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GUI-agent evaluation rig: code, per-episode records, media and findings
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Can an agent do real tasks through a screen and a keyboard?

  • Progress report v056 — three tasks, one physical setup
  • The agent sees only pixels; it acts only by moving a mouse and pressing keys
  • No API access, no accessibility tree, no bridge software into the target machine
  • Two machines: one runs the agent, one runs the task, and knows nothing about the test
  • Every number in the underlying report links back to the raw frames and replies that produced it
  • Today: what we found, what we corrected, and what's still open

One agent machine, one task machine, no software link

  • The agent machine watches a live video feed of the task machine's screen
  • It acts by sending mouse and keyboard signals to the task machine
  • Both links are off-the-shelf hardware, not code
  • Video in: a capture card, the kind used for recording gameplay
  • Signals out: a USB device that presents itself as an ordinary keyboard and mouse
  • The task machine runs completely unmodified

What the apparatus can and cannot see

  • In: only what the capture card digitizes off the screen — nothing else
  • No hidden state: no game memory, no browser page structure, no page source
  • Out: mouse moves and key presses, the same signals a person's hands would send
  • No shortcuts: the agent cannot click by an internal id or call a function directly
  • Any advantage the agent shows has to come from watching and reacting in time
  • The tradeoff: we also can't ask the target machine why something failed — only replay what the agent saw

Three tasks, one shared question: does it react in time?

  • Task A: aim and fire at a vehicle in a driving game before it escapes
  • Task B: press skip when a video breaks into a paid ad read
  • Task C: click when a chart pattern completes
  • Each is time-pressured differently, but each needs a decision inside a shrinking window
  • Tasks B and C replay recorded video, so every model sees byte-identical input
  • Task A runs live, because the agent's own shots change what happens next

Task A — find and destroy a moving vehicle: 0 of 24

  • Headline: destroyed the vehicle in 0 of 24 episodes (n=24), under all three control setups tested
  • Not passive — the agent acted in every single episode
  • One setup: fired often (12.1 shots/episode) and hit nothing
  • Other setup: moved the view constantly (14.6 moves/episode) but never fired once
  • In that second setup, 115 of its 117 view moves were straight up or down — it tilted and almost never turned, and turning is how the target is found
  • Three different behaviors, same result: no kills
  • A mission left running with no agent at all also ends in a loss — a loss alone proves nothing (watched once, not recorded)
  • The win/loss verdict is read off the end screen by a vision model, and right now that is the same model being tested — it only has to tell two fixed banners apart, but judge and subject are not independent

Task A — three setups: each one fixates on a different action

  • Setup 1, screen-coordinate aim: 12.1 shots/episode, 8.2 view moves/episode, 0 destroyed
  • Setup 2, camera-relative aim + zoomed sights offered: 0 shots/episode, 14.6 view moves/episode, 0 destroyed
  • The zoomed sights were offered in the instructions but the hardware could not actually press the key for one of them — no agent has yet been able to use a sight
  • Setup 3, same as setup 2 but with the aim-first instruction removed: 0 shots, and 7.4 presses/episode of the commander-sight key — a toggle it flicked on and off
  • Setups 1 and 2 differ by three things at once, so that flip couldn't be pinned on any one of them
  • Setup 3 removes only the instruction: firing does not come back, so the instruction was not the cause
  • What repeats in all three: the agent picks one action early and repeats it
  • Which action it picks differs between setups; with 8 episodes each and no repeat runs, we cannot say what decides that

Task B — sponsor-skip: catches every ad, over-presses by about 2x

  • Headline: recall 1.00 (n=18) — every model tested finds the ad every single time
  • Precision (crediting each skip properly): 0.24 to 0.41 across models — plenty of wasted presses
  • One model is reliably worse than the other three, on 15-18 of the 18 videos
  • The other three models are statistically indistinguishable from each other
  • Reaction time is effectively tied across all four models (5.7 to 7.0 seconds)
  • The agent over-presses roughly twice as often as needed, not six times, once the counting is fixed (next slide)

Task C — chart pattern: catches it, but fires far too often

  • Headline: recall up to 0.90 (hosted models, n=6); the local model scores 0.00 recall (n=20)
  • Precision stays low for every model that detects anything at all: 0.06 to 0.12
  • The gap isn't seeing the pattern — it's clicking again after it's already been caught
  • The local model's zero recall is a separate, real gap: it isn't spotting the pattern at all
  • With no memory of its own past clicks, each fresh decision re-fires on the same event
  • A simple rule against repeating a click too soon after the last one would fix most of this

Corrections made to previously reported numbers

  • Task B over-pressing was charged too harshly: the skip key needs about 3 presses to clear a long ad read, so a chunk of "duplicate" presses were actually required; the fixed number is roughly double the earlier figure, not six times worse
  • A claim that the local model was 3x faster came from 5 samples on a short test prompt versus 453 real decisions on the task's real prompt; measured the same way, both take about the same time (~690ms)
  • Task A's episode end was cut 5 seconds early by a guess based on screen color and image sharpness; reading the game's own end-of-mission message moved the cut and changed the decision counts
  • A Task C tradeoff calculation was wrong in a script that was never saved to the project; the saved scoring code had been silently reporting zero because it was checking for key presses on a task that uses mouse clicks
  • A claim that "checking faster stops helping" used the wrong kind of average and reversed once corrected properly
  • Reaction times were labelled "median" but computed as an average of medians; the real medians are up to 0.6s lower
  • Twelve comparison numbers were typed into the report by hand instead of computed; three were wrong, including two differences printed with the sign backwards
  • Every correction above is logged with what changed and why in FINDINGS.md and RETRACTIONS.md

Systems result: local and hosted decide at about the same speed

  • Matched measurement: same prompt, same frames, same task, for both
  • Local model, on-prem GPU: about 690ms median per decision
  • Hosted API model: about 693ms median per decision — no meaningful difference
  • The case for running locally isn't speed — it's no network dependency, no per-call cost, and no account that can run out of credit mid-experiment
  • The full live loop (capture card to hardware input, real hardware) measured about 949ms end to end
  • This was the one speed claim that had survived many earlier corrections — it is now also withdrawn

The same failure shape shows up in all three tasks

  • Each decision the agent makes starts from scratch, with no memory of what it already did
  • Task A: it settles into one action — firing, or tilting the view — and repeats it
  • Task B: it presses skip repeatedly through one ad instead of once
  • Task C: it re-clicks a pattern it has already caught
  • We can't yet tell how much of this is "no memory" versus the visual task itself being hard — that split hasn't been tested
  • Giving the agent a short window of its own recent actions is the natural next experiment

What this setup still can't tell us

  • Tasks B and C replay recorded video, so an action never changes what the agent sees next
  • Task A can't be replayed, so each episode is one live shot, not a repeated trial under identical conditions
  • Sample sizes are small in places (6 to 20 episodes), so some numbers carry wide uncertainty
  • A scoring bug that quietly reports zero when the agent's action set changes has appeared three times in this project; caught before publishing this time, but it's a recurring risk in our own tooling, not just a one-off
  • The Task A two-setup comparison mixes three changes together — see the earlier slide
  • One action offered to the agent turned out not to be performable by the hardware at all; the runner now checks its whole action list against the device before starting
  • Every known gap here is written down, not papered over, in FINDINGS.md

Next steps

  • Run Task A's three changed factors separately: aim control, zoomed sights, and the aim-first instruction
  • Add a short-memory condition to test whether repeated actions are a memory gap or a difficulty gap
  • Extend Task B's video window so more than one ad read appears, so recall stops sitting at a perfect 1.0
  • Restore hosted-API access to finish the checking-rate comparison on more than one model
  • Time key-press and click actuation separately from move-only actuation
  • Keep logging every correction the same way — that habit is the point of this project

Bottom line

  • An agent that only sees pixels and only moves a mouse and keyboard can react in time, but not accurately
  • It catches almost everything it's asked to catch (Task A aside) and over-acts on most of it
  • Local and hosted models turn out close in both speed and accuracy; earlier claims of a gap did not survive a fair, matched measurement
  • All three tasks share one failure: repeating an action instead of remembering it already worked
  • Every number here traces back to a recorded frame and a logged decision, including the ones we later had to fix
  • Full detail, every correction included: reports/latest.html and FINDINGS.md