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: GPT-6 Luna on OpenRouter, providers openai then azure, 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 ae86527c, 2026-10-13
Result
| GPT-6 Luna | The person | Left alone | |
|---|---|---|---|
| Net worth | 11,177 | 41,631 | 2,195 |
| Gold | 1,764 | 39,977 | |
| Stored goods, at the sell price | 9,413 | 1,654 | |
| Population / housing | 108 / 114 | 506 / 506 | 4 |
| Popularity | 52 | 99 | 0 |
A full-budget score: the run used all 2,700 game seconds. Net worth grew by 8,982 over leaving the game alone, about 23% of the person's growth. Most of it is iron: 335 iron from 27 iron mines is 7,705 of the 9,413 in stored goods. The rest is 183 cheese (732), 10 crossbows and 3 maces (390), flour, wood and stone.
How the game went
The opening, 0 to 12 minutes. Three woodcutters and a marketplace in the first turn, then apple
orchards, dairy farms, hovels against the keep with place_near, and its first iron mine at 1:31. By
12 minutes it had ten iron mines, a church, eight orchards and five dairy farms. It bought 210 wood
and 75 food in these minutes, and gold fell from 2,000 to 258.
Iron, 12 to 31 minutes. Taxes rose to average at 15:19 and high at 16:31, and popularity, at 100 until then, fell to 57 by 25 minutes. An armory and a fletcher at 15:28, two more fletchers beside the armory at 21:41 and 22:41, all set to crossbows, then iron mines in threes: 20:39, 30:06 (with a blacksmith set to maces), and single ones between. A wheat farm, a mill and a bakery came at 28:54 to 29:17. Iron rose from 28 at 15 minutes to 153 at 30, and net worth from 1,371 to 5,886.
More mines, 31 to 45 minutes. Eight more iron mines from 36:54 to 41:19, 200 cheese bought at
34:52 and 36:05 for 1,600 gold, and taxes moved between none and average seven more times. Iron reached
335 and net worth 11,177. An expand_storage call for the stockpile at 39:35 found no free ground
around it.
| Game minute | 0 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | End |
|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 2,415 | 1,921 | 1,111 | 1,371 | 3,050 | 4,239 | 5,886 | 7,530 | 8,526 | 11,177 |
| Gold | 2,000 | 1,600 | 336 | 364 | 1,083 | 1,500 | 1,992 | 2,353 | 977 | 1,764 |
| Iron | 0 | 1 | 13 | 28 | 68 | 103 | 153 | 207 | 264 | 335 |
| Population | 5 | 39 | 50 | 64 | 69 | 81 | 87 | 96 | 85 | 108 |
| Popularity | 100 | 100 | 100 | 100 | 65 | 57 | 55 | 46 | 58 | 52 |
During long waits a row repeats the last reading.
What held it back
- One good, held. Iron was nearly all of its growth and stayed in the stockpile; the town's income was taxes at low to average, which cost popularity (100 to about 55) and kept it there.
- Food bought late and kept. 200 cheese for 1,600 gold at 35 minutes, and 183 were still in the granary at the end, worth 732: 868 of net worth for a few minutes of food. All told, the market cost 1,770 net worth (3,120 gold for 210 wood, 225 cheese, 25 bread, 25 meat and 10 apples).
- A town of about 100. Its last hovels went up at 23:23, and by the end 108 people filled 114 places; more hovels and food would have been needed for more.
What worked
- Fourth of the seven by net worth, from mining at scale: iron is worth 23 a unit, and it kept building mines to the last five minutes.
- Its weapon workshops were all set to the dearer goods with
set_workshop(crossbows, maces), by tile and by pixel. - Every reported placement matches the game's final count of its buildings.
Cost and speed
134 turns, 222 tool calls (9 waits), 6.52 million tokens and $0.138 (preparation $0.003, play $0.129, compaction $0.007), worked out from the list prices on the model profile. The interview cost $0.001 more, with 24,886 of its 26,669 tokens read from the cache. The agent run took 71.7 real minutes, 31.6 of them waiting for the model; the context was compacted four times (102 seconds in all).
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
Luna said it "played cautiously": full rations, low taxes and stored iron rather than "aggressively scaling a production-and-population engine". Playing again, it would use inns and bought ale to cut rations and sell food, scale wheat, mills and bakeries sooner, add housing and water pots, and try fear and religion. It found the readings and tile placement useful, blamed its own conservative decisions more than the tools, and asked for clearer feedback on which buildings are staffed and producing.
For the harness
- Two apple purchases (31:27, 35:30) stopped with "a purchase did not show in the reader within 5 seconds" after 10 and 0 apples. The same happened once in Claude Opus 5.5's run, where the reader showed the purchase landing with apples eaten and part of the month's taxes in one sample, so neither exact check matched. Fixed in a worktree for the next version.
- The game saved correctly at the end ("gpt-6 luna 1-6-2 ae8652").
