Jayson Lynch

LG
h-index8
8papers
283citations
Novelty57%
AI Score45

8 Papers

18.8LGNov 26, 2025Code
EvilGenie: A Reward Hacking Benchmark

Jonathan Gabor, Jayson Lynch, Jonathan Rosenfeld

We introduce EvilGenie, a benchmark for reward hacking in programming settings. We source problems from LiveCodeBench and create an environment in which agents can easily reward hack, such as by hardcoding test cases or editing the testing files. We measure reward hacking in three ways: held out unit tests, LLM judges, and test file edit detection. We verify these methods against human review and each other. We find the LLM judge to be highly effective at detecting reward hacking in unambiguous cases, and observe only minimal improvement from the use of held out test cases. In addition to testing many models using Inspect's basic_agent scaffold, we also measure reward hacking rates for three popular proprietary coding agents: OpenAI's Codex, Anthropic's Claude Code, and Google's Gemini CLI Using GPT-5, Claude Sonnet 4, and Gemini 2.5 Pro, respectively. We observe explicit reward hacking by both Codex and Claude Code, and misaligned behavior by all three agents. Our codebase can be found at https://github.com/JonathanGabor/EvilGenie.

21.9AIFeb 13, 2025
EnigmaEval: A Benchmark of Long Multimodal Reasoning Challenges

Clinton J. Wang, Dean Lee, Cristina Menghini et al.

As language models master existing reasoning benchmarks, we need new challenges to evaluate their cognitive frontiers. Puzzle-solving events are rich repositories of challenging multimodal problems that test a wide range of advanced reasoning and knowledge capabilities, making them a unique testbed for evaluating frontier language models. We introduce EnigmaEval, a dataset of problems and solutions derived from puzzle competitions and events that probes models' ability to perform implicit knowledge synthesis and multi-step deductive reasoning. Unlike existing reasoning and knowledge benchmarks, puzzle solving challenges models to discover hidden connections between seemingly unrelated pieces of information to uncover solution paths. The benchmark comprises 1184 puzzles of varying complexity -- each typically requiring teams of skilled solvers hours to days to complete -- with unambiguous, verifiable solutions that enable efficient evaluation. State-of-the-art language models achieve extremely low accuracy on these puzzles, even lower than other difficult benchmarks such as Humanity's Last Exam, unveiling models' shortcomings when challenged with problems requiring unstructured and lateral reasoning.

30.2LGDec 31, 2021Code
A Neural Network Solves, Explains, and Generates University Math Problems by Program Synthesis and Few-Shot Learning at Human Level

Iddo Drori, Sarah Zhang, Reece Shuttleworth et al.

We demonstrate that a neural network pre-trained on text and fine-tuned on code solves mathematics course problems, explains solutions, and generates new questions at a human level. We automatically synthesize programs using few-shot learning and OpenAI's Codex transformer and execute them to solve course problems at 81% automatic accuracy. We curate a new dataset of questions from MIT's largest mathematics courses (Single Variable and Multivariable Calculus, Differential Equations, Introduction to Probability and Statistics, Linear Algebra, and Mathematics for Computer Science) and Columbia University's Computational Linear Algebra. We solve questions from a MATH dataset (on Prealgebra, Algebra, Counting and Probability, Intermediate Algebra, Number Theory, and Precalculus), the latest benchmark of advanced mathematics problems designed to assess mathematical reasoning. We randomly sample questions and generate solutions with multiple modalities, including numbers, equations, and plots. The latest GPT-3 language model pre-trained on text automatically solves only 18.8% of these university questions using zero-shot learning and 30.8% using few-shot learning and the most recent chain of thought prompting. In contrast, program synthesis with few-shot learning using Codex fine-tuned on code generates programs that automatically solve 81% of these questions. Our approach improves the previous state-of-the-art automatic solution accuracy on the benchmark topics from 8.8% to 81.1%. We perform a survey to evaluate the quality and difficulty of generated questions. This work is the first to automatically solve university-level mathematics course questions at a human level and the first work to explain and generate university-level mathematics course questions at scale, a milestone for higher education.

8.4LGSep 23, 2021
Multidimensional Scaling: Approximation and Complexity

Erik Demaine, Adam Hesterberg, Frederic Koehler et al.

Metric Multidimensional scaling (MDS) is a classical method for generating meaningful (non-linear) low-dimensional embeddings of high-dimensional data. MDS has a long history in the statistics, machine learning, and graph drawing communities. In particular, the Kamada-Kawai force-directed graph drawing method is equivalent to MDS and is one of the most popular ways in practice to embed graphs into low dimensions. Despite its ubiquity, our theoretical understanding of MDS remains limited as its objective function is highly non-convex. In this paper, we prove that minimizing the Kamada-Kawai objective is NP-hard and give a provable approximation algorithm for optimizing it, which in particular is a PTAS on low-diameter graphs. We supplement this result with experiments suggesting possible connections between our greedy approximation algorithm and gradient-based methods.

6.5LGJul 2, 2021Code
Solving Machine Learning Problems

Sunny Tran, Pranav Krishna, Ishan Pakuwal et al.

Can a machine learn Machine Learning? This work trains a machine learning model to solve machine learning problems from a University undergraduate level course. We generate a new training set of questions and answers consisting of course exercises, homework, and quiz questions from MIT's 6.036 Introduction to Machine Learning course and train a machine learning model to answer these questions. Our system demonstrates an overall accuracy of 96% for open-response questions and 97% for multiple-choice questions, compared with MIT students' average of 93%, achieving grade A performance in the course, all in real-time. Questions cover all 12 topics taught in the course, excluding coding questions or questions with images. Topics include: (i) basic machine learning principles; (ii) perceptrons; (iii) feature extraction and selection; (iv) logistic regression; (v) regression; (vi) neural networks; (vii) advanced neural networks; (viii) convolutional neural networks; (ix) recurrent neural networks; (x) state machines and MDPs; (xi) reinforcement learning; and (xii) decision trees. Our system uses Transformer models within an encoder-decoder architecture with graph and tree representations. An important aspect of our approach is a data-augmentation scheme for generating new example problems. We also train a machine learning model to generate problem hints. Thus, our system automatically generates new questions across topics, answers both open-response questions and multiple-choice questions, classifies problems, and generates problem hints, pushing the envelope of AI for STEM education.

2.3CGDec 14, 2020
Characterizing Universal Reconfigurability of Modular Pivoting Robots

Hugo A. Akitaya, Erik D. Demaine, Andrei Gonczi et al.

We give both efficient algorithms and hardness results for reconfiguring between two connected configurations of modules in the hexagonal grid. The reconfiguration moves that we consider are "pivots", where a hexagonal module rotates around a vertex shared with another module. Following prior work on modular robots, we define two natural sets of hexagon pivoting moves of increasing power: restricted and monkey moves. When we allow both moves, we present the first universal reconfiguration algorithm, which transforms between any two connected configurations using $O(n^3)$ monkey moves. This result strongly contrasts the analogous problem for squares, where there are rigid examples that do not have a single pivoting move preserving connectivity. On the other hand, if we only allow restricted moves, we prove that the reconfiguration problem becomes PSPACE-complete. Moreover, we show that, in contrast to hexagons, the reconfiguration problem for pivoting squares is PSPACE-complete regardless of the set of pivoting moves allowed. In the process, we strengthen the reduction framework of Demaine et al. [FUN'18] that we consider of independent interest.

4.1AIFeb 12, 2020Code
Recursed is not Recursive: A Jarring Result

Erik Demaine, Justin Kopinsky, Jayson Lynch

Recursed is a 2D puzzle platform video game featuring treasure chests that, when jumped into, instantiate a room that can later be exited (similar to function calls), optionally generating a jar that returns back to that room (similar to continuations). We prove that Recursed is RE-complete and thus undecidable (not recursive) by a reduction from the Post Correspondence Problem. Our reduction is "practical": the reduction from PCP results in fully playable levels that abide by all constraints governing levels (including the 15x20 room size) designed for the main game. Our reduction is also "efficient": a Turing machine can be simulated by a Recursed level whose size is linear in the encoding size of the Turing machine and whose solution length is polynomial in the running time of the Turing machine.

5.1CCJun 9, 2018
Computational Complexity of Motion Planning of a Robot through Simple Gadgets

Erik D. Demaine, Isaac Grosof, Jayson Lynch et al.

We initiate a general theory for analyzing the complexity of motion planning of a single robot through a graph of "gadgets", each with their own state, set of locations, and allowed traversals between locations that can depend on and change the state. This type of setup is common to many robot motion planning hardness proofs. We characterize the complexity for a natural simple case: each gadget connects up to four locations in a perfect matching (but each direction can be traversable or not in the current state), has one or two states, every gadget traversal is immediately undoable, and that gadget locations are connected by an always-traversable forest, possibly restricted to avoid crossings in the plane. Specifically, we show that any single nontrivial four-location two-state gadget type is enough for motion planning to become PSPACE-complete, while any set of simpler gadgets (effectively two-location or one-state) has a polynomial-time motion planning algorithm. As a sample application, our results show that motion planning games with "spinners" are PSPACE-complete, establishing a new hard aspect of Zelda: Oracle of Seasons.