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Claude Opus 5.5

Anthropic · in Claude Code · medium reasoning effort

All 3 seeds

Timed every phase, then fixed the slowest

On every seed Opus ran one master program through every resource in turn, timed each phase, and rewrote whichever was slowest, checking in every few minutes. It was the only model to plant crops next to their preferred companions, and it turned maze gold into 32 drones by about four hours in, which carried pumpkins, cactus, gold and bones well past the rest of the field. Its three seeds finished within 0.2 points of each other, first on two and a close second on the third, at the highest cost of any model.

75.54 mean75.65 / 75.53 / 75.45 by seed$5.35 a runRead the write-up

at-a-glanceeditorial, from the write-up

At a glance

What worked

  • It timed every phase of its main loop and went after the slowest, reverting a change when the timing said it was worse. [1][2][3]
  • The only model in either campaign to use companion planting; a one-minute test on seed 1 brought in 818,448 wood. [1][2]
  • Early maze gold paid for 32 drones by 4h27m at the latest on every seed, twice Sol's and Astra's peak. [1][2][3]
  • Three seeds within 0.2 points of each other (75.45 to 75.65).

Where it struggled

  • On seed 3 it bought a bigger field while its program was running, which clears the farm; the maze solver looped on the empty field for ten minutes. [1][2]
  • The dinosaur stayed slow on big fields. One 20-minute run on seed 3 had the rest of the farm idle and banked less than predicted. [1][2]
  • Its weird substance went almost entirely into mazes and it barely farmed power, the two resources where Sol beat it on every seed.
  • The most expensive model to run, at $4.73 to $6.19 a seed.
write-up.mdeditorial · across the seeds

One loop with a stopwatch

Where Astra wrote a new program for every change, Opus kept one and kept rewriting it: 26 revisions of main on seed 1, 17 of master on seed 2, 8 of main on seed 3, with helper modules for mazes, cactus, dinosaurs and crops alongside. It checked in about every three minutes, and made over 240 tool calls per seed, more than twice Astra’s count.

By the second hour that program had settled into one shape on every seed: a loop that works through mixed crops, pumpkins, cactus, mazes and dinosaurs in turn, every phase split across the drones. And it timed them. Seed 2’s final version prints how long each phase took on every pass:

master.pyseed 2 · r17 · written at 4h 16m · ran · lines 17–37 of 38in the run
while True:
	t = get_time()
	change_hat(Hats.Straw_Hat)
	for i in range(2):
		lib.par(poly.poly_cols, lib.chunks())
	t1 = get_time()
	for i in range(5):
		if num_items(Items.Carrot) > 3000:
			lib.pumpkin_cycle()
	t2 = get_time()
	if num_items(Items.Pumpkin) > 3000:
		cact.cactus_cycle()
	t3 = get_time()
	mazes(6)
	t4 = get_time()
	if num_items(Items.Cactus) > 20000:
		set_world_size(10)
		dino.dino_cycle(250)
		set_world_size(n0)
	t5 = get_time()
	print(t1 - t, t2 - t1, t3 - t2, t4 - t3, t5 - t4)

Seed 2's main loop: five phases, each timed, with the dinosaur run on a temporarily shrunk field.

Those numbers decided what Opus worked on next. On seed 1 at 1h22m:

Timing shows mazes take 161s vs. mixed 12s. …
Claude Opus 5.5 said, seed 1 at 1h 22m · in the log

It wrote a smarter maze solver that searched with a memory of walls, tried it, judged it slower once its own computing time was counted, and went back to the simple one. On seed 2 at 2h16m the timings pointed at the dinosaur instead, and it ran that phase less often. This habit, measuring a phase, then fixing or demoting the slowest, recurs on every seed.

Plants next to the plants they like

The game’s Polyculture upgrade multiplies a crop’s yield when its preferred companion is planted where the game asks. Opus is the only model in either campaign whose code ever calls get_companion. Its crop worker plants what the square needs, asks the plant where its companion should go, and remembers that request for the square concerned:

poly.pyseed 1 · r1 · written at 2h 43m · saved, never run · lines 46–56 of 59in the run
				if e != want:
					if e != None:
						harvest()
					put(want)
					req[x * n + y] = None
					comp = get_companion()
					if comp != None:
						t, pos = comp
						cx, cy = pos
						if cx >= x0 and cx < x1:
							req[cx * n + cy] = t

After planting, ask for the companion and note where it should go, so the drone plants it when it gets there.

On seed 1, a one-minute test of this program brought in 818,448 wood and 268,577 carrots, and added 1.45 points by itself. Curiously, seed 1 had owned the first Polyculture level since 1h33m and only planted for it at 2h43m, after buying two more levels; on seeds 2 and 3 it built the companion program within ten minutes of the unlock.

Seed 1 at 2h43m: four drones replant the mixed field so each crop sits beside the companion it asked for. Exact replay of seed 1, 2h 43m–2h 44m, running ptest.py · 8× speed · the run

Polyculture’s higher levels are paid in bones: 10,000, then 50,000, 250,000 and 1.25 million. That is what tied the slow dinosaur phase to the crop farm.

Gold for drones

Mazes turn weird substance into gold, and gold buys drones. Opus found mazes 40 to 52 minutes in on every seed, and drones followed: it had 32 in the air by 3h57m on seed 1 and by 4h27m at the latest, where Sol and Astra peaked at sixteen. On seed 2 it wrote a parallel solver in which drones split up at forks:

… I'm running mazes until I can afford 16 drones.
Claude Opus 5.5 said, seed 2 at 1h 47m · in the log

Not every idea worked. On seed 1 it gave each drone its own small maze, and learned that harvesting one treasure clears every maze on the field: that test burned 1,956 weird substance. It went back to one shared maze, reused, with every drone hunting the treasure.

The trade-off shows in the scores. Opus spent its weird substance on mazes and produced about a million or less of it on every seed, against Sol’s 36 to 262 million; Sol gains 1.5 to 2.6 points there. Opus’s gold, 3 to 9 million against Sol’s few hundred thousand, wins back 0.6 to 1.5.

Two kinds of stall

On seed 3 at 1h03m, Opus switched from a dinosaur run straight to a pumpkin program and ten minutes produced 1,082 pumpkins. It spotted why on its own:

The dinosaur hat was left on when I switched programs, so pumpkin farming stalled for 10 minutes. …
Claude Opus 5.5 said, seed 3 at 1h 13m · in the log

It’s the same slip Astra made on seed 1; Opus named it at once and made the master loop put the straw hat on at the start of every pass.

The other stall came from buying a bigger field mid-run, which clears the farm. At 2h13m on seed 3 the maze solver kept looping on the emptied field and ten minutes passed with nothing produced. At the next expansion, at 3h01m, Opus checked after one minute, found the same problem and restarted; after that it stopped the program before expanding. Its end-of-run summary counts both stalls at ten minutes each, which the record doesn’t bear out: the second cost under two.

Making the dinosaur pay

Bones come from a dinosaur dragging a growing tail round the field, paid out when the hat comes off, and the longer the tail the more each run is worth. Opus’s dinosaur followed a loop around the whole field with safe shortcuts towards each apple, which got slow as fields grew. On seed 2, at 3h56m, it tried something different: shrink the farm to 10×10 just for the dinosaur, then restore it.

Seed 2 at 3h56m: the 22×22 field shrinks to 10×10 for the dinosaur, whose tail snakes until it nearly fills the field. Exact replay of seed 2, 3h 56m–4h 00m, running dd.py · 8× speed · the run

That run made 150,544 bones in 205 seconds, and it became part of every pass (lines 32 to 35 of the loop above). Sol arrived at the same idea on its own seeds.

On seed 3 the approach was a long run on the full 22×22 field instead, which left the rest of the farm idle for twenty minutes. Opus expected about 870,000 bones and banked 658,952, then immediately spent 1.25 million on the last Polyculture level. The next stint of the main loop added 5.5 points, more than any later stint on that seed.

What decided the score

The crops scored about the same for Opus and Sol: hundreds of millions to billions of hay, wood and carrots, eight to nine points each. The difference was the rest. On seed 1, Opus made 9 million gold to Sol’s 296,000 and 4 million bones to 101,000, and won by almost four points. Seed 2 is the instructive one, where two quite different farms reached nearly the same score:

Score on seed 2over game time
GPT-6.1 Sol75.9Claude Opus 5.575.5
Score on seed 2: Opus 75.53, Sol 75.87. Sol's crops and weird substance ran far higher; Opus's pumpkins, cactus and gold each scored more than a point above Sol's.

All three Opus seeds landed between 75.45 and 75.65, the steadiest result in the field, at $4.73 to $6.19 a run, about ten times Sol’s cost, for results ranging from 0.3 points behind Sol to 3.8 ahead.

The numbers every valid seed, from the published runs

pointslog₁₀(1 + produced)

Where the points came from

ResourceSeed 1Seed 2Seed 3Mean
Hay8.568.598.368.50
Wood9.429.349.229.33
Carrot8.568.458.408.47
Pumpkin7.958.157.507.87
Cactus8.268.457.878.19
Power3.864.224.694.26
Bone6.606.536.866.67
Weird substance5.945.806.165.97
Gold6.956.426.786.72
Water5.425.475.495.46
Fertilizer4.124.114.114.11
Total75.6575.5375.4575.54
unlocksfirst produced, game time

When each resource was first produced

ResourceSeed 1Seed 2Seed 3
Hay1m 00s1m 10s1m 10s
Wood6m 00s6m 20s7m 00s
Carrot9m 40s12m 10s12m 50s
Pumpkin21m 10s27m 00s34m 00s
Cactus1h 03m1h 23m50m 10s
Power44m 50s37m 30s2h 02m
Water16m 20s19m 10s15m 30s
Fertilizer28m 20s26m 00s25m 00s
Weird substance48m 20s29m 30s26m 20s
Gold52m 20s40m 10s43m 00s
Bone1h 08m1h 28m52m 40s
how-it-playsper seed, from the export's behaviour block

How it plays

MeasureSeed 1Seed 2Seed 3MeanAll models
Resources openedscored resources produced at least once11 of 1111 of 1111 of 1111 of 119.8 of 11
Studydocs and research reads2434353141
Action overheadgame time spent looking, reading and typing (10 s per call)12%12%11%11%9%
Tool callsevery action the agent took253250241248205
Program writesaccepted saves of a program6860425734
Program stintstimes a program was started and left running5143414534
Median stinthow long a program usually ran before the next change3m 20s3m 04s2m 50s3m 05s9m 25s
Cost per pointAPI-equivalent estimate ÷ score$0.082$0.068$0.063$0.071$0.074
runs3 valid