Tycho: Active Abstraction with Programmatic World Models for ARC-AGI-3
On the map: World models → World models for language agents
Abstract (arXiv)
ARC-AGI-3 turns abstraction into an interactive problem of skill acquisition. A player must infer an unfamiliar game's rules, hidden state, and goal while maintaining action efficiency because every move counts. We formalize these environments as parameterized rendered deterministic Moore machines and introduce Tycho, a coding-agent system that constructs and uses game-specific models during interaction. Tycho separates actionable observations from intermediate animation, level-completion, and game-over frames. From this structured history, an agent can model, test, plan with, repair, or bypass a free-form executable hypothesis. In one matched public-set run per policy, we compare four orchestration policies on all 25 public games using Claude Opus 4.8 under matched inference budgets. Actor-requested delegation to a model builder obtains the highest observed mean Relative Human Action Efficiency (RHAE), 88.49. With this selected policy, GPT-5.6 Sol and Opus 5 both reach 100.00 RHAE and complete all 183 levels. Their game-balanced first-run human-replay midranks are 98.5 and 100.0. Opus 5 uses 61% fewer scored actions than the aggregate official human baselines. Automatic repair after verification failures produces models that reproduce observed transitions much more accurately, yet reaches only 83.07 RHAE. Transition match indicates whether a simulator reproduces observed dynamics, not whether it has identified the objective or improves the next action. Strong play also requires deciding when to construct, repair, use, or bypass a model. We call this joint problem active abstraction: generating a testable model from costly interaction and deciding when acquiring or using it is worth its cost.
Key facts. Cited by 5 papers in the map (data through 7 Oct 2026). Placed in World models for language agents, one of 11 directions in World models. Builds on 19 of its 66 references that are in the map. First posted on arXiv 30 Jul 2026.
Builds on
19 of 66 references.
Closest ancestors · 5
Same direction, newest first
- 2026Do Coding Agents Need Executable World Models, Simplification, and Verification to Solve ARC-AGI-3?16 Jul
- 2026OPINE-World: Programmatic World Modeling with Ontology-error-Prioritized Interactive Exploration for ARC-AGI-31 Jul
- 2026Can LLM Agents Infer World Models? Evidence from Agentic Automata Learning15 Jun
- 2026Executable World Models for ARC-AGI-3 in the Era of Coding Agents6 May
- 2025Assessing Adaptive World Models in Machines with Novel Games17 Jul
Other references · 14
- 2019On the Measure of Intelligencecited by 129
- 2025Measuring the environmental impact of delivering AI at Google Scalecited by 31
- 2026Continual Harness: Online Adaptation for Self-Improving Foundation Agentscited by 30
- 2026ARC-AGI-3: A New Challenge for Frontier Agentic Intelligencecited by 29
- 2026From Failed Trajectories to Reliable LLM Agents: Diagnosing and Repairing Harness Flawscited by 21
- 2025Learning When to Plan: Efficiently Allocating Test-Time Compute for LLM Agentscited by 18
- 2026PRO-LONG: Programmatic Memory Enables Long-Horizon Reasoningcited by 9
- 2026Workspace Optimization: How to Train Your Agentcited by 7
- 2025Graph-Based Exploration for ARC-AGI-3 Interactive Reasoning Taskscited by 6
- 2026The ARC of Progress towards AGI: A Living Survey of Abstraction and Reasoningcited by 4
- 2026Learning Abstractions for Hierarchical Planning in Program-Synthesis Agentscited by 3
- 2026Don't Blame the Large Language Model: How Agent Harness Evolution Shapes Coding Agent Qualitycited by 3
Built on by
Citing papers per year: 2026: 5.
5 papers.
- 2026Trajectories That Segment Themselves: Agent-Declared Boundaries as a Training Unitcited by 0
- 2026Schema: Discovering Unknown Environments via Agentic Program Inductioncited by 0
- 2026Kepler: Auditable World Models for ARC-AGI-3cited by 0
- 2026VISTA: A Visual Harness for Reasoning in an Interactive Worldcited by 0
- 2026Memento 3: Model-Based Recursive Self-Improvement through Reflective Rulebookscited by 0
- 2026Memento 3: Model-Based Recursive Self-Improvement through Reflective Rulebooks8 Oct 2026
- 2026VISTA: A Visual Harness for Reasoning in an Interactive World1 Oct 2026
- 2026Kepler: Auditable World Models for ARC-AGI-330 Sep 2026
- 2026Schema: Discovering Unknown Environments via Agentic Program Induction30 Sep 2026
- 2026Trajectories That Segment Themselves: Agent-Declared Boundaries as a Training Unit3 Aug 2026
Similar, not cited
Close in wording, no citation either way
- 2026Up and Down the Abstraction Ladder: Code-Based Skills for Language Agents
- 2026Synthesizing Reactive Character Behaviors for Continuous Games via Programmatic Policy Search
- 2026GameReplica: A Benchmark for Black-Box Visual Game Replication by Vision-Language Agents
- 2026NitroGen: An Open Foundation Model for Generalist Gaming Agents
- 2026Witness: Discovery, Deciphering, and Epiphany in Interactive Puzzle Environments
- 2026Twin: Playing an Unknown Game with a Test-Time Digital Twin
- 2026OpenGameEval: Benchmarking Agentic Programming and Exploration in a Stateful Game Engine
- 2026From Pixels to States: Rethinking Interactive World Models as Game Engines