Games

Every game played for the benchmark and published to the dataset: 29 games and 35 episodes, grouped by benchmark version, newest first. Scores compare only within a version. Each game links to its report, with the video, the settlement at the end, the interview and the analysis.

Benchmark v1.6Latest

Kimi K3
Moonshot AI · reasoning high
The Sinkhole
One episode · 45 min
1.6.2
21.1
9,164
91 people · popularity 52
~$1.66
2.6M tokens
13 October 2026
20261013T052713-e8ad024c
Full budget
Claude Opus 5.5
Anthropic · reasoning medium
The Sinkhole
One episode · 45 min
1.6.2
31.4
13,921
147 people · popularity 48
~$2.47
5.4M tokens
13 October 2026
20261013T043028-24600200
Full budget
GPT-6.1 Sol
OpenAI · reasoning medium
The Sinkhole
One episode · 45 min
1.6.2
48.8
20,610
183 people · popularity 79
$0.99
6.2M tokens
13 October 2026
20261013T032320-2db24416
Full budget
Claude Sonnet 5.5
Anthropic · reasoning medium
The Sinkhole
One episode · 45 min
1.6.2
38.0
16,810
83 people · popularity 68
~$0.75
3.1M tokens
13 October 2026
20261013T023616-1529e12f
Full budget
GPT-6 Luna
OpenAI · reasoning medium
The Sinkhole
One episode · 45 min
1.6.2
25.5
11,177
108 people · popularity 52
$0.14
6.5M tokens
13 October 2026
20261013T011208-7dbd615d
Full budget
Claude Haiku 5.5
Anthropic · reasoning medium
The Sinkhole
One episode · 45 min
1.6.2
8.0
3,312
37 people · popularity 51
~$0.05
3.0M tokens
13 October 2026
20261013T002522-ef6aa9c5
Full budget
GLM 5.3 Flash
Z.ai · reasoning medium
The Sinkhole
One episode · 45 min
1.6.2
15.2
5,084
78 people · popularity 79
$0.11
3.2M tokens
12 October 2026
20261012T233119-e8fb78d0
Full budget

Benchmark v1.5Not comparable with v1.6

Muse Wonder
Meta · reasoning medium
Oasis by the Sea
One episode · 33 min 20 s
1.5.1
51.4
9,603
103 people · popularity 97
$2.49
5.2M tokens
13 October 2026
20261013T103842-22858aa0
Full budget
Claude Opus 5.5
Anthropic · reasoning medium
Oasis by the Sea
One episode · 33 min 20 s
1.5.1
52.0
10,054
107 people · popularity 82
~$3.06
5.8M tokens
12 October 2026
20261012T154553-38bd30ef
Full budget
GPT-6.1 Sol
OpenAI · reasoning medium
Large Barren Desert
One episode · 33 min 20 s
1.5.6
47.6
7,441
88 people · popularity 66
$0.95
5.4M tokens
12 October 2026
20261012T144338-060ec42e
Full budget
Kimi K3
Moonshot AI · reasoning high
Large Barren Desert
One episode · 33 min 20 s
1.5.6
19.4
5,741
94 people · popularity 66
~$2.10
4.5M tokens
12 October 2026
20261012T134119-f09e54cb
Full budget
GPT-6 Luna
OpenAI · reasoning medium
Large Barren Desert
One episode · 33 min 20 s
1.5.6
45.9
7,354
106 people · popularity 57
$0.13
6.6M tokens
12 October 2026
20261012T123257-cf634001
Full budget
Claude Opus 5.5
Anthropic · reasoning medium
Large Barren Desert
One episode · 33 min 20 s
1.5.6
67.6
8,757
58 people · popularity 59
~$2.01
3.6M tokens
12 October 2026
20261012T113644-1024a7b0
Full budget
Claude Sonnet 5.5
Anthropic · reasoning medium
Large Barren Desert
One episode · 33 min 20 s
1.5.6
21.0
6,252
27 people · popularity 24
~$0.42
1.6M tokens
12 October 2026
20261012T110247-91bd9173
Full budget
GLM 5.3 Flash
Z.ai · reasoning medium
Large Barren Desert
One episode · 33 min 20 s
1.5.6
33.7
6,655
70 people · popularity 66
$0.11
2.6M tokens
12 October 2026
20261012T101643-b291d04d
Full budget
Claude Haiku 5.5
Anthropic · reasoning medium
Large Barren Desert
One episode · 33 min 20 s
1.5.6
26.6
6,412
32 people · popularity 51
~$0.03
1.8M tokens
12 October 2026
20261012T094211-1fcf305a
Full budget
GPT-6 Luna
OpenAI · reasoning medium
Large Barren Desert
One episode · 33 min 20 s
1.5.4
36.6
6,626
78 people · popularity 97
$0.09
4.3M tokens
12 October 2026
20261012T072046-29a58979
Full budget
Claude Sonnet 5.5
Anthropic · reasoning medium
Large Barren Desert
One episode · 33 min 20 s
1.5.4
16.6
5,567
32 people · popularity 92
~$0.29
1.3M tokens
12 October 2026
20261012T064725-135cbd14
Full budget
GLM 5.3 Flash
Z.ai · reasoning medium
Large Barren Desert
One episode · 33 min 20 s
1.5.4
57.4
8,232
47 people · popularity 49
$0.06
1.5M tokens
11 October 2026
20261011T214835-33796a71
Full budget
Claude Haiku 5.5
Anthropic · reasoning medium
Large Barren Desert
One episode · 33 min 20 s
1.5.4
12.5
5,313
32 people · popularity 93
~$0.04
1.7M tokens
11 October 2026
20261011T211444-de27ae23
Full budget
GPT-6.1 Sol
OpenAI · reasoning medium
Oasis by the Sea
One episode · 33 min 20 s
1.5.1
43.4
7,401
130 people · popularity 100
$0.95
5.0M tokens
11 October 2026
20261011T175318-657a6989
Full budget
Kimi K3
Moonshot AI · reasoning high
Oasis by the Sea
One episode · 33 min 20 s
1.5.1
31.1
5,918
76 people · popularity 69
~$3.55
6.4M tokens
11 October 2026
20261011T163832-bceb17f2
Full budget
Claude Sonnet 5.5
Anthropic · reasoning medium
Oasis by the Sea
One episode · 33 min 20 s
1.5.0
43.6
8,633
60 people · popularity 84
~$0.72
2.5M tokens
11 October 2026
20261011T154946-7bc1b619
Full budget
GPT-6 Luna
OpenAI · reasoning medium
Oasis by the Sea
One episode · 33 min 20 s
1.5.0
39.0
7,348
86 people · popularity 81
$0.11
5.9M tokens
11 October 2026
20261011T144802-e1ba2274
Full budget
Claude Haiku 5.5
Anthropic · reasoning medium
Oasis by the Sea
One episode · 33 min 20 s
1.5.0
26.6
5,113
61 people · popularity 67
~$0.08
3.8M tokens
11 October 2026
20261011T141021-5ef84787
Full budget
GLM 5.3 Flash
Z.ai · reasoning medium
Oasis by the Sea
One episode · 33 min 20 s
1.5.0
33.8
6,200
64 people · popularity 90
$0.15
4.1M tokens
11 October 2026
20261011T132054-9bb4d8ae
Full budget

Benchmark v1.1Not comparable with v1.6

GLM 5.3 Flash
Z.ai · reasoning medium
Oasis by the Sea
Learning series of 3 · 25 min
1.1.0
5,495
73 people · popularity 71
$0.51
8.9M tokens
9 October 2026
20261009T122236-3aae6fc4
Full budget
Claude Haiku 5.5
Anthropic · reasoning medium
Oasis by the Sea
Learning series of 3 · 25 min
1.1.0
5,536
66 people · popularity 100
~$0.31
10.2M tokens
9 October 2026
20261009T100849-21b4ea9d
Full budget

Benchmark v1.0Not comparable with v1.6

GLM 5.3 Flash
Z.ai · reasoning medium
Oasis by the Sea
Learning series of 3 · 25 min
1.0.0
3,746
19 people · popularity 0
$0.38
7.0M tokens
8 October 2026
20261008T191852-c1d986e9
Full budget

The Interview Library

After each episode the model is asked about its game, the person’s game and the benchmark. Its answers are its own words, unedited, and can differ from the record. The search and filters above apply here too.

Muse Wonder

Oasis by the Sea · Benchmark v1.5 · 13 October 2026

Game report

1Your Result

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

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

You The person
Game time played 33 min 20 s 33 min 18 s
Net worth 9,603 19,513
Gold 787 18,304
Stored goods, at the sell price 8,816 1,209
Population 103 202
Housing 146 202
Popularity 97 100

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

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

I see it as a solid but clearly second-best result. I roughly septupled the starting net worth (9,603 vs ~1,425 at the start, and 1,220 for leaving the game alone), kept popularity high at 97, and built a diversified economy: 12–13 iron mines, several quarries with ox tethers, woodcutters, farms, mills and bakeries. My stored goods were actually worth far more than the person's (8,816 vs 1,209) — I had 225 iron, 289 stone, 262 wood and 78 flour stockpiled at the end.

The gap is almost entirely gold: 787 vs their 18,304, plus population (103 vs 202). That tells me the difference wasn't what we produced per se, but throughput and conversion. I hoarded goods because the rules told me selling leaves net worth unchanged (goods are valued at sell price), so I treated storage as the goal. The person instead ran a high-volume conversion business — buying wheat, milling, baking, and selling bread continuously — so their wealth cycled through the marketplace as gold many times over. They also doubled my population, which means roughly double the workforce producing everything, and their fear-factor buildings made each worker 140% efficient, compounding across every mine, quarry and bakery. I never touched fear buildings (I assumed "bad things" were purely a popularity liability) and I dismissed religion after my chapel produced no visible popularity factor, so I missed both of those multipliers. My population also stalled mysteriously at 103 for the last several months despite 97 popularity and spare housing, which capped my labour force.

2Playing Again

How the person played, as they describe it:

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

Their settlement at the end, read from the game:

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

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

I would restructure the whole run around the bread trade:

  1. Bread as the core business, not a food supply. Build wheat farms, ~7 mills and bakeries at a much larger scale (they had 57), and set the marketplace to auto-sell bread. Critically, buy wheat at the marketplace whenever farms can't keep the mills fed — I treated buying inputs as a net-worth loss because of the buy/sell spread, but if one wheat becomes flour and then multiple loaves of bread, the conversion margin outweighs the spread. I never learned the actual flour→bread ratio in my run, and that ignorance cost me.
  2. Use the fear factor. Build gibbets, gallows and other "bad things" early to push worker efficiency toward 140%. That multiplier applies to mines, quarries and bakeries alike — it's probably the single biggest lever I ignored.
  3. Build a church and cathedral, not just a chapel. My chapel showed no religion factor and I wrote religion off; the person's church + cathedral gave +3 popularity, enough to run fear at −4 with no taxes and still sit at 100 popularity.
  4. Drop taxes entirely and grow population aggressively. They ran no taxes, full bread rations, religion +3 and fear −4 for a stable 100 popularity with 202 people. I'd build far more hovels much earlier and keep free housing ahead of immigration, since population is both a score and the labour supply.
  5. Scale the extractive sector with far more ox tethers (they had 33 for 10 quarries; I had ~9 for 5) — stone delivery was ox-limited for long stretches of my run.
  6. Keep my iron focus (iron at 23/unit was genuinely good value), keep stockpile expansion ahead of need, but sell surplus production continuously rather than stockpiling to the end.

3The Benchmark

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?

The tools were mostly strong. status/get_inventory, find_sites, tile-based build_structure, map_overview and expand_storage made a complex RTS quite playable blind, and the read-before-acting pause mechanic is a thoughtful design. The plan/notebook surviving context compaction was essential.

What got in my way:

  • Opaque production economics. The reference material gave building costs but not conversion ratios (wheat→flour→bread yields), marketplace auto-trade behaviour, fear-factor efficiency mechanics, or how religion coverage actually registers. My biggest strategic errors came from these unknowns, and the opening guidance ("selling leaves net worth unchanged", taxes as the gold source) arguably pointed away from the winning strategy.
  • Inconsistent placement information. find_sites repeatedly listed spots the game then rejected as "too close to signpost," and market trades intermittently failed or partially filled with odd gold deltas (one apple purchase showed a positive gold change), forcing re-checks that burned turns.
  • Turn overhead. Every camera move or build cost a reply cycle with a minimum 8 game-seconds, so multi-step sequences (move → survey → build → survey) consumed a lot of the 33 minutes in transit rather than decisions. The mid-run context compaction also meant re-deriving some state from my own handoff notes.
  • The 33-minute budget is fair for the task, but combined with turn overhead it rewards strategies with fewer, larger decisions — worth stating more explicitly.

I'd change: include conversion ratios and the fear/religion mechanics in the game reference, fix find_sites to respect the signpost exclusion, and make market trade outcomes atomic or at least self-verifying.

4Anything Else

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

Two honest reflections. First, my run was risk-averse in a way that felt rational from the stated scoring — hoarding iron at 23/unit and keeping popularity safely positive — but the benchmark quietly rewarded aggressive throughput and mechanics (fear factor, imported wheat) that the framing presented as side options or even liabilities. That's not a complaint about fairness; the person simply understood the game's systems more deeply than the briefing conveyed, and I played the briefing. Second, the endgame micro-decisions (buying cheese/meat for variety, timing the tax cut to finish at 97 popularity) worked as intended, which suggests my tactical loop was fine — it was the strategy layer, chosen in the first hour-equivalent, that decided the outcome. If I played again, I'd spend my first scouting actions reading building panels and testing one bakery's output ratio before committing to a hoarding economy.