Playing ZendoWorld: Challenging AI Agents on Active Visual Concept Induction

Sophia Koehler1,2, Antonia Wüst1, Inga Ibs3,4, Wasu Top Piriyakulkij5, Wolfgang Stammer6, Constantin Rothkopf2,3,4, Kevin Ellis5, Kristian Kersting1,2,4,7
1AIML Lab, TU Darmstadt, 2Hessian Center for AI (hessian.AI), 3Psychology of Information Processing, TU Darmstadt, 4Centre for Cognitive Science, TU Darmstadt, 5Cornell University, 6Max Planck Institute for Informatics, SIC, 7German Center for AI (DFKI)
ZendoWorld combines perception, induction, and experimentation.

ZendoWorld is a controlled interactive environment in which agents must infer a hidden logical rule about visual scenes by proposing new experiments and refining hypotheses from feedback, jointly exercising perception, induction, and active experimentation.

Abstract

A central challenge in building intelligent systems is enabling agents to jointly perceive complex inputs, form hypotheses about hidden patterns, and design informative experiments to test them. To study this problem, we propose ZendoWorld, a controlled interactive environment in which agents must infer a logical rule about visual game observations, acquire information by proposing new scenes, and refine their hypotheses based on feedback from the game environment. We evaluate several agents spanning pure VLM reasoning, Bayesian particle filtering, dynamic concept discovery, and neuro-symbolic methods. Our main findings are: (1) high accuracy in predicting labels for observed examples does not imply recovery of the underlying rule; (2) perception and induction are distinct bottlenecks for different agent classes; and (3) VLM-based agents propose near-uninformative experiments, failing to actively reduce hypothesis uncertainty. To compare these results, we collect human data on the task, which reveals a gap in inductive reasoning, particularly for more complex rules. Overall, ZendoWorld takes an important step toward evaluating intelligent agents and identifies concrete avenues for improvement, particularly in domains like scientific discovery.

The ZendoWorld Interaction Loop

Inspired by the inductive logic game Zendo, each episode centers on a hidden ground-truth rule expressed in a Prolog-based DSL. The agent is initialized with a positive and a negative seed scene, then alternates between two actions:

  • Experimentation. Propose a new 3D scene, predict whether it satisfies the hidden rule, and receive the ground-truth label.
  • Hypothesis induction. Once its own prediction matches the label, the agent may submit a candidate rule. If it is not logically equivalent to the true rule, a counterexample is returned and the loop continues.

An episode ends when the agent guesses the rule or exhausts its budget of 30 examples. This design cleanly separates perception, induction, and experimentation as distinct contributors to success or failure.

Overview of the ZendoWorld interaction loop (Initialization, Experimentation, Hypothesis Induction).

Scenes and Rule Space

Scenes are rendered with a procedural Blender–Prolog pipeline. Each scene contains one to seven colored geometric objects (blocks, wedges, pyramids) with symbolic attributes and spatial relations (touching, stacked, pointing at), yielding roughly 1018 configurations. The rule space is organized into three difficulty tiers of increasing structural complexity:

  • First-Order: counting predicates over single attributes (e.g. exactly one blue upright piece).
  • Second-Order: comparative or parity quantifiers (e.g. more red than blue pieces).
  • Compositional: spatial relations and logical connectives (e.g. a pyramid touching an upright piece).
Positive and negative scene examples for the rule 'odd number of pieces', with symbolic representation.

Agents We Evaluate

We evaluate four visual rule-learning agents spanning neural, probabilistic, and neuro-symbolic approaches:

  • Oracle Agent: a neuro-symbolic upper bound with full DSL access and DeepSynth-style program synthesis, paired with heuristic experiment selection.
  • VLM Agent: an end-to-end vision-language baseline that induces rules and picks experiments implicitly through prompting.
  • Bayesian Agent: an LLM-SMC method that maintains a particle-based posterior over hypotheses and selects posterior-guided experiments.
  • Vision-Language Programs (VLP) Agent: combines VLM-based concept extraction with program search over a general DSL, learning symbolic attributes from visual input.

Results: Humans Still Outperform AI Agents

Across 28 evaluation games, no learned agent comes close to the neuro-symbolic Oracle, and all substantially underperform human participants on the subset of games attempted by humans. Among the learned baselines, the VLM Agent with gpt-5-mini and the VLP Agent with gpt-5.6-terra achieve the highest win rates (35.7%), while the Bayesian Agent performs best with gpt-5.6-terra, reaching a solve rate of 27.1%. In contrast, the Oracle achieves a 92.1% win rate. Human participants solve at least 50% of games in every complexity class, whereas VLM-based agents exhibit a sharp decline in performance as rule complexity increases from first-order to compositional.

Win rate per complexity class for humans and AI agents, constrained to the subset attempted by humans.
Win rate per complexity class for humans and AI agents, constrained to the subset attempted by humans.

Ablating visual input by feeding agents symbolic Prolog-style scene descriptions improves most learned agents (the VLP Agent gains over 160%), confirming that perception is a key bottleneck. Yet even in the symbolic setting no agent matches the Oracle, showing that induction is a second, independent bottleneck. Finally, an expected-information-gain analysis reveals that VLM-based agents produce experiments similar to prior observations, adding little new information. This highlights a concrete deficit in active hypothesis testing.

Human Study

To place agent performance in the context of human capability, we collected behavioral data from 19 participants playing through a browser-based implementation of ZendoWorld deployed on a JATOS server. Participants completed an interactive tutorial and then played one to six games under the same interaction protocol as the agents.

Frontend: labeling a scene. Frontend: proposing an experimental scene. Frontend: guessing the rule.

Try It Yourself

This is a demo of the actual human study, simplified for illustration. The full study uses a Prolog rule engine, Blender-rendered scenes, and multi-turn play against a live backend.

BibTeX

@article{koehler2026playing,
    title   = {Playing ZendoWorld: Challenging AI Agents on Active Visual Concept Induction},
    author  = {Koehler, Sophia and W{\"u}st, Antonia and Ibs, Inga and Piriyakulkij, Wasu Top
               and Stammer, Wolfgang and Rothkopf, Constantin and Ellis, Kevin and Kersting, Kristian},
    journal = {arXiv preprint arXiv:2607.08233},
    year    = {2026}
}