LongPuzzleBench research · Inside the trajectories

The move was legal.
The puzzle was already lost.

LongPuzzleBench reveals failures that a score cannot: agents lose interaction mode, occupy cells that future routes need, preserve stale coordinates, and sometimes split one car into two.

Interactive matched Bolt trajectories (JavaScript required).

Same board, same empty hole, different source screw. One branch ends immediately; the other preserves a move. Frames are real evaluator trajectories, not a reconstruction.

At action ten, the agent clicks a black anchor that is visibly empty. The game accepts the move. A plank falls. Evaluator progress rises from 20.8% to 29.2%. Then the level reports zero legal actions.

The click was not inaccurate, illegal, or pointless. It was fatal because the selected screw came from the wrong support. Once the board settled, planks covered every empty source hole and the screw occupied the last exposed destination. The agent had improved the board and destroyed its ability to touch it again.

A lower-ranked run reaches the byte-identical state and uses the same destination. It chooses a deeper source screw, whose vacated hole remains usable after physics. That run continues for three more transfers. The first meaningful model difference is not the final score. It is which future action survives one apparently good move.

We found four more boundaries like this by reading actions against the board they changed. Together they show that current agents often perceive the immediate move correctly while carrying the wrong object, coordinate, interaction mode, or future constraint into the next state.

What we evaluated

A final answer hides the state transition that produced it.

LongPuzzleBench is a local browser benchmark for GUI agents. An episode supplies a screenshot, a game instruction, and feedback from the previous interaction. The agent clicks, drags, or swipes through a changing board. The benchmark evaluator records exact object state, coverage, path occupancy, legal moves, deadlocks, and completion.

This analysis uses the 782 episodes actually executed by the 18 complete public runs. The models include GPT-5.6 Sol, Terra, and Luna at several reasoning efforts, Kimi K3 and K2.5, six Qwen configurations, and GLM-4.6V. Progressive levels skipped after an earlier failure have no trajectory and are excluded.

For every finding, we reconstructed a local causal chain: visible state, emitted description, chosen action, evaluator transition, and later consequence. We then looked for recurrence and counterexamples. The synchronized comparisons below use the same task and, where possible, the exact same evaluator state.

Figure 1 Six games, six kinds of state that must survive interaction.
Bolt Unscrew board
Bolt Unscrewexposed anchors after physics
Nut and Bolt board
Nut and Boltselected source and stack capacity
Color Connect board
Color Connectshared routing cells
Maze Paint board
Maze Paintball position and residual mask
Rush Hour board
Rush Hourobject boundaries and swept volume
Truck Escape board
Truck Escapeheading, blockers, and recentering
01Seeobjects and open cells
02Representidentity, position, constraints
03Actone legal interaction
04Rebuildwhat changed, not just what moved

Behavioral landscape

The failures originate at different layers of the world model.

None of the five findings below can be recovered from a benchmark CSV. Each requires a comparison between what the board contained, what the agent said it contained, and what the next action actually did.

Figure 2 A map of the five trajectory signatures. Counts are supporting recurrence evidence, not comparable rates across games.
Future stateA legal transfer removes every exposed anchor.13 / 18 matched Bolt runs reach the explicit no-hole deadlock.
Interaction stateA rejected destination leaves the source selected.15 / 18 hard-1 Nut runs repeat an identical illegal pair.
Constraint stateA finished path occupies a cell another color needs.32 / 33 failed Color traces revisit an exact occupancy state.
Spatial stateThe target cell is right; the ball’s row is wrong.28 / 41 failed Maze traces contain a blocked swipe.
Object stateOne articulated sprite becomes two imagined cars.5 episodes across four model configurations were hand-verified.

Irreversible-state blindness

A legal move can erase the rest of the game.

Bolt Unscrew starts this level with three empty destinations. Every transfer consumes one, but removing a screw may expose its former anchor for reuse. The catch is physics: a falling plank can cover that source before the next turn. Legality is therefore a property of the current board state; controllability is a property of the state after the board settles.

Thirteen of the 18 public runs on hard level 1 end in the evaluator’s no_available_hole_deadlock. In 12 of those 13, the terminal transfer increases progress. All ten top-ranked runs deadlock at action ten, after five transfers—ten source and destination clicks. Immediate reward points in exactly the wrong direction.

Sol-medium and Qwen 3.8 reach the same evaluator hash and byte-identical screenshot, then choose different sources for the same hole. Sol’s mid-right source disappears under the falling plank; Qwen’s deeper source remains exposed. Qwen later deadlocks too, but after twice as many boards have exited (10 versus 5), reaching 50.0% rather than 29.2% progress.

Visible factone empty anchor
Local inferenceeither source can move there
Missed counterfactualwhich source stays exposed?
Consequencezero future actions

Postcondition drift

One nut moved. The target is already full.

Nut and Bolt moves a same-color run from one bolt to another, but only as many nuts as the target can hold. An agent can select two yellow nuts and legally move just one. A second rule compounds the error: if the next target is full or mismatched, the source remains selected. The following click is still a destination attempt, even if the agent narrates it as selecting something new.

Figure 3

The same partial transfer: one loop, one repair.

Advance the synchronized frames to follow interaction mode, not just stack color.

Interactive matched Nut and Bolt traces (JavaScript required).

On the left, the evaluator move count remains unchanged from action 4 through action 10. On the right, the agent cancels the sticky source, reverses the transfer direction, and completes the purple stack three actions after the warning.

On the hard-1 board, 15 of 18 runs repeat at least one identical illegal source-to-target pair on consecutive actions. Seventeen runs fail; the only success makes two illegal target attempts but repeats neither. The matched traces show why: Qwen 3.8 keeps sending the remaining yellow to an already full bolt, while Sol-medium experiences the same truncated transfer with purple, notices the failed postcondition, cancels selection, and moves the three-purple stack in the opposite direction.

The positive trace rules out a blanket endurance explanation for this model. On hard level 2, Sol-medium fills both empty buffers after four actions, then executes 26 valid transfers with no empty bolt before reopening workspace. The brittle step in the matched failure is checking what a transfer actually did and updating interaction mode.

Interactive recorded Nut and Bolt trajectory (JavaScript required).

Figure 4 A positive result: 26 valid transfers with no empty buffer. The board is constrained, but each exposed color preserves the next legal dependency.

Cross-path constraint failure

The empty square is the difference between finishing and rebuilding.

Color Connect looks like eight independent endpoint-matching problems. It is one shared occupancy problem. A path can be perfectly legal and complete while consuming the only corridor available to a color that has not started yet.

Figure 5

The first divergence is one empty cell.

Both runs reach the same active coral prefix before choosing where to turn.

Interactive matched Color Connect traces (JavaScript required).

Sol-high routes coral around row 3, column 5 and later sends purple through it. Sol-medium occupies the cell, names the conflict, deletes coral, and rebuilds the exact same completed coral state at actions 10, 17, and 23.

The successful route leaves row 3, column 5 unused; purple later passes through it. The rationale explains the turn as avoiding the maroon endpoint; it does not explicitly name purple or reserve the cell in advance. The failed run initially finishes coral more directly. When purple becomes impossible, it correctly explains that coral must change. What it fails to do is carry that constraint into the reconstruction.

Exact board-state churn appears in 32 of 33 failed Color Connect episodes. It also appears in 23 of 48 successes, so revisiting a state is not itself the failure. What matters is whether the next branch changes the occupancy graph. Here, deletion removes work without changing the next branch; the successful reference never cancels a path.

Stale localization

The target is right. The agent is on the wrong row.

Near the end of Maze Paint hard level 1, Terra-high and Kimi K3-high reach the exact same evaluator state: the ball sits at row 10, column 2, and one dark cell remains at row 9, column 4. Both slide right to row 10, column 7. From there, the board pixels are nearly uniform; the remaining task is coordinate geometry.

Figure 6

Knowing the missing cell is not enough.

The ball and target must be represented in the same coordinate frame.

Interactive matched Maze Paint traces (JavaScript required).

Kimi repeatedly names the right target but labels the bottom row as row 9, so its horizontal slides can never cross the cell one row above. Terra moves up, left, then down through it.

Kimi’s action note says the ball is at r9c2 and a right swipe will paint r9c4. The evaluator says the ball is on one-based row 10. After the swipe crosses the entire bottom corridor without changing the painted mask, the same row assignment survives. Across three recovery warnings, that wrong bottom-row assignment persists; the episode ends with one cell dark.

Terra is not initially more accurate everywhere. Earlier in the same run it also declares completion too soon. The difference is correction: it eventually binds the residual cell, current ball coordinate, and legal stopping points into one route. Across the corpus, 28 of 41 failed Maze episodes contain a swipe that leaves the exact evaluator state unchanged. In the matched trace, that broad signature has a more specific cause: Kimi predicts a stop or crossing that the movement rule does not permit.

Part–whole segmentation

Some agents split one car into two.

The red Rush Hour target is an articulated horizontal sprite: cargo body plus cab. In five hand-verified episodes across four model configurations, the emitted description assigns the cab a separate identity—“small red vertical car”—and tries to drag that imagined object vertically. The action has no effect because no such vehicle exists.

Figure 7

Binary success can hide an object-decomposition error.

Both runs solve the board; the trajectories show why one uses twice the actions.

Interactive matched Rush Hour traces (JavaScript required).

Sol-low treats the full red sprite as one object and clears two real blockers. Terra-low spends two no-effect actions on the imagined fragment, then reclassifies the scene and solves. Both are marked successful, though their numeric scores differ.

Recovery is possible. Terra-high makes the same error on easy level 6, sees an unchanged frame, immediately renames the sprite “the horizontal red target,” and solves. Terra-low needs two failed fragment moves on medium level 3 before switching. The three other selected episodes fail. One abandons the split-object behavior and later attempts several horizontal target exits, but still times out.

The divergence occurs before spatial planning. Once the cab is granted its own identity and motion axis, blocker relationships are computed over an object that is not in the game. Recovery requires deleting that object hypothesis when direct manipulation produces no independent motion.

What successful trajectories do differently

The delta appears at the constraint boundary.

In the matched comparisons, successful behavior acts on the state variable the constraint depends on. After a rejected Nut destination, it cancels the still-active source. In Color Connect, it leaves the cell later used by purple unoccupied. After a last dark square sits one row above, it changes rows. When a Rush Hour fragment refuses to move, it merges that fragment back into the articulated target.

Failed recovery often varies the motor command while preserving the belief: another click on the full bolt, another reconstruction of the same path, another swipe along the wrong row, another vertical drag on the nonexistent car. The input changes; the causal model does not.

Bolt Unscrew shows why correction can arrive too late. The benchmark terminates as soon as the critical transfer creates the dead state, so the agent must compare post-physics counterfactuals before acting. A lower-ranked model makes the better source choice in the matched example: global rank does not guarantee the right local world model.

Figure 8Successful behavior acts on the state variable that matters.
ConstraintWhat must change—or stay free?object, cell, selection, exposed anchor
ObservedWhat actually changed?fresh pixels plus public action feedback
RepairRewrite the causenot merely the coordinate or wording
Conceptual state cards connected by valid and looping paths Conceptual illustration, not empirical evidence

What agents still need

Track the transition, then invalidate the failed layer.

  1. Persistent object and interaction identity. Track not only which object exists, but which source remains selected and which screen coordinate now refers to it.
  2. Counterfactual actionability checks. Predict the settled board after physics or occupancy changes, then ask whether at least one route or legal manipulation remains.
  3. Explicit residual and reservation ledgers. Store unpainted cells, stopping positions, and cells promised to future paths instead of re-reading a nearly uniform board from scratch.
  4. Representation-level recovery. Use no-effect evidence to delete an object, row, direction, or branch hypothesis. A retry is useful only if it changes the feasible frontier.

Scope and limits

What the traces establish.

The corpus covers one seed, the full-instruction progressive protocol, and 18 complete public runs. Counts use canonical executed episodes; task mix differs across models because a failed level stops the remainder of that game–difficulty cell. Mechanism claims use evaluator state, source game rules, screenshots, actions, and emitted descriptions. “World model,” “reservation,” and “object identity” are behavioral interpretations of those visible mismatches, not claims about hidden chain of thought, training causes, or architecture.

LongPuzzleBench does not reduce to agents running out of patience. The revealing errors happen much earlier: a source hole that will be covered, a selected nut that never changed, an empty cell already needed elsewhere, a ball one row below its own plan, a cab mistaken for a separate car.

Sol-medium’s hard-2 trace executes 26 valid transfers with no empty buffer; long, exact dependency execution is already possible. What repeatedly breaks is a durable account of how each action changes the world—and a recovery policy that replaces that account when observation contradicts it.