Arc skill
SkillSearchSolve an interactive hidden-rule ARC-AGI-3 game from its game ID. Contains the complete playing doctrine (predict before every action, graded claims, one-page notes, optional executable-rules search) plus the `arc` harness the agent drives. Use whenever asked to solve, play, or continue an ARC-AGI-3 game.
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the Arc skill skill
What this skill tells your AI
The instructions your AI receives, as published by pbshgthm/arc-skill in skills/arc-skill/SKILL.md and read by ahel’s review.
Set the launcher once, work inside one directory per game, then start or resume:
ARC="<this-skill-directory>/scripts/arc" # absolute path
mkdir -p <run-dir> && cd <run-dir> # one directory = one run
"$ARC" start <GAME_ID>
start defaults to a local simulator with competition semantics: one logical
run, append-only history, paid resets, completed levels never lost. It is
crash-safe — after any interruption, rerun "$ARC" start <GAME_ID> and the run
is resumed or replayed exactly. Use --mode competition (live remote server,
~15-minute idle lease, no replay recovery) only when the user explicitly asks.
Never create a second run for the same game, never inspect the game's source or
private state, and never edit .arc/ by hand except NOTES.md.
The game
A 64×64 board of 16 colors, hidden rules, several levels. Interface priors (not guarantees): ACTION1/2/3/4 = up/down/left/right, ACTION5 = interact, ACTION6:x,y = click at x=column y=row, ACTION7 = undo. Availability can change after every action.
Finish first. Historically every lost point came from unfinished games, not from extra actions. Early levels are usually cheap tutorials: a wrong action that teaches a mechanic beats a minute of deliberation. Act early, act often, learn from every grade. Efficiency only matters once finishing is likely.
The loop — look, predict, act, compare, note
- Look: open the printed
IMAGE; read the wordedTRANSITIONstory. - Predict + act: every action requires
--predict; the harness grades it:
"$ARC" act ACTION1 --predict "move 12,5 0,-1"
"$ARC" act ACTION6 3 14 --predict "cell 3,14=9; region 0:8,10:20" --because "test button"
- Compare: read the ✓/✗ grade, the worded
TRANSITIONstory, and the cell-exactDIFFbefore/after masks in the result (arc viewre-renders them for any event). A ✗ is the most valuable thing that can happen — reality just corrected you for one action. - Note: keep
.arc/NOTES.mdto one page with three sections —Verified (cite event ids),Assumed / open questions,Plan. After a ✗, fix the notes before the next action.arc statusprints the file in full, so it is also your recovery story after any context loss.
Claim vocabulary (full reference: "$ARC" act --help): noop, change,
cell X,Y=V, move X,Y DX,DY, vanish X,Y, region X0:X1,Y0:Y1, level+1,
win; several separated by ;. Coordinates are x=column, y=row, like ACTION6.
Free text is allowed and merely claims "something changes" — prefer one
specific claim; it grades sharper and teaches more.
Batching proven mechanics
Once a mechanic is verified, stop paying one command per step — batch with a claim on every step; execution halts at the first miss so a wrong theory cannot burn the rest of the queue:
"$ARC" commit \
--step "ACTION4 :: move 12,5 1,0" \
--step "ACTION4 :: move 13,5 1,0" \
--step "ACTION1 :: level+1"
Batch only movement you can predict cell-exactly or level-exactly; never batch exploration.
Levels, consumables, reset
- Completing a level archives your notes to
.arc/levels/. The new level may reuse mechanics — treat every earlierVerifiedclaim asAssumeduntil it survives one test on the new board (status reminds you until the notes change). - An object that vanished and never came back is a consumable. Spend consumables last, after reversible probes; before an irreversible-looking action, prefer ACTION7 (undo) tests when available.
"$ARC" reset --because "<why this board is unrecoverable>"rewinds only the current level, for the price of one action. AfterGAME_OVERthe reason may be omitted. Completed levels and history are never lost.
When a level resists — the rules tier (optional)
Status nudges you after many actions or repeated misses on one level. Then, and
only then, escalate from prose to executable rules: write a plain rules.py
(grounding, step, actions, goal), verify it against the entire recorded
history, and let A* search find the plan. Each plan step carries its own
prediction, so live execution still halts on the first surprise.
"$ARC" rules help # the compact contract
"$ARC" rules init # template; then edit rules.py
"$ARC" rules replay # must fit or gap on every recorded transition
"$ARC" rules solve # writes .arc/plan.json
"$ARC" commit @.arc/plan.json
Model only verified mechanics; mark everything else Unknown("why") — replay
reports gaps honestly instead of pretending a fit. This tier is never required
and never worth it before the game has taught you its mechanics.
Evidence tools
"$ARC" status # full picture + notes; run after context loss
"$ARC" view --grid # exact 0-f pixels
"$ARC" view --crop 8:24,10:30 # exact half-open crop
"$ARC" view --event 12 --frames # animation frames of a past action
"$ARC" python 'connected_components(grid)'
"$ARC" python 'shortest_path((r0,c0),(r1,c1), passable_mask)'
arc python preloads every settled board (grid, previous, frames,
transitions, actions), NumPy, perception helpers, BFS, and A* — free
offline computation; use it for parsing and pathfinding instead of paid probing.
Install location
This folder is agent-agnostic. Copy it into the platform's auto-discovered
skill directory (Claude Code: .claude/skills/arc-skill/, Codex:
.agents/skills/arc-skill/). From an unrecognized location, instruct the
agent to read this SKILL.md completely before starting.
Signals
- GitHub stars
- 89
- Forks
- 3
- Last commit
- Aug 2026
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arc-skill- Source
- github.com/pbshgthm/arc-skill