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 Sonnet 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 979ef2d1, 2026-10-13
Result
| Claude Sonnet 5.5 | The person | Left alone | |
|---|---|---|---|
| Net worth | 16,810 | 41,631 | 2,195 |
| Gold | 10,777 | 39,977 | |
| Stored goods, at the sell price | 6,033 | 1,654 | |
| Population / housing | 83 / 106 | 506 / 506 | 4 |
| Popularity | 68 | 99 | 0 |
A full-budget score: the run used all 2,700 game seconds. Net worth grew by 14,615 over leaving the game alone, about 37% of the person's growth. Its gold came about half from selling what it made (5,300 gold for 160 iron, 90 wheat, 80 flour and 100 wood) and about half from taxes, at average to high from 17 minutes. Of the stored value, 3,542 is 154 iron from 16 iron mines; the rest is flour, wheat and bread from its own farms, mill and bakeries.
How the game went
The opening, 0 to 7 minutes. Three woodcutters, two hovels and a marketplace in the first 34 seconds, 200 wood bought in the first three minutes, then four wheat farms, a mill and a bakery, three iron mines at 3:42, and at 6:01 a brewery, an inn and a chapel beside the keep. Taxes went to mean at 34 seconds and came down in steps to none by 6:34; popularity fell from 100 to 60 by 5 minutes.
Mines and bread, 7 to 25 minutes. Half rations from 7:57 to 15:02, iron mines in fours at 9:51,
12:30 and 17:26, three more bakeries, more hovels, orchards and dairy farms, and two more iron mines
at 24:07, its last building. Taxes rose to average at 17:26 and mean at 19:01. At 19:17
expand_storage found no free ground around the stockpile. Iron rose from 26 at 15 minutes to 102
at 25, and net worth from 2,618 to 6,386.
Selling and taxing, 25 to 45 minutes. No more building: it waited, kept taxes at average to high, and sold iron, wheat, flour and wood from 28 minutes, 100 iron at once at 33:06. Gold went from 2,295 at 25 minutes to 10,777. The stockpile had no empty pile from 35 minutes, and the status said that goods without room were no longer delivered.
| Game minute | 0 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | End |
|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 2,415 | 1,722 | 1,992 | 2,618 | 3,831 | 6,386 | 8,131 | 10,760 | 13,789 | 16,810 |
| Gold | 2,000 | 1,372 | 1,134 | 966 | 1,079 | 2,295 | 2,885 | 5,475 | 9,641 | 10,777 |
| Iron | 0 | 0 | 8 | 26 | 59 | 102 | 139 | 134 | 95 | 154 |
| Bread / flour | 0 / 0 | 0 / 0 | 7 / 20 | 3 / 43 | 0 / 66 | 31 / 53 | 49 / 67 | 79 / 86 | 112 / 56 | 139 / 78 |
| Population | 5 | 36 | 49 | 65 | 77 | 79 | 83 | 83 | 83 | 83 |
| Popularity | 100 | 60 | 56 | 59 | 83 | 61 | 75 | 58 | 74 | 68 |
During long waits a row repeats the last reading.
What held it back
- No building after 24 minutes. The town stood at 83 people with 24 idle and 23 empty places from about 30 minutes, and 10,777 gold was never spent; Sonnet said so itself in the interview.
- A boxed-in stockpile. It could not be extended from 19 minutes, and from 35 minutes it had no empty pile, so flour and other goods without room were not delivered.
- Bread kept, not sold. Four bakeries made 139 bread that stayed in the granary at 4 each.
What worked
- Second of the seven by net worth, from selling: it sold its iron and grain as they came in rather than holding them, and taxed a stable town of 83.
- A food chain of its own (five wheat farms, a mill, four bakeries, orchards and dairy farms), with three foods eaten and an inn and a chapel for popularity: 68 at the end under high taxes.
- Every reported placement matches the game's final count of its buildings; the one iron mine
reported as
possibly_rejectedwas indeed not built.
Cost and speed
58 turns, 104 tool calls (19 waits), 3.12 million tokens and $0.752 (preparation $0.074, play $0.650, compaction $0.028), worked out from the list prices on the model profile. The interview cost $0.026 more, with 70,699 of its 75,158 tokens read from the cache. The agent run took 40.4 real minutes, 4.9 of them waiting for the model; the context was compacted once (16 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
Sonnet answered all four questions in one reply under its own headings, so the harness kept it as a
single answer. It put the gap down to population ("506 against 83") and said it "plateaued at 83
people and 24 idle peasants" and then "mostly waited and sold surplus". Playing again, it would treat
idle peasants as a signal to build, scale the bread chain, spend gold sooner, leave room beside the
stockpile and add quarries. It found tile placement, find_sites and the readings reliable; it
asked for the count of unfilled jobs, earlier warning of storage limits, and benchmark strategy hints.
For the harness
expand_storage(stockpile) at 19:17 gave the no-room remedy; Sonnet said it had "no way to see why".- The game saved correctly at the end ("claude sonnet 5-5 1-6-2 979ef2").
