The World Won't Wait: Evaluating and Teaching Agents Under a Live Clock
Organizations: Peking University · Samsung Research, Beijing, China
Abstract
Large language model (LLM) agents can solve complex interactive tasks, yet reasoning and tool calls take time. In continuously changing environments, an otherwise correct action may arrive too late. We introduce RealtimeBench, with 180 tasks across six game types, to evaluate agents while games continue running during inference. Paired evaluations show that GPT-6.1-sol outperforms the faster Jev when games are paused, but falls behind when they keep running. We propose Two-Timescale Offline Recursive Self-Improvement (TORSI): a slow teacher studies failures and tests corrections in paused games between attempts, then writes reusable instructions for a fast student. The student acts without teacher calls during gameplay, and validation scores determine which updates are adopted. Two rounds raise Jev's average test score from 13.51 to 24.19 on a 0--100 progress scale, improving all six game types. The instructions also improve average scores for three other models without retuning. These findings point toward real-time intelligence: enabling powerful LLM agents to remain effective in a continuously changing world by organizing deliberation, learning, and action across timescales.
Figures & tables
| Type | Model | Mario | Snake | Tetris | Temple | River | Bird | Average | Latency (s) | Cost ($) |
|---|---|---|---|---|---|---|---|---|---|---|
| Decision | GLiClass (0.4B) | 14.40 | 0.12 | 0.00 | 1.39 | 8.61 | 2.00 | 4.42 | 0.40 | — |
| Clef-flash 9B | 17.66 | 0.24 | 0.19 | 4.05 | 11.43 | 12.40 | 7.66 | 0.31 | — | |
| Clef 27B | 18.57 | 22.71 | 5.38 | 5.09 | 9.51 | 36.80 | 16.34 | 0.65 | — | |
| StartLux 4B | 19.69 | 21.53 | 7.89 | 2.04 | 11.34 | 10.80 | 12.22 | 0.28 | — | |
| StartLux 27B | 14.52 | 2.35 | 33.12 | 37.16 | 3.37 | 9.20 | 16.62 | 0.82 | — | |
| JevK5 4B | 22.60 | 1.62 | 2.62 | 4.94 | 4.74 | 8.00 | 7.42 | 0.249 | — |
| Validation | Test | ||||||
|---|---|---|---|---|---|---|---|
| Game type | Base | R1 | R2 | Base | R1 | R2 | Adopted |
| Mario | 31.19 | 32.49 | 22.38 | 21.78 | 25.02 | 23.07 | 25.02 |
| Snake | 16.59 | 17.71 | 27.18 | 14.98 | 19.41 | 26.59 | 26.59 |
| Tetris | 16.54 | 23.73 | 24.96 | 17.73 | 18.76 | 27.77 | 27.77 |
| Temple | 3.65 | 47.04 | 26.29 | 10.86 | 24.90 | 23.10 | 24.90 |
| River | 20.35 | 24.60 | 27.74 | 8.63 | 13.71 | 24.87 | 24.87 |
| Method | Mario | Snake | Tetris | Temple | River | Bird | Avg |
|---|---|---|---|---|---|---|---|
| Base | 31.19/21.78 | 16.59/14.98 | 16.54/17.73 | 3.65/10.86 | 20.35/8.63 | 10.00/7.07 | 16.38/13.51 |
| Instr. only | 27.99/21.78 | 5.29/14.98 | 20.19/17.42 | 4.48/4.17 | 21.11/13.08 | 8.00/7.07 | 14.51/13.08 |
| + Teacher prac. | 28.48/21.78 | 8.47/14.98 | 17.54/19.96 | 9.48/10.07 | 20.51/10.47 | 10.80/7.60 | 15.88/14.14 |
| + Student prac. | 31.40/21.27 | 8.12/14.98 | 24.62/14.15 | 5.27/4.56 | 10.75/8.63 | 14.40/14.80 | 15.76/13.07 |
| Full TORSI R1 | 32.49/25.02 | 17.71/19.41 | 23.73/18.76 | 47.04/24.90 | 24.60/13.71 | 18.00/14.27 | 27.26/19.35 |
| Test score | Jev | GPT-6.1-sol medium | Total | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Method | Mario | Snake | Tetris | Temple | River | Bird | Avg | Cost ($) | Input (M) | Output (M) | Cost ($) | Cost ($) |
| Base | 21.78 | 14.98 | 17.73 | 10.86 | 8.63 | 7.07 | 13.51 | 0 | 0 | 0 | 0 | 0.00 |
| ACE | — | — | — | 16.25 | 2.16 | 6.40 | 13.22 | 4.30 | 8.5417 | 0.2672 | 19.76 | 24.05 |
| AHE | — | — | 18.81 | 18.38 | 18.55 | — | 16.59 | 3.00 | 10.5587 | 0.3375 | 24.49 | 27.49 |
| GEPA | — | 17.30 | 26.65 | 5.69 | — | — | 14.52 | 6.46 | 6.6958 | 0.1144 | 14.54 | 20.99 |
| TORSI (ours) | 25.02 | 26.59 | 27.77 | 24.90 | 24.87 | 16.00 | 24.19 | 1.46 | 11.2187 | 0.0490 | 22.93 | 24.39 |
| Target model | Mario | Snake | Tetris | Temple | River | Bird | Average | |
|---|---|---|---|---|---|---|---|---|
| StartLux 4B | Before | 19.69 | 21.53 | 7.89 | 2.04 | 11.34 | 10.80 | 12.22 |
| After | 22.17 | 21.77 | 13.04 | 64.51 | 16.00 | 12.80 | 25.05 | |
| StartLux 27B | Before | 14.52 | 2.35 | 33.12 | 37.16 | 3.37 | 9.20 | 16.62 |
| After | 16.87 | 19.53 | 24.08 | 35.27 | 14.40 | 12.40 | 20.43 | |
| MiMo v2.6 Ultra Speed | Before | 16.52 | 3.18 | 6.39 | 1.26 | 4.36 | 4.00 | 5.95 |
| After | 17.86 | 6.35 | 7.46 | 1.48 | 5.45 | 5.20 | 7.30 |
Appendix figures & tables11 assets
Supplementary material from the paper’s appendix.
Appendix
| Benchmark | Suite | Clock | Live state | Latency effect | Paused control | Pace sweep | |
| SmartPlay | ( Wu et al., 2024 ) | 6 games | Step | – | – | – | – |
| BALROG | ( Paglieri et al., 2025 ) | 6 games | Step | – | – | – | – |
| lmgame-Bench | ( Hu et al., 2026 ) | 6 games | Step | – | – | – | – |
| Learn2Play | ( Li et al., 2026 ) | 20 games | Step | – | – | – | – |
| GameWorld | ( Ouyang et al., 2026 ) | 170 tasks | Paused | – | – | – | – |
| VideoGameBench | ( Zhang et al., 2025 ) | 10 games | Wall | – |
| Game type | Task variation | Live clock | Progress measure |
|---|---|---|---|
| Mario | ROM stages grouped by world and mechanics | 10 FPS, three lives | Furthest position |
| Snake | Board size, obstacles, decoy food | 1.5 moves/s | Food collected |
| Tetris | Seeded pieces, gravity levels | 450–200 ms per row | Lines cleared |
| Temple | Seeded route, game-speed levels | 0.30–0.70 original speed | Points |
| River | Seeded river layout, 1–5 starting lives | 60 FPS | Points |
| Bird | Seeded pipes, 200–120 px gaps | 20 FPS | Pipes cleared |
| Game type | Observation | Action interface and execution |
|---|---|---|
| Mario | Position, terrain, enemies, jump state, and timing features extracted from RAM. | Button plans over future time slots, with explicit short-jump, long-jump, and A-release semantics. |
| Snake | Board, body, food, obstacles, and timing features. | Direction and delay in ticks; repeated choices of the same direction preserve the earlier pending turn. |
| Tetris | Board, current and next pieces, candidate placements, and geometric features. | Joint rotation/column choice; reachability checks when the response arrives and an optional re-query for an unreachable placement. |
| Temple | Lane, pose, visible hazards, and estimated time to contact. | Wait, move left or right, jump, slide, or activate Pulse. |
| River | Visible river channels, enemies, fuel, and plane state. | Lane, fire, and throttle decisions; a steering converter maps model outputs to continuous steering. |
| Bird | Height, velocity, visible pipes, and a projection of the currently held flap schedule. | Eight complete flap schedules; the selected schedule continues between responses. |
| Game type | Guidance format | Round-1 lesson | Round-2 lesson |
|---|---|---|---|
| Mario | Skill instructions; action and timing rules | Skill guidance learned from visual practice: release before a new jump, hold the jump button for height when ceiling clearance allows, land on support, account for action age, and keep moving after landing. | † After a supported landing, continue along the ground when no visible hazard requires a jump. Release the jump button after landing before starting the next jump. Time takeoff using nearby hazards and landing surfaces. |
| Tetris | Skill instructions; conditional rules; re-query on unreachable placement | On high boards or outdated observations, a conditional rule adds concise geometry guidance and allows one re-query when the chosen placement is unreachable. | Below height 17, prefer a line clear only when it also lowers peak height and adds at most one new buried cell relative to visible alternatives. |
| Snake | Direction and turn-timing instructions | Safety, food-seeking, and turn-timing guidance that balances immediate progress with a safe next move. | Check the next turn as well as the immediate move. Keep an escape route rather than chase food into a dead end near the board edge or a one-cell corridor. |
| Temple | Instructions for specific action choices | Revised jump, slide, lane-change, and special-action conditions based on pose, hazards, and expected action age. | † Move to a clear lane early. After each step, recheck actual lane position and visible hazards, then continue toward the clear destination. |
| River | Fire, lane, and throttle instructions | Revised fuel, shooting, open-water, and steering guidance. | Hold the lane while firing at an aligned stationary target. Maintain the route through the next bridge or enemy, and shoot moving targets when they enter the line of fire. |
| Bird | Flap-schedule instructions | Adjust flap timing to reach a safe height before entering a pipe gap and stay within the gap while passing through it. | Flap immediately if waiting would leave the bird below the pipe gap at entry; if it is too high, delay flapping to descend. Start correcting height early and maintain a safe height until the bird clears the pipe. |
| Method | Core optimization mechanism | RealtimeBench adaptation | Editable components | Internal optimization and selection |
|---|---|---|---|---|
| TORSI | Offline practice, guidance distillation, and recursive improvement. | Both rounds include feedback analysis, teacher practice, student guidance checks from saved states, and guidance updates. | Guidance and conditional action rules for each game type. | Successful and failed practice branches inform a guidance proposal, which is frozen for external validation. |
| ACE | Generator–Reflector–Curator collaboration with incremental playbook refinement. | Game trajectories support reflection, student regeneration, and localized curation. Stable entry identifiers and attribution counters are preserved; the curator merges redundant entries. | Structured context playbook. | Incremental updates, reflection-driven regeneration, and multi-epoch refinement produce the final playbook. |
| AHE | Execution-evidence-driven component evolution, effect prediction, and verification with rollback. | Layered trajectory diagnosis supports component edits and outcome checks. Editable components are restricted to the game interface. | Guidance, question instructions, memory, and conditional middleware. | Component edits are evaluated on feedback tasks and kept when mean feedback scores improve; otherwise, they are rolled back. |
| GEPA | Reflective text optimization with Pareto selection and candidate merging. | The official optimizer uses a real-time adapter to evolve guidance and action-question text from game trajectories. | Guidance and action-question text. | The official search maintains a Pareto candidate pool, performs reflective mutations and merges, and returns its selected candidate. |
| Method | Search configuration and stopping conditions |
|---|---|
| TORSI | Two improvement rounds, each using ten feedback tasks together with teacher and student practice. |
| ACE | Up to 60 feedback episodes per game type per search pass, five epochs, and two reflection-driven regenerations per task, subject to the remaining episode allowance. |
| AHE | Up to 60 feedback episodes per game type per search pass and ten evolution iterations; stops after two consecutive iterations without an accepted edit. |
| GEPA | Up to 60 feedback episodes per game type per search pass, controlled by the episode allowance and stopping callbacks. The adapted configuration uses five feedback tasks for reflection and five for Pareto evaluation. |
| GPT-6.1-sol | Jev | |||||
|---|---|---|---|---|---|---|
| Game type | Paused | 1.5 | 2 | Paused | 1.5 | 2 |
| Mario | 48.20 | 6.20 | 6.04 | 29.31 | 19.12 | 17.40 |
| Snake | 42.71 | 0.12 | 0.12 | 39.65 | 2.47 | 1.65 |
| Tetris | 57.08 | 0.00 | 0.00 | 26.65 | 19.92 | 4.87 |
| Temple | 43.91 | 0.63 | 0.63 | 25.70 | 5.94 | 5.07 |
| River | 38.00 | 0.03 | 0.00 | 41.59 | 10.15 | 6.17 |
| Mario | Snake | Tetris | Temple | River | Bird | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Model | P50 | P95 | P50 | P95 | P50 | P95 | P50 | P95 | P50 | P95 | P50 | P95 |
| Clef-flash 9B | 0.56 | 0.69 | 0.30 | 0.37 | 0.24 | 0.30 | 0.23 | 0.28 | 0.26 | 0.33 | 0.22 | 0.28 |
| Clef 27B | 1.45 | 2.35 | 0.58 | 0.63 | 0.44 | 0.61 | 0.43 | 0.49 | 0.43 | 0.52 | 0.41 | 0.46 |
| GLiClass (0.4B) | 1.80 | 3.10 | 0.22 | 0.25 | 0.08 | 0.17 | 0.07 | 0.11 | 0.10 | 0.20 | 0.09 | 0.09 |
| Jev | 1.02 | 2.63 | 0.33 | 0.44 | 0.26 | 0.47 | 0.43 | 0.87 | 0.35 | 0.50 | 0.37 | 0.61 |
| JevK5 4B | 0.690 | 1.291 | 0.187 | 0.195 | 0.211 | 0.325 | 0.085 | 0.126 | 0.147 | 0.206 | 0.087 | 0.091 |
| Model | Mean input tokens | Mean output tokens | Mean cost/task ($) |
|---|---|---|---|
| Clef-flash 9B | 181,277 | 0 | 0 |
| Clef 27B | 276,130 | 0 | 0 |
| GLiClass (0.4B) | 462,086 | 0 | 0 |
| Jev | 264,195 | 14,503 | 0.0111 |
| JevK5 4B | 933,259 | 0 | 0 |
| Open-Jev-2B | 18,372,135 | 0 | 0 |
LLM Agent Self-Improvement
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