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 (
claude-sonnet-5-5) on the Anthropic API, reasoning medium, output limit 32,768 tokens - Benchmark: Large Barren Desert 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 134212de, series 20261014T080059-9fc9cff2, 2026-10-14: Sonnet's second game on this map, a new series with no memory of the first, played on the latest version (the first game, series 20261012T110247-91bd9173, played 1.5.6). The map's score for Sonnet is the mean of the two.
Result
| This game | First game | The person | Left alone | |
|---|---|---|---|---|
| Net worth | 7,127 | 6,252 | 9,984 | 5,192 |
| Gold | 2,954 | 3,299 | 8,574 | |
| Stored goods, at the sell price | 4,173 | 2,953 | 1,410 | |
| Population / housing | 48 / 58 | 27 / 114 | 250 / 250 | |
| Popularity | 74 (−7 next month) | 24 | 100 |
A full-budget score: the run used all 2,000 game seconds. Net worth grew by 1,935 over leaving the game alone, 40% of the person's 4,792, against 1,060 in the first game. The stored goods are 94 iron (2,162), 226 stone (1,582), 20 ale (200), 20 pitch (200) and 29 wood (29); the ale and pitch came with the start.
How the game went
Mines and quarries, 0 to 10 minutes. A marketplace at 0:09, three hovels at 0:18, three iron mines at 0:51 and three stockpile piles at 1:20. A fourth iron mine went up at 3:23; of the other three in that call, two found no room and one was not on ore. Two quarries with two ox tethers at 5:06, three more hovels at 5:43, and two more quarries and tethers at 9:45. That was the whole town: 6 hovels, 4 iron mines, 4 quarries and 4 tethers. It built no weapon workshop.
Food and taxes, 10 to 33 minutes. No more buildings. Food bought four times (apples, cheese and bread at 4 and 13 minutes, bread and apples at 20 and 29), 410 in all, and taxes moved seven times between none and average. Half rations from 12:53 to 14:52 and average taxes took popularity to 39 at 15 minutes. The population reached 48 at 12 minutes and ended there, with 24 idle and 10 places free, while iron and stone piled up: 94 iron and 226 stone at the end, none sold. The last food ran out just before the end (food −8, popularity −7 next month).
| Game minute | 0 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | End |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 4,726 | 6,078 | 5,621 | 5,788 | 6,069 | 5,974 | 6,024 | 5,944 | 6,358 | 6,597 | 6,544 | 7,127 |
| Gold | 4,450 | 5,056 | 4,199 | 4,379 | 4,621 | 3,649 | 3,677 | 3,073 | 3,339 | 3,434 | 2,954 | 2,954 |
| Iron | 0 | 15 | 21 | 28 | 35 | 44 | 52 | 60 | 68 | 76 | 85 | 94 |
| Stone | 0 | 50 | 50 | 50 | 66 | 96 | 98 | 130 | 154 | 178 | 202 | 226 |
| Food | 49 | 40 | 126 | 84 | 38 | 153 | 109 | 138 | 87 | 35 | 48 | 0 |
| Population | 2 | 26 | 35 | 40 | 48 | 46 | 44 | 48 | 48 | 48 | 48 | 48 |
| Popularity | 100 | 78 | 76 | 77 | 70 | 39 | 59 | 74 | 60 | 62 | 70 | 74 |
The net worth row counts gold, wood, stone, iron and food (at 4) as the recording logs them; ale and pitch (400) are left out, so it reads low.
Beside its first game
| This game (1.6.3) | First game (1.5.6) | |
|---|---|---|
| Net worth | 7,127 | 6,252 |
| Buildings | 6 hovels, 4 iron mines, 4 quarries, 4 tethers | 13 hovels, 4 iron mines |
| Population / popularity | 48 / 74 | 27 / 24 |
| Food bought | 410 of three kinds | 290 apples |
| Net worth lost buying | 1,640 | 1,160 |
| Cost | $0.46 | $0.42 |
Both games stopped building early, at 6 and 10 minutes. This one added four quarries, which brought 226 stone (1,582), and ended with popularity 74 against 24; the first game lost five people when its food ran out at the end.
What held it back
- Twenty-three minutes without building. The last building went up at 9:45; Sonnet said it spent about 20 minutes in waits of 2 to 4 minutes.
- 24 idle peasants. The population stopped at 48 with 10 places free; more workplaces would have let it grow.
- Food bought at a loss: 410 food for 3,280 gold, worth 1,640.
Market
160 apples, 90 cheese and 160 bread bought for 3,280 gold, and nothing sold: 1,640 net worth lost against the sell price (8 gold, worth 4). These are units at the market's fixed prices.
Cost and speed
35 turns, 55 tool calls (10 waits), 1.95 million tokens and $0.460 at Anthropic's list prices (preparation $0.074, play $0.386). The interview cost about $0.197 more, none of its 75,884 tokens read from the cache (see For the harness). The agent run took 29.5 real minutes, 3.8 of them waiting for the model; the context was never compacted. All 35 requests read the prompt cache, 97.7% of the input tokens.
The interview
Sonnet put the gap down to population, 48 against 250, with 24 idle peasants and few jobs, food bought
at a loss and run out twice, no inn or church, and long idle waits ("In a race, that is the main
failure"). Playing again it would buy wheat for mills and bakeries and sell the bread, build inns and a
church, add many more hovels with quarries and mines to employ the people, and spend the starting gold
on production in the first five minutes. It found find_sites, status and the structured results
useful, found pixel coordinates unreliable after the camera moved, and would like an income-per-month
summary. It said it played too passively. It answered all four questions in one reply under its own
headings, so the interview keeps them as one exchange.
For the harness
- A stale map probe on the game machine. Like every game of this batch on Oasis by the Sea and
Large Barren Desert, this game ran a
crusader_probebuilt from 1.5.0's sources. It was built on 2026-10-13 at 21:28 UTC as a 1.5.0 game started. The 1.6.3 sync then copied sources that matched by hash, and Ninja found nothing to rebuild. The probe's only change since 1.5.0 is 1.5.4's check that tells trees from cacti, somap_overviewcounted cacti as tree groves.find_sitescounts trees from the reader's tile data and was right. Everything else this game played was 1.6.3, and the game stands as played. The desert has no trees, but its onemap_overviewcall listed five cactus groves;find_sitesreturnedtrees: 0at the nearest, and Sonnet built no woodcutter. - The interview missed the prompt cache. Its last reply came 5.7 minutes before the interview: a 230-second wait ran into the deadline, then the game saved. That is past the 5-minute cache life, so the interview wrote all 74,900 tokens of context to the cache again instead of reading them (about $0.17 more). Haiku's desert interview, 4.7 minutes after its last reply, read the cache.
- Of the four iron mines in the 3:23 call, two found no room and one was not on ore; the answers named
find_sites. - The game saved correctly at the end ("claude sonnet 5-5 1-6-3 134212").