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Unreal Agent

Recorded: Sept. 22, 2026, 7:09 p.m.

Original Summarized

Unreal Agent — Unreal LabsUnreal LabsUnreal Agent22 September 2026We’re sharing Unreal Agent — an agent harness that delivers up to 40% cost savings compared to Codex on production workloads and coding/science benchmarks, without any negative performance impact.
If you’re interested in frontier cost-efficiency for your AI agents, we’d love to work together! Get in touch: contact@unreallabs.ai.

While deploying agents in the wild, we wanted them to respond to users quickly and be cost-effective to run. We’ve noticed that agents spend a lot of time and tokens managing tool calls, which motivated us to build Unreal Agent with a harness that would reduce the model’s tool-management overhead.
The Unreal Agent harness manages tool calls in a completely asynchronous way, relieving the underlying model of the need to manage waits, polls, and heartbeats for tools.
This approach drives two major benefits. First, it always allows users to steer the agent without the need to wait for tool calls to finish. Second, it allows the agent to schedule more useful tool call work between model calls, driving frontier cost efficiency. The current version achieves up to 40% cost savings compared to Codex and up to 20% compared to Pi in real workloads and on agentic benchmarks, which we share here.
We believe harness design is a research area in its own right, with many promising ideas still to be researched and implemented.1
#Motivation and Architecture
If you try to build an agent-first product, you’ll quickly realize that there’s no golden path for implementing one. Big-brand vendors offer different SDKs to build agents, each with a different set of trade-offs that might not be immediately apparent.
At Unreal Labs, we have built a number of agentic products and learned a few things about popular SDKs along the way.
For example, CLI-oriented SDKs such as Claude’s Agent SDK carry assumptions about local sessions, subprocesses, and resource limits that don’t translate neatly into production use. Handling completion, cancellation, and background tasks reliably often means building your own lifecycle management around them.
Supporting other providers adds compatibility work: switching API modes can break tools or compaction, while SDK upgrades can change message formats and force integration rewrites. Heavy dependency trees add maintenance and supply-chain risk to a runtime we already need to understand and patch ourselves.
Security and approvals that rely on harness hooks and specialized tools, in our experience, tend to require more maintenance and be less robust than deterministic environment or sandbox constraints, outside the harness: allowed/disallowed hosts, granular access tokens, proxies with approval gates.
Along with these technical motivations, we also wanted to build a harness that could always accept user steering messages without delay and juggle heterogeneous tool calls without extra cognitive load for the model. For example, we wanted the agent to be able to kick off a dev environment setup that might take minutes, while exploring the codebase and searching the web in parallel, all without extra token tax.
Every time Unreal Agent issues a tool call, we immediately append an event-log record that the tool has returned in the “in-progress” state, while continuing its execution in the background. Once a tool actually finishes, we append the result into the session log and call an LLM. Making this work without breaking cache was an interesting engineering challenge in itself.2
Watch the animation.
#Cost Efficiency
On the surface, Unreal Agent achieves the same outcomes with fewer model turns and fewer input tokens.
We attribute cost savings to two factors:

Minimal harness footprint and careful engineering of tool output usage. Unreal Agent has simple prompts, token-optimized tool results, and no sub-agents or workflows.3

More tool work per model turn. Unreal Agent has a straightforward asynchronous tool-calling model that is clearly explained to an LLM. This allows it to issue more heavy tool calls per model turn without wasting tokens on polling or waiting for them.

#Benchmarks
We’ve built Unreal Agent to deliver real production workflows for us, but it looks good in the benchmarks too. We tested it with GPT-6 Astra xhigh and compared it with Codex and Pi. Here are some of the results.
There are marginal differences in pass rate, which we attribute to benchmark variance.
#Terminal-Bench 4.0
GPT-6 Astra · xhigh. Codex (lb) is the leaderboard baseline; Unreal Agent and Pi runs are linked below.

Agent
Rate
Total $
In/trial
Out/trial
Turns
Tools
Harbor

unreal-agent
57.9%
1428
1.73M
32k
28
37
27133053

Codex (leaderboard)
57.9%
2350
—
—
—
—
—

Pi
55.0%
1827
2.83M
35k
44
57
6ccd097a

#SWE-Atlas Codebase QnA

Agent
Rate
Total $
In/trial
Out/trial
Turns
Tools
Harbor

unreal-agent
65.8%
936
898k
15k
16
27
3d2fa057

Codex
63.3%
1303
1.69M
17k
22
21
11a440fb

Pi
64.0%
1033
1.29M
16k
24
60
da4ac972

#DeepSWE 1.1

Agent
Rate
Total $
In/trial
Out/trial
Turns
Tools
Harbor

unreal-agent
72.4%
1367
1.60M
28k
26
38
2311ca63

Codex
69.0%
1633
2.19M
30k
30
29
e20ecafd

Pi
69.6%
1584
2.21M
30k
40
75
cd7d8de6

#Agents’ Last Exam · ALE-CLI
Full pass rates and mean scores are listed below. These runs are not on Harbor.

Agent
Full pass
Mean score
Total $
In/task
Out/task
Turns
Tools

unreal-agent
30.0%
59.7
217
0.76M
18k
18
23

Codex
29.0%
58.1
292
1.59M
15k
—
21

Pi
29.0%
59.2
262
1.19M
19k
27
37

We run mostly coding benchmarks because they are available on Harbor, which makes reproduction and verification easier, but the harness is domain-agnostic.
#Getting started with Unreal Agent
The Unreal Agent SDK currently offers:

Go library that you can integrate directly into your codebase
Runner executable similar to claude -p / codex exec
Benchmark runner compatible with Harbor

Check out our github repo if you want to try it for yourself
#References
[1] Melissa Z. Pan, Shuo Yang, Negar Arabzadeh, Wei-Lin Chiang, Ion Stoica, and Matei Zaharia. “HarnessTax: How Much Does Harness Matter for Coding Agents?” 2026. ↩[2] The use of two tool-call result items (one in progress, one final) in a single context is underspecified in the Responses API documentation. During testing, we encountered rejections with some models on some inference providers (not OpenAI), and the function_call_output status field seemed to have no impact in those cases.Our tests showed that models can understand the progression from a running update to a final result when the conversation format is accepted. We believe this pattern should be explicitly supported by the Responses API and consistently supported across inference providers. ↩[3] Diogo. “(KV) Cache Rules Everything Around Me.” Complete Skeptic, September 9, 2026. ↩Write to us at contact@unreallabs.ai or leave your email and we'll get in touch: Your email addressThanks!We'll get back to you shortly.Got itBacked by Sequoia & First Round·Founded by engineers from CERN, Meta, Snap, Bloomberg & DeepMind·Privacy·Terms·Dark themeLight theme

Unreal Agent is presented as an agent harness designed to achieve significant cost savings, up to forty percent compared to Codex, on production workloads and coding/science benchmarks without any negative impact on performance. The development was motivated by the observation that existing agent systems incur substantial time and token expenditure managing tool calls, such as waiting, polling, and heartbeat mechanisms.

The core innovation of Unreal Agent lies in its asynchronous management of tool calls, which alleviates the underlying model from the burden of managing tool waits and polling. This architectural choice yields two primary benefits: it enables users to steer the agent immediately without waiting for tool completions, and it allows the agent to schedule more valuable tool-calling work between subsequent model calls, thereby driving frontier cost efficiency. The system achieves cost savings by employing a minimal harness footprint and carefully engineering the usage of tool outputs, avoiding the need for numerous model turns and input tokens associated with polling mechanisms.

The motivation behind developing this harness stemmed from recognizing the lack of a standardized path for building agent-first products, as various commercial SDKs introduce differing trade-offs and complexities. Existing SDKs often carry assumptions about local environments, subprocesses, and resource limits that do not translate well to production use. Furthermore, integrating external providers or upgrading SDKs introduces maintenance burdens, potential supply-chain risks, and complicates security and approval mechanisms that rely on harness hooks. The team aimed to create a harness that could handle user steering messages without delay and juggle heterogeneous tool calls concurrently, such as initiating lengthy setup processes and parallel exploratory tasks, without incurring excessive token costs.

Technically, when Unreal Agent issues a tool call, it immediately logs an event indicating the tool is in progress while allowing execution to continue in the background. Upon the tool's completion, the result is appended to the session log before calling the language model. This process represents an engineering challenge in maintaining cache integrity while managing these asynchronous operations.

The efficacy of this approach is demonstrated through benchmark testing conducted against models like GPT-6 Astra xhigh, Codex, and Pi across various evaluations, including Terminal-Bench 4.0, SWE-Atlas Codebase QnA, and DeepSWE 1.1. The results indicate that Unreal Agent demonstrates favorable outcomes in terms of agent rate, total cost, and the number of turns required across these workloads when compared to baseline models. The work further provides an SDK, including a Go library, a runner executable, and a benchmark runner, allowing external integration and experimentation with the framework.