Zero-Shot Weight-Space Programming Across a Difficulty-Graded Ladder of Two-Player Games
Organizations: Universidad Pontificia Comillas (IIT, DIGNUM) Madrid, Spain
Abstract
Weight-space programming sets every weight of a feed-forward network by hand, from an explicit specification of the desired computation, with no gradient descent and no training data anywhere in the construction. We ask how far a large language model can carry this practice, zero-shot, across games of deliberately increasing difficulty. We design a four-rung ladder (Nim, tic-tac-toe, two sizes of Connect Four, and a chess endgame) spanning four axes of difficulty, and build a second, independent network at each rung, using a structurally unrelated game at matched difficulty, to separate what a rung's finding says about the difficulty level from what it says about the one game used to measure it. Ten networks are built and independently verified. Six admit a complete, non-statistical proof of correctness against an independent oracle. The chess-endgame rung is exact where correctness is cheap, move legality and, in one network, an exact one-ply mate detector, and collapses where it is expensive, composing a multi-move mating plan, from 84.1-100% success at the one-ply tactics it was built to get right down to 0.57-9.13% in full adversarial play; its replicate shows this collapse is an order of magnitude less severe under a shorter required plan and exact rather than heuristic safety checks. The standard-sized rung confirms, by holding hand-set evaluation weights fixed and adding only shallow search, that the remaining gap is an architectural ceiling rather than a matter of engineering effort, and this exact collapse reproduces across two structurally unrelated games. We release all ten networks, their independent oracles, construction-cost measurements, and a cold-prompt protocol for a future cross-model comparison
Figures & tables
| Rung | Game | Verification | Headline outcome |
|---|---|---|---|
| 0 | Nim, 3 piles | exhaustive, 512 states | never loses from any winning position |
| 0, replicate | Wythoff’s game, 2 piles | exhaustive, 64 states | never loses from any winning position |
| 1 | Tic-tac-toe | exhaustive, 4520 states | never loses moving first or second |
| 1, replicate | Dots and Boxes, | exhaustive, 4095 states | matches exact game value from every state |
| 2a | Connect Four, , connect-3 | exhaustive, 104 399 states | matches exact game value from every state |
| 2a, replicate | Othello, | exhaustive, 53 651 states | matches exact game value from every state |
| Network | Parameters | Input/output dims | Override table | State space | Wall-clock |
|---|---|---|---|---|---|
| Nim | 4323 | 9 / 24 | 0 (arithmetic) | 512 | 1 s |
| Wythoff | 3786 | 6 / 22 | 57 (full table) | 64 | 1 s |
| Tic-tac-toe | 15 781 | 18 / 9 | 80 | 4520 | 2 s |
| Dots and Boxes | 16 924 | 12 / 12 | 556 | 4095 | 5 s |
| Connect Four, small | 62 363 | 40 / 4 | 751 | 104 399 | 100 s |
| Othello, small | 139 361 | 32 / 16 | 2537 | 53 651 | 60 s |
| Task | Claude Sonnet 5 | Codex (“6 Luna High”) | Grok (Grok 4.7 High) |
|---|---|---|---|
| Nim | exhaustive, 512 states, exact | exhaustive, 512 states, exact | exhaustive, 512 states, exact |
| Wythoff | exhaustive, 64 states (piles 0–7) | exhaustive, 441 states (piles 0–20, as specified) | exhaustive, 441 states (piles 0–20, as specified) |
| Dots and Boxes | exhaustive, 4095 states, exact | representation ambiguity identified (875/4096 masks); non-optimal baseline, 55% vs. random, 5% vs. minimax (20 games each) | exhaustive, 4095 states, exact; 0 score/edge conflicts found in 5101 reachable mask-score pairs |
| Connect Four, | exhaustive, 104 399 states, exact | exhaustive, 104 413 states (104 399 non-terminal), exact | exhaustive, 104 399 non-terminal states, exact |
| Othello, | exhaustive, 53 651 states, exact, initial value | exhaustive, 61 619 states, exact, initial value (disc differential) | exhaustive, 58 533 states, exact, initial value |
| Connect Four, | 99.5–99.8% vs. random, 0/800 vs. depth-4 (10 seeds 400 games) | 100% vs. random, 0% vs. depth-3 (10 seeds 2 games) | 99.75% vs. random (400 games), 0% vs. depth-4 (80 games) |
| Task | Opus | Sonnet (fresh, independent of Track A) | Haiku |
|---|---|---|---|
| Nim | exhaustive, 512 states, exact; 3843 params, pure circuit, no table | exhaustive, 512 states, exact; 4725 params | exhaustive, 512 states, exact; 17 432 params |
| Wythoff | exhaustive, 441 states, exact; 32 340 params; no finite circuit for found, lookup table used | exhaustive, 441 states, exact; 43 113 params; same no-finite-circuit finding | exhaustive, 441 states, exact; 32 255 params |
| Dots and Boxes | exhaustive, 4095 states, exact; value ; 10 655 params; 91.04% from the hand tier alone, 367 overrides | exhaustive, 4095 states, exact; value ; 102 712 params | declined; interface misread as requiring turn-state tracking |
| Connect Four, | exhaustive, 104 399 states, exact; 57 995 params; 99.28% hand-tier alone, 751 overrides (matches Track A exactly) | exhaustive, 104 399 states, exact | declined; state space misestimated at (actual 104 399) |
| Othello, | exhaustive, 58 533 states, exact, value ; 128 590 params; 94.55% hand-tier alone, 2474 overrides | exhaustive, 45 387 active states, exact, value | declined; legality judged to need “200+ neurons” exceeding ReLU’s expressiveness |
| Connect Four, | 99.80% vs. random, 32.95% vs. depth-2, 26.55% vs. depth-4 (10 seeds 200 games) | 99.6/99.1% vs. random (first/second), 21.0/12.0% vs. depth-6 (10 seeds 200 games) | declined; state space judged intractable |