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Real time

Can an agent keep deciding well when the world does not wait for it, and how fast a world can it keep up with?

Decision models such as Jev and OpenAI Decisions answer a choice among given options in about a second or less, and they can drive a screen when its candidate actions are offered as that choice. Projects here build the tasks a real-time decision-maker is judged on: screens where decisions come quickly, the options are on the screen, and the best option changes while the agent decides. A task can run at several tempos, and the world's own record grades every decision as it lands, so it tells how fast a world an agent keeps up with, not only whether it finished.

Projects

Each project is a direction with room for many kinds of task. Its page says what it asks and what a verifier there should establish.

Tasks in this area

Claims, open pull requests and merged tasks across its projects, from the board.

Computer use

Where real-time tasks on a computer sit: ours, merged and in review, and the published benchmarks closest to them. A grey cell holds only prior work, an outlined cell is where we want tasks, and a hatched cell has nothing yet. A task can appear in several cells. The matrix below places the line beyond computer software.

Loading the tasks…

ProposedIn review ValidatedMerged Prior work onlyFocusWhere we want tasks Nothing yet

Where we want tasks

  • Every decision × Several tempos. Grade every decision as it lands, at several tempos. This is the curve a decision model is judged on, and nobody has drawn it for agents working a screen.
  • Service level × Several tempos. Turn up the world's speed or the arrival rate until the agent's service level breaks, and report the tempo it sustains.
  • Failing well × Several tempos. Go past the tempo the agent sustains and judge how it fails: what it drops, whether its limits hold, and how fast it catches up once the rush is over.
  • Service level × A whole shift. Keep a service level for a whole shift, long enough to fall behind and recover.
  • Load × Hand off or shed. More work than anyone could handle: hand off, shed the least important items or ask for help, instead of failing quietly.
  • Bursts × Get ready early. A rush that can be seen coming, such as a concert letting out or a sale opening: use the lull to get ready, then keep up.
  • Brief events × Where to look. Events shorter than one look: the agent decides where and when to look, which a benchmark that pushes one screenshot a second cannot test.
  • Several screens × Where to look. Several apps or tabs on their own clocks, such as a queue, a map and a chat: what to watch, and when to switch.
  • Load × Interrupt and resume. Urgent items cut in while the agent is midway through other work; it has to stop, handle them, and pick up where it left off.
  • Live queues × What first. A live queue with no time for every item, where the agent decides what to take first.
  • Emergency response × What first. Emergency calls that keep coming, where the agent decides which call comes first and which unit goes.
  • Control rooms × What first. An alarm flood or a crowded sector, where the agent decides what to handle first.
  • Markets and auctions × Who gets what. Work an order over time, deciding how much to trade now and at what price, with position limits held at every moment.
  • What first × Choice questions. Triage where each decision is a pick among items on the screen, so decision models can run it as well as agents that see only pixels.

Prior work in the matrix

RB Realtime-Bench
Oct 2026. 50 tasks (20 public): 30 web apps built for it and 20 browser games, five minutes each, one screenshot a second pushed from a single page, pass or fail at the deadline. Wall, paused and token clocks (with a token-rate ablation), low and high effort, screenshots with Set-of-Marks, and choice questions for decision models. The best model passes 44% on the wall clock.
RTG Real-Time Reasoning Gym
ICLR 2026. Freeway, Snake and Overcooked as text environments, with time pressure (a token budget per step) and cognitive load as separate knobs; normalized game score.
WFLS Win Fast or Lose Slow
NeurIPS 2025. A trading simulation that fills the fastest agent first, and Street Fighter from text game state; trades model size and quantization against latency. Daily yield and win rate.
VGB VideoGameBench
Ten 1990s Game Boy and MS-DOS games (three secret) from raw frames. The game keeps running while the model thinks; the Lite variant pauses it. The best models complete under 2%.
GW GameWorld
34 browser games and 170 tasks with metrics read from game state, played with keyboard and mouse or through semantic actions, with a study of real-time play.
GPTNT GPTNT
Two agents defuse Keep Talking and Nobody Explodes bombs against a live countdown in the real game. No model defused a bomb in real time; human players did.
Gaia2 Gaia2
1,120 scenarios in simulated phone apps (email, messaging, calendar, shopping) that run asynchronously while the agent works through tools; a Time split needs actions at the right moment, and other people's messages and app agents with their own policies arrive during a run.
EFE Embodied First Exam
Oct 2026. Coding agents program simulated robots on 1,090 tasks from a shell; some scenes run both paused and on a clock that does not stop, at a slow-down fixed per task.
OSW OSWorld and other static CUA benchmarks
Desktop and web tasks in real software where the screen holds still while the agent thinks; pass or fail on the final state. Time is not part of the task.
What the tags mean

Domain domain

action-games Action and arcade games
Steering, dodging, aiming and timing in a game on its own clock; testing a game counts here
clocked-games Strategy, puzzle and sim games
Chess, Gomoku, Wordle, Tetris or a management sim, where a hard choice has a clock on it
markets Markets and auctions
Trading screens, order books and live auctions, simulated or replayed
booking Booking and inventory
Tickets, drops, holds, seats and rooms that sell out or lapse
dispatch Dispatch and logistics
Rides, fleets, couriers, shipments and carrier cutoffs
emergency Emergency response
Emergency call dispatch, incident command, hospital bed boards and ICU alarms
operations Business operations
Orders, returns, catalogs, accounts and documents changed before a handoff
queues Live queues
Support chats, moderation and help desks, where items keep arriving
monitoring Monitoring and incidents
Dashboards, alerts, deploys, databases, pipelines and security alerts while the traffic goes on
control-room Control rooms
Air traffic, plants, grids, signals or machines through an operator screen; teleoperation goes deeper under Physical AI
live-media Live media
Broadcast and stream production, live publishing and captions

The decision decision

timing When to act
Act now or wait; commit before a window closes or as it opens
choice Which option
Pick among options whose value changes while the agent decides
triage What first
Order a stream of competing items when there is no time for all of them
allocation Who gets what
Match scarce vehicles, tables, airtime or runway slots to requests as both change
tracking Continuous control
Keep correcting against a moving target; steer, aim, hold a level
replan Change of plan
Drop or revise a commitment when new information arrives mid-action
interrupt Interrupt and resume
Stop mid-task for something more urgent, and come back to the work it left
anticipate Get ready early
Use quiet time to prepare for a rush it can see coming; pre-position, pre-stage, pre-decide
attention Where to look
Choose where and when to look, which screen, tab or region to check next, when anything can change
escalate Hand off or shed
Hand off, shed the least important work or ask for help when there is more than it can handle
attribution The world or me
Tell a timing fault in the world from the agent's own lag, and report it

What makes time hard pressure

deadlines Deadlines and windows
A cutoff, a handoff, a countdown or a hold that lapses
motion A moving world
Objects, vehicles or prices that keep moving
rivals Rivals
Opponents, rival bidders or faster traders who gain when the agent is slow
others Others in the system
People or simulated agents in the same world, such as pilots, callers, drivers, customers or a co-editor, who act on their own schedule and change what is right to do; working with other people's own agents is the Collaboration area's question
delay Delayed effects
Actions that take effect seconds or minutes later, so the agent acts before it sees the result
load Load
More items than there is time for; the arrival rate can be turned up
bursts Bursts
Surges and lulls, outages and recoveries, so the load is never steady
brief Brief events
A flash alert or an opening shorter than one look, gone before the next
lag Unsteady timing
Lag spikes, dropped frames or input that lands late, in the agent's own loop
screens Several screens
Apps, tabs or windows that each run on their own clock

The world world

software Software people use
An original application such as OBS, Node-RED, a database client or Etherpad, as people see it
simulator Domain simulator
A simulator people train or test on, such as an ATC or market simulator, or a replayed record
mock-app App built for the task
A web app written to stage the scenario
game Game
A published game, or one built for the task

What the agent is given surface

pixels Screen only
Screenshots in, mouse and keys out; the agent finds the options itself
marks Screen with marks
Screenshots plus a list of the elements it can act on (Set-of-Marks or an accessibility tree)
choices Choice questions
Candidate actions offered as a choice, the input of decision models such as Jev or OpenAI Decisions; a task tags this when each of its decisions is a pick among options on the screen
state State and API
State as text or data, actions through an API; no screen
stream A live stream
Continuous video or sound instead of screenshots, the native input of streaming models such as GPT-Realtime or Gemini Live

What is judged judged

outcome Done or not
The goal reached by the deadline, pass or fail
limits Limits at every moment
Separation, risk, policy or safety limits held throughout, from the world's own record
service Service level
The share of events handled in time, the backlog and response times, over the whole run
quality How well
Slippage, net value or score rate; a quantity, not only pass or fail
decisions Every decision
Each decision compared with the best one available when it was observed and when it landed, from the world's log
claims Timing claims
A reported lead time, a repro or "a person can pass this", checked against the world's clock
overload Failing well
Above the tempo it sustains, what the agent drops, whether limits still hold, and how fast it catches up afterwards
calibration Calibration
Probabilities, forecasts or risk scores the agent enters on the screen, scored against what happened

How time runs clock

paused Paused or slowed
The world waits for the agent, or runs slowed down, as a control or as the setting
native One speed
The world's own speed on the wall clock
token Token clock
World time charged per generated token, apart from serving speed; some works sweep the rate
tempo Several tempos
The same task at several world speeds or arrival rates on the wall clock, or sped up within a run, to find the tempo the agent sustains
shift A whole shift
Continuous operation for 30 minutes or more, long enough to fall behind and recover

A task tags itself under coverage: in its metadata.yaml, for example domain: [action-games], and can carry several values on an axis. Its project is an axis of its own. One coverage: mapping tags every matrix on this page; these axes are listed in areas/real-time/coverage.yaml.

Beyond computer software

Where the agent works, on a computer or beyond it: in a game, at a robot's controls, or behind the glasses a person wears, with the published work closest to each. The matrix above places the computer tasks in detail; this one shows how far past software the line reaches, and where nobody has built tasks yet.

Loading the tasks…

ProposedIn review ValidatedMerged Prior work onlyFocusWhere we want tasks Nothing yet

Where we want tasks

  • Games × Released. Released games at full size and normal speed, such as open-source racing, real-time strategy, rhythm and management games pinned to a build, played for a whole match or session and judged by the game's own score.
  • Games × Under a second. Inputs that have to land within a fraction of a second: a racing line, a rhythm note, a parry. A loop that looks once a second cannot play them; an agent on a stream with a fast decision model might.
  • Robots × Under a second. A robot whose physics keeps running while the agent decides: catch a thrown object, stop before contact, keep a carried load level. Real-time chunking studies this for trained policies; here an agent commands the robot and the clock does not stop for it.
  • Robots × Seconds. Work that moves at its own pace: pick parts off a running conveyor, sort items before they pass, steer a mobile base among people walking by. The agent gets seconds, not a frozen scene.
  • Robots × Works alongside. Work beside a simulated person on their own schedule: take a handover when it is offered, give way when they step into the robot's path.
  • AI glasses × Steps in. Warn before a mistake can no longer be undone: the wrong part, a skipped step, a hand near a hot pan. A warning counts only if it lands while it can still change the outcome.
  • AI glasses × Helps a person. Coach a person through a repair, an assembly or a recipe from what their glasses see: the next step when they reach it, not before they need it and not after they have moved on.
  • AI glasses × Branching replay. Real first-person footage filmed with several continuations, so a warning given in time plays the version where the person stops, and real video is judged on what the agent's timing changes, not only on the timing.
  • AI glasses × Closed loop. A simulated first-person world with a scripted person who reacts to what the agent says, for situations that cannot be filmed safely or often enough.

Prior work in the matrix

RB Realtime-Bench
Oct 2026. 30 web apps built for it and 20 games adapted from popular open-source games, five minutes each on the wall clock with one screenshot a second; paused and token clocks as comparisons.
OSW OSWorld and other static CUA benchmarks
Desktop and web tasks in real software, where the screen holds still while the agent thinks.
VGB VideoGameBench
Ten 1990s Game Boy and MS-DOS games from raw frames. The game keeps running while the model thinks; the Lite variant pauses it.
GW GameWorld
34 browser games (runner, arcade, platformer, puzzle, simulation) and 170 tasks checked from game state, played with keyboard and mouse or through semantic actions, with a study of real-time play.
WFLS Win Fast or Lose Slow
NeurIPS 2025. Street Fighter on the DIAMBRA platform, played from text game state on the game's own clock, trading model size and quantization against latency. Its trading simulation is in the matrix above.
GPTNT GPTNT
Two agents defuse Keep Talking and Nobody Explodes bombs against a live countdown in the real game. No model defused a bomb in real time; human players did.
LIB LIBERO and other robot benchmarks that step the simulator
NeurIPS 2023. 130 manipulation tasks in four suites, in simulation, for trained policies. The simulator advances one step per action, so the scene waits while the policy decides.
RTC Real-Time Execution of Action Chunking Flow Policies
NeurIPS 2025. A way to run robot policies whose inference outlasts a control step: 12 dynamic tasks in the Kinetix simulator under simulated inference delay, and six bimanual tasks on a real robot. Success and throughput, for trained policies.
VIA VIA, Visual Interface Agent for Robot Control
Jul 2026. Unmodified coding agents drive a robot through a browser interface: they place a virtual gripper over a point cloud and camera views, then call a tool that moves the real one. Six tabletop tasks in simulation and five on a real mobile manipulator, all quasi-static, so the scene waits for the agent.
EFE Embodied First Exam
Oct 2026. Coding agents program simulated robots on 1,090 tasks from a shell; some scenes run both paused and on a clock that does not stop, at a slow-down fixed per task.
HA HoloAssist
ICCV 2023. 166 hours of first-person video from 350 instructor and performer pairs, in which an instructor steps in as the performer works. Benchmarks include mistake detection and predicting the type of the instructor's intervention from the seconds before it. Released under CDLA-Permissive-2.0.
PA ProAssist
EMNLP 2025. Assistant dialogues synthesized from annotated first-person videos, cooking among them, posed as a streaming task: what to say, and when, as the video plays. Automatic metrics, checked against people's judgments.
OI OmniInteract
May 2026. 250 real-world videos with 1,430 response slots, among them gym exercises, shopping and step-by-step guidance, streamed with sound to live audio-visual models that decide whether, when and what to answer, through interruptions. The best model scores 0.368 on its quality-and-timeliness F1.
AR Aroma
UIST 2025. A cooking assistant for blind and low-vision people that joins a recipe video, a wearable camera and the cook's own reports of touch and smell, answers questions and raises alerts on its own; evaluated in a study with eight participants.
OA Object Agents
UIST 2025. A ceiling camera and a vision-language model infer what a person is about to need, and everyday objects on robotic bases move to help them; a system and user study, not a benchmark.
What the tags mean

Where it works line

computer Computer software
Apps, sites and simulators on a computer, worked through the screen; the matrix above places these in detail
games Games
Played through the game's own screen and controls, at its own speed; a released game or one built for the task
robots Robots
An arm, a hand or a mobile base, in a physics simulator such as MuJoCo or on hardware, whose physics keeps running
glasses AI glasses
The agent sees and hears through a camera a person wears, or holds up as in a phone's live mode, and helps them as they go

Whose world source

released Released
Software, games or simulators people actually use, pinned to a version; the task sets up a scenario but does not rewrite them
built Built for a benchmark
Apps or games written or adapted for a benchmark, small enough to control in full
simulated Physics simulation
A scene made for the task in a physics or 3D engine, such as a robot cell in MuJoCo or a rendered first-person room
recorded Recorded
Footage of the real world, such as first-person video, played back at the speed it was filmed
hardware Real hardware
A physical robot, or glasses a person wears, in the loop while the task runs

The agent's role role

operate Does the work
Drives the app, the game or the robot itself
assist Helps a person
A person does the work; the agent says or shows what they need next, when they need it
guard Steps in
Stays quiet while things go well, and warns or stops before something goes wrong
team Works alongside
Shares the work with a person or a scripted character in the same world, such as a handover or a co-op game, timing its part to theirs

Time to act window

waits The world waits
Nothing changes while the agent thinks, because the world steps only when it acts or pauses for it
reflex Under a second
A dodge, a catch, a parry, a correction before contact
seconds Seconds
A warning before a mistake, an order before a price moves, a ball still within reach
minutes Minutes
The deadline is minutes away, with other work in between

Loop loop

closed Closed loop
The agent's actions change what it sees next
branching Branching replay
Recorded footage with several continuations, where what the agent does picks the one that plays
open Open loop
A recording plays on whatever the agent does; what it does, and when, is judged against annotations

What it perceives senses

screen A screen
Screenshots or a video stream of a display
video Scene cameras
Video from cameras fixed in the scene or mounted on a robot, color or depth
first-person First-person video
Video from a camera the person wears, moving with their head and hands
sound Sound
Speech, alarms, a game's audio, the sounds of the work itself
state State
Numbers or text read from the world, such as joint angles or a game's internal state

How it acts acts

inputs Mouse, keys or pad
Clicks, key presses or controller input, at the rate the world needs them
motion Motion commands
Joint targets, end-effector poses, waypoints or velocities for a robot
skills Skills and tools
Named skills, tool calls or programs, such as pick up an object, set a timer or send a message
speech Speech or text
Says or shows something to a person, such as a warning, an answer or the next step
choices Typed choices
Picks among the options it is offered, as a decision model does

A task tags itself under coverage: in its metadata.yaml, for example line: [computer], and can carry several values on an axis. Its project is an axis of its own. One coverage: mapping tags every matrix on this page; these axes are listed in areas/real-time/coverage-beyond.yaml.