GPT-6 Luna, seed 1

Codex · medium reasoning effort

ValidCounts toward the meanGame-time budget used

  • Hay 7.76k produced, 3.89 points
  • Wood 5 produced, 0.78 points
  • Carrot not produced
  • Pumpkin not produced
  • Cactus not produced
  • Power not produced
  • Bone not produced
  • Weird substance not produced
  • Gold not produced
  • Water not produced
  • Fertilizer not produced

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

Score · economy-v1
4.67orders of magnitude · model mean 15.74
On seed 1
#8of 8 models
Cost
$0.02API-equivalent estimate
Real time
3m 55swall 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 00m3.84
2h 00m4.64
3h 00m4.64
4h 00m4.64
5h 00m4.67
6h 00m4.67
runningrunning: 7 entries, first at 2m 30s

Said: the agent's own progress messages. Thought: its thinking as the agent reported it (a summary, for Codex). 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 GPT-6 Luna's 3 valid seeds and the 8 models on seed 1

How it played

MeasureThis runModel meanSeed 1 meanWhat it counts
Resources opened2 of 114.7 of 119.4 of 11scored resources produced at least once
Study214440docs and research reads
Action overhead3%6%9%game time spent looking, reading and typing (10 s per call)
Tool calls58128186every action the agent took
Program writes71633accepted saves of a program
Program stints51430times a program was started and left running
Median stint1h 02m32m 07s13m 58show long a program usually ran before the next change
Cost per point$0.0045$0.0047$0.069API-equivalent estimate ÷ score

Farm idle 1% of samples; longest stint 3h 01m; 0 rejected writes.

production2 of 2 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
Hay7.8K produced · 3.89 pts
Hay7.8K produced · 3.89 pts
Wood5 produced · 0.78 pts
Wood5 produced · 0.78 pts
upgrades6 levels across 6 upgrades

Upgrade timeline

loopsloops: 1 entry, first at 2m 50s
speedspeed: 1 entry, first at 1h 03m
expandexpand: 1 entry, first at 1h 03m
plantplant: 1 entry, first at 1h 04m
grassgrass: 1 entry, first at 4h 07m
hatshats: 1 entry, first at 4h 07m
Every purchase, with what the agent was told
Game timeCallUnlockedResult the agent saw
2m 40s{"upgrades":["loops","speed"]}loops 1Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md.
1h 03m{"upgrades":["speed","speed","speed","speed","speed","expand","expand","expand","expand","expand","expand","expand","expand","expand"]}speed 1, expand 1Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md.
1h 04m{"upgrades":["plant"]}plant 1Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md.
4h 07m{"upgrades":["grass","grass","grass","grass","grass","grass","grass","grass","grass","hats"]}grass 2, hats 1Bought grass, now level 2. Paid hay 300.
4h 10m{"upgrades":["grass","grass","grass","grass","grass","grass","grass","grass"]}—Could not buy grass: Not enough resources.

Programs 7 writes, code as the agent wrote it

starter.py1 write · 1 ran · first at 2m 10s
  1. r12m 10sRanFinal20 lines · ran 10s
    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 starter (20 lines).
    Game time: 2m 20s elapsed, 5h 57m 40s of budget remaining.
    run_program at 2m 20s for 3600s (agent saw)
    Ran starter for 10s of game time; it finished.
    Inventory change: hay +20.
    Game time: 2m 40s elapsed, 5h 57m 20s of budget remaining.
    Output:
    (none)
farm.py1 write · 1 ran · first at 2m 50s
  1. r12m 50sRan2 lines · ran 1h 02m
    while True:
        harvest()
    Write result the agent saw
    Saved farm (2 lines).
    Game time: 3m elapsed, 5h 57m of budget remaining.
    run_program at 3m 00s for 3600s (agent saw)
    Ran farm for 1h of game time; it is still running.
    Inventory change: hay +7200.
    Game time: 1h 3m 10s elapsed, 4h 56m 50s of budget remaining.
    Output:
    (none)
wood.py3 writes · 3 ran · first at 1h 05m
  1. r11h 05mRan2 lines · ran 1s
    plant(Entities.Bush)
    harvest()
    Write result the agent saw
    Saved wood (2 lines).
    Game time: 1h 5m 30s elapsed, 4h 54m 30s of budget remaining.
    run_program at 1h 05m for 3600s (agent saw)
    Ran wood for 1s of game time; it finished.
    Inventory change: no change.
    Game time: 1h 5m 41s elapsed, 4h 54m 19s of budget remaining.
    Output:
    (none)
  2. r21h 05mRan2 lines · +1 −1 · ran 1s
    harvest()
    plant(Entities.Bush)
    Changes from the previous revision
    - plant(Entities.Bush)
      harvest()
    + plant(Entities.Bush)
    
    Write result the agent saw
    Saved wood (2 lines).
    Game time: 1h 6m 1s elapsed, 4h 53m 59s of budget remaining.
    run_program at 1h 06m for 100s (agent saw)
    Ran wood for 1s of game time; it finished.
    Inventory change: hay +1.
    Game time: 1h 6m 11s elapsed, 4h 53m 49s of budget remaining.
    Output:
    (none)
  3. r31h 06mRan3 lines · +3 −2 · ran 3h 01m
    while True:
        harvest()
        plant(Entities.Bush)
    Changes from the previous revision
    - harvest()
    - plant(Entities.Bush)
    + while True:
    +     harvest()
    +     plant(Entities.Bush)
    
    Write result the agent saw
    Saved wood (3 lines).
    Game time: 1h 6m 31s elapsed, 4h 53m 29s of budget remaining.
    run_program at 1h 06m for 3600s (agent saw)
    Ran wood for 1h of game time; it is still running.
    Inventory change: wood +5.
    Game time: 2h 6m 41s elapsed, 3h 53m 19s of budget remaining.
    Output:
    (none)
mixed.py1 write · 1 ran · first at 4h 07m
  1. r14h 07mRan5 lines · ran 2m 50s
    while True:
        move(North)
        harvest()
        move(South)
        harvest()
    Write result the agent saw
    Saved mixed (5 lines).
    Game time: 4h 7m 51s elapsed, 1h 52m 9s of budget remaining.
    run_program at 4h 07m for 120s (agent saw)
    Ran mixed for 2m of game time; it is still running.
    Inventory change: hay +358.
    Game time: 4h 10m 1s elapsed, 1h 49m 59s of budget remaining.
    Output:
    (none)
woodfarm.py1 write · 1 ran · first at 4h 10m
  1. r14h 10mRan11 lines · ran 1h 49m
    while True:
        harvest()
        plant(Entities.Bush)
        move(North)
        harvest()
        plant(Entities.Bush)
        move(North)
        harvest()
        plant(Entities.Bush)
        move(South)
        move(South)
    Write result the agent saw
    Saved woodfarm (11 lines).
    Game time: 4h 10m 41s elapsed, 1h 49m 19s of budget remaining.
    run_program at 4h 10m for 1800s (agent saw)
    Ran woodfarm for 30m of game time; it is still running.
    Inventory change: hay +12.
    Game time: 4h 40m 51s elapsed, 1h 19m 9s of budget remaining.
    Output:
    (none)
log4 said · 35 thought · 58 tool calls

Step by step

  1. 0sthoughtInspecting available tools
  2. 0ssaidI’ll inspect the available farm controls and the in-game docs first, then use the remaining game time to build and run a production loop that unlocks as much variety as the fresh save allows.
  3. 0sthoughtListing FarmerBench tools
  4. 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)
  5. 10sthoughtPreparing a docs list
  6. 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…
  7. 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…
  8. 30sthoughtLocating docs and home
  9. 30ssaidThe fresh save starts with only a 1×1 grass tile, so progression depends on harvesting basic resources and buying the early unlock chain. I’m checking the starter language rules and unlock prerequisites now, then I’ll automate each stage and reinvest into expansion and crops.
  10. 30sdocs_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…
  11. 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…
  12. 50sdocs_read path="unlocks/loops"
    result
    ## Loops
    Unlocks a simple while loop.
    
    while True:
        harvest()
    
    ### Unlock Cost [Current cost: hay=5]
    Game time: 1m elapsed, 5h 59m of budget remaining.
  13. 1m 00sdocs_read path="unlocks/expand"
    result
    ## Expand
    Expands the farm land and unlocks movement.
    
    ### Unlock Cost [Current cost: hay=30]
    Game time: 1m 10s elapsed, 5h 58m 50s of budget remaining.
  14. 1m 10sdocs_read path="unlocks/speed"
    result
    ## Speed
    Increases the speed of both the drone and code execution.
    
    ### Unlock Cost [Current cost: hay=20]
    Game time: 1m 20s elapsed, 5h 58m 40s of budget remaining.
  15. 1m 20sdocs_read path="unlocks/plant"
    result
    ## Plant
    Unlocks planting.
    
    plant(Entities.Bush)
    
    ### Unlock Cost [Current cost: hay=50]
    Game time: 1m 30s elapsed, 5h 58m 30s of budget remaining.
  16. 1m 30sdocs_read path="unlocks/variables"
    result
    ## Variables
    Assign values to variables.
    
    next_plant = Entities.Bush
    plant(next_plant)
    
    ### Unlock Cost [Current cost: carrot=35]
    Game time: 1m 40s elapsed, 5h 58m 20s of budget remaining.
  17. 1m 40sdocs_read path="unlocks/operators"
    result
    ## Operators
    Arithmetic, comparison and logic operators.
    
    if not can_harvest() and (1 + 1 == 4 / 2):
        do_a_flip()
    
    ### Unlock Cost [Current cost: hay=150, wood=10]
    Game time: 1m 50s elapsed, 5h 58m 10s of budget remaining.
  18. 1m 50sdocs_read path="unlocks/senses"
    result
    ## Senses
    The drone can see what's under it and where it is.
    
    if get_pos_x() < 5 and num_items(Items.Wood) < 200:
        plant(Entities.Bush)
    
    ### Unlock Cost [Current cost: hay=100]
    Game time: 2m elapsed, 5h 58m of budget remaining.
  19. 2m 00sdocs_read path="unlocks/grass"
    result
    ## Grass
    Increases the yield of grass.
    100% => 200%
    
    ### Unlock Cost [Current cost: hay=300]
    Game time: 2m 10s elapsed, 5h 57m 50s of budget remaining.
  20. 2m 10sthoughtPreparing repeated harvest calls
  21. 2m 10swrite_program name="starter" · evidence
    result
    Saved starter (20 lines).
    Game time: 2m 20s elapsed, 5h 57m 40s of budget remaining.
  22. 2m 20srun_program name="starter" seconds=3600
    result
    Ran starter for 10s of game time; it finished.
    Inventory change: hay +20.
    Game time: 2m 40s elapsed, 5h 57m 20s of budget remaining.
    Output:
    (none)
  23. 2m 40sthoughtBuying loops first
  24. 2m 40sbuy_upgrade upgrades=["loops","speed"] · evidence
    result
    Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md.
    Could not buy speed: Not enough resources.
    Game time: 2m 50s elapsed, 5h 57m 10s of budget remaining.
  25. 2m 50sthoughtWriting harvest loop
  26. 2m 50swrite_program name="farm" · evidence
    result
    Saved farm (2 lines).
    Game time: 3m elapsed, 5h 57m of budget remaining.
  27. 3m 00srun_program name="farm" seconds=3600
    result
    Ran farm for 1h of game time; it is still running.
    Inventory change: hay +7200.
    Game time: 1h 3m 10s elapsed, 4h 56m 50s of budget remaining.
    Output:
    (none)
  28. 1h 03mthoughtBuying speed upgrades
  29. 1h 03mbuy_upgrade upgrades=["speed","speed","speed","speed","speed","expand","expand","expand","expand","expand","expand","expand","expand","expand"] · evidence
    result
    Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md.
    Could not buy speed: Not enough resources.
    Could not buy speed: Not enough resources.
    Could not buy speed: Not enough resources.
    Could not buy speed: Not enough resources.
    Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md.
    Could not buy expand: Not enough resources.
    Co…
  30. 1h 03mthoughtChecking inventory changes
  31. 1h 03mobserve
    result
    Game time: 1h 3m 30s elapsed, 4h 56m 30s of budget remaining.
    Program: farm (running).
    Inventory: hay 7185.
    Farm 1x3. 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= 2  _Gr3
    y= 1  _Gr3
    y= 0  _Gr2*
    Recent output:
    (none)
  32. 1h 03mresearch
    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…
  33. 1h 03mdocs_read path="unlocks/expand_1"
    result
    No accessible documentation page unlocks/expand_1. Use docs_list.
  34. 1h 03mthoughtReading grassland-bush docs
  35. 1h 03mdocs_read path="objects/grassland"
    result
    ## Grassland
    The default ground. Grass will automatically grow on it.
    Game time: 1h 4m elapsed, 4h 56m of budget remaining.
  36. 1h 04mdocs_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: 1h 4m 10s elapsed, 4h 55m 50s of budget remaining.
  37. 1h 04mdocs_read path="items/hay"
    result
    ## Hay
    Obtained by cutting grass.
    
    You have `7185`
    Game time: 1h 4m 20s elapsed, 4h 55m 40s of budget remaining.
  38. 1h 04mdocs_read path="unlocks/plant"
    result
    ## Plant
    Unlocks planting.
    
    plant(Entities.Bush)
    
    ### Unlock Cost [Current cost: hay=50]
    Game time: 1h 4m 30s elapsed, 4h 55m 30s of budget remaining.
  39. 1h 04mthoughtChecking tile x0 y0
  40. 1h 04mbuy_upgrade upgrades=["plant"] · evidence
    result
    Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md.
    Game time: 1h 4m 40s elapsed, 4h 55m 20s of budget remaining.
  41. 1h 04minspect_tile x=0 y=0
    result
    (0,0) `x = 0, y = 0`
    
    ### `Entities.Grass`
    Total grow time: 0.5 seconds
    Grown 66.16%
    When harvested, gives:
    
    ### `Grounds.Grassland`
    Water level: 0
    Yield: hay 1
    Game time: 1h 4m 50s elapsed, 4h 55m 10s of budget remaining.
  42. 1h 04mdocs_search query="Bush wood"
    result
    No matches for "Bush wood".
    Game time: 1h 5m elapsed, 4h 55m of budget remaining.
  43. 1h 05mthoughtWriting bush loop
  44. 1h 05mdocs_search query="Entities.Bush"
    result
    unlocks/lists: …## Lists Use lists to store lots of values. plants = [Entities.Grass, Entities.Bush, Entities.Tree] for p in plants: plant(p) move(North) ### Unlock Cost [Current cost: carrot=500]…
    unlocks/plant: …## Plant Unlocks planting. plant(Entities.Bush) [Tutorial](docs/unlocks/plant.md)…
    docs/unlocks/plant.md: … you can plant right now is a bush. You can pass the type of plant you want to …
  45. 1h 05mthoughtRead docs/unlocks/plant.md
  46. 1h 05mdocs_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…
  47. 1h 05mthoughtTesting bush planting
  48. 1h 05mwrite_program name="wood" · evidence
    result
    Saved wood (2 lines).
    Game time: 1h 5m 30s elapsed, 4h 54m 30s of budget remaining.
  49. 1h 05mrun_program name="wood" seconds=3600
    result
    Ran wood for 1s of game time; it finished.
    Inventory change: no change.
    Game time: 1h 5m 41s elapsed, 4h 54m 19s of budget remaining.
    Output:
    (none)
  50. 1h 05mthoughtObserving grass tile
  51. 1h 05mobserve
    result
    Game time: 1h 5m 51s elapsed, 4h 54m 9s of budget remaining.
    Program: none running.
    Inventory: hay 7135.
    Farm 1x3. 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= 2  _Gr3
    y= 1  _Gr3
    y= 0  _Gr3*
    Recent output:
    (none)
  52. 1h 05mthoughtChecking planting requirements Harvesting grass first
  53. 1h 05mwrite_program name="wood" · evidence
    result
    Saved wood (2 lines).
    Game time: 1h 6m 1s elapsed, 4h 53m 59s of budget remaining.
  54. 1h 06mrun_program name="wood" seconds=100
    result
    Ran wood for 1s of game time; it finished.
    Inventory change: hay +1.
    Game time: 1h 6m 11s elapsed, 4h 53m 49s of budget remaining.
    Output:
    (none)
  55. 1h 06mthoughtInspecting grass regrowth
  56. 1h 06mobserve
    result
    Game time: 1h 6m 21s elapsed, 4h 53m 39s of budget remaining.
    Program: none running.
    Inventory: hay 7136.
    Farm 1x3. 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, Bu=bush.
    y= 2  _Gr3
    y= 1  _Gr3
    y= 0  _Bu3*
    Recent output:
    (none)
  57. 1h 06mthoughtHarvesting the grown bush
  58. 1h 06mwrite_program name="wood" · evidence
    result
    Saved wood (3 lines).
    Game time: 1h 6m 31s elapsed, 4h 53m 29s of budget remaining.
  59. 1h 06mthoughtHarvesting the bush
  60. 1h 06mrun_program name="wood" seconds=3600
    result
    Ran wood for 1h of game time; it is still running.
    Inventory change: wood +5.
    Game time: 2h 6m 41s elapsed, 3h 53m 19s of budget remaining.
    Output:
    (none)
  61. 2h 06mthoughtWaiting for more wood
  62. 2h 06mwait seconds=3600 until_resources={"wood":20}
    result
    Waited 1h (time up). Program: wood running.
    Inventory change: no change.
    Game time: 3h 6m 51s elapsed, 2h 53m 9s of budget remaining.
  63. 3h 06mthoughtObserving plant growth
  64. 3h 06mobserve
    result
    Game time: 3h 7m 1s elapsed, 2h 52m 59s of budget remaining.
    Program: wood (running).
    Inventory: hay 7136, wood 5.
    Farm 1x3. 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, Bu=bush.
    y= 2  _Gr3
    y= 1  _Gr3
    y= 0  _Bu1*
    Recent output:
    (none)
  65. 3h 07mthoughtChecking bush-growth docs
  66. 3h 07mdocs_search query="Bush Base growth time"
    result
    No matches for "Bush Base growth time".
    Game time: 3h 7m 11s elapsed, 2h 52m 49s of budget remaining.
  67. 3h 07mthoughtWaiting for bush regrowth
  68. 3h 07mwait seconds=3600 until_resources={"wood":20}
    result
    Waited 1h (time up). Program: wood running.
    Inventory change: no change.
    Game time: 4h 7m 21s elapsed, 1h 52m 39s of budget remaining.
  69. 4h 07mthoughtBuying grass upgrades Running the hay farm
  70. 4h 07mobserve
    result
    Game time: 4h 7m 31s elapsed, 1h 52m 29s of budget remaining.
    Program: wood (running).
    Inventory: hay 7136, wood 5.
    Farm 1x3. 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, Bu=bush.
    y= 2  _Gr3
    y= 1  _Gr3
    y= 0  _Bu1*
    Recent output:
    (none)
  71. 4h 07mthoughtBuying grass
  72. 4h 07mbuy_upgrade upgrades=["grass","grass","grass","grass","grass","grass","grass","grass","grass","hats"] · evidence
    result
    Bought grass, now level 2. Paid hay 300.
    Could not buy grass: Not enough resources.
    Could not buy grass: Not enough resources.
    Could not buy grass: Not enough resources.
    Could not buy grass: Not enough resources.
    Could not buy grass: Not enough resources.
    Could not buy grass: Not enough resources.
    Could not buy grass: Not enough resources.
    Could not buy grass: Not enough resources.
    Bought hats, no…
  73. 4h 07mthoughtBuilding hay harvest loop
  74. 4h 07mwrite_program name="mixed" · evidence
    result
    Saved mixed (5 lines).
    Game time: 4h 7m 51s elapsed, 1h 52m 9s of budget remaining.
  75. 4h 07mthoughtMaybe running it
  76. 4h 07mrun_program name="mixed" seconds=120
    result
    Ran mixed for 2m of game time; it is still running.
    Inventory change: hay +358.
    Game time: 4h 10m 1s elapsed, 1h 49m 59s of budget remaining.
    Output:
    (none)
  77. 4h 10mthoughtBuying grass upgrade
  78. 4h 10mbuy_upgrade upgrades=["grass","grass","grass","grass","grass","grass","grass","grass"] · evidence
    result
    Could not buy grass: Not enough resources.
    Could not buy grass: Not enough resources.
    Could not buy grass: Not enough resources.
    Could not buy grass: Not enough resources.
    Could not buy grass: Not enough resources.
    Could not buy grass: Not enough resources.
    Could not buy grass: Not enough resources.
    Could not buy grass: Not enough resources.
  79. 4h 10mthoughtChecking hay availability
  80. 4h 10mobserve
    result
    Game time: 4h 10m 21s elapsed, 1h 49m 39s of budget remaining.
    Program: mixed (running).
    Inventory: hay 7204, wood 5.
    Farm 1x3. 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= 2  _Gr3
    y= 1  _Gr3
    y= 0  _Gr2*
    Recent output:
    (none)
  81. 4h 10mthoughtChecking grass upgrade cost
  82. 4h 10mresearch
    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…
  83. 4h 10mthoughtInspecting the grassland tile Updating the bush cycle
  84. 4h 10msaidThe resource bottleneck is wood: the next expansion and the crop chain both need it. The first bush tile was too slow, so I’m spreading bushes across the three available tiles and cycling the drone over them while keeping the grass tiles productive where possible.
  85. 4h 10mwrite_program name="woodfarm" · evidence
    result
    Saved woodfarm (11 lines).
    Game time: 4h 10m 41s elapsed, 1h 49m 19s of budget remaining.
  86. 4h 10mrun_program name="woodfarm" seconds=1800
    result
    Ran woodfarm for 30m of game time; it is still running.
    Inventory change: hay +12.
    Game time: 4h 40m 51s elapsed, 1h 19m 9s of budget remaining.
    Output:
    (none)
  87. 4h 40mthoughtChecking hay yield
  88. 4h 40mobserve
    result
    Game time: 4h 41m 1s elapsed, 1h 18m 59s of budget remaining.
    Program: woodfarm (running).
    Inventory: hay 7306, wood 5.
    Farm 1x3. 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  _Bu2
    y= 1  _Bu2*
    y= 0  _Bu1
    Recent output:
    (none)
  89. 4h 41mthoughtWaiting on bush harvest
  90. 4h 41mwait seconds=3600 until_resources={"wood":20}
    result
    Waited 1h (time up). Program: woodfarm running.
    Inventory change: no change.
    Game time: 5h 41m 11s elapsed, 18m 49s of budget remaining.
  91. 5h 41mthoughtInspecting tile for wood
  92. 5h 41minspect_tile x=0 y=1
    result
    (0,1) `x = 0, y = 1`
    
    ### `Entities.Bush`
    Total grow time: 3.45 seconds
    Grown 86.88%
    When harvested, gives:
    
    ### `Grounds.Grassland`
    Water level: 0
    Yield: wood 1
    Game time: 5h 41m 21s elapsed, 18m 39s of budget remaining.
  93. 5h 41mdocs_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
    docs/unlocks/expand_1.md  Expand 1
    unlocks/fertilizer  Fertilizer
    unlocks/functions  Functions
    unlocks/grass  Grass
    unlocks/hats  Hats
    doc…
  94. 5h 41mthoughtChecking bush growth Waiting for bush growth
  95. 5h 41mwait seconds=1080
    result
    Waited 18m (time up). Program: woodfarm running.
    Inventory change: no change.
    Game time: 5h 59m 41s elapsed, 19s of budget remaining.
  96. 5h 59mwait seconds=9
    result
    Waited 9s (time up). Program: woodfarm 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.
  97. 6h 00msaidThe 6-hour game-time budget is used up. The farm ended with hay 7,306 and wood 5 on a 1×3 plot. I unlocked loops, one speed level, one expansion, planting, and hats, and kept an automated program running through the final second. The later bush cycle produced no additional wood during the remaining time.

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)usage.jsonl (one point per prompt turn)

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

Tokens

Input (uncached)72,865
Cache reads1,135,872
Cache writes0
Output4,521
Thinking (subset of output where reported)2,353
Total1,213,258
ModelTokensEstimate
gpt-6-luna1,213,258$0.02

Estimate: API-equivalent estimate at list prices; not an actual charge. Price table prices-2026-10-16b.

  • gpt-6-luna: 1213258 tokens without per-request detail priced at the base rate; prompts above 272000 tokens would cost more
conditionsprovenance

Limitations

  • Recorded from a harness checkout with uncommitted changes.
  • Cost estimate assumption: gpt-6-luna: 1213258 tokens without per-request detail priced at the base rate; prompts above 272000 tokens would cost more.
Run ideconomy-v1-codex-gpt-6-luna-s1-a1-20261016T134227Z
Taskeconomy-v1 · acb5fb455a43
Budget6h 00m game time · 10s per action · caps: 2,000 tool calls, 20 continuations, 4h 00m real time
AgentCodex 2.2.2 (@agentclientprotocol/codex-acp)
Applied config{"mode":"read-only","model":"gpt-6-luna","reasoning_effort":"medium","fast-mode":"off"}
Models reportedgpt-6-luna
Tools availablenot recorded
Harness55e7bd366f82 (uncommitted changes)
Bridge / game3ee9b950dce5 / 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 3.89 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd
Started / ended2026-10-16T13:42:27.971Z → 2026-10-16T13:46:23.169Z
Evidence17 items in evidence.json