ARC Prize

Measuring Human Performance on ARC-AGI-3

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Measuring Human Performance on ARC-AGI-3

TL;DR · AI 摘要

ARC-AGI-3数据集展示了人类在抽象推理任务中的表现,为AGI研究提供了基准。458名参与者完成135个环境测试,所有任务均被人类解决。

核心要点

  • ARC-AGI-3包含135个可被人类解决的抽象推理环境
  • 测试采用单次尝试无重复条件,模拟真实学习场景
  • 数据集公开包含342个完整人类操作回放

结构提纲

按章节快速跳转。

  1. 定义AGI标准并说明ARC Prize的使命是测量人类与AI的学习差距。

  2. ·ARC-AGI-3设计

    描述135个抽象推理环境的构建原则及可被人类解决的核心约束。

  3. 说明458名参与者在无指导条件下的测试流程及激励机制设计。

  4. 揭示所有环境均被人类解决且包含完整操作回放的公开数据价值。

思维导图

用一张图看清主题之间的关系。

查看大纲文本(无障碍 / 无 JS 友好)
  • ARC-AGI-3人类测试
    • 测试环境
      • 135个抽象推理任务
      • 无先验训练要求
    • 研究方法
      • 458名参与者
      • 单次尝试测试
    • 数据产出
      • 342个操作回放
      • 100%环境可解性验证

金句 / Highlights

值得收藏与分享的关键句。

#AGI#基准测试#ARC Prize#人工智能
打开原文

Measuring Human Performance on ARC-AGI-3 | ARC Prize

By

Greg Kamradt

Published

14 Apr 2026

Measuring Human Performance on ARC-AGI-3

AGI is here when a system can learn like a human.

However there is still a gap between what humans can learn and what AI can learn. ARC Prize Foundation exists to understand this gap. The ARC-AGI benchmarks are our tools for measuring it.

Using these tools requires understanding human performance. How do real people, our only proof point of general intelligence, actually learn and solve novel problems?

Today we’re releasing the human dataset for ARC-AGI-3 - a controlled study of 458 participants and the most exhaustive human testing study in the ARC-AGI series to date.

We do not yet have AGI. This dataset is the receipt.

ARC-AGI-3 Public Demo environments: AR25 , LF52 , SB26

ARC-AGI-3

ARC-AGI-3 is a series of 135 abstract reasoning environments. Play them yourself .

The test taker, whether human or AI, is not given instructions on how to play. They must explore, infer the rules that govern the environment, and come up with a strategy on their own.

A key design constraint of ARC-AGI-3 is that every environment must be solvable by humans with no prior training . To ensure this, we conducted the largest formal study on ARC-AGI human performance ever done.

To dive deeper into ARC-AGI-3, check out the benchmark , play the environments , or watch our launch video .

Human Baselines on ARC-AGI-3

To gather human baselines we tested members of the general population. Participants included various levels of education, income, job sectors, and ages. We did not control for one particular demographic.

We held weekly, in-person, focus groups in a San Francisco-based testing center. No references to ARC Prize Foundation or AI testing were made at any time.

Each testing session lasted 90 minutes. Every participant received a base payment of ~$130, plus an extra $5 for each environment they successfully solved.

Tests were held under "first-run" conditions. This means every participant only saw environments once and had a single attempt to beat it. This measures the ability to learn and adapt to a novel problem, not the ability to repeat a previously learned solution.

Humans were given the same prior information and affordances that AI is given:

  • Both humans and AI get the same "system prompt”
  • Test takers are told available environment actions
  • Neither are told that this was an ARC Prize or ARC-AGI test

Humans and AI received identical information. Neither had an informational advantage.

The instruction modal used during testing. These are the only instructions given to humans.

As testing progressed, the data we collect shows us what intelligence looks like in practice.

If an environment is too difficult, it was excluded from the dataset or revised.

The end result is a dataset that demonstrates human solvability of 100% of environments. Every environment is beaten by at least two independent participants and most are beaten by many more.

ARC-AGI-3 Human Testing Dataset

We're open sourcing the full Public Demo dataset , which includes 342 human step-by-step replays for our 25 public environments. With it researchers can analyze:

  • Per-environment solvability
  • Action counts and efficiency distributions
  • Full replay data (step-by-step human interactions)

Solvability

The most basic measure of human performance is solvability : can humans complete these environments? To answer that, we look at completion rates.

Our early findings:

  • Not all environments are solved equally - 10 out of 10 participants solved r11l , whereas only 6 out of 12 solved tr87
  • Per-level data reveals where players get stuck - in cd82 , 2 of 11 players couldn't get past level 2, but most who did went on to solve the entire environment. This suggests a steep onboarding curve rather than overall difficulty

The table below summarizes each of the 25 public demo environments, including how many participants attempted each environment, how many solved it, and links to the top 10 replays (scores = levels completed).

Env.

Plays

Solves

Top 10 Replays (score)

ar25

10

5

8

,

7

6

0

bp35

14

2

9

cd82

11

cn04

12

3

1

dc22

4

ft09

g50t

ka59

lf52

lp85

54

15

ls20

13

m0r0

r11l

re86

s5i5

sb26

sc25

sk48

sp80

su15

tn36

tr87

tu93

vc33

wa30

Public Demo Set 25 Environments: 342 plays, 145 solves. Note: lp85 has higher play counts due to early inclusion as an ARC-AGI-3 preview environment in July 2025.

Efficiency

How humans beat the environments matters too. Efficiency measures not just whether a level is completed, but how many actions it took relative to the human baseline. This connects directly to the definition of intelligence , skill-acquisition efficiency.

ARC-AGI-3 offers the first formal measure of learning efficiency in the ARC-AGI series. The chart below shows the distribution of human per-level efficiency across the public demo set.

Each bar represents how many human level-solves fell at that efficiency. 100% means the player solved the level in the same number of actions as the median human. Above 100% = fewer actions; below = more.

ARC-AGI-3 Scoring Updates

Since previewing ARC-AGI-3, nearly one million scorecards have been submitted on public environments. That real-world data helps us stress-test and harden our scoring approach.

What we’ve observed:

  • "Luck factor" : In at least one level of one game, the environment restricted determining the optimal path from the start. An early choice could lock a player out of the minimum action count regardless of how well they played afterward. Imperfect information isn't inherently a problem, it's a natural feature of many environments. However, it is an issue when the baseline is tight enough that one unlucky early choice dominates a player's score. Our original human baseline (2nd best human) forced luck into what should be a pure measure of reasoning efficiency.
  • First place doesn’t always get 100% : We observed that test takers could beat the human baseline on every single level by a wide margin, but if they were subpar on just one level, the hard cap of 100% per level meant their overall score dropped below 100%. This did not accurately reflect the spirit of measuring a game's action efficiency.

Based on what we’ve observed, we’re announcing two updates to ARC-AGI-3 scoring:

  • The per-level baseline is now less sensitive to outlier performances, reducing the impact of luck on individual levels. A single unusually efficient human run no longer defines the baseline for ARC-AGI-3 scoring. Rather the baseline now reflects more typical human play. Technical change: the human baseline which normalizes scores moves from 2nd-best player to median player per level.
  • A single subpar level no longer disproportionately drags down an overall score A test taker who generalizes well across an entire environment is no longer penalized by a single, sub-par, level. Technical change: per-level score cap increases from 100% to 115%.

The net result of these changes is a marginal increase in scores for both humans and AI (+0.5pp) and better reflects our desire to fairly compare efficiency between test taskers.

Our core claim for ARC-AGI-3 remains:

  • ARC-AGI-3 is 100% solvable by humans. Every environment was beaten by at least two humans, typically five or more, out of a small uncontrolled panel of around ten members of the general public.

To see how this works in practice, here's the action progression chart for re86 from our 10 human testers.

Level progression vs Action chart for re86 . Notice how five players finish the game, but only four score 100% - they were more efficient than the human baseline. The fifth player finished but scored 89% because they weren't as efficient as the baseline.

When AI scores 100% on ARC-AGI-3 it means AI beat every level of every environment at or above the median human-baseline action efficiency.

To read more about our scoring, see our documentation .

Looking ahead

We believe our human study for ARC-AGI-3 is the largest of its kind for an AI benchmark and we’re proud to fully open source the dataset to support our mission.

Going forward, we’ll continue to develop benchmarks that are grounded the understanding of human performance.

We’ll continue releasing data, improving methodology, and refining scoring

If you’d like to join us on this journey, consider making a tax-deductible donation to ARC Prize Foundation or exploring roles on our team.