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 (
claude-haiku-5-5) on the Anthropic API, reasoning medium, output limit 32,768 tokens - Benchmark: Oasis by the Sea construction, version 1.6.3, from the save the human reference game started from; 33 min 20 s of game time (60,000 ticks) at speed 40, the length of the person's game; no playbook
- Run d8be7ea7, series 20261013T230001-f3b9e432, 2026-10-13: Haiku's second game on this map, a new series with no memory of the first, played on the latest version (the first game, series 20261011T141021-5ef84787, played 1.5.0). The map's score for Haiku is the mean of the two.
Result
| This game | First game | The person | Left alone | |
|---|---|---|---|---|
| Net worth | 4,281 | 5,113 | 19,513 | 1,220 |
| Gold | 710 | 1,482 | 18,304 | |
| Stored goods, at the sell price | 3,571 | 3,631 | 1,209 | |
| Population / housing | 56 / 58 | 61 / 82 | 202 / 202 | |
| Popularity | 58 (+1 next month) | 67 | 100 |
A full-budget score: the run used all 2,000 game seconds. Net worth grew by 3,061 over leaving the game alone, 17% of the person's 18,293, against 3,893 in the first game. The stored goods are 47 iron (1,081), 89 stone (623), 62 wheat (496), 118 apples (472), 349 wood (349), 14 bows (210), 7 swords (210) and 13 spears (130).
How the game went
The opening, 0 to 9 minutes. Two woodcutters and two hovels at the start, the marketplace at 0:29, 50 wood bought at 0:50, an apple orchard and an iron mine at 1:13, a dairy farm at 2:23, two more hovels at 2:49, woodcutters, a quarry and an ox tether at 3:57, then a wheat farm at 6:26, a mill at 6:42 and a bakery at 8:16, with two more hovels at 7:14. Taxes went to high at 2:18 and back to low at 4:45, and popularity fell from 92 at 3 minutes to 68 at 6. It bought 30 bread at 5:17.
Weapons, 9 to 21 minutes. A second iron mine at 8:43, a fletcher's workshop at 10:20 and an armory at 11:05, a quarry and a poleturner's workshop at 13:19, apple orchards at 11:44 and 16:34, a blacksmith's workshop at 17:48 and a second fletcher at 21:09, its last workshop. It bought 15 bread at 12:39 and 30 apples at 16:53. The population reached 53 by 15 minutes and 56 by 24.
Waiting, 21 to 33 minutes. After 21:09 it placed only one more stockpile pile (24:27) and spent most
replies on wait_and_observe (34 of its 91 tool calls), moving taxes between none and low. Low taxes
from 24:23 took popularity under 50 at 28:10, and the population fell from 56 to 47 by 30 minutes; taxes
back to none at 28:37 lifted popularity to 55, and the population returned to 56 by 32:09, with 24
idle and 2 places free. 62 wheat sat unmilled in the stockpile at the end.
| Game minute | 0 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | End |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 1,345 | 1,191 | 1,284 | 1,526 | 1,583 | 1,809 | 1,729 | 2,116 | 2,143 | 2,569 | 2,928 | 4,281 |
| Gold | 945 | 817 | 769 | 935 | 824 | 781 | 387 | 497 | 397 | 562 | 710 | 710 |
| Iron | 0 | 0 | 3 | 6 | 9 | 15 | 23 | 28 | 32 | 36 | 41 | 47 |
| Stone | 25 | 25 | 25 | 33 | 41 | 49 | 57 | 65 | 65 | 73 | 81 | 89 |
| Food | 45 | 37 | 55 | 47 | 36 | 43 | 60 | 73 | 82 | 97 | 103 | 118 |
| Population | 3 | 27 | 38 | 43 | 47 | 53 | 54 | 55 | 56 | 56 | 47 | 56 |
| Popularity | 95 | 92 | 68 | 63 | 58 | 53 | 59 | 54 | 62 | 53 | 49 | 58 |
Up to 30 minutes the net worth row counts gold, wood, stone, iron and food (at 4) as the recording logs them; wheat and weapons are left out, so it reads low.
Beside its first game
| This game (1.6.3) | First game (1.5.0) | |
|---|---|---|
| Net worth | 4,281 | 5,113 |
| Hovels / woodcutters / quarries / iron mines | 6 / 7 / 2 / 2 | 9 / 9 / 5 / 2 |
| Other | a mill and bakery, 2 fletchers, a poleturner, a blacksmith, an armory | a chapel, 3 ox tethers |
| Population / housing / popularity | 56 / 58 / 58 | 61 / 82 / 67 |
| Cost | $0.05 | $0.08 |
The same small town both times, near 60 people with 24 idle and no taxes at the end. The first game put more into quarries, housing and a chapel; this one put its gold into weapon workshops, whose output was worth 550 at the end, and ended 832 lower.
What held it back
- No growth after 15 minutes. Six hovels in all; the population was 53 at 15 minutes and 56 at the end, held by 24 idle peasants with no jobs for them.
- Twelve minutes of waiting. No production building after 21:09; the last third of the game added stock but nothing that made more.
- Popularity near 50. One kind of food at the end and no chapel; low taxes from 24:23 took popularity under 50 and cost 9 people for a few minutes.
Market
100 wood, 45 bread and 30 apples bought for 1,000 gold, and nothing sold: 600 net worth lost against the sell price (300 on wood at 4 gold, worth 1; 180 on bread and 120 on apples at 8, worth 4). These are units at the market's fixed prices.
Cost and speed
47 turns, 91 tool calls (34 waits), 2.58 million tokens and $0.048 at Anthropic's list prices (preparation $0.004, play $0.043, compaction $0.002). The interview cost about $0.002 more, with 72,843 of its 75,651 tokens read from the cache. The agent run took 30.9 real minutes, 4.6 of them waiting for the model; the context was compacted once (11 seconds). 46 of the 47 requests read the prompt cache (the last did not), 96.6% of the input tokens.
The interview
Haiku said "the gap is mostly population and production": it "never grew population", built a mill and bakery but "never checked that the bakery was staffed or delivering", let food and popularity reach a crisis twice, and "put gold into weapons, not into people". Playing again, it would add housing and jobs together from the start, raise popularity above 70 with a chapel, bad things and varied food, run and check the bread chain, buy wheat when short, and sell its stock. It found the reading tools the most useful part and asked for a per-building production readout and warnings when popularity is about to fall under 50 or food is falling.
For the harness
- The run played on this checkout's version, 1.6.3 (commit 1d0c697), and records it; Oasis's round was already 1.6.3.
place_nearfound no free spot in view for a bakery at 7:26, a fletcher's workshop at 9:48 and an armory at 10:42; each was then placed by tile withbuild_structure. An apple orchard at 0:29 was rejected and a wheat farm at 5:28 found no room.- The game saved correctly at the end ("claude haiku 5-5 1-6-3 d8be7e").
