A resonance‑indexed reasoning architecture that reads the screen, discovers the rules by probing the engine, builds its own faithful model of the game, plans a winning sequence, and confirms the win on the engine’s own score before it commits.
Z‑O is not a large language model. It carries no pre‑trained text corpus, no token prediction, no floating‑point weights, and no vision model. It is an integer‑deterministic reasoning engine that runs on CPU only — no GPU. Every action it takes is produced by watching the game’s frames, inferring the game’s mechanics from its own interactions with the engine, and searching a model it built for a sequence the engine itself confirms is a win — never by recalling gameplay seen in pre‑training.
ARC‑AGI‑3 makes this distinction sharper than any static benchmark. The other systems attempting these interactive games are, overwhelmingly, large language / vision‑language models pre‑trained on zettabytes of internet data before they ever see the game. Z‑O brings none of that. It arrives at each game knowing nothing about it, and learns to play it the way the benchmark intends: by interacting, observing consequences, forming a hypothesis about the rules, and testing that hypothesis. From the ARC‑AGI design philosophy:
“…it would immediately disadvantage any AI that hadn’t been extensively pre‑trained on vast text corpora… a cultural artifact, not a measure of inherent cognitive ability.”
A learning system that learns‑then‑plays — discovering the mechanics on the spot and verifying every step against the world — is the honest analogue of what ARC‑AGI‑3 is meant to reward: skill‑acquisition efficiency and interactive reasoning, not corpus recall.
Everything below is one idea applied recursively. For each game Z‑O runs an inside‑out loop, per level:
The loop is autonomous: it does not pick from a menu of hand‑written playthroughs; it constructs the model and the plan at solve time by interacting with the game, and it keeps only what the engine confirms. This is the same verify‑first discipline Z‑O applies to static grids (ARC‑AGI‑2) and to mathematics — the architecture is domain‑agnostic; only the reduction and the certificate change.
The 25‑game coverage is delivered by a structure that is itself the contribution: a self‑organizing network of deterministic, engine‑certified gears, each a complete Cortex Flywheel for a mechanism family. A new gear is grown where interaction reveals an uncovered mechanic, wired in behind a cheap pre‑route gate, and reused thereafter.
solve(reach_fn, budget) → action_plan | None, self‑gates (detects its own family from the perceived board, returns None if it doesn’t fit), plans on a 0‑divergence native model, and certifies on the engine before returning. A non‑null plan is a certificate — a driver‑replayable sequence of moves and clicks that advances the engine score.The cardinal rule is “never commit a wrong move as if it won.” Interactive play exposes a failure mode that static grids do not, and catching it is what the discipline is for:
A native model can pass random‑sequence fuzzing and still diverge from the engine on the specific path a search discovers — a solution path exercises rules a random walk never triggers. A search that trusts its own model would then “win” in simulation and fail in the world. Z‑O closes this by making the real engine the sole arbiter: every candidate plan is replayed on a fresh engine and accepted only if the engine’s score advances. A model/engine divergence surfaces here as a non‑advancing replay and the plan is discarded. This turned up and closed real escapes during development — simulator wins that the engine rejected — none of which could ever be committed, because certification is on the engine, not the model.
Z‑O’s full capabilities include an extensive learning, memory, and negative‑reinforcement architecture. When fully enabled, once a level is solved and engine‑certified, the driver‑replayable plan is learned so a later encounter is instant — a live derivation that once took minutes collapses to a fraction of a second. This is a speed optimization, and it is exactly how a learning agent should improve with experience. When fully enabled, Z‑O judges its own performance and updates its previously learned solutions iteratively.
Crucially, for ARC‑2 and ARC‑3 the full system is turned off, meaning the ability to solve does not depend on the bank. To prove this, even the hardest games in the 25 ARC‑3 sets are run end‑to‑end with the store disabled — nothing banked, nothing reused.
The final holdout of that game — a two‑carrier “double‑ferry” transport level whose winning line is a ~130‑move caravan across the board — was cracked live by an autonomously derived general mechanism: a mobility‑aware potential field plus a joint two‑body march that keeps both ferries advancing monotonically through the region where a single‑body heuristic has a dead spot. Then certified on the engine.
Learning makes Z‑O faster; it does not make Z‑O able — the reasoning stands 100% on its own.
The handicap is not cosmetic. Recall, self‑evaluation, and negative‑reinforcement are core to Z‑O’s full operation, and ARC‑AGI‑2 and ARC‑AGI‑3 are run with all three disabled. The closest analogue for a large language model would be removing its pre‑training — leaving an untrained network that cannot perform the task at all, because in an LLM knowledge and reasoning are fused into the same weights. In Z‑O they are separable: the learned layer sits on top of the reasoning architecture. Stripped of the equivalent, Z‑O still completes all 25 games and scores 99.28% — evidence that the reasoning capability lives in the architecture, not in accumulated memory. That separability is the point of running the benchmark this way.
The harness is self‑contained — one game‑agnostic entry point drives all 25 games:
python arc3_general.py <game> # discover → model → search → CERTIFY → play, level by level
It is deterministic (identical across runs), hang‑proof (every gear and search tier is time‑bounded), and treats each game independently as the benchmark requires. A native accelerator — the Rust simulation/search core below — is used when present and the pure‑Python path is used otherwise; both certify on the same engine.
Z‑O is CPU‑only, deterministic, no GPU, no network at solve time. ARC‑3 was run on a single server — Intel Xeon Gold 6542Y × 96 and 500 GB RAM, utilizing zero GPU. Performance comes from architecture, not scale:
The division is deliberate: the deep native search is native; the reasoning and verification that must stay legible are Python. Nothing on the emit path depends on a GPU or a pre‑trained weight.
Wall‑clock to derive and engine‑certify each game from a cold start (use_store=False), on the single CPU server above with zero GPU.
| Game | Levels | Moves | Derive + certify (seconds) |
|---|---|---|---|
| ft09 | 6 | 80 |
21.1
|
| lp85 | 8 | 131 |
13.3
|
| cd82 | 6 | 114 |
6.1
|
| sb26 | 8 | 124 |
476.2
|
| tr87 | 6 | 166 |
68.7
|
| sk48 | 8 | 753 |
69.9
|
| tn36 | 7 | 95 |
409.2
|
| tu93 | 9 | 185 |
6.4
|
| sc25 | 6 | 122 |
16.3
|
| ls20 | 7 | 309 |
166.5
|
| ar25 | 8 | 440 |
27.4
|
| s5i5 | 8 | 303 |
45.4
|
| vc33 | 7 | 223 |
10.5
|
| r11l | 6 | 154 |
10.6
|
| cn04 | 6 | 323 |
5.4
|
| su15 | 9 | 139 |
13.2
|
| ka59 | 7 | 364 |
8.7
|
| re86 | 8 | 735 |
244.7
|
| sp80 | 6 | 141 |
4.2
|
| m0r0 | 6 | 213 |
39.2
|
| bp35 | 9 | 368 |
1160.0
|
| dc22 | 6 | 456 |
137.9
|
| g50t | 7 | 276 |
362.1
|
| lf52 | 10 | 720 |
714.5
|
| wa30 | 5 | 651 |
1225.0
|
Median 39 s per game; 12 of 25 under 30 s, 16 of 25 under 90 s. The long tail is the deep‑search construction/corridor games (sb26, tn36, g50t, lf52, bp35, wa30), where the native simulators grind through minutes of construction or corridor search — still bounded, still engine‑certified. Every figure includes full derivation from a cold start and certification of every level; a warm run with the store enabled collapses each to a fraction of a second.
ARC weighs compute cost heavily, and Z‑O’s is close to zero. Z‑O emits no tokens and touches no GPU and no paid inference API, so there is no per‑token or per‑call charge — the only cost is CPU time on commodity hardware. Notably, a game occupies a single core: the driver does not spread one game across the 96‑core CPU, and the entire 25‑game set has been derived concurrently, one core per game, on this one ~3‑year‑old server. Bounding the cost from the times above — a single core for a median ~39 s, up to ~20 minutes for the deepest game — at commodity CPU‑instance and electricity rates the compute for a typical game is a small fraction of a US cent, and even the deepest‑search games are at most a few cents of single‑core time. These are the full cost of solving from a cold start, with no pre‑training run to amortize off‑book.
The strongest evidence that Z‑O is general reasoning and not an ARC‑specific trick is that one Flywheel — perceive → route → induce/plan → verify → declare‑or‑refuse — runs unchanged across radically different data sources; only the reduction and the certificate change.
| Domain | Result | Certificate used |
|---|---|---|
| ARC‑AGI‑2 static grids |
120/120 public eval, 0‑wrong | Rule self‑creates all train pairs + cross‑validation on every test input |
| ARC‑AGI‑3 interactive games |
25 / 25 preview games completed, every level engine‑certified; hardest game derived fully nothing‑banked | Fresh‑engine replay: the engine’s own score advances |
| DeepMind Putnam‑like exact‑answer math |
40/41, from a 0/41 cold start, every answer independently certified | Substitute‑back identity, exhaustive small‑case, high‑precision convergence, construction |
| Live chess real‑time adversarial |
2126 Elo, autonomous live rated play — 1,052 wins / 431 losses / 405 draws; stronger than 97.3% of rated players | Legal‑move verification each ply; external Lichess rating and game outcomes are the arbiter |
The ARC‑3 and Putnam results were reached by the same verify‑first construction — a small set of falsifiable reductions under a discipline that refuses the unverified. This is an argument for structure, not scale: the lever is a verification‑first architecture generalized across domains, not a larger model.
A fourth domain — live, adversarial, real‑time chess. The same engine, unmodified, learned chess and is autonomously playing rated games live on Lichess.org, currently at 2126 Elo — above 97.3% of rated players and more than 500 Elo above the strongest published LLM chess ratings. Its record to date is 1,052 wins, 431 losses, and 405 draws (60 of those losses came from a stale software version during autoplay bring‑up, not from play). Chess adds precisely what the static benchmarks cannot: a live, adversarial, real‑time opponent, with every move legal‑move‑verified and an external rating system as the impartial arbiter — the same verify‑first discipline, a fourth independent domain. As with ARC‑2 and ARC‑3, this chess prototype runs with Z‑O’s memory, learning, and negative‑reinforcement disabled; with the full self‑improvement stack enabled — the same loop that turns a minutes‑long ARC derivation into a sub‑second one — the expectation is a rating that climbs well past 2500 (grandmaster) strength. That last figure is a projection of the enabled system, not a measured result; the 2126 is the measured, handicapped rating.
All results below are 0‑wrong — Z‑O committed no unverified or fabricated win; every reported win is the engine’s own score advancing.
| Set | Result | What it measures |
|---|---|---|
| 25‑game preview set | 25/25 games completed, every level engine‑certified via the single game‑agnostic driver; aggregate score 99.28% (22 games at 100; su15 99.87, ar25 98.28, sk48 83.85 — all completed, the gap is action efficiency) | End‑to‑end interactive capability across all published mechanic families |
| lf52 (hardest game), store disabled | 10/10 levels, use_store=False — nothing banked, nothing reused |
Live‑derivation capability is independent of learned memory |
| Flywheel reuse | Certified plans learn when memory is turned on. Replay and re‑certify on the engine | Learning improves speed without ever weakening the 0‑wrong guarantee |
use_store=False).AspenLabs is not participating under rules that require open‑source release of the submission (5.1.a). As a proprietary commercial architecture, AspenLabs will utilize independent evaluation through appropriate confidential validation pathways.
The architectural philosophy underlying Z‑O rests on those four complementary pillars of intelligence. ARC‑AGI‑3 exercises all four in a single interactive setting, and Z‑O treats verification as a first‑class capability, evaluated with the same rigor as reasoning. For the purposes of ARC‑3 the system has its extensive Recall and self‑evaluation capabilities turned off.