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TRIP-Bench: A Benchmark for Long-Horizon Interactive Agents in Real-World Scenarios

Yuanzhe Shen, Zisu Huang, Zhengyuan Wang, Muzhao Tian, Zhengkang Guo, Chenyang Zhang, Shuaiyu Zhou, Zengjie Hu, Dailin Li, Jingwen Xu, Kaimin Wang, Wenhao Liu, Tianlong Li, Fengpeng Yue, Feng Hong, Cao Liu, Ke Zeng

TL;DR

TRIP-Bench introduces a realistic long-horizon benchmark for interactive agents in real-world travel planning, emphasizing global constraint adherence, multi-tool orchestration, and adaptation to evolving user behavior. It combines a large-scale, tool-augmented environment with 40 travel rubrics and 18 tools, plus a diverse user-simulator and automatic evaluation. To address optimization in long-horizon interactions, the authors propose GTPO, an online multi-turn reinforcement learning method that uses Global Instruction Normalization, Turn-wise Reward Differencing, and Turn-level Reward Normalization to stabilize training; applied to Qwen2.5-32B-Instruct, GTPO outperforms baselines like GRPO and Gemini-3-Pro on TRIP-Bench. The work offers a practical framework for robust long-horizon planning and tool coordination, with implications for deploying real-world autonomous agents in complex, evolving user settings.

Abstract

As LLM-based agents are deployed in increasingly complex real-world settings, existing benchmarks underrepresent key challenges such as enforcing global constraints, coordinating multi-tool reasoning, and adapting to evolving user behavior over long, multi-turn interactions. To bridge this gap, we introduce \textbf{TRIP-Bench}, a long-horizon benchmark grounded in realistic travel-planning scenarios. TRIP-Bench leverages real-world data, offers 18 curated tools and 40+ travel requirements, and supports automated evaluation. It includes splits of varying difficulty; the hard split emphasizes long and ambiguous interactions, style shifts, feasibility changes, and iterative version revision. Dialogues span up to 15 user turns, can involve 150+ tool calls, and may exceed 200k tokens of context. Experiments show that even advanced models achieve at most 50\% success on the easy split, with performance dropping below 10\% on hard subsets. We further propose \textbf{GTPO}, an online multi-turn reinforcement learning method with specialized reward normalization and reward differencing. Applied to Qwen2.5-32B-Instruct, GTPO improves constraint satisfaction and interaction robustness, outperforming Gemini-3-Pro in our evaluation. We expect TRIP-Bench to advance practical long-horizon interactive agents, and GTPO to provide an effective online RL recipe for robust long-horizon training.

TRIP-Bench: A Benchmark for Long-Horizon Interactive Agents in Real-World Scenarios

TL;DR

TRIP-Bench introduces a realistic long-horizon benchmark for interactive agents in real-world travel planning, emphasizing global constraint adherence, multi-tool orchestration, and adaptation to evolving user behavior. It combines a large-scale, tool-augmented environment with 40 travel rubrics and 18 tools, plus a diverse user-simulator and automatic evaluation. To address optimization in long-horizon interactions, the authors propose GTPO, an online multi-turn reinforcement learning method that uses Global Instruction Normalization, Turn-wise Reward Differencing, and Turn-level Reward Normalization to stabilize training; applied to Qwen2.5-32B-Instruct, GTPO outperforms baselines like GRPO and Gemini-3-Pro on TRIP-Bench. The work offers a practical framework for robust long-horizon planning and tool coordination, with implications for deploying real-world autonomous agents in complex, evolving user settings.

Abstract

As LLM-based agents are deployed in increasingly complex real-world settings, existing benchmarks underrepresent key challenges such as enforcing global constraints, coordinating multi-tool reasoning, and adapting to evolving user behavior over long, multi-turn interactions. To bridge this gap, we introduce \textbf{TRIP-Bench}, a long-horizon benchmark grounded in realistic travel-planning scenarios. TRIP-Bench leverages real-world data, offers 18 curated tools and 40+ travel requirements, and supports automated evaluation. It includes splits of varying difficulty; the hard split emphasizes long and ambiguous interactions, style shifts, feasibility changes, and iterative version revision. Dialogues span up to 15 user turns, can involve 150+ tool calls, and may exceed 200k tokens of context. Experiments show that even advanced models achieve at most 50\% success on the easy split, with performance dropping below 10\% on hard subsets. We further propose \textbf{GTPO}, an online multi-turn reinforcement learning method with specialized reward normalization and reward differencing. Applied to Qwen2.5-32B-Instruct, GTPO improves constraint satisfaction and interaction robustness, outperforming Gemini-3-Pro in our evaluation. We expect TRIP-Bench to advance practical long-horizon interactive agents, and GTPO to provide an effective online RL recipe for robust long-horizon training.
Paper Structure (60 sections, 11 equations, 6 figures, 6 tables)

This paper contains 60 sections, 11 equations, 6 figures, 6 tables.

Figures (6)

  • Figure 1: Overview of TRIP-Bench. Left: data construction via rubric-to-constraint generation, progressive modification-chain synthesis, and complexity-conditioned task curation. Right: long-horizon evaluation pipeline where a travel agent iteratively plans with a unified suite of tools and is assessed by rule-based and turn-level metrics under diverse user-simulator interactions.
  • Figure 2: Overview of our training pipeline. Left: 120k trajectories are sampled from synthesized prompts, repaired with three rounds of error feedback, and filtered to obtain high-quality rollouts for SFT. Right: GTPO optimizes on groups of multi-turn rollouts by (i) global instruction-wise normalization, (ii) turn-wise reward differencing, and (iii) per-turn reward normalization.
  • Figure 3: Left: Performance vs resource use. Three scatter plots: performance vs #turns (left), output tokens per 10k (middle), and avg reasoning cost (USD, log; right). Models: thinking vs non-thinking; open- vs closed-source by marker shape; dashed lines are trend fits.
  • Figure 4: Left: Breakdown of the top-15 highest-error constraints by domain and constraint type (Global vs. Pointwise) in the multi-turn setting. Right: DeepSeek-V3.2-Thinking score rates per rubric under single-turn and multi-turn (regular vs. no-issue) settings.
  • Figure 5: Pass-k Performance Results.
  • ...and 1 more figures