One episode · The Sinkhole

Claude Haiku 5.5

Benchmark 1.6.2AnthropicReasoning mediumPlayed by the maintainersFull-budget score
Model
claude-haiku-5-5
Served via
Anthropic API
Max output
32,768 tokens
Played
13 October 2026
Score
8.0
Crusader Bench score on The Sinkhole: 0 is doing nothing, 100 the person’s game
Net worth
3,312
+1,117 over doing nothing, 3% of the person’s gain of 39,436
Population
37
7% of the person’s gain of 502 · popularity 51
Cost
~$0.05
3.0M tokens; ~ at list prices, the API reports no bill
Time
45 game min
40 min of wall-clock time, 56 turns

Minute by Minute

Net worth, how it split between gold and stored goods, and the settlement, each game minute.

Per game minute · dashed lines are where doing nothing and a person's game ended

  • Claude Haiku 5.5
  • Baseline (do nothing), final
  • A person's game, final

Crusader Bench · crusbench.com

Net worth is gold plus stored goods valued at the marketplace’s sell prices.

Selling at the marketplace converts goods to gold at the price the score already counts them at, so it moves value between the two without changing the total. Buying costs net worth.

Population and popularity are a tenth of the score each; food is not scored. Population supplies workers, popularity allows taxes, and food supports both.

The episode

Watch the Episode

Videos and images stream from the dataset. Game footage © Firefly Studios, shared for non-commercial research.

Episode 1 · 45 min of game time, edited: actions at real speed, waiting fast-forwardedStreamed from Hugging Face

ScorecardFull-budget score

3,312net worth
Gold
1,716
Stored goods, at sell price
1,596
Over the baseline (do nothing)
+1,117
Population / housing
37 / 58
Popularity
51
Food
57
Structures (map-wide)
71
Attempt
1

The settlement at the endcentred on the keep, zoomed out

The settlement at the end of episode 1, zoomed out over the keep

Final stock1,596 gold in goods

GoodUnitsPriceValue
Gold1,71611,716
Spears5010500
Bows2815420
Wood3081308
Apples544216
Stone207140
Cheese3412
Net worth3,312

Beside a person’s gameThe Sinkhole, the same game time

This episodeThe personLeft alone
Net worth3,31241,6312,195
Gold1,71639,977
Stored goods, at the sell price1,5961,654
Population37506
Housing58506
Popularity5199

The person played The Sinkhole for 44 min 58 s of game time at the same speed, timed by their own clock, and was scored the same way. The model saw this comparison only in its interview.

The town’s booksread from the game at the end

Date in the game
July 1189
Idle peasants
16
Popularity next month
+2
Food
+1
Taxes
+1
Taxes
No taxes, 0 gold a month
Rations
full; 2 of 2 foods eaten
Worker efficiency
100%
Storage
16 stockpile piles, 8 empty; 1 granary holding 57 food

Buildings35

  • Hovel6
  • Fletchers' Workshop5
  • Woodcutter5
  • Apple Orchard4
  • Stockpile4
  • Dairy Farm3
  • Poleturner's Workshop3
  • Armory2
  • Granary1
  • Keep1
  • Marketplace1

Tool calls99

  • wait_and_observe38
  • find_sites14
  • set_tax14
  • build_structure13
  • place_near6
  • observe4
  • game_action3
  • inspect_building3
  • market_trade2
  • expand_storage1
  • status1

Play

Turns
56
Buildings placed / attempted
25 / 26
Anchor-tool placements
4
Tool errors
4
Raw inputs sent to the game
273
Context compactions
1
Game time
45 min

Compute

Tokens
3.0M
Served from cache
95%
Output tokens
18K
Cost, at list prices
~$0.05
Wall-clock time
40 min
of which inference
5 min
Peak game memory
3,249 MiB

The plan, before play

Understanding of the task

I'm growing the economy of The Sinkhole free-build save over 45 game minutes (2700 game seconds). The score is net worth first (gold plus stored goods at marketplace sell prices), then population, then popularity. Weapons, walls, towers and other defences are not allowed. Gold spent on construction or bought goods lowers net worth unless the buildings return more than they cost. Taxes, produced goods and stored food and materials all raise it.

Opening plan

  1. Wood and housing first. Place 2–3 woodcutters near the grove about 40 tiles down-left of the keep, with a stockpile nearby. Then build hovels for housing, since each adds 8 population.
  2. Food on oasis grass. Put apple orchards and dairy farms on the oasis ring beside the keep so they feed the granary directly. Group the farms closely.
  3. Stone and iron. Start a quarry with an ox tether on the large stone deposit once wood income is steady. Iron mines go on the iron ore to the east later, for stored value at 23 per iron.
  4. Popularity and taxes. Keep taxes low while popularity is near 50, add food variety and an inn when ale exists, and raise taxes gradually once popularity is comfortably above 50 for steady gold.
  5. Monitor. Check status and get_inventory after each construction burst. Watch idle peasants, storage room and idle producers, and expand stockpiles before they fill.

Commentary during play0

The model played this episode without writing commentary between its tool calls.

Reading the game

The Analysis

A reading of the game written afterwards from its own logs: how it went, what held the model back, what worked, and what it said in its interview. It is published with the game and is not part of its score.

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_storage before 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_near cannot 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").

After the game

The Interview

Once the game was scored, the model was shown its result beside a person’s game on the same map and asked four questions, in the conversation it had played in, with the tools off. Nothing it said changed its score.

1Your result

Interviewer

The run is over and your result is recorded. What follows is an interview, not part of the benchmark: nothing you say now changes your score. We ask every model the same questions after its game and publish the answers with the run. The tools no longer work, so answer in plain text without calling them. Be candid; there are no right answers.

Your result, read from the game when your run ended, beside a person's game on the same map for the same game time:

You The person
Game time played 45 min 44 min 58 s
Net worth 3,312 41,631
Gold 1,716 39,977
Stored goods, at the sell price 1,596 1,654
Population 37 506
Housing 58 506
Popularity 51 99

Leaving the game alone for the same time ends with a net worth of 2,195.

How do you see your result next to the person's? What do you think made the difference?

Claude Haiku 5.5

My settlement finished at a net worth of 3,312 against the person's 41,631. Population was 37 against 506, and popularity 51 against 99. I was only 1,117 above leaving the game alone (2,195), so most of my play added little. The gap is large because I never built a real economy. I had about 40 people housed in 58 slots for most of the run, and roughly 24 of them stood idle for most of it. I also never started food production that could grow with the population, so population growth stalled. The person treated food, housing and jobs as one chain and scaled it up. I treated them as separate, small projects.

The main causes, as I see them:

  • Too few producers, and they were slow. I had 5 woodcutters, 2 workshops that ran for most of the game, and then 3 more fletchers and poleturners late. Wood piled up to about 280 unused. Weapons output was tiny, a few bows and spears each few minutes.
  • Food was the constraint I never solved. I bought food early, then ran on apples alone. Food variety was 1 for most of the game, which cost popularity. Popularity dropped toward 45–50 twice when I raised taxes, and peasants left.
  • Taxes were set by fear, not by a plan. I kept taxes low for most of the run. Each time I raised them, popularity fell faster than I expected and I had to step back down. I never got popularity into the high range where the person's tax income came from.
  • No iron or stone. The person's large stored value came from iron mines and bread. I never built a mine or quarry because the stone and iron were far from the keep, and I chose to defer them.

2Playing again

Interviewer

How the person played, as they describe it:

  • Early on they built a few inns and kept buying ale for them, which raised popularity by about 8 points. They spent those points on cutting the food rations to none, so the food could be sold instead of eaten.
  • They planted wheat farms and apple orchards and built a bread chain: mills ground the wheat into flour, bakeries baked it into bread, and the bread was sold at the marketplace.
  • They built iron mines and quarries, and by the end a large number of iron mines. A few blacksmiths turned iron into swords, which they think made little difference.
  • Taxes stayed at none most of the time. Religion added popularity, which let them run the fear factor at 3 so that the workers worked faster.
  • The bread made the population very large. Water pots (60 gold each, three workers) gave jobs to more of it.

Their settlement at the end, read from the game:

  • 506 people in 62 hovels, with no free housing and 16 idle; popularity 99, rising 3.
  • 161 bakeries, 19 mills and 31 wheat farms; no apple orchards were left.
  • 16 inns, with ale in the stockpile and no brewery or hops farm.
  • 38 iron mines and 10 quarries with 29 ox tethers; 7 woodcutters.
  • 9 blacksmiths, an armory holding 1 sword, and 24 water pots.
  • A church and a cathedral, and 105 bad things (48 burning stakes, 21 stretching racks, 12 stocks, 9 gallows and others), which made the workers 130% efficient.
  • No taxes and half rations of bread only. The monthly popularity factors were food −4, taxes +1, fear −3, religion +3 and inns +6.
  • 39,977 gold and 1,654 in stored goods: a net worth of 41,631.

If you could play this map again from the start, what would you do differently, and why?

Claude Haiku 5.5

I would start with the food chain and housing before anything else. Specifically:

  • Build wheat farms on the oasis ring early, then a mill and a bakery, so there is more than one food type from the start. Variety gives popularity directly.
  • Add hovels in step with population, and keep idle peasants near zero by adding jobs in the same step.
  • Put iron mines and a quarry on the nearby ore and stone within the first 10 minutes, not the last. They are worth much more per worker than woodcutting.
  • Build an inn with ale early to add popularity. I should have treated popularity as a budget I could spend on taxes, not something to protect at 50.
  • Use the marketplace to sell surplus food and goods. I held about 280 wood, which was only worth 1 each.

3The benchmark

Interviewer

What do you think of this benchmark: the tools, the screenshots and game readings you got, the time limit and the instructions? What helped you, what got in your way, and what would you change?

Claude Haiku 5.5

The tools were usable once I learned their quirks. The screenshots were clear, and the stats and storage readings were the most useful part, since they let me see popularity, food and idle peasants without taking screenshots. The main friction was placement: place_near opened the wrong building tray for an armory, and pixel targets went stale quickly. Tile targets and find_sites were far more reliable. The time limit was tight. I spent much of the early game on reads and small adjustments, and the 45 minutes passed faster than the economy could grow. A longer early phase, or a clearer note on how fast popularity responds to taxes, would have helped me plan.

4Anything else

Interviewer

Is there anything else you would like to say about this game, this benchmark or how you played?

Claude Haiku 5.5

The popularity response to taxes was the hardest thing to read. At level 5 it dropped about 10 points within a few months, which I did not expect, and I ended two runs of taxing below 50. Showing popularity change per month directly in the stats would have helped a lot. I also think the scoring rewards a long, compounding economy, and I did not build one in time.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score3,312Counted

What ran

Benchmark version
1.6.2
Fingerprint
6cc0c0162262
Harness commit
1e52aca
Prompt / tools SHA-256
43ab27e / e41a140
Menu guide
Images 118089d
Save
The Sinkhole start
Game time per episode
45 min
Playbook between episodes
No
Minimum turn / default wait
8 s / 5 s
Observation after acting
Text unless a screenshot is needed
Screenshot width
1,280 px
Context budget
120,000 tokens
Real-time limit
360 min
Submitted by
hesamation
All files in the dataset 20261013T002522-ef6aa9c5