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 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 1fcdaf53, series 20261015T153838-6baec514, 2026-10-15: Sonnet'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 | 12,629 | 16,810 | 41,631 | 2,195 |
| Gold | 1,955 | 10,777 | 39,977 | |
| Stored goods, at the sell price | 10,674 | 6,033 | 1,654 | |
| Population / housing | 100 / 106 | 83 / 106 | 506 / 506 | 4 |
| Popularity | 100 (+6 next month) | 68 | 99 | 0 |
| Score | 33.1 | 38.0 | 100 | 0 |
A full-budget score: the run used all 2,700 game seconds. Net worth grew by 10,434 over leaving the game alone, 26% of the person's growth, against 14,615 (37%) 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. In this round so far GPT-6 Luna scored 26.7, Claude Haiku 5.5 26.3 and GLM 5.3 Flash 22.6.
Of the stored value, 7,245 is 315 iron from seventeen iron mines, 1,205 is 53 bows and 41 spears, 1,010 is 101 flour, 744 is 93 wheat and 244 is 61 apples. Gold ended below the 2,000 it started with. The town ended with 24 idle peasants, 6 empty places in its hovels and a full stockpile.
How the game went
A fast opening, 0 to 7 minutes. Three woodcutters and two hovels in the first turn, a marketplace
at 0:43 and 200 planks bought at 1:00 and 1:40. Orchards, a wheat farm, a dairy farm and three more
hovels by 3:29; high taxes at 3:53, low at 5:33. Two fletcher's workshops by the keep at 4:59, an
armory at 5:49 (place_near against the stockpile found no room first), and at 6:52 three iron mines,
a mill and a bakery.
Hunger, 7 to 19 minutes. Four hovels at 9:22, two iron mines and three more fletchers at 11:19, no taxes from 13:14, four woodcutters at 13:29. Food ran down to 8 by 13:30 with 59 people on full rations; it set half rations at 15:07 and built a bakery and orchards, then three poleturner's workshops at 16:56. Popularity fell to 45 by 20 minutes and the town shrank from 66 to 52. Full rations came back at 18:26.
Iron mines, 19 to 30 minutes. Iron mines in fours at 19:17, 23:56 and 26:23, seventeen in all,
two armories added beside the first at 22:17, low taxes from 23:40 and none again from 28:59, two more
bakeries at 29:15. At 30:16 expand_storage found no free ground beside the stockpile.
Waiting it out, 30 to 45 minutes. It sold 193 planks at 32:09 to make room, set half rations at 33:04, planted its last orchard at 35:47, and from 38:41 ran extra rations with no taxes, which lifted popularity from 46 to 100. As the stockpile filled again at 42:09 it sold 150 more planks. Net worth rose from 6,210 at 30 minutes to 12,629, as iron and weapons came in.
| Game minute | 0 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | End |
|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 2,415 | 1,705 | 1,683 | 2,070 | 3,022 | 4,155 | 6,210 | 7,764 | 10,291 | 12,629 |
| Gold | 2,000 | 1,238 | 1,310 | 1,319 | 1,019 | 1,019 | 1,569 | 1,805 | 1,805 | 1,955 |
| Iron | 0 | 0 | 0 | 10 | 36 | 61 | 109 | 161 | 229 | 315 |
| Weapons | 0 | 0 | 2 | 5 | 13 | 26 | 44 | 56 | 73 | 94 |
| Food | 55 | 32 | 18 | 8 | 39 | 52 | 33 | 17 | 127 | 71 |
| Population / housing | 6 / 10 | 35 / 50 | 50 / 58 | 59 / 90 | 56 / 90 | 67 / 90 | 89 / 106 | 97 / 106 | 95 / 106 | 100 / 106 |
| Popularity | 100 | 91 | 72 | 58 | 45 | 63 | 49 | 64 | 46 | 100 |
Each column is the last reading at or before that minute.
Beside its 1.6.2 game
The 1.6.2 game ran taxes at average to high from 17 minutes and sold iron, wheat, flour and wood as they came in, about 5,300 gold, ending with 10,777 gold. This game ran no taxes for about 26 of its 45 minutes, sold only planks, and kept its iron, grain and 94 weapons from eight workshops the 1.6.2 game did not build. It had more people (100 against 83) and full popularity, but 4,181 less net worth.
What held it back
- No income. With taxes at none most of the game and nothing sold but planks, gold never rose above 2,000; the 1,500 to 1,800 gold it held for much of the run went unused, as it said itself.
- Hunger at 15 minutes. Food fell to 8 with the town growing; half rations and the fall in popularity cost fourteen people and several minutes of growth.
- Eight weapon workshops. Five fletchers and three poleturners made 94 bows and spears, kept at 1,205, from planks bought at four times their value early on.
- A full stockpile. No room to add to it from 30 minutes; by 42 minutes it had room for 15 more iron, 3 planks and 1 flour, and it sold planks to keep the iron coming.
What worked
- Seventeen iron mines, delivering about 13 iron a minute by the end.
- Popularity 100 at the end, from extra rations and no taxes.
- Quick and cheap per turn: 47 turns in 32 real minutes, every request read the prompt cache.
- Every placement reported as placed is in the game's final count of its buildings.
Market
200 planks bought for 800 gold, a loss of 600 net worth against the sell price (4 for 1); 343 planks sold for 343, which leaves net worth unchanged.
Cost and speed
47 turns, 100 tool calls (30 find_sites, 20 waits, 17 build_structure, 8 place_near), 2.65
million tokens and $0.715 at Anthropic's list prices (preparation $0.078, play $0.606, compaction
$0.030), with 96.6% of input read from the cache. The interview cost about $0.022 more, with 71,248
of its 73,997 tokens read from the cache. The agent run took 32.0 real minutes, 4.4 of them waiting
for the model; the context was compacted once (16 seconds).
The interview
Sonnet put the gap down to scale and to turning goods into gold: its value was stored iron and
weapons, while the person's bread, sold, "worked as a gold engine". It named 24 idle peasants
blocking new arrivals, too little housing, and the early food crisis. Playing again it would build
wheat, mills and bakeries at scale and sell the bread, keep hovels and jobs ahead of need, build inns
and religion and spend that popularity on rations or taxes, build more iron mines earlier and sell
the iron, plan stockpile space, and skip weapon workshops. On the benchmark it praised find_sites,
tile targets and the stats, and named as friction calls that came back with no screenshot and a
forced wait, sites near the keep running out, and a compaction handoff that lost some context. It
said it would have liked to know up front that selling bread is the main route to a high score.
For the harness
- No room beside the stockpile (30:16), as in GLM 5.3 Flash's 1.7.1 game:
expand_storagefound no free ground touching it. Since 1.7.0 the harness keeps a spot beside the stockpile when it picks spots or places by tile; two games of this round have now found none. place_nearfound no room against the keep or the stockpile five times (an armory, a poleturner's workshop, hovels, a church), each with a remedy namingfind_sites.- No provider errors, stalled replies or refused calls. The game saved at the end ("claude sonnet 5-5 1-7-1 1fcdaf", in this folder).
