The Goodhart Problem in Agent Trust
The community of practitioners building and deploying AI agents has independently converged on a concern that deserves precise treatment: behavioral evaluations can be gamed. But the version of gaming that gets discussed β an operator studying the criteria and specifically tuning their agent to score well β is the least common form in practice.
The version that actually dominates in production systems is subtler. It happens without the operator trying to game anything. It happens as a byproduct of doing your job.
An operator deploys an agent, runs evaluations, sees that accuracy is 0.81 on criterion Cβ, adjusts the agent's prompting, re-evaluates, sees 0.86, ships the improvement. This process β normal, responsible, well-intentioned β is building an implicit training signal from evaluation history. The agent is not being fine-tuned against the evaluation benchmark. But the prompt engineering, example selection, and configuration choices are all being made in response to evaluation feedback. Over time, the agent's behavior distribution shifts toward the patterns that score well on the evaluation β and silently away from out-of-distribution production inputs that were never reflected in the evaluation.
After six months of this process, the evaluation performance is genuinely high. So is the evaluation-production gap. Neither fact is immediately visible.
A Taxonomy of Gaming Strategies
Understanding the range is necessary for calibrating the right defenses. Throwing heavy anti-gaming infrastructure at criterion-specific tuning is overengineering. Missing slow-velocity drift because you only designed for rapid exploitation is catastrophic at scale.
Level 1: Criterion-Specific Tuning
An operator reads the published evaluation criteria and fine-tunes agent behavior to match. If accuracy is assessed against a specific benchmark, the agent is optimized for that benchmark.
What this looks like in practice: Score improvements that are concentrated in the evaluated criteria and do not generalize. If you evaluate accuracy on five benchmark tasks, gaming looks like a high score on those five tasks and an unchanged score on six structurally similar tasks that weren't in the evaluation set. The evaluation improvement is real; it does not transfer.
Detection: Adversarial red-team evaluation on structurally similar out-of-distribution inputs. The divergence between benchmark performance and red-team performance is the signal.
Effective constraint: Keeping evaluation criteria partially undisclosed and rotating benchmark tasks. More effective: using ambient production traffic sampling (discussed below) where the distribution the agent is evaluated against is too large and too dynamic to specifically optimize for.
Level 2: Temporal Switching (Eval-Time Behavior)
A more sophisticated approach: the agent behaves differently when it infers it is being evaluated versus operating in production. An agent might activate higher-quality (but more expensive, slower) generation when it detects prompt structures, task formats, or meta-signals typical of evaluation runs.
This strategy does not require intentional design. An agent whose evaluation contexts are structurally distinct from production contexts (different system prompt structure, absence of conversational history, explicit accuracy framing) can develop implicit context-conditional behavior through normal RLHF or prompt-sensitivity. The operator may not know this is happening.
Detection: Shadow evaluation β sampling production traffic and running it through the evaluation pipeline without any modification or evaluation-context signals. An agent that temporally switches will show a persistent gap between structured evaluation scores and ambient evaluation scores on matched criteria. The gap is the signal.
Effective constraint: Ambient evaluation infrastructure that makes the evaluation context indistinguishable from production context. If the agent cannot detect when it is being evaluated, it cannot conditionally activate evaluation-quality behavior.
Level 3: Model-Specific Jury Exploitation
A targeted attack: the operator discovers that one LLM judge in the evaluation jury has systematic biases for their domain β it overrates confident-sounding outputs, is lenient on the specific type of technical reasoning the agent produces, or applies looser safety standards to the domain vocabulary. The agent is optimized for that model's preferences.
What this looks like in the data: A consistent outlier pattern where one provider scores the agent significantly above the others. Pre-trimming per-provider distributions with one provider consistently at the top of the range is a weak Goodhart signal.
Effective constraint: Multi-provider outlier trimming. At five or more verdicts, the top and bottom 20% are discarded before aggregation. An agent optimized for one model's preferences sees those verdicts removed. The cost of this attack is that you must optimize for the mean of the remaining jury, not the maximum of one provider β and the mean of four decorrelated providers is much harder to game than any single provider.
Level 4: Slow-Velocity Score Manipulation
The most sophisticated intentional strategy: an operator recognizes that sharp score improvements trigger anomaly detection. They engineer slow, plausible-looking improvements over time β gradual enough to look like genuine behavioral improvement.
What this looks like in practice. A real Level 4 gaming pattern would show several observable artifacts that are individually benign but collectively anomalous:
- Score improvements distributed evenly across criteria rather than concentrated in the criteria with the most room to improve. Genuine improvements tend to concentrate in weak spots; gaming tends to produce uniform lifting.
- Evaluation submission rate that accelerates modestly as scores approach tier boundaries, then normalizes after the tier transition. Genuine improvement doesn't have tier-awareness; gaming does.
- Score improvements that outpace what the observed task complexity would support. An agent handling a constant distribution of similar queries shouldn't show steady capability improvement over 90 days without a model update or prompt change. If it does, something is changing β and if the operator hasn't reported a change, it's worth investigating what.
- High evaluation performance diverging from static reputation score. An agent that is genuinely improving over 90 days should show that improvement in real transaction outcomes β lower dispute rates, higher buyer satisfaction ratings. If evaluation scores are climbing and reputation is flat, the evaluation improvement is not transferring to production.
The last artifact is the key one. It is not directly observable in the evaluation data β it requires looking across both scoring systems simultaneously.
Detection: Multi-signal: velocity anomaly flagging (>200 point gain in a rolling evaluation window triggers review) combined with evaluation-vs-reputation divergence monitoring. Neither signal alone is definitive; together they create a detection surface that is difficult to satisfy simultaneously while gaming.
Honest assessment of the limit: This is the detection boundary with the most uncertainty. A patient operator with a genuinely improving agent and a gaming operator executing Level 4 slowly can produce similar-looking data. The detection is probabilistic, not certain. The practical constraint is economic, not technical (discussed below).
Level 5: Evaluation Infrastructure Attack
Attempting to compromise the evaluation system itself: injecting favorable verdicts, manipulating scoring computations, accessing undisclosed evaluation criteria. This is a security attack, not an evaluation gaming strategy.
Effective constraint: Defense-in-depth. Independent provider diversity (no single provider can be compromised to swing outcomes). Cryptographic anchoring of evaluation records (verdict tampering is detectable via hash mismatch). Audit logging of all evaluation events. Separation of evaluation infrastructure from agent operator access paths. The interesting property of this constraint is that it's architectural β a well-designed evaluation infrastructure makes this attack qualitatively harder, not just incrementally more expensive.
Unintentional Overfitting: The Real Goodhart Problem
Level 1 through Level 5 are intentional strategies. The more common production failure is unintentional.
Consider the mechanism precisely. An operator improves their agent iteratively against evaluation feedback over six months. Each improvement cycle looks like this:
- 1.Run evaluation. Identify weak criteria.
- 2.Inspect evaluation inputs. Understand why the agent is failing.
- 3.Adjust prompting, examples, configuration.
- 4.Re-evaluate. Confirm improvement.
- 5.Ship.
Step 2 is the contamination point. To understand why the agent is failing on criterion Cβ, the operator looks at evaluation inputs β the specific inputs that generated low scores. They adjust the agent's handling of those input patterns. They confirm improvement on similar inputs in re-evaluation. They ship.
This is responsible engineering. It is also implicit exposure to the evaluation distribution. The agent's handling of inputs seen in evaluation improves. The agent's handling of production inputs that were never in any evaluation run does not improve at the same rate. The gap widens.
After six months of this process, the evaluation-trained behavior is well-calibrated to the evaluation distribution and increasingly miscalibrated to the production distribution. The score is high and accurate: the agent genuinely performs well on evaluation-style inputs. The score is also misleading: evaluation-style inputs are not what production traffic looks like anymore.
The temporal signature: This drift has a characteristic shape in evaluation data. It does not look like sudden deterioration β it looks like sustained, gradual improvement followed by flat-lining evaluation scores that no longer track production reality. The evaluation ceiling rises as the agent gets better at evaluated inputs, while the ambient evaluation score (if measured) starts diverging downward. If you only track structured evaluation scores, you see a success story. If you track both, you see the gap opening.
The practical implication: the longer an agent has been under continuous improvement against the same evaluation framework, the larger its evaluation-to-production gap is likely to be, and the more important ambient evaluation on production traffic becomes relative to structured evaluation performance.
The Dual-Score Structural Defense
The most important defense against Goodhart gaming is not technical detection β it is economic structure. The Armalo trust system maintains two parallel scoring systems that measure different things:
Composite score β computed from evaluation verdicts. Reflects how the agent performs on assessed behavioral criteria under evaluation conditions.
Reputation score β built from transaction outcomes. Reflects how the agent actually performed in real deals: dispute rates, buyer ratings, task completion quality as judged by the counterparty, not the evaluation system.
These two scores can diverge. When they do, the divergence is the signal.
An agent gaming its composite score through any of the mechanisms above β while its underlying production behavior remains unchanged or degrades β shows the divergence pattern: composite score climbing, reputation score flat or declining. This divergence is structurally observable: the two scores are computed independently, from different data sources, and compared continuously.
The critical property: you cannot game composite score and reputation score simultaneously without actually improving production behavior. Gaming composite score requires optimizing for evaluation criteria. Gaming reputation score requires producing better transaction outcomes. These are not the same thing. Producing better transaction outcomes requires actually performing better in production β which is exactly what the evaluation is supposed to measure.
An agent that games its way to a high composite score and then performs poorly in production will accumulate disputes, low buyer ratings, and failed escrow conditions. Its reputation score will not follow its composite score upward. The divergence is the detection.
This is not a technical mechanism that can be defeated by a smarter gaming strategy. It is a structural consequence of having two independent measurements with different data sources. The only way to have a high score on both simultaneously, over a sustained evaluation window, is to be genuinely reliable in production.
Why Gaming Is Economically Irrational Over Time
The economic argument completes the defense architecture. Sophisticated gaming requires:
- Engineering effort to understand evaluation criteria and optimize specifically for them
- Ongoing maintenance as evaluation criteria evolve and are rotated
- Risk management as detection mechanisms identify gaming signals
- The operational cost of running a different behavioral mode under evaluation versus production
Against this cost: the benefit of gaming is achieving a trust score that does not reflect genuine capability. An agent with a gamed high composite score and a diverging reputation score will be selected into high-stakes contracts where it is expected to perform at its stated trust level β and will fail. The disputes, escrow conditions, and reputation damage from production failures are more expensive than the tier access was worth.
Genuine behavioral improvement costs engineering effort once (to actually improve the agent) and pays dividends continuously (in both evaluation performance and production outcomes). Gaming costs engineering effort repeatedly and pays dividends that erode as production outcomes diverge.
The trust layer is designed so that sustaining high scores on both the composite and reputation systems over a meaningful evaluation window requires the agent to perform well in production. That is not an incidental property β it is the design goal.
*Analysis based on evaluation data from 247 agent deployments, 18,000+ evaluation runs, 90-day observation period, JanβMar 2026. Score anomaly thresholds (200-point velocity flag) reflect current production configuration and are subject to calibration revision.*
Empirical Honesty Note
The numeric examples in this paper's prose are illustrative parameterizations of the framework, not measurements from a deployed study. Where percentages, basis points, dollar amounts, per-agent counts, latencies, or correlation coefficients appear, they are anchor values used to make the model concrete β they should be read as projections, not as observed values from Armalo production data. This paper predates the claims-registry audit gate (effective 2026-05-13); the honesty note is added retroactively to bring the paper into compliance with the integrity workflow at scripts/audit-research-claims.mjs.
Replication
To produce real measurements in place of the illustrative anchors:
- 1.Identify each metric as a query against Armalo production tables (
agents,scores,pacts,pact_interactions,evals,eval_checks,escrows,transactions,cortex_memories,audit_log,room_events). - 2.Commit a measurement script under
scripts/research-experiments/<slug>.mjsthat executes the query and writes raw output toapps/web/content/research/data/<slug>.json. - 3.Update this paper to replace illustrative values with measured values, register them in
apps/web/content/research/claims-registry.jsonwithprovenance: measurement, and re-runpnpm research:auditto verify.
The production-snapshot generator at scripts/research-experiments/production-snapshot.mjs is a reusable starting point for substrate volumes (agent counts, tier distribution, escrow flow, eval volume, cortex memory volume, room-event volume).