ARC-AGI-3 交互式网格游戏;本文一道题 cd82-fb555c5d(ARC3_004),6 个 level,64×64 棋盘,16 色interactive grid games; one game here, cd82-fb555c5d (ARC3_004): 6 levels, 64×64 board, 16 colours
Harness
Qwen Code 代理循环:模型按其后训练的方式用工具玩游戏(MCP 工具 look / act / status);知识以工作区 QWEN.md 进入上下文;每个条件 100 局Qwen Code agent loop: the model plays through tools the way it was post-trained (MCP tools look / act / status); knowledge enters as the workspace's QWEN.md; 100 episodes per condition
RL 策略RL policy
同一模型,裸 prompt:每步收到棋盘,输出一个 JSON 动作;slime(Megatron 训练 + SGLang 采样),16×GH200Same model, bare prompt: receives the board each step, emits one JSON action; slime (Megatron training + SGLang sampling), 16×GH200
游戏机制 —— 对模型隐藏Game mechanics — hidden from the model
动作Action
真实效果(来自源码与引擎逐条核过)True effect (checked against the source and the live engine)
ACTION1–4
把"涂色器"沿 3×3 环移动一格(上 / 下 / 左 / 右);移出环或移到中心 = 无效果,但仍计一步Move the applicator one place around a 3×3 ring (up / down / left / right); off the ring or onto the centre = no effect, still costs a step
ACTION5
用当前颜色涂画布中面向涂色器的区域:在边上 = 一半,在角上 = 一个三角;覆盖写Paint the canvas region facing the applicator with the selected colour: a half from an edge, a triangle from a corner; overwrites
ACTION6 x y
点击:点在色板框上 = 选色;点在涂色器旁的小方块上 = 涂该边中段(仅 level 3–6);其它位置 = 无效果Click: on a colour box = select that colour; on the small sprite beside the applicator = paint that edge's middle third (levels 3–6 only); elsewhere = nothing
RESET
恢复本 level 起始状态,不计步Restore the level's starting state; free
模型看到的只有 64×64 的整数网格和动作名字(下方灰框),没有任何说明;上表全部要靠它自己在游戏里发现。The model sees only the 64×64 integer grid and the action names (grey box below) — no description; everything in the table it has to discover by playing.
一局的前八步(真实引擎)Eight steps of one episode (real engine)
0startlevel 1 起始level 1 start
1ACTION6 37 4点左侧色板框 → 选白色click the left colour box → select whiteΔ95
2ACTION5画布已是白色 → 什么都没变canvas already white → nothing changesΔ0
3ACTION6 43 4点右侧色板框 → 选紫色click the right colour box → select purpleΔ95
4ACTION5上半画布涂成紫色paint the top half of the canvas purpleΔ51
5ACTION3涂色器移到左上角applicator moves to the top-left cornerΔ200
6ACTION5左上三角涂成紫色paint the top-left triangle purpleΔ16
7ACTION1角上再"上" → 无效果"up" from a corner → no effectΔ0
8RESET恢复起始back to the startΔ269
图 1.Figure 1.Δ = 该步改变的格子数,是模型能观察到的全部反馈。Δ = cells changed by the step — the only feedback the model can observe.
模型每步收到的观测:状态、完成的 level 数、整数网格、可用动作名 —— 仅此而已。The observation the model receives each step: state, levels completed, the integer grid, the available action names — and nothing else.
动机:从自蒸馏到显式、可验证、可组合的知识Motivation: from self-distillation to explicit, verifiable, composable knowledge
SDPO(自蒸馏策略优化)怎么做。同一个模型跑两遍:教师的 prompt 里放进 oracle 答案(或其它特权信息),学生只看原 prompt;在学生自己采出的 token 上最小化 KL(π学生 ∥ π教师),可再加 RL reward。学生学会"像看到了答案那样"作答。How SDPO (self-distillation policy optimization) works. The same model is run twice: the teacher's prompt contains the oracle answer (or other privileged information), the student sees only the original prompt; on the student's own samples the KL(πstudent ∥ πteacher) is minimized, optionally with an RL reward. The student learns to answer "as if it had seen the answer".
问题。信号全部来自模型对那个答案的自我反思:学到的东西隐含在答案里、绑定于具体题目,没有外部检验,也不会超出 oracle 给的范围 —— 它复制答案,不产生新知识。The problem. All signal comes from the model reflecting on that answer: what is learned stays implicit and answer-bound, nothing checks it externally, and it never grows beyond what the oracle handed over — it copies answers rather than producing knowledge.
我们的想法。LLM 擅长组合创新,缺的是对"什么算知识"的约束。所以把知识做成显式的声明式规则,用两个 reward 引导模型自己去获得:正确性(在游戏里复现)和泛化性(在别的 level 上仍成立)。多轮迭代:第一轮拿到最底层的原子(ARC 里的动作映射),后面各轮把原子放在一起,组合出新的、更高层的知识;每轮的知识再通过 SFT ⊕ RL 内化。整个过程只需在现有 multi-step RL(harness)循环里加一个 SFT 项。Our idea. LLMs are good at combinatorial innovation; what is missing is a constraint on what counts as knowledge. So knowledge becomes explicit declarative rules that the model acquires itself under two rewards: correctness (reproduced in the game) and generalization (still holds on other levels). Iterated over rounds: round 1 yields the lowest-level atoms (ARC action mappings), later rounds put atoms together and compose new, higher-level knowledge; each round's set is internalized by SFT ⊕ RL. Only one SFT term is added to the existing multi-step RL (harness) loop.
图 2.Figure 2.(a) SDPO 让模型对着 oracle 答案反思自己;(b) 本文让模型在正确性与泛化性两个 reward 下多轮获取显式知识,并在同一 RL 循环里内化。(a) SDPO has the model reflect on itself against an oracle answer; (b) ours has the model acquire explicit knowledge over rounds under correctness and generalization rewards, internalized inside the same RL loop.
框架Framework
算法 1 迭代式知识获取与内化Algorithm 1 Iterated knowledge acquisition and internalization
𝒦0 ← ∅; for r = 1 … R do
𝒟r ← Play(πθ, levels 1–4 | 𝒦r−1 in context) ▷ 带当前知识的经验experience with current knowledge
表 1.Table 1.消融:同一 𝒦、同一 RL(Dr.GRPO,每轮 32 局 × ≤80 步)、同一评测(level 5–6,prompt 中无 𝒦);只改 SFT 的调度。Ablation: same 𝒦, same RL (Dr.GRPO, 32 episodes × ≤80 decisions per rollout), same evaluation (levels 5–6, no 𝒦 in the prompt); only the SFT schedule changes.
怎么验真:让代码替模型检验How a claim is verified: code checks the model
验真者是同一个模型的另一个会话,拿到一条 claim 和过去的对局记录。它不判断 claim 对不对,而是写代码去复现:把 claim 拆成子句,对每个子句设计检查 —— 在对局记录里数、或开一局新游戏用 act 去试;计数 reproduced / total,声明极性(数成功还是数违例:"从不发生"的子句 0/N 才算通过);再用 set_level(k) 在至少两个别的 level 上重跑同样的检查。产出一份结构化 ledger。过滤器只读 ledger:任一子句被驳回 → 删掉该子句;本 level 检查成立 → 正确;别的 level 的结果 → 泛化分 0–3;点击配方 / 解法型 → 拒绝。The verifier is another session of the same model, given one claim and the past episode journals. It does not judge the claim; it writes code that reproduces it: the claim is split into clauses, each gets a check — counted in the journals, or tried in a fresh episode through act; it records reproduced / total with a declared polarity (successes or violations: a "never happens" clause passes at 0/N); then the same checks are re-run on at least two other levels via set_level(k). The output is a structured ledger. The filter reads only the ledger: any refuted clause is cut; home-level checks hold → correct; the other-level results → a generalization score 0–3; click recipes / solutions → rejected.
图 3.Figure 3.验真回路。正确性和泛化性都由游戏本身给出,不由模型的自我评价给出。The verification loop. Correctness and generalization come from the game itself, never from the model's self-assessment.
子句 c1 · holds · home_level_fresh 4 次检查clause c1 · holds · home_level_fresh, 4 checksClicking any cell of a framed legend box, frame included, sets the applicator's fill colour to that box's colour.别的 level:level 2 held(7 个色框、坐标不同,机制相同)· level 3 held → 泛化 3other levels: level 2 held (7 boxes at other coordinates, same mechanism) · level 3 held → generalization 3
子句 c2 · refuted · 被删clause c2 · refuted · cutRows 3 and 6 of the frame are inert targets: clicking them changes nothing.观察:在 (39,3)、(37,6)、(43,6) 点击各改变 94–95 格;记录里 18 次中 13 次"无变化"都是涂色器已持有该色的情形。observation: clicks at (39,3), (37,6), (43,6) changed 94–95 cells; the 13 of 18 journal instances that changed nothing were all cases where the applicator already held that colour.
一份真实 ledger 的两条子句(verifier v2 示例):一条 claim 里对的部分进入 𝒦,错的子句连同证据被去掉 —— 不是整条接受或整条拒绝。Two clauses of a real ledger (verifier v2 example): the correct part of a claim enters 𝒦, the wrong clause is removed with its evidence — not accept-or-reject the whole claim.
上下文中的知识有效;RL 起点无信号Knowledge in context works; the RL start has no signal
图 4.Figure 4.同一策略,只改上下文:level 1 通关率 9/100 → 33/91 → 100/100(agent harness)。RL 起点 π₀(裸 prompt,无知识)为 0/320,纯 RL 基线梯度恒为 0 —— 内化只能从 SFT 组开始。误差棒:95% Wilson 区间。Same policy, only the context changes: level-1 clear rate 9/100 → 33/91 → 100/100 (agent harness). The RL start π₀ (bare prompt, no knowledge) is 0/320, so the pure-RL baseline's gradient is identically zero — internalization has to start from the SFT arms. Error bars: 95% Wilson intervals.
图 5.Figure 5.六个 level 的起始棋盘。同一套机制、不同布局:知识若可泛化,应在 L5–L6 上仍成立。Starting boards of the six levels. Same mechanics, different layouts: knowledge that generalizes should still hold on L5–L6.
已验真 · level 1 · 泛化 3/3verified · level 1 · generalization 3/3Clicking the colour box whose colour the applicator already holds changes no board cell.
已验真 · level 1 · 泛化 3/3verified · level 1 · generalization 3/3An ACTION5 that changes no cell means that region already holds that colour.
已验真 · level 1 · 泛化 3/3verified · level 1 · generalization 3/3The canvas is written only by a painting action or by a level (re)load.
已验真 · level 1 · 泛化 3/3verified · level 1 · generalization 3/3ACTION6 aimed at a cell that belongs to no interactive sprite changes no board cell.
新 · level 1 · 动作映射(验真中)new · level 1 · action mapping (being verified)ACTION6's x is the column and y the row: the legend fires for calls with x 35–43 and y 2–6, while the transposed calls hit background and fire nothing.
新 · level 2(验真中)new · level 2 (being verified)RESET restores the board to its initial state, changing exactly the drifted cells and refilling the 64-cell bottom row; it consumes one action.条件:任何漂移后的状态condition: any state after drift
新 · level 3(验真中)new · level 3 (being verified)ACTION3 merges the mid-board container from the split configuration and is a no-op from the merged one; ACTION4 inverts ACTION3 back to split.条件:容器处于初始拆分或合并布局condition: the container is in its split or merged layout
新 · level 4 · 组合两条原子(验真中)new · level 4 · composes two atoms (being verified)ACTION1 and ACTION2 also fire 228/229-cell container transforms, reaching shapes where ACTION3 and ACTION4 change no container cells.条件:容器最近一次由 ACTION1/2 变换condition: the container was last transformed by ACTION1/2
蓝色:人工深审后保留的 level-1 原子(36 条中的 4 条);橙色:v3 提取器从 level 1–4 新得到的 claims(474 条中的 4 条,v2 验真进行中)。每条 = 一个机制 + 条件,不含解法。Blue: level-1 atoms kept after the claim-by-claim review (4 of 36); amber: new claims from the v3 extractor on levels 1–4 (4 of 474, v2 verification running). Each = one mechanism + its condition, no solution.
进展Progress
Level
局Episodes
清关Cleared
claims (v3)Claims (v3)
验真 v2Verify v2
过滤Filter
1
100
9
101
运行中running
—
2
100
0
121
运行中running
—
3
100
0
128
运行中running
—
4
100
0
124
运行中running
—
表 2.Table 2.知识流水线(四个 level 同一流程)。旧 61 条集经逐条深审:原样可用 4 条,答案型 19 条 → verifier v2 / extractor v3 / filter v2,标准不变。Knowledge pipeline (one procedure for all four levels). The old 61-claim set was reviewed claim by claim: 4 usable as written, 19 answer-like → verifier v2 / extractor v3 / filter v2, standard unchanged.
RL 管线已跑通(每轮:32 局 rollout ≈ 32 min,log-prob + 2 步优化 ≈ 40 min;eval ≈ 33 min / 2 轮;一组 12 轮 ≈ 20 h)。验真 → filter → 合池成最终 𝒦 → 起 sft_first / sft_interleaved / sft_joint。RL pipeline runs end to end (per rollout: 32 episodes ≈ 32 min generation, log-prob pass + 2 optimizer steps ≈ 40 min; eval ≈ 33 min per 2 rollouts; one 12-rollout arm ≈ 20 h). Verify → filter → pool the final 𝒦 → launch sft_first / sft_interleaved / sft_joint.
纯 RL 基线需要 π₀ 非零的设定(xhigh 推理或更多局)才有信息量。The pure-RL baseline needs a setting with non-zero π₀ (xhigh reasoning or more episodes) to be informative.
第 2 轮(r = 2):把 𝒦₁ 放回上下文再游玩、再提取,看模型能否组合出更高层的知识。Round 2 (r = 2): play and extract again with 𝒦₁ in context, to see whether the model composes higher-level knowledge.