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Machine Learning Street Talk · · 85 分钟

ARC-AGI-3夺冠团队——数千年心智,压缩于文字之中

Tim ScarfeBenjamin CrouzierJeroen CottaarDries SmitStefano VielMichal Tesnar

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TL;DR
  • ARC-AGI-3公布的36%主要是动作效率得分,并不是解出游戏的占比。 在配备完善工具框架的情况下,前沿模型据称能完成约一半至三分之二的训练游戏,而ARC Prize未配备工具框架的排行榜成绩低于1%;但动作超出部分会受到二次惩罚。「如果不看背后的东西,36%这个数字可能会产生误导。」

  • 当ARC Prize通过加固基准来抵御暴力搜索后,团队在预览赛中获胜的策略迅速失效。 Dries Smit 的 Stochastic Goose 在ARC-AGI-3的4,000多个动作中筛选会带来画面变化的动作,在100,000次动作预算内完成18个关卡,并解出3局游戏中的2局。正式比赛让无效果动作同样消耗时间,并在动作数达到人类的2x–3x时就将得分压至接近零,迫使系统进行更有方向性的探索。

  • 在公开训练游戏中,目标识别的约束小于高效探索和持久记忆。 一个表现良好的270亿参数模型,可能一开始就识别出正确假设,随后连续通关许多关卡;表现糟糕的模型则可能认定目标是把能量条降到最低,或在某个区域站满十次。实际瓶颈是跨上下文进行“基于抽象的探索”,而上下文长度可达数十万甚至数百万token。

  • 团队的系统把语言重新引入了一个刻意剥离指令的基准。 工具框架将像素转化为语言和可执行表示——颜色、类似ASCII的网格、连通分量、对象描述和Python世界模型——让推理模型能够复用迷宫、玩家和墙壁等概念。颜色置换和旋转都会同时伤害人类与模型表现,暴露出“游戏中存在一些人类先验的泄漏”,也让ARC是否真正隔离了纯粹智能变得更难论证。

  • Transformer内部可能缺乏形式化规划,但工具使用正让真实规划与模拟规划越来越难以区分。 理解规则后,LLM可以编写Python并调用搜索;在此之前,它必须处理更难的元规划:探索环境、修正假设,并决定何时从试探转向利用。团队给出的务实答案是,Transformer“非常擅长假装”自己在规划,而且在实际操作层面可能已经无法区分。

  • 完美得分的门槛仍远高于头条成绩所暗示的水平。 受约束的比赛要求系统在9小时内、使用一张RTX 6000完成110局游戏,而前沿模型的一次运行成本可能“达到几千美元”;要拿到100%,几乎不能接受错误假设或一次不走运的探索动作。团队不认为今年能拿到大奖,但其中一人认为,即使在比赛约束下,未来达到约90%之类的成绩也有可能。

  • 近期真正的差异化仍来自工具框架设计、训练基础设施和研究判断,而不只是购买更多算力。 团队用25局游戏加生成环境进行训练,配合塑形奖励和100,000–200,000 token的序列,但也承认自主研究代理仍会优化微小细节,却错过决定性的抽象。团队押注今年的赢家不会是纯粹的“苦涩的教训”式方案,不过通用的游戏模式日后可能被吸收进基础模型。

摘要 · 为研究而整理的核心内容

1. ARC-AGI-3让智能体先发现游戏,再开始游戏

  • 在LS20中,一次游戏观测是一个64×64的画面,像素取16种颜色之一。没有任何指令,智能体必须推断自己控制的是哪个对象、哪些动作会让它移动、环境遵循什么动力学,以及未被明说的目标是什么。

  • 在LS20中,表面任务是在迷宫中导航,并在出口处让两个对象对齐。工具框架往往会抵达视觉上显而易见的终点后停下,因为获胜还需要比迷宫看起来结束时多走一步;人类则会“先试一下,看看会发生什么”。

  • 搜索空间很快就会爆炸:除了8个主要动作,还有一次鼠标点击,约有4,000个可能位置,而完整游戏可能需要几百到1,000次动作。即使已经识别出目标,朴素暴力搜索在计算上也不切实际。

2. Stochastic Goose靠利用可观测变化赢下预览赛

  • Smit参加预览赛时只有2周时间,而且在那套设置下只有3局游戏,因此预训练更可能导致过拟合,而不是泛化。他采用的捷径是广泛探索,但降低那些在特定状态下不会带来画面变化的动作的优先级。

  • 这套方案使用动作模型、经验哈希、回放缓冲区和优先级回放,在约1,000步内开始选择有用动作。在100,000次动作限制下,它完成了18个关卡,并解出了3局游戏中的2局。

  • Smit明确表示,这是一种基准优化,而不是Chollet所期待的“抽象的获取与综合”。预览赛前4名基本都是经过筛选的暴力搜索系统,恰恰暴露了预览赛原本要揭示的弱点。

3. 加固后的基准迫使系统从搜索转向编码代理

  • ARC Prize的回应是:即使名义上有效的动作没有带来任何变化,计时器也会继续推进,同时提高游戏难度并引入严厉的动作效率惩罚。“如果只是比人类基准高,比如2x或3x,你的得分已经接近零了。”

  • 直接根据长序列画面预测动作——一种更偏转导式的策略——无法泛化。它还会给每一步分配同等的思考量,尽管合理的游戏过程会在岔路口深度推理,在直线路径上批量执行显而易见的动作。

  • 替代方案是编码代理,其英文推理轨迹会显示它何时识别出了对象、机制和目标。它编写可执行的Python代码来提取结构、构建简化世界模型,并运行广度优先搜索等算法,使整个方法更偏归纳式,也更容易检查。

4. 公开分数掩盖了可观的游戏能力

  • ARC Prize未配备工具框架的前沿模型图表仍低于1%,而公开发布的工具框架能达到约35%–36%。这些指导并不针对具体游戏:它们提供通用思考模式、工具访问权限和编写代码的许可,同时把形成假设和规划动作留给模型。

  • 对已完成关卡而言,得分大致等于人类动作基准与玩家动作数之比的平方。因此,团队表示,当前前沿系统能完成“约一半或三分之二”的训练游戏,“只是解得效率太低”。

  • 人类校准本身就很难。基准从每个关卡人类第二优成绩逐渐转向中位数;即便是一个有经验的玩家,也可能难以拿到100%的成绩,团队成员有时还需要1小时才能理解一局游戏。

5. 错误假设比没有假设更难摆脱

  • 在公开游戏中,模型通常能提出合理目标,并且已经在每一局游戏中至少完成过第一关。私有测试集据称更难且此前不可见,因此团队谨慎限定结论:在训练数据上,目标设定“似乎”不是瓶颈。

  • 如果最初假设正确,一个270亿参数模型可能继续完成许多关卡。但一旦猜错1到2次,它就可能锁定在明显薄弱的解释上——比如把能量条降到最低,或在某个区域踩满十次——并难以重新考虑。

  • 团队将核心问题定义为:在发现正确描述层级的同时,平衡探索与利用。一旦把移动的像素理解为智能体或有意义的对象,游戏可能就会变得简单;难的是高效获得这一抽象。

  • Scarfe提出的另一种基准设计会明确奖励学习:允许第一次解法效率低下,将其压缩为可复用知识,然后要求速通。团队认为这很有吸引力——ARC-AGI-4已经讨论过这一方向——但仍为动作效率辩护,认为它是抵御盲目搜索的现实手段。

6. 语言奏效,是因为它带入了一生的先验

  • ARC移除了指令,但团队有意把语言重新放回系统,因为推理模型就是在语言环境中训练出来的。工具框架的任务,是将一个分布外的视觉领域转译成足够接近模型预训练先验的描述。

  • 把一个格子只编码成数字,效果不如直接命名其颜色——例如用B代表蓝色——并明确说明它是蓝色。模型已经将明亮颜色与可交互对象联系起来,将暗淡颜色与背景或墙壁联系起来;“新生儿体内没有一个原生的基本概念,能告诉它这是一座迷宫。”

  • 置换颜色或旋转棋盘,都会显著增加算法和人类处理同一底层游戏的难度。深色背景、白色或灰色墙壁,以及可识别的游戏布局,都反映出人类创作者的设计,留下了难以彻底剥离的先验。

  • 多种视图可以降低感知成本。除了类似ASCII的网格,工具框架还提供简单的连通分量分割,让模型能够识别候选对象,无需反复消耗token去重建每个区域。

7. 人类能力也可能同样依赖路径、碎片化

  • 讨论将可复用的自底向上能力,与碎片化、纠缠的表征放在一起对比:爬山算法可能拼出一个“意大利面怪物”,用错误的理由抵达正确答案。更尖锐的表述是:“表现,而非能力。”

  • 嘉宾的反驳是,人类认知可能也具有同样结构。进化将人类调校为擅长空间推理和生存,而不是量子物理;所谓纯粹的符号推理,可能只是神经机制和数百万年隐性试错之上的事后故事。

  • 团队一名成员的职业电竞朋友识别出一局游戏的模式,并在3秒内完成第一关,没有多走一步。5年的专项游戏训练带来了“超人类表现”,说明人类基准同样建立在习得的视角之上,而不只是依赖普适的原生基本概念。

  • Scarfe的涌现类比保留了这种张力:生命游戏中的滑翔机依赖路径,从底层更新出发具有计算不可约性,但“滑翔机”又成为一种压缩且自洽的描述。微积分等知识同样可以开启新一层抽象,而无需重放其完整来源。

8. ARC-AGI-3测试两种不同的规划能力

  • 该基准通过交互引入能动性:智能体必须获取目标、追求目标,并随着关卡变化修正目标。团队起初预计模型完全不知道该做什么,但现在已经看到模型提出有用假设的“生命迹象”。

  • 发现规则后,路线规划就很常规:模型可以编写Python,并调用搜索或蒙特卡洛类算法。更不正式的问题是规划如何学习——试探一个疑似玩家、解释结果,并决定何时停止实验、转而取胜。

  • Scarfe认为,Transformer无法以原生的计算机科学算法实现规划。团队的务实回应是:它们可以在探索层“非常擅长假装”自己在规划,然后在执行层把形式化规划外置到代码中。

9. 长时程强化学习是工程瓶颈

  • 团队在25局游戏和大量自生成环境上训练,通过关卡推进、ARC-AGI得分、代码成功执行和推理长度来塑造奖励。推理长度必须受到管理,因为每局游戏都有有限的token和时间预算。

  • 不同于ARC-AGI-2的静态谜题,ARC-AGI-3可能需要100,000–200,000 token的训练轨迹,以及在游戏过程中累计数十万甚至数百万token。当前的折中方案是训练更短的序列,再尝试将习得行为泛化到更长序列。

  • Smit最初探索的是好奇心驱动的世界模型:根据当前画面和动作预测下一帧,再奖励模型预测不佳的转移。由于无法在2周内实现,他将好奇心简化为“任何画面变化都值得关注”。

  • 另一个基于Mamba的潜在视觉实验,在没有语言的情况下学会了一个程序生成的对象排序任务,但需要约5,000种排列。结果证明这在原理上可行,同时也说明语言先验为何能大幅减少所需环境数量。

10. 编码代理加速实验,也在削弱代码所有权

  • 团队一名成员表示,“我们对自己的代码库越来越不了解”,有时还会使用Codex审查范围大到团队成员无法按当前速度消化的改动。

  • 他们的应对方式是基于需求的工程:为需求编号,定义每项需求如何测试,由人类审查,再让编码代理准确解释每项需求在哪里得到满足。需求在实现暴露出矛盾时仍可修改,并非“刻在石头上”。

  • Scarfe反驳说,文档记录的是结论,却不会记录产生这些结论的因果和反事实经验;Mike Knoop将相关问题称为“视角盲区”。团队的回应是,需求与实现仍然相互作用,而不是冻结的单向流程。

  • 自主研究展现出与游戏过程相同的病灶。代理可能为了0.01%的改进去优化超参数,却错过另一个抽象层级上的改变;真正带来进展的是阅读长日志、识别失败并逐一修复,而不是再生成“200万行代码”。

11. ARC-AGI-3尚未向“苦涩的教训”低头

  • Scarfe怀念ARC-AGI-1和2面向普通参与者的低门槛:ARC-AGI-3通过长轨迹、推理成本和复杂工具框架抬高了参与门槛。团队承认这一障碍,但不接受单靠充足算力就能解决问题;设计细节仍决定训练是否有效。

  • 团队一名成员对“苦涩的教训”的理解是历史性的,而非教条式的:专项工作可以揭示一种结构,随后被可扩展系统吸收,就像早期视觉技术为卷积方法提供了启发。因此,今天经过工程化设计的工具框架,可能是未来端到端智能体必经的侦察阶段。

  • 团队一名成员愿意押注,今年的赢家不会是纯粹的扩展方案。ARC-AGI-2可以用海量合成数据集来攻克;ARC-AGI-3则明确表示,其公开问题并不代表私有测试,因此即使记住广泛的游戏分布,也仍然需要外推。

  • 未来“苦涩的教训”式胜利可能训练的是通用思考模式,而不是每一局游戏:如何调查规则、管理假设,以及把观察转化为可执行模型。这会比单纯“打赢一堆游戏”更有实质内容。

12. 通过ARC-AGI-3仍不足以证明AGI

  • 当被直接问到一个系统能否在游戏中表现出色、却离AGI没有更近时,团队一名成员回答:“是的,我确实认为这是可能的。”该基准更弱的主张是可证伪性的:无法解决它的系统不是AGI;解决它也不等于获得通用智能认证。

  • 在受约束的比赛中——110局游戏、9小时和一张RTX 6000——100%意味着绝不能被错误假设困住。团队不认为系统能在11月前做到这一点;其中一人认为未来达到约90%是可信的,同时指出前沿模型运行一次已经要花“几千美元左右”。

  • 一个理论上最优、以获取知识为目标的智能体,仍可能低于100%,因为有些第一步确实只能猜;LS20起初就提供了两个合理方向。由于人类基准同样包含探索,运气会在整体上平均,但在110局游戏中,“你总会有一局运气不好”。

  • 更广泛的展望仍然矛盾。团队预计目标会转向回放、速通或更丰富的世界,同时认为“不能在真空中做AI安全研究”。其中一人相信会出现“软件奇点”,之后是工业机器人和自动驾驶汽车,但明年可能仍会更像今天,而不是5年或10年后的世界。

Tim Scarfe

But we have the benefit of millions of years of evolution, right? And so it's almost a bit unfair that we're expecting AI algorithms to be able to do all of that.

Jon Kotar

Exactly.

Tim Scarfe

I think it boils down to one of the big open questions in the field: Is language critical to intelligence?

Jon Kotar

I will say, at least when I'm playing the games myself—and I think that goes for all of us—I'm using language.

My name is Jon Kotar. I have a background in physics and mathematics, and I've been working in the industry for about 15 years, with the last 5 years specializing more toward AI. It was immediate to him what the goal was. He recognized the pattern, and I showed him the game. Within 3 seconds, he finished the first level.

Often, the agents start thinking that reducing the energy bar to the minimum is the goal, or that stepping 10 times in a region is the goal. For a human, it's clear that that's not the actual goal.

Stephano

My name is Stephano. I study computer science and machine learning. I did some research in reinforcement learning at EPFL.

Tim Scarfe

I guess the million-dollar question, though, is: Do you think it's possible in principle to do really well on ARC-AGI-3 and be no closer to AGI?

Stefano

Yes, I do think it is possible.

I don't know. I guess the main idea is to have a bunch of bright people in the room and do good research together. The transformers can't plan, but they can do a very good job of pretending. Essentially, that is, in a sense, indistinguishable.

36% might be misleading as a number if you don't look behind it. What it really measures is action efficiency.

D Smith

My name is D Smith. I studied electrical and computer engineering. I specialized in reinforcement learning for the past 5 or 6 years, and I've been doing research on the ARC-AGI-2 and ARC-AGI-3 sides, with some quant work in between.

Yes, perhaps that tells us something about the benchmark. There's some leakage of human priors into the games.

Michael

Hello, I'm Michael. I do a master's in data science, and I'm super excited about ARC-AGI. I love solving it.

In the example that we saw, we have a maze, right? There's no innate primitive in a newborn that says, “This is a maze.”

This is one of the official ARC-AGI games. This is one of the first games that was released. It's called LS20. Here you can see a 64 × 64 frame, which is typically how the game observation is presented to the agent. You get an initial frame, and each of these pixels can take 1 of 16 colors.

Now you need to figure out what the goal is, and even how the player moves—whether it's a specific player or object that's moving around, or some other, more abstract game. You need to figure this out.

Very often, our harnesses will break here. They actually got the idea right: You need to move to the exit with the 2 things aligned. But then they think they should win here, when actually you need to move up 1 more time. It's quite common that they fail to beat the level from this point because they can't think that they can move there. They think, “No, but that's outside the maze, so you can't move there.”

Tim Scarfe

And a human would just give it a go and see what happens.

Michael

Yeah.

Tim Scarfe

But somehow we can't get our harnesses to also do that. The best recipe we have today to build intelligent systems is scaling up these large language models. I think Sam said you should definitely not be trying to train LLMs yourself. I don't recommend it.

Dario Amodei

Why not? I think the easiest is just to go work at Anthropic. That's the easiest. I have a sense I cannot prove. I think this is the time things start to get weird.

Tim Scarfe

Yeah, I think he's right about that. Most fundamentally, I want to understand intelligence: how the brain works and how to build intelligent machines. It's a big mystery.

I guess when I was young, I was excited about both computers and brains. With computers, I feel we now have a clue how they work, and I studied computer science. That mystery is kind of gone, but the mystery about brains is very much alive.

I have a strong sense that most of society is bottlenecked on cognitive labor, insight, and basically intelligence. So if we have more intelligence, that would be a big unlock for many things.

You won the preview competition, and that was using a different method. Then you found that it didn't work very well when the main competition came out, and you moved toward this.

D Smith

Yes. For the agent preview competition last year, I actually tried something completely different. The goal of that competition was basically to test whether there were obvious solutions that broke the mold—broke what they were actually trying to accomplish. There were, and the solution was basically just to brute-force actions.

What that solution did was basically search through the large action space for ARC-AGI-3. We have more than 4,000 actions, which makes this a difficult problem, but you could theoretically search through all of that, or just randomly search through actions.

What I did for Stochastic Goose was basically search through a large number of possibilities, but I tried to only search through actions that resulted in a frame change. Initially, if you took an action that did not do anything in the game, nothing would change—not even the timer bar. That allows you to model that behavior and see, “Okay, does this action change the timer bar?” If it doesn't, we downvote that action in the future for that given frame.

There were also only 3 games, so you have to be selective about how you improve things. You can't pretrain because you'll just overfit. Exactly what I did was use an action model that learns which frames are valid for a given transition. Then it was more about the engineering of being able to learn within 100,000 actions, because that was the maximum action limit we could get within the time limit we had.

That seemed to have worked well. It solved, I think, 18 levels across the 3 games, and I think it solved 2 of the games as well within the time limit that was provided to us.

But they then hardened the competition specifically against that. In the new competition, the games are much harder. The timer bar moves even if you use an action that's valid but doesn't really change anything in the game, and more importantly, they introduced action efficiency.

This makes it very difficult to brute-force. You have to be very direct with how you explore, and that's where LLMs come in. Even though it's slower, being able to somehow guide the exploration helps a lot. The possible combinations are too many to just brute-force, and obviously your score goes to 0 quite quickly.

They've made it so that if you go, let's say, 2× or 3× above the human baseline, you're already close to 0. Even though it's slow, it just helps. Otherwise, it's kind of intractable for us.

We tried other methods, such as directly predicting actions—more of a transductive method—where you just have the input frames as context in a long sequence model and predict the actions. But that also doesn't generalize well, and it doesn't really make intuitive sense.

If you play the game—for example, the first game here, the maze level—you would intuitively play 1 or 2 actions, then think about your path and go to the end position. But if you have to think at every step with the same computational capability, or the same budget, then you might be misrepresenting where you should go at the start. At the end, for straight lines, for example, you don't have to think that much; you can just batch those actions.

That's where the coding-agent idea came from. We also had 2 good literature results where they scaled using Opus models. One was Argentica, and the other one was the RGB agent, which also showed good results. Given no compute constraints, you could use closed-source models, and we took that as inspiration.

You mentioned transductive as well, which is quite interesting because, roughly speaking, I think of transduction as making a prediction about this specific test instance. It's quite an interesting discussion whether or not this is transduction because, even though it's chain-of-thought, it looks like a form of induction in the sense that it's a rationale that could be cross-applied in the future.

You could use the memory in the agent. You could do some kind of library transfer and make it inductive. But at the moment, if it's only for the sole purpose of this particular problem, would you call it a transductive method?

D Smith

I would call our ARC-AGI-2 solution more transductive, and this slightly more inductive, exactly as you mentioned. You can actually read the reasoning trace and understand when it's understanding the game and making progress, and when it's not.

It has this reasoning chain-of-thought, which is in English, so you could reasonably understand it. I would actually say it's more inductive. Previous attempts, as we mentioned, were where the agent just directly predicted the actions. That would be more transductive, and it doesn't seem to work at the moment.

Obviously, there are a lot of ideas to try, and I'm sure the community will come up with something interesting to make that work. But for now, this seems to be the way for us.

Yeah, I think the action efficiency makes this problem really interesting. There's so little time to learn, and if you want to get 100%, which is the grand prize, then you really have to outcompete a human, who can take a lot of time just to think. Time is not a constraint for the solutions.

So I think that's really interesting. The reflections and looking back at your past experiences make LLMs a very flexible model for this solution. Interestingly enough, even though there shouldn't be any prior, a lot of the game priors are already included in LLMs.

For example, here we're looking at a maze, and a maze is something that every LLM, even the small ones, will know and recognize from images or ASCII grids. So even though not all the priors are stripped away, there's still enough game prior that the LLM can lean on. Those aren't encoded in any reinforcement learning model, or a pure Stochastic Goose solution wouldn't have that encoded anywhere in it—that the maze is a thing—and that really helps to direct the reasoning and actions of the model.

The Benchmark With No Instructions

So, one of the main constraints was basically 2 weeks. I joined the competition late—2 weeks to do it. There are a lot of things that can be improved, but I think it was a good initial solution.

The main constraint was that we only had 3 games—3 public games and 3 private games—to evaluate on. So we had to make sure that, whatever the design was, we didn't assume too much about the environments and the games. On the private leaderboard, or even on the public leaderboard beforehand, you could see that I wasn't close to the top because it was super easy to overfit.

The basic idea was that we couldn't pretrain; we didn't have enough environments. So we thought, let's try test-time training like we did for ARC-AGI 2. But how do you do that? You can try reinforcement learning, which I have a lot of experience with, but it's not that obvious how to do reinforcement learning. Every time you get a new game at test time, the only real reward you have is a level transition. Once you transition a level, you never go back, so it's not like you're trying various different routes to optimize for passing a level. You just have to pass it once.

It didn't really make sense to use pure reward-based RL. I did a lot of research in the past on curiosity and unsupervised RL, and I thought perhaps that's a better approach where we don't have explicit rewards. We're just optimizing for curiosity, like exploring new areas that the agent hasn't explored before.

I tried a bit of world modeling. The basic idea is that the game isn't deterministic, so you can use a world model to perhaps take the input frame and the action and try to predict the next frame. If you can't predict it well, you have the policy explore that more, and that's the reward you're optimizing. That was a promising approach, but I couldn't get it working in 2 weeks.

What I then assumed was that any frame change is interesting. You want to explore things where the state changes; you don't want to explore things where the state stays the same. That was the basic derivation of the path I followed toward getting the action-model implementation for Stochastic Goose. Then it was down to basic reinforcement learning questions, like how do you get it to learn within 1,000 time steps? You have 100,000 time steps, but you need to start taking useful actions within about 1,000 time steps.

That meant using a replay buffer, hashing the experience so it doesn't go over the memory limit, doing some prioritized experience replay, and handling some basic engineering to get it to work for that competition.

Yeah, you mentioned exploration as well. I guess there's a bit of an elephant in the room, which is that Chollet is talking about the acquisition and synthesis of abstractions, and when reinforcement learning folks talk about exploration, it seems to be in quite a surface-level, superficial way—in terms of entropy or things changing.

Do you think that's in any way against this idea that we can acquire deep abstractions about the domain?

The Benchmark With No Instructions

Yes, definitely. For Stochastic Goose, it was not at all what I guess Chollet ultimately wants as a good solution for ARC-AGI 3. I can't speak to what he actually thinks is a good solution, but that was purely to see if I could maximize this competition within 2 weeks.

I think the other things we're doing on that side are perhaps more in line with what that initial vision is. For example, you have these reasoning tokens, which have an abstract representation of objects that we then manifest or write down in English-language textual tokens.

I would say that's more abstract. You identify objects, try to find out what the mechanics and dynamics of the game are, and determine what the goal is. That might be more abstract. It's also kind of like a neural-guided search, and the Python programs it creates are executable Python programs that extract and build some sort of simplified world model and search over that world model using actual algorithms, like breadth-first search.

There is understanding debt, right? You're building this really, really complex thing, and after a while—have you noticed in Claude Code that they don't even show you the code anymore? You can expand it, but by default, a lot of people don't even look at the code.

Do you think that you need to be familiar with the deep abstractions in your codebase in order to build mental models and evolve and extend it? Do you get lost in no man's land?

The Benchmark With No Instructions

Yes, this is an active discussion within our team. We don't have a clear answer yet, but I think you need a deep understanding of some important parts. Some other parts, like, let's say, a web viewer, you can vibe-code more easily because if it breaks, it's fine. But the core logic—for example, the implementation and evaluation—is especially important. We have to make sure it's working.

It is the case that we're gradually understanding less and less of our own codebase, and we're struggling even with reviewing some of the changes. You might use Codex to help review some of it because it's such a broad change, or you need to split it up. But things are moving so fast that you can't just manually write everything.

If you manually write everything, you can't keep up with the rest of the team. So, I guess this is an active discussion. It's difficult.

For me, my career has been going on a bit longer, and for most of my career there were no coding agents. That means I also have a bit of an opportunity to still make use of patterns that have been useful in the past. I think one important one that, as a team, we are more and more learning to use properly is requirements-based engineering.

The Benchmark With No Instructions

So we will formally write requirements, really following detailed prescriptions, like numbered requirements, and specify how they are tested. We might still have the coding agents helping there, but it's mostly handwritten. We review that as a team, and from there we can much more confidently hand it to a coding agent to implement than if it's just a single prompt.

Yeah, I love all of that. But I suppose there's always been this thing, right? In software engineering, we have specifications, documentation, user stories, requirements, and all these things.

There was waterfall versus Agile. For me, the difference between waterfall and Agile is this admission that there is epistemic uncertainty, right? Reality pushes back. We discover contours in reality that we didn't see before, and we need to adapt the requirements over time.

My worry is that when you crystallize the process, there's more to tacit knowledge in developer teams than the requirements. There's the generative process that created the requirements in the first place. When you only write software for the purpose of satisfying the requirements, the ability to evolve the requirements gets deteriorated.

The Benchmark With No Instructions

Yeah. What is always the case—and that was the case in classical, pre-coding-agent development as well as it is now—is that you don't write requirements and have those requirements frozen, carved in stone, and then write code. It is an interplay.

When you start implementing, you might realize, “Wait a minute, this combination of requirements is not possible.” You don't then just implement something that approximates the requirements. You go back—and we also tell our coding agents to do this—and say, “These requirements don't work. They need to be adapted,” and you make a conscious choice there.

We will also very often go back with a coding agent and say, “Can you very carefully check that every requirement is satisfied?” In fact, we have it write specific text for each requirement, like, “This is how it is being satisfied in the code.”

We try to really write the tests around the requirements rather than just having random tests for every line of code. Then you get that classical interplay that you also have in classical engineering, which you can do with your coding agents.

This is a kind of AI-human co-creativity. Humans have the taste, they have the intention, and they have something that coding agents don't have. The bull case would be: wouldn't it be amazing if you could stick the requirements in and the agents themselves would understand, “Oh, I see what they meant,” and could evolve the requirements?

I think in the short term—I can't say for the long term—at least what we're trying to do is find the areas where we can see the model still failing, like high-level conceptual ideas about the problem. Then we try to make sure, when reviewing code or creating code, that we ask specifically around those areas and make sure it's correct and understands us well.

The Benchmark With No Instructions

But yeah, I guess it's always going to be a game of cat and mouse where we're going to perhaps hand over more to the AI assistants. In some areas, it might just totally fail, and we need to take responsibility there. We need to make sure we understand what it's doing and that it understands what we want.

Longer term, I guess if you're talking about AGI or superintelligence, it's up for debate. [Laughter] It is certainly accelerating us in doing experiments, because something that would just sit in your scratch pad, you can paste into a prompt and see if it sticks. You can definitely experiment overnight with a new idea.

I think the real added value that I see of the lab right now—and what the AIs and coding agents are missing right now—is literally the attention to detail. This task is very long. If we have a long context, the execution of one game might take an hour just for it to solve one level.

In principle, you could point all the research at this and say, “Hey, just improve the score,” right? But that doesn't work, because it cannot really understand where the agent fails. It's not as simple as Andrej Karpathy's autoresearch challenges, where you just minimize a loss and there are just parameters. You need more insight into this task.

Mike Knoop

I think that's where a lot of improvements came from: not from vibe-coding another 2 million lines of code with a coding agent trying to optimize this task, but from reading deeply into the program and the logs, understanding what the issues are, and improving those one by one.

We observe a similar failure mode to what we observe when they play games. For instance, if you give them an autoresearch task, they might overfocus on details and fail to see the big picture. They don't zoom out and see things from far above, and they might start optimizing some hyperparameters for a 0.01% improvement while there is some other big improvement that could be made at another abstraction level.

We see a very similar failure mode in games. If, at the beginning of gameplay, the agent gets locked into the wrong hypothesis, it's extremely hard for it to escape that. It convinces itself that that's the right path and the right hypothesis to follow, and it's not able to escape it.

It's quite interesting that across models—smaller models and frontier models—we observe similar failure modes. They aren't able to jump between abstraction levels, zoom in on the details, and then see the higher-level picture.

Tim Scarfe

At the same time, I just wondered: how do you guys think about the abstraction mountain? For Chollet, it is bottom-up. You start with the core knowledge—agency, spatial knowledge, stuff like that—and synthesize upwards.

Whereas LLMs are interesting because they learn these fractured, entangled representations that are quite high-level but also quite generalizable. You can stitch them together, repurpose them, and canalize them in different contexts, but it's always a little bit lossy.

If you're doing this library learning and transfer, you always have this issue of, “Well, yeah, there's this abstraction over here, and it kind of works, but it's not quite what I want. I can still use it anyway.” Is this kind of reasoning something that should be first-class, or do you think it could just be implicit in the harness if we had a memory system?

Mike Knoop

You were just describing how our LLMs will indeed have, let's say, the core-knowledge prior as something somewhat vague but not fully testable, yet still usable. The thing is, if you replace LLMs with humans, I think it's still true.

We also don't have formal core-knowledge priors that are fully exact, that we apply to the world and use to describe the world fully and exactly. We have vague, trained, overall life understandings that evolve over time.

If you want human intelligence, that does seem to be the paradigm you want there. I think the LLMs get the bonus that they can also reason very well, and much more implicitly than we humans can in code. If they want to get exact, they can.

But I think if you want to understand the world, certainly beyond these simple games, you will need more than that vibe understanding, basically.

Tim Scarfe

I'm guilty of always suggesting what Chollet thinks. I don't really know what he thinks, but I've got a pretty good simulation of Chollet in my mind. I think he's influenced by this kind of nativist-psychology-type thing, and he thinks that a lot of the reasoning we do is almost Platonistic.

Somehow, the laws of nature imprint these primitives into our minds, and we compose these primitives together for certain classes of problems. We can do abstract System 2 reasoning, and for those types of problems, we compose these things together.

But you're absolutely right: there are so many things in the world that are actually really complicated, like navigating relationships or even pathfinding in a complex environment, on the Tube network or something like that. We do a little bit of both, but there's at least a pocket of pure reasoning. I think that's what he thinks.

Would you consider LLMs pretrained on the internet, and then, if you apply them to a new pattern using in-context learning, a form of skill acquisition on the fly? With reasoning as well, would that not be a form of perhaps skill acquisition on the fly?

It has a lot of core knowledge, but there's also a different part where it has to adapt on the fly. You can give it some example that might not be on the internet, and it might adapt. Sometimes it fails, but it is still a distribution. At least you get some adaptability.

For example, when you started prompting it to think, like with chain-of-thought prompting, it started improving because it had more time to reason and adapt to what you were asking. If you train it using reasoning, you can actually do much more, because now it has more time to reason, figure out what you're actually asking, and form new abstractions for solving a specific problem case, as opposed to just regurgitating what it's seen on the internet.

Mike Knoop

LLMs trained to do reasoning are intelligent because intelligence is just adaptation. I know this now, and I need to combine what I know over several steps to solve a particular task, in the partial-knowledge regime where we have a verifiable function and can do hill climbing.

What we see, though, is that they combine fractured and tangled representations. They get the right answer but for the wrong reasons. They create a spaghetti monster, whereas we take a more valid path and can acquire and reuse abstractions.

The models themselves don't seem to work bottom-up. They have an understanding and representations, but they're very fractured and entangled. That's still useful, but it's a kind of statistical, low-level intelligence. I think you could, in principle, still do abstraction from fractured, entangled representations, but we're kind of in statistical land. It's performance, not competence.

Tim Scarfe

I don't have strong views on this, but I have a feeling that we're doing the same with our minds. If you look at the evolutionary process that led to us, where we are at the moment is that we've also evolved to work well with spatial information. That's one of the core priors in our brain, along with some level of reasoning.

That might also be why intuitively understanding quantum physics is so difficult: we overfit to our world and how we've evolved. I'm still not sure whether the human brain is also just this core prior, and whether pure reasoning is some guided search to find answers based on what we found through the evolutionary process to work well—to survive in the world and propagate.

Mike Knoop

It's the million-dollar question, isn't it? Our brains think symbolically, but our brains are actually just a bunch of neurons. Is it a post hoc confabulation, or is it actually a causal basis function of our cognition? If it is just a confabulation and it's not the basis, then maybe AI doesn't need it to be the basis either.

Tim Scarfe

But, Chollet—I mean, I don't know if you guys want to talk about what Chollet is doing—but he's building this approach where we actually acquire and synthesize program graphs using neural networks as guidance.

Mike Knoop

It's a tricky one because, for me, coming mainly from a more classical machine-learning, Bayesian perspective, it feels like this should be the right way to go. Certainly, when I learned about these things, and very broadly also swept things like DreamCoder into that regime—although it's not quite the same thing—it definitely felt like it was more natural to think of it in that way, and perhaps more natural to the way we reason.

At the same time, it is not competitive at this point with LLM-based approaches. Who knows what happens in this competition, but we don't see those approaches necessarily being the best on ARC-AGI-1 and ARC-AGI-2.

And we really don't see how we could use them on ARC-AGI-3. That could also simply be because they haven't had the same attention or the same resources put into them. But, yeah, there is that mismatch. Why don't they work if they match our intelligence so well? I'm trying not to use the word symbolic AI in general, because I think the more abstract way to think about this is constraints. Chollet's been using the language of constraints, and we wrote an article about creativity.

I think that creation, whether it's intelligence in a known domain or creativity in a transformative, unknown domain, is all about respecting constraints and acquiring the constraints of a problem domain. This is why harnesses, tools, and code work so well, because you're increasingly imbuing domain constraints into the learning and acquisition environment. So we find ourselves in this halfway regime where we have a constrained, coherent execution environment, but it's only really steered and legible in the sense of these functional descriptions that we're talking about. Rather than having some low-level, bottom-up competence, we have a kind of intermediate competence, described in a similar way to the blind man and the elephant. From many perspectives, using many functional descriptions, we're using that as the basis of constraint building and knowledge acquisition.

Tim Scarfe

What I find really interesting about the core knowledge prior and what you said is that we have these representations, and they're very fractured, but somehow they work. I think there are 2 levels of abstraction—2 levels of intelligence that humans have. There's the core knowledge prior, and then there's what we learn through life. The games that have been tested with humans have been tested with humans who were not infants for our challenge. There's a lot more that we accumulate over generations through education and so on, and those abstractions are way more powerful.

In the example that we saw, we have a maze, right? There's no native primitive in a newborn that says, "This is a maze." But this has been, over generations of problem-solving by humans, a very well-established concept. If we can inject this into an LLM, we can skip many levels of abstraction. I would say that's why, when we play these games, some of them for the first time are also very difficult for humans. If this is done well and there's nothing like a maze in a game, and it really boils down to the core knowledge prior, then it's very difficult even for a grown-up to synthesize the correct rules.

However, most often—and that may be a failure of ARC a little bit in its design—these games usually have some sort of, "Oh, you're shooting a ball," or you're solving a maze, or you have an enemy, right? These are, as pure as they're trying to be, never going to be pure because they're made by humans. That's why we can do so well with LLMs, I think, because a lot of these—like the maze is the canonical example—can be really well done with LLMs. They have these fractured, fractionated understandings. But isn't it interesting that when humans use LLMs, we can make them act as if they understand because we can say, "Well, you can put a framing in the prompt. You can say, 'Think about this problem like it's a maze,' or 'Think about this problem like it's tic-tac-toe,' or something like that." What you're doing in the prompt is basically setting constraints on its generation.

Mike Knoop

Yeah. And then the more you work on a software engineering project, it doesn't quite understand. You put more constraints in, you update the prompt, and it converges. After a while, you don't need to repeat yourself. It understands. So it's almost as if, when you get LLMs in the mode, when you make them track this perspective where they respect the constraints, then it understands. But the million-dollar question is: how can we just make it understand autonomously? How can we give it a novel domain and do what we do, which is say, "Ah, this is basically a maze. This is how you need to think about this," and get it into the understanding?

A good way to look at this is to look at the function that they learn during training, because an LLM becomes very good at understanding language and operating on anything that's language-related. All of the work that we do in the harness is trying to put this novel domain into language. We're trying to represent the game, or whatever domain you're trying to make the LLM act on, in a way that's language-related, so it's closer to its pretraining prior and allows it to act on it. If you're not able to do that, since the LLM has this kind of prior from pretraining, it's way harder to make it act on a game because it's such an out-of-distribution domain compared to what it was trained on.

Tim Scarfe

Yeah, I also want to comment a bit. You mentioned, indeed, that you often—I think this is easiest to do with coding agents—use your analogy that you kind of have to say, "Yeah, but you need to prompt it a few times before it really gets what you want."

Mike Knoop

Yeah.

Tim Scarfe

But I don't see—let's say, having worked a lot with instructing human teams of software engineers, for example—I don't really see a huge difference there, in the sense that you can't expect to just tell someone, "In 2 sentences, I want something like this," and then get the right thing. That's a failure on your part not to specify what you want. And we see, indeed, that requirements engineering—requirements-based engineering—takes a lot of thought. We might spend days getting the right requirements, but then it is, I would say, reasonably well capable—

Mike Knoop

—of doing the right thing to begin with, basically, but—

Tim Scarfe

Yeah, it's also our job to specify it, right?

Mike Knoop

I call it perspectival blindness. You hire a new person, and you build an internal wiki and specify all of your learnings, and you think, "Oh, I've distilled this. I've crystallized it. The new starter will just be up to speed within a couple of days." It doesn't work like that. There's almost a weird, tacit, almost causal graph to experience that has a provenance, and it's only when the new starter plays with all of your tools, tries different things, and has counterfactual representations and whatnot.

So, yeah, it's a very human thing as well. The general thesis is that knowledge is quite path-dependent. It's not about where you end up. It's not about these abstract functional descriptions. Sometimes it is, if they're so incredibly idealized, like calculus or something, that they're the basis of evolution on their own. But so much tacit knowledge actually requires the path of how you got there in order for you to continue the path.

Tim Scarfe

At first, the scoring was based on the second-best human attempt for efficiency, and that was very skewed toward a good solution, right? Then it was changed to a median, I think, but it was second-best per level as well. It was also almost impossible even for the best human to solve a game.

Mike Knoop

Yeah. So it was based on every level. It was really difficult for even a single educated human to score 100% on this benchmark, right? We don't know much about what the failures are. We have played these games and tested them ourselves, and sometimes we don't get them. It's not that I struggled with some of them and eventually solved them, but sometimes I would spend an hour on some of them to solve them. So you can't really say this is something that's immediate. It's also difficult for humans, and I think it's really useful to look at these counterfactuals: what human engineers miss versus software engineers, as you just said, or, more generally, what humans actually fail on in these tasks, rather than, "Oh, a human can solve it if you give it 10 attempts," or something.

Tim Scarfe

Really interesting point. This is the human difficulty calibration. And ARC-AGI-2, for example, a task was let in if any 2 humans could pass it. This is a bit of an ideological thing because I think Chollet believes in this notion of general intelligence. In his mind, someone with general intelligence, because they have the core knowledge, could, inside a certain number of steps in the combinatorial closure of these core knowledge primitives, solve any of these problems.

The counter to that is that, as we've just been describing, maybe human intelligence is quite high-level, fractionated, pattern-based, and quite specialized. Some humans can solve certain tasks because they have a certain perspective, certain experiences, and whatnot, and they can combine those fractured representations to come to an answer. But maybe they're just in possession of those representations and another human isn't.

Mike Knoop

I have a friend who's a professional esports player. I showed him one of the games, and he completed the first level without spending an extra move that he didn't have to.

Tim Scarfe

It was immediate to him what the goal was. He recognized the pattern, and I showed him the game. Within 3 seconds, he finished the first level with, let’s say, superhuman performance. And, okay, he has been playing games professionally for 5 years, right? He’s been trained on this, but exactly as you say, there’s something we can bootstrap on. We do bootstrap on it, and it does work. So maybe replicating that with LLMs is enough.

Mike Knoop

Yeah, I think gaming is a really good example. A good friend of mine is called dDK, and he does commentary on Counter-Strike and stuff like that. When I watch him do commentary, it seems super situational. In Quake 3, you have to time the mega health, then there’s the red armor, and then there’s a position over here. What you get is the emergence of these complex, situational phenomena in the game.

This doesn’t seem anything like what Chollet is talking about, because there are 2 worlds, right? There’s the emergent-complexity world, and then there’s the reductionist, core-knowledge world. I think in this world, we can still use intelligence, and we can still acquire abstractions and descriptions for these high-level phenomena. But what do we do? Do we analogize them in terms of low-level knowledge we already have, or are they something new? It seems like a different modality.

Tim Scarfe

No, I don’t really have a good answer to that. I think I can only base my answer on these examples, and I completely agree with you that there are some abstractions like that. Conway’s Game of Life is still path-dependent, right? You can still trace a path from the low-level description to the high-level phenomena, but the reason it’s unintelligible and surprising is because the path is a long one and it’s computationally irreducible.

You have to perform every single intermediate computation to get there. It’s confusing for us because we can’t actually analyze or understand the path between the causal stuff that made this high-level phenomenon. We just see it on its own, disconnected, and many phenomena in the world are like that.

Some sort of emergence, where you just have to call it emergent because you can’t trace it. The computational graph of that is just not tractable for you.

Mike Knoop

That’s true. But another feature of emergence is compression. With the glider, for example, we almost don’t need to know how it came about, because the new description encompasses it. It’s a complete description of the new phenomenon, so it’s almost like the start of a new piece of knowledge. A lot of our knowledge is like that: it’s such a good compression of what went underneath that we can start from it.

Tim Scarfe

So, for example, with calculus, within the closure of calculus or probability theory, we can do a lot of things. We don’t need to know how it came about. Is that a new layer of knowledge that we don’t care how it came about? It’s just saying, do we need to start from the bottom, or, in many cases, can we say, “This has come about, and we can just use it higher up the abstraction mountain”?

Mike Knoop

Yeah, I think ARC is an example of the case where you can do this at least to some level, because we see the Frontier LLMs scoring quite well on these, and they wouldn’t be able to if these core priors were breaking it.

But I think what is really nice about ARC is that there are some games that are so different and are still easy for humans, but somehow break this concept. You talk about this closure, and I gave the example of a maze. You can maybe change the core-prior concepts, and they would still make sense to a human, but they would somehow adversarially break this calculus-like, maze-like representation that helps solve the game.

You can move them around a little bit, and suddenly you break it. You still have a valid game for a human, but not for the abstracted LLM intelligence. That’s what we see with some of the difficult games. I think it’s really difficult not to move the priors too much so that you can still make it human-solvable, and sometimes ARC unfortunately fails at this.

I want to talk a little bit about ARC-AGI-3. The first 2 versions of the ARC Challenge were quite abstract because Chollet was trying to idealize intelligence on its own in the most abstract, legible way. Now ARC-AGI-3 introduces, in my opinion—and we can talk about this—the concept of agency.

Agency, in my definition, is the ability of an agent to have goals, plan, and realize those goals. The more ambitious the goals are, and the more you realize those goals, the more agency you have. There’s a kind of low-level, no-nonsense definition of agency, which is just a thing that can sense and act. If I’m doing computer programming, that’s what an agent is.

But the more cognitive-science definition of an agent is one that has future-pointing control. I have these big goals in the future, and I can realize them, and that makes me an agent. I think ARC-AGI-3 introduces agency not just in terms of realizing goals, but also acquiring goals over time through interaction and adapting them.

Not only do the levels themselves require interaction to be solved, but all the levels change. These goals dynamically change, so you cannot learn them directly.

On the concept of agency, I would argue that one of the interesting things we saw is that, when I came into this challenge and started working on this problem, I thought it would be difficult for the agent to have any idea what it should be doing at all when it tried to solve the first level.

But by now, we’ve got at least 1 solve on all the public games, at least the first level. It may be by trial and error or by luck, but still, LLMs somehow seem to be able to figure out what they need to do. That might be through the different biases that are already encoded for humans who have been building these games.

Somehow, it is possible to generate these hypotheses. They may not stand for long, and they might be random, but there are signs of life that LLMs can already do this, I would argue.

Tim Scarfe

Certainly, there’s that Anthropic biology paper, and they talk about all the capabilities of language models. One thing they said language models can do is plan, and planning is required for agency, in my opinion.

We know that language models can’t plan because planning is a type of computer-science algorithm that is not possible in the substrate of transformers. What they do is a kind of simulated planning, right? They can simulate planning up to a certain depth. Do you think that matters?

The Benchmark With No Instructions

Maybe one important thing here is to realize that there are 2 types of planning involved in playing an ARC game. At some point, when you understand the rules and what you need to do to win, you need to plan a path to get there. That’s more of a traditional game-theory planning algorithm.

You might use a search or Monte Carlo algorithm, or one of many such things, which the model is perfectly capable of because it can write Python code and run the Python code. That’s 1 level of planning.

But the other level of planning is that, when you enter a level and see it for the first time, you need to figure out how you’re going to figure out the rules. “That looks like it might be a player. Let me try to move in that direction. Ah, okay, pushing up moves it up.”

You need to balance exploring and exploiting. For example, when do I start trying to win? How long do I keep playing around? That’s a whole different level of planning, which you can’t encapsulate in Python code.

We see our agents managing that quite effectively, so in a sense, yes, maybe transformers can’t plan, but they can do a very good job of pretending. Essentially, that is indistinguishable from what might be formal planning in a computer-science sense.

I hadn’t quite incorporated that. You’re absolutely right. Even if they intrinsically can’t explicitly plan, they can call tools. They can write code that can plan.

There’s a bit of a galaxy-brain side discussion there about whether they can effectively explore the space of programs to do planning, or whether it’s enough that they can statistically generate programs that do enough planning for the circumstances they’re used in. Maybe that’s too galaxy-brain for this, but they can basically plan in essence. That’s what you’re saying, right?

The Benchmark With No Instructions

Yeah. What it comes down to is that, whatever is under the galaxy-brain understanding needed to understand what’s going on, they seem to be able to do it to a degree that lets them play these games, essentially—whatever it is they’re doing and whatever it really means.

Okay. In which case, where’s the gap then? If they can plan, is it a representation problem? What’s the big gap?

Maybe it’s first good to discuss what the actual gap is, because indeed, if we see, for example, what ARC is publicly communicating, they show the benchmark where even Frontier models are not able to play the games to any significant degree.

The Benchmark With No Instructions

So this score is under 1%, which either means they’re not beating any levels or they’re being very inefficient about it, doing way too many actions. However, if you look at publications, you can see that the score can go up to, at best, 35% or 36% if you give them a proper harness.

So the point is they need some guidance. You need to tell them more, like, “Okay, you’re in a game. You’re going to do this. You can write code.” But with that guidance, they can actually do pretty well, and that guidance is not game-specific. It’s not like, “Oh, maybe this is a maze, and you need to think about this.”

No, the model still needs to do that explore-versus-exploit balance. The model still needs to do all the move planning, but it gets some kind of guidance on the general thinking patterns that might get it there. What we know is that these harnesses—we can, with a little bit of work, make them do anything.

It’s a little bit like, for example, if I already know how to solve a problem, I can use GPT-3.5 and it’ll give me the right answer because I’m giving it guidance. So it’s a little bit like a heuristic search problem where, if you guide the search enough, if you place enough constraints in there, then statistically, if you sample enough times, it’s going to get the right answer.

The Benchmark With No Instructions

Yeah. So I think that very much is Chollet’s view of this. That’s also why the scores are under 1%, because they don’t allow harnesses for that leaderboard. His point is, yeah, you shouldn’t need a harness. A human doesn’t need a harness.

It’s a tricky one. I, for myself, don’t know if I really fully buy that argument, in the sense that the reason a human can do this without needing a specific harness—I mean, that’s fine—but most of the people, especially people who are capable of playing these games, have played a lot of games, be they computer games, video games, or games in real life. So they’ve already learned the thinking patterns that we are now encoding through a harness much more directly.

I could also imagine, if that hypothesis is true, that it works that way, that if you were to take those 1%-scoring things and do a reinforcement learning loop specifically to teach them gameplay, but without hard-coding any harness, they might actually do a lot better. And does that count? Does that mean they can then play it? Well, I don’t know.

Is that the same as arguing that if you went to a deserted island where there were some tribesfolk who had never used computers before, do you think they would be able to do ARC-AGI-3?

The Benchmark With No Instructions

I think not immediately, but if you give them 100 of these things, one per day, and you reward the people doing well, I would assume that at some point they can. And I do think it’s fair to say they probably need a lot fewer training resources—I don’t know, the amount of compute required to learn it—than a frontier model would use right now.

And even when we say they can reach 36%, that is true, but it costs like a few thousand—

Which is a lot more, although it’s hard to, of course, want to use a lot more compute than the human beating these games is spending. So, yeah, does that really count as “the models can play games now” if it takes them so much effort?

I would say that is a real gap. And, also, let’s say being able to do this with frontier models—no, sorry, with small open-source models—would demonstrate a lot more, which is indeed what we’re doing in the Kaggle competition.

The Benchmark With No Instructions

Thirty-six percent might be misleading as a number if you don’t look behind it. So what it really measures is action efficiency. Correct me if I’m wrong, but it’s the ratio of the human baseline divided by the number of actions the AI has taken—whatever model it is on the level, or a human, whoever the player is—and then squared as well.

So this plays really adversarially to anything that’s a little bit action-inefficient. So 36%, actually, in this case, doesn’t mean that this approach solves 36% of the games. It solves way more of the games—at least from the training set, I would say—but it just solves them inefficiently.

I think this is really important to emphasize: the current frontier models are able to solve something like half to two-thirds of the training games, actually, till the end, but just not as efficiently.

What is the hardest thing in ARC-AGI-3? Is it the goal acquisition, or is it simply the action efficiency?

The Benchmark With No Instructions

From what we see on the training set, the testing set—the private set—is said to be harder. We don’t know anything about it; nobody outside of the organization has seen it. So we don’t know how hard it is.

But at least on the training games, we see that the LLMs can acquire the correct goals and pursue them somewhat effectively. The question is whether this also holds for the withheld private test, but it seems that goal setting is not the bottleneck.

Rather, it’s action efficiency and the accumulation of knowledge over a very long context, because you need hundreds of thousands, if not millions, of tokens to solve this. Keeping consistent knowledge of everything that has happened over such a context is a major engineering challenge at this moment.

What is harder in ARC-AGI-3 compared to the other ones is this interplay between exploration and solving the game. In ARC-AGI-1 and ARC-AGI-2, you would get all of the information in a static frame when you were given the puzzle.

Instead, in ARC-AGI-3, you are given the game, but just from the first frame, you cannot understand what needs to be done. So you need to start interacting with the game, and through that interaction you gather information about what the game is about and start understanding how to solve it.

At the same time, you need to try to understand what the game is about and try to solve it. This interplay is very hard to explain to the agent—how it should do it in an effective way such that it is general and generalizes across all games. So I think this is probably one of the key parts that is hard about ARC-AGI-3.

What we want is abstraction-based exploration.

The Benchmark With No Instructions

Yes. And that’s, I think, the very hard part. I guess here is where the similarity with ARC-AGI-2 and ARC-AGI-1 is: you kind of get the right abstraction level at which to do this exploration and kind of understand that, oh, the thing moving around is probably an agent that I can control, and it’s not just patches of pixels moving around.

If you’re able to get this right abstraction, then it’s usually trivial to solve the game. But, yeah, making the agent acquire this right abstraction level is the main challenge.

How difficult is it to acquire the goal? Are you finding that these 27-billion-parameter models can reasonably infer what the goal is, or is it much more complicated than that?

The Benchmark With No Instructions

In some of the good runs, when they get the goal right at the first trial, it’s very easy. If they find the right hypothesis for the game, then they can go on and solve a lot of levels.

But if they try once, get it wrong, and then give another hypothesis, and it’s not the right hypothesis again, then it’s very hard to get them out of the loop. We often find that they get stuck in very unintelligent goals that it’s very clear are not right.

For instance, often the agents start thinking that reducing the energy bar to the minimum is the goal, or that stepping 10 times in a region is the goal, which for a human is kind of clear is not the actual goal. But it’s very interesting that they’re not able to see that there’s no way that’s the actual goal. Yeah.

Yes. And can we contrast rewards and goals? We can use various different things. The most naive implementation is just to use level transitions and then the ARC-AGI score for that specific level transition.

So if you took more actions than a human would have taken, your score would be lower, but you use that per level.

The Benchmark With No Instructions

And then you can add various other types of rewards to improve your objective.

And did you use reward shaping?

The Benchmark With No Instructions

Yes. So for our RL training pipeline, we do reward shaping. We have 25 games. We actually have a lot more games that we’ve generated ourselves, and we can, for example, train on them to make the engine better—for example, exploration, finding goals, and achieving those goals—through end-to-end RL on just a bunch of games, basically.

And the thing is, this is much more difficult to do than ARC-AGI-2. In ARC-AGI-2, this was the standard approach: you would pretrain on a lot of puzzles, and then you would do test-time training as well on the set of puzzles.

But to do this in ARC-AGI-3, you need to train over, as Nik mentioned, something like 100,000–200,000 tokens, which is extremely difficult to do. So we try to improve this by, for example, adding reward shaping, training on shorter sequences, and trying to generalize to longer sequences.

And I guess what makes this so interesting for labs as a problem is that this is exactly the kind of research that is currently at the frontier of multi-turn, long-context reasoning. It simplifies the problem: we don’t have to worry about environments or other complexities like safety. We can just focus on the core problems and try to see if we can make progress there.

And that’s also perhaps an area where we could actually contribute some new research, which might, I guess, be open-sourced at the end of the competition, or we’ll see what we want to do with that research.

Basically, on your reward-shaping question, we add various rewards: level rewards, ARC-AGI scores, and whether the code gets executed or not.

The Benchmark With No Instructions

The length of the reasoning steps matters, because if the reasoning is too long per step, it might take too long to actually solve the game, and you only have a certain amount of tokens per game. We try to improve all of that.

You know, the weird side effect of ARC-AGI 1 and 2 is that it left me with the impression that intelligence is overrated. What I meant by that was, yes, we could solve problems and do hill climbing when we knew what the problem was. Maybe you would agree that in ARC-AGI 3, when we know what the goal is, it becomes a hill-climbing problem.

But it feels like the challenge is abstraction. It's almost unfair that Chollet is doing this action-efficiency thing. In my opinion, what he should do is: you do it the dumb way the first time, then compress that into reusable knowledge in your library. The next problem that comes up should ostensibly use what you just learned in the first game, and then you become more efficient. So you become more efficient over time because you're compressing knowledge. That kind of feels like the goal to me.

The Benchmark With No Instructions

Yes. There's actually been discussion in the community about having that as one of the goals for ARC-AGI 4. You play a game, solve it with a large compute or action budget, and then you have to play it again and do a speedrun through it to improve it.

I think that is important, but I also think action efficiency is a practical step to reduce brute-force solutions. It counteracts that: you have to explore in a more stringent way, and it makes sense in real-world environments as well, like computer-use and coding agents. You can't just explore every possibility. You have to do it in an intelligent way and improve using some heuristic. I think it makes sense not to always have all the actions available to you.

Okay, but even on ARC-AGI 3, when you do have the goal and it's a hill-climbing problem, I guess you still can't brute-force it because you get penalized on efficiency. In principle, though, you could if you had enough computation.

The Benchmark With No Instructions

You could, but they updated the games to be more robust against that. Level 1 could, in principle, be brute-forced within a certain number of actions. For level 2, the computational power you normally need is enormous, so you can't really, with a reasonable compute budget, even get past level 2. Then you have levels 3 and 4, depending on how long the game goes.

In principle, you could brute-force anything, but practically, with the compute budget we have, you won't be able to do that.

Could you describe what it is about ARC-AGI 3 that makes it almost impossible to brute-force?

The Benchmark With No Instructions

The main thing is the action space. We have 8 main actions, but there's also a mouse-click action with around 4,000 possible places you can click on a 64 × 64 grid. The number of actions you normally take is also quite large. It might be anything from a few hundred to 1,000 actions across the games. That branching factor is just enormous if you're not acting intelligently.

Is anything in ARC-AGI 3 badly designed or gameable? The preview had some elements that were a bit brute-forceable, wasn't it? You were talking about that earlier.

The Benchmark With No Instructions

Yes, exactly. I guess that was the main point of the previous competition: to show whether there was something you could easily exploit. Indeed, there was, like the Stochastic Goose algorithm and a few other algorithms. The top 4 places were basically brute-force algorithms that searched over a large space of actions but did some basic form of filtering, and you could get a very good score. I could solve 2 games and almost solve the third game on the private set.

The games were also too easy, so they increased the difficulty level. Another issue was the timing bar, which only changed when you actually executed a valid action. You could easily learn which actions were valid and which were not.

On the new set of games and in the ARC-AGI setup, I don't know if any of you have noticed anything that is easily exploitable or badly designed. I think it's implemented much better now, and that's why the scores haven't shot up initially. It's still at around 1%, so I think it's still a challenging setup.

I guess the million-dollar question is: do you think it's possible, in principle, to do really well on ARC-AGI 3 and be no closer to AGI?

The Benchmark With No Instructions

Yes, I do think it is possible. But I guess that's the point of the benchmark as well: it doesn't have to prove that once you solve ARC-AGI, you actually have AGI. I think, as Chollet has mentioned over and over again, it just disproves that something that can't solve this benchmark is AGI.

So, I think it's definitely possible, but getting 100% on this benchmark would definitely require some major improvement, like a better base model or something. We're nowhere close to getting 100%, which is the grand prize that is also made available at the end of this competition.

Do you think people will get near 100% anytime in the near future?

The Benchmark With No Instructions

I guess that's a debate. Some of us believe it might be possible. I don't think we're going to get there this year, but I don't know if there are any other opinions on when we might.

The Benchmark With No Instructions

You can split the problem, at least, into whether someone will reach it in the ARC-AGI competition, where you're playing 110 games in 9 hours on a single RTX 6000, versus whether someone will do it with a frontier model.

Getting 100% is essentially impossible because it means you cannot make a mistake even once. If you have the wrong hypothesis on one level, that's it; you're done. No single human is likely to score 100%, so I'd say maybe 90% is more realistic. You could say that this model is capable of doing this, and I feel that is actually possible even within the constraints of the ARC-AGI competition.

I do think it's going to take more research and probably simply better base models than will be achieved by November, when the competition ends.

Do you think there's some notion of an asymptotic optimal score? If you were the perfect intelligent agent, you would kind of converge on this score. Does that even make sense?

Mike Knoop

Probably, yes. I do think that score would probably be 100%. The game should actually be designed so that the optimal score is 100%. If it's not 100%, it essentially means there's guesswork involved.

Tim Scarfe

Didn't you say before, though, that you could only get 100% if you already knew? If you were an agent that genuinely needed to acquire knowledge to solve the task, and you had to take the minimum number of steps to acquire that knowledge, do you think that would converge on a certain score?

Mike Knoop

Yes, that would probably be something like 90%, simply because it isn't reasonable to expect perfection. We just saw the LS20 game: there are 2 places you can move to, and you just can't guess the right one every time.

The thing is, you're being compared to humans who also had to do the same exploration, and you get the median score. If you're averagely lucky, you're going to do it, but you have 110 games, so you're going to get unlucky on one of them.

Yeah, and I should mention that even with our simple Qwen model, we can sometimes already get 100% on certain games. So it is certainly doable to beat those human baselines.

Tim Scarfe

What we were saying earlier is that one view is that intelligence is this quite crystallized process. There's a concept of IQ, for example, and if you have a certain amount of IQ, then it's predictable how well you can generalize and how efficient you are.

I guess the data might just not back that up. The data might say that it's not random, but it's very specialized, and there are huge individual differences in capability in machines and in humans. Would that make them reassess their whole idea of what intelligence is, specifically based on ARC-AGI 3?

Mike Knoop

On ARC-AGI 3 specifically, I think we have a clear benchmark where we know what humans, who are general in some subdomain, can score. Whatever that domain is, we can say that score is the median score.

Even with just ARC-AGI 3, if we do badly—let's say the final submission score is 5%—I don't think that would update their views, because humans can achieve that. Maybe they would argue that if the results did converge and become more regular—if there were a new class of algorithms that consistently solved the problems in some predictable amount of time—Chollet might think, “Oh, that's the algorithm of intelligence. It's not just guessing anymore,” or something.

I think the goalposts are going to move further. I think they will update their model. In some way, I think they already have.

Tim Scarfe

By changing the games, because they thought some of the games they made weren't brute-forceable, and they actually were. Then there were some simple models, and they also changed the metrics, updating them a couple of times both to be fairer and to represent human performance better.

So, certainly, they have been updating their model a little bit already. It's tough to say what's going to happen, but I think the goalposts are moving all the time. If we create an agent that can solve all of this, we're still going to discover new areas where it's missing something and where it isn't targeted by the dataset.

I’ve heard—maybe they’re just rumors—but I think there are other ARC-AGI competitions coming up. They’re building ARC-AGI 4 or something for next year, I think.

Mike Knoop

So, certainly, they have more to add to the story than just ARC-AGI 3.

Tim Scarfe

Do you think they won’t release ARC-AGI 4 until people are doing well on ARC-AGI 3, or will they just release it anyway?

Mike Knoop

If you look so far, it does feel like they—I don’t know if it’s intentional or just the speed at which they developed them—but it does seem pretty clear. At least, I don’t think they knew what ARC-AGI 3 would look like when they built ARC-AGI 1. They might even have thought, “Oh, it’s going to be 10 years before anyone beats ARC-AGI 1.”

Tim Scarfe

It was like 5 years in the end.

Mike Knoop

Yeah, sure. But the point is, at that point you think, “Okay, now they can do this. Does this really mean intelligence?” Well, probably not. But I think you also need to see what happens in ARC-AGI 3, and the ways in which it gets solved, to understand where the gaps still are.

Because again, no one is claiming that if a game can be played—if you can do a 64×64 game—you’re intelligent in every sense. It’s just one more step and one more challenge that they’ve beaten. You can imagine, maybe, for example, ARC-AGI 4 has games like playing Doom—not Doom, of course, but a new version of Doom. That would require you to work with a much vaguer representation of the world, and it would be a completely new challenge again.

But I imagine it’s going to take a little time to see what’s happening here. I also have no idea what they’re doing in the background right now.

Tim Scarfe

Yeah, I have no idea, actually.

Mike Knoop

Yeah.

Tim Scarfe

Yeah. She was quite forthcoming about ARC-AGI 3.

I’m wondering if it’s the idea you discussed, because the community has discussed this a lot, and I think there’s been some back and forth about having to play a game, then having to acquire the skills and the knowledge, and then replaying it at, let’s say, almost maximum efficiency—like speedrunning it. So that’s one intuition that’s been going around in the field. I guess only Greg and the team will be able to tell us next year.

The thing I really liked about ARC v1 and v2 was that, first of all, it was a grassroots community, and loads of people without lots of funding could just focus on the kernel of intelligence. Now it’s just ridiculously complicated, and it’s almost de-intellectualized the field, which means that loads of folks with resources are just throwing reinforcement-learning algorithms at it and almost going back into blindfold mode.

That’s a fair description of a lot of machine learning. We just have really big models, we train them to do next-token prediction, we see what happens, and we try to scale up from there. The thing that was so magical about the community was that there were just so many great ideas and really, really deep thinking.

Mike Knoop

It’s not that simple. Even if we have a lot of compute, it’s still hard to make a harness that solves these games, and training is also hard. It’s not as simple as just throwing compute at it; there are still many details that you have to get right.

But for sure, as you said, I think it raised the level needed to enter the competition. We’re seeing that many people are stuck with the kind of template solution and, as far as we’re aware, at least in the competition, not many are trying LLM approaches because they’re so computationally expensive. So it’s definitely made it harder for the average person to enter the competition, but I wouldn’t say that it’s just a matter of throwing a lot of compute at it and brute-forcing it.

Tim Scarfe

It’s not like most other benchmarks, right? There’s no language, there are no instructions. Does that make it quite distinct as well?

Mike Knoop

I think that’s the interesting part about ARC: it tries to remove as much as possible the prior that you get from language or from human knowledge, strip it to the minimum, and really only test for intelligence. I think that’s a cool feature.

Tim Scarfe

Language is the basis of how we do a lot of thinking. What you folks have done is, you’ve gone to language and then gone back again, so we’ve got this kind of loop. We go to language, we do some reasoning, and then we might use that to do active fine-tuning or reinforcement learning or whatever, and we’ve got this virtuous cycle.

So you took the language away, and we’re kind of putting it back again.

Mike Knoop

Yeah. I think the reason we’re putting it back is because we’re specifically focusing on language models, which have been extensively trained on language. I guess if there are other approaches, like neural-guided search, they might not use language at all. You don’t need language for this, at least human textual language.

But in our case, we’re heavily leveraging reasoning models, so it’s natural to bring them back into the domain they’re experts in. We want our harness to shape that and encourage that behavior. So, yeah, I guess that’s the main reason we’re moving back.

I think it’s also very difficult to do this. The reason—and I think I said it before already—is that language succeeds so well because there are higher-level priors encoded in it that are just so difficult to strip away from the data. Maybe that’s because humans have created these games and have an idea of what a game is. Even though they tried to remove the bias a little bit, it’s still there.

You might look at these games, and usually the backgrounds are some sort of dark color or white, rather than green. This isn’t necessarily true for all of them, but more or less it holds. You can see that these were created by humans and reflect their idea of what games are. I think it’s incredibly difficult for a human to create something that doesn’t have this in it. It might even be impossible. So that’s maybe why coming back to language works so well.

Yeah, just to quickly add to that, I’ve also seen exactly that. You could easily permute the game: you could permute the colors and rotate the images. When you do that, the games become significantly harder. So if you remove that prior—which shouldn’t actually be a prior—you can see that it becomes harder for humans to play. So, yes, perhaps that tells us something about the benchmark.

There’s some leakage of human—

Tim Scarfe

Exactly.

Mike Knoop

—prior into the game.

Tim Scarfe

It makes it harder for the algorithms as well.

Mike Knoop

Yes, yes. That’s one thing we found with the harness. You can provide numbers as colors, but it does worse than if you encode those numbers as specific colors that it knows, like black for background and gray for immovable areas. So if you remove those priors, it performs worse, which is interesting.

That is fascinating. I think it’s important to pass through language because initially we tried to train a neural net with reinforcement learning on a lot of games, without using an LLM at all. It’s way easier to use an LLM—you get good performance much faster—because the prior from language is so general and can be applied to so many different domains. Getting the same prior just by training would take so many games instead. By starting from language and then fine-tuning to the specific games, you can get there much faster.

It’s quite a common technique to transform something so that it falls into a representation that has more affinity with our knowledge. The encoding from just numbers to specific characters—for example, using B for blue—and telling it, “This is blue; this is this color,” automatically helps it a lot with language-based reasoning. It knows that typically, when humans play games, bright colors are objects you want to interact with or something is going to happen, while duller colors are background or walls. So that definitely helped a lot.

Tim Scarfe

That’s actually really interesting, because I suppose one strategy is that you could have multiple representations. From a language point of view, you could do something really galaxy-brain, like turn it into a story where the colors become dogs or agents or people. Do you see what I mean? Is there some representation that will just make the language model come to life and make it significantly more powerful?

Mike Knoop

As far as we’ve seen so far, the models are actually pretty decent at perception. Remember, the game in the end is not a 64×64 grid; it has concepts. It has a player that’s moving around. It has a goal. It has the maze. You’re not going to play the game if you don’t get those concepts.

The thing is, the LLM is pretty good at getting those concepts. The problem is that it takes a while, and we have very little time to play the games. One aspect of ARC that we haven’t discussed yet is that we give it different views of the world. We have the ASCII grid, but we also have a very simple segmentation based on connected components.

By having that and giving it that list, it works well on some games and not well on others. But it allows the model to short-circuit a lot of this perception part. In perception, it will look at the ASCII, zoom in on part of the board, and make an ASCII representation there.

Oh, that looks like this, and do it on another one, and spend a lot of tokens that way.

Tim Scarfe

What about from a vision point of view as well? Do you think language is actually necessary for reasoning? Do you think, in principle, we could train a vision model to go directly from the input to the output? I think it boils down to one of the big open questions in the field: Is language critical to intelligence?

Mike Knoop

I will say that, at least when I'm playing the games myself—and I think that goes for all of us—I'm using language. These games are set up so that, indeed, with the object prior, a 4-year-old could do it, but I don't think a 4-year-old would be beating most games. When I'm actually thinking through a strategy myself, I'm thinking either out loud or in my head, but there's basically a narration, a narrative in language: “Oh, okay, we have to get the key, but the key is blocked. How does that work?” And how you decouple all that, I'm not sure.

Tim Scarfe

Language is almost like an emergent phenomenon. It's still almost determined by its physical instantiation in the world that we live in, but it's something that has evolved over a very, very long time. So, in principle, we could train an end-to-end vision model, and if it saw an insane amount of data—almost all of the distribution—it could potentially acquire the same abstractions. But language is almost like a shortcut because you can bootstrap those abstractions.

Mike Knoop

Yeah, it's also tricky because it could, but it might end up internally developing its own language, because you need things like reasoning chains. In our case, it needs to write code, which is a language itself.

That is a good point. So I did some initial experimentation. For the first experiment, to show that we can generalize, I created an ARC environment that was procedurally generated, with some new objects and new objectives. In fact, you can get the behavior: it's just a vision model with a Mamba backbone, and you can get it to learn to figure out the objects and place them in the right order, without using language, using only a latent representation.

I think it is possible in principle, but what that experiment showed is that I required about 5,000 different permutations just to solve that one setup. On real ARC games, it's going to be more than that if you want to train from scratch. That's why the prior helps a lot: You need fewer environments to actually get it to perform well. You could just do it with a harness, and if you train, the hope is that you need fewer environments to improve on and generalize, which is the most important part.

Tim Scarfe

It does lean on this more general point that we think humans are so intelligent, but we have the benefit of millions of years of evolution, right? We're using all of that trial and error implicitly. So it's almost a bit unfair that we're expecting AI algorithms to be able to do all of that.

Mike Knoop

Exactly.

Tim Scarfe

How do you square the circle between releasing lots of pre-built tools that are quite specialized and also being Bitter Lesson-pilled? Is that a contradiction? What does it mean to be Bitter Lesson-pilled?

Mike Knoop

As a lab, we subscribe to the Bitter Lesson. I guess the idea behind the Bitter Lesson is that often detailed and specific solutions lose compared to just more data and more compute, and going large-scale on a problem.

I think, looking at the past, even if the Bitter Lesson wins in the end, it's always useful to try the more domain-specific approach first. For instance, AlexNet, the paper that won ImageNet and in some way started the deep learning revolution: I think a lot of the intuition that brought them to use convolutional neural networks for image recognition was motivated in some way by all of the tricks that had been done before for image recognition.

So I think that even if it's true that now we're doing pure engineering on the harness, we're understanding the details of the problem that will then allow us to do a more end-to-end solution and allow us to do something that generalizes, hopefully, more. I think this understanding of the details and specification is probably a necessary step.

Yeah, I want to add that I'm maybe a little bit less Bitter Lesson-pilled than most AI researchers, mainly because I was doing it before the Bitter Lesson became the baseline. I do think, at least certainly where ARC-AGI 3 is right now, I would be willing to make a bet that the winning solution, be it ours or someone else's, of this competition will actually not be a Bitter Lesson solution.

If you look at ARC-AGI 2 now, it's been pretty much Bitter Lesson-ed, and it's being won by creating huge amounts of training data. I don't think there's a clear path just yet for this competition, and what's needed now is really the basic design. I do think it will involve training, but probably not to the degree that all you need to do is have a good training data set and then go for it.

Tim Scarfe

Yeah. It's fair to say that Chollet does not want it to be Bitter Lesson-built. Every single design step has been away from the Bitter Lesson, and he would love it in a world where it wasn't the case that it was Bitter Lesson-ed. I might be willing to make that bet for this year. If there's another iteration next year, or another one the year after that, I could imagine that at some point it is Bitter Lesson-ed. But I don't think the models are there to be able to do that this year already.

Mike Knoop

Yeah, it's so amazing that even in 2026 we have so much uncertainty about this. We still don't know beyond a reasonable doubt whether it might not be Bitter Lesson-pilled in 2 years' time. It's important to bring things into distribution.

What ARC Prize has done for ARC-AGI 3 is that they specifically say the training problems, or the public problems, are not representative of the testing problems. That makes it even harder to create a distribution on which you could meaningfully train, because you still have to extrapolate in some way.

So maybe that's also why overfitting just doesn't help, because you have to generalize to new problems. As you say, they are specifically targeting this not to be just mass-trainable. But maybe if we can extrapolate the distribution well and guess whatever is in the testing distribution, then this could be done. But this is just a hypothesis.

I do think maybe, in a sense, it is going to be Bitter Lesson-ed, but the classical Bitter Lesson is just that you make a training set so big that everything is in there, and then bake everything into your weights, which is kind of what happened for ARC-AGI 2.

I think this one does need something like that, but what you need to get into the model—and I think that is maybe much more what Chollet would also like to see—is the basic thinking patterns. It needs to know the general ways in which to approach a game and how to solve a game without having memorized every game in particular. If we can manage to do that, we'll feel like we've really done something beyond just beating a bunch of games.

Tim Scarfe

How do you reconcile the fact that you're trying to build more powerful AI but you're worried about it?

The Benchmark With No Instructions

Reconciliation is difficult. You cannot do AI safety research in a vacuum. You need to be clued in about the best techniques and be able to train good AI systems to study them at all.

The way I would say it is: If you want to make bridges safe, it's going to help to know civil engineering and how to build bridges. Similarly for AI, but that runs the risk that you then participate in the race and make that racing situation worse, because progress in AI capabilities runs ahead of progress toward AI safety. So I want to be very careful with this.

I think now I'm very happy with the team we currently have and the level of technical discussion, common interests, and actual work being done. So that's all very positive.

What's gone wrong? Is it just that it takes forever to get there somehow? It takes longer and is more expensive than you think it will?

The Benchmark With No Instructions

Yeah. I guess what's wrong is that broad AI progress is very fast, and it feels a bit tough: Can you ever catch up? I think next year might not look that different from today, but I would say 5 to 10 years away might look completely different.

Yeah.

The Benchmark With No Instructions

I think I'm a believer in the software singularity. I think software advances will keep being made through agent engineering and stronger AI systems in the world of atoms generally. But I think eventually we'll replicate this success with things like industrial robots and self-driving cars. I think at some point the Moravec paradox kind of falls, and then we start seeing powerful AI capabilities everywhere.