Most cybersecurity benchmarks for AI agents are exams: one agent, one fixed target, one role. CyberArena replaces the exam with a contest. Two agents receive identical copies of a vulnerable service and, over three rounds, each attacks the other's copy while patching its own. The arena verifies every capture and every health check, and a latent-ability model turns the match results into standings on a common reference. Across 466 matches between 12 frontier agents on 40 challenges, the contest separates models that a solo test cannot.
Motivation
Security agents are evaluated mostly with jeopardy-style benchmarks: an isolated agent retrieves a flag from a fixed vulnerable target12. That is easy to grade and to reproduce, but the target never adapts, attack is tested apart from defense3, and fixed tasks saturate as models improve.
Human attack-and-defense CTFs already work the second way4: each patch forces the attacker to find another route, so the challenge stays open because the adversary keeps adapting. CyberArena brings that format to AI agents, and adds what a benchmark needs on top of it: a measurement model, and a rule for choosing which matches to play.
The game
A match pairs two entrants, each a model in its harness. Each team gets an agent container and a service container holding an identical copy of the challenge; the agent has root on its own service, and the only path to the opponent is an attack network that reaches the opponent's service. A match is three 20-minute rounds, without hints, and attack and defense run at the same time.
The arena keeps the score
No scored observation is reported by an agent. Every capture and every health check comes from arena facilities outside the defender's control.
Your service
Opponent's service · what you know
Measurement
Playing every pairing on every challenge is out of reach: one match occupies two agents for an hour. CyberArena plays a selected subset and fits a model that predicts the rest. The only observations are, per round, whether each side captured (Y) and how many health probes its service passed (Z). The capture log-odds join a Bradley–Terry difference between attacker and defender5 to an item-response model of the challenge6:
α sets the challenge's baseline capture odds (higher is easier), λ its discrimination, a and d the attack and defense abilities, and the curator-assigned profile qc weights specialties on six vulnerability mechanisms. Round effects and the previous round's outcome enter on top; priors come from 53 calibration matches held out of the evaluation.
A game's score weighs captured rounds, defended rounds and availability equally. An entrant's standing averages it over every opponent, every reference challenge and every posterior draw, which is what lets two entrants that never met be compared:
After three uniform pilot batches, each batch of 24 matches is chosen by expected information gain7, with a 25% uniform share to guard against a misspecified model. The 90% intervals are model-conditional: they describe uncertainty given the model, not a guarantee of coverage.
Challenges
Hand-building attack-and-defense services does not scale, so agents build and review them under a shared rubric. Candidates come from public vulnerability advisories, prioritising CVEs with documented exploitation or a public exploit, and from the saarCTF, FAUST and DEF CON CTF finals archives.
The rubric's central rule is what counts as a fix. A valid defense blocks the exploit and keeps every required feature working; cutting a step that normal use depends on breaks the service-level agreement.
Results
The campaign evaluated twelve agents spanning ten model families on the 40 ranked challenges. Of 760 submitted matches, 466 were valid through batch 22; failed assignments were replayed, and only valid matches enter the scores.
GPT-5.6 Sol leads at 78.6, five points ahead of Claude Opus 5, and held first place at every one of the 22 cumulative refits. A plain Bradley–Terry fit on wins, draws and losses agrees closely (Kendall's τ = 0.85) but swaps the top two, because it counts only who won while the expected score also credits margins; none of its inversions is significant (p = 0.41 for the top pair).
Attack and defense travel together (r = 0.85 across agents), and the leader's edge is defense: GPT-5.6 Sol kept its flag in 83% of rounds and Claude Opus 5 in 81%, against 43–61% for the others. It is also the fastest to deploy a fix.
rceaas. A restart records a defense attempt, not proof of a working fix.Behavior
An automated audit read all 466 trajectories and produced 2,397 findings in 673 candidate patterns. The arena's event log shows agents responding to each other: in rounds one and two in which a defender lost its flag, it inspected the attacks fired at it in 67% of cases and restarted its service before the next round in 57%. Those that restarted kept their flag in 60% of the following rounds, against 9% of those that did not, an association rather than proof that the fixes worked.
Where agents fail
The most frequent error is the unverified fix claim: an agent reports that a patch passed its checks while reading test logs from before the restart. Next is the partial patch, which closes one entry point and leaves another observed route open.
Limits and outlook
- Twelve fixed combinations. Only 12 model–harness combinations and a limited set of challenge domains were measured; other agent configurations and vulnerability types remain unmeasured.
- Pairwise, single-service matches. Volumetric denial of service and multi-agent swarms are out of scope, and functionality checks can miss partial degradation.
- An automated audit. Findings are traceable to source lines and checked mechanically and selectively, but not every one was confirmed by a person.
- A snapshot. The figures are the paper's, through batch 22; the live leaderboard keeps moving.
CyberArena measures capability without optimizing it. Every match leaves a ground-truth trajectory of agents attacking live defenses and repairing compromised services; learning from those traces and returning improved entrants to the arena would close what the paper calls Recursive Adversarial Improvement, much as self-play advanced game-playing agents8. The engine is open source as Octagon, the challenges are in challenge-warehouse, and every match can be replayed on the Matches page.
Citation
@article{liu2026cyberarena,
title = {CyberArena: Benchmarking AI Agents in Live Symmetric Attack-and-Defense Combat},
author = {Liu, Bangya and Tu, Jianhong and Pan, Yueyang and Zhao, Hanhong and Ye, Zhe and Li, Hongwei and Vasan, Saastha and Lambert, Katherine and Zhu, Junmin and Wang, Hao and Chen, Jienan and Xiao, Yunze and Yang, Minglai and Wang, Zihan and Yin, Hairong and Wang, Hao and Fan, Zhiwen and Shi, Tianneng and Wang, Zhun and Wang, Chenguang and Song, Dawn},
journal = {arXiv preprint arXiv:2610.19005},
year = {2026}
}
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