One episode · The Sinkhole (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
19 October 2026
Score
31.5
Crusader Bench score on The Sinkhole (no arms): 0 is doing nothing, 100 the person’s game
Net worth
13,769
+11,574 over doing nothing, 29% of the person’s gain of 39,436
Population
119
23% of the person’s gain of 502 · popularity 57
Cost
$0.15
6.6M tokens
Time
45 game min
1 h 18 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 · 45 min of game time, edited: actions at real speed, waiting fast-forwardedStreamed from Hugging Face

ScorecardFull-budget score

13,769net worth
Gold
4,822
Stored goods, at sell price
8,947
Over the baseline (do nothing)
+11,574
Population / housing
119 / 138
Popularity
57
Food
218
Structures (map-wide)
128
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 stock8,947 gold in goods

GoodUnitsPriceValue
Gold4,82214,822
Iron337237,751
Apples2184872
Wood1841184
Stone207140
Net worth13,769

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

Beside a person’s gameThe Sinkhole, the same game time

This episodeThe personLeft alone
Net worth13,76941,6312,195
Gold4,82239,977
Stored goods, at the sell price8,9471,654
Population119506
Housing138506
Popularity5799

The person played The Sinkhole for 44 min 58 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 1189
Idle peasants
24
Popularity next month
−3
Taxes
−4
Religion
+1
Taxes
Average taxes, 95 gold a month
Rations
full; 1 of 1 foods eaten
Worker efficiency
100%
Storage
16 stockpile piles, 3 empty; 2 granaries holding 218 food

Buildings92

  • Iron Mine27
  • Apple Orchard16
  • Hovel16
  • Dairy Farm13
  • Woodcutter10
  • Stockpile4
  • Granary2
  • Chapel1
  • Church1
  • Keep1
  • Marketplace1

Tool calls246

  • find_sites96
  • build_structure42
  • building_info29
  • status24
  • wait_and_observe19
  • set_tax11
  • get_inventory6
  • inspect_building5
  • market_trade5
  • map_overview4
  • observe2
  • update_plan2
  • expand_storage1

Play

Turns
132
Buildings placed / attempted
85 / 90
Anchor-tool placements
1
Tool errors
1
Raw inputs sent to the game
629
Context compactions
4
Game time
45 min

Compute

Tokens
6.6M
Served from cache
96%
Output tokens
113K
Cost, as billed
$0.15
Wall-clock time
1 h 18 min
of which inference
37 min
Peak game memory
3,442 MiB

The plan, before play

I’ll grow a sustainable economy for the full 45-minute game-time budget, prioritizing valuable production and stored surplus while also expanding housing and maintaining popularity. I’ll first check the live map and resources, then build woodcutters, housing, and suitable food production; add mines or quarries where terrain permits; and expand storage or trade when needed. I’ll monitor workers, production, food, and popularity, adjust taxes and rations accordingly, and avoid recruiting troops or building defenses.

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, providers openai then azure and no others, reasoning medium, output limit 32,768 tokens
  • Benchmark: The Sinkhole construction (no arms), version 1.7.3 (commit e0e0eb4, the relock after a compaction-retry fix that left play unchanged), 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 (44 min 58 s); no playbook; waits played fast. Weapons and armour in store count nothing toward net worth; sold at a marketplace, they bring their gold.
  • Run c551e04a, series 20261019T103856-8e49a1dd, 2026-10-19: Luna's no-arms game on this map, a fresh series with no memory of its others, with the host on the game machine. Its weapons-counted pair is its 1.7.1 game (run ddbc11eb, series 20261015T140724-fab00866, host on a Mac), so the pair differs in version and host as well as in the rule; its Sinkhole game from an earlier round is run ae86527c (1.6.2). This game counts on the website's leaderboard.

Result

This game (1.7.3, no arms) 1.7.1 game (weapons counted; its pair) 1.6.2 game The person Left alone
Net worth 13,769 11,136 11,177 41,631 2,195
Gold 4,822 4,198 1,764 39,977
Stored goods, at the sell price 8,947 6,938 9,413 1,654
of which weapons and armour 0 690 390
Population / housing 119 / 138 105 / 122 108 / 114 506 / 506 4
Popularity 57 (−3 next month) 66 52 99 0
Score 31.5 26.7 25.5 100 0

A full-budget score: the run used all 2,700 game seconds. Net worth grew by 11,574 over leaving the game alone, 29.3% of the person's 39,436, against 8,941 (22.7%) in the 1.7.1 game. The score is the project website's formula (80% net worth, 10% each population and popularity; shares from leaving the game alone, 2,195 and 4 people, to the person, 41,631 and 506, the net-worth share clipped to −1..2): 23.5 points from net worth, 2.3 from 119 people and 5.7 from popularity 57. The stored goods are 337 iron from 27 iron mines (7,751), 218 apples (872), 184 wood and the starting 20 stone (140). Iron is 56% of net worth and 15.7 of the 31.5 points, gold 35%. The town ended with 24 idle peasants and 19 empty places in its hovels.

How the game went

Times are the game clock when a call began, read from the recording (the run clock quoted in observations reads a few seconds later).

Opening, 0 to 5 minutes. Three read-only turns came before the first build_structure call at 0:01: a marketplace, a hovel, an orchard, two woodcutters and an iron mine on the ore field 52 tiles from the keep (93 game seconds). High taxes at 2:52 took popularity from 100 to 82 by 4:23; low taxes followed at 4:25 and a chapel (250 gold) at 4:33.

Food and the first mines, 5 to 13 minutes. Food fell from 55 to 16 with 35 people at 6:27; it bought 50 apples (400 gold) at 6:56. At 8:49, 10:36 and 12:00 it bought 100 planks (400 gold) for the mines that followed: two at 9:13, two at 11:00 and two at the south deposit, 130 tiles from the keep, at 12:25. It had eight mines by 15 minutes, against three in the 1.7.1 game. The first compaction was at 8:36.

Popularity down to 55, 13 to 21 minutes. It slid from 79 at 5:12 to 55 at 14:18 under low and average taxes; no taxes at 14:19 brought it to 72 by 18:54. A mine on a tile find_sites had listed, (288,278), was refused as not on screen at 15:03. The second compaction came at 16:23. A church (500 gold) went up at 19:50 and low taxes ran from 20:12 to 39:49 with popularity at 73 to 93.

A mine every turn or two, 20 to 38 minutes. Fifteen more mines went up between 20:22 and 37:42, with hovels, orchards, dairy farms and woodcutters between them. Between 14:31 and 34:59 it waited fifteen times with wait_and_observe for 20 planks (371 game seconds in all). Farm searches came back empty at 12:00 and 26:49, so the farms moved farther out: south-east from 27:41, north-east from 37:42. The third compaction was at 31:43 and the fourth at 38:40. The central ore was used up by 36:48. Population rose from 68 to 113.

Taxes up, 39 to 45 minutes. It added a granary (39:28) and two dairy farms (40:03), and set high taxes at 39:49, mean at 40:38 and, after a warning that popularity had fallen from 86 to 73 ended an 80-second wait at 42:10, average at 42:11. The last four waits were fast-forwarded (204 game seconds in 91 real). Popularity went from 91 at 40:04 to 57.

Game minute 0 5 10 15 20 25 30 35 40 End
Net worth 2,415 2,387 2,075 2,401 2,972 3,711 5,436 7,658 10,414 13,769
Gold 2,000 2,106 1,546 1,630 1,708 1,652 2,201 2,837 3,587 4,822
Iron 0 1 5 16 36 72 124 185 259 337
Iron mines placed 0 1 2 8 12 17 19 24 27 27
Food 55 28 63 61 73 65 50 103 160 218
Population / housing 7 / 10 32 / 42 44 / 50 58 / 66 68 / 74 78 / 82 90 / 98 106 / 122 115 / 138 119 / 138
Popularity 100 80 71 56 71 84 91 86 91 57

Each column is the last reading at or before that minute; mines count when the placing call returned. The net worth row counts gold, wood, stone, iron and food as the recording logs them, which is all the town stored; the last column is the final reading.

Weapons

It left them alone: no armory, no weapon workshop, no weapon made or sold (it never called set_workshop or place_near). It weighed them twice. At 14:19 it reasoned about selling bows (it put a bow at 15; its prompt lists no weapon prices), looked up the Armory and the fletcher's workshop with building_info, and worried that the name "no arms" might prohibit weapon production, though selling seemed allowed; it built neither. At 36:48 it noted that the rules ban soldiers and defences, not workshops, read "no arms" as meant to discourage weapons, and went on with a mine attempt and two hovels. Its interview answers never mention weapons.

In the 1.7.1 game it asked for an Armory site at 0:01, built the armory at 7:02 and five fletcher's workshops by 30:46, four set to crossbows. They made 17 crossbows and 12 bows, all kept: 690 at the end, 6.2% of its 11,136. They cost 500 gold and 180 wood (five workshops at 100 gold and 20 wood, the armory's 5 wood, 75 wood in the weapons), the wood of nine iron mines. This game's 876 wood went to 27 mines, 16 orchards, 13 dairy farms, 16 hovels and 10 woodcutters.

Beside its other games and the other models

No arms (1.7.3) 1.7.1, weapons counted Difference
Gold 4,822 4,198 +624
Iron 7,751 (337) 5,911 (257) +1,840
Apples 872 (218) 0 +872
Wood 184 49 +135
Cheese and hops 0 148 −148
Stone 140 140 0
Weapons 0 690 −690
Net worth 13,769 11,136 +2,633

The score gap is 4.7: 5.3 from net worth, 0.3 from population, less 0.9 from popularity. With weapons counting nothing the 1.7.1 game's net worth would be 10,446.

Iron is most of it. Its mines came earlier: 8 by 15 minutes against 3, 12 by 20 against 5, 17 by 25 against 7, which is 621 mine-minutes against 397 (from each placing call's return to 45:00). Iron per mine-minute was lower here (337 over 621 against 257 over 397), so the gain is the count and timing of mines. Neither game sold or used iron. The 1.7.1 game put early wood and attention into the weapons wing (7:02 to 7:25), a hops farm, brewery and inn (10:59 to 11:49), ten ration changes and 17 tax changes; this game made 11 tax changes and no ration change, and bought planks for mines. It also ran 16 orchards and 13 dairy farms against 8 and 7, and ended with 218 apples in two granaries where the 1.7.1 game, on double and extra rations from 44:01, had 25 food. People at work (population less idle peasants) were 95 against 81.

Gold came in the last five minutes. The recording's rises in gold, taxes in both games, total 4,412 against 3,893; its falls 1,590 (chapel, church, purchases) against 1,695. This game stood 121 gold behind at 40 minutes (3,587 against 3,708) and gained 1,235 in the last five against 490, while its popularity fell from 91 to 57 (the 1.7.1 game's rose from 61 to 66).

The files do not separate the rule, the version, the host and chance; the rule did reach Luna's reasoning in both games (it valued the wing in the first, declined it here). One pair proves little: this model has scored 11,177, 11,136 and 13,769 on the map. The 1.6.2 game also had 27 mines and 335 iron; the gap to it is gold (4,822 against 1,764), more than covering its 183 cheese (732), 390 of weapons and 210 of flour.

No-arms games on The Sinkhole in this batch so far:

Model Net worth Score Run
Claude Fable 5.1 18,294 41.8 31bbbb10
Claude Opus 5.5 16,889 39.3 fc3d2140
Claude Sonnet 5.5 15,246 35.3 41f80e01
GPT-6 Luna (this game) 13,769 31.5 c551e04a
Claude Haiku 5.5 8,243 23.8 70f31043
GLM 5.3 Flash 8,272 23.6 d50859a4

It is fourth of six. The batch plays a different rule and version from the 1.7.1 round, where Luna's 26.7 was sixth of ten, so the two lists do not rank together.

What held it back

  • 24 idle peasants and no open jobs. From 6:25 all 93 readings show 21 or more idle peasants (48 of them 24) and none an open job, so population followed jobs, about one person per new worker, while 19 places stood empty.
  • Wood set the pace. A mine costs 20 planks; the 15 waits for planks took 371 game seconds, 14% of the game, while gold stood between 1,208 and 3,378 before 39:00. At 18:16 it reckoned 20 planks would cost 80 gold and that mines would repay it, and waited 37 seconds instead; after 12:00 it bought planks once (10 at 35:45). A wait moves a mine back about 25 seconds, worth about 5 gold of iron, so buying would not have paid on its own turn.
  • Sites ran out. Farm searches came back empty at 12:00, 26:49, 32:35 and 42:11, and the central ore was used up by 36:48. The listed ore at (288,278) and (292,276) and the farm site (472,344) were out of the camera's reach (15:03, 36:48, 37:42).
  • Raw goods only. No quarry (stone stayed at 20; it weighed one at 12:00 and 37:42), no wheat, bread or inn (an inn at 10:25, a wheat chain at 37:42, called complex). One food was eaten in 51 of 105 readings, two in 49.
  • Taxes at the end. Gold rose 1,309 in the last 5.2 minutes, 252 a minute against about 140 before: roughly 580 more, 1.2 points by the formula. Popularity fell 34 points, 3.4 points. Its readings under low taxes ran from −1 to +2 a month, but the logs do not show where low taxes would have held it.

What worked

  • Iron: twenty-seven mines, eight by 15 minutes, 14 iron a minute in the 38:40 readout.
  • Food, housing and gold ahead of the town. After 8 minutes food never fell below 43; housing led population at every five-minute reading; gold never fell below 1,208 after 3 minutes (20:04, after the 500-gold church); popularity was 70 or more for 34 of 45 minutes.
  • Placements held. 85 of 90 build_structure placements were reported placed and all are in the final count (27 mines, 16 orchards, 16 hovels, 13 dairy farms, 10 woodcutters, marketplace, chapel, church), plus the granary from expand_storage. The five not placed were three off-screen tiles, a dairy farm one plank short (16:26) and an orchard with no spot in reach (38:43). No call was refused.
  • A warning answered. The popularity warning at 42:10 ended the wait at 79 of 80 seconds and taxes came down to average that turn.

Market

Five purchases and no sale: 50 apples (6:56) and 110 planks (8:49, 10:36, 12:00, 35:45), 840 gold in all, a loss of 530 net worth against the sell price (apples 4 for 8, planks 1 for 4). Each reply's gold figure matches the recording; at 35:45 gold rose 23 over the call because tax income arrived in it. The five calls took 94 game seconds. With no sale, the 1.7.3 market_trade fault with 200 or more in stock did not arise. It made no game_action call in the whole game, so it never set the marketplace's automatic trade. At 35:45 it wondered whether auto-selling explained wood standing at 14, but did not look into it.

Cost and speed

132 turns, 246 tool calls (96 find_sites, 42 build_structure, 29 building_info, 24 status, 19 waits, 11 set_tax, 25 others), 6.60 million tokens and $0.150 billed by OpenRouter (preparation $0.003, play $0.140, compaction $0.007), 96.5% of input read from the cache; all 137 requests went to OpenAI and every gameplay request read the cache.

The agent run took 78.4 real minutes (the series 80.6, from the game's launch to its close), against 89.1 in the 1.7.1 game. Replies took 37.2 minutes (mean 16.9 s, longest 48 s; 47.3 minutes at 18.4 s there), the four compactions 1.6 (21 to 29 s each) and preparation 0.2. Tool calls took 33.7: 18.8 for build_structure, 6.4 for waits and 4.6 for find_sites (96 calls at 2.9 s, game paused). The remaining 5.7 minutes is mostly the host's top-ups and screenshots.

Of the 2,700 game seconds, the 42 build calls took 1,478, the 19 waits 578 and the host's five-second top-up after 56 replies about 280. The build calls placed 85 buildings: 17.4 game seconds each, 2.0 a call. The 1.7.1 game's 43 calls placed 69 in 1,108 (16.1 s, 1.6 a call), besides 74 s for 5 place_near calls. That game ran with the host on a Mac and this on the game machine, and 1.7.2 changed placement retries, so the step from 16.1 to 17.4 mixes version, host and this game's far targets (the south deposit, the eastern farms).

The interview

Luna put its gap to the person down to scale: 138 housing and 119 people against 506, raw goods and orchards instead of a bread chain, and full rations with taxes as income. Playing again it would plan population and production from the start, build bread early, try inns with bought ale and then cut rations, keep taxes low or off, and look at the fear factor. It praised status, the inventory, production rates, site searches and tile placement, and named the confusing not-on-screen failures.

These match the game: 13,769 and 4,822; 138 housing and 119 people; full rations all game; no mill, bakery, wheat farm, inn or quarry; failed placements on tiles find_sites had listed (15:03, 36:48, 37:42). These do not. "Taxes ... constrained popularity and population growth": popularity never fell below 54 (14:20) and its fall to 57 came in the last five minutes, after its own tax rise, while population was held by 24 idle peasants with no open jobs. "I stopped at 138 housing" suggests housing was the limit; 19 places were empty. "Automatic retries were especially helpful": retries moved one placement (the dairy farm at 38:43) and were skipped twice, for one missing plank (16:26) and for no spot in reach (38:43).

For the harness

  • Edge tiles that find_sites lists. Three listed tiles ((288,278), (292,276), (472,344)) could not be brought into view. The remedy tells the model to pick a tile find_sites lists, which it had done; the 15:03 call took 22 game seconds for no placement.
  • Compaction. All four succeeded on their first request (one billed request each, 21 to 29 s, a checkpoint written each time), so e0e0eb4's text-only retry did not run. After the fourth the model re-read status and inventory in case the handoff's figures were stale and found them current.
  • A 20-second reader stall at about 1:40. The garbage-collection watchdog forced one collection; the run went on.
  • No provider errors, stalled replies or refused calls. The game saved at the end ("gpt-6 luna 1-7-3 c551e0").

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 45 min 44 min 58 s
Net worth 13,769 41,631
Gold 4,822 39,977
Stored goods, at the sell price (weapons and armour not counted) 8,947 1,654
Population 119 506
Housing 138 506
Popularity 57 99

Leaving the game alone for the same time ends with a net worth of 2,195.

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

GPT-6 Luna

I finished with 13,769 net worth, well above leaving the game idle, but far behind the person’s 41,631. I did well at accumulating valuable stored goods—especially iron—but not at turning the economy into a much larger, more productive settlement. My gold was only 4,822, compared with their nearly 40,000.

The main difference was scale and economic strategy. I stopped at 138 housing and about 119 people, while they grew to 506 people and staffed a much larger production and processing operation. I kept full rations and used taxes to generate income, which constrained popularity and population growth. I also relied heavily on raw goods and orchards rather than building the large bread operation that apparently generated their gold. My iron production helped, but it was nowhere near enough to close that gap.

2Playing again

Interviewer

How the person played, as they describe it:

  • Early on they built a few inns and kept buying ale for them, which raised popularity by about 8 points. They spent those points on cutting the food rations to none, so the food could be sold instead of eaten.
  • They planted wheat farms and apple orchards and built a bread chain: mills ground the wheat into flour, bakeries baked it into bread, and the bread was sold at the marketplace.
  • They built iron mines and quarries, and by the end a large number of iron mines. A few blacksmiths turned iron into swords, which they think made little difference.
  • Taxes stayed at none most of the time. Religion added popularity, which let them run the fear factor at 3 so that the workers worked faster.
  • The bread made the population very large. Water pots (60 gold each, three workers) gave jobs to more of it.

Their settlement at the end, read from the game:

  • 506 people in 62 hovels, with no free housing and 16 idle; popularity 99, rising 3.
  • 161 bakeries, 19 mills and 31 wheat farms; no apple orchards were left.
  • 16 inns, with ale in the stockpile and no brewery or hops farm.
  • 38 iron mines and 10 quarries with 29 ox tethers; 7 woodcutters.
  • 9 blacksmiths, an armory holding 1 sword, and 24 water pots.
  • A church and a cathedral, and 105 bad things (48 burning stakes, 21 stretching racks, 12 stocks, 9 gallows and others), which made the workers 130% efficient.
  • No taxes and half rations of bread only. The monthly popularity factors were food −4, taxes +1, fear −3, religion +3 and inns +6.
  • 39,977 gold and 1,654 in stored goods: a net worth of 41,631.

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

GPT-6 Luna

I would plan around population and production from the start, rather than treating raw-material storage as the main goal. I’d add hovels and useful jobs steadily, and build a bread chain early enough to scale it with the population. I’d also try the reported inn-and-imported-ale strategy to raise popularity, then reduce rations when I could do so safely and sell more food. I would keep taxes low or off if the resulting popularity and population growth made the productive economy more valuable.

I’d still use iron mines, but I spent too much attention on farms and raw-material stockpiles without converting enough output into gold. I should also have explored the fear-factor and service-building strategy earlier: the person’s account suggests it supported much higher worker efficiency and helped manage popularity while the settlement grew. I’d monitor those effects closely instead of assuming that higher taxes were the best reliable income source.

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 tools and game readings were useful: status, inventory, production rates, and site searches made it possible to judge whether the settlement was actually producing, rather than guessing from the map. Tile-based placement and automatic retries were especially helpful.

What got in my way was mostly my own prioritization. I failed to identify the population-and-processing strategy early enough, and then spent too much of the remaining time adding modest production rather than scaling housing, jobs, and the bread economy. A few placement outcomes were also confusing—for example, a tile placement could fail as not on screen even when a related site search showed a usable site—so I had to adjust targets and re-check results. The time limit felt sufficient to build a much larger economy, but only if the growth plan is set early.

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 make a solid improvement over doing nothing, and I ended with substantial stored value. But the comparison makes clear that accumulating raw goods is not the same as building an economy that can scale. I should have converted the early popularity and available workers into sustained population growth and large-scale production much sooner.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score13,769Counted

What ran

Benchmark
The Sinkhole construction (no arms)
Benchmark version
1.7.3
Fingerprint
b7621690f14b
Harness commit
e0e0eb4
Prompt / tools SHA-256
7ed945e / f75ebb8
Menu guide
Images 118089d
Save
The Sinkhole start
Game time per episode
45 min
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 20261019T103856-8e49a1dd