A curated resource for interactive evaluation: framework, taxonomy, design principles, and benchmark collection.
23
35 commits
updated May 22, 2026
If you find this work useful, please consider reading our full paper and citing:
@misc{xuan2026interactiveevaluationrequiresdesign,
title={Interactive Evaluation Requires a Design Science},
author={Keyang Xuan and Peiyang Song and Pan Lu and Pengrui Han and Wenkai Li and Zhenyu Zhang and Zexue He and Wenyue Hua and Manling Li and Jiaxuan You and Adrian Weller and Yizhong Wang and Jiaxin Pei},
year={2026},
eprint={2605.17829},
archivePrefix={arXiv},
primaryClass={cs.AI},
url={https://arxiv.org/abs/2605.17829},
}
Interactive evaluation should be built as a design science for evaluating systems acting through trajectories. The field does not merely need more interactive benchmarks; it needs explicit principles for specifying what interaction artifacts enter evaluation and how an evaluation program maps those artifacts to judgments.
Response-centered evaluation remains useful when final outputs are sufficient evidence.
Interactive evaluation becomes necessary when systems act through tools, environments, users, or other agents, so that earlier actions shape later evidence, opportunities, risks, and outcomes.
The central design question is what trajectory evidence enters evaluation and how that evidence is mapped to system-level judgments.
We define evaluation as an autonomous mapping:
E : X → Y
Where:
| Aspect | Response-Centered | Interactive |
|---|---|---|
| Evidence | Final answer, label, or text | Trajectories: actions, observations, state transitions, tool calls, user/agent responses |
| Judgment | Correctness, similarity, pass/fail | Task success + process quality + recoverability + safety + efficiency |
| Unit of Assessment | Single output | System behavior over time |
We propose organizing interactive evaluation along two orthogonal axes:
Key Findings:
Our framework proposes five core principles for interactive evaluation:
Clarify what system is evaluated, what resources it accesses, and what claims the trajectory supports.
Document initial state, allowed actions, observation space, stopping rules, reset conditions — the "dataset documentation" of interactive evaluation.
Test whether systems detect problems, revise strategies, and remain effective under changing conditions.
Report final success, trajectory-level properties (cost, safety, recovery), and risks separately.
Create reusable environments, logging schemas, and reporting templates while preserving diversity in protocols.
We curated and categorized 56 benchmarks across three evolutionary stages:
| Year | Name | Task Type | Paper |
|---|---|---|---|
| 2016 | SQuAD | Reading Comprehension | Paper |
| 2018 | GLUE | Reading Comprehension | Paper |
| 2019 | DROP | Reading Comprehension | Paper |
| 2019 | CommonsenseQA | Commonsense Reasoning | Paper |
| 2020 | MMLU | Knowledge & Multitask Reasoning | Paper |
| 2021 | GSM8K | Math Reasoning | Paper |
| 2021 | MATH | Math Reasoning | Paper |
| 2021 | MiniF2F | Formal Theorem Proving | Paper |
| 2021 | MBPP | Code Generation | Paper |
| 2021 | HumanEval | Code Generation | Paper |
| 2022 | Big-Bench | Broad Capability Probing | Paper |
| 2022 | TruthfulQA | Truthfulness & Factuality | Paper |
| 2023 | LeanDojo | Formal Theorem Proving | Paper |
| 2023 | MT-Bench | Human Preference Evaluation | Paper |
| 2023 | LongBench | Long-Context Understanding | Paper |
| 2024 | Chatbot Arena | Human Preference Evaluation | Paper |
| 2024 | LoCoMo | Long-term Memory | Paper |
| 2024 | AlpacaEval | Human Preference Evaluation | Paper |
| 2024 | Omni-Math | Math Reasoning | Paper |
| 2025 | LongMemEval | Long-term Memory | Paper |
| Year | Name | Task Type | Paper |
|---|---|---|---|
| 2023 | SWE-Bench | Code & Software Engineering | Paper |
| 2023 | API-Bank | Tool Use & API Calling | Paper |
| 2023 | Mind2Web | Web Navigation | Paper |
| 2023 | GAIA | Tool Use & API Calling | Paper |
| 2023 | ToolBench | Tool Use & API Calling | Paper |
| 2023 | TaskBench | Task Automation & Planning | Paper |
| 2024 | LiveCodeBench | Code Generation & Execution | Paper |
| 2024 | StableToolBench | Tool Use & API Calling | Paper |
| 2024 | TravelPlanner | Planning & Constraint Satisfaction | Paper |
| 2025 | OSS-Bench | Code & Software Engineering | Paper |
| 2025 | MM-BrowseComp | Web Navigation | Paper |
| 2025 | BrowseComp | Web Navigation | Paper |
| 2026 | DeepPlanning | Planning & Constraint Satisfaction | Paper |
| 2026 | Terminal-Bench | Code & Software Engineering | Paper |
| 2026 | LongCLI-Bench | Code & Software Engineering | Paper |
| Year | Name | Task Type | Evaluation Input | Paper |
|---|---|---|---|---|
| 2024 | AppWorld | App / Software Use | Tools & Environments | Paper |
| 2024 | AndroidWorld | Web / Computer Use | Tools & Environments | Paper |
| 2024 | τ-bench | Tool / Assistant | Users | Paper |
| 2024 | VisualWebArena | Web / Computer Use | Tools & Environments | Paper |
| 2024 | OSWorld | Web / Computer Use | Tools & Environments | Paper |
| 2024 | AgentDojo | Web / Computer Use | Tools & Environments | Paper |
| 2024 | WebArena | Web / Computer Use | Tools & Environments | Paper |
| 2024 | Sotopia | Social Interaction | Other Agents | Paper |
| 2025 | UserBench | Tool / Assistant | Users | Paper |
| 2025 | Agent-SafetyBench | Tool / Assistant | Users | Paper |
| 2025 | ToolSandbox | Tool / Assistant | Users | Paper |
| 2025 | MultiAgentBench | Social Interaction | Other Agents | Paper |
| 2025 | SimWorld | Embodied / Open-World | Hybrid & Dynamic | Paper |
| 2025 | ARE (GAIA2) | App / Software Use | Hybrid & Dynamic | Paper |
| 2025 | RealWebAssist | Web / Computer Use | Users | Paper |
| 2026 | CooperBench | Web / Social Interaction | Other Agents | Paper |
| 2026 | BuilderBench | Embodied / Open-World | Hybrid & Dynamic | Paper |
| 2026 | MemoryArena | Hybrid / Dynamic | Hybrid & Dynamic | Paper |
| 2026 | π-Bench | Proactive Personal Assistant | Hybrid & Dynamic | Paper |
| 2026 | AI Gamestore | Embodied / Open-World | Hybrid & Dynamic | Paper |
| 2026 | VendingBench | Embodied / Open-World | Hybrid & Dynamic | Paper |
We welcome contributions! Please see CONTRIBUTING.md for guidelines.
For questions or collaborations, contact:
This project is licensed under the MIT License - see the LICENSE file for details.
If you find our work useful, please consider citing our paper:
@misc{xuan2026interactiveevaluationrequiresdesign,
title={Interactive Evaluation Requires a Design Science},
author={Keyang Xuan and Peiyang Song and Pan Lu and Pengrui Han and Wenkai Li and Zhenyu Zhang and Zexue He and Wenyue Hua and Manling Li and Jiaxuan You and Adrian Weller and Yizhong Wang and Jiaxin Pei},
year={2026},
eprint={2605.17829},
archivePrefix={arXiv},
primaryClass={cs.AI},
url={https://arxiv.org/abs/2605.17829},
}
Made with ❤️ by the Interactive Evaluation team
A curated resource for interactive evaluation: framework, taxonomy, design principles, and benchmark collection.
23
35 commits
updated May 22, 2026
If you find this work useful, please consider reading our full paper and citing:
@misc{xuan2026interactiveevaluationrequiresdesign,
title={Interactive Evaluation Requires a Design Science},
author={Keyang Xuan and Peiyang Song and Pan Lu and Pengrui Han and Wenkai Li and Zhenyu Zhang and Zexue He and Wenyue Hua and Manling Li and Jiaxuan You and Adrian Weller and Yizhong Wang and Jiaxin Pei},
year={2026},
eprint={2605.17829},
archivePrefix={arXiv},
primaryClass={cs.AI},
url={https://arxiv.org/abs/2605.17829},
}
Interactive evaluation should be built as a design science for evaluating systems acting through trajectories. The field does not merely need more interactive benchmarks; it needs explicit principles for specifying what interaction artifacts enter evaluation and how an evaluation program maps those artifacts to judgments.
Response-centered evaluation remains useful when final outputs are sufficient evidence.
Interactive evaluation becomes necessary when systems act through tools, environments, users, or other agents, so that earlier actions shape later evidence, opportunities, risks, and outcomes.
The central design question is what trajectory evidence enters evaluation and how that evidence is mapped to system-level judgments.
We define evaluation as an autonomous mapping:
E : X → Y
Where:
| Aspect | Response-Centered | Interactive |
|---|---|---|
| Evidence | Final answer, label, or text | Trajectories: actions, observations, state transitions, tool calls, user/agent responses |
| Judgment | Correctness, similarity, pass/fail | Task success + process quality + recoverability + safety + efficiency |
| Unit of Assessment | Single output | System behavior over time |
We propose organizing interactive evaluation along two orthogonal axes:
Key Findings:
Our framework proposes five core principles for interactive evaluation:
Clarify what system is evaluated, what resources it accesses, and what claims the trajectory supports.
Document initial state, allowed actions, observation space, stopping rules, reset conditions — the "dataset documentation" of interactive evaluation.
Test whether systems detect problems, revise strategies, and remain effective under changing conditions.
Report final success, trajectory-level properties (cost, safety, recovery), and risks separately.
Create reusable environments, logging schemas, and reporting templates while preserving diversity in protocols.
We curated and categorized 56 benchmarks across three evolutionary stages:
| Year | Name | Task Type | Paper |
|---|---|---|---|
| 2016 | SQuAD | Reading Comprehension | Paper |
| 2018 | GLUE | Reading Comprehension | Paper |
| 2019 | DROP | Reading Comprehension | Paper |
| 2019 | CommonsenseQA | Commonsense Reasoning | Paper |
| 2020 | MMLU | Knowledge & Multitask Reasoning | Paper |
| 2021 | GSM8K | Math Reasoning | Paper |
| 2021 | MATH | Math Reasoning | Paper |
| 2021 | MiniF2F | Formal Theorem Proving | Paper |
| 2021 | MBPP | Code Generation | Paper |
| 2021 | HumanEval | Code Generation | Paper |
| 2022 | Big-Bench | Broad Capability Probing | Paper |
| 2022 | TruthfulQA | Truthfulness & Factuality | Paper |
| 2023 | LeanDojo | Formal Theorem Proving | Paper |
| 2023 | MT-Bench | Human Preference Evaluation | Paper |
| 2023 | LongBench | Long-Context Understanding | Paper |
| 2024 | Chatbot Arena | Human Preference Evaluation | Paper |
| 2024 | LoCoMo | Long-term Memory | Paper |
| 2024 | AlpacaEval | Human Preference Evaluation | Paper |
| 2024 | Omni-Math | Math Reasoning | Paper |
| 2025 | LongMemEval | Long-term Memory | Paper |
| Year | Name | Task Type | Paper |
|---|---|---|---|
| 2023 | SWE-Bench | Code & Software Engineering | Paper |
| 2023 | API-Bank | Tool Use & API Calling | Paper |
| 2023 | Mind2Web | Web Navigation | Paper |
| 2023 | GAIA | Tool Use & API Calling | Paper |
| 2023 | ToolBench | Tool Use & API Calling | Paper |
| 2023 | TaskBench | Task Automation & Planning | Paper |
| 2024 | LiveCodeBench | Code Generation & Execution | Paper |
| 2024 | StableToolBench | Tool Use & API Calling | Paper |
| 2024 | TravelPlanner | Planning & Constraint Satisfaction | Paper |
| 2025 | OSS-Bench | Code & Software Engineering | Paper |
| 2025 | MM-BrowseComp | Web Navigation | Paper |
| 2025 | BrowseComp | Web Navigation | Paper |
| 2026 | DeepPlanning | Planning & Constraint Satisfaction | Paper |
| 2026 | Terminal-Bench | Code & Software Engineering | Paper |
| 2026 | LongCLI-Bench | Code & Software Engineering | Paper |
| Year | Name | Task Type | Evaluation Input | Paper |
|---|---|---|---|---|
| 2024 | AppWorld | App / Software Use | Tools & Environments | Paper |
| 2024 | AndroidWorld | Web / Computer Use | Tools & Environments | Paper |
| 2024 | τ-bench | Tool / Assistant | Users | Paper |
| 2024 | VisualWebArena | Web / Computer Use | Tools & Environments | Paper |
| 2024 | OSWorld | Web / Computer Use | Tools & Environments | Paper |
| 2024 | AgentDojo | Web / Computer Use | Tools & Environments | Paper |
| 2024 | WebArena | Web / Computer Use | Tools & Environments | Paper |
| 2024 | Sotopia | Social Interaction | Other Agents | Paper |
| 2025 | UserBench | Tool / Assistant | Users | Paper |
| 2025 | Agent-SafetyBench | Tool / Assistant | Users | Paper |
| 2025 | ToolSandbox | Tool / Assistant | Users | Paper |
| 2025 | MultiAgentBench | Social Interaction | Other Agents | Paper |
| 2025 | SimWorld | Embodied / Open-World | Hybrid & Dynamic | Paper |
| 2025 | ARE (GAIA2) | App / Software Use | Hybrid & Dynamic | Paper |
| 2025 | RealWebAssist | Web / Computer Use | Users | Paper |
| 2026 | CooperBench | Web / Social Interaction | Other Agents | Paper |
| 2026 | BuilderBench | Embodied / Open-World | Hybrid & Dynamic | Paper |
| 2026 | MemoryArena | Hybrid / Dynamic | Hybrid & Dynamic | Paper |
| 2026 | π-Bench | Proactive Personal Assistant | Hybrid & Dynamic | Paper |
| 2026 | AI Gamestore | Embodied / Open-World | Hybrid & Dynamic | Paper |
| 2026 | VendingBench | Embodied / Open-World | Hybrid & Dynamic | Paper |
We welcome contributions! Please see CONTRIBUTING.md for guidelines.
For questions or collaborations, contact:
This project is licensed under the MIT License - see the LICENSE file for details.
If you find our work useful, please consider citing our paper:
@misc{xuan2026interactiveevaluationrequiresdesign,
title={Interactive Evaluation Requires a Design Science},
author={Keyang Xuan and Peiyang Song and Pan Lu and Pengrui Han and Wenkai Li and Zhenyu Zhang and Zexue He and Wenyue Hua and Manling Li and Jiaxuan You and Adrian Weller and Yizhong Wang and Jiaxin Pei},
year={2026},
eprint={2605.17829},
archivePrefix={arXiv},
primaryClass={cs.AI},
url={https://arxiv.org/abs/2605.17829},
}
Made with ❤️ by the Interactive Evaluation team