Astra guesses the rules on move 1, then tests one button
The first screen shows two bars, each with a dark dot at one end, two small red crosses, and two gray boxes of buttons. There are no labels and no stated goal. Astra’s first note is already a theory: each dot should reach a cross, and each gray box drives one bar. It tests the theory by clicking one button.
Astra calls these bars “orange” and “blue”. It never saw a color, only the numbers 14 and 11, and its names do not match how the game draws them for people. By level two it drops the color words and refers to parts by number.
- Dot on bar 14
- Cross
- Button clicked
- Dot on bar 11
- Cross
- Second button pair
One click shows that each press grows the bar 3 cells
The test click grew the bar three cells to the right and changed nothing else. Astra turns that into arithmetic: the dot sits at 34, the cross at 52, so six more clicks. The rest of the level is counting clicks. Reasoning tokens fall from 867 on move one to 203 on move two, and to 71 by move twelve.
- +3 cells per click
- 6 clicks away
Level 2: Astra plans all 26 clicks before making the first
Level two puts a purple wall between a jointed four-segment arm and the cross it has to reach, with one button pair per segment along the bottom. Astra spends 1,863 reasoning tokens on the first move, almost five times this run’s median move, and writes out the whole solution: extend segment 12 eight times, 10 eight times, 11 four times, 14 six times. It carries out all twenty-six clicks without revising the plan. The median person who finished this level used 89 moves.
- Cross
- Wall
- Four-segment arm
- 12
- 10
- 11
- 14
Astra’s note becomes a vector it updates after every click
One move into level two, the note has turned into a data structure. “(12,10,11,14) = (1,0,0,0)” counts how far each segment has been extended, and “(8,8,4,6)” is the target. Astra rewrites the first vector every turn, so the note alone says exactly where it is in the plan. ARC Prize singled out this behavior in its report: unfamiliar scenes turned into compact, code-like symbolic models.
- 1 of 8
- 0 of 8
- 0 of 4
- 0 of 6
Level 3: 4,762 tokens of thinking, then 37 moves where people took 106
Level three has six arms, each with a retract button and an extend button, and some arms have to move out of the way before others can pass. Astra spends 4,762 reasoning tokens before the first click, its most on any single move in the game, and solves the ordering in advance: 12→3, 9→3, 14→4, 12→0, 8→1, then 10→12 and 7→8. Arm 12 goes out to three and later back to zero to make room for a later move. The level takes 37 moves; the median person who finished it took 106.
- 8
- 10
- 12: retract clicked
- 9
- 7
- 14
Level 4: one test click reveals that five rods move together
Level four scatters five yellow rods across the screen and gives them a single button pair in the same color, which Astra knows only as the number 11. On the move before this one, Astra wrote “Testing linked 11 rods.” and clicked once. The result it recorded: “All five 11 rods extend together.” No still frame shows that link; Astra found it only by clicking.
- Rod 11
- Rod 11
- Rod 11
- Rod 11
- Rod 11
- One button moves all five
Level 5: Astra tests which arm moves the pillar, then re-plans around a blocker
Level five has four arms, one pillar, and no sign of which arm moves what. On move 107 Astra wrote the question into its note, “Testing whether retracting 9 moves the blue pillar at x30–32”, and clicked. On move 108 it recorded the answer: the pillar moved right to x33–35 and is now blocked at x36–38. It then queued nine more steps to lift the pillar over the block, spending 4,142 reasoning tokens on the question and 3,106 on the new plan.
- Pillar, now x33–35
- Blocker, x36–38
- Clicked: 12 extend
Level 6: Astra guesses what a new button does and records the answer as a rule
Level six adds square buttons with a plus sign above the length controls, and nothing says what they do. On move 135 Astra guessed, “Upper buttons likely rotate”, and clicked one. On move 136 it wrote the result as a general rule rather than a note about one click: “rotating a joint turns it and its children 90° counterclockwise.” With that rule, it plans the rest of the route through the gap in the wall.
- Rotate 9?
- Rotate 11?
- Rotate 14
- Gap x9–17
- Cross
- Jointed arm
Level 7: a click does nothing, and Astra learns segment 9 cannot go below 1
Level seven was the hardest for Astra: 47 moves and 36% of all the reasoning tokens it spent on the game. Its plan called for retracting segment 9 to zero, and the click changed nothing. Its note says “Retracting 9 again made no change”, and a few moves later it adds a new rule: “Minimum length9=1”. Astra routes around the limit by rotating segment 9 instead, and notes that rotating 9 also rotates 12.
- Segment 9, stuck at 1
- Retract did nothing
- Rotate 9
- Cross
Level 8: the shorthand note ARC Prize quoted in its report
Level eight puts four arms on a hub that rotates them together, with two gates across the main arm’s path to the cross. Astra’s note is laid out like a small program: a line of current state, then a nine-step plan with three rotations of the hub along the way. ARC Prize quoted this note in its report as an example of Astra’s on-the-fly algebraic shorthand. “q2” is Astra’s own name for the hub’s second rotation; nothing in the game calls it that.
- Hub (q2, 8↓)
- Rotate hub
- Gate 7
- Gate 10
- Main arm 14
- Cross
Move 242: Astra clears all 8 levels with no resets
The last click puts the tip of arm 14 on the cross, and the game reports WIN. Astra cleared eight levels in 242 moves with zero resets. The human baselines for the same eight levels, each the median move count of the people who finished that level, add up to 638.
- Tip of arm 14
- Cross
- Final click
Astra thinks hardest on the first move of each level, then barely thinks while executing
The strip of bars under the screen shows the reasoning tokens for each move, filling in as you scroll through the run. The median move in this run used 392 reasoning tokens. The first move of a new level routinely used thousands: 1,863 at the start of level two, 4,762 at the start of level three, 4,142 at the start of level five. Then the bars drop, often below 200, while Astra carries out the plan it already made. ARC Prize reports that frontier models generally play within human efficiency once they have worked out a game’s mechanics. Level seven is the exception: Astra’s predictions kept failing, and its token use stayed high. That single level used 67,435 reasoning tokens, 36% of the game’s total of 186,683. [S72] [S56]
Given a code sandbox, Astra wrote its own Python tools
In the s5i5 run, the only thing Astra produced besides its moves is its notation. ARC Prize also ran Astra in PRO-LONG, a harness with a code sandbox, where it wrote software. On tu93, a maze game with guards and moving patrols, Astra started with navigation and wrote maze_solver.py, added the fighting rules in combat_solver.py, modeled the patrols in patrol_solver.py, and used sync_state.py to check its predictions against what the game actually showed. ARC Prize’s human testers had no code interpreter or scratch pad, so a PRO-LONG result measures the model and its tools together, not the model alone. [S56]