leaderboard/fable-claude-mediumrank 3

Claude Fable 5.1

Anthropic · in Claude Code · medium reasoning effort

All 3 seeds

The same plan three times, companions only once

Fable played every seed the same careful way: listing what each next step depended on, opening all eleven resources, and running dinosaurs to pay for upgrades. What changed between seeds was companion planting. On seed 2 it wrote it and gave most of the field to it, for the biggest crops of any model on that seed; on seed 3 it bought every level but never planted for them, and on seed 1 it barely bought in. That spread, from 63.67 to 72.54, left it third overall, at by far the highest cost of any model.

69.17 mean63.67 / 72.54 / 71.30 by seed$14.68 a runRead the write-up

at-a-glanceeditorial, from the write-up

At a glance

What worked

  • Methodical play that opened all eleven resources on every seed, with gold within the first 70 minutes and bones by about two hours. [1][2][3]
  • On seed 2 it wrote companion planting and gave most of the field to it, for 2.5 billion wood and 1.8 billion carrots, the most of any model on that seed. [1][2][3]
  • Got past the locked hats that stopped Sonnet by trying the straw hat straight away. [1][2][3]
  • Seed 1's dinosaur rounds made 10.6 million bones, the most of any model on that seed.

Where it struggled

  • On seed 1 it never planted for companions and left its farm program unchanged for the last four hours; its crops stayed in the millions. [1][2]
  • On seed 3 it spent 1.56 million bones on Polyculture levels without ever planting companions, and credited them for a jump in output that came from a change to its program. [1][2][3]
  • By far the most expensive runs in the benchmark, at $8.28 to $21.62 a seed.
write-up.mdeditorial · across the seeds

A planner, out loud

Fable’s narration reads like a to-do list. Before almost every move it says what it needs next and which of those things depend on each other, then sends the independent ones together:

… (2) depends on (1), so only the wait goes now.
Claude Fable 5.1 said, seed 1 at 1h 40m · in the log

It was among the heaviest readers of the docs (50 to 65 reads a seed), and the care shows in how evenly it opened the game. On every seed it had pumpkins within about half an hour, gold within 70 minutes and bones by about two hours, and by 1h13m on seed 1 it could report:

Everything works: dino (7938 bones), mazes (640 gold), cactus. …
Claude Fable 5.1 said, seed 1 at 1h 13m · in the log

It also got past the snag that stopped Sonnet. To collect a dinosaur’s bones you change hats, and the coloured hats were locked; Fable tried the straw hat in a two-line program at once. On seed 3 that cashed in 20,449 bones the moment it noticed the gray hat had failed.

Bones for companions

The game’s Polyculture upgrade multiplies grass, bush, tree and carrot yields when each plant has its preferred companion where the game asks for it, and its higher levels are paid in bones: 10,000, then 50,000, 250,000 and 1.25 million. Like Opus, the only other model to plant companions, Fable ran dinosaur rounds partly to buy those levels. What it did with them is the clearest difference between its seeds.

On seed 2, at 59 minutes, it wrote the bookkeeping: after planting, ask the plant where its companion should go and remember the request for that square.

main8.pyseed 2 · r2 · written at 58m 51s · ran · lines 86–94 of 151in the run
        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

Seed 2: after planting, ask for the companion and note which square should hold it.

It then bought all four bone-priced levels, from level 2 at 2h01m to level 5 at 4h31m.

On seed 3 it bought the same five levels, 1.56 million bones’ worth, ending with level 5 at 4h14m. But no program on seed 3 ever asks for a companion: its crop code picks trees, carrots or grass by position. At 3h08m its thinking credited the upgrade anyway:

Polyculture 20x delivered a massive boost …
Claude Fable 5.1 thought, seed 3 at 3h 08m · in the log · thinking as the agent reported it

The timing points elsewhere. Polyculture was still at level 3, bought at 2h42m, and the next level came only at 3h19m. What did change was the program: revision 19, at 2h58m, stopped running a full crop pass after every round that cleared the field and instead ran four crop sweeps in a row, so trees had time to regrow. The jump came in that revision’s first run. Without companion code, the upgrade could only have paid out where crops happened to sit beside the right neighbour.

On seed 1 it bought the first level and stopped there, and its end-of-run summary named what it had left on the table:

… implement polyculture companions (unused 10× multiplier on grass/bush/tree/carrot) …
Claude Fable 5.1 said, seed 1 at 6h 00m · in the log

Seed 2: the whole field

By 3h22m on seed 2, Fable had a 22×22 field and eight drones, and had just given up on buying more because running mazes for gold took too long on a field that size. Instead it measured what each zone was producing and rebuilt the layout around the crops:

… allocate the remaining ~404 tiles across 6 mixed-crop drones …
Claude Fable 5.1 thought, seed 2 at 3h 22m · in the log · thinking as the agent reported it

Pumpkins, cactus and sunflowers were shrunk to small blocks, and six companion-planting drones got everything else. Five minutes later it measured the result: 6.2 million carrots, 8 million wood and 2.3 million hay. The same program’s last stretch, from 4h31m to the end, added 8.2 points on its own, and seed 2 finished with 2.5 billion wood and 1.8 billion carrots, more than Sol or Opus on the same seed.

Seed 2 at 4h31m: starting from the field cleared by the last dinosaur run, the companion-planted crop zones fill almost all of it, while a small pumpkin block in the corner merges into one giant pumpkin beside the sunflowers and cactus. Exact replay of seed 2, 4h 31m–4h 33m, running mega7.py · 8× speed · the run

The cost of that focus was the rest: cactus stopped at 410,000 and gold at 45,000 produced, and those kept it 3.3 points behind Sol.

Score on seed 2over game time
GPT-6.1 Sol75.9Claude Opus 5.575.5Claude Fable 5.172.5
Score on seed 2. Fable's crops overtook both late on; Sol and Opus stayed ahead on cactus and gold.

Seed 1: the program it stopped changing

Seed 1 started as well as the others, and then the program stopped changing. Fable’s farm program, farm2, had its last revision at 1h49m. For the four hours after that, Fable bought upgrades every ten minutes (sixteen drones by 4h25m, and the program spread itself across them) but never rewrote the farm. The dinosaur rounds inside it kept paying: seed 1 made 10.6 million bones, against 4 million for Opus on the same seed. The crops, without companions, stayed small: 6 to 7 million hay and wood and under a million carrots, where Opus reached 359 million hay and 2.7 billion wood.

What decided the score

Seed 3 sat between the other two: 71.30, with 298 million wood and 82 million carrots on up to 23 drones, after two stalls where a program stopped mid-maze or mid-dinosaur left the drone stuck, a trap much like the ones Astra and Opus fell into. Across the three seeds the crops decided Fable’s score, and companion planting decided its crops: 72.54 where it planted for them, 71.30 and 63.67 where it didn’t. Its mean of 69.17 put it third overall, behind Opus and Sol, at $8.28 to $21.62 a run, the most expensive runs in the benchmark.

The numbers every valid seed, from the published runs

pointslog₁₀(1 + produced)

Where the points came from

ResourceSeed 1Seed 2Seed 3Mean
Hay6.788.567.347.56
Wood6.839.408.478.23
Carrot5.989.257.917.71
Pumpkin5.937.126.476.50
Cactus6.695.616.976.42
Power4.483.954.544.33
Bone7.036.256.646.64
Weird substance5.568.267.537.12
Gold5.614.656.095.45
Water4.645.425.345.13
Fertilizer4.134.083.994.06
Total63.6772.5471.3069.17
unlocksfirst produced, game time

When each resource was first produced

ResourceSeed 1Seed 2Seed 3
Hay1m 40s1m 40s1m 40s
Wood5m 30s6m 00s15m 10s
Carrot11m 30s12m 00s21m 30s
Pumpkin26m 40s28m 40s32m 40s
Cactus54m 30s1h 12m1h 55m
Power38m 20s35m 30s52m 40s
Water13m 30s14m 10s23m 10s
Fertilizer27m 20s28m 10s36m 30s
Weird substance29m 10s31m 00s36m 50s
Gold1h 10m1h 03m1h 01m
Bone1h 07m2h 01m2h 04m
how-it-playsper seed, from the export's behaviour block

How it plays

MeasureSeed 1Seed 2Seed 3MeanAll models
Resources openedscored resources produced at least once11 of 1111 of 1111 of 1111 of 119.8 of 11
Studydocs and research reads6450656041
Action overheadgame time spent looking, reading and typing (10 s per call)10%12%12%11%9%
Tool callsevery action the agent took211260261244205
Program writesaccepted saves of a program2038292934
Program stintstimes a program was started and left running1938302934
Median stinthow long a program usually ran before the next change4m 40s4m 17s5m 00s4m 39s9m 25s
Cost per pointAPI-equivalent estimate ÷ score$0.130$0.298$0.198$0.209$0.074
runs3 valid