Claude Fable 5.1, seed 2

Claude Code · medium reasoning effort

ValidCounts toward the meanGame-time budget used

  • Hay 363m produced, 8.56 points
  • Wood 2.48b produced, 9.40 points
  • Carrot 1.76b produced, 9.25 points
  • Pumpkin 13.2m produced, 7.12 points
  • Cactus 410k produced, 5.61 points
  • Power 9k produced, 3.95 points
  • Bone 1.77m produced, 6.25 points
  • Weird substance 183m produced, 8.26 points
  • Gold 44.9k produced, 4.65 points
  • Water 260k produced, 5.42 points
  • Fertilizer 11.9k produced, 4.08 points

Produced by the end of the run. Pips: points each resource adds to the score, one per tenfold.

Score · economy-v1
72.54orders of magnitude · model mean 69.17
On seed 2
#3of 8 models
Cost
$21.62API-equivalent estimate
Real time
58m 17swall clock, not scored
timelineeconomy-v1 · sampled every 10 game-seconds

Score and what the agent did, over game time

Ticks under the axis: upgrade purchases.

Data table
Game timeScore
0s0.00
1h 00m26.6
2h 00m40.9
3h 00m54.7
4h 00m63.5
5h 00m69.7
6h 00m72.5
said0s · I'll start by looking at the farm and the available documentation.30s · Let me read the core docs in parallel.2m 30s · Running the harvest loop now; waiting until I have enough hay for Expand (30) and Plant (50).5m 20s · The farm is now 1x3. I'll write a wood-farming program that harvests whatever is ready, replants a bush, and cycles tiles.7m 20s · Wood is coming in. I'll grab Expand (3x3) and Speed level 2 now, then check what the bigger farm looks like.10m 40s · Bought Carrots and Operators. Now reading the carrots tutorial and the carrot entity page in parallel so I can design the next farm program.11m 10s · Plan: 6 carrot tiles (columns 0–1) and 3 bush tiles (column 2), with a one-time tilling setup. Stopping the old program, then I'll write and launch the new one.13m 10s · Needs: exact inventory, Variables (carrot 35), and the operators doc. All independent — requesting together.14m 00s · Needs now: Senses tutorial (position/entity sensing), Watering tutorial, Functions tutorial, and the updated research costs. All four are independent.14m 40s · Needs: a general sensing-based farm program (so it survives expansion), current inventory to see if Expand (wood 30 + carrot 20) is affordable. Writing the prog15m 20s · Needs next: run `farm` on the 4x4 grid and let it accumulate carrots/hay/wood. Only one action is needed here (the run).17m 30s · Needs: see the farm state to understand why carrots didn't increase (only an observe is needed; everything else depends on what it shows).17m 50s · Needs: (1) write the corrected `farm` program; (2) run it — but (2) depends on (1), so only the write goes out now.18m 00s · Needs: run the fixed program and let it work. One action.20m 00s · Needs: trees tutorial and the tree entity page (growth time, adjacency rules). Both independent.20m 20s · Plan: checkerboard trees/carrots (trees want no tree neighbors), with a hay fallback on row 0. Steps are sequential (stop → edit → run). Stopping now.20m 30s · Needs: (1) write farm v3; (2) run it — depends on (1). Only the write now.20m 40s · Needs next: run farm v3 and give it time to build up wood/carrots for Pumpkins (wood 500 + carrot 200). Only the run is needed now; later purchases depend on it24m 10s · Needs next: pumpkin tutorial, pumpkin entity page (growth/cost), and updated research costs (Expand level 4, Import, etc.). All three are independent of each ot25m 00s · Needs next: run `farm6` on the 6x6 grid. Checking the result depends on it running, so just the run now.27m 10s · Needs: (1) farm snapshot — check pumpkin zone and why hay is draining; (2) current carrot plant cost after the Carrots upgrade. Both independent.27m 50s · Needs: run `main`, and read the fertilizer tutorial. Independent — both now.30m 00s · Needs: (1) write updated `main` with fertilizer use on unripe trees/carrots; (2) read the debug doc; (3) run — depends on (1). Sending (1) and (2).30m 20s · Needs next: run `main` (everything after depends on its results). Just the run.33m 50s · Needs: sunflowers tutorial, sunflower entity page, and a current farm snapshot. All independent — requesting all three.34m 40s · Needs: run the new `main`; purchases wait (hay is the bottleneck, so Carrots 3 isn't worth it yet). Only the run now.36m 50s · Needs: (1) buy Grass upgrade (hay 300, now affordable at ~338); (2) farm snapshot to check sunflower zone health; (3) possibly rebalance toward more carrots — d37m 20s · Needs: (1) write the rebalanced `main`; (2) run it — depends on (1). Only the write now.37m 30s · Needs: run `main` for a few minutes to build pumpkins (Expand needs 1000) and carrots. Follow-up purchases depend on the result, so only the run now.41m 40s · Needs next: (1) Fertilizer 2 (wood 1500, affordable — doubles weird-substance production toward Mazes); (2) wait until pumpkins reach 1000 for the 8x8 Expand. I48m 41s · Needs: run `main8` on the new 8x8 grid; the next purchase decisions depend on its output. Only the run now.58m 01s · Needs listed: (1) buy Polyculture (pumpkin 3000, affordable now); (2) read its tutorial — depends on (1); (3) read the Lists tutorial — independent. Sending (1)58m 21s · Needs listed: (1) read the Polyculture tutorial (now unlocked); (2) check the farm snapshot — independent of (1). Sending both.58m 41s · Needs: (1) stop `main8` so I can add polyculture companion-planting (5x yield on grass/trees/carrots — big); (2) rewrite — depends on (1); (3) run — depends on 58m 51s · Needs: (1) write `main8` v2 with companion wishes; (2) run — depends on (1). Only the write now.59m 01s · Needs: (1) run `main8` v2 and watch for errors (tuple unpacking, `range`, `get_companion`); (2) everything else depends on whether it runs cleanly. Only the run1h 01m · Everything runs well. Needs now: Mazes at 1000 weird substance (~2 min away) and Cactus at 5000 pumpkins (later). Nothing to buy yet — just one wait until weird1h 03m · Needs: run the maze test (the farm snapshot afterwards depends on it finishing). Only the run now.1h 03m · Maze solved almost instantly for 64 gold. Needs: (1) see what the maze did to the farm; (2) decide gold strategy — depends on (1). Only the observe now.1h 04m · Needs list: (1) run `main8` v3; (2) Cactus purchase when pumpkins reach 5000 — depends on accumulation, so I'll fold it into a wait after the run. Only the run 1h 08m · Needs list: (1) Megafarm tutorial; (2) Cactus tutorial; (3) Cactus entity page; (4) updated research costs (Megafarm 2, Expand 12x12). None depends on another —1h 09m · Needs list: (1) run `mega8`; (2) check the farm after a short run — depends on (1). Only the run now.1h 11m · Nothing produced and power is draining — something is stuck. Needs list: (1) farm snapshot/output; (2) a fix — depends on (1). Only the observe now.1h 11m · Needs: run the debug solver (its output determines the fix). Only the run now.1h 12m · Needs list: (1) run `grab` to collect the treasure and clear the maze; (2) run `mega8` v2 — must come after (1) finishes since starting a program stops the runn1h 12m · Needs list: (1) run `mega8` v2; (2) a farm snapshot after ~60s — depends on (1) running. Only the run now.1h 13m · Cactus sort worked (+144 = 12²) and gold bursts resumed (+1280). Needs list: (1) farm snapshot to check pumpkin zone rebuild and power trend; (2) adjustments de1h 17m · Needs list: (1) buy Megafarm 2 (gold 8048 ≥ 8000) → 4 drones; (2) farm snapshot to design the 4-drone split; (3) rewrite for 4 drones — depends on (1)/(2). Send1h 18m · Needs list: (1) run `mega8x4` (stops the old one; it'll finish the leftover maze first); (2) a snapshot after it has run — depends on (1). Only the run now.1h 20m · Pumpkins exploded (+3968 in 2 min) but carrots fell and power isn't rising. Needs list: (1) farm snapshot to see the mixed and sunflower zones; (2) fixes depend5h 59m · The 6-hour budget is used up. Final state of the farm: ## Final inventory (on hand at the end; totals produced are higher since a lot was spent on upgrades) |5h 59m · The farm program is still running, so I'll just let the last 10 seconds tick by.6h 00m · The budget is fully used (6h elapsed, 0s remaining), and the run is over. There is nothing left to request — no further actions are possible. Final state standsaid: 53 entries, first at 0s
thought10m 10s · I have enough resources for both Carrots and Operators, so I'll buy them now while also checking the tile/soil docs in parallel.13m 40s · Inventory check shows enough hay, wood, and carrot to cover Senses, Functions, and Watering, so I'll proceed with all three along with the variables tutorial.15m 00s · Hay dropped to 0, stalling carrot planting, so my farm program now switches column 0 to grass when hay runs low. I'll also expand the farm to 4x4 and update N=417m 40s · Grass regrows instantly, so the tile never registers as empty and planting never happens. I'll stop the program, fix it to replace grass with the desired crop, 19m 40s · Carrots are now flowing (+96), so I'll buy Trees (50 wood + 70 carrots, which I can afford) and check the grid layout at the same time, then read the trees tuto23m 50s · I'll purchase Pumpkins, Speed 3, Watering 2, and Carrots 2 upgrades (all affordable with current wood/carrot stock) and take a farm snapshot in parallel, then p24m 40s · I'll expand to a 6x6 grid and write a new program for the pumpkin zone plus tree/carrot checkerboard under a different name, sending both requests together, the27m 30s · I found a stray carrot blocking the pumpkin merge and a cost issue causing hay shortages, plus I can afford Fertilizer at 500 wood. I'll fix the program by writ29m 40s · Pumpkins merged (+54); fertilizer's Weird Substance byproduct is needed for Mazes → gold → Megafarm. I'll send Watering 3 and the Debug upgrade now, then stop `33m 30s · I'll buy Sunflowers and stop `main` together, since hay is stuck at 150 and blocking the Grass/Trees upgrades at 300. After that, I'll read the sunflowers doc, 34m 20s · I'll write the new `main` with a 12-tile sunflower zone running at 2x drone speed and a higher hay threshold, while also checking the research costs for the nex37m 10s · Stopping `main` first, then I'll rewrite it with fewer trees, more carrot tiles, and HAY_MIN=150 since carrots are now the scarce input for pumpkins and sunflow48m 21s · I'll purchase the 8x8 expansion and Speed 4 upgrade, then set up a new 8x8 program with a 5x5 pumpkin zone, 12 sunflowers, and mixed crops elsewhere, sending bo51m 51s · I'll purchase the Pumpkins upgrade now (affordable at 1000 carrots, doubles yield) and take a farm snapshot to verify the 8x8 layout is working correctly, holdi52m 11s · Nothing to buy right now, so I'll wait until weird substance reaches 1000 (capped at 5 min) — next targets are Mazes, Utilities/Timing, and Lists.57m 21s · I've identified the needs: affordable Lists research, current costs for Expand 6/Cactus/Polyculture, and the later 5000-pumpkin Cactus purchase pending accumula57m 41s · Grass 3 is affordable now and Polyculture is only ~100 pumpkins away, so I'll send both; Cactus and the 12x12 expansion will have to wait.1h 01m · Trees, Carrots, and Speed upgrades are all affordable now, while Cactus and Mazes will need more resources to accumulate first. I'll go ahead and purchase the a1h 02m · I'll purchase Mazes (1000 weird) and Pumpkins 3 (4000 carrot) together now that carrots are plentiful, then move on to reading the mazes tutorial once that's do1h 03m · I'll read the Mazes tutorial and search the docs for "maze" to find Treasure/Hedge object pages, sending both requests together before tackling the needed progr1h 03m · I'll start by writing a new test program that plants a bush, grows the 8 weird variant, solves the maze via DFS, and harvests the treasure. I'll hold off on run1h 03m · I'll rewrite `main8` to add an integrated maze-burst trigger at ≥400 weird substance, since nothing's currently running and I can edit directly — the other step1h 08m · The gold burst paid off — 50 mazes netted +3200 gold. Now I'll buy the Megafarm and Cactus since both are affordable, then move on to reading their tutorials be1h 09m · I'll build the two-drone `mega8` program (drone A for pumpkins/companions/maze, drone B for sunflowers and a bubble-sorted cactus block, both avoiding hedges) a1h 11m · I'm stuck on this one maze after 7 successes, so I'll stop `mega8` and write a debug solver that prints progress on this exact maze, then run it to see what's g1h 11m · The solver's fine—the hang is from the drone interaction, so I'll fix drone B to retreat near burst threshold or hedges and have drone A respawn it, plus add a 1h 13m · I suspect drone A crashed mid-burst, which is why the maze stays unsolved while B keeps the program running. I'll wait for the program to finish and check its o1h 14m · It's running fine, not stuck — just ~3s per maze cycle, which is why snapshots caught it mid-run. I'll let it keep accumulating toward Megafarm 2 and the 12x12 1h 18m · I'll write the 4-drone program next (pumpkins, sunflowers, mixed zone, cactus block), then run it and expand the 12x12 farm once pumpkins accumulate to 8000.1h 20m · I've found the deadlock: helpers stop at ≥380 while A only triggers at ≥400, so income stalls at 388 since weird income depends on the helpers. I'll rewrite the1h 20m · I'll start the `mega` run now to break the deadlock and surface the sunflower debug output—the 8000-pumpkin wait and Expand purchase depend on this starting fir1h 22m · I'll speed up maze-solving by having all 4 drones tackle each maze in parallel with varied strategies, while also waiting for the current burst to finish before1h 24m · The edit failed because `mega` is still running and slowing things down (~6s/maze). I'll stop it first, then write and run the new version.1h 25m · I'll start by writing the parallel-solver `mega`, then run it once that's done.1h 25m · I've rewritten `mega` to solve mazes using 4 drones in parallel. Now I'll let it run—it'll finish the leftover maze first before farming resumes—and check back 1h 26m · Carrots/wood in the mixed zone are nearly flat, suggesting drone C may be malfunctioning — I'll pull a farm snapshot to confirm, then check the pumpkin count (~1h 27m · Next I'll buy the Expand 12x12 upgrade now that pumpkin (8385) covers the 8000 cost, then restart `mega` to pick up the new world size before taking a snapshot.1h 27m · I'll restart `mega` on the 12x12 grid now, then take a snapshot/inventory once it's been running for a bit.1h 29m · I'll pull a farm snapshot to check the mixed and pumpkin zones, which look unproductive early in the 12x12 run, along with current research costs (gold 7300+, c1h 29m · The maze bursts are too slow for the farm, so I'm switching gold strategy: stockpile weird substance and do one big burst later using the maze-reuse trick to sp1h 30m · I'll run `mega2` now to finish the leftover maze and start farming, then take a snapshot once it's done.1h 33m · I need to secure dinosaurs and carrots (using existing cactus and wood stock) plus a farm snapshot, with dinosaur docs waiting on the dinosaur purchase. I'll su1h 33m · Farm looks healthy with all four zones producing. I still need the Dinosaurs tutorial and docs on bones/dinosaur objects before integrating them into the progra1h 34m · I need the Apple object page for its cost and to buy Hats first so I have a safe one to switch back to before reading its doc—I'll send both requests together n1h 34m · I'll pull up the Hats tutorial to find the default hat name, and search the hats-related functions doc in parallel to confirm how to safely un-equip the dinosau1h 34m · I'll write `mega3`, extending `mega2` with a snake-game-style Hamiltonian-cycle phase over a tilled farm right after the gold burst, then run it.1h 34m · I'll start `mega3` to replace `mega2`, then wait roughly 6 minutes for the burst+dino sequence to complete before checking its output.1h 40m · I can afford Grass 4 (2500 wood) and Cactus 2 (20000 pumpkin) now, so I'll purchase both while also watching for the gold burst to hit 10000 before taking the s1h 40m · The burst is progressing (9 relocations in 20s and should accelerate as walls clear). I'll wait for the dino phase to finish and bones to appear before taking a1h 50m · I have enough gold (~32.1k) to buy Megafarm 3, so I'll do that now along with a snapshot to check the burst progress and drone layout — that'll inform an 8-dron1h 51m · Now that Megafarm 3 has its 8 drones, I'll write the `mega4` layout (sweeper, maintainers, sunflowers, mixed zones, cactus setup) with a one-time dino phase and1h 51m · I'll start `mega4` to solve the remaining maze, run the dino phase, and spin up the 8 drones, then check its output after a few minutes.1h 55m · Dino phase is in progress (91 apples eaten so far based on cactus spent). I'm waiting for bones to land before buying Polyculture 2 and snapshotting the 8-drone2h 00m · I'll write a small program to swap to the default Straw Hat so the tail gets harvested into bones, run it, and separately fix `mega4` to use that same hat with 2h 01m · I'll run `hat` first to harvest the tail into bones, then follow up with `mega4` once that completes—running them out of order would disrupt `hat`.2h 01m · I'll buy Polyculture 2 to double the companion multiplier and kick off `mega4` with 8 drones together, then check back with a snapshot after it runs a bit.2h 04m · I'll upgrade Pumpkins to level 4, Watering to level 5, and Fertilizer to level 3, all affordable with current resources, while also checking updated research co2h 05m · I'm waiting for pumpkins to hit 64000 (~7 min at current rate) so I can buy the 16x16 Expand, then restart `mega4`. For now, the only thing to do is keep waitin2h 08m · I'll go ahead with the independent step first: purchasing Expand and Grass 5, then restart `mega4` to pick up N=16 before taking the snapshot.2h 08m · I'll restart `mega4` on the 16x16 grid first, then take a snapshot once it's rebuilt.2h 12m · I'll buy Trees 4 and Dinosaurs 2 since they're affordable, then stop `mega4` to switch to a faster hybrid snake strategy (greedy pathing early, Hamiltonian cycl2h 13m · I'll rewrite `mega4` to enable the hybrid dino phase first, then run it afterward.2h 13m · I'll run mega4 now, starting with the dino phase before moving to 8-drone farming; buying Polyculture 3 will wait until bones arrive.2h 23m · The snake AI stalled at 22 apples, so I'll switch to a proven safe Hamiltonian cycle on the full 16x16 grid to generate enough bones for Polyculture 3. First, I2h 23m · I'll rewrite `mega4` with GREEDY_MAX set to 0 (pure cycle snake) and DO_DINO enabled, then run it afterward.2h 24m · I'll kick off the `mega4` run first (dino phase), then wait for bones to reach 50,000 before buying Polyculture 3.2h 25m · I need to wait for the snake to finish (bones reaching 50000) before the hat comes off, then buy Polyculture 3 and take a snapshot. For now, I'll just wait.2h 32m · I've got 130,050 bones banked. Now I'll buy Polyculture 3, pull next-tier pricing info, and grab a farm snapshot to confirm the drones rebuilt things after the 2h 33m · I'll send the affordable upgrades now—Pumpkins 5 and Trees 5—while also working toward cactus/bones targets to unlock Dinosaurs 3 and Polyculture 4, with the 222h 35m · I'll buy Dinosaurs 3 now (cactus requirement met) and restart `mega4` to resume farming, then wait for bones to reach 250k before buying Polyculture 4.2h 37m · I'll wait for the snake's bones to reach 250,000 before buying Polyculture 4 and taking a snapshot, since both depend on that milestone.2h 52m · I'll check the program output to confirm the bones count, and in parallel send off item spending for the surplus wood (Carrots 6, Grass 6), pumpkins, and cactus2h 52m · Snake run stalled at 157 cactus (apple price hike from Dinosaurs 3), but with 36k cactus I should finish one more run and hit Polyculture 4. I'll send Watering 2h 53m · I need to wait until bones reach 250,000 before I can buy Polyculture 4 and check research, so I'll focus on that wait for now.3h 02m · I'll send three independent requests: purchasing Polyculture 4, pulling refreshed research costs for planning, and a farm snapshot to confirm the rebuild after 3h 02m · I'm sending two things together: 6 Pumpkins (I have enough carrot for it) and a DO_DINO=False version of the program (`mega5`) so future restarts skip rerunning3h 03m · I need 512,000 pumpkins for the 22x22 Expand and 76,800 hay for Trees 6, but current resources fall short, so there's nothing actionable right now besides waiti3h 08m · Resources surged after Polyculture 4 (+613k carrots, +453k wood), so now I can afford to expand the 22x22, Trees 6, and Grass 7 upgrades. I'll send those along 3h 08m · I'll run `mega5` on the new 22x22 grid next, then follow up with a production check once it's had a few minutes to execute.3h 13m · I'll check the costs for Carrots 7, Pumpkins 7, Watering 8, and Megafarm 4, plus grab a farm snapshot to investigate the near-zero cactus output on the 22x22 pl3h 14m · I confirmed resources are sufficient for upgrading Pumpkins to 7 and Trees to 7, and the pumpkin-zone "empty" columns are just mid-replant, not an issue. Now I'3h 14m · Next I'll start `mega6` to kick off the gold phase, then wait for gold to hit 128000 so I can buy Megafarm 4 and restart with 16 drones.3h 16m · The gold phase is too slow on 22x22, so I'm abandoning Megafarm 4. I'll clear the maze by harvesting a hedge first, then restart mega5 before deciding on any fu3h 16m · I'll restart mega5 (8-drone farming on the 22x22 map) now, then follow up with a production check once it's running.3h 22m · I'll upgrade Watering 8 and Grass 8 since wood is sufficient (~3M), and pull a farm snapshot to check why the 108-tile cactus block hasn't harvested in 5 minute3h 22m · I'll rebalance the layout: shrink pumpkins to 6x6 and cactus/sunflowers to 4x4 (each with 1 drone), then allocate the remaining ~404 tiles across 6 mixed-crop d3h 22m · I'll run mega7 now, then follow up with a production comparison after about 5 minutes once it's complete.3h 27m · The mixed-zone rebalance worked great, netting +6.2M carrots, +8M wood, and +2.3M hay in just 5 minutes. Next I'll attempt upgrade purchases (Carrots 8, Pumpkin3h 28m · I can afford Watering 9 now with wood, and I'll also start working toward Dinosaurs 4 and the bigger snake build for Polyculture 5 while hay/wood accumulate for3h 38m · I'll spend the surplus by upgrading Carrots, Grass, Trees, and Pumpkins to level 9, all affordable with current resources, while also pulling a snapshot to inve3h 38m · Dinosaurs 4 is unaffordable now, so I'll run two 22x22 snake sessions to earn enough bones for Polyculture 5 instead, then write and execute `mega8` (mega7 plus3h 38m · I'll start mega8 next (two snake runs, then farming), then wait for bones to hit 1.25M to buy Polyculture 5.3h 41m · Snake run 1 is in progress (cycle 484). I'll wait for bones to reach 1,250,000 before buying Polyculture 5 and taking a snapshot, since both depend on this run 4h 31m · I'll cash out now rather than let run 2 continue — stopping and swapping the hat will harvest the current tail (~310k bones), pushing me past 1.25M total. Runni4h 31m · With bones at ~1.46M, I'll buy Polyculture 5 (1.25M bone) and restart `mega7` for 8-drone farming on the cleared farm, then check production once that's running4h 36m · I'll pull the current research costs for the last tiers (Carrots, Grass, Trees, Pumpkins) along with the exact inventory to see what's affordable before decidin4h 37m · Grass 10 and Cactus 4 are affordable now, so I'll purchase those immediately while waiting for carrot income to reach 65.5M to unlock Pumpkins, Trees, and Carro4h 38m · I can afford Pumpkins 10 now (carrot cost met), while Trees 10 and Carrots 10 need to wait for hay and wood to grow further. I'll go ahead and submit the Pumpki4h 39m · I'm set on Trees 10 since hay is affordable now, but Carrots 10 needs wood to reach 97.7M (currently ~32M, about 10 more minutes). I'll send both requests toget4h 41m · I'll buy Carrots 10 now that wood (97.7M) covers it—after that, nothing else is affordable or worth buying, so I'll just let the farm run with periodic checks f5h 11m · There's nothing left worth buying in the final 48 minutes—Expand would wipe the farm and we're drone-limited, while Megafarm/Dinosaurs upgrades are still out of5h 41m · I'll let the farm run for the remaining ~18 minutes, then take a closing snapshot once that wait completes.5h 59m · I'll grab one last snapshot of the farm state to use for the summary, since that's all that fits in the remaining time.thought: 103 entries, first at 10m 10s
read10s · docs_list 20s · research 30s · docs_read docs/home.md40s · docs_read docs/first_program.md50s · docs_read docs/getting_started.md2m 10s · docs_read docs/unlocks/speed.md4m 50s · docs_read docs/unlocks/expand_1.md5m 00s · docs_read docs/unlocks/plant.md5m 10s · research 5m 30s · docs_read objects/grass10m 20s · docs_read objects/soil10m 30s · docs_read functions/harvest10m 40s · docs_read docs/unlocks/carrots.md10m 50s · docs_read objects/carrot11m 00s · docs_read objects/bush13m 30s · docs_read docs/scripting/operators.md13m 50s · docs_read docs/scripting/variables.md14m 00s · docs_read docs/unlocks/senses.md14m 10s · docs_read docs/unlocks/watering.md14m 20s · docs_read docs/scripting/functions.md14m 30s · research 20m 00s · docs_read docs/unlocks/trees.md20m 10s · docs_read objects/tree24m 10s · docs_read docs/unlocks/pumpkins.md24m 20s · docs_read objects/pumpkin24m 30s · research 27m 20s · docs_read objects/carrot29m 30s · docs_read docs/unlocks/fertilizer.md30m 10s · docs_read docs/scripting/debug.md33m 50s · docs_read docs/unlocks/sunflowers.md34m 00s · docs_read objects/sunflower34m 30s · research 57m 31s · research 58m 11s · docs_read docs/scripting/lists.md58m 21s · docs_read docs/unlocks/polyculture.md1h 03m · docs_read docs/unlocks/mazes.md1h 08m · docs_read docs/unlocks/megafarm.md1h 08m · docs_read docs/unlocks/cactus.md1h 08m · docs_read objects/cactus1h 08m · research 1h 29m · research 1h 33m · docs_read docs/unlocks/dinosaurs.md1h 34m · docs_read objects/apple1h 34m · docs_read docs/unlocks/hats.md2h 04m · research 2h 32m · research 3h 02m · research 3h 13m · research 3h 27m · research 4h 36m · research read: 50 entries, first at 10s
runningrunning: 43 entries, first at 1m 30s
errorserrors: 1 entry, first at 1h 55m

Said: the agent's own progress messages. Thought: its thinking as the agent reported it. Read: docs and research. Wrote: program saves. Running: which program the farm ran. Text sits at the game time it was written; the game is paused while the agent thinks. Dots open the step in the log below.

how-it-playedcompared with Claude Fable 5.1's 3 valid seeds and the 8 models on seed 2

How it played

MeasureThis runModel meanSeed 2 meanWhat it counts
Resources opened11 of 1111 of 1110.1 of 11scored resources produced at least once
Study506043docs and research reads
Action overhead12%11%11%game time spent looking, reading and typing (10 s per call)
Tool calls260244231every action the agent took
Program writes382939accepted saves of a program
Program stints382939times a program was started and left running
Median stint4m 17s4m 39s5m 28show long a program usually ran before the next change
Cost per point$0.298$0.209$0.084API-equivalent estimate ÷ score

Farm idle 4% of samples; longest stint 1h 28m; 2 rejected writes.

production11 of 11 resources produced

Production and holdings

Each resource on its own scale. Ticks: purchases of the upgrade that feeds it. On the log scale each tenfold rise is one point.

  • Produced (cumulative, what the score counts)
  • Held (after spending)
Vertical scale
Wood2.5B produced · 9.40 pts
Wood2.5B produced · 9.40 pts
Carrot1.8B produced · 9.25 pts
Carrot1.8B produced · 9.25 pts
Hay362.8M produced · 8.56 pts
Hay362.8M produced · 8.56 pts
Weird substance183.1M produced · 8.26 pts
Weird substance183.1M produced · 8.26 pts
Pumpkin13.2M produced · 7.12 pts
Pumpkin13.2M produced · 7.12 pts
Bone1.8M produced · 6.25 pts
Bone1.8M produced · 6.25 pts
Cactus409.9K produced · 5.61 pts
Cactus409.9K produced · 5.61 pts
Water260.1K produced · 5.42 pts
Water260.1K produced · 5.42 pts
Gold44.9K produced · 4.65 pts
Gold44.9K produced · 4.65 pts
Fertilizer11.9K produced · 4.08 pts
Fertilizer11.9K produced · 4.08 pts
Power9K produced · 3.95 pts
Power9K produced · 3.95 pts
upgrades94 levels across 23 upgrades

Upgrade timeline

loopsloops: 1 entry, first at 2m 00s
speedspeed: 5 entries, first at 2m 00s
expandexpand: 8 entries, first at 4m 50s
plantplant: 1 entry, first at 4m 50s
carrotscarrots: 10 entries, first at 10m 20s
operatorsoperators: 1 entry, first at 10m 20s
variablesvariables: 1 entry, first at 13m 20s
sensessenses: 1 entry, first at 13m 50s
functionsfunctions: 2 entries, first at 13m 50s
wateringwatering: 9 entries, first at 13m 50s
treestrees: 10 entries, first at 19m 50s
pumpkinspumpkins: 10 entries, first at 24m 00s
fertilizerfertilizer: 4 entries, first at 27m 50s
debugdebug: 1 entry, first at 29m 50s
sunflowerssunflowers: 1 entry, first at 33m 40s
grassgrass: 9 entries, first at 37m 00s
listslists: 1 entry, first at 57m 31s
polyculturepolyculture: 5 entries, first at 58m 11s
mazesmazes: 1 entry, first at 1h 03m
megafarmmegafarm: 3 entries, first at 1h 08m
cactuscactus: 4 entries, first at 1h 08m
dinosaursdinosaurs: 3 entries, first at 1h 33m
hatshats: 3 entries, first at 1h 33m
Every purchase, with what the agent was told
Game timeCallUnlockedResult the agent saw
1m 50s{"upgrades":["loops","speed"]}loops 1, speed 1Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md.
4m 40s{"upgrades":["expand","plant","speed"]}expand 1, plant 1Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md.
7m 20s{"upgrades":["expand","speed"]}expand 2, speed 2Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md.
10m 10s{"upgrades":["carrots","operators"]}carrots 1, operators 1Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md.
13m 10s{"upgrades":["variables"]}variables 1Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md.
13m 40s{"upgrades":["senses","functions","watering"]}senses 1, functions 1, functions 1, watering 1Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md.
15m 00s{"upgrades":["expand"]}expand 3Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md.
19m 40s{"upgrades":["trees"]}trees 1Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md.
23m 50s{"upgrades":["pumpkins","speed","watering","carrots"]}pumpkins 1, speed 3, watering 2, carrots 2Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md.
24m 40s{"upgrades":["expand"]}expand 4Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md.
27m 40s{"upgrades":["fertilizer"]}fertilizer 1Bought fertilizer, now level 1. Paid wood 500. Its tutorial is docs page docs/unlocks/fertilizer.md.
29m 40s{"upgrades":["watering","debug"]}watering 3, debug 1Bought watering, now level 3. Paid wood 800. Its tutorial is docs page docs/unlocks/watering.md.
33m 30s{"upgrades":["sunflowers"]}sunflowers 1Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md.
36m 50s{"upgrades":["grass"]}grass 2Bought grass, now level 2. Paid hay 300.
41m 40s{"upgrades":["fertilizer"]}fertilizer 2Bought fertilizer, now level 2. Paid wood 1500. Its tutorial is docs page docs/unlocks/fertilizer.md.
48m 21s{"upgrades":["expand","speed"]}expand 5, speed 4Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md.
51m 51s{"upgrades":["pumpkins"]}pumpkins 2Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md.
57m 21s{"upgrades":["lists"]}lists 1Bought lists, now level 1. Paid carrot 500. Its tutorial is docs page docs/scripting/lists.md.
57m 41s{"upgrades":["grass"]}grass 3Bought grass, now level 3. Paid wood 500.
58m 01s{"upgrades":["polyculture"]}polyculture 1Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md.
1h 01m{"upgrades":["trees","carrots","speed"]}trees 2, carrots 3, speed 5Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md.
1h 02m{"upgrades":["mazes","pumpkins"]}mazes 1, pumpkins 3Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md.
1h 08m{"upgrades":["megafarm","cactus"]}megafarm 1, cactus 1Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md.
1h 09m{"upgrades":["watering"]}watering 4Bought watering, now level 4. Paid wood 3200. Its tutorial is docs page docs/unlocks/watering.md.
1h 17m{"upgrades":["megafarm"]}megafarm 2Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md.
1h 27m{"upgrades":["expand"]}expand 6Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md.
1h 29m{"upgrades":["trees"]}trees 3Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md.
1h 33m{"upgrades":["dinosaurs","carrots"]}dinosaurs 1, hats 1, carrots 4Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
1h 34m{"upgrades":["hats"]}—Could not buy hats: Already at maximum level.
1h 40m{"upgrades":["grass","cactus"]}grass 4, cactus 2Bought grass, now level 4. Paid wood 2500.
1h 50m{"upgrades":["megafarm"]}megafarm 3Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md.
2h 01m{"upgrades":["polyculture"]}polyculture 2Bought polyculture, now level 2. Paid bone 10000. Its tutorial is docs page docs/unlocks/polyculture.md.
2h 04m{"upgrades":["pumpkins","watering","fertilizer"]}pumpkins 4, watering 5, fertilizer 3Bought pumpkins, now level 4. Paid carrot 16000. Its tutorial is docs page docs/unlocks/pumpkins.md.
2h 08m{"upgrades":["expand","grass"]}expand 7, grass 5Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md.
2h 12m{"upgrades":["trees","dinosaurs"]}trees 4, dinosaurs 2, hats 1Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md.
2h 23m{"upgrades":["carrots","watering","fertilizer","cactus"]}carrots 5, watering 6, fertilizer 4, cactus 3Bought carrots, now level 5. Paid wood 31200. Its tutorial is docs page docs/unlocks/carrots.md.
2h 32m{"upgrades":["polyculture"]}polyculture 3Bought polyculture, now level 3. Paid bone 50000. Its tutorial is docs page docs/unlocks/polyculture.md.
2h 33m{"upgrades":["pumpkins","trees"]}pumpkins 5, trees 5Bought pumpkins, now level 5. Paid carrot 64000. Its tutorial is docs page docs/unlocks/pumpkins.md.
2h 35m{"upgrades":["dinosaurs"]}dinosaurs 3, hats 1Bought dinosaurs, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
2h 52m{"upgrades":["carrots","grass"]}carrots 6, grass 6Bought carrots, now level 6. Paid wood 156000. Its tutorial is docs page docs/unlocks/carrots.md.
2h 52m{"upgrades":["watering"]}watering 7Bought watering, now level 7. Paid wood 205000. Its tutorial is docs page docs/unlocks/watering.md.
3h 02m{"upgrades":["polyculture"]}polyculture 4Bought polyculture, now level 4. Paid bone 250000. Its tutorial is docs page docs/unlocks/polyculture.md.
3h 02m{"upgrades":["pumpkins"]}pumpkins 6Bought pumpkins, now level 6. Paid carrot 256000. Its tutorial is docs page docs/unlocks/pumpkins.md.
3h 08m{"upgrades":["expand","trees","grass"]}expand 8, trees 6, grass 7Bought expand, now level 8. Paid pumpkin 512000. Its tutorial is docs page docs/unlocks/expand_1.md.
3h 13m{"upgrades":["carrots"]}carrots 7Bought carrots, now level 7. Paid wood 781000. Its tutorial is docs page docs/unlocks/carrots.md.
3h 14m{"upgrades":["pumpkins","trees"]}pumpkins 7, trees 7Bought pumpkins, now level 7. Paid carrot 1020000. Its tutorial is docs page docs/unlocks/pumpkins.md.
3h 22m{"upgrades":["watering","grass"]}watering 8, grass 8Bought watering, now level 8. Paid wood 819000. Its tutorial is docs page docs/unlocks/watering.md.
3h 27m{"upgrades":["carrots","pumpkins","trees"]}carrots 8, pumpkins 8, trees 8Bought carrots, now level 8. Paid wood 3910000. Its tutorial is docs page docs/unlocks/carrots.md.
3h 28m{"upgrades":["watering"]}watering 9Bought watering, now level 9. Paid wood 3280000. Its tutorial is docs page docs/unlocks/watering.md.
3h 38m{"upgrades":["carrots","grass","trees","pumpkins"]}carrots 9, grass 9, trees 9, pumpkins 9Bought carrots, now level 9. Paid wood 19500000. Its tutorial is docs page docs/unlocks/carrots.md.
4h 31m{"upgrades":["polyculture"]}polyculture 5Bought polyculture, now level 5. Paid bone 1250000. Its tutorial is docs page docs/unlocks/polyculture.md.
4h 37m{"upgrades":["grass","cactus"]}grass 10, cactus 4Bought grass, now level 10. Paid wood 39100000.
4h 38m{"upgrades":["pumpkins"]}pumpkins 10Bought pumpkins, now level 10. Paid carrot 65500000. Its tutorial is docs page docs/unlocks/pumpkins.md.
4h 39m{"upgrades":["trees"]}trees 10Bought trees, now level 10. Paid hay 19700000. Its tutorial is docs page docs/unlocks/trees.md.
4h 41m{"upgrades":["carrots"]}carrots 10Bought carrots, now level 10. Paid wood 97700000. Its tutorial is docs page docs/unlocks/carrots.md.

Programs 40 writes, code as the agent wrote it

start.py1 write · 1 ran · first at 1m 10s
  1. r11m 10sRanFinal40 lines · ran 20s
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    Write result the agent saw
    Saved start (40 lines).
    Game time: 1m 20s elapsed, 5h 58m 40s of budget remaining.
    run_program at 1m 20s for 60s (agent saw)
    Ran start for 20s of game time; it finished.
    Inventory change: hay +40.
    Game time: 1m 50s elapsed, 5h 58m 10s of budget remaining.
    Output:
    (none)
loop_harvest.py2 writes · 1 ran · first at 2m 00s
  1. r12m 00sSaved, never run2 lines
    while True:
        harvest()
    Write result the agent saw
    Saved loop_harvest (2 lines).
    Game time: 2m 10s elapsed, 5h 57m 50s of budget remaining.
  2. r22m 20sRan3 lines · +2 −1 · ran 3m 10s
    while True:
        if can_harvest():
            harvest()
    Changes from the previous revision
      while True:
    -     harvest()
    +     if can_harvest():
    +         harvest()
    
    Write result the agent saw
    Saved loop_harvest (3 lines).
    Game time: 2m 30s elapsed, 5h 57m 30s of budget remaining.
    run_program at 2m 30s for 120s (agent saw)
    Ran loop_harvest for 2m of game time; it is still running.
    Inventory change: hay +239.
    Game time: 4m 40s elapsed, 5h 55m 20s of budget remaining.
    Output:
    (none)
bushes.py3 writes · 2 ran · first at 5m 20s
  1. r15m 20sRan5 lines · ran 2m 00s
    while True:
        if can_harvest():
            harvest()
            plant(Entities.Bush)
        move(North)
    Write result the agent saw
    Saved bushes (5 lines).
    Game time: 5m 30s elapsed, 5h 54m 30s of budget remaining.
    run_program at 5m 40s for 90s (agent saw)
    Ran bushes for 1m 30s of game time; it is still running.
    Inventory change: hay +7, wood +53.
    Game time: 7m 20s elapsed, 5h 52m 40s of budget remaining.
    Output:
    (none)
  2. —7m 30sRejected
    while True:
        if can_harvest():
            harvest()
            plant(Entities.Bush)
        move(North)
        if can_harvest():
            harvest()
            plant(Entities.Bush)
        move(North)
        if can_harvest():
            harvest()
            plant(Entities.Bush)
        move(North)
        move(East)
    Write result the agent saw
    Stop the program before editing it.
  3. r27m 50sRan14 lines · +9 −0 · ran 3m 10s
    while True:
        if can_harvest():
            harvest()
            plant(Entities.Bush)
        move(North)
        if can_harvest():
            harvest()
            plant(Entities.Bush)
        move(North)
        if can_harvest():
            harvest()
            plant(Entities.Bush)
        move(North)
        move(East)
    Changes from the previous revision
              plant(Entities.Bush)
          move(North)
    +     if can_harvest():
    +         harvest()
    +         plant(Entities.Bush)
    +     move(North)
    +     if can_harvest():
    +         harvest()
    +         plant(Entities.Bush)
    +     move(North)
    +     move(East)
    
    Write result the agent saw
    Saved bushes (14 lines).
    Game time: 8m elapsed, 5h 52m of budget remaining.
    run_program at 8m 00s for 120s (agent saw)
    Ran bushes for 2m of game time; it is still running.
    Inventory change: hay +23, wood +159.
    Game time: 10m 10s elapsed, 5h 49m 50s of budget remaining.
    Output:
    (none)
mixed3.py1 write · 1 ran · first at 11m 20s
  1. r111m 20sRan59 lines · ran 3m 50s
    clear()
    # setup: till columns 0 and 1 for carrots
    till()
    move(North)
    till()
    move(North)
    till()
    move(North)
    move(East)
    till()
    move(North)
    till()
    move(North)
    till()
    move(North)
    move(West)
    while True:
        # column 0: carrots
        if can_harvest():
            harvest()
        plant(Entities.Carrot)
        move(North)
        if can_harvest():
            harvest()
        plant(Entities.Carrot)
        move(North)
        if can_harvest():
            harvest()
        plant(Entities.Carrot)
        move(North)
        move(East)
        # column 1: carrots
        if can_harvest():
            harvest()
        plant(Entities.Carrot)
        move(North)
        if can_harvest():
            harvest()
        plant(Entities.Carrot)
        move(North)
        if can_harvest():
            harvest()
        plant(Entities.Carrot)
        move(North)
        move(East)
        # column 2: bushes
        if can_harvest():
            harvest()
        plant(Entities.Bush)
        move(North)
        if can_harvest():
            harvest()
        plant(Entities.Bush)
        move(North)
        if can_harvest():
            harvest()
        plant(Entities.Bush)
        move(North)
        move(East)
    Write result the agent saw
    Saved mixed3 (59 lines).
    Game time: 11m 30s elapsed, 5h 48m 30s of budget remaining.
    run_program at 11m 30s for 90s (agent saw)
    Ran mixed3 for 1m 30s of game time; it is still running.
    Inventory change: carrot +70, hay -49, wood +58.
    Game time: 13m 10s elapsed, 5h 46m 50s of budget remaining.
    Output:
    (none)
farm.py4 writes · 3 ran · first at 14m 40s
  1. r114m 40sSaved, never run32 lines
    N = 3
    
    def choose(x):
        if num_items(Items.Hay) < 100 and x == 0:
            return Entities.Grass
        if x == 0:
            return Entities.Bush
        return Entities.Carrot
    
    def work():
        x = get_pos_x()
        if can_harvest():
            harvest()
        if get_entity_type() == None:
            want = choose(x)
            if want == Entities.Carrot:
                if get_ground_type() != Grounds.Soil:
                    till()
            else:
                if get_ground_type() == Grounds.Soil:
                    till()
            plant(want)
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    while True:
        i = 0
        while i < N:
            work()
            move(North)
            i += 1
        move(East)
    Write result the agent saw
    Saved farm (32 lines).
    Game time: 14m 50s elapsed, 5h 45m 10s of budget remaining.
  2. r215m 10sRan32 lines · +1 −1 · ran 2m 20s
    N = 4
    
    def choose(x):
        if num_items(Items.Hay) < 100 and x == 0:
            return Entities.Grass
        if x == 0:
            return Entities.Bush
        return Entities.Carrot
    
    def work():
        x = get_pos_x()
        if can_harvest():
            harvest()
        if get_entity_type() == None:
            want = choose(x)
            if want == Entities.Carrot:
                if get_ground_type() != Grounds.Soil:
                    till()
            else:
                if get_ground_type() == Grounds.Soil:
                    till()
            plant(want)
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    while True:
        i = 0
        while i < N:
            work()
            move(North)
            i += 1
        move(East)
    Changes from the previous revision
    - N = 3
    + N = 4
      
      def choose(x):
    
    Write result the agent saw
    Saved farm (32 lines).
    Game time: 15m 20s elapsed, 5h 44m 40s of budget remaining.
    run_program at 15m 20s for 120s (agent saw)
    Ran farm for 2m of game time; it is still running.
    Inventory change: hay +220, water -9, wood +3.
    Game time: 17m 30s elapsed, 5h 42m 30s of budget remaining.
    Output:
    (none)
  3. r317m 50sRan35 lines · +5 −2 · ran 2m 20s
    N = 4
    
    def choose(x):
        if num_items(Items.Hay) < 100 and x == 0:
            return Entities.Grass
        if x == 0:
            return Entities.Bush
        return Entities.Carrot
    
    def work():
        x = get_pos_x()
        want = choose(x)
        if can_harvest():
            harvest()
        e = get_entity_type()
        if e != want and (e == None or e == Entities.Grass):
            if want == Entities.Carrot:
                if get_ground_type() != Grounds.Soil:
                    till()
            else:
                if get_ground_type() == Grounds.Soil:
                    till()
            if get_entity_type() != None:
                harvest()
            plant(want)
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    while True:
        i = 0
        while i < N:
            work()
            move(North)
            i += 1
        move(East)
    Changes from the previous revision
      def work():
          x = get_pos_x()
    +     want = choose(x)
          if can_harvest():
              harvest()
    -     if get_entity_type() == None:
    -         want = choose(x)
    +     e = get_entity_type()
    +     if e != want and (e == None or e == Entities.Grass):
              if want == Entities.Carrot:
                  if get_ground_type() != Grounds.Soil:
                  if get_ground_type() == Grounds.Soil:
                      till()
    +         if get_entity_type() != None:
    +             harvest()
              plant(want)
          if get_water() < 0.5 and num_items(Items.Water) > 0:
    
    Write result the agent saw
    Saved farm (35 lines).
    Game time: 18m elapsed, 5h 42m of budget remaining.
    run_program at 18m 00s for 90s (agent saw)
    Ran farm for 1m 30s of game time; it is still running.
    Inventory change: carrot +96, hay -41, water -2, wood -28.
    Game time: 19m 40s elapsed, 5h 40m 20s of budget remaining.
    Output:
    (none)
  4. r420m 30sRan36 lines · +6 −5 · ran 4m 20s
    N = 4
    
    def choose(x, y):
        if (x + y) % 2 == 0:
            return Entities.Tree
        if num_items(Items.Hay) < 150 and y == 0:
            return Entities.Grass
        return Entities.Carrot
    
    def work():
        x = get_pos_x()
        y = get_pos_y()
        want = choose(x, y)
        if can_harvest():
            harvest()
        e = get_entity_type()
        if e != want and (e == None or e == Entities.Grass):
            if want == Entities.Carrot:
                if get_ground_type() != Grounds.Soil:
                    till()
            else:
                if get_ground_type() == Grounds.Soil:
                    till()
            if get_entity_type() != None:
                harvest()
            plant(want)
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    while True:
        i = 0
        while i < N:
            work()
            move(North)
            i += 1
        move(East)
    Changes from the previous revision
      N = 4
      
    - def choose(x):
    -     if num_items(Items.Hay) < 100 and x == 0:
    + def choose(x, y):
    +     if (x + y) % 2 == 0:
    +         return Entities.Tree
    +     if num_items(Items.Hay) < 150 and y == 0:
              return Entities.Grass
    -     if x == 0:
    -         return Entities.Bush
          return Entities.Carrot
      
      def work():
          x = get_pos_x()
    -     want = choose(x)
    +     y = get_pos_y()
    +     want = choose(x, y)
          if can_harvest():
              harvest()
    
    Write result the agent saw
    Saved farm (36 lines).
    Game time: 20m 40s elapsed, 5h 39m 20s of budget remaining.
    run_program at 20m 40s for 180s (agent saw)
    Ran farm for 3m of game time; it is still running.
    Inventory change: carrot +192, hay -56, water -2, wood +908.
    Game time: 23m 50s elapsed, 5h 36m 10s of budget remaining.
    Output:
    (none)
farm6.py1 write · 1 ran · first at 24m 50s
  1. r124m 50sRan74 lines · ran 2m 50s
    N = 6
    PZ = 3  # pumpkin zone: x < PZ and y < PZ
    
    def choose(x, y):
        if x < PZ and y < PZ:
            return Entities.Pumpkin
        if (x + y) % 2 == 0:
            return Entities.Tree
        if num_items(Items.Hay) < 400 and y == 0:
            return Entities.Grass
        return Entities.Carrot
    
    def prep_ground(want):
        if want == Entities.Carrot or want == Entities.Pumpkin:
            if get_ground_type() != Grounds.Soil:
                till()
        else:
            if get_ground_type() == Grounds.Soil:
                till()
    
    def water():
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    def goto(tx, ty):
        while get_pos_x() != tx:
            move(East)
        while get_pos_y() != ty:
            move(North)
    
    # returns 1 if this tile is a ripe pumpkin, else 0
    def work():
        x = get_pos_x()
        y = get_pos_y()
        want = choose(x, y)
        if want == Entities.Pumpkin:
            e = get_entity_type()
            if e == Entities.Pumpkin:
                water()
                if can_harvest():
                    return 1
                return 0
            prep_ground(want)
            if e == Entities.Grass:
                harvest()
            plant(Entities.Pumpkin)
            water()
            return 0
        if can_harvest():
            harvest()
        e = get_entity_type()
        if e != want and (e == None or e == Entities.Grass):
            prep_ground(want)
            if get_entity_type() != None:
                harvest()
            plant(want)
        if want == Entities.Carrot:
            water()
        return 0
    
    while True:
        ready = 0
        i = 0
        while i < N:
            j = 0
            while j < N:
                ready += work()
                move(North)
                j += 1
            move(East)
            i += 1
        if ready == PZ * PZ:
            goto(0, 0)
            harvest()
    Write result the agent saw
    Saved farm6 (74 lines).
    Game time: 25m elapsed, 5h 35m of budget remaining.
    run_program at 25m 00s for 120s (agent saw)
    Ran farm6 for 2m of game time; it is still running.
    Inventory change: carrot +259, hay -107, wood +656.
    Game time: 27m 10s elapsed, 5h 32m 50s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Carrot.
    In: work
    plant(want)
         ^^    
    --------------------------------------------------------------------
main.py4 writes · 4 ran · first at 27m 30s
  1. r127m 30sRan74 lines · ran 2m 00s
    N = 6
    PZ = 3  # pumpkin zone: x < PZ and y < PZ
    
    def choose(x, y):
        if x < PZ and y < PZ:
            return Entities.Pumpkin
        if (x + y) % 2 == 0:
            return Entities.Tree
        if num_items(Items.Hay) < 150:
            return Entities.Grass
        return Entities.Carrot
    
    def prep_ground(want):
        if want == Entities.Carrot or want == Entities.Pumpkin:
            if get_ground_type() != Grounds.Soil:
                till()
        else:
            if get_ground_type() == Grounds.Soil:
                till()
    
    def water():
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    def goto(tx, ty):
        while get_pos_x() != tx:
            move(East)
        while get_pos_y() != ty:
            move(North)
    
    # returns 1 if this tile is a ripe pumpkin, else 0
    def work():
        x = get_pos_x()
        y = get_pos_y()
        want = choose(x, y)
        if want == Entities.Pumpkin:
            e = get_entity_type()
            if e == Entities.Pumpkin:
                water()
                if can_harvest():
                    return 1
                return 0
            if e != None and e != Entities.Dead_Pumpkin:
                harvest()
            prep_ground(want)
            plant(Entities.Pumpkin)
            water()
            return 0
        if can_harvest():
            harvest()
        e = get_entity_type()
        if e != want and (e == None or e == Entities.Grass):
            prep_ground(want)
            if get_entity_type() != None:
                harvest()
            plant(want)
        if want == Entities.Carrot:
            water()
        return 0
    
    while True:
        ready = 0
        i = 0
        while i < N:
            j = 0
            while j < N:
                ready += work()
                move(North)
                j += 1
            move(East)
            i += 1
        if ready == PZ * PZ:
            goto(0, 0)
            harvest()
    Write result the agent saw
    Saved main (74 lines).
    Game time: 27m 40s elapsed, 5h 32m 20s of budget remaining.
    run_program at 27m 50s for 90s (agent saw)
    Ran main for 1m 30s of game time; it is still running.
    Inventory change: carrot -19, fertilizer +9, hay +92, pumpkin +54, wood +535.
    Game time: 29m 30s elapsed, 5h 30m 30s of budget remaining.
    Output:
    (none)
  2. r230m 00sRan80 lines · +6 −0 · ran 3m 20s
    N = 6
    PZ = 3  # pumpkin zone: x < PZ and y < PZ
    
    def choose(x, y):
        if x < PZ and y < PZ:
            return Entities.Pumpkin
        if (x + y) % 2 == 0:
            return Entities.Tree
        if num_items(Items.Hay) < 150:
            return Entities.Grass
        return Entities.Carrot
    
    def prep_ground(want):
        if want == Entities.Carrot or want == Entities.Pumpkin:
            if get_ground_type() != Grounds.Soil:
                till()
        else:
            if get_ground_type() == Grounds.Soil:
                till()
    
    def water():
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    def fertilize():
        if num_items(Items.Fertilizer) > 0 and not can_harvest():
            use_item(Items.Fertilizer)
    
    def goto(tx, ty):
        while get_pos_x() != tx:
            move(East)
        while get_pos_y() != ty:
            move(North)
    
    # returns 1 if this tile is a ripe pumpkin, else 0
    def work():
        x = get_pos_x()
        y = get_pos_y()
        want = choose(x, y)
        if want == Entities.Pumpkin:
            e = get_entity_type()
            if e == Entities.Pumpkin:
                water()
                if can_harvest():
                    return 1
                return 0
            if e != None and e != Entities.Dead_Pumpkin:
                harvest()
            prep_ground(want)
            plant(Entities.Pumpkin)
            water()
            return 0
        if can_harvest():
            harvest()
        e = get_entity_type()
        if e != want and (e == None or e == Entities.Grass):
            prep_ground(want)
            if get_entity_type() != None:
                harvest()
            plant(want)
        if want == Entities.Carrot:
            water()
        if want != Entities.Grass:
            fertilize()
        return 0
    
    while True:
        ready = 0
        i = 0
        while i < N:
            j = 0
            while j < N:
                ready += work()
                move(North)
                j += 1
            move(East)
            i += 1
        if ready == PZ * PZ:
            goto(0, 0)
            harvest()
    Changes from the previous revision
              use_item(Items.Water)
      
    + def fertilize():
    +     if num_items(Items.Fertilizer) > 0 and not can_harvest():
    +         use_item(Items.Fertilizer)
    + 
      def goto(tx, ty):
          while get_pos_x() != tx:
          if want == Entities.Carrot:
              water()
    +     if want != Entities.Grass:
    +         fertilize()
          return 0
      
    
    Write result the agent saw
    Saved main (80 lines).
    Game time: 30m 10s elapsed, 5h 29m 50s of budget remaining.
    run_program at 30m 20s for 180s (agent saw)
    Ran main for 3m of game time; it is still running.
    Inventory change: carrot +95, fertilizer -15, hay +49, pumpkin +81, water -12, weird_substance +144, wood +690.
    Game time: 33m 30s elapsed, 5h 26m 30s of budget remaining.
    Output:
    (none)
  3. r334m 20sRan126 lines · +69 −23 · ran 2m 30s
    N = 6
    PZ = 3
    HAY_MIN = 350
    
    # 0 = pumpkin zone (x<3,y<3), 1 = sunflower zone (x>=3,y<4), 2 = mixed
    def zone(x, y):
        if x < PZ and y < PZ:
            return 0
        if x >= 3 and y < 4:
            return 1
        return 2
    
    def choose(x, y):
        if (x + y) % 2 == 0:
            return Entities.Tree
        if num_items(Items.Hay) < HAY_MIN:
            return Entities.Grass
        return Entities.Carrot
    
    def needs_soil(want):
        return want == Entities.Carrot or want == Entities.Pumpkin or want == Entities.Sunflower
    
    def prep_ground(want):
        if needs_soil(want):
            if get_ground_type() != Grounds.Soil:
                till()
        else:
            if get_ground_type() == Grounds.Soil:
                till()
    
    def water():
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    def fertilize():
        if num_items(Items.Fertilizer) > 0 and not can_harvest():
            use_item(Items.Fertilizer)
    
    def goto(tx, ty):
        while get_pos_x() != tx:
            move(East)
        while get_pos_y() != ty:
            move(North)
    
    # pumpkin tile: returns 1 if ripe pumpkin here
    def do_pumpkin():
        e = get_entity_type()
        if e == Entities.Pumpkin:
            water()
            if can_harvest():
                return 1
            return 0
        if e != None and e != Entities.Dead_Pumpkin:
            harvest()
        prep_ground(Entities.Pumpkin)
        plant(Entities.Pumpkin)
        water()
        return 0
    
    def do_mixed(x, y):
        want = choose(x, y)
        if can_harvest():
            harvest()
        e = get_entity_type()
        if e != want and (e == None or e == Entities.Grass):
            prep_ground(want)
            if get_entity_type() != None:
                harvest()
            plant(want)
        if want == Entities.Carrot:
            water()
        if want != Entities.Grass:
            fertilize()
    
    def plant_sun():
        prep_ground(Entities.Sunflower)
        plant(Entities.Sunflower)
        water()
    
    best = 0
    nsun = 0
    while True:
        ready = 0
        best_next = 0
        nsun_next = 0
        took_sun = False
        i = 0
        while i < N:
            j = 0
            while j < N:
                x = get_pos_x()
                y = get_pos_y()
                z = zone(x, y)
                if z == 0:
                    ready += do_pumpkin()
                elif z == 1:
                    e = get_entity_type()
                    if e == Entities.Sunflower:
                        p = measure()
                        if not took_sun and nsun >= 10 and p >= best and can_harvest():
                            harvest()
                            took_sun = True
                            plant_sun()
                            p = measure()
                        else:
                            water()
                    else:
                        if e != None:
                            harvest()
                        plant_sun()
                        p = measure()
                    if p != None:
                        nsun_next += 1
                        if p > best_next:
                            best_next = p
                else:
                    do_mixed(x, y)
                move(North)
                j += 1
            move(East)
            i += 1
        best = best_next
        nsun = nsun_next
        if ready == PZ * PZ:
            goto(0, 0)
            harvest()
    Changes from the previous revision
      N = 6
    - PZ = 3  # pumpkin zone: x < PZ and y < PZ
    + PZ = 3
    + HAY_MIN = 350
      
    - def choose(x, y):
    + # 0 = pumpkin zone (x<3,y<3), 1 = sunflower zone (x>=3,y<4), 2 = mixed
    + def zone(x, y):
          if x < PZ and y < PZ:
    -         return Entities.Pumpkin
    +         return 0
    +     if x >= 3 and y < 4:
    +         return 1
    +     return 2
    + 
    + def choose(x, y):
          if (x + y) % 2 == 0:
              return Entities.Tree
    -     if num_items(Items.Hay) < 150:
    +     if num_items(Items.Hay) < HAY_MIN:
              return Entities.Grass
          return Entities.Carrot
      
    + def needs_soil(want):
    +     return want == Entities.Carrot or want == Entities.Pumpkin or want == Entities.Sunflower
    + 
      def prep_ground(want):
    -     if want == Entities.Carrot or want == Entities.Pumpkin:
    +     if needs_soil(want):
              if get_ground_type() != Grounds.Soil:
                  till()
              move(North)
      
    - # returns 1 if this tile is a ripe pumpkin, else 0
    - def work():
    -     x = get_pos_x()
    -     y = get_pos_y()
    -     want = choose(x, y)
    -     if want == Entities.Pumpkin:
    -         e = get_entity_type()
    -         if e == Entities.Pumpkin:
    -             water()
    -             if can_harvest():
    -                 return 1
    -             return 0
    -         if e != None and e != Entities.Dead_Pumpkin:
    -             harvest()
    -         prep_ground(want)
    -         plant(Entities.Pumpkin)
    + # pumpkin tile: returns 1 if ripe pumpkin here
    + def do_pumpkin():
    +     e = get_entity_type()
    +     if e == Entities.Pumpkin:
              water()
    +         if can_harvest():
    +             return 1
              return 0
    +     if e != None and e != Entities.Dead_Pumpkin:
    +         harvest()
    +     prep_ground(Entities.Pumpkin)
    +     plant(Entities.Pumpkin)
    +     water()
    +     return 0
    + 
    + def do_mixed(x, y):
    +     want = choose(x, y)
          if can_harvest():
              harvest()
          if want != Entities.Grass:
              fertilize()
    -     return 0
      
    + def plant_sun():
    +     prep_ground(Entities.Sunflower)
    +     plant(Entities.Sunflower)
    +     water()
    + 
    + best = 0
    + nsun = 0
      while True:
          ready = 0
    +     best_next = 0
    +     nsun_next = 0
    +     took_sun = False
          i = 0
          while i < N:
              j = 0
              while j < N:
    -             ready += work()
    +             x = get_pos_x()
    +             y = get_pos_y()
    +             z = zone(x, y)
    +             if z == 0:
    +                 ready += do_pumpkin()
    +             elif z == 1:
    +                 e = get_entity_type()
    +                 if e == Entities.Sunflower:
    +                     p = measure()
    +                     if not took_sun and nsun >= 10 and p >= best and can_harvest():
    +                         harvest()
    +                         took_sun = True
    +                         plant_sun()
    +                         p = measure()
    +                     else:
    +                         water()
    +                 else:
    +                     if e != None:
    +                         harvest()
    +                     plant_sun()
    +                     p = measure()
    +                 if p != None:
    +                     nsun_next += 1
    +                     if p > best_next:
    +                         best_next = p
    +             else:
    +                 do_mixed(x, y)
                  move(North)
                  j += 1
              move(East)
              i += 1
    +     best = best_next
    +     nsun = nsun_next
          if ready == PZ * PZ:
              goto(0, 0)
    
    Write result the agent saw
    Saved main (126 lines).
    Game time: 34m 30s elapsed, 5h 25m 30s of budget remaining.
    run_program at 34m 40s for 120s (agent saw)
    Ran main for 2m of game time; it is still running.
    Inventory change: carrot -58, fertilizer -6, hay +185, power +82.17, pumpkin +135, water -24, weird_substance +49, wood +452.
    Game time: 36m 50s elapsed, 5h 23m 10s of budget remaining.
    Output:
    (none)
  4. r437m 20sRan126 lines · +2 −2 · ran 11m 11s
    N = 6
    PZ = 3
    HAY_MIN = 150
    
    # 0 = pumpkin zone (x<3,y<3), 1 = sunflower zone (x>=3,y<4), 2 = mixed
    def zone(x, y):
        if x < PZ and y < PZ:
            return 0
        if x >= 3 and y < 4:
            return 1
        return 2
    
    def choose(x, y):
        if y == 5 and x % 2 == 0:
            return Entities.Tree
        if num_items(Items.Hay) < HAY_MIN:
            return Entities.Grass
        return Entities.Carrot
    
    def needs_soil(want):
        return want == Entities.Carrot or want == Entities.Pumpkin or want == Entities.Sunflower
    
    def prep_ground(want):
        if needs_soil(want):
            if get_ground_type() != Grounds.Soil:
                till()
        else:
            if get_ground_type() == Grounds.Soil:
                till()
    
    def water():
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    def fertilize():
        if num_items(Items.Fertilizer) > 0 and not can_harvest():
            use_item(Items.Fertilizer)
    
    def goto(tx, ty):
        while get_pos_x() != tx:
            move(East)
        while get_pos_y() != ty:
            move(North)
    
    # pumpkin tile: returns 1 if ripe pumpkin here
    def do_pumpkin():
        e = get_entity_type()
        if e == Entities.Pumpkin:
            water()
            if can_harvest():
                return 1
            return 0
        if e != None and e != Entities.Dead_Pumpkin:
            harvest()
        prep_ground(Entities.Pumpkin)
        plant(Entities.Pumpkin)
        water()
        return 0
    
    def do_mixed(x, y):
        want = choose(x, y)
        if can_harvest():
            harvest()
        e = get_entity_type()
        if e != want and (e == None or e == Entities.Grass):
            prep_ground(want)
            if get_entity_type() != None:
                harvest()
            plant(want)
        if want == Entities.Carrot:
            water()
        if want != Entities.Grass:
            fertilize()
    
    def plant_sun():
        prep_ground(Entities.Sunflower)
        plant(Entities.Sunflower)
        water()
    
    best = 0
    nsun = 0
    while True:
        ready = 0
        best_next = 0
        nsun_next = 0
        took_sun = False
        i = 0
        while i < N:
            j = 0
            while j < N:
                x = get_pos_x()
                y = get_pos_y()
                z = zone(x, y)
                if z == 0:
                    ready += do_pumpkin()
                elif z == 1:
                    e = get_entity_type()
                    if e == Entities.Sunflower:
                        p = measure()
                        if not took_sun and nsun >= 10 and p >= best and can_harvest():
                            harvest()
                            took_sun = True
                            plant_sun()
                            p = measure()
                        else:
                            water()
                    else:
                        if e != None:
                            harvest()
                        plant_sun()
                        p = measure()
                    if p != None:
                        nsun_next += 1
                        if p > best_next:
                            best_next = p
                else:
                    do_mixed(x, y)
                move(North)
                j += 1
            move(East)
            i += 1
        best = best_next
        nsun = nsun_next
        if ready == PZ * PZ:
            goto(0, 0)
            harvest()
    Changes from the previous revision
      N = 6
      PZ = 3
    - HAY_MIN = 350
    + HAY_MIN = 150
      
      # 0 = pumpkin zone (x<3,y<3), 1 = sunflower zone (x>=3,y<4), 2 = mixed
      
      def choose(x, y):
    -     if (x + y) % 2 == 0:
    +     if y == 5 and x % 2 == 0:
              return Entities.Tree
          if num_items(Items.Hay) < HAY_MIN:
    
    Write result the agent saw
    Saved main (126 lines).
    Game time: 37m 30s elapsed, 5h 22m 30s of budget remaining.
    run_program at 37m 30s for 240s (agent saw)
    Ran main for 4m of game time; it is still running.
    Inventory change: carrot +392, fertilizer -2, hay +46, power +140.04, pumpkin +270, water -9, weird_substance +54, wood +168.
    Game time: 41m 40s elapsed, 5h 18m 20s of budget remaining.
    Output:
    (none)
main8.py3 writes · 3 ran · first at 48m 31s
  1. r148m 31sRan128 lines · ran 10m 00s
    N = 8
    PZ = 5
    HAY_MIN = 150
    SX = 5  # sunflower zone: x >= SX and y < SY
    SY = 4
    
    # 0 = pumpkin zone, 1 = sunflower zone, 2 = mixed
    def zone(x, y):
        if x < PZ and y < PZ:
            return 0
        if x >= SX and y < SY:
            return 1
        return 2
    
    def choose(x, y):
        if y == N - 1 and x % 2 == 0:
            return Entities.Tree
        if num_items(Items.Hay) < HAY_MIN:
            return Entities.Grass
        return Entities.Carrot
    
    def needs_soil(want):
        return want == Entities.Carrot or want == Entities.Pumpkin or want == Entities.Sunflower
    
    def prep_ground(want):
        if needs_soil(want):
            if get_ground_type() != Grounds.Soil:
                till()
        else:
            if get_ground_type() == Grounds.Soil:
                till()
    
    def water():
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    def fertilize():
        if num_items(Items.Fertilizer) > 0 and not can_harvest():
            use_item(Items.Fertilizer)
    
    def goto(tx, ty):
        while get_pos_x() != tx:
            move(East)
        while get_pos_y() != ty:
            move(North)
    
    # pumpkin tile: returns 1 if ripe pumpkin here
    def do_pumpkin():
        e = get_entity_type()
        if e == Entities.Pumpkin:
            water()
            if can_harvest():
                return 1
            return 0
        if e != None and e != Entities.Dead_Pumpkin:
            harvest()
        prep_ground(Entities.Pumpkin)
        plant(Entities.Pumpkin)
        water()
        return 0
    
    def do_mixed(x, y):
        want = choose(x, y)
        if can_harvest():
            harvest()
        e = get_entity_type()
        if e != want and (e == None or e == Entities.Grass):
            prep_ground(want)
            if get_entity_type() != None:
                harvest()
            plant(want)
        if want == Entities.Carrot:
            water()
        if want != Entities.Grass:
            fertilize()
    
    def plant_sun():
        prep_ground(Entities.Sunflower)
        plant(Entities.Sunflower)
        water()
    
    best = 0
    nsun = 0
    while True:
        ready = 0
        best_next = 0
        nsun_next = 0
        took_sun = False
        i = 0
        while i < N:
            j = 0
            while j < N:
                x = get_pos_x()
                y = get_pos_y()
                z = zone(x, y)
                if z == 0:
                    ready += do_pumpkin()
                elif z == 1:
                    e = get_entity_type()
                    if e == Entities.Sunflower:
                        p = measure()
                        if not took_sun and nsun >= 10 and p >= best and can_harvest():
                            harvest()
                            took_sun = True
                            plant_sun()
                            p = measure()
                        else:
                            water()
                    else:
                        if e != None:
                            harvest()
                        plant_sun()
                        p = measure()
                    if p != None:
                        nsun_next += 1
                        if p > best_next:
                            best_next = p
                else:
                    do_mixed(x, y)
                move(North)
                j += 1
            move(East)
            i += 1
        best = best_next
        nsun = nsun_next
        if ready == PZ * PZ:
            goto(0, 0)
            harvest()
    Write result the agent saw
    Saved main8 (128 lines).
    Game time: 48m 41s elapsed, 5h 11m 19s of budget remaining.
    run_program at 48m 41s for 180s (agent saw)
    Ran main8 for 3m of game time; it is still running.
    Inventory change: carrot +577, hay -10, power +36.51, pumpkin +625, weird_substance +58, wood +24.
    Game time: 51m 51s elapsed, 5h 8m 9s of budget remaining.
    Output:
    (none)
  2. r258m 51sRan151 lines · +24 −1 · ran 4m 30s
    N = 8
    PZ = 5
    HAY_MIN = 150
    SX = 5  # sunflower zone: x >= SX and y < SY
    SY = 4
    
    # 0 = pumpkin zone, 1 = sunflower zone, 2 = mixed
    def zone(x, y):
        if x < PZ and y < PZ:
            return 0
        if x >= SX and y < SY:
            return 1
        return 2
    
    def choose(x, y):
        if y == N - 1 and x % 2 == 0:
            return Entities.Tree
        if num_items(Items.Hay) < HAY_MIN:
            return Entities.Grass
        return Entities.Carrot
    
    def needs_soil(want):
        return want == Entities.Carrot or want == Entities.Pumpkin or want == Entities.Sunflower
    
    def prep_ground(want):
        if needs_soil(want):
            if get_ground_type() != Grounds.Soil:
                till()
        else:
            if get_ground_type() == Grounds.Soil:
                till()
    
    def water():
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    def fertilize():
        if num_items(Items.Fertilizer) > 0 and not can_harvest():
            use_item(Items.Fertilizer)
    
    def goto(tx, ty):
        while get_pos_x() != tx:
            move(East)
        while get_pos_y() != ty:
            move(North)
    
    # pumpkin tile: returns 1 if ripe pumpkin here
    def do_pumpkin():
        e = get_entity_type()
        if e == Entities.Pumpkin:
            water()
            if can_harvest():
                return 1
            return 0
        if e != None and e != Entities.Dead_Pumpkin:
            harvest()
        prep_ground(Entities.Pumpkin)
        plant(Entities.Pumpkin)
        water()
        return 0
    
    # companion bookkeeping (flat index x*N+y)
    wish = []
    mywish = []
    for k in range(N * N):
        wish.append(None)
        mywish.append(None)
    
    def do_mixed(x, y):
        idx = x * N + y
        want = wish[idx]
        if want == None:
            want = choose(x, y)
        if can_harvest():
            harvest()
            t = mywish[idx]
            if t != None:
                if wish[t] != None:
                    wish[t] = None
                mywish[idx] = None
        e = get_entity_type()
        if e != want and (e == None or e == Entities.Grass):
            prep_ground(want)
            if get_entity_type() != None:
                harvest()
            plant(want)
            c = get_companion()
            if c != None:
                ctype, cpos = c
                cx, cy = cpos
                if cx >= 0 and cx < N and cy >= 0 and cy < N and zone(cx, cy) == 2:
                    ti = cx * N + cy
                    wish[ti] = ctype
                    mywish[idx] = ti
        if want == Entities.Carrot:
            water()
        if want != Entities.Grass:
            fertilize()
    
    def plant_sun():
        prep_ground(Entities.Sunflower)
        plant(Entities.Sunflower)
        water()
    
    best = 0
    nsun = 0
    while True:
        ready = 0
        best_next = 0
        nsun_next = 0
        took_sun = False
        i = 0
        while i < N:
            j = 0
            while j < N:
                x = get_pos_x()
                y = get_pos_y()
                z = zone(x, y)
                if z == 0:
                    ready += do_pumpkin()
                elif z == 1:
                    e = get_entity_type()
                    if e == Entities.Sunflower:
                        p = measure()
                        if not took_sun and nsun >= 10 and p >= best and can_harvest():
                            harvest()
                            took_sun = True
                            plant_sun()
                            p = measure()
                        else:
                            water()
                    else:
                        if e != None:
                            harvest()
                        plant_sun()
                        p = measure()
                    if p != None:
                        nsun_next += 1
                        if p > best_next:
                            best_next = p
                else:
                    do_mixed(x, y)
                move(North)
                j += 1
            move(East)
            i += 1
        best = best_next
        nsun = nsun_next
        if ready == PZ * PZ:
            goto(0, 0)
            harvest()
    Changes from the previous revision
          return 0
      
    + # companion bookkeeping (flat index x*N+y)
    + wish = []
    + mywish = []
    + for k in range(N * N):
    +     wish.append(None)
    +     mywish.append(None)
    + 
      def do_mixed(x, y):
    -     want = choose(x, y)
    +     idx = x * N + y
    +     want = wish[idx]
    +     if want == None:
    +         want = choose(x, y)
          if can_harvest():
              harvest()
    +         t = mywish[idx]
    +         if t != None:
    +             if wish[t] != None:
    +                 wish[t] = None
    +             mywish[idx] = None
          e = get_entity_type()
          if e != want and (e == None or e == Entities.Grass):
                  harvest()
              plant(want)
    +         c = get_companion()
    +         if c != None:
    +             ctype, cpos = c
    +             cx, cy = cpos
    +             if cx >= 0 and cx < N and cy >= 0 and cy < N and zone(cx, cy) == 2:
    +                 ti = cx * N + cy
    +                 wish[ti] = ctype
    +                 mywish[idx] = ti
          if want == Entities.Carrot:
              water()
    
    Write result the agent saw
    Saved main8 (151 lines).
    Game time: 59m 1s elapsed, 5h 59s of budget remaining.
    run_program at 59m 01s for 120s (agent saw)
    Ran main8 for 2m of game time; it is still running.
    Inventory change: carrot +1704, fertilizer -4, hay +174, power +23.11, pumpkin +750, water -8, weird_substance +139, wood +843.
    Game time: 1h 1m 11s elapsed, 4h 58m 49s of budget remaining.
    Output:
    (none)
  3. r31h 03mRan212 lines · +62 −1 · ran 5m 20s
    N = 8
    PZ = 5
    HAY_MIN = 150
    SX = 5  # sunflower zone: x >= SX and y < SY
    SY = 4
    WEIRD_BURST = 400
    
    DIRS = [North, East, South, West]
    DX = [0, 1, 0, -1]
    DY = [1, 0, -1, 0]
    
    # 0 = pumpkin zone, 1 = sunflower zone, 2 = mixed
    def zone(x, y):
        if x < PZ and y < PZ:
            return 0
        if x >= SX and y < SY:
            return 1
        return 2
    
    def choose(x, y):
        if y == N - 1 and x % 2 == 0:
            return Entities.Tree
        if num_items(Items.Hay) < HAY_MIN:
            return Entities.Grass
        return Entities.Carrot
    
    def needs_soil(want):
        return want == Entities.Carrot or want == Entities.Pumpkin or want == Entities.Sunflower
    
    def prep_ground(want):
        if needs_soil(want):
            if get_ground_type() != Grounds.Soil:
                till()
        else:
            if get_ground_type() == Grounds.Soil:
                till()
    
    def water():
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    def fertilize():
        if num_items(Items.Fertilizer) > 0 and not can_harvest():
            use_item(Items.Fertilizer)
    
    def goto(tx, ty):
        while get_pos_x() != tx:
            move(East)
        while get_pos_y() != ty:
            move(North)
    
    # ---------- mazes ----------
    def solve():
        visited = []
        for k in range(N * N):
            visited.append(False)
        path = []
        visited[get_pos_x() * N + get_pos_y()] = True
        steps = 0
        while get_entity_type() != Entities.Treasure and steps < 2000:
            steps += 1
            x = get_pos_x()
            y = get_pos_y()
            moved = False
            for d in range(4):
                nx = x + DX[d]
                ny = y + DY[d]
                if nx < 0 or nx >= N or ny < 0 or ny >= N:
                    continue
                if visited[nx * N + ny]:
                    continue
                if can_move(DIRS[d]):
                    move(DIRS[d])
                    visited[nx * N + ny] = True
                    path.append(d)
                    moved = True
                    break
            if not moved:
                if len(path) == 0:
                    return False
                d = path.pop()
                move(DIRS[(d + 2) % 4])
        return get_entity_type() == Entities.Treasure
    
    def maze_burst():
        count = 0
        while num_items(Items.Weird_Substance) >= N:
            if get_entity_type() != None:
                harvest()
            if get_ground_type() == Grounds.Soil:
                till()
            plant(Entities.Bush)
            use_item(Items.Weird_Substance, N)
            solve()
            harvest()
            count += 1
        quick_print("mazes", count, "gold", num_items(Items.Gold))
    
    # ---------- pumpkins ----------
    # pumpkin tile: returns 1 if ripe pumpkin here
    def do_pumpkin():
        e = get_entity_type()
        if e == Entities.Pumpkin:
            water()
            if can_harvest():
                return 1
            return 0
        if e != None and e != Entities.Dead_Pumpkin:
            harvest()
        prep_ground(Entities.Pumpkin)
        plant(Entities.Pumpkin)
        water()
        return 0
    
    # ---------- mixed zone with companions ----------
    wish = []
    mywish = []
    for k in range(N * N):
        wish.append(None)
        mywish.append(None)
    
    def clear_wishes():
        for k in range(N * N):
            wish[k] = None
            mywish[k] = None
    
    def do_mixed(x, y):
        idx = x * N + y
        want = wish[idx]
        if want == None:
            want = choose(x, y)
        if can_harvest():
            harvest()
            t = mywish[idx]
            if t != None:
                if wish[t] != None:
                    wish[t] = None
                mywish[idx] = None
        e = get_entity_type()
        if e != want and (e == None or e == Entities.Grass):
            prep_ground(want)
            if get_entity_type() != None:
                harvest()
            plant(want)
            c = get_companion()
            if c != None:
                ctype, cpos = c
                cx, cy = cpos
                if cx >= 0 and cx < N and cy >= 0 and cy < N and zone(cx, cy) == 2:
                    ti = cx * N + cy
                    wish[ti] = ctype
                    mywish[idx] = ti
        if want == Entities.Carrot:
            water()
        if want != Entities.Grass:
            fertilize()
    
    def plant_sun():
        prep_ground(Entities.Sunflower)
        plant(Entities.Sunflower)
        water()
    
    best = 0
    nsun = 0
    while True:
        ready = 0
        best_next = 0
        nsun_next = 0
        took_sun = False
        i = 0
        while i < N:
            j = 0
            while j < N:
                x = get_pos_x()
                y = get_pos_y()
                z = zone(x, y)
                if z == 0:
                    ready += do_pumpkin()
                elif z == 1:
                    e = get_entity_type()
                    if e == Entities.Sunflower:
                        p = measure()
                        if not took_sun and nsun >= 10 and p >= best and can_harvest():
                            harvest()
                            took_sun = True
                            plant_sun()
                            p = measure()
                        else:
                            water()
                    else:
                        if e != None:
                            harvest()
                        plant_sun()
                        p = measure()
                    if p != None:
                        nsun_next += 1
                        if p > best_next:
                            best_next = p
                else:
                    do_mixed(x, y)
                move(North)
                j += 1
            move(East)
            i += 1
        best = best_next
        nsun = nsun_next
        if ready == PZ * PZ:
            goto(0, 0)
            harvest()
        if num_items(Items.Weird_Substance) >= WEIRD_BURST:
            maze_burst()
            clear_wishes()
    Changes from the previous revision
      SX = 5  # sunflower zone: x >= SX and y < SY
      SY = 4
    + WEIRD_BURST = 400
      
    + DIRS = [North, East, South, West]
    + DX = [0, 1, 0, -1]
    + DY = [1, 0, -1, 0]
    + 
      # 0 = pumpkin zone, 1 = sunflower zone, 2 = mixed
      def zone(x, y):
              move(North)
      
    + # ---------- mazes ----------
    + def solve():
    +     visited = []
    +     for k in range(N * N):
    +         visited.append(False)
    +     path = []
    +     visited[get_pos_x() * N + get_pos_y()] = True
    +     steps = 0
    +     while get_entity_type() != Entities.Treasure and steps < 2000:
    +         steps += 1
    +         x = get_pos_x()
    +         y = get_pos_y()
    +         moved = False
    +         for d in range(4):
    +             nx = x + DX[d]
    +             ny = y + DY[d]
    +             if nx < 0 or nx >= N or ny < 0 or ny >= N:
    +                 continue
    +             if visited[nx * N + ny]:
    +                 continue
    +             if can_move(DIRS[d]):
    +                 move(DIRS[d])
    +                 visited[nx * N + ny] = True
    +                 path.append(d)
    +                 moved = True
    +                 break
    +         if not moved:
    +             if len(path) == 0:
    +                 return False
    +             d = path.pop()
    +             move(DIRS[(d + 2) % 4])
    +     return get_entity_type() == Entities.Treasure
    + 
    + def maze_burst():
    +     count = 0
    +     while num_items(Items.Weird_Substance) >= N:
    +         if get_entity_type() != None:
    +             harvest()
    +         if get_ground_type() == Grounds.Soil:
    +             till()
    +         plant(Entities.Bush)
    +         use_item(Items.Weird_Substance, N)
    +         solve()
    +         harvest()
    +         count += 1
    +     quick_print("mazes", count, "gold", num_items(Items.Gold))
    + 
    + # ---------- pumpkins ----------
      # pumpkin tile: returns 1 if ripe pumpkin here
      def do_pumpkin():
          return 0
      
    - # companion bookkeeping (flat index x*N+y)
    + # ---------- mixed zone with companions ----------
      wish = []
      mywish = []
          mywish.append(None)
      
    + def clear_wishes():
    +     for k in range(N * N):
    +         wish[k] = None
    +         mywish[k] = None
    + 
      def do_mixed(x, y):
          idx = x * N + y
              goto(0, 0)
              harvest()
    +     if num_items(Items.Weird_Substance) >= WEIRD_BURST:
    +         maze_burst()
    +         clear_wishes()
    
    Write result the agent saw
    Saved main8 (212 lines).
    Game time: 1h 4m 1s elapsed, 4h 55m 59s of budget remaining.
    run_program at 1h 04m for 240s (agent saw)
    Ran main8 for 4m of game time; it is still running.
    Inventory change: carrot +3920, fertilizer +17, gold +3200, hay +244, power -130.95, pumpkin +2500, water +30, weird_substance -152, wood +1042.
    Game time: 1h 8m 11s elapsed, 4h 51m 49s of budget remaining.
    Output:
    mazes 50 gold 3264
maze.py1 write · 1 ran · first at 1h 03m
  1. r11h 03mRan50 lines · ran 0s
    N = 8
    DIRS = [North, East, South, West]
    DX = [0, 1, 0, -1]
    DY = [1, 0, -1, 0]
    
    def solve():
        visited = []
        for k in range(N * N):
            visited.append(False)
        path = []
        visited[get_pos_x() * N + get_pos_y()] = True
        steps = 0
        while get_entity_type() != Entities.Treasure and steps < 2000:
            steps += 1
            x = get_pos_x()
            y = get_pos_y()
            moved = False
            for d in range(4):
                nx = x + DX[d]
                ny = y + DY[d]
                if nx < 0 or nx >= N or ny < 0 or ny >= N:
                    continue
                if visited[nx * N + ny]:
                    continue
                if can_move(DIRS[d]):
                    move(DIRS[d])
                    visited[nx * N + ny] = True
                    path.append(d)
                    moved = True
                    break
            if not moved:
                if len(path) == 0:
                    quick_print("stuck")
                    return False
                d = path.pop()
                move(DIRS[(d + 2) % 4])
        return get_entity_type() == Entities.Treasure
    
    g0 = num_items(Items.Gold)
    if get_entity_type() != None:
        harvest()
    if get_ground_type() == Grounds.Soil:
        till()
    plant(Entities.Bush)
    use_item(Items.Weird_Substance, 8)
    quick_print(get_entity_type())
    ok = solve()
    quick_print(ok)
    harvest()
    quick_print(num_items(Items.Gold) - g0)
    Write result the agent saw
    Saved maze (50 lines).
    Game time: 1h 3m 30s elapsed, 4h 56m 30s of budget remaining.
    run_program at 1h 03m for 60s (agent saw)
    Ran maze for 0s of game time; it finished.
    Inventory change: gold +64, power -0.43, weird_substance -8.
    Game time: 1h 3m 41s elapsed, 4h 56m 19s of budget remaining.
    Output:
    Entities.Hedge
    True
    64
mega8.py3 writes · 3 ran · first at 1h 09m
  1. r11h 09mRan271 lines · ran 1m 50s
    N = 8
    PZ = 5      # pumpkin zone x<PZ,y<PZ ; mixed zone x<PZ,y>=PZ
    SY = 4      # sunflower zone x>=PZ,y<SY ; cactus zone x>=PZ,y>=SY
    HAY_MIN = 150
    WEIRD_BURST = 400
    
    DIRS = [North, East, South, West]
    DX = [0, 1, 0, -1]
    DY = [1, 0, -1, 0]
    
    def blocked():
        e = get_entity_type()
        return e == Entities.Hedge or e == Entities.Treasure
    
    def needs_soil(want):
        return want == Entities.Carrot or want == Entities.Pumpkin or want == Entities.Sunflower or want == Entities.Cactus
    
    def prep_ground(want):
        if needs_soil(want):
            if get_ground_type() != Grounds.Soil:
                till()
        else:
            if get_ground_type() == Grounds.Soil:
                till()
    
    def water():
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    def fertilize():
        if num_items(Items.Fertilizer) > 0 and not can_harvest():
            use_item(Items.Fertilizer)
    
    def goto(tx, ty):
        n = 0
        while get_pos_x() != tx and n < 3 * N:
            move(East)
            n += 1
        n = 0
        while get_pos_y() != ty and n < 3 * N:
            move(North)
            n += 1
    
    # ---------- mazes (drone A) ----------
    def solve():
        visited = []
        for k in range(N * N):
            visited.append(False)
        path = []
        visited[get_pos_x() * N + get_pos_y()] = True
        steps = 0
        while get_entity_type() != Entities.Treasure and steps < 2000:
            steps += 1
            x = get_pos_x()
            y = get_pos_y()
            moved = False
            for d in range(4):
                nx = x + DX[d]
                ny = y + DY[d]
                if nx < 0 or nx >= N or ny < 0 or ny >= N:
                    continue
                if visited[nx * N + ny]:
                    continue
                if can_move(DIRS[d]):
                    move(DIRS[d])
                    visited[nx * N + ny] = True
                    path.append(d)
                    moved = True
                    break
            if not moved:
                if len(path) == 0:
                    return False
                d = path.pop()
                move(DIRS[(d + 2) % 4])
        return get_entity_type() == Entities.Treasure
    
    def maze_burst():
        count = 0
        while num_items(Items.Weird_Substance) >= N:
            if get_entity_type() != None:
                harvest()
            if get_ground_type() == Grounds.Soil:
                till()
            plant(Entities.Bush)
            use_item(Items.Weird_Substance, N)
            solve()
            harvest()
            count += 1
        quick_print("mazes", count, "gold", num_items(Items.Gold))
    
    # ---------- pumpkins (drone A) ----------
    def do_pumpkin():
        e = get_entity_type()
        if e == Entities.Pumpkin:
            water()
            if can_harvest():
                return 1
            return 0
        if e != None and e != Entities.Dead_Pumpkin:
            harvest()
        prep_ground(Entities.Pumpkin)
        plant(Entities.Pumpkin)
        water()
        return 0
    
    # ---------- mixed zone with companions (drone A) ----------
    def choose(x, y):
        if y == N - 1 and x % 2 == 0:
            return Entities.Tree
        if num_items(Items.Hay) < HAY_MIN:
            return Entities.Grass
        return Entities.Carrot
    
    def in_mixed(x, y):
        return x < PZ and y >= PZ
    
    def do_mixed(x, y, wish, mywish):
        idx = x * N + y
        want = wish[idx]
        if want == None:
            want = choose(x, y)
        if can_harvest():
            harvest()
            t = mywish[idx]
            if t != None:
                wish[t] = None
                mywish[idx] = None
        e = get_entity_type()
        if e != want and (e == None or e == Entities.Grass):
            prep_ground(want)
            if get_entity_type() != None:
                harvest()
            plant(want)
            c = get_companion()
            if c != None:
                ctype, cpos = c
                cx, cy = cpos
                if cx >= 0 and cx < N and cy >= 0 and cy < N and in_mixed(cx, cy):
                    ti = cx * N + cy
                    wish[ti] = ctype
                    mywish[idx] = ti
        if want == Entities.Carrot:
            water()
        if want != Entities.Grass:
            fertilize()
    
    def drone_a():
        wish = []
        mywish = []
        for k in range(N * N):
            wish.append(None)
            mywish.append(None)
        while True:
            ready = 0
            i = 0
            while i < PZ:
                goto(i, 0)
                j = 0
                while j < N:
                    if not blocked():
                        x = get_pos_x()
                        y = get_pos_y()
                        if y < PZ:
                            ready += do_pumpkin()
                        else:
                            do_mixed(x, y, wish, mywish)
                    move(North)
                    j += 1
                i += 1
            if ready == PZ * PZ:
                goto(0, 0)
                if get_entity_type() == Entities.Pumpkin:
                    harvest()
            if num_items(Items.Weird_Substance) >= WEIRD_BURST:
                maze_burst()
                for k in range(N * N):
                    wish[k] = None
                    mywish[k] = None
    
    # ---------- sunflowers + cactus (drone B) ----------
    def plant_sun():
        prep_ground(Entities.Sunflower)
        plant(Entities.Sunflower)
        water()
    
    def sort_cactus():
        w = N - PZ
        h = N - SY
        # rows: increasing to the East
        for y in range(SY, N):
            for p in range(w - 1):
                goto(PZ, y)
                for j in range(w - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(East)
                        if a != None and b != None and b < a:
                            swap(East)
                    move(East)
        # columns: increasing to the North
        for x in range(PZ, N):
            for p in range(h - 1):
                goto(x, SY)
                for j in range(h - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(North)
                        if a != None and b != None and b < a:
                            swap(North)
                    move(North)
    
    def drone_b():
        best = 0
        nsun = 0
        while True:
            best_next = 0
            nsun_next = 0
            took_sun = False
            cactus_grown = 0
            i = PZ
            while i < N:
                goto(i, 0)
                j = 0
                while j < N:
                    if not blocked():
                        y = get_pos_y()
                        e = get_entity_type()
                        if y < SY:
                            if e == Entities.Sunflower:
                                p = measure()
                                if not took_sun and nsun >= 10 and p >= best and can_harvest():
                                    harvest()
                                    took_sun = True
                                    plant_sun()
                                    p = measure()
                                else:
                                    water()
                            else:
                                if e != None:
                                    harvest()
                                plant_sun()
                                p = measure()
                            if p != None:
                                nsun_next += 1
                                if p > best_next:
                                    best_next = p
                        else:
                            if e == Entities.Cactus:
                                if can_harvest():
                                    cactus_grown += 1
                                else:
                                    water()
                            else:
                                if e != None:
                                    harvest()
                                prep_ground(Entities.Cactus)
                                plant(Entities.Cactus)
                                water()
                    move(North)
                    j += 1
                i += 1
            best = best_next
            nsun = nsun_next
            if cactus_grown == (N - PZ) * (N - SY):
                sort_cactus()
                goto(PZ, SY)
                if get_entity_type() == Entities.Cactus and can_harvest():
                    harvest()
    
    spawn_drone(drone_b)
    drone_a()
    Write result the agent saw
    Saved mega8 (271 lines).
    Game time: 1h 9m 11s elapsed, 4h 50m 49s of budget remaining.
    run_program at 1h 09m for 90s (agent saw)
    Ran mega8 for 1m 30s of game time; it is still running.
    Inventory change: fertilizer +18, power -182.15, water +72.
    Game time: 1h 11m 1s elapsed, 4h 48m 59s of budget remaining.
    Output:
    (none)
  2. r21h 11mRan281 lines · +82 −72 · ran 6m 15s
    N = 8
    PZ = 5      # pumpkin zone x<PZ,y<PZ ; mixed zone x<PZ,y>=PZ
    SY = 4      # sunflower zone x>=PZ,y<SY ; cactus zone x>=PZ,y>=SY
    HAY_MIN = 150
    WEIRD_BURST = 400
    
    DIRS = [North, East, South, West]
    DX = [0, 1, 0, -1]
    DY = [1, 0, -1, 0]
    
    def blocked():
        e = get_entity_type()
        return e == Entities.Hedge or e == Entities.Treasure
    
    def needs_soil(want):
        return want == Entities.Carrot or want == Entities.Pumpkin or want == Entities.Sunflower or want == Entities.Cactus
    
    def prep_ground(want):
        if needs_soil(want):
            if get_ground_type() != Grounds.Soil:
                till()
        else:
            if get_ground_type() == Grounds.Soil:
                till()
    
    def water():
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    def fertilize():
        if num_items(Items.Fertilizer) > 0 and not can_harvest():
            use_item(Items.Fertilizer)
    
    def goto(tx, ty):
        n = 0
        while get_pos_x() != tx and n < 3 * N:
            move(East)
            n += 1
        n = 0
        while get_pos_y() != ty and n < 3 * N:
            move(North)
            n += 1
    
    # ---------- mazes (drone A) ----------
    def solve():
        visited = []
        for k in range(N * N):
            visited.append(False)
        path = []
        visited[get_pos_x() * N + get_pos_y()] = True
        steps = 0
        while get_entity_type() != Entities.Treasure and steps < 300:
            steps += 1
            x = get_pos_x()
            y = get_pos_y()
            moved = False
            for d in range(4):
                nx = x + DX[d]
                ny = y + DY[d]
                if nx < 0 or nx >= N or ny < 0 or ny >= N:
                    continue
                if visited[nx * N + ny]:
                    continue
                if can_move(DIRS[d]):
                    move(DIRS[d])
                    visited[nx * N + ny] = True
                    path.append(d)
                    moved = True
                    break
            if not moved:
                if len(path) == 0:
                    return False
                d = path.pop()
                move(DIRS[(d + 2) % 4])
        return get_entity_type() == Entities.Treasure
    
    def maze_burst():
        count = 0
        fails = 0
        while num_items(Items.Weird_Substance) >= N and fails < 3:
            if get_entity_type() != None:
                harvest()
            if get_ground_type() == Grounds.Soil:
                till()
            plant(Entities.Bush)
            use_item(Items.Weird_Substance, N)
            if solve():
                count += 1
            else:
                fails += 1
            harvest()
        quick_print("mazes", count, "fails", fails, "gold", num_items(Items.Gold))
    
    # ---------- pumpkins (drone A) ----------
    def do_pumpkin():
        e = get_entity_type()
        if e == Entities.Pumpkin:
            water()
            if can_harvest():
                return 1
            return 0
        if e != None and e != Entities.Dead_Pumpkin:
            harvest()
        prep_ground(Entities.Pumpkin)
        plant(Entities.Pumpkin)
        water()
        return 0
    
    # ---------- mixed zone with companions (drone A) ----------
    def choose(x, y):
        if y == N - 1 and x % 2 == 0:
            return Entities.Tree
        if num_items(Items.Hay) < HAY_MIN:
            return Entities.Grass
        return Entities.Carrot
    
    def in_mixed(x, y):
        return x < PZ and y >= PZ
    
    def do_mixed(x, y, wish, mywish):
        idx = x * N + y
        want = wish[idx]
        if want == None:
            want = choose(x, y)
        if can_harvest():
            harvest()
            t = mywish[idx]
            if t != None:
                wish[t] = None
                mywish[idx] = None
        e = get_entity_type()
        if e != want and (e == None or e == Entities.Grass):
            prep_ground(want)
            if get_entity_type() != None:
                harvest()
            plant(want)
            c = get_companion()
            if c != None:
                ctype, cpos = c
                cx, cy = cpos
                if cx >= 0 and cx < N and cy >= 0 and cy < N and in_mixed(cx, cy):
                    ti = cx * N + cy
                    wish[ti] = ctype
                    mywish[idx] = ti
        if want == Entities.Carrot:
            water()
        if want != Entities.Grass:
            fertilize()
    
    # ---------- sunflowers + cactus (drone B) ----------
    def plant_sun():
        prep_ground(Entities.Sunflower)
        plant(Entities.Sunflower)
        water()
    
    def sort_cactus():
        w = N - PZ
        h = N - SY
        # rows: increasing to the East
        for y in range(SY, N):
            for p in range(w - 1):
                goto(PZ, y)
                for j in range(w - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(East)
                        if a != None and b != None and b < a:
                            swap(East)
                    move(East)
        # columns: increasing to the North
        for x in range(PZ, N):
            for p in range(h - 1):
                goto(x, SY)
                for j in range(h - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(North)
                        if a != None and b != None and b < a:
                            swap(North)
                    move(North)
    
    def b_should_run():
        return num_items(Items.Weird_Substance) < WEIRD_BURST - 20 and not blocked()
    
    def drone_b():
        best = 0
        nsun = 0
        while b_should_run():
            best_next = 0
            nsun_next = 0
            took_sun = False
            cactus_grown = 0
            i = PZ
            while i < N and b_should_run():
                goto(i, 0)
                j = 0
                while j < N and b_should_run():
                    y = get_pos_y()
                    e = get_entity_type()
                    if y < SY:
                        if e == Entities.Sunflower:
                            p = measure()
                            if not took_sun and nsun >= 10 and p >= best and can_harvest():
                                harvest()
                                took_sun = True
                                plant_sun()
                                p = measure()
                            else:
                                water()
                        else:
                            if e != None:
                                harvest()
                            plant_sun()
                            p = measure()
                        if p != None:
                            nsun_next += 1
                            if p > best_next:
                                best_next = p
                    else:
                        if e == Entities.Cactus:
                            if can_harvest():
                                cactus_grown += 1
                            else:
                                water()
                        else:
                            if e != None:
                                harvest()
                            prep_ground(Entities.Cactus)
                            plant(Entities.Cactus)
                            water()
                    move(North)
                    j += 1
                i += 1
            best = best_next
            nsun = nsun_next
            if cactus_grown == (N - PZ) * (N - SY) and b_should_run():
                sort_cactus()
                goto(PZ, SY)
                if get_entity_type() == Entities.Cactus and can_harvest():
                    harvest()
    
    def drone_a():
        wish = []
        mywish = []
        for k in range(N * N):
            wish.append(None)
            mywish.append(None)
        while True:
            # leftover maze? finish it
            if blocked():
                solve()
                harvest()
            if num_items(Items.Weird_Substance) >= WEIRD_BURST:
                maze_burst()
                for k in range(N * N):
                    wish[k] = None
                    mywish[k] = None
            if num_drones() < max_drones():
                spawn_drone(drone_b)
            ready = 0
            i = 0
            while i < PZ:
                goto(i, 0)
                j = 0
                while j < N:
                    if not blocked():
                        x = get_pos_x()
                        y = get_pos_y()
                        if y < PZ:
                            ready += do_pumpkin()
                        else:
                            do_mixed(x, y, wish, mywish)
                    move(North)
                    j += 1
                i += 1
            if ready == PZ * PZ:
                goto(0, 0)
                if get_entity_type() == Entities.Pumpkin:
                    harvest()
    
    drone_a()
    Changes from the previous revision
          visited[get_pos_x() * N + get_pos_y()] = True
          steps = 0
    -     while get_entity_type() != Entities.Treasure and steps < 2000:
    +     while get_entity_type() != Entities.Treasure and steps < 300:
              steps += 1
              x = get_pos_x()
      def maze_burst():
          count = 0
    -     while num_items(Items.Weird_Substance) >= N:
    +     fails = 0
    +     while num_items(Items.Weird_Substance) >= N and fails < 3:
              if get_entity_type() != None:
                  harvest()
              plant(Entities.Bush)
              use_item(Items.Weird_Substance, N)
    -         solve()
    +         if solve():
    +             count += 1
    +         else:
    +             fails += 1
              harvest()
    -         count += 1
    -     quick_print("mazes", count, "gold", num_items(Items.Gold))
    +     quick_print("mazes", count, "fails", fails, "gold", num_items(Items.Gold))
      
      # ---------- pumpkins (drone A) ----------
              fertilize()
      
    - def drone_a():
    -     wish = []
    -     mywish = []
    -     for k in range(N * N):
    -         wish.append(None)
    -         mywish.append(None)
    -     while True:
    -         ready = 0
    -         i = 0
    -         while i < PZ:
    -             goto(i, 0)
    -             j = 0
    -             while j < N:
    -                 if not blocked():
    -                     x = get_pos_x()
    -                     y = get_pos_y()
    -                     if y < PZ:
    -                         ready += do_pumpkin()
    -                     else:
    -                         do_mixed(x, y, wish, mywish)
    -                 move(North)
    -                 j += 1
    -             i += 1
    -         if ready == PZ * PZ:
    -             goto(0, 0)
    -             if get_entity_type() == Entities.Pumpkin:
    -                 harvest()
    -         if num_items(Items.Weird_Substance) >= WEIRD_BURST:
    -             maze_burst()
    -             for k in range(N * N):
    -                 wish[k] = None
    -                 mywish[k] = None
    - 
      # ---------- sunflowers + cactus (drone B) ----------
      def plant_sun():
                      move(North)
      
    + def b_should_run():
    +     return num_items(Items.Weird_Substance) < WEIRD_BURST - 20 and not blocked()
    + 
      def drone_b():
          best = 0
          nsun = 0
    -     while True:
    +     while b_should_run():
              best_next = 0
              nsun_next = 0
              cactus_grown = 0
              i = PZ
    -         while i < N:
    +         while i < N and b_should_run():
                  goto(i, 0)
                  j = 0
    -             while j < N:
    -                 if not blocked():
    -                     y = get_pos_y()
    -                     e = get_entity_type()
    -                     if y < SY:
    -                         if e == Entities.Sunflower:
    -                             p = measure()
    -                             if not took_sun and nsun >= 10 and p >= best and can_harvest():
    -                                 harvest()
    -                                 took_sun = True
    -                                 plant_sun()
    -                                 p = measure()
    -                             else:
    -                                 water()
    -                         else:
    -                             if e != None:
    -                                 harvest()
    +             while j < N and b_should_run():
    +                 y = get_pos_y()
    +                 e = get_entity_type()
    +                 if y < SY:
    +                     if e == Entities.Sunflower:
    +                         p = measure()
    +                         if not took_sun and nsun >= 10 and p >= best and can_harvest():
    +                             harvest()
    +                             took_sun = True
                                  plant_sun()
                                  p = measure()
    -                         if p != None:
    -                             nsun_next += 1
    -                             if p > best_next:
    -                                 best_next = p
    +                         else:
    +                             water()
                          else:
    -                         if e == Entities.Cactus:
    -                             if can_harvest():
    -                                 cactus_grown += 1
    -                             else:
    -                                 water()
    +                         if e != None:
    +                             harvest()
    +                         plant_sun()
    +                         p = measure()
    +                     if p != None:
    +                         nsun_next += 1
    +                         if p > best_next:
    +                             best_next = p
    +                 else:
    +                     if e == Entities.Cactus:
    +                         if can_harvest():
    +                             cactus_grown += 1
                              else:
    -                             if e != None:
    -                                 harvest()
    -                             prep_ground(Entities.Cactus)
    -                             plant(Entities.Cactus)
                                  water()
    +                     else:
    +                         if e != None:
    +                             harvest()
    +                         prep_ground(Entities.Cactus)
    +                         plant(Entities.Cactus)
    +                         water()
                      move(North)
                      j += 1
              best = best_next
              nsun = nsun_next
    -         if cactus_grown == (N - PZ) * (N - SY):
    +         if cactus_grown == (N - PZ) * (N - SY) and b_should_run():
                  sort_cactus()
                  goto(PZ, SY)
                      harvest()
      
    - spawn_drone(drone_b)
    + def drone_a():
    +     wish = []
    +     mywish = []
    +     for k in range(N * N):
    +         wish.append(None)
    +         mywish.append(None)
    +     while True:
    +         # leftover maze? finish it
    +         if blocked():
    +             solve()
    +             harvest()
    +         if num_items(Items.Weird_Substance) >= WEIRD_BURST:
    +             maze_burst()
    +             for k in range(N * N):
    +                 wish[k] = None
    +                 mywish[k] = None
    +         if num_drones() < max_drones():
    +             spawn_drone(drone_b)
    +         ready = 0
    +         i = 0
    +         while i < PZ:
    +             goto(i, 0)
    +             j = 0
    +             while j < N:
    +                 if not blocked():
    +                     x = get_pos_x()
    +                     y = get_pos_y()
    +                     if y < PZ:
    +                         ready += do_pumpkin()
    +                     else:
    +                         do_mixed(x, y, wish, mywish)
    +                 move(North)
    +                 j += 1
    +             i += 1
    +         if ready == PZ * PZ:
    +             goto(0, 0)
    +             if get_entity_type() == Entities.Pumpkin:
    +                 harvest()
    + 
      drone_a()
    
    Write result the agent saw
    Saved mega8 (281 lines).
    Game time: 1h 12m 4s elapsed, 4h 47m 56s of budget remaining.
    run_program at 1h 12m for 60s (agent saw)
    Ran mega8 for 1m of game time; it is still running.
    Inventory change: cactus +144, carrot -76, fertilizer -16, gold +1280, hay +256, power -72.75, pumpkin +8, water -57, weird_substance +24, wood +44.
    Game time: 1h 13m 24s elapsed, 4h 46m 36s of budget remaining.
    Output:
    (none)
  3. r33h 38mRan303 lines · +193 −171 · ran 52m 20s
    N = get_world_size()
    HAY_MIN = 1000
    WOOD_MIN = 500
    PZ = 6
    CX0 = 6
    CY0 = 0
    SX0 = 6
    SY0 = 4
    RECTS = [[10, 16, 0, 11], [10, 16, 11, 22], [16, 22, 0, 11], [16, 22, 11, 22], [0, 10, 8, 15], [0, 10, 15, 22]]
    BONE_TARGET = 1250000
    DINO_RUNS = 2
    
    def needs_soil(want):
        return want == Entities.Carrot or want == Entities.Pumpkin or want == Entities.Sunflower or want == Entities.Cactus
    
    def prep_ground(want):
        if needs_soil(want):
            if get_ground_type() != Grounds.Soil:
                till()
        else:
            if get_ground_type() == Grounds.Soil:
                till()
    
    def water():
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    def fertilize():
        if num_items(Items.Fertilizer) > 0 and not can_harvest():
            use_item(Items.Fertilizer)
    
    def goto(tx, ty):
        n = 0
        while get_pos_x() != tx and n < 3 * N:
            move(East)
            n += 1
        n = 0
        while get_pos_y() != ty and n < 3 * N:
            move(North)
            n += 1
    
    # ---------- dinosaur (snake) phase: pure hamiltonian cycle ----------
    def dir_to(x, y, nx, ny):
        if ny == y + 1:
            return North
        if ny == y - 1:
            return South
        if nx == x + 1:
            return East
        return West
    
    def dino_phase():
        b0 = num_items(Items.Bone)
        for x in range(N):
            goto(x, 0)
            for y in range(N):
                if get_entity_type() != None:
                    harvest()
                if get_ground_type() != Grounds.Soil:
                    till()
                move(North)
        goto(0, 0)
        cyc = []
        y = 0
        while y < N:
            cyc.append([0, y])
            y += 1
        x = 1
        while x < N:
            if x % 2 == 1:
                y = N - 1
                while y >= 1:
                    cyc.append([x, y])
                    y -= 1
            else:
                y = 1
                while y < N:
                    cyc.append([x, y])
                    y += 1
            x += 1
        x = N - 1
        while x >= 1:
            cyc.append([x, 0])
            x -= 1
        L = len(cyc)
        quick_print("dino start, cycle", L)
        change_hat(Hats.Dinosaur_Hat)
        idx = 0
        eaten = 0
        idle = 0
        while idle < 2 * L and eaten < N * N - 1:
            x = get_pos_x()
            y = get_pos_y()
            on_apple = get_entity_type() == Entities.Apple
            if cyc[idx][0] != x or cyc[idx][1] != y:
                for k in range(L):
                    if cyc[k][0] == x and cyc[k][1] == y:
                        idx = k
            nxt = cyc[(idx + 1) % L]
            moved = move(dir_to(x, y, nxt[0], nxt[1]))
            if moved:
                idx = (idx + 1) % L
            else:
                for d in [North, East, South, West]:
                    if move(d):
                        moved = True
                        break
                if not moved:
                    quick_print("dino stuck at", eaten)
                    break
            if on_apple:
                eaten += 1
                idle = 0
            else:
                idle += 1
        change_hat(Hats.Straw_Hat)
        quick_print("dino eaten", eaten, "bones", num_items(Items.Bone) - b0)
    
    # ---------- mixed zone with companions ----------
    def choose(x, y):
        if y == N - 1 and x % 2 == 0:
            return Entities.Tree
        if num_items(Items.Wood) < WOOD_MIN:
            return Entities.Tree
        if num_items(Items.Hay) < HAY_MIN:
            return Entities.Grass
        return Entities.Carrot
    
    def do_mixed(x, y, wish, mywish, x0, x1, y0, y1):
        idx = x * N + y
        want = wish[idx]
        if want == None:
            want = choose(x, y)
        if can_harvest():
            harvest()
            t = mywish[idx]
            if t != None:
                wish[t] = None
                mywish[idx] = None
        e = get_entity_type()
        if e != want and (e == None or e == Entities.Grass):
            prep_ground(want)
            if get_entity_type() != None:
                harvest()
            plant(want)
            c = get_companion()
            if c != None:
                ctype, cpos = c
                cx, cy = cpos
                if cx >= x0 and cx < x1 and cy >= y0 and cy < y1:
                    ti = cx * N + cy
                    wish[ti] = ctype
                    mywish[idx] = ti
        if want == Entities.Carrot:
            water()
        if want != Entities.Grass:
            fertilize()
    
    def mixed_loop(x0, x1, y0, y1):
        wish = []
        mywish = []
        for k in range(N * N):
            wish.append(None)
            mywish.append(None)
        while True:
            for x in range(x0, x1):
                goto(x, y0)
                for y in range(y0, y1):
                    do_mixed(x, y, wish, mywish, x0, x1, y0, y1)
                    move(North)
    
    # ---------- cactus + sunflowers (one drone) ----------
    def cactus_tend():
        e = get_entity_type()
        if e == Entities.Cactus:
            if can_harvest():
                return 1
            water()
            return 0
        if e != None:
            harvest()
        prep_ground(Entities.Cactus)
        plant(Entities.Cactus)
        water()
        return 0
    
    def sort_cactus():
        for y in range(CY0, CY0 + 4):
            for p in range(3):
                goto(CX0, y)
                for j in range(3):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(East)
                        if a != None and b != None and b < a:
                            swap(East)
                    move(East)
        for x in range(CX0, CX0 + 4):
            for p in range(3):
                goto(x, CY0)
                for j in range(3):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(North)
                        if a != None and b != None and b < a:
                            swap(North)
                    move(North)
    
    def plant_sun():
        prep_ground(Entities.Sunflower)
        plant(Entities.Sunflower)
        water()
    
    def drone_cs():
        best = 0
        nsun = 0
        while True:
            grown = 0
            for x in range(CX0, CX0 + 4):
                goto(x, CY0)
                for y in range(CY0, CY0 + 4):
                    grown += cactus_tend()
                    move(North)
            if grown == 16:
                sort_cactus()
                goto(CX0, CY0)
                if get_entity_type() == Entities.Cactus and can_harvest():
                    harvest()
            best_next = 0
            nsun_next = 0
            took = False
            for x in range(SX0, SX0 + 4):
                goto(x, SY0)
                for y in range(SY0, SY0 + 4):
                    e = get_entity_type()
                    p = None
                    if e == Entities.Sunflower:
                        p = measure()
                        if not took and nsun >= 10 and p >= best and can_harvest():
                            harvest()
                            took = True
                            plant_sun()
                            p = measure()
                        else:
                            water()
                    else:
                        if e != None:
                            harvest()
                        plant_sun()
                        p = measure()
                    if p != None:
                        nsun_next += 1
                        if p > best_next:
                            best_next = p
                    move(North)
            best = best_next
            nsun = nsun_next
    
    # ---------- pumpkins (drone A) ----------
    def do_pumpkin():
        e = get_entity_type()
        if e == Entities.Pumpkin:
            water()
            if can_harvest():
                return 1
            return 0
        if e != None and e != Entities.Dead_Pumpkin:
            harvest()
        prep_ground(Entities.Pumpkin)
        plant(Entities.Pumpkin)
        water()
        return 0
    
    def alive(h):
        return h != None and not has_finished(h)
    
    def drone_a():
        runs = 0
        while runs < DINO_RUNS and num_items(Items.Bone) < BONE_TARGET:
            dino_phase()
            runs += 1
        hs = [None]
        for r in RECTS:
            hs.append(None)
        while True:
            if not alive(hs[0]):
                hs[0] = spawn_drone(drone_cs)
            for k in range(len(RECTS)):
                if not alive(hs[k + 1]):
                    r = RECTS[k]
                    hs[k + 1] = spawn_drone(mixed_loop, r[0], r[1], r[2], r[3])
            ready = 0
            for x in range(PZ):
                goto(x, 0)
                for y in range(PZ):
                    ready += do_pumpkin()
                    move(North)
            if ready == PZ * PZ:
                goto(0, 0)
                if get_entity_type() == Entities.Pumpkin:
                    harvest()
    
    drone_a()
    Changes from the previous revision
    - N = 8
    - PZ = 5      # pumpkin zone x<PZ,y<PZ ; mixed zone x<PZ,y>=PZ
    - SY = 4      # sunflower zone x>=PZ,y<SY ; cactus zone x>=PZ,y>=SY
    - HAY_MIN = 150
    - WEIRD_BURST = 400
    - 
    - DIRS = [North, East, South, West]
    - DX = [0, 1, 0, -1]
    - DY = [1, 0, -1, 0]
    - 
    - def blocked():
    -     e = get_entity_type()
    -     return e == Entities.Hedge or e == Entities.Treasure
    + N = get_world_size()
    + HAY_MIN = 1000
    + WOOD_MIN = 500
    + PZ = 6
    + CX0 = 6
    + CY0 = 0
    + SX0 = 6
    + SY0 = 4
    + RECTS = [[10, 16, 0, 11], [10, 16, 11, 22], [16, 22, 0, 11], [16, 22, 11, 22], [0, 10, 8, 15], [0, 10, 15, 22]]
    + BONE_TARGET = 1250000
    + DINO_RUNS = 2
      
      def needs_soil(want):
              n += 1
      
    - # ---------- mazes (drone A) ----------
    - def solve():
    -     visited = []
    -     for k in range(N * N):
    -         visited.append(False)
    -     path = []
    -     visited[get_pos_x() * N + get_pos_y()] = True
    -     steps = 0
    -     while get_entity_type() != Entities.Treasure and steps < 300:
    -         steps += 1
    + # ---------- dinosaur (snake) phase: pure hamiltonian cycle ----------
    + def dir_to(x, y, nx, ny):
    +     if ny == y + 1:
    +         return North
    +     if ny == y - 1:
    +         return South
    +     if nx == x + 1:
    +         return East
    +     return West
    + 
    + def dino_phase():
    +     b0 = num_items(Items.Bone)
    +     for x in range(N):
    +         goto(x, 0)
    +         for y in range(N):
    +             if get_entity_type() != None:
    +                 harvest()
    +             if get_ground_type() != Grounds.Soil:
    +                 till()
    +             move(North)
    +     goto(0, 0)
    +     cyc = []
    +     y = 0
    +     while y < N:
    +         cyc.append([0, y])
    +         y += 1
    +     x = 1
    +     while x < N:
    +         if x % 2 == 1:
    +             y = N - 1
    +             while y >= 1:
    +                 cyc.append([x, y])
    +                 y -= 1
    +         else:
    +             y = 1
    +             while y < N:
    +                 cyc.append([x, y])
    +                 y += 1
    +         x += 1
    +     x = N - 1
    +     while x >= 1:
    +         cyc.append([x, 0])
    +         x -= 1
    +     L = len(cyc)
    +     quick_print("dino start, cycle", L)
    +     change_hat(Hats.Dinosaur_Hat)
    +     idx = 0
    +     eaten = 0
    +     idle = 0
    +     while idle < 2 * L and eaten < N * N - 1:
              x = get_pos_x()
              y = get_pos_y()
    -         moved = False
    -         for d in range(4):
    -             nx = x + DX[d]
    -             ny = y + DY[d]
    -             if nx < 0 or nx >= N or ny < 0 or ny >= N:
    -                 continue
    -             if visited[nx * N + ny]:
    -                 continue
    -             if can_move(DIRS[d]):
    -                 move(DIRS[d])
    -                 visited[nx * N + ny] = True
    -                 path.append(d)
    -                 moved = True
    +         on_apple = get_entity_type() == Entities.Apple
    +         if cyc[idx][0] != x or cyc[idx][1] != y:
    +             for k in range(L):
    +                 if cyc[k][0] == x and cyc[k][1] == y:
    +                     idx = k
    +         nxt = cyc[(idx + 1) % L]
    +         moved = move(dir_to(x, y, nxt[0], nxt[1]))
    +         if moved:
    +             idx = (idx + 1) % L
    +         else:
    +             for d in [North, East, South, West]:
    +                 if move(d):
    +                     moved = True
    +                     break
    +             if not moved:
    +                 quick_print("dino stuck at", eaten)
                      break
    -         if not moved:
    -             if len(path) == 0:
    -                 return False
    -             d = path.pop()
    -             move(DIRS[(d + 2) % 4])
    -     return get_entity_type() == Entities.Treasure
    - 
    - def maze_burst():
    -     count = 0
    -     fails = 0
    -     while num_items(Items.Weird_Substance) >= N and fails < 3:
    -         if get_entity_type() != None:
    -             harvest()
    -         if get_ground_type() == Grounds.Soil:
    -             till()
    -         plant(Entities.Bush)
    -         use_item(Items.Weird_Substance, N)
    -         if solve():
    -             count += 1
    +         if on_apple:
    +             eaten += 1
    +             idle = 0
              else:
    -             fails += 1
    -         harvest()
    -     quick_print("mazes", count, "fails", fails, "gold", num_items(Items.Gold))
    - 
    - # ---------- pumpkins (drone A) ----------
    - def do_pumpkin():
    -     e = get_entity_type()
    -     if e == Entities.Pumpkin:
    -         water()
    -         if can_harvest():
    -             return 1
    -         return 0
    -     if e != None and e != Entities.Dead_Pumpkin:
    -         harvest()
    -     prep_ground(Entities.Pumpkin)
    -     plant(Entities.Pumpkin)
    -     water()
    -     return 0
    +             idle += 1
    +     change_hat(Hats.Straw_Hat)
    +     quick_print("dino eaten", eaten, "bones", num_items(Items.Bone) - b0)
      
    - # ---------- mixed zone with companions (drone A) ----------
    + # ---------- mixed zone with companions ----------
      def choose(x, y):
          if y == N - 1 and x % 2 == 0:
              return Entities.Tree
    +     if num_items(Items.Wood) < WOOD_MIN:
    +         return Entities.Tree
          if num_items(Items.Hay) < HAY_MIN:
              return Entities.Grass
          return Entities.Carrot
      
    - def in_mixed(x, y):
    -     return x < PZ and y >= PZ
    - 
    - def do_mixed(x, y, wish, mywish):
    + def do_mixed(x, y, wish, mywish, x0, x1, y0, y1):
          idx = x * N + y
          want = wish[idx]
                  ctype, cpos = c
                  cx, cy = cpos
    -             if cx >= 0 and cx < N and cy >= 0 and cy < N and in_mixed(cx, cy):
    +             if cx >= x0 and cx < x1 and cy >= y0 and cy < y1:
                      ti = cx * N + cy
                      wish[ti] = ctype
              fertilize()
      
    - # ---------- sunflowers + cactus (drone B) ----------
    - def plant_sun():
    -     prep_ground(Entities.Sunflower)
    -     plant(Entities.Sunflower)
    + def mixed_loop(x0, x1, y0, y1):
    +     wish = []
    +     mywish = []
    +     for k in range(N * N):
    +         wish.append(None)
    +         mywish.append(None)
    +     while True:
    +         for x in range(x0, x1):
    +             goto(x, y0)
    +             for y in range(y0, y1):
    +                 do_mixed(x, y, wish, mywish, x0, x1, y0, y1)
    +                 move(North)
    + 
    + # ---------- cactus + sunflowers (one drone) ----------
    + def cactus_tend():
    +     e = get_entity_type()
    +     if e == Entities.Cactus:
    +         if can_harvest():
    +             return 1
    +         water()
    +         return 0
    +     if e != None:
    +         harvest()
    +     prep_ground(Entities.Cactus)
    +     plant(Entities.Cactus)
          water()
    +     return 0
      
      def sort_cactus():
    -     w = N - PZ
    -     h = N - SY
    -     # rows: increasing to the East
    -     for y in range(SY, N):
    -         for p in range(w - 1):
    -             goto(PZ, y)
    -             for j in range(w - 1):
    +     for y in range(CY0, CY0 + 4):
    +         for p in range(3):
    +             goto(CX0, y)
    +             for j in range(3):
                      if get_entity_type() == Entities.Cactus:
                          a = measure()
                              swap(East)
                      move(East)
    -     # columns: increasing to the North
    -     for x in range(PZ, N):
    -         for p in range(h - 1):
    -             goto(x, SY)
    -             for j in range(h - 1):
    +     for x in range(CX0, CX0 + 4):
    +         for p in range(3):
    +             goto(x, CY0)
    +             for j in range(3):
                      if get_entity_type() == Entities.Cactus:
                          a = measure()
                      move(North)
      
    - def b_should_run():
    -     return num_items(Items.Weird_Substance) < WEIRD_BURST - 20 and not blocked()
    + def plant_sun():
    +     prep_ground(Entities.Sunflower)
    +     plant(Entities.Sunflower)
    +     water()
      
    - def drone_b():
    + def drone_cs():
          best = 0
          nsun = 0
    -     while b_should_run():
    +     while True:
    +         grown = 0
    +         for x in range(CX0, CX0 + 4):
    +             goto(x, CY0)
    +             for y in range(CY0, CY0 + 4):
    +                 grown += cactus_tend()
    +                 move(North)
    +         if grown == 16:
    +             sort_cactus()
    +             goto(CX0, CY0)
    +             if get_entity_type() == Entities.Cactus and can_harvest():
    +                 harvest()
              best_next = 0
              nsun_next = 0
    -         took_sun = False
    -         cactus_grown = 0
    -         i = PZ
    -         while i < N and b_should_run():
    -             goto(i, 0)
    -             j = 0
    -             while j < N and b_should_run():
    -                 y = get_pos_y()
    +         took = False
    +         for x in range(SX0, SX0 + 4):
    +             goto(x, SY0)
    +             for y in range(SY0, SY0 + 4):
                      e = get_entity_type()
    -                 if y < SY:
    -                     if e == Entities.Sunflower:
    -                         p = measure()
    -                         if not took_sun and nsun >= 10 and p >= best and can_harvest():
    -                             harvest()
    -                             took_sun = True
    -                             plant_sun()
    -                             p = measure()
    -                         else:
    -                             water()
    -                     else:
    -                         if e != None:
    -                             harvest()
    +                 p = None
    +                 if e == Entities.Sunflower:
    +                     p = measure()
    +                     if not took and nsun >= 10 and p >= best and can_harvest():
    +                         harvest()
    +                         took = True
                              plant_sun()
                              p = measure()
    -                     if p != None:
    -                         nsun_next += 1
    -                         if p > best_next:
    -                             best_next = p
    -                 else:
    -                     if e == Entities.Cactus:
    -                         if can_harvest():
    -                             cactus_grown += 1
    -                         else:
    -                             water()
                          else:
    -                         if e != None:
    -                             harvest()
    -                         prep_ground(Entities.Cactus)
    -                         plant(Entities.Cactus)
                              water()
    +                 else:
    +                     if e != None:
    +                         harvest()
    +                     plant_sun()
    +                     p = measure()
    +                 if p != None:
    +                     nsun_next += 1
    +                     if p > best_next:
    +                         best_next = p
                      move(North)
    -                 j += 1
    -             i += 1
              best = best_next
              nsun = nsun_next
    -         if cactus_grown == (N - PZ) * (N - SY) and b_should_run():
    -             sort_cactus()
    -             goto(PZ, SY)
    -             if get_entity_type() == Entities.Cactus and can_harvest():
    -                 harvest()
      
    + # ---------- pumpkins (drone A) ----------
    + def do_pumpkin():
    +     e = get_entity_type()
    +     if e == Entities.Pumpkin:
    +         water()
    +         if can_harvest():
    +             return 1
    +         return 0
    +     if e != None and e != Entities.Dead_Pumpkin:
    +         harvest()
    +     prep_ground(Entities.Pumpkin)
    +     plant(Entities.Pumpkin)
    +     water()
    +     return 0
    + 
    + def alive(h):
    +     return h != None and not has_finished(h)
    + 
      def drone_a():
    -     wish = []
    -     mywish = []
    -     for k in range(N * N):
    -         wish.append(None)
    -         mywish.append(None)
    +     runs = 0
    +     while runs < DINO_RUNS and num_items(Items.Bone) < BONE_TARGET:
    +         dino_phase()
    +         runs += 1
    +     hs = [None]
    +     for r in RECTS:
    +         hs.append(None)
          while True:
    -         # leftover maze? finish it
    -         if blocked():
    -             solve()
    -             harvest()
    -         if num_items(Items.Weird_Substance) >= WEIRD_BURST:
    -             maze_burst()
    -             for k in range(N * N):
    -                 wish[k] = None
    -                 mywish[k] = None
    -         if num_drones() < max_drones():
    -             spawn_drone(drone_b)
    +         if not alive(hs[0]):
    +             hs[0] = spawn_drone(drone_cs)
    +         for k in range(len(RECTS)):
    +             if not alive(hs[k + 1]):
    +                 r = RECTS[k]
    +                 hs[k + 1] = spawn_drone(mixed_loop, r[0], r[1], r[2], r[3])
              ready = 0
    -         i = 0
    -         while i < PZ:
    -             goto(i, 0)
    -             j = 0
    -             while j < N:
    -                 if not blocked():
    -                     x = get_pos_x()
    -                     y = get_pos_y()
    -                     if y < PZ:
    -                         ready += do_pumpkin()
    -                     else:
    -                         do_mixed(x, y, wish, mywish)
    +         for x in range(PZ):
    +             goto(x, 0)
    +             for y in range(PZ):
    +                 ready += do_pumpkin()
                      move(North)
    -                 j += 1
    -             i += 1
              if ready == PZ * PZ:
                  goto(0, 0)
    
    Write result the agent saw
    Saved mega8 (303 lines).
    Game time: 3h 38m 56s elapsed, 2h 21m 4s of budget remaining.
    run_program at 3h 38m for 120s (agent saw)
    Ran mega8 for 2m of game time; it is still running.
    Inventory change: cactus -32, carrot +1419520, fertilizer +96, hay +154368, pumpkin +32512, water +3072, weird_substance +115072, wood +1633152.
    Game time: 3h 41m 6s elapsed, 2h 18m 54s of budget remaining.
    Output:
    dino start, cycle 484
maze_dbg.py1 write · 1 ran · first at 1h 11m
  1. r11h 11mRan44 lines · ran 3s
    N = 8
    DIRS = [North, East, South, West]
    DX = [0, 1, 0, -1]
    DY = [1, 0, -1, 0]
    
    quick_print("start", get_pos_x(), get_pos_y(), get_entity_type(), measure())
    visited = []
    for k in range(N * N):
        visited.append(False)
    path = []
    visited[get_pos_x() * N + get_pos_y()] = True
    steps = 0
    fails = 0
    while get_entity_type() != Entities.Treasure and steps < 400:
        steps += 1
        x = get_pos_x()
        y = get_pos_y()
        moved = False
        for d in range(4):
            nx = x + DX[d]
            ny = y + DY[d]
            if nx < 0 or nx >= N or ny < 0 or ny >= N:
                continue
            if visited[nx * N + ny]:
                continue
            if can_move(DIRS[d]):
                ok = move(DIRS[d])
                if not ok:
                    fails += 1
                visited[nx * N + ny] = True
                path.append(d)
                moved = True
                break
        if not moved:
            if len(path) == 0:
                quick_print("stuck at", x, y, "steps", steps)
                break
            d = path.pop()
            ok = move(DIRS[(d + 2) % 4])
            if not ok:
                fails += 1
        if steps % 50 == 0:
            quick_print("step", steps, "pos", get_pos_x(), get_pos_y(), "fails", fails, "pathlen", len(path))
    quick_print("end", steps, get_pos_x(), get_pos_y(), get_entity_type(), "fails", fails)
    Write result the agent saw
    Saved maze_dbg (44 lines).
    Game time: 1h 11m 31s elapsed, 4h 48m 29s of budget remaining.
    run_program at 1h 11m for 60s (agent saw)
    Ran maze_dbg for 3s of game time; it finished.
    Inventory change: power -2.81, water +2.
    Game time: 1h 11m 44s elapsed, 4h 48m 16s of budget remaining.
    Output:
    start 5 7 Entities.Hedge (2,1)
    step 50 pos 7 1 fails 0 pathlen 30
    end 63 2 1 Entities.Treasure fails 0
grab.py1 write · 1 ran · first at 1h 11m
  1. r11h 11mRanFinal3 lines · ran 0s
    quick_print(get_entity_type())
    harvest()
    quick_print(num_items(Items.Gold))
    Write result the agent saw
    Saved grab (3 lines).
    Game time: 1h 11m 54s elapsed, 4h 48m 6s of budget remaining.
    run_program at 1h 12m for 10s (agent saw)
    Ran grab for 0s of game time; it finished.
    Inventory change: gold +64.
    Game time: 1h 12m 14s elapsed, 4h 47m 46s of budget remaining.
    Output:
    Entities.Treasure
    1776
    run_program at 3h 16m for 10s (agent saw)
    Ran grab for 0s of game time; it finished.
    Inventory change: no change.
    Game time: 3h 16m 56s elapsed, 2h 43m 4s of budget remaining.
    Output:
    Entities.Hedge
    2892
mega8x4.py1 write · 1 ran · first at 1h 18m
  1. r11h 18mRan293 lines · ran 2m 30s
    N = 8
    PZ = 5      # pumpkin zone x<PZ,y<PZ ; mixed zone x<PZ,y>=PZ
    SY = 4      # sunflower zone x>=PZ,y<SY ; cactus zone x>=PZ,y>=SY
    HAY_MIN = 150
    WEIRD_BURST = 400
    
    DIRS = [North, East, South, West]
    DX = [0, 1, 0, -1]
    DY = [1, 0, -1, 0]
    
    def blocked():
        e = get_entity_type()
        return e == Entities.Hedge or e == Entities.Treasure
    
    def should_run():
        return num_items(Items.Weird_Substance) < WEIRD_BURST - 20 and not blocked()
    
    def needs_soil(want):
        return want == Entities.Carrot or want == Entities.Pumpkin or want == Entities.Sunflower or want == Entities.Cactus
    
    def prep_ground(want):
        if needs_soil(want):
            if get_ground_type() != Grounds.Soil:
                till()
        else:
            if get_ground_type() == Grounds.Soil:
                till()
    
    def water():
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    def fertilize():
        if num_items(Items.Fertilizer) > 0 and not can_harvest():
            use_item(Items.Fertilizer)
    
    def goto(tx, ty):
        n = 0
        while get_pos_x() != tx and n < 3 * N:
            move(East)
            n += 1
        n = 0
        while get_pos_y() != ty and n < 3 * N:
            move(North)
            n += 1
    
    # ---------- mazes ----------
    def solve():
        visited = []
        for k in range(N * N):
            visited.append(False)
        path = []
        visited[get_pos_x() * N + get_pos_y()] = True
        steps = 0
        while get_entity_type() != Entities.Treasure and steps < 300:
            steps += 1
            x = get_pos_x()
            y = get_pos_y()
            moved = False
            for d in range(4):
                nx = x + DX[d]
                ny = y + DY[d]
                if nx < 0 or nx >= N or ny < 0 or ny >= N:
                    continue
                if visited[nx * N + ny]:
                    continue
                if can_move(DIRS[d]):
                    move(DIRS[d])
                    visited[nx * N + ny] = True
                    path.append(d)
                    moved = True
                    break
            if not moved:
                if len(path) == 0:
                    return False
                d = path.pop()
                move(DIRS[(d + 2) % 4])
        return get_entity_type() == Entities.Treasure
    
    def maze_burst():
        count = 0
        fails = 0
        while num_items(Items.Weird_Substance) >= N and fails < 3:
            if get_entity_type() != None:
                harvest()
            if get_ground_type() == Grounds.Soil:
                till()
            plant(Entities.Bush)
            use_item(Items.Weird_Substance, N)
            if solve():
                count += 1
            else:
                fails += 1
            harvest()
        quick_print("mazes", count, "fails", fails, "gold", num_items(Items.Gold))
    
    # ---------- drone B: sunflowers ----------
    def plant_sun():
        prep_ground(Entities.Sunflower)
        plant(Entities.Sunflower)
        water()
    
    def drone_sun():
        best = 0
        nsun = 0
        while should_run():
            best_next = 0
            nsun_next = 0
            took = False
            for x in range(PZ, N):
                goto(x, 0)
                for y in range(SY):
                    if not should_run():
                        return
                    e = get_entity_type()
                    p = None
                    if e == Entities.Sunflower:
                        p = measure()
                        if not took and nsun >= 10 and p >= best and can_harvest():
                            harvest()
                            took = True
                            plant_sun()
                            p = measure()
                        else:
                            water()
                    else:
                        if e != None:
                            harvest()
                        plant_sun()
                        p = measure()
                    if p != None:
                        nsun_next += 1
                        if p > best_next:
                            best_next = p
                    move(North)
            best = best_next
            nsun = nsun_next
    
    # ---------- drone D: cactus ----------
    def sort_cactus():
        w = N - PZ
        h = N - SY
        for y in range(SY, N):
            for p in range(w - 1):
                goto(PZ, y)
                for j in range(w - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(East)
                        if a != None and b != None and b < a:
                            swap(East)
                    move(East)
        for x in range(PZ, N):
            for p in range(h - 1):
                goto(x, SY)
                for j in range(h - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(North)
                        if a != None and b != None and b < a:
                            swap(North)
                    move(North)
    
    def drone_cactus():
        while should_run():
            grown = 0
            for x in range(PZ, N):
                goto(x, SY)
                for y in range(SY, N):
                    if not should_run():
                        return
                    e = get_entity_type()
                    if e == Entities.Cactus:
                        if can_harvest():
                            grown += 1
                        else:
                            water()
                    else:
                        if e != None:
                            harvest()
                        prep_ground(Entities.Cactus)
                        plant(Entities.Cactus)
                        water()
                    move(North)
            if grown == (N - PZ) * (N - SY) and should_run():
                sort_cactus()
                goto(PZ, SY)
                if get_entity_type() == Entities.Cactus and can_harvest():
                    harvest()
    
    # ---------- drone C: mixed zone with companions ----------
    def choose(x, y):
        if y == N - 1 and x % 2 == 0:
            return Entities.Tree
        if num_items(Items.Hay) < HAY_MIN:
            return Entities.Grass
        return Entities.Carrot
    
    def in_mixed(x, y):
        return x < PZ and y >= PZ
    
    def do_mixed(x, y, wish, mywish):
        idx = x * N + y
        want = wish[idx]
        if want == None:
            want = choose(x, y)
        if can_harvest():
            harvest()
            t = mywish[idx]
            if t != None:
                wish[t] = None
                mywish[idx] = None
        e = get_entity_type()
        if e != want and (e == None or e == Entities.Grass):
            prep_ground(want)
            if get_entity_type() != None:
                harvest()
            plant(want)
            c = get_companion()
            if c != None:
                ctype, cpos = c
                cx, cy = cpos
                if cx >= 0 and cx < N and cy >= 0 and cy < N and in_mixed(cx, cy):
                    ti = cx * N + cy
                    wish[ti] = ctype
                    mywish[idx] = ti
        if want == Entities.Carrot:
            water()
        if want != Entities.Grass:
            fertilize()
    
    def drone_mixed():
        wish = []
        mywish = []
        for k in range(N * N):
            wish.append(None)
            mywish.append(None)
        while should_run():
            for x in range(PZ):
                goto(x, PZ)
                for y in range(PZ, N):
                    if not should_run():
                        return
                    do_mixed(x, y, wish, mywish)
                    move(North)
    
    # ---------- drone A: pumpkins + mazes + management ----------
    def do_pumpkin():
        e = get_entity_type()
        if e == Entities.Pumpkin:
            water()
            if can_harvest():
                return 1
            return 0
        if e != None and e != Entities.Dead_Pumpkin:
            harvest()
        prep_ground(Entities.Pumpkin)
        plant(Entities.Pumpkin)
        water()
        return 0
    
    def alive(h):
        return h != None and not has_finished(h)
    
    def drone_a():
        hb = None
        hc = None
        hd = None
        while True:
            if blocked():
                solve()
                harvest()
            if num_items(Items.Weird_Substance) >= WEIRD_BURST:
                maze_burst()
            if not alive(hb):
                hb = spawn_drone(drone_sun)
            if not alive(hc):
                hc = spawn_drone(drone_mixed)
            if not alive(hd):
                hd = spawn_drone(drone_cactus)
            ready = 0
            for x in range(PZ):
                goto(x, 0)
                for y in range(PZ):
                    if not blocked():
                        ready += do_pumpkin()
                    move(North)
            if ready == PZ * PZ:
                goto(0, 0)
                if get_entity_type() == Entities.Pumpkin:
                    harvest()
    
    drone_a()
    Write result the agent saw
    Saved mega8x4 (293 lines).
    Game time: 1h 18m 29s elapsed, 4h 41m 31s of budget remaining.
    run_program at 1h 18m for 120s (agent saw)
    Ran mega8x4 for 2m of game time; it is still running.
    Inventory change: cactus +144, carrot -947, fertilizer -11, hay +380, pumpkin +3968, water -86, weird_substance +221, wood +15.
    Game time: 1h 20m 39s elapsed, 4h 39m 21s of budget remaining.
    Output:
    (none)
mega.py3 writes · 2 ran · first at 1h 20m
  1. r11h 20mRan306 lines · ran 4m 00s
    N = get_world_size()
    if N <= 8:
        PZ = N - 3
    else:
        PZ = N - 4
    SY = 4
    HAY_MIN = 150
    WOOD_MIN = 200
    WEIRD_BURST = 400
    
    DIRS = [North, East, South, West]
    DX = [0, 1, 0, -1]
    DY = [1, 0, -1, 0]
    
    def blocked():
        e = get_entity_type()
        return e == Entities.Hedge or e == Entities.Treasure
    
    def should_run():
        return num_items(Items.Weird_Substance) < WEIRD_BURST and not blocked()
    
    def needs_soil(want):
        return want == Entities.Carrot or want == Entities.Pumpkin or want == Entities.Sunflower or want == Entities.Cactus
    
    def prep_ground(want):
        if needs_soil(want):
            if get_ground_type() != Grounds.Soil:
                till()
        else:
            if get_ground_type() == Grounds.Soil:
                till()
    
    def water():
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    def fertilize():
        if num_items(Items.Fertilizer) > 0 and not can_harvest():
            use_item(Items.Fertilizer)
    
    def goto(tx, ty):
        n = 0
        while get_pos_x() != tx and n < 3 * N:
            move(East)
            n += 1
        n = 0
        while get_pos_y() != ty and n < 3 * N:
            move(North)
            n += 1
    
    # ---------- mazes ----------
    def solve():
        visited = []
        for k in range(N * N):
            visited.append(False)
        path = []
        visited[get_pos_x() * N + get_pos_y()] = True
        steps = 0
        while get_entity_type() != Entities.Treasure and steps < 4 * N * N:
            steps += 1
            x = get_pos_x()
            y = get_pos_y()
            moved = False
            for d in range(4):
                nx = x + DX[d]
                ny = y + DY[d]
                if nx < 0 or nx >= N or ny < 0 or ny >= N:
                    continue
                if visited[nx * N + ny]:
                    continue
                if can_move(DIRS[d]):
                    move(DIRS[d])
                    visited[nx * N + ny] = True
                    path.append(d)
                    moved = True
                    break
            if not moved:
                if len(path) == 0:
                    return False
                d = path.pop()
                move(DIRS[(d + 2) % 4])
        return get_entity_type() == Entities.Treasure
    
    def maze_burst():
        # give helper drones a moment to notice and exit
        for k in range(2 * N):
            move(North)
        count = 0
        fails = 0
        while num_items(Items.Weird_Substance) >= N and fails < 3:
            if get_entity_type() != None:
                harvest()
            if get_ground_type() == Grounds.Soil:
                till()
            plant(Entities.Bush)
            use_item(Items.Weird_Substance, N)
            if solve():
                count += 1
            else:
                fails += 1
            harvest()
        quick_print("mazes", count, "fails", fails, "gold", num_items(Items.Gold))
    
    # ---------- drone B: sunflowers ----------
    def plant_sun():
        prep_ground(Entities.Sunflower)
        plant(Entities.Sunflower)
        water()
    
    def drone_sun():
        best = 0
        nsun = 0
        sweeps = 0
        while should_run():
            best_next = 0
            nsun_next = 0
            took = False
            for x in range(PZ, N):
                goto(x, 0)
                for y in range(SY):
                    if not should_run():
                        return
                    e = get_entity_type()
                    p = None
                    if e == Entities.Sunflower:
                        p = measure()
                        if not took and nsun >= 10 and p >= best and can_harvest():
                            harvest()
                            took = True
                            plant_sun()
                            p = measure()
                        else:
                            water()
                    else:
                        if e != None:
                            harvest()
                        plant_sun()
                        p = measure()
                    if p != None:
                        nsun_next += 1
                        if p > best_next:
                            best_next = p
                    move(North)
            best = best_next
            nsun = nsun_next
            sweeps += 1
            if sweeps <= 3:
                quick_print("sun", sweeps, nsun, best, took, num_items(Items.Power))
    
    # ---------- drone D: cactus ----------
    def sort_cactus():
        w = N - PZ
        h = N - SY
        for y in range(SY, N):
            for p in range(w - 1):
                goto(PZ, y)
                for j in range(w - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(East)
                        if a != None and b != None and b < a:
                            swap(East)
                    move(East)
        for x in range(PZ, N):
            for p in range(h - 1):
                goto(x, SY)
                for j in range(h - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(North)
                        if a != None and b != None and b < a:
                            swap(North)
                    move(North)
    
    def drone_cactus():
        while should_run():
            grown = 0
            for x in range(PZ, N):
                goto(x, SY)
                for y in range(SY, N):
                    if not should_run():
                        return
                    e = get_entity_type()
                    if e == Entities.Cactus:
                        if can_harvest():
                            grown += 1
                        else:
                            water()
                    else:
                        if e != None:
                            harvest()
                        prep_ground(Entities.Cactus)
                        plant(Entities.Cactus)
                        water()
                    move(North)
            if grown == (N - PZ) * (N - SY) and should_run():
                sort_cactus()
                goto(PZ, SY)
                if get_entity_type() == Entities.Cactus and can_harvest():
                    harvest()
    
    # ---------- drone C: mixed zone with companions ----------
    def choose(x, y):
        if y == N - 1 and x % 2 == 0:
            return Entities.Tree
        if num_items(Items.Wood) < WOOD_MIN:
            return Entities.Tree
        if num_items(Items.Hay) < HAY_MIN:
            return Entities.Grass
        return Entities.Carrot
    
    def in_mixed(x, y):
        return x < PZ and y >= PZ
    
    def do_mixed(x, y, wish, mywish):
        idx = x * N + y
        want = wish[idx]
        if want == None:
            want = choose(x, y)
        if can_harvest():
            harvest()
            t = mywish[idx]
            if t != None:
                wish[t] = None
                mywish[idx] = None
        e = get_entity_type()
        if e != want and (e == None or e == Entities.Grass):
            prep_ground(want)
            if get_entity_type() != None:
                harvest()
            plant(want)
            c = get_companion()
            if c != None:
                ctype, cpos = c
                cx, cy = cpos
                if cx >= 0 and cx < N and cy >= 0 and cy < N and in_mixed(cx, cy):
                    ti = cx * N + cy
                    wish[ti] = ctype
                    mywish[idx] = ti
        if want == Entities.Carrot:
            water()
        if want != Entities.Grass:
            fertilize()
    
    def drone_mixed():
        wish = []
        mywish = []
        for k in range(N * N):
            wish.append(None)
            mywish.append(None)
        while should_run():
            for x in range(PZ):
                goto(x, PZ)
                for y in range(PZ, N):
                    if not should_run():
                        return
                    do_mixed(x, y, wish, mywish)
                    move(North)
    
    # ---------- drone A: pumpkins + mazes + management ----------
    def do_pumpkin():
        e = get_entity_type()
        if e == Entities.Pumpkin:
            water()
            if can_harvest():
                return 1
            return 0
        if e != None and e != Entities.Dead_Pumpkin:
            harvest()
        prep_ground(Entities.Pumpkin)
        plant(Entities.Pumpkin)
        water()
        return 0
    
    def alive(h):
        return h != None and not has_finished(h)
    
    def drone_a():
        hb = None
        hc = None
        hd = None
        while True:
            if blocked():
                solve()
                harvest()
            if num_items(Items.Weird_Substance) >= WEIRD_BURST:
                maze_burst()
            if not alive(hb):
                hb = spawn_drone(drone_sun)
            if not alive(hc):
                hc = spawn_drone(drone_mixed)
            if not alive(hd):
                hd = spawn_drone(drone_cactus)
            ready = 0
            for x in range(PZ):
                goto(x, 0)
                for y in range(PZ):
                    if not blocked():
                        ready += do_pumpkin()
                    move(North)
            if ready == PZ * PZ:
                goto(0, 0)
                if get_entity_type() == Entities.Pumpkin:
                    harvest()
    
    drone_a()
    Write result the agent saw
    Saved mega (306 lines).
    Game time: 1h 20m 59s elapsed, 4h 39m 1s of budget remaining.
    run_program at 1h 20m for 60s (agent saw)
    Ran mega for 1m of game time; it is still running.
    Inventory change: carrot -4, fertilizer +9, gold +704, hay -4, pumpkin -4, water +37, weird_substance -42, wood +42.
    Game time: 1h 22m 9s elapsed, 4h 37m 51s of budget remaining.
    Output:
    (none)
  2. —1h 22mRejected
    N = get_world_size()
    if N <= 8:
        PZ = N - 3
    else:
        PZ = N - 4
    SY = 4
    HAY_MIN = 150
    WOOD_MIN = 200
    WEIRD_BURST = 400
    
    DIRS = [North, East, South, West]
    DX = [0, 1, 0, -1]
    DY = [1, 0, -1, 0]
    
    def blocked():
        e = get_entity_type()
        return e == Entities.Hedge or e == Entities.Treasure
    
    def should_run():
        return num_items(Items.Weird_Substance) < WEIRD_BURST and not blocked()
    
    def needs_soil(want):
        return want == Entities.Carrot or want == Entities.Pumpkin or want == Entities.Sunflower or want == Entities.Cactus
    
    def prep_ground(want):
        if needs_soil(want):
            if get_ground_type() != Grounds.Soil:
                till()
        else:
            if get_ground_type() == Grounds.Soil:
                till()
    
    def water():
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    def fertilize():
        if num_items(Items.Fertilizer) > 0 and not can_harvest():
            use_item(Items.Fertilizer)
    
    def goto(tx, ty):
        n = 0
        while get_pos_x() != tx and n < 3 * N:
            move(East)
            n += 1
        n = 0
        while get_pos_y() != ty and n < 3 * N:
            move(North)
            n += 1
    
    # ---------- mazes ----------
    # mode 0: greedy toward treasure; mode k>0: fixed rotated order
    def dir_order(mode, x, y, tx, ty):
        if mode > 0:
            return [mode % 4, (mode + 1) % 4, (mode + 2) % 4, (mode + 3) % 4]
        order = []
        if ty > y:
            order.append(0)
        if tx > x:
            order.append(1)
        if ty < y:
            order.append(2)
        if tx < x:
            order.append(3)
        for d in range(4):
            if not (d in order):
                order.append(d)
        return order
    
    # returns True if standing on treasure, False if maze vanished / exhausted
    def solve(mode):
        if get_entity_type() != Entities.Hedge:
            return get_entity_type() == Entities.Treasure
        t = measure()
        tx = -1
        ty = -1
        if t != None:
            tx, ty = t
        visited = []
        for k in range(N * N):
            visited.append(False)
        path = []
        visited[get_pos_x() * N + get_pos_y()] = True
        steps = 0
        while steps < 4 * N * N:
            e = get_entity_type()
            if e == Entities.Treasure:
                return True
            if e != Entities.Hedge:
                return False
            steps += 1
            x = get_pos_x()
            y = get_pos_y()
            moved = False
            for d in dir_order(mode, x, y, tx, ty):
                nx = x + DX[d]
                ny = y + DY[d]
                if nx < 0 or nx >= N or ny < 0 or ny >= N:
                    continue
                if visited[nx * N + ny]:
                    continue
                if can_move(DIRS[d]):
                    move(DIRS[d])
                    visited[nx * N + ny] = True
                    path.append(d)
                    moved = True
                    break
            if not moved:
                if len(path) == 0:
                    return False
                d = path.pop()
                move(DIRS[(d + 2) % 4])
        return get_entity_type() == Entities.Treasure
    
    def helper_solver(mode):
        if solve(mode):
            if get_entity_type() == Entities.Treasure:
                harvest()
            return True
        return False
    
    def maze_burst():
        # give helper drones a moment to notice and exit
        for k in range(2 * N):
            move(North)
        count = 0
        fails = 0
        while num_items(Items.Weird_Substance) >= N and fails < 3:
            if get_entity_type() != None:
                harvest()
            if get_ground_type() == Grounds.Soil:
                till()
            plant(Entities.Bush)
            use_item(Items.Weird_Substance, N)
            if get_entity_type() != Entities.Hedge:
                fails += 1
                continue
            hs = []
            for m in range(1, 4):
                h = spawn_drone(helper_solver, m)
                if h != None:
                    hs.append(h)
            if solve(0):
                if get_entity_type() == Entities.Treasure:
                    harvest()
            for h in hs:
                wait_for(h)
            if get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure:
                # still a maze: nobody got it
                fails += 1
                harvest()
            else:
                count += 1
        quick_print("mazes", count, "fails", fails, "gold", num_items(Items.Gold))
    
    # ---------- drone B: sunflowers ----------
    def plant_sun():
        prep_ground(Entities.Sunflower)
        plant(Entities.Sunflower)
        water()
    
    def drone_sun():
        best = 0
        nsun = 0
        sweeps = 0
        while should_run():
            best_next = 0
            nsun_next = 0
            took = False
            for x in range(PZ, N):
                goto(x, 0)
                for y in range(SY):
                    if not should_run():
                        return
                    e = get_entity_type()
                    p = None
                    if e == Entities.Sunflower:
                        p = measure()
                        if not took and nsun >= 10 and p >= best and can_harvest():
                            harvest()
                            took = True
                            plant_sun()
                            p = measure()
                        else:
                            water()
                    else:
                        if e != None:
                            harvest()
                        plant_sun()
                        p = measure()
                    if p != None:
                        nsun_next += 1
                        if p > best_next:
                            best_next = p
                    move(North)
            best = best_next
            nsun = nsun_next
            sweeps += 1
            if sweeps <= 3:
                quick_print("sun", sweeps, nsun, best, took, num_items(Items.Power))
    
    # ---------- drone D: cactus ----------
    def sort_cactus():
        w = N - PZ
        h = N - SY
        for y in range(SY, N):
            for p in range(w - 1):
                goto(PZ, y)
                for j in range(w - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(East)
                        if a != None and b != None and b < a:
                            swap(East)
                    move(East)
        for x in range(PZ, N):
            for p in range(h - 1):
                goto(x, SY)
                for j in range(h - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(North)
                        if a != None and b != None and b < a:
                            swap(North)
                    move(North)
    
    def drone_cactus():
        while should_run():
            grown = 0
            for x in range(PZ, N):
                goto(x, SY)
                for y in range(SY, N):
                    if not should_run():
                        return
                    e = get_entity_type()
                    if e == Entities.Cactus:
                        if can_harvest():
                            grown += 1
                        else:
                            water()
                    else:
                        if e != None:
                            harvest()
                        prep_ground(Entities.Cactus)
                        plant(Entities.Cactus)
                        water()
                    move(North)
            if grown == (N - PZ) * (N - SY) and should_run():
                sort_cactus()
                goto(PZ, SY)
                if get_entity_type() == Entities.Cactus and can_harvest():
                    harvest()
    
    # ---------- drone C: mixed zone with companions ----------
    def choose(x, y):
        if y == N - 1 and x % 2 == 0:
            return Entities.Tree
        if num_items(Items.Wood) < WOOD_MIN:
            return Entities.Tree
        if num_items(Items.Hay) < HAY_MIN:
            return Entities.Grass
        return Entities.Carrot
    
    def in_mixed(x, y):
        return x < PZ and y >= PZ
    
    def do_mixed(x, y, wish, mywish):
        idx = x * N + y
        want = wish[idx]
        if want == None:
            want = choose(x, y)
        if can_harvest():
            harvest()
            t = mywish[idx]
            if t != None:
                wish[t] = None
                mywish[idx] = None
        e = get_entity_type()
        if e != want and (e == None or e == Entities.Grass):
            prep_ground(want)
            if get_entity_type() != None:
                harvest()
            plant(want)
            c = get_companion()
            if c != None:
                ctype, cpos = c
                cx, cy = cpos
                if cx >= 0 and cx < N and cy >= 0 and cy < N and in_mixed(cx, cy):
                    ti = cx * N + cy
                    wish[ti] = ctype
                    mywish[idx] = ti
        if want == Entities.Carrot:
            water()
        if want != Entities.Grass:
            fertilize()
    
    def drone_mixed():
        wish = []
        mywish = []
        for k in range(N * N):
            wish.append(None)
            mywish.append(None)
        while should_run():
            for x in range(PZ):
                goto(x, PZ)
                for y in range(PZ, N):
                    if not should_run():
                        return
                    do_mixed(x, y, wish, mywish)
                    move(North)
    
    # ---------- drone A: pumpkins + mazes + management ----------
    def do_pumpkin():
        e = get_entity_type()
        if e == Entities.Pumpkin:
            water()
            if can_harvest():
                return 1
            return 0
        if e != None and e != Entities.Dead_Pumpkin:
            harvest()
        prep_ground(Entities.Pumpkin)
        plant(Entities.Pumpkin)
        water()
        return 0
    
    def alive(h):
        return h != None and not has_finished(h)
    
    def drone_a():
        hb = None
        hc = None
        hd = None
        while True:
            if blocked():
                solve(0)
                harvest()
            if num_items(Items.Weird_Substance) >= WEIRD_BURST:
                maze_burst()
            if not alive(hb):
                hb = spawn_drone(drone_sun)
            if not alive(hc):
                hc = spawn_drone(drone_mixed)
            if not alive(hd):
                hd = spawn_drone(drone_cactus)
            ready = 0
            for x in range(PZ):
                goto(x, 0)
                for y in range(PZ):
                    if not blocked():
                        ready += do_pumpkin()
                    move(North)
            if ready == PZ * PZ:
                goto(0, 0)
                if get_entity_type() == Entities.Pumpkin:
                    harvest()
    
    drone_a()
    Write result the agent saw
    Stop the program before editing it.
  3. r21h 25mRan357 lines · +59 −8 · ran 4m 40s
    N = get_world_size()
    if N <= 8:
        PZ = N - 3
    else:
        PZ = N - 4
    SY = 4
    HAY_MIN = 150
    WOOD_MIN = 200
    WEIRD_BURST = 400
    
    DIRS = [North, East, South, West]
    DX = [0, 1, 0, -1]
    DY = [1, 0, -1, 0]
    
    def blocked():
        e = get_entity_type()
        return e == Entities.Hedge or e == Entities.Treasure
    
    def should_run():
        return num_items(Items.Weird_Substance) < WEIRD_BURST and not blocked()
    
    def needs_soil(want):
        return want == Entities.Carrot or want == Entities.Pumpkin or want == Entities.Sunflower or want == Entities.Cactus
    
    def prep_ground(want):
        if needs_soil(want):
            if get_ground_type() != Grounds.Soil:
                till()
        else:
            if get_ground_type() == Grounds.Soil:
                till()
    
    def water():
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    def fertilize():
        if num_items(Items.Fertilizer) > 0 and not can_harvest():
            use_item(Items.Fertilizer)
    
    def goto(tx, ty):
        n = 0
        while get_pos_x() != tx and n < 3 * N:
            move(East)
            n += 1
        n = 0
        while get_pos_y() != ty and n < 3 * N:
            move(North)
            n += 1
    
    # ---------- mazes ----------
    # mode 0: greedy toward treasure; mode k>0: fixed rotated order
    def dir_order(mode, x, y, tx, ty):
        if mode > 0:
            return [mode % 4, (mode + 1) % 4, (mode + 2) % 4, (mode + 3) % 4]
        order = []
        if ty > y:
            order.append(0)
        if tx > x:
            order.append(1)
        if ty < y:
            order.append(2)
        if tx < x:
            order.append(3)
        for d in range(4):
            if not (d in order):
                order.append(d)
        return order
    
    # returns True if standing on treasure, False if maze vanished / exhausted
    def solve(mode):
        if get_entity_type() != Entities.Hedge:
            return get_entity_type() == Entities.Treasure
        t = measure()
        tx = -1
        ty = -1
        if t != None:
            tx, ty = t
        visited = []
        for k in range(N * N):
            visited.append(False)
        path = []
        visited[get_pos_x() * N + get_pos_y()] = True
        steps = 0
        while steps < 4 * N * N:
            e = get_entity_type()
            if e == Entities.Treasure:
                return True
            if e != Entities.Hedge:
                return False
            steps += 1
            x = get_pos_x()
            y = get_pos_y()
            moved = False
            for d in dir_order(mode, x, y, tx, ty):
                nx = x + DX[d]
                ny = y + DY[d]
                if nx < 0 or nx >= N or ny < 0 or ny >= N:
                    continue
                if visited[nx * N + ny]:
                    continue
                if can_move(DIRS[d]):
                    move(DIRS[d])
                    visited[nx * N + ny] = True
                    path.append(d)
                    moved = True
                    break
            if not moved:
                if len(path) == 0:
                    return False
                d = path.pop()
                move(DIRS[(d + 2) % 4])
        return get_entity_type() == Entities.Treasure
    
    def helper_solver(mode):
        if solve(mode):
            if get_entity_type() == Entities.Treasure:
                harvest()
            return True
        return False
    
    def maze_burst():
        # give helper drones a moment to notice and exit
        for k in range(2 * N):
            move(North)
        count = 0
        fails = 0
        while num_items(Items.Weird_Substance) >= N and fails < 3:
            if get_entity_type() != None:
                harvest()
            if get_ground_type() == Grounds.Soil:
                till()
            plant(Entities.Bush)
            use_item(Items.Weird_Substance, N)
            if get_entity_type() != Entities.Hedge:
                fails += 1
                continue
            hs = []
            for m in range(1, 4):
                h = spawn_drone(helper_solver, m)
                if h != None:
                    hs.append(h)
            if solve(0):
                if get_entity_type() == Entities.Treasure:
                    harvest()
            for h in hs:
                wait_for(h)
            if get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure:
                fails += 1
                harvest()
            else:
                count += 1
        quick_print("mazes", count, "fails", fails, "gold", num_items(Items.Gold))
    
    # ---------- drone B: sunflowers ----------
    def plant_sun():
        prep_ground(Entities.Sunflower)
        plant(Entities.Sunflower)
        water()
    
    def drone_sun():
        best = 0
        nsun = 0
        sweeps = 0
        while should_run():
            best_next = 0
            nsun_next = 0
            took = False
            for x in range(PZ, N):
                goto(x, 0)
                for y in range(SY):
                    if not should_run():
                        return
                    e = get_entity_type()
                    p = None
                    if e == Entities.Sunflower:
                        p = measure()
                        if not took and nsun >= 10 and p >= best and can_harvest():
                            harvest()
                            took = True
                            plant_sun()
                            p = measure()
                        else:
                            water()
                    else:
                        if e != None:
                            harvest()
                        plant_sun()
                        p = measure()
                    if p != None:
                        nsun_next += 1
                        if p > best_next:
                            best_next = p
                    move(North)
            best = best_next
            nsun = nsun_next
            sweeps += 1
            if sweeps <= 3:
                quick_print("sun", sweeps, nsun, best, took, num_items(Items.Power))
    
    # ---------- drone D: cactus ----------
    def sort_cactus():
        w = N - PZ
        h = N - SY
        for y in range(SY, N):
            for p in range(w - 1):
                goto(PZ, y)
                for j in range(w - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(East)
                        if a != None and b != None and b < a:
                            swap(East)
                    move(East)
        for x in range(PZ, N):
            for p in range(h - 1):
                goto(x, SY)
                for j in range(h - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(North)
                        if a != None and b != None and b < a:
                            swap(North)
                    move(North)
    
    def drone_cactus():
        while should_run():
            grown = 0
            for x in range(PZ, N):
                goto(x, SY)
                for y in range(SY, N):
                    if not should_run():
                        return
                    e = get_entity_type()
                    if e == Entities.Cactus:
                        if can_harvest():
                            grown += 1
                        else:
                            water()
                    else:
                        if e != None:
                            harvest()
                        prep_ground(Entities.Cactus)
                        plant(Entities.Cactus)
                        water()
                    move(North)
            if grown == (N - PZ) * (N - SY) and should_run():
                sort_cactus()
                goto(PZ, SY)
                if get_entity_type() == Entities.Cactus and can_harvest():
                    harvest()
    
    # ---------- drone C: mixed zone with companions ----------
    def choose(x, y):
        if y == N - 1 and x % 2 == 0:
            return Entities.Tree
        if num_items(Items.Wood) < WOOD_MIN:
            return Entities.Tree
        if num_items(Items.Hay) < HAY_MIN:
            return Entities.Grass
        return Entities.Carrot
    
    def in_mixed(x, y):
        return x < PZ and y >= PZ
    
    def do_mixed(x, y, wish, mywish):
        idx = x * N + y
        want = wish[idx]
        if want == None:
            want = choose(x, y)
        if can_harvest():
            harvest()
            t = mywish[idx]
            if t != None:
                wish[t] = None
                mywish[idx] = None
        e = get_entity_type()
        if e != want and (e == None or e == Entities.Grass):
            prep_ground(want)
            if get_entity_type() != None:
                harvest()
            plant(want)
            c = get_companion()
            if c != None:
                ctype, cpos = c
                cx, cy = cpos
                if cx >= 0 and cx < N and cy >= 0 and cy < N and in_mixed(cx, cy):
                    ti = cx * N + cy
                    wish[ti] = ctype
                    mywish[idx] = ti
        if want == Entities.Carrot:
            water()
        if want != Entities.Grass:
            fertilize()
    
    def drone_mixed():
        wish = []
        mywish = []
        for k in range(N * N):
            wish.append(None)
            mywish.append(None)
        while should_run():
            for x in range(PZ):
                goto(x, PZ)
                for y in range(PZ, N):
                    if not should_run():
                        return
                    do_mixed(x, y, wish, mywish)
                    move(North)
    
    # ---------- drone A: pumpkins + mazes + management ----------
    def do_pumpkin():
        e = get_entity_type()
        if e == Entities.Pumpkin:
            water()
            if can_harvest():
                return 1
            return 0
        if e != None and e != Entities.Dead_Pumpkin:
            harvest()
        prep_ground(Entities.Pumpkin)
        plant(Entities.Pumpkin)
        water()
        return 0
    
    def alive(h):
        return h != None and not has_finished(h)
    
    def drone_a():
        hb = None
        hc = None
        hd = None
        while True:
            if blocked():
                solve(0)
                harvest()
            if num_items(Items.Weird_Substance) >= WEIRD_BURST:
                maze_burst()
            if not alive(hb):
                hb = spawn_drone(drone_sun)
            if not alive(hc):
                hc = spawn_drone(drone_mixed)
            if not alive(hd):
                hd = spawn_drone(drone_cactus)
            ready = 0
            for x in range(PZ):
                goto(x, 0)
                for y in range(PZ):
                    if not blocked():
                        ready += do_pumpkin()
                    move(North)
            if ready == PZ * PZ:
                goto(0, 0)
                if get_entity_type() == Entities.Pumpkin:
                    harvest()
    
    drone_a()
    Changes from the previous revision
      
      # ---------- mazes ----------
    - def solve():
    + # mode 0: greedy toward treasure; mode k>0: fixed rotated order
    + def dir_order(mode, x, y, tx, ty):
    +     if mode > 0:
    +         return [mode % 4, (mode + 1) % 4, (mode + 2) % 4, (mode + 3) % 4]
    +     order = []
    +     if ty > y:
    +         order.append(0)
    +     if tx > x:
    +         order.append(1)
    +     if ty < y:
    +         order.append(2)
    +     if tx < x:
    +         order.append(3)
    +     for d in range(4):
    +         if not (d in order):
    +             order.append(d)
    +     return order
    + 
    + # returns True if standing on treasure, False if maze vanished / exhausted
    + def solve(mode):
    +     if get_entity_type() != Entities.Hedge:
    +         return get_entity_type() == Entities.Treasure
    +     t = measure()
    +     tx = -1
    +     ty = -1
    +     if t != None:
    +         tx, ty = t
          visited = []
          for k in range(N * N):
          visited[get_pos_x() * N + get_pos_y()] = True
          steps = 0
    -     while get_entity_type() != Entities.Treasure and steps < 4 * N * N:
    +     while steps < 4 * N * N:
    +         e = get_entity_type()
    +         if e == Entities.Treasure:
    +             return True
    +         if e != Entities.Hedge:
    +             return False
              steps += 1
              x = get_pos_x()
              y = get_pos_y()
              moved = False
    -         for d in range(4):
    +         for d in dir_order(mode, x, y, tx, ty):
                  nx = x + DX[d]
                  ny = y + DY[d]
          return get_entity_type() == Entities.Treasure
      
    + def helper_solver(mode):
    +     if solve(mode):
    +         if get_entity_type() == Entities.Treasure:
    +             harvest()
    +         return True
    +     return False
    + 
      def maze_burst():
          # give helper drones a moment to notice and exit
              plant(Entities.Bush)
              use_item(Items.Weird_Substance, N)
    -         if solve():
    -             count += 1
    -         else:
    +         if get_entity_type() != Entities.Hedge:
                  fails += 1
    -         harvest()
    +             continue
    +         hs = []
    +         for m in range(1, 4):
    +             h = spawn_drone(helper_solver, m)
    +             if h != None:
    +                 hs.append(h)
    +         if solve(0):
    +             if get_entity_type() == Entities.Treasure:
    +                 harvest()
    +         for h in hs:
    +             wait_for(h)
    +         if get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure:
    +             fails += 1
    +             harvest()
    +         else:
    +             count += 1
          quick_print("mazes", count, "fails", fails, "gold", num_items(Items.Gold))
      
          while True:
              if blocked():
    -             solve()
    +             solve(0)
                  harvest()
              if num_items(Items.Weird_Substance) >= WEIRD_BURST:
    
    Write result the agent saw
    Saved mega (357 lines).
    Game time: 1h 25m 19s elapsed, 4h 34m 41s of budget remaining.
    run_program at 1h 25m for 90s (agent saw)
    Ran mega for 1m 30s of game time; it is still running.
    Inventory change: cactus +144, carrot -109, fertilizer -35, gold +1664, hay +240, pumpkin +452, water -87, weird_substance +108, wood +18.
    Game time: 1h 26m 59s elapsed, 4h 33m 1s of budget remaining.
    Output:
    sun 1 12 15 False 0
    sun 2 12 15 True 5.17
    sun 3 12 14 True 7.51
    run_program at 1h 27m for 120s (agent saw)
    Ran mega for 2m of game time; it is still running.
    Inventory change: cactus +28, carrot -36, fertilizer -21, gold +2160, hay +720, pumpkin -64, water -113, weird_substance +95, wood -97.
    Game time: 1h 29m 29s elapsed, 4h 30m 31s of budget remaining.
    Output:
    sun 1 16 15 False 0
    sun 2 16 15 True 0
    sun 3 16 15 True 7.14
mega2.py1 write · 1 ran · first at 1h 30m
  1. r11h 30mRan356 lines · ran 4m 40s
    N = get_world_size()
    if N <= 8:
        PZ = N - 3
    else:
        PZ = N - 4
    SY = 4
    HAY_MIN = 150
    WOOD_MIN = 200
    WEIRD_BURST = 2700
    MAX_RELOC = 290
    
    DIRS = [North, East, South, West]
    DX = [0, 1, 0, -1]
    DY = [1, 0, -1, 0]
    
    def blocked():
        e = get_entity_type()
        return e == Entities.Hedge or e == Entities.Treasure
    
    def should_run():
        return num_items(Items.Weird_Substance) < WEIRD_BURST and not blocked()
    
    def needs_soil(want):
        return want == Entities.Carrot or want == Entities.Pumpkin or want == Entities.Sunflower or want == Entities.Cactus
    
    def prep_ground(want):
        if needs_soil(want):
            if get_ground_type() != Grounds.Soil:
                till()
        else:
            if get_ground_type() == Grounds.Soil:
                till()
    
    def water():
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    def fertilize():
        if num_items(Items.Fertilizer) > 0 and not can_harvest():
            use_item(Items.Fertilizer)
    
    def goto(tx, ty):
        n = 0
        while get_pos_x() != tx and n < 3 * N:
            move(East)
            n += 1
        n = 0
        while get_pos_y() != ty and n < 3 * N:
            move(North)
            n += 1
    
    # ---------- mazes ----------
    def dir_order(mode, x, y, tx, ty):
        if mode > 0:
            return [mode % 4, (mode + 1) % 4, (mode + 2) % 4, (mode + 3) % 4]
        order = []
        if ty > y:
            order.append(0)
        if tx > x:
            order.append(1)
        if ty < y:
            order.append(2)
        if tx < x:
            order.append(3)
        for d in range(4):
            if not (d in order):
                order.append(d)
        return order
    
    # DFS to the treasure. True if standing on treasure, False if maze gone / exhausted
    def solve(mode):
        e = get_entity_type()
        if e == Entities.Treasure:
            return True
        if e != Entities.Hedge:
            return False
        t = measure()
        tx = -1
        ty = -1
        if t != None:
            tx, ty = t
        visited = []
        for k in range(N * N):
            visited.append(False)
        path = []
        visited[get_pos_x() * N + get_pos_y()] = True
        steps = 0
        while steps < 4 * N * N:
            e = get_entity_type()
            if e == Entities.Treasure:
                return True
            if e != Entities.Hedge:
                return False
            steps += 1
            x = get_pos_x()
            y = get_pos_y()
            moved = False
            for d in dir_order(mode, x, y, tx, ty):
                nx = x + DX[d]
                ny = y + DY[d]
                if nx < 0 or nx >= N or ny < 0 or ny >= N:
                    continue
                if visited[nx * N + ny]:
                    continue
                if can_move(DIRS[d]):
                    move(DIRS[d])
                    visited[nx * N + ny] = True
                    path.append(d)
                    moved = True
                    break
            if not moved:
                if len(path) == 0:
                    return False
                d = path.pop()
                move(DIRS[(d + 2) % 4])
        return get_entity_type() == Entities.Treasure
    
    # repeatedly find the treasure and relocate it with weird substance (collects gold each time)
    def reuse_solver(mode):
        n = 0
        while blocked() and num_items(Items.Weird_Substance) >= N and n < MAX_RELOC:
            if solve(mode):
                if get_entity_type() == Entities.Treasure and num_items(Items.Weird_Substance) >= N:
                    use_item(Items.Weird_Substance, N)
                    n += 1
            else:
                if not blocked():
                    return n
        return n
    
    def maze_burst():
        for k in range(2 * N):
            move(North)
        g0 = num_items(Items.Gold)
        if get_entity_type() != None:
            harvest()
        if get_ground_type() == Grounds.Soil:
            till()
        plant(Entities.Bush)
        use_item(Items.Weird_Substance, N)
        if get_entity_type() != Entities.Hedge:
            quick_print("maze failed to spawn")
            return
        hs = []
        for m in range(1, 4):
            h = spawn_drone(reuse_solver, m)
            if h != None:
                hs.append(h)
        reuse_solver(0)
        for h in hs:
            wait_for(h)
        # finish: collect the last treasure
        if blocked():
            solve(0)
            harvest()
        quick_print("burst gold", num_items(Items.Gold) - g0, "weird left", num_items(Items.Weird_Substance))
    
    # ---------- drone B: sunflowers ----------
    def plant_sun():
        prep_ground(Entities.Sunflower)
        plant(Entities.Sunflower)
        water()
    
    def drone_sun():
        best = 0
        nsun = 0
        while should_run():
            best_next = 0
            nsun_next = 0
            took = False
            for x in range(PZ, N):
                goto(x, 0)
                for y in range(SY):
                    if not should_run():
                        return
                    e = get_entity_type()
                    p = None
                    if e == Entities.Sunflower:
                        p = measure()
                        if not took and nsun >= 10 and p >= best and can_harvest():
                            harvest()
                            took = True
                            plant_sun()
                            p = measure()
                        else:
                            water()
                    else:
                        if e != None:
                            harvest()
                        plant_sun()
                        p = measure()
                    if p != None:
                        nsun_next += 1
                        if p > best_next:
                            best_next = p
                    move(North)
            best = best_next
            nsun = nsun_next
    
    # ---------- drone D: cactus ----------
    def sort_cactus():
        w = N - PZ
        h = N - SY
        for y in range(SY, N):
            for p in range(w - 1):
                goto(PZ, y)
                for j in range(w - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(East)
                        if a != None and b != None and b < a:
                            swap(East)
                    move(East)
        for x in range(PZ, N):
            for p in range(h - 1):
                goto(x, SY)
                for j in range(h - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(North)
                        if a != None and b != None and b < a:
                            swap(North)
                    move(North)
    
    def drone_cactus():
        while should_run():
            grown = 0
            for x in range(PZ, N):
                goto(x, SY)
                for y in range(SY, N):
                    if not should_run():
                        return
                    e = get_entity_type()
                    if e == Entities.Cactus:
                        if can_harvest():
                            grown += 1
                        else:
                            water()
                    else:
                        if e != None:
                            harvest()
                        prep_ground(Entities.Cactus)
                        plant(Entities.Cactus)
                        water()
                    move(North)
            if grown == (N - PZ) * (N - SY) and should_run():
                sort_cactus()
                goto(PZ, SY)
                if get_entity_type() == Entities.Cactus and can_harvest():
                    harvest()
    
    # ---------- drone C: mixed zone with companions ----------
    def choose(x, y):
        if y == N - 1 and x % 2 == 0:
            return Entities.Tree
        if num_items(Items.Wood) < WOOD_MIN:
            return Entities.Tree
        if num_items(Items.Hay) < HAY_MIN:
            return Entities.Grass
        return Entities.Carrot
    
    def in_mixed(x, y):
        return x < PZ and y >= PZ
    
    def do_mixed(x, y, wish, mywish):
        idx = x * N + y
        want = wish[idx]
        if want == None:
            want = choose(x, y)
        if can_harvest():
            harvest()
            t = mywish[idx]
            if t != None:
                wish[t] = None
                mywish[idx] = None
        e = get_entity_type()
        if e != want and (e == None or e == Entities.Grass):
            prep_ground(want)
            if get_entity_type() != None:
                harvest()
            plant(want)
            c = get_companion()
            if c != None:
                ctype, cpos = c
                cx, cy = cpos
                if cx >= 0 and cx < N and cy >= 0 and cy < N and in_mixed(cx, cy):
                    ti = cx * N + cy
                    wish[ti] = ctype
                    mywish[idx] = ti
        if want == Entities.Carrot:
            water()
        if want != Entities.Grass:
            fertilize()
    
    def drone_mixed():
        wish = []
        mywish = []
        for k in range(N * N):
            wish.append(None)
            mywish.append(None)
        while should_run():
            for x in range(PZ):
                goto(x, PZ)
                for y in range(PZ, N):
                    if not should_run():
                        return
                    do_mixed(x, y, wish, mywish)
                    move(North)
    
    # ---------- drone A: pumpkins + mazes + management ----------
    def do_pumpkin():
        e = get_entity_type()
        if e == Entities.Pumpkin:
            water()
            if can_harvest():
                return 1
            return 0
        if e != None and e != Entities.Dead_Pumpkin:
            harvest()
        prep_ground(Entities.Pumpkin)
        plant(Entities.Pumpkin)
        water()
        return 0
    
    def alive(h):
        return h != None and not has_finished(h)
    
    def drone_a():
        hb = None
        hc = None
        hd = None
        while True:
            if blocked():
                solve(0)
                harvest()
            if num_items(Items.Weird_Substance) >= WEIRD_BURST:
                maze_burst()
            if not alive(hb):
                hb = spawn_drone(drone_sun)
            if not alive(hc):
                hc = spawn_drone(drone_mixed)
            if not alive(hd):
                hd = spawn_drone(drone_cactus)
            ready = 0
            for x in range(PZ):
                goto(x, 0)
                for y in range(PZ):
                    if not blocked():
                        ready += do_pumpkin()
                    move(North)
            if ready == PZ * PZ:
                goto(0, 0)
                if get_entity_type() == Entities.Pumpkin:
                    harvest()
    
    drone_a()
    Write result the agent saw
    Saved mega2 (356 lines).
    Game time: 1h 30m 19s elapsed, 4h 29m 41s of budget remaining.
    run_program at 1h 30m for 180s (agent saw)
    Ran mega2 for 3m of game time; it is still running.
    Inventory change: cactus +3072, carrot +3100, fertilizer -32, gold +144, hay +736, pumpkin +7424, water -164, weird_substance +774, wood +7174.
    Game time: 1h 33m 29s elapsed, 4h 26m 31s of budget remaining.
    Output:
    (none)
mega3.py1 write · 1 ran · first at 1h 34m
  1. r11h 34mRan415 lines · ran 16m 30s
    N = get_world_size()
    if N <= 8:
        PZ = N - 3
    else:
        PZ = N - 4
    SY = 4
    HAY_MIN = 150
    WOOD_MIN = 200
    WEIRD_BURST = 2700
    MAX_RELOC = 290
    
    DIRS = [North, East, South, West]
    DX = [0, 1, 0, -1]
    DY = [1, 0, -1, 0]
    
    def blocked():
        e = get_entity_type()
        return e == Entities.Hedge or e == Entities.Treasure
    
    def should_run():
        return num_items(Items.Weird_Substance) < WEIRD_BURST and not blocked()
    
    def needs_soil(want):
        return want == Entities.Carrot or want == Entities.Pumpkin or want == Entities.Sunflower or want == Entities.Cactus
    
    def prep_ground(want):
        if needs_soil(want):
            if get_ground_type() != Grounds.Soil:
                till()
        else:
            if get_ground_type() == Grounds.Soil:
                till()
    
    def water():
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    def fertilize():
        if num_items(Items.Fertilizer) > 0 and not can_harvest():
            use_item(Items.Fertilizer)
    
    def goto(tx, ty):
        n = 0
        while get_pos_x() != tx and n < 3 * N:
            move(East)
            n += 1
        n = 0
        while get_pos_y() != ty and n < 3 * N:
            move(North)
            n += 1
    
    # ---------- mazes ----------
    def dir_order(mode, x, y, tx, ty):
        if mode > 0:
            return [mode % 4, (mode + 1) % 4, (mode + 2) % 4, (mode + 3) % 4]
        order = []
        if ty > y:
            order.append(0)
        if tx > x:
            order.append(1)
        if ty < y:
            order.append(2)
        if tx < x:
            order.append(3)
        for d in range(4):
            if not (d in order):
                order.append(d)
        return order
    
    def solve(mode):
        e = get_entity_type()
        if e == Entities.Treasure:
            return True
        if e != Entities.Hedge:
            return False
        t = measure()
        tx = -1
        ty = -1
        if t != None:
            tx, ty = t
        visited = []
        for k in range(N * N):
            visited.append(False)
        path = []
        visited[get_pos_x() * N + get_pos_y()] = True
        steps = 0
        while steps < 4 * N * N:
            e = get_entity_type()
            if e == Entities.Treasure:
                return True
            if e != Entities.Hedge:
                return False
            steps += 1
            x = get_pos_x()
            y = get_pos_y()
            moved = False
            for d in dir_order(mode, x, y, tx, ty):
                nx = x + DX[d]
                ny = y + DY[d]
                if nx < 0 or nx >= N or ny < 0 or ny >= N:
                    continue
                if visited[nx * N + ny]:
                    continue
                if can_move(DIRS[d]):
                    move(DIRS[d])
                    visited[nx * N + ny] = True
                    path.append(d)
                    moved = True
                    break
            if not moved:
                if len(path) == 0:
                    return False
                d = path.pop()
                move(DIRS[(d + 2) % 4])
        return get_entity_type() == Entities.Treasure
    
    def reuse_solver(mode):
        n = 0
        while blocked() and num_items(Items.Weird_Substance) >= N and n < MAX_RELOC:
            if solve(mode):
                if get_entity_type() == Entities.Treasure and num_items(Items.Weird_Substance) >= N:
                    use_item(Items.Weird_Substance, N)
                    n += 1
            else:
                if not blocked():
                    return n
        return n
    
    def maze_burst():
        for k in range(2 * N):
            move(North)
        g0 = num_items(Items.Gold)
        if get_entity_type() != None:
            harvest()
        if get_ground_type() == Grounds.Soil:
            till()
        plant(Entities.Bush)
        use_item(Items.Weird_Substance, N)
        if get_entity_type() != Entities.Hedge:
            quick_print("maze failed to spawn")
            return
        hs = []
        for m in range(1, 4):
            h = spawn_drone(reuse_solver, m)
            if h != None:
                hs.append(h)
        reuse_solver(0)
        for h in hs:
            wait_for(h)
        if blocked():
            solve(0)
            harvest()
        quick_print("burst gold", num_items(Items.Gold) - g0, "weird left", num_items(Items.Weird_Substance))
    
    # ---------- dinosaur (snake) phase ----------
    def dir_to(x, y, nx, ny):
        if ny == y + 1:
            return North
        if ny == y - 1:
            return South
        if nx == x + 1:
            return East
        return West
    
    def dino_phase():
        b0 = num_items(Items.Bone)
        # clear and till the whole farm so apples can spawn anywhere
        for x in range(N):
            goto(x, 0)
            for y in range(N):
                if get_entity_type() != None:
                    harvest()
                if get_ground_type() != Grounds.Soil:
                    till()
                move(North)
        goto(0, 0)
        # hamiltonian cycle over the grid (N even)
        cyc = []
        for y in range(N):
            cyc.append([0, y])
        for x in range(1, N):
            if x % 2 == 1:
                for y in range(N - 1, 0, -1):
                    cyc.append([x, y])
            else:
                for y in range(1, N):
                    cyc.append([x, y])
        for x in range(N - 1, 0, -1):
            cyc.append([x, 0])
        L = len(cyc)
        change_hat(Hats.Dinosaur_Hat)
        idx = 0
        eaten = 0
        idle = 0
        while idle < 2 * L and eaten < N * N - 1:
            x = get_pos_x()
            y = get_pos_y()
            if cyc[idx][0] != x or cyc[idx][1] != y:
                # resync
                for k in range(L):
                    if cyc[k][0] == x and cyc[k][1] == y:
                        idx = k
            nxt = cyc[(idx + 1) % L]
            was_apple = get_entity_type() == Entities.Apple
            if not move(dir_to(x, y, nxt[0], nxt[1])):
                break
            idx = (idx + 1) % L
            if was_apple:
                eaten += 1
                idle = 0
            else:
                idle += 1
        change_hat(Hats.Green_Hat)
        quick_print("dino eaten", eaten, "bones", num_items(Items.Bone) - b0)
    
    # ---------- drone B: sunflowers ----------
    def plant_sun():
        prep_ground(Entities.Sunflower)
        plant(Entities.Sunflower)
        water()
    
    def drone_sun():
        best = 0
        nsun = 0
        while should_run():
            best_next = 0
            nsun_next = 0
            took = False
            for x in range(PZ, N):
                goto(x, 0)
                for y in range(SY):
                    if not should_run():
                        return
                    e = get_entity_type()
                    p = None
                    if e == Entities.Sunflower:
                        p = measure()
                        if not took and nsun >= 10 and p >= best and can_harvest():
                            harvest()
                            took = True
                            plant_sun()
                            p = measure()
                        else:
                            water()
                    else:
                        if e != None:
                            harvest()
                        plant_sun()
                        p = measure()
                    if p != None:
                        nsun_next += 1
                        if p > best_next:
                            best_next = p
                    move(North)
            best = best_next
            nsun = nsun_next
    
    # ---------- drone D: cactus ----------
    def sort_cactus():
        w = N - PZ
        h = N - SY
        for y in range(SY, N):
            for p in range(w - 1):
                goto(PZ, y)
                for j in range(w - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(East)
                        if a != None and b != None and b < a:
                            swap(East)
                    move(East)
        for x in range(PZ, N):
            for p in range(h - 1):
                goto(x, SY)
                for j in range(h - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(North)
                        if a != None and b != None and b < a:
                            swap(North)
                    move(North)
    
    def drone_cactus():
        while should_run():
            grown = 0
            for x in range(PZ, N):
                goto(x, SY)
                for y in range(SY, N):
                    if not should_run():
                        return
                    e = get_entity_type()
                    if e == Entities.Cactus:
                        if can_harvest():
                            grown += 1
                        else:
                            water()
                    else:
                        if e != None:
                            harvest()
                        prep_ground(Entities.Cactus)
                        plant(Entities.Cactus)
                        water()
                    move(North)
            if grown == (N - PZ) * (N - SY) and should_run():
                sort_cactus()
                goto(PZ, SY)
                if get_entity_type() == Entities.Cactus and can_harvest():
                    harvest()
    
    # ---------- drone C: mixed zone with companions ----------
    def choose(x, y):
        if y == N - 1 and x % 2 == 0:
            return Entities.Tree
        if num_items(Items.Wood) < WOOD_MIN:
            return Entities.Tree
        if num_items(Items.Hay) < HAY_MIN:
            return Entities.Grass
        return Entities.Carrot
    
    def in_mixed(x, y):
        return x < PZ and y >= PZ
    
    def do_mixed(x, y, wish, mywish):
        idx = x * N + y
        want = wish[idx]
        if want == None:
            want = choose(x, y)
        if can_harvest():
            harvest()
            t = mywish[idx]
            if t != None:
                wish[t] = None
                mywish[idx] = None
        e = get_entity_type()
        if e != want and (e == None or e == Entities.Grass):
            prep_ground(want)
            if get_entity_type() != None:
                harvest()
            plant(want)
            c = get_companion()
            if c != None:
                ctype, cpos = c
                cx, cy = cpos
                if cx >= 0 and cx < N and cy >= 0 and cy < N and in_mixed(cx, cy):
                    ti = cx * N + cy
                    wish[ti] = ctype
                    mywish[idx] = ti
        if want == Entities.Carrot:
            water()
        if want != Entities.Grass:
            fertilize()
    
    def drone_mixed():
        wish = []
        mywish = []
        for k in range(N * N):
            wish.append(None)
            mywish.append(None)
        while should_run():
            for x in range(PZ):
                goto(x, PZ)
                for y in range(PZ, N):
                    if not should_run():
                        return
                    do_mixed(x, y, wish, mywish)
                    move(North)
    
    # ---------- drone A: pumpkins + mazes + management ----------
    def do_pumpkin():
        e = get_entity_type()
        if e == Entities.Pumpkin:
            water()
            if can_harvest():
                return 1
            return 0
        if e != None and e != Entities.Dead_Pumpkin:
            harvest()
        prep_ground(Entities.Pumpkin)
        plant(Entities.Pumpkin)
        water()
        return 0
    
    def alive(h):
        return h != None and not has_finished(h)
    
    def drone_a():
        hb = None
        hc = None
        hd = None
        while True:
            if blocked():
                solve(0)
                harvest()
            if num_items(Items.Weird_Substance) >= WEIRD_BURST:
                maze_burst()
                dino_phase()
            if not alive(hb):
                hb = spawn_drone(drone_sun)
            if not alive(hc):
                hc = spawn_drone(drone_mixed)
            if not alive(hd):
                hd = spawn_drone(drone_cactus)
            ready = 0
            for x in range(PZ):
                goto(x, 0)
                for y in range(PZ):
                    if not blocked():
                        ready += do_pumpkin()
                    move(North)
            if ready == PZ * PZ:
                goto(0, 0)
                if get_entity_type() == Entities.Pumpkin:
                    harvest()
    
    drone_a()
    Write result the agent saw
    Saved mega3 (415 lines).
    Game time: 1h 34m 59s elapsed, 4h 25m 1s of budget remaining.
    run_program at 1h 34m for 300s (agent saw)
    Ran mega3 for 5m of game time; it is still running.
    Inventory change: cactus +7168, carrot +13312, fertilizer +1, hay -576, pumpkin +16448, water +3, weird_substance +1552, wood +8420.
    Game time: 1h 40m 9s elapsed, 4h 19m 51s of budget remaining.
    Output:
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: drone_a <- do_pumpkin <- water
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: drone_mixed <- do_mixed <- water
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
mega4.py4 writes · 4 ran · first at 1h 51m
  1. r11h 51mRan395 lines · ran 4m 14s · 1 runtime error
    N = get_world_size()
    PZ = N - 4
    SY = 4
    HAY_MIN = 1000
    WOOD_MIN = 500
    DO_DINO = True
    
    DIRS = [North, East, South, West]
    DX = [0, 1, 0, -1]
    DY = [1, 0, -1, 0]
    
    def blocked():
        e = get_entity_type()
        return e == Entities.Hedge or e == Entities.Treasure
    
    def needs_soil(want):
        return want == Entities.Carrot or want == Entities.Pumpkin or want == Entities.Sunflower or want == Entities.Cactus
    
    def prep_ground(want):
        if needs_soil(want):
            if get_ground_type() != Grounds.Soil:
                till()
        else:
            if get_ground_type() == Grounds.Soil:
                till()
    
    def water():
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    def fertilize():
        if num_items(Items.Fertilizer) > 0 and not can_harvest():
            use_item(Items.Fertilizer)
    
    def goto(tx, ty):
        n = 0
        while get_pos_x() != tx and n < 3 * N:
            move(East)
            n += 1
        n = 0
        while get_pos_y() != ty and n < 3 * N:
            move(North)
            n += 1
    
    # ---------- maze solver (only for leftover mazes) ----------
    def dir_order(x, y, tx, ty):
        order = []
        if ty > y:
            order.append(0)
        if tx > x:
            order.append(1)
        if ty < y:
            order.append(2)
        if tx < x:
            order.append(3)
        for d in range(4):
            if not (d in order):
                order.append(d)
        return order
    
    def solve():
        e = get_entity_type()
        if e == Entities.Treasure:
            return True
        if e != Entities.Hedge:
            return False
        t = measure()
        tx = -1
        ty = -1
        if t != None:
            tx, ty = t
        visited = []
        for k in range(N * N):
            visited.append(False)
        path = []
        visited[get_pos_x() * N + get_pos_y()] = True
        steps = 0
        while steps < 4 * N * N:
            e = get_entity_type()
            if e == Entities.Treasure:
                return True
            if e != Entities.Hedge:
                return False
            steps += 1
            x = get_pos_x()
            y = get_pos_y()
            moved = False
            for d in dir_order(x, y, tx, ty):
                nx = x + DX[d]
                ny = y + DY[d]
                if nx < 0 or nx >= N or ny < 0 or ny >= N:
                    continue
                if visited[nx * N + ny]:
                    continue
                if can_move(DIRS[d]):
                    move(DIRS[d])
                    visited[nx * N + ny] = True
                    path.append(d)
                    moved = True
                    break
            if not moved:
                if len(path) == 0:
                    return False
                d = path.pop()
                move(DIRS[(d + 2) % 4])
        return get_entity_type() == Entities.Treasure
    
    # ---------- dinosaur (snake) phase ----------
    def dir_to(x, y, nx, ny):
        if ny == y + 1:
            return North
        if ny == y - 1:
            return South
        if nx == x + 1:
            return East
        return West
    
    def dino_phase():
        b0 = num_items(Items.Bone)
        for x in range(N):
            goto(x, 0)
            for y in range(N):
                if get_entity_type() != None:
                    harvest()
                if get_ground_type() != Grounds.Soil:
                    till()
                move(North)
        goto(0, 0)
        cyc = []
        y = 0
        while y < N:
            cyc.append([0, y])
            y += 1
        x = 1
        while x < N:
            if x % 2 == 1:
                y = N - 1
                while y >= 1:
                    cyc.append([x, y])
                    y -= 1
            else:
                y = 1
                while y < N:
                    cyc.append([x, y])
                    y += 1
            x += 1
        x = N - 1
        while x >= 1:
            cyc.append([x, 0])
            x -= 1
        L = len(cyc)
        quick_print("dino start, cycle", L)
        change_hat(Hats.Dinosaur_Hat)
        idx = 0
        eaten = 0
        idle = 0
        while idle < 2 * L and eaten < N * N - 1:
            x = get_pos_x()
            y = get_pos_y()
            if cyc[idx][0] != x or cyc[idx][1] != y:
                for k in range(L):
                    if cyc[k][0] == x and cyc[k][1] == y:
                        idx = k
            nxt = cyc[(idx + 1) % L]
            was_apple = get_entity_type() == Entities.Apple
            if not move(dir_to(x, y, nxt[0], nxt[1])):
                break
            idx = (idx + 1) % L
            if was_apple:
                eaten += 1
                idle = 0
            else:
                idle += 1
        change_hat(Hats.Green_Hat)
        quick_print("dino eaten", eaten, "bones", num_items(Items.Bone) - b0)
    
    # ---------- sunflowers ----------
    def plant_sun():
        prep_ground(Entities.Sunflower)
        plant(Entities.Sunflower)
        water()
    
    def drone_sun():
        best = 0
        nsun = 0
        while True:
            best_next = 0
            nsun_next = 0
            took = False
            for x in range(PZ, N):
                goto(x, 0)
                for y in range(SY):
                    e = get_entity_type()
                    p = None
                    if e == Entities.Sunflower:
                        p = measure()
                        if not took and nsun >= 10 and p >= best and can_harvest():
                            harvest()
                            took = True
                            plant_sun()
                            p = measure()
                        else:
                            water()
                    elif not blocked():
                        if e != None:
                            harvest()
                        plant_sun()
                        p = measure()
                    if p != None:
                        nsun_next += 1
                        if p > best_next:
                            best_next = p
                    move(North)
            best = best_next
            nsun = nsun_next
    
    # ---------- cactus ----------
    def cactus_tend():
        e = get_entity_type()
        if e == Entities.Cactus:
            if can_harvest():
                return 1
            water()
            return 0
        if blocked():
            return 0
        if e != None:
            harvest()
        prep_ground(Entities.Cactus)
        plant(Entities.Cactus)
        water()
        return 0
    
    def drone_cactus_planter():
        while True:
            for x in range(PZ, N):
                goto(x, SY)
                for y in range(SY, N):
                    cactus_tend()
                    move(North)
    
    def sort_cactus():
        w = N - PZ
        h = N - SY
        for y in range(SY, N):
            for p in range(w - 1):
                goto(PZ, y)
                for j in range(w - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(East)
                        if a != None and b != None and b < a:
                            swap(East)
                    move(East)
        for x in range(PZ, N):
            for p in range(h - 1):
                goto(x, SY)
                for j in range(h - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(North)
                        if a != None and b != None and b < a:
                            swap(North)
                    move(North)
    
    def drone_cactus_sorter():
        while True:
            grown = 0
            for x in range(PZ, N):
                goto(x, SY)
                for y in range(SY, N):
                    grown += cactus_tend()
                    move(North)
            if grown == (N - PZ) * (N - SY):
                sort_cactus()
                goto(PZ, SY)
                if get_entity_type() == Entities.Cactus and can_harvest():
                    harvest()
    
    # ---------- mixed zone with companions (two halves) ----------
    def choose(x, y):
        if y == N - 1 and x % 2 == 0:
            return Entities.Tree
        if num_items(Items.Wood) < WOOD_MIN:
            return Entities.Tree
        if num_items(Items.Hay) < HAY_MIN:
            return Entities.Grass
        return Entities.Carrot
    
    def do_mixed(x, y, wish, mywish, x0, x1):
        idx = x * N + y
        want = wish[idx]
        if want == None:
            want = choose(x, y)
        if can_harvest():
            harvest()
            t = mywish[idx]
            if t != None:
                wish[t] = None
                mywish[idx] = None
        e = get_entity_type()
        if e != want and (e == None or e == Entities.Grass):
            prep_ground(want)
            if get_entity_type() != None:
                harvest()
            plant(want)
            c = get_companion()
            if c != None:
                ctype, cpos = c
                cx, cy = cpos
                if cx >= x0 and cx < x1 and cy >= PZ and cy < N:
                    ti = cx * N + cy
                    wish[ti] = ctype
                    mywish[idx] = ti
        if want == Entities.Carrot:
            water()
        if want != Entities.Grass:
            fertilize()
    
    def drone_mixed(x0, x1):
        wish = []
        mywish = []
        for k in range(N * N):
            wish.append(None)
            mywish.append(None)
        while True:
            for x in range(x0, x1):
                goto(x, PZ)
                for y in range(PZ, N):
                    if not blocked():
                        do_mixed(x, y, wish, mywish, x0, x1)
                    move(North)
    
    def drone_mixed_w():
        drone_mixed(0, PZ // 2)
    
    def drone_mixed_e():
        drone_mixed(PZ // 2, PZ)
    
    # ---------- pumpkins ----------
    def do_pumpkin():
        e = get_entity_type()
        if e == Entities.Pumpkin:
            water()
            if can_harvest():
                return 1
            return 0
        if blocked():
            return 0
        if e != None and e != Entities.Dead_Pumpkin:
            harvest()
        prep_ground(Entities.Pumpkin)
        plant(Entities.Pumpkin)
        water()
        return 0
    
    def pumpkin_sweep(x0, x1):
        ready = 0
        for x in range(x0, x1):
            goto(x, 0)
            for y in range(PZ):
                ready += do_pumpkin()
                move(North)
        return ready
    
    def drone_pump_w():
        while True:
            pumpkin_sweep(0, PZ // 2)
    
    def drone_pump_e():
        while True:
            pumpkin_sweep(PZ // 2, PZ)
    
    def alive(h):
        return h != None and not has_finished(h)
    
    def drone_a():
        if blocked():
            solve()
            harvest()
        if DO_DINO:
            dino_phase()
        hs = [None, None, None, None, None, None, None]
        fs = [drone_sun, drone_mixed_w, drone_mixed_e, drone_cactus_planter, drone_cactus_sorter, drone_pump_w, drone_pump_e]
        while True:
            for k in range(len(fs)):
                if not alive(hs[k]):
                    hs[k] = spawn_drone(fs[k])
            ready = pumpkin_sweep(0, PZ)
            if ready == PZ * PZ:
                goto(0, 0)
                if get_entity_type() == Entities.Pumpkin:
                    harvest()
    
    drone_a()
    Write result the agent saw
    Saved mega4 (395 lines).
    Game time: 1h 51m 29s elapsed, 4h 8m 31s of budget remaining.
    run_program at 1h 51m for 240s (agent saw)
    Ran mega4 for 4m of game time; it is still running.
    Inventory change: cactus -182, fertilizer +48, gold +144, hay +1152, water +192.
    Game time: 1h 55m 39s elapsed, 4h 4m 21s of budget remaining.
    Output:
    dino start, cycle 144
    Runtime error at 1h 55m (telemetry; not shown to the agent)
    Hats.Green_Hat must be unlocked before this can be used.
  2. r22h 00mRan395 lines · +2 −2 · ran 11m 32s
    N = get_world_size()
    PZ = N - 4
    SY = 4
    HAY_MIN = 1000
    WOOD_MIN = 500
    DO_DINO = False
    
    DIRS = [North, East, South, West]
    DX = [0, 1, 0, -1]
    DY = [1, 0, -1, 0]
    
    def blocked():
        e = get_entity_type()
        return e == Entities.Hedge or e == Entities.Treasure
    
    def needs_soil(want):
        return want == Entities.Carrot or want == Entities.Pumpkin or want == Entities.Sunflower or want == Entities.Cactus
    
    def prep_ground(want):
        if needs_soil(want):
            if get_ground_type() != Grounds.Soil:
                till()
        else:
            if get_ground_type() == Grounds.Soil:
                till()
    
    def water():
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    def fertilize():
        if num_items(Items.Fertilizer) > 0 and not can_harvest():
            use_item(Items.Fertilizer)
    
    def goto(tx, ty):
        n = 0
        while get_pos_x() != tx and n < 3 * N:
            move(East)
            n += 1
        n = 0
        while get_pos_y() != ty and n < 3 * N:
            move(North)
            n += 1
    
    # ---------- maze solver (only for leftover mazes) ----------
    def dir_order(x, y, tx, ty):
        order = []
        if ty > y:
            order.append(0)
        if tx > x:
            order.append(1)
        if ty < y:
            order.append(2)
        if tx < x:
            order.append(3)
        for d in range(4):
            if not (d in order):
                order.append(d)
        return order
    
    def solve():
        e = get_entity_type()
        if e == Entities.Treasure:
            return True
        if e != Entities.Hedge:
            return False
        t = measure()
        tx = -1
        ty = -1
        if t != None:
            tx, ty = t
        visited = []
        for k in range(N * N):
            visited.append(False)
        path = []
        visited[get_pos_x() * N + get_pos_y()] = True
        steps = 0
        while steps < 4 * N * N:
            e = get_entity_type()
            if e == Entities.Treasure:
                return True
            if e != Entities.Hedge:
                return False
            steps += 1
            x = get_pos_x()
            y = get_pos_y()
            moved = False
            for d in dir_order(x, y, tx, ty):
                nx = x + DX[d]
                ny = y + DY[d]
                if nx < 0 or nx >= N or ny < 0 or ny >= N:
                    continue
                if visited[nx * N + ny]:
                    continue
                if can_move(DIRS[d]):
                    move(DIRS[d])
                    visited[nx * N + ny] = True
                    path.append(d)
                    moved = True
                    break
            if not moved:
                if len(path) == 0:
                    return False
                d = path.pop()
                move(DIRS[(d + 2) % 4])
        return get_entity_type() == Entities.Treasure
    
    # ---------- dinosaur (snake) phase ----------
    def dir_to(x, y, nx, ny):
        if ny == y + 1:
            return North
        if ny == y - 1:
            return South
        if nx == x + 1:
            return East
        return West
    
    def dino_phase():
        b0 = num_items(Items.Bone)
        for x in range(N):
            goto(x, 0)
            for y in range(N):
                if get_entity_type() != None:
                    harvest()
                if get_ground_type() != Grounds.Soil:
                    till()
                move(North)
        goto(0, 0)
        cyc = []
        y = 0
        while y < N:
            cyc.append([0, y])
            y += 1
        x = 1
        while x < N:
            if x % 2 == 1:
                y = N - 1
                while y >= 1:
                    cyc.append([x, y])
                    y -= 1
            else:
                y = 1
                while y < N:
                    cyc.append([x, y])
                    y += 1
            x += 1
        x = N - 1
        while x >= 1:
            cyc.append([x, 0])
            x -= 1
        L = len(cyc)
        quick_print("dino start, cycle", L)
        change_hat(Hats.Dinosaur_Hat)
        idx = 0
        eaten = 0
        idle = 0
        while idle < 2 * L and eaten < N * N - 1:
            x = get_pos_x()
            y = get_pos_y()
            if cyc[idx][0] != x or cyc[idx][1] != y:
                for k in range(L):
                    if cyc[k][0] == x and cyc[k][1] == y:
                        idx = k
            nxt = cyc[(idx + 1) % L]
            was_apple = get_entity_type() == Entities.Apple
            if not move(dir_to(x, y, nxt[0], nxt[1])):
                break
            idx = (idx + 1) % L
            if was_apple:
                eaten += 1
                idle = 0
            else:
                idle += 1
        change_hat(Hats.Straw_Hat)
        quick_print("dino eaten", eaten, "bones", num_items(Items.Bone) - b0)
    
    # ---------- sunflowers ----------
    def plant_sun():
        prep_ground(Entities.Sunflower)
        plant(Entities.Sunflower)
        water()
    
    def drone_sun():
        best = 0
        nsun = 0
        while True:
            best_next = 0
            nsun_next = 0
            took = False
            for x in range(PZ, N):
                goto(x, 0)
                for y in range(SY):
                    e = get_entity_type()
                    p = None
                    if e == Entities.Sunflower:
                        p = measure()
                        if not took and nsun >= 10 and p >= best and can_harvest():
                            harvest()
                            took = True
                            plant_sun()
                            p = measure()
                        else:
                            water()
                    elif not blocked():
                        if e != None:
                            harvest()
                        plant_sun()
                        p = measure()
                    if p != None:
                        nsun_next += 1
                        if p > best_next:
                            best_next = p
                    move(North)
            best = best_next
            nsun = nsun_next
    
    # ---------- cactus ----------
    def cactus_tend():
        e = get_entity_type()
        if e == Entities.Cactus:
            if can_harvest():
                return 1
            water()
            return 0
        if blocked():
            return 0
        if e != None:
            harvest()
        prep_ground(Entities.Cactus)
        plant(Entities.Cactus)
        water()
        return 0
    
    def drone_cactus_planter():
        while True:
            for x in range(PZ, N):
                goto(x, SY)
                for y in range(SY, N):
                    cactus_tend()
                    move(North)
    
    def sort_cactus():
        w = N - PZ
        h = N - SY
        for y in range(SY, N):
            for p in range(w - 1):
                goto(PZ, y)
                for j in range(w - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(East)
                        if a != None and b != None and b < a:
                            swap(East)
                    move(East)
        for x in range(PZ, N):
            for p in range(h - 1):
                goto(x, SY)
                for j in range(h - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(North)
                        if a != None and b != None and b < a:
                            swap(North)
                    move(North)
    
    def drone_cactus_sorter():
        while True:
            grown = 0
            for x in range(PZ, N):
                goto(x, SY)
                for y in range(SY, N):
                    grown += cactus_tend()
                    move(North)
            if grown == (N - PZ) * (N - SY):
                sort_cactus()
                goto(PZ, SY)
                if get_entity_type() == Entities.Cactus and can_harvest():
                    harvest()
    
    # ---------- mixed zone with companions (two halves) ----------
    def choose(x, y):
        if y == N - 1 and x % 2 == 0:
            return Entities.Tree
        if num_items(Items.Wood) < WOOD_MIN:
            return Entities.Tree
        if num_items(Items.Hay) < HAY_MIN:
            return Entities.Grass
        return Entities.Carrot
    
    def do_mixed(x, y, wish, mywish, x0, x1):
        idx = x * N + y
        want = wish[idx]
        if want == None:
            want = choose(x, y)
        if can_harvest():
            harvest()
            t = mywish[idx]
            if t != None:
                wish[t] = None
                mywish[idx] = None
        e = get_entity_type()
        if e != want and (e == None or e == Entities.Grass):
            prep_ground(want)
            if get_entity_type() != None:
                harvest()
            plant(want)
            c = get_companion()
            if c != None:
                ctype, cpos = c
                cx, cy = cpos
                if cx >= x0 and cx < x1 and cy >= PZ and cy < N:
                    ti = cx * N + cy
                    wish[ti] = ctype
                    mywish[idx] = ti
        if want == Entities.Carrot:
            water()
        if want != Entities.Grass:
            fertilize()
    
    def drone_mixed(x0, x1):
        wish = []
        mywish = []
        for k in range(N * N):
            wish.append(None)
            mywish.append(None)
        while True:
            for x in range(x0, x1):
                goto(x, PZ)
                for y in range(PZ, N):
                    if not blocked():
                        do_mixed(x, y, wish, mywish, x0, x1)
                    move(North)
    
    def drone_mixed_w():
        drone_mixed(0, PZ // 2)
    
    def drone_mixed_e():
        drone_mixed(PZ // 2, PZ)
    
    # ---------- pumpkins ----------
    def do_pumpkin():
        e = get_entity_type()
        if e == Entities.Pumpkin:
            water()
            if can_harvest():
                return 1
            return 0
        if blocked():
            return 0
        if e != None and e != Entities.Dead_Pumpkin:
            harvest()
        prep_ground(Entities.Pumpkin)
        plant(Entities.Pumpkin)
        water()
        return 0
    
    def pumpkin_sweep(x0, x1):
        ready = 0
        for x in range(x0, x1):
            goto(x, 0)
            for y in range(PZ):
                ready += do_pumpkin()
                move(North)
        return ready
    
    def drone_pump_w():
        while True:
            pumpkin_sweep(0, PZ // 2)
    
    def drone_pump_e():
        while True:
            pumpkin_sweep(PZ // 2, PZ)
    
    def alive(h):
        return h != None and not has_finished(h)
    
    def drone_a():
        if blocked():
            solve()
            harvest()
        if DO_DINO:
            dino_phase()
        hs = [None, None, None, None, None, None, None]
        fs = [drone_sun, drone_mixed_w, drone_mixed_e, drone_cactus_planter, drone_cactus_sorter, drone_pump_w, drone_pump_e]
        while True:
            for k in range(len(fs)):
                if not alive(hs[k]):
                    hs[k] = spawn_drone(fs[k])
            ready = pumpkin_sweep(0, PZ)
            if ready == PZ * PZ:
                goto(0, 0)
                if get_entity_type() == Entities.Pumpkin:
                    harvest()
    
    drone_a()
    Changes from the previous revision
      HAY_MIN = 1000
      WOOD_MIN = 500
    - DO_DINO = True
    + DO_DINO = False
      
      DIRS = [North, East, South, West]
              else:
                  idle += 1
    -     change_hat(Hats.Green_Hat)
    +     change_hat(Hats.Straw_Hat)
          quick_print("dino eaten", eaten, "bones", num_items(Items.Bone) - b0)
      
    
    Write result the agent saw
    Saved mega4 (395 lines).
    Game time: 2h 1m 9s elapsed, 3h 58m 51s of budget remaining.
    run_program at 2h 01m for 180s (agent saw)
    Ran mega4 for 3m of game time; it is still running.
    Inventory change: cactus +6144, carrot +28044, fertilizer -259, hay +1352, pumpkin +14848, water -730, weird_substance +10642, wood +14738.
    Game time: 2h 4m 39s elapsed, 3h 55m 21s of budget remaining.
    Output:
    (none)
    run_program at 2h 08m for 240s (agent saw)
    Ran mega4 for 4m of game time; it is still running.
    Inventory change: cactus +9268, carrot +28640, hay +11336, pumpkin +40896, weird_substance +3444, wood +20880.
    Game time: 2h 12m 52s elapsed, 3h 47m 8s of budget remaining.
    Output:
    Warning: Cannot plant Entities.Pumpkin on Grounds.Grassland.
    In: drone_pump_w <- pumpkin_sweep <- do_pumpkin
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
    Warning: Cannot plant Entities.Pumpkin on Grounds.Grassland.
    In: drone_a <- pumpkin_sweep <- do_pumpkin
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: drone_pump_e <- pumpkin_sweep <- do_pumpkin <- water
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: drone_a <- pumpkin_sweep <- do_pumpkin <- water
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: drone_sun <- water
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: drone_pump_w <- pumpkin_sweep <- do_pumpkin <- water
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: drone_mixed_w <- drone_mixed <- do_mixed <- water
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: drone_mixed_e <- drone_mixed <- do_mixed <- water
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
  3. r32h 13mRan431 lines · +47 −11 · ran 10m 20s
    N = get_world_size()
    PZ = N - 4
    SY = 4
    HAY_MIN = 1000
    WOOD_MIN = 500
    DO_DINO = True
    GREEDY_MAX = 30
    
    DIRS = [North, East, South, West]
    DX = [0, 1, 0, -1]
    DY = [1, 0, -1, 0]
    
    def blocked():
        e = get_entity_type()
        return e == Entities.Hedge or e == Entities.Treasure
    
    def needs_soil(want):
        return want == Entities.Carrot or want == Entities.Pumpkin or want == Entities.Sunflower or want == Entities.Cactus
    
    def prep_ground(want):
        if needs_soil(want):
            if get_ground_type() != Grounds.Soil:
                till()
        else:
            if get_ground_type() == Grounds.Soil:
                till()
    
    def water():
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    def fertilize():
        if num_items(Items.Fertilizer) > 0 and not can_harvest():
            use_item(Items.Fertilizer)
    
    def goto(tx, ty):
        n = 0
        while get_pos_x() != tx and n < 3 * N:
            move(East)
            n += 1
        n = 0
        while get_pos_y() != ty and n < 3 * N:
            move(North)
            n += 1
    
    # ---------- maze solver (only for leftover mazes) ----------
    def dir_order(x, y, tx, ty):
        order = []
        if ty > y:
            order.append(0)
        if tx > x:
            order.append(1)
        if ty < y:
            order.append(2)
        if tx < x:
            order.append(3)
        for d in range(4):
            if not (d in order):
                order.append(d)
        return order
    
    def solve():
        e = get_entity_type()
        if e == Entities.Treasure:
            return True
        if e != Entities.Hedge:
            return False
        t = measure()
        tx = -1
        ty = -1
        if t != None:
            tx, ty = t
        visited = []
        for k in range(N * N):
            visited.append(False)
        path = []
        visited[get_pos_x() * N + get_pos_y()] = True
        steps = 0
        while steps < 4 * N * N:
            e = get_entity_type()
            if e == Entities.Treasure:
                return True
            if e != Entities.Hedge:
                return False
            steps += 1
            x = get_pos_x()
            y = get_pos_y()
            moved = False
            for d in dir_order(x, y, tx, ty):
                nx = x + DX[d]
                ny = y + DY[d]
                if nx < 0 or nx >= N or ny < 0 or ny >= N:
                    continue
                if visited[nx * N + ny]:
                    continue
                if can_move(DIRS[d]):
                    move(DIRS[d])
                    visited[nx * N + ny] = True
                    path.append(d)
                    moved = True
                    break
            if not moved:
                if len(path) == 0:
                    return False
                d = path.pop()
                move(DIRS[(d + 2) % 4])
        return get_entity_type() == Entities.Treasure
    
    # ---------- dinosaur (snake) phase ----------
    def dir_to(x, y, nx, ny):
        if ny == y + 1:
            return North
        if ny == y - 1:
            return South
        if nx == x + 1:
            return East
        return West
    
    def dino_phase():
        b0 = num_items(Items.Bone)
        for x in range(N):
            goto(x, 0)
            for y in range(N):
                if get_entity_type() != None:
                    harvest()
                if get_ground_type() != Grounds.Soil:
                    till()
                move(North)
        goto(0, 0)
        cyc = []
        y = 0
        while y < N:
            cyc.append([0, y])
            y += 1
        x = 1
        while x < N:
            if x % 2 == 1:
                y = N - 1
                while y >= 1:
                    cyc.append([x, y])
                    y -= 1
            else:
                y = 1
                while y < N:
                    cyc.append([x, y])
                    y += 1
            x += 1
        x = N - 1
        while x >= 1:
            cyc.append([x, 0])
            x -= 1
        L = len(cyc)
        quick_print("dino start, cycle", L)
        change_hat(Hats.Dinosaur_Hat)
        idx = 0
        eaten = 0
        idle = 0
        target = None
        while idle < 2 * L and eaten < N * N - 1:
            x = get_pos_x()
            y = get_pos_y()
            on_apple = get_entity_type() == Entities.Apple
            if on_apple:
                t = measure()
                if t != None:
                    target = t
            moved = False
            if eaten < GREEDY_MAX and target != None and (target[0] != x or target[1] != y):
                if target[0] > x:
                    d = East
                elif target[0] < x:
                    d = West
                elif target[1] > y:
                    d = North
                else:
                    d = South
                moved = move(d)
                if not moved:
                    if target[1] > y:
                        d2 = North
                    elif target[1] < y:
                        d2 = South
                    elif target[0] > x:
                        d2 = East
                    else:
                        d2 = West
                    moved = move(d2)
            if not moved:
                if cyc[idx][0] != x or cyc[idx][1] != y:
                    for k in range(L):
                        if cyc[k][0] == x and cyc[k][1] == y:
                            idx = k
                nxt = cyc[(idx + 1) % L]
                moved = move(dir_to(x, y, nxt[0], nxt[1]))
                if moved:
                    idx = (idx + 1) % L
                else:
                    for d in DIRS:
                        if move(d):
                            moved = True
                            break
                    if not moved:
                        quick_print("dino stuck at", eaten)
                        break
            if on_apple:
                eaten += 1
                idle = 0
            else:
                idle += 1
        change_hat(Hats.Straw_Hat)
        quick_print("dino eaten", eaten, "bones", num_items(Items.Bone) - b0)
    
    # ---------- sunflowers ----------
    def plant_sun():
        prep_ground(Entities.Sunflower)
        plant(Entities.Sunflower)
        water()
    
    def drone_sun():
        best = 0
        nsun = 0
        while True:
            best_next = 0
            nsun_next = 0
            took = False
            for x in range(PZ, N):
                goto(x, 0)
                for y in range(SY):
                    e = get_entity_type()
                    p = None
                    if e == Entities.Sunflower:
                        p = measure()
                        if not took and nsun >= 10 and p >= best and can_harvest():
                            harvest()
                            took = True
                            plant_sun()
                            p = measure()
                        else:
                            water()
                    elif not blocked():
                        if e != None:
                            harvest()
                        plant_sun()
                        p = measure()
                    if p != None:
                        nsun_next += 1
                        if p > best_next:
                            best_next = p
                    move(North)
            best = best_next
            nsun = nsun_next
    
    # ---------- cactus ----------
    def cactus_tend():
        e = get_entity_type()
        if e == Entities.Cactus:
            if can_harvest():
                return 1
            water()
            return 0
        if blocked():
            return 0
        if e != None:
            harvest()
        prep_ground(Entities.Cactus)
        plant(Entities.Cactus)
        water()
        return 0
    
    def drone_cactus_planter():
        while True:
            for x in range(PZ, N):
                goto(x, SY)
                for y in range(SY, N):
                    cactus_tend()
                    move(North)
    
    def sort_cactus():
        w = N - PZ
        h = N - SY
        for y in range(SY, N):
            for p in range(w - 1):
                goto(PZ, y)
                for j in range(w - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(East)
                        if a != None and b != None and b < a:
                            swap(East)
                    move(East)
        for x in range(PZ, N):
            for p in range(h - 1):
                goto(x, SY)
                for j in range(h - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(North)
                        if a != None and b != None and b < a:
                            swap(North)
                    move(North)
    
    def drone_cactus_sorter():
        while True:
            grown = 0
            for x in range(PZ, N):
                goto(x, SY)
                for y in range(SY, N):
                    grown += cactus_tend()
                    move(North)
            if grown == (N - PZ) * (N - SY):
                sort_cactus()
                goto(PZ, SY)
                if get_entity_type() == Entities.Cactus and can_harvest():
                    harvest()
    
    # ---------- mixed zone with companions (two halves) ----------
    def choose(x, y):
        if y == N - 1 and x % 2 == 0:
            return Entities.Tree
        if num_items(Items.Wood) < WOOD_MIN:
            return Entities.Tree
        if num_items(Items.Hay) < HAY_MIN:
            return Entities.Grass
        return Entities.Carrot
    
    def do_mixed(x, y, wish, mywish, x0, x1):
        idx = x * N + y
        want = wish[idx]
        if want == None:
            want = choose(x, y)
        if can_harvest():
            harvest()
            t = mywish[idx]
            if t != None:
                wish[t] = None
                mywish[idx] = None
        e = get_entity_type()
        if e != want and (e == None or e == Entities.Grass):
            prep_ground(want)
            if get_entity_type() != None:
                harvest()
            plant(want)
            c = get_companion()
            if c != None:
                ctype, cpos = c
                cx, cy = cpos
                if cx >= x0 and cx < x1 and cy >= PZ and cy < N:
                    ti = cx * N + cy
                    wish[ti] = ctype
                    mywish[idx] = ti
        if want == Entities.Carrot:
            water()
        if want != Entities.Grass:
            fertilize()
    
    def drone_mixed(x0, x1):
        wish = []
        mywish = []
        for k in range(N * N):
            wish.append(None)
            mywish.append(None)
        while True:
            for x in range(x0, x1):
                goto(x, PZ)
                for y in range(PZ, N):
                    if not blocked():
                        do_mixed(x, y, wish, mywish, x0, x1)
                    move(North)
    
    def drone_mixed_w():
        drone_mixed(0, PZ // 2)
    
    def drone_mixed_e():
        drone_mixed(PZ // 2, PZ)
    
    # ---------- pumpkins ----------
    def do_pumpkin():
        e = get_entity_type()
        if e == Entities.Pumpkin:
            water()
            if can_harvest():
                return 1
            return 0
        if blocked():
            return 0
        if e != None and e != Entities.Dead_Pumpkin:
            harvest()
        prep_ground(Entities.Pumpkin)
        plant(Entities.Pumpkin)
        water()
        return 0
    
    def pumpkin_sweep(x0, x1):
        ready = 0
        for x in range(x0, x1):
            goto(x, 0)
            for y in range(PZ):
                ready += do_pumpkin()
                move(North)
        return ready
    
    def drone_pump_w():
        while True:
            pumpkin_sweep(0, PZ // 2)
    
    def drone_pump_e():
        while True:
            pumpkin_sweep(PZ // 2, PZ)
    
    def alive(h):
        return h != None and not has_finished(h)
    
    def drone_a():
        if blocked():
            solve()
            harvest()
        if DO_DINO:
            dino_phase()
        hs = [None, None, None, None, None, None, None]
        fs = [drone_sun, drone_mixed_w, drone_mixed_e, drone_cactus_planter, drone_cactus_sorter, drone_pump_w, drone_pump_e]
        while True:
            for k in range(len(fs)):
                if not alive(hs[k]):
                    hs[k] = spawn_drone(fs[k])
            ready = pumpkin_sweep(0, PZ)
            if ready == PZ * PZ:
                goto(0, 0)
                if get_entity_type() == Entities.Pumpkin:
                    harvest()
    
    drone_a()
    Changes from the previous revision
      HAY_MIN = 1000
      WOOD_MIN = 500
    - DO_DINO = False
    + DO_DINO = True
    + GREEDY_MAX = 30
      
      DIRS = [North, East, South, West]
          eaten = 0
          idle = 0
    +     target = None
          while idle < 2 * L and eaten < N * N - 1:
              x = get_pos_x()
              y = get_pos_y()
    -         if cyc[idx][0] != x or cyc[idx][1] != y:
    -             for k in range(L):
    -                 if cyc[k][0] == x and cyc[k][1] == y:
    -                     idx = k
    -         nxt = cyc[(idx + 1) % L]
    -         was_apple = get_entity_type() == Entities.Apple
    -         if not move(dir_to(x, y, nxt[0], nxt[1])):
    -             break
    -         idx = (idx + 1) % L
    -         if was_apple:
    +         on_apple = get_entity_type() == Entities.Apple
    +         if on_apple:
    +             t = measure()
    +             if t != None:
    +                 target = t
    +         moved = False
    +         if eaten < GREEDY_MAX and target != None and (target[0] != x or target[1] != y):
    +             if target[0] > x:
    +                 d = East
    +             elif target[0] < x:
    +                 d = West
    +             elif target[1] > y:
    +                 d = North
    +             else:
    +                 d = South
    +             moved = move(d)
    +             if not moved:
    +                 if target[1] > y:
    +                     d2 = North
    +                 elif target[1] < y:
    +                     d2 = South
    +                 elif target[0] > x:
    +                     d2 = East
    +                 else:
    +                     d2 = West
    +                 moved = move(d2)
    +         if not moved:
    +             if cyc[idx][0] != x or cyc[idx][1] != y:
    +                 for k in range(L):
    +                     if cyc[k][0] == x and cyc[k][1] == y:
    +                         idx = k
    +             nxt = cyc[(idx + 1) % L]
    +             moved = move(dir_to(x, y, nxt[0], nxt[1]))
    +             if moved:
    +                 idx = (idx + 1) % L
    +             else:
    +                 for d in DIRS:
    +                     if move(d):
    +                         moved = True
    +                         break
    +                 if not moved:
    +                     quick_print("dino stuck at", eaten)
    +                     break
    +         if on_apple:
                  eaten += 1
                  idle = 0
    
    Write result the agent saw
    Saved mega4 (431 lines).
    Game time: 2h 13m 22s elapsed, 3h 46m 38s of budget remaining.
    run_program at 2h 13m for 600s (agent saw)
    Ran mega4 for 10m of game time; it is still running.
    Inventory change: bone +968, cactus +23320, carrot +72574, fertilizer -8, hay +19360, power +0.84, pumpkin +116352, water -32, weird_substance +16548, wood +119608.
    Game time: 2h 23m 32s elapsed, 3h 36m 28s of budget remaining.
    Output:
    dino start, cycle 256
    dino stuck at 22
    dino eaten 22 bones 968
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: drone_pump_e <- pumpkin_sweep <- do_pumpkin <- water
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: drone_pump_w <- pumpkin_sweep <- do_pumpkin <- water
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: drone_a <- pumpkin_sweep <- do_pumpkin <- water
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: drone_sun <- water
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: drone_mixed_w <- drone_mixed <- do_mixed <- water
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: drone_mixed_e <- drone_mixed <- do_mixed <- water
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: drone_cactus_sorter <- cactus_tend <- water
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
  4. r42h 23mRan431 lines · +1 −1 · ran 44m 35s
    N = get_world_size()
    PZ = N - 4
    SY = 4
    HAY_MIN = 1000
    WOOD_MIN = 500
    DO_DINO = True
    GREEDY_MAX = 0
    
    DIRS = [North, East, South, West]
    DX = [0, 1, 0, -1]
    DY = [1, 0, -1, 0]
    
    def blocked():
        e = get_entity_type()
        return e == Entities.Hedge or e == Entities.Treasure
    
    def needs_soil(want):
        return want == Entities.Carrot or want == Entities.Pumpkin or want == Entities.Sunflower or want == Entities.Cactus
    
    def prep_ground(want):
        if needs_soil(want):
            if get_ground_type() != Grounds.Soil:
                till()
        else:
            if get_ground_type() == Grounds.Soil:
                till()
    
    def water():
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    def fertilize():
        if num_items(Items.Fertilizer) > 0 and not can_harvest():
            use_item(Items.Fertilizer)
    
    def goto(tx, ty):
        n = 0
        while get_pos_x() != tx and n < 3 * N:
            move(East)
            n += 1
        n = 0
        while get_pos_y() != ty and n < 3 * N:
            move(North)
            n += 1
    
    # ---------- maze solver (only for leftover mazes) ----------
    def dir_order(x, y, tx, ty):
        order = []
        if ty > y:
            order.append(0)
        if tx > x:
            order.append(1)
        if ty < y:
            order.append(2)
        if tx < x:
            order.append(3)
        for d in range(4):
            if not (d in order):
                order.append(d)
        return order
    
    def solve():
        e = get_entity_type()
        if e == Entities.Treasure:
            return True
        if e != Entities.Hedge:
            return False
        t = measure()
        tx = -1
        ty = -1
        if t != None:
            tx, ty = t
        visited = []
        for k in range(N * N):
            visited.append(False)
        path = []
        visited[get_pos_x() * N + get_pos_y()] = True
        steps = 0
        while steps < 4 * N * N:
            e = get_entity_type()
            if e == Entities.Treasure:
                return True
            if e != Entities.Hedge:
                return False
            steps += 1
            x = get_pos_x()
            y = get_pos_y()
            moved = False
            for d in dir_order(x, y, tx, ty):
                nx = x + DX[d]
                ny = y + DY[d]
                if nx < 0 or nx >= N or ny < 0 or ny >= N:
                    continue
                if visited[nx * N + ny]:
                    continue
                if can_move(DIRS[d]):
                    move(DIRS[d])
                    visited[nx * N + ny] = True
                    path.append(d)
                    moved = True
                    break
            if not moved:
                if len(path) == 0:
                    return False
                d = path.pop()
                move(DIRS[(d + 2) % 4])
        return get_entity_type() == Entities.Treasure
    
    # ---------- dinosaur (snake) phase ----------
    def dir_to(x, y, nx, ny):
        if ny == y + 1:
            return North
        if ny == y - 1:
            return South
        if nx == x + 1:
            return East
        return West
    
    def dino_phase():
        b0 = num_items(Items.Bone)
        for x in range(N):
            goto(x, 0)
            for y in range(N):
                if get_entity_type() != None:
                    harvest()
                if get_ground_type() != Grounds.Soil:
                    till()
                move(North)
        goto(0, 0)
        cyc = []
        y = 0
        while y < N:
            cyc.append([0, y])
            y += 1
        x = 1
        while x < N:
            if x % 2 == 1:
                y = N - 1
                while y >= 1:
                    cyc.append([x, y])
                    y -= 1
            else:
                y = 1
                while y < N:
                    cyc.append([x, y])
                    y += 1
            x += 1
        x = N - 1
        while x >= 1:
            cyc.append([x, 0])
            x -= 1
        L = len(cyc)
        quick_print("dino start, cycle", L)
        change_hat(Hats.Dinosaur_Hat)
        idx = 0
        eaten = 0
        idle = 0
        target = None
        while idle < 2 * L and eaten < N * N - 1:
            x = get_pos_x()
            y = get_pos_y()
            on_apple = get_entity_type() == Entities.Apple
            if on_apple:
                t = measure()
                if t != None:
                    target = t
            moved = False
            if eaten < GREEDY_MAX and target != None and (target[0] != x or target[1] != y):
                if target[0] > x:
                    d = East
                elif target[0] < x:
                    d = West
                elif target[1] > y:
                    d = North
                else:
                    d = South
                moved = move(d)
                if not moved:
                    if target[1] > y:
                        d2 = North
                    elif target[1] < y:
                        d2 = South
                    elif target[0] > x:
                        d2 = East
                    else:
                        d2 = West
                    moved = move(d2)
            if not moved:
                if cyc[idx][0] != x or cyc[idx][1] != y:
                    for k in range(L):
                        if cyc[k][0] == x and cyc[k][1] == y:
                            idx = k
                nxt = cyc[(idx + 1) % L]
                moved = move(dir_to(x, y, nxt[0], nxt[1]))
                if moved:
                    idx = (idx + 1) % L
                else:
                    for d in DIRS:
                        if move(d):
                            moved = True
                            break
                    if not moved:
                        quick_print("dino stuck at", eaten)
                        break
            if on_apple:
                eaten += 1
                idle = 0
            else:
                idle += 1
        change_hat(Hats.Straw_Hat)
        quick_print("dino eaten", eaten, "bones", num_items(Items.Bone) - b0)
    
    # ---------- sunflowers ----------
    def plant_sun():
        prep_ground(Entities.Sunflower)
        plant(Entities.Sunflower)
        water()
    
    def drone_sun():
        best = 0
        nsun = 0
        while True:
            best_next = 0
            nsun_next = 0
            took = False
            for x in range(PZ, N):
                goto(x, 0)
                for y in range(SY):
                    e = get_entity_type()
                    p = None
                    if e == Entities.Sunflower:
                        p = measure()
                        if not took and nsun >= 10 and p >= best and can_harvest():
                            harvest()
                            took = True
                            plant_sun()
                            p = measure()
                        else:
                            water()
                    elif not blocked():
                        if e != None:
                            harvest()
                        plant_sun()
                        p = measure()
                    if p != None:
                        nsun_next += 1
                        if p > best_next:
                            best_next = p
                    move(North)
            best = best_next
            nsun = nsun_next
    
    # ---------- cactus ----------
    def cactus_tend():
        e = get_entity_type()
        if e == Entities.Cactus:
            if can_harvest():
                return 1
            water()
            return 0
        if blocked():
            return 0
        if e != None:
            harvest()
        prep_ground(Entities.Cactus)
        plant(Entities.Cactus)
        water()
        return 0
    
    def drone_cactus_planter():
        while True:
            for x in range(PZ, N):
                goto(x, SY)
                for y in range(SY, N):
                    cactus_tend()
                    move(North)
    
    def sort_cactus():
        w = N - PZ
        h = N - SY
        for y in range(SY, N):
            for p in range(w - 1):
                goto(PZ, y)
                for j in range(w - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(East)
                        if a != None and b != None and b < a:
                            swap(East)
                    move(East)
        for x in range(PZ, N):
            for p in range(h - 1):
                goto(x, SY)
                for j in range(h - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(North)
                        if a != None and b != None and b < a:
                            swap(North)
                    move(North)
    
    def drone_cactus_sorter():
        while True:
            grown = 0
            for x in range(PZ, N):
                goto(x, SY)
                for y in range(SY, N):
                    grown += cactus_tend()
                    move(North)
            if grown == (N - PZ) * (N - SY):
                sort_cactus()
                goto(PZ, SY)
                if get_entity_type() == Entities.Cactus and can_harvest():
                    harvest()
    
    # ---------- mixed zone with companions (two halves) ----------
    def choose(x, y):
        if y == N - 1 and x % 2 == 0:
            return Entities.Tree
        if num_items(Items.Wood) < WOOD_MIN:
            return Entities.Tree
        if num_items(Items.Hay) < HAY_MIN:
            return Entities.Grass
        return Entities.Carrot
    
    def do_mixed(x, y, wish, mywish, x0, x1):
        idx = x * N + y
        want = wish[idx]
        if want == None:
            want = choose(x, y)
        if can_harvest():
            harvest()
            t = mywish[idx]
            if t != None:
                wish[t] = None
                mywish[idx] = None
        e = get_entity_type()
        if e != want and (e == None or e == Entities.Grass):
            prep_ground(want)
            if get_entity_type() != None:
                harvest()
            plant(want)
            c = get_companion()
            if c != None:
                ctype, cpos = c
                cx, cy = cpos
                if cx >= x0 and cx < x1 and cy >= PZ and cy < N:
                    ti = cx * N + cy
                    wish[ti] = ctype
                    mywish[idx] = ti
        if want == Entities.Carrot:
            water()
        if want != Entities.Grass:
            fertilize()
    
    def drone_mixed(x0, x1):
        wish = []
        mywish = []
        for k in range(N * N):
            wish.append(None)
            mywish.append(None)
        while True:
            for x in range(x0, x1):
                goto(x, PZ)
                for y in range(PZ, N):
                    if not blocked():
                        do_mixed(x, y, wish, mywish, x0, x1)
                    move(North)
    
    def drone_mixed_w():
        drone_mixed(0, PZ // 2)
    
    def drone_mixed_e():
        drone_mixed(PZ // 2, PZ)
    
    # ---------- pumpkins ----------
    def do_pumpkin():
        e = get_entity_type()
        if e == Entities.Pumpkin:
            water()
            if can_harvest():
                return 1
            return 0
        if blocked():
            return 0
        if e != None and e != Entities.Dead_Pumpkin:
            harvest()
        prep_ground(Entities.Pumpkin)
        plant(Entities.Pumpkin)
        water()
        return 0
    
    def pumpkin_sweep(x0, x1):
        ready = 0
        for x in range(x0, x1):
            goto(x, 0)
            for y in range(PZ):
                ready += do_pumpkin()
                move(North)
        return ready
    
    def drone_pump_w():
        while True:
            pumpkin_sweep(0, PZ // 2)
    
    def drone_pump_e():
        while True:
            pumpkin_sweep(PZ // 2, PZ)
    
    def alive(h):
        return h != None and not has_finished(h)
    
    def drone_a():
        if blocked():
            solve()
            harvest()
        if DO_DINO:
            dino_phase()
        hs = [None, None, None, None, None, None, None]
        fs = [drone_sun, drone_mixed_w, drone_mixed_e, drone_cactus_planter, drone_cactus_sorter, drone_pump_w, drone_pump_e]
        while True:
            for k in range(len(fs)):
                if not alive(hs[k]):
                    hs[k] = spawn_drone(fs[k])
            ready = pumpkin_sweep(0, PZ)
            if ready == PZ * PZ:
                goto(0, 0)
                if get_entity_type() == Entities.Pumpkin:
                    harvest()
    
    drone_a()
    Changes from the previous revision
      WOOD_MIN = 500
      DO_DINO = True
    - GREEDY_MAX = 30
    + GREEDY_MAX = 0
      
      DIRS = [North, East, South, West]
    
    Write result the agent saw
    Saved mega4 (431 lines).
    Game time: 2h 24m 2s elapsed, 3h 35m 58s of budget remaining.
    run_program at 2h 24m for 60s (agent saw)
    Ran mega4 for 1m of game time; it is still running.
    Inventory change: cactus +200, carrot +1824, fertilizer +48, hay +416, power +9.02, pumpkin +6912, water +192, weird_substance +228, wood +396.
    Game time: 2h 25m 12s elapsed, 3h 34m 48s of budget remaining.
    Output:
    dino start, cycle 256
    run_program at 2h 35m for 60s (agent saw)
    Ran mega4 for 1m of game time; it is still running.
    Inventory change: cactus +176, carrot +2352, fertilizer +48, hay +80, pumpkin +2128, water +192, weird_substance +104, wood +3736.
    Game time: 2h 37m 9s elapsed, 3h 22m 51s of budget remaining.
    Output:
    dino start, cycle 256
    run_program at 2h 52m for 60s (agent saw)
    Ran mega4 for 1m of game time; it is still running.
    Inventory change: cactus +1384, carrot +8960, fertilizer +48, hay +32, pumpkin +13824, water +384, weird_substance +2464, wood +3024.
    Game time: 2h 53m 59s elapsed, 3h 6m 1s of budget remaining.
    Output:
    dino start, cycle 256
hat.py1 write · 1 ran · first at 2h 00m
  1. r12h 00mRanFinal3 lines · ran 0s
    b0 = num_items(Items.Bone)
    change_hat(Hats.Straw_Hat)
    quick_print("bones", num_items(Items.Bone) - b0)
    Write result the agent saw
    Saved hat (3 lines).
    Game time: 2h 59s elapsed, 3h 59m 1s of budget remaining.
    run_program at 2h 01m for 10s (agent saw)
    Ran hat for 0s of game time; it finished.
    Inventory change: bone +20449.
    Game time: 2h 1m 19s elapsed, 3h 58m 41s of budget remaining.
    Output:
    bones 20449
    run_program at 4h 31m for 10s (agent saw)
    Ran hat for 0s of game time; it finished.
    Inventory change: bone +327184, water +2.
    Game time: 4h 31m 26s elapsed, 1h 28m 34s of budget remaining.
    Output:
    bones 327184
mega5.py2 writes · 1 ran · first at 3h 02m
  1. r13h 02mSaved, never run257 lines
    N = get_world_size()
    PZ = N - 4
    SY = 4
    HAY_MIN = 1000
    WOOD_MIN = 500
    
    DIRS = [North, East, South, West]
    DX = [0, 1, 0, -1]
    DY = [1, 0, -1, 0]
    
    def blocked():
        e = get_entity_type()
        return e == Entities.Hedge or e == Entities.Treasure
    
    def needs_soil(want):
        return want == Entities.Carrot or want == Entities.Pumpkin or want == Entities.Sunflower or want == Entities.Cactus
    
    def prep_ground(want):
        if needs_soil(want):
            if get_ground_type() != Grounds.Soil:
                till()
        else:
            if get_ground_type() == Grounds.Soil:
                till()
    
    def water():
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    def fertilize():
        if num_items(Items.Fertilizer) > 0 and not can_harvest():
            use_item(Items.Fertilizer)
    
    def goto(tx, ty):
        n = 0
        while get_pos_x() != tx and n < 3 * N:
            move(East)
            n += 1
        n = 0
        while get_pos_y() != ty and n < 3 * N:
            move(North)
            n += 1
    
    # ---------- sunflowers ----------
    def plant_sun():
        prep_ground(Entities.Sunflower)
        plant(Entities.Sunflower)
        water()
    
    def drone_sun():
        best = 0
        nsun = 0
        while True:
            best_next = 0
            nsun_next = 0
            took = False
            for x in range(PZ, N):
                goto(x, 0)
                for y in range(SY):
                    e = get_entity_type()
                    p = None
                    if e == Entities.Sunflower:
                        p = measure()
                        if not took and nsun >= 10 and p >= best and can_harvest():
                            harvest()
                            took = True
                            plant_sun()
                            p = measure()
                        else:
                            water()
                    elif not blocked():
                        if e != None:
                            harvest()
                        plant_sun()
                        p = measure()
                    if p != None:
                        nsun_next += 1
                        if p > best_next:
                            best_next = p
                    move(North)
            best = best_next
            nsun = nsun_next
    
    # ---------- cactus ----------
    def cactus_tend():
        e = get_entity_type()
        if e == Entities.Cactus:
            if can_harvest():
                return 1
            water()
            return 0
        if blocked():
            return 0
        if e != None:
            harvest()
        prep_ground(Entities.Cactus)
        plant(Entities.Cactus)
        water()
        return 0
    
    def drone_cactus_planter():
        while True:
            for x in range(PZ, N):
                goto(x, SY)
                for y in range(SY, N):
                    cactus_tend()
                    move(North)
    
    def sort_cactus():
        w = N - PZ
        h = N - SY
        for y in range(SY, N):
            for p in range(w - 1):
                goto(PZ, y)
                for j in range(w - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(East)
                        if a != None and b != None and b < a:
                            swap(East)
                    move(East)
        for x in range(PZ, N):
            for p in range(h - 1):
                goto(x, SY)
                for j in range(h - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(North)
                        if a != None and b != None and b < a:
                            swap(North)
                    move(North)
    
    def drone_cactus_sorter():
        while True:
            grown = 0
            for x in range(PZ, N):
                goto(x, SY)
                for y in range(SY, N):
                    grown += cactus_tend()
                    move(North)
            if grown == (N - PZ) * (N - SY):
                sort_cactus()
                goto(PZ, SY)
                if get_entity_type() == Entities.Cactus and can_harvest():
                    harvest()
    
    # ---------- mixed zone with companions (two halves) ----------
    def choose(x, y):
        if y == N - 1 and x % 2 == 0:
            return Entities.Tree
        if num_items(Items.Wood) < WOOD_MIN:
            return Entities.Tree
        if num_items(Items.Hay) < HAY_MIN:
            return Entities.Grass
        return Entities.Carrot
    
    def do_mixed(x, y, wish, mywish, x0, x1):
        idx = x * N + y
        want = wish[idx]
        if want == None:
            want = choose(x, y)
        if can_harvest():
            harvest()
            t = mywish[idx]
            if t != None:
                wish[t] = None
                mywish[idx] = None
        e = get_entity_type()
        if e != want and (e == None or e == Entities.Grass):
            prep_ground(want)
            if get_entity_type() != None:
                harvest()
            plant(want)
            c = get_companion()
            if c != None:
                ctype, cpos = c
                cx, cy = cpos
                if cx >= x0 and cx < x1 and cy >= PZ and cy < N:
                    ti = cx * N + cy
                    wish[ti] = ctype
                    mywish[idx] = ti
        if want == Entities.Carrot:
            water()
        if want != Entities.Grass:
            fertilize()
    
    def drone_mixed(x0, x1):
        wish = []
        mywish = []
        for k in range(N * N):
            wish.append(None)
            mywish.append(None)
        while True:
            for x in range(x0, x1):
                goto(x, PZ)
                for y in range(PZ, N):
                    if not blocked():
                        do_mixed(x, y, wish, mywish, x0, x1)
                    move(North)
    
    def drone_mixed_w():
        drone_mixed(0, PZ // 2)
    
    def drone_mixed_e():
        drone_mixed(PZ // 2, PZ)
    
    # ---------- pumpkins ----------
    def do_pumpkin():
        e = get_entity_type()
        if e == Entities.Pumpkin:
            water()
            if can_harvest():
                return 1
            return 0
        if blocked():
            return 0
        if e != None and e != Entities.Dead_Pumpkin:
            harvest()
        prep_ground(Entities.Pumpkin)
        plant(Entities.Pumpkin)
        water()
        return 0
    
    def pumpkin_sweep(x0, x1):
        ready = 0
        for x in range(x0, x1):
            goto(x, 0)
            for y in range(PZ):
                ready += do_pumpkin()
                move(North)
        return ready
    
    def drone_pump_w():
        while True:
            pumpkin_sweep(0, PZ // 2)
    
    def drone_pump_e():
        while True:
            pumpkin_sweep(PZ // 2, PZ)
    
    def alive(h):
        return h != None and not has_finished(h)
    
    def drone_a():
        hs = [None, None, None, None, None, None, None]
        fs = [drone_sun, drone_mixed_w, drone_mixed_e, drone_cactus_planter, drone_cactus_sorter, drone_pump_w, drone_pump_e]
        while True:
            for k in range(len(fs)):
                if not alive(hs[k]):
                    hs[k] = spawn_drone(fs[k])
            ready = pumpkin_sweep(0, PZ)
            if ready == PZ * PZ:
                goto(0, 0)
                if get_entity_type() == Entities.Pumpkin:
                    harvest()
    
    drone_a()
    Write result the agent saw
    Saved mega5 (257 lines).
    Game time: 3h 3m 8s elapsed, 2h 56m 52s of budget remaining.
  2. r23h 08mRan260 lines · +4 −1 · ran 11m 40s
    N = get_world_size()
    if N >= 22:
        PZ = N - 6
    else:
        PZ = N - 4
    SY = 4
    HAY_MIN = 1000
    WOOD_MIN = 500
    
    DIRS = [North, East, South, West]
    DX = [0, 1, 0, -1]
    DY = [1, 0, -1, 0]
    
    def blocked():
        e = get_entity_type()
        return e == Entities.Hedge or e == Entities.Treasure
    
    def needs_soil(want):
        return want == Entities.Carrot or want == Entities.Pumpkin or want == Entities.Sunflower or want == Entities.Cactus
    
    def prep_ground(want):
        if needs_soil(want):
            if get_ground_type() != Grounds.Soil:
                till()
        else:
            if get_ground_type() == Grounds.Soil:
                till()
    
    def water():
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    def fertilize():
        if num_items(Items.Fertilizer) > 0 and not can_harvest():
            use_item(Items.Fertilizer)
    
    def goto(tx, ty):
        n = 0
        while get_pos_x() != tx and n < 3 * N:
            move(East)
            n += 1
        n = 0
        while get_pos_y() != ty and n < 3 * N:
            move(North)
            n += 1
    
    # ---------- sunflowers ----------
    def plant_sun():
        prep_ground(Entities.Sunflower)
        plant(Entities.Sunflower)
        water()
    
    def drone_sun():
        best = 0
        nsun = 0
        while True:
            best_next = 0
            nsun_next = 0
            took = False
            for x in range(PZ, N):
                goto(x, 0)
                for y in range(SY):
                    e = get_entity_type()
                    p = None
                    if e == Entities.Sunflower:
                        p = measure()
                        if not took and nsun >= 10 and p >= best and can_harvest():
                            harvest()
                            took = True
                            plant_sun()
                            p = measure()
                        else:
                            water()
                    elif not blocked():
                        if e != None:
                            harvest()
                        plant_sun()
                        p = measure()
                    if p != None:
                        nsun_next += 1
                        if p > best_next:
                            best_next = p
                    move(North)
            best = best_next
            nsun = nsun_next
    
    # ---------- cactus ----------
    def cactus_tend():
        e = get_entity_type()
        if e == Entities.Cactus:
            if can_harvest():
                return 1
            water()
            return 0
        if blocked():
            return 0
        if e != None:
            harvest()
        prep_ground(Entities.Cactus)
        plant(Entities.Cactus)
        water()
        return 0
    
    def drone_cactus_planter():
        while True:
            for x in range(PZ, N):
                goto(x, SY)
                for y in range(SY, N):
                    cactus_tend()
                    move(North)
    
    def sort_cactus():
        w = N - PZ
        h = N - SY
        for y in range(SY, N):
            for p in range(w - 1):
                goto(PZ, y)
                for j in range(w - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(East)
                        if a != None and b != None and b < a:
                            swap(East)
                    move(East)
        for x in range(PZ, N):
            for p in range(h - 1):
                goto(x, SY)
                for j in range(h - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(North)
                        if a != None and b != None and b < a:
                            swap(North)
                    move(North)
    
    def drone_cactus_sorter():
        while True:
            grown = 0
            for x in range(PZ, N):
                goto(x, SY)
                for y in range(SY, N):
                    grown += cactus_tend()
                    move(North)
            if grown == (N - PZ) * (N - SY):
                sort_cactus()
                goto(PZ, SY)
                if get_entity_type() == Entities.Cactus and can_harvest():
                    harvest()
    
    # ---------- mixed zone with companions (two halves) ----------
    def choose(x, y):
        if y == N - 1 and x % 2 == 0:
            return Entities.Tree
        if num_items(Items.Wood) < WOOD_MIN:
            return Entities.Tree
        if num_items(Items.Hay) < HAY_MIN:
            return Entities.Grass
        return Entities.Carrot
    
    def do_mixed(x, y, wish, mywish, x0, x1):
        idx = x * N + y
        want = wish[idx]
        if want == None:
            want = choose(x, y)
        if can_harvest():
            harvest()
            t = mywish[idx]
            if t != None:
                wish[t] = None
                mywish[idx] = None
        e = get_entity_type()
        if e != want and (e == None or e == Entities.Grass):
            prep_ground(want)
            if get_entity_type() != None:
                harvest()
            plant(want)
            c = get_companion()
            if c != None:
                ctype, cpos = c
                cx, cy = cpos
                if cx >= x0 and cx < x1 and cy >= PZ and cy < N:
                    ti = cx * N + cy
                    wish[ti] = ctype
                    mywish[idx] = ti
        if want == Entities.Carrot:
            water()
        if want != Entities.Grass:
            fertilize()
    
    def drone_mixed(x0, x1):
        wish = []
        mywish = []
        for k in range(N * N):
            wish.append(None)
            mywish.append(None)
        while True:
            for x in range(x0, x1):
                goto(x, PZ)
                for y in range(PZ, N):
                    if not blocked():
                        do_mixed(x, y, wish, mywish, x0, x1)
                    move(North)
    
    def drone_mixed_w():
        drone_mixed(0, PZ // 2)
    
    def drone_mixed_e():
        drone_mixed(PZ // 2, PZ)
    
    # ---------- pumpkins ----------
    def do_pumpkin():
        e = get_entity_type()
        if e == Entities.Pumpkin:
            water()
            if can_harvest():
                return 1
            return 0
        if blocked():
            return 0
        if e != None and e != Entities.Dead_Pumpkin:
            harvest()
        prep_ground(Entities.Pumpkin)
        plant(Entities.Pumpkin)
        water()
        return 0
    
    def pumpkin_sweep(x0, x1):
        ready = 0
        for x in range(x0, x1):
            goto(x, 0)
            for y in range(PZ):
                ready += do_pumpkin()
                move(North)
        return ready
    
    def drone_pump_w():
        while True:
            pumpkin_sweep(0, PZ // 2)
    
    def drone_pump_e():
        while True:
            pumpkin_sweep(PZ // 2, PZ)
    
    def alive(h):
        return h != None and not has_finished(h)
    
    def drone_a():
        hs = [None, None, None, None, None, None, None]
        fs = [drone_sun, drone_mixed_w, drone_mixed_e, drone_cactus_planter, drone_cactus_sorter, drone_pump_w, drone_pump_e]
        while True:
            for k in range(len(fs)):
                if not alive(hs[k]):
                    hs[k] = spawn_drone(fs[k])
            ready = pumpkin_sweep(0, PZ)
            if ready == PZ * PZ:
                goto(0, 0)
                if get_entity_type() == Entities.Pumpkin:
                    harvest()
    
    drone_a()
    Changes from the previous revision
      N = get_world_size()
    - PZ = N - 4
    + if N >= 22:
    +     PZ = N - 6
    + else:
    +     PZ = N - 4
      SY = 4
      HAY_MIN = 1000
    
    Write result the agent saw
    Saved mega5 (260 lines).
    Game time: 3h 8m 36s elapsed, 2h 51m 24s of budget remaining.
    run_program at 3h 08m for 300s (agent saw)
    Ran mega5 for 5m of game time; it is still running.
    Inventory change: cactus +220, carrot +751708, hay +272160, pumpkin +146584, water -987, weird_substance +189072, wood +1043616.
    Game time: 3h 13m 46s elapsed, 2h 46m 14s of budget remaining.
    Output:
    Warning: Cannot plant Entities.Cactus on Grounds.Grassland.
    In: drone_cactus_sorter <- cactus_tend
    plant(Entities.Cactus)
         ^^               
    --------------------------------------------------------------------
    Warning: Cannot plant Entities.Cactus on Grounds.Grassland.
    In: drone_cactus_planter <- cactus_tend
    plant(Entities.Cactus)
         ^^               
    --------------------------------------------------------------------
    run_program at 3h 16m for 300s (agent saw)
    Ran mega5 for 5m of game time; it is still running.
    Inventory change: carrot +1234700, fertilizer -112, hay +381440, pumpkin +195744, water -1204, weird_substance +695072, wood +2277216.
    Game time: 3h 22m 6s elapsed, 2h 37m 54s of budget remaining.
    Output:
    Warning: Cannot plant Entities.Cactus on Grounds.Grassland.
    In: drone_cactus_sorter <- cactus_tend
    plant(Entities.Cactus)
         ^^               
    --------------------------------------------------------------------
    Warning: Cannot plant Entities.Cactus on Grounds.Grassland.
    In: drone_cactus_planter <- cactus_tend
    plant(Entities.Cactus)
         ^^               
    --------------------------------------------------------------------
mega6.py1 write · 1 ran · first at 3h 14m
  1. r13h 14mRan389 lines · ran 2m 10s
    N = get_world_size()
    if N >= 22:
        PZ = N - 6
    else:
        PZ = N - 4
    SY = 4
    HAY_MIN = 1000
    WOOD_MIN = 500
    GOLD_TARGET = 129000
    
    DIRS = [North, East, South, West]
    DX = [0, 1, 0, -1]
    DY = [1, 0, -1, 0]
    
    def blocked():
        e = get_entity_type()
        return e == Entities.Hedge or e == Entities.Treasure
    
    def needs_soil(want):
        return want == Entities.Carrot or want == Entities.Pumpkin or want == Entities.Sunflower or want == Entities.Cactus
    
    def prep_ground(want):
        if needs_soil(want):
            if get_ground_type() != Grounds.Soil:
                till()
        else:
            if get_ground_type() == Grounds.Soil:
                till()
    
    def water():
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    def fertilize():
        if num_items(Items.Fertilizer) > 0 and not can_harvest():
            use_item(Items.Fertilizer)
    
    def goto(tx, ty):
        n = 0
        while get_pos_x() != tx and n < 3 * N:
            move(East)
            n += 1
        n = 0
        while get_pos_y() != ty and n < 3 * N:
            move(North)
            n += 1
    
    # ---------- mazes ----------
    def dir_order(mode, x, y, tx, ty):
        if mode > 0:
            return [mode % 4, (mode + 1) % 4, (mode + 2) % 4, (mode + 3) % 4]
        order = []
        if ty > y:
            order.append(0)
        if tx > x:
            order.append(1)
        if ty < y:
            order.append(2)
        if tx < x:
            order.append(3)
        for d in range(4):
            if not (d in order):
                order.append(d)
        return order
    
    def solve(mode):
        e = get_entity_type()
        if e == Entities.Treasure:
            return True
        if e != Entities.Hedge:
            return False
        t = measure()
        tx = -1
        ty = -1
        if t != None:
            tx, ty = t
        visited = []
        for k in range(N * N):
            visited.append(False)
        path = []
        visited[get_pos_x() * N + get_pos_y()] = True
        steps = 0
        while steps < 4 * N * N:
            e = get_entity_type()
            if e == Entities.Treasure:
                return True
            if e != Entities.Hedge:
                return False
            steps += 1
            x = get_pos_x()
            y = get_pos_y()
            moved = False
            for d in dir_order(mode, x, y, tx, ty):
                nx = x + DX[d]
                ny = y + DY[d]
                if nx < 0 or nx >= N or ny < 0 or ny >= N:
                    continue
                if visited[nx * N + ny]:
                    continue
                if can_move(DIRS[d]):
                    move(DIRS[d])
                    visited[nx * N + ny] = True
                    path.append(d)
                    moved = True
                    break
            if not moved:
                if len(path) == 0:
                    return False
                d = path.pop()
                move(DIRS[(d + 2) % 4])
        return get_entity_type() == Entities.Treasure
    
    def reuse_solver(mode):
        n = 0
        while blocked() and num_items(Items.Weird_Substance) >= N and num_items(Items.Gold) < GOLD_TARGET:
            if solve(mode):
                if get_entity_type() == Entities.Treasure and num_items(Items.Gold) < GOLD_TARGET:
                    g = num_items(Items.Gold)
                    use_item(Items.Weird_Substance, N)
                    if num_items(Items.Gold) == g:
                        return n
                    n += 1
            else:
                if not blocked():
                    return n
        return n
    
    def gold_phase():
        g0 = num_items(Items.Gold)
        if get_entity_type() != None:
            harvest()
        if get_ground_type() == Grounds.Soil:
            till()
        plant(Entities.Bush)
        use_item(Items.Weird_Substance, N)
        if get_entity_type() != Entities.Hedge:
            quick_print("maze failed to spawn")
            return
        hs = []
        for m in range(1, max_drones()):
            h = spawn_drone(reuse_solver, m)
            if h != None:
                hs.append(h)
        reuse_solver(0)
        for h in hs:
            wait_for(h)
        if blocked():
            solve(0)
            harvest()
        quick_print("gold phase +", num_items(Items.Gold) - g0, "gold now", num_items(Items.Gold))
    
    # ---------- sunflowers ----------
    def plant_sun():
        prep_ground(Entities.Sunflower)
        plant(Entities.Sunflower)
        water()
    
    def drone_sun():
        best = 0
        nsun = 0
        while True:
            best_next = 0
            nsun_next = 0
            took = False
            for x in range(PZ, N):
                goto(x, 0)
                for y in range(SY):
                    e = get_entity_type()
                    p = None
                    if e == Entities.Sunflower:
                        p = measure()
                        if not took and nsun >= 10 and p >= best and can_harvest():
                            harvest()
                            took = True
                            plant_sun()
                            p = measure()
                        else:
                            water()
                    elif not blocked():
                        if e != None:
                            harvest()
                        plant_sun()
                        p = measure()
                    if p != None:
                        nsun_next += 1
                        if p > best_next:
                            best_next = p
                    move(North)
            best = best_next
            nsun = nsun_next
    
    # ---------- cactus ----------
    def cactus_tend():
        e = get_entity_type()
        if e == Entities.Cactus:
            if can_harvest():
                return 1
            water()
            return 0
        if blocked():
            return 0
        if e != None:
            harvest()
        prep_ground(Entities.Cactus)
        plant(Entities.Cactus)
        water()
        return 0
    
    def cactus_planter(y0, y1):
        while True:
            for x in range(PZ, N):
                goto(x, y0)
                for y in range(y0, y1):
                    cactus_tend()
                    move(North)
    
    def sort_cactus():
        w = N - PZ
        h = N - SY
        for y in range(SY, N):
            for p in range(w - 1):
                goto(PZ, y)
                for j in range(w - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(East)
                        if a != None and b != None and b < a:
                            swap(East)
                    move(East)
        for x in range(PZ, N):
            for p in range(h - 1):
                goto(x, SY)
                for j in range(h - 1):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(North)
                        if a != None and b != None and b < a:
                            swap(North)
                    move(North)
    
    def drone_cactus_sorter():
        while True:
            grown = 0
            for x in range(PZ, N):
                goto(x, SY)
                for y in range(SY, N):
                    grown += cactus_tend()
                    move(North)
            if grown == (N - PZ) * (N - SY):
                sort_cactus()
                goto(PZ, SY)
                if get_entity_type() == Entities.Cactus and can_harvest():
                    harvest()
    
    # ---------- mixed zone with companions ----------
    def choose(x, y):
        if y == N - 1 and x % 2 == 0:
            return Entities.Tree
        if num_items(Items.Wood) < WOOD_MIN:
            return Entities.Tree
        if num_items(Items.Hay) < HAY_MIN:
            return Entities.Grass
        return Entities.Carrot
    
    def do_mixed(x, y, wish, mywish, x0, x1):
        idx = x * N + y
        want = wish[idx]
        if want == None:
            want = choose(x, y)
        if can_harvest():
            harvest()
            t = mywish[idx]
            if t != None:
                wish[t] = None
                mywish[idx] = None
        e = get_entity_type()
        if e != want and (e == None or e == Entities.Grass):
            prep_ground(want)
            if get_entity_type() != None:
                harvest()
            plant(want)
            c = get_companion()
            if c != None:
                ctype, cpos = c
                cx, cy = cpos
                if cx >= x0 and cx < x1 and cy >= PZ and cy < N:
                    ti = cx * N + cy
                    wish[ti] = ctype
                    mywish[idx] = ti
        if want == Entities.Carrot:
            water()
        if want != Entities.Grass:
            fertilize()
    
    def mixed_loop(x0, x1):
        wish = []
        mywish = []
        for k in range(N * N):
            wish.append(None)
            mywish.append(None)
        while True:
            for x in range(x0, x1):
                goto(x, PZ)
                for y in range(PZ, N):
                    if not blocked():
                        do_mixed(x, y, wish, mywish, x0, x1)
                    move(North)
    
    # ---------- pumpkins ----------
    def do_pumpkin():
        e = get_entity_type()
        if e == Entities.Pumpkin:
            water()
            if can_harvest():
                return 1
            return 0
        if blocked():
            return 0
        if e != None and e != Entities.Dead_Pumpkin:
            harvest()
        prep_ground(Entities.Pumpkin)
        plant(Entities.Pumpkin)
        water()
        return 0
    
    def pumpkin_sweep(x0, x1):
        ready = 0
        for x in range(x0, x1):
            goto(x, 0)
            for y in range(PZ):
                ready += do_pumpkin()
                move(North)
        return ready
    
    def pump_loop(x0, x1):
        while True:
            pumpkin_sweep(x0, x1)
    
    def alive(h):
        return h != None and not has_finished(h)
    
    def drone_a():
        if blocked():
            solve(0)
            harvest()
        if max_drones() < 16 and num_items(Items.Gold) < GOLD_TARGET and num_items(Items.Weird_Substance) > 20000:
            gold_phase()
        # build task list sized to the drone limit
        specs = []
        specs.append([drone_sun, 0, 0])
        specs.append([drone_cactus_sorter, 0, 0])
        nd = max_drones()
        if nd >= 16:
            specs.append([cactus_planter, SY, (SY + N) // 2])
            specs.append([cactus_planter, (SY + N) // 2, N])
            q = PZ // 4
            for k in range(4):
                specs.append([mixed_loop, k * q, (k + 1) * q])
            np = nd - len(specs) - 1
            w = PZ // np
            for k in range(np):
                x1 = (k + 1) * w
                if k == np - 1:
                    x1 = PZ
                specs.append([pump_loop, k * w, x1])
        else:
            specs.append([cactus_planter, SY, N])
            specs.append([mixed_loop, 0, PZ // 2])
            specs.append([mixed_loop, PZ // 2, PZ])
            specs.append([pump_loop, 0, PZ // 2])
            specs.append([pump_loop, PZ // 2, PZ])
        hs = []
        for s in specs:
            hs.append(None)
        while True:
            for k in range(len(specs)):
                if not alive(hs[k]):
                    s = specs[k]
                    if s[0] == drone_sun or s[0] == drone_cactus_sorter:
                        hs[k] = spawn_drone(s[0])
                    else:
                        hs[k] = spawn_drone(s[0], s[1], s[2])
            ready = pumpkin_sweep(0, PZ)
            if ready == PZ * PZ:
                goto(0, 0)
                if get_entity_type() == Entities.Pumpkin:
                    harvest()
    
    drone_a()
    Write result the agent saw
    Saved mega6 (389 lines).
    Game time: 3h 14m 36s elapsed, 2h 45m 24s of budget remaining.
    run_program at 3h 14m for 120s (agent saw)
    Ran mega6 for 2m of game time; it is still running.
    Inventory change: carrot +64, fertilizer +96, gold +968, water +768, weird_substance -66.
    Game time: 3h 16m 46s elapsed, 2h 43m 14s of budget remaining.
    Output:
    (none)
mega7.py1 write · 1 ran · first at 3h 22m
  1. r13h 22mRan221 lines · ran 1h 44m
    N = get_world_size()
    HAY_MIN = 1000
    WOOD_MIN = 500
    PZ = 6            # pumpkin square x<6, y<6
    CX0 = 6           # cactus 4x4 at x 6-9, y 0-3
    CY0 = 0
    SX0 = 6           # sunflowers 4x4 at x 6-9, y 4-7
    SY0 = 4
    # mixed rectangles [x0, x1, y0, y1)
    RECTS = [[10, 16, 0, 11], [10, 16, 11, 22], [16, 22, 0, 11], [16, 22, 11, 22], [0, 10, 8, 15], [0, 10, 15, 22]]
    
    def needs_soil(want):
        return want == Entities.Carrot or want == Entities.Pumpkin or want == Entities.Sunflower or want == Entities.Cactus
    
    def prep_ground(want):
        if needs_soil(want):
            if get_ground_type() != Grounds.Soil:
                till()
        else:
            if get_ground_type() == Grounds.Soil:
                till()
    
    def water():
        if get_water() < 0.5 and num_items(Items.Water) > 0:
            use_item(Items.Water)
    
    def fertilize():
        if num_items(Items.Fertilizer) > 0 and not can_harvest():
            use_item(Items.Fertilizer)
    
    def goto(tx, ty):
        n = 0
        while get_pos_x() != tx and n < 3 * N:
            move(East)
            n += 1
        n = 0
        while get_pos_y() != ty and n < 3 * N:
            move(North)
            n += 1
    
    # ---------- mixed zone with companions ----------
    def choose(x, y):
        if y == N - 1 and x % 2 == 0:
            return Entities.Tree
        if num_items(Items.Wood) < WOOD_MIN:
            return Entities.Tree
        if num_items(Items.Hay) < HAY_MIN:
            return Entities.Grass
        return Entities.Carrot
    
    def do_mixed(x, y, wish, mywish, x0, x1, y0, y1):
        idx = x * N + y
        want = wish[idx]
        if want == None:
            want = choose(x, y)
        if can_harvest():
            harvest()
            t = mywish[idx]
            if t != None:
                wish[t] = None
                mywish[idx] = None
        e = get_entity_type()
        if e != want and (e == None or e == Entities.Grass):
            prep_ground(want)
            if get_entity_type() != None:
                harvest()
            plant(want)
            c = get_companion()
            if c != None:
                ctype, cpos = c
                cx, cy = cpos
                if cx >= x0 and cx < x1 and cy >= y0 and cy < y1:
                    ti = cx * N + cy
                    wish[ti] = ctype
                    mywish[idx] = ti
        if want == Entities.Carrot:
            water()
        if want != Entities.Grass:
            fertilize()
    
    def mixed_loop(x0, x1, y0, y1):
        wish = []
        mywish = []
        for k in range(N * N):
            wish.append(None)
            mywish.append(None)
        while True:
            for x in range(x0, x1):
                goto(x, y0)
                for y in range(y0, y1):
                    do_mixed(x, y, wish, mywish, x0, x1, y0, y1)
                    move(North)
    
    # ---------- cactus + sunflowers (one drone) ----------
    def cactus_tend():
        e = get_entity_type()
        if e == Entities.Cactus:
            if can_harvest():
                return 1
            water()
            return 0
        if e != None:
            harvest()
        prep_ground(Entities.Cactus)
        plant(Entities.Cactus)
        water()
        return 0
    
    def sort_cactus():
        for y in range(CY0, CY0 + 4):
            for p in range(3):
                goto(CX0, y)
                for j in range(3):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(East)
                        if a != None and b != None and b < a:
                            swap(East)
                    move(East)
        for x in range(CX0, CX0 + 4):
            for p in range(3):
                goto(x, CY0)
                for j in range(3):
                    if get_entity_type() == Entities.Cactus:
                        a = measure()
                        b = measure(North)
                        if a != None and b != None and b < a:
                            swap(North)
                    move(North)
    
    def plant_sun():
        prep_ground(Entities.Sunflower)
        plant(Entities.Sunflower)
        water()
    
    def drone_cs():
        best = 0
        nsun = 0
        while True:
            grown = 0
            for x in range(CX0, CX0 + 4):
                goto(x, CY0)
                for y in range(CY0, CY0 + 4):
                    grown += cactus_tend()
                    move(North)
            if grown == 16:
                sort_cactus()
                goto(CX0, CY0)
                if get_entity_type() == Entities.Cactus and can_harvest():
                    harvest()
            best_next = 0
            nsun_next = 0
            took = False
            for x in range(SX0, SX0 + 4):
                goto(x, SY0)
                for y in range(SY0, SY0 + 4):
                    e = get_entity_type()
                    p = None
                    if e == Entities.Sunflower:
                        p = measure()
                        if not took and nsun >= 10 and p >= best and can_harvest():
                            harvest()
                            took = True
                            plant_sun()
                            p = measure()
                        else:
                            water()
                    else:
                        if e != None:
                            harvest()
                        plant_sun()
                        p = measure()
                    if p != None:
                        nsun_next += 1
                        if p > best_next:
                            best_next = p
                    move(North)
            best = best_next
            nsun = nsun_next
    
    # ---------- pumpkins (drone A) ----------
    def do_pumpkin():
        e = get_entity_type()
        if e == Entities.Pumpkin:
            water()
            if can_harvest():
                return 1
            return 0
        if e != None and e != Entities.Dead_Pumpkin:
            harvest()
        prep_ground(Entities.Pumpkin)
        plant(Entities.Pumpkin)
        water()
        return 0
    
    def alive(h):
        return h != None and not has_finished(h)
    
    def drone_a():
        hs = [None]
        for r in RECTS:
            hs.append(None)
        while True:
            if not alive(hs[0]):
                hs[0] = spawn_drone(drone_cs)
            for k in range(len(RECTS)):
                if not alive(hs[k + 1]):
                    r = RECTS[k]
                    hs[k + 1] = spawn_drone(mixed_loop, r[0], r[1], r[2], r[3])
            ready = 0
            for x in range(PZ):
                goto(x, 0)
                for y in range(PZ):
                    ready += do_pumpkin()
                    move(North)
            if ready == PZ * PZ:
                goto(0, 0)
                if get_entity_type() == Entities.Pumpkin:
                    harvest()
    
    drone_a()
    Write result the agent saw
    Saved mega7 (221 lines).
    Game time: 3h 22m 36s elapsed, 2h 37m 24s of budget remaining.
    run_program at 3h 22m for 300s (agent saw)
    Ran mega7 for 5m of game time; it is still running.
    Inventory change: cactus +50752, carrot +6178792, fertilizer -1, hay +2325952, pumpkin +37312, water +1081, weird_substance +520608, wood +7975840.
    Game time: 3h 27m 46s elapsed, 2h 32m 14s of budget remaining.
    Output:
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: mixed_loop <- do_mixed <- fertilize
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: mixed_loop <- do_mixed <- fertilize
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
    run_program at 4h 31m for 300s (agent saw)
    Ran mega7 for 5m of game time; it is still running.
    Inventory change: cactus +4096, carrot +26229992, fertilizer -2528, hay +7916800, pumpkin +275840, water +4775, weird_substance +47038720, wood +35451136.
    Game time: 4h 36m 46s elapsed, 1h 23m 14s of budget remaining.
    Output:
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: mixed_loop <- do_mixed <- fertilize
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
log53 said · 103 thought · 260 tool calls

Step by step

  1. 0ssaidI'll start by looking at the farm and the available documentation.
  2. 0sobserve
    result
    Game time: 10s elapsed, 5h 59m 50s of budget remaining.
    Program: none running.
    Inventory: empty.
    Farm 1x1. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass.
    y= 0  _Gr3*
    Recent output:
    (none)
  3. 10sdocs_list
    result
    docs/home.md  General Info
    unlocks/auto_unlock  Auto Unlock
    unlocks/cactus  Cactus
    unlocks/carrots  Carrots
    unlocks/costs  Costs
    unlocks/debug  Debug
    unlocks/debug_2  Debug_2
    unlocks/dictionaries  Dictionaries
    unlocks/dinosaurs  Dinosaurs
    unlocks/expand  Expand
    unlocks/fertilizer  Fertilizer
    unlocks/functions  Functions
    unlocks/grass  Grass
    unlocks/hats  Hats
    unlocks/import  Import
    unlocks/leaderb…
  4. 20sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 0/10; cost wood 50; requires plant
      ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot)
    costs (Costs) le…
  5. 30ssaidLet me read the core docs in parallel.
  6. 30sdocs_read path="docs/home.md"
    result
    ## General Info
    [External Editor](docs/external_editor.md)      [First Program](docs/first_program.md)      [Getting Started](docs/getting_started.md)      [Loading Backups](docs/backup.md)            [Credits](docs/credits.md)
    
    ## Programming
    [Comments](docs/scripting/comments.md)      
    
    ## Unlocks
    [Grass](unlocks/grass)      
    
    ## Built-in Functions
    [do_a_flip](functions/do_a_flip)      [harvest]…
  7. 40sdocs_read path="docs/first_program.md"
    result
    # First Program
    ## Text editor
    All programming is done in code windows. Each code window corresponds to a text file containing code. 
    You can rename the file by clicking on its name at the top of the window.
    
    The code can be edited like in any text editor as long as it's not running.
    You can execute the program directly by pressing the green play button in the code window.
    ![](PlayButton50)
    
    You c…
  8. 50sdocs_read path="docs/getting_started.md"
    result
    # Getting Started
    This window contains information about everything in the game.
    
    You can move windows around by dragging and dropping the gray part of the window.
    You can move around by dragging anywhere outside the windows.
    
    To get started with programming, go to the [First Program](docs/first_program.md) page by clicking it.
    
    Be sure to check out the buttons in the top right corner of the scree…
  9. 1m 00slist_programs
    result
    No programs yet.
    Game time: 1m 10s elapsed, 5h 58m 50s of budget remaining.
  10. 1m 10swrite_program name="start" · evidence
    result
    Saved start (40 lines).
    Game time: 1m 20s elapsed, 5h 58m 40s of budget remaining.
  11. 1m 20srun_program name="start" seconds=60
    result
    Ran start for 20s of game time; it finished.
    Inventory change: hay +40.
    Game time: 1m 50s elapsed, 5h 58m 10s of budget remaining.
    Output:
    (none)
  12. 1m 50sbuy_upgrade upgrades=["loops","speed"] · evidence
    result
    Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md.
    Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md.
    Game time: 2m elapsed, 5h 58m of budget remaining.
  13. 2m 00swrite_program name="loop_harvest" · evidence
    result
    Saved loop_harvest (2 lines).
    Game time: 2m 10s elapsed, 5h 57m 50s of budget remaining.
  14. 2m 10sdocs_read path="docs/unlocks/speed.md"
    result
    # Speed Upgrade
    The execution speed has been doubled. The problem is that the drone now harvests faster than the grass can grow resulting in no harvest at all. To deal with this [if](docs/scripting/if.md) branches and the [can_harvest](functions/can_harvest) function are now unlocked.
    
    ## Checking Before Harvesting
    So far we only had `True` and `False` as conditions, which is of course not very us…
  15. 2m 20swrite_program name="loop_harvest" · evidence
    result
    Saved loop_harvest (3 lines).
    Game time: 2m 30s elapsed, 5h 57m 30s of budget remaining.
  16. 2m 30ssaidRunning the harvest loop now; waiting until I have enough hay for Expand (30) and Plant (50).
  17. 2m 30srun_program name="loop_harvest" seconds=120
    result
    Ran loop_harvest for 2m of game time; it is still running.
    Inventory change: hay +239.
    Game time: 4m 40s elapsed, 5h 55m 20s of budget remaining.
    Output:
    (none)
  18. 4m 40sbuy_upgrade upgrades=["expand","plant","speed"] · evidence
    result
    Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md.
    Could not buy speed: Not enough resources.
    Game time: 4m 50s elapsed, 5h 55m 10s of budget remaining.
  19. 4m 50sdocs_read path="docs/unlocks/expand_1.md"
    result
    # Expand 1
    Your farm has grown! This space is not much use if you can't move the drone, so there is a new function `move()` that moves the drone. `move()` requires that you specify the direction in which you want the drone to move. There are four new constants for this: `North, East, South, West`
    
    For example, `move(North)` will move the drone one square to the north.
    
    If you move over the edge of…
  20. 5m 00sdocs_read path="docs/unlocks/plant.md"
    result
    # Plant
    Grass is nice because it grows automatically. All other plants have to be planted with the `plant()` function. The only plant you can plant right now is a bush.
    You can pass the type of plant you want to plant to the function like this:
    
    `plant(Entities.Bush)`
    
    This will plant a bush under the drone.
    
    Call `clear()` to reset the farm to all grass and reset the drone position.
    
    It seems tha…
  21. 5m 10sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 0/10; cost wood 50; available, not affordable
      ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot)
    costs…
  22. 5m 20ssaidThe farm is now 1x3. I'll write a wood-farming program that harvests whatever is ready, replants a bush, and cycles tiles.
  23. 5m 20swrite_program name="bushes" · evidence
    result
    Saved bushes (5 lines).
    Game time: 5m 30s elapsed, 5h 54m 30s of budget remaining.
  24. 5m 30sdocs_read path="objects/grass"
    result
    ## Grass
    Grows automatically on grassland. Harvest it to obtain Items.Hay.
    
    Base growth time between 0.5 and 0.5 seconds.
    Can grow on soil or grassland.
    Game time: 5m 40s elapsed, 5h 54m 20s of budget remaining.
  25. 5m 40srun_program name="bushes" seconds=90
    result
    Ran bushes for 1m 30s of game time; it is still running.
    Inventory change: hay +7, wood +53.
    Game time: 7m 20s elapsed, 5h 52m 40s of budget remaining.
    Output:
    (none)
  26. 7m 20ssaidWood is coming in. I'll grab Expand (3x3) and Speed level 2 now, then check what the bigger farm looks like.
  27. 7m 20sbuy_upgrade upgrades=["expand","speed"] · evidence
    result
    Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md.
    Game time: 7m 30s elapsed, 5h 52m 30s of budget remaining.
  28. 7m 30swrite_program name="bushes" · evidence
    result
    Stop the program before editing it.
  29. 7m 40sstop_program
    result
    Program stopped.
    Game time: 7m 50s elapsed, 5h 52m 10s of budget remaining.
  30. 7m 50swrite_program name="bushes" · evidence
    result
    Saved bushes (14 lines).
    Game time: 8m elapsed, 5h 52m of budget remaining.
  31. 8m 00srun_program name="bushes" seconds=120
    result
    Ran bushes for 2m of game time; it is still running.
    Inventory change: hay +23, wood +159.
    Game time: 10m 10s elapsed, 5h 49m 50s of budget remaining.
    Output:
    (none)
  32. 10m 10sthoughtI have enough resources for both Carrots and Operators, so I'll buy them now while also checking the tile/soil docs in parallel.
  33. 10m 10sbuy_upgrade upgrades=["carrots","operators"] · evidence
    result
    Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md.
    Game time: 10m 20s elapsed, 5h 49m 40s of budget remaining.
  34. 10m 20sdocs_read path="objects/soil"
    result
    ## Soil
    Calling till() turns the ground into soil. Calling till() again changes it back to grassland.
    Game time: 10m 30s elapsed, 5h 49m 30s of budget remaining.
  35. 10m 30sdocs_read path="functions/harvest"
    result
    harvest()
    Harvests the entity under the drone. 
    If you harvest an entity that can't be harvested, it will be destroyed.
    
    returns True if an entity was removed, False otherwise.
    
    takes 200 ticks to execute if an entity was removed, 1 tick otherwise.
    
    example:
    harvest()
    Game time: 10m 40s elapsed, 5h 49m 20s of budget remaining.
  36. 10m 40ssaidBought Carrots and Operators. Now reading the carrots tutorial and the carrot entity page in parallel so I can design the next farm program.
  37. 10m 40sdocs_read path="docs/unlocks/carrots.md"
    result
    # Carrots
    Before you can plant carrots with `plant(Entities.Carrot)`, you have to till the soil. This will change the ground to `Grounds.Soil`. To till the soil, simply call `till()`. Calling `till()` again will change it back to `Grounds.Grassland`.
    
    Planting carrots costs wood and hay. These items will be automatically removed when calling `plant(Entities.Carrot)`.
    
    You can see the cost of any p…
  38. 10m 50sdocs_read path="objects/carrot"
    result
    ## Carrot
    Carrots!
    
    Base growth time between 4.8 and 7.2 seconds.
    Can grow on soil.
    
    ### Plant Cost [Current cost: hay=1, wood=1]
    
    For more related information see: [Carrots](docs/unlocks/carrots.md)
    Game time: 11m elapsed, 5h 49m of budget remaining.
  39. 11m 00sdocs_read path="objects/bush"
    result
    ## Bush
    A small bush that drops Items.Wood.
    
    Base growth time between 3.2 and 4.8 seconds.
    Can grow on grassland or soil.
    
    For more related information see: [Plant](docs/unlocks/plant.md)
    Game time: 11m 10s elapsed, 5h 48m 50s of budget remaining.
  40. 11m 10ssaidPlan: 6 carrot tiles (columns 0–1) and 3 bush tiles (column 2), with a one-time tilling setup. Stopping the old program, then I'll write and launch the new one.
  41. 11m 10sstop_program
    result
    Program stopped.
    Game time: 11m 20s elapsed, 5h 48m 40s of budget remaining.
  42. 11m 20swrite_program name="mixed3" · evidence
    result
    Saved mixed3 (59 lines).
    Game time: 11m 30s elapsed, 5h 48m 30s of budget remaining.
  43. 11m 30srun_program name="mixed3" seconds=90
    result
    Ran mixed3 for 1m 30s of game time; it is still running.
    Inventory change: carrot +70, hay -49, wood +58.
    Game time: 13m 10s elapsed, 5h 46m 50s of budget remaining.
    Output:
    (none)
  44. 13m 10ssaidNeeds: exact inventory, Variables (carrot 35), and the operators doc. All independent — requesting together.
  45. 13m 10sbuy_upgrade upgrades=["variables"] · evidence
    result
    Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md.
    Game time: 13m 20s elapsed, 5h 46m 40s of budget remaining.
  46. 13m 20sobserve
    result
    Game time: 13m 30s elapsed, 5h 46m 30s of budget remaining.
    Program: mixed3 (running).
    Inventory: hay 135, wood 309, carrot 55.
    Farm 3x3. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Ca=carrot, Bu=bush, Gr=grass.
    y= 2  #Ca3  #Ca3  _Bu3
    y= 1  #Ca3  #Ca1  _Gr1*
    y= 0  #Ca2  #…
  47. 13m 30sdocs_read path="docs/scripting/operators.md"
    result
    # Operators
    arithmetic operators: `+, -, *, /, //, %, **`
    comparison operators: `==, !=, <=, >=, <, >`
    boolean operators: `not, and, or`
    
    Note: All numbers in the game are floating point numbers. So all arithmetic operators are floating point operators.
    `//` is defined to just floor the number after the division.
    
    For assignment operators you need to unlock the "Variables" unlock.
    
    ## Introduction…
  48. 13m 40sthoughtInventory check shows enough hay, wood, and carrot to cover Senses, Functions, and Watering, so I'll proceed with all three along with the variables tutorial.
  49. 13m 40sbuy_upgrade upgrades=["senses","functions","watering"] · evidence
    result
    Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md.
    Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md.
    Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md.
    Game time: 13m 50s elapsed, 5h 46m 10s of budget remaining.
  50. 13m 50sdocs_read path="docs/scripting/variables.md"
    result
    # Variables
    Variables can be thought of as named containers that can hold a value.
    The `=` operator is used to declare a variable and store a value in it.
    
    `variable_name = value`
    
    The left hand side of the operator is the variable name. You can give it any name you want.
    The right hand side is an expression whose resulting value will be stored in the variable.
    
    Declare a variable named `a` and st…
  51. 14m 00ssaidNeeds now: Senses tutorial (position/entity sensing), Watering tutorial, Functions tutorial, and the updated research costs. All four are independent.
  52. 14m 00sdocs_read path="docs/unlocks/senses.md"
    result
    # Senses
    The drone can see now! 
    
    The functions `get_pos_x()` and `get_pos_y()` return the current x and y position of the drone. At the start position they are both `0`. The x position increases by `1` every tile towards `East` and the y position increases by `1` every tile towards `North`.
    
    `num_items(item)` returns how many of an item you have.
    For example `num_items(Items.Hay)` returns how muc…
  53. 14m 10sdocs_read path="docs/unlocks/watering.md"
    result
    # Watering
    Plants grow faster when they are watered. The ground has a water level ranging from `0` to `1`.
    The function `get_water()` returns the water level of the ground it is over.
    
    The growth speed of a plant scales linearly from 1x speed at water level 0 to 5x speed at water level 1.
    
    The ground dries up over time: On average, it loses 1% of its current water per second, but there is some ran…
  54. 14m 20sdocs_read path="docs/scripting/functions.md"
    result
    # Functions
    Use the `def` keyword to define a new function:
    `def f(arg1, arg2 = False):
    	#function code`
    
    You can use the call operator `()` to call the function:
    `f(42)`
    
    Also see [Scopes](docs/scripting/scopes.md) to learn about local and global variables in functions.
    
    ## Introduction
    You've already seen built-in functions like `harvest()`.
    You can also define your own functions which allows st…
  55. 14m 30sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 1/10; cost wood 250; can buy now; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and cost of carrots. 100% =…
  56. 14m 40ssaidNeeds: a general sensing-based farm program (so it survives expansion), current inventory to see if Expand (wood 30 + carrot 20) is affordable. Writing the program and observing are independent.
  57. 14m 40swrite_program name="farm" · evidence
    result
    Saved farm (32 lines).
    Game time: 14m 50s elapsed, 5h 45m 10s of budget remaining.
  58. 14m 50sobserve
    result
    Game time: 15m elapsed, 5h 45m of budget remaining.
    Program: mixed3 (running).
    Inventory: wood 295, carrot 84, water 7.
    Farm 3x3. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Bu=bush.
    y= 2  #--   #--   _Bu1
    y= 1  #--*  #--   _Bu3
    y= 0  #--   #--   _Bu2
    Recent output:
    Warni…
  59. 15m 00sthoughtHay dropped to 0, stalling carrot planting, so my farm program now switches column 0 to grass when hay runs low. I'll also expand the farm to 4x4 and update N=4 in the program, handling both changes now.
  60. 15m 00sbuy_upgrade upgrades=["expand"] · evidence
    result
    Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md.
    Game time: 15m 10s elapsed, 5h 44m 50s of budget remaining.
  61. 15m 10swrite_program name="farm" · evidence
    result
    Saved farm (32 lines).
    Game time: 15m 20s elapsed, 5h 44m 40s of budget remaining.
  62. 15m 20ssaidNeeds next: run `farm` on the 4x4 grid and let it accumulate carrots/hay/wood. Only one action is needed here (the run).
  63. 15m 20srun_program name="farm" seconds=120
    result
    Ran farm for 2m of game time; it is still running.
    Inventory change: hay +220, water -9, wood +3.
    Game time: 17m 30s elapsed, 5h 42m 30s of budget remaining.
    Output:
    (none)
  64. 17m 30ssaidNeeds: see the farm state to understand why carrots didn't increase (only an observe is needed; everything else depends on what it shows).
  65. 17m 30sobserve
    result
    Game time: 17m 40s elapsed, 5h 42m 20s of budget remaining.
    Program: farm (running).
    Inventory: hay 276, wood 288, carrot 64, water 1.
    Farm 4x4. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass.
    y= 3  _Gr3  _Gr3  _Gr1* _Gr3
    y= 2  _Gr3  _Gr3  _Gr3  _Gr3
    y= 1  _Gr3  _Gr…
  66. 17m 40sthoughtGrass regrows instantly, so the tile never registers as empty and planting never happens. I'll stop the program, fix it to replace grass with the desired crop, then rerun it.
  67. 17m 40sstop_program
    result
    Program stopped.
    Game time: 17m 50s elapsed, 5h 42m 10s of budget remaining.
  68. 17m 50ssaidNeeds: (1) write the corrected `farm` program; (2) run it — but (2) depends on (1), so only the write goes out now.
  69. 17m 50swrite_program name="farm" · evidence
    result
    Saved farm (35 lines).
    Game time: 18m elapsed, 5h 42m of budget remaining.
  70. 18m 00ssaidNeeds: run the fixed program and let it work. One action.
  71. 18m 00srun_program name="farm" seconds=90
    result
    Ran farm for 1m 30s of game time; it is still running.
    Inventory change: carrot +96, hay -41, water -2, wood -28.
    Game time: 19m 40s elapsed, 5h 40m 20s of budget remaining.
    Output:
    (none)
  72. 19m 40sthoughtCarrots are now flowing (+96), so I'll buy Trees (50 wood + 70 carrots, which I can afford) and check the grid layout at the same time, then read the trees tutorial once the purchase is done.
  73. 19m 40sbuy_upgrade upgrades=["trees"] · evidence
    result
    Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md.
    Game time: 19m 50s elapsed, 5h 40m 10s of budget remaining.
  74. 19m 50sobserve
    result
    Game time: 20m elapsed, 5h 40m of budget remaining.
    Program: farm (running).
    Inventory: hay 233, wood 201, carrot 111, water 1.
    Farm 4x4. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Bu=bush, Ca=carrot.
    y= 3  _Bu3  #Ca3  #Ca2  #Ca3
    y= 2  _Bu3  #Ca3  #Ca3  #Ca1*
    y= 1  _Bu3 …
  75. 20m 00ssaidNeeds: trees tutorial and the tree entity page (growth time, adjacency rules). Both independent.
  76. 20m 00sdocs_read path="docs/unlocks/trees.md"
    result
    # Trees
    [Trees](objects/tree) are a better way to get wood than bushes. They give 5 wood each. Like bushes, they can be planted on grass or soil.
    
    Trees like to have some space and planting them right next to each other will slow down their growth. The growing time is doubled for each tree that is on a tile directly to the north, east, west or south of it. So if you plant trees on every tile, they…
  77. 20m 10sdocs_read path="objects/tree"
    result
    ## Tree
    Trees drop more wood than bushes. They take longer to grow if other trees grow next to them.
    
    Base growth time between 5.6 and 8.4 seconds.
    Can grow on soil or grassland.
    
    For more related information see: [Trees](docs/unlocks/trees.md)
    Game time: 20m 20s elapsed, 5h 39m 40s of budget remaining.
  78. 20m 20ssaidPlan: checkerboard trees/carrots (trees want no tree neighbors), with a hay fallback on row 0. Steps are sequential (stop → edit → run). Stopping now.
  79. 20m 20sstop_program
    result
    Program stopped.
    Game time: 20m 30s elapsed, 5h 39m 30s of budget remaining.
  80. 20m 30ssaidNeeds: (1) write farm v3; (2) run it — depends on (1). Only the write now.
  81. 20m 30swrite_program name="farm" · evidence
    result
    Saved farm (36 lines).
    Game time: 20m 40s elapsed, 5h 39m 20s of budget remaining.
  82. 20m 40ssaidNeeds next: run farm v3 and give it time to build up wood/carrots for Pumpkins (wood 500 + carrot 200). Only the run is needed now; later purchases depend on its output.
  83. 20m 40srun_program name="farm" seconds=180
    result
    Ran farm for 3m of game time; it is still running.
    Inventory change: carrot +192, hay -56, water -2, wood +908.
    Game time: 23m 50s elapsed, 5h 36m 10s of budget remaining.
    Output:
    (none)
  84. 23m 50sthoughtI'll purchase Pumpkins, Speed 3, Watering 2, and Carrots 2 upgrades (all affordable with current wood/carrot stock) and take a farm snapshot in parallel, then pull up pumpkin docs afterward since those depend on the purchase.
  85. 23m 50sbuy_upgrade upgrades=["pumpkins","speed","watering","carrots"] · evidence
    result
    Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md.
    Bought watering, now level 2. Paid wood 200. Its tutorial is docs page docs/unlocks/watering.md.
    Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md…
  86. 24m 00sobserve
    result
    Game time: 24m 10s elapsed, 5h 35m 50s of budget remaining.
    Program: farm (running).
    Inventory: hay 140, wood 188, carrot 128.
    Farm 4x4. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Ca=carrot, Tr=tree, Gr=grass.
    y= 3  #Ca1  _Tr3  #Ca3  _Tr2
    y= 2  _Tr1  #Ca3  _Tr3  #Ca3
    y= …
  87. 24m 10ssaidNeeds next: pumpkin tutorial, pumpkin entity page (growth/cost), and updated research costs (Expand level 4, Import, etc.). All three are independent of each other.
  88. 24m 10sdocs_read path="docs/unlocks/pumpkins.md"
    result
    # Pumpkins
    [Pumpkins](objects/pumpkin) grow like carrots on tilled soil. Planting them costs carrots.
    
    When all the pumpkins in a square are fully grown, they will grow together to form a giant pumpkin. Unfortunately, pumpkins have a 20% chance of dying once they are fully grown, so you will need to replant the dead ones if you want them to merge. 
    
    When a pumpkin dies, it leaves behind a dead pum…
  89. 24m 20sdocs_read path="objects/pumpkin"
    result
    ## Pumpkin
    Pumpkins grow together when they are next to other fully grown pumpkins. About 1 in 5 pumpkins dies when it grows up.
    
    Base growth time between 0.2 and 3.8 seconds.
    Can grow on soil.
    
    ### Plant Cost [Current cost: carrot=1]
    
    For more related information see: [Pumpkins](docs/unlocks/pumpkins.md)
    Game time: 24m 30s elapsed, 5h 35m 30s of budget remaining.
  90. 24m 30sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 2/10; cost wood 1250; available, not affordable; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and …
  91. 24m 40sthoughtI'll expand to a 6x6 grid and write a new program for the pumpkin zone plus tree/carrot checkerboard under a different name, sending both requests together, then run it once ready.
  92. 24m 40sbuy_upgrade upgrades=["expand"] · evidence
    result
    Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md.
    Game time: 24m 50s elapsed, 5h 35m 10s of budget remaining.
  93. 24m 50swrite_program name="farm6" · evidence
    result
    Saved farm6 (74 lines).
    Game time: 25m elapsed, 5h 35m of budget remaining.
  94. 25m 00ssaidNeeds next: run `farm6` on the 6x6 grid. Checking the result depends on it running, so just the run now.
  95. 25m 00srun_program name="farm6" seconds=120
    result
    Ran farm6 for 2m of game time; it is still running.
    Inventory change: carrot +259, hay -107, wood +656.
    Game time: 27m 10s elapsed, 5h 32m 50s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Carrot.
    In: work
    plant(want)
         ^^    
    --------------------------------------------------------------------
  96. 27m 10ssaidNeeds: (1) farm snapshot — check pumpkin zone and why hay is draining; (2) current carrot plant cost after the Carrots upgrade. Both independent.
  97. 27m 10sobserve
    result
    Game time: 27m 20s elapsed, 5h 32m 40s of budget remaining.
    Program: farm6 (running).
    Inventory: wood 1160, carrot 465, water 1.
    Farm 6x6. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Tr=tree, Ca=carrot, Pu=pumpkin, Gr=grass.
    y= 5  #--   _Tr3  #--   _Tr3  #Ca3  _Tr2
    y= 4  …
  98. 27m 20sdocs_read path="objects/carrot"
    result
    ## Carrot
    Carrots!
    
    Base growth time between 4.8 and 7.2 seconds.
    Can grow on soil.
    
    ### Plant Cost [Current cost: hay=2, wood=2]
    
    For more related information see: [Carrots](docs/unlocks/carrots.md)
    Game time: 27m 30s elapsed, 5h 32m 30s of budget remaining.
  99. 27m 30sthoughtI found a stray carrot blocking the pumpkin merge and a cost issue causing hay shortages, plus I can afford Fertilizer at 500 wood. I'll fix the program by writing to a new name called `main` and buy the Fertilizer at the same time, then read its doc and run the fixed program.
  100. 27m 30swrite_program name="main" · evidence
    result
    Saved main (74 lines).
    Game time: 27m 40s elapsed, 5h 32m 20s of budget remaining.
  101. 27m 40sbuy_upgrade upgrades=["fertilizer"] · evidence
    result
    Bought fertilizer, now level 1. Paid wood 500. Its tutorial is docs page docs/unlocks/fertilizer.md.
    Game time: 27m 50s elapsed, 5h 32m 10s of budget remaining.
  102. 27m 50ssaidNeeds: run `main`, and read the fertilizer tutorial. Independent — both now.
  103. 27m 50srun_program name="main" seconds=90
    result
    Ran main for 1m 30s of game time; it is still running.
    Inventory change: carrot -19, fertilizer +9, hay +92, pumpkin +54, wood +535.
    Game time: 29m 30s elapsed, 5h 30m 30s of budget remaining.
    Output:
    (none)
  104. 29m 30sdocs_read path="docs/unlocks/fertilizer.md"
    result
    # Fertilizer
    At some point, waiting for the plants to grow is just not efficient enough anymore. 
    Similar to water, you will automatically receive 1 fertilizer every 10 seconds, doubling with each upgrade.
    
    Fertilizer can make plants grow instantly. `use_item(Items.Fertilizer)` reduces the remaining growing time of the plant under the drone by 2 seconds.
    
    This has some side effects.
    Plants grown w…
  105. 29m 40sthoughtPumpkins merged (+54); fertilizer's Weird Substance byproduct is needed for Mazes → gold → Megafarm. I'll send Watering 3 and the Debug upgrade now, then stop `main` to wire in fertilizer usage before editing and rerunning.
  106. 29m 40sbuy_upgrade upgrades=["watering","debug"] · evidence
    result
    Bought watering, now level 3. Paid wood 800. Its tutorial is docs page docs/unlocks/watering.md.
    Bought debug, now level 1. Paid hay 50, wood 50. Its tutorial is docs page docs/scripting/debug.md.
    Game time: 29m 50s elapsed, 5h 30m 10s of budget remaining.
  107. 29m 50sstop_program
    result
    Program stopped.
    Game time: 30m elapsed, 5h 30m of budget remaining.
  108. 30m 00ssaidNeeds: (1) write updated `main` with fertilizer use on unripe trees/carrots; (2) read the debug doc; (3) run — depends on (1). Sending (1) and (2).
  109. 30m 00swrite_program name="main" · evidence
    result
    Saved main (80 lines).
    Game time: 30m 10s elapsed, 5h 29m 50s of budget remaining.
  110. 30m 10sdocs_read path="docs/scripting/debug.md"
    result
    # Debug
    Sometimes your code just doesn't work and you need to find out why. There are a couple of tools to help you do that.
    
    The first is to execute the program step by step. 
    You can go into step-by-step mode with the button next to the Execute button or by setting a breakpoint.
    
    Breakpoints can be added by clicking on the breakpoint panel to the left of the code.
    ![](Breakpoints227)
    When execut…
  111. 30m 20ssaidNeeds next: run `main` (everything after depends on its results). Just the run.
  112. 30m 20srun_program name="main" seconds=180
    result
    Ran main for 3m of game time; it is still running.
    Inventory change: carrot +95, fertilizer -15, hay +49, pumpkin +81, water -12, weird_substance +144, wood +690.
    Game time: 33m 30s elapsed, 5h 26m 30s of budget remaining.
    Output:
    (none)
  113. 33m 30sthoughtI'll buy Sunflowers and stop `main` together, since hay is stuck at 150 and blocking the Grass/Trees upgrades at 300. After that, I'll read the sunflowers doc, rewrite `main` to raise the hay threshold, and run it.
  114. 33m 30sbuy_upgrade upgrades=["sunflowers"] · evidence
    result
    Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md.
    Game time: 33m 40s elapsed, 5h 26m 20s of budget remaining.
  115. 33m 40sstop_program
    result
    Program stopped.
    Game time: 33m 50s elapsed, 5h 26m 10s of budget remaining.
  116. 33m 50ssaidNeeds: sunflowers tutorial, sunflower entity page, and a current farm snapshot. All independent — requesting all three.
  117. 33m 50sdocs_read path="docs/unlocks/sunflowers.md"
    result
    # Sunflowers
    [Sunflowers](objects/sunflower) collect the power of the sun. You can harvest that power. 
    
    Planting them works exactly like planting carrots or pumpkins. 
    
    Harvesting a grown sunflower yields power.
    If there are at least 10 sunflowers on the farm and you harvest the one with the largest number of petals you get `8` times more power!
    If you harvest a sunflower while there is another s…
  118. 34m 00sdocs_read path="objects/sunflower"
    result
    ## Sunflower
    Sunflowers collect the power from the sun. Harvesting them will give you Items.Power.
    If you harvest a sunflower with the maximum number of petals you get bonus power.
    
    Base growth time between 5.6 and 8.4 seconds.
    Can grow on soil.
    
    ### Plant Cost [Current cost: carrot=1]
    
    For more related information see: [Sunflowers](docs/unlocks/sunflowers.md)
    Game time: 34m 10s elapsed, 5h 25m 50…
  119. 34m 10sobserve
    result
    Game time: 34m 20s elapsed, 5h 25m 40s of budget remaining.
    Program: none running.
    Inventory: hay 153, wood 1463, carrot 113, pumpkin 135, weird_substance 148, water 13, fertilizer 4.
    Farm 6x6. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass, Tr=tree, Ca=carrot, Pu=p…
  120. 34m 20sthoughtI'll write the new `main` with a 12-tile sunflower zone running at 2x drone speed and a higher hay threshold, while also checking the research costs for the next Expand upgrade and other prices.
  121. 34m 20swrite_program name="main" · evidence
    result
    Saved main (126 lines).
    Game time: 34m 30s elapsed, 5h 25m 30s of budget remaining.
  122. 34m 30sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 2/10; cost wood 1250; can buy now; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and cost of carrot…
  123. 34m 40ssaidNeeds: run the new `main`; purchases wait (hay is the bottleneck, so Carrots 3 isn't worth it yet). Only the run now.
  124. 34m 40srun_program name="main" seconds=120
    result
    Ran main for 2m of game time; it is still running.
    Inventory change: carrot -58, fertilizer -6, hay +185, power +82.17, pumpkin +135, water -24, weird_substance +49, wood +452.
    Game time: 36m 50s elapsed, 5h 23m 10s of budget remaining.
    Output:
    (none)
  125. 36m 50ssaidNeeds: (1) buy Grass upgrade (hay 300, now affordable at ~338); (2) farm snapshot to check sunflower zone health; (3) possibly rebalance toward more carrots — depends on (2). Sending (1) and (2).
  126. 36m 50sbuy_upgrade upgrades=["grass"] · evidence
    result
    Bought grass, now level 2. Paid hay 300.
    Game time: 37m elapsed, 5h 23m of budget remaining.
  127. 37m 00sobserve
    result
    Game time: 37m 10s elapsed, 5h 22m 50s of budget remaining.
    Program: main (running).
    Inventory: hay 76, wood 2013, carrot 47, pumpkin 297, weird_substance 201, fertilizer 1, power 97.15.
    Farm 6x6. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass, Tr=tree, Su=sunflower…
  128. 37m 10sthoughtStopping `main` first, then I'll rewrite it with fewer trees, more carrot tiles, and HAY_MIN=150 since carrots are now the scarce input for pumpkins and sunflowers, before running it again.
  129. 37m 10sstop_program
    result
    Program stopped.
    Game time: 37m 20s elapsed, 5h 22m 40s of budget remaining.
  130. 37m 20ssaidNeeds: (1) write the rebalanced `main`; (2) run it — depends on (1). Only the write now.
  131. 37m 20swrite_program name="main" · evidence
    result
    Saved main (126 lines).
    Game time: 37m 30s elapsed, 5h 22m 30s of budget remaining.
  132. 37m 30ssaidNeeds: run `main` for a few minutes to build pumpkins (Expand needs 1000) and carrots. Follow-up purchases depend on the result, so only the run now.
  133. 37m 30srun_program name="main" seconds=240
    result
    Ran main for 4m of game time; it is still running.
    Inventory change: carrot +392, fertilizer -2, hay +46, power +140.04, pumpkin +270, water -9, weird_substance +54, wood +168.
    Game time: 41m 40s elapsed, 5h 18m 20s of budget remaining.
    Output:
    (none)
  134. 41m 40ssaidNeeds next: (1) Fertilizer 2 (wood 1500, affordable — doubles weird-substance production toward Mazes); (2) wait until pumpkins reach 1000 for the 8x8 Expand. Independent — sending both.
  135. 41m 40sbuy_upgrade upgrades=["fertilizer"] · evidence
    result
    Bought fertilizer, now level 2. Paid wood 1500. Its tutorial is docs page docs/unlocks/fertilizer.md.
    Game time: 41m 50s elapsed, 5h 18m 10s of budget remaining.
  136. 41m 50swait seconds=480 until_resources={"pumpkin":1000}
    result
    Waited 6m 21s (pumpkin reached 1026). Program: main running.
    Inventory change: carrot +636, fertilizer -1, hay +2, power +220.72, pumpkin +405, water -1, weird_substance +160, wood +136.
    Game time: 48m 21s elapsed, 5h 11m 39s of budget remaining.
  137. 48m 21sthoughtI'll purchase the 8x8 expansion and Speed 4 upgrade, then set up a new 8x8 program with a 5x5 pumpkin zone, 12 sunflowers, and mixed crops elsewhere, sending both requests together before running it.
  138. 48m 21sbuy_upgrade upgrades=["expand","speed"] · evidence
    result
    Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md.
    Game time: 48m 31s elapsed, 5h 11m 29s of budget remaining.
  139. 48m 31swrite_program name="main8" · evidence
    result
    Saved main8 (128 lines).
    Game time: 48m 41s elapsed, 5h 11m 19s of budget remaining.
  140. 48m 41ssaidNeeds: run `main8` on the new 8x8 grid; the next purchase decisions depend on its output. Only the run now.
  141. 48m 41srun_program name="main8" seconds=180
    result
    Ran main8 for 3m of game time; it is still running.
    Inventory change: carrot +577, hay -10, power +36.51, pumpkin +625, weird_substance +58, wood +24.
    Game time: 51m 51s elapsed, 5h 8m 9s of budget remaining.
    Output:
    (none)
  142. 51m 51sthoughtI'll purchase the Pumpkins upgrade now (affordable at 1000 carrots, doubles yield) and take a farm snapshot to verify the 8x8 layout is working correctly, holding off on Lists, Utilities, and Timing purchases until I see updated inventory.
  143. 51m 51sbuy_upgrade upgrades=["pumpkins"] · evidence
    result
    Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Game time: 52m 1s elapsed, 5h 7m 59s of budget remaining.
  144. 52m 01sobserve
    result
    Game time: 52m 11s elapsed, 5h 7m 49s of budget remaining.
    Program: main8 (running).
    Inventory: hay 168, wood 797, carrot 317, pumpkin 651, weird_substance 491, power 521.46.
    Farm 8x8. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Tr=tree, Gr=grass, Ca=carrot, Pu=pumpkin, S…
  145. 52m 11sthoughtNothing to buy right now, so I'll wait until weird substance reaches 1000 (capped at 5 min) — next targets are Mazes, Utilities/Timing, and Lists.
  146. 52m 11swait seconds=300 until_resources={"weird_substance":1000}
    result
    Waited 5m (time up). Program: main8 running.
    Inventory change: carrot +620, hay +6, power +61.50, pumpkin +2250, weird_substance +143, wood +174.
    Game time: 57m 21s elapsed, 5h 2m 39s of budget remaining.
  147. 57m 21sthoughtI've identified the needs: affordable Lists research, current costs for Expand 6/Cactus/Polyculture, and the later 5000-pumpkin Cactus purchase pending accumulation. Sending the first two now.
  148. 57m 21sbuy_upgrade upgrades=["lists"] · evidence
    result
    Bought lists, now level 1. Paid carrot 500. Its tutorial is docs page docs/scripting/lists.md.
    Game time: 57m 31s elapsed, 5h 2m 29s of budget remaining.
  149. 57m 31sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 2/10; cost wood 1250; available, not affordable; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and …
  150. 57m 41sthoughtGrass 3 is affordable now and Polyculture is only ~100 pumpkins away, so I'll send both; Cactus and the 12x12 expansion will have to wait.
  151. 57m 41sbuy_upgrade upgrades=["grass"] · evidence
    result
    Bought grass, now level 3. Paid wood 500.
    Game time: 57m 51s elapsed, 5h 2m 9s of budget remaining.
  152. 57m 51swait seconds=120 until_resources={"pumpkin":3000}
    result
    Waited 0s (pumpkin reached 3151). Program: main8 running.
    Inventory change: no change.
    Game time: 58m 1s elapsed, 5h 1m 59s of budget remaining.
  153. 58m 01ssaidNeeds listed: (1) buy Polyculture (pumpkin 3000, affordable now); (2) read its tutorial — depends on (1); (3) read the Lists tutorial — independent. Sending (1) and (3).
  154. 58m 01sbuy_upgrade upgrades=["polyculture"] · evidence
    result
    Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Game time: 58m 11s elapsed, 5h 1m 49s of budget remaining.
  155. 58m 11sdocs_read path="docs/scripting/lists.md"
    result
    # Lists
    Lists are an easy way to store multiple values in a single variable.
    You can create new lists like this:
    
    `some_list = [2, True, Items.Hay]`
    
    The list now contains the values `2`, `True` and `Items.Hay`.
    A list can also be empty:
    
    `empty_list = []`
    
    You can access an element of a list by its index. The index is `0` for the first element, `1` for the second element, `2` for the third...
    
    pl…
  156. 58m 21ssaidNeeds listed: (1) read the Polyculture tutorial (now unlocked); (2) check the farm snapshot — independent of (1). Sending both.
  157. 58m 21sdocs_read path="docs/unlocks/polyculture.md"
    result
    # Polyculture
    You may have already noticed that sometimes plants yield more when planted together.
    Grass, bushes, trees, and carrots yield more when they have the right plant companion. Companion preference is different for each individual plant and cannot be predicted. Fortunately, the companion preference of the plant under the drone can be measured using `get_companion()`. It returns a tuple wh…
  158. 58m 31sobserve
    result
    Game time: 58m 41s elapsed, 5h 1m 19s of budget remaining.
    Program: main8 (running).
    Inventory: hay 260, wood 557, carrot 669, pumpkin 651, weird_substance 682, power 602.18.
    Farm 8x8. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Tr=tree, Gr=grass, Ca=carrot, Pu=pumpkin, S…
  159. 58m 41ssaidNeeds: (1) stop `main8` so I can add polyculture companion-planting (5x yield on grass/trees/carrots — big); (2) rewrite — depends on (1); (3) run — depends on (2). Only the stop now.
  160. 58m 41sstop_program
    result
    Program stopped.
    Game time: 58m 51s elapsed, 5h 1m 9s of budget remaining.
  161. 58m 51ssaidNeeds: (1) write `main8` v2 with companion wishes; (2) run — depends on (1). Only the write now.
  162. 58m 51swrite_program name="main8" · evidence
    result
    Saved main8 (151 lines).
    Game time: 59m 1s elapsed, 5h 59s of budget remaining.
  163. 59m 01ssaidNeeds: (1) run `main8` v2 and watch for errors (tuple unpacking, `range`, `get_companion`); (2) everything else depends on whether it runs cleanly. Only the run now.
  164. 59m 01srun_program name="main8" seconds=120
    result
    Ran main8 for 2m of game time; it is still running.
    Inventory change: carrot +1704, fertilizer -4, hay +174, power +23.11, pumpkin +750, water -8, weird_substance +139, wood +843.
    Game time: 1h 1m 11s elapsed, 4h 58m 49s of budget remaining.
    Output:
    (none)
  165. 1h 01mthoughtTrees, Carrots, and Speed upgrades are all affordable now, while Cactus and Mazes will need more resources to accumulate first. I'll go ahead and purchase the affordable upgrades and take a farm snapshot in parallel.
  166. 1h 01mbuy_upgrade upgrades=["trees","carrots","speed"] · evidence
    result
    Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md.
    Bought carrots, now level 3. Paid wood 1250. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md.
    Game time: 1h 1m 21s elapsed, 4h 58m 39s of budget remaining.
  167. 1h 01mobserve
    result
    Game time: 1h 1m 31s elapsed, 4h 58m 29s of budget remaining.
    Program: main8 (running).
    Inventory: hay 194, wood 348, carrot 1897, pumpkin 1651, weird_substance 840, power 625.63.
    Farm 8x8. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Tr=tree, Ca=carrot, Bu=bush, Pu=pumpki…
  168. 1h 01msaidEverything runs well. Needs now: Mazes at 1000 weird substance (~2 min away) and Cactus at 5000 pumpkins (later). Nothing to buy yet — just one wait until weird substance hits 1000.
  169. 1h 01mwait seconds=300 until_resources={"weird_substance":1000}
    result
    Waited 1m 10s (weird_substance reached 1006). Program: main8 running.
    Inventory change: carrot +2818, hay -24, power +9.34, pumpkin +750, weird_substance +136, wood +574.
    Game time: 1h 2m 50s elapsed, 4h 57m 10s of budget remaining.
  170. 1h 02mthoughtI'll purchase Mazes (1000 weird) and Pumpkins 3 (4000 carrot) together now that carrots are plentiful, then move on to reading the mazes tutorial once that's done.
  171. 1h 02mbuy_upgrade upgrades=["mazes","pumpkins"] · evidence
    result
    Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md.
    Bought pumpkins, now level 3. Paid carrot 4000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Game time: 1h 3m elapsed, 4h 57m of budget remaining.
  172. 1h 03mthoughtI'll read the Mazes tutorial and search the docs for "maze" to find Treasure/Hedge object pages, sending both requests together before tackling the needed program change.
  173. 1h 03mdocs_read path="docs/unlocks/mazes.md"
    result
    # Mazes
    `Items.Weird_Substance`, which is obtained by [fertilizing](docs/unlocks/fertilizer.md) plants, has a strange effect on bushes. If the drone is over a bush and you call `use_item(Items.Weird_Substance, amount)` the bush will grow into a maze of hedges.
    The size of the maze depends on the amount of `Items.Weird_Substance` used (the second argument of the `use_item()` call).
    Without maze upg…
  174. 1h 03mdocs_search query="maze"
    result
    docs/home.md: …tions.md) [Grass](unlocks/grass) [Lists](docs/scripting/lists.md) [Loops](docs/scripting/while.md) [Mazes](docs/unlocks/mazes.md) [Operators](docs/scripting/operators.md) [Plant](docs/unlocks/plant.md) [Polyculture](docs/unlocks/polyculture.md) [Pumpkins](docs/unlocks/pumpkins.md…
    unlocks/mazes: …## Mazes Increases the gold in treasure chests and the amount of weird substance needed…
  175. 1h 03mthoughtI'll start by writing a new test program that plants a bush, grows the 8 weird variant, solves the maze via DFS, and harvests the treasure. I'll hold off on running it and checking the results until this is written.
  176. 1h 03mwrite_program name="maze" · evidence
    result
    Saved maze (50 lines).
    Game time: 1h 3m 30s elapsed, 4h 56m 30s of budget remaining.
  177. 1h 03msaidNeeds: run the maze test (the farm snapshot afterwards depends on it finishing). Only the run now.
  178. 1h 03mrun_program name="maze" seconds=60
    result
    Ran maze for 0s of game time; it finished.
    Inventory change: gold +64, power -0.43, weird_substance -8.
    Game time: 1h 3m 41s elapsed, 4h 56m 19s of budget remaining.
    Output:
    Entities.Hedge
    True
    64
  179. 1h 03msaidMaze solved almost instantly for 64 gold. Needs: (1) see what the maze did to the farm; (2) decide gold strategy — depends on (1). Only the observe now.
  180. 1h 03mobserve
    result
    Game time: 1h 3m 51s elapsed, 4h 56m 9s of budget remaining.
    Program: none running.
    Inventory: hay 210, wood 2190, carrot 2718, pumpkin 3901, weird_substance 152, gold 64, water 4, fertilizer 2, power 645.79.
    Farm 8x8. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass.…
  181. 1h 03mthoughtI'll rewrite `main8` to add an integrated maze-burst trigger at ≥400 weird substance, since nothing's currently running and I can edit directly — the other steps (running it, hitting Cactus/Megafarm targets) depend on this first.
  182. 1h 03mwrite_program name="main8" · evidence
    result
    Saved main8 (212 lines).
    Game time: 1h 4m 1s elapsed, 4h 55m 59s of budget remaining.
  183. 1h 04msaidNeeds list: (1) run `main8` v3; (2) Cactus purchase when pumpkins reach 5000 — depends on accumulation, so I'll fold it into a wait after the run. Only the run now.
  184. 1h 04mrun_program name="main8" seconds=240
    result
    Ran main8 for 4m of game time; it is still running.
    Inventory change: carrot +3920, fertilizer +17, gold +3200, hay +244, power -130.95, pumpkin +2500, water +30, weird_substance -152, wood +1042.
    Game time: 1h 8m 11s elapsed, 4h 51m 49s of budget remaining.
    Output:
    mazes 50 gold 3264
  185. 1h 08mthoughtThe gold burst paid off — 50 mazes netted +3200 gold. Now I'll buy the Megafarm and Cactus since both are affordable, then move on to reading their tutorials before rewriting for multi-drone + cactus support.
  186. 1h 08mbuy_upgrade upgrades=["megafarm","cactus"] · evidence
    result
    Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md.
    Game time: 1h 8m 21s elapsed, 4h 51m 39s of budget remaining.
  187. 1h 08msaidNeeds list: (1) Megafarm tutorial; (2) Cactus tutorial; (3) Cactus entity page; (4) updated research costs (Megafarm 2, Expand 12x12). None depends on another — requesting all four.
  188. 1h 08mdocs_read path="docs/unlocks/megafarm.md"
    result
    # Mega Farm
    This incredibly powerful unlock gives you access to multiple drones. 
    
    As before, you still start with just one drone. Additional drones must first be spawned and will disappear after the program terminates.
    Each drone runs its own separate program. New drones can be spawned using the `spawn_drone(function)` function.
    
    `def drone_function():
        move(North)
        do_a_flip()
    
    spawn_drone…
  189. 1h 08mdocs_read path="docs/unlocks/cactus.md"
    result
    # Cactus
    Like other plants, [cacti](objects/cactus) can be grown on soil and harvested as usual.
    
    However, they come in various sizes and have a strange sense of order.
    
    If you harvest a fully-grown cactus and all neighboring cacti are in sorted order, it will also harvest all neighboring cacti recursively.
    
    A cactus is considered to be in sorted order if all neighboring cacti to the `North` and `…
  190. 1h 08mdocs_read path="objects/cactus"
    result
    ## Cactus
    Cacti come in 10 different sizes. When harvested adjacent cacti that are "sorted" will also be harvested.
    
    Base growth time between 1 and 1 seconds.
    Can grow on soil.
    
    ### Plant Cost [Current cost: pumpkin=2]
    Game time: 1h 8m 51s elapsed, 4h 51m 9s of budget remaining.
  191. 1h 08mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 100% => 200%
    carrots (Carrots) level 3/10; cost wood 6250; available, not affordable; tutorial docs/…
  192. 1h 09mthoughtI'll build the two-drone `mega8` program (drone A for pumpkins/companions/maze, drone B for sunflowers and a bubble-sorted cactus block, both avoiding hedges) and queue Watering 4, since I have enough wood for it, then run the program next.
  193. 1h 09mwrite_program name="mega8" · evidence
    result
    Saved mega8 (271 lines).
    Game time: 1h 9m 11s elapsed, 4h 50m 49s of budget remaining.
  194. 1h 09mbuy_upgrade upgrades=["watering"] · evidence
    result
    Bought watering, now level 4. Paid wood 3200. Its tutorial is docs page docs/unlocks/watering.md.
    Game time: 1h 9m 21s elapsed, 4h 50m 39s of budget remaining.
  195. 1h 09msaidNeeds list: (1) run `mega8`; (2) check the farm after a short run — depends on (1). Only the run now.
  196. 1h 09mrun_program name="mega8" seconds=90
    result
    Ran mega8 for 1m 30s of game time; it is still running.
    Inventory change: fertilizer +18, power -182.15, water +72.
    Game time: 1h 11m 1s elapsed, 4h 48m 59s of budget remaining.
    Output:
    (none)
  197. 1h 11msaidNothing produced and power is draining — something is stuck. Needs list: (1) farm snapshot/output; (2) a fix — depends on (1). Only the observe now.
  198. 1h 11mobserve
    result
    Game time: 1h 11m 11s elapsed, 4h 48m 49s of budget remaining.
    Program: mega8 (running).
    Inventory: hay 414, wood 420, carrot 8408, pumpkin 2509, weird_substance 342, gold 1712, water 91, fertilizer 24, power 311.43.
    Farm 8x8. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: H…
  199. 1h 11mthoughtI'm stuck on this one maze after 7 successes, so I'll stop `mega8` and write a debug solver that prints progress on this exact maze, then run it to see what's going wrong.
  200. 1h 11mstop_program
    result
    Program stopped.
    Game time: 1h 11m 21s elapsed, 4h 48m 39s of budget remaining.
  201. 1h 11mwrite_program name="maze_dbg" · evidence
    result
    Saved maze_dbg (44 lines).
    Game time: 1h 11m 31s elapsed, 4h 48m 29s of budget remaining.
  202. 1h 11msaidNeeds: run the debug solver (its output determines the fix). Only the run now.
  203. 1h 11mrun_program name="maze_dbg" seconds=60
    result
    Ran maze_dbg for 3s of game time; it finished.
    Inventory change: power -2.81, water +2.
    Game time: 1h 11m 44s elapsed, 4h 48m 16s of budget remaining.
    Output:
    start 5 7 Entities.Hedge (2,1)
    step 50 pos 7 1 fails 0 pathlen 30
    end 63 2 1 Entities.Treasure fails 0
  204. 1h 11mthoughtThe solver's fine—the hang is from the drone interaction, so I'll fix drone B to retreat near burst threshold or hedges and have drone A respawn it, plus add a step cap and leftover-maze guard. Next I'll write a small harvest program and `mega8` v2 together, then run the harvest followed by v2.
  205. 1h 11mwrite_program name="grab" · evidence
    result
    Saved grab (3 lines).
    Game time: 1h 11m 54s elapsed, 4h 48m 6s of budget remaining.
  206. 1h 11mwrite_program name="mega8" · evidence
    result
    Saved mega8 (281 lines).
    Game time: 1h 12m 4s elapsed, 4h 47m 56s of budget remaining.
  207. 1h 12msaidNeeds list: (1) run `grab` to collect the treasure and clear the maze; (2) run `mega8` v2 — must come after (1) finishes since starting a program stops the running one. Only (1) now.
  208. 1h 12mrun_program name="grab" seconds=10
    result
    Ran grab for 0s of game time; it finished.
    Inventory change: gold +64.
    Game time: 1h 12m 14s elapsed, 4h 47m 46s of budget remaining.
    Output:
    Entities.Treasure
    1776
  209. 1h 12msaidNeeds list: (1) run `mega8` v2; (2) a farm snapshot after ~60s — depends on (1) running. Only the run now.
  210. 1h 12mrun_program name="mega8" seconds=60
    result
    Ran mega8 for 1m of game time; it is still running.
    Inventory change: cactus +144, carrot -76, fertilizer -16, gold +1280, hay +256, power -72.75, pumpkin +8, water -57, weird_substance +24, wood +44.
    Game time: 1h 13m 24s elapsed, 4h 46m 36s of budget remaining.
    Output:
    (none)
  211. 1h 13msaidCactus sort worked (+144 = 12²) and gold bursts resumed (+1280). Needs list: (1) farm snapshot to check pumpkin zone rebuild and power trend; (2) adjustments depend on (1). Only the observe now.
  212. 1h 13mobserve
    result
    Game time: 1h 13m 34s elapsed, 4h 46m 26s of budget remaining.
    Program: mega8 (running).
    Inventory: hay 670, wood 464, carrot 8332, pumpkin 2517, cactus 144, weird_substance 318, gold 3440, water 100, fertilizer 24, power 205.28.
    Farm 8x8. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone…
  213. 1h 13mthoughtI suspect drone A crashed mid-burst, which is why the maze stays unsolved while B keeps the program running. I'll wait for the program to finish and check its output to confirm.
  214. 1h 13mwait seconds=30 until_program_ends=true
    result
    Waited 30s (time up). Program: mega8 running.
    Inventory change: fertilizer +6, gold +704, power -30.39, water +24, weird_substance -88.
    Game time: 1h 14m 14s elapsed, 4h 45m 46s of budget remaining.
  215. 1h 14mthoughtIt's running fine, not stuck — just ~3s per maze cycle, which is why snapshots caught it mid-run. I'll let it keep accumulating toward Megafarm 2 and the 12x12 expansion, then tune power and solver speed later.
  216. 1h 14mwait seconds=240 until_resources={"gold":8000}
    result
    Waited 3m 35s (gold reached 8048). Program: mega8 running.
    Inventory change: cactus +288, carrot +8, fertilizer -9, gold +3456, hay +160, power -154.66, pumpkin +452, water +34, weird_substance +49, wood +79.
    Game time: 1h 17m 59s elapsed, 4h 42m 1s of budget remaining.
  217. 1h 17msaidNeeds list: (1) buy Megafarm 2 (gold 8048 ≥ 8000) → 4 drones; (2) farm snapshot to design the 4-drone split; (3) rewrite for 4 drones — depends on (1)/(2). Sending (1) and (2).
  218. 1h 17mbuy_upgrade upgrades=["megafarm"] · evidence
    result
    Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Game time: 1h 18m 9s elapsed, 4h 41m 51s of budget remaining.
  219. 1h 18mobserve
    result
    Game time: 1h 18m 19s elapsed, 4h 41m 41s of budget remaining.
    Program: mega8 (running).
    Inventory: hay 830, wood 543, carrot 8340, pumpkin 2969, cactus 432, weird_substance 199, gold 176, water 190, fertilizer 29.
    Farm 8x8. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: He=…
  220. 1h 18mthoughtI'll write the 4-drone program next (pumpkins, sunflowers, mixed zone, cactus block), then run it and expand the 12x12 farm once pumpkins accumulate to 8000.
  221. 1h 18mwrite_program name="mega8x4" · evidence
    result
    Saved mega8x4 (293 lines).
    Game time: 1h 18m 29s elapsed, 4h 41m 31s of budget remaining.
  222. 1h 18msaidNeeds list: (1) run `mega8x4` (stops the old one; it'll finish the leftover maze first); (2) a snapshot after it has run — depends on (1). Only the run now.
  223. 1h 18mrun_program name="mega8x4" seconds=120
    result
    Ran mega8x4 for 2m of game time; it is still running.
    Inventory change: cactus +144, carrot -947, fertilizer -11, hay +380, pumpkin +3968, water -86, weird_substance +221, wood +15.
    Game time: 1h 20m 39s elapsed, 4h 39m 21s of budget remaining.
    Output:
    (none)
  224. 1h 20msaidPumpkins exploded (+3968 in 2 min) but carrots fell and power isn't rising. Needs list: (1) farm snapshot to see the mixed and sunflower zones; (2) fixes depend on (1). Only the observe now.
  225. 1h 20mobserve
    result
    Game time: 1h 20m 49s elapsed, 4h 39m 11s of budget remaining.
    Program: mega8x4 (running).
    Inventory: hay 1210, wood 558, carrot 7301, pumpkin 7437, cactus 576, weird_substance 388, gold 496, water 124, fertilizer 24.
    Farm 8x8. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: …
  226. 1h 20mthoughtI've found the deadlock: helpers stop at ≥380 while A only triggers at ≥400, so income stalls at 388 since weird income depends on the helpers. I'll rewrite the program to fix this and make it size-generic for the upcoming 12x12 expand, then wait for 8000 pumpkins to buy Expand and run.
  227. 1h 20mwrite_program name="mega" · evidence
    result
    Saved mega (306 lines).
    Game time: 1h 20m 59s elapsed, 4h 39m 1s of budget remaining.
  228. 1h 20mthoughtI'll start the `mega` run now to break the deadlock and surface the sunflower debug output—the 8000-pumpkin wait and Expand purchase depend on this starting first since it resets the clock.
  229. 1h 20mrun_program name="mega" seconds=60
    result
    Ran mega for 1m of game time; it is still running.
    Inventory change: carrot -4, fertilizer +9, gold +704, hay -4, pumpkin -4, water +37, weird_substance -42, wood +42.
    Game time: 1h 22m 9s elapsed, 4h 37m 51s of budget remaining.
    Output:
    (none)
  230. 1h 22mthoughtI'll speed up maze-solving by having all 4 drones tackle each maze in parallel with varied strategies, while also waiting for the current burst to finish before expanding at 8000 pumpkins and restarting the program.
  231. 1h 22mwrite_program name="mega" · evidence
    result
    Stop the program before editing it.
  232. 1h 22mwait seconds=150 until_resources={"pumpkin":8000}
    result
    Waited 2m 30s (time up). Program: mega running.
    Inventory change: fertilizer +30, gold +1664, water +120, weird_substance -208.
    Game time: 1h 24m 59s elapsed, 4h 35m 1s of budget remaining.
  233. 1h 24mthoughtThe edit failed because `mega` is still running and slowing things down (~6s/maze). I'll stop it first, then write and run the new version.
  234. 1h 24mstop_program
    result
    Program stopped.
    Game time: 1h 25m 9s elapsed, 4h 34m 51s of budget remaining.
  235. 1h 25mthoughtI'll start by writing the parallel-solver `mega`, then run it once that's done.
  236. 1h 25mwrite_program name="mega" · evidence
    result
    Saved mega (357 lines).
    Game time: 1h 25m 19s elapsed, 4h 34m 41s of budget remaining.
  237. 1h 25mthoughtI've rewritten `mega` to solve mazes using 4 drones in parallel. Now I'll let it run—it'll finish the leftover maze first before farming resumes—and check back with a snapshot after about 90 seconds.
  238. 1h 25mrun_program name="mega" seconds=90
    result
    Ran mega for 1m 30s of game time; it is still running.
    Inventory change: cactus +144, carrot -109, fertilizer -35, gold +1664, hay +240, pumpkin +452, water -87, weird_substance +108, wood +18.
    Game time: 1h 26m 59s elapsed, 4h 33m 1s of budget remaining.
    Output:
    sun 1 12 15 False 0
    sun 2 12 15 True 5.17
    sun 3 12 14 True 7.51
  239. 1h 26mthoughtCarrots/wood in the mixed zone are nearly flat, suggesting drone C may be malfunctioning — I'll pull a farm snapshot to confirm, then check the pumpkin count (~7900, nearing the 8000 expand threshold) before deciding on any purchase.
  240. 1h 26mobserve
    result
    Game time: 1h 27m 9s elapsed, 4h 32m 51s of budget remaining.
    Program: mega (running).
    Inventory: hay 1446, wood 618, carrot 7032, pumpkin 8385, cactus 720, weird_substance 166, gold 5168, water 245, fertilizer 44.
    Farm 8x8. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: He=…
  241. 1h 27mthoughtNext I'll buy the Expand 12x12 upgrade now that pumpkin (8385) covers the 8000 cost, then restart `mega` to pick up the new world size before taking a snapshot.
  242. 1h 27mbuy_upgrade upgrades=["expand"] · evidence
    result
    Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Game time: 1h 27m 19s elapsed, 4h 32m 41s of budget remaining.
  243. 1h 27mthoughtI'll restart `mega` on the 12x12 grid now, then take a snapshot/inventory once it's been running for a bit.
  244. 1h 27mrun_program name="mega" seconds=120
    result
    Ran mega for 2m of game time; it is still running.
    Inventory change: cactus +28, carrot -36, fertilizer -21, gold +2160, hay +720, pumpkin -64, water -113, weird_substance +95, wood -97.
    Game time: 1h 29m 29s elapsed, 4h 30m 31s of budget remaining.
    Output:
    sun 1 16 15 False 0
    sun 2 16 15 True 0
    sun 3 16 15 True 7.14
  245. 1h 29mthoughtI'll pull a farm snapshot to check the mixed and pumpkin zones, which look unproductive early in the 12x12 run, along with current research costs (gold 7300+, carrots 7000, cactus 750) to plan spending—fixes will depend on what the snapshot shows.
  246. 1h 29mobserve
    result
    Game time: 1h 29m 39s elapsed, 4h 30m 21s of budget remaining.
    Program: mega (running).
    Inventory: hay 2282, wood 501, carrot 6947, pumpkin 305, cactus 748, weird_substance 177, gold 7952, water 124, fertilizer 22.
    Farm 12x12. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: H…
  247. 1h 29mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 100% => 200%
    carrots (Carrots) level 3/10; cost wood 6250; available, not affordable; tutorial docs/…
  248. 1h 29mthoughtThe maze bursts are too slow for the farm, so I'm switching gold strategy: stockpile weird substance and do one big burst later using the maze-reuse trick to speed up solving, targeting Megafarm 3. I'll buy Trees 3, stop `mega`, and write a new `mega2` script with this reuse-based burst at 2700 weird before running it.
  249. 1h 29mbuy_upgrade upgrades=["trees"] · evidence
    result
    Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md.
    Game time: 1h 29m 59s elapsed, 4h 30m 1s of budget remaining.
  250. 1h 29mstop_program
    result
    Program stopped.
    Game time: 1h 30m 9s elapsed, 4h 29m 51s of budget remaining.
  251. 1h 30mwrite_program name="mega2" · evidence
    result
    Saved mega2 (356 lines).
    Game time: 1h 30m 19s elapsed, 4h 29m 41s of budget remaining.
  252. 1h 30mthoughtI'll run `mega2` now to finish the leftover maze and start farming, then take a snapshot once it's done.
  253. 1h 30mrun_program name="mega2" seconds=180
    result
    Ran mega2 for 3m of game time; it is still running.
    Inventory change: cactus +3072, carrot +3100, fertilizer -32, gold +144, hay +736, pumpkin +7424, water -164, weird_substance +774, wood +7174.
    Game time: 1h 33m 29s elapsed, 4h 26m 31s of budget remaining.
    Output:
    (none)
  254. 1h 33mthoughtI need to secure dinosaurs and carrots (using existing cactus and wood stock) plus a farm snapshot, with dinosaur docs waiting on the dinosaur purchase. I'll submit the dinosaur and carrot purchases together along with the farm snapshot request.
  255. 1h 33mbuy_upgrade upgrades=["dinosaurs","carrots"] · evidence
    result
    Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md.
    Game time: 1h 33m 39s elapsed, 4h 26m 21s of budget remaining.
  256. 1h 33mobserve
    result
    Game time: 1h 33m 49s elapsed, 4h 26m 11s of budget remaining.
    Program: mega2 (running).
    Inventory: hay 1694, wood 2373, carrot 10699, pumpkin 9201, cactus 2844, weird_substance 999, gold 8528, power 7.15.
    Farm 12x12. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Tr=tree, C…
  257. 1h 33mthoughtFarm looks healthy with all four zones producing. I still need the Dinosaurs tutorial and docs on bones/dinosaur objects before integrating them into the program, so I'll send those two requests now.
  258. 1h 33mdocs_read path="docs/unlocks/dinosaurs.md"
    result
    # Dinosaurs
    Dinosaurs are ancient, majestic creatures that can be farmed for ancient bones.
    
    Unfortunately dinosaurs have gone extinct a long time ago, so the best we can do now is dressing up as one.
    For this purpose you have received the new dinosaur hat.
    
    The hat can be equipped with
    `change_hat(Hats.Dinosaur_Hat)`
    
    Unfortunately it doesn't quite look like on the advertisement...
    
    If you equip …
  259. 1h 33mdocs_search query="bone"
    result
    docs/home.md: …ay) [Wood](items/wood) [Carrot](items/carrot) [Pumpkin](items/pumpkin) [Cactus](items/cactus) [Bone](items/bone) [Weird_Substance](items/weird_substance) [Gold](items/gold) [Water](items/water) [Fertilizer](items/fertilizer) [Power](items/power) ## Entities [Appl…
    docs/unlocks/dinosaurs.md: …# Dinosaurs Dinosaurs are ancient, majestic creatures that can be farmed for ancient bones. …
  260. 1h 34mthoughtI need the Apple object page for its cost and to buy Hats first so I have a safe one to switch back to before reading its doc—I'll send both requests together now, then plan the dinosaur phase to follow the gold burst while the farm is clear.
  261. 1h 34mdocs_read path="objects/apple"
    result
    ## Apple
    Dinosaurs love them apparently.
    
    ### Plant Cost [Current cost: cactus=2]
    
    For more related information see: [Dinosaurs](docs/unlocks/dinosaurs.md)
    Game time: 1h 34m 19s elapsed, 4h 25m 41s of budget remaining.
  262. 1h 34mbuy_upgrade upgrades=["hats"] · evidence
    result
    Could not buy hats: Already at maximum level.
  263. 1h 34mthoughtI'll pull up the Hats tutorial to find the default hat name, and search the hats-related functions doc in parallel to confirm how to safely un-equip the dinosaur hat.
  264. 1h 34mdocs_read path="docs/unlocks/hats.md"
    result
    # Hats
    
    You have unlocked a few new hat colors for your drone.
    
    Equip them like this:
    `change_hat(Hats.Gray_Hat)
    do_a_flip()
    change_hat(Hats.Purple_Hat)
    do_a_flip()
    change_hat(Hats.Green_Hat)
    do_a_flip()
    change_hat(Hats.Brown_Hat)
    do_a_flip()`
    Game time: 1h 34m 39s elapsed, 4h 25m 21s of budget remaining.
  265. 1h 34mdocs_search query="change_hat"
    result
    docs/home.md: …atering.md) ## Built-in Functions [can_harvest](functions/can_harvest) [can_move](functions/can_move) [change_hat](functions/change_hat) [clear](functions/clear) [do_a_flip](functions/do_a_flip) [get_companion](functions/get_companion) [get_entity_type](functions/get_entity_type) …
    docs/unlocks/dinosaurs.md: …n do now is dressing up as one. For this purpose you have received the new…
  266. 1h 34mthoughtI'll write `mega3`, extending `mega2` with a snake-game-style Hamiltonian-cycle phase over a tilled farm right after the gold burst, then run it.
  267. 1h 34mwrite_program name="mega3" · evidence
    result
    Saved mega3 (415 lines).
    Game time: 1h 34m 59s elapsed, 4h 25m 1s of budget remaining.
  268. 1h 34mthoughtI'll start `mega3` to replace `mega2`, then wait roughly 6 minutes for the burst+dino sequence to complete before checking its output.
  269. 1h 34mrun_program name="mega3" seconds=300
    result
    Ran mega3 for 5m of game time; it is still running.
    Inventory change: cactus +7168, carrot +13312, fertilizer +1, hay -576, pumpkin +16448, water +3, weird_substance +1552, wood +8420.
    Game time: 1h 40m 9s elapsed, 4h 19m 51s of budget remaining.
    Output:
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: drone_a <- do_pumpkin <- water
    use_item(Items.Water)
            ^^           
    --…
  270. 1h 40mthoughtI can afford Grass 4 (2500 wood) and Cactus 2 (20000 pumpkin) now, so I'll purchase both while also watching for the gold burst to hit 10000 before taking the snapshot.
  271. 1h 40mbuy_upgrade upgrades=["grass","cactus"] · evidence
    result
    Bought grass, now level 4. Paid wood 2500.
    Bought cactus, now level 2. Paid pumpkin 20000. Its tutorial is docs page docs/unlocks/cactus.md.
    Game time: 1h 40m 19s elapsed, 4h 19m 41s of budget remaining.
  272. 1h 40mwait seconds=300 until_resources={"gold":10000}
    result
    Waited 20s (gold reached 10112). Program: mega3 running.
    Inventory change: fertilizer +4, gold +1296, water +16, weird_substance -108.
    Game time: 1h 40m 49s elapsed, 4h 19m 11s of budget remaining.
  273. 1h 40mthoughtThe burst is progressing (9 relocations in 20s and should accelerate as walls clear). I'll wait for the dino phase to finish and bones to appear before taking a snapshot and buying Megafarm 3.
  274. 1h 40mwait seconds=600 until_resources={"bone":1}
    result
    Waited 10m (time up). Program: mega3 running.
    Inventory change: fertilizer +120, gold +22032, water +480, weird_substance -1836.
    Game time: 1h 50m 59s elapsed, 4h 9m 1s of budget remaining.
  275. 1h 50mthoughtI have enough gold (~32.1k) to buy Megafarm 3, so I'll do that now along with a snapshot to check the burst progress and drone layout — that'll inform an 8-drone rewrite prioritizing the dino phase.
  276. 1h 50mbuy_upgrade upgrades=["megafarm"] · evidence
    result
    Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Game time: 1h 51m 9s elapsed, 4h 8m 51s of budget remaining.
  277. 1h 51mobserve
    result
    Game time: 1h 51m 19s elapsed, 4h 8m 41s of budget remaining.
    Program: mega3 (running).
    Inventory: hay 130, wood 10793, carrot 29381, pumpkin 10129, cactus 12060, weird_substance 783, gold 720, water 539, fertilizer 135.
    Farm 12x12. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entit…
  278. 1h 51mthoughtNow that Megafarm 3 has its 8 drones, I'll write the `mega4` layout (sweeper, maintainers, sunflowers, mixed zones, cactus setup) with a one-time dino phase and HAY_MIN raised to 1000, then run it once that's done.
  279. 1h 51mwrite_program name="mega4" · evidence
    result
    Saved mega4 (395 lines).
    Game time: 1h 51m 29s elapsed, 4h 8m 31s of budget remaining.
  280. 1h 51mthoughtI'll start `mega4` to solve the remaining maze, run the dino phase, and spin up the 8 drones, then check its output after a few minutes.
  281. 1h 51mrun_program name="mega4" seconds=240
    result
    Ran mega4 for 4m of game time; it is still running.
    Inventory change: cactus -182, fertilizer +48, gold +144, hay +1152, water +192.
    Game time: 1h 55m 39s elapsed, 4h 4m 21s of budget remaining.
    Output:
    dino start, cycle 144
  282. 1h 55mthoughtDino phase is in progress (91 apples eaten so far based on cactus spent). I'm waiting for bones to land before buying Polyculture 2 and snapshotting the 8-drone farm.
  283. 1h 55mwait seconds=300 until_resources={"bone":1}
    result
    Waited 5m (time up). Program: none running; error: Hats.Green_Hat must be unlocked before this can be used..
    Inventory change: cactus -52, fertilizer +60, water +240.
    Game time: 2h 49s elapsed, 3h 59m 11s of budget remaining.
  284. 2h 00mthoughtI'll write a small program to swap to the default Straw Hat so the tail gets harvested into bones, run it, and separately fix `mega4` to use that same hat with the dino phase disabled on restart.
  285. 2h 00mwrite_program name="hat" · evidence
    result
    Saved hat (3 lines).
    Game time: 2h 59s elapsed, 3h 59m 1s of budget remaining.
  286. 2h 00mwrite_program name="mega4" · evidence
    result
    Saved mega4 (395 lines).
    Game time: 2h 1m 9s elapsed, 3h 58m 51s of budget remaining.
  287. 2h 01mthoughtI'll run `hat` first to harvest the tail into bones, then follow up with `mega4` once that completes—running them out of order would disrupt `hat`.
  288. 2h 01mrun_program name="hat" seconds=10
    result
    Ran hat for 0s of game time; it finished.
    Inventory change: bone +20449.
    Game time: 2h 1m 19s elapsed, 3h 58m 41s of budget remaining.
    Output:
    bones 20449
  289. 2h 01mthoughtI'll buy Polyculture 2 to double the companion multiplier and kick off `mega4` with 8 drones together, then check back with a snapshot after it runs a bit.
  290. 2h 01mbuy_upgrade upgrades=["polyculture"] · evidence
    result
    Bought polyculture, now level 2. Paid bone 10000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Game time: 2h 1m 29s elapsed, 3h 58m 31s of budget remaining.
  291. 2h 01mrun_program name="mega4" seconds=180
    result
    Ran mega4 for 3m of game time; it is still running.
    Inventory change: cactus +6144, carrot +28044, fertilizer -259, hay +1352, pumpkin +14848, water -730, weird_substance +10642, wood +14738.
    Game time: 2h 4m 39s elapsed, 3h 55m 21s of budget remaining.
    Output:
    (none)
  292. 2h 04mthoughtI'll upgrade Pumpkins to level 4, Watering to level 5, and Fertilizer to level 3, all affordable with current resources, while also checking updated research costs and confirming all 8 drones are active—sending these three requests together.
  293. 2h 04mbuy_upgrade upgrades=["pumpkins","watering","fertilizer"] · evidence
    result
    Bought pumpkins, now level 4. Paid carrot 16000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Bought watering, now level 5. Paid wood 12800. Its tutorial is docs page docs/unlocks/watering.md.
    Bought fertilizer, now level 3. Paid wood 9000. Its tutorial is docs page docs/unlocks/fertilizer.md.
    Game time: 2h 4m 49s elapsed, 3h 55m 11s of budget remaining.
  294. 2h 04mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 2/6; cost pumpkin 120000; available, not affordable; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 200% => 400%
    carrots (Carrots) level 4/10; cost wood 31200; available, not affordable; tutorial doc…
  295. 2h 04mobserve
    result
    Game time: 2h 5m 9s elapsed, 3h 54m 51s of budget remaining.
    Program: mega4 (running).
    Inventory: hay 2378, wood 6379, carrot 47348, pumpkin 29457, cactus 19966, bone 10449, weird_substance 11797, gold 1440, water 238.
    Farm 12x12. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entitie…
  296. 2h 05mthoughtI'm waiting for pumpkins to hit 64000 (~7 min at current rate) so I can buy the 16x16 Expand, then restart `mega4`. For now, the only thing to do is keep waiting.
  297. 2h 05mwait seconds=600 until_resources={"pumpkin":64000}
    result
    Waited 3m 12s (pumpkin reached 65681). Program: mega4 running.
    Inventory change: cactus +10240, carrot +35972, hay -320, power -6.98, pumpkin +33152, water -234, weird_substance +2754, wood +15442.
    Game time: 2h 8m 32s elapsed, 3h 51m 28s of budget remaining.
  298. 2h 08mthoughtI'll go ahead with the independent step first: purchasing Expand and Grass 5, then restart `mega4` to pick up N=16 before taking the snapshot.
  299. 2h 08mbuy_upgrade upgrades=["expand","grass"] · evidence
    result
    Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought grass, now level 5. Paid wood 12500.
    Game time: 2h 8m 42s elapsed, 3h 51m 18s of budget remaining.
  300. 2h 08mthoughtI'll restart `mega4` on the 16x16 grid first, then take a snapshot once it's rebuilt.
  301. 2h 08mrun_program name="mega4" seconds=240
    result
    Ran mega4 for 4m of game time; it is still running.
    Inventory change: cactus +9268, carrot +28640, hay +11336, pumpkin +40896, weird_substance +3444, wood +20880.
    Game time: 2h 12m 52s elapsed, 3h 47m 8s of budget remaining.
    Output:
    Warning: Cannot plant Entities.Pumpkin on Grounds.Grassland.
    In: drone_pump_w <- pumpkin_sweep <- do_pumpkin
    plant(Entities.Pumpkin)
         ^^                
    ----------…
  302. 2h 12mthoughtI'll buy Trees 4 and Dinosaurs 2 since they're affordable, then stop `mega4` to switch to a faster hybrid snake strategy (greedy pathing early, Hamiltonian cycle later) that should generate enough bones to afford Polyculture 3's production boost for the rest of the run.
  303. 2h 12mbuy_upgrade upgrades=["trees","dinosaurs"] · evidence
    result
    Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md.
    Bought dinosaurs, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Game time: 2h 13m 2s elapsed, 3h 46m 58s of budget remaining.
  304. 2h 13mstop_program
    result
    Program stopped.
    Game time: 2h 13m 12s elapsed, 3h 46m 48s of budget remaining.
  305. 2h 13mthoughtI'll rewrite `mega4` to enable the hybrid dino phase first, then run it afterward.
  306. 2h 13mwrite_program name="mega4" · evidence
    result
    Saved mega4 (431 lines).
    Game time: 2h 13m 22s elapsed, 3h 46m 38s of budget remaining.
  307. 2h 13mthoughtI'll run mega4 now, starting with the dino phase before moving to 8-drone farming; buying Polyculture 3 will wait until bones arrive.
  308. 2h 13mrun_program name="mega4" seconds=600
    result
    Ran mega4 for 10m of game time; it is still running.
    Inventory change: bone +968, cactus +23320, carrot +72574, fertilizer -8, hay +19360, power +0.84, pumpkin +116352, water -32, weird_substance +16548, wood +119608.
    Game time: 2h 23m 32s elapsed, 3h 36m 28s of budget remaining.
    Output:
    dino start, cycle 256
    dino stuck at 22
    dino eaten 22 bones 968
    Warning: Tried to use Items.Water but didn't hav…
  309. 2h 23mthoughtThe snake AI stalled at 22 apples, so I'll switch to a proven safe Hamiltonian cycle on the full 16x16 grid to generate enough bones for Polyculture 3. First, I'll spend the wood/pumpkin surplus on upgrades and stop `mega4` so I can rewrite it with the safe-cycle logic.
  310. 2h 23mbuy_upgrade upgrades=["carrots","watering","fertilizer","cactus"] · evidence
    result
    Bought carrots, now level 5. Paid wood 31200. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought watering, now level 6. Paid wood 51200. Its tutorial is docs page docs/unlocks/watering.md.
    Bought fertilizer, now level 4. Paid wood 54000. Its tutorial is docs page docs/unlocks/fertilizer.md.
    Bought cactus, now level 3. Paid pumpkin 120000. Its tutorial is docs page docs/unlocks/cactus.md.
    Ga…
  311. 2h 23mstop_program
    result
    Program stopped.
    Game time: 2h 23m 52s elapsed, 3h 36m 8s of budget remaining.
  312. 2h 23mthoughtI'll rewrite `mega4` with GREEDY_MAX set to 0 (pure cycle snake) and DO_DINO enabled, then run it afterward.
  313. 2h 23mwrite_program name="mega4" · evidence
    result
    Saved mega4 (431 lines).
    Game time: 2h 24m 2s elapsed, 3h 35m 58s of budget remaining.
  314. 2h 24mthoughtI'll kick off the `mega4` run first (dino phase), then wait for bones to reach 50,000 before buying Polyculture 3.
  315. 2h 24mrun_program name="mega4" seconds=60
    result
    Ran mega4 for 1m of game time; it is still running.
    Inventory change: cactus +200, carrot +1824, fertilizer +48, hay +416, power +9.02, pumpkin +6912, water +192, weird_substance +228, wood +396.
    Game time: 2h 25m 12s elapsed, 3h 34m 48s of budget remaining.
    Output:
    dino start, cycle 256
  316. 2h 25mthoughtI need to wait for the snake to finish (bones reaching 50000) before the hat comes off, then buy Polyculture 3 and take a snapshot. For now, I'll just wait.
  317. 2h 25mwait seconds=900 until_resources={"bone":50000}
    result
    Waited 7m 20s (bone reached 141467). Program: mega4 running.
    Inventory change: bone +130050, cactus -976, fertilizer +352, water +1408.
    Game time: 2h 32m 41s elapsed, 3h 27m 19s of budget remaining.
  318. 2h 32mthoughtI've got 130,050 bones banked. Now I'll buy Polyculture 3, pull next-tier pricing info, and grab a farm snapshot to confirm the drones rebuilt things after the dino phase—all in parallel since none depend on each other.
  319. 2h 32mbuy_upgrade upgrades=["polyculture"] · evidence
    result
    Bought polyculture, now level 3. Paid bone 50000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Game time: 2h 32m 51s elapsed, 3h 27m 9s of budget remaining.
  320. 2h 32mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 3/6; cost pumpkin 720000; available, not affordable; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 400% => 800%
    carrots (Carrots) level 5/10; cost wood 156000; available, not affordable; tutorial do…
  321. 2h 33mobserve
    result
    Game time: 2h 33m 11s elapsed, 3h 26m 49s of budget remaining.
    Program: mega4 (running).
    Inventory: hay 32706, wood 22699, carrot 203370, pumpkin 45157, cactus 54614, bone 91467, weird_substance 45317, gold 1440, water 1145, fertilizer 345.
    Farm 16x16. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * …
  322. 2h 33mthoughtI'll send the affordable upgrades now—Pumpkins 5 and Trees 5—while also working toward cactus/bones targets to unlock Dinosaurs 3 and Polyculture 4, with the 22x22 expansion saved for much later.
  323. 2h 33mbuy_upgrade upgrades=["pumpkins","trees"] · evidence
    result
    Bought pumpkins, now level 5. Paid carrot 64000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md.
    Game time: 2h 33m 21s elapsed, 3h 26m 39s of budget remaining.
  324. 2h 33mwait seconds=600 until_resources={"cactus":72000}
    result
    Waited 2m 18s (cactus reached 73046). Program: mega4 running.
    Inventory change: cactus +18432, carrot +45650, fertilizer -291, hay +2288, pumpkin +41088, water -350, weird_substance +101584, wood +89616.
    Game time: 2h 35m 49s elapsed, 3h 24m 11s of budget remaining.
  325. 2h 35mthoughtI'll buy Dinosaurs 3 now (cactus requirement met) and restart `mega4` to resume farming, then wait for bones to reach 250k before buying Polyculture 4.
  326. 2h 35mbuy_upgrade upgrades=["dinosaurs"] · evidence
    result
    Bought dinosaurs, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Game time: 2h 35m 59s elapsed, 3h 24m 1s of budget remaining.
  327. 2h 35mrun_program name="mega4" seconds=60
    result
    Ran mega4 for 1m of game time; it is still running.
    Inventory change: cactus +176, carrot +2352, fertilizer +48, hay +80, pumpkin +2128, water +192, weird_substance +104, wood +3736.
    Game time: 2h 37m 9s elapsed, 3h 22m 51s of budget remaining.
    Output:
    dino start, cycle 256
  328. 2h 37mthoughtI'll wait for the snake's bones to reach 250,000 before buying Polyculture 4 and taking a snapshot, since both depend on that milestone.
  329. 2h 37mwait seconds=900 until_resources={"bone":250000}
    result
    Waited 15m (time up). Program: mega4 running.
    Inventory change: bone +98596, cactus +35672, carrot +178427, fertilizer -56, hay +30448, power +6.96, pumpkin +136320, water +158, weird_substance +176064, wood +318192.
    Game time: 2h 52m 19s elapsed, 3h 7m 41s of budget remaining.
  330. 2h 52mthoughtI'll check the program output to confirm the bones count, and in parallel send off item spending for the surplus wood (Carrots 6, Grass 6), pumpkins, and cactus — then decide if another snake run is needed based on whether I hit the 250k bones target for Polyculture 4.
  331. 2h 52mobserve
    result
    Game time: 2h 52m 29s elapsed, 3h 7m 31s of budget remaining.
    Program: mega4 (running).
    Inventory: hay 47634, wood 458199, carrot 389605, pumpkin 251957, cactus 36870, bone 190063, weird_substance 340977, gold 1440, water 1081, power 1.80.
    Farm 16x16. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * m…
  332. 2h 52mbuy_upgrade upgrades=["carrots","grass"] · evidence
    result
    Bought carrots, now level 6. Paid wood 156000. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought grass, now level 6. Paid wood 62500.
    Game time: 2h 52m 39s elapsed, 3h 7m 21s of budget remaining.
  333. 2h 52mthoughtSnake run stalled at 157 cactus (apple price hike from Dinosaurs 3), but with 36k cactus I should finish one more run and hit Polyculture 4. I'll send Watering 7 and restart `mega4` together now, then wait for bones to reach 250k before triggering Polyculture 4.
  334. 2h 52mbuy_upgrade upgrades=["watering"] · evidence
    result
    Bought watering, now level 7. Paid wood 205000. Its tutorial is docs page docs/unlocks/watering.md.
    Game time: 2h 52m 49s elapsed, 3h 7m 11s of budget remaining.
  335. 2h 52mrun_program name="mega4" seconds=60
    result
    Ran mega4 for 1m of game time; it is still running.
    Inventory change: cactus +1384, carrot +8960, fertilizer +48, hay +32, pumpkin +13824, water +384, weird_substance +2464, wood +3024.
    Game time: 2h 53m 59s elapsed, 3h 6m 1s of budget remaining.
    Output:
    dino start, cycle 256
  336. 2h 53mthoughtI need to wait until bones reach 250,000 before I can buy Polyculture 4 and check research, so I'll focus on that wait for now.
  337. 2h 53mwait seconds=900 until_resources={"bone":250000}
    result
    Waited 8m 9s (bone reached 450163). Program: mega4 running.
    Inventory change: bone +260100, cactus -1984, fertilizer +391, water +3131.
    Game time: 3h 2m 18s elapsed, 2h 57m 42s of budget remaining.
  338. 3h 02mthoughtI'll send three independent requests: purchasing Polyculture 4, pulling refreshed research costs for planning, and a farm snapshot to confirm the rebuild after the snake incident.
  339. 3h 02mbuy_upgrade upgrades=["polyculture"] · evidence
    result
    Bought polyculture, now level 4. Paid bone 250000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Game time: 3h 2m 28s elapsed, 2h 57m 32s of budget remaining.
  340. 3h 02mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 3/6; cost pumpkin 720000; available, not affordable; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 400% => 800%
    carrots (Carrots) level 6/10; cost wood 781000; available, not affordable; tutorial do…
  341. 3h 02mobserve
    result
    Game time: 3h 2m 48s elapsed, 2h 57m 12s of budget remaining.
    Program: mega4 (running).
    Inventory: hay 55586, wood 82579, carrot 450531, pumpkin 279221, cactus 36262, bone 200163, weird_substance 390561, gold 1440, water 4184, fertilizer 369.
    Farm 16x16. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); …
  342. 3h 02mthoughtI'm sending two things together: 6 Pumpkins (I have enough carrot for it) and a DO_DINO=False version of the program (`mega5`) so future restarts skip rerunning the snake. The Expand itself will wait until pumpkins accumulate, roughly 17 minutes.
  343. 3h 02mbuy_upgrade upgrades=["pumpkins"] · evidence
    result
    Bought pumpkins, now level 6. Paid carrot 256000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Game time: 3h 2m 58s elapsed, 2h 57m 2s of budget remaining.
  344. 3h 02mwrite_program name="mega5" · evidence
    result
    Saved mega5 (257 lines).
    Game time: 3h 3m 8s elapsed, 2h 56m 52s of budget remaining.
  345. 3h 03mthoughtI need 512,000 pumpkins for the 22x22 Expand and 76,800 hay for Trees 6, but current resources fall short, so there's nothing actionable right now besides waiting for accumulation.
  346. 3h 03mwait seconds=900 until_resources={"pumpkin":512000}
    result
    Waited 4m 58s (pumpkin reached 526901). Program: mega4 running.
    Inventory change: cactus +27648, carrot +613008, fertilizer -277, hay +110336, power +3.80, pumpkin +220032, water +304, weird_substance +336928, wood +453104.
    Game time: 3h 8m 16s elapsed, 2h 51m 44s of budget remaining.
  347. 3h 08mthoughtResources surged after Polyculture 4 (+613k carrots, +453k wood), so now I can afford to expand the 22x22, Trees 6, and Grass 7 upgrades. I'll send those along with updating `mega5` to allocate more tiles to the profitable mixed zone, then run it.
  348. 3h 08mbuy_upgrade upgrades=["expand","trees","grass"] · evidence
    result
    Bought expand, now level 8. Paid pumpkin 512000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought trees, now level 6. Paid hay 76800. Its tutorial is docs page docs/unlocks/trees.md.
    Bought grass, now level 7. Paid wood 312000.
    Game time: 3h 8m 26s elapsed, 2h 51m 34s of budget remaining.
  349. 3h 08mwrite_program name="mega5" · evidence
    result
    Saved mega5 (260 lines).
    Game time: 3h 8m 36s elapsed, 2h 51m 24s of budget remaining.
  350. 3h 08mthoughtI'll run `mega5` on the new 22x22 grid next, then follow up with a production check once it's had a few minutes to execute.
  351. 3h 08mrun_program name="mega5" seconds=300
    result
    Ran mega5 for 5m of game time; it is still running.
    Inventory change: cactus +220, carrot +751708, hay +272160, pumpkin +146584, water -987, weird_substance +189072, wood +1043616.
    Game time: 3h 13m 46s elapsed, 2h 46m 14s of budget remaining.
    Output:
    Warning: Cannot plant Entities.Cactus on Grounds.Grassland.
    In: drone_cactus_sorter <- cactus_tend
    plant(Entities.Cactus)
         ^^               
    ---…
  352. 3h 13mthoughtI'll check the costs for Carrots 7, Pumpkins 7, Watering 8, and Megafarm 4, plus grab a farm snapshot to investigate the near-zero cactus output on the 22x22 plot—sending all three requests now since they're independent.
  353. 3h 13mbuy_upgrade upgrades=["carrots"] · evidence
    result
    Bought carrots, now level 7. Paid wood 781000. Its tutorial is docs page docs/unlocks/carrots.md.
    Game time: 3h 13m 56s elapsed, 2h 46m 4s of budget remaining.
  354. 3h 13mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 3/6; cost pumpkin 720000; available, not affordable; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 400% => 800%
    carrots (Carrots) level 7/10; cost wood 3910000; available, not affordable; tutorial d…
  355. 3h 14mobserve
    result
    Game time: 3h 14m 16s elapsed, 2h 45m 44s of budget remaining.
    Program: mega5 (running).
    Inventory: hay 444802, wood 698139, carrot 1743250, pumpkin 210253, cactus 64130, bone 200163, weird_substance 1015185, gold 1440, water 3504, fertilizer 1.
    Farm 22x22. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full…
  356. 3h 14mthoughtI confirmed resources are sufficient for upgrading Pumpkins to 7 and Trees to 7, and the pumpkin-zone "empty" columns are just mid-replant, not an issue. Now I'll write `mega6` to handle a one-time gold phase for the Megafarm 4 upgrade followed by scaled drone farming, then send the upgrades and run the script.
  357. 3h 14mbuy_upgrade upgrades=["pumpkins","trees"] · evidence
    result
    Bought pumpkins, now level 7. Paid carrot 1020000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Bought trees, now level 7. Paid hay 307000. Its tutorial is docs page docs/unlocks/trees.md.
    Game time: 3h 14m 26s elapsed, 2h 45m 34s of budget remaining.
  358. 3h 14mwrite_program name="mega6" · evidence
    result
    Saved mega6 (389 lines).
    Game time: 3h 14m 36s elapsed, 2h 45m 24s of budget remaining.
  359. 3h 14mthoughtNext I'll start `mega6` to kick off the gold phase, then wait for gold to hit 128000 so I can buy Megafarm 4 and restart with 16 drones.
  360. 3h 14mrun_program name="mega6" seconds=120
    result
    Ran mega6 for 2m of game time; it is still running.
    Inventory change: carrot +64, fertilizer +96, gold +968, water +768, weird_substance -66.
    Game time: 3h 16m 46s elapsed, 2h 43m 14s of budget remaining.
    Output:
    (none)
  361. 3h 16mthoughtThe gold phase is too slow on 22x22, so I'm abandoning Megafarm 4. I'll clear the maze by harvesting a hedge first, then restart mega5 before deciding on any further purchases.
  362. 3h 16mrun_program name="grab" seconds=10
    result
    Ran grab for 0s of game time; it finished.
    Inventory change: no change.
    Game time: 3h 16m 56s elapsed, 2h 43m 4s of budget remaining.
    Output:
    Entities.Hedge
    2892
  363. 3h 16mthoughtI'll restart mega5 (8-drone farming on the 22x22 map) now, then follow up with a production check once it's running.
  364. 3h 16mrun_program name="mega5" seconds=300
    result
    Ran mega5 for 5m of game time; it is still running.
    Inventory change: carrot +1234700, fertilizer -112, hay +381440, pumpkin +195744, water -1204, weird_substance +695072, wood +2277216.
    Game time: 3h 22m 6s elapsed, 2h 37m 54s of budget remaining.
    Output:
    Warning: Cannot plant Entities.Cactus on Grounds.Grassland.
    In: drone_cactus_sorter <- cactus_tend
    plant(Entities.Cactus)
         ^^              …
  365. 3h 22mthoughtI'll upgrade Watering 8 and Grass 8 since wood is sufficient (~3M), and pull a farm snapshot to check why the 108-tile cactus block hasn't harvested in 5 minutes.
  366. 3h 22mbuy_upgrade upgrades=["watering","grass"] · evidence
    result
    Bought watering, now level 8. Paid wood 819000. Its tutorial is docs page docs/unlocks/watering.md.
    Bought grass, now level 8. Paid wood 1560000.
    Game time: 3h 22m 16s elapsed, 2h 37m 44s of budget remaining.
  367. 3h 22mobserve
    result
    Game time: 3h 22m 26s elapsed, 2h 37m 34s of budget remaining.
    Program: mega5 (running).
    Inventory: hay 547658, wood 1001155, carrot 2204697, pumpkin 503437, cactus 110786, bone 200163, weird_substance 1796825, gold 2892, water 3057, fertilizer 1.
    Farm 22x22. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 fu…
  368. 3h 22mthoughtI'll rebalance the layout: shrink pumpkins to 6x6 and cactus/sunflowers to 4x4 (each with 1 drone), then allocate the remaining ~404 tiles across 6 mixed-crop drones in disjoint rectangles before running it.
  369. 3h 22mwrite_program name="mega7" · evidence
    result
    Saved mega7 (221 lines).
    Game time: 3h 22m 36s elapsed, 2h 37m 24s of budget remaining.
  370. 3h 22mthoughtI'll run mega7 now, then follow up with a production comparison after about 5 minutes once it's complete.
  371. 3h 22mrun_program name="mega7" seconds=300
    result
    Ran mega7 for 5m of game time; it is still running.
    Inventory change: cactus +50752, carrot +6178792, fertilizer -1, hay +2325952, pumpkin +37312, water +1081, weird_substance +520608, wood +7975840.
    Game time: 3h 27m 46s elapsed, 2h 32m 14s of budget remaining.
    Output:
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: mixed_loop <- do_mixed <- fertilize
    use_item(Items.Ferti…
  372. 3h 27mthoughtThe mixed-zone rebalance worked great, netting +6.2M carrots, +8M wood, and +2.3M hay in just 5 minutes. Next I'll attempt upgrade purchases (Carrots 8, Pumpkins 8, Trees 8) and check refreshed research costs for Watering 9, Grass 9, and Polyculture 5 in parallel.
  373. 3h 27mbuy_upgrade upgrades=["carrots","pumpkins","trees"] · evidence
    result
    Bought carrots, now level 8. Paid wood 3910000. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought pumpkins, now level 8. Paid carrot 4100000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Bought trees, now level 8. Paid hay 1230000. Its tutorial is docs page docs/unlocks/trees.md.
    Game time: 3h 27m 56s elapsed, 2h 32m 4s of budget remaining.
  374. 3h 27mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 3/6; cost pumpkin 720000; available, not affordable; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 400% => 800%
    carrots (Carrots) level 8/10; cost wood 19500000; available, not affordable; tutorial …
  375. 3h 28mthoughtI can afford Watering 9 now with wood, and I'll also start working toward Dinosaurs 4 and the bigger snake build for Polyculture 5 while hay/wood accumulate for Grass 9 and Trees 9 — sending both actions together since they're independent.
  376. 3h 28mbuy_upgrade upgrades=["watering"] · evidence
    result
    Bought watering, now level 9. Paid wood 3280000. Its tutorial is docs page docs/unlocks/watering.md.
    Game time: 3h 28m 16s elapsed, 2h 31m 44s of budget remaining.
  377. 3h 28mwait seconds=600 until_resources={"cactus":432000}
    result
    Waited 10m (time up). Program: mega7 running.
    Inventory change: cactus +9216, carrot +26166254, fertilizer -1, hay +4391424, pumpkin +19328, water +9931, weird_substance +2052928, wood +34214336.
    Game time: 3h 38m 26s elapsed, 2h 21m 34s of budget remaining.
  378. 3h 38mthoughtI'll spend the surplus by upgrading Carrots, Grass, Trees, and Pumpkins to level 9, all affordable with current resources, while also pulling a snapshot to investigate why cactus output dropped sharply (+9k vs +50k before)—this will determine if the Dinosaurs 4 plan still makes sense.
  379. 3h 38mbuy_upgrade upgrades=["carrots","grass","trees","pumpkins"] · evidence
    result
    Bought carrots, now level 9. Paid wood 19500000. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought grass, now level 9. Paid wood 7810000.
    Bought trees, now level 9. Paid hay 4920000. Its tutorial is docs page docs/unlocks/trees.md.
    Bought pumpkins, now level 9. Paid carrot 16400000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Game time: 3h 38m 36s elapsed, 2h 21m 24s of budget rema…
  380. 3h 38mobserve
    result
    Game time: 3h 38m 46s elapsed, 2h 21m 14s of budget remaining.
    Program: mega7 (running).
    Inventory: hay 1811290, wood 12417635, carrot 16863149, pumpkin 563149, cactus 170754, bone 200163, weird_substance 4622905, gold 2892, water 14779.
    Farm 22x22. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * mar…
  381. 3h 38mthoughtDinosaurs 4 is unaffordable now, so I'll run two 22x22 snake sessions to earn enough bones for Polyculture 5 instead, then write and execute `mega8` (mega7 plus the dino phase repeated twice at start).
  382. 3h 38mwrite_program name="mega8" · evidence
    result
    Saved mega8 (303 lines).
    Game time: 3h 38m 56s elapsed, 2h 21m 4s of budget remaining.
  383. 3h 38mthoughtI'll start mega8 next (two snake runs, then farming), then wait for bones to hit 1.25M to buy Polyculture 5.
  384. 3h 38mrun_program name="mega8" seconds=120
    result
    Ran mega8 for 2m of game time; it is still running.
    Inventory change: cactus -32, carrot +1419520, fertilizer +96, hay +154368, pumpkin +32512, water +3072, weird_substance +115072, wood +1633152.
    Game time: 3h 41m 6s elapsed, 2h 18m 54s of budget remaining.
    Output:
    dino start, cycle 484
  385. 3h 41mthoughtSnake run 1 is in progress (cycle 484). I'll wait for bones to reach 1,250,000 before buying Polyculture 5 and taking a snapshot, since both depend on this run finishing.
  386. 3h 41mwait seconds=3000 until_resources={"bone":1250000}
    result
    Waited 50m (time up). Program: mega8 running.
    Inventory change: bone +933156, cactus -6080, fertilizer +2400, water +76800.
    Game time: 4h 31m 16s elapsed, 1h 28m 44s of budget remaining.
  387. 4h 31mthoughtI'll cash out now rather than let run 2 continue — stopping and swapping the hat will harvest the current tail (~310k bones), pushing me past 1.25M total. Running `hat` first to stop mega8 and secure that harvest before buying Polyculture 5 and restarting mega7.
  388. 4h 31mrun_program name="hat" seconds=10
    result
    Ran hat for 0s of game time; it finished.
    Inventory change: bone +327184, water +2.
    Game time: 4h 31m 26s elapsed, 1h 28m 34s of budget remaining.
    Output:
    bones 327184
  389. 4h 31mthoughtWith bones at ~1.46M, I'll buy Polyculture 5 (1.25M bone) and restart `mega7` for 8-drone farming on the cleared farm, then check production once that's running.
  390. 4h 31mbuy_upgrade upgrades=["polyculture"] · evidence
    result
    Bought polyculture, now level 5. Paid bone 1250000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Game time: 4h 31m 36s elapsed, 1h 28m 24s of budget remaining.
  391. 4h 31mrun_program name="mega7" seconds=300
    result
    Ran mega7 for 5m of game time; it is still running.
    Inventory change: cactus +4096, carrot +26229992, fertilizer -2528, hay +7916800, pumpkin +275840, water +4775, weird_substance +47038720, wood +35451136.
    Game time: 4h 36m 46s elapsed, 1h 23m 14s of budget remaining.
    Output:
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: mixed_loop <- do_mixed <- fertilize
    use_item(Item…
  392. 4h 36mthoughtI'll pull the current research costs for the last tiers (Carrots, Grass, Trees, Pumpkins) along with the exact inventory to see what's affordable before deciding on purchases.
  393. 4h 36mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 3/6; cost pumpkin 720000; can buy now; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 400% => 800%
    carrots (Carrots) level 9/10; cost wood 97700000; available, not affordable; tutorial docs/unlocks/c…
  394. 4h 36mobserve
    result
    Game time: 4h 37m 6s elapsed, 1h 22m 54s of budget remaining.
    Program: mega7 (running).
    Inventory: hay 10618202, wood 55040483, carrot 49132565, pumpkin 926797, cactus 169714, bone 210503, weird_substance 52067385, gold 2892, water 101141.
    Farm 22x22. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * m…
  395. 4h 37mthoughtGrass 10 and Cactus 4 are affordable now, so I'll purchase those immediately while waiting for carrot income to reach 65.5M to unlock Pumpkins, Trees, and Carrots upgrades.
  396. 4h 37mbuy_upgrade upgrades=["grass","cactus"] · evidence
    result
    Bought grass, now level 10. Paid wood 39100000.
    Bought cactus, now level 4. Paid pumpkin 720000. Its tutorial is docs page docs/unlocks/cactus.md.
    Game time: 4h 37m 16s elapsed, 1h 22m 44s of budget remaining.
  397. 4h 37mwait seconds=600 until_resources={"carrot":65500000}
    result
    Waited 1m 18s (carrot reached 65534099). Program: mega7 running.
    Inventory change: cactus +2048, carrot +12776574, hay +6073344, pumpkin +110336, water +1286, weird_substance +1050624, wood +16392320.
    Game time: 4h 38m 44s elapsed, 1h 21m 16s of budget remaining.
  398. 4h 38mthoughtI can afford Pumpkins 10 now (carrot cost met), while Trees 10 and Carrots 10 need to wait for hay and wood to grow further. I'll go ahead and submit the Pumpkins purchase now.
  399. 4h 38mbuy_upgrade upgrades=["pumpkins"] · evidence
    result
    Bought pumpkins, now level 10. Paid carrot 65500000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Game time: 4h 38m 54s elapsed, 1h 21m 6s of budget remaining.
  400. 4h 38mwait seconds=600 until_resources={"hay":19700000}
    result
    Waited 2s (hay reached 19758426). Program: mega7 running.
    Inventory change: carrot +205056, hay +80128, water +31, weird_substance +640, wood +43136.
    Game time: 4h 39m 6s elapsed, 1h 20m 54s of budget remaining.
  401. 4h 39mthoughtI'm set on Trees 10 since hay is affordable now, but Carrots 10 needs wood to reach 97.7M (currently ~32M, about 10 more minutes). I'll send both requests together since they're independent.
  402. 4h 39mbuy_upgrade upgrades=["trees"] · evidence
    result
    Bought trees, now level 10. Paid hay 19700000. Its tutorial is docs page docs/unlocks/trees.md.
    Game time: 4h 39m 16s elapsed, 1h 20m 44s of budget remaining.
  403. 4h 39mwait seconds=900 until_resources={"wood":97700000}
    result
    Waited 1m 54s (wood reached 98056451). Program: mega7 running.
    Inventory change: cactus +4096, carrot +20294525, hay +7798784, pumpkin +331328, water +1890, weird_substance +2290816, wood +50317824.
    Game time: 4h 41m 20s elapsed, 1h 18m 40s of budget remaining.
  404. 4h 41mthoughtI'll buy Carrots 10 now that wood (97.7M) covers it—after that, nothing else is affordable or worth buying, so I'll just let the farm run with periodic checks for the remaining ~78 minutes.
  405. 4h 41mbuy_upgrade upgrades=["carrots"] · evidence
    result
    Bought carrots, now level 10. Paid wood 97700000. Its tutorial is docs page docs/unlocks/carrots.md.
    Game time: 4h 41m 30s elapsed, 1h 18m 30s of budget remaining.
  406. 4h 41mwait seconds=1800
    result
    Waited 30m (time up). Program: mega7 running.
    Inventory change: cactus +51200, carrot +628015566, hay +113240064, pumpkin +4527872, water +29946, weird_substance +48438016, wood +864828160.
    Game time: 5h 11m 40s elapsed, 48m 20s of budget remaining.
  407. 5h 11mthoughtThere's nothing left worth buying in the final 48 minutes—Expand would wipe the farm and we're drone-limited, while Megafarm/Dinosaurs upgrades are still out of reach—so I'll just let the farm run, then take a final wait and closing snapshot.
  408. 5h 11mwait seconds=1800
    result
    Waited 30m (time up). Program: mega7 running.
    Inventory change: cactus +51200, carrot +629117389, hay +119213568, power -2.88, pumpkin +4085248, water +29915, weird_substance +47792640, wood +867917312.
    Game time: 5h 41m 50s elapsed, 18m 10s of budget remaining.
  409. 5h 41mthoughtI'll let the farm run for the remaining ~18 minutes, then take a closing snapshot once that wait completes.
  410. 5h 41mwait seconds=1060
    result
    Waited 17m 40s (time up). Program: mega7 running.
    Inventory change: cactus +30720, carrot +370051042, hay +66977280, pumpkin +2429184, water +17601, weird_substance +29833472, wood +516422400.
    Game time: 5h 59m 40s elapsed, 20s of budget remaining.
  411. 5h 59mthoughtI'll grab one last snapshot of the farm state to use for the summary, since that's all that fits in the remaining time.
  412. 5h 59mobserve
    result
    Game time: 5h 59m 50s elapsed, 10s of budget remaining.
    Program: mega7 (running).
    Inventory: hay 310826810, wood 2280093795, carrot 1670299689, pumpkin 11690445, cactus 313074, bone 210503, weird_substance 183068601, gold 2892, water 183648.
    Farm 22x22. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); *…
  413. 5h 59msaidThe 6-hour budget is used up. Final state of the farm: ## Final inventory (on hand at the end; totals produced are higher since a lot was spent on upgrades) | Resource | Amount | |---|---| | Wood | 2.28 B | | Carrots | 1.67 B | | Hay | 311 M | | Weird substance | 183 M | | Pumpkins | 11.7 M | | Cactus | 313 k | | Bones | 211 k (≈1.66 M produced; 1.45 M spent on Polyculture 3–5) | | Gold | 2.9 k (≈170 k produced; 168 k spent on Megafarm 1–3) | | Water / Power | 184 k / small amounts produced continuously | ## How it got there - Early game (0–1h): bootstrapped hay → bushes → carrots → trees, then a zoned farm (pumpkin square, sunflowers, tree/carrot checkerboard) with watering and fertilizer. - Mazes → gold → drones: weird substance from fertilized crops was converted into gold via maze bursts (DFS solver, later 4 drones in parallel), funding Megafarm 1–3 (8 drones). I abandoned mazes once I measured they idled the farm for too long on big grids. - Dinosaur/snake runs: a Hamiltonian-cycle snake on a cleared, tilled farm gave full-length tails (143² → 255² → 483² bones, ×dinosaur multiplier), which bought Polyculture 2–5 — the single biggest multiplier in the game (companion planting at 16000%). - Late game: 22x22 farm with 8 drones; after measuring per-zone yield I shrank pumpkins/cactus/sunflowers to small blocks (kept for variety) and gave ~400 tiles to six companion-planting "mixed" drones, which drove output to ~20 M carrots + 30 M wood + 4 M hay per minute. All tier-10 crop upgrades (carrots, grass, trees, pumpkins) and max watering/fertilizer were purchased. Mistakes worth noting honestly: the greedy snake variant got trapped once (968 bones instead of ~130 k), a wrong hat constant crashed one run, and the 22x22 gold phase was far too slow and had to be aborted — each cost a few minutes but was recovered from.
  414. 5h 59msaidThe farm program is still running, so I'll just let the last 10 seconds tick by.
  415. 5h 59mwait seconds=10
    result
    Waited 0s (time up). Program: mega7 running.
    Inventory change: no change.
    Game time: 6h elapsed, 0s of budget remaining. The game-time budget is used up. The run is over; stop now.
  416. 6h 00msaidThe budget is fully used (6h elapsed, 0s remaining), and the run is over. There is nothing left to request — no further actions are possible. Final state stands as summarized above: `mega7` ran to the end with 8 drones on the 22x22 farm, finishing with ~2.28 B wood, ~1.67 B carrots, ~311 M hay, ~183 M weird substance, ~11.7 M pumpkins, 313 k cactus, plus bones, gold, power, and water produced along the way.

Thinking is shown as the agent reported it over ACP; some agents report a summary, not the full reasoning. Tool results are cut at 400 characters; program code is in evidence.json.

spentreported alongside the score, never folded into it

What it spent

API-equivalent cost (estimate)agent-session (one point per model request)

API-equivalent estimate at list prices; not an actual charge

Tokens

Input (uncached)6,775
Cache reads23,440,803
Cache writes318,639
Output186,764
Thinking (subset of output where reported)93,389
Total23,952,981
ModelTokensEstimate
claude-fable-5-123,951,562$21.62
claude-haiku-5-51,419$0.00015

Estimate: API-equivalent estimate at list prices; not an actual charge. Price table prices-2026-10-16b. The agent itself reported $21.62 (cost reported by the agent itself; plan or subscription billing may differ).

conditionsprovenance

Limitations

  • Recorded from a harness checkout with uncommitted changes.
Run ideconomy-v1-claude-fable-s2-a1-20261017T133459Z
Taskeconomy-v1 · acb5fb455a43
Budget6h 00m game time · 10s per action · caps: 2,000 tool calls, 20 continuations, 4h 00m real time
AgentClaude Agent 0.91.0 (@agentclientprotocol/claude-agent-acp)
Applied config{"model":"fable","effort":"medium","fast":"absent"}
Models reportedclaude-fable-5-1, claude-haiku-5-5
Tools availablebuy_upgrade, docs_list, docs_read, docs_search, inspect_tile, list_programs, observe, research, run_program, stop_program, wait, write_program
Harnesscd417a33b3bf (uncommitted changes)
Bridge / gameae01202f355c / 953fea25964f
Adaptersclaude-agent-acp 0.91.0, codex-acp 2.2.2, acp-sdk 1.8.0, mcp-sdk 1.32.1
Rubrics
economy-v1 (headline) · Σ over resources of log10(1 + produced) · 51746c5bec27
economy-weighted-v1 · scores 9.38 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd
Started / ended2026-10-17T13:34:59.303Z → 2026-10-17T14:33:16.507Z
Evidence101 items in evidence.json