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Battleday et al.: Measuring AI Discovery With 70 Games That Never Explain Their Rules — Fukai Reads
An arXiv preprint by Ruairidh M. Battleday and fifteen co-authors. On DiG-bench — 70 text-string games with both rules and win conditions hidden, across seven tiers, 21 released publicly — the strongest single model beat 50 games and all models pooled beat 57, while all 70 were beaten by at least one human on a first attempt. Handed the ground-truth rules, the same model jumps from 18 games to 69, and agentic harnesses did not improve on the basic one.
Mannem et al.: Some Puzzles Are Learnable, Some Are Not — Fukai Reads
An arXiv preprint by Gowrav Mannem and colleagues (Algoverse AI Research). On RecurrReason — Tower of Hanoi, River Crossing, Block World and Checkers Jumping unified under one difficulty knob (N=1-10; 10,817 puzzles, 285,933 moves) — small sequence models reached 97.27% validation and 81.00% out-of-distribution on Block World, but only 11.11%/0.00% on Tower of Hanoi, 1.11%/0.10% on Checkers Jumping, and 0.00% everywhere on River Crossing. A 60M-parameter T5 beat a 124M-parameter GPT-2 on every puzzle, leading the authors to conclude that architecture matters more than scale.
Li et al.: Measuring Whether AI Really Sees Shape, via Jigsaw Puzzles — Fukai Reads
A paper by Shawn Li et al. introducing JigShape, a benchmark for spatial reasoning in vision-language models. Interlocking tab-and-blank pieces make the ground truth unique across 95,468 instances from 4x4 to 16x16; only GPT-5.5 beat chance zero-shot (69.65% on 4x4), everything collapses from 8x8 even after fine-tuning, and removing the shapes drops 97% to 10%.
Huang et al.: Letting an AI Play the Generated Game, Then Fix It — Fukai Reads
A game-generation paper by Yixu Huang and colleagues (Fudan University, Xiaohongshu and others). Play2Code puts a screen-driving GUI agent into the generation loop as a playtester, evaluated on PlaytestArena, a new environment of 200 tasks and 1,548 rubric criteria. Averaged over three backbones, rubric pass-rate goes from 29.7% for single-pass generation and 52.2% for a code-inspection-only pipeline to 66.8%.
Ye et al.: Measuring Image-Capable AI (MLLMs) with Children’s Intelligence Tests — Fukai Reads
A paper (arXiv preprint) by Hengwei Ye and colleagues at ShanghaiTech University on KidGym, an MLLM evaluation benchmark inspired by children’s intelligence tests (the Wechsler scales). It measures five abilities — Execution, Perception Reasoning, Memory, Learning, Planning — across 12 tasks on a 2D grid at three difficulty levels, evaluating nine models. Even top models reached only 0.30 on abstract-shape puzzles and 0.72 on counting against a human 1.00.
Waugh: Measuring AI's Reasoning with Sudoku and Slitherlink — Fukai Reads
A paper (arXiv preprint) by Justin Waugh of Approximate Labs on Pencil Puzzle Bench, a benchmark that measures LLM reasoning with pencil puzzles. From 62,231 puzzles across 94 types it selects 300, and its core is that a machine can verify every move against the rules; 51 models were evaluated. Even the strongest GPT-5.2 reached only 56.0% in agentic mode, with about half unsolved.
Ying et al.: Measuring AI's General Intelligence Through Every 'Human Game' — Fukai Reads
A preprint from a team at MIT, Harvard and others that measures AI's general intelligence through games humans made. Rebuilding 100 popular App Store and Steam titles with an LLM and having seven frontier vision-language models play them, the best reached only 8.5 against a human median of 100, falling far short on memory, planning and inferring rules.
Triebel et al.: Does AI Have Both a Head and a Hand on a Classic Physics Puzzle? — Fukai Reads
A paper by Triebel et al. evaluating VLMs on the classic physics puzzle The Incredible Machine 2. Using VLATIM, a five-stage benchmark, it asks whether screen-operating AI can solve problems like humans; the cleverer large models can plan but cannot click precisely, and no model solved even one puzzle to completion.
Monti et al.: Measuring AI's Planning Power on a Single-Corridor Sokoban — Fukai Reads
A paper by Monti and colleagues on SokoBench, a benchmark that measures reasoning models' long-horizon planning with Sokoban. By lining up only single-box straight corridors and narrowing difficulty to a single axis (corridor length), it shows that even state-of-the-art reasoning models break down once more than 25-30 moves of lookahead are needed. The authors locate the cause in accumulated miscounting.
Luo et al.: Can AI Agents Build Whole Playable Games in a Real Engine? — Fukai Reads
A paper by Luo, Wang and colleagues on GameCraft-Bench, a benchmark for end-to-end game generation by coding agents. It has agents build complete playable games on Godot from natural-language specs, judged by launch, input replay, and video-based scoring across 140 tasks in 15 families. Even the strongest configuration reaches only 41.46% overall, and the authors report that agents can build mechanics but fall short of finished games with content, readability, and polish.
Jiang et al.: Can a Sentence Build a Playable Game? — Fukai Reads OpenGame
A paper by Yilei Jiang et al. (CUHK) on OpenGame, an agent that generates whole 2D web games from natural language. Reusable skeletons and a 'living debug protocol' curb integration errors, setting a new state of the art across 150 tasks - though puzzles remained its weakest genre.
Li et al.: Can LLMs Play and Beat 2D Games? - Fukai Reads GVGAI-LLM
A paper by Li et al. (NYU and others) proposing GVGAI-LLM, a benchmark that has language models play 118 2D games to measure reasoning and spatial grounding. Translating boards into ASCII maps and solving zero-shot, GPT-4o-mini scored 0% on 477 of 540 levels and a 10.27% overall win rate, falling short of classic search algorithms. I unpack it as problem, method, findings, use cases, and limitations.




