Reverse-engineering code space policies from behavioral experiments.
Given only behavioral traces of an opaque target agent acting in a game arena, can AI agents design experiments to reconstruct a runnable program that reproduces the target's behaviour?
Distance reduction across the five arenas. Higher is better.
| Rank | Model | Avg | BattleSnake | Halite | HuskyBench | RoboCode | RobotRumble |
|---|
The learner watches the hidden policy play against a diverse pool of opponents.
The learner authors probe opponents to elicit targeted behaviour and disambiguate competing hypotheses.
The learner submits one runnable hypothesis, scored by how often it picks the same action as the hidden policy on held-out trajectories.
Five code-based arenas from CodeClash, spanning four programming languages and a range of game mechanics.

Multi-snake survival on a grid; eat food, avoid walls and enemies.

Resource-collection RTS; harvest energy with mobile ships on a grid.

Heads-up no-limit Texas Hold'em poker.

Real-time tank duels; control velocity, turning, and gun aim.

Turn-based unit combat in a small arena; one command per unit per turn.
RevengeBench operationalises an inverse problem in code-space: given only behavioural traces of an opaque target agent in a programming-game arena, can a learner reconstruct a runnable program that reproduces its decisions? Because targets are themselves executable, hypotheses can be scored mechanically against ground truth, a property that behavioural inverse problems normally lack.
If you found RevengeBench useful, please cite us as:
@article{revengebench_2026,
title = {RevengeBench: Reverse Engineering Code-Space Policies from Behavioral Experiments},
author = {Babak Rahmani and Sebastian Dziadzio and Joschka Strüber and Sergio Hernández Gutiérrez and Matthias Bethge},
year = {2026},
}