ARC-AGI

Momentum

2 papers in the last four weeks, against 1 the four weeks before. 0.0% of all new papers.

Jul 13Week of Sep 28

Latest papers 12

Oct 8, 2026cs.AI

Memento 3: Model-Based Recursive Self-Improvement through Reflective Rulebooks

Learning to act in unfamiliar environments requires agents to infer how the world works and revise that understanding as new evidence arrives. Yet limited observations can support multiple world models that explain past interactions but predict different outcomes in unseen states. We introduce Memento 3, building on the Memento series to enable frozen LLM agents to continually learn explicit world models through external memory. The agent maintains a natural-language rulebook as persistent semantic memory, recording revisable hypotheses about environment dynamics while leaving unknown aspects underspecified. It compiles this rulebook into executable code for prediction and planning. Through a continual loop of observation, reflection, rule revision, compilation, and verification, the agent uses prediction errors to refine both the rulebook and its code. Updated code is accepted only when the LLM judges it faithful to the rulebook and cell-exact replay reproduces the observed transitions. We investigate this process as a model-based route to recursive self-improvement (RSI): the agent autonomously explores the environment, revises its world model, and uses verified updates to guide subsequent interaction and learning, while the underlying LLM remains fixed. A population extension maintains multiple world models in parallel, sharing interaction evidence and using their predictions to guide exploration. On ARC-AGI-3, the single-model agent clears every level of all 25 public games, achieves a mean Relative Human Action Efficiency (RHAE) of 100.0, and uses 44% of the human action count. In an Atari Pong case study, a learned feedback controller wins 21:0 in each of three evaluated episodes with different openings, without further LLM calls.
Oct 8, 2026cs.AI

Tracing the Thoughts of a Coding Agent Playing ARC-AGI-3: Lessons for Continual Learning

We study how a coding agent learns across a sequence of abstract reasoning tasks. The agent runs on a frozen foundation model inside a fixed harness and acts by writing and running Python and shell scripts. It retains no state across turns other than its written artifacts, so every thought it forms, carries, corrects or abandons leaves a trace, where a thought is any belief, rule or plan committed to a file. We let the agent play ARC-AGI-3, a set of interactive reasoning games that provide no instructions. Each game is a sequence of levels, and a strategy that clears one level can fail on the next, so every new level is in effect a new task. The agent records what it learns as Python scripts and text notes, while the harness keeps a complete log of every action and observation. Our contribution is a measurement protocol that traces each thought through these files, from the task where it forms to the task where it is corrected or abandoned, applied to seven evaluation runs with three backbones from two model families. Scripts written for one task are almost never called again in a later task (33 of 630 references cross a task boundary), because most scripts embed the state of the current level. Instead, the agent rewrites its knowledge into new scripts, keeping the general rules and dropping the level-specific details, and abandons 74% of the scripts it wrote before a boundary. The notes, which only the model reads, are never revised: the agent appends without removing earlier claims, and the contradictions that accumulate are settled against the log. Because the log preserves everything, the agent forgets selectively, not catastrophically. The most costly error is a hard-coded value carried into a task where it no longer holds. These findings come from the files the agent wrote, without access to the model, and constitute a white-box analysis of how a coding agent continually learns.
Sep 30, 2026cs.AI

Kepler: Auditable World Models for ARC-AGI-3

ARC-AGI-3 evaluates agents in interactive environments whose rules and objectives must be inferred from observation. We present Kepler, an open-source harness that represents hypotheses as executable world models and validates them through retrospective transition checks and conditional prediction checks. Under one frozen Claude Opus 5 configuration, Kepler obtained a server-verified 100.00 RHAE on all 25 public games, with no per-game model selection or score-conditioned reruns. On 181 of 183 completed levels, the final Opus attempt used no more actions than the corresponding median-human baseline. The retained board runs used 8,256 environment actions, of which 7,292 occurred in scored levels. Retained local provider-session records yield 858.0 million tokens, 97.37% cache reads, and a $777.72 cost at September 1, 2026 API list-equivalent rates. We also report three evaluation failures: source-code leakage that produced an invalid perfect run, agents reconstructing a removed harness in a control condition, and autonomous repair masking a broken planner. A single-game observation case study showed that animation frames contained task-relevant information absent from settled text grids. Across the final Claude Opus 5 and GPT-5.6 Sol boards, 48 of 50 game-model cells reached 100. These results indicate that public-set score alone has limited discriminative value and motivate first-attempt, cost-conditioned, and verification-aware reporting.
Sep 23, 2026cs.NE

Combining LLMs and Genetic Search for ARC-AGI-2

LLMs can generate programs for ARC-AGI-2 tasks, but the provided compute only allows a small number of attempts to generate, debug and validate solutions. Genetic algorithms can search and test many more programs, but random search rarely starts in a useful neighborhood of the solution space. We combine the two methods through a compact domain specific language (DSL). First, a quantized Qwen3.5-4B LLM generates an initial set of programs for each ARCAGI-2 task. Then, we use those programs to seed an initial population of starting programs, and use genetic algorithms to evolve these programs towards a solution to the given task. The DSL is designed such that every mutated program remains valid and can be executed. The initial programs proposed by the LLM solve 2 (3.3%) of the first 60 tasks of the ARC-2 public evaluation set. The genetic algorithm solves an additional 4, giving 6 correct test outputs in total (10.0%). If we try using evolving solutions without this LLM seeding, we do not arrive at any solutions at all. The results show that genetic search can improve programs generated by LLMs and produce additional correct solutions.
Aug 10, 2026cs.NE

BDH-CQ: In-Context Learning with Recurrent Latent Reasoning

We introduce BDH-CQ, a reasoning model that combines in-context learning with recurrent latent reasoning. Inputs presented at inference time continuously update the model's recurrent memory; the model then solves a query through iterative computation in a high-dimensional latent space, without verbalizing its intermediate reasoning. We evaluate the model on the public ARC-AGI-1 evaluation set and use controlled ARC-like interventions to study what it learns from demonstrations, how consistently it applies an inferred transformation, and which concepts remain difficult. A 150M-parameter configuration reaches 29.5% pass@2 at a computed inference cost of $0.0007 per task. This operating point breaks through the previously reported ARC-AGI-1 cost-accuracy Pareto frontier, establishing a new state of the art in benchmark cost efficiency.
Jul 30, 2026cs.AI

Tycho: Active Abstraction with Programmatic World Models for ARC-AGI-3

ARC-AGI-3 turns abstraction into an interactive problem of skill acquisition. A player must infer an unfamiliar game's rules, hidden state, and goal while maintaining action efficiency because every move counts. We formalize these environments as parameterized rendered deterministic Moore machines and introduce Tycho, a coding-agent system that constructs and uses game-specific models during interaction. Tycho separates actionable observations from intermediate animation, level-completion, and game-over frames. From this structured history, an agent can model, test, plan with, repair, or bypass a free-form executable hypothesis. In one matched public-set run per policy, we compare four orchestration policies on all 25 public games using Claude Opus 4.8 under matched inference budgets. Actor-requested delegation to a model builder obtains the highest observed mean Relative Human Action Efficiency (RHAE), 88.49. With this selected policy, GPT-5.6 Sol and Opus 5 both reach 100.00 RHAE and complete all 183 levels. Their game-balanced first-run human-replay midranks are 98.5 and 100.0. Opus 5 uses 61% fewer scored actions than the aggregate official human baselines. Automatic repair after verification failures produces models that reproduce observed transitions much more accurately, yet reaches only 83.07 RHAE. Transition match indicates whether a simulator reproduces observed dynamics, not whether it has identified the objective or improves the next action. Strong play also requires deciding when to construct, repair, use, or bypass a model. We call this joint problem active abstraction: generating a testable model from costly interaction and deciding when acquiring or using it is worth its cost.
Jul 10, 2026cs.AI

ARCANA: A Reflective Multi-Agent Program Synthesis Framework for ARC-AGI-2 Reasoning

We present ARCANA, a collaborative multi agent framework for solving ARC AGI 2 tasks under strict test time and hardware constraints. ARCANA decomposes each task into iterative perception, hypothesis generation, symbolic execution, and reflective refinement. A perceptual grounding agent builds object centric scene graphs from raw grids, a latent program policy proposes diverse DSL programs, a symbolic executor verifies candidates on demonstrations, and a reflective agent synthesizes failure driven feedback for the next turn. These agents communicate through a shared differentiable blackboard and are scheduled by a learned meta controller. The design combines structured program search with adaptive multi turn correction, improving reasoning efficiency and solution quality on challenging abstract transformation tasks.
Jun 30, 2026cs.AI

Modality-Driven Search with Holistic Trace Judging for ARC-AGI-2

Large language models can produce fluent, internally coherent reasoning traces for abstract reasoning tasks while still being confidently wrong - making selection among candidates, not just generation, the central challenge. I present a solver for ARC-AGI-2, a few-shot visual reasoning benchmark, built around two principles: (i) treating reasoning modalities as search operators, generating diverse candidates independently across text, image, and code channels, and (ii) context-preserving holistic judging, in which a judge model jointly compares all candidate reasoning traces within a single long-context prompt. Unlike self-consistency or majority voting, this approach reliably recovers correct minority hypotheses on tasks where the modal answer is wrong. On the ARC Prize semi-private evaluation set, the solver achieves 72.9 percent at USD 38.99 per task - the highest score on the verified leaderboard at the time of writing, exceeding the best standalone frontier models, GPT-5.2 Pro at 54.2 percent and Gemini 3 Pro at 54.0 percent, by +18.7 percentage points. On the public evaluation set, it achieves 76.1 percent at USD 19.69 per task. I release the full source code and document extensive negative results, including the finding that prescriptive prompting templates and iterative refinement systematically reduce hypothesis diversity and degrade performance.
Jun 8, 2026cs.LG

Structural Grid Descriptors Predict Within-Task Solver Success on ARC-AGI

We ask whether structural properties of intermediate grid states predict whether a symbolic ARC-AGI solver will succeed, framed as a test of conditional mutual information I(X;Y|task) > 0. Across 44,800 runs spanning two architecturally distinct solvers (beam search and Stochastic DFS), 400 ARC tasks, 28 configurations per solver, and both training and evaluation splits, hand-crafted grid descriptors measured at 50% trajectory completion discriminate successful from failed runs within the same task (mean within-task best-feature AUC = 0.885, p < 0.001 under within-task label permutation). Most predictive content lies along a single grid-complexity axis. The result generalizes across solver architectures: a feature selected on one solver predicts success on the other with AUC 0.747-0.762 in all four transfer directions (p < 0.001, leakage controlled). On a pre-registered held-out set of 41 reliable tasks, the frozen feature n_components_final achieves AUC = 0.765 (95% CI [0.717, 0.810], p < 0.001), robust under task-clustered bootstrap resampling and cross-solver task collapsing. The signal is not explained by solver capacity (configuration-residualized AUC = 0.927 and 0.896 for beam search and SDFS, p < 0.001) and is only weakly coupled to score trajectories (R^2 approximately 0). Early stopping at 50% completion reduces beam-search compute by 33.6% while retaining 98.9% of solves; degenerate-trajectory detection reduces SDFS compute by 65.3% with no solve loss. Finally, on 229 of 400 evaluation tasks the DSL primitive library produces no valid transition from the input grid. This 0-step collapse is invariant to search budget and universally failed by beam search, indicating a DSL coverage limitation rather than a search-budget effect.
May 25, 2026cs.AI

Explore Before You Solve: The Speed--Depth Trade-off in Epistemic Agents for ARC-AGI-3

We systematically investigate all 25 public ARC-AGI-3 games and find that every one is reachable through non-intelligent strategies: 10 in a single blind step, 5 after one probing action, 1 via repeated ACTION1 presses, 1 via diverse exploration, and 8 via single repeated actions with sufficient budget (50-200 steps). A library-level null-coordinate vulnerability additionally bypasses 18 games in 1 step. This benchmark critique implies the public evaluation set cannot discriminate intelligent exploration from trivial heuristics - the private 55-game evaluation is the only genuine intelligence test. Against this backdrop, we present AERA (Adaptive Epistemic Reasoning Agent), a three-phase (EXPLORE / VERIFY / PLAN) agent achieving RHAE=0.2116 (4/25 solved) on these 25 games with Qwen2.5-0.5B, while random and no-explore baselines score 0.0000. We formalise AERA through a Speed--Depth trade-off framework: under a convexity assumption (proved for a class of environments in the Appendix), RHAE's quadratic form emerges as a second-order penalty for deviating from the Pareto frontier between action efficiency and information gain. Contributions: (i) a benchmark validity analysis showing that current interactive reasoning benchmarks fail to measure the exploration they claim to require, and (ii) the EXPLORE-before-PLAN framework and model-capability x exploration interaction. The linked code track entry achieves RHAE=0.30 on the full 55-game private evaluation. Code: CC0.
May 6, 2026cs.AI

Executable World Models for ARC-AGI-3 in the Era of Coding Agents

We evaluate an initial coding-agent system for ARC-AGI-3 in which the agent maintains an executable Python world model, verifies it against previous observations, refactors it toward simpler abstractions as a practical proxy for an MDL-like simplicity bias, and plans through the model before acting. The system is intentionally direct: it uses a scripted controller, predefined world-model interfaces, verifier programs, and a plan executor, but no hand-coded game-specific logic. The agent-facing prompts, workspace, and controller contain no game-specific code, game-specific prompts, hand-coded heuristics, hidden solutions, or other game-specific information; the same agent and prompts are used across games. Because the coding agent has broad system access, we audit unintended information channels, describe earlier vulnerable harnesses, and explain how the current harness closes observed leakage channels while reducing benchmark-specific information exposure. We report results on the 25 public ARC-AGI-3 games. Each playthrough starts from a fresh agent instance and clean workspace, with no access to files or conversation state from earlier playthroughs. With GPT-5.5 high reasoning effort, the agent fully solved 15 games and achieved a mean per-game RHAE of 58.12%. With GPT-5.4 high reasoning effort, it fully solved 8 games and achieved a mean per-game RHAE of 41.29%. Performance on the private validation set, which is not yet available to us, remains to be tested. Overall, the results provide preliminary evidence that verifier-driven executable world models are a promising approach for ARC-AGI-3 agents. Full run artifacts are released with the code at https://github.com/astroseger/arc-3-agents-baseline1.
May 1, 2026cs.LG

Multi-Perspective Transformers in ARC-AGI-2 Challenge

ARC-AGI-2 is a benchmark of human-intuitive visual puzzles that measures a machine's ability to generalize from limited examples, interpret symbolic meaning, and flexibly apply rules in varying contexts. In this paper, we discuss our approach to solving the ARC-AGI-2 puzzles with TinyLM, with additional fine-tuning at test time, including Test-Time-Training (TTT) and Products of Experts (POE). Our model achieves 96.1% accuracy on the training set and 21.7% accuracy on the evaluation set.