check-arc-game-solvable

check-arc-game-solvable is a skill for Claude Code, Codex from theredbluepill/arc-interactive. It costs 52 tokens per session (787 once invoked), scanned A, original, MIT.

A review guide for checking whether every authored level in an ARC game has at least one legal sequence of actions that reaches the win condition.

In plain words
What is it for?
Use it after creating levels or changing game logic to run the solvability verifier and classify results as proved, counterexample, or tooling gap.
Why use it?
It catches levels that are impossible under the actual game rules, even when the game appears understandable or the code runs without errors.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: mentions AGENTS.md.

Needs its repository: it runs a file that does not travel with it, so clone the repository first. The line is uv run python devtools/verify_level_solvability.py --stem <stem>.

Good fit Use it after creating levels or changing game logic to run the solvability verifier and classify results as proved, counterexample, or tooling gap.

Compare 6 skills from other repositories ↓
Install

Getting it into your agent

It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.

Clone the repo
git clone --depth 1 https://github.com/theredbluepill/arc-interactive
agentmods
npx agentmods add skills/theredbluepill/arc-interactive/check-arc-game-solvable

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for check-arc-game-solvable

README.md
[![agentmods](https://agentmods.dev/badge/skills/theredbluepill/arc-interactive/check-arc-game-solvable/github.svg)](https://agentmods.dev/skills/theredbluepill/arc-interactive/check-arc-game-solvable)
Your own site
<a href="https://agentmods.dev/skills/theredbluepill/arc-interactive/check-arc-game-solvable"><img src="https://agentmods.dev/badge/skills/theredbluepill/arc-interactive/check-arc-game-solvable/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for check-arc-game-solvable

Your own site · 80×15
<a href="https://agentmods.dev/skills/theredbluepill/arc-interactive/check-arc-game-solvable"><img src="https://agentmods.dev/badge/skills/theredbluepill/arc-interactive/check-arc-game-solvable.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 52 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 787 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00052 $0.00787
Opus 5 $0.00026 $0.00394
Sonnet 5 $0.00010 $0.00157
Haiku 4.5 $0.00005 $0.00079

Measured 10d ago against content hash 825f5ec9f55c, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

check-arc-game-solvable scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 10d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/check-arc-game-solvable/SKILL.md · 48 lines

How it starts

The opening of the file, as written. The whole thing — 48 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Check ARC game mechanical solvability

Soul of this skill

Mechanical solvability means: for each static authored level, there exists some sequence of legal actions under the actual environment_files/ implementation that reaches the win condition (e.g. next_level(), goal state), without relying on hidden information or repo prose.

This is not the same as check-arc-game-discoverable: discoverability asks whether a cold-start participant can learn goals and rules through play. A game can be mechanically solvable yet opaque, or discoverable yet broken if a level is mathematically unwinnable. Both matter for fair ARC-style tasks.

Primary tool

From the repo root:

uv run python devtools/verify_level_solvability.py --stem <stem>
  • Writes devtools/reports/level_solvability.json (and --md for Markdown).
  • proved — harness found a witness or a stem-specific proof path.
  • counterexample — harness believes the level is unwinnable under its model (investigate; may be harness gap).
  • tooling_gap — no strict proof in this harness (see notes / devtools/solvers/registry.py); do not assume “pass by omission.”

Stem-specific proofs

When generic engine BFS is wrong or too large, the repo adds a dedicated strategy in devtools/solvers/ and maps the stem in devtools/solvers/registry.py.

Lights Out GF(2) (lo02, lo03, lo05): orthogonal/king neighbors with torus wrap (lo02/lo03) and the clipped closed chess-knight neighborhood (lo05, knight_clip — no wrap) are checked with GF(2) linear algebra in devtools/solvers/torus_lights_gf2.py. Initial lights_on layouts should be built by forward simulation (apply virtual clicks from all-off) so they lie in the reachable subspace — clipped kernels are rank-deficient (lo05's matrix is 56/64), so most hand-placed patterns are unreachable.

Read the full file on GitHub · 48 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 10d ago First seen · 48 lines · 52 tokens per session scan A 825f5ec9f55c

Subscribe to this mod's changes

check-arc-game-solvable is a skill published in the GitHub repository theredbluepill/arc-interactive (54 stars, last pushed 2mo ago), licensed MIT. It adds 52 tokens to every session and 787 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

Related

Other skills, from other repositories

develop-web-game

Use when Codex is building or iterating on a web game (HTML/JS) and needs a reliable development + testing loop: implement small changes, run a Playwright-based test script with short input bursts and intentional pauses, inspect screenshots/text, and review console errors with rendergametotext.

netease-youdao/LobsterAI · 64 tokens

tests-run

Execute Unity tests (EditMode or PlayMode) and return per-test results. Supports filtering by test assembly, namespace, class, and method. Refreshes the AssetDatabase first; defers execution across domain reloads if scripts changed. Precondition: every open scene must be saved — dirty scenes abort the run.

IvanMurzak/Unity-MCP · 68 tokens

godot-e2e

Write and run E2E (end-to-end) game tests using the godot-e2e framework. Python controls a live Godot game over TCP — Locator-based semantic queries, expect() auto-retry assertions, and engine log capture make failures self-diagnosing. Use this skill whenever you need to: Test actual gameplay: player movement…

valkor-ai/loom · 189 tokens

unity-agent-workflows

Use for AI-assisted Unity work that needs live repo discovery, project-derived routing, runtime-owner proof, runtime-visible output hard stops, runtime numeric proof for repeated visible-output failures, state-step guards, multi-agent scope ownership, modular C#/asmdef safety, UI/scene/visual asset gates, data-first…

hashgraph-online/awesome-codex-plugins · 146 tokens

gdunit-driver

Run gdUnit4 unit tests and parse results into structured output. Use this skill after writing or modifying code to verify correctness via unit tests, when diagnosing test failures, or when writing new test files. Triggers: "run tests", "test fails", "write a test", any gdUnit4/unit test mention. Supports both GDScript…

valkor-ai/loom · 84 tokens

sprite-gen

Generate clean 2D game sprites and animation atlases with a component-row pipeline: base identity, numeric sprite-request SSoT, per-state layout guides, image-gen row strips, chroma-key alpha cleanup, connected-component frame extraction, cell-based atlas composition, QA reports, and runtime manifest framelayout. Its…

aldegad/sprite-gen · 291 tokens