AI Coding Agents

Momentum

28 papers in the last four weeks, up 115% on the four weeks before. 0.3% of all new papers.

Jul 13Week of Sep 28

Latest papers 212

Oct 8, 2026cs.AI

BrickBench: Evaluating Agentic Brick Design

We propose BrickBench, a benchmark for agentic text-conditioned LEGO-set design. Given a prompt, an agent is tasked with producing an assembly that not only satisfies semantic and design criteria, but that can also be physically built. To do so, it must select parts from a discrete library and reason jointly about local and global constraints. We score validity, alignment, and design across three settings that vary in scale and part availability. We provide BrickAgent, an environment for coding agents to construct, inspect, and validate their designs. We find that leading agents largely satisfy verifiable physical and semantic requirements, but fall short of human designs. We release our benchmark and environment at http://www.brickben.ch
Oct 8, 2026cs.CL

Forms of LLM-Integrated Applications from LLM-Chats to Autonomous AI Agent System

Large language models (LLMs) are increasingly embedded as components in software systems, marketed under labels such as chatbot, copilot, retrieval-augmented generation, workflow, coding agent and AI agent. Whether these labels denote genuine architectural forms or serve as branding has not been assessed systematically. In the sources surveyed, labels do carry architectural content, most clearly in vendor usage: copilot denotes a router-worker architecture operating a host application under step-by-step user confirmation, while the more recent shift to the label agent coincides with AI-planned multi-step execution of which the user sees only the outcome. The coding agents of four major providers share one architecture, a reason-and-act loop delegating to subagents. This survey describes seven recurring forms---LLM chats, custom agents, retrieval-augmented generation (RAG), AI-enhanced workflows, copilots, coding agents, and, in part, agentic RAG---in a common vocabulary of agents and tools. Each is characterized along four structural dimensions (agentic RAG only partially): the architectural pattern, the control of execution and the point of user intervention, the number of agent calls per task, and tool use. An illustrative corpus of 22 systems from research publications and vendor documentation grounds the descriptions and shows where they reach their limit.
Oct 8, 2026cs.AI

Tracing the Thoughts of a Coding Agent Playing ARC-AGI-3: Lessons for Continual Learning

We study how a coding agent learns across a sequence of abstract reasoning tasks. The agent runs on a frozen foundation model inside a fixed harness and acts by writing and running Python and shell scripts. It retains no state across turns other than its written artifacts, so every thought it forms, carries, corrects or abandons leaves a trace, where a thought is any belief, rule or plan committed to a file. We let the agent play ARC-AGI-3, a set of interactive reasoning games that provide no instructions. Each game is a sequence of levels, and a strategy that clears one level can fail on the next, so every new level is in effect a new task. The agent records what it learns as Python scripts and text notes, while the harness keeps a complete log of every action and observation. Our contribution is a measurement protocol that traces each thought through these files, from the task where it forms to the task where it is corrected or abandoned, applied to seven evaluation runs with three backbones from two model families. Scripts written for one task are almost never called again in a later task (33 of 630 references cross a task boundary), because most scripts embed the state of the current level. Instead, the agent rewrites its knowledge into new scripts, keeping the general rules and dropping the level-specific details, and abandons 74% of the scripts it wrote before a boundary. The notes, which only the model reads, are never revised: the agent appends without removing earlier claims, and the contradictions that accumulate are settled against the log. Because the log preserves everything, the agent forgets selectively, not catastrophically. The most costly error is a hard-coded value carried into a task where it no longer holds. These findings come from the files the agent wrote, without access to the model, and constitute a white-box analysis of how a coding agent continually learns.
Oct 8, 2026cs.SE

Closed-loop evaluation of LLM agents for embedded software development

Large language models (LLMs) are increasingly deployed as coding agents that edit files, run builds and tests, inspect execution results, and repair software iteratively. Embedded firmware is a demanding target because correctness depends on closed-loop behavior under sensing, timing, and safety constraints, not only on static source quality. Yet embedded-agent evaluation remains limited and often emphasizes one-shot synthesis or offline correctness. We present a benchmark for closed-loop evaluation of embedded coding agents. Each task provides a plain-text engineering description, constrained workspace, and visible build-and-runtime surface. The agent must translate requirements into implementation and self-verification steps, then iterate until the required device behavior is achieved. The suite contains five embedded-control tasks and four feedback scenarios: one-shot generation, realistic self-verification, CI-style red/green feedback, and oracle-style detailed feedback. The implementation targets simulated ESP32 firmware for reproducibility. We evaluate seven GPT-family and Qwen-family configurations across five tasks and four scenarios, with three repetitions per condition for 420 runs. gpt-5.4 has the highest pass rate among evaluated configurations but does not saturate the benchmark; qwen3.5-27B is the strongest observed local model; and smaller local models degrade sharply in pass rate and search efficiency. These results suggest that capable local embedded coding agents are emerging.
Oct 7, 2026cs.AI

Before They Can Solve: Predicting Post-Training Coding-Agent Performance from Base Models

How can we predict which base checkpoint is worth an expensive round of agentic post-training? End-to-end pass@KK tests whether successful behavior already appears in a base model's distribution, but it is a poor fit for agentic coding: many base checkpoints cannot reliably produce the well-formed tool invocation required to complete a task end-to-end. Single-shot or short-horizon tasks avoid these tool-calling failures by collapsing a multi-step interaction into a fixed prompt and a single patch, but they sidestep the core capability we care about: maintaining coherent state over many tool-using steps as the repository evolves. To bridge this gap, we treat successful post-trained agent trajectories as a lookahead signal of base-model potential. Replaying each trajectory and rerunning tests after every code-changing step identifies the decisive step: the first step whose cumulative patch flips the repository from failing to passing, certifying that the recorded action solves the task given the prior context. Motivated by a coverage principle for agentic traces, we build three screens at this step that do not require a base checkpoint to drive the harness from a cold start: (i) Decisive-Action BPB (bits per byte) measures the probability mass on the certified action, (ii) Patch MCQ tests the checkpoint's choice between that action and alternatives rejected by the same verifier, and (iii) prefix-conditioned pass@KK evaluates support for functionally-correct generations and credits any continuation that the tests accept. Across ten pairs of public base and post-trained models, all three screens rank the cohort in close agreement with post-trained SWE-bench Verified pass@11. As our methods need only a benchmark's successful trajectories and its verifier, they can be applied to turn future agentic coding benchmarks into base-model evaluations.
Oct 7, 2026cs.CR

Package Hallucination Attacks on Coding Agents through Prompt Injection in Rule Files

Modern agentic coding frameworks increasingly rely on community-shared rule files (e.g., AGENTS.md or .cursorrules) to guide autonomous code generation, yet the security risks of this pipeline remain underexplored. To bridge this gap, we introduce the package hallucination attack, where an attacker injects malicious prompts into benign rule files to induce coding agents to replace legitimate dependencies with attacker-controlled packages. To obtain effective malicious prompts injected into rule files, we propose PackHallu, an evolutionary optimization framework that iteratively rewrites these injected prompts using trajectory-level feedback and LLM-guided mutations. Evaluations across multiple benchmarks, LLMs, and agent frameworks show that PackHallu achieves high attack success rates and strong transferability across diverse models and agent combinations. Our findings demonstrate that coding agents are vulnerable to package hallucination attacks, highlighting the urgent need for stronger security safeguards in autonomous coding systems.
Oct 6, 2026cs.AI

ParanoiaEval: Benchmarking Unnecessary Defensive Work in Agentic Coding

As coding agents increasingly undertake real-world work autonomously, judging whether their risk treatments are warranted has become important. Existing work evaluates related agent behaviors from separate perspectives, but lacks a systematic framework for unifying these behaviors. To bridge this gap, we introduce ParanoiaEval, the first benchmark for unified evaluation of risk-treatment capabilities in coding agents. Grounded in the well-established Avoidance-Transfer-Mitigation-Acceptance framework in software engineering risk management, ParanoiaEval operationalizes its 4 fundamental treatments for coding-agent settings and contains 200 evidence-controlled repository-level task pairs, each differing only in treatment-defining evidence. We further introduce dedicated metrics for risk-treatment violations and evidence responsiveness, using a human-calibrated agentic judge for reliable evaluation. Large-scale experiments on 8 representative models and a post-hoc human study reveal that (I) unnecessary risk treatment occurs in 11.2%-58.7% of runs despite explicit evidence, with substantial variation across agent configurations; (II) stronger task capability does not ensure more appropriate risk treatment, while treatment violations substantially harm developers' experience, establishing risk treatment as an independent capability dimension; and (III) agents exhibit systematic patterns consistent with established risk-management findings, suggesting that knowledge from human practice can guide the diagnosis and improvement of this capability.
Oct 6, 2026cs.SE

A Case Study in Assuring AI-Written Software

Software-engineering agents can enable people without formal software training to build systems they could not otherwise implement and simultaneously can produce more code than even experts can meaningfully inspect. In both cases, exhaustive code review is not reliable as the sole basis for human control. We report a case study of a production healthcare platform built through coding agents and governed by an operator without formal software-engineering training. Over time, its workflow grew into a human-led meta-agent system where one agent wrote code, other agents supervised and reviewed it, and project rules carried lessons forward. The operator found that tests, monitors and reviewing agents used to supervise the system were fallible. Some monitors measured proxies rather than outcomes, some audits failed silently, missing checks disappeared from reported results and one automated repair caused operational disruption. In this case, human control depended on keeping the intended outcome, the evidence used to judge it, the agents' permissions and the final human decision were all tied to the same underlying objective.
Oct 4, 2026cs.CL

Small Agents with Semantic Search: Efficient Multilingual Code Localization

Locating relevant files from natural-language requests is a core subtask for agents operating over code repositories. We investigate whether this task can be delegated to compact, specialized models to enable on-device search while reducing the token usage, latency, and inference cost of larger agents. We show that semantic search improves file localization, with gains in accuracy, cross-language transfer, and inference efficiency. To study this setting, we introduce a training framework for file-localization agents built around ColGREP, a local semantic search tool based on late-interaction retrieval models. Our recipe combines weighted supervised fine-tuning on teacher trajectories, assigning turn-level credit based on retrieval outcomes, with reinforcement learning on localization quality. We train three model families with fewer than two billion parameters to formulate search queries, inspect retrieved content, and identify relevant files. On localization tasks derived from SWE-bench Lite and Multi-SWE-bench Flash, ColGREP-equipped agents substantially improve over their base models and outperform corresponding GREP-based agents. In addition to improving localization accuracy, ColGREP reduces mean end-to-end trajectory latency by 44.1% on CPU while using 29.1% fewer tokens, and enables better generalization to programming languages unseen during fine-tuning. These results suggest that compact, tool-specialized localization agents can provide an efficient interface between natural-language requests and large codebases.
Oct 1, 2026cs.CR

AuraForge: Scaling Security Supervision for Training Coding Agents

Coding agents are now proficient enough to generate complex software applications from a single prompt. As their capabilities have grown, human oversight has increasingly shifted from line-by-line code review toward hands-off evaluation of outcomes. However, recent studies have shown that such a transition exposes a critical risk: functional correctness alone does not guarantee a secure implementation. Despite growing attention to code security, training safer coding agents remains challenging because reliable security supervision is difficult to obtain at scale from real-world repositories. We introduce AuraForge to synthesize and validate executable security tests for training secure coding agents. Our approach combines attack-oriented test synthesis, language-extensible task construction, and safeguards against reward hacking. Using AuraForge, we construct AuraGym, a multi-language and multi-CWE executable training gym: 679 executable feature-implementation tasks from 344 real-world repositories across Python, JavaScript, and TypeScript, covering 177 CWE categories. On the subset with human-written security tests, AuraForge produces about 3 times as many test cases on average and reduces the false-positive rate by 83.23%, allowing alternative secure implementations to receive correct supervision. Training Qwen3.5-4B with synthesized security tests gains larger improvements than human-written security tests (average 19.7 FuncPass and 6.2 SecPass vs. 14.9 FuncPass and 4.4 SecPass) on three languages. These results demonstrate that AuraForge provides more diverse and reliable security supervision to train secure coding agents.
Sep 30, 2026cs.AI

Incident-Arena: Getting agents to the last nine of reliability

AI coding agents are ubiquitous in engineering workflows amongst industry and academia. Yet, despite their use in app coding, relatively less attention has been paid to their ability to execute on production incident response. This emerging field, termed agentic site-reliability-engineering (SRE) contains benchmarks limited by (1) unrealistic environments, typically toy repositories (2) non-standard framework implementations and (3) simple static verifiers. We introduce Incident-Arena, a human-built benchmark of 20 carefully selected tasks grounded in real-world deployed open source software. Each task deploys a production application to an ephemeral Kubernetes cluster, injecting a fault from the config layer through underlying images, and a sustained load profile given the task requirements. We also present a novel verification method, going beyond static checks to functional verifiers, holding systems level metrics stable, while ensuring repairs are done safely. Agent trials run an average of 2.81M tokens and 41 turns, going beyond existing benchmarks, demonstrating agentic long horizon reasoning. Across 20 tasks and 3 application substrates, frontier models score below 64.3%, with failures extending from diagnosis/localization errors, through incomplete repairs and unsafe regressions.
Sep 30, 2026cs.AI

How Much of a Harness Does a Strong Agent Need for Autonomous ML Engineering?

Recent autonomous machine learning engineering (MLE) agents have made significant progress on public leaderboards. Often motivated by progress stagnation over long-horizon cycles and limited Large Language Model (LLM) primitives, modern MLE agents are deployed on top of increasingly elaborate machinery: multi-agent orchestrators, dedicated retrieval subagents, and more. While such harnesses expand, the use of more primitive but improved coding agents - where LLMs have direct access to the execution environment through read, write, and bash primitives - has received little attention in the field. In this paper we find that, under an equal time budget and the same frontier LLM backbone, open-source state-of-the-art harnesses provide no advantages over a single session of a minimal-harness coding agent baseline, pointing to the backbone as the primary driver for performance. Via a series of large-scale systematic ablation studies, we argue that the machinery layers become redundant in the coding agent setting. We conclude that the effort spent elaborating hand-crafted harnesses around strong models yields poor returns for current MLE benchmarks.
Sep 30, 2026cs.AI

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.
Sep 29, 2026cs.SE

LoLBench: Evaluating Coding Agents with Long-Horizon Proposals on Large Software Systems

Modern coding agents can deliver increasingly large repository-level changes, and recent benchmarks reflect this by emphasizing long-horizon tasks with large reference implementations. Many benchmarks evaluate coding agents' implementation capability to produce correct code edits from detailed specifications. However, practical modular development tasks also require the perception capability of grounding user intent and high-level design to derive a specification. We introduce LoLBench to evaluate both capabilities through the entire proposal-to-implementation process on large software systems. It is a multilingual benchmark of 100 tasks across 29 software systems in five domains. Each task provides a human-written enhancement proposal with user intent and high-level design. On average, proposals contain about 5,000 words, software systems contain 2.4 million source lines of code (LoC), and implementation pull requests (PRs) change approximately 5,500 LoC. Across 28 agents we evaluated, the best agent resolves only 14% of tasks and achieves a 52.7% Fail-to-Pass (F2P) pass rate. Failure analysis identifies incomplete code localization as a major bottleneck, while providing reference-derived file trees alongside API specifications improves resolved rates by 16--22 percentage points (2.4--17×\times), reaching at most 34%. These results show that both perception and implementation remain central challenges for coding agents in practical modular development on large software systems. LoLBench is available at https://huggingface.co/datasets/lolbench26/LoLBench.
Sep 29, 2026cs.AI

Code4Scene: Benchmarking Coding Agents for Constructing and Editing 3D Scenes

Frontier coding agents can now write and execute code that authors 3D environments, but whether they reliably understand 3D structure and precisely control scene state remains unclear. The generated 3D scene is a persistent, executable artifact: a convincing render can hide incorrect spatial relations, intersecting objects, or unintended modifications. We introduce Code4Scene, a benchmark of 190 Unreal Engine cases built from human-assembled scenes that evaluates coding agents on two complementary settings under a shared execution interface. Construction tests scene-level spatial reasoning from open-ended language specifications, where many realizations are valid; editing tests precise control of scene state, where the agent must recover the target scene from reference images while preserving everything else. Rather than scoring code or rendered views, Code4Scene evaluates the generated engine-native scene for task fulfillment, artifact integrity, and static physical validity, with edits additionally compared against withheld ground truth. Across 14 coding-agent configurations on the 95-case public set, construction and editing performance are strongly correlated but not interchangeable (Spearman ρ=0.78ρ= 0.78): Claude Fable 5.1 leads construction, Gemini 3.8 Flash leads editing, and GPT-6 Astra narrowly leads overall. Spatial Composition is the weakest construction category for every agent, while editing remains imprecise: the best Repair F1 is only 0.527, and 35.8% of edits that fully recover the target still introduce unintended changes elsewhere in the scene. These results expose a gap between plausible 3D generation and reliable spatial reasoning and state control.
Sep 29, 2026cs.AI

Can Agents Design Libraries for Agents?

Agents increasingly build on code written by other agents, and they reimplement rather than reuse, growing the codebases later agents must work in. To measure how well agents design libraries for other agents, we introduce LibraryDesignBench, a two-phase benchmark in which an agent implements a full-featured library from a specification that defines required capabilities and potential use cases without prescribing the design. We evaluate the library through the correctness and simplicity of programs written by three user agents from different model families. The benchmark spans 242 expert-validated programming problems across 15 library-design tasks in four languages. On eleven of the fifteen tasks, agent designers reproduce the abstractions of the human-written production library. Downstream agents adopt agent- and human-written libraries alike but underuse them, reimplementing capabilities the library already provides. Our failure analysis finds that downstream agents write extra code mainly because agent-written libraries are rigid or hard to use, not because capabilities are missing. We also experiment with giving designers more prescriptive, agent-first guidance and having them test their library with subagents; this improves downstream scores and yields simpler programs. LibraryDesignBench provides both a testbed for evaluating library-design practices for agent users and an initial design baseline that improves downstream reuse.
Sep 28, 2026cs.AI

StateTape: Action-Conditioned Evidence Lifecycle Modeling for Long-Horizon Coding Agents

Despite the recent success of coding agents built on large language models, it remains challenging to run them over long horizons, since every observation is appended to the context and the context grows with each one. History-based maintenance is a common remedy, which masks or summarizes old observations, or prunes what a model reads as useless, and bounds the context at little cost. However, it decides from the text of the history alone and sees nothing of how the code is connected. Since a coding agent edits code many times over a single task, and each write can change what code elsewhere means, such maintenance may keep records a write has falsified, drop ones that still hold, and miss code the agent needs next. To overcome these challenges, this paper proposes StateTape, a novel and scalable framework that rewrites a coding agent's context as the repository changes rather than as the context grows. The key idea of StateTape is to model the repository as a symbol-level code graph, whose dependencies and language rules expose which symbols a write can affect. Upon this graph, a tape marks the symbols each write changed, which turns staleness from an inference about text into an observation of the agent's writes. We propose a per-write procedure in which the tape nominates the records a write could have falsified while a small manager model settles what the write log cannot, and further provide a theoretical analysis and TraceBench, a benchmark that labels what an agent is holding against what is actually needed. Empirically, we demonstrate that StateTape can effectively clear falsified records and retrieve what is needed, and thus achieve a higher resolve rate in all experiments spanned by six coding agents and three edit-heavy benchmarks with little computational overhead.
Sep 28, 2026cs.RO

Self-Evolving Coding Agents: From Digital Programs to Physical-World Intelligence

Vision-language-action (VLA) and world-action (WAM) models map observations and instructions directly to robot actions. This directness ties a policy to training: minor layout or viewpoint changes cause failure, and instructions generalize poorly. The root cause lies in representation: task requirements, conditions, progress, and failure recovery are implicitly encoded in action sequences, making them difficult to inspect or revise. Digital coding agents offer a precedent: LLMs call tools, verify results, and revise from feedback as executable code. The same working pattern of explicit state, manageable execution, and revisable procedures underlies generalization and long-horizon execution in the physical world, letting physical experience return as reusable programs, memory, or evidence. We propose Physical Coding, representing task state and execution as code. Code as World records objects, relations, constraints, and progress; Code as Policy organizes planning, verification, recovery, and execution. We build HexaAnything, which calls perception, planning, and control tools, including VLA/WAM policies, and makes in-the-loop decisions from external feedback. Verified traces become data and memory, enabling evolution from tools and Harness to model weights, architectures, and ultimately hardware and task design. On RoboCasa365, HexaAnything improves Composite-Unseen and overall success over XR-1 VLA, and its Harness-trained HexaModel beats the base on every split, indicating code traces internalize physical execution. On PhyBench and a dual-arm AgileX robot, the agent autonomously completes physics experiments and most tabletop tasks, often faster than published results. We observe data, model, and tool self-evolution; future work targets weight internalization, autonomous redesign of architectures, languages, representations, and tasks, and deployment in manufacturing and science.
Sep 28, 2026cs.SE

Codoku: Renewable Program-Reasoning Challenges for Frontier Coding Agents

Existing program-reasoning benchmarks ask large language models to predict a program's behavior on a given input. Coding agents break two assumptions on which these benchmarks rest: an agent can recover the answer by executing the program instead of reasoning about it, and fixed task sets drawn from existing programs are increasingly exposed to contamination, yet costly to renew. We introduce Codoku (code sudoku), a renewable benchmark in which a solver fills typed cells in a partial program to satisfy global static and dynamic constraints, such as a prescribed control-flow graph and execution path. Because a partial program cannot be executed and valid fillings are sparse in an exponentially large space of interdependent choices, neither tool use nor enumeration can substitute for program reasoning. Puzzles are synthesized from scratch via semantic reification, so fresh puzzles of controllable complexity can be generated on demand, each with a witness that guarantees solvability. We evaluate five frontier models on 300 puzzles through a coding agent free to use any tool within a fixed budget. Small puzzles already challenge open-weight models, whereas even proprietary models solve only about half of the large ones. Codoku thus offers a renewable testbed for program reasoning that can keep pace with rapidly improving coding agents. GitHub: https://github.com/connglli/Codoku.
Sep 27, 2026cs.CL

Opera: A Verbal Critic Framework for Long-horizon Coding Agents

Long-horizon coding agents need timely corrections, yet feedback can be ineffective or even harmful when it misjudges ongoing work or fails to address the underlying problem. Existing critics focus on evaluating trajectories and generating feedback, but rarely track what happens after feedback is delivered. We present Opera, a verbal critic framework that treats each correction as a persistent note, followed until the diagnosed problem is resolved. Opera decides when to review through periodic and event-driven triggers, diagnoses issues with typed operators, audits feedback against visible evidence before delivery, and tracks the agent's subsequent actions to distinguish mere compliance from actual resolution. As a test-time critic, Opera improves the resolve rate of non-critic agents by up to 12.4, 15.0, and 8.9 percentage points on Terminal-Bench 2.1, a SWE-Bench Pro subset, and DeepSWE v1.1, respectively, across four policy models, and achieves the highest mean resolve rate among competitive critic baselines on all three benchmarks, and also improves policy models when the policy critiques itself. Beyond inference, Opera-guided rollouts provide approximately on-policy training data: fine-tuning Qwen3.5-9B on them improves its resolve rate on held-out SWE-Bench Pro repositories by 10.2 percentage points without a critic at inference time, matching fine-tuning on rollouts from a stronger model, while preserving its performance when switching harness, i.e., from Openhands to Terminus-2, which the latter substantially degrades. Our code is available at: https://github.com/dongyuanjushi/Opera.
Sep 27, 2026cs.SE

Identical Runs, Different Results: Benchmarking AI Coding Agents on Open-Weight Models

Repeated runs of the same coding agent are known to give different benchmark scores. We ask what that variation means for a team running an agent on its own task, by intensive replication on one machine-learning task: an agent improves the training code of an XGBoost classifier for airline delays, and a holdout it never sees scores the result. Across 584 runs, we compare six agents on six open-weight model endpoints, run six agent-model pairings 52 times each under fixed settings, and repeat three of them on a larger model from the same family. Identical runs of one pairing varied more than the pairings differed from one another, so comparisons of a few runs ranked them unreliably; resolving the agent differences we observed would take tens to more than a hundred runs of each. Runs on the larger model scored clearly higher, but by less than one run-to-run standard deviation, and the gap was more than twice as large with one agent as with the others. Fewer than one run in twenty broke the task's data rules, but those runs held the highest scores. Rejecting those runs first and keeping the best compliant result among a few attempts reliably improved the delivered model, even though a few runs could not rank the agents. On flights from a later year, the delivered models kept only a third of their gain over the starting code. At list prices, cost differed more than twentyfold between two agents on the same model, mostly through the prompt cache. Agents and models should be evaluated as pairings, over repeated attempts, with compliance reported beside quality. Data, code and every delivered program: https://github.com/earino/identical-runs-different-results
Sep 27, 2026cs.AI

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.
Sep 24, 2026cs.CR

Coding Agents Aren't Enough! Evaluating an Enterprise Security Brain for Agentic Cloud Investigations

Cloud-security investigation is dominated by population tasks: which identities can read a data store, how many resources fail a control, what is reachable from another account. These resolve against a complete inventory, not a named object, so a partial answer to one is not a partial result but a different one. Coding agents can now be given read-only cloud credentials and asked to investigate directly, which raises the question of what a purpose-built security context layer still contributes. We evaluate the Sola Security Brain, a security intelligence layer whose relational substrate is resolved offline and whose security logic is evaluated against it at query time, against two coding agents operating the same live AWS environment through a read-only CLI, Claude Code and OpenAI Codex, over 28 investigation tasks. All three are scored by a blinded, tier-weighted, grounding-gated relative recall over one joint claim pool, so the scores share a denominator. The Sola Security Brain reaches 0.549 +/- 0.012 coverage against 0.340 +/- 0.011 for Claude Code and 0.281 +/- 0.006 for Codex, with the ordering identical in every grading draw. It leads 24 of 28 tasks from the cheapest model tier, at 17.8x and 20.8x lower cost per task than Claude Code and Codex. Beyond the aggregate, we describe an answer-level pattern we term sample-and-generalise: both agents enumerate a fraction of a large population, assert an unhedged universal negative, and disclose the sample size only in answer metadata rather than in the answer. In one task Claude Code reported that no bucket policies exist after checking four bucket families, in a sweep that sampled 40 of roughly 5,000 buckets, in an account where 65 buckets carry a wildcard-principal read grant.
Sep 24, 2026cs.SE

Between the Commits: Process, Error, and Claim Reliability in a Wholly AI-Authored Codebase

We present: (i) a new dataset consisting of the full development history of a 21,000-line Python tool built entirely by Claude AI, with no human-authored code or tests, (ii) two code-provenance tracing tools, (iii) three taxonomies for instruction intent, commit provenance, and response reliability, (iv) application of these to analyse the dataset. We find that: (i) user coding agent CLI instructions differ in kind from IDE-chat instructions, with a greater focus on comprehension, planning and consultation, (ii) code development is mainly proactive, (iii) 14.3% of AI code-generation events contain a real error later caught by the AI-authored test suite, (iv) roughly 1 in 4-5 of the AI's interactive responses contains one or more factual errors.
Sep 22, 2026cs.AI

Evaluating Coding Agents on Kernel Exploit Generation

Coding agents now find real vulnerabilities in production software. However, bug discovery results do not measure whether agents can construct exploit primitives. We introduce KEX-bench, a benchmark for evaluating coding agents on exploit primitive generation against real operating-system kernels. KEX-bench contains 45 task instances across 40 Linux and Windows CVEs, covering kernel address leak, instruction-pointer control, heap read, heap write, and arbitrary address write. Each task runs in an isolated virtual machine, exposes controlled tools, and uses a deterministic verifier to check primitive-specific success. We evaluate state-of-the-art coding agents paired with frontier and open-weight models under fixed tool-call budgets. Without a reference proof of concept (PoC), the strongest configuration solves 1 of 20 Windows tasks (5.0%) and 14 of 25 Linux tasks (56.0%). With a reference PoC, the strongest configuration solves 31 of 45 tasks (68.9%). This highlights the gap where agents reach kernel crashes but fail to shape kernel state into exploit primitives. We release KEX-bench for reproducible research on AI-assisted exploitation at https://kex-bench.github.io.
Sep 18, 2026cs.SE

GameLogicBench: Evaluating Coding Agents on Runtime Game Logic with Tick-Level State Assertions

Coding agents can modify and test code across large software projects. Game development is a domain where agents must implement gameplay rules. A game can end in a valid state even after violating its rules during the run. Current game-development benchmarks replay fixed examples, score videos, or ask another model to judge the result. However, no existing benchmark checks game rules throughout execution across varied evaluator-selected scenarios while ensuring exactly reproducible verdicts. We introduce GameLogicBench, a benchmark of 72 gameplay-logic tasks in Godot projects. An automated evaluator checks each game's rules at every simulation tick. Across 403 hand-designed scenarios, seeded parameter variations produce 1,451 test cases. To ensure that the evaluator measures behavior rather than implementation choice, it must accept different correct implementations for each task while rejecting mutants, implementations with one required capability removed. The tasks span isolated mechanics, multi-system interactions, and repository-scale features. Across 20 combinations of language models and scaffolds, the best observed run solves 52.78% of tasks. Under Claude Code, all twelve models solve fewer tasks as task scope expands from isolated mechanics, through interacting systems, to repository-scale features. Agents inspect code more often and make more tool calls on repository-scale tasks than on isolated-mechanic tasks. Most unsuccessful submissions are runnable, but implement some required game behavior incorrectly. We compared versions of our benchmark evaluator built with and without validation using mutants. Without this validation, incorrect agent submissions passed. A separate analysis finds agents copying code from public repositories when network access is open. Reliable evaluation thus depends both on what the tests reject and on what external code agents can access.
Sep 17, 2026cs.SE

Quantifying Overclaiming Propensity in Frontier LLM Agents

Frontier coding agents are increasingly trusted to work autonomously for long periods of time, yet what they actually did is often hard to tell from their final response. We quantify the propensity of such agents to overclaim task completion, which may mislead the user. We operationalize overclaiming as a final response that reports work that the agent's own transcript shows it did not do, for example, claiming to have read a file it never opened. This criterion requires no inference about intent and does not depend on whether the delivered work is correct; it asks only whether the reported work was done. We introduce OverclaimBench, an evaluation suite of five file-review scenarios with transcript-based coverage measurements and registered planted defects. We evaluate eight proprietary frontier models in their own production command-line interfaces and four open-weight models under a single fixed harness, and find that 1) agents fail to read every file they were asked to review in 67.9% of runs; 2) among these incomplete runs, agents are misleading 80.4% of the time (59-96% per model), either falsely claiming a complete review or leaving the gap undisclosed; 3) requiring delegation to subagents increases coverage, but a large majority of reviews that remain incomplete are still misleading; and 4) agents that falsely claim a complete review miss planted defects at about 1.8 times the rate of agents that read every file, showing that claims of completion can conceal substantive failures. Together, these results show that agents' final responses are not reliable accounts of their actions.
Sep 17, 2026cs.IR

The Missing Complement: State-Conditioned Minimal Sufficient Evidence for Coding Agents

A coding agent halfway through an issue has already read much of what a retriever ranks highest. Relevance is scored per passage, but sufficiency belongs to the set: a ranker can fill its budget with variants of one required fact and leave the decision unsupported. We formulate state-conditioned minimal sufficient evidence recovery: given a captured agent state, recover a compact evidence combination that supplies the support its next decision still lacks. SERBench measures this on 500 held-out states from 45 repositories, recording what the agent has seen and crediting only sets that cover every fact the current decision was annotated to require. MSS-Complement treats acquisition as set construction, not ranking. Three semantic calls propose a jointly sufficient set, search for what it lacks, and return 4-8 intact source units within 6,144 tokens. One configuration, fixed on calibration data, recovers a complete set for 73.0% of those states at five items and 80.6% at eight, against 61.4% and 72.4% for Qwen3 embedding with reranking. A matched control ranking by similarity alone reaches 66.6%, placing the gain in the set-level policy, not the computation. From frozen repository source with no gold-derived pool, the lead is 5.0 points. On AMA-Bench it answers from a 76.2% smaller answer prompt, with accuracy 2.08 points above that benchmark's own memory agent. Removing one required group from an otherwise complete set costs 12.3 and 11.1 points of repair-localization precision under two executors. Retrieval for agents is better posed as recovering what a decision lacks than re-ranking what an issue resembles.
Sep 17, 2026cs.SE

DeltaSelect: Affordable A/B Testing for Coding Agents

Coding-agent benchmarks are built for broad and comprehensive comparisons, not frequent development decisions. Individual runs vary, full suites are expensive, and the benchmark harness may differ from the harness used in practice. In a resampling analysis of DeepSWE's published trials, only 19.5% of tasks (22 of 113) had a fifth-percentile Pearson correlation of at least 0.50 with full-benchmark performance. The paper presents DeltaSelect, an open-source method that identifies tasks whose one-run results consistently track full-benchmark performance using Pearson correlation, maps fractional verifier results to a common score using linear regression, and selects a fixed task set within a dollar budget. DeltaSelect is intended for repeated baseline-versus-candidate comparisons during development, not model rankings. In a gpt-5.6-luna low-reasoning case study, DeltaSelect was used to revise custom skills and instructions. Across 13 evaluations, the recorded cost was USD 27.86 at rates published August 16, 2026. The adopted version cost 58.1% less than the initial version (USD 1.75 versus USD 4.18; p=0.008), while the calibrated score was higher (42.36% versus 36.46%; published-analog variance p=0.326).