arc-skill

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Original

English
🇨🇳

Translation

Chinese

Arc skill

Arc技能

Set the launcher once, work inside one directory per game, then start or resume:
bash
ARC="<this-skill-directory>/scripts/arc"   # absolute path
mkdir -p <run-dir> && cd <run-dir>         # one directory = one run
"$ARC" start <GAME_ID>
start
defaults to a local simulator with competition semantics: one logical run, append-only history, paid resets, completed levels never lost. It is crash-safe — after any interruption, rerun
"$ARC" start <GAME_ID>
and the run is resumed or replayed exactly. Use
--mode competition
(live remote server, ~15-minute idle lease, no replay recovery) only when the user explicitly asks. Never create a second run for the same game, never inspect the game's source or private state, and never edit
.arc/
by hand except
NOTES.md
.
只需配置一次启动器,每个游戏使用单独目录,即可启动或恢复游戏:
bash
ARC="<this-skill-directory>/scripts/arc"   # 绝对路径
mkdir -p <run-dir> && cd <run-dir>         # 一个目录对应一次运行
"$ARC" start <GAME_ID>
start
默认使用具有竞赛语义的本地模拟器:一次逻辑运行、仅追加历史记录、重置需消耗点数、已完成关卡不会丢失。它具备崩溃安全性——无论任何中断,重新运行
"$ARC" start <GAME_ID>
即可精确恢复或重放运行。仅当用户明确要求时,才使用
--mode competition
模式(远程实时服务器、约15分钟空闲租期、不支持重放恢复)。切勿为同一游戏创建第二次运行,切勿查看游戏源码或私有状态,除
NOTES.md
外,切勿手动编辑
.arc/
目录。

The game

游戏介绍

A 64×64 board of 16 colors, hidden rules, several levels. Interface priors (not guarantees): ACTION1/2/3/4 = up/down/left/right, ACTION5 = interact, ACTION6:x,y = click at x=column y=row, ACTION7 = undo. Availability can change after every action.
Finish first. Historically every lost point came from unfinished games, not from extra actions. Early levels are usually cheap tutorials: a wrong action that teaches a mechanic beats a minute of deliberation. Act early, act often, learn from every grade. Efficiency only matters once finishing is likely.
游戏是一个64×64的棋盘,包含16种颜色、隐藏规则和多个关卡。界面预设(非绝对):ACTION1/2/3/4 = 上/下/左/右,ACTION5 = 交互,ACTION6:x,y = 点击x列y行,ACTION7 = 撤销。每次行动后,可用操作可能会变化。
优先完成游戏。 过往所有失分均来自未完成的游戏,而非额外行动。早期关卡通常是低成本教程:一个能理解机制的错误行动,胜过一分钟的深思熟虑。尽早行动、频繁行动,从每次评分中学习。只有在大概率能完成游戏时,效率才重要。

The loop — look, predict, act, compare, note

操作循环——观察、预测、行动、对比、记录

  1. Look: open the printed
    IMAGE
    ; read the worded
    TRANSITION
    story.
  2. Predict + act: every action requires
    --predict
    ; the harness grades it:
bash
"$ARC" act ACTION1 --predict "move 12,5 0,-1"
"$ARC" act ACTION6 3 14 --predict "cell 3,14=9; region 0:8,10:20" --because "test button"
  1. Compare: read the ✓/✗ grade, the worded
    TRANSITION
    story, and the cell-exact
    DIFF
    before/after masks in the result (
    arc view
    re-renders them for any event). A ✗ is the most valuable thing that can happen — reality just corrected you for one action.
  2. Note: keep
    .arc/NOTES.md
    to one page with three sections —
    Verified (cite event ids)
    ,
    Assumed / open questions
    ,
    Plan
    . After a ✗, fix the notes before the next action.
    arc status
    prints the file in full, so it is also your recovery story after any context loss.
Claim vocabulary (full reference:
"$ARC" act --help
):
noop
,
change
,
cell X,Y=V
,
move X,Y DX,DY
,
vanish X,Y
,
region X0:X1,Y0:Y1
,
level+1
,
win
; several separated by
;
. Coordinates are x=column, y=row, like ACTION6. Free text is allowed and merely claims "something changes" — prefer one specific claim; it grades sharper and teaches more.
  1. 观察:打开输出的
    IMAGE
    ;阅读文字版的
    TRANSITION
    事件描述。
  2. 预测+行动:每次行动都需要添加
    --predict
    参数;工具框架会对行动进行评分:
bash
"$ARC" act ACTION1 --predict "move 12,5 0,-1"
"$ARC" act ACTION6 3 14 --predict "cell 3,14=9; region 0:8,10:20" --because "test button"
  1. 对比:查看✓/✗评分、文字版
    TRANSITION
    事件描述,以及结果中精确到单元格的前后
    DIFF
    掩码(
    arc view
    可重新渲染任意事件的这些内容)。出现✗是最有价值的情况——现实刚纠正了你的一次行动。
  2. 记录:将
    .arc/NOTES.md
    保持为单页,包含三个部分——
    已验证(引用事件ID)
    假设/未解决问题
    计划
    。出现✗后,在下次行动前更新笔记。
    arc status
    会完整打印该文件,因此它也是你在丢失上下文后的恢复依据。
声明词汇表(完整参考:
"$ARC" act --help
):
noop
change
cell X,Y=V
move X,Y DX,DY
vanish X,Y
region X0:X1,Y0:Y1
level+1
win
;多个声明用
;
分隔。坐标为x=列,y=行,与ACTION6一致。允许使用自由文本,仅表示“某些内容发生变化”——优先使用具体声明,这样评分更精准,也能学到更多。

Batching proven mechanics

批量执行已验证机制

Once a mechanic is verified, stop paying one command per step — batch with a claim on every step; execution halts at the first miss so a wrong theory cannot burn the rest of the queue:
bash
"$ARC" commit \
  --step "ACTION4 :: move 12,5 1,0" \
  --step "ACTION4 :: move 13,5 1,0" \
  --step "ACTION1 :: level+1"
Batch only movement you can predict cell-exactly or level-exactly; never batch exploration.
一旦某个机制被验证,无需再逐步骤执行命令——可批量执行并为每一步添加声明;执行会在首次失败时停止,避免错误理论消耗后续队列中的行动次数:
bash
"$ARC" commit \
  --step "ACTION4 :: move 12,5 1,0" \
  --step "ACTION4 :: move 13,5 1,0" \
  --step "ACTION1 :: level+1"
仅批量执行可精确预测单元格或关卡变化的移动操作;切勿批量执行探索性操作。

Levels, consumables, reset

关卡、消耗品、重置

  • Completing a level archives your notes to
    .arc/levels/
    . The new level may reuse mechanics — treat every earlier
    Verified
    claim as
    Assumed
    until it survives one test on the new board (status reminds you until the notes change).
  • An object that vanished and never came back is a consumable. Spend consumables last, after reversible probes; before an irreversible-looking action, prefer ACTION7 (undo) tests when available.
  • "$ARC" reset --because "<why this board is unrecoverable>"
    rewinds only the current level, for the price of one action. After
    GAME_OVER
    the reason may be omitted. Completed levels and history are never lost.
  • 完成一个关卡后,你的笔记会归档到
    .arc/levels/
    。新关卡可能会复用之前的机制——在新棋盘上通过一次测试前,将所有之前的
    已验证
    声明视为
    假设
    (状态信息会提醒你,直到笔记更新)。
  • 消失后不再出现的物体是消耗品。应在完成可逆探测后再使用消耗品;在执行看似不可逆的行动前,若可用,优先使用ACTION7(撤销)进行测试。
  • "$ARC" reset --because "<说明当前棋盘无法恢复的原因>"
    仅重置当前关卡,代价是消耗一次行动次数。
    GAME_OVER
    后可省略原因。已完成的关卡和历史记录永远不会丢失。

When a level resists — the rules tier (optional)

当关卡难以突破时——规则层(可选)

Status nudges you after many actions or repeated misses on one level. Then, and only then, escalate from prose to executable rules: write a plain
rules.py
(grounding, step, actions, goal), verify it against the entire recorded history, and let A* search find the plan. Each plan step carries its own prediction, so live execution still halts on the first surprise.
bash
"$ARC" rules help      # the compact contract
"$ARC" rules init      # template; then edit rules.py
"$ARC" rules replay    # must fit or gap on every recorded transition
"$ARC" rules solve     # writes .arc/plan.json
"$ARC" commit @.arc/plan.json
Model only verified mechanics; mark everything else
Unknown("why")
— replay reports gaps honestly instead of pretending a fit. This tier is never required and never worth it before the game has taught you its mechanics.
当在一个关卡中执行了多次行动或反复失败时,状态信息会提示你。此时(且仅在此时),可从文字描述升级到可执行规则:编写一个简单的
rules.py
文件(包含基础设定、步骤、行动、目标),对照整个记录的历史进行验证,然后让A*搜索算法找到计划。每个计划步骤都带有自己的预测,因此实时执行仍会在首次出现意外时停止。
bash
"$ARC" rules help      # 简洁的规则约定
"$ARC" rules init      # 生成模板;然后编辑rules.py
"$ARC" rules replay    # 必须匹配所有记录的事件,否则会显示差异
"$ARC" rules solve     # 生成.arc/plan.json文件
"$ARC" commit @.arc/plan.json
仅对已验证的机制建模;将所有其他内容标记为
Unknown("原因")
——重放会如实报告差异,而非假装匹配。规则层并非必需,且在游戏尚未让你理解其机制前使用毫无价值。

Evidence tools

证据工具

bash
"$ARC" status                       # full picture + notes; run after context loss
"$ARC" view --grid                  # exact 0-f pixels
"$ARC" view --crop 8:24,10:30       # exact half-open crop
"$ARC" view --event 12 --frames     # animation frames of a past action
"$ARC" python 'connected_components(grid)'
"$ARC" python 'shortest_path((r0,c0),(r1,c1), passable_mask)'
arc python
preloads every settled board (
grid
,
previous
,
frames
,
transitions
,
actions
), NumPy, perception helpers, BFS, and A* — free offline computation; use it for parsing and pathfinding instead of paid probing.
bash
"$ARC" status                       # 完整状态+笔记;丢失上下文后运行
"$ARC" view --grid                  # 精确显示0-f像素
"$ARC" view --crop 8:24,10:30       # 精确裁剪半开区间区域
"$ARC" view --event 12 --frames     # 显示过往行动的动画帧
"$ARC" python 'connected_components(grid)'
"$ARC" python 'shortest_path((r0,c0),(r1,c1), passable_mask)'
arc python
会预加载所有已稳定的棋盘数据(
grid
previous
frames
transitions
actions
)、NumPy、感知辅助工具、BFS和A*算法——这是免费的离线计算;可用于解析和路径查找,而非消耗点数进行探测。

Install location

安装位置

This folder is agent-agnostic. Copy it into the platform's auto-discovered skill directory (Claude Code:
.claude/skills/arc-skill/
, Codex:
.agents/skills/arc-skill/
). From an unrecognized location, instruct the agent to read this
SKILL.md
completely before starting.
此文件夹与Agent无关。将其复制到平台自动识别的技能目录中(Claude Code:
.claude/skills/arc-skill/
,Codex:
.agents/skills/arc-skill/
)。若处于未被识别的位置,需指示Agent在启动前完整阅读此
SKILL.md
文件。