Reverse-engineering code-space policies from behavioral experiments.
An AI agent watches a bot play a game, then reconstructs the underlying strategy as working code. How close can it get? And does it do better when allowed to design its own opponents to probe the bot?
Distance reduction across the five arenas. Higher is better.
Passive phase: the learner inspects the game traces of the hidden policy playing against a diverse set of opponents sampled from a policy pool.
Active phase: the learner designs probe opponents to elicit specific behaviour from the hidden policy and disambiguate competing hypotheses.
Test phase: the learner submits one executable policy, scored by how often it picks the same action as the hidden policy on held-out trajectories.
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},
journal = {arXiv preprint arXiv:2606.26094},
url = {https://arxiv.org/abs/2606.26094},
}