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: GLM 5.3 Flash (
z-ai/glm-5.3-flash) on OpenRouter, provider z-ai/fp8 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 a4e2d606, series 20261015T215019-394d6bce, 2026-10-15: GLM's second game of The Sinkhole's 1.7.1 round, a fresh series with no memory of its other games. Its first, that morning (run a044594a, 9,319), was served partly by SiliconFlow after Z.AI's rate limits; this one was routed to Z.AI alone. A series that afternoon (20261015T124038-472be8ef) was stopped for cache misses and does not count.
Result
| This game | Its first 1.7.1 game | Its 1.6.2 game | The person | Left alone | |
|---|---|---|---|---|---|
| Net worth | 5,680 | 9,319 | 5,084 | 41,631 | 2,195 |
| Gold | 1,614 | 5,270 | 1,992 | 39,977 | |
| Stored goods, at the sell price | 4,066 | 4,049 | 3,092 | 1,654 | |
| Population / housing | 79 / 98 | 98 / 114 | 78 / 114 | 506 / 506 | 4 |
| Popularity | 65 (−1 next month) | 63 | 79 | 99 | 0 |
| Score | 15.1 | 22.6 | 15.2 | 100 | 0 |
A full-budget score: the run used all 2,700 game seconds. Net worth grew by 3,485 over leaving the game alone, 9% of the person's growth, against 18% in its first 1.7.1 game and 7% on 1.6.2. The score is the project website's formula (80% net worth, 10% each population and popularity); this game counts on the website's leaderboard. It is the lowest of the round, below Kimi K3 (17.1); the mean of GLM's two 1.7.1 games is 18.9.
Of the stored value, 1,407 is 201 stone from three quarries, 1,081 is 47 iron from three iron mines, 1,020 is 38 weapons (22 crossbows, 8 swords, 8 bows) and 452 is 113 apples. The town ended with 24 idle peasants, no open jobs and 19 empty places in its hovels.
How the game went
Waiting for wood, 0 to 11 minutes. Three woodcutters, three hovels and two apple orchards in the first turn, then four waits in the first five minutes for planks to come in (until 25 to 35). An iron mine at 2:46, a quarry with two ox tethers at 3:48 on the stone 84 tiles from the keep, hovels at 5:18, a dairy farm and an orchard at 6:19 and 8:26, a second iron mine at 9:07 and a second quarry at 10:10. Food fell from 55 to 14 by 6:56, when it set half rations. It had no marketplace until 11:00, bought nothing all game and kept gold at 2,000 to that point. From 3:48 the town had 24 idle peasants.
Fletchers and rations, 11 to 25 minutes. It sold 35 stone at 11:29, added two woodcutters and two hovels at 11:57, and at 13:15 built an armory with two fletcher's workshops, then a blacksmith and a third fletcher at 15:58. Low taxes from 15:47 to 17:36, the only two minutes of taxes in the game. Rations changed four more times by 25:43 (full, half, full, half), and popularity fell from 80 at 15:47 to 52 at 20:02, which the next observation flagged with a warning. A third iron mine at 17:47, two more fletchers with a hops farm and a brewery at 20:14, an inn at 21:24, a third quarry at 23:40, a sixth fletcher and second blacksmith at 24:39. The context was compacted at about 25:40.
More fletchers, then waiting, 25 to 45 minutes. Fletchers in twos at 25:57, 30:09, 31:40 and 37:21 and one at 32:42 (two more at 25:57 and a blacksmith at 31:40 were stopped for want of wood), and three hovels at 29:34; fifteen fletchers in all, set to crossbows. It sold 10 bows at 26:34, 8 swords and 5 bows at 31:11, and 21 crossbows and 5 swords at 36:47 and 37:04. After its last building at 37:21 it waited out the last seven minutes with 1,614 gold, while stone, iron, apples and crossbows piled up: net worth went from 3,996 at 38:13 to 5,680.
| Game minute | 0 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | End |
|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 2,415 | 2,264 | 2,351 | 2,434 | 2,756 | 2,634 | 2,792 | 2,918 | 4,114 | 5,680 |
| Gold | 2,000 | 2,000 | 2,000 | 2,045 | 1,869 | 1,469 | 1,219 | 1,034 | 1,614 | 1,614 |
| Iron | 0 | 0 | 4 | 10 | 16 | 23 | 29 | 35 | 41 | 47 |
| Stone | 20 | 20 | 20 | 1 | 41 | 65 | 97 | 129 | 169 | 201 |
| Food | 55 | 27 | 21 | 25 | 38 | 30 | 42 | 40 | 78 | 113 |
| Population | 6 | 34 | 43 | 51 | 58 | 68 | 71 | 77 | 79 | 79 |
| Popularity | 100 | 100 | 86 | 77 | 53 | 67 | 59 | 75 | 70 | 65 |
Each column is the last reading at or before that minute.
Beside its other games
The same kind of town as its 1.6.2 game, with almost the same score (15.1 against 15.2): a few iron mines, orchards and dairy farms for food, and a weapons quarter (fifteen fletchers here, seven fletchers with three poleturners there). Its first 1.7.1 game that morning differed in three ways: it bought 460 planks to build sooner, it built nine iron mines rather than three, and it ran average taxes from 21 minutes, which left it with 5,270 gold against 1,614 here.
What held it back
- No taxes and nothing bought. Taxes stayed at none but for two minutes, so gold came almost only from 1,490 in sales, while each fletcher's workshop cost 100 gold. With no marketplace for 11 minutes and no planks bought, the first minutes went on waiting for wood.
- Fletchers over mines. In the last 3 game minutes the fifteen fletchers delivered 10 weapons, worth 270 at the sell price (18 a workshop), against 6 iron (46 a mine) from the three iron mines; the fletchers also used the planks that held up its other buildings.
- 24 idle peasants and no open jobs in nearly every reading from 3:48; the town stopped at 79 with room for 98.
- Seven idle minutes at the end with 1,614 gold and nothing left to build for.
- Rations changed seven times. Food from orchards and dairy farms ran short on full rations, and each switch to half cost 4 points of popularity a month.
What worked
- Nothing lost at the market: it bought nothing, and its sales leave net worth unchanged.
- Stone kept rather than sold: 201 at the end, its largest store.
- Every placement reported as placed is in the game's final count of its buildings; the five not placed were not built, and three of them were stopped for want of wood before any click.
- The prompt cache held on one provider (below).
Market
Nothing bought; 35 stone, 15 bows, 13 swords and 21 crossbows sold for 1,490, which leaves net worth unchanged.
Cost and speed
101 turns, 102 tool calls (26 find_sites, 24 build_structure, 15 set_workshop, 12 waits, 7
set_rations, 6 market_trade), 3.59 million tokens and $0.127 billed by OpenRouter (preparation
$0.003, play $0.120, compaction $0.003). The interview cost $0.002 more, with 48,704 of its 50,591
tokens read from the cache. The agent run took 45.1 real minutes, 11.7 of them waiting for the model;
the context was compacted once (22 seconds). Six waits were played fast and saved 4.6 real minutes.
Providers and the prompt cache
Every request went to Z.AI, and 97.6% of input was read from the cache, against 93.1% in its first 1.7.1 game (28 provider changes) and 96.9% on 1.6.2. Z.AI refused 23 requests with 429 (rate limited), four of them twice; the host retried each after 2 and 4 seconds with the game paused, and every retry succeeded, so no game time was lost.
The interview
GLM called the gap stark and put it down to treating food as something to eat rather than a product
to sell, and to running a small balanced town while the person scaled one loop. Playing again it
would use the fear factor early, build the bread chain to sell, grow the population with jobs, buy
ale for inns and build iron mines in numbers instead of fletchers. Two of its claims do not match the
game: it put bread at 10 a unit (it sells for 4), and said its fletchers were held up by the armory's
50-weapon limit, but the armory never held more than 29 in its readings. It praised tile placement,
find_sites, the reader's statistics and the placement retries, and asked for set_workshop to set
many workshops in one call and for the armory's limit to be stated up front.
For the harness
- Z.AI-only routing worked: no provider changes and no cache misses, at the cost of 27 retried 429s (about a minute of real time, no game time).
- Two woodcutters (5:18, 8:26) found nothing that fit near their target. The tile-map retry moved six placements, one woodcutter by 10 and 7 tiles, as in Kimi K3's game.
inspect_buildingat 9:33 found no panel at the tile of a dairy farm placed at 8:26.- No refused calls, stalled replies or storage trouble (7 empty stockpile piles at the end); the game saved at the end ("glm 5-3 flash 1-7-1 a4e2d6", in this folder).
