A Test-time World-model Inference (Twin) system, in which a frontier coding agent writes an executable world model for completing continual learning tasks, such as ARC-AGI-3 games, which is strong enough to recover the true transitions of the game and the goal on nearly all levels.
Abstract
We present a Test-time World-model Inference (Twin) system, in which a frontier coding agent writes an executable world model for completing continual learning tasks, such as ARC-AGI-3 games. Traditional approaches hand-engineer such models, one custom design per task. Each game hides its rules and goal, and our system constructs them from simulation and interaction alone. Its inductive prior over grid games is strong enough to recover the true transitions of the game and the goal on nearly all levels. Replay validation happens in a twin world model. The harness enforces that an action is not made until the program reproduces every previous observed game transition. Each mismatch between a world model prediction and the actual action result becomes a counterexample that is used to repair the world model. Twin clears 179 out of 183 levels (97.8%), and does so more efficiently than humans in 158 out of 179 levels (88.3%). The system infers the goal before any reward on 156 of the levels it clears (87.2%), and in the remaining levels automatically discovers the goal by search. The benchmark scores completion and action efficiency, between 0 and 100, against humans playing each game for the first time. Played directly, the base model scores only 7.8%; an off-the-shelf harness increases it to 61.1%, whereas our twin world model increases the same base model to 93.3%, clearing 23 out of 25 games. Building a usable world model is simpler than anticipated, whereas the harder problem is inferring the right goal.
This work proposes Reinforcement Learning with Human-Engine Verification (RLHEV), a post-training paradigm that combines dense engine signals with implicit human acceptance feedback from the development process to support RL post-training.
P. Zhou, Hesong Wang, Zhengfeiyang Zhang et al.· 1 citation
DiG-bench (Discovery in Games) is released, a new benchmark for discovering new knowledge with experimentation in controlled environments where the objective is unknown, which provides games at seven tiers of difficulty for AI agents.
R. Battleday, Kai J. Sandbrink, Jimi Cullen-Drohan et al.· 2 citations· ⚡1
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,...
Jens Lehmann, Andrei C. Aioanei, Sahar Vahdati· 1 citation
The results show why multi-agent AI-race simulations need validity checks and trajectory-level analysis before their outputs are described as strategic, human-like, or safety-aware.
P. Pham, Duy Minh Dao Sy, Trung-Kiet Huynh et al.· 0 citations
A coding agent combines a model with a harness, which decides what the model sees, which tools it can use, and how the work continues, and two configurations of the same harness are compared on three coding benchmarks.
Large language model agents deployed without a central controller are often assumed to require communication to coordinate their actions. We ask what remains possible without it: when independent instances of the same model cannot communicate, can they still reason about their counterparts well enough to exceed the sta...
Deborah Sinishaw, Qi-Le Zhu, Edwin Meriaux et al.· 2 citations
We use cookies to run the site and, with your consent, for analytics and to show ads.
See our Cookie Policy.