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: Muse Wonder (
meta/muse-wonder) on OpenRouter, provider Meta only, 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 and scoring unchanged; first recorded at b967c65), 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 43632d32, series 20261019T135218-3cfda420, 2026-10-19, host on the game machine: Muse Wonder's no-arms game on this map and the last of the batch's nine, a fresh series with no memory of its others. Its weapons-counted pair is its 1.7.1 game (run b387c248, series 20261015T195630-5d6c7dc4, commit 674e7ba, host on a Mac), so the pair differs in version (1.7.2 limited where a blocked placement is retried and kept room beside stockpiles) and host as well as in the rule. Its Sinkhole game from an earlier round is run a14e5d2a (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 | 12,364 | 14,473 | 15,781 | 41,631 | 2,195 |
| Gold | 5,081 | 4,917 | 5,534 | 39,977 | |
| Stored goods, at the sell price | 7,283 | 9,556 | 10,247 | 1,654 | |
| of which weapons and armour | 0 (1 crossbow) | 1,170 | 1,260 | ||
| Population / housing | 106 / 106 | 125 / 130 | 136 / 146 | 506 / 506 | 4 |
| Popularity | 75 (no change next month) | 57 (−1) | 82 (+2) | 99 | 0 |
| Score | 30.2 | 33.0 | 38.4 | 100 | 0 |
A full-budget score: the run used all 2,700 game seconds. Net worth grew by 10,169 over leaving the game alone, 25.8% of the person's 39,436, against 31.1% in the 1.7.1 game and 34.5% in the 1.6.2 game. By the 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) the score is 30.2: 20.63 points from net worth, 2.03 from 106 people and 7.50 from popularity 75 (the 1.7.1 game's 33.0 was 24.91, 2.41 and 5.70). Iron is 5,428 of the net worth (236 units from 23 mines, 43.9%) and gold 5,081 (41.1%). The town ended with 21 idle peasants, no empty place in its 12 hovels, average taxes (84 gold a month), full rations and 206 food in one granary. It is seventh of the batch's nine no-arms games on The Sinkhole, by net worth and by score.
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). The game is paused while the model thinks, so game time passed only inside its tool calls and the host's 5-second top-ups.
Woodcutters, houses, orchards, 0 to 6 minutes. Three replies of reading tools (map_overview, five
find_sites, six building_info) and an update_plan cost no game time. map_overview put the stone
deposit 84 tiles from the keep and the nearest iron ore 52; it never built a quarry. The first build call
(0:01, 77 s) placed three woodcutters, two hovels and two apple orchards; an iron mine followed at 1:25,
then woodcutters, hovels, the marketplace, a dairy farm and an orchard (moved 11 tiles) to 4:32. From 2:55
every reading showed 18 to 24 idle peasants and no open job, and the town stood at its housing limit
(26 / 26 at 2:55, 34 / 34 at 5 minutes).
The crossbow wing and the bread chain, 6 to 15 minutes. At 5:49 it read building_info for the
fletcher's, armory, blacksmith's and poleturner's workshops and the bakery and mill, and bought 50 planks
(wood read 2 at 5:48, 75 at 6:20). The 6:21 call (71 s) placed the armory and two fletcher's workshops. Food
read 17 at 7:36 and it bought 50 apples (7:59). A mill, a bakery, two wheat farms and a dairy farm went up
at 8:33, a third fletcher's and two iron mines at 10:55, the fourth and fifth fletcher's at 12:44 (an iron
mine and a hovel were not made: 4 wood short, and no free spot). The first sale came at 14:29.
Iron, waiting for wood, first taxes, 15 to 30 minutes. Iron mines at 15:10 and 19:36 (nine by 20:14); a bakery and a wheat farm were refused for no free spot within reach at 15:10 and placed at the named tiles at 16:40; a 121 s wait for wood at 17:33. Bakeries and hovels followed (20:19 and 21:22; a bakery and an iron mine unmade for wood), 50 bread were bought at 22:09 (food read 25), and low taxes were set at 22:38 (first receipt 44 gold at 23:07). The context was compacted at 24:32. At 24:46 came an iron mine, a wheat farm and a chapel (250 gold, paid 25:34), at 25:41 two iron mines, a hops farm and a brewery (the inn and a hovel not made: 17 and 3 wood short), the inn at 28:23. Population was 75 / 82 at 25 minutes and 85 / 90 at 30, popularity 96 and 89.
Mines, bakeries and a quiet finish, 30 to 45 minutes. Average taxes at 30:46 (popularity factor −4), low again at 31:26, extra rations at 32:18, average taxes again at 32:31 and kept to the end. Six more iron mines by 33:41, four bakeries from 34:00 to 35:37, a hovel at 36:09, full rations at 36:35, a 178 s wait for wood, and four iron mines at 39:52, its last building. After 40:28 it only waited (120 s, 95 s, and 19 s cut by the deadline) and sold crossbows (42:35, 44:22). Popularity read 100 at 36:07 on extra rations and fell to 75 on full rations and average taxes.
| Game minute | 0 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | End |
|---|---|---|---|---|---|---|---|---|---|---|
| Net worth | 2,415 | 2,314 | 1,740 | 1,675 | 2,080 | 3,025 | 4,206 | 5,871 | 8,531 | 12,364 |
| Gold | 2,000 | 2,000 | 1,200 | 1,065 | 1,185 | 1,365 | 1,696 | 2,637 | 3,869 | 5,081 |
| Iron | 0 | 1 | 5 | 11 | 25 | 48 | 77 | 116 | 172 | 236 |
| Food | 55 | 34 | 59 | 37 | 31 | 92 | 138 | 102 | 119 | 206 |
| Population / housing | 6 / 10 | 34 / 34 | 46 / 50 | 54 / 58 | 62 / 66 | 75 / 82 | 85 / 90 | 98 / 98 | 101 / 106 | 106 / 106 |
| Popularity | 100 | 100 | 100 | 100 | 100 | 96 | 89 | 93 | 90 | 75 |
| Iron mines placed | 0 | 1 | 1 | 3 | 5 | 10 | 13 | 19 | 19 | 23 |
| Bakeries placed | 0 | 0 | 1 | 1 | 2 | 5 | 5 | 6 | 9 | 9 |
Each column is the last reading at or before that minute; mines and bakeries count when the placing call returned. The net worth row counts gold, wood, stone, iron and food (at 4) as the recording logs them; flour, wheat and ale are left out (flour was worth 690 at the end), so it reads low, and the last column is the final reading.
Weapons
It built them anyway, sold what they made, and ended with one crossbow. The armory and five fletcher's workshops went up in three calls (6:21, 10:55, 12:44; the workshops' 100 gold each was paid at 6:42, 6:48, 11:39, 13:03 and 13:09), all set to crossbows. It built no blacksmith's, poleturner's or armorer's workshop.
Why. Its opening reply stated the rule ("weapons/armour in the armory worth nothing") and planned to
"sell surplus stone/iron and any weapon production rather than hoarding worthless armory stock". At 5:49 a
reasoning summary reads "checking if arms are banned in the sinkhole variant" (the rules forbid soldiers
and defences, not weapon making); the 30-gold crossbow price is in the market_trade tool description.
Its 24:32 handoff gives the sums: 3 wood for a crossbow worth 30, about 0.3 a minute from a workshop
(about 10 gold), payback about 12 minutes, "worth adding a few while >15 min remain". At 28:23 a summary
reads "prioritize iron mines over fletchers due to faster payback and limited time"; it added no workshop
after 12:44.
What they made and brought. Five workshops made 54 crossbows and a bow in about 174 workshop-minutes (0.32 a workshop a minute). It sold 53 crossbows and the bow in twelve calls from 14:29 to 44:22 for 1,605 gold by the recording's gold steps (the replies add up to 1,545; see Market); one crossbow stood unsold.
| Gold | Wood | |
|---|---|---|
| Five workshops (100 gold, 20 wood each) | 500 | 100 |
| Armory | 5 | |
| 54 crossbows (3 wood each) and 1 bow (2) | 164 | |
| Total | 500 | 269 |
| Sold | +1,605 |
At the game's own values (gold 1, wood 1) the wing cost 769 and returned 1,605, 836 ahead (1.7 points at the
net-worth weight); with every plank at the 4 gold it paid, it cost 1,576 and was 29 ahead. The workshops'
500 gold was back at the 24:35 sale (645 sold). Labour cost nothing the town needed: idle peasants read 18
to 24 and open jobs 0 in every reading from 2:55, so the five jobs came from the idle pool. Wood was not
free: by the placement costs the woodcutters delivered about 1,050 over the game (916 spent on buildings
and 164 in crossbows, plus the 71 left, less the 55 at the start and the 50 bought), so the wing took about
a quarter, and eight placements were unmade for lack of wood. Tool time: five set_workshop calls took 98
game seconds and the twelve sales 124, 222 in all (8.2% of the game).
The 1.7.1 game. With weapons counted it built an armory and seven fletcher's workshops (700 gold, 145 wood; calls at 9:55, 13:55, 21:22), made 39 crossbows (117 wood, about 0.18 a workshop a minute by my count), sold none, and held them: 1,170 at the end, 8.1% of its 14,473. At the rules' prices that wing returned 1,170 against 962 (+208); under this game's rule the same 39 count nothing. Its notebook calls crossbows "very slow ~0.2/min (30 value) — deprioritize new ones".
Instead. The rule changed nothing it built beyond two fewer workshops and the selling. The iron went into the stockpile in both games (236 units here, 222 there; neither built a blacksmith's workshop, and the 1.7.1 notebook says "Sell iron raw rather than smith"), the rest of the wood into mines, houses and bakeries, and the labour came from idle peasants.
Beside its other games and the other models
Its three Sinkhole games score 38.4 (1.6.2), 33.0 (1.7.1) and 30.2, each with a crossbow wing (7, 7 and 5 workshops). The 1.6.2 game also built four quarries with five ox tethers and held popularity 82 with low taxes; this game and the 1.7.1 game built no quarry.
The pair's net worth differs by 2,109 and its score by 2.9 (30.16 against 33.02: net worth −4.28 points, population −0.38, popularity +1.80):
| This game | 1.7.1 game | Difference | |
|---|---|---|---|
| Gold | 5,081 | 4,917 | +164 |
| Iron | 5,428 (236) | 5,106 (222) | +322 |
| Bread | 812 (203) | 1,216 (304) | −404 |
| Flour | 690 (69) | 1,200 (120) | −510 |
| Apples, cheese, wheat, ale, hops | 142 | 632 | −490 |
| Wood and stone | 211 | 232 | −21 |
| Weapons and armour | 0 | 1,170 | −1,170 |
| Net worth | 12,364 | 14,473 | −2,109 |
| Gold, from 2,000 | This game | 1.7.1 game |
|---|---|---|
| Taxes (the balancing figure) | 3,326 | 4,867 |
| Weapons sold | 1,605 | 0 |
| Market purchases | −1,000 | −400 |
| Workshops | −500 | −700 |
| Chapel, church, inn | −350 | −850 |
| Gold at the end | 5,081 | 4,917 |
The rule is 1,170 of the 2,109. With the 1.7.1 game's crossbows at nothing it would be 13,303 and 30.6, 0.5 above this game. The other 939 is food stock (1,390 less here: bread, flour, apples, cheese, wheat) against iron (322 more) and gold (164 more). The food gap is the bakeries and orchards: the 1.7.1 game had 4 bakeries at 30 minutes, 11 at 40 and 18 at the end, against 5, 9 and 9 here, 9 orchards against 4, 2 mills against 1, and ended with 456 food against 206.
Gold is level only because of the sales. The 1.7.1 game taxed 1,541 gold more: it began at 16:44 (average, then low from 21:08, high from 31:55 and again from 40:36) against low taxes at 22:38 here and average from 32:31, and it housed more people (125 against 106; housing 74 at 15 minutes and 130 at 40, against 58 and 106; 15 hovels against 12, 13 woodcutters against 8). The 1,605 from crossbows closed that gap. Popularity paid for it: this game read 87 to 100 from 22 to 37 minutes, the 1.7.1 game 56 to 68 from 21 to 29 minutes and 57 at the end. This game's 18 extra points of popularity at the end are worth 1.8 points of score, the 1,541 gold 3.1 at the net-worth weight. The two games' iron stood level at 35 minutes (116 and 119) and at 40 (172 and 167), with 19 mines against 14 and 19 against 16; at the end this game had 14 more iron from 23 mines against 17, four of the extra six placed at 39:52.
Version and host. Under 1.7.2's placement rule three placements were refused here for no free spot within reach (a hovel 12 tiles from a fit, a bakery 9, a wheat farm 11), each made good in a later build call (15:10, 16:40); the 1.7.1 game placed all 97 asked, six of them moved by at most 7 tiles. The files do not separate the rule from version, host and chance: one pair.
| No-arms Sinkhole games in this batch | Net worth | Score | Run |
|---|---|---|---|
| GPT-6.1 Sol | 20,113 | 49.2 | ed793e76 |
| Gemini 4 Argon | 20,104 | 47.1 | a96fdff0 |
| 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 | 13,769 | 31.5 | c551e04a |
| Muse Wonder (this game) | 12,364 | 30.2 | 43632d32 |
| GLM 5.3 Flash | 8,272 | 23.6 | d50859a4 |
| Claude Haiku 5.5 | 8,243 | 23.8 | 70f31043 |
The lists differ in version, rule and host, so they do not rank together; in the 1.7.1 round Muse's 33.0 was fifth of ten. On the batch's other maps its no-arms games scored 41.2 (Oasis by the Sea; 34.7 weapons counted) and 10.3 (Large Barren Desert; 37.5), so this is its middle game and the one nearest its pair.
What held it back
- Wood, with gold idle. Eight placements were unmade for lack of wood (four iron-mine tries, two
bakeries, the inn and a hovel; 12:44 to 34:00), and six
wait_and_observecalls for a wood amount took 586 game seconds. Gold read 900 or more from 3:00 to the end (5,081 at the end); it bought planks once (5:49). Each unmade placement was redone 0.8 to 3.4 minutes later, which cost little (the three mines about 80 gold of iron), but wood gated the building calls from 12 minutes on. - Taxes from 22:38. Taxes sat at none for 22 minutes while popularity read 100 with 18 to 24 idle peasants; tax income was 3,326 against the 1.7.1 game's 4,867.
- Housing and growth. Population equalled housing at 5, 27, 32, 34 to 36 and 40 to 45 minutes; the last hovel came at 36:09 and nothing was built after 40:28 with 3,869 to 5,081 gold in hand. 106 people against 125 cost 0.4 points.
- A small bread chain. Nine bakeries (four after 34:00), one mill, four wheat farms; flour never ran short (19 to 69), so bakeries limited bread. In the last three minutes they delivered 82 bread (109 gold a minute for nine workers) and the 23 mines 14.3 iron (329 gold a minute for 46 workers).
- Popularity from 36:33: 100 to 75, 2.5 points, with average taxes (−4) and full rations; it changed neither after 36:41.
What worked
- Iron: 23 mines, 14.3 iron a minute at the end; iron is 44% of net worth. Searches around (445, 410) at 28:23 and (410, 445) at 36:09 found no site.
- Popularity: 87 to 100 from 22 to 37 minutes, no starvation (food was lowest at 13 at 7:53, before the apples bought at 7:59 arrived), and a tax rise at 30:46 reversed after 40 s when its factor read −4.
- Selling the wing's output every two to four minutes, and a correct handoff: the 24:32 note's gold (1,111), population (74 / 82), idle (24), food (98), iron (46), flour (32), bread (80) and seven crossbows all matched the 24:30 reading.
Market
Purchases: 50 planks (5:49, 200 gold), 50 apples (7:59, 400) and 50 bread (22:09, 400), 1,000 gold for 550 of net worth lost against the sell price (planks 150, apples 200, bread 200). Sales: 53 crossbows and 1 bow for 1,605 gold by the recording; weapons count nothing in store, so each sale added its gold. The net effect on net worth was +1,055. The 15 calls took 202 game seconds (the purchases 78, the sales 9 to 12 each).
The known 1.7.3 fault (market_trade undercounts sales made with 200 or more in stock) cannot apply: no
wood, stone or iron was sold and the weapons sold from under 10 in stock. Two sales still read low against the
recording: at 14:29 and 42:35 the reply says 4 crossbows and 120 gold, while the gold rose by 150 (900 to
1,050 at 14:37; 4,451 to 4,601 at 42:44, after the month's 84 of taxes), so each sold 5. The reply's gold
matched the recording both times; the armory read 4 crossbows before the 42:35 sale and 4 at 13:49 before
the 14:29 one, and a crossbow arriving after the reading would explain it, which the files do not confirm.
Totals: 53 crossbows (51 by the replies) and 1,605 gold (1,545). Ten of the twelve replies read
partly_traded because the lots asked exceeded the stock; everything in stock sold.
It made no game_action call, so it did not set the marketplace's automatic trade. All 705 inputs in
recording/inputs.jsonl other than 48 P keys (the host's pause key) fall inside a harness tool call, and
every fall of gold in the recording (1,850 in all) is one of the 1,000 gold of purchases, the 500 of
workshops, the chapel (250) and the inn (100).
Cost and speed
58 turns, 127 tool calls (38 find_sites, 26 build_structure, 19 building_info, 15 market_trade, 13
wait_and_observe, 5 set_workshop, 4 set_tax, 7 others), 2.95 million tokens and $1.870 billed by
OpenRouter (preparation $0.100, play $1.712, compaction $0.057), with 94.5% of input read from the cache;
all 60 billed requests went to Meta and none failed. The interview cost $0.067 more. The agent run took
46.8 real minutes, 11.8 of them waiting for the model (12.2 s a reply, longest 29.6 s). The 1.7.1 game: 75
turns, 140 calls, 3.96 million tokens, $2.155, 95.2% cached, 48.2 minutes and 12.0 waiting.
Of the 2,700 game seconds the 26 build calls took 1,118, the 13 waits 1,012, the 15 market calls 202, the
5 set_workshop calls 98, set_tax, set_rations and inspect_building 60, and the host's 5-second
top-ups after 33 replies 165. Seven waits (419 game seconds) were fast-forwarded in 178 real seconds; the
six waits for wood ran at normal speed. The build calls placed 74 buildings: 15.1 game seconds each, 2.8 a
call. The 1.7.1 game's 24 calls placed 97 in 1,370 s: 14.1 s each, 4.0 a call. That game ran with the host
on a Mac and this one on the game machine, and 1.7.2 changed how blocked placements are retried, so the
step from 14.1 to 15.1 s mixes host, version and what each call carried.
The context was compacted once (24:32, 25 s) and the compaction succeeded on its first request: one billed compaction request ($0.057) returned a text handoff (1,672 tokens) and wrote the checkpoint, so e0e0eb4's text-only retry did not run. The next reply (the 25th) read no cache (58,911 input tokens), the one cache miss in 58.
The interview
Muse put its gap to the person (41,631 against 12,364) down to scale and to treating popularity as something to protect, not spend: a "balanced, cautious" village against a bread economy of 161 bakeries, inns on bought ale, religion, no rations and a fear factor. It also named the 24-idle cap (water pots as a job sink it lacked), too many iron mines for their return per worker, and slow crossbows. Playing again it would start from bread, sell it often, build inns early, cut rations once popularity allows, put mines second, "skip or minimise weapon workshops" and stop building in the last minutes. It asked for a food-per-month figure, religion coverage numbers, a way to queue builds and a list of idle buildings.
These match the game: the totals, 23 mines, 9 bakeries, average taxes, crossbows at 0.3 to 0.4 a workshop a minute (readings 0.2 to 0.4), the 24-idle cap (18 to 24 in every reading), iron at 0.5 to 0.6 a mine a minute (0.4 to 0.6) and the 8-action cap (the system prompt: "At most 8 actions per reply", each placement one). Its per-worker comparison fits the last readings (about 12 gold a bakery worker a minute against 7 a miner), though workers were not scarce: 21 stood idle. These do not: "234 unsold iron" (236); "selling the armory to zero" (one crossbow stood at the end, worth nothing); "backed away from average taxes" (it dropped to low for 65 s, 31:26 to 32:31, then kept average taxes); "religion went +2, then 0, then back" (+2 once, at 30:35, else 0); "reverting before it emptied the granary" (extra rations took food from 144 to 79; it was never near empty). The "opening playbook" it mentions is the system prompt's section of that name, which says to sell surplus at the marketplace and keep rations at least normal and taxes low while popularity is near 50.
For the harness
market_tradeundercounted two weapon sales by one crossbow (14:29, 42:35), with stock under 10, so not the 200-in-stock fault. Itsgoldandstockfields were right.- 1.7.2's placement reach refused three placements with a fit 9 to 12 tiles away; the replies named the fit and the model used it in a later build call.
set_workshoptakes one workshop a call (5 calls, 98 game seconds, 3.6% of the game); four of the five replies readmaking: bows, next: crossbows, and one bow was made.- No provider errors, stalled replies or refused calls; the game saved at the end ("muse wonder 1-7-3 43632d").
