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ARC Prize:官方博客·· 2025-02-14AI 评分53

ARC Prize 发布 SnakeBench:50 个 LLM 贪吃蛇对战实验,o3-mini 与 DeepSeek-R1 领跑

ARC Prize Side Quest - Snakebench

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ARC Prize 团队推出实验性基准 SnakeBench,用 2.8K 场 2v2 之外的 LLM 贪吃蛇对战测试 50 个模型的动态环境决策能力。o3-mini(ELO 1825)和 DeepSeek-R1(1801)居前二,推理模型合计赢下 78% 对局;榜单和代码开源,详见 https://arcprize.org/blog/snakebench。

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ARC Prize Side Quest: SnakeBench We tested 50 LLMs — from Haiku to o3-mini — to see which were the best at battling snakes. Introducing SnakeBench, an experimental ARC Prize challenge of 2.8K head-to-head LLM snake games. Designed to test how models interact with dynamic environments, real-time decision-making and long-term strategy. Top SnakeBench Match by o3-mini and DeepSeek. The mission of the ARC Prize Foundation is to pull open science forward. We do that by building and deploying frontier benchmarks which explore the gap between “easy for humans, hard for AI.” We created our first benchmark, ARC-AGI-1, in 2019. Models did not achieve human-comparable performance until 2024. Building on ARC-AGI-1, we will release version 2 shortly. Looking forward, explorations like SnakeBench help inform our benchmark design (v3+). Improving AI model performance necessitates that we expand beyond the input/output grid format of V1 & V2. Future benchmarks will look materially different, allowing for more complex reasoning, goal setting, and the development of intuition within an environment. We are still in the design phase. Toy prototypes like this help shape our thinking. --- What we learned about benchmark design Reasoning models prevail: Reasoning models were in a league of their own. o3-mini and DeepSeek won 78% of the matches they played against other LLMs. Context is crucial: Models require extensive data about the board to play well: full coordinates, locations of apples, positions of other snakes, and a clear explanation of how to parse the X/Y grid. This developer-intuition prompting highlights AI's current limitations. Obvious mistakes made most games uninteresting: Most LLMs failed to understand the game board and track their snake's position, leading to collisions. It wasn’t until we tested GPT-4, Gemini 2.0, and o3-mini that we saw enough spatial reasoning for strategic play. SnakeBench Leaderboard Rank Model ELO Wins Losses Ties Apples View 1 o3-mini 1825 155 21 21 546 -> 2 DeepSeek-R1 1801 86 18 7 259 -> 3 Meta-Llama-3.1-405B-Instruct-Turbo 1731 70 30 10 228 -> 4 claude-3-5-sonnet-20241022 1689 133 44 15 424 -> 5 Meta-Llama-3-70B-Instruct-Turbo 1681 63 37 10 123 -> 6 o1-mini 1672 119 56 17 414 -> See the full 50 LLM leaderboard at SnakeBench.com. Code and results are open source. --- Games Matter Tweet by Andrej Karpathy. ARC Prize's mission is to measure and guide AI toward bridging the gap between tasks that are "easy for humans, hard for AI." As long as we can create problems that humans can solve but AI cannot, we have not achieved AGI. Games are excellent examples of easily verifiable domains that can measure AI's generalization capability. Plus…they’re fun to play. Independent of our main benchmark (ARC-AGI-1), we ran this side quest to see how an LLM would do in Snake. This would force a model to: Track evolving states round by round Manage multiple objectives with dynamic objects (score points, avoid collisions) Evaluate spatial reasoning in a textual environment Long history of testing LLMs in game environments Researchers have used games to test how LLMs plan, adapt, and understand complex environments including: Text-Based Adventure Games: GPT-style models are used to play interactive fiction games (e.g. Zork-like environments) by reading textual descriptions and inputting commands. Embodied Simulation Tasks: Agents must execute sequences like “find a knife in the kitchen and put it in the drawer” in ALFWorld. Physical Robotics: Google’s PaLM-SayCan is an LLM-based robotic agent that plans real-world actions. It uses an LLM (PaLM) to suggest possible next steps given a high-level goal, and a value function to rank which actions are feasible. Board and Strategy Games: Meta’s CICERO combined an LLM with strategic planning to play the board game Diplomacy. Without special handling, LLMs were prone to making illegal or nonsensical moves because they don’t truly “see” the board – they only predict moves from text. Video Games and 3D Worlds: Voyager, an agent that uses GPT-4 to play Minecraft autonomously and of course the Agent57 Atari game player. --- SnakeBench Methodology Starting with the environment’s state (game description, sensor readings, etc.), a prompt was given to the LLM as context. The LLM then generates an action, left, right, up, or down. Models that "thought" for longer before picking a move could gain more coherent long-horizon behavior and better performance. This means the LLM would internally deliberate (e.g. “I want to avoid that enemy snake so I should move away.”) and then output the action (e.g. “move away”). For SnakeBench, we presented the board as a 2d grid to the LLM in plain text format, with rows labeled 0 to 9 from the bottom up, and columns labeled 0 to 9 from left to right. Apples, snake heads, and tails were denoted by different symbols. SnakeBench Anatomy Each LLM was prompted for its move in each round. Moves were applied simultaneously, which introduced the possibility of head-on collisions. If a snake landed on an apple, it scored a point and grew in length. If a snake collided with a wall or another snake’s body, it lost immediately. Elo ratings were computed to rank how often a particular LLM won. In addition to displaying the 2d board, additional information was included in the prompt: Coordinates of enemy positions Coordinates of self Apple coordinates Rationale from the LLMs last move Rules of the game See below for a full prompt example. This context-heavy prompt is also a key reason why reasoning models did much better. They are trained to do this thinking step prior to their output. Rather than artificially engineering a thinking step in the prompt, reasoning models do it automatically. Below is a brief excerpt of DeepSeek’s chain-of-thought in one move (full version here). DeepSeek’s “Thinking” key sections: Repeating known information about the board Evaluating possible directions Evaluating where apples are Evaluating where enemies are Making a proposed move (in this case down) and evaluating alternatives Confirming move --- LLMs still have challenges The performance demand of playing an interesting snake game is currently beyond the capabilities of LLMs. Though this will eventually change, we observed current challenges: Textual Format is difficult for spatial reasoning: Models treat the board layout as tokens, not a native 2d array. This caused frequent coordinate confusion: e.g., moving in the wrong direction or not realizing their snake’s head was overlapping with its own tail. Tiered Performance: Lower tier models like GPT-3.5 Turbo, Haiku, and others consistently died early—often within the first few turns. They rarely scored more than once. Whereas mid/high-end models like GPT-4, Gemini 2.0, o3-mini showed better spatial reasoning, occasionally maneuvering around obstacles, snatching apples, and extending the game duration. Long-Horizon Planning and Memory Limits: Dynamic environments often require a sequence of many correct decisions to achieve a goal. LLMs, however, lost focus over long sequences. To combat this, we injected the rationale from the LLM’s previous move so it had the chance to maintain some strategic stability. Brittleness to Novelty or Changes: LLMs proved to be brittle – small changes in input format or unfamiliar situations can break their reasoning. Some of these issues could be mitigated by the developer through injecting more safeguards and knowledge into the prompt. For example, we could have restricted the possible moves of the LLM to only legal moves. However, the more developer intelligence you add to the model, the less you are testing its ability to reason and navigate, the core purpose of this exercise. SnakeBench was a fun exploration into how LLMs handle dynamic environments and real-time decision making. We look forward to exploring other game environments that can help us design better benchmarks to measure AI capabilities. See the code here. --- Appendix Future Work The SnakeBench environment could be improved by increasing the board size and adding more complex obstacles, like walls or more snake opponents. Introducing more snakes and apples would force greater competition and unpredictability, which would be useful for stress-testing LLM chain-of-thought reasoning. Additionally, continual improvements in prompting, through more structured or step-by-step prompts, could lead to fewer mistakes in reading board states. o1-pro one shot The initial snake game was produced by o1-pro in one shot. It effectively aced the environment's logic during tests, requiring minimal re-prompting of the game engine. The prompt used: Google Models & Rate Limits: Despite being on a paid tier, certain Google-based LLMs hit rate limits mid-game, which disrupted continuity. This caused many games not to finish. It was unclear how to remove the rate limits. Prompting We used a detailed prompt that included: Board Dimensions: Explicit min/max X and Y. Apple Positions: Listed as coordinate pairs. Enemy Snake Positions: IDs, heads, and body coordinates. Move History: Last move direction and rationale. Movement Rules: How to move up/down/left/right, scoring, and collision conditions. View the full prompt here.

来源:ARC Prize:官方博客 · arcprize.org