Aug 2026· 2 citations· ⚡ 1 influential· 32 references
Computer Science
TL;DR
DiG-bench (Discovery in Games) is released, a new benchmark for discovering new knowledge with experimentation in controlled environments where the objective is unknown, which provides games at seven tiers of difficulty for AI agents.
Abstract
Discovery---formulating novel generalizations---is a central part of the scientific process. Despite its importance, there is a gap in the current AI benchmark landscape, with few benchmarks directly probing the capacity for discovering new knowledge with experimentation in controlled environments where the objective is unknown. To address this gap, we release a new benchmark: DiG-bench (Discovery in Games). DiG-bench consists of a set of 70 independent games. Each game is encoded as a short string and has unique transformation rules that must be discovered through interaction and experimentation. The levels of the game present a series of challenges to test whether the rules have been discovered, where the win conditions for each level are also unknown. We provide games at seven tiers of difficulty for AI agents. The lowest tier is routinely solvable by multiple models, while the highest tier challenges the best models in agentic harnesses. All 70 games were solved by at least one human on first attempt. A subset of 21 games is released publicly, and the remainder is held private for secure evaluation.
A Test-time World-model Inference (Twin) system, in which a frontier coding agent writes an executable world model for completing continual learning tasks, such as ARC-AGI-3 games, which is strong enough to recover the true transitions of the game and the goal on nearly all levels.
Alexy Skoutnev, Kirill Acharya, Gaston Longhitano et al.· 3 citations
It is proved that in closed, strictly competitive games enough computation drives the human to the classical security value and creativity is worthless; that creativity has value exactly when an unmodeled move beats the AI’s best defense.
The results demonstrate the surprising effectiveness of AVI: it learns more accurate value functions than those learned by AlphaZero, while its one-step-lookahead greedy policies remain competitive with MCTS-based policies at substantially lower training and inference costs.
Raphaël Boige, Amine M. Boumaza, Bruno Scherrer· 0 citations
The Abstraction Agent is proposed, a zero-shot pipeline that uses a large language model (LLM) to discover continuous strategic features from a natural-language game description, score private states on these features, and cluster them into abstraction buckets, without any game-specific evaluator, training data, or gam...
An adaptive tile-matching platform whose central algorithmic contribution is a dual-track content-generation architecture: a deterministic rule-based generator that is always available, and an optional learned generator, both subject to a common verification gate that establishes that every delivered piece set is fully...
We present
A Dataset of LLM Strategic Play
, comprising 9,572 tournament records from a controlled eight-round Swiss-system tournament involving 20 LLMs across four board games: Tic-Tac-Toe, Connect Four, and their goal-inverted variants, Suicide and Not Connect Four. Move records include the model identity, boar...
P. Morillo, C. Ferri, J. Hernández-Orallo· Scientific Data· 0 citations
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