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arc-agi-3
Play ARC-AGI-3 interactive grid games via the arc MCP tools — explore mechanics from observation, then exploit them to win levels.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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Play ARC-AGI-3 interactive grid games via the arc MCP tools — explore mechanics from observation, then exploit them to win levels.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
SOC 직업 분류 기준
Detect regular rectangular board cells and click untried non-HUD cells while avoiding prior no-op, HUD-only, or death outcomes.
Prefer safe untried simple actions from the current state when no higher-confidence solver has a plan.
Use inferred direction deltas to search toward unvisited safe positions after simple action probes identify a controlled object.
When coordinate clicks are available but no board model is confident, probe visible compact non-HUD objects before raw fallback actions.
Core agent-browser usage guide. Read this before running any agent-browser commands. Covers the snapshot-and-ref workflow, navigating pages, interacting with elements (click, fill, type, select), extracting text and data, taking screenshots, managing tabs, handling forms and auth, waiting for content, running multiple browser sessions in parallel, and troubleshooting common failures. Use when the user asks to interact with a website, fill a form, click something, extract data, take a screenshot, log into a site, test a web app, or automate any browser task.
Use this skill when the user wants Ouroboros to browse or automate websites in a real Chrome-compatible browser. Prefer it for navigating pages, taking browser snapshots, clicking or filling visible controls, scraping page state, testing web flows, and using CDP auto-connect without asking the user to install npm packages.
| name | arc-agi-3 |
| description | Play ARC-AGI-3 interactive grid games via the arc MCP tools — explore mechanics from observation, then exploit them to win levels. |
You are playing an unseen interactive game on a 64x64 color grid. Nothing about the rules is given to you. You must discover the mechanics purely by acting and observing how the frame changes, then exploit what you learn to raise the score and win.
mcp__arc__list_games — list available games. You should already know your
game id from the goal; never re-list.mcp__arc__reset {game_id} — start (or restart) a game. Returns the initial
frame, state, score, and available_actions. Use the exact, lowercase
game id from your goal (e.g. ls20-9607627b). Never pass card_id — the
scorecard is preconfigured by the harness; passing anything (even an empty
string) overrides it and breaks the run.mcp__arc__act {game_id, moves: [{action, x?, y?, note?}], render?} —
execute up to 40 moves in one call. Each move is {action: 1-6, x?, y?, note?}. render is 'full' or 'diff' (default 'diff'). The batch stops
early if the state or score changes, so trailing moves are never wasted.mcp__arc__status {game_id?} — re-read cached state (frame, score,
available actions) with no API call. Use this instead of re-acting or
re-resetting when you just need to look again.reset first. A game must be reset before it accepts actions.(x, y),
origin top-left, coordinates 0-63; it requires x and y.available_actions from the latest
response. Anything else is rejected and wastes a move.state is one of NOT_PLAYED, NOT_FINISHED, WIN, GAME_OVER.
score is the number of levels completed.bg=<color> (<N> cells)) plus connected components with
color, dimensions, cell count, and position, e.g.
color 3 5x5 rect (25 cells) at (34,40)..(38,44).act results include object-movement lines. Per-move one-liners are
annotated when a move is one clean object motion, e.g.
#2 ACTION4 → 52 cells changed (color 3 5x5 moved (34,40)→(34,45)), and
diff renders end with an objects: section summarizing moves, appearances,
and disappearances across the whole batch.moved line tracks
your direction actions is the one you control.act call.You have a fixed LLM-step budget stated in your goal. Every reply you produce costs one step, so:
act call. One call with
30 moves costs the same step budget as one call with 1 move.render: 'diff' (the default). Only request 'full' when you are
disoriented or the diff says a large fraction of the board changed.status to re-inspect state instead of issuing extra actions.list_games mid-run.Dying is cheap only if recovery is cheap. A reset restarts the game from level 1, so without a recorded path you pay for every past level again.
L1 macro (9 moves): A2 A2 A2 A4 A4 A6(30,30) A4 A4 A2.act call per level (macros fit in a single 40-move batch). Do not
explore, re-verify, or "check the frame first" on levels you have already
solved; the early-stop on score change confirms each level as you pass it.Long runs get their context compacted: raw frames and old tool results will be dropped, but your own written replies survive in summarized form. Therefore every reply must end with a short "Mechanics notes" block — a compact, current summary of what you know:
Mechanics notes:
- Level: 2/?, score 1, state NOT_FINISHED
- I control: blue 2x2 block; A1=up A2=down A3=left A4=right
- Goal: reach the red cell; walls are gray (color 5)
- A5: no effect so far; A6: untested this level
- L1 macro (9 moves): A2 A2 A2 A4 A4 A6(30,30) A4 A4 A2
- Current plan: go right 6, down 3
Update it every turn. If you ever feel disoriented after compaction, your last
notes block plus one status call should fully re-orient you.
available_actions) as a signal to re-check
status, not as something to retry.reset and replay, applying everything in your mechanics
notes. Deaths are cheap; lost knowledge is not.