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 Opus 5.5 (
claude-opus-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 9c8871df, series 20261015T185216-6a2a0659, 2026-10-15: Opus's first game of The Sinkhole's 1.7.1 round, a fresh series with no memory of its two 1.6.2 games
Result
| This game (1.7.1) | 1.6.2, first game | 1.6.2, second game | The person | Left alone | |
|---|---|---|---|---|---|
| Net worth | 15,424 | 13,921 | 16,193 | 41,631 | 2,195 |
| Gold | 2,186 | 1,157 | 6,261 | 39,977 | |
| Stored goods, at the sell price | 13,238 | 12,764 | 9,932 | 1,654 | |
| Population / housing | 164 / 202 | 147 / 162 | 144 / 162 | 506 / 506 | 4 |
| Popularity | 47 (−2 next month) | 48 | 62 | 99 | 0 |
| Score | 34.7 | 31.4 | 37.4 | 100 | 0 |
A full-budget score: the run used all 2,700 game seconds. Net worth grew by 13,229 over leaving the game alone, 34% of the person's growth; the score sits between its two 1.6.2 games (mean 34.4). 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-6.1 Sol scored 50.4 and Claude Sonnet 5.5 33.1.
Of the stored value, 9,936 is 432 iron from twenty-seven iron mines, 1,344 is 192 stone from four quarries and 1,530 is 43 crossbows and 16 bows. The town ended with 24 idle peasants, 38 empty places in its hovels and a full stockpile.
How the game went
Iron from the start, 0 to 7 minutes. A marketplace, three woodcutters, an orchard and a hovel in the first turn, 100 planks bought at 1:16 and 3:50, and four iron mines with orchards and hovels at 2:05. High taxes at 3:34; an armory at 4:31 and four fletcher's workshops at 5:01, set to crossbows.
Iron mines in fours, 7 to 20 minutes. Taxes went to average and then none by 7:30, with popularity down to 63 by 10 minutes. Iron mines in threes and fours at 7:43, 11:08, 13:54 and 17:41 (twenty-two by 19:07), a chapel, more hovels, orchards and two dairy farms; 185 more planks bought by 17:21. Gold fell to 242 by 17:42, and taxes moved between none and low every few minutes from then on, thirteen changes in all.
Quarries and more of everything, 20 to 35 minutes. Four quarries with five ox tethers from 20:12, the last five iron mines by 27:11 (twenty-seven), hovels in fours, five more fletchers at 29:38 and 30:15, orchards in fours and fives and woodcutters in fours. Food fell to 21 by 35 minutes and it bought 50 apples at 34:21. The population passed 100 at 25 minutes and 150 at 34.
A full stockpile, 35 to 45 minutes. At 35:41 expand_storage found no free ground beside the
stockpile. It added five hovels and eight woodcutters and sold 460 planks between 37:02 and 43:09 to
make room, but from 39:43 the stockpile had no room left for iron. Average taxes at 41:27, low at
43:02; popularity ended at 47. Net worth rose from 9,591 at 35 minutes to 15,424.
| Game minute | 0 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | End |
|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 2,415 | 1,969 | 1,491 | 1,806 | 2,720 | 5,350 | 7,590 | 9,591 | 12,494 | 15,424 |
| Gold | 2,000 | 1,600 | 821 | 494 | 242 | 786 | 1,008 | 820 | 936 | 2,186 |
| Iron | 0 | 0 | 14 | 33 | 77 | 155 | 226 | 300 | 384 | 432 |
| Stone | 20 | 20 | 20 | 20 | 20 | 20 | 44 | 100 | 140 | 192 |
| Population / housing | 6 / 10 | 23 / 34 | 37 / 50 | 59 / 66 | 79 / 98 | 101 / 106 | 129 / 154 | 150 / 162 | 164 / 202 | 164 / 202 |
| Popularity | 100 | 98 | 63 | 71 | 71 | 57 | 60 | 62 | 64 | 47 |
Each column is the last reading at or before that minute.
Beside its 1.6.2 games
The same plan as both 1.6.2 games: iron mines in numbers (27 here, 22 and 26 there), a weapons quarter, orchards for food, and taxes mostly off. This game kept more iron (432) and grew the largest town of the three (164), but its weapons quarter was smaller (ten fletchers, against thirteen fletchers and six poleturners, and sixteen poleturners), and it sold no iron, where the second 1.6.2 game sold 250 iron for gold.
What held it back
- A full stockpile with no room to grow. From 35 minutes it could not add to the stockpile, and from 39:43 there was no room for iron while twenty-seven mines delivered about 16 a minute. It sold planks, worth 1, to make room, never iron or stone. Opus named this in its interview.
- Popularity in the 50s and 60s. No inn or church, only one chapel, apples as the only food; taxes stayed at none or low for most of the game, so gold stayed under 1,300 from 5 minutes until the last few.
- Low-value jobs. Twenty-nine woodcutters for planks worth 1, and ten fletchers that made 59 crossbows and bows in 40 minutes.
- Planks bought dear, sold cheap. 385 planks bought at 4 each early and 460 sold at 1 each late.
What worked
- The most iron of the round so far: twenty-seven mines and 432 iron kept, 9,936 of its net worth.
- The second largest town of the round so far, 164 people.
- Quick: 69 turns in 42.9 real minutes, 7.7 of them waiting for the model, and every request read the prompt cache.
- Every placement reported as placed is in the game's final count of its buildings.
Market
385 planks and 50 apples bought for 1,940 gold, a loss of 1,355 net worth against the sell price (planks 4 for 1, apples 8 for 4); 460 planks sold for 460, which leaves net worth unchanged.
Cost and speed
69 turns, 124 tool calls (39 find_sites, 29 build_structure, 13 set_tax, 11 market_trade, 8
set_workshop, 8 waits), 3.96 million tokens and $1.979 at Anthropic's list prices (preparation
$0.162, play $1.719, compaction $0.097), with 97.1% of input read from the cache. The interview cost
about $0.039 more, with 45,677 of its 48,406 tokens read from the cache. The agent run took 42.9 real
minutes; the context was compacted twice (29 seconds). From the start of one game to the next it took
45 minutes, against 57 for its first 1.6.2 game.
The interview
Opus named three differences: popularity, which it moved only with taxes and food (no inn, church or
good and bad things), so it could not tax and growth stalled with 24 idle; not turning goods into
gold, where the person sold bread and cut rations; and storage and scale, with a stockpile "full for
the last several minutes" stalling iron, 29 woodcutters and ten slow fletchers. Playing again it
would build inns with bought ale and a church first, then fear-factor buildings, spend popularity on
cutting rations, build one bread chain to sell, keep building iron mines but leave open ground around
the stockpile from the start and sell before it fills, and use cheap jobs such as water pots. It
called the harness very good (tile targets, find_sites, the storage readout, retries) and suggested
that the popularity readout list the factors that could be added, such as inns, fear and food
variety, not only those in effect.
For the harness
- No room beside the stockpile (35:41), the fourth game of this round to find none (after GLM 5.3 Flash's, Claude Sonnet 5.5's and GPT-6.1 Sol's). Here it cost iron: the stockpile had no room for it from 39:43.
- One
build_structurecall at 7:36 was refused before acting: more placements than the reply had actions left (8 a reply); the message named the fix. - No provider errors or stalled replies. The game saved at the end ("claude opus 5-5 1-7-1 9c8871", in this folder).
