Abstract:Academic benchmarks for coding agents tend to reward autonomous task completion, measured by verifiable rewards such as unit-test success. In contrast, real-world coding agents operate with humans in the loop, where success signals are typically noisy, delayed, and sparse. How can we bridge this gap? In this paper, we propose a process to learn a "critic" model from sparse and noisy interaction data, which can then be used both as a reward model for either RL-based training or inference-time scaling. Specifically, we introduce Critic Rubrics, a rubric-based supervision framework with 24 behavioral features that can be derived from human-agent interaction traces alone. Using a semi-supervised objective, we can then jointly predict these rubrics and sparse human feedback (when present). In experiments, we demonstrate that, despite being trained primarily from trace-observable rubrics and sparse real-world outcome proxies, these critics improve best-of-N reranking on SWE-bench (Best@8 +15.9 over Random@8 over the rerankable subset of trajectories), enable early stopping (+17.7 with 83% fewer attempts), and support training-time data curation via critic-selected trajectories.
Abstract:AI agents are increasingly developed and evaluated on benchmarks relevant to human work, yet it remains unclear how representative these benchmarking efforts are of the labor market as a whole. In this work, we systematically study the relationship between agent development efforts and the distribution of real-world human work by mapping benchmark instances to work domains and skills. We first analyze 43 benchmarks and 72,342 tasks, measuring their alignment with human employment and capital allocation across all 1,016 real-world occupations in the U.S. labor market. We reveal substantial mismatches between agent development that tends to be programming-centric, and the categories in which human labor and economic value are concentrated. Within work areas that agents currently target, we further characterize current agent utility by measuring their autonomy levels, providing practical guidance for agent interaction strategies across work scenarios. Building on these findings, we propose three measurable principles for designing benchmarks that better capture socially important and technically challenging forms of work: coverage, realism, and granular evaluation.
Abstract:Despite rapid progress on coding agents, progress on their multimodal counterparts has lagged behind. A key challenge is the scarcity of evaluation testbeds that combine the complexity of software development with the need for deep multimodal understanding. Game development provides such a testbed as agents must navigate large, dense codebases while manipulating intrinsically multimodal assets such as shaders, sprites, and animations within a visual game scene. We present GameDevBench, the first benchmark for evaluating agents on game development tasks. GameDevBench consists of 132 tasks derived from web and video tutorials. Tasks require significant multimodal understanding and are complex -- the average solution requires over three times the amount of lines of code and file changes compared to prior software development benchmarks. Agents still struggle with game development, with the best agent solving only 54.5% of tasks. We find a strong correlation between perceived task difficulty and multimodal complexity, with success rates dropping from 46.9% on gameplay-oriented tasks to 31.6% on 2D graphics tasks. To improve multimodal capability, we introduce two simple image and video-based feedback mechanisms for agents. Despite their simplicity, these methods consistently improve performance, with the largest change being an increase in Claude Sonnet 4.5's performance from 33.3% to 47.7%. We release GameDevBench publicly to support further research into agentic game development.
Abstract:Software testing is crucial for ensuring the correctness and reliability of software systems. Automated generation of issue reproduction tests from natural language issue descriptions enhances developer productivity by simplifying root cause analysis, promotes test-driven development -- "test first, write code later", and can be used for improving the effectiveness of automated issue resolution systems like coding agents. Existing methods proposed for this task predominantly rely on closed-source LLMs, with limited exploration of open models. To address this, we propose SWE-Tester -- a novel pipeline for training open-source LLMs to generate issue reproduction tests. First, we curate a high-quality training dataset of 41K instances from 2.6K open-source GitHub repositories and use it to train LLMs of varying sizes and families. The fine-tuned models achieve absolute improvements of up to 10\% in success rate and 21\% in change coverage on SWT-Bench Verified. Further analysis shows consistent improvements with increased inference-time compute, more data, and larger models. These results highlight the effectiveness of our framework for advancing open-source LLMs in this domain.




Abstract:Agents are now used widely in the process of software development, but building production-ready software engineering agents is a complex task. Deploying software agents effectively requires flexibility in implementation and experimentation, reliable and secure execution, and interfaces for users to interact with agents. In this paper, we present the OpenHands Software Agent SDK, a toolkit for implementing software development agents that satisfy these desiderata. This toolkit is a complete architectural redesign of the agent components of the popular OpenHands framework for software development agents, which has 64k+ GitHub stars. To achieve flexibility, we design a simple interface for implementing agents that requires only a few lines of code in the default case, but is easily extensible to more complex, full-featured agents with features such as custom tools, memory management, and more. For security and reliability, it delivers seamless local-to-remote execution portability, integrated REST/WebSocket services. For interaction with human users, it can connect directly to a variety of interfaces, such as visual workspaces (VS Code, VNC, browser), command-line interfaces, and APIs. Compared with existing SDKs from OpenAI, Claude, and Google, OpenHands uniquely integrates native sandboxed execution, lifecycle control, model-agnostic multi-LLM routing, and built-in security analysis. Empirical results on SWE-Bench Verified and GAIA benchmarks demonstrate strong performance. Put together, these elements allow the OpenHands Software Agent SDK to provide a practical foundation for prototyping, unlocking new classes of custom applications, and reliably deploying agents at scale.
Abstract:Current evaluations of agents remain centered around one-shot task completion, failing to account for the inherently iterative and collaborative nature of many real-world problems, where human goals are often underspecified and evolve. We argue for a shift from building and assessing task completion agents to developing collaborative agents, assessed not only by the quality of their final outputs but by how well they engage with and enhance human effort throughout the problem-solving process. To support this shift, we introduce collaborative effort scaling, a framework that captures how an agent's utility grows with increasing user involvement. Through case studies and simulated evaluations, we show that state-of-the-art agents often underperform in multi-turn, real-world scenarios, revealing a missing ingredient in agent design: the ability to sustain engagement and scaffold user understanding. Collaborative effort scaling offers a lens for diagnosing agent behavior and guiding development toward more effective interactions.
Abstract:As large language models (LLMs) are increasingly used for ideation and scientific discovery, it is important to evaluate their ability to generate novel output. Prior work evaluates novelty as the originality with respect to training data, but original outputs can be low quality. In contrast, non-expert judges may favor high-quality but memorized outputs, limiting the reliability of human preference as a metric. We propose a new novelty metric for LLM generations that balances originality and quality -- the harmonic mean of the fraction of \ngrams unseen during training and a task-specific quality score. We evaluate the novelty of generations from two families of open-data models (OLMo and Pythia) on three creative tasks: story completion, poetry writing, and creative tool use. We find that LLM generated text is less novel than human written text. To elicit more novel outputs, we experiment with various inference-time methods, which reveals a trade-off between originality and quality. While these methods can boost novelty, they do so by increasing originality at the expense of quality. In contrast, increasing model size or applying post-training reliably shifts the Pareto frontier, highlighting that starting with a stronger base model is a more effective way to improve novelty.




Abstract:Evaluation of large language models (LLMs) for code has primarily relied on static benchmarks, including HumanEval (Chen et al., 2021), which measure the ability of LLMs to generate complete code that passes unit tests. As LLMs are increasingly used as programmer assistants, we study whether gains on existing benchmarks translate to gains in programmer productivity when coding with LLMs, including time spent coding. In addition to static benchmarks, we investigate the utility of preference metrics that might be used as proxies to measure LLM helpfulness, such as code acceptance or copy rates. To do so, we introduce RealHumanEval, a web interface to measure the ability of LLMs to assist programmers, through either autocomplete or chat support. We conducted a user study (N=213) using RealHumanEval in which users interacted with six LLMs of varying base model performance. Despite static benchmarks not incorporating humans-in-the-loop, we find that improvements in benchmark performance lead to increased programmer productivity; however gaps in benchmark versus human performance are not proportional -- a trend that holds across both forms of LLM support. In contrast, we find that programmer preferences do not correlate with their actual performance, motivating the need for better, human-centric proxy signals. We also open-source RealHumanEval to enable human-centric evaluation of new models and the study data to facilitate efforts to improve code models.
Abstract:As large language models (LLMs) become more capable, there is growing excitement about the possibility of using LLMs as proxies for humans in real-world tasks where subjective labels are desired, such as in surveys and opinion polling. One widely-cited barrier to the adoption of LLMs is their sensitivity to prompt wording -- but interestingly, humans also display sensitivities to instruction changes in the form of response biases. As such, we argue that if LLMs are going to be used to approximate human opinions, it is necessary to investigate the extent to which LLMs also reflect human response biases, if at all. In this work, we use survey design as a case study, where human response biases caused by permutations in wordings of ``prompts'' have been extensively studied. Drawing from prior work in social psychology, we design a dataset and propose a framework to evaluate whether LLMs exhibit human-like response biases in survey questionnaires. Our comprehensive evaluation of nine models shows that popular open and commercial LLMs generally fail to reflect human-like behavior. These inconsistencies tend to be more prominent in models that have been instruction fine-tuned. Furthermore, even if a model shows a significant change in the same direction as humans, we find that perturbations that are not meant to elicit significant changes in humans may also result in a similar change, suggesting that such a result could be partially due to other spurious correlations. These results highlight the potential pitfalls of using LLMs to substitute humans in parts of the annotation pipeline, and further underscore the importance of finer-grained characterizations of model behavior. Our code, dataset, and collected samples are available at https://github.com/lindiatjuatja/BiasMonkey
Abstract:Besides providing insights into how an image classifier makes its predictions, nearest-neighbor examples also help humans make more accurate decisions. Yet, leveraging this type of explanation to improve both human-AI team accuracy and classifier's accuracy remains an open question. In this paper, we aim to increase both types of accuracy by (1) comparing the input image with post-hoc, nearest-neighbor explanations using a novel network (AdvisingNet), and (2) employing a new reranking algorithm. Over different baseline models, our method consistently improves the image classification accuracy on CUB-200 and Cars-196 datasets. Interestingly, we also reach the state-of-the-art human-AI team accuracy on CUB-200 where both humans and an AdvisingNet make decisions on complementary subsets of images.