity, these independent games are largely out-of-distribution for current models, reducing the likelihood that success can be achieved by retrieving memorized walkthroughs or web-scale training artifacts. To enable scalable evaluation across heterogeneous titles, we develop a unified closed-loop interaction framework optimized for HPC clusters alongside a Video-LLM-as-a-judge protocol that maps observable gameplay milestones to standardized progress levels. We evaluate fourteen recent open models spanning vision-language models, computer-use agents, and vision-language-action models. Our results yield strong evidence of a perception-action gap: despite strong reasoning capabilities, current models struggle to make sustained progress and exhibit recurring failures in spatial grounding, action execution, and self-correction. PlaySuite provides a reproducible and extensible testbed for measuring progress from visual perception to goal-directed interaction, and a foundation for developing models that can act, adapt, and generalize in dynamic visual environments.

Automated Red Teaming with GOAT: the Generative Offensive Agent Tester

Red teaming assesses how large language models (LLMs) can produce content that violates norms, policies, and rules set during their safety training. However, most existing automated methods in the literature are not representative of the way humans tend to interact with AI models. Common users of AI models may not have advanced knowledge of adversarial machine learning methods or access to model internals, and they do not spend a lot of time crafting a single highly effective adversarial prompt. Instead, they are likely to make use of techniques commonly shared online and exploit the multiturn conversational nature of LLMs. While manual testing addresses this gap, it is an inefficient and often expensive process. To address these limitations, we introduce the Generative Offensive Agent Tester (GOAT), an automated agentic red teaming system that simulates plain language adversarial conversations while leveraging multiple adversarial prompting techniques to identify vulnerabilities in LLMs. We instantiate GOAT with 7 red teaming attacks by prompting a general-purpose model in a way that encourages reasoning through the choices of methods available, the current target model's response, and the next steps. Our approach is designed to be extensible and efficient, allowing human testers to focus on exploring new areas of risk while automation covers the scaled adversarial stress-testing of known risk territory. We present the design and evaluation of GOAT, demonstrating its effectiveness in identifying vulnerabilities in state-of-the-art LLMs, with an ASR@10 of 97% against Llama 3.1 and 88% against GPT-4 on the JailbreakBench dataset.

  • 10 authors
·
Oct 2, 2024

Witness: Discovery, Deciphering, and Epiphany in Interactive Puzzle Environments

Automated science needs agents that can work out the rules of an unfamiliar environment by interacting with it. Interactive rule-discovery puzzles offer a controlled setting for studying this ability: an agent infers hidden rules through experimentation and uses what it has inferred to reach a stated goal. We ask what limits current language models on these puzzles and whether reinforcement learning (RL) improves performance on rules held out from training. To study both, we introduce WITNESS, a 2D grid-based puzzle environment with ground-truth ASCII observations and controlled access to rules. An agentic pipeline generates games for WitnessGym, the RL training suite, and WitnessBench, comprising public validation and private test games. The validation set separately tests new compositions of trained rule primitives and primitives absent from training. Under a shared harness, the best of 18 frontier proprietary and open-weight models solves only 24\% of private test level slots, with scores sensitive to the observation interface and agent configuration. Providing ground-truth rules raises Opus-5's validation RHAE-L5 (relative human action efficiency over the first five levels) from 59.9 to 97.8, whereas a 27B open-weight model gains only 2.1 points and remains limited even with the rules provided. RL on WitnessGym raises the 27B model's private test RHAE-L5 from 2.1 to 5.4 and yields a mean gain of 4.1 points on four external discovery benchmarks. Together, these results point to rule acquisition as a major difficulty for frontier models like Opus-5 while smaller models further struggle on rule-based execution, and indicate that RL on hidden-rule puzzles transfers to broader rules and real-world tasks beyond training. Benchmark is available at: https://witnessbench.ai

  • 9 authors
·
Sep 25

Breaking, Stale, or Missing? Benchmarking Coding Agents on Project-Level Test Evolution

As production code evolves, the test suite must co-evolve to remain effective. Existing benchmarks for test evolution operate at method-level granularity with pre-paired inputs, bypassing the task of locating affected tests from the full project and excluding the need for new tests entirely. We present TEBench, the first project-level benchmark for test evolution. Given a project repository and a code-changing commit, TEBench requires systems to autonomously identify tests requiring modification, determine where new tests are needed, and produce the corresponding test patch. We construct TEBench through a four-stage pipeline over Defects4J projects, curating 314 task instances from 10 projects with developer-written ground truth. Each instance is annotated with one or more of three evolution types: Test-Breaking (tests that fail), Test-Stale (tests that pass but no longer meaningfully validate updated behavior), and Test-Missing (new tests needed for introduced behavior). We evaluate seven configurations spanning three industrial agent frameworks (Claude Code, Codex CLI, OpenCode) and six base models, alongside a heuristic baseline. All seven configurations converge on an identification F1 of 45.7% to 49.4%, revealing a shared performance ceiling across both frameworks and base models. Test-Stale is the most challenging type, averaging F1 around 36%, since configurations rely on execution failure signals and lack proactive semantic reasoning. On the update task, configurations produce highly executable test modifications whose surface form diverges substantially from ground truth. Trajectory analysis reveals a reactive "execute-fail-fix" loop that succeeds for breaking tests but structurally cannot address stale or missing tests. TEBench is available at https://github.com/iSEngLab/TEBench with a leaderboard at https://tebench-leadership.vercel.app.

  • 6 authors
·
May 6

Verifiable Hidden Dynamics Play: Generating Agentic RL Environments from Solved Mechanisms

Language-model agents increasingly face long-horizon tasks with evolving state, interdependent decisions, and delayed outcomes. Scaling their training requires diverse agentic environments, dependable outcome signals, and low extension cost. Existing generation pipelines commonly construct an environment before defining its outcome rule or annotating its trajectories, leaving dynamics and evaluation to be aligned post hoc. VHD-Play reverses this dependency by sampling and solving a mathematical model before a corpus-grounded setter renders its decision process as stateful tools. The executable dynamics and trajectory-scoring reference are inherited from the same solved model. The pipeline produces 3,300 diverse agentic environments at a cost of a few cents each. Training Qwen3.6-35B-A3B on three families raises its mean agentic score from 0.204 to 0.815 in a five-family diagnostic. Gains also appear on held-out instances from all three training families and eight unseen mechanism families, then extend beyond the generated substrate to external benchmarks for general function calling, travel planning, and 365-day e-commerce. On E-Commerce Bench, the trained checkpoint completes every run without bankruptcy and exceeds Qwen3.7-Max. We compare written-out problems with stateful versions that reveal or hide their parameters. The comparison shows that most of the learnable gap lies in stateful interaction rather than underlying problem solving. A frozen 35B setter realizes larger environments, and scale-matched training retains gains as mechanism size and horizon grow, indicating the potential for an evolving training substrate.

Qwen Qwen
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Sep 22 1

CivBench: A Long-Horizon Benchmark for Tool-Mediated Agents in Civilization VI

We present CivBench, an open-source benchmark for evaluating language model agents in long-horizon, tool-mediated environments through the Model Context Protocol (MCP). A single episode spans 300+ turns and produces thousands of tool calls over a large action space, requiring sustained planning, state monitoring, and execution under partial observability. The environment exposes 76 MCP tools and a narration layer that converts visual game state into structured text. We use CivBench to characterise agent behaviour across four model families in 23 admissible runs. The sample is a pilot, not a model ranking: aggregate outcomes do not reliably discriminate models at this scale. Instead, we introduce two interface-level metrics that the environment makes measurable: Proactive Monitoring Rate (PMR), capturing whether agents actively query latent strategic state, and RAG@10, capturing whether commitments stated in structured planning reflections are executed within ten subsequent turns. Across runs we observe two consistent patterns under a shared playbook protocol. Agents under-monitor strategically relevant state that is available but requires explicit querying: despite playbook guidance to query victory progress every 20 turns, agents do so only every 30 to 75 turns, and in 7 of 20 detectable defeats they failed to query within the 20 turn warning window before game end. Agents also frequently fail to execute near-term commitments stated in their own planning reflections (RAG@10 between 48.2% and 65.8% across models). Both patterns arise despite tool access and explicit guidance, and we interpret them as deviations under instruction rather than absences of capability. We release the environment, scenarios, logs, metrics, and analysis pipeline at https://github.com/lmwilki/civ6-mcp

  • 6 authors
·
Sep 1

Beyond Test Presence: Assessing the Quality and Robustness of Agent-Generated Tests in Open-Source Projects

The integration of AI-powered coding agents into Continuous Integration/Continuous Delivery (CI/CD) pipelines has fundamentally altered how software verification is conducted. While these agents successfully automate the test generation, current evaluation benchmarks (e.g., SWE-bench) largely focus on pass-rates rather than the intrinsic quality of the generated tests. This raises the possibility of "stealth technical debt", in which test suites pass execution but do not offer comprehensive coverage or semantic value. We address this methodological gap through a large-scale, empirical comparison of 204,673 test artifacts which comprises of 24,941 human-authored files and 179,732 agent-generated files; sourced from the AIDev dataset. Using the Abstract Syntax Tree (AST) parsing with Python's naive ast module, we implemented a "white-box" static analysis framework to evaluate three quality dimensions: Assertion Strength (RQ1), Edge-Case Coverage (RQ2), and Flakiness Potential (RQ3). Our results present a nuanced inversion of traditional assumptions. AI agents performed better than humans in Edge-Case Coverage, with almost twice the variety of boundary checks (Variety Score: 0.62 vs 0.32) and a higher frequency of null-safety testing (13.40% vs. 8.3%), even though human developers had a slight advantage in Assertion Strength (88.1% strong assertions vs. 85.37% for agents). But this thoroughness comes at a price: due mostly to their reliance on file I/O and non-deterministic logic, agent-generated tests exhibited a higher risk of flakiness (Candidate Rate: 0.41 vs. 0.30). These findings suggest that while AI agents excel at rigorous boundary testing, they lack the "environmental awareness" needed to write stable, hermetic tests.

  • 4 authors
·
Jul 12

CLI-Universe: Towards Verifiable Task Synthesis Engine for Terminal Agents

While recent LLM-based terminal agents have demonstrated promising capabilities, the scarcity of high-quality, executable training data remains a critical bottleneck. Existing synthesis pipelines typically scale by retrofitting surface-level artifacts into tasks, frequently yielding ambiguous instructions, shallow execution paths, and brittle tests that provide weak learning signals. To overcome this, we introduce CLI-Universe, a principled synthesis engine that constructs terminal-agent tasks. CLI-Universe generates candidate tasks by sampling combinations across a multi-dimensional capability taxonomy (domain, skill type, capability, and engineering pillar), then grounds each candidate through evidence-guided deep research over real-world technical materials. To ensure rigorous supervision, validated blueprints are instantiated into Dockerized environments and subjected to a multi-stage executable verification pipeline featuring rubric-gated test construction, hint-conditional filtering, and strict fail-to-pass checking. Across the full pipeline, from candidate generation to verification, approximately two-thirds of candidates are discarded, retaining only those that are genuine, verifiable, and non-trivially challenging. To validate our framework, we instantiate a highly distilled dataset of 6,000 trajectories called CLI-Universe-6K. Remarkably, fine-tuning Qwen3-32B on CLI-Universe-6K achieves 33.4% on Terminal-Bench 2.0. This sets a new state-of-the-art for models trained on open-source data at or below 32B parameters, and outperforms several models an order of magnitude larger, demonstrating the profound data efficiency of structured, high-fidelity synthesis.

NJU-LINK NJU-LINK Lab
·
Jun 21 2

SWE-TRACE: Optimizing Long-Horizon SWE Agents Through Rubric Process Reward Models and Heuristic Test-Time Scaling

Resolving real-world software engineering (SWE) issues with autonomous agents requires complex, long-horizon reasoning. Current pipelines are bottlenecked by unoptimized demonstration data, sparse execution rewards, and computationally prohibitive inference scaling, which collectively exacerbate token bloat, reward hacking, and policy degradation. We present SWE-TRACE (Trajectory Reduction and Agentic Criteria Evaluation), a unified framework optimizing the SWE agent lifecycle across data curation, reinforcement learning (RL), and test-time inference. First, we introduce an LLM multi-task cascading method, utilizing stepwise oracle verification to distill a 60K-instance Supervised Fine-Tuning (SFT) corpus strictly biased toward token-efficient, shortest-path trajectories. Second, to overcome the instability of sparse outcome rewards, we design a MemoryAugmented Agentic RL pipeline featuring a Rubric-Based Process Reward Model (PRM). An auxiliary Rubric-Agent provides dense, fine-grained heuristic feedback on intermediate steps, guiding the model through long-horizon tasks. Finally, we bridge training and inference by repurposing the PRM for heuristic-guided Test-Time Scaling (TTS). By dynamically evaluating and pruning action candidates at each step, SWE-TRACE achieves superior search efficiency without the latency overhead of standard parallel sampling. Extensive experiments on standard SWE benchmarks demonstrate that SWE-TRACE significantly advances the state-of-the-art, maximizing resolution rates while drastically reducing both token consumption and inference latency.

  • 8 authors
·
Apr 15

Toward Training Superintelligent Software Agents through Self-Play SWE-RL

While current software agents powered by large language models (LLMs) and agentic reinforcement learning (RL) can boost programmer productivity, their training data (e.g., GitHub issues and pull requests) and environments (e.g., pass-to-pass and fail-to-pass tests) heavily depend on human knowledge or curation, posing a fundamental barrier to superintelligence. In this paper, we present Self-play SWE-RL (SSR), a first step toward training paradigms for superintelligent software agents. Our approach takes minimal data assumptions, only requiring access to sandboxed repositories with source code and installed dependencies, with no need for human-labeled issues or tests. Grounded in these real-world codebases, a single LLM agent is trained via reinforcement learning in a self-play setting to iteratively inject and repair software bugs of increasing complexity, with each bug formally specified by a test patch rather than a natural language issue description. On the SWE-bench Verified and SWE-Bench Pro benchmarks, SSR achieves notable self-improvement (+10.4 and +7.8 points, respectively) and consistently outperforms the human-data baseline over the entire training trajectory, despite being evaluated on natural language issues absent from self-play. Our results, albeit early, suggest a path where agents autonomously gather extensive learning experiences from real-world software repositories, ultimately enabling superintelligent systems that exceed human capabilities in understanding how systems are constructed, solving novel challenges, and autonomously creating new software from scratch.

  • 9 authors
·
Dec 20, 2025 2

Agent Error Dataset: Scaling 50,000 Error--Diagnosis Pairs for Failure Analysis and Error-Aware Post-Training

An unsuccessful LLM agent rollout contains more information than its final reward: the observations available to the agent, the actions it chose, and the environment's responses. Reusing this experience for learning requires identifying a decision to revise and testing a concrete alternative. We introduce the Agent Error Dataset (AED), comprising 50,228 error-diagnosis pairs from 9,961 source tasks across 33 environments, 19 harness families, and 23 policy models in text-based agent systems. We retain source traces and execution metadata to support cross-setting failure analysis and re-diagnosis without repeating the original rollout. Our five-stage Agentic Error-to-Training (AET) pipeline collects natural failures, generates diagnoses and proposed corrections, and checks them against recorded evidence. Where replay is supported, we compare corrections with original-action retries from the same checkpoint under matched execution settings. We then construct separate training views for diagnosis and actor recovery. Across 3,062 matched replay pairs, first-proposal corrections raise verifier pass rates from 18.4% to 51.1%, a gain of 32.7 percentage points. Using a separately frozen diagnosis release, full-diagnosis fine-tuning on 1,656 source tasks raises Qwen3-8B's exact-step agreement with internal teacher labels from 47.2% to 63.6%, averaged over three seeds on a 943-case holdout. The strongest prompted reference in this comparison scores 54.7%, and mean agreement improves at each of four increasing training-set sizes. In a single-seed comparison of actor-training recipes, action-only repair training scores 6.67 percentage points higher on WebShop-lite than success-only training.

apodex Apodex
·
Sep 29 2

UltraCUA: A Foundation Model for Computer Use Agents with Hybrid Action

Multimodal agents for computer use rely exclusively on primitive actions (click, type, scroll) that require accurate visual grounding and lengthy execution chains, leading to cascading failures and performance bottlenecks. While other agents leverage rich programmatic interfaces (APIs, MCP servers, tools), computer-use agents (CUAs) remain isolated from these capabilities. We present UltraCUA, a foundation model that bridges this gap through hybrid action -- seamlessly integrating GUI primitives with high-level programmatic tool calls. To achieve this, our approach comprises four key components: (1) an automated pipeline that scales programmatic tools from software documentation, open-source repositories, and code generation; (2) a synthetic data engine producing over 17,000 verifiable tasks spanning real-world computer-use scenarios; (3) a large-scale high-quality hybrid action trajectory collection with both low-level GUI actions and high-level programmatic tool calls; and (4) a two-stage training pipeline combining supervised fine-tuning with online reinforcement learning, enabling strategic alternation between low-level and high-level actions. Experiments with our 7B and 32B models demonstrate substantial improvements over state-of-the-art agents. On OSWorld, UltraCUA models achieve an average 22% relative improvement over base models, while being 11% faster in terms of steps. Out-of-domain evaluation on WindowsAgentArena shows our model reaches 21.7% success rate, outperforming baselines trained on Windows data. The hybrid action mechanism proves critical, reducing error propagation while maintaining execution efficiency.

apple Apple
·
Oct 20, 2025 3

ASTRAL: Automated Safety Testing of Large Language Models

Large Language Models (LLMs) have recently gained attention due to their ability to understand and generate sophisticated human-like content. However, ensuring their safety is paramount as they might provide harmful and unsafe responses. Existing LLM testing frameworks address various safety-related concerns (e.g., drugs, terrorism, animal abuse) but often face challenges due to unbalanced and obsolete datasets. In this paper, we present ASTRAL, a tool that automates the generation and execution of test cases (i.e., prompts) for testing the safety of LLMs. First, we introduce a novel black-box coverage criterion to generate balanced and diverse unsafe test inputs across a diverse set of safety categories as well as linguistic writing characteristics (i.e., different style and persuasive writing techniques). Second, we propose an LLM-based approach that leverages Retrieval Augmented Generation (RAG), few-shot prompting strategies and web browsing to generate up-to-date test inputs. Lastly, similar to current LLM test automation techniques, we leverage LLMs as test oracles to distinguish between safe and unsafe test outputs, allowing a fully automated testing approach. We conduct an extensive evaluation on well-known LLMs, revealing the following key findings: i) GPT3.5 outperforms other LLMs when acting as the test oracle, accurately detecting unsafe responses, and even surpassing more recent LLMs (e.g., GPT-4), as well as LLMs that are specifically tailored to detect unsafe LLM outputs (e.g., LlamaGuard); ii) the results confirm that our approach can uncover nearly twice as many unsafe LLM behaviors with the same number of test inputs compared to currently used static datasets; and iii) our black-box coverage criterion combined with web browsing can effectively guide the LLM on generating up-to-date unsafe test inputs, significantly increasing the number of unsafe LLM behaviors.

  • 5 authors
·
Jan 28, 2025

WebTestPilot: Agentic End-to-End Web Testing against Natural Language Specification by Inferring Oracles with Symbolized GUI Elements

Visual language model (VLM) agents show great promise in automating end-to-end (E2E) web testing against requirements in natural language. However, the probabilistic nature of language models can have inherent hallucinations. Therefore, given a detected inconsistency between the requirement and the web application, it is hard to distinguish whether it stems from the hallucination or a real application bug. Addressing this issue presents two core technical challenges: the implicit oracle inference challenge, where the agent must act as its own oracle to implicitly decide if the application's behavior is correct without guidance, and the probabilistic inference challenge, where an LLM's inconsistent reasoning undermines its trustworthiness as an oracle. Existing LLM-based approaches fail to capture such implicit oracles, either by treating any page navigation that doesn't crash as a success, or by checking each state in isolation, thus missing bugs dependent on context from prior steps. We introduce WebTestPilot, an LLM-based agent designed to address these challenges. WebTestPilot uses (1) a symbolization layer which detects and symbolizes critical GUI elements on the web application into symbols (i.e., variables) and (2) translates natural language specification into a sequence of steps, each of which is equipped with inferred pre- and post-conditions over the symbols as an oracle. This oracle captures data, temporal, and causal dependencies, enabling the validation of implicit requirements. To advance research in this area, we build a benchmark of bug-injected web apps for evaluating NL-to-E2E testing. The results show that WebTestPilot achieves a task completion rate of 99%, with 96% precision and 96% recall in bug detection, outperforming the best baseline (+70 precision, +27 recall). The agent generalizes across diverse natural language inputs and model scales.

  • 6 authors
·
Feb 11

SWE-Cycle: Benchmarking Code Agents across the Complete Issue Resolution Cycle

As autonomous code agents move toward end-to-end software development, evaluating their practical autonomy becomes critical. Current benchmarks hide friction by testing agents in pre-configured environments, and their static evaluation pipelines frequently fail when parsing fully autonomous trajectories. We address these limitations with SWE-Cycle, a benchmark of 489 rigorously filtered instances. SWE-Cycle evaluates agents across three isolated tasks, including environment reconstruction, code implementation, and verification test generation, as well as an end-to-end FullCycle task that integrates all three. The FullCycle task requires agents to work autonomously in a bare repository without human scaffolding. To reliably assess these complex execution paths, we developed SWE-Judge. By combining static code review with dynamic testing, this execution-capable evaluation agent accurately verifies functional correctness and eliminates the systematic measurement errors of traditional static parsers. We evaluate code agents powered by six state-of-the-art LLMs across these four tasks. The results reveal a sharp drop in solve rates when transitioning from isolated tasks to FullCycle execution, exposing critical bottlenecks in handling cross-phase dependencies and maintaining code quality. Together, SWE-Cycle and SWE-Judge provide a comprehensive framework for accurately measuring the end-to-end capabilities of autonomous software agents.

  • 11 authors
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May 12

StaminaBench: Stress-Testing Coding Agents over 100 Interaction Turns

We introduce StaminaBench, a benchmark that measures the stamina of coding agents: how many consecutive interaction turns (change requests) they can handle before failing. Unlike the prevailing fraction-of-tasks-solved metric, this matches real vibe-coding where sessions run dozens or hundreds of turns. In StaminaBench, agents implement a REST API server and modify it across a tunable number of procedurally generated follow-up change requests - 100 in our experiments, resulting in codebases of up to 6,000 lines. Tests are generated fully programmatically without LLM involvement, ensuring reproducibility and reliability; change sequences are drawn from either a hardcoded or LLM-driven sampler, both constrained to a structured action space to ensure changes are valid. The agent and the server run in an isolated environment and communicate with the benchmark through HTTP, making testing fully black-box and language-agnostic. We evaluate six agent harnesses paired with seven open-source LLMs across 20 scenarios of 100 turns each and find that: (1) all the tested models fail within 5-6 turns, confirming that vibe-coding-style programming without thorough testing produces bugs; (2) passing test feedback back to the agent and allowing it to retry improves passed turn count by up to 12x; and (3) a good harness is required for strong performance: stronger models exhibit up to a 6x gap between their best and worst harness, while weaker models fail with any harness. We release the benchmark and the generated tasks to enable further research into multi-turn coding agent behavior. Benchmark code and data: github.com/amazon-science/StaminaBench.

  • 5 authors
·
Jun 16

TTHE: Test-Time Harness Evolution

The behavior of an LLM agent is determined not only by the underlying model, but also by its harness: the executable program that constructs context, invokes tools, verifies intermediate results, and recovers from failures. Existing approaches optimize such harnesses before deployment, searching training or development data for a fixed agent workflow that is then frozen at test time. This limits adaptation when the test distribution, failure modes, or tool interactions differ from those seen during development. We ask whether the harness can instead be optimized during evaluation itself, using only the unlabeled execution traces the agent produces on the test inputs. We introduce Test-Time Harness Evolution (TTHE), which treats the executable harness as the state of test-time adaptation. During evaluation, TTHE maintains a population of candidate harnesses and refines them through an agentic proposer that reasons over their execution traces, without gold labels or task-specific supervision; a judge then commits an improved harness from execution-derived proxy signals, and the selected program persists to govern subsequent inputs. Crucially, TTHE does not update model weights, require gold labels, or train a separate adaptation model: solver, proposers, and judge are different roles and harnesses around the same frozen LLM, so all adaptation occurs through changes to the surrounding program. Across text-to-SQL, competitive programming, software engineering, data-science coding, and agentic tool-use tasks, TTHE improves fixed ReAct-style baseline harnesses, yielding persistent, inspectable improvements rather than a pre-searched workflow or per-query retries. These results recast test-time adaptation for LLM agents as evolution over executable control programs and identify execution-derived proxy reliability as a central challenge for robust unsupervised agent improvement.

  • 8 authors
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Jul 8

Cochise: A Reference Harness for Autonomous Penetration Testing

Recent work on LLM-driven autonomous penetration testing reports promising results, but existing systems often bundle architectural, prompting, and tool-integration choices together. This makes it difficult to determine what is gained over a simple agent and harness. We present Cochise, a 630 LOC Python reference implementation for autonomous penetration-testing experiments. Cochise connects to a Linux execution host over SSH and supports attacking controlled target environments reachable from that jump host. The prototype implements a Planner--Executor architecture in which long-term state is maintained by the planner, while a ReAct-style executor issues commands over SSH and self-corrects based on command outputs. The scenario prompt can be adapted to different target environments. We evaluate the harness against a live third-party testbed, Game of Active Directory (GOAD). Cochise is intended not as a state-of-the-art penetration-testing agent, but as a reusable experimental infrastructure for comparing models, agent architectures, and penetration-testing traces. Alongside the prototype, we release replay and analysis tools: (i) cochise-replay for offline visualization of captured runs, (ii) cochise-analyze-logs and cochise-analyze-graphs for cost, token, duration, and compromise analysis, and (iii) a corpus of JSON trajectory logs from GOAD runs, so that researchers can study agent behavior without provisioning the 48--64 GB RAM / 190 GB storage testbed themselves. Tool demo video available at https://youtu.be/2mQimB1ufyI.

  • 2 authors
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Aug 2

SWE-Game: Can Coding Agents Build the Games We Want?

We introduce SWE-Game, a benchmark of 247 tasks grounded in 41 executable reference Godot games spanning 13 gameplay categories in 2D and 3D. Five task types cover development from a brief, implementation from a game design document, skeleton completion, repair of 83 injected-fault cases, and Godot-to-Unity porting. Reference materials specify the intended gameplay, while a shared instrumentation interface lets evaluator-owned drivers and probes execute actions and observe independently implemented games. Evaluation combines engine-state checks, certified reference-input replay, and agent-authored feature demonstrations to assess mechanic correctness, demonstrated playability, and behavioral restoration and preservation after repairs. Game-specific vision-language rubrics separately assess presentation. Across six models, Opus5 achieves the highest overall score in all five task types. Best overall scores remain below 60 out of 100 across the three construction tasks, with Brief-to-Game reaching 50.38. Analysis of reviewed submissions identifies requirement omissions and gameplay logic errors as predominant implementation problems. On human-labeled behaviors from 100 agent-built games, executable checks achieve 92.59% balanced accuracy, compared with 78.41% for a video-based VLM judge. Rubric-based visual scores reach a Spearman correlation of 0.829 with human ratings of 200 gameplay clips. Together, these results characterize current agent capabilities across game-development activities and support combining runtime evidence with visual assessment.

GUI Testing Arena: A Unified Benchmark for Advancing Autonomous GUI Testing Agent

Nowadays, research on GUI agents is a hot topic in the AI community. However, current research focuses on GUI task automation, limiting the scope of applications in various GUI scenarios. In this paper, we propose a formalized and comprehensive environment to evaluate the entire process of automated GUI Testing (GTArena), offering a fair, standardized environment for consistent operation of diverse multimodal large language models. We divide the testing process into three key subtasks: test intention generation, test task execution, and GUI defect detection, and construct a benchmark dataset based on these to conduct a comprehensive evaluation. It evaluates the performance of different models using three data types: real mobile applications, mobile applications with artificially injected defects, and synthetic data, thoroughly assessing their capabilities in this relevant task. Additionally, we propose a method that helps researchers explore the correlation between the performance of multimodal language large models in specific scenarios and their general capabilities in standard benchmark tests. Experimental results indicate that even the most advanced models struggle to perform well across all sub-tasks of automated GUI Testing, highlighting a significant gap between the current capabilities of Autonomous GUI Testing and its practical, real-world applicability. This gap provides guidance for the future direction of GUI Agent development. Our code is available at https://github.com/ZJU-ACES-ISE/ChatUITest.

  • 8 authors
·
Dec 24, 2024

AI Harness Engineering: A Runtime Substrate for Foundation-Model Software Agents

Foundation models have transformed automated code generation, yet autonomous software-engineering agents remain unreliable in realistic development settings. The dominant explanation locates this gap in model capability. We propose a different locus: software-engineering capability emerges from a model-harness-environment system, in which a runtime substrate -- the harness -- mediates how a foundation-model agent observes a project, acts on it, receives feedback, and establishes that a change is complete. We formalize this substrate as an AI Harness Engineering and identify eleven component responsibilities: task specification, context selection, tool access, project memory, task state, observability, failure attribution, verification, permissions, entropy auditing, and intervention recording. We operationalize the harness through a four-level ladder (H0-H3) that progressively exposes runtime support to the agent, and we propose a trace-based evaluation protocol that converts each agent run into an auditable episode package. Applied to a controlled validation task, the framework yields episode packages whose evidence structure varies systematically with harness level: lower levels produce only a final patch, higher levels produce reproduction logs, failure attributions, deterministic requirement checks, and structured verification reports. The framework reframes the central question of autonomous software engineering from whether a foundation model can produce a patch to whether the model-harness-environment system can produce a verifiably correct, attributed, and maintainable change. We outline a research program for the runtime systems that foundation-model software agents will require.

  • 2 authors
·
May 12

Authoring for Living Worlds: Tool-Constrained LLM Agents for Executable Multi-Actor Scenarios

Authoring a multi-actor scenario for a living 3D world, where every action changes its state, and each action's validity depends on the state accumulated before it, demands the freedom of storytelling and the rigor of simulation at once. We author such scenarios with LLM agents, as Graphs of Events in Space and Time (GESTs) that a simulation engine executes deterministically into narrative videos with per-frame spatial, temporal, and semantic ground truth. A staged pipeline driving a flagship LLM, the standard design in video generation, failed outright: the model violates rules stated verbatim in its prompt, and cannot track the dynamic world state. We answer with a constraint-enforcing tool layer: our Director and Scene Builder agents explore the world's capabilities page by page and build every scene through operations checked against simulator state, so every specification they emit is valid by construction. Because we generate each seed text from an existing scenario graph, we can measure reconstruction: the agent authors its own graph from the text alone, yet matches the original at 0.83 F1 on its events, each action with its participants (0.55 for a random scenario of the same kind), and 0.77 on their ordering (0.43 random). End to end: the standard staged pipeline produced 0 executable specifications in 50 attempts; our agents, driving a budget model, execute 20 of 25 (80%), and are, to our knowledge, the first to exercise the full expressive capacity of GEST.

  • 3 authors
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Jul 28

The GEST-Engine: From Event Graphs to Synthetic Video. A Full Technical Report

We present the GEST-Engine, a complete system that goes from natural-language text to fully-annotated multi-actor video. At its core is an explicit world model: rather than encoding state as a learned latent, the engine maintains a complete, inspectable representation of the world (which actors exist, where they are, what they are doing, which objects they hold, and how events relate in time and space), expressed as a formal Graph of Events in Space and Time (GEST) and realized deterministically inside the open world of a commercial game engine driven through an open-source multiplayer scripting framework. GESTs are produced either procedurally or by an agentic text-to-GEST system in which an LLM Director plans a story through tool calls validated by a programmatic state backend, so every generated specification is executable by construction. A GEST then enters a four-stage execution pipeline: graph parsing and validation, entity and action grounding, temporal orchestration (Allen-style constraints resolved by Floyd-Warshall transitive closure), and execution and capture. In a single simulation pass the engine emits frame-aligned RGB video, dense per-pixel depth, instance segmentation, per-actor skeletal pose, per-frame pairwise spatial-relation graphs, 2D bounding boxes, event-to-frame temporal mappings, and natural-language descriptions, all at zero marginal annotation cost. We further describe an in-game world editor, runtime capability extraction, a text-generation pipeline, and a production system that renders corpora at scale across parallel virtual machines. Because every frame traces back to a semantic specification, the engine guarantees object permanence, multi-actor coordination, and temporal consistency by construction, making its output valuable as training data, evaluation benchmarks, and diagnostic tools for video understanding.

  • 3 authors
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Jul 13

Test vs Mutant: Adversarial LLM Agents for Robust Unit Test Generation

Software testing is a critical, yet resource-intensive phase of the software development lifecycle. Over the years, various automated tools have been developed to aid in this process. Search-based approaches typically achieve high coverage but produce tests with low readability, whereas large language model (LLM)-based methods generate more human-readable tests but often suffer from low coverage and compilability. While the majority of research efforts have focused on improving test coverage and readability, little attention has been paid to enhancing the robustness of bug detection, particularly in exposing corner cases and vulnerable execution paths. To address this gap, we propose AdverTest, a novel adversarial framework for LLM-powered test case generation. AdverTest comprises two interacting agents: a test case generation agent (T) and a mutant generation agent (M). These agents engage in an adversarial loop, where M persistently creates new mutants "hacking" the blind spots of T's current test suite, while T iteratively refines its test cases to "kill" the challenging mutants produced by M. This interaction loop is guided by both coverage and mutation scores, enabling the system to co-evolve toward both high test coverage and bug detection capability. Experimental results in the Defects4J dataset show that our approach improves fault detection rates by 8.56% over the best existing LLM-based methods and by 63.30% over EvoSuite, while also improving line and branch coverage.

  • 6 authors
·
Feb 8

AutoPenBench: Benchmarking Generative Agents for Penetration Testing

Generative AI agents, software systems powered by Large Language Models (LLMs), are emerging as a promising approach to automate cybersecurity tasks. Among the others, penetration testing is a challenging field due to the task complexity and the diverse strategies to simulate cyber-attacks. Despite growing interest and initial studies in automating penetration testing with generative agents, there remains a significant gap in the form of a comprehensive and standard framework for their evaluation and development. This paper introduces AutoPenBench, an open benchmark for evaluating generative agents in automated penetration testing. We present a comprehensive framework that includes 33 tasks, each representing a vulnerable system that the agent has to attack. Tasks are of increasing difficulty levels, including in-vitro and real-world scenarios. We assess the agent performance with generic and specific milestones that allow us to compare results in a standardised manner and understand the limits of the agent under test. We show the benefits of AutoPenBench by testing two agent architectures: a fully autonomous and a semi-autonomous supporting human interaction. We compare their performance and limitations. For example, the fully autonomous agent performs unsatisfactorily achieving a 21% Success Rate (SR) across the benchmark, solving 27% of the simple tasks and only one real-world task. In contrast, the assisted agent demonstrates substantial improvements, with 64% of SR. AutoPenBench allows us also to observe how different LLMs like GPT-4o or OpenAI o1 impact the ability of the agents to complete the tasks. We believe that our benchmark fills the gap with a standard and flexible framework to compare penetration testing agents on a common ground. We hope to extend AutoPenBench along with the research community by making it available under https://github.com/lucagioacchini/auto-pen-bench.

  • 6 authors
·
Oct 27, 2024

LiveFMBench: Unveiling the Power and Limits of Agentic Workflows in Specification Generation

Formal specification is essential for rigorous program verification, yet writing correct specifications remains costly and difficult to automate. Although large language models (LLMs) and agents have shown promising progress, their true capabilities and failure modes remain unclear. We present the first systematic and contamination-aware study of LLM- and agent-based formal specification generation for C programs. We introduce LiveFMBench, a continuously evolving benchmark of 630 ACSL (ANSI/ISO C Specification Language)-annotated C programs, including 360 newly collected cases designed to mitigate data leakage. Using this benchmark, we evaluate direct prompting with different sampling sizes, reasoning-enabled (thinking mode) inference, the agentic pipeline, and perform a fine-grained failure analysis. Experimental results reveal that naive evaluation substantially overestimates performance because models under direct prompting may exhibit unfaithful behaviors, such as deceiving automated provers or ignoring code-context constraints; after excluding such cases, the true specification generation accuracy drops by approximately 20\%. We further find that both increased sampling and thinking mode significantly improve success rates, with smaller models benefiting more from thinking mode. Agentic pipelines are particularly effective under low sampling budgets and on harder datasets. Failure analysis further shows that incorrect loop invariants are the dominant error type, while agentic pipelines notably reduce assertion errors. These results expose fundamental limitations in current LLM-based approaches and suggest they remain far from replacing human-authored formal specifications. We release LiveFMBench at https://huggingface.co/datasets/fm-universe/Live-FM-Bench and all evaluation artifacts to support future research.

  • 12 authors
·
May 1

Automated Benchmark Generation for Repository-Level Coding Tasks

Code Agent development is an extremely active research area, where a reliable performance metric is critical for tracking progress and guiding new developments. This demand is underscored by the meteoric rise in popularity of SWE-Bench. This benchmark challenges code agents to generate patches addressing GitHub issues given the full repository as context. The correctness of generated patches is then evaluated by executing a human-written test suite extracted from the repository after the issue's resolution. However, constructing benchmarks like SWE-Bench requires substantial manual effort to set up historically accurate execution environments for testing. Crucially, this severely limits the number of considered repositories, e.g., just 12 for SWE-Bench. Considering so few repositories, selected for their popularity runs the risk of leading to a distributional mismatch, i.e., the measured performance may not be representative of real-world scenarios potentially misguiding development efforts. In this work, we address this challenge and introduce SetUpAgent, a fully automated system capable of historically accurate dependency setup, test execution, and result parsing. Using SetUpAgent, we generate two new datasets: (i) SWEE-Bench an extended version of SWE-Bench encompassing hundreds of repositories, and (ii) SWA-Bench a benchmark focusing on applications rather than libraries. Comparing these datasets to SWE-Bench with respect to their characteristics and code agent performance, we find significant distributional differences, including lower issue description quality and detail level, higher fix complexity, and most importantly up to 40% lower agent success rates.

  • 3 authors
·
Mar 10, 2025

Rethinking Verification for LLM Code Generation: From Generation to Testing

Large language models (LLMs) have recently achieved notable success in code-generation benchmarks such as HumanEval and LiveCodeBench. However, a detailed examination reveals that these evaluation suites often comprise only a limited number of homogeneous test cases, resulting in subtle faults going undetected. This not only artificially inflates measured performance but also compromises accurate reward estimation in reinforcement learning frameworks utilizing verifiable rewards (RLVR). To address these critical shortcomings, we systematically investigate the test-case generation (TCG) task by proposing multi-dimensional metrics designed to rigorously quantify test-suite thoroughness. Furthermore, we introduce a human-LLM collaborative method (SAGA), leveraging human programming expertise with LLM reasoning capability, aimed at significantly enhancing both the coverage and the quality of generated test cases. In addition, we develop a TCGBench to facilitate the study of the TCG task. Experiments show that SAGA achieves a detection rate of 90.62% and a verifier accuracy of 32.58% on TCGBench. The Verifier Accuracy (Verifier Acc) of the code generation evaluation benchmark synthesized by SAGA is 10.78% higher than that of LiveCodeBench-v6. These results demonstrate the effectiveness of our proposed method. We hope this work contributes to building a scalable foundation for reliable LLM code evaluation, further advancing RLVR in code generation, and paving the way for automated adversarial test synthesis and adaptive benchmark integration.

  • 7 authors
·
Jul 9, 2025 1

AutoDev: Automated AI-Driven Development

The landscape of software development has witnessed a paradigm shift with the advent of AI-powered assistants, exemplified by GitHub Copilot. However, existing solutions are not leveraging all the potential capabilities available in an IDE such as building, testing, executing code, git operations, etc. Therefore, they are constrained by their limited capabilities, primarily focusing on suggesting code snippets and file manipulation within a chat-based interface. To fill this gap, we present AutoDev, a fully automated AI-driven software development framework, designed for autonomous planning and execution of intricate software engineering tasks. AutoDev enables users to define complex software engineering objectives, which are assigned to AutoDev's autonomous AI Agents to achieve. These AI agents can perform diverse operations on a codebase, including file editing, retrieval, build processes, execution, testing, and git operations. They also have access to files, compiler output, build and testing logs, static analysis tools, and more. This enables the AI Agents to execute tasks in a fully automated manner with a comprehensive understanding of the contextual information required. Furthermore, AutoDev establishes a secure development environment by confining all operations within Docker containers. This framework incorporates guardrails to ensure user privacy and file security, allowing users to define specific permitted or restricted commands and operations within AutoDev. In our evaluation, we tested AutoDev on the HumanEval dataset, obtaining promising results with 91.5% and 87.8% of Pass@1 for code generation and test generation respectively, demonstrating its effectiveness in automating software engineering tasks while maintaining a secure and user-controlled development environment.

  • 5 authors
·
Mar 13, 2024 2

A^2E : An End-to-End Agent Auditing Engine

With the rapid advancement of large language models (LLMs), harnesses have become essential infrastructure for deploying agents across a wide range of domains. The fast-evolving harness ecosystem has also made rigorous capability evaluation increasingly important. However, efficiently building an end-to-end, systematic, and comprehensive evaluation pipeline remains a significant challenge. To address this challenge, we introduce A^2E (Agent Auditing Engine), an end-to-end evaluation engine designed for agent harnesses. A^2E leverages our newly proposed Agent Task Protocol (ATP) to enable the rapid integration of evaluation tasks with different harnesses. Through an automatically instrumented Monitor, it captures and generates standardized execution traces during experiments. In the Evaluation stage, A^2E systematically assesses harness capabilities using a suite of multidimensional metrics. Compared with correctness alone, these metrics provide a more fine-grained characterization of differences among harnesses in execution efficiency, tool use, task planning, and error recovery. Experiments conducted with A^2E further reveal that model-harness combinations exhibit substantial performance variation across different types of tasks, and that no single combination consistently outperforms all others across every task. These findings not only demonstrate the necessity of systematic evaluation but also provide useful guidance for the co-evolving of models and harnesses. Our code is available at https://github.com/datamllab/A2E.

Learning Latent Plans from Play

Acquiring a diverse repertoire of general-purpose skills remains an open challenge for robotics. In this work, we propose self-supervising control on top of human teleoperated play data as a way to scale up skill learning. Play has two properties that make it attractive compared to conventional task demonstrations. Play is cheap, as it can be collected in large quantities quickly without task segmenting, labeling, or resetting to an initial state. Play is naturally rich, covering ~4x more interaction space than task demonstrations for the same amount of collection time. To learn control from play, we introduce Play-LMP, a self-supervised method that learns to organize play behaviors in a latent space, then reuse them at test time to achieve specific goals. Combining self-supervised control with a diverse play dataset shifts the focus of skill learning from a narrow and discrete set of tasks to the full continuum of behaviors available in an environment. We find that this combination generalizes well empirically---after self-supervising on unlabeled play, our method substantially outperforms individual expert-trained policies on 18 difficult user-specified visual manipulation tasks in a simulated robotic tabletop environment. We additionally find that play-supervised models, unlike their expert-trained counterparts, are more robust to perturbations and exhibit retrying-till-success behaviors. Finally, we find that our agent organizes its latent plan space around functional tasks, despite never being trained with task labels. Videos, code and data are available at learning-from-play.github.io

  • 7 authors
·
Mar 5, 2019

SWE-fficiency: Can Language Models Optimize Real-World Repositories on Real Workloads?

Optimizing the performance of large-scale software repositories demands expertise in code reasoning and software engineering (SWE) to reduce runtime while preserving program correctness. However, most benchmarks emphasize what to fix rather than how to fix code. We introduce SWE-fficiency, a benchmark for evaluating repository-level performance optimization on real workloads. Our suite contains 498 tasks across nine widely used data-science, machine-learning, and HPC repositories (e.g., numpy, pandas, scipy): given a complete codebase and a slow workload, an agent must investigate code semantics, localize bottlenecks and relevant tests, and produce a patch that matches or exceeds expert speedup while passing the same unit tests. To enable this how-to-fix evaluation, our automated pipeline scrapes GitHub pull requests for performance-improving edits, combining keyword filtering, static analysis, coverage tooling, and execution validation to both confirm expert speedup baselines and identify relevant repository unit tests. Empirical evaluation of state-of-the-art agents reveals significant underperformance. On average, agents achieve less than 0.15x the expert speedup: agents struggle in localizing optimization opportunities, reasoning about execution across functions, and maintaining correctness in proposed edits. We release the benchmark and accompanying data pipeline to facilitate research on automated performance engineering and long-horizon software reasoning.

  • 8 authors
·
Nov 8, 2025 2