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This paper proposes evaluating LLM-generated interactive apps by having computer-use agents actually operate them, rather than relying only on code analysis and unit tests. The reported gains are modest (about 3.5 to 5 points on judge accuracy), but the released datasets of human preferences and requirement labels could help others test whether interaction-based evaluation holds up beyond these benchmarks. Its training-time results, where interaction feedback served as a reward signal, are the part to watch for practical relevance.
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Interaction-as-a-Judge

arXiv3 min read

arXiv:2610.17895v1 Announce Type: new Abstract: Coding agents are tasked with producing sophisticated interactive applications such as websites, desktop applications, and games. While humans assess these applications interactively, current automated LLM evaluations primarily focus on code analysis and unit tests. This mismatch can cause LLM judges to miss failures that are immediately apparent to human users. We study Interaction-as-a-Judge, an evaluation paradigm where computer-use agents (CUAs) directly interact with an application. We demonstrate that Interaction-as-a-Judge can improve both \emph{evaluation} and \emph{generation} of interactive applications. To this end, we collect and release two complementary datasets: $6,858$ pairs of applications with human preferences and corresponding agent traces, and $222$ applications with human-verified requirement labels. Relative to standard non-interactive approaches, we find that Interaction-as-a-Judge improves evaluation in terms of predicting human preferences ($65.6\% \to 69.1\%$) and requirement verification ($77.0\% \to 81.6\%$). We also observe scaling benefits: across both preference alignment and requirement verification, higher-quality interactions improve performance. Finally, through both inference- and training-time experiments, we demonstrate that Interaction-as-a-Judge can also improve the quality of generated artifacts. At inference time, Interaction-as-a-Judge repairs $75.5\%$ of broken requirements within five attempts, compared to $55.4\%$ for code-only self-feedback. At training time, using Interaction-as-a-Judge as a reward signal improves win-rate over the base model by $6.7$pp while reducing both generated code length by $35.7\%$ and build failure rates by $7.2$pp compared to a code-only reward signal.

Abstract:Coding agents are tasked with producing sophisticated interactive applications such as websites, desktop applications, and games. While humans assess these applications interactively, current automated LLM evaluations primarily focus on code analysis and unit tests. This mismatch can cause LLM judges to miss failures that are immediately apparent to human users. We study Interaction-as-a-Judge, an evaluation paradigm where computer-use agents (CUAs) directly interact with an application. We demonstrate that Interaction-as-a-Judge can improve both evaluation and generation of interactive applications. To this end, we collect and release two complementary datasets: $6,858$ pairs of applications with human preferences and corresponding agent traces, and $222$ applications with human-verified requirement labels. Relative to standard non-interactive approaches, we find that Interaction-as-a-Judge improves evaluation in terms of predicting human preferences ($65.6\% \to 69.1\%$) and requirement verification ($77.0\% \to 81.6\%$). We also observe scaling benefits: across both preference alignment and requirement verification, higher-quality interactions improve performance. Finally, through both inference- and training-time experiments, we demonstrate that Interaction-as-a-Judge can also improve the quality of generated artifacts. At inference time, Interaction-as-a-Judge repairs $75.5\%$ of broken requirements within five attempts, compared to $55.4\%$ for code-only self-feedback. At training time, using Interaction-as-a-Judge as a reward signal improves win-rate over the base model by $6.7$pp while reducing both generated code length by $35.7\%$ and build failure rates by $7.2$pp compared to a code-only reward signal.

Machine Learning (cs.LG); Artificial Intelligence (cs.AI); Software Engineering (cs.SE)

arXiv:2610.17895 [cs.LG]

(or arXiv:2610.17895v2 [cs.LG] for this version)

https://doi.org/10.48550/arXiv.2610.17895 Focus to learn more arXiv-issued DOI via DataCite

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Full text under the publisher's open licence · 320 words

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