One episode · Oasis by the Sea (no arms)

GPT-6 Luna

Benchmark 1.7.3No arms: weapons and armour count nothingOpenAIReasoning mediumPlayed by the maintainersFull-budget score
Model
openai/gpt-6-luna
Served via
OpenRouter · openai, azure
Max output
32,768 tokens
Played
17 October 2026
Score
41.9
Crusader Bench score on Oasis by the Sea (no arms): 0 is doing nothing, 100 the person’s game
Net worth
8,634
+7,414 over doing nothing, 41% of the person’s gain of 18,293
Population
85
41% of the person’s gain of 198 · popularity 54
Cost
$0.13
6.4M tokens
Time
33 game min
55 min of wall-clock time, 132 turns

Minute by Minute

Net worth, how it split between gold and stored goods, and the settlement, each game minute.

Per game minute · dashed lines are where doing nothing and a person's game ended

  • GPT-6 Luna
  • Baseline (do nothing), final
  • A person's game, final

Crusader Bench · crusbench.com

Net worth is gold plus stored goods valued at the marketplace’s sell prices.

Selling at the marketplace converts goods to gold at the price the score already counts them at, so it moves value between the two without changing the total. Buying costs net worth.

Population and popularity are a tenth of the score each; food is not scored. Population supplies workers, popularity allows taxes, and food supports both.

The episode

Watch the Episode

Videos and images stream from the dataset. Game footage © Firefly Studios, shared for non-commercial research.

Episode 1 · 33 min 20 s of game time, edited: actions at real speed, waiting fast-forwardedStreamed from Hugging Face

ScorecardFull-budget score

8,634net worth
Gold
2,216
Stored goods, at sell price
6,418
Over the baseline (do nothing)
+7,414
Population / housing
85 / 98
Popularity
54
Food
14
Structures (map-wide)
92
Attempt
1

The settlement at the endcentred on the keep, zoomed out

The settlement at the end of episode 1, zoomed out over the keep

Final stock6,418 gold in goods

GoodUnitsPriceValue
Gold2,21612,216
Iron222235,106
Stone14571,015
Flour1310130
Wood95195
Apples9436
Bread4416
Wheat2816
Cheese144
Spears400
Net worth8,634

No arms: weapons and armour count 0 here, so the table adds up to the net worth.

Beside a person’s gameOasis by the Sea, the same game time

This episodeThe personLeft alone
Net worth8,63419,5131,220
Gold2,21618,304
Stored goods, at the sell price6,4181,209
Population85202
Housing98202
Popularity54100

The person played Oasis by the Sea for 33 min 18 s of game time at the same speed, timed by their own clock, and was scored the same way. The model saw this comparison only in its interview.

The town’s booksread from the game at the end

Date in the game
October 1200
Idle peasants
24
Popularity next month
+3
Food
+2
Taxes
+1
Religion
±0
Taxes
No taxes, 0 gold a month
Rations
full; 3 of 3 foods eaten
Worker efficiency
100%
Storage
24 stockpile piles, 11 empty; 1 granary holding 14 food

Buildings64

  • Hovel11
  • Iron Mine10
  • Woodcutter8
  • Poleturner's Workshop7
  • Stockpile6
  • Apple Orchard4
  • Ox Tether4
  • Dairy Farm3
  • Quarry3
  • Armory1
  • Bakery1
  • Chapel1
  • Granary1
  • Keep1
  • Marketplace1
  • Mill1
  • Wheat Farm1

Tool calls220

  • find_sites69
  • building_info36
  • build_structure32
  • set_tax20
  • market_trade16
  • wait_and_observe15
  • status12
  • inspect_building8
  • set_rations3
  • expand_storage2
  • map_overview2
  • place_near2
  • get_inventory1
  • observe1
  • update_plan1

Play

Turns
132
Buildings placed / attempted
53 / 57
Anchor-tool placements
8
Tool errors
1
Raw inputs sent to the game
489
Context compactions
3
Game time
33 min

Compute

Tokens
6.4M
Served from cache
97%
Output tokens
89K
Cost, as billed
$0.13
Wall-clock time
55 min
of which inference
26 min
Peak game memory
3,512 MiB

The plan, before play

I’ll grow net worth by establishing woodcutters, housing, and oasis food production early, then add high-value stone and iron production with enough storage and ox tethers. I’ll keep popularity above 50, expand jobs and housing as the settlement grows, and use market sales to turn surplus goods into gold without selling resources needed for growth. I’ll avoid all military recruitment and defensive construction.

Commentary during play0

The model played this episode without writing commentary between its tool calls.

Reading the game

The Analysis

A reading of the game written afterwards from its own logs: how it went, what held the model back, what worked, and what it said in its interview. It is published with the game and is not part of its score.

Written by Claude (drafted by Sonnet 5.5, checked by 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, served by OpenAI or Azure (no other fallbacks; all 136 preparation, play and compaction requests in the run's cost events were billed to OpenAI), reasoning medium, output limit 32,768 tokens
  • Benchmark: Oasis by the Sea construction (no arms), version 1.7.3 (commit b967c65), from the save the human reference game started from; 33 min 20 s of game time (60,000 ticks) at speed 40, the length of the person's game; no playbook. Weapons and armour in store count nothing toward net worth; sold at a marketplace, they bring their gold.
  • Run 37272798, series 20261017T110149-e6a5f069, 2026-10-17: Luna's no-arms game, a fresh series with no memory of its others. Its weapons-counted game on this version (run 942133fb, series 20261017T100904-17a7e98e) was played earlier that day; its Oasis games from earlier rounds are run e096e3e3 (1.6.3) and run 8057df86 (1.5.0). This game counts on the website's leaderboard.

Result

This game (1.7.3, no arms) 1.7.3, weapons counted 1.6.3 game 1.5.0 game The person Left alone
Net worth 8,634 4,998 5,089 7,348 19,513 1,220
Gold 2,216 1,293 1,490 2,583 18,304
Stored goods, at the sell price 6,418 3,705 3,599 4,765 1,209
of which weapons and armour 0 (4 spears) 330 375 0
Population / housing 85 / 98 70 / 90 66 / 114 86 / 154 202 / 202 4
Popularity 54 (+3 next month) 58 (−7) 58 (−4) 81 (+1) 100
Idle peasants 24 24 24 24
Score 41.9 25.7 25.9 39.0 100

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 7,414 over leaving the game alone, 40.5% of the person's 18,293. By the website's formula (80% net worth share, 10% each population and popularity, the net-worth share clipped to −1..2) the score is 41.9: 32.4 points from net worth, 4.1 from 85 people and 5.4 from popularity 54. Iron is 59% of net worth (222 units, 5,106), gold 26% and stone 12% (145, 1,015); the rest is flour, wood, apples, bread, wheat and cheese (297), and 4 spears that count nothing. The town ended with 24 idle peasants, 13 free places in its hovels and 14 food, three kinds eaten.

How the game went

Times are the game clock when a call began, read from the recording. The "Game time left" in tool results and observations agrees with it to within about a second in this run (over 100 results compared). A build call keeps the game running while it clicks (up to 34 s here).

The opening, 0 to 5 minutes. Its first find_sites calls asked for woodcutters, a granary, an orchard and a hovel; the granary answer said a new one must touch one it has, and it placed none. It built a woodcutter, an orchard and a hovel at 0:00, two woodcutters, a dairy farm and a hovel at 0:34, low taxes at 1:22, the marketplace at 2:22, its first iron mine at 2:45, three stockpile piles at 3:02, three woodcutters at 3:20 and three orchards by 4:59. Gold stayed near 1,000 for six minutes; average taxes from 5:16 pulled popularity down.

Mines, and the first workshops, 5 to 13 minutes. Iron mines at 6:01 and 6:19 (four in all), woodcutters at 6:34 (eight), a hovel at 8:20. At 8:35 it built an armory and at 8:47 asked for three poleturner's workshops; two fit. A wait for spears at 9:00 was ended after 69 s by a warning that popularity had fallen from 67 to 57, with no spear yet. It set no taxes at 10:11, double rations at 10:47 (food +8 a month), extra at 11:52 and full at 12:26, and built mines at 10:19 (two), 12:08 and 12:34 (eight in all). The first five spears sold at 12:51.

Stone, and the last mines, 13 to 21 minutes. Quarries with ox tethers at 13:00, 15:50 and 18:47 (a tether found no room within 4 tiles at 15:50; two went up at 16:15), two more mines at 19:15 (ten), the chapel at 19:43, a hovel and a third workshop at 20:42, 15 bread at 21:03 and a wheat farm at 21:14. Its find_sites for iron at 19:35 and 20:37 and for quarries at 20:37 and 21:03 found nothing within 25 tiles of the spots asked.

Workshops, bread and the end, 21 to 33 minutes. Four more workshops at 24:13, 24:23, 24:53 and 25:12 (a call at 23:47 was one wood short), 20 bread at 25:40, high taxes at 25:50 (popularity 75, then 54 at 28:17), and at 28:26 a mill and a bakery, its last buildings. Then 20 spears sold at 29:56, 20 planks bought at 30:09, more spears sold at 31:29, 32:42 and 32:53, and no taxes at 33:03.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 1,275 1,341 1,476 1,708 2,075 2,783 3,677 4,194 5,066 5,714 6,785 8,634
Gold 931 991 1,112 1,148 1,320 1,574 1,846 1,727 1,657 1,417 1,595 2,216
Iron 0 0 2 8 20 39 66 92 122 154 185 222
Stone 25 25 25 25 25 25 25 41 73 89 121 145
Food 31 41 31 45 23 29 24 14 21 25 22 14
Population 3 27 37 45 53 61 67 75 77 81 85 85
Popularity 95 94 84 67 75 68 61 63 77 64 55 54

Each column is the last reading at or before that minute. Up to 30 minutes the net worth row counts gold, wood, stone, iron and food (at 4) as the recording logs them; flour and wheat (146 at the end) are left out, so it reads a little low, and the last column is the true net worth.

Weapons

It built them, although the rules said they count nothing in store. The rules (in the run's inputs.json) say that what the workshops make "counts nothing" in the armory and that "sold at a marketplace, it brings its gold". Its reasoning at 8:20 took that as a trade: making weapons "is allowed even if their value remains zero in the armory until sold", and it could "build a poleturner and armory, then sell spears". At 12:51 it wrote that it should sell as soon as it had five. It never called set_workshop; the workshops kept their default product, spears (1 wood each, from building_info).

It built the armory (5 wood) at 8:35 and seven poleturner's workshops (100 gold and 10 wood each, as the build results report): two at 8:47, then one each at 20:42, 24:13, 24:23, 24:53 and 25:12. That is 700 gold and 75 wood with the armory. They made 74 spears (74 wood): 70 sold in ten lots of 5 to 20 for 700 gold, and 4 were left in the armory, worth nothing. Each sale read a net worth change equal to its gold (+50 for five spears), as 1.7.3 intends.

So 700 gold and about 150 wood went in and 700 gold came out: roughly 150 of net worth below building none, 0.65 points, plus 119 game seconds of placing and selling (6% of the budget) and 20 planks (80 gold) bought at 30:09, which its reasoning tied to keeping spear production going. By the game's readout the first two workshops made 1.0 spear a minute each (10 gold) and returned 200 gold by 20:37, about what they cost. The five built from 20:42 on cost 500 gold and 50 wood; with five to seven standing, the readout gave 0.5 to 0.8 a minute per workshop. From 20:37 to the end the armory took in 53 spears; the first two at their early rate account for about 25, so the five made about 28, 280 gold (my estimate). At 25:50 its reasoning noted that the payback "won't be immediate within the current run". An iron mine gave 1.0 to 1.1 iron a minute (23 to 25 gold) for 20 wood and no gold, but from 19:35 its searches found no mine site left. Gold was not short (never under 1,148 after 8:19, 2,216 at the end); wood was (one wood short at 10:55 and 23:47). What else was open: the bread chain, which it began at 21:14.

The weapons-counted game on this version built an armory, two fletcher's workshops and a blacksmith's workshop (400 gold, 65 wood) for 330 in held weapons. Of the six finished no-arms games, two built weapon workshops: GLM's five fletchers sold 14 bows for 210; this game sold 70 spears for 700.

Beside its other games and the other models

No arms (this) 1.7.3, weapons 1.6.3 1.5.0
Net worth without weapons 8,634 4,668 4,714 7,348
Weapon workshops / armories 7 / 1 3 / 1 12 / 2 0 / 0
Iron mines at 15 min / at the end 8 / 10 2 / 3 4 / 12 9 / 12
Iron in store 222 62 110 153
Quarries / ox tethers 3 / 4 5 / 8 3 / 3 6 / 6
Hovels / woodcutters 11 / 8 10 / 6 13 / 13 18 / 7
Population / popularity 85 / 54 70 / 58 66 / 58 86 / 81
Cost $0.132 $0.115 $0.151 $0.114

Luna's four Oasis scores are 39.0 (1.5.0, where weapons counted nothing and no tool offered the Armory), 25.9 (1.6.3), 25.7 and 41.9 (1.7.3, weapons counted and not). Weapons in store were worth 375 and 330 in the two weapons-counted games, 1.6 and 1.4 points, against drops of 13.1 points (1.5.0 to 1.6.3) and 16.2 (no arms to weapons counted). What separates the high games from the low is iron: 9 and 8 mines by 15 minutes against 4 and 2. This game's lead of 3,636 over the weapons game is 3,680 in iron (5,106 against 1,426) and 923 in gold, less 616 in stone, 330 in weapons and 21 in the rest. These games do not settle whether weapons pulled the model off the mines: the weapons game built its armory and a first fletcher at 7:29 and then only two mines, while this game built its armory and two workshops at 8:35 to 8:47 and then six more mines; and since it built weapon workshops anyway, there is no weapon-free Luna game on this version. Each cell is one game.

Beside the other models. Among the six finished no-arms games 41.9 is the highest (Fable 40.5, Opus 37.7, Sonnet 31.4, Haiku 26.9, GLM 23.3), and 8,634 the highest net worth (Fable 7,664, Opus 7,540). Of the 14 finished 1.7.3 games it is third by both, behind the weapons-counted games of GPT-6.1 Sol (82.3, 16,661) and Gemini 4 Argon (67.4, 13,174). Against earlier rounds it would stand fifth among the 1.6.3 round's second games (behind Gemini 68.0, Sol 54.6, Fable 45.2 and Sonnet 44.9) and seventh in the first round, below Sol's 43.4.

What held it back

  • Sites ran out at ten mines and three quarries. The 1.5.0 game fit twelve mines and six quarries on the same map. From 19:30 there was no further iron or stone site in range, and gold went unspent.
  • Jobs, not housing, capped the population. Idle peasants were never under 19 in a reading from 2:45 on (24 at 4:16 and at the end) and open jobs were 0 in every reading but two. The rules say new peasants stop arriving at 24 idle. Population stood at 85 from 29:25 with 13 places free.
  • Popularity spent on taxes, twice. It set taxes 20 times, between none and low for most of the game, with a spell at average from 5:16 (88 to 57 by 10:10, ending in a warning) and at high then average from 25:50 (75 to 54 by 28:17). Popularity ended 54 against 95 at the start, 4.1 points of score. The tax gold was about 2,000 (2,046 by subtraction: end gold, less the 1,000 start and the 700 of spear sales, plus the 580 of purchases and the chapel and workshops), 24% of net worth.
  • A chapel that registered nothing. 250 gold (1.1 points); religion read 0 in every reading from 19:58.
  • The bread chain came late. The wheat farm stood at 21:24, wheat first showed in store by 28:26, and the mill and bakery went up at 28:26, under 5 minutes before the end. Its reasoning there took the bakery for a food variety measure, since flour (10) is worth more than the bread (4) baked from it.
  • Stone arrived late. The first quarry went up at 13:00; the 16:07 readout showed two quarries with nothing delivered, and stone stayed at 25 until 18 minutes.

What worked

  • Iron. Eight mines by 12:46 and ten by 19:30, 1.0 to 1.1 iron a mine-minute; 222 iron is 59% of net worth, against 153, 110 and 62 in its other games.
  • Taxes within a popularity floor. About 2,000 gold, with popularity never under 52. It answered the 10:10 warning with no taxes at 10:11, and the food warning at 11:51 (28 food for 53 people on double rations) with rations cut to extra at 11:52 and full at 12:26.
  • Placements held. All 53 build_structure, 3 place_near and 5 expand_storage placements reported as placed are in the final count. Five did not go through (an orchard and the third workshop for room, a tether for room within 4 tiles, a dairy farm and a workshop one wood short), each with a remedy in the result. No call was refused and no model request failed.

Market

35 planks (140 gold: 10 at 2:36, 5 at 4:50, 20 at 30:09) and 55 bread (440 gold: 15 at 21:03, 20 at 25:40, 20 at 29:33) bought for 580 gold, which lost 325 of net worth against the sell price (planks 105, bread 220). It sold only spears: 70 for 700, each lot adding its gold to net worth because weapons in store count nothing. No iron, stone or other good was sold, so 6,121 of iron and stone sat in store. These are units at the market's fixed prices. The 16 market calls took 86 game seconds (4.3% of the budget), 52 of them for the ten spear sales.

Cost and speed

132 turns, 220 tool calls (69 find_sites, 36 building_info, 32 build_structure, 20 set_tax, 16 market_trade, 15 waits, 12 status, 8 inspect_building, 12 others), 6.41 million tokens and $0.132 billed by OpenRouter (preparation $0.003, play $0.124, compaction $0.006). The interview cost $0.001 more, with 63,748 of its 65,504 tokens read from the cache. The run took 55.0 real minutes, 26.3 of them waiting for the model (12 s a reply); the context was compacted three times (77 s). All 132 requests read the prompt cache, 97.0% of the input tokens. Five waits late in the game ran fast-forwarded (270 game seconds in 100 real seconds).

Of the 2,000 game seconds the 15 waits took 900, build_structure 416 over 32 calls, inspect_building 88, market_trade 86, set_tax 55 and the rest 56; the 69 find_sites calls took no game time. build_structure placed 53 buildings: 7.8 game seconds per building. Its weapons game took 7.3 (330 s for 45), the 1.6.3 game 9.7 (641 s for 66) and the 1.5.0 game 2.7 (153 s for 56). Both 1.7.3 games had the host on the game machine; the 1.5.0 and 1.6.3 games did not (before this batch only Fable's games of 2026-10-16 did). Luna's 1.7.3 games were not slower per building than its 1.6.3 game.

The interview

Luna put the gap down to treating raw materials and stockpiling as the core of the economy and not turning them into cash, to investing in poleturners "whose output I sold" instead of the bread economy, and to housing and jobs that stopped supporting growth. Playing again it would build a bread chain early (buying wheat if farmland ran short), build housing with jobs, add a church and cathedral, consider fear buildings and spend little on weapons. It found the placement, inventory, production and inspection tools useful and asked for a clearer early signal of which chains pay back.

Against the game these match: 8,634 against 19,513 and 85 against 202; iron and stone as most of the value (6,121 of 8,634); the person's 18,304 gold; poleturners whose output was sold (70 spears, 700 gold); a population that stopped at 85; popularity above 50 throughout (lowest reading 52). Three points need care. Housing was not what stopped growth: 13 places stood free and 24 peasants had no work. "Cash" would not have raised the score: selling iron or stone leaves net worth unchanged, and what it lacked was something to put the 2,216 gold into. And the bread economy as "much more productive" is the person's account, not tested here: its one bakery ran under 5 minutes, and its own reasoning at 28:26 priced bread below flour. The signal it asked for was already in the status readings: the per-building production readout showed a mine at 0.8 iron a minute at 10:11 and a workshop at 0.5 spears a minute at 10:47.

For the harness

  • The granary line. The rules' Start paragraph says to place the granary. Here the find_sites answer said a new granary must touch one it has, and no Granary call was made, so none was rejected (its weapons-counted game did call it, at 0:00, and was rejected).
  • Weapon prices outside the rules. The no-arms rules leave out weapon prices, but the market_trade description lists them (spears 20 buy, 10 sell; pikes 36 and 18), and Luna's reasoning at 8:20 and 29:56 used them: bows 15, maces worth 7 over their iron, pikes 18 against spears 10.
  • The last wait_and_observe was answered "Session deadline" and logged as an error, as at the end of other games. The game's memory watchdog forced one collection at 12:34 after a 20 s stall; no request failed.
  • The game saved correctly at the end ("gpt-6 luna 1-7-3 372727").

After the game

The Interview

Once the game was scored, the model was shown its result beside a person’s game on the same map and asked four questions, in the conversation it had played in, with the tools off. Nothing it said changed its score.

1Your result

Interviewer

The run is over and your result is recorded. What follows is an interview, not part of the benchmark: nothing you say now changes your score. We ask every model the same questions after its game and publish the answers with the run. The tools no longer work, so answer in plain text without calling them. Be candid; there are no right answers.

Your result, read from the game when your run ended, beside a person's game on the same map for the same game time:

You The person
Game time played 33 min 20 s 33 min 18 s
Net worth 8,634 19,513
Gold 2,216 18,304
Stored goods, at the sell price (weapons and armour not counted) 6,418 1,209
Population 85 202
Housing 98 202
Popularity 54 100

Leaving the game alone for the same time ends with a net worth of 1,220.

How do you see your result next to the person's? What do you think made the difference?

GPT-6 Luna

I finished well above leaving the game alone, but far behind the person’s result: net worth was 8,634 versus 19,513, and population was 85 versus 202. Most of my value was stored iron and stone, while the person converted production into a much larger cash balance.

The main difference was that I treated raw-material production and stockpiling as the core of the economy. That built value, but I didn’t turn it into cash efficiently enough. I also invested in poleturners, whose output I sold, rather than scaling the much more productive bread economy. My housing and jobs stopped supporting population growth well before the end.

2Playing again

Interviewer

How the person played, as they describe it:

  • Bread was one of their main sources of income: mills ground wheat into flour, bakeries baked it into bread, and the bread was sold at the marketplace.
  • They bought wheat at the marketplace so that flour and bread production never stopped.
  • A church and a cathedral raised popularity.
  • The fear factor (bad things such as gallows and gibbets) made the workers work faster.

Their settlement at the end, read from the game:

  • 202 people in 24 hovels, with no free housing; popularity 100.
  • 57 bakeries, 7 mills and 10 wheat farms. The marketplace sold bread automatically.
  • 13 iron mines and 10 quarries with 33 ox tethers, and 10 woodcutters.
  • A church and a cathedral, and 54 bad things (23 gibbets, 14 gallows, 9 cesspits, 4 burning stakes, 2 stretching racks and 2 dunking stools), which made the workers 140% efficient.
  • No inns and no good things. No taxes, and full rations of bread. The monthly popularity factors were taxes +1, fear −4 and religion +3: no change at 100.

If you could play this map again from the start, what would you do differently, and why?

GPT-6 Luna

I would establish a bread operation early and scale it deliberately: farms where the oasis allows, then mills and many bakeries, buying wheat when local production is insufficient. I would sell bread continuously rather than letting it accumulate. The benchmark comparison makes clear that bread sales could generate far more gold than simply holding iron and stone.

I would also build housing and productive jobs together so population can keep growing, and add a church and cathedral to support popularity. I would consider using fear-factor buildings for their work-efficiency benefit, while monitoring their popularity penalty and balancing it with religion. I would avoid spending much on weapons production unless I had a clear reason to expect a return. Overall, I would monitor production and storage, but optimize for converting goods into income rather than just producing and storing them.

3The benchmark

Interviewer

What do you think of this benchmark: the tools, the screenshots and game readings you got, the time limit and the instructions? What helped you, what got in your way, and what would you change?

GPT-6 Luna

The placement, inventory, production, and building-inspection tools were useful, especially for checking whether structures were actually working and for avoiding repeated failed placements. The time limit was long enough to build a functioning economy.

What got in my way was my own prioritization and forecasting. I didn’t recognize early enough that the bread chain could be the main source of income, or that buying wheat could keep it running despite limited farmland. I also didn’t expand housing and jobs enough to approach the population potential. In a future version, a clearer early indication of the relative profitability of production chains and of how food supply affects growth would help. The readings were detailed, but it still took too long to infer which investments were likely to pay back within the run.

4Anything else

Interviewer

Is there anything else you would like to say about this game, this benchmark or how you played?

GPT-6 Luna

The run did build a substantial stock of valuable goods and kept popularity above the threshold for most of the game, but I was too conservative about converting that production into cash and too slow to pursue the bread strategy. The person’s result is a useful demonstration that a focused, well-scaled production chain can outperform a broader but less optimized economy.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score8,634Counted

What ran

Benchmark
Oasis by the Sea construction (no arms)
Benchmark version
1.7.3
Fingerprint
903c3c00f84a
Harness commit
b967c65
Prompt / tools SHA-256
b740d60 / f75ebb8
Menu guide
Images 118089d
Save
Oasis by the Sea benchmark start
Game time per episode
33 min 20 s
Playbook between episodes
No
Minimum turn / default wait
8 s / 5 s
Observation after acting
Text unless a screenshot is needed
Screenshot width
1,280 px
Context budget
120,000 tokens
Real-time limit
360 min
Submitted by
hesamation
All files in the dataset 20261017T110149-e6a5f069