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An agent can play a game many times without learning a strategy
that helps on the next board.

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S-three-Gym tests whether interaction experience can become
better future behavior,

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rather than only measuring a fixed policy.

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It separates three capabilities: self-testing gathers
experience, self-judging evaluates it,

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and self-improvement changes later decisions.

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The benchmark instantiates this process in seven text-based
games with executable environment verifiers.

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A model's own score is kept separate from the environment's
verified outcome.

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We will use an original Minesweeper illustration to follow the
gap between a useful observation and a transferable rule.

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Suppose a revealed Minesweeper tile reports one adjacent mine,
and that mine is already known and marked.

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The remaining unknown neighbors can be uncovered safely because
the local constraint has already been satisfied.

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A reusable lesson is to count known mines against the clue.

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Remembering only the clicked coordinate loses that reasoning.

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On a new board, the same coordinate may require a different
action. A rule must be applied to the current state.

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This is an illustrative constraint example, not a recorded
benchmark run or a reported score.

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S-three-Gym checks whether agents make that transformation from
past experience to decisions under new conditions.

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During exploration, agents interact with more permissive game
configurations

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and collect successful and unsuccessful trajectories.

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For Minesweeper, exploration gives two extra lives. Under
evaluation, the first mine hit ends the episode.

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Other games change board sizes, failure handling, or opponent
difficulty between the two phases.

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Exploration and evaluation use disjoint random seeds, and
evaluation trajectories do not enter memory or training data.

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In the main context experiment, thirty exploration episodes are
checked every three episodes,

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using three strict evaluation episodes per checkpoint.

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The measured question is transfer to stricter conditions, rather
than reproducing a lucky exploration outcome.

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History in-context learning places previous observations,
actions, and self-scores directly into later context.

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It preserves detailed evidence, but that evidence consumes
context and must still be used correctly.

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Summary Memory compresses trajectories into rules, mistakes, and
future directions that guide the next episode.

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Parameter Training converts selected or corrected experience
into supervised updates,

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so the change resides in model weights.

29
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These are different information bottlenecks: retain the detail,
compress it, or internalize it.

30
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S-three-Gym compares their outcomes without assuming that more
interaction automatically creates improvement.

31
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At each step, the model proposes an action and estimates its
immediate reward under the game rules.

32
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That estimate is not merely a confidence label.

33
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It influences how the experience is selected, summarized, or
turned into training data.

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The environment returns visible feedback, but verifier-computed
rewards remain on the benchmark side during exploration.

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The paper compares self-judgments with those rewards across
ninety-eight runs

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and over one hundred sixteen thousand transitions.

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Agreement about whether an outcome is positive can look high
when many transitions have zero reward;

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reward magnitude requires another check.

39
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Accurate local scoring alone does not reliably predict improved
performance at the next evaluation checkpoint.

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The summary comparison uses the same model and game in each pair

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and evaluates sustained improvement above the starting baseline.

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On Tetris, summaries win five of seven paired comparisons; raw
history wins one, with one tie.

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On Minesweeper, raw history wins four pairs and summaries three.

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The paper associates helpful summaries with compact reusable
abstractions, such as preserving a stable Tetris surface.

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State-sensitive games instead need local board configurations,
timing, and hazards that compression may discard.

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A good memory therefore preserves the information needed to
execute the rule,

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not only a sensible-sounding recommendation.

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The parameter-training study evaluates Qwen-three eight-B at
twenty checkpoints, including the original model.

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Strict evaluation uses no History in-context learning or Summary
Memory, so this pathway tests the parameter update.

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On Trust Evolution, the score rises from zero to a peak of
thirty

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and exceeds the initial baseline at eighteen of nineteen updated
checkpoints.

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On Plants-versus-Zombies, the initial score is twenty-three, but
every updated checkpoint scores six.

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The gains and regressions belong to this model and training
setting; game scores use different scales.

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Persistent parameter changes can therefore internalize useful
experience

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while also overwriting behavior that previously worked.

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S-three-Gym turns experience-driven improvement into a process
whose stages can be inspected separately.

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Testing should gather informative evidence. Judging should
identify its value.

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Reuse should produce actions that work in a new state.

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The Minesweeper illustration shows why a constraint rule and a
past coordinate carry different information.

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The measured results show task-dependent memory benefits and
both positive and negative effects of parameter training.

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A convincing improvement loop needs transfer measured by the
environment,

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alongside careful judgment and experience selection.

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The important question is what changes in the next decision
because the agent learned something it can actually use.

