One episode · The Sinkhole (no arms)

Muse Wonder

Benchmark 1.7.3No arms: weapons and armour count nothingMetaReasoning mediumPlayed by the maintainersFull-budget score
Model
meta/muse-wonder
Served via
OpenRouter · meta
Max output
32,768 tokens
Played
19 October 2026
Score
30.2
Crusader Bench score on The Sinkhole (no arms): 0 is doing nothing, 100 the person’s game
Net worth
12,364
+10,169 over doing nothing, 26% of the person’s gain of 39,436
Population
106
20% of the person’s gain of 502 · popularity 75
Cost
$1.87
3.0M tokens
Time
45 game min
47 min of wall-clock time, 58 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

  • Muse Wonder
  • 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

12,364net worth
Gold
5,081
Stored goods, at sell price
7,283
Over the baseline (do nothing)
+10,169
Population / housing
106 / 106
Popularity
75
Food
206
Structures (map-wide)
116
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 stock7,283 gold in goods

GoodUnitsPriceValue
Gold5,08115,081
Iron236235,428
Bread2034812
Flour6910690
Stone207140
Wheat158120
Wood71171
Ale11010
Apples248
Cheese144
Crossbows100
Net worth12,364

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 worth12,36441,6312,195
Gold5,08139,977
Stored goods, at the sell price7,2831,654
Population106506
Housing106506
Popularity7599

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
21
Popularity next month
±0
Food
+2
Taxes
−4
Religion
±0
Ale from the inn
+2
Taxes
Average taxes, 84 gold a month
Rations
full; 3 of 3 foods eaten
Worker efficiency
100%
Storage
16 stockpile piles, 3 empty; 1 granary holding 206 food

Buildings80

  • Iron Mine23
  • Hovel12
  • Bakery9
  • Woodcutter8
  • Fletchers' Workshop5
  • Apple Orchard4
  • Stockpile4
  • Wheat Farm4
  • Dairy Farm2
  • Armory1
  • Brewery1
  • Chapel1
  • Granary1
  • Hops Farm1
  • Inn1
  • Keep1
  • Marketplace1
  • Mill1

Tool calls127

  • find_sites38
  • build_structure26
  • building_info19
  • market_trade15
  • wait_and_observe13
  • set_workshop5
  • set_tax4
  • inspect_building2
  • set_rations2
  • update_plan2
  • map_overview1

Play

Turns
58
Buildings placed / attempted
74 / 85
Anchor-tool placements
0
Tool errors
1
Raw inputs sent to the game
543
Context compactions
1
Game time
45 min

Compute

Tokens
3.0M
Served from cache
94%
Output tokens
30K
Cost, as billed
$1.87
Wall-clock time
47 min
of which inference
12 min
Peak game memory
3,544 MiB

The plan, before play

I understand the task: grow The Sinkhole Free Build settlement for 45 game minutes to maximize final net worth — gold plus stored goods at sell prices, with weapons/armour in the armory worth nothing — with population and popularity as secondary scores. No soldiers, walls, towers, gates, or other defenses. I must verify everything from screenshots and stats, keep workers housed, fed, employed, and able to reach storage, and avoid filling scarce oasis grass with non-farm buildings.

Opening plan:

  1. Read status, inventory, and map overview; locate trees, oasis, stone, and iron.
  2. Build woodcutters near trees, hovels for housing, and apple/dairy farms on oasis grass to secure food and grow population.
  3. Add a marketplace, then quarries with ox tethers and iron mines — iron (23) and stone (7) are high-value raw goods for sale or construction.
  4. Expand housing, stockpiles/granaries as needed, set moderate taxes once popularity allows, and later add bread/ale/religion for popularity and higher taxes.
  5. Sell surplus stone/iron and any weapon production rather than hoarding worthless armory stock; keep reinvesting in producers until late, then stop costly expansion and let goods accumulate.

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: 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_observe calls 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_trade undercounted two weapon sales by one crossbow (14:29, 42:35), with stock under 10, so not the 200-in-stock fault. Its gold and stock fields 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_workshop takes one workshop a call (5 calls, 98 game seconds, 3.6% of the game); four of the five replies read making: 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").

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 12,364 41,631
Gold 5,081 39,977
Stored goods, at the sell price (weapons and armour not counted) 7,283 1,654
Population 106 506
Housing 106 506
Popularity 75 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?

Muse Wonder

My result was respectable compared with doing nothing — 12,364 net worth versus 2,195 for leaving the game alone — but the person comprehensively outplayed me: 41,631 net worth, 506 population against my 106, and popularity 99 against my 75.

The biggest difference was scale. I built a balanced, cautious settlement: 23 iron mines, 9 bakeries, a small bread chain, some crossbow production, taxes at average. The person built an industrial food economy: 161 bakeries, 19 mills, 31 wheat farms, 38 iron mines, 62 hovels. I treated food mainly as something to feed my population and keep popularity safe; they treated food as the main trade good and sold it in bulk. Their 39,977 gold shows almost everything was converted into sales, whereas much of my net worth sat in stored iron, flour and bread.

Second, I was far too conservative about popularity. I spent much of the run carefully balancing rations and taxes to keep popularity high, and I backed away from average taxes when the monthly factors turned negative. In effect, popularity was a constraint I protected but never spent. The person spent it deliberately and replaced it from other sources: bought ale for many inns, religion from a church and cathedral, and then ran no rations and a fear factor. That combination let almost all food be sold, eliminated the need to worry about feeding 506 people from production, and made workers 130% efficient — a multiplier on the entire economy that I never used at all.

Third, population growth was my binding constraint and I handled it too slowly. The game stops immigration at 24 idle peasants, and I repeatedly hit that cap and the housing cap, adding one hovel and a few jobs at a time. The person used water pots — cheap buildings with three workers each — as a job sink, so new peasants kept arriving, which kept taxation-free trade production staffed at a much larger scale. My population grew from 5 to 106 in a fairly linear way; theirs compounded, because more workers meant more bread, and more bread meant more gold, regardless of taxes.

I also over-invested in iron mines relative to their return per worker-hour. Iron sells well at 23, but my miners walked a long way from the basin deposits, delivering about 0.5–0.6 iron per minute each, and at the end I held 234 unsold iron. It still counted toward net worth, so it wasn't wasted, but the same labour in bakeries would likely have produced more saleable value per minute. My crossbow workshops were similarly mediocre: roughly 0.3–0.4 crossbows per minute per workshop against a 100-gold-plus-wood build cost was a slow payback, and I knew that from my own production readings but kept them running rather than pivoting fully to bread.

In short: I played a safe, diversified village; the person found the map's actual engine — mass bread production for sale, popularity bought through ale and religion and then spent on zero rations and fear — and scaled it without hesitation.

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?

Muse Wonder

I would restructure the whole run around the bread-for-sale economy from the first minutes:

  1. Opening: two or three woodcutters, then immediately wheat farms on the oasis ring, a mill and several bakeries, plus hovels in batches rather than one at a time. The mill-to-bakery ratio matters: my single mill fed about five or six bakeries before flour backed up, but the person's ratio (19 mills to 161 bakeries, roughly 1:8) suggests bakeries are the bottleneck almost everywhere once wheat flows, so I'd keep adding bakeries ahead of mills and check the flour stock as the signal.

  2. Sell bread continuously. Every few minutes, sell bread, apples and surplus at the marketplace rather than letting granaries fill. Gold that sits as unsold bread is the same net worth, but gold buys the next round of expansion (ale, religious buildings, more hovels) without waiting for wood.

  3. Buy ale and build several inns early. Buying ale loses a little on the buy/sell spread, but +6 to +8 popularity from inns is the cheapest popularity in the game. Combined with a church and later a cathedral, that popularity budget is what makes the next step possible.

  4. Spend popularity deliberately: once inns and religion are running, cut rations to none (or half) so food production is sold rather than eaten, and run a fear factor around 3 with punishment buildings for the worker-efficiency bonus. A 130% efficiency multiplier across 100+ production buildings is worth far more than the popularity it costs, as long as inns and religion keep the total above 50. I'd watch the popularity factors monthly and tune fear against the inn/religion income rather than treating 90+ popularity as a goal in itself.

  5. Use water pots as the immigration valve. Whenever idle peasants approach 24 or housing fills, add hovels and water pots together. This was the mechanism I was missing: jobs, not housing alone, unlock the next wave of workers.

  6. Iron mines second, quarries third. I'd still build iron mines on the nearer western ore patches (they're cheap at 20 wood and need no gold), and add quarries with ox tethers once wood is plentiful, but as a complement to bread, not the core. I'd skip or minimise weapon workshops — the person confirmed swords made little difference, and my crossbows were the worst payback in my economy.

  7. Taxes at none or low. The person showed taxes are optional when trade volume is high. I'd keep taxes at none early (the +1 popularity helps), and only consider raising them if popularity is comfortably bought from other sources — and even then, trade dwarfs tax income at scale.

  8. Endgame discipline: stop building in the last 3–4 minutes except near-instant-payback bakeries/mines, sell all weapons and surplus food, and make sure the armory is empty — I did manage that part correctly this time.

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?

Muse Wonder

The tools were mostly good and, in places, genuinely excellent. find_sites and tile-based build_structure removed the worst pixel-hunting and let me place farms and mines on correct terrain reliably. The read-only stats were rich: the production-per-building-per-minute figures let me calculate actual paybacks (I knew crossbows were marginal and iron mines were efficient from the data, even when I didn't act on it optimally), and the popularity factor breakdown made tax/ration decisions legible. market_trade returning net-worth change per trade is exactly the right abstraction for this scoring. The plan/notebook handoff across context compaction worked well — I lost no critical state.

What got in my way:

  • The strategy space is much bigger than the guidance suggests. The opening playbook describes a sensible self-sufficient village — feed people, tax them, sell surplus raw materials. It never hints that the dominant strategy is to not feed people at all, buy ale instead, and run punishment buildings for efficiency. That's discoverable, and arguably the point of a benchmark, but the gap between the "intended" economy and the optimal one is enormous (roughly 3.4× net worth). Whether that's a feature depends on whether you're measuring game mastery or general economic reasoning.

  • Some key mechanics are opaque in the readings. Popularity factors fluctuated month to month (religion went +2, then 0, then back) without the underlying coverage percentages being visible, which made tax decisions feel like guesswork. Food consumption happens in monthly lumps that are hard to reconcile with per-minute production figures; I misjudged my food balance twice because of this. A "food eaten per month at current rations" figure would fix that.

  • The 8-action limit plus real-time pacing encouraged conservative batching. Combined with screenshot expiry and camera moves after tile placements, re-checking an area costs a meaningful chunk of the 45 minutes. A way to queue "build N of X near Y" as one action would shift the challenge from interface management to strategy, where the interesting decisions are.

  • Time pressure versus verification. Several tools (correctly) warn that a placed building isn't necessarily a working one, but verifying each with inspect_building is expensive. I mostly trusted placement statuses and production aggregates, which worked, but a settlement-wide "buildings with no worker / no input" summary in status would help.

The 45-game-minute limit itself felt fair: long enough to build a real economy through several growth phases, short enough that early decisions compound. The comparison against a human on identical terms, and publishing their approach, is a very good design — it's rare to get such a clean strategy diff after a run.

4Anything else

Interviewer

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

Muse Wonder

Two things I take away. First, my biggest failure was not mechanical but conceptual: I optimised for a stable settlement (food surplus, high popularity, diversified income) when the score rewarded a throughput settlement (maximum saleable goods per worker per minute, popularity treated as a spendable currency). The data I needed was in front of me — bakery output per wood invested beat almost everything else I built — but I kept hedging across iron, weapons and taxes instead of committing.

Second, I was pleased with the parts of play that were about verification rather than strategy: selling the armory to zero before the end so no value was stranded, catching the food drain from extra rations and reverting before it emptied the granary, and reverting a tax rise when the popularity factors turned. The harness gives you enough honest feedback to catch mistakes; the lesson is to check the numbers earlier and act on them more aggressively.

I'd happily play this map again — preferably with the bread-and-fear strategy, to see how close the gap to 41,631 really is.

Record

Attempts and Reproducibility

Every attempt1

EpisodeAttemptOutcomeNet worthCounted
11Full-budget score12,364Counted

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 20261019T135218-3cfda420