Artifact-to-Capability: Diagnosing Breaks in Capability Formation of Self-Evolving Agents in a Controlled Environment
Organizations: 1Tianjin University · 2Independent Researcher · 3International Digital Economy Academy (IDEA)
Abstract
Self-evolving agents write interaction experience into artifacts and reuse them in later tasks. Most work supports such methods with three proxy signals: artifacts accumulate, behavior changes once they are loaded, and metrics rise. We call this signal-based evaluation. What these signals are meant to indicate, however, has not been defined. To fill this gap, we define capability formation from artifacts as five sequentially dependent properties, two of which form a checkpoint for capability formation, and introduce three-scale diagnosis, which judges these properties at the state, game, and lineage levels. In freestyle Gomoku, Reflexion, Voyager, and DGM evolve with the same base model and all show the three signals, yet each exhibits a distinct capability-formation break. Reflexion shows a legalization gain: its pass rate rises only because more of its moves are legal. Voyager shows a compositional override: components that are sound on their own combine to miss all 20 available one-move wins. DGM shows loss-only drift: after passing the checkpoint, later versions only lose passing states. These counterexamples show that signal-based evaluation cannot determine whether a capability has formed.
Figures & tables
| Scale | Properties and criteria | Why this works |
|---|---|---|
| State-level | Compare moves with and without the tested artifact on the same states. Property 2: move changes exceed sampling noise. Property 3: the pass rate among legal moves increases. | The states are identical and the tested artifact is the only difference, so any change in moves can only come from it. A rule program independently specifies the acceptable moves, distinguishing “changed for the better” from “merely changed.” |
| Game-level | Play complete games between the frozen system and a programmatic opponent. Property 4: complete five at every immediate-win state. | At an immediate-win state, “win in one move” is already established and the rules specify the unique correct move. Failing to complete five shows that another part of the system overturned this effect, so no control condition is needed. |
| Lineage-level | Compare adjacent versions state by state on the same states, along with their wins. Property 5: later versions retain prior effects while adding new ones; losing without adding, or barely changing behavior, fails. | Paired state-level comparison shows exactly what each version adds or loses, and whether its modifications still reach behavior. |
| Signals | Three-scale diagnosis | ||||
|---|---|---|---|---|---|
| Mechanism | Accumulation / behavior change / metric gain | State-level: Property 3 | Game-level: Property 4 | Lineage-level: Property 5 | Break |
| Reflexion | Six cells, seven memories each; moves change on 59.8%–78.2% of B states (noise: 46.7%); overall pass rate rises from 8.0% to 9.2%–10.3% on B and from 21.7% to 22.5%–27.5% on A. | Legal pass rate improves in none of 12 combinations; fails . | Not judged. | Not judged. | Property 3 |
| Voyager | Seven skills and a calling script; ablating components changes moves on 89–808 B states; open fours rise from 0/20 to 20/20. | round1 full : 459 newly passing and 73 lost on B; holds. | Completes five at 0/20 immediate-win states; fails . | Not judged. | Property 4 |
| DGM | Six accepted descendants; OB-3 changes moves on at least 661 B states relative to P0; B pass rate rises from 48.7% (P0) to 63.0% (OB-7); evolutionary score rises from 150.4 (OB-1) to 312.6 (OB-7). | OB-3 vs. P0: 522 newly passing and 139 lost; holds. | Completes five at 19/19; holds. | OB-5 and OB-6 only lose; OB-7 barely changes behavior; fails . | Property 5 |
| Version | Wins | B pass rate | Newly passing / lost |
|---|---|---|---|
| P0 | 20/20 | 48.7% | — |
| OB-3 | 19/20 | 70.5% | / (vs. P0) |
| OB-5 | 9/20 | 64.6% | 0 / |
| OB-6 | 0/20 | 63.0% | 0 / |
| OB-7 | 0/20 | 63.0% | 1 / 0 |
Appendix figures & tables8 assets
Supplementary material from the paper’s appendix.
Appendix
| Condition | Set | Legality rate | # Pass | ||
|---|---|---|---|---|---|
| Empty memory | A | 58.3% | 26 | 21.7% | 37.1% |
| Empty memory | B | 49.8% | 140 | 8.0% | 16.0% |
| Empty memory (second run) | A | 65.8% | 26 | 21.7% | 32.9% |
| Empty memory (second run) | B | 51.0% | 144 | 8.2% | 16.1% |
| outcome ( threat-aware ) | A | 75.8% | 33 | 27.5% | 36.3% |
| outcome ( threat-aware ) | B | 67.3% | 164 | 9.3% | 13.9% |
| Condition | Move change | Net change | ||
|---|---|---|---|---|
| Empty memory (second run; noise baseline) | 46.7% | 0.73 | 16.0% 16.1% | |
| threat-aware , outcome | 61.3% | 0.0433 | 13.9% | |
| threat-aware , trace | 78.2% | 0.0037 | 12.3% | |
| rule-based , outcome | 62.9% | 0.0033 | 13.0% | |
| rule-based , trace | 72.8% | 0.0478 | 11.6% | |
| search_2 , outcome | 65.5% | 0.0031 | 13.8% |
| Feedback | Set | Newly passing | Lost | Illegal pass | Legal non-pass pass | Net change among legal moves | |
|---|---|---|---|---|---|---|---|
| outcome | A | 8 | 1 | 0.039 | 6 | 2 | |
| outcome | B | 77 | 53 | 0.043 | 53 | 24 | |
| trace | A | 7 | 4 | 0.55 | 4 | 3 | |
| trace | B | 111 | 71 | 0.0037 | 72 | 39 |
| Version | search_2 wins/undecided/losses | A | B |
|---|---|---|---|
| P0 | 20/0/0 | 66.7% | 48.7% |
| OB-1 | 0/0/20 | 80.0% | 78.6% |
| OB-2 | 15/0/5 | 74.2% | 70.7% |
| OB-3 | 19/0/1 | 80.0% | 70.5% |
| OB-5 | 9/11/0 | 66.7% | 64.6% |
| OB-6 | 0/11/9 | 66.7% | 63.0% |
| Configuration | Own open four formed | Wins | Mean length (moves) |
|---|---|---|---|
| full | 20/20 | 0/20 | 20.0 |
| -open3 (without create_open_three ) | 20/20 | 20/20 | 129.0 |
| -minimax (without minimax_search ) | 0/20 | 0/20 | 20.0 |
| round1 (first-round tactical skills only) | 0/20 | 0/20 | 18.0 |
| Configuration | A (/120) | B (/1,756) |
|---|---|---|
| full | 88 | 1,076 |
| -open3 (without create_open_three ) | 96; 8/8/0 | 1,345; 330/274/5 |
| -minimax (without minimax_search ) | 88; 0/0/0 | 1,084; 89/18/10 |
| round1 (first-round tactical skills only) | 80; 16/0/8 | 690; 808/73/459 |
| Group | Records | Voyager’s immediate winning points | search_2 ’s immediate winning points | Move played |
|---|---|---|---|---|
| G1 | 4 | (4,10), (9,5) | (4,5), (9,10) | (4,5) |
| G2 | 5 | (4,10), (9,5) | (5,4), (10,9) | (5,4) |
| G3 | 5 | (6,4), (11,9) | (6,9), (11,4) | (6,9) |
| G4 | 6 | (4,6), (9,11) | (4,11), (9,6) | (4,11) |
| Work | Artifact source | Pairing or intervention unit | Same-state action pairing | Primary readout | Cross-version |
|---|---|---|---|---|---|
| EvoPathBench ( Lin et al., 2026a ) | Evolutionary artifacts | Artifact on/off on held-out episodes | No (episode-level; trajectories diverge) | Episode risk-adjusted score difference | Yes (successive checkpoints) |
| Agent Plasticity ( Singh et al., 2026 ) | Evolutionary artifacts | Checkpoint-level games; LLM-observed annotations | Single case (appendix only) | Game score; usage annotations | Yes (successive checkpoints) |
| Lin et al. (2026b) | Evolutionary artifacts | Agent evolver cross-product | No | Pass-rate gain; loading and following rates | No |
| Misevolution ( Shao et al., 2026 ) | Hand-constructed (memory experiment) | Same query with and without memory | Yes | Safety label | Yes (before and after evolution) |
| SkillApt ( Guo et al., 2026 ) | Externally provided | Same task state with and without a skill | Yes (single answer) | Answer correctness; token cost | No |
| CMA ( Zhang et al., 2026c ) | Policy-internal history | Two histories crossed on a verified-identical input | Yes | Task branch selected by the action; pairwise reliability | No |
Self-Evolving Agents
Self-evolving agents improve their skills, memory, tools, policies, or environments by learning from interaction and evaluation feedback.
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