← Z-O in Action
Z-O Z‑O · ARC‑AGI‑3
99.28% · 25/25
Submission Package
ARC‑AGI‑3 · 25‑game preview set

Z‑O: a deterministic, verification‑first reasoning engine

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.

Author
Andrew Zuk
Organization
AspenLabs, Inc
Task
Interactive‑reasoning benchmark
Hardware
CPU only · zero GPU
Download PDF
99.28%
Aggregate ARC‑AGI‑3 score, live against the public API
25 / 25
Preview games completed, every level engine‑certified
22
Games scoring a perfect 100; the other three fully completed
0
Fabricated or unverified wins ever committed
System
Z‑O — resonance‑indexed, deterministic reasoning engine.
Task
ARC‑AGI‑3 interactive‑reasoning benchmark (the 25‑game set).
Headline
Z‑O is a deterministic reasoning architecture built around a verification‑first principle. For each game it reads the screen, discovers the rules by probing the engine, builds its own faithful model of that game, plans a winning sequence, and confirms the win on the engine’s own score before it commits — never by recalling text or actions seen in pre‑training.
Scoring
Across the 25 preview games, Z‑O completes every game and every level, engine‑certified, for an aggregate ARC‑AGI‑3 score of 99.28%. The benchmark scores each game on action efficiency as well as completion: 22 of the 25 games score a perfect 100, and the only three below 100 — su15 (99.87), ar25 (98.28), sk48 (83.85) — are fully completed; their shortfall is action‑count efficiency, not any uncompleted level. Z‑O does this using a single game‑agnostic driver — the win is always the ARC‑3 engine’s own score advancing, never an internal claim.
Cardinal property · 0‑wrong
Z‑O never ships a fabricated or unverified win. An action sequence is emitted only when a fresh engine, replaying it, actually advances its score; otherwise the plan is discarded and the search continues.
01

What Z‑O is, and why it belongs in ARC‑AGI‑3

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.

02

The Autonomous Cortex Flywheel

Everything below is one idea applied recursively. For each game Z‑O runs an inside‑out loop, per level:

1
Perceive
2
Discern
3
Route
4
Model
5
Search
6
Certify
7
Act
  • Perceive. Read the engine’s 64×64 color‑index frame and an inner‑state readout of the full board. A role‑hypothesis sweep resolves what each color is (mover, rail/track, pivot, carrier, wall, goal) — not by naming, but by behavior.
  • Discern. Infer the game’s mechanics by probing the engine — (state, action) → next_state — and classifying the family (movement/collision, push/momentum, grab‑carry, rotation‑assembly, fill‑flow, adversary/mimic, herd‑merge, peg‑jump/transport, visual‑programming, grammar‑reconstruction, …).
  • Route. Dispatch to the matching capability from features alone — never from a game id.
  • Model. Synthesize an internal, native simulator of that game and prove it 0‑divergent against the real engine (fuzz‑verified before any search is trusted — fuzz is necessary, not sufficient, so plans are always re‑checked on the engine).
  • Search. Plan on the fast native model (engine‑as‑oracle best‑first / macro‑HTN / construction planners / mobility fields).
  • Certify. Replay the plan on a fresh engine; keep it only if the engine’s own score advances.
  • Act / push on. Commit the certified plan; if a level can’t be certified, the honest output is to keep searching — never a false win.

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.

03

The Self‑Building Gear Network

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.

  • Gear contract. Every gear exposes 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.
  • Isolation. Gears live in separate modules so they never conflict; the game‑agnostic driver pre‑routes to the likely gear and falls through the rest on a miss. Correctness is independent of the route — every gear self‑certifies — so routing order affects only speed.
  • The solve‑file method. Read a ground‑truth solve as a mechanism guide, then build a general gear that re‑derives that mechanism’s parameters from each game’s own state — never a hard‑coded playthrough, never a game id. The result generalizes a family of levels, not one screen.
  • Native self‑coding. Where a family needs deep search, Z‑O synthesizes its own fast simulator from engine probes (0‑divergence, fuzz‑verified) so it can search thousands of futures per second and still certify the survivor on the real engine.
04

Certify on the engine’s own score — a 0‑wrong hardening

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.

05

Learning that does not depend on memory

SOLVE LEARN PERSIST REUSE

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.

arc3_general.solve("lf52", use_store=False)
10 / 10 levels SOLVED & CERTIFIED — every level derived from scratch and confirmed on the engine.

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.

06

How a researcher runs it

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.

07

The CPU‑only, Rust / Python architecture

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:

  • Rust native core (arc3_rust). The compute‑heavy inner loops — the 0‑divergence native simulators, the wall‑aware distance, and the deep‑search leg‑solvers for the hardest transport and corridor games — run in a Rust extension at ~10⁶ simulated states/second, which is what lets the deepest levels be derived within a bounded budget. Every Rust routine is validated 0‑divergent against the engine and its output is certified on the engine like any other.
  • Python orchestration. Perception, the role‑hypothesis sweep, gear routing, the flywheel store, and the lightweight planners sit in Python — none of it a bottleneck.

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.

Per‑game solve time — cold, nothing‑banked

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.

Cost per game — effectively nil

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.

08

The same Flywheel, four domains

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.

09

Results & provenance

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

Provenance, stated plainly

  • Z‑O contains zero game‑specific hardcoded playthroughs. Gears are dispatched by self‑gating on the perceived board and every plan is certified on the engine; a gear that mis‑fires produces a plan the engine rejects, and it is discarded. Audited: no game‑id branches or answer lookups on the emit path.
  • The systems flywheel’s ability to solve is demonstrated without its memory architecture (use_store=False).
10

Decision on ARC Prize participation

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.

11

Compliance summary

Learning
Acquire knowledge
Recall
Retain validated knowledge
Reasoning
Construct solutions to unseen problems
Verification
Independently establish correctness before acting

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.

  • Self‑contained, deterministic, CPU‑only, integer, no GPU; no network at solve time. Runs offline against a local engine and, for the scored run, against the public ARC‑AGI‑3 API unchanged. The 25‑game scored run was performed live against the public ARC‑AGI‑3 API, each game on its own scorecard; the 99.28% aggregate is that live result.
  • Not an LLM. No pre‑trained text/vision corpus, no token prediction, no floating‑point weights, no cultural‑artifact prior (the ARC fairness criterion) — it learns each game by interacting with it.
  • No game‑specific hardcoded solutions on the emit path — self‑gating dispatch + engine certification only; emit path audited clean.
  • 0‑wrong: every committed win is the engine’s own score advancing on a fresh‑engine replay; a simulator win that the engine rejects is never committed.
  • Learns‑then‑plays, and does not depend on memory: the flywheel learns certified plans for speed, but full derivation is demonstrated with the store disabled.
  • Disabling Z‑O’s memory greatly handicaps its full capabilities. This is done for both ARC‑2 and ARC‑3 in an effort to show the reasoning capabilities on the complex challenges presented by ARC.
  • The enabling mechanism — the Autonomous Cortex Flywheel / self‑building gear network — is the same one that reaches 120/120 on ARC‑AGI‑2, 40/41 on the DeepMind Putnam‑like set (the one wrong showed a different calculated answer from DeepMind’s corpus), and 2126 Elo in autonomous live rated chess on Lichess.org (top 2.7% of players) — the last three all with the memory/learning stack disabled. We believe these 100% auditable capabilities demonstrate evidence of general, verification‑first reasoning rather than a per‑benchmark fit.
Z-O
25 / 25 games. Every level engine‑certified.
Aggregate ARC‑AGI‑3 score of 99.28%, derived from a cold start on CPU alone, with no unverified win ever committed.
Andrew Zuk · AspenLabs, Inc
ARC‑AGI‑3 submission package
25‑game preview set