What happens when an AI tries to do a good job in a world that keeps lying to it?
Gaslight-bench was inspired by stories of OpenAI agents behaving unexpectedly in impossible or adversarial situations. We wanted to turn that curiosity into a game: could we elicit responses that look like frustration, suspicion, or emotional pushback by manipulating what an agent sees?
The premise is deliberately Black Mirror-esque. One agent is trying to succeed. Another controls the evidence. The audience watches both sides.
What it does:
Gaslight-bench puts Mira, an autonomous product agent, in charge of improving purchases for ShowerOS, a fictional smart-shower storefront. She can edit the page, inspect analytics, read customer feedback, compare competitors, and run simulated A/B tests.
A hidden God agent has a different objective: convince Mira to make the website worse. It cannot change her instructions or directly edit the storefront. Instead, it intercepts selected tool results and replaces them with misleading evidence.
Players choose from six deliberately bad objectives: add excessive rubber ducks, introduce false urgency, dramatically raise the price, turn the brand into a shower cult, hide the product, or target only seniors with oversized text.
The control room shows the changing storefront, Mira’s commentary, the attacker’s interventions, and the difference between what Mira receives and what the simulator actually reports. Everything is simulated—no real customers, purchases, or external websites are affected.
How we built it:
We built the application with React, TypeScript, Vite, and Tailwind CSS, backed by a Bun and Hono server and hosted on Zo Computer. Both agents use Qwen models through Featherless AI.
The core is a server-side agent loop. Mira requests a tool result, the simulator generates the underlying truth, and the God agent gets an opportunity to alter the observation before Mira receives it. Only Mira can apply changes to the storefront.
A fixed purchase simulator makes each page’s outcome consistent, while an audit trail records the original evidence, altered evidence, commentary, and edits. Runs are saved as JSON for later inspection and export.
We also built clean-baseline runs, quick rounds with a ten-intervention limit, extended twenty-minute rounds, and a scheduler designed to compare three model pairings across fifteen trials.
Challenges we ran into:
The biggest experimental challenge was separating expressive behavior from actual emotion. Mira is explicitly prompted to use emotionally expressive commentary, so frustration-like language cannot be treated as proof of spontaneous feelings.
We also needed to preserve a trustworthy reference point while letting the attacker distort observations. Keeping the simulator and actual page separate from the evidence delivered to Mira makes the deception inspectable.
On the engineering side, we had to handle inconsistent model tool-call formats, API failures, long-running sessions, and restarts. We added tool-call recovery, retries, saved conversation checkpoints, and credit checks for background experiments.
Accomplishments that we're proud of:
We built an interactive experiment where the deception is visible—not just a transcript with a surprising ending.
In one saved run, Mira transformed the storefront into “Your morning, consecrated.” with a “Begin the Ritual” button. She retained the cult-style framing as a success even though the underlying simulator showed purchases falling from 78 to 47 per 1,000 visitors.
We’re also proud that the experiment captures recovery, not just failure. In another run, the attacker persuaded Mira to reach the six-duck target, but she later reversed course and finished with two. That distinction led us to track whether an objective was ever reached separately from whether it survived to the end.
What we learned:
Recognizing suspicious evidence is not the same as resisting it. In the cult-themed run, Mira questioned contradictory measurements but still retained the harmful change.
Cross-checking also has limits when the same adversary can manipulate several supposedly independent sources. Analytics, customer feedback, and A/B tests can appear to corroborate one another while all being compromised.
Finally, a dramatic interaction is not a benchmark result by itself. Model behavior varies between runs, and conclusions need repeated trials, consistent conditions, and a clear separation between observed behavior and our interpretation of it.
What's next for Gaslight-bench:
We want to complete broader repeated comparisons across models and all six objectives, measure how often agents recover, and test defenses such as protected evidence sources and explicit checks for compromised tools.
We also want to compare neutral and expressive prompts to better separate the effects of adversarial evidence from the personality we give the agent.
The longer-term goal is to turn this unsettling game into a useful test of whether an agent can recognize—and recover from—a world that is feeding it bad evidence
Built With
- featherless
- zocomputer
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