Rethinking Verification in Agent Harnesses
Organizations: Cornell University · Alibaba Group
Abstract
Agent harnesses enable large language models to act through tools, observe the results, and iteratively work toward a task goal. Verification checks and revises agents' work to improve output quality. Yet there is limited guidance on how harnesses should organize this effort. We study verification as an axis of test-time scaling by examining when to intervene, who checks the work, and how checking leads to revision. Our framework spans four layers of the agent lifecycle: initial instructions, mid-turn reminders, completion gates, and independent review. We compare 17 designs across seven frontier coding models on Terminal-Bench (TB) and SWE-bench Verified (SWE), and introduce VisualBench for expert evaluation of visual and interactive artifacts. Initial instructions and execution-time reminders yield modest, model-dependent average gains on the coding benchmarks, without substantially increasing average output token use. Completion gates can yield larger gains but may substantially increase cost. Independent review by a critic offers a more favorable accuracy-cost tradeoff, improving average accuracy by 5.9-9.5 percentage points on TB and 3.9-6.6 on SWE at 1.13-1.25 and 1.00-1.04 times baseline cost, respectively. On VisualBench, independent review achieves net preferences of 13.2-23.8 points over the baseline across its four designs, exceeding the evaluated L0-L2 designs. Additional review rounds or independent critics further improve average TB accuracy by up to 3.5 percentage points. Together, these results provide empirical guidance for verification design in agent harnesses and support independent review as a practical axis of test-time scaling.
Figures & tables
| Layer | When | Who checks | How execution continues |
|---|---|---|---|
| L0 | At initialization | Agent | Use initial verification instructions to guide checking and revision. |
| L1 | During execution | Agent | Check recent changes and revise ongoing work after a reminder. |
| L2 | At completion | Agent | Resume work for self-checking and revision after a check request or rejected completion. |
| L3 | Before acceptance | Separate critic | Return critic findings to guide agent revision. |
Appendix figures & tables40 assets
Supplementary material from the paper’s appendix.
Appendix
| Model | Uncached input | Cached input | Output |
|---|---|---|---|
| Qwen3.7-Max | 1.791 | 0.358 | 5.373 |
| Qwen3.8-Max | 1.791 | 0.358 | 5.373 |
| GLM-5.2 | 1.194 | 0.299 | 4.179 |
| DeepSeek V4-Pro | 1.791 | 0.149 | 3.582 |
| DeepSeek V4-Flash | 0.149 | 0.030 | 0.299 |
| Kimi-K2.7-Code | 0.970 | 0.194 | 4.030 |
| ID | Method | Variant |
|---|---|---|
| L0 Initial instructions | ||
| 1 | Verification instruction | System |
| 2 | Verification instruction | User |
| L1 Execution-time reminders | ||
| 3 | Periodic reminder | System |
| 4 | After-edit reminder | System |
| Model | Later turn | Same or later turn |
|---|---|---|
| Qwen3.7-Max | 9.7 | 10.3 |
| Qwen3.8-Max | 8.7 | 16.5 |
| GLM-5.2 | 11.0 | 12.3 |
| DeepSeek V4-Pro | 6.2 | 9.5 |
| DeepSeek V4-Flash | 10.5 | 13.3 |
| Kimi-K2.7-Code | 6.8 | 7.3 |
| Task | Core requirements and deliverables |
|---|---|
| Blender desk scene blender-object 3D | Construct a desk lamp and supporting objects from geometry, with distinct materials, deliberate lighting, shadows, and depth of field. Render a composed image and a lit, full-rotation video of at least four seconds using Cycles. Deliverables: render.png , turntable.mp4 . |
| Breakout game-breakout Game | Build a playable brick-breaking game with paddle-dependent bounce and spin, multiple brick types, stacking power-ups, synthesized sound, combo scoring, and at least four levels. Include lives, pause, restart, and a persistent high score. Deliverables: index.html . |
| Tower defense game-tower Game | Implement escalating enemy waves and at least four tower types with upgrades, selling, range displays, and placement constraints. Include varied enemies, an early-wave bonus, money and lives, speed control, pause, and win/loss states. Deliverables: index.html . |
| Voxel sandbox game-voxel Game | Generate streamed terrain with caves, water, and distinct block types. Support first-person movement and collision, mining, inventory, placement, falling blocks, crafting, day/night lighting, and persistence of the player position and world edits. Deliverables: index.html , three.min.js . |
| Stormy ocean shader-scene Shader | Write a WebGL/GLSL ocean shader with waves at multiple scales, persistent foam, scattering and reflections, moving clouds, rain, and lightning that relights the scene. Support mouse-controlled viewing and smooth full-screen rendering without loaded textures. Deliverables: index.html . |
| Animated concert poster svg-poster Vector | Design a synthwave poster with the specified event text, deliberate typography, layered depth, and lighting effects. Combine animations at different speeds, including path-driven motion, in a seamless loop; keep the SVG self-contained and scalable. Deliverables: poster.svg . |
| Task | Core requirements and deliverables |
|---|---|
| Interactive cloth cloth-sim 3D | Implement cloth physics without a physics library: grabbing, unpinning, wind, tearing, and stable draping over a sphere. Expose simulation controls, live energy and constraint error, and structural and shaded views; remain stable under aggressive input. Deliverables: index.html . |
| Flowline kanban data-app-kanban Application | Create a populated board with editable cards, drag-and-drop, bulk actions, composed filters, and an enforced three-card work-in-progress limit. Support full keyboard operation, undo/redo, persistent board state, and JSON import/export. Deliverables: index.html . |
| Sales data explorer dataviz-explorer Data visualization | Visualize roughly 5,500 messy sales records across six regions and two channels. Enable trend and regional comparisons, repair recoverable data, explain every excluded row, and represent missing values honestly. Choose the views and implement them without charting libraries. Deliverables: index.html . |
| 2D platformer game-platformer Game | Use the two supplied tile maps to build responsive movement with variable jump height and coyote time. Include a following camera, hazards and respawning, collectible coins, progression between levels, a win screen, and restart. Deliverables: index.html . |
| Generative art series generative-art Generative art | Create a visually coherent series with varied compositions and generated palettes. Make each seed deterministic and its composition independent of window size; provide seed navigation, progressive rendering, and PNG export rendered at least three times screen resolution. Deliverables: index.html . |
| Vector boolean editor path-boolean Vector | Compute union, intersection, difference, and exclusion on editable cubic Bezier paths without geometry libraries or masking shortcuts. Handle tangencies, overlaps, holes, and disjoint results; support chained operations, geometry diagnostics, undo/redo, and SVG export. Deliverables: index.html . |
| Model | L0 | L1 | L2 | L3: Independent review | |||
|---|---|---|---|---|---|---|---|
| System | Edit/User | Early | Changes | Changes + visual | Trajectory | Trajectory + visual | |
| Qwen3.7-Max | |||||||
| Qwen3.8-Max | |||||||
| GLM-5.2 | |||||||
| DeepSeek V4-Pro | |||||||
| DeepSeek V4-Flash | |||||||
| Layer | Successful verification run | Failed verification run |
|---|---|---|
| L0 | C1 : re-reading an edge-orientation rule | C2 : endpoint checks, failed integration |
| L1 | C3 : deployment with live HTTP checks | C4 : clean compile, invalid substitutions; C5 : output equality without sufficient speedup |
| L2 | C6 : reopened checks reveal an order assumption | C7 : state changes during repeated testing |
| L3 | C8 : counterexample followed by repair; C9 : a boundary test guides numeric repair | C10 : a diagnosis before the run deadline |
LLM Agent Verification
LLM agent verification checks whether agents’ actions, evidence, policies, and completion claims satisfy explicit requirements.
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