Computer-use agents
A computer-use agent controls an application by observing its screen and sending input. A model chooses what to try. A separate program carries out the action and returns a new picture of the screen.
This series follows one task through that process. We open a fictional cricket scorecard, check the final result, and save a local note. Each chapter explains a different part of the work, including what can fail and how to check it.
Chapters
1. How the agent loop works
Follow a screenshot through the model, the executor, and the next observation.
2. The agent's computer
Build a virtual display and control which files, permissions, and network routes the agent can use.
3. Executing a click
Validate a proposed action, send input events, and check what the application changed.
4. Images and coordinates
Map a point in a screenshot to the display, then account for crops, scale, and small targets.
5. History, caching, and cost
Compare batches, approval checks, growing requests, and ways to keep useful history.
6. Safety, recovery, and evaluation
Handle hostile page content, uncertain outcomes, and independent checks of the final result.
The match and run traces are invented examples. The calculations state their inputs. They do not report measured agent performance.