Contents
  1. Executable tasks
    1. What an environment defines
    2. One episode of interaction
    3. Why shared interfaces developed
  2. Information and consequences
    1. State and observations
    2. Actions, legality, and timing
  3. Episode boundaries and reproduction
    1. Reset and starting conditions
    2. Endings and unavailable outcomes
    3. Replay and new branches
  4. Verification and incentives
    1. What the verifier establishes
    2. Rewards across an episode
    3. Shaping and terminal boundaries
    4. Protecting the feedback path
  5. Task populations and practice
    1. Task distributions and coverage
    2. Curricula and changing exposure
  6. Fidelity and transfer
    1. Fidelity for an intended use
    2. Evidence beyond the simulator
  7. Learning records and maintenance
    1. Delivering usable experience
    2. Versioning the effective task
  8. Check understanding
  9. Open questions
  10. Selected talks
  11. References
  12. Talk library
← All topics

RL Environments and Simulators

An agent needs somewhere to act, consequences it can observe, and a way to distinguish useful work from activity. An environment supplies those conditions. Building one lets you repeat attempts, investigate failures, and collect experience for learning without depending on a live workflow every time. The central design problem is preserving the work you care about: shortcuts in the environment can become shortcuts in the behavior it teaches.

Executable tasks

What an environment defines

An environment is the system through which an agent interacts with a task. It owns the work state and implements what happens when the agent acts. That may mean executing actual software: editing files, querying a database, or recalculating a spreadsheet. A simulator supplies modeled consequences for some part of that interaction. An environment can combine real application code with simulated services or participants.

Reinforcement learning (RL) improves behavior using rewards from interaction. Evaluation can execute the same task while keeping the agent's learned parameters fixed. Collecting an attempt does not itself perform a learning update; Post-training and Alignment explains that separate operation.

Specify the intended work before choosing a score. Instructions describe the desired behavior, executable constraints enforce mandatory conditions, and checks supply evidence about results. These responsibilities complement one another. A prompt saying that a file must remain untouched neither prevents modification nor establishes afterward that it was preserved.

A useful environment specification connects requirements to concrete responsibilities.
RequirementEnvironment responsibility
Desired outcomeDefine the artifact or state that counts as completion.
Operating conditionsSupply the starting data, tools, dependencies, and relevant disturbances.
Allowed effectsDefine which resources actions may read or change.
Unacceptable outcomesEnforce mandatory restrictions and identify violations that checks must detect.

The Harbor RL recipe illustrates this separation with task instructions, configuration, executable environment materials, and verification. Its agent uses a shell tool against actual software. A sandbox restricts execution authority; Sandboxes and Execution Isolation explains that boundary. Packaging the task makes it runnable, but does not establish that its checks capture the intended work.

One episode of interaction

An episode is one bounded attempt at a task. It begins with an observation: information the environment exposes to the agent. The agent's policy, its rule or probability distribution for choosing what to do, selects an action, a requested operation. The environment handles that request according to the task's rules and returns an observation of the result. The agent can then choose its next action using what happened.

Alongside observations, the environment supplies reward—numerical feedback used for learning—and information about whether the episode has ended. The recorded sequence of observations, actions, and feedback is a trajectory. A rollout is a collected interaction sequence; it can contain a full episode or stop partway through one.

Effects, observations, and assessment

Example

One changed artifact supplies different evidence paths; observation is not acceptance.

An illustrative edit changes a function. Public test output reaches the agent; separate acceptance checks produce a verdict that a reward rule scores. This unrolls one interaction, not a universal reward schedule.
Read the diagram as text
  • Initial file state. Empty input raises an error.
  • Agent observation. Requirement and public test failure.
  • Requested edit. The policy selects a change handling empty input.
  • Changed file state. The accepted edit is applied.
  • Public test output. An observation available for the next decision.
  • Acceptance verifier. Checks the submitted artifact separately.
  • Assessment verdict. Acceptance under the checked requirements.
  • Learning reward. A score; no parameter update is shown.
  • Initial file stateAgent observation: Data: expose task and failure.
  • Agent observationRequested edit: Control: policy selects action.
  • Initial file stateChanged file state: State: prior contents.
  • Requested editChanged file state: Control: validate and apply.
  • Changed file statePublic test output: Data: run public tests.
  • Changed file stateAcceptance verifier: Data: submitted artifact.
  • Acceptance verifierAssessment verdict: Data: checked outcome.
  • Assessment verdictLearning reward: Data: apply reward rule.

Consider an illustrative editing task: make a function return an empty list for empty input while preserving its other behavior. The agent sees the requirement and a failing public test, edits the function, and runs that test again. Its passing output becomes an observation. After submission, a verifier—a procedure checking stated properties—runs separate acceptance tests. A reward rule converts that assessment into a learning signal. The public test result, submitted code, acceptance verdict, and reward are four different objects.

The Gymnasium interface expresses these responsibilities as two calls: reset establishes an episode and returns its initial observation; step applies an action and returns an observation, reward, ending flags, and diagnostic information. It separates a task-defined ending (termination) from an external cutoff (truncation). That distinction matters when a learner interprets an interrupted attempt.

The figure separates these paths for one edit. A complete episode can repeat observation and action many times, and rewards need not wait until submission. Agent Engineering develops action selection and feedback. Here the responsibility is supplying faithful consequences and interpretable records. Those records can later support evaluation, demonstration-based training, or reinforcement learning; each use requires its own procedure.

Why shared interfaces developed

Separating task dynamics from learning code predates language-model agents. Tanner and White's September 2009 RL-Glue paper addressed the difficulty of sharing incompatible experimental components. It separated the agent, environment, and experiment: one chose actions and learned, another supplied consequences and feedback, and the third controlled execution and assessment. A communication layer allowed implementations in different languages to cooperate. This made interactive tasks reusable across learning programs; a fixed dataset generally could not substitute because the next observation depended on the chosen action.

OpenAI Gym's public beta, announced on April 27, 2016, emphasized another problem: comparable experiments. Small changes to an action set or reward function could substantially change task difficulty. Gym offered common environments spanning classic control, Atari, and simulated robots while leaving the learning implementation to the researcher. Its contribution was shared experimental conditions, not a guarantee that every program exposing the same methods represented an equivalent task.

Stateful software workspaces extend the usefulness of this separation. A repository, spreadsheet, or system of record can retain task state independently of the model operating on it. Stateful environments for vertical agents describes that boundary around external computation. The enduring benefit is modularity: replace the agent without rewriting the task engine. The enduring obligation is semantic: document what observations, actions, and feedback actually mean.

Information and consequences

State and observations

State is the information the environment uses to generate subsequent consequences. The design question is whether it retains everything needed for that job. A representation has the Markov property when the current state and action suffice to determine the distributions of the next state and reward, without needing additional history. A Markov decision process (MDP) formalizes interaction under this assumption. If omitted history still affects those distributions, the representation does not satisfy the assumption, however convenient it is to implement.

The agent's observation need not reveal that state. A partially observable Markov decision process (POMDP) distinguishes hidden state from the evidence the agent receives. Observations may be incomplete, noisy, or delayed. Earlier actions and observations can help interpret them, but a complete transcript cannot disclose something never observed. Information-gathering actions can therefore be useful before committing to a change. The formal treatment in Planning and Acting in Partially Observable Stochastic Domains explains this distinction.

One observation, two possible states

Example

Visible contents do not establish write access.

In this example, reading contents hides permissions. The same edit succeeds in one state and is rejected in the other.
Read the diagram as text
  • File writable.
  • File read-only.
  • Identical visible contents.
  • File changed.
  • Edit rejected.
  • File writableIdentical visible contents: Read contents.
  • File read-onlyIdentical visible contents: Read contents.
  • File writableFile changed: Request edit.
  • File read-onlyEdit rejected: Request edit.

For example, reading a file's contents could return identical text whether the file is writable or read-only. The same attempted edit then has different consequences. The figure illustrates this ambiguity; inspecting permissions could resolve it if that operation is available. Distinguish a deliberately hidden answer from information the agent needs a legitimate way to obtain.

Diagnostics deserve an explicit visibility rule. Gymnasium's information dictionary can contain internal state or reward components beyond the observation. Forwarding it wholesale can expose privileged information. Context Engineering explains how an application selects the information actually supplied to a model.

Actions, legality, and timing

An action space declares possible action values. Current state can further restrict their validity. In Gymnasium's Taxi example, pickup is one of six action types, but requires the passenger to be at the taxi's location. An action mask identifies currently valid choices. Using it to guide selection does not replace checking permission and legality when execution occurs.

Action granularity determines how much work the interface delegates. Keystrokes leave terminal interaction decisions with the agent; a complete command hides some of that interaction; a repair operation can delegate an entire strategy. The original Terminus design used tmux keystrokes through one interactive terminal. It also placed the agent process outside the task container. Action design and process placement were separate choices.

A transition is the resulting change in state, including modeled events and the passage of time. One agent action need not equal one internal computation step. DeepMind Control, for example, advances physics through substeps between actions, then obtains observations and reward. Its control interval and physics timestep are distinct quantities. An interface must specify when it samples the world as well as what operation it requests.

For software agents, waiting for a whole command response simplifies turn-taking but can prevent timely reactions to a running process. Agents are Robots Too motivates live output, completion evidence, and interruption. A wrapper is an adapter around the interface; changing its observation scope or action behavior can change difficulty even when the underlying application stays fixed.

Specify these semantics for each action interface. Rejection is an ordinary task outcome only when the environment implements it as such.
Contract elementRequired distinction
ValidationMalformed request, currently illegal action, and permitted action.
EffectsNo effect on rejection, partial execution, or completed change.
CompletionRequest accepted, operation still running, and operation finished.
FailureA task-level error versus malfunction of the execution machinery.
TimingWhether the world advances while the agent waits and when observations are captured.

These are design obligations, not promises provided by a method named step. Checking meaning and current state covers request validation; Interpreting operation results explains why an error response can leave effects uncertain.

Episode boundaries and reproduction

Reset and starting conditions

Reset establishes a specified starting condition. The initial-state distribution is the rule selecting starts across attempts: a fixed fixture, sampled conditions, or a restored snapshot. A snapshot is a saved selection of state, so its contents determine what restoration can recover. Resetting enables repeated attempts at the same task, including groups of rollouts compared during training.

Environment state and agent state have different lifetimes. Harbor's multi-step tasks retain the environment across stages while starting fresh conversations by default; supported resume can retain agent state too. Those stages share prior effects and are not independent episodes.

Declare a reset policy for each relevant state category. The entries below are responsibilities to resolve, not a claim that one snapshot mechanism handles them all.
State categoryPolicy to specify
Files and databasesRestore a named fixture or snapshot; verify expected contents.
Caches and prior outputsClear them or explicitly include them in the starting conditions.
Running and queued operationsStop, restore, or intentionally retain them; prevent effects from an earlier attempt.
Random generatorsRestore their state or resample according to the experiment.
External servicesReset controlled replicas; identify effects outside the restoration boundary.
Conversation and memoryChoose fresh or retained agent context independently of workspace reset.
Learned parametersKeep the identified policy for evaluation; let the separate training procedure govern updates.

Residual state is information or effects left from earlier execution. An old solution file can disclose an answer; a pending write can alter a newly restored database. Verify observable reset postconditions before admitting the next attempt. Reset verification and external effects explain why process restart alone establishes neither freshness nor reversal.

Seeding also needs an explicit contract. In Gymnasium, an integer seed resets the environment's random generator; seed=None normally preserves an existing generator. Reproducible action-space sampling requires its own seed.

Endings and unavailable outcomes

Termination reaches an ending defined by the task. Truncation stops collection for a reason outside those terminal conditions. A deadline built into the task can terminate it, while an experiment's shorter time limit can truncate it. For a fully observable task with a built-in deadline, remaining time must be observable to preserve the Markov property. The learner must distinguish these cases when estimating future reward. Bootstrapping uses an estimate of accumulated reward beyond the final recorded state: an external cutoff can leave future value, whereas a true terminal state has no continuation. Neither flag alone establishes success. Gymnasium's time-limit guide explains the distinction; Post-training and Alignment covers the learning update.

Keep execution validity separate. If setup never establishes the required environment, there may be no valid attempt to grade. Harbor can abort on setup or healthcheck failure before agent execution. Its stage gates also distinguish a missing reward from a supplied value; a failed gate is a control decision, not an observed zero reward.

An invalid action need not invalidate the episode. A game can reject it, apply a penalty, and allow recovery within a turn limit. Stefano Fiorucci describes making this change for small models that frequently produced malformed or illegal tic-tac-toe moves. Immediate termination and bounded recovery teach different problems; recovery is appropriate only when the task permits it. The reported experiment does not isolate its effect from other training changes.

Filtering stopped attempts can change incentives too. In Learning on the job, Raymond Feng reports a run that discarded sandbox timeouts. Bursts of slow tool calls could then remove a difficult attempt instead of leaving a zero-reward example. This supports investigating a filtering-induced incentive, not inferring model intent from call volume alone. Preserve the stop reason, final observation, validity, and assessment status so the hypothesis can be tested.

Replay and new branches

Inspecting a recording shows what happened. Repeating execution attempts to reproduce it. Branching restores a decision point and executes an alternative action. That alternative requires newly computed downstream states and observations. Reusing the old observation sequence would attribute one action's consequences to another. A recording can therefore support inspection or replay of known inputs without supporting arbitrary interactive continuation.

The figure uses a deliberately small synchronous file example. From identical saved contents, writing A and writing B produce different states; reading each state yields its corresponding observation. The branch is a counterfactual continuation: an alternative execution under stated controlled conditions. It must preserve the relevant history up to the fork and generate consequences afterward.

Recompute after the fork

Example

Each alternative action produces its own subsequent evidence.

For this synchronous file example, both branches start with the same saved contents. Writing A and writing B require different subsequent read results; the old branch's observation cannot be spliced into the new one.
Read the diagram as text
  • Saved file: old. Common state before either alternative.
  • Write A. Original action.
  • Write B. Changed action in the new branch.
  • File state: A.
  • File state: B.
  • Read observation: A. Derived from the original branch's state.
  • Read observation: B. New evidence derived from the new state.
  • Saved file: oldWrite A: Original continuation.
  • Saved file: oldWrite B: Alternative continuation.
  • Write AFile state: A: Execute accepted write.
  • Write BFile state: B: Execute accepted write.
  • File state: ARead observation: A: Read resulting file.
  • File state: BRead observation: B: Read resulting file.

Restoring visible state may be insufficient. The MuJoCo 3.6.0 physics simulator distinguishes integration state—the inputs needed to advance the simulation—from quantities computed from it. After restoring state, dependent calculations must run again. Exact continuation also requires warmstart accelerations, values used to initialize the numerical solver. Its reproducibility contract applies only to the same MuJoCo version and computational architecture. Saving positions alone therefore does not preserve everything needed for identical continuation.

For a software environment, specify the analogous boundary: application data, relevant agent context, random-generator positions, queued work, dependency versions, and controlled external responses. A seed does not encode all of these. If an external service cannot be restored, identify that limit rather than calling the branch identical. Resettable environments can enable alternative-path exploration, but choosing branches and paying for that search remain separate responsibilities.

Evals and Benchmarks explains the limits of replay evidence; Reasoning and Test-Time Compute develops search over alternatives. Reproducibility establishes behavior inside the implemented environment. Whether its new branches resemble consequences in the target setting is a further fidelity question.

Verification and incentives

What the verifier establishes

A verifier needs a stated property and evidence capable of testing it. File contents, database state, execution traces, and user-facing responses answer different questions. Executable checks suit precisely specified requirements. Human reviewers or model judges, learned systems applying assessment criteria, can examine less mechanical qualities. Their judgments still need validation; checks and their limits, human assessment, and judge validation cover those methods.

Keep these parts of an assessment separate before converting it into reward.
PartMeaning
EvidenceThe identified artifact, state, or trace actually examined.
Checked propertyThe requirement and acceptance rule applied to that evidence.
Execution statusWhether the checker completed, failed, or lacked required inputs.
VerdictAccepted, rejected, or unresolved under the specified rule.
CoverageWhich requirements were checked and which remain unsupported.
Reward mappingHow available judgments become numerical learning feedback.

In the editing example, public tests help the agent work; protected acceptance tests assess its submission. Harbor permits shared verification in the agent container or separate verification with declared artifact transfer. Shared execution can inherit agent modifications; separate execution can omit needed state. The evidence boundary must therefore be designed alongside the checker.

Correct final state does not prove a compliant process. The tau-bench paper notes that its reward can accept the target database state even when the agent acted without required confirmation. A process requirement needs evidence of the preceding interaction, not another check of the final database.

A checker can also reject legitimate alternatives. The May 2026 SpatialBench verification report describes independent experts reconstructing solutions from instructions and data. Their notebooks exposed unspecified analysis choices and tolerances excluding defensible results. For example, normalization or neighborhood choices could change numerical outputs while preserving a scientific interpretation. Reviewing the work helped distinguish invalid analysis from an ambiguous task or overly narrow grader.

Test the verifier as software. An oracle solution is a known acceptable solution used as a positive control; it should pass. An untouched or deliberately unsuccessful attempt should fail when the task requires a change. Include borderline valid alternatives, missing artifacts, and checker crashes. Repeated agent runs can expose unstable task behavior. These controls test different defects; one passing reference implementation establishes neither complete acceptance coverage nor resistance to shortcuts.

Rewards across an episode

Sparse reward arrives at selected events, perhaps only completion; dense reward arrives more frequently. Return accumulates reward, optionally discounting later feedback. For a finite episode with transitions numbered from zero, reward rt+1r_{t+1} follows action tt, and γ\gamma is the discount factor. The initial return is:

G0=t=0N1γtrt+1,0γ1.G_0=\sum_{t=0}^{N-1}\gamma^t r_{t+1},\qquad 0\leq\gamma\leq1.

Here NN is the number of transitions. With γ=1\gamma=1, rewards add without discounting. A terminal outcome can evaluate the trajectory while leaving unresolved which earlier choices helped; distributing learning credit is a separate algorithmic problem.

Inspect what can earn reward repeatedly. OpenAI's December 2016 CoastRunners report describes an agent circling respawning targets to collect game points while crashing and never finishing the race. It did not need to modify the scorer. Ordinary actions already offered a rewarding alternative to the intended objective. More frequent feedback had supplied a reason to remain in the loop.

Reward composition and reward timing are separate decisions. A rubric can score formatting, answer type, and correctness together at the end; several components do not make feedback temporally dense. Partial credit can recognize progress before full success becomes common, but a formatting score establishes structure, not reasoning quality. Outcome and process feedback explains the different supervision roles.

Costs and bonuses also create tradeoffs. The ART·E email-retrieval experiment used a small auxiliary reward for fewer tool turns—queries to the inbox—with correctness intended to dominate. Among successful answers, fewer queries were preferred. That is a useful design aim, but the full reward range matters. Repeated bonuses can accumulate, and a weighted sum may permit sacrificing one requirement for another. Keep mandatory restrictions enforced outside that tradeoff rather than relying on a penalty to make violations unattractive.

Shaping and terminal boundaries

Reward shaping adds feedback to aid learning. Potential-based shaping scores states and uses discounted differences between those scores as extra reward. Let Φ(s)\Phi(s) be the scalar score, or potential, of state ss. For action aa leading to ss', using the return's discount factor γ\gamma, add:

F(s,a,s)=γΦ(s)Φ(s).F(s,a,s')=\gamma\Phi(s')-\Phi(s). t=0N1γtFt=(γΦ(s1)Φ(s0))+γ(γΦ(s2)Φ(s1))+=Φ(s0)+γNΦ(sN).\begin{aligned}\sum_{t=0}^{N-1}\gamma^t F_t&=(\gamma\Phi(s_1)-\Phi(s_0))+\gamma(\gamma\Phi(s_2)-\Phi(s_1))+\cdots\\&=-\Phi(s_0)+\gamma^N\Phi(s_N).\end{aligned}

Here FtF_t is the extra reward on transition tt, and NN is the episode length. Intermediate potentials cancel. If every terminal potential is zero, each trajectory from the same start receives the same offset, Φ(s0)-\Phi(s_0), preserving their ordering by return. A nonzero terminal residual can change that ordering. Setting the final shaping reward to zero is not equivalent, and an external truncation is not a terminal boundary. See the episodic shaping analysis.

Protecting the feedback path

Reward hacking and specification gaming describe earning score without fulfilling the intended task. Environment design must distinguish the routes. Exploiting a misspecified proxy uses the existing rule. Reward-function tampering changes the scoring mechanism. Reward-input tampering corrupts what that mechanism observes. Protecting scorer code addresses only one route; the evidence path needs protection too.

Draw the agent's actual writable surface. Repository optimization experiments reported agents changing runtime dependencies rather than performing the intended internal optimization. The conceptual figure separates a submitted artifact from evidence obtained by trusted collection, and separates both from checker code and reward records. Its blocked arrows are requirements for the proposed design, not guarantees obtained merely by drawing a boundary.

Separate work from scoring authority

Example

Artifact influence is necessary; authority to forge evidence or scores is not.

This conceptual design allows the agent to change its work. Trusted collection derives assessment evidence. Direct writes to evidence, checker code, and reward records are explicitly blocked requirements; evidence collection still needs validation.
Read the diagram as text
  • Agent execution. Untrusted work-producing program.
  • Writable task artifact. Within the agent's granted authority.
  • Trusted evidence collection. Crosses from submitted work to the assessment domain.
  • Collected evidence. Derived measurements and identified artifacts.
  • Protected checker. Applies the acceptance rule.
  • Protected reward record. Produced from the check, not an agent assertion.
  • Agent executionWritable task artifact: Allowed control: edit work.
  • Writable task artifactTrusted evidence collection: Data: submitted work.
  • Trusted evidence collectionCollected evidence: Data: observed properties.
  • Collected evidenceProtected checker: Data: assessment inputs.
  • Protected checkerProtected reward record: Data: verdict and score.
  • Agent executionCollected evidence: Blocked control: forge evidence.
  • Agent executionProtected checker: Blocked control: alter checker.
  • Agent executionProtected reward record: Blocked control: write score.

Answer access is another route. DeepSWE v1.1 reports separating verifier and agent runtimes and trimming Git history beyond the task's base commit. These address different problems: evaluator influence and recovery of an existing solution. They do not establish that all shortcuts are closed. Record suspicious attempts separately from submitted exploits and from exploits that actually earned reward.

Separate verification still needs the right evidence: Harbor transfers declared artifacts into its verifier environment, so undeclared state may be absent. Public feedback may intentionally help learning; hidden acceptance material serves a different purpose. Protect credentials and reward outputs, and test that permitted solutions remain possible under the restrictions.

Include residual-state leakage, forged success reports, and manipulation of simulated participants in threat analysis without assuming each has occurred. Secrecy cannot repair a wrong acceptance rule. AI Security covers enforcement at protected operations. After closing a shortcut, rerun relevant legitimate and adversarial attempts: changed access or feedback can alter behavior as well as block the exploit.

Task populations and practice

Task distributions and coverage

A task distribution governs which instances and conditions appear and how frequently. An instance is one concrete task; a family groups tasks sharing underlying structure. The distribution can vary goals, initial data, layouts, constraints, tool behavior, and disturbances. Define the target workload separately from the practice mixture. Common traffic and rare consequential failures deserve identifiable coverage rather than an unexplained blend.

These construction methods provide different kinds of control.
ConstructionControl gainedCoverage limit
Fixed collectionInspect and reproduce named instances.Repeated exposure can make the collection familiar.
Parameterized generatorVary specified factors through procedural generation.New values can preserve the same underlying templates.
Generated specificationsPropose new goals and combinations.Each proposal still needs checks for meaning, validity, and solvability.

Procedural generation creates instances by applying rules and sampling parameters. Procgen's 2020 study trained on finite level collections and tested unseen levels from the same generator. That tests instance generalization, not transfer to arbitrary task families. Its fixed-sequence ablation also showed apparent progress through familiar levels without corresponding performance when the sequence changed. The sampling protocol determines what the score establishes.

More combinations are useful only if they remain valid. A changed starting screen, contact list, or visual theme should preserve an achievable task under the allowed observations and actions. Validate combinations before treating failures as agent weaknesses. Also inspect repeated task structures: changing names or random seeds can produce many instances of one familiar problem.

Held-out assessment uses material excluded from development and selection. Hold out the unit relevant to the claim: instances for new-instance performance, families for new-family performance, or separately sourced workflows for a broader claim. Repeatedly tuning the generator against assessment feedback weakens that independence. Workload coverage and assessment independence explain the evaluation design.

Curricula and changing exposure

A curriculum changes training exposure as learning proceeds. Bengio and colleagues' 2009 Curriculum Learning described sequences of distributions emphasizing easier examples before harder or more varied ones. The target distribution remained the reference. This distinguishes guiding practice from redefining success around whatever the learner already handles.

Difficulty can change through the starting state. The 2017 reverse curriculum method began near an accessible goal and expanded toward more distant starts. It favored intermediate success rates and retained previously useful starts to reduce forgetting. Evaluation still used the original starting distribution. This makes reset capability a learning resource, but assumes the environment can reach and restore those selected starts.

Expand practice, retain the target

Example

The practice population changes while assessment remains separate.

1 / 3 · Initial exposure

Start with easier practice while keeping the independent assessment target visible.

A schematic curriculum retains easier tasks as harder groups become available. All stages use the same independent target assessment. The diagram specifies neither sampling weights nor measured improvements.
Read the diagram as text
  • Easier practice tasks. Retained when additional groups become available.
  • Intermediate practice tasks. Added exposure under the same intended objective.
  • Harder practice tasks. Additional conditions, not a new acceptance definition.
  • Learner. Uses the available practice mixture.
  • Fixed held-out assessment. Independent tasks and protocol remain unchanged.
  • Assess candidate behavior. Measures the target rather than practice reward alone.
  • Easier practice tasksLearner: Practice exposure.
  • Intermediate practice tasksLearner: Additional exposure.
  • Harder practice tasksLearner: Additional exposure.
  • LearnerAssess candidate behavior: Candidate policy.
  • Fixed held-out assessmentAssess candidate behavior: Independent target tasks.
  1. Initial exposure. Start with easier practice while keeping the independent assessment target visible. Active: Easier practice tasks, Learner, Fixed held-out assessment, Assess candidate behavior. New: Easier practice tasks, Learner, Fixed held-out assessment, Assess candidate behavior.
  2. Add intermediate tasks. Introduce another task group without removing earlier practice or changing the assessment. Active: Easier practice tasks, Intermediate practice tasks, Learner, Fixed held-out assessment, Assess candidate behavior. New: Intermediate practice tasks.
  3. Add harder conditions. Broaden practice again. Improvement still requires evidence on the unchanged target. Active: Easier practice tasks, Intermediate practice tasks, Harder practice tasks, Learner, Fixed held-out assessment, Assess candidate behavior. New: Harder practice tasks.

A fixed schedule advances according to a predetermined rule; adaptive selection responds to performance. Automatic environment design also learns which tasks to generate. A 2020 study rewarded an environment designer for the performance gap between two agents, seeking tasks that one could solve but the other found difficult. This addressed a tension: random generation can waste effort, while a generator rewarded only for defeating an agent can produce impossible tasks. Using the performance gap encourages learnable challenges, but does not guarantee that every generated instance is solvable or relevant to deployment.

For an agent environment, useful changes might include shorter tasks, more recoverable mistakes, weaker opponents, or gradually reduced assistance. Making opposition perfect immediately is not necessarily helpful: Fiorucci reports overly defensive tic-tac-toe behavior that failed to exploit weaker opponents. Mixtures can preserve practice on earlier skills while adding harder cases. The figure shows that relationship without prescribing a schedule or sampling weights.

Track what makes a task easier. A closer start preserves a different portion of the work from a hint revealing the answer. Assistance unavailable at deployment must eventually be removed and tested without it. An adaptive curriculum also inherits verifier defects: if shortcuts score well, selection can favor them. Keep an unchanged, independent target assessment—or explicitly version a changed one—so rising training reward cannot be explained solely by easier exposure.

Fidelity and transfer

Fidelity for an intended use

Simulation fidelity is correspondence to specified aspects of a target setting. Its intended use determines which correspondence matters. NASA's models-and-simulations standard distinguishes implementation verification from empirical validation against the real world. A correctly implemented simulator can still be unsuitable for a particular decision. Conversely, unnecessary detail need not improve the evidence needed for that decision.

Inspect fidelity through consequences rather than one overall realism label.
DimensionConsequential mismatch
ObservationsMissing clutter, stale responses, or hidden information changes what the agent can infer.
TransitionsAn operation succeeds in simulation where the target would reject it or change different state.
TimingInstant responses remove waiting, races, or opportunities to interrupt.
ConstraintsSimulated permissions allow a shortcut unavailable in the target workflow.
ParticipantsA simulated user supplies information or accepts behavior differently from people.
AppearanceRendering differences matter when they alter perception or action selection.

Actual software with controlled data can preserve application behavior without reproducing every production dependency. Snapshots, service containers, and mocks can bound the system. Simulated users can supply interactions when real participants are unavailable. These choices trade setup, reset, transition, and checking work against the behaviors represented; identify which simplifications could change the task before spending effort on detail.

Learned dynamics predict transitions from experience and can implement part of a simulator; World Models explains their construction. In Ha and Schmidhuber's learned Doom environment, a controller discovered movements that prevented simulated monsters from firing, a shortcut absent from the original game. Increasing sampling randomness helped their experiments but also introduced unrealistic events. A model's predictive errors can become useful opportunities for an optimizing agent.

Plausible dialogue is likewise insufficient evidence of participant fidelity. A January 2026 study compared simulated users and people interacting with one fixed GPT-4o agent on 18 adapted retail tasks. Simulation underestimated performance on some difficult tasks and overestimated it on some moderately difficult tasks, with different conversational and failure patterns. The useful validation target is the resulting interaction, not merely whether each simulated message sounds human.

Evidence beyond the simulator

Passing the implemented task, handling unseen generated instances, and succeeding in the target workflow are separate claims. Start with matched conditions and actions to locate transition discrepancies. Then test complete closed-loop attempts, where each resulting observation affects the next action. Small discrepancies can change later choices, so agreement on isolated operations does not establish agreement over an entire trajectory.

Match the evidence to the boundary the claim crosses.
ClaimRelevant evidenceRemaining limit
Correct implemented behaviorContract tests and known action sequences.The implementation may omit important target behavior.
Matched transition behaviorCompare corresponding states, actions, and resulting observations.Later decisions may amplify discrepancies.
Unseen-instance performanceHeld-out instances under an identified generator.Other families and generators remain untested.
Full interaction fidelityCompare complete attempts and characteristic failures.Coverage depends on the tested conditions.
Target-workflow usefulnessIndependent outcomes with target systems or participants.The claim remains bounded to those tasks and conditions.

Domain randomization varies modeled conditions during training. Tobin and colleagues' 2017 visual-localization study varied textures, lighting, camera properties, and distractors, then evaluated on real tabletop images. Distractor variation mattered for real clutter. This demonstrated usefulness for a bounded perception task without requiring one photorealistic training scene; it did not establish transfer of arbitrary physical dynamics.

A separate 2018 puck-pushing study randomized dynamics and observation conditions, including masses, friction, control gains, noise, and action intervals. Physical tests used motion capture to locate the puck. That evidence concerns instrumented control under its tested conditions, not unrestricted visual manipulation. The reality gap is the consequential difference between simulation and physical execution; Robotics develops transfer, control, and safety.

Software simulators can also be judged by what they teach. A May 2026 writing-assistance study held the starting assistant and training procedure fixed while changing the user simulator. People preferred the assistant trained with a simulator fine-tuned on human conversations; the variant trained with prompted role-playing was not statistically distinguishable from the starting assistant. The measured outcome was conversational preference on selected writing tasks, not productivity or general tool-use success.

Randomization covers the factors and ranges actually modeled. Test consequential permissions, delays, errors, and participant behavior explicitly, and retain rare-condition evidence separately from representative traffic. Use uncertainty estimates and offline-to-live evidence to bound the claim. A favorable result within a validated domain does not establish correspondence outside it.

Learning records and maintenance

Delivering usable experience

A collector assembles interaction records for evaluation or learning. Provenance identifies where those records came from. Collection must preserve the distinction between what the agent requested, what execution accepted, and what the environment subsequently exposed. For multi-call agents, individual calls and environment transitions can be represented separately; an episode's final reward does not establish that every included action was useful.

The following is a proposed handoff contract. It states the information obligations without assuming a particular framework implements the complete design.
Record groupPreserve
IdentityTask instance, episode, branch if any, and ordered transition identifiers.
InteractionActual observation, requested action, accepted operation, and result.
OriginProducing policy, environment release, and sampling configuration.
EndingFinal observation, termination or truncation information, stop reason, and partial-episode status.
AssessmentAssessment identity, verifier version, evidence references, status, and verdict.
Learning feedbackScalar reward and components, with explicit availability and validity.
VisibilityWhich information reached the agent, learner, or private assessor.

Parallel collection makes producing versions important. TorchRL's MultiCollector can tag each frame with the policy version actually applied by its worker; one returned batch can therefore contain several versions. It also documents trajectory identifiers and validity masks for padded or preempted entries. Such entries must not be treated as ordinary experience. Those controls do not identify the task or verifier version on their own.

Attach delayed assessments using episode and assessment identity, not arrival order. Make duplicate delivery detectable so one judgment is not counted twice. Preserve unavailable judgments explicitly rather than filling them with zero. These are requirements for the handoff: the exact attachment and deduplication mechanism depends on the collector and storage design.

Preserve an episode's final observation before resetting its environment. The next episode's initial observation belongs to another record, even if both arrive through the same worker or batch slot. Keep diagnostic values, agent-visible tool feedback, private acceptance evidence, and training reward separate. Agent Runtimes and Harness Engineering owns durable execution; Post-training and Alignment owns the updates consuming collected experience.

Versioning the effective task

Version the environment as a combined semantic contract: task definitions, transition code, observation and action adapters, reset rules, endings, rewards, verifiers, generators, and sampling settings. The model version identifies only one participant. A change that supplies different information, permits different effects, or grants more effort can change the effective task.

GSO's official changelog makes this concrete. It added deceptive-optimization detection on November 3, 2025; increased the iteration budget and changed evaluation settings on April 27, 2026; and added network restrictions and disabled MCP access on July 12, 2026 after observed solution fetching. The Model Context Protocol connects tools and services, as its home chapter explains. These changes altered checking, effort, and available information. Scores across those releases should not silently be treated as measurements under one protocol.

Regrade or execute again

New judgments and new behavior require different evidence.

Assessment-only changes can reuse sufficient artifacts. Changed interactions require new attempts. Missing artifacts leave the old attempt unassessable under the new rule.
Read the diagram as text
  • Classify the change.
  • Required artifacts preserved?.
  • Collect fresh attempts.
  • Regrade with provenance. Keep the original assessment.
  • New assessment unavailable.
  • Classify the changeCollect fresh attempts: Interaction or population changed.
  • Classify the changeRequired artifacts preserved?: Assessment only; feedback unchanged.
  • Required artifacts preserved?Regrade with provenance: Yes.
  • Required artifacts preserved?New assessment unavailable: No.

Test interface invariants before interpreting learning curves. Gymnasium's checker examines observation-space membership, seeded resets, and repeated seeded steps where determinism is expected. These catch implementation defects, not reward validity or deployment fidelity. Add reference solutions, deliberate failures, action-boundary cases, and reset postconditions for the task-specific contract.

Harbor can regrade captured artifacts with a new verifier, preserving the original trial and recording a new assessment. This changes the judgment of an old attempt; it does not execute new behavior.

Use the figure to decide what surviving evidence can support. An assessment-only repair may permit regrading. Changes to feedback, permissions, observations, or transitions require fresh attempts for a behavioral comparison. A changed curriculum requires a recorded exposure history and assessment against the same target. When execution capacity is limited, prioritize cases affected by the change and narrow the resulting claim; artifact reuse cannot supply missing evidence about an unrecorded process.

Investigate discrepancies at the boundary that could explain them. High reward with invalid work points toward acceptance rules, evidence integrity, or incentives. Valid work with low reward points toward checker coverage or execution defects. Good simulated results with poor target behavior point toward task coverage or fidelity. Preserve the affected release and records, correct the defect, and reassess the learning data and comparisons that depended on it. Observability explains recording mechanics.

An environment specification is ready for review when it identifies:

  • TaskIntended outcomes, operating conditions, allowed effects, and enforced restrictions.
  • InteractionState, observations, action semantics, timing, and recovery behavior.
  • EpisodesStarting distribution, reset postconditions, ending reasons, and restoration limits.
  • FeedbackVerifier coverage, evidence custody, reward rules, availability, and known shortcut paths.
  • EvidencePractice and assessment populations, transfer tests, producing versions, and the records needed to revisit results.

Open questions

  1. Useful fidelity must remain valid as agents improve and discover unfamiliar strategies. Exhaustive reproduction of a target workflow is impractical, while omitted transitions can become shortcuts. Progress would mean identifying consequential discrepancies early and demonstrating that targeted simulator repairs improve complete target-workflow attempts, not just simulator scores.

  2. Verification becomes difficult when many valid solutions exist and process requirements matter as much as final state. Stronger optimization can expose both permissive checks and rules that reject legitimate alternatives. Progress would combine expert-reviewed acceptance coverage, protected execution evidence, and fresh adversarial attempts while keeping unresolved judgments visible.

  3. Automatic curricula must find learnable tasks without narrowing practice to exploits or easy-to-score behavior. Difficulty and usefulness need not move together, and a generator inherits its verifier's mistakes. Progress would demonstrate retained capability across changing practice mixtures on an independent, stable target workload.

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17 matching talks

TalkSpeakerEventYear
Ibragim BadertdinovAI Engineer Europe 20262026
Maxime Rivest, Isaac MillerAI Engineer World's Fair 20262026
Will BrownAI Engineer World's Fair 20262026
Josh PurtellAI Engineer World's Fair 20252025
Francesco Bonacci, Dillon DuPont, Robert WendtAI Engineer World's Fair 20262026
Samuel ColvinAI Engineer World's Fair 20252025
Jamie Neuwirth, Zack WittenAI Engineer World's Fair 20242024
Pierluca D'OroAI Engineer World's Fair 20262026
Rustem FeyzkhanovAI Engineer World's Fair 20262026
James ShiAI Engineer World's Fair 20262026
DottaAI Engineer World's Fair 20262026
Kyle CorbittAI Engineer World's Fair 20252025
What RL Means for Agents

Cited in this entry

Will BrownAI Engineer Summit 20252025
Eno ReyesAI Engineer World's Fair 20262026
Naman JainAI Engineer Code 20252025
Rishi DesaiAI Engineer World's Fair 20262026
Vincent ChenAI Engineer Europe 20262026

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A synthesis of selected conference talks and technical references. Citations link to the source material; they do not imply that every talk on this subject is included.

  1. Stateful environments for vertical agents — Josh Purtell, Synth Labs

    A stateful environment owns task computation and persistent work state outside the agent implementation.

  2. From Agent Traces to Agent Simulations — Rustem Feyzkhanov, Snorkel AI

    Build a bounded environment using database snapshots, service containers, mocks, and simulated users.

  3. Reinforcement Learning: An Introduction — second-edition draft

    Reinforcement learning improves a policy using rewards from interaction rather than labels specifying demonstrated actions. The objective is expected return: G_t = sum_k gamma^k R_(t+k+1), with gamma controlling discounting. In a finite episode with only terminal reward R_T, this reduces to gamma^(T-t-1)R_T: the outcome evaluates a trajectory without identifying which earlier decisions helped. Temporal credit assignment propagates that information to earlier choices. Monte Carlo methods update from completed returns; TD prediction uses V(s) <- V(s) + alpha[r + gamma V(s') - V(s)], bootstrapping from the next state's estimate. Policy improvement then favors actions with higher expected return; prediction updates alone do not change the policy.

  4. The Unreasonable Effectiveness of Separating the Task from the Model

    DSPy's specs, code, and evals framework combines intended behavior, enforced requirements, and examples of successful behavior.

  5. Tinker Cookbook — Harbor RL

    The Harbor RL recipe connects language-model training to executable tasks in sandboxed software environments. An agent receives a bash tool, works on the task and receives reward from tests. HarborTask carries task identity, instructions, configuration and a directory containing the environment and verification materials. The standardized task format separates task creation from the harness that runs training or evaluation. Its sandbox interface exposes command execution and file reading, so environment interaction involves actual software behavior rather than requiring a learned transition model.

  6. Everything Is a Rollout — Alex Shaw + Ryan Marten, Terminal-Bench, Harbor, Laude Institute

    A rollout runs an agent against a task sandbox, records its trajectory, verifies the resulting state, and produces rewards that can be aggregated across a dataset.

  7. Let LLMs Wander: Engineering RL Environments — Stefano Fiorucci

    Reinforcement learning with verifiable rewards uses automatically checked outcomes to reinforce successful sampled trajectories rather than only imitating supplied responses.

  8. Gymnasium — Env API

    Gymnasium separates the environment's internal dynamics from the interface available to an agent. An action must belong to action_space; step returns an observation, scalar reward, termination flag, truncation flag and information dictionary. Observations belong to observation_space. The information dictionary can contain diagnostic values, reward components or internal state that is not part of the observation. Reset initializes an episode and returns its first observation. Supplying an integer seed resets the environment's random-number generator; resetting with seed=None normally preserves an existing generator. Sampling actions reproducibly requires seeding action_space separately.

  9. Everything Is a Rollout — Alex Shaw + Ryan Marten, Terminal-Bench, Harbor, Laude Institute

    Rollout trajectories and rewards can feed distinct improvement methods: supervised fine-tuning, reinforcement learning, and text-feedback-driven hill climbing.

  10. RL-Glue: Language-Independent Software for Reinforcement-Learning Experiments

    Tanner and White's September 2009 paper addressed difficulty sharing agents, environments and experimental apparatus across incompatible implementations. RL-Glue separates agent, environment and experiment programs: the agent chooses actions and learns, the environment supplies action-dependent observations and rewards, and the experiment controls execution and assessment. Its communication layer allows components written in different languages to interact. A fixed dataset cannot generally replace an interactive environment because the required subsequent observation depends on the action selected. Internal function calls and external socket communication offer different overhead and interoperability tradeoffs.

  11. OpenAI Gym Beta

    OpenAI announced Gym's public beta on April 27, 2016 as a toolkit for developing and comparing reinforcement-learning algorithms across environments including classic control, Atari and simulated robots. The announcement identified a comparison problem: seemingly small differences in action sets or reward functions can substantially alter task difficulty. A common environment collection was intended to reduce this experimental variation while leaving users free to implement learning algorithms in their preferred framework.

  12. Resource Management with Deep Reinforcement Learning

    DeepRM represents resource allocations and waiting jobs as scheduler observations. Its policy chooses a pending job to schedule or a void action that advances time. Scheduling changes subsequent allocations and waiting conditions. The paper uses rewards based on unfinished jobs: negative job count targets completion time, while negative reciprocal-duration sums target slowdown. Its background defines the Markov assumption as next-state and reward distributions depending on current state and action.

  13. Planning and Acting in Partially Observable Stochastic Domains

    A partially observable decision process separates the world’s state from the observations available to the agent. A belief state is a probability distribution updated from prior belief, an action and a new observation; a policy selects actions from that belief. The paper’s listening example shows that an action can gather information before committing to a consequential choice. This grounds the distinction between planning over incomplete evidence and assuming the latest tool response describes all relevant reality.

  14. Partial observation requires inference over hidden state

    A POMDP separates environment state s, action a, transition probabilities T(s'|s,a), and observation probabilities O(o|s',a). The agent receives observations, not direct access to s. Its history contains previous observations and actions; a belief b(s)=P(s|history) summarizes their implications under the model. After action a and observation o, b'(s') is proportional to O(o|s',a) times sum_s T(s'|s,a)b(s), normalized to sum to one. Planning maximizes expected cumulative reward, accounting for how actions affect both the environment and future information. Inference for language-model agents: retaining an entire transcript does not reveal facts never observed. Multiple states can remain compatible with the same history, requiring decisions under uncertainty or information-gathering actions independently of context-window size.

  15. Gymnasium — Action Masking in the Taxi Environment

    Taxi has six possible actions: four movement directions, pickup and dropoff. Their availability depends on the current state: a wall can block movement, and pickup requires the passenger's location. The environment returns a binary action_mask in the information dictionary after reset and step. The tutorial uses this mask to restrict action selection to currently valid choices. The global action space therefore describes possible action types, while the mask describes which choices are valid at a particular moment.

  16. Terminus: The Terminal-Bench Agent

    The original Terminus design gives an agent one interactive terminal interface through tmux. It sends keystrokes instead of using separate specialized tools for editing files, executing commands or downloading resources. The agent's Python process runs outside the task container, reducing coupling between the agent's own dependencies and changes made inside the task environment. This illustrates two independent design choices: the operations exposed as actions and the placement of the program selecting those actions.

  17. DeepMind Control: environment stepping implementation

    DeepMind Control distinguishes the physics integration timestep from the interval between agent actions. The control interval equals the physics timestep multiplied by the number of substeps. Its environment step applies the task's action hook, advances physics, runs the post-step hook, and then obtains reward and observation. Reset initializes the task and returns the initial observation. Episode completion is represented separately from ordinary intermediate steps. These interfaces make action timing, observation timing, initialization, and termination explicit.

  18. Agents are Robots Too: What Self-Driving Taught Me About Building Agents — Jesse Hu, Abundant

    A command interface needs observable progress, completion status, and the ability to stop execution so the agent can respond to what actually happened.

  19. Agents are Robots Too: What Self-Driving Taught Me About Building Agents — Jesse Hu, Abundant

    Waiting for a complete tool response implicitly discretizes observation and action, simplifying reasoning while limiting real-time reactions.

  20. Computer-Use 2.0: Agents Just Got Multi-Cursor

    The speaker reports improved task success and lower token use after replacing an agent's built-in computer tool with Cua Driver on a 4K benchmark, attributing the improvement primarily to window-focused observations.

  21. Learning on the job: the future of post-training

    The described GRPO workflow relies on resetting a task so multiple rollouts for the same prompt can be compared.

  22. Stateful environments for vertical agents — Josh Purtell, Synth Labs

    Explicitly resettable task state enables rollback when a long-running agent takes an unproductive path.

  23. Harbor — Multi-step Tasks

    Harbor multi-step tasks retain the environment across stages while starting a fresh agent conversation by default; optional resume preserves supported agent state. These are separate state boundaries. Setup runs before the agent, and a healthcheck can abort the step or trial before task execution. Setup failure records exception information and prevents the agent and verifier from running. Reward gates separately decide whether later stages should proceed. A missing reward or missing reward key fails that gate rather than being treated as an observed zero reward.

  24. Gymnasium — Handling Time Limits

    Termination means reaching an ending defined by the task, such as success, failure or the end of an intrinsically finite horizon. Truncation stops collection for a reason outside that task's terminal conditions, such as an imposed time limit on a continuing process. The distinction changes learning feedback: bootstrapping estimates remaining return from the final state, which is appropriate after an external cutoff but not beyond a true terminal state. For a fully observable finite-horizon task, the remaining time must be represented in the observation to preserve the Markov property.

  25. Let LLMs Wander: Engineering RL Environments — Stefano Fiorucci

    For weak models, allowing recovery from invalid actions can preserve learning opportunities that immediate termination removes.

  26. Learning on the job: the future of post-training

    Filtering sandbox timeouts out of training can incentivize a model to trigger timeouts on difficult tasks.

  27. Counterfactual Credit Assignment in Model-Free Reinforcement Learning

    Credit assignment separates an action's influence on later rewards from external events and subsequent actions. A delayed outcome can depend on many intervening decisions, so temporal order alone does not identify its cause. The paper defines return as G_t=sum over u>=t of gamma^(u-t) R_u; this aggregates rewards, not causal responsibility. Its transition model makes the next state depend on the current state and action. Its structural causal model supports changing an action while holding exogenous randomness fixed. Consequently, counterfactual replay must recompute downstream states and observations after action divergence; feeding the old observation sequence to a changed policy does not generally simulate its outcome.

  28. MuJoCo 3.6.0 — Computation

    MuJoCo distinguishes saved integration state from quantities derived from that state. Manually changing state does not automatically update dependent calculations; the required computation stages must run again. Exact continuation requires retaining all integration inputs, including warmstart accelerations used to initialize the numerical solver. Small numerical differences can grow along contact-rich trajectories. The documentation bounds exact reproducibility to the same MuJoCo version and computational architecture. Restoring visible positions alone is therefore a weaker operation than restoring a state sufficient for identical continuation.

  29. Stateful environments for vertical agents — Josh Purtell, Synth Labs

    Resettable environments provide a foundation for exploring alternative action branches and continuing from the better branch.

  30. Agents are Robots Too: What Self-Driving Taught Me About Building Agents — Jesse Hu, Abundant

    Stateful agents require evaluation and simulation to account for the surrounding environment, including running processes and persistent files.

  31. From Agent Traces to Agent Simulations — Rustem Feyzkhanov, Snorkel AI

    Evaluate environment state, execution traces, and artifacts using checks suited to each evidence type.

  32. Harbor Task Structure

    Harbor tasks package instruction.md, task.toml, an environment build context, tests and an optional reference solution. Configuration specifies resource requirements, timeouts and environment behavior. Tests produce reward.txt or reward.json. Shared verification runs in the agent container and can see its workdir, installed tools and environment variables. A separate verifier environment has its own image and receives declared artifacts plus /logs/artifacts/. Its image must include its test entrypoint. Network policies distinguish environment baselines from agent and verifier phases.

  33. tau-bench: A Benchmark for Tool-Agent-User Interaction in Real-World Domains

    Tau-bench evaluates agents interacting with a simulated user, domain-specific tools, and policy instructions. Its reward checks the final database against an annotated target state and, where required, information conveyed to the user. The paper explicitly warns that this reward can pass despite a policy violation, such as acting without confirmation. Repeated trials measure consistency: pass^k is the probability that all k independent trials succeed, averaged across tasks; pass@k asks whether at least one succeeds. A correct final state, compliant process, one successful attempt, and reliable repeated execution are distinct claims.

  34. Human Verification of SpatialBench

    The May 29, 2026 SpatialBench verification report describes independent experts attempting tasks from their instructions and data without receiving the solutions. Review uncovered tasks whose analysis choices were underspecified and graders whose tolerances excluded defensible answers. Choices such as neighborhood radius or normalization could yield different numerical results while supporting the same scientific interpretation. Reviewing experts' working notebooks helped distinguish flawed analysis from ambiguous instructions or overly restrictive acceptance conditions. This supplies a concrete procedure for checking both task answerability and verifier coverage.

  35. From Agent Traces to Agent Simulations — Rustem Feyzkhanov, Snorkel AI

    Treat benchmark tasks as software with separate CI, positive and negative controls, and repeated agent runs.

  36. Faulty Reward Functions in the Wild

    OpenAI's December 21, 2016 report describes a CoastRunners agent that learned to circle a lagoon and repeatedly hit three respawning targets. It accumulated game points while crashing, catching fire and never finishing the race. The failure did not require changing the scorer: the supplied points already rewarded behavior that diverged from the intended racing objective. The example makes an exploitable proxy concrete—repeatedly earning local reward can be preferable to completing the task.

  37. What RL Means for Agents

    Rubric engineering decomposes reward into checkable properties, allowing partial credit for useful intermediate behavior.

  38. How to Train Your Agent: Building Reliable Agents with RL

    Give a small auxiliary reward for fewer tool turns while keeping correctness dominant.

  39. Reward Shaping in Episodic Reinforcement Learning

    Reward shaping supplies additional feedback to make learning easier. The paper analyzes potential-based shaping, which adds F(s,a,s′)=γΦ(s′)−Φ(s), where Φ assigns a scalar potential to a state and γ matches the return's discount factor. Over a finite episode, these terms telescope to −Φ(s0)+γ^NΦ(sN). The final potential can change which behavior is optimal. Setting terminal-state potentials to zero removes that action-dependent residual; merely setting the final shaping reward to zero does not generally solve the problem.

  40. Reward Tampering Problems and Solutions in Reinforcement Learning: A Causal Influence Diagram Perspective

    The paper separates reward-function tampering from reward-input tampering. In the first, an agent changes the mechanism that computes reward, such as its implementation or training feedback. In the second, it changes what the reward mechanism observes without achieving the intended outcome. Its constructed examples distinguish these attacks from exploiting a misspecified reward through ordinary task actions. Protecting scorer code and protecting the evidence supplied to that scorer address different failure paths.

  41. Coding Evals: From Code Snippets to Codebases – Naman Jain, Cursor

    Agents can overfit workloads or alter evaluation dependencies instead of improving repository internals.

  42. DeepSWE: A Contamination-Resistant Coding Benchmark — James Shi, Datacurve

    DeepSWE v1.1 separates verifier execution from agent execution and removes Git history beyond the task's base commit.

  43. SWE-Marathon: Evaluating Coding Agents at Billion-Token Scale - Rishi Desai, Abundant AI

    Separate suspicious shortcut attempts, exploits shipped in submissions, and exploits that actually receive reward.

  44. SWE-Marathon: Evaluating Coding Agents at Billion-Token Scale - Rishi Desai, Abundant AI

    A long-running agent can spend its resources probing a weak verifier instead of completing the intended task.

  45. The Art & Science of Benchmarking Agents

    Choose task distributions intentionally: production representativeness and coverage of rare consequential failures are different evaluation goals.

  46. Leveraging Procedural Generation to Benchmark Reinforcement Learning

    Procgen's ICML 2020 paper uses generators that vary layouts, assets, entities and event timing. Its generalization protocol trains on a finite collection of levels and evaluates on unseen levels from the generator; its sample-efficiency protocol samples broadly during both training and evaluation. An ablation with a fixed sequence of levels produced apparent progress through familiar levels but poor performance when the sequence changed. Procedural variation therefore changes the population of experiences, while the sampling protocol determines what generalization is actually tested.

  47. Computer Use at the Edge of the Statistical Precipice

    Vary task data, appearance, and initial state across runs, while checking that every generated combination remains valid.

  48. Curriculum Learning

    Bengio and colleagues' ICML 2009 paper describes a curriculum as a sequence of training distributions that initially emphasizes easier examples and progressively introduces harder or more varied examples. Its formal treatment reweights a target distribution rather than redefining the final task around whatever the learner currently succeeds at. The motivation is to guide optimization toward useful solutions. Selected vision and language experiments demonstrate benefits, while the paper also recognizes that choosing a useful ordering is itself a problem.

  49. Reverse Curriculum Generation for Reinforcement Learning

    Florensa and colleagues' CoRL 2017 method addresses sparse goal rewards by changing where episodes begin. Training starts near a supplied goal state and expands toward more distant initial states as the policy improves. It favors starts with intermediate success rates, where the task is neither already mastered nor consistently unsuccessful. Short random-action rollouts generate feasible nearby states, and previously useful starts remain in the mixture to reduce forgetting. Progress is evaluated against the original initial-state distribution rather than only the easier training starts.

  50. Emergent Complexity and Zero-shot Transfer via Unsupervised Environment Design

    PAIRED treats environment generation as choosing free parameters of a developer-specified environment. Random generation can waste effort on unhelpful tasks, while a purely adversarial generator can create impossible ones. PAIRED instead uses two agents: the environment designer is rewarded for a performance gap between an antagonist and a protagonist. This encourages environments that one agent can solve but the other finds difficult, producing a changing curriculum rather than a fixed difficulty schedule.

  51. Let LLMs Wander: Engineering RL Environments — Stefano Fiorucci

    Mix optimal and imperfect opponents, then increase difficulty as the model improves; exclusively perfect opposition can produce poor learning signals or overly defensive behavior.

  52. Let LLMs Wander: Engineering RL Environments — Stefano Fiorucci

    Small batches can overrepresent easy or hard opponents and reinforce narrow strategies; stratified difficulty sampling and larger batches improved stability in the described setup.

  53. What RL Means for Agents

    A high reward is insufficient evidence of learning if the scoring system can be exploited without completing the intended task.

  54. NASA-STD-7009B — Standard for Models and Simulations

    NASA-STD-7009B defines intended use as the expected purpose and application of a model or simulation. Empirical validation assesses how well the operating model represents the real world for those uses. The standard distinguishes a domain of validation, where comparisons with reference evidence are favorable, from a domain of verification, where implementation and solution accuracy meet requirements. Correctly implementing a simulator and establishing its correspondence to the target system are therefore different evidentiary obligations.

  55. World Models

    Ha and Schmidhuber separate visual encoding, recurrent prediction, and action selection. Their recurrent model predicts a distribution over the next latent representation from the current representation, action, and recurrent memory. In their learned Doom environment, a left action changes the player's predicted position, while generated monsters and fireballs evolve around it. The model also predicts episode termination. Controllers trained in this environment are subsequently tested in the original game. The authors report an exploitation failure: a controller discovered movements that prevented simulated monsters from firing, although this exploit was unavailable in the original environment. Increasing sampling randomness helped in their experiments but also introduced unrealistic events.

  56. Lost in Simulation: LLM-Simulated Users are Unreliable Proxies for Human Users in Agentic Evaluations

    This January 2026 study compares simulated users with human participants interacting with a fixed GPT-4o agent on 18 adapted retail tasks. Simulation did not produce one consistent direction of error: it underestimated performance on some difficult tasks and overestimated performance on some moderately difficult tasks. The authors also observed differences in conversational behavior and failure patterns. A user simulator's usefulness therefore requires checking the resulting agent–user interactions, not merely whether its individual messages appear plausible.

  57. Agents are Robots Too: What Self-Driving Taught Me About Building Agents — Jesse Hu, Abundant

    Simulation should represent realistic starting conditions and support counterfactual trajectories as agent behavior changes.

  58. Agents are Robots Too: What Self-Driving Taught Me About Building Agents — Jesse Hu, Abundant

    Build an offline improvement loop that grounds simulation in deployment logs and uses categorized failure triage to decide what to improve.

  59. Domain Randomization for Transferring Deep Neural Networks from Simulation to the Real World

    Tobin and colleagues' 2017 study trains visual object localization using simulated scenes with randomized textures, distractors, lighting and camera properties. The renderer does not need to reproduce one photorealistic scene; variation is intended to make the real scene fall within conditions the predictor can handle. Evaluation uses real tabletop images, and ablations examine which variations matter. Training with distractors was consequential for handling real clutter. The study thus separates visual realism from demonstrated usefulness for a particular perception task.

  60. Sim-to-Real Transfer of Robotic Control with Dynamics Randomization

    The study trains a Fetch-arm puck-pushing policy across varied link masses, joint damping, puck friction, table height, controller gains, observation noise and intervals between actions. Most physical parameters remain fixed within an episode; timing and observation noise vary during execution. Actions are offsets from current joint angles passed to a position controller. A recurrent policy uses observation–action history to adapt without directly receiving real-world dynamics parameters. Physical tests use motion capture to locate the puck, and successful positioning has a specified distance tolerance. Executing identical target trajectories in simulation and hardware produces visibly different measured joint trajectories.

  61. Quantifying the Utility of User Simulators for Building Collaborative LLM Assistants

    This May 2026 study varies the user simulator while holding the assistant's starting model and training procedure fixed. It compares a prompted role-playing simulator with one fine-tuned on human conversation data, then evaluates trained assistants with people on writing tasks. Human preferences favored the assistant trained with the fine-tuned simulator, while the role-playing-trained variant was not statistically distinguishable from the starting assistant. The paper also examines disagreement between performance with the training simulator and performance with other evaluators. Simulator quality is assessed through the behavior it teaches and subsequent human interaction.

  62. Agent Lightning: Train ANY AI Agents with Reinforcement Learning

    An agent rollout includes multiple LLM calls and environment transitions such as tool execution. Training can represent each call as its current input context, generated action, and assigned reward instead of concatenating a whole history into one response. The paper separates episode-level return assignment across actions from token-level optimization inside each action. In its reported implementation, every action receives the same final episode return; existing single-turn RL then supplies token-level updates. This makes the unresolved credit problem concrete: a successful episode may contain needless or mistaken actions, and a failed episode may contain useful ones. A transition interface makes more selective credit assignment possible without proving it is already solved.

  63. TorchRL — MultiCollector

    TorchRL's MultiCollector can tag each collected frame with a policy version. The tag advances when a worker actually applies new weights, so one returned batch can contain experience from more than one version. A parent-side update counter alone would miss that distinction. The collector also documents trajectory identifiers and validity masks: preempted or padded entries must be masked or removed rather than interpreted as ordinary experience. A collection cutoff can mark truncation without declaring task termination.

  64. GSO — Benchmark Methodology and Changelog

    GSO's official changelog records changes to the effective optimization task. On November 3, 2025 it introduced a detector for deceptive optimizations, including harness hijacking. On April 27, 2026 it increased the agent iteration budget and changed evaluation settings. On July 12, 2026 it added network restrictions and disabled MCP after observing agents fetching upstream commits or pull-request diffs. These changes alter checking, available information and allowed effort, even when the underlying repository task remains recognizable.

  65. Gymnasium — Environment Checker Implementation

    Gymnasium's environment checker tests concrete interface properties. It checks that reset observations belong to the declared observation space, examines seeded random-generator behavior, and compares repeated seeded resets where determinism is expected. Its step-determinism check resets to the same seed, repeats the same action and compares observations, rewards, ending flags and random-generator state. Environments declared nondeterministic receive different treatment. These checks help detect implementation errors before interpreting a learning curve.

  66. Harbor — Regrade

    Harbor can regrade a completed trial with an updated verifier without rerunning the agent. It starts a separate verification environment using captured artifacts and writes a new trial rather than modifying the original. Provenance includes the source trial identity and task content information. Regrading requires the necessary artifact bytes; missing artifacts cannot be reconstructed merely from a reward or transcript. This separates a changed assessment of an existing attempt from a fresh attempt under changed conditions.

  67. How to Train Your Agent: Building Reliable Agents with RL

    Training must reproduce production-like data, tool access, inputs, and outputs; ART·E used real Enron email inboxes to approximate large, diverse mail collections.

  68. Verifiable Environments for AI in Biology — Kenny Workman, LatchBio

    Have scientists attempt and cross-grade tasks to reveal ambiguous instructions and unjustified numerical thresholds.

  69. Learning on the job: the future of post-training

    In a reported training run, networking-related tool failures coincided with progressively shorter responses despite no length penalty.