One episode · Large Barren Desert

Claude Sonnet 5.5

Benchmark 1.7.3AnthropicReasoning mediumPlayed by the maintainersFull-budget score
Model
claude-sonnet-5-5
Served via
Anthropic API
Max output
32,768 tokens
Played
17 October 2026
Score
27.6
Crusader Bench score on Large Barren Desert: 0 is doing nothing, 100 the person’s game
Net worth
6,448
+1,256 over doing nothing, 26% of the person’s gain of 4,792
Population
32
11% of the person’s gain of 246 · popularity 55
Cost
~$0.39
1.6M tokens; ~ at list prices, the API reports no bill
Time
33 game min
17 min of wall-clock time, 30 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

  • Claude Sonnet 5.5
  • 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

6,448net worth
Gold
3,263
Stored goods, at sell price
3,185
Over the baseline (do nothing)
+1,256
Population / housing
32 / 50
Popularity
55
Food
0
Structures (map-wide)
31
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 stock3,185 gold in goods

GoodUnitsPriceValue
Gold3,26313,263
Iron100232,300
Stone507350
Ale2010200
Pitch2010200
Wood1351135
Net worth6,448

Beside a person’s gameLarge Barren Desert, the same game time

This episodeThe personLeft alone
Net worth6,4489,9845,192
Gold3,2638,574
Stored goods, at the sell price3,1851,410
Population32250
Housing50250
Popularity55100

The person played Large Barren Desert for 33 min 33 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
July 1178
Idle peasants
24
Popularity next month
−7
Food
−8
Taxes
+1
Taxes
No taxes, 0 gold a month
Rations
full; no food in the granary
Worker efficiency
100%
Storage
12 stockpile piles, 0 empty; 1 granary holding 0 food

Buildings15

  • Hovel5
  • Iron Mine4
  • Stockpile3
  • Granary1
  • Keep1
  • Marketplace1

Tool calls43

  • wait_and_observe12
  • market_trade6
  • build_structure5
  • find_sites4
  • set_tax4
  • place_near3
  • observe2
  • set_rations2
  • expand_storage1
  • flat_view1
  • inspect_building1
  • map_overview1
  • status1

Play

Turns
30
Buildings placed / attempted
4 / 21
Anchor-tool placements
8
Tool errors
2
Raw inputs sent to the game
204
Context compactions
0
Game time
33 min

Compute

Tokens
1.6M
Served from cache
95%
Output tokens
6.5K
Cost, at list prices
~$0.39
Wall-clock time
17 min
of which inference
3 min
Peak game memory
3,474 MiB

The plan, before play

Understanding: I need to grow net worth on a barren desert map. There are no farms. Gold, stone, iron and stored goods count toward net worth, and so do population and popularity.

Opening plan:

  1. Check status and the map. Build a marketplace and a few hovels away from the signpost.
  2. Set taxes to low or average once popularity allows, to bring in gold.
  3. Build woodcutters if trees exist.
  4. Send iron mines to the iron ore strips about 60 tiles east, since iron sells for 23 each. Add quarries and ox tethers at the stone deposits if that proves worthwhile.
  5. Keep storage from filling up, and keep expanding until the end.

Commentary during play3

  1. Let me look at the ore area.

  2. Revert to safer settings.

  3. The run ended with a weak economy. Gold fell from about 5,000 to 3,263, and the only thing I built that produced anything was four iron mines.

    Final state (at the 13-second mark):

    • Gold: 3,263.
    • Goods: 100 iron, 135 wood, 50 stone, 20 pitch and 20 ale in the stockpile.
    • Population: 32 against 50 housing, with 24 of them idle.
    • Popularity: 59 and falling by 7 a month, because the granary ran out of food.
    • Food: zero for the last stretch, and I stopped buying bread near the end.

    What went wrong:

    • Iron mines: Four mines produced about 3 iron a minute, roughly 23 gold of net worth each. Every placement I tried for more mines (about a dozen) was refused, mostly for having no open side or no iron ore under it.
    • Food: With no farms possible on this map, I bought bread and apples at the market. That cost about 2,300 gold, of which about half counted against net worth, and I never set up a food source of my own. I also didn't use the quarries.
    • Taxes: Average taxes brought in only about 25 gold a month and cost popularity, so I mostly ran no taxes.
    • Wood: There are no trees on the map, so wood was limited to the 135 I had.

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. The drafter is the same model as the player.

  • Model: Claude Sonnet 5.5 (claude-sonnet-5-5) on the Anthropic API, reasoning medium, output limit 32,768 tokens
  • Benchmark: Large Barren Desert construction, 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, about the length of the person's game (33 min 33 s); no playbook. Weapons and armour in the armory count toward net worth at the rules' prices, as since 1.6.0.
  • Run 0c031388, series 20261017T151105-82dddbd3, 2026-10-17: Sonnet's weapons-counted game of the 1.7.3 desert batch, a fresh series with no memory of any other game. Its no-arms game (run 23ed5efd, series 20261017T153025-ea988d2f) was played right after.

Result

This game (1.7.3) Its 1.7.3 no-arms game Its 1.6.3 game Its 1.5.6 game The person Left alone
Net worth 6,448 6,407 7,127 6,252 9,984 5,192
Gold 3,263 668 2,954 3,299 8,574
Stored goods, at the sell price 3,185 5,739 4,173 2,953 1,410
Population / housing 32 / 50 75 / 90 48 / 58 27 / 114 250 / 250 4
Popularity 55 (−7 next month) 55 (+1) 74 (−7) 24 (−12) 100
Idle peasants 24 24 24 19
Score 27.6 28.7 41.5 21.0 100 0

A full-budget score: the run used all 2,000 game seconds. Net worth grew by 1,256 over leaving the game alone, 26% of the person's 4,792. With 32 people and popularity 55 the score is 27.6 by the project website's formula (80% net worth, 10% each population and popularity, the net-worth share clipped to −1..2): 21.0 from net worth, 1.1 from population and 5.5 from popularity. This game counts on the website's leaderboard. It is 1.1 below its no-arms game, 13.9 below its 1.6.3 game and 6.6 above its 1.5.6 game.

The stored goods are 100 iron (2,300), 50 stone (350), 20 ale (200), 20 pitch (200) and 135 wood (135). No weapon or armour is in store: the town built no armory. It ended with 24 idle peasants, 18 empty places in its hovels, no food, and popularity falling (food −8).

How the game went

Times are the recording's game clock when a call began; the run clock in the observations reads a few seconds later. The game is paused while the model replies, so a reply costs no game time.

Houses, a market and four mines, 0 to 3 minutes. After a status call it placed three hovels (0:00), a marketplace (0:12) and average taxes (0:21), then two more hovels (0:29; a third found no spot flush against the keep) and two stockpiles with expand_storage (0:41), which took the stockpile from 4 piles to 12 so the rest of the starting stone, iron, pitch and ale could arrive. At 0:29 its reasoning called the iron mine "too costly logistically right now". At 2:27, with 20 idle, one find_sites returned four iron sites and one build_structure call placed all four, taking 35 s.

Waiting for iron, 3 to 7 minutes. The first iron reached the stockpile at 5:40; the four mines then delivered 2.3 to 3.3 a minute. Population stopped at 32 at 4:07: 8 mine workers, 24 idle, 18 places free. A popularity warning at 4:20 (75 to 64) left taxes unchanged; at 4:32, with 24 food, it bought 50 apples and 50 bread. Popularity fell to 47 at 7:36 under average taxes and three people left; taxes went to none at 7:38.

Thirteen refused mines, 7:02 to 8:32. At 7:02 three find_sites calls around ore centres returned "Nothing fits within 25 tiles", and map_overview still listed 87 ore tiles in four deposits. It built on ore tiles anyway: five by tile at 7:02, four by pixel at 7:55 and four by tile at 8:11, all not_placed but one rejected ("Iron mine must be built on Iron ore"). A call at 7:41 was refused because set_tax in the same reply had returned no screenshot. Four of the 13 carry no_open_side, all no_free_spot_nearby. At 8:11 its reasoning read "Maybe I should just give up on building more mines and accept the current modest setup", and at 8:37 "Idle peasants aren't a concern". The mines of 2:27 were the last buildings placed.

Waiting, 8:37 to the end. Eight waits of 45 to 300 s, four bread purchases, two tax changes and two ration changes. At 13:37 (food 21) it bought 60 bread, set half rations and average taxes; popularity fell from 81 to 56 by 15:33 and it went back to no taxes and full rations. It bought 50 bread at 19:39 and 30 at 24:51; the food warning at 27:41 brought 30 more. Food ran out at 31:05 with 3,263 gold in hand, and popularity went from 90 to 55 in the last 2 min 15 s.

Game minute 0 3 6 9 12 15 18 21 24 27 30 End
Net worth 4,576 6,066 5,750 5,927 6,040 5,962 6,080 5,924 5,995 5,946 5,870 6,448
Gold 4,350 5,056 4,419 4,525 4,525 4,089 4,143 3,743 3,743 3,503 3,263 3,263
Iron 0 15 18 27 38 48 56 64 73 82 90 100
Stone 0 50 50 50 50 50 50 50 50 50 50 50
Food 39 40 108 74 39 71 41 56 22 18 13 0
Population 2 25 32 32 32 32 32 32 32 32 32 32
Popularity 100 76 55 56 73 64 61 68 74 81 88 55

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; ale and pitch (400) are left out, so it reads low.

Where the starting package went. At the sell price the package (5,000 gold, 55 meat, about 245 wood, 50 stone, 15 iron, 20 pitch, 20 ale) is worth 6,560.

Net worth
Starting package 6,560
Iron dug: 85 (15 to 100) +1,955
Taxes, the rises in the gold reading +423
270 bread and apples bought for 2,160 gold, all eaten −2,160
The 55 meat, eaten −220
Wood in 5 hovels and 4 mines −110
End 6,448

Left alone, about 1,150 of the package never arrives (docs/benchmark.md); this game made room at 0:41, so that part is in its 1,256 of growth, and its own play added about 100: iron and taxes (2,378) paid for the food and the wood.

Weapons

The rules it played priced weapons and armour in the armory (bows 15, crossbows 30, spears 10, pikes 18, maces 30, swords 30, leather armour 12, metal armour 30). It built no armory and no workshop, so it held no weapon at any time and weapons are 0 of its 6,448. Nothing in its opening plan, its 22 reasoning blocks or 3 text replies mentions weapons, an armory or a workshop; the word appears once, in its interview. Its no-arms game's reasoning and interview answers do not mention them either.

It ended with 135 wood, 100 iron, 3,263 gold and 24 idle peasants (a workshop gives one a job). At the rules' prices wood is worth 1 as wood and 7.5 to 10 as bows, pikes, spears or crossbows; iron is 23 and a sword or suit of armour made from one is 30. A poleturner's workshop costs 100 gold and 10 wood, a blacksmith's 200 gold and 20 wood, an armory 5 wood (prompt/game-mechanics.md); this game cannot show a workshop's rate. What its own games measured for the same wood and workers is the quarry: four quarries with four ox tethers (100 wood, 16 workers) left 226 stone (1,582) in its 1.6.3 game, and eleven with twelve tethers 466 (3,262) in its no-arms game (each includes the starting 50).

Beside its other games and the other models

This game (1.7.3) No-arms (1.7.3) 1.6.3 1.5.6
Iron mines 4 3 4 4
Quarries / ox tethers 0 / 0 11 / 12 4 / 4 0 / 0
Hovels 5 10 6 13
Weapon buildings 0 0 0 not offered
Last building placed 2:27 14:40 9:45 about 6:00
Gold spent on food and planks 2,160 5,400 3,280 2,320
Net worth lost buying 1,080 2,860 1,640 1,160
Turns / cost 30 / $0.39 33 / $0.50 35 / $0.46 29 / $0.42

Against its 1.6.3 game this one ended 679 lower: stone −1,232, gold +309, iron +138, wood +106. All four of its find_sites calls here were for iron mines; in the no-arms game, with 13 idle at 2:12, it searched for quarries and built two. That game's net worth is 41 below this one's, with 75 people against 32 (2.9 points of score against 1.1), 466 stone and 668 gold against 3,263. The 1.5.6 game followed the same plan (four mines, no quarry, food bought, no building after about 6 minutes).

Weapons do not explain Sonnet's moves: it built none in any desert game, and its four scores (21.0, 41.5, 27.6, 28.7) differ in quarries (0, 4, 0, 11), population (27, 48, 32, 75) and popularity (24, 74, 55, 55). The batch so far (net worth / score):

Weapons counted No arms
Claude Sonnet 5.5 6,448 / 27.6 6,407 / 28.7
Claude Haiku 5.5 5,669 / 18.9 5,617 / 15.6
Claude Opus 5.5 5,865 / 19.1 8,808 / 67.1
Claude Fable 5.1 4,689 / 1.3 5,337 / 11.6
GLM 5.3 Flash 4,116 / −9.8

Sonnet's is the highest of the five weapons-counted games and the only one with no weapon building. The others built workshops (Haiku 5, Opus 16, Fable 17, GLM 18; 600, 1,600, 1,700 and 2,300 gold at the rules' prices) and held weapons worth 1,055, 1,095, 1,540 and 1,185; their net worths ended 583 to 2,332 below Sonnet's. Among the 1.6.3 round's second games on this map (Sol 98.3 down to Luna −3.4, Sonnet's own 41.5 fourth), 27.6 would stand fifth of ten; the versions differ.

What held it back

  • Nothing built after 2:27, and no jobs for the 24 idle peasants. The town had 8 jobs for 32 people from 4:07, and the rules say new peasants stop arriving at 24 idle. The last 24 min 43 s went on waits, bread and tax changes while 135 wood and 3,263 gold sat unused, after thirteen tries for more mines on ground find_sites had called empty.
  • No stone. It lies 83 to 106 tiles west; no find_sites call asked for a quarry, and at the end it said "I also didn't use the quarries". 135 wood and the 24 idle peasants could have built and staffed about five quarries with five tethers (125 wood, 20 workers).
  • Food bought and eaten. The 270 units cost 2,160 gold, more than the 1,955 of iron the mines dug; 32 people ate about 11.5 food a game minute. Food ran out at 31:05 and the last 2 min 15 s cost 35 points of popularity (3.5 of score); feeding them would have cost about 26 bread, 210 gold or 3.5 points.
  • Warnings that changed little. Of five popularity warnings (4:20, 14:46, 15:33, 32:21, 33:06) only the 15:33 one brought a tax cut; the food warning (27:41) brought bread. Five waiting notes (13:37, 19:39, 24:51, 32:21, 33:06) were each followed by bread or nothing, never a building.

What worked

  • Four mines by tile in one call. They dug 85 iron (1,955); the 100 in store is 36% of the final net worth.
  • Room for the starting package. Two stockpiles at 0:41 let the stone, iron, pitch and ale in: about 1,150 of the 1,256 of growth.
  • Taxes paid. 423 gold (7.1 points): 325 in the first stretch of average taxes (0:21 to 7:38) and 98 in the second (13:53 to 15:33). Popularity healed each time (47 to 81 by 13:37; 56 to 83 by 27:41).
  • Food held for 31 minutes. Five purchases kept food in store until 31:05 (lowest reading 9, at 27:45), and the first added variety (+2 popularity).

Market

50 apples and 220 bread bought for 2,160 gold at 8 a unit (sell price 4); nothing sold. The purchases lost 1,080 of net worth against the sell price when made; all of it was eaten, so the gold is gone at the end. Six calls (4:32 twice, 13:38, 19:39, 24:51, 27:41), 54 clicks, 69 game seconds.

Cost and speed

30 turns, 43 tool calls (12 waits, 6 market_trade, 5 build_structure, 4 set_tax, 4 find_sites, 3 place_near, 9 others), 1.56 million tokens and $0.390 at the profile's prices ($2 per million input, $10 output, $0.10 cache read, $2.50 cache write): preparation $0.078, play $0.312, no compaction. The interview cost about $0.020. The run took 17.3 real minutes, 2.8 of them waiting for the model (longest reply 12 s); the context ended at 73,466 of 120,000 tokens. All 30 requests read the prompt cache, 97.4% of input tokens.

Waits took 1,690 of the 2,000 game seconds and tools that act 240; the 12 waits played at the game's top speed, 1,688 game seconds in 9.8 real minutes, 11.2 fewer than at speed 40. build_structure ran 89 game seconds for 5 calls and placed 4 buildings, 22 s each; only the first call placed any (35 s, 8.8 s a mine), and the other four (13 tries, one call refused outright) took 53 s. Its no-arms game took 6.6 s a building (210 s, 32 placed); its 1.5.6 and 1.6.3 games took 5.2 and 9.6 s. Those two earlier games were hosted on the Mac, this game and the no-arms game on the game machine (the recording directory in events.jsonl shows which), so version and host differ between them.

The interview

Sonnet put its result well behind the person's, with gold the main gap, and said it had "built four iron mines and then mostly waited", spent about 2,300 gold on food with no return and left 24 peasants idle. Playing again it would spend the starting wood on housing, build a mill and bakeries and sell bread, add inns, a church and the person's fear buildings, build more hovels and jobs, pair quarries with tethers, and act about every minute. It found the stats, find_sites and one-call placement useful; iron-mine placements failed with no visible reason, and it asked for a short pointer toward the marketplace economy. It called itself too passive.

Against the game, these match: its figures for itself and the person, "about 1,250 above" 5,192 (1,256), 24 idle for most of the game (from 4:20), "about a dozen" refused mines (13), the no_open_side and no-free-spot answers, find_sites empty at three ore centres at 7:02, no trees on the map, and a marketplace that did stand (0:12; six trades). These do not: 2,300 gold on food (2,160: 400 for apples, 1,760 for bread); a population "stalled around 30" for want of food income (it stopped at 32 with 24 idle, and food was in store until 31:05); and housing as the use for the wood, when 18 places were empty and 135 wood stayed unspent. A pixel and a tile target resolving to different tiles cannot be checked: the logs give only the resolved tile.

For the harness

  • Leftover ore reads as ore. At 7:02 map_overview listed 87 ore tiles, the same four deposits that read 123 in its no-arms game's overview before any mine, but find_sites had no spot, and build_structure's remedy points back to find_sites. No result says why the remaining ore holds no mine; the interview says "I couldn't tell why".
  • The 7:41 refusal named its own fix (observe, or use tile targets); it observed and retried.
  • The reader's memory watchdog forced one collection at about 7:55 (a 20 s stall); the game ran on.
  • The interview read the prompt cache, 48 s after the last reply (70,282 of 72,266 tokens). The end save is recorded in episode.json ("claude sonnet 5-5 1-7-3 0c0313").

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 33 s
Net worth 6,448 9,984
Gold 3,263 8,574
Stored goods, at the sell price 3,185 1,410
Population 32 250
Housing 50 250
Popularity 55 100

Leaving the game alone for the same time ends with a net worth of 5,192.

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

Claude Sonnet 5.5

I came out well behind the person. My net worth was 6,448 against their 9,984, and the gap is mostly gold (3,263 against 8,574). The stored goods were the one place I led, 3,185 against 1,410. I ended with 32 people and 50 housing, while they had 250 people and popularity 100. My result was only about 1,250 above the 5,192 you get by leaving the game alone. In effect, I built four iron mines and then mostly waited.

The main difference was that they built a real economy, and I never did. They had many bakeries and mills, and they bought wheat at the market to keep them running. They sold the bread, kept popularity at 100, and filled their housing to 250. I had 24 idle peasants for most of the game and did nothing with them. I also spent about 2,300 gold on bread and apples to keep my small population fed. That food had no return, because nothing I built produced any food. I had no food income, so my population stalled around 30.

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, and so did inns.
  • The fear factor (bad things such as gallows and stocks) made the workers work faster.

Their settlement at the end, read from the game:

  • 250 people in 30 hovels, with no free housing; popularity 100.
  • 95 bakeries and 12 mills, and no wheat farms.
  • 11 inns, which reached everyone with ale, and no brewery or hops farm.
  • 13 quarries and 7 iron mines with 37 ox tethers; no woodcutters.
  • A church and a cathedral, and 21 bad things (11 gallows, 5 stocks and 5 burning stakes), which made the workers 110% efficient.
  • Low taxes and no rations. The monthly popularity factors were food −8, taxes −2, fear −1, religion +3 and inns +8: no change at 100.

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

Claude Sonnet 5.5

  • Wood: Spend the starting wood immediately on housing. Wood is finite here because the map has no trees.
  • Food: Build a mill and bakeries early, buy wheat at the market, and sell the bread. That makes food a source of income instead of a cost.
  • Popularity: Add inns with ale and a church so I can run low taxes without popularity collapsing. I would also try the person's bad-thing buildings (gallows, stocks, burning stakes) for worker efficiency.
  • Housing: Build far more hovels, and give the idle peasants jobs so new ones keep arriving.
  • Mines and quarries: Build iron mines and quarries with ox tethers together, and spend time learning where mines actually fit on the ore strips. I gave up on that after about a dozen refused placements.
  • Marketplace: Check early that it exists, since I never confirmed mine was built.
  • Pace: Act every minute or so instead of waiting for five minutes at a time. I left long stretches of game time unused.

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?

Claude Sonnet 5.5

The tools are well designed. The reader stats, find_sites and the one-call building placement were all useful. What got in my way:

  • Iron mine placements: They kept failing with "no open side" or "no free spot nearby", and I couldn't tell why.
  • Mixed signals: A pixel target and a tile target sometimes resolved to different tiles, and find_sites returned nothing where I could see ore on screen.
  • Slow feedback: The long game minutes between feedback made it hard to learn the economy.
  • Thinking time: I needed more planning up front than I did. The idle time came from my own pacing, not from the tools.
  • Instructions: They hint at stone, iron and weapons, but the winning approach was food and trade. A short pointer toward the marketplace economy and its popularity buildings would make the benchmark measure strategy rather than discovery.

4Anything else

Interviewer

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

Claude Sonnet 5.5

I was too passive. I treated "no farms, no trees" as a reason to do little, when the person's run shows the map has plenty of room to grow. I also stopped trying to fix the failed mine placements instead of investigating them.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score6,448Counted

What ran

Benchmark
Large Barren Desert construction
Benchmark version
1.7.3
Fingerprint
903c3c00f84a
Harness commit
b967c65
Prompt / tools SHA-256
5476515 / f75ebb8
Menu guide
Images 118089d
Save
Large Barren Desert 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 20261017T151105-82dddbd3