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 Anthropic's API, reasoning medium, output limit 32,768 tokens - Benchmark: The Sinkhole construction, version 1.7.1 (commit 674e7ba), 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; waits played fast
- Run 7afa7fa4, series 20261015T132727-8abdde61, 2026-10-15: Haiku's first game of The Sinkhole's 1.7.1 round, a fresh series with no memory of its 1.6.2 game
Result
| This game (1.7.1) | Its 1.6.2 game | The person | Left alone | |
|---|---|---|---|---|
| Net worth | 12,104 | 3,312 | 41,631 | 2,195 |
| Gold | 2,935 | 1,716 | 39,977 | |
| Stored goods, at the sell price | 9,169 | 1,596 | 1,654 | |
| Population / housing | 74 / 74 | 37 / 58 | 506 / 506 | 4 |
| Popularity | 48 (−8 next month) | 51 | 99 | 0 |
| Score | 26.3 | 8.0 | 100 | 0 |
A full-budget score: the run used all 2,700 game seconds. Net worth grew by 9,909 over leaving the game alone, 25% of the person's growth, against 1,117 (3%) in the 1.6.2 game. The score is the project website's formula (80% net worth, 10% each population and popularity); this game counts on the website's leaderboard. On the 1.6.2 round's scale it would sit between Claude Opus 5.5 (31.4) and GPT-6 Luna (25.5); GLM 5.3 Flash's 1.7.1 game scored 22.6.
Of the stored value, 7,475 is 325 iron from eighteen iron mines, 848 is 212 apples, 370 is 21 weapons, 336 is 336 planks and 140 is the starting 20 stone. The town ended with every hovel full, 8 idle peasants and no open jobs.
How the game went
Wood, apples and housing, 0 to 9 minutes. Two woodcutters and two hovels in the first turn, then apple orchards one or two at a time, two more hovels at 2:20, a first iron mine at 3:14, a dairy farm at 4:11 and a marketplace at 6:03. The population reached 32 by 4 minutes with 24 idle. Food fell from 55 to 17 by 6:38, when it set half rations, bought 20 apples at 7:35 and went back to full rations at 8:58.
Iron mines, 9 to 26 minutes. Three woodcutters at 9:12, three iron mines at 10:21, 75 planks
bought at 12:00, then iron mines in twos and threes (12:45, 17:54, 23:51, 24:48) with orchards, dairy
farms and two hovels beside the keep at 15:45. Taxes went from none to high at 18:56, to low at 20:11
and back to none at 25:58, as popularity fell from 100 to 63. A fletcher's workshop at 21:03 and an
armory at 22:01 (one place_near against the stockpile found no room first).
The last buildings, 26 to 35 minutes. Two more hovels at 26:03 lifted housing to 74, which was
full by 29 minutes. A second fletcher and a blacksmith at 28:00, a poleturner at 31:20, three more
iron mines at 33:01 (eighteen in all) and a second granary at 34:27, its last building. place_near
found no room against the keep for a hovel or the poleturner at 30:07, and no other hovel was tried.
Taxes, 35 to 45 minutes. With popularity at 90 it set extortionate taxes at 35:33; popularity fell to 46 by 37:23, when it took taxes off, gave a small bribe and extra rations at 38:08 and set low taxes at 38:52. Popularity came back to 78, and at 43:05 it set extortionate taxes again for the last two minutes, ending at 48 and falling. Iron kept coming in at about 15 a minute, and net worth rose from 7,219 at 35 minutes to 12,104.
| Game minute | 0 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | End |
|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 2,415 | 2,289 | 2,304 | 2,343 | 3,084 | 4,822 | 5,941 | 7,219 | 9,502 | 12,104 |
| Gold | 2,000 | 2,000 | 1,840 | 1,540 | 1,563 | 1,931 | 1,750 | 1,650 | 2,075 | 2,935 |
| Iron | 0 | 0 | 4 | 17 | 47 | 90 | 136 | 186 | 252 | 325 |
| Planks | 55 | 25 | 40 | 92 | 64 | 190 | 205 | 195 | 310 | 336 |
| Food | 55 | 31 | 48 | 45 | 59 | 119 | 172 | 209 | 239 | 212 |
| Population / housing | 6 / 10 | 32 / 42 | 38 / 42 | 42 / 42 | 58 / 58 | 58 / 58 | 74 / 74 | 74 / 74 | 74 / 74 | 74 / 74 |
| Popularity | 100 | 100 | 92 | 100 | 97 | 67 | 74 | 87 | 61 | 48 |
Each column is the last reading at or before that minute.
Beside its 1.6.2 game
The 1.6.2 game built no mine or quarry and kept 920 in bows and spears from wood; this one put its workers into eighteen iron mines and kept the iron, which is 62% of its final net worth. Both stalled on housing and taxes: 37 people there, 74 here, each time with taxes changed back and forth (14 changes there, 8 here).
What held it back
- Housing. From 15 minutes on the population equalled the housing, 42, then 58, then 74; it built 8 hovels in all and none after 26:03. Food piled up meanwhile, 212 apples at the end, and the town was on extra rations for the last 7 minutes.
- One food and no quarries. Thirteen apple orchards and three dairy farms, but only apples were eaten at the end (food +4 came from extra rations); no bread, ale or inn, so popularity had only rations and taxes to move it. Stone stayed at the starting 20.
- Taxes as a switch. No taxes for most of the game, then extortionate taxes twice, each costing 30 or more points of popularity in a few minutes. Gold rose only from 1,540 at its lowest to 2,935.
- Raw iron, not sold or worked. 325 iron counts 23 each; the four weapon workshops made 21 weapons, all kept.
What worked
- Eighteen iron mines delivering about 15 iron a minute by the end, the largest part of the score.
- Cheap and steady: every one of its 68 requests read the prompt cache.
- Every placement reported as placed is in the game's final count of its buildings.
Market
20 apples and 75 planks bought for 460 gold, a loss of 305 net worth against the sell price
(planks 4 for 1, apples 8 for 4); 100 planks sold for 100, which leaves net worth unchanged. The
reply to that sale said 40 planks and 40 gold; the recording shows 100 planks and 100 gold (wood
372 to 272, gold 2,251 to 2,351), the market_trade fault of versions up to 1.7.3: the game sells
50 a click from 200 in stock and the tool expected 20, so it sold twice the 50 planks asked.
Cost and speed
68 turns, 128 tool calls (43 waits, 30 find_sites, 24 build_structure, 8 place_near, 8
set_tax), 3.80 million tokens and $0.073 at Anthropic's list prices (preparation $0.004, play
$0.064, compaction $0.005), with 95.8% of input read from the cache. The interview cost about $0.001
more, with 56,156 of its 58,552 tokens read from the cache. The agent run took 36.9 real minutes, 6.5
of them waiting for the model; the context was compacted three times (31 seconds).
The interview
Haiku put the gap down to the economy's structure: its stored value was raw iron, wood and apples, and it never built bread or ale, so food variety stayed at one and held popularity back. It named taxes left at none too long and then raised too fast, and no market loop. Playing again it would build food and housing as one chain (wheat, mill and bakery by the granary), add hovels as fast as food allows, build inns, tax moderately once popularity is high, and keep raw iron and wood from filling the stockpile. On the benchmark it found the production and storage readings the most useful, placement the main time sink ("many placements failed on ground that looked free"), and the month's delay in popularity the hardest thing to judge.
For the harness
place_nearfound no free spot against the keep (30:07, twice) or the stockpile (21:18), each with a remedy namingfind_sites; Haiku did not try another spot for a hovel after that.- No provider errors, no stalled replies, no refused calls. The game saved at the end ("claude haiku 5-5 1-7-1 7afa7f", in this folder).
market_traderead its one sale (100 planks from 372) as 40: the game sells 50 a click from 200.
