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PUZZLES: A Benchmark for Neural Algorithmic Reasoning
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Introduces PUZZLES, a Gymnasium-based RL benchmark of 40 scalable logic puzzles from Simon Tatham's Portable Puzzle Collection, and evaluates standard RL algorithms on it.
Problem
Existing RL benchmarks lack a unified testbed for evaluating logical and algorithmic reasoning in single-agent, perfect-information settings.
Approach
Wraps 40 adjustable-difficulty logic puzzles from Simon Tatham's collection as a Gymnasium environment with internal-state and pixel observations, discrete actions, action masking, and early termination on state repetition, then benchmarks many RL algorithms against an optimal-steps upper bound.
Key results
- DreamerV3 achieved the best average successful episode length of 1334 steps across puzzles in the easiest setting, versus an optimal upper bound of 217 steps.
- DreamerV3 solved 62.7% of puzzle instances; PPO and TRPO solved 61.6% and 70.8%.
- A2C, RecurrentPPO, DQN and QRDQN performed worse than a random policy; action masking improved training efficiency on both internal-state and pixel observations.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use DreamerV3 instead of PPO | PUZZLES baseline evaluation · easiest-setting aggregate | average successful episode length | Helped |
| increase puzzle difficulty from the overall easiest to easiest-for-humans setting | PPO and DreamerV3 · Netslide, Same Game, Untangle | success rate | Hurt |
| select the best checkpoint using generalization-environment performance (ablation) | PPO (Transformer) · Same Game 5x5c3s2 generalization | success rate: 9.4\% -> 18.1\% | Helped |
| enable action masking (ablation) | PPO / MaskablePPO · PUZZLES (internal-state and pixel observations) | training performance | Helped |
| use pixel observations instead of discrete internal game-state observations (ablation) | PPO · PUZZLES | training performance | Hurt |
| increase maximum training episode length from 10,000 to 100,000 steps (ablation) | DreamerV3 · selected human-difficulty puzzles | success rate | No clear effect |
| terminate episodes after visiting the same state more than 10 times (ablation) | DreamerV3 · selected human-difficulty puzzles | success rate: 25.2\% vs. 31.5\% | Helped |
Surprising findings
- A2C, RecurrentPPO, DQN and QRDQN performed worse than a purely random policy.
- Simple PPO and TRPO were competitive with the more complex DreamerV3 and MuZero.
Limitations
- Baselines use default hyperparameters without puzzle-specific tuning.
- Sparse rewards make many puzzles intractable for all evaluated algorithms.
- Discrete action spaces exclude algorithms such as SAC and TD3.
Experimental setup
Datasets: Simon Tatham's Portable Puzzle Collection (procedurally generated puzzles)
Benchmarks: PUZZLES
Metrics: average episode length of successful episodes success rate optimal steps upper bound
Baselines: PPO TRPO A2C RecurrentPPO DQN QRDQN MaskablePPO MuZero DreamerV3
Builds on: Gymnasium Stable Baselines 3 Simon Tatham's Portable Puzzle Collection Atari benchmark
Closest papers by meaning
- DeepSearch: Overcome the Bottleneck of Reinforcement Learning with Verifiable Rewards via Monte Carlo Tree Search (ICLR 2026 · similarity 0.89)
- Reasoning Gym: Reasoning Environments for Reinforcement Learning with Verifiable Rewards (NeurIPS 2025 · similarity 0.89)
- Enigmata: Scaling Logical Reasoning in Large Language Models with Synthetic Verifiable Puzzles (NeurIPS 2025 · similarity 0.88)
- Reasoning with Exploration: An Entropy Perspective (AAAI 2026 · similarity 0.87)
- MATH-Beyond: A Benchmark for RL to Expand Beyond the Base Model (ICLR 2026 · similarity 0.87)
- Prioritize the Process, Not Just the Outcome: Rewarding Latent Thought Trajectories Improves Reasoning in Looped Language Models (ICML 2026 · similarity 0.87)
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