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: GPT-6 Luna (
openai/gpt-6-luna) on OpenRouter, providers openai then azure and no others, 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 ddbc11eb, series 20261015T140724-fab00866, 2026-10-15: Luna'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 | 11,136 | 11,177 | 41,631 | 2,195 |
| Gold | 4,198 | 1,764 | 39,977 | |
| Stored goods, at the sell price | 6,938 | 9,413 | 1,654 | |
| Population / housing | 105 / 122 | 108 / 114 | 506 / 506 | 4 |
| Popularity | 66 | 52 | 99 | 0 |
| Score | 26.7 | 25.5 | 100 | 0 |
A full-budget score: the run used all 2,700 game seconds. Net worth grew by 8,941 over leaving the game alone, 23% of the person's growth, almost exactly as in its 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. In this round so far Claude Haiku 5.5 scored 26.3 and GLM 5.3 Flash 22.6.
Of the stored value, 5,911 is 257 iron from twenty-four iron mines, 690 is 17 crossbows and 12 bows, 140 is the starting 20 stone and 100 is 25 cheese. The town ended with 24 idle peasants, no open jobs and 17 empty places in its hovels.
How the game went
A fast start and a tax misstep, 0 to 10 minutes. Two woodcutters, three hovels and a marketplace in the first turn, then orchards, dairy farms and a first iron mine at 2:24 after buying planks. It set mean taxes at 1:51 and took them off at 3:39, but popularity was down from 100 to 71 by 5 minutes. An armory and a fletcher's workshop beside it at 7:02. Food ran low, 14 at 10 minutes, and it moved rations between half and full six times by 16 minutes.
Popularity bought with bribes, 10 to 20 minutes. A hops farm, a brewery and an inn by 11:49; large and small bribes at 10:33, 12:33 and 15:01 alternated with low taxes; more dairy farms and orchards at 15:16, so food recovered to 78 by 20 minutes. From 17:08 it added an iron mine every turn or two, with woodcutters and hovels between.
Iron mines, 20 to 45 minutes. Twenty-four iron mines in all, the last at 42:25, five fletcher's
workshops (four set to crossbows with set_workshop), a chapel at 26:00, and a hovel every few
minutes; taxes changed nine more times, mostly between low and average. Population grew from 57 to 105 as hovels and mines opened. At the
end it bought 50 cheese (43:12), set double then extra rations (44:01) and high taxes (44:30); food
ended at 25. Net worth rose from 4,982 at 30 minutes to 11,136, mostly as iron.
| Game minute | 0 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | End |
|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 2,415 | 2,355 | 2,394 | 2,303 | 2,952 | 3,950 | 4,982 | 6,317 | 8,546 | 11,136 |
| Gold | 2,000 | 2,078 | 2,055 | 1,692 | 1,886 | 2,312 | 2,578 | 2,977 | 3,708 | 4,198 |
| Iron | 0 | 0 | 4 | 10 | 21 | 41 | 71 | 112 | 177 | 257 |
| Food | 55 | 27 | 14 | 50 | 78 | 95 | 85 | 69 | 30 | 25 |
| Population / housing | 6 / 10 | 32 / 34 | 38 / 50 | 48 / 50 | 57 / 66 | 65 / 74 | 76 / 90 | 84 / 90 | 98 / 106 | 105 / 122 |
| Popularity | 100 | 71 | 67 | 69 | 67 | 69 | 71 | 63 | 61 | 66 |
Each column is the last reading at or before that minute.
Beside its 1.6.2 game
Nearly the same game: iron mines (24 against 27), hovels (14 against 13), a few fletchers, and almost the same net worth and population. This one kept more gold and less iron (257 against 335) and ran popularity higher with bribes, an inn and, at the end, extra rations.
What held it back
- 24 idle peasants. From 3 minutes on, more than half of all readings showed 24 idle peasants and no open jobs, so the population grew only as fast as new workplaces opened, about one iron mine a turn. Luna named this in its interview.
- Taxes and rations on a short leash. 17 tax changes and 10 ration changes; popularity spent most of the game between 61 and 71, which left taxes mostly low.
- Iron kept raw. 257 iron at 23 each is most of the stored value; the five fletchers made 29 crossbows and bows, all kept.
What worked
- A steady iron engine: twenty-four mines, iron rising about 15 a minute by the end.
- Gold grew all game, from its lowest of 1,629 at 16 minutes to 4,198, against 1,764 in its 1.6.2 game.
- Every placement reported as placed is in the game's final count of its buildings; the seven not placed (three dairy farms, two hovels, an iron mine short of planks, a hops farm off screen) were not built.
Market
30 planks and 50 cheese bought for 520 gold, a loss of 290 net worth against the sell price (planks 4 for 1, cheese 8 for 4); nothing sold.
Cost and speed
155 turns, 235 tool calls (79 find_sites, 43 build_structure, 32 building_info, 17
set_tax, 10 set_rations, 9 waits), 7.39 million tokens and $0.162 billed by OpenRouter
(preparation $0.003, play $0.149, compaction $0.010), with 96.7% of input read from the cache; every
request went to OpenAI. The interview cost $0.001 more, with 26,399 of its 29,612 tokens read from
the cache. The agent run took 89.1 real minutes, the longest of the round so far, 47.3 of them
waiting for the model; the context was compacted five times (177 seconds).
The interview
Luna said it kept "optimizing a modest production economy" instead of turning food and popularity into a larger, faster-growing town, and that its extra rations and high taxes at the end were not used deliberately. Playing again it would follow the person: inns with bought ale early, fewer rations with the food sold, a bread chain, housing as food and popularity allow, and jobs such as water pots so idle peasants do not block growth, with workshops second. It found the map, placement, production and inventory readings valuable and called its weakness strategic; it suggested making the effect of selling food, and of popularity, rations and housing, easier to compare in the status.
For the harness
- No provider errors, stalled replies or refused calls. The game saved at the end ("gpt-6 luna 1-7-1 ddbc11", in this folder).
- The slowest game of the round so far in real time: 155 turns at about 18 seconds of model time
each, 79
find_sitesand 32building_infocalls, and five compactions.
