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: Kimi K3 on the Moonshot 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 99048322, 2026-10-13
Result
| Kimi K3 | The person | Left alone | |
|---|---|---|---|
| Net worth | 9,164 | 41,631 | 2,195 |
| Gold | 2,356 | 39,977 | |
| Stored goods, at the sell price | 6,808 | 1,654 | |
| Population / housing | 91 / 122 | 506 / 506 | 4 |
| Popularity | 52 | 99 | 0 |
A full-budget score: the run used all 2,700 game seconds. Net worth grew by 6,969 over leaving the game alone, about 18% of the person's growth. Its stored value is spread wide: 100 weapons and armour in two armories (36 swords, 29 crossbows, 19 metal armour and 16 bows, 2,760), 45 iron (1,035), 140 stone (980), and flour, wheat and bread from its own bread chain (1,822).
How the game went
The opening, 0 to 9 minutes. Woodcutters, hovels and a marketplace against the keep, orchards and
dairy farms, two iron mines at 1:39, and at 3:23 an armory, two fletchers set to crossbows and a
blacksmith; a place_near call for the Armory against the stockpile at 2:15 had failed with "Game
image expired". A quarry with two ox tethers at 5:38, another fletcher at 6:57, and at 8:48 a wheat
farm, a mill and an iron mine. It bought 120 wood and 40 meat; gold fell from 2,000 to about 800.
A bread chain and more workshops, 9 to 30 minutes. Bakeries in pairs at 11:14, 18:22 and 20:20
with four more wheat farms, a chapel and an armourer at 13:54, a second blacksmith at 22:55, a hops
farm, a brewery and an inn at 23:46, two more fletchers and a second armory with expand_storage at
26:13, and a second armourer at 29:22. Taxes went to low at 5:38 and average at 15:55, and popularity
from 100 to 72 by 30 minutes. Net worth rose from 1,775 at 15 minutes to 4,837 at 30.
Weapons, 30 to 45 minutes. Five more fletchers, a third armourer and a third blacksmith from 32:54 to 37:53, more woodcutters, high taxes from 32:34 to 41:52, and flour sold once at 41:52. Its two armories reached 95 of 100 places at 44 minutes and 100 at the end. Net worth reached 9,164.
| Game minute | 0 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | End |
|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 2,415 | 1,432 | 1,347 | 1,775 | 2,286 | 3,385 | 4,837 | 5,712 | 6,872 | 9,164 |
| Gold | 2,000 | 1,120 | 802 | 703 | 672 | 870 | 1,149 | 1,034 | 1,116 | 2,356 |
| Weapons and armour | 0 | 0 | 4 | 9 | 18 | 28 | 42 | 58 | 77 | 100 |
| Flour / bread | 0 / 0 | 0 / 0 | 0 / 0 | 2 / 0 | 17 / 7 | 35 / 38 | 53 / 42 | 70 / 34 | 87 / 43 | 89 / 57 |
| Population | 5 | 37 | 48 | 57 | 62 | 71 | 78 | 84 | 89 | 91 |
| Popularity | 100 | 100 | 95 | 88 | 80 | 83 | 72 | 65 | 62 | 52 |
During long waits a row repeats the last reading.
What held it back
- Little mining. Four iron mines and one quarry; its iron went into swords and armour, so iron in store stayed under 50.
- Food and wood bought throughout. 290 wood and 175 food at the market cost about 1,570 net worth against the sell price, while its own flour and bread piled up unsold (89 and 57 at the end).
- A town held at about 90. Population rose slowly and ended at 91 with 24 idle and 31 empty places; popularity fell to 52 under average and high taxes.
What worked
- A weapons industry of seventeen workshops: eleven fletchers, three blacksmiths and three armourers, with a second armory added before the first filled.
- Its own bread chain (five wheat farms, a mill, six bakeries) and three foods eaten at the end.
- Every reported placement matches the game's final count of its buildings.
Cost and speed
52 turns, 125 tool calls (19 waits), 2.63 million tokens and $1.662 (preparation $0.070, play $1.549, compaction $0.043), worked out from the list prices on the model profile. The interview cost $0.043 more, with 63,744 of its 66,444 tokens read from the cache. The agent run took 62.1 real minutes, 25.4 of them waiting for the model; the context was compacted once (40 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
Kimi said it "built a hoarding economy, they built a selling economy", treating stored goods as the
goal while missing "the multiplier" of a large population selling bread, and that it "let the
24-idle-peasant arrival cap strangle" its growth. Playing again, it would "invert almost everything":
inns with bought ale, cut rations and sell food, a bread chain at scale, mass jobs, fear, iron mines in
bulk and no taxes. It praised find_sites and tile placement, and asked for build_structure to
return a verified clickable tile of each building's footprint, after set_workshop by tile opened
other buildings. It also blamed "the opening playbook's cautious tone"; this run had no playbook, and
the prompt holds no such advice.
For the harness
place_nearfor the first Armory (against the stockpile, 2:15) threw "Game image expired" after 22 seconds, as in Claude Haiku 5.5's run; fixed in a worktree for the next version.set_workshopby tile opened a building drawn in front twice (the Armory, 26:52 and 28:44), and twice opened the Keep from tiles Kimi gave beside it (34:10); the workshops were set later by other tiles. Clicking the left and right corners of the footprint as well would get past a tall building in front.- The game saved correctly at the end ("kimi k3 1-6-2 990483").
