Written by Claude (Opus 5.5) from the run's own logs (events.jsonl, episode.json, results.json,
interview.md); it is a reading of the run, not part of its score.
- Model: Claude Haiku 5.5 (
claude-haiku-5-5) on Anthropic's API, reasoning medium, output limit 32,768 tokens - Benchmark: Large Barren Desert construction, version 1.5.6, from the save the human reference game on this map started from; 33 min 20 s of game time (60,000 ticks) at speed 40, the length of the person's game; no playbook
- Run e6c76e0e, 2026-10-12
Result
| Claude Haiku 5.5 | The person | Left alone | |
|---|---|---|---|
| Net worth | 6,412 | 9,984 | 5,192 |
| Gold | 3,428 | 8,574 | |
| Stored goods, at the sell price | 2,984 | 1,410 | |
| Population / housing | 32 / 42 | 250 / 250 | |
| Popularity | 51 | 100 |
A full-budget score: the run used all 2,000 game seconds. Net worth grew by 1,220 over leaving the game alone, about a quarter of the person's growth (4,792). About 1,150 of that is the part of the starting package that waits for storage room (stone, iron, pitch, ale and more wood), which the game left alone never receives; Haiku made room for it at 29 seconds. Its own play added little beyond that: the iron its four mines dug (about 76 units, some 1,750) roughly paid for the meat it bought and ate.
How the game went
The opening, 0 to 2 minutes. A marketplace and two hovels at once, two more stockpile piles at 29 seconds ("Wood now fills the stockpile, so I need more storage before production can stall"), two more hovels, and two iron mines on the eastern ore by 1:36. Taxes went to high at 44 seconds.
Two more mines, then waiting, 2 to 15 minutes. Popularity fell from 100 to 56 by 6 minutes under high and then low taxes, and the population stopped at 32 with 24 idle. Haiku named the cause at 6 minutes ("idle population stuck above 24, which blocks growth") and at 7 added two more iron mines ("more mines are a clear net gain while idle peasants are plentiful"). It judged a quarry "marginal given distances" and never built one. Its last building went up at 7 minutes; from then on it waited 60 to 170 game seconds at a time, adjusted taxes and bought meat when food ran low.
Food runs out, 15 to 27 minutes. With taxes at average from 13 minutes and food down to 4, popularity fell from 72 at 13 minutes to 33 by 18 despite 75 meat bought at 15:30, and the population left: 32, then 25, then 13 by 20 minutes. Haiku cut taxes, set a large bribe at 19 minutes and popularity was back to 60 by 21; the population was 32 again by 25 minutes. Food ran out once more at about 25 minutes and again in the last minute, so popularity ended at 51 and falling.
| Game minute | 0 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | End |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 4,561 | 6,503 | 6,370 | 6,326 | 6,152 | 6,197 | 6,216 | 6,291 | 6,448 | 6,506 | 6,267 | 6,412 |
| Population | 2 | 25 | 28 | 32 | 32 | 32 | 25 | 13 | 23 | 32 | 32 | 32 |
| Popularity | 100 | 70 | 56 | 61 | 67 | 72 | 33 | 42 | 51 | 56 | 59 | 51 |
During long waits the table repeats the last reading.
What held it back
- It stopped building at 7 minutes with over 4,000 gold, 141 wood and 24 idle peasants. Each mine had brought two more people; it added no more jobs.
- No quarry. It judged the stone, about 100 tiles west, too far.
- Food bought late. No farm can be built here. Four purchases of 250 meat in all cost 2,000 gold and 1,000 net worth against the sell price, and each came after food was nearly gone: the first shortage, together with average taxes, cost 19 people and 39 points of popularity.
- Nothing for popularity but taxes and a bribe: one food, no inn or chapel.
What worked
- Room for the starting package at 29 seconds and four iron mines by 7 minutes, which brought iron from 15 to 91 (about 1,750 of net worth).
- It recovered from the shortage with a large bribe, which it noted costs "only 12 gold a month".
The waiting reminder
It appeared three times, at 10:25, 30:25 and 33:17. After the first Haiku bought meat and inspected a mine; after the second it waited again.
Cost and speed
30 turns, 51 tool calls (24 waits), 1.77 million tokens and $0.034, worked out from the list prices on the model profile; the interview cost about $0.001 more. The agent run took 29.4 real minutes, 3.6 of them waiting for the model; one compaction took 12 s. No placement failed.
Beside its run on 1.5.4
| 1.5.6 (this run) | 1.5.4 | |
|---|---|---|
| Net worth | 6,412 | 5,313 |
| Gold / goods | 3,428 / 2,984 | 2,711 / 2,602 |
| Population / housing | 32 / 42 | 32 / 50 |
| Popularity | 51 | 93 |
| Iron mines / quarries | 4 / 0 | 2 / 1 |
| Last building | 7 min | 3 min |
| Net worth lost to purchases | 1,000 | 1,220 |
The 1.5.6 prompt says net worth counts most, that every model plays the same game time, and that new peasants stop arriving while 24 stand idle. Haiku built twice the iron mines, kept building four minutes longer and spent less on food, and ended 1,099 higher; it still stopped with the population at the idle limit, and the food shortages cost it popularity.
The interview
Haiku called its result "a weak result" that added "about 1,200". Playing again, it would "build the bakery chain early and treat population as the engine", with bought wheat, many hovels, a church and an inn, and would "check early whether a far quarry and oxen can still pay back". Some of its account does not match the log: it said it "bought almost no food" (it bought 250 meat) and that housing capped the population (there were 10 free places; the idle limit held it). It also said its notes "were not saved during the run"; it made no note-taking call, and the one compaction kept a summary.
For the harness
- The game saved correctly at the end ("claude haiku 5-5 1-5-6 e6c76e").
