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: Muse Wonder (
meta/muse-wonder) on OpenRouter, provider Meta only, 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 b387c248, series 20261015T195630-5d6c7dc4, 2026-10-15: Muse's first valid game of The Sinkhole's 1.7.1 round, a fresh series with no memory of its 1.6.2 game. An earlier series that evening (20261015T193710-4ffd4860) does not count: the host's computer went to sleep 4 game minutes in, and the replay could not launch the game.
Result
| This game (1.7.1) | Its 1.6.2 game | The person | Left alone | |
|---|---|---|---|---|
| Net worth | 14,473 | 15,781 | 41,631 | 2,195 |
| Gold | 4,917 | 5,534 | 39,977 | |
| Stored goods, at the sell price | 9,556 | 10,247 | 1,654 | |
| Population / housing | 125 / 130 | 136 / 146 | 506 / 506 | 4 |
| Popularity | 57 (−1 next month) | 82 | 99 | 0 |
| Score | 33.0 | 38.4 | 100 | 0 |
A full-budget score: the run used all 2,700 game seconds. Net worth grew by 12,278 over leaving the game alone, 31% of the person's growth, against 13,586 (34%) 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-6.1 Sol scored 50.4, Claude Opus 5.5 34.7 and Claude Sonnet 5.5 33.1.
Of the stored value, 5,106 is 222 iron from seventeen iron mines, 1,216 is 304 bread, 1,200 is 120 flour, 1,170 is 39 crossbows and 588 is 147 apples. The town ended with 24 idle peasants, 456 food in two granaries and 5 empty places in its hovels.
How the game went
Wood, orchards and hovels, 0 to 10 minutes. Three woodcutters, two orchards, two hovels and a marketplace in the first turn, four more woodcutters and two hovels at 3:23, then two iron mines, a dairy farm, a wheat farm and orchards at 6:31 and a mill at 8:03. It bought 50 apples at 9:23 and built an armory with three fletcher's workshops at 9:55, set to crossbows. No taxes; popularity stayed at 100, and from 10 minutes the town had 24 idle peasants.
A bit of everything, 10 to 30 minutes. A first bakery and two iron mines at 11:11, more fletchers (seven in all by 21:22), three iron mines at 15:37, average taxes from 16:44, a hops farm and a brewery, a chapel at 19:47, low taxes from 21:08, a second mill at 22:47, a church and two bakeries at 27:00 and an inn at 28:35. Popularity slid from 100 to 61 by 30 minutes; the population grew from 48 to 96.
Bakeries, 30 to 45 minutes. High taxes at 31:55, and from 32:03 bakeries in twos and threes, eighteen by 42:24, with an iron mine every turn or two, seventeen in all. A second granary at 37:43. Taxes moved between average and high to the end. On full rations, food piled up from 157 at 35 minutes to 456. Nothing was sold all game; net worth rose from 4,960 at 30 minutes to 14,473.
| Game minute | 0 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | End |
|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 2,415 | 2,328 | 2,066 | 1,933 | 2,710 | 3,436 | 4,960 | 7,745 | 10,558 | 14,473 |
| Gold | 2,000 | 2,000 | 1,600 | 1,300 | 1,444 | 1,465 | 1,500 | 2,543 | 3,572 | 4,917 |
| Iron | 0 | 0 | 1 | 7 | 23 | 43 | 74 | 118 | 161 | 222 |
| Food | 55 | 38 | 54 | 44 | 37 | 58 | 98 | 157 | 255 | 456 |
| Population / housing | 6 / 10 | 28 / 42 | 48 / 50 | 56 / 58 | 73 / 98 | 83 / 106 | 96 / 106 | 108 / 114 | 116 / 130 | 125 / 130 |
| Popularity | 100 | 100 | 100 | 100 | 78 | 62 | 61 | 77 | 69 | 57 |
Each column is the last reading at or before that minute.
Beside its 1.6.2 game
The same mixed plan: iron mines, a crossbow quarter of seven fletchers, bakeries, a chapel and a church. The 1.6.2 game had more iron mines (22 against 17) and four quarries with ox tethers, and held popularity at 82 with low taxes; this one built more bakeries (18 against 8) and an inn, but ran average and high taxes and ended at 57. Both kept most of their value as goods.
What held it back
- Nothing sold. Bread, flour and apples piled up (456 food at the end on full rations, and 120 flour), and iron went to the stockpile. It made one purchase all game and no sale; Muse named selling and reinvesting as its main miss.
- Bakeries late. The first bakery came at 11:11 and most of the eighteen after 32 minutes; in the last three game minutes they delivered 183 bread, worth 732 at the sell price.
- Slow crossbows. Seven fletcher's workshops made 39 crossbows in about 35 minutes; at the end they delivered about 0.1 a workshop a minute.
- 24 idle peasants in 23 of 45 readings, with no open jobs.
What worked
- No failed placement at all: every one of its 24
build_structurecalls placed what it asked for. - Seventeen iron mines and 222 iron kept, the largest part of its net worth.
- The prompt cache held: 74 of 75 requests read it, with Meta's cache key in place.
Market
50 apples bought for 400 gold, a loss of 200 net worth against the sell price (8 for 4); nothing sold.
Cost and speed
75 turns, 140 tool calls (55 find_sites, 25 building_info, 24 build_structure, 10 waits, 7
set_workshop), 3.96 million tokens and $2.155 billed by OpenRouter (preparation $0.098, play $2.007,
compaction $0.051), with 95.2% of input read from the cache. The interview cost $0.054 more, with
71,668 of its 74,464 tokens read from the cache. The agent run took 48.2 real minutes, 12.0 of them
waiting for the model; the context was compacted once (19 seconds). The series that did not count
cost about $0.27 more.
The interview
Muse called the difference scale: a working mixed economy of farms, mines, crossbows, bakeries,
religion and an inn, never turned into "a single high-throughput system". It said it was too
protective of food and popularity, kept full rations, leaned on taxes, expanded step by step instead
of using gold and the market, spent on slow crossbows, and took the fear factor for decoration.
Playing again it would build around bread, population and selling from the start, buy ale for inns,
try religion with the fear factor, add cheap jobs against the idle cap, cut rations once popularity
allows, build more mines and quarries, and use the market to reinvest. It praised the statistics,
find_sites, tile targets and map_overview, and asked for more of the game's numbers: worker
efficiency and its causes, religion and inn coverage, ale and food use, and expected output per
worker. It also said "selling leaves net worth unchanged", while true, undersells what gold can buy.
For the harness
- No provider errors, stalled replies or refused calls; the game saved at the end ("muse wonder 1-7-1 b387c2", in this folder).
- The series before it was lost to the host computer sleeping on battery: the bridge timed out 4 game
minutes in, and the game's Proton session on the game machine never exited, so Steam ignored the
next launches ("The game window did not appear").
game-session.py statuslooks only for the game process, not for a launch still holding the app; once that session was ended, the game launched at once.
