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+Probabilistic Tiny Recursive Model
+
+Ali Parviz
+Mila – Quebec AI Institute
+
+Alexia Jolicoeur-Martineau
+Independent
+
+{amin.sghaier, ali.parviz}@mila.quebec
+alexia.jolicoeur-martineau@mail.mcgill.ca
+
+Abstract
+Tiny Recursive Models (TRM) solve complex reasoning tasks with a fraction of
+the parameters of modern large language models (LLMs) by iteratively refining a
+latent state and final answer. While powerful, their deterministic recursion can lead
+to convergence at suboptimal solutions, without escape mechanism. A common
+workaround relies on task-specific input perturbations at test time combined with
+answer aggregation via voting. We introduce Probabilistic TRM (PTRM), a taskagnostic framework for test-time compute scaling that addresses this limitation
+through stochastic exploration. PTRM injects Gaussian noise at each deep recursion
+step, enabling parallel trajectories to explore diverse solution basins, and selects
+among them using the model’s existing Q head (used for early stopping in the
+original TRM). Without requiring retraining or task-specific augmentations, PTRM
+enables substantial accuracy gains across benchmarks, including Sudoku-Extreme
+(87.4% to 98.75%) and on various puzzles from Pencil Puzzle Bench (62.6% to
+91.2%). On the latter, PTRM achieves nearly double the accuracy of frontier LLMs
+(91.2% vs. 55.1%) at less than 0.0001x the cost, using only 7M parameters.
+
+PPBench Puzzles
+
+sudoku, lightup, nurikabe, heyawake, and tapa
+
+91.2
+
+80
+55.1
+34.7
+
+Direct prediction
+Deterministic recursive prediction
+
+0
+
+0
+
+PTRM (ours)
+
+0
+
+TRM
+
+PTRM (ours)
+
+TRM
+
+LLM ensemble
+
+claude-opus-4-6
+
+Chain-of-thought, pretrained
+LLM ensemble
+
+0
+
+HRM
+
+20
+
+Direct pred
+
+40
+0
+
+gemini-3.1-pro
+
+Direct pred
+
+0
+
+24.5
+
+98.75
+
+55
+
+60
+
+2
+gpt-5.2@xhigh
+
+20
+
+24.5
+
+80
+
+62.6
+
+o3-mini-high
+
+40
+
+87.4
+
+Claude 3.7 8K
+
+60
+
+Sudoku-Extreme
+100
+
+Deepseek R1
+
+100
+
+Accuracy (%)
+
+arXiv:2605.19943v1 [cs.AI] 19 May 2026
+
+Amin Sghaier
+Mila – Quebec AI Institute
+ILLS & ETS Montreal
+
+Probabilistic recursive prediction (ours)
+
+Best of 7 strongest LLMs. Assumes access to a perfect verifier.
+
+Figure 1: PTRM performance comparison. On various PPBench puzzles, PTRM boosts TRM
+performance by 28.6 points without any retraining. It outperforms the strongest single frontier LLMs
+by 56.5 points and an ensemble of the seven strongest LLMs (assuming a perfect verifier) by 36
+points. On Sudoku-Extreme, PTRM reaches a state of the art 98.75%.
+
+ 1
+
+Introduction
+
+Tiny Recursive Models (TRM) [1] achieve strong performance on complex reasoning puzzles with
+orders of magnitude fewer parameters than the large language models (LLMs) they outperform on
+tasks like Sudoku-Extreme [2] and ARC-AGI [3, 4]. TRM and its predecessor Hierarchical Reasoning
+Model (HRM) [2] represent an emerging architectural alternative to standard autoregressive reasoning
+models. Rather than autoregressively generating chains of token-level reasoning, they recursively
+refine a latent state. This approach produces a single deterministic answer per input, fitting well with
+tasks where the answer is unique.
+Despite their strong performance, their deterministic inference does not make full use of their
+capabilities. We show that many of TRM’s incorrect answers are from rollouts trapped in bad latent
+space basins (i.e., regions of the latent space which decode to incorrect answers and from which the
+deterministic recursions cannot escape). This observation, which aligns with recent mechanistic work
+on related models [5], suggests that TRM has the capabilities to solve significantly more problems
+but is limited by its standard inference procedure.
+Although each puzzle has a unique correct answer, many distinct latent trajectories can reach it. This
+is analogous to reasoning LLMs, where many reasoning trajectories can lead to the same unique
+answer. However, being non-deterministic, LLMs can be randomly sampled in order to form different
+trajectories (including Chains of Thought and actual answer). By then selecting a trajectory using
+a voting mechanism or based on the answer’s projected value (via a verifier), LLMs can leverage
+test-time compute to achieve very high accuracy [6]. We propose a way to achieve similar test-time
+scaling performance gains by sampling stochastic latent trajectories, each producing a deterministic
+decoded answer, and selecting among the answers using the model’s own Q head.
+TRM’s Q head is trained jointly (as a correctness classifier) with the rest of the network and is
+conventionally used only at training time for adaptive computation (ACT) [7]. It carries valuable
+information that the standard inference procedure discards.
+We propose Probabilistic TRM (PTRM), a test-time compute scaling framework that introduces a
+new width scaling axis. At inference we run K parallel rollouts per puzzle, each receiving Gaussian
+noise injected into the latent at every deep recursion step. The noise causes rollouts to follow different
+latent trajectories and settle in different basins. Among the resulting candidate answers, the Q head
+is used to select the one most likely to be correct. PTRM requires no training changes and no
+task-specific test-time augmentation, yet, as illustrated in Figure 1, delivers substantial accuracy
+gains across diverse reasoning benchmarks.
+
+2
+
+Background: Tiny Recursive Model
+
+Tiny Recursive Model (TRM) is a single network that iteratively refines a predicted answer y to a
+question x through recursive updates of a reasoning latent z. Specifically, a single latent recursion
+consists of n updates to the latent state z followed by one update to the predicted answer y, all using
+the same two-layer network fθ : z ← fθ (x + y + z) n times, then y ← fθ (y + z).
+fθ distinguishes the two update types by whether the input includes x. A deep recursion runs T
+latent recursions in sequence, with only the final one retaining gradients, allowing the model to
+leverage a large effective depth while keeping training efficient.
+Rather than doing one optimization step per sample, TRM is trained via deep supervision, which
+consists in keeping the previous latent state z and answer y as initialization (after being detached from
+the computational graph) for the next supervision step. This is done for up to Nsup supervision steps.
+The loss at each step is calculated using cross entropy between the predicted answer logits fO (y)
+(where fO is a linear output head) and the ground truth ytrue . This trains the network to progressively
+refine its prediction across reasoning steps. At inference, the recurrence can be unrolled for more
+steps than during training, providing a depth axis for test-time compute scaling (additional steps may
+correct otherwise-incorrect answers).
+Without halting mechanism during training, each puzzle stays in the mini-batch for Nsup supervision
+steps rather than being replaced after each one. To avoid wasting compute on already-solved samples,
+an Adaptive Computational Time (ACT) halting mechanism is used. This is done by adding a binary
+cross entropy loss between a halting logit q̂ = fQ (y) (where fQ is a linear Q head) and the binary exact
+2
+
+ Correct answer
+
+Incorrect answer
+
+PC 1 (58% var)
+1.0
+
+5.0
+0.9 2.5
+0.0
+0.8 2.5
+5.0
+0.7
+
+2.5
+0.0
+2.5
+5
+
+10
+
+Supervision step
+
+15
+
+0.9
+
+1.0
+
+5
+
+Cell accuracy
+
+Q value
+
+PC 1 (85% var)
+
+1.0
+
+5.0
+
+0
+
+Failure
+
+End
+
+PC 2 (8% var)
+
+PC 2 (36% var)
+PC 1 (84% var)
+
+5.0
+
+Start
+
+Delayed success
+
+PC 2 (15% var)
+
+Quick success
+
+Cell accuracy
+
+0.8
+
+0
+
+0.8
+0.7
+0
+
+5
+
+10
+
+Supervision step
+
+15
+
+0.6
+
+5
+0
+
+5
+
+10
+
+Supervision step
+
+15
+
+Figure 2: TRM Trajectory Modes. PCA projection of y (top) and Q value (solid, left axis) with cell
+accuracy (dashed, right axis) across supervision steps (bottom) for three PPBench puzzles, illustrating
+three trajectory modes (left to right): quick success, delayed success, and failure (Sec. 3). Latents are
+projected into the principal plane per puzzle, so PC axes are not comparable across plots. Trajectories
+fade from light (early steps) to dark (later steps). Circle marks the start and square marks end.
+
+correctness of the predicted answer ŷ = arg max fO (y): Lstep = CE(fO (y), ytrue ) + BCE(q̂, 1[ŷ =
+ytrue ]). The Q head thus allows the supervision loop to halt early on samples where sigmoid(q̂) > 0.5,
+improving data efficiency. During inference, the Q head is not used, and the model performs Nsup
+supervision steps to maximize answer correctness.
+While TRM is powerful, it sometimes gets stuck into incorrect solutions. In the next section, we will
+investigate such failures cases in order to determine a way to remedy them.
+
+3
+
+Problem: When Does TRM Fail?
+
+3.1
+
+Analysis of failures and successes
+
+We present observations about TRM that motivate our method. In this section, we train a TRM on
+multiple Pencil Puzzle Bench (PPBench) [8] puzzles and inspect the latent dynamics and Q head
+behavior across supervision steps on a held-out validation set. For each puzzle, we record the latent
+yt and the Q logit q̂t = fQ (yt ) at every supervision step t = 1, . . . , Nsup , project the latents into
+the principal plane (PCA per puzzle), and jointly plot the Q value alongside cell accuracy (fraction
+of correct cells in the predicted answer) over supervision steps. Figure 2 shows paired PCA and
+Q/cell-accuracy plots for three representative puzzles, illustrating three trajectory modes we observe:
+Quick success: the trajectory transitions in a few steps from its starting location to a convergence
+region and remains there. Cell accuracy and the Q value rise together and saturate near their maxima
+within the same few steps.
+Delayed success: the trajectory initially oscillates around one region and remains there for multiple
+supervision steps before sharply escaping to a different region where it converges. During the initial
+3
+
+ phase, the Q value is negative, and at the step where the trajectory escapes, both Q value and cell
+accuracy spike together.
+Failure: the trajectory oscillates in a bounded region without converging. Cell accuracy never reaches
+near 100%, and the Q value stays negative for all supervision steps.
+We refer to latent space regions that trajectories remain in across multiple supervision steps and
+exhibit similar cell accuracy throughout as basins. Basins where cell accuracy is near-maximal are
+good basins and basins where it is not are bad basins. Initially, failures and delayed successes behave
+similarly (both are caught in bad basins with negative Q). They diverge only later in their trajectories,
+when delayed successes find an escape to a good basin while failures remain stuck.
+3.2
+
+The Q head tracks trajectory quality
+6
+4
+
+Cell accuracy
+
+Q value
+
+2
+
+1.00
+0.95
+0.90
+0.85
+Incorrect (28)
+Correct (69)
+0.80
+Cell accuracy (right axis)
+0.75
+0.70
+0.65
+0.60
+10
+12
+14
+
+0
+2
+4
+6
+0
+
+2
+
+4
+
+6
+8
+Supervision step
+
+Figure 3: Q value follows cell accuracy across reasoning. Mean
+Q value (solid, left axis) and mean
+cell accuracy (dashed, right axis)
+over supervision steps, aggregated
+over 100 PPBench validation puzzles, separated by final correctness
+(green: correct, red: incorrect).
+
+Across all three modes (failures, delayed successes, and quick successes), we find that the Q head’s
+value closely tracks cell accuracy at every supervision step. To further confirm this, Figure 3
+aggregates trajectories from 100 PPBench validation puzzles, separating them by final-answer
+correctness. The aggregate view corroborates the per-puzzle observation: mean Q and mean cell
+accuracy rise together on correct trajectories and remain mostly flat on incorrect ones. Moreover, at
+convergence, the Q logit sharply separates the two populations where q̂ ≈ +6 (sigmoid ≈ 1) for
+correct trajectories and q̂ ≈ −6 (sigmoid ≈ 0) for incorrect ones. The Q head is therefore a reliable
+learned indicator of whether a trajectory has reached a good basin.
+Given that the Q head’s ability to distinguish good from bad trajectories, a natural question follows:
+can we leverage the Q head to identify better trajectories? The main challenge is that the standard
+TRM is inherently deterministic, and thus cannot be used to sample different trajectories for a given
+problem. In the next section, we will show that by simply adding Gaussian noise to the latent state,
+we can sample different parallel trajectories and leverage the Q head to pick the best one.
+
+4
+
+Method: Test-Time Compute Scaling via Stochastic Rollouts
+
+We propose Probabilistic TRM (PTRM), an inference-time procedure that makes the TRM recursion
+stochastic and selects the best of K resulting trajectories. PTRM requires no special training and
+can be readily applied to any pretrained TRM model. Furthermore it requires no task-specific
+augmentations. PTRM works as follows: at each supervision step, we add Gaussian noise (scaled by
+σ) to the latent state input. The Q head fQ scores each candidate latent output, and the one with the
+highest Q value is selected and then decoded using the model’s output head fO . The algorithm in
+Figure 4 (left) states this formally. PTRM offers two complementary benefits: 1) it enables trajectories
+to escape bad basins where deterministic TRM remains stuck, and 2) it introduces width as a new
+axis for test-time scaling.
+4.1
+
+Escaping bad basins
+
+In Sec. 3, we found that some failed deterministic trajectories are caught in bad solution basins in
+latent space, with no way to escape. PTRM lets us test whether stochastic perturbations are enough
+for some of the rollouts of a previously failed puzzle to reach a good solution basin. Figure 5 shows
+K=100 independent rollouts, from the same failed puzzle used in Figure 2 (which fails at K=1),
+4
+
+ PTRM Inference
+
+(a) Standard TRM (deterministic)
+
+1: Input: puzzle x, rollouts K,
+2: supervision steps D, noise scale σ
+3: for k = 1, . . . , K in parallel do
+
+answer
+
+depth axis: D deep recursion steps
+
+(k)
+
+(b) PTRM (ours): K stochastic rollouts + Q-head selection
++ϵ
+
+width axis: K rollouts
+
+(k)
+
+Initialize z0 , y0
+for t = 1, . . . , D do
+(k)
+zt−1 += ϵ, ϵ ∼ N (0, σ 2 I)
+(k)
+(k)
+(k)
+(k)
+7:
+zt , yt ← rec(x, zt−1 , yt−1 )
+8:
+end for
+(k)
+9:
+ŷ (k) ← arg max fO (yD )
+(k)
+(k)
+10:
+q̂ ← fQ (yD )
+11: end for ∗
+12: return ŷ (k ) , k ∗ = arg maxk q̂ (k)
+4:
+5:
+6:
+
+···
+
+puzzle
+
+k=
+
+puzzle
+
+1
+
++ϵ
+
++ϵ
+
+···
++ϵ
+
++ϵ
+
++ϵ
+
+···
+k=2
+k=
+K
+
+
++ϵ
+
+
+
++ϵ
+
++ϵ
+
+···
+deep recursion step
+
++ϵ
+
+arg maxk Qk
+
+final answer
+
+Gaussian noise injection
+
+Figure 4: Left: PTRM inference procedure (the rec() function refers to a deep recursion step). Right:
+PTRM mechanism. (a) Standard TRM: a single deterministic rollout. (b) PTRM: K stochastic latent
+rollouts with Gaussian noise ϵ at each deep recursion step, with the Q head selecting the final answer.
+projected into the principal plane. Most rollouts (92%) remain stuck in the same bad basin, while
+a minority (8%) escape to a distinct region in latent space and produce correct answers. We also
+observe that recurrent noise creates a per-rollout probability of escape: at K = 5 no rollouts escape,
+at K = 25 one does, and at K = 100 eight do. This confirms that noise provides the stochasticity
+needed to occasionally find an escape trajectory.
+4.2
+
+Width scaling
+
+Since more rollouts per puzzle compound the chance that at least one reaches a good basin, the
+number of rollouts K is a natural quantity to scale. Given K independent rollouts, pass@K (any
+rollout correct) is the oracle upper bound and best-Q@K (the rollout with highest q̂ is correct) is a
+metric available at inference without a correctness oracle. The choice of Q as selector is motivated by
+Sec. 3’s observation that Q accurately separates correct from incorrect trajectories (Figure 3).
+Figure 6 shows pass@K and best-Q@K as K grows, averaged over 3 seeds on the held-out PPBench
+validation set (sudoku, nurikabe, tapa, lightup, and heyawake). Both metrics rise from 76.4% at
+K = 1 to 89.5% at K = 100, a gain of 13 percentage points. Across all tested K, the gap between
+pass@K and best-Q@K stays under 1pp, making the Q head a strong verifier on this validation set.
+By contrast, mode@K (most frequent answer across rollouts) rises by only 1.3pp over the same
+range, showing that the width-scaling gains come mostly from the Q head’s ability to identify correct
+solutions even when they are rare.
+Interaction with depth scaling. Depth is another scaling axis already supported by TRM, which
+consists of running more deep recursions (supervision steps) at inference than the Nsup the model
+was trained on. On the deterministic baseline (K=1), tripling the depth from 16 to 48 steps raises
+PPBench validation accuracy from 76.4% to 79.5% (+3.1pp). At higher K, depth scaling only
+provides additional gains on specific puzzle types such as sudoku (+4pp at K = 100). Both depth
+and width scaling can be seen as ways to explore the model’s solution space. Since rollouts are
+independent and parallelizable while extra depth is sequential, width is the more practical scaling
+axis.
+PTRM unlocks a simple and task-agnostic recipe for scaling TRM test-time compute. The next
+section evaluates the method across multiple benchmarks and against several baselines, including
+frontier LLMs.
+
+5
+
+Experiments
+
+This section evaluates PTRM’s performance on diverse reasoning benchmarks. We compare against
+the deterministic TRM baseline, a non-recursive direct-prediction baseline, and frontier LLMs.
+Across several PPBench puzzles [8], Sudoku-Extreme [2], Maze-Hard [2], and ARC-AGI 2 [4],
+PTRM substantially boosts the performance of each pretrained TRM using only inference compute.
+5
+
+ Correct (8)
+Incorrect (92)
+Start
+End
+
+10
+8
+
+92.5
+
+PPBench accuracy (%)
+
+PC 2 (34% var)
+
+6
+4
+2
+0
+
+85.0
+82.5
+80.0
+77.5
+72.5
+
+2.5
+
+0.0
+
+2.5
+5.0
+7.5
+PC 1 (53% var)
+
+10.0
+
+12.5
+
+Figure 5: Stochastic rollouts escape bad
+basins. Principal plane projection of K =
+100 independent rollouts of the same failed
+puzzle as in Figure 2 (right). 92 rollouts
+remain caught in the bad basin (red). 8
+escape to a good basin and produce correct
+answers (green).
+
+5.1
+
+87.5
+
+75.0
+
+2
+4
+
+pass@K
+best-Q@K
+mode@K
+
+90.0
+
+1
+
+5
+10
+25
+Rollouts per puzzle K (log scale)
+
+100
+
+Figure 6: Width scaling. pass@K, best-Q@K,
+and mode@K as K grows, averaged over 3
+seeds on a held-out PPBench validation set. The
+Q head is a strong verifier on the tested puzzles,
+consistently outperforming selection of the most
+frequent answer.
+
+Setup
+
+Datasets. Pencil Puzzle Bench (PPBench) [8] consists of 62,231 constraint-satisfaction pencil puzzles
+(from 94 puzzle types). From the full PPBench dataset, 300 puzzles (15 puzzles from 20 types)
+selected by Waugh [8] are held out to form the golden set. From the remainder we hold out a
+fixed-size validation set of 100 puzzles per puzzle type (50 for tapa, due to its smaller base size),
+and the rest forms the training set. We filter all three sets to puzzles of six types (sudoku, lightup,
+nurikabe, shakashaka, heyawake, and tapa) of grid size 9×9 for sudoku, and 10×10 for the rest.
+We use the validation set to track performance during training and select the final checkpoint. We
+report per-puzzle accuracy on five of these types on the golden set (TRM already reaches 100% on
+shakashaka, so we omit it from the reported results), with aggregate scores sample-weighted across
+types. We also report results on the Sudoku-Extreme, Maze-Hard, and ARC-AGI 2 datasets.
+Models and inference. For each benchmark we use a standard TRM checkpoint. For SudokuExtreme we use the TRM-MLP variant (which the TRM paper showed to be stronger on Sudoku),
+and for the other datasets, we use TRM-Att. PTRM inference uses K parallel rollouts each running
+D supervision steps with Gaussian noise of scale σ added to the latent state at each supervision step.
+The selected configuration (K, D, σ) varies by benchmark and is given alongside each result. Metrics
+are averaged across three seeds.
+Baselines. To isolate the contribution of PTRM’s stochastic rollouts from the underlying backbone,
+we report standard TRM performance (the same checkpoint as PTRM ran deterministically). For
+each dataset, we report the performance of frontier LLMs. For Sudoku-Extreme, Maze-Hard, and
+ARC2 we additionally report the published direct prediction and TRM baselines from [1].
+Cost estimation. PPBench provides the dollar cost per attempt for each LLM. We convert PTRM’s
+wall-clock to a comparable dollar figure using a single H100 at $2.50/hr (standard cloud pricing [9])
+so that cost = $2.50 · tpuzzle /3600, where tpuzzle is the time (in seconds) to complete a puzzle.
+5.2
+5.2.1
+
+Pencil Puzzle Bench
+Per-puzzle accuracy
+
+Table 1 reports per-puzzle accuracy on the PPBench golden set. PTRM at K=100, D=48, σ=0.2
+raises aggregate best-Q@K from 62.6% to 91.2%. Increasing supervision depth alone (K=1, D=48)
+gives a small boost over the standard TRM baseline (K=1, D=16). Most of the gain comes
+from scaling width (stochastic rollouts). The largest improvements are on puzzle types where
+6
+
+ the deterministic baseline performed the worst (most headroom): sudoku improves from 46.7% to
+97.8% and tapa from 40.0% to 80.0%.
+% accuracy
+Direct prediction
+TRM (K=1, D=16)
+TRM (K=1, D=48)
+PTRM, best-Q@K (K=100, D=16)
+PTRM, best-Q@K (K=100, D=48)
+
+# Params sudoku lightup nurikabe heyawake
+27M
+7M
+7M
+7M
+7M
+
+0.0
+46.7
+57.8
+93.3
+97.8
+
+0.0
+87.5
+87.5
+100
+100
+
+0.0
+74.1
+74.1
+88.9
+88.9
+
+14.3
+85.7
+85.7
+85.7
+85.7
+
+tapa
+
+agg.
+
+0.0
+2.0
+40.0 62.6
+40.0 66.0
+80.0 89.8
+80.0 91.2
+
+Table 1: PPBench per-puzzle accuracy on the golden set. PTRM uses the same backbone as
+the deterministic TRM. Scaling depth alone (K=1, D=48) lifts aggregate accuracy by 3.4 points
+over the standard D=16 baseline. Combining depth with K=100 stochastic (σ=0.2) rollouts raises
+accuracy by 28.6 percentage points overall. The direct-prediction baseline is a larger transformer
+trained on the same data.
+
+5.2.2
+
+Comparison with frontier LLMs on golden set
+
+PPBench reported per-puzzle results for several frontier LLMs using two strategies: 1) direct response
+from a single prompt, and 2) multi-turn agentic strategy with verification. We report results for direct
+and any (best of any strategy attempted, including agentic). The agentic strategy gives the LLM
+substantially more resources than PTRM has access to. It provides the LLM the ability to iteratively
+verify each move with a perfect verifier. The direct strategy is the fairer comparison since, while
+it may use the model provider’s reasoning harness, it does not have direct access to a multi-turn
+verifier (the LLM could still self-verify by writing verification code within the same response). We
+additionally observe that the agentic strategy was applied selectively in the published PPBench data:
+across the LLMs we compare against, only 9.6% of direct failures on the golden set were retried
+with agentic. We restrict the comparison to the 7 strongest LLMs that attempted every puzzle in our
+golden set: claude-opus-4-6@thinking, gpt-5.2@xhigh, gemini-3.1-pro, gpt-5.2@high,
+claude-sonnet-4-6@thinking, gpt-5.2@medium, and kimi-k2.5. Table 2 lists the top 3 in
+each strategy block.
+We additionally report an ensemble score formed from these 7 LLMs where a puzzle counts as solved
+if at least one of them solved it via any strategy. This ensemble setup is deliberately stacked against
+PTRM. It assumes a perfect verifier since, if any of the 7 LLMs produced a correct answer under
+any strategy, the ensemble counts it as solved, even though in practice we would not have access
+to an oracle verifier. Although it is not deployable, we include the ensemble to demonstrate that
+even under these heavily favorable conditions, frontier LLMs fall well short of PTRM. Ensemble
+cost-per-attempt averages over the attempts of all 7 models on each puzzle, and cost-per-correct
+divides total cost by the number of puzzles the ensemble solved.
+Table 2 reports the comparison. PTRM exceeds the strongest single LLM (direct strategy) by 57
+points aggregate (91.2% vs. 34.7%), and exceeds the LLM ensemble by 36 points (91.2% vs. 55.1%)
+despite the ensemble’s stacked advantages. Cost per attempt is several orders of magnitude higher for
+LLMs than PTRM.
+5.3
+
+Sudoku-Extreme, Maze-Hard, and ARC-AGI-2
+
+For each benchmark we use the standard TRM checkpoint trained as described in [1] without
+modification (TRM-MLP for Sudoku-Extreme and TRM-Att for Maze-Hard and ARC-AGI-2).
+Table 3 summarizes results on all three.
+On Sudoku-Extreme, PTRM at K=100, D=64, σ=0.3 raises the deterministic baseline of 87.3% to
+99.06% pass@K and 98.75% best-Q@K, achieving state of the art.
+On Maze-Hard, PTRM at K=100, D=16, σ=1.0 reaches 95.63% pass@K, an 11.83 point gain
+over the 83.8% deterministic baseline. mode@K gives the best PTRM accuracy here at 86.73%
+(+2.93 points), with best-Q@K slightly behind at 85.17% (+1.37 points). While pass@K shows
+that PTRM is able to unlock several correct answers, the Q head identifies them less reliably than on
+the previous benchmarks.
+7
+
+ % accuracy
+
+tapa
+
+agg.
+
+$/att.
+
+$/corr.
+
+30.0
+50.0
+60.0
+
+24.5
+24.5
+34.7
+
+$0.40
+$1.79
+$2.91
+
+$1.62
+$7.29
+$8.40
+
+0.0
+0.0
+0.0
+
+40.0
+60.0
+70.0
+
+30.6
+34.7
+36.7
+
+$10.38
+$3.09
+$4.38
+
+$33.91
+$8.90
+$11.92
+
+0.0
+
+80.0
+
+55.1
+
+$2.66
+
+$38.51
+
+sudoku lightup nurikabe heyawake
+Direct
+
+gemini-3.1-pro
+gpt-5.2@xhigh
+claude-opus-4-6@thinking
+
+6.7
+20.0
+0.0
+
+75.0
+50.0
+87.5
+
+22.2
+0.0
+44.4
+
+0.0
+0.0
+0.0
+
+Any strategy (direct or agentic)†
+gemini-3.1-pro
+gpt-5.2@xhigh
+claude-opus-4-6@thinking
+
+6.7
+33.3
+0.0
+
+87.5
+75.0
+87.5
+
+33.3
+0.0
+44.4
+
+LLM ensemble†
+Any strategy (direct or agentic)
+
+46.7
+
+100
+
+44.4
+
+Ours, trained from scratch, 7M parameters
+PTRM, best-Q@K
+
+97.8
+
+100
+
+88.9
+
+85.7
+
+80.0 91.2 $0.001 $0.001
+
+Table 2: PTRM vs. frontier LLMs on PPBench golden. Per-puzzle accuracy and per-attempt /
+per-correct cost on the golden set. LLM costs are from PPBench. PTRM cost is estimated from H100
+wall-clock (Sec. 5.1). The direct and agentic blocks list the 3 highest scoring LLMs on aggregate,
+and the ensemble row uses all 7 listed in Sec. 5.2.2. † Assumes access to a perfect verifier.
+
+On ARC-AGI-2, the standard inference pipeline applies data augmentations and votes across them.
+PTRM adds K stochastic rollouts per augmentation. For selection, we pick the rollout with the
+highest Q value within each augmentation, then vote across augmentations as in the standard pipeline.
+With K=25 and σ=0.2, PTRM lifts pass@1 from 7.36% to 8.47% and pass@100 from 14.31% to
+15.97% over our deterministic TRM baseline, while matching it at pass@2.
+
+Sudoku-Extreme Maze-Hard
+ARC-AGI-2
+Acc. (%)
+Acc. (%) pass@1 pass@2 pass@100
+
+Method
+
+# Params
+
+HRM
+TRM
+
+27M
+5M / 7M†
+
+55.0
+87.4
+
+74.5
+85.3
+
+–
+–
+
+5.0
+7.8
+
+–
+–
+
+Ours
+Standard TRM, our reproduction 5M / 7M†
+PTRM
+5M / 7M†
+
+87.28
+98.75
+
+83.80
+86.73
+
+7.36
+8.47
+
+9.72
+9.72
+
+14.31
+15.97
+
+Table 3: Sudoku-Extreme, Maze-Hard, and ARC-AGI-2 results. For Sudoku-Extreme, K=100,
+D=64, σ=0.3. For Maze-Hard, K=100, D=16, σ=1.0. For ARC-AGI-2, K=25, D=16, σ=0.2.
+pass@k for ARC-AGI-2 reports the top-k predictions from the augmentation-voting pipeline. PTRM
+shows an accuracy improvement over standard TRM across all 3 benchmarks. † Following [1], 5M
+for Sudoku-Extreme (TRM-MLP), 7M for Maze-Hard and ARC-AGI-2 (TRM-Att).
+
+5.4
+
+Q head selection as σ grows
+
+With a higher σ value, PTRM finds many correct solutions that the deterministic inference misses.
+For instance, on Maze-Hard, the deterministic model solves 83.8% of puzzles, but PTRM raises
+pass@K to nearly 96%. The extent to which PTRM helps depends on the task, but on every dataset
+we tested, it unlocks correct solutions well beyond the deterministic model’s reach.
+TRM’s jointly trained Q head serves as a strong verifier on most tasks. On PPBench and SudokuExtreme, best-Q@K reaches values within a point of the saturated pass@K, so PTRM’s exploration
+translates directly into accuracy gains. On Maze-Hard, more exploration (higher σ) produces
+significantly more correct rollouts, but the existing Q head is not able to identify them, leaving
+performance on the table. The gap between best-Q@K and pass@K represents headroom for a
+stronger verifier which is left for future work. Appendix B reports the full σ sweep.
+8
+
+ 6
+
+Related Work
+
+A long line of work explores recursive computation for iterative reasoning and representation refinement. Early examples include Universal Transformers [10], Mixture-of-Recursions [11], Deep
+Thinking models [12, 13, 14], and HRM [2], all of which investigate the use of repeated computation
+steps to improve reasoning performance. More recent work has introduced methods to substantially
+accelerate TRM training [15], while TRM-style recursive architectures have also been extended to
+language modeling tasks [16].
+Building on this broader perspective of recursive computation, a growing body of work studies
+latent-space reasoning through the reuse of hidden states. Hao et al. [17] propose continuous
+“thinking tokens” derived from Chain-of-Thought (CoT) traces [18], which are autoregressively
+generated and appended to the model context, enabling reasoning directly in latent space without
+producing intermediate textual outputs. Similarly, Zhu et al. [19] formalize learning by superposition
+and demonstrate improvements on tasks such as graph reachability. By avoiding explicit token
+sampling and implicitly representing multiple reasoning trajectories, these approaches may mitigate
+the unfaithfulness and backtracking often observed in standard autoregressive reasoning [20, 21].
+Related to our work, Baek et al. [22] propose a generative version of TRM where the hidden state
+z is sampled instead of deterministic. This improves performance on multiple tasks, but requires
+retraining. Efstathiou and Balwani [23] (concurrent work) propose a similar test-time compute
+method where they only apply noise in the initial hidden state z, while we apply noise at every
+supervision step. Furthermore, they test their method on a small subset of the Sudoku-Extreme
+dataset, and treat it as a proof-of-concept that needs to be developed and tested further. Note that
+Baek et al. [22] also tested applying noise to the initial z with TRM and obtained negative results (no
+improvement in accuracy on two datasets).
+Our observations in Sec. 3 are consistent with the mechanistic analysis of Ren and Liu [5], who
+identify spurious fixed points in HRM’s latent dynamics on Sudoku-Extreme. Their method mitigates
+these attractors through a combination of task-specific training data augmentation, inference-time
+input perturbations, and model bootstrapping across training checkpoints, thereby effectively increasing test-time compute. However, these interventions are comparatively less general and less
+computationally efficient. In contrast, we observe analogous basin structure in TRM across multiple
+puzzle types and achieve attractor escape using a substantially simpler, task-agnostic mechanism:
+injecting Gaussian noise into the latent state at each supervision step while using a single deterministic
+checkpoint.
+
+7
+
+Conclusion
+
+In this work, we introduced Probabilistic TRM (PTRM), a novel test-time scaling paradigm for
+Tiny Recursive Models (TRM) through parallel exploration and selection. This approach scales
+test-time compute using width (K parallel rollouts), yielding substantially larger gains than depth
+scaling (increasing deep recursion steps) alone. PTRM requires no retraining and does not rely on
+task-specific data augmentations making it extremely easy to use and versatile.
+By scaling both width and depth, PTRM obtains significant gains in accuracy when tested on a wide
+selection of puzzles. On PPBench (Sudoku, Lightup, Nurikabe, Heyawake, Tapa puzzles), PTRM
+nearly obtains twice the accuracy (91.2%; $0.001 cost) of ensemble of SOTA LLMs (55.1%; $38.51
+cost) at less than 0.0001x the cost. Furthermore, PTRM improves accuracy on Sudoku (from 87.4%
+to 98.75%), Maze-Hard (from 83.80% to 86.73%), and ARC-AGI (from 7.8% to 8.47% pass@1).
+Limitations. Our experiments focus on reasoning puzzles rather than general tasks. We only test
+on a subset of PPBench puzzles. We are limited to puzzles with a small grid-size due to limited
+computational resources. It is not guaranteed that the method works as well for all types of problems
+(e.g., accuracy gains on ARC-AGI-2 and Heyawake are smaller).
+Future work. It would be interesting to understand why some puzzles benefit from test-time scaling
+more than others. We suspect that problems that are harder to verify (e.g., ARC-AGI-2) benefit less
+from PTRM because the Q head may struggle to distinguish correct solutions from incorrect ones.
+Developing stronger verifiers than the existing Q head is an interesting direction for future work.
+9
+
+ References
+[1] Alexia Jolicoeur-Martineau. Less is more: Recursive reasoning with tiny networks. arXiv
+preprint arXiv:2510.04871, 2025.
+[2] Guan Wang, Jin Li, Yuhao Sun, Xing Chen, Changling Liu, Yue Wu, Meng Lu, Sen Song, and
+Yasin Abbasi Yadkori. Hierarchical reasoning model. arXiv preprint arXiv:2506.21734, 2025.
+[3] François Chollet. On the measure of intelligence. arXiv preprint arXiv:1911.01547, 2019.
+[4] Francois Chollet, Mike Knoop, Gregory Kamradt, Bryan Landers, and Henry Pinkard. Arcagi-2: A new challenge for frontier ai reasoning systems. arXiv preprint arXiv:2505.11831,
+2025.
+[5] Zirui Ren and Ziming Liu. Are your reasoning models reasoning or guessing? a mechanistic
+analysis of hierarchical reasoning models. arXiv preprint arXiv:2601.10679, 2026.
+[6] Charlie Snell, Jaehoon Lee, Kelvin Xu, and Aviral Kumar. Scaling llm test-time compute optimally can be more effective than scaling model parameters. arXiv preprint arXiv:2408.03314,
+2024.
+[7] Alex Graves. Adaptive computation time for recurrent neural networks. arXiv preprint
+arXiv:1603.08983, 2016.
+[8] Justin Waugh. Pencil puzzle bench: A benchmark for multi-step verifiable reasoning. arXiv
+preprint arXiv:2603.02119, 2026.
+[9] Vast.ai. Rent h100 pcie gpus on vast.ai. https://vast.ai/pricing/gpu/H100-PCIE, 2026.
+Accessed: 2026-05-01.
+[10] Mostafa Dehghani, Stephan Gouws, Oriol Vinyals, Jakob Uszkoreit, and Łukasz Kaiser. Universal transformers. arXiv preprint arXiv:1807.03819, 2018.
+[11] Sangmin Bae, Yujin Kim, Reza Bayat, Sungnyun Kim, Jiyoun Ha, Tal Schuster, Adam Fisch,
+Hrayr Harutyunyan, Ziwei Ji, Aaron Courville, et al. Mixture-of-recursions: Learning dynamic
+recursive depths for adaptive token-level computation. arXiv preprint arXiv:2507.10524, 2025.
+[12] Avi Schwarzschild, Eitan Borgnia, Arjun Gupta, Furong Huang, Uzi Vishkin, Micah Goldblum,
+and Tom Goldstein. Can you learn an algorithm? generalizing from easy to hard problems with
+recurrent networks. Advances in Neural Information Processing Systems, 34:6695–6706, 2021.
+[13] Arpit Bansal, Avi Schwarzschild, Eitan Borgnia, Zeyad Emam, Furong Huang, Micah Goldblum,
+and Tom Goldstein. End-to-end algorithm synthesis with recurrent networks: Extrapolation
+without overthinking. Advances in Neural Information Processing Systems, 35:20232–20242,
+2022.
+[14] Jay Bear, Adam Prugel-Bennett, and Jonathon Hare. Rethinking deep thinking: Stable learning
+of algorithms using lipschitz constraints. Advances in Neural Information Processing Systems,
+37:97027–97052, 2024.
+[15] Navid Hakimi. Form follows function: Recursive stem model. arXiv preprint arXiv:2603.15641,
+2026.
+[16] Yinxi Li, Jiaao Chen, Fang Wu, Jiakai Yu, Heli Qi, Weihao Xuan, Haokai Zhao, Pengyu Nie,
+Di Jin, and Xiangru Tang. Learning multi-step reasoning via persistent latent state propagation.
+In Workshop on Latent {\&} Implicit Thinking {\textendash} Going Beyond CoT Reasoning,
+2026.
+[17] Shibo Hao, Sainbayar Sukhbaatar, DiJia Su, Xian Li, Zhiting Hu, Jason Weston, and Yuandong
+Tian. Training large language models to reason in a continuous latent space. arXiv preprint
+arXiv:2412.06769, 2024.
+[18] Jason Wei, Xuezhi Wang, Dale Schuurmans, Maarten Bosma, Fei Xia, Ed Chi, Quoc V Le,
+Denny Zhou, et al. Chain-of-thought prompting elicits reasoning in large language models.
+Advances in neural information processing systems, 35:24824–24837, 2022.
+10
+
+ [19] Hanlin Zhu, Shibo Hao, Zhiting Hu, Jiantao Jiao, Stuart Russell, and Yuandong Tian. Reasoning
+by superposition: A theoretical perspective on chain of continuous thought. arXiv preprint
+arXiv:2505.12514, 2025.
+[20] Tamera Lanham, Anna Chen, Ansh Radhakrishnan, Benoit Steiner, Carson Denison, Danny
+Hernandez, Dustin Li, Esin Durmus, Evan Hubinger, Jackson Kernion, et al. Measuring
+faithfulness in chain-of-thought reasoning. arXiv preprint arXiv:2307.13702, 2023.
+[21] Yanda Chen, Joe Benton, Ansh Radhakrishnan, Jonathan Uesato, Carson Denison, John Schulman, Arushi Somani, Peter Hase, Misha Wagner, Fabien Roger, et al. Reasoning models don’t
+always say what they think. arXiv preprint arXiv:2505.05410, 2025.
+[22] Junyeob Baek, Mingyu Jo, Minsu Kim, Yoshua Bengio, and Sungjin Ahn. Generative recursive
+reasoning models. ICLR 2026 Workshop on AI with Recursive Self-Improvement, 2026.
+[23] Andreas Efstathiou and Aishwarya Balwani. Recursive reasoning as attractor landscape search:
+Mechanistic dynamics of the tiny recursive model. Workshop on Latent & Implicit Thinking – Going Beyond CoT Reasoning, 2026. URL https://openreview.net/forum?id=
+kKps9W1K7n.
+
+11
+
+ A
+
+Implementation Details
+
+A.1
+
+Compute
+
+We train and evaluate all models on a single NVIDIA H100 80GB GPU. PTRM introduces no
+additional training cost over standard TRM since it operates entirely at inference time.
+A.2
+
+Models
+
+All experiments use the standard TRM backbone [1] with the released architecture and training recipes.
+Following the TRM paper, we use the MLP variant (TRM-MLP, 5M parameters) for Sudoku-Extreme
+and the attention variant (TRM-Att, 7M parameters) for Maze-Hard, ARC-AGI-2, and PPBench.
+Layout and hyperparameters are unchanged from TRM.
+A.3
+
+PPBench dataset construction
+
+Sudoku-Extreme, Maze-Hard, and ARC-AGI-2 use the same checkpoints and data splits as TRM.
+The PPBench dataset is more recent and has previously been used only with frontier LLMs, so we
+detail how we built our training, validation, and golden splits.
+Source. PPBench contains 62,231 constraint-satisfaction pencil puzzles spanning 94 puzzle types.
+Of these, 300 puzzles (15 puzzles × 20 types) are held out as the golden benchmark set by Waugh [8].
+Filtering. From the remaining 61,931 puzzles we hold out a validation set by sampling 100 puzzles
+from each puzzle type (50 for tapa, due to its smaller base size), and the rest forms the training
+set. We then filter all three sets (training, validation, golden) to retain only puzzles of six types
+(sudoku, lightup, nurikabe, shakashaka, heyawake, tapa) at fixed grid sizes: 9×9 for sudoku
+and 10×10 for the others. Sudoku grids are padded with a pad token to 10×10, giving a uniform
+sequence length of seq_len = 100 across all six puzzle types. The deterministic TRM baseline
+reaches 100% accuracy on shakashaka, so we exclude it from per-puzzle accuracy reporting (no
+headroom to compare against PTRM).
+Augmentation. Each training puzzle is expanded into 10 examples using two augmentations: 1)
+trajectory sampling, where the input is set to a random intermediate solve state along the puzzle’s
+solution trajectory rather than always the empty initial grid, while the label is always the fully solved
+grid; and 2) dihedral transformation, where a random dihedral transformation of a square grid, among
+the 8 possibilities given by 4 rotations × 2 {identity, reflection}, is applied to both the input and the
+label. For each puzzle, the first example is the unaugmented (initial state, solved) pair. The remaining
+9 are randomly sampled (trajectory and dihedral transform). Validation and golden splits are not
+augmented.
+Resulting splits. The merged multi-type splits use a unified vocabulary of 294 tokens and seq_len =
+100. Per-type sample counts are reported in Table 4.
+puzzle type
+
+train
+
+val
+
+golden
+
+sudoku
+lightup
+nurikabe
+heyawake
+tapa
+shakashaka∗
+
+7,810
+9,504
+15,180
+42,108
+3,663
+20,702
+
+97
+65
+55
+70
+26
+62
+
+15
+8
+9
+7
+10
+12
+
+total
+
+98,967
+
+375
+
+61
+
+Table 4: Per-puzzle-type sample counts in the PPBench splits used in training and evaluation.
+∗
+Shakashaka is included in training but excluded from per-puzzle accuracy reporting because deterministic TRM already solves all evaluated shakashaka puzzles.
+
+12
+
+ B
+
+Noise Ablation
+
+We ablate the inference noise level σ on three benchmarks at K=25 (K=100 for Maze-Hard) and
+D=16 to keep the sweep tractable. For Sudoku-Extreme we randomly sample 1000 puzzles from the
+test set for the same reason. Figure 7 shows pass@K, best-Q@K, and mode@K as a function of σ,
+averaged over three random seeds.
+pass@K
+
+Sudoku-Extreme
+
+100
+
+mode@K
+
+K = 1 baseline
+
+Maze-Hard
+
+ARC-AGI-2 (within-aug)
+5.5
+
+96
+
+90
+
+accuracy (%)
+
+best-Q@K
+
+94
+
+80
+
+5.0
+
+92
+
+70
+
+90
+
+60
+
+88
+
+50
+
+86
+
+40
+
+84
+
+30
+0.0
+
+0.2
+
+0.4
+
+0.6
+
+0.8
+
+1.0
+
+82
+0.0
+
+4.5
+4.0
+3.5
+0.2
+
+0.4
+
+0.6
+
+0.8
+
+1.0
+
+0.0
+
+0.2
+
+0.4
+
+0.6
+
+0.8
+
+1.0
+
+Figure 7: pass@K, best-Q@K, and mode@K across σ per rollout batch. On every task,
+increasing the inference noise consistently produces more correct rollouts (pass@K, blue) up to
+a task-dependent σ value. The Q head (best-Q@K, orange) tracks the pass@K ceiling closely
+on Sudoku-Extreme and leaves a larger gap on Maze-Hard and ARC-AGI-2. The shaded region
+represents the verifier headroom (accuracy that a better verifier could extract). mode@K (green) has
+the edge over the Q head only on Maze-Hard. For ARC-AGI-2, metrics are per puzzle/augmentation
+to isolate the Q head’s verification abilities from the augmentation pipeline.
+On Maze-Hard pass@K climbs from 83.8% (deterministic) to nearly 96% by σ≈1.0 and then
+plateaus. On Sudoku-Extreme it is already near its ceiling at σ=0.1 and stays roughly flat across the
+sweep. On ARC-AGI-2 it peaks near σ=0.6 before declining. Q head selection nearly matches the
+ceiling (maximum pass@K) on Sudoku-Extreme while best-Q@K peaks at 98.5% (within a point of
+pass@K’s peak of 99.3%). On the other hand, the gap between best-Q@K and maximum pass@K
+is more pronounced on Maze-Hard and ARC-AGI-2 (headroom a stronger verifier could close).
+
+C
+
+Q-guided Langevin sampling
+
+We initially explored Langevin sampling (using the Q head gradient) as a more principled exploration
+mechanism than the Gaussian noise injection used in PTRM. The idea is to better guide the stochastic
+search by additionally steering each rollout (using the Q head gradient) toward regions of high Q
+value. We ultimately found that the gain from this approach was entirely attributable to the Langevin
+noise term, with the gradient component contributing nothing measurable on top of the equivalent
+recurrent noise of Sec. 4. We document the approach here as a negative result.
+Motivation. The Q head is trained as a correctness predictor over latent states. Let fQ (z) denote
+the head’s scalar output. We treated E(z) = − log sigmoid(fQ (z)) as an energy function over latent
+space. Empirical observations during early experiments suggested that regions of low E correspond
+to good basins from which the decoded answer is likely correct. PCA visualizations of the latent
+dynamics showed that ∇z fQ points toward the good-basin region from both good-basin (correct) and
+bad-basin (incorrect) latents (Figure 8). This made ∇z fQ look like a valuable direction along which
+to push latents.
+Method. We sample from the target distribution p(z) ∝ e−E(z) = sigmoid(fQ (z)) via Langevin
+dynamics where at the end of each deep recursion step t = 1, . . . , D we apply N Langevin steps to
+the latent,
+p
+z ← z − η ∇z E(z) + 2η ξ, ξ ∼ N (0, I),
+The number of Langevin steps N is the additional scaling axis under this scheme.
+13
+
+ t=0
+
+t=5
+
+t = 10
+
+t = 15
+
+Correct (21)
+Incorrect (4)
+Q
+
+Figure 8: y latents and their ∇z fQ gradients projected into the principal plane at several recursive/supervision steps, for multiple rollouts (using recurrent noise) of a single puzzle (correct rollouts
+in green, incorrect in red). Arrows are drawn at each latent in the direction of ∇z fQ . From both
+good-basin and bad-basin latents, gradients point toward the good-basin region. This visualization
+motivated the Langevin sampling experiment described below.
+Tractable gradient computation. TRM’s original Q head is a linear projection on a single token,
+fQ (y) = w⊤ y[:, 0]+b, so its gradient with respect to this head’s input is a constant vector independent
+of z. For ∇z fQ to be input-dependent, the gradient must flow back through the last latent recursion.
+This works but requires backpropagating through a full latent recursion at every Langevin step, which
+scales poorly with N . To make guidance tractable for large N , we replaced the linear Q head with
+an attention-pooled variant that reads the full latent and produces a scalar through a small nonlinear
+network. With this head, ∇z fQ can be computed by backpropagating through the head alone, which
+is ∼8× faster per step and does not sacrifice accuracy.
+The gain came from the noise,
+√ not the gradient. Comparing Langevin sampling against a noiseonly ablation (with the same 2η ξ, but with the −η ∇z E(z) term zeroed out) produced essentially
+identical accuracy at matched N . The gradient component contributed nothing measurable on
+top of the equivalent recurrent noise. This prompted us to focus on the noise-only formulation in
+Sec. 4, which is much more impactful since it is: 1) significantly simpler (no retraining, no test-time
+backpropagation), 2) applicable to any TRM checkpoint out of the box, and 3) equally effective.
+
+D
+
+Per-puzzle accuracy on the PPBench validation set
+
+The main paper reports per-puzzle accuracy on the PPBench golden set (Table 1) for direct comparability with the LLM evaluations from Waugh [8] who used that set. For a lower-variance complement,
+Table 5 reports results on our validation set (313 puzzles across the five reported types vs. 49 for
+golden). Trends match the golden-set results: depth scaling alone (K=1, D=48) provides a small lift,
+and combining depth with stochastic rollouts (K=100, D=48, σ=0.2) raises aggregate best-Q@K
+from 76.4% to 90.4%, a 14.0 percentage-point improvement. The biggest gains again are on puzzles
+where the deterministic baseline has the most headroom (tapa ∼ 40% to 71.8%, sudoku ∼ 69%
+to 93.3%). Types where the baseline is already near ceiling (heyawake at 96.7%) increase only
+marginally.
+% accuracy
+Direct prediction
+TRM (K=1, D=16)
+TRM (K=1, D=48)
+PTRM, best-Q@K (K=100, D=48)
+
+# Params sudoku lightup nurikabe heyawake
+27M
+7M
+7M
+7M
+
+0.0
+68.7
+74.0
+93.3
+
+10.0
+83.3
+84.0
+93.3
+
+4.0
+76.0
+76.7
+84.7
+
+14.0
+96.7
+98.0
+100
+
+tapa
+
+agg.
+
+0.0
+6.2
+39.7 76.4
+41.0 78.3
+71.8 90.4
+
+Table 5: PPBench per-puzzle accuracy on the validation set. PTRM uses the same backbone as the
+deterministic TRM. Results on the larger validation set follow the same trends as on the golden set.
+
+14
+
+ \ No newline at end of file