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3 | 3 | # 🕹️ arc-lmm-agent |
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5 | | -[](https://arcprize.org/replay/8471c865-4c54-40c5-a523-dcaa681aa4f1) |
| 5 | +[](https://arcprize.org/replay/69c86b04-c9ff-4ae2-98e8-eade2e4c2214) |
6 | 6 | [](../../LICENSE) |
7 | 7 |
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8 | | -[](https://arcprize.org/replay/8471c865-4c54-40c5-a523-dcaa681aa4f1) |
| 8 | +[](https://arcprize.org/replay/69c86b04-c9ff-4ae2-98e8-eade2e4c2214) |
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10 | 10 | > `arc-lmm-agent` is an autonomous navigation solver for ARC-AGI interactive environments (`ls20` game atm). It uses an episodic framework, progressive strategy learning, and robust world modeling to dynamically maneuver through complex grids, interact with rotation modifiers, systematically collect step-boosters, and reach the target zones across escalating levels. |
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@@ -94,8 +94,8 @@ When all else fails (no plan, no known targets, nothing visible on radar), the a |
94 | 94 | The solver natively utilizes the overarching `lmm-agent` architecture for generalized intelligence logic: |
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96 | 96 | 1. **`InternalDrive`**: The agent fires intrinsic reward/motivation signals. If the agent finds a new bonus position or discovers a completely unvisited tile, the `Curiosity` drive spikes. If the agent bumps into a newly discovered wall and loses a turn, the `Incoherence` drive registers the penalty, adjusting future behavioral tolerances. |
97 | | -2. **`KnowledgeIndex` (Cross-Level Transfer)**: As the agent completes `Level N`, it synthesizes the trial's metadata into narrative English (e.g. *"Level 0 completed after 1 mod interactions and 0 bonuses... "*). This raw text is dynamically ingested into the localized `KnowledgeIndex`. When `Level N+1` begins, this long-term semantic memory primes the agent about the nature of the puzzles it will likely encounter. |
98 | | -3. **`LearningEngine` (HELM)**: Traditional tabular Q-learning shapes underlying values. The agent emits a continuous localized Bellman reward stream (+10 for activating a modifier, +50 for moving closer to the target post-modifier, -1.0 for wall collisions) to fine-tune the `NOVELTY` fallback recommendations. |
| 97 | +1. **`KnowledgeIndex` (Cross-Level Transfer)**: As the agent completes `Level N`, it synthesizes the trial's metadata into narrative English (e.g. *"Level 0 completed after 1 mod interactions and 0 bonuses... "*). This raw text is dynamically ingested into the localized `KnowledgeIndex`. When `Level N+1` begins, this long-term semantic memory primes the agent about the nature of the puzzles it will likely encounter. |
| 98 | +1. **`LearningEngine` (HELM)**: Traditional tabular Q-learning shapes underlying values. The agent emits a continuous localized Bellman reward stream (+10 for activating a modifier, +50 for moving closer to the target post-modifier, -1.0 for wall collisions) to fine-tune the `NOVELTY` fallback recommendations. |
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101 | 101 | ## 🕹️ Run the agent |
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