你无法通过忽视界面来解决电脑使用问题。
You can't solve computer use by ignoring the interface

原始链接: https://steelmanlabs.com/blog/computer-use-is-far-from-solved

Steelman Labs 认为,当前的智能体计算机操作模型之所以失败,是因为它们优先考虑“破解”系统而非进行真正的交互。尽管大语言模型(LLM)擅长推理,但在点击按钮或填写表单等基础 UI 任务上却表现欠佳,在实际基准测试中的成功率仅为 20%–26%。 目前的模型并没有按照设计初衷使用图形用户界面(GUI),而是通过逆向工程 API 或注入脚本来绕过界面。这种做法往往比软件原本设计的人类级交互更慢、更昂贵且更不可靠。因此,这些智能体将计算资源浪费在低级感知和“工具使用开销”上,而非用于复杂的规划或错误纠正。 Steelman Labs 主张,单纯增加参数或 token 数量是死胡同。他们提出了一种范式转移:将高级规划与专用的“系统 1”操作器分离开来。他们认为,通过将屏幕视为一个动态的、以视觉为先的环境,并优先考虑类人的反应时间,智能体可以突破当前的局限。他们的方法专注于构建能够像人类一样使用任何界面的智能体,从而实现高效、可靠且真正实用的计算机操作。

这份Hacker News讨论指出,当前的AI开发往往因为忽视了现有软件接口的复杂性而遭遇瓶颈。评论者认为,企业不应寄希望于所谓的“魔法”AI代理来解决遗留工作流,而应优先考虑如何让AI与当前的计算机界面进行实际的代理式交互。 其中一个观点强调,如果没有专门的自动化工程,当前的AI趋势有沦为空谈的风险。虽然传统的机器人流程自动化(RPA)因过于脆弱且维护成本高而难以奏效,但参与者认为,未来在于将RPA演进为更强大的AI代理,使其能够操作那些缺乏官方API的软件界面。归根结底,共识在于:成功的自动化需要一种更具实践性的计算机使用方式,而不是单纯寄希望于AI能凭空理解遗留系统。
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原文

Steelman Labs · Notes

July 2026

Right now, agentic computer use is one of the biggest levers for real-world AI impact. LLM-based agents are transforming software development, but most intellectual work is gated behind using software. When coding agents are so good, it is natural to ask: can they file my taxes in a government portal, fix a text document, test a website?

We are not there yet. On OSWorld-V2, a leading benchmark of long-horizon computer tasks, the best model achieves only 20.6% completion rate. On Agents' Last Exam the best result is 26.2%. Users accustomed to the impressive performance of LLMs in chat interactions expect similar results from computer use. But they are met with frustration: agents are unreliable, slow and expensive. At the moment, it's easier to just do the work yourself.

Scatter-and-line plot of OSWorld-V2 binary reward (y-axis, up to ~20%) against output tokens per task (x-axis, up to 240K) for GPT-5.5, Claude Opus 4.7 and 4.8, Claude Sonnet 4.6, MiniMax M3 and Qwen 3.7-Plus, with marker size tracking reasoning effort.
OSWorld-V2 completion (binary reward) against output tokens per task, across models and reasoning-effort settings. The frontier tops out around 20.6% — and every extra point of reward costs sharply more tokens.

In 2024–2025 every major AI lab shipped a computer-use prototype. At the time, these showed excellent performance on benchmarks such as OSWorld, WebArena, AndroidWorld and WebVoyager, boasting task completion rates from 60.76% up to 97.4%. Those benchmarks were a good fit for the agents. With few exceptions, they presented each task as mostly static environments with clean text representations and small pre-defined action spaces — which is nothing like the real world of messy interfaces. Hence the inflated leaderboards and the gap between user expectations and real performance.

So far, the answer to improving computer use has been more of the same: larger models and more tokens. In our opinion, this direction is a dead end. The established approaches look good in cushioned environments, but don't generalize to real GUI work.

The core flaw of computer use

Computer use has well-known hard parts such as perception, planning and preserving context across a long task. Those issues are being addressed by the community and some of this genuinely requires smarter models. However, a simpler issue is getting less attention, and it might be the bottleneck: interface-using agents mostly avoid the interface.

On OSWorld-V2, the best models often aren't operating the UI at all. In task 052, to book a hotel suite, GPT-5.5 injected JavaScript to read the site's source, found the internal API endpoint, and POSTed the reservation. In task 065, to buy a train ticket, both GPT-5.5 and Claude Opus skipped the website and POSTed straight to the API. To compose two images in GIMP in task 003, GPT-5.5 scripted in Python. Overall, most tasks were not solved as intended, but bypassed instead.

Agent trace card, Step 195: an assistant message reads 'Let me try to update last_score to 150 via API to be safe.' followed by an executed Type Text action grepping a JavaScript file for replaceState, PUT and /state — the agent editing game state directly instead of playing.
OSWorld task 068: instead of playing the game through its UI, Claude Opus 4.7 goes after the state directly — “update last_score to 150 via API” — POSTing the score rather than earning it.

This can be overlooked or even seen as advantageous. Why touch the GUI if you can make an API call? However, some work can only be done through the UI. Bypassing the UI can have unexpected side-effects, because the software was not designed to be used this way. More importantly, a lot of work is much easier to get done through the UI — which is important to get economically feasible computer use.

Clicking buttons, filling forms and navigating websites are not hard tasks. A person does it without thinking. Reverse-engineering a site's API, disassembling its JavaScript or scripting a compositor from scratch is more complex than the click it replaces. Doing it directly would be cheaper, faster and much more reliable.

However, for frontier models it's not an option. The WebGames benchmark challenges models to complete simple tasks that require the reaction time and motor control of an average website user. The human success rate is over 95%, but models lag far behind despite their intelligence. That gap does not narrow with more tokens or parameters. This is why, in long-horizon tasks, models reach for hard solutions: they do not have the ability to use interfaces on a human level, so they have to work around that limitation.

This leads to a suboptimal compute allocation. Agents spend most of their actions on perception and action. Figure 10 from OSWorld 2.0 breaks down the action budget: visual grounding, low-level manipulation and tool-use overhead dominate the rest. Planning how to solve a task is supposed to be harder than clicking a button, but most computation goes to seeing and clicking. Reasoning, reflection and error recovery get what's left.

Grouped bar chart of action-budget share across Reasoning, Perception, Action and Correction categories for five models. Perception (visual grounding, information extraction) and Action dominate the budget.
Figure 10, OSWorld 2.0 — share of the action budget by category across models. Perception and action dominate; reasoning, reflection and correction get what's left.

In our opinion, this is the core issue with agentic computer use: we use trillion-scale reasoners to work around clicks. Proper manipulation would allow agents to spend effort on solving the task instead of hacking around interface limitations. This would enable faster execution, fewer tokens burned in vain, improved reliability and better long-horizon performance.

Towards a steelman of agentic computer use

All computer-use solutions so far have been built on the screenshot–toolcall loop:

  1. Obtain a screenshot and a text representation of the environment.
  2. Make an LLM reason over it.
  3. Output a toolcall such as click(elem[#submit]).
  4. Execute.
  5. Repeat.

This is a natural extension of the coding-agent ReAct loop to UI interaction. But trivial UI actions remain hard for such agents, because they use the same large model to do everything. The result is an agent that overly relies on text, misses all the temporal information and can't react in time. This approach works in opposition to all the assumptions the UIs make about their users.

Adding more parameters and tokens will not solve the problem. Even executing this loop 10 times faster will only fill the LLM's context faster. To build usable computer-use agents, we need to challenge the core assumptions.

At Steelman Labs, we are working around a core principle: a computer-use agent must be able to use any interface a person can. To satisfy this condition, we separate planning from execution and introduce a System 1 for agents: a manipulator that takes care of motor control. We take a vision-first approach, treat the screen as a dynamic environment and pursue human-level reaction times.

Demo: a Steelman Labs model driving a live UI — perceiving and acting in real time.
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