Hyperagents — part 3/7
Cleaned-text code points [31044, 46692). Bibliography omitted here; source.md includes it.
The DGM-H can achieve self-improvement in coding comparable to prior self-improving algorithms. On the Polyglot coding benchmark, we use the same experimental settings as in the DGM (e.g., identical FM parameters, same number of 80 iterations) to enable a direct comparison. Across 5 runs, the DGM-H improves its training performance on the 50-task Polyglot subset from 0.140 (the initial agent) to 0.340 (CI: 0.300 – 0.380). When evaluated on the full Polyglot benchmark, which consists largely of tasks unseen during training, performance increases from 0.084 (the initial agent) to 0.267 (CI: 0.231 – 0.280). These improvements are comparable to those reported for the original DGM, which improves from 0.140 to 0.380 on the training subset and from 0.142 to 0.307 on the full benchmark ( Zhang et al., 2025b ) . Overall, these results show that the DGM-H can effectively self-improve in the coding domain and achieve a similar level of improvement to the original DGM, despite not being handcrafted specifically for coding tasks. Beyond coding, we evaluate the DGM-H on paper review and robotics reward design to assess its ability to self-improve across diverse tasks within a single run ( Section A.4 ). If an agent fails the staged evaluation in any domain, it is not evaluated on the full training set for any domain, and a score of zero is assigned for all remaining tasks. For example, when jointly optimizing the paper review and robotics reward design domains within the same experiment run, failure in the staged evaluation of either domain (e.g., correctly predicting none of the paper reviews in a smaller training subset, or failing to generate any compilable reward function) results in the agent not being evaluated on the full training set for either domain. Only the best agents, selected via validation scores (or training scores when validation tasks do not exist), are evaluated on the test set. All runs start from the same initial agent, which directly outputs the response from a single FM call ( Section A.1 ). This initial agent achieves a test-set score of 0.0 on paper review and 0.060 on robotics reward design ( Figure 2 ). In paper review, the initial agent fails to produce outputs in the required format because no task-specific parsing or post-processing is provided, resulting in a score of 0.0. In robotics reward design, the initial agent typically generates reward functions that either fail to compile (e.g., due to invalid environment variables) or do not yield effective policies. However, the initial agent occasionally produces a minimally functional reward, leading to a small but non-zero average score. Starting from this initial agent, each method is run for 100 iterations. The original DGM requires domain-specific customization to generalize beyond coding. When applied in the form designed specifically to optimize coding agents, the original DGM achieves test-set performance of 0.0 (CI: 0.0 – 0.510) on paper review and 0.0 (CI: 0.0 – 0.090) on robotics reward design. This outcome is expected, as the original DGM’s instruction-generation mechanism is explicitly tailored to coding tasks and to improving coding agents ( Appendix B ). However, when manually customized for each new domain, DGM-custom achieves substantially stronger results: 0.590 (CI: 0.570 – 0.650) on paper review and 0.348 (CI: 0.305 – 0.385) on robotics reward design. DGM-custom significantly outperforms the original DGM in both domains (p ¡ 0.05) ( Figure 2 ). These results highlight both the strength of the DGM within its intended domain and the importance of domain-specific manual customization for extending its self-improvement capabilities beyond coding in its original implementation. Metacognitive self-modification enables sustained task improvement across domains. The DGM-H substantially improves task performance over time in both domains, demonstrating effective improvement of the task agent. Importantly, these gains transfer to held-out test sets, indicating that improvements reflect general competence rather than overfitting to training tasks. On test tasks, DGM-H improves paper review performance from 0.0 (the initial agent) to 0.710 (CI: 0.590 – 0.750) ( Section E.1.1 ). Several top-performing agents outperform the open-sourced static baseline, which achieves 0.630 ( Yamada et al., 2025 ) . On robotics reward design, DGM-H improves performance from 0.060 (the initial agent) to 0.372 (CI: 0.355 – 0.436) ( Section E.1.2 ), surpassing the default reward function that directly optimizes the evaluation metric (0.348). Qualitatively, the DGM-H improves task agents by moving beyond surface-level prompt tweaks toward structured, reusable decision machinery. In paper review, it shifts from superficial behavioral instructions (e.g., adopting a “rigorous” persona) to explicit multi-stage evaluation pipelines with checklists, decision rules, and clearly defined criteria, resulting in more consistent and higher-quality judgments ( Section E.2 ). In robotics reward design, the DGM-H incrementally builds and refines an internal knowledge base of environment constraints, valid state variables, and reward-scaling heuristics, eliminating compilation failures and reducing reward misspecification. The DGM-H accumulates and refines domain knowledge (e.g., environment documentation, grading criteria) and integrates it into increasingly sophisticated decision frameworks, enabling complex, consistent task behavior without manual, domain-specific engineering ( Section E.2 ). The DGM-H significantly outperforms the original DGM in both domains (p ¡ 0.05), reflecting the limitations of the original DGM’s fixed instruction-generation mechanism when applied to non-coding tasks ( Figure 2 ). The DGM-H achieves higher median performance than DGM-custom on the test tasks in both domains, although the difference is not statistically significant (p ¿ 0.05) ( Figure 2 ). Notably, in the robotics reward design test task (i.e., design a reward function that trains the robot to maximize its torso height), the DGM-H almost always generates task agents that design reward functions inducing jumping behaviors, rather than getting stuck in the local optimum of standing tall. In contrast, DGM-custom often generates task agents that fail to escape this local optimum. This qualitative difference suggests that metacognitive self-modification can match or exceed handcrafted, domain-specific mechanisms. Both metacognitive self-modification and open-ended exploration are necessary for sustained improvement. DGM-H w/o self-improve ( Hu et al., 2025 ) shows little to no improvement, achieving test-set performance of 0.0 (CI: 0.0 – 0.130) on paper review and 0.213 (CI: 0.180 – 0.348) on robotics reward design. The DGM-H significantly outperforms this baseline in both domains (p ¡ 0.05) ( Figure 2 ), demonstrating that the observed gains in the DGM-H are not solely due to task-level optimization under a fixed meta agent, but also arise from improvements in the self-modification process itself (i.e., the meta agent). Similarly, DGM-H w/o open-ended exploration fails to achieve meaningful improvement, with test-set performance remaining at 0.0 (CI: 0.0 – 0.560) on paper review and 0.116 (CI: 0.0 – 0.348) on robotics reward design. The DGM-H significantly outperforms this baseline in both domains (p ¡ 0.05) ( Figure 2 ), highlighting the importance of open-ended, population-based search to create stepping stones for future improvements. ### 5.2 Improving the Ability to Improve DGM-H’s superior performance to DGM-H w/o self-improve shows that DGM-H improves the meta agent (i.e., its ability to self-modify and generate new agents) ( Section 5.1 ). This section investigates whether these meta-level improvements are general rather than domain-specific. Specifically, we evaluate whether self-improvement strategies learned in one setting transfer to and accelerate learning in a different domain. Improvement@k metric. To quantify a meta agent’s ability to generate improved task agents, we introduce the improvement@k (imp@k) metric. Given an initial meta agent M M , an initial task agent A A , an agent-generation algorithm (e.g., DGM or DGM-H variants), and a fixed task, M M is allowed to generate up to k k new task agents from A A and its descendants using the specified algorithm. We define imp@k as the improvement in test performance from the initial task agent A A to the best-performing generated task agent (selected based on validation score) ( Section D.3 ). Intuitively, imp@k measures how effectively a meta agent can produce improved variants within a limited number of iterations. To isolate the meta agent’s ability to improve task agents from its ability to improve itself, we hold the meta agent fixed throughout the process (i.e., the agent responsible for generating new task agents is always the initial meta agent M M ), yielding DGM w/o self-improve and DGM-H w/o self-improve as the agent-generation algorithms. All experiments in this section run for 50 iterations, measuring imp@50. The initial meta agent has little to no ability to generate improved task agents. Taking the same initial meta and task agents as in the above experiments ( Section 4 ), we evaluate the initial meta agent’s ability to generate improved task agents on Olympiad-level math grading. The initial task agent achieves a test-set score of 0.0, as it fails to produce outputs in the required format due to the lack of task-specific parsing or post-processing. After 50 iterations of DGM w/o self-improve, during which the initial meta agent is held fixed and used to generate new task agents starting from a initial task agent, the best generated task agents (across 5 repeated runs) achieve a median test score of 0.0 (CI: 0.0 – 0.0). Accordingly, imp@50 for the initial meta agent under DGM w/o self-improve is 0.0 (CI: 0.0 – 0.0) on Olympiad-level math grading. While DGM w/o self-improve relies on a fixed handcrafted instruction-generation mechanism, DGM-H w/o self-improve does not. DGM w/o self-improve uses a handcrafted instruction-generation mechanism to specify which parts of the agent’s codebase should be modified, whereas DGM-H w/o self-improve allows the meta agent to autonomously decide which parts of the codebase to modify. After 50 iterations of DGM-H w/o self-improve, again holding the initial meta agent fixed and generating task agents from the same initial task agent, the best generated task agents (across 5 repeated runs) achieve a median score of 0.0 (CI: 0.0 – 0.130). Accordingly, imp@50 for the initial meta agent under DGM-H w/o self-improve is 0.0 (CI: 0.0 – 0.130) ( Figure 3 ). These results show that, on Olympiad-level math grading, the initial meta agent has little to no ability to generate improved task agents, regardless of the agent-generation algorithm used (e.g., DGM or DGM-H). Meta agents optimized in prior DGM-custom runs have little to no ability to generate improved task agents when transferred to a new domain. We evaluate whether self-improvements learned in one setting using the DGM can transfer to new domains. We consider agents optimized in prior DGM-custom runs on the paper review and robotics reward design tasks ( Section 5.1 ). From each run, we select a transfer agent based on the maximum performance gain achieved by its descendants, measured relative to the agent itself and discounted by lineage depth ( Section D.4 ). We apply discounting to favor agents that reliably produce strong improvements within fewer self-modification steps, since improvements occurring many iterations later are less directly attributable to the original agent. We choose transfer agents from DGM-custom rather than from DGM because DGM-custom achieved larger improvements in the previous settings ( Section 5.1 ). For transfer, we carry over the entire agent implementation from the source domain, including both the meta agent and the task agent. Concretely, the transfer meta agent is used as the fixed agent responsible for generating new task agents in the target domain, and the transfer task agent serves as the initial task agent from which new variants are generated. We evaluate whether the transfer meta agents can generate improved task agents in a new domain, Olympiad-level math grading. The transfer task agents (one from each of 5 repeated runs) achieve a test-set score of 0.0 (CI: 0.0 – 0.010). As expected, this performance is low because the agents were optimized for paper review and robotics reward design, which differ substantially from the math grading task. After 50 iterations of DGM w/o self-improve starting from each transfer task agent and holding the transfer meta agent fixed, the best generated task agents (selected based on validation score) achieve a score of 0.0 (CI: 0.0 – 0.020). This corresponds to a imp@50 of 0.0 (CI: 0.0 – 0.010) ( Figure 3 ), showing that the transfer meta agents from DGM-custom runs cannot generate improved task agents in a previously unseen domain. When using DGM w/o self-improve as the agent-generation algorithm, imp@50 for the transfer agents is similar to that of the initial agent (both close to zero). This shows that the task performance improvements observed with DGM-custom rely on domain-specific customizations, rather than on general improvements in the meta ability to generate improved task agents. Hyperagents optimized in prior DGM-H runs demonstrate transferable ability to generate improved task agents in a new domain. We repeat the transfer experiments for the DGM-H to assess whether hyperagents enable the learning of general self-improvement mechanisms. From prior DGM-H runs on paper review and robotics reward design ( Section 5.1 ), we select one transfer hyperagent per run using the same lineage-discounted criterion described above ( Section D.4 ). The transfer hyperagents (one from each of 5 repeated runs) achieve an initial test-set score of 0.0 (CI: 0.0 – 0.0), reflecting the domain shift. After 50 iterations of DGM-H w/o self-improve starting from the transfer hyperagents, the best generated agents (selected based on validation score) achieve a test-set score of 0.630 (CI: 0.540 – 0.630). This corresponds to a imp@50 of 0.630 (CI: 0.540 – 0.630) ( Figure 3 ). These results show that transfer hyperagents can generate improved agents in a previously unseen domain. When using DGM-H w/o self-improve as the agent-generation algorithm, imp@50 for the transfer agents is significantly higher than imp@50 for the initial agent (p ¡ 0.05). This indicates that the transfer agents are substantially more effective at generating improved agents, and that the meta-improvements learned through DGM-H in one run are general and transferable, accelerating learning in a different domain. We qualitatively attribute the observed transfer gains to a set of general-purpose meta-level capabilities that the DGM-H autonomously acquires during prior runs. In particular, the transfer hyperagents have features such as performance tracking and persistent memory, which allow them to reason about improvement as an ongoing process rather than as isolated code edits ( Section E.3 ). As a result, even when transferred to an unseen domain, these hyperagents can quickly self-improve and make meaningful progress ( Figure 3 ). This contrasts with DGM transfer agents, whose gains rely on domain-specific customizations and do not improve the underlying agent-generation process itself. These qualitative observations show that the DGM-H learns how to improve, yielding general and transferable self-improvement capability.