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News: Agent Evaluation Science Symposium 2026

Excited to share that our paper, “Accounting for Every Agent-Second in LLM Teams,” will appear at the Agent Evaluation Science Symposium!

A team of m language-model agents usually finishes a task less than m times faster than a single agent. Speedup tells you how much faster the team was. It says nothing about where the rest of the time went. We propose an agent-time account that gives every agent-second of a run exactly one cause from a fixed set, including new work, rework, overwriting a teammate’s work, and four kinds of waiting, so that the causes add up to m times the run time.

Every agent-second gets one causeTimesheets for a team of four agents over a run of length T. Every second of every agent is either useful work, rework, overwriting a teammate, replies and tools, or one of four kinds of waiting. Stacking all of them gives a bar of height m times T, so m equals the speedup S plus losses over T plus inflation.Every second gets one causeA timesheet for a team of four, m = 4Agent 1Agent 2Agent 3Agent 4Run startTime T=m·TUseful workReworkOverwriting a teammateReplies and toolsWaiting, four kindsm·T = ΣbAbsom = S + losses / T + inflation
Every second of every agent goes into exactly one bin, so the bins always add up to m times the run time. Useful work equals the speedup S plus inflation, the team's first-time work beyond one agent's whole run (negative when the team does less). Everything else is loss with a named cause.

Any such breakdown sums correctly by construction, so the sum on its own proves nothing. We test the account the way you would test an instrument: inject a known, logged amount of one kind of loss, then check that the matching bin moves by that amount while the others stay put. The pass criteria were fixed in a versioned analysis plan before the runs they govern. The clearest case is a straggler delay.

Adding a known delayFour agents work in synchronous rounds, so each round waits for the slowest reply. A logged delay is added to Agent 2 in round 2; the next round starts later and each of the other three agents waits that much longer, so the injected dose is the delay times three. On 324 new runs, the four waiting bins together recover 0.95 of the dose for DeepSeek V4.1 Flash, 0.97 for Gemini 3.1 Flash-Lite and 0.96 for Gemini 3 Flash.Add a known delay. Does the account find it again?Blue is generating, violet is waiting for the slowest reply in the roundRound 1Round 2Agent 1Agent 2DelayAgent 3Agent 4Round 3Injected, delay × (m − 1)DeepSeek V4.1 Flash0.95 [0.93, 0.97]Gemini 3.1 Flash-Lite0.97 [0.96, 0.98]Gemini 3 Flash0.96 [0.94, 0.97]exact recoveryFound in the four waiting bins
A straggler delay is injected into one agent, and the account should file every teammate's extra idle second under waiting. On 324 new runs across three model families, measured when agents declare the task done, the four waiting bins together recover 95–97% of the injected agent-seconds (95% bootstrap intervals in brackets). That is close to exact recovery, but the intervals exclude it.

We then apply the account to the published benchmarking harness for LLM teams from Mieczkowski et al. (2026), with DeepSeek V4.1 Flash, Gemini 3.1 Flash-Lite, and Gemini 3 Flash, and it changes how the harness’s results read.

Showing agents the subtask descriptions turns most of the waiting and rework of pre-assigned teams into useful work. Self-organizing teams stay near S = 1 and lose almost all of the rest to overwriting each other. Hover to pause.

What we find:

  • The account closes, and the waiting bins find a known delay. The bins add up to m·T on every accounted run, both when agents declare the task done and when the untouched test suite first passes. On 324 new runs, collected after the criterion was fixed, the four waiting bins together recover 95–97% of an injected straggler delay on all three model families, and 99% when measured against the delay that actually lengthened each round. Even so, the intervals exclude exact recovery, so this test fails as specified, and graph wait on its own misses part of the dose.
  • The other known-answer tests are mixed. Giving agents more visibility into teammates’ files lowers overwriting step by step, as expected. A weaker teammate moves inflation as required, but its second target, rework, does not, and waiting moves with it, so a change in capability is not cleanly separated from coordination. Assignment imbalance and false dependency edges fail because their logged doses count time the agents actually spent working.
  • Most of the apparent coordination loss was hidden specifications. In our rerun of the published setup, fewer than a third of the runs that declare success pass the untouched test suite, and 54 of 236 declared runs had edited the test suite or its configuration first. Most of the time the published setup attributes to coordination comes from agents guessing at specifications they cannot see. Showing them the subtask descriptions raises pre-assigned speedup from 1.05 to 1.37 with three agents and from 1.09 to 1.37 with five, as plan wait and rework shrink to a fraction. Two main coordination costs remain: waiting for the slowest reply in pre-assigned teams, and overwriting in self-organizing teams, which stay near S = 1.
  • Blocking edits to other agents’ subtasks mostly relabels the loss. The rule removes overwriting on both model families, but agents still write the same files in the same round (about four of every five agents per file, with five agents). On Gemini 3.1 Flash-Lite the time moves into no-op replies almost one for one; on DeepSeek V4.1 Flash more of it becomes first-time work. The test we specified in advance passed on DeepSeek V4.1 Flash and failed to replicate on Gemini 3.1 Flash-Lite, and the pass came from the baseline: under the rule a single DeepSeek V4.1 Flash agent needs 57 s instead of 12 s to pass the tests. Measured against the unmodified one-agent time, the rule lowers DeepSeek V4.1 Flash’s speedup and raises Gemini 3.1 Flash-Lite’s slightly.
  • No coordination metric we tested isolates coordination loss. We ran ten published metrics and our own summary (the gap between the best possible speedup and the observed one) on the same doses. Each either misses the injected loss or also moves when model capability changes. Activity counts such as idle rounds, replies, and coordination overhead move most under a weaker teammate; edit-conflict counts respond to overwriting but not to waiting; our summary tracks the straggler but inherits speedup’s dependence on capability.

Here are all the known-answer tests with specifications visible:

Known-answer tests with specifications visibleDelay-type tests, slope of the target bin on the dose. Straggler delay, first sessions, graph wait: DeepSeek V4.1 Flash 1.08 [0.81, 1.37], Gemini 3.1 Flash-Lite 0.82 [0.74, 0.89], Gemini 3 Flash 0.80 [0.69, 0.91], all fail. Straggler delay, 324 new runs, all four waits: 0.95 [0.93, 0.97], 0.97 [0.96, 0.98], 0.96 [0.94, 0.97], all fail. Assignment imbalance, graph wait, DeepSeek V4.1 Flash: 0.015 [−0.002, 0.037], fail. False dependency edges, plan wait, DeepSeek V4.1 Flash: 0.20 [0.09, 0.29], fail. Stepped tests. Repository visibility, overwrite in agent-seconds, DeepSeek V4.1 Flash: −6.9 [−12.7, −1.7] then −17.3 [−21.9, −13.0], pass. Weak teammate, inflation in agent-equivalents: DeepSeek V4.1 Flash −0.96 [−1.03, −0.90] then −0.10 [−0.17, −0.01]; Gemini 3.1 Flash-Lite −0.33 [−0.41, −0.23] then −0.22 [−0.32, −0.14]; the target passes and the off-target check fails.Does each bin catch the loss it names?Dots are estimates, bars are 95% bootstrap intervals.Delay-type testsSlope of the target bin on the injected dose. Passes if the 95% intervalcontains 1 (dashed line, exact recovery) and lies within the shaded pass range.00.50.711.3pass rangeStraggler delay, first sessionstarget: Graph waitDeepSeek V4.1 Flash1.08 [0.81, 1.37]FailGemini 3.1 Flash-Lite0.82 [0.74, 0.89]FailGemini 3 Flash0.80 [0.69, 0.91]FailStraggler delay, 324 new runstarget: All four waitsDeepSeek V4.1 Flash0.95 [0.93, 0.97]FailGemini 3.1 Flash-Lite0.97 [0.96, 0.98]FailGemini 3 Flash0.96 [0.94, 0.97]FailAssignment imbalancetarget: Graph waitDeepSeek V4.1 Flash0.015 [−0.002, 0.037]FailFalse dependency edgestarget: Plan waitDeepSeek V4.1 Flash0.20 [0.09, 0.29]FailStepped testsChange in the target bin at each step. Passes if both steps move it the sameway with intervals excluding 0, while the other bins stay flat.Repository visibility, DeepSeek V4.1 Flashtarget: Overwrite, agent-secondsNone → listed−6.9 [−12.7, −1.7]Listed → readable−17.3 [−21.9, −13.0]−20−100PassWeak teammate, DeepSeek V4.1 Flashtarget: Inflation, agent-equivalents0 → 1 weak−0.96 [−1.03, −0.90]1 → 2 weak−0.10 [−0.17, −0.01]−1−0.50Target passesOff-target check failsWeak teammate, Gemini 3.1 Flash-Litetarget: Inflation, agent-equivalents0 → 1 weak−0.33 [−0.41, −0.23]1 → 2 weak−0.22 [−0.32, −0.14]−1−0.50Target passesOff-target check fails
Every known-answer test with specifications visible, measured when agents declare the task done (the weak-teammate rows when the test suite first passes). Grouping the four waits recovers nearly all of a straggler delay but just misses exact recovery, and only repository visibility passes outright. For the weak teammate, inflation moves as required, but the second target, rework, fails at both endpoints and waiting moves too. Hover to pause.

With specifications hidden, nearly all of the single-bin tests failed.

A few more results:

  • Reproduction. Recomputed from the released logs, the account reproduces the published speedup table in 67 of 72 cells.
  • Larger teams. With up to ten pre-assigned agents and visible specifications, DeepSeek V4.1 Flash speedup peaks at 1.41 with five agents and falls to 1.29 with ten, while Gemini 3.1 Flash-Lite creeps up to 1.52. Inflation and graph wait grow with team size, and from eight agents on, DeepSeek V4.1 Flash teams overwrite each other even under pre-assignment.
  • Fewer runs needed. Measured when agents declare the task done, the edit bins detect a 0.25 agent-equivalent difference with about 10 runs per condition, where speedup needs 237.
  • The optimal reference depends on units. The best possible speedup, solved exactly with CP-SAT, agrees within about 0.2 across task, token, and seconds units on two of the three dependency structures but spreads by 0.7 on the third, so coordination loss measured as the gap to it depends on the unit chosen.
  • Limits. These results come from one harness, three small Python libraries, inexpensive models, and our visible-specification setting. Whether they hold for teams whose agents message each other is open.

To find out more: