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 on the Anthropic API, reasoning medium, output limit 32,768 tokens
- Benchmark: The Sinkhole construction, version 1.6.2, from the save the human reference game on this map started from; 45 min of game time at speed 40, the length of the person's game; no playbook
- Run 67219133, 2026-10-13
Result
| Claude Haiku 5.5 | The person | Left alone | |
|---|---|---|---|
| Net worth | 3,312 | 41,631 | 2,195 |
| Gold | 1,716 | 39,977 | |
| Stored goods, at the sell price | 1,596 | 1,654 | |
| Population / housing | 37 / 58 | 506 / 506 | 4 |
| Popularity | 51 | 99 | 0 |
A full-budget score: the run used all 2,700 game seconds. Net worth grew by 1,117 over leaving the game alone. Of the stored value, 920 is weapons in its two armories (50 spears and 28 bows), 308 is wood and 216 is apples. It built no mine or quarry. The town ended with 16 idle peasants and 21 empty places in its hovels.
How the game went
The opening, 0 to 11 minutes. Five woodcutters, four hovels, two apple orchards and a dairy farm
in the first four minutes, then a fletcher's workshop (4:41), a poleturner's workshop (7:05) and a
marketplace (8:10), all against the keep with place_near. Three place_near calls for an Armory
against the keep (4:41, 7:05, 9:32) each failed with "Game image expired" after probing clicks, and
left the game in placement mode; Haiku right-clicked out of it with game_action and placed the
Armory with build_structure at 10:42. It bought 50 apples and 25 meat at 8:33.
Weapons from wood, 11 to 28 minutes. A second fletcher and poleturner at 11:31 and another pair
at 19:44, two more hovels, an orchard and a dairy farm, and at 24:21 a second armory with
expand_storage. High taxes at 13:16 took popularity from 100 to 60 by 20 minutes; taxes went back
to none, then up and down again.
Waiting, 28 to 45 minutes. Two more fletchers at 27:18 and no more building after that. Taxes moved seven more times between a small bribe and average; popularity swung between 45 and 65 and the town held at about 40 people. Net worth rose from 2,234 at 30 minutes to 3,312 as wood and weapons piled up and the small tax income came in.
| Game minute | 0 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | End |
|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 2,415 | 2,296 | 1,744 | 1,644 | 2,072 | 2,147 | 2,234 | 2,388 | 2,759 | 3,312 |
| Gold | 2,000 | 2,000 | 1,200 | 1,085 | 1,394 | 1,339 | 1,329 | 1,329 | 1,509 | 1,716 |
| Wood | 55 | 32 | 56 | 76 | 144 | 149 | 148 | 179 | 221 | 308 |
| Weapons | 0 | 0 | 0 | 5 | 10 | 21 | 32 | 45 | 57 | 78 |
| Population | 5 | 32 | 36 | 38 | 40 | 42 | 44 | 44 | 39 | 37 |
| Popularity | 100 | 100 | 100 | 88 | 60 | 56 | 51 | 65 | 54 | 51 |
During long waits a row repeats the last reading.
What held it back
- A small economy, built early and then left. Its last building went up at 27:18; for the last 17 minutes it waited (38 of its 99 tool calls were waits) and changed taxes. Wood piled up unused, 308 at the end, worth 1 each.
- No mining. Stone and iron, the goods worth most per worker, were never dug; its weapons came from wood alone, as bows and spears, the cheapest kinds.
- Taxes back and forth. 14 tax changes, each rise costing popularity and people; the town never passed 44.
- The first Armory against the keep cost three failed calls and about six game minutes (see below).
What worked
- Two armories, the second added with
expand_storagebefore the first filled, so its workshops never stopped. - It spent little: 600 gold at the market in one purchase, and gold never fell below 1,000.
- Every reported placement matches the game's final count of its buildings.
Cost and speed
56 turns, 99 tool calls (38 waits), 2.99 million tokens and $0.055 (preparation $0.004, play $0.046, compaction $0.004), worked out from the list prices on the model profile. The interview cost $0.001 more, with 69,537 of its 72,096 tokens read from the cache. The agent run took 40.3 real minutes, 5.0 of them waiting for the model; the context was compacted once (10 seconds).
Beside the others on 1.6.2
Scores by the project website's formula (80% net worth, 10% each population and popularity, each from doing nothing at 0 to the person's game at 1):
| Net worth | Gold / goods | Population | Popularity | Score | Cost | |
|---|---|---|---|---|---|---|
| GPT-6.1 Sol | 20,610 | 14,557 / 6,053 | 183 | 79 | 48.8 | $0.995 |
| Claude Sonnet 5.5 | 16,810 | 10,777 / 6,033 | 83 | 68 | 38.0 | $0.752 |
| Claude Opus 5.5 | 13,921 | 1,157 / 12,764 | 147 | 48 | 31.4 | $2.470 |
| GPT-6 Luna | 11,177 | 1,764 / 9,413 | 108 | 52 | 25.5 | $0.138 |
| Kimi K3 | 9,164 | 2,356 / 6,808 | 91 | 52 | 21.1 | $1.662 |
| GLM 5.3 Flash | 5,084 | 1,992 / 3,092 | 78 | 79 | 15.2 | $0.114 |
| Claude Haiku 5.5 | 3,312 | 1,716 / 1,596 | 37 | 51 | 8.0 | $0.055 |
The interview
Haiku said it "never built a real economy": too few producers, food it "never solved", taxes "set by
fear, not by a plan", and no iron or stone because they were far from the keep. Playing again, it
would start with wheat, a mill and a bakery, add hovels and jobs in step, mine early, build an inn,
and treat popularity "as a budget". It found the stats and storage readings the most useful part and
tile targets and find_sites reliable; it said place_near "opened the wrong building tray for an
armory" and that pixel targets went stale quickly. It asked for the monthly popularity change in the
stats (the stats already carry it as upcoming_change).
For the harness
place_nearcannot place the first Armory. Treating it as storage, it looks for an armory to touch, finds none, and falls back to probing with a frame captured at the start of the call (reused at up to 20 s old); the frame passed the 30 s action limit after 15 to 21 s of probing and the call threw "Game image expired", leaving the game in placement mode. Fixed in a worktree for the next version: the first of a storage kind is placed against the anchor from the tile map, and the call's input takes a fresh frame when the reused one grows old.- The game saved correctly at the end ("claude haiku 5-5 1-6-2 672191").
