Claude Opus 5.5, seed 3
Claude Code · medium reasoning effort
Hay 228m produced, 8.36 points
Wood 1.66b produced, 9.22 points
Carrot 252m produced, 8.40 points
Pumpkin 31.6m produced, 7.50 points
Cactus 74.8m produced, 7.87 points
Power 48.8k produced, 4.69 points
Bone 7.27m produced, 6.86 points
Weird substance 1.44m produced, 6.16 points
Gold 6.03m produced, 6.78 points
Water 309k produced, 5.49 points
Fertilizer 13k produced, 4.11 points
Produced by the end of the run. Pips: points each resource adds to the score, one per tenfold.
- Score · economy-v1
- 75.45orders of magnitude · model mean 75.54
- On seed 3
- #1of 8 models
- Cost
- $4.73API-equivalent estimate
- Real time
- 12m 32swall clock, not scored
timeline
Score and what the agent did, over game time
Ticks under the axis: upgrade purchases.
Data table
| Game time | Score |
|---|---|
| 0s | 0.00 |
| 1h 00m | 37.3 |
| 2h 00m | 45.6 |
| 3h 00m | 62.0 |
| 4h 00m | 67.9 |
| 5h 00m | 73.3 |
| 6h 00m | 75.4 |
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-played
How it played
| Measure | This run | Model mean | Seed 3 mean |
|---|---|---|---|
| Resources opened | 11 of 11 | 11 of 11 | 9.9 of 11 |
| Study | 35 | 31 | 41 |
| Action overhead | 11% | 11% | 9% |
| Tool calls | 241 | 248 | 198 |
| Program writes | 42 | 57 | 29 |
| Program stints | 41 | 45 | 35 |
| Median stint | 2m 50s | 3m 05s | 8m 48s |
| Cost per point | $0.063 | $0.071 | $0.069 |
Farm idle 3% of samples; longest stint 44m 26s; 3 rejected writes.
production
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.
upgrades
Upgrade timeline
Every purchase, with what the agent was told
| Game time | Call | Unlocked | Result the agent saw |
|---|---|---|---|
| 1m 05s | {"upgrades":["loops"]} | loops 1 | Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. |
| 2m 35s | {"upgrades":["speed","expand","plant"]} | speed 1, expand 1, plant 1 | Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. |
| 8m 15s | {"upgrades":["speed","expand"]} | speed 2 | Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md. |
| 8m 45s | {"upgrades":["expand"]} | expand 2 | Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 11m 25s | {"upgrades":["operators","senses","carrots","expand"]} | operators 1, senses 1, carrots 1 | Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md. |
| 14m 05s | {"upgrades":["variables","expand"]} | variables 1 | Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md. |
| 14m 40s | {"upgrades":["expand"]} | expand 3 | Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 15m 00s | {"upgrades":["grass","watering"]} | grass 2, watering 1 | Bought grass, now level 2. Paid hay 300. |
| 17m 40s | {"upgrades":["trees","functions","speed"]} | trees 1, functions 1, functions 1, speed 3 | Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md. |
| 20m 50s | {"upgrades":["expand","speed","watering","watering"]} | expand 4, watering 2, watering 3 | Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 24m 40s | {"upgrades":["carrots","grass","pumpkins","trees","fertilizer"]} | carrots 2, grass 3, pumpkins 1, trees 2, fertilizer 1 | Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md. |
| 28m 50s | {"upgrades":["speed","carrots","fertilizer","trees","grass"]} | speed 4, carrots 3, fertilizer 2 | Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md. |
| 32m 20s | {"upgrades":["lists","sunflowers","grass","import"]} | lists 1, sunflowers 1, grass 4, import 1 | Bought lists, now level 1. Paid carrot 500. Its tutorial is docs page docs/scripting/lists.md. |
| 35m 30s | {"upgrades":["expand"]} | expand 5 | Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 39m 10s | {"upgrades":["watering","utilities"]} | watering 4, utilities 1 | Bought watering, now level 4. Paid wood 3200. Its tutorial is docs page docs/unlocks/watering.md. |
| 41m 50s | {"upgrades":["mazes","speed"]} | mazes 1, speed 5 | Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md. |
| 45m 23s | {"upgrades":["megafarm"]} | megafarm 1 | Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 48m 33s | {"upgrades":["cactus"]} | cactus 1 | Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. |
| 50m 33s | {"upgrades":["dinosaurs"]} | dinosaurs 1, hats 1 | Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md. |
| 50m 53s | {"upgrades":["hats"]} | — | Could not buy hats: Already at maximum level. |
| 57m 54s | {"upgrades":["pumpkins","trees"]} | pumpkins 2, trees 3 | Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 58m 14s | {"upgrades":["carrots"]} | carrots 4 | Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md. |
| 1h 16m | {"upgrades":["expand"]} | expand 6 | Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 1h 27m | {"upgrades":["megafarm"]} | megafarm 2 | Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 1h 27m | {"upgrades":["mazes","dinosaurs","fertilizer"]} | mazes 2, dinosaurs 2, hats 1, fertilizer 3 | Bought mazes, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/mazes.md. |
| 1h 40m | {"upgrades":["megafarm"]} | megafarm 3 | Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 1h 46m | {"upgrades":["polyculture"]} | polyculture 1 | Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md. |
| 1h 50m | {"upgrades":["trees","pumpkins","carrots","grass","watering","fertilizer"]} | trees 4, pumpkins 3, carrots 5, grass 5, watering 5 | Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md. |
| 1h 51m | {"upgrades":["polyculture","pumpkins"]} | polyculture 2, pumpkins 4 | Bought polyculture, now level 2. Paid bone 10000. Its tutorial is docs page docs/unlocks/polyculture.md. |
| 2h 01m | {"upgrades":["mazes","trees","watering","grass","fertilizer","polyculture"]} | mazes 3, trees 5, watering 6, grass 6, fertilizer 4 | Bought mazes, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/mazes.md. |
| 2h 13m | {"upgrades":["expand","carrots","polyculture","dinosaurs","trees","watering","grass"]} | expand 7, carrots 6, polyculture 3, dinosaurs 3, hats 1, trees 6, watering 7 | Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 2h 25m | {"upgrades":["grass","carrots","fertilizer","watering","trees","cactus","pumpkins"]} | grass 7, carrots 7, pumpkins 5 | Bought grass, now level 7. Paid wood 312000. |
| 2h 35m | {"upgrades":["megafarm","expand","cactus","polyculture","mazes","dinosaurs","trees","watering","grass","carrots","pumpkins"]} | cactus 2, polyculture 4, trees 7, watering 8, pumpkins 6 | Could not buy megafarm: Not enough resources. |
| 2h 46m | {"upgrades":["megafarm","expand","mazes","dinosaurs","grass","carrots","trees","watering","polyculture","pumpkins","cactus"]} | megafarm 4, grass 8, carrots 8, pumpkins 7, cactus 3 | Bought megafarm, now level 4. Paid gold 128000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 3h 01m | {"upgrades":["expand","trees","watering","polyculture","mazes","dinosaurs","grass","pumpkins","cactus","carrots","megafarm"]} | expand 8, trees 8, watering 9, mazes 4, dinosaurs 4, hats 1 | Bought expand, now level 8. Paid pumpkin 512000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 3h 13m | {"upgrades":["carrots","grass","pumpkins","polyculture","cactus","trees","megafarm","mazes","dinosaurs"]} | grass 9, pumpkins 8 | Could not buy carrots: Not enough resources. |
| 3h 35m | {"upgrades":["polyculture","carrots","trees","grass","cactus","mazes","dinosaurs","pumpkins"]} | polyculture 5 | Bought polyculture, now level 5. Paid bone 1250000. Its tutorial is docs page docs/unlocks/polyculture.md. |
| 3h 50m | {"upgrades":["carrots","trees","grass","cactus","mazes","dinosaurs","pumpkins","megafarm","carrots","trees","pumpkins","cactus"]} | carrots 9, trees 9, grass 10, cactus 4, mazes 5 | Bought carrots, now level 9. Paid wood 19500000. Its tutorial is docs page docs/unlocks/carrots.md. |
| 4h 06m | {"upgrades":["megafarm","trees","pumpkins","dinosaurs","cactus"]} | megafarm 5, trees 10, pumpkins 9 | Bought megafarm, now level 5. Paid gold 512000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 4h 20m | {"upgrades":["expand","carrots","cactus","dinosaurs","pumpkins","mazes"]} | expand 9, carrots 10, dinosaurs 5, hats 1 | Bought expand, now level 9. Paid pumpkin 4100000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 4h 30m | {"upgrades":["cactus","pumpkins","mazes","dinosaurs","cactus","pumpkins"]} | — | Could not buy cactus: Not enough resources. |
| 4h 46m | {"upgrades":["cactus","pumpkins","mazes","dinosaurs"]} | cactus 5, pumpkins 10, mazes 6 | Bought cactus, now level 5. Paid pumpkin 4320000. Its tutorial is docs page docs/unlocks/cactus.md. |
| 5h 02m | {"upgrades":["dinosaurs","cactus"]} | dinosaurs 6, hats 1 | Bought dinosaurs, now level 6. Paid cactus 15600000. Its tutorial is docs page docs/unlocks/dinosaurs.md. |
| 5h 33m | {"upgrades":["cactus"]} | — | Could not buy cactus: Not enough resources. |
Programs 45 writes, code as the agent wrote it
h.py
r140sRan
harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest()- Write result the agent saw
Saved h (10 lines). Game time: 50s elapsed, 5h 59m 10s of budget remaining.
- run_program at 50s for 20s (agent saw)
Ran h for 5s of game time; it finished. Inventory change: hay +10. Game time: 1m 5s elapsed, 5h 58m 55s of budget remaining. Output: (none)
r21m 15sRan
while True: harvest()Changes from the previous revision
- harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() + while True: + harvest()
- Write result the agent saw
Saved h (2 lines). Game time: 1m 25s elapsed, 5h 58m 35s of budget remaining.
- run_program at 1m 25s for 60s (agent saw)
Ran h for 1m of game time; it is still running. Inventory change: hay +120. Game time: 2m 35s elapsed, 5h 57m 25s of budget remaining. Output: (none)
- run_program at 3m 25s for 60s (agent saw)
Ran h for 1m of game time; it is still running. Inventory change: no change. Game time: 4m 35s elapsed, 5h 55m 25s of budget remaining. Output: (none)
—3m 15sRejected
while True: harvest() move(North) harvest() plant(Entities.Bush) move(North) harvest() plant(Entities.Bush) move(North)- Write result the agent saw
Stop the program before editing it.
r34m 45sRan
while True: harvest() move(North) harvest() plant(Entities.Bush) move(North) harvest() plant(Entities.Bush) move(North)Changes from the previous revision
while True: harvest() + move(North) + harvest() + plant(Entities.Bush) + move(North) + harvest() + plant(Entities.Bush) + move(North)
- Write result the agent saw
Saved h (9 lines). Game time: 4m 55s elapsed, 5h 55m 5s of budget remaining.
- run_program at 4m 55s for 60s (agent saw)
Ran h for 1m of game time; it is still running. Inventory change: hay +45. Game time: 6m 5s elapsed, 5h 53m 55s of budget remaining. Output: (none)
r46m 25sRan
while True: harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() move(North) harvest() plant(Entities.Bush) move(North) harvest() plant(Entities.Bush) move(North)Changes from the previous revision
while True: harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() move(North) harvest()
- Write result the agent saw
Saved h (28 lines). Game time: 6m 35s elapsed, 5h 53m 25s of budget remaining.
- run_program at 6m 35s for 90s (agent saw)
Ran h for 1m 30s of game time; it is still running. Inventory change: hay +18, wood +28. Game time: 8m 15s elapsed, 5h 51m 45s of budget remaining. Output: (none)
r59m 05sRan
while True: harvest() move(North) harvest() move(North) harvest() move(North) harvest() move(North) harvest() move(North) harvest() move(North) harvest() move(North) harvest() move(North) harvest() move(North) move(East) harvest() plant(Entities.Bush) move(North) harvest() plant(Entities.Bush) move(North) harvest() plant(Entities.Bush) move(North) move(East) harvest() plant(Entities.Bush) move(North) harvest() plant(Entities.Bush) move(North) harvest() plant(Entities.Bush) move(North) move(East)Changes from the previous revision
while True: harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() + move(North) harvest() + move(North) harvest() + move(North) harvest() + move(North) harvest() + move(North) harvest() + move(North) harvest() + move(North) harvest() + move(North) harvest() + move(North) + move(East) harvest() + plant(Entities.Bush) + move(North) harvest() + plant(Entities.Bush) + move(North) harvest() + plant(Entities.Bush) + move(North) + move(East) harvest() + plant(Entities.Bush) move(North) harvest() plant(Entities.Bush) move(North) + move(East)
- Write result the agent saw
Saved h (40 lines). Game time: 9m 15s elapsed, 5h 50m 45s of budget remaining.
- run_program at 9m 15s for 120s (agent saw)
Ran h for 2m of game time; it is still running. Inventory change: hay +258, wood +143. Game time: 11m 25s elapsed, 5h 48m 35s of budget remaining. Output: (none)
r612m 15sRan
while True: if can_harvest(): harvest() if get_pos_x() == 0: if get_ground_type() != Grounds.Soil: till() if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) elif get_pos_x() == 1: if get_entity_type() != Entities.Bush: plant(Entities.Bush) move(North) if get_pos_y() == 0: move(East)Changes from the previous revision
while True: - harvest() - move(North) - harvest() - move(North) - harvest() - move(North) - harvest() - move(North) - harvest() - move(North) - harvest() - move(North) - harvest() - move(North) - harvest() - move(North) - harvest() - move(North) - move(East) - harvest() - plant(Entities.Bush) - move(North) - harvest() - plant(Entities.Bush) - move(North) - harvest() - plant(Entities.Bush) - move(North) - move(East) - harvest() - plant(Entities.Bush) - move(North) - harvest() - plant(Entities.Bush) - move(North) - harvest() - plant(Entities.Bush) + if can_harvest(): + harvest() + if get_pos_x() == 0: + if get_ground_type() != Grounds.Soil: + till() + if get_entity_type() != Entities.Carrot: + plant(Entities.Carrot) + elif get_pos_x() == 1: + if get_entity_type() != Entities.Bush: + plant(Entities.Bush) move(North) - move(East) + if get_pos_y() == 0: + move(East)
- Write result the agent saw
Saved h (14 lines). Game time: 12m 25s elapsed, 5h 47m 35s of budget remaining.
- run_program at 12m 25s for 90s (agent saw)
Ran h for 1m 30s of game time; it is still running. Inventory change: carrot +40, hay +85, wood +85. Game time: 14m 5s elapsed, 5h 45m 55s of budget remaining. Output: (none)
r715m 20sRan
while True: x = get_pos_x() if can_harvest(): harvest() if x <= 1: if get_ground_type() != Grounds.Soil: till() if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) elif x == 2: if get_entity_type() != Entities.Bush: plant(Entities.Bush) move(North) if get_pos_y() == 0: move(East)Changes from the previous revision
while True: + x = get_pos_x() if can_harvest(): harvest() - if get_pos_x() == 0: + if x <= 1: if get_ground_type() != Grounds.Soil: till() if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) - elif get_pos_x() == 1: + elif x == 2: if get_entity_type() != Entities.Bush: plant(Entities.Bush)
- Write result the agent saw
Saved h (15 lines). Game time: 15m 30s elapsed, 5h 44m 30s of budget remaining.
- run_program at 15m 30s for 120s (agent saw)
Ran h for 2m of game time; it is still running. Inventory change: carrot +132, hay +97, water +12, wood +13. Game time: 17m 40s elapsed, 5h 42m 20s of budget remaining. Output: (none)
r818m 30sRan
def want(x, y): if (x + y) % 2 == 0: return Entities.Tree if x < 2: return Entities.Carrot return Entities.Grass while True: x = get_pos_x() y = get_pos_y() w = want(x, y) if can_harvest(): harvest() if w == Entities.Carrot: if get_ground_type() != Grounds.Soil: till() if w != Entities.Grass and get_entity_type() != w: plant(w) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) if get_pos_y() == 0: move(East)Changes from the previous revision
+ def want(x, y): + if (x + y) % 2 == 0: + return Entities.Tree + if x < 2: + return Entities.Carrot + return Entities.Grass + while True: x = get_pos_x() + y = get_pos_y() + w = want(x, y) if can_harvest(): harvest() - if x <= 1: + if w == Entities.Carrot: if get_ground_type() != Grounds.Soil: till() - if get_entity_type() != Entities.Carrot: - plant(Entities.Carrot) - elif x == 2: - if get_entity_type() != Entities.Bush: - plant(Entities.Bush) + if w != Entities.Grass and get_entity_type() != w: + plant(w) + if get_water() < 0.5 and num_items(Items.Water) > 0: + use_item(Items.Water) move(North) if get_pos_y() == 0:
- Write result the agent saw
Saved h (23 lines). Game time: 18m 40s elapsed, 5h 41m 20s of budget remaining.
- run_program at 18m 40s for 120s (agent saw)
Ran h for 2m of game time; it is still running. Inventory change: carrot +155, hay +160, water -22, wood +948. Game time: 20m 50s elapsed, 5h 39m 10s of budget remaining. Output: (none)
r921m 10sRan
def want(x, y): if (x + y) % 2 == 0: return Entities.Tree if x < get_world_size() * 0.6: return Entities.Carrot return Entities.Grass while True: x = get_pos_x() y = get_pos_y() w = want(x, y) if can_harvest(): harvest() if w == Entities.Carrot: if get_ground_type() != Grounds.Soil: till() if w != Entities.Grass and get_entity_type() != w: plant(w) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) if get_pos_y() == 0: move(East)Changes from the previous revision
if (x + y) % 2 == 0: return Entities.Tree - if x < 2: + if x < get_world_size() * 0.6: return Entities.Carrot return Entities.Grass
- Write result the agent saw
Saved h (23 lines). Game time: 21m 20s elapsed, 5h 38m 40s of budget remaining.
- run_program at 21m 20s for 180s (agent saw)
Ran h for 3m of game time; it is still running. Inventory change: carrot +196, hay +190, water -8, wood +1665. Game time: 24m 30s elapsed, 5h 35m 30s of budget remaining. Output: (none)
r1025m 30sRanFinal
def want(x, y): if (x + y) % 2 == 0: return Entities.Tree if x < get_world_size() - 1: return Entities.Carrot return Entities.Grass while True: x = get_pos_x() y = get_pos_y() w = want(x, y) if can_harvest(): harvest() if w == Entities.Carrot: if get_ground_type() != Grounds.Soil: till() if w != Entities.Grass and get_entity_type() != w: plant(w) if get_water() < 0.6 and num_items(Items.Water) > 0: use_item(Items.Water) if w == Entities.Tree and num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) move(North) if get_pos_y() == 0: move(East)Changes from the previous revision
if (x + y) % 2 == 0: return Entities.Tree - if x < get_world_size() * 0.6: + if x < get_world_size() - 1: return Entities.Carrot return Entities.Grass if w != Entities.Grass and get_entity_type() != w: plant(w) - if get_water() < 0.5 and num_items(Items.Water) > 0: + if get_water() < 0.6 and num_items(Items.Water) > 0: use_item(Items.Water) + if w == Entities.Tree and num_items(Items.Fertilizer) > 0: + use_item(Items.Fertilizer) move(North) if get_pos_y() == 0:
- Write result the agent saw
Saved h (25 lines). Game time: 25m 40s elapsed, 5h 34m 20s of budget remaining.
- run_program at 25m 40s for 180s (agent saw)
Ran h for 3m of game time; it is still running. Inventory change: carrot +564, fertilizer -6, hay +58, water -8, weird_substance +250, wood +2988. Game time: 28m 50s elapsed, 5h 31m 10s of budget remaining. Output: (none)
u.py
r133m 00sSaved, never run
def goto(tx, ty): n = get_world_size() dx = (tx - get_pos_x()) % n if dx <= n / 2: for i in range(dx): move(East) else: for i in range(n - dx): move(West) dy = (ty - get_pos_y()) % n if dy <= n / 2: for i in range(dy): move(North) else: for i in range(n - dy): move(South) def water(th): if get_water() < th and num_items(Items.Water) > 0: use_item(Items.Water) def soil(): if get_ground_type() != Grounds.Soil: till() def grass(): if get_ground_type() != Grounds.Grassland: till()- Write result the agent saw
Saved u (28 lines). Game time: 33m 10s elapsed, 5h 26m 50s of budget remaining.
r245m 53sSaved, never run
def goto(tx, ty): n = get_world_size() dx = (tx - get_pos_x()) % n if dx <= n / 2: for i in range(dx): move(East) else: for i in range(n - dx): move(West) dy = (ty - get_pos_y()) % n if dy <= n / 2: for i in range(dy): move(North) else: for i in range(n - dy): move(South) def water(th): if get_water() < th and num_items(Items.Water) > 0: use_item(Items.Water) def soil(): if get_ground_type() != Grounds.Soil: till() def grass(): if get_ground_type() != Grounds.Grassland: till() def par(f): d = max_drones() hs = [] for i in range(1, d): def task(): return f(i, d) h = spawn_drone(task) if h != None: hs.append(h) r = f(0, d) for h in hs: wait_for(h) return rChanges from the previous revision
if get_ground_type() != Grounds.Grassland: till() + + def par(f): + d = max_drones() + hs = [] + for i in range(1, d): + def task(): + return f(i, d) + h = spawn_drone(task) + if h != None: + hs.append(h) + r = f(0, d) + for h in hs: + wait_for(h) + return r
- Write result the agent saw
Saved u (42 lines). Game time: 46m 3s elapsed, 5h 13m 57s of budget remaining.
r346m 13sSaved, never run
def goto(tx, ty): n = get_world_size() dx = (tx - get_pos_x()) % n if dx <= n / 2: for i in range(dx): move(East) else: for i in range(n - dx): move(West) dy = (ty - get_pos_y()) % n if dy <= n / 2: for i in range(dy): move(North) else: for i in range(n - dy): move(South) def water(th): if get_water() < th and num_items(Items.Water) > 0: use_item(Items.Water) def soil(): if get_ground_type() != Grounds.Soil: till() def grass(): if get_ground_type() != Grounds.Grassland: till() def par(f): d = max_drones() hs = [] for i in range(1, d): h = spawn_drone(f, i, d) if h != None: hs.append(h) r = f(0, d) for h in hs: wait_for(h) return rChanges from the previous revision
hs = [] for i in range(1, d): - def task(): - return f(i, d) - h = spawn_drone(task) + h = spawn_drone(f, i, d) if h != None: hs.append(h)
- Write result the agent saw
Saved u (40 lines). Game time: 46m 23s elapsed, 5h 13m 37s of budget remaining.
r42h 02mSaved, never runFinal
def goto(tx, ty): n = get_world_size() dx = (tx - get_pos_x()) % n if dx <= n / 2: for i in range(dx): move(East) else: for i in range(n - dx): move(West) dy = (ty - get_pos_y()) % n if dy <= n / 2: for i in range(dy): move(North) else: for i in range(n - dy): move(South) def water(th): if get_water() < th and num_items(Items.Water) > 0: use_item(Items.Water) def soil(): if get_ground_type() != Grounds.Soil: till() def grass(): if get_ground_type() != Grounds.Grassland: till() def par(f): d = max_drones() hs = [] for i in range(1, d): h = spawn_drone(f, i, d) if h != None: hs.append(h) r = f(0, d) for h in hs: wait_for(h) return r def par1(f, a): d = max_drones() hs = [] for i in range(1, d): h = spawn_drone(f, i, d, a) if h != None: hs.append(h) r = f(0, d, a) for h in hs: wait_for(h) return rChanges from the previous revision
wait_for(h) return r + + def par1(f, a): + d = max_drones() + hs = [] + for i in range(1, d): + h = spawn_drone(f, i, d, a) + if h != None: + hs.append(h) + r = f(0, d, a) + for h in hs: + wait_for(h) + return r
- Write result the agent saw
Saved u (52 lines). Game time: 2h 2m 20s elapsed, 3h 57m 40s of budget remaining.
pump.py
r133m 10sRan
import u def run(rounds): n = get_world_size() for r in range(rounds): pending = [] for x in range(n): for y in range(n): u.goto(x, y) if can_harvest() and get_entity_type() != Entities.Pumpkin: harvest() u.soil() if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) u.water(0.7) pending.append((x, y)) while len(pending) > 0: nxt = [] for p in pending: u.goto(p[0], p[1]) if can_harvest(): continue if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) u.water(0.7) nxt.append(p) pending = nxt harvest() if __name__ == "__main__": while True: run(1)- Write result the agent saw
Saved pump (32 lines). Game time: 33m 20s elapsed, 5h 26m 40s of budget remaining.
- run_program at 33m 20s for 120s (agent saw)
Ran pump for 2m of game time; it is still running. Inventory change: carrot -189, fertilizer +24, hay +56, pumpkin +1512, weird_substance +35, wood +305. Game time: 35m 30s elapsed, 5h 24m 30s of budget remaining. Output: (none)
- run_program at 35m 40s for 180s (agent saw)
Ran pump for 3m of game time; it is still running. Inventory change: carrot -460, fertilizer +36, hay +424, pumpkin +1920, water +1. Game time: 38m 50s elapsed, 5h 21m 10s of budget remaining. Output: (none)
r246m 03sRan
import u def cols(id, d): n = get_world_size() pending = [] for x in range(id, n, d): for y in range(n): u.goto(x, y) if can_harvest() and get_entity_type() != Entities.Pumpkin: harvest() u.soil() if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) u.water(0.7) pending.append((x, y)) while len(pending) > 0: nxt = [] for p in pending: u.goto(p[0], p[1]) if can_harvest(): continue if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) u.water(0.7) nxt.append(p) pending = nxt def run(rounds): for r in range(rounds): u.par(cols) harvest() if __name__ == "__main__": while True: run(1)Changes from the previous revision
import u - def run(rounds): + def cols(id, d): n = get_world_size() + pending = [] + for x in range(id, n, d): + for y in range(n): + u.goto(x, y) + if can_harvest() and get_entity_type() != Entities.Pumpkin: + harvest() + u.soil() + if get_entity_type() != Entities.Pumpkin: + plant(Entities.Pumpkin) + u.water(0.7) + pending.append((x, y)) + while len(pending) > 0: + nxt = [] + for p in pending: + u.goto(p[0], p[1]) + if can_harvest(): + continue + if get_entity_type() != Entities.Pumpkin: + plant(Entities.Pumpkin) + u.water(0.7) + nxt.append(p) + pending = nxt + + def run(rounds): for r in range(rounds): - pending = [] - for x in range(n): - for y in range(n): - u.goto(x, y) - if can_harvest() and get_entity_type() != Entities.Pumpkin: - harvest() - u.soil() - if get_entity_type() != Entities.Pumpkin: - plant(Entities.Pumpkin) - u.water(0.7) - pending.append((x, y)) - while len(pending) > 0: - nxt = [] - for p in pending: - u.goto(p[0], p[1]) - if can_harvest(): - continue - if get_entity_type() != Entities.Pumpkin: - plant(Entities.Pumpkin) - u.water(0.7) - nxt.append(p) - pending = nxt + u.par(cols) harvest()
- Write result the agent saw
Saved pump (35 lines). Game time: 46m 13s elapsed, 5h 13m 47s of budget remaining.
- run_program at 46m 23s for 90s (agent saw)
Ran pump for 1m 30s of game time; it is still running. Inventory change: carrot -574, fertilizer +18, hay +480, pumpkin +2520, water -186. Game time: 48m 3s elapsed, 5h 11m 57s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: run <- par <- cols <- water use_item(Items.Water) ^^ --------------------------------------------------------------------- run_program at 1h 03m for 600s (agent saw)
Ran pump for 10m of game time; it is still running. Inventory change: cactus -2, carrot -1516, fertilizer +120, pumpkin +1082, water +366. Game time: 1h 13m 44s elapsed, 4h 46m 16s of budget remaining. Output: (none)
—1h 13mRejected
import u def cols(id, d): n = get_world_size() pending = [] for x in range(id, n, d): for y in range(n): u.goto(x, y) if can_harvest() and get_entity_type() != Entities.Pumpkin: harvest() u.soil() if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) u.water(0.7) pending.append((x, y)) while len(pending) > 0: nxt = [] for p in pending: u.goto(p[0], p[1]) if can_harvest(): continue if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) u.water(0.7) nxt.append(p) pending = nxt def run(rounds): for r in range(rounds): u.par(cols) harvest() if __name__ == "__main__": change_hat(Hats.Straw_Hat) while True: run(1)- Write result the agent saw
Stop the program before editing it.
r31h 14mRanFinal
import u def cols(id, d): n = get_world_size() pending = [] for x in range(id, n, d): for y in range(n): u.goto(x, y) if can_harvest() and get_entity_type() != Entities.Pumpkin: harvest() u.soil() if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) u.water(0.7) pending.append((x, y)) while len(pending) > 0: nxt = [] for p in pending: u.goto(p[0], p[1]) if can_harvest(): continue if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) u.water(0.7) nxt.append(p) pending = nxt def run(rounds): for r in range(rounds): u.par(cols) harvest() if __name__ == "__main__": change_hat(Hats.Straw_Hat) while True: run(1)Changes from the previous revision
if __name__ == "__main__": + change_hat(Hats.Straw_Hat) while True: run(1)
- Write result the agent saw
Saved pump (36 lines). Game time: 1h 14m 24s elapsed, 4h 45m 36s of budget remaining.
- run_program at 1h 14m for 90s (agent saw)
Ran pump for 1m 30s of game time; it is still running. Inventory change: bone +1225, carrot -1118, fertilizer +18, pumpkin +4608, water -261. Game time: 1h 16m 4s elapsed, 4h 43m 56s of budget remaining. Output: (none)
mix.py
r139m 20sRan
import u def want(x, y): if (x + y) % 2 == 0: return Entities.Tree if x >= get_world_size() - 2: return Entities.Grass return Entities.Carrot def tile(): w = want(get_pos_x(), get_pos_y()) if can_harvest(): harvest() if w == Entities.Carrot: u.soil() elif w == Entities.Grass: u.grass() if w != Entities.Grass and get_entity_type() != w: plant(w) u.water(0.6) if w == Entities.Tree and num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) def run(passes): n = get_world_size() u.goto(0, 0) for p in range(passes): for x in range(n): for y in range(n): tile() move(North) move(East) if __name__ == "__main__": while True: run(1)- Write result the agent saw
Saved mix (36 lines). Game time: 39m 30s elapsed, 5h 20m 30s of budget remaining.
- run_program at 39m 40s for 120s (agent saw)
Ran mix for 2m of game time; it is still running. Inventory change: carrot +840, fertilizer -75, hay +8, pumpkin +38, water -8, weird_substance +895, wood +1101. Game time: 41m 50s elapsed, 5h 18m 10s of budget remaining. Output: (none)
r248m 03sSaved, never run
import u def want(x, y): if (x + y) % 2 == 0: return Entities.Tree if x >= get_world_size() - 2: return Entities.Grass return Entities.Carrot def tile(): w = want(get_pos_x(), get_pos_y()) if can_harvest(): harvest() if w == Entities.Carrot: u.soil() elif w == Entities.Grass: u.grass() if w != Entities.Grass and get_entity_type() != w: plant(w) u.water(0.6) if w == Entities.Tree and num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) passes = 1 def cols(id, d): n = get_world_size() for p in range(passes): for x in range(id, n, d): u.goto(x, 0) for y in range(n): tile() move(North) def run(k): global passes passes = k u.par(cols) if __name__ == "__main__": while True: run(5)Changes from the previous revision
use_item(Items.Fertilizer) - def run(passes): + passes = 1 + + def cols(id, d): n = get_world_size() - u.goto(0, 0) for p in range(passes): - for x in range(n): + for x in range(id, n, d): + u.goto(x, 0) for y in range(n): tile() move(North) - move(East) + def run(k): + global passes + passes = k + u.par(cols) + if __name__ == "__main__": while True: - run(1) + run(5)
- Write result the agent saw
Saved mix (42 lines). Game time: 48m 13s elapsed, 5h 11m 47s of budget remaining.
r348m 13sSaved, never run
import u def want(x, y): if (x + y) % 2 == 0: return Entities.Tree if x >= get_world_size() - 2: return Entities.Grass return Entities.Carrot def tile(): w = want(get_pos_x(), get_pos_y()) if can_harvest(): harvest() if w == Entities.Carrot: u.soil() elif w == Entities.Grass: u.grass() if w != Entities.Grass and get_entity_type() != w: plant(w) u.water(0.6) if w == Entities.Tree and num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) def cols(id, d): n = get_world_size() for p in range(3): for x in range(id, n, d): u.goto(x, 0) for y in range(n): tile() move(North) def run(): u.par(cols) if __name__ == "__main__": while True: run()Changes from the previous revision
use_item(Items.Fertilizer) - passes = 1 - def cols(id, d): n = get_world_size() - for p in range(passes): + for p in range(3): for x in range(id, n, d): u.goto(x, 0) move(North) - def run(k): - global passes - passes = k + def run(): u.par(cols) if __name__ == "__main__": while True: - run(5) + run()
- Write result the agent saw
Saved mix (38 lines). Game time: 48m 23s elapsed, 5h 11m 37s of budget remaining.
r41h 16mSaved, never runFinal
import u def want(x, y): if (x + y) % 2 == 0: return Entities.Tree if x >= get_world_size() - 4: return Entities.Grass return Entities.Carrot def tile(): w = want(get_pos_x(), get_pos_y()) if can_harvest(): harvest() if w == Entities.Carrot: u.soil() elif w == Entities.Grass: u.grass() if w != Entities.Grass and get_entity_type() != w: plant(w) u.water(0.6) if w == Entities.Tree and num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) def cols(id, d): n = get_world_size() for p in range(3): for x in range(id, n, d): u.goto(x, 0) for y in range(n): tile() move(North) def run(): u.par(cols) if __name__ == "__main__": while True: run()Changes from the previous revision
if (x + y) % 2 == 0: return Entities.Tree - if x >= get_world_size() - 2: + if x >= get_world_size() - 4: return Entities.Grass return Entities.Carrot
- Write result the agent saw
Saved mix (38 lines). Game time: 1h 16m 34s elapsed, 4h 43m 26s of budget remaining.
maze.py
r142m 20sRan
import u dirs = [North, East, South, West] dxs = [0, 1, 0, -1] dys = [1, 0, -1, 0] def solve(): n = get_world_size() t = measure() tx = t[0] ty = t[1] visited = [] for i in range(n * n): visited.append(False) stack = [] while True: if get_entity_type() == Entities.Treasure: harvest() return True x = get_pos_x() y = get_pos_y() visited[x * n + y] = True order = [] for i in range(4): nx = x + dxs[i] ny = y + dys[i] if nx < 0 or ny < 0 or nx >= n or ny >= n: continue if visited[nx * n + ny]: continue d = abs(tx - nx) + abs(ty - ny) j = 0 while j < len(order) and order[j][0] <= d: j += 1 order.insert(j, (d, i)) moved = False for o in order: if move(dirs[o[1]]): stack.append(o[1]) moved = True break if not moved: if len(stack) == 0: return False b = stack.pop() move(dirs[(b + 2) % 4]) def one(): n = get_world_size() if get_entity_type() != Entities.Bush: harvest() plant(Entities.Bush) amt = n * 2 ** (num_unlocked(Unlocks.Mazes) - 1) if num_items(Items.Weird_Substance) < amt: return False use_item(Items.Weird_Substance, amt) solve() return True if __name__ == "__main__": while one(): pass- Write result the agent saw
Saved maze (62 lines). Game time: 42m 30s elapsed, 5h 17m 30s of budget remaining.
- run_program at 42m 40s for 60s (agent saw)
Ran maze for 1m of game time; it is still running. Inventory change: fertilizer +12, gold +832, water +48, weird_substance -107, wood +5. Game time: 43m 50s elapsed, 5h 16m 10s of budget remaining. Output: (none)
- run_program at 1h 22m for 30s (agent saw)
Ran maze for 30s of game time; it is still running. Inventory change: bone +400, fertilizer +6, gold +576, water +24, weird_substance -60. Game time: 1h 22m 44s elapsed, 4h 37m 16s of budget remaining. Output: (none)
r21h 22mRanFinal
import u dirs = [North, East, South, West] dxs = [0, 1, 0, -1] dys = [1, 0, -1, 0] def solve(): n = get_world_size() t = measure() tx = t[0] ty = t[1] visited = [] for i in range(n * n): visited.append(False) stack = [] while True: if get_entity_type() == Entities.Treasure: harvest() return True x = get_pos_x() y = get_pos_y() visited[x * n + y] = True order = [] for i in range(4): nx = x + dxs[i] ny = y + dys[i] if nx < 0 or ny < 0 or nx >= n or ny >= n: continue if visited[nx * n + ny]: continue d = abs(tx - nx) + abs(ty - ny) j = 0 while j < len(order) and order[j][0] <= d: j += 1 order.insert(j, (d, i)) moved = False for o in order: if move(dirs[o[1]]): stack.append(o[1]) moved = True break if not moved: if len(stack) == 0: return False b = stack.pop() move(dirs[(b + 2) % 4]) def one(): n = get_world_size() if get_entity_type() != Entities.Bush: harvest() plant(Entities.Bush) amt = n * 2 ** (num_unlocked(Unlocks.Mazes) - 1) if num_items(Items.Weird_Substance) < amt: return False use_item(Items.Weird_Substance, amt) solve() return True if __name__ == "__main__": change_hat(Hats.Straw_Hat) while one(): passChanges from the previous revision
if __name__ == "__main__": + change_hat(Hats.Straw_Hat) while one(): pass
- Write result the agent saw
Saved maze (63 lines). Game time: 1h 23m 4s elapsed, 4h 36m 56s of budget remaining.
- run_program at 1h 23m for 60s (agent saw)
Ran maze for 1m of game time; it is still running. Inventory change: fertilizer +12, gold +1152, water +48, weird_substance -108. Game time: 1h 24m 14s elapsed, 4h 35m 46s of budget remaining. Output: (none)
cact.py
r149m 03sRanFinal
import u def plantcols(id, d): n = get_world_size() for x in range(id, n, d): u.goto(x, 0) for y in range(n): if get_entity_type() != Entities.Cactus: if can_harvest(): harvest() u.soil() plant(Entities.Cactus) move(North) def sortline(horiz, k): n = get_world_size() if horiz: fw = East bw = West u.goto(0, k) else: fw = North bw = South u.goto(k, 0) lo = 0 hi = n - 1 pos = 0 while lo < hi: last = lo while pos < hi: if measure() > measure(fw): swap(fw) last = pos move(fw) pos += 1 hi = last if lo >= hi: break last = hi while pos > lo: if measure(bw) > measure(): swap(bw) last = pos move(bw) pos -= 1 lo = last def rows(id, d): n = get_world_size() for y in range(id, n, d): sortline(True, y) def colsort(id, d): n = get_world_size() for x in range(id, n, d): sortline(False, x) def run(): u.par(plantcols) u.par(rows) u.par(colsort) harvest() if __name__ == "__main__": while True: run()- Write result the agent saw
Saved cact (66 lines). Game time: 49m 13s elapsed, 5h 10m 47s of budget remaining.
- run_program at 49m 23s for 60s (agent saw)
Ran cact for 1m of game time; it is still running. Inventory change: cactus +8192, fertilizer +12, pumpkin -337, water +48. Game time: 50m 33s elapsed, 5h 9m 27s of budget remaining. Output: (none)
dino.py
r151m 13sRanFinal
import u def nextdir(x, y, n): if x == 0: if y < n - 1: return North return East if y == 0: return West if x % 2 == 1: if y > 1: return South if x == n - 1: return South return East if y < n - 1: return North return East def run(): n = get_world_size() clear() u.goto(0, 0) change_hat(Hats.Dinosaur_Hat) while True: d = nextdir(get_pos_x(), get_pos_y(), n) if not move(d): break change_hat(Hats.Straw_Hat) if __name__ == "__main__": run()- Write result the agent saw
Saved dino (32 lines). Game time: 51m 23s elapsed, 5h 8m 37s of budget remaining.
- run_program at 51m 23s for 300s (agent saw)
Ran dino for 1m 1s of game time; it finished. Inventory change: bone +3969, cactus -126, fertilizer +12, water +49. Game time: 52m 34s elapsed, 5h 7m 26s of budget remaining. Output: (none)
main.py
r152m 34sRan
import u import mix import pump import cact import maze import dino while True: mix.run() mix.run() if num_items(Items.Carrot) > 600: pump.run(2) if num_items(Items.Pumpkin) > 1000: cact.run() for i in range(10): maze.one() if num_items(Items.Cactus) > 1000: dino.run()- Write result the agent saw
Saved main (18 lines). Game time: 52m 44s elapsed, 5h 7m 16s of budget remaining.
- run_program at 52m 44s for 300s (agent saw)
Ran main for 5m of game time; it is still running. Inventory change: bone +3969, cactus +3970, carrot +1812, fertilizer -117, gold +640, hay +480, pumpkin +1360, water -166, weird_substance +1485, wood +3683. Game time: 57m 54s elapsed, 5h 2m 6s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: run <- par <- cols <- tile <- water <- ... use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: cols <- tile <- water use_item(Items.Water) ^^ --------------------------------------------------------------------
r21h 16mRan
import u import mix import pump import cact import maze import dino change_hat(Hats.Straw_Hat) while True: mix.run() if num_items(Items.Carrot) > 2500: pump.run(1) if num_items(Items.Pumpkin) > 2000: cact.run() for i in range(5): maze.one() if num_items(Items.Cactus) > 5000 and num_items(Items.Bone) < num_items(Items.Cactus): dino.run()Changes from the previous revision
import dino + change_hat(Hats.Straw_Hat) while True: mix.run() - mix.run() - if num_items(Items.Carrot) > 600: - pump.run(2) - if num_items(Items.Pumpkin) > 1000: + if num_items(Items.Carrot) > 2500: + pump.run(1) + if num_items(Items.Pumpkin) > 2000: cact.run() - for i in range(10): + for i in range(5): maze.one() - if num_items(Items.Cactus) > 1000: + if num_items(Items.Cactus) > 5000 and num_items(Items.Bone) < num_items(Items.Cactus): dino.run()
- Write result the agent saw
Saved main (18 lines). Game time: 1h 16m 44s elapsed, 4h 43m 16s of budget remaining.
- run_program at 1h 16m for 300s (agent saw)
Ran main for 5m of game time; it is still running. Inventory change: cactus +20698, carrot +2368, fertilizer -145, gold +720, hay +1480, pumpkin -176, water -67, weird_substance +3550, wood +2678. Game time: 1h 21m 54s elapsed, 4h 38m 6s of budget remaining. Output: (none)
r31h 41mRan
import u import mix import pump import cact import maze2 import dino change_hat(Hats.Straw_Hat) while True: mix.run() mix.run() if num_items(Items.Carrot) > 3000: pump.run(2) if num_items(Items.Pumpkin) > 2000: cact.run() maze2.session(20) if num_items(Items.Cactus) > 5000 and num_items(Items.Bone) < num_items(Items.Cactus): dino.run()Changes from the previous revision
import pump import cact - import maze + import maze2 import dino while True: mix.run() - if num_items(Items.Carrot) > 2500: - pump.run(1) + mix.run() + if num_items(Items.Carrot) > 3000: + pump.run(2) if num_items(Items.Pumpkin) > 2000: cact.run() - for i in range(5): - maze.one() + maze2.session(20) if num_items(Items.Cactus) > 5000 and num_items(Items.Bone) < num_items(Items.Cactus): dino.run()
- Write result the agent saw
Saved main (18 lines). Game time: 1h 41m 30s elapsed, 4h 18m 30s of budget remaining.
- run_program at 1h 41m for 300s (agent saw)
Ran main for 5m of game time; it is still running. Inventory change: cactus +20640, carrot +3146, fertilizer -312, gold +5760, hay +1752, pumpkin +3168, water -453, weird_substance +7580, wood +5804. Game time: 1h 46m 40s elapsed, 4h 13m 20s of budget remaining. Output: (none)
r41h 51mRan
import u import poly import pump import cact import maze2 import dino change_hat(Hats.Straw_Hat) while True: poly.run() if num_items(Items.Carrot) > 3000: pump.run(2) if num_items(Items.Pumpkin) > 2000: cact.run() maze2.session(20) if num_items(Items.Cactus) > 5000 and num_items(Items.Bone) < num_items(Items.Cactus): dino.run()Changes from the previous revision
import u - import mix + import poly import pump import cact change_hat(Hats.Straw_Hat) while True: - mix.run() - mix.run() + poly.run() if num_items(Items.Carrot) > 3000: pump.run(2)
- Write result the agent saw
Saved main (17 lines). Game time: 1h 51m 30s elapsed, 4h 8m 30s of budget remaining.
- run_program at 1h 51m for 600s (agent saw)
Ran main for 10m of game time; it is still running. Inventory change: bone +40898, cactus +40900, carrot +49240, fertilizer +240, gold +8928, hay +32032, pumpkin +20376, water +177, weird_substance -768, wood +164800. Game time: 2h 1m 40s elapsed, 3h 58m 20s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: cols <- put plant(t) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: cols <- water use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: cols <- water use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: cols <- water use_item(Items.Water) ^^ --------------------------------------------------------------------
r52h 03mRan
import u import poly import pump import cact import maze2 import dino import sun change_hat(Hats.Straw_Hat) while True: if num_items(Items.Power) < 1000: sun.run() poly.run() if num_items(Items.Carrot) > 3000: pump.run(3) if num_items(Items.Pumpkin) > 2000: cact.run() maze2.session(20) if num_items(Items.Cactus) > 5000 and num_items(Items.Bone) < num_items(Items.Cactus): dino.run()Changes from the previous revision
import maze2 import dino + import sun change_hat(Hats.Straw_Hat) while True: + if num_items(Items.Power) < 1000: + sun.run() poly.run() if num_items(Items.Carrot) > 3000: - pump.run(2) + pump.run(3) if num_items(Items.Pumpkin) > 2000: cact.run()
- Write result the agent saw
Saved main (20 lines). Game time: 2h 3m 12s elapsed, 3h 56m 48s of budget remaining.
- run_program at 2h 03m for 600s (agent saw)
Ran main for 10m of game time; it is still running. Inventory change: bone +40898, cactus +82324, carrot +84544, fertilizer +480, gold +46080, hay +124656, power +446.76, pumpkin +54232, water +117, weird_substance -3840, wood +557920. Game time: 2h 13m 22s elapsed, 3h 46m 38s of budget remaining. Output: (none)
- run_program at 2h 24m for 60s (agent saw)
Ran main for 1m of game time; it is still running. Inventory change: carrot +132784, fertilizer +48, hay +121216, power +1540.11, water -479, wood +856416. Game time: 2h 25m 12s elapsed, 3h 34m 48s of budget remaining. Output: (none)
- run_program at 2h 25m for 600s (agent saw)
Ran main for 10m of game time; it is still running. Inventory change: bone +260100, cactus +129032, carrot +683808, fertilizer +339, gold +40960, hay +443648, power +138.18, pumpkin +106304, water +1807, weird_substance +100768, wood +2039552. Game time: 2h 35m 52s elapsed, 3h 24m 8s of budget remaining. Output: (none)
- run_program at 3h 03m for 600s (agent saw)
Ran main for 10m of game time; it is still running. Inventory change: cactus +936384, carrot +2381852, fertilizer +480, gold +77440, hay +1686912, power +1846.50, pumpkin +367904, water +12954, weird_substance -3520, wood +15356544. Game time: 3h 13m 32s elapsed, 2h 46m 28s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: cols <- put plant(t) ^^ -------------------------------------------------------------------- Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: cols <- put plant(t) ^^ --------------------------------------------------------------------
r63h 35mRan
import u import poly import pump import cact import maze2 import dino2 import sun change_hat(Hats.Straw_Hat) while True: if num_items(Items.Power) < 1500: sun.run() poly.run() if num_items(Items.Carrot) > 3000: pump.run(3) if num_items(Items.Pumpkin) > 2000: cact.run() maze2.session(40) if num_items(Items.Cactus) > 5000: dino2.run(150)Changes from the previous revision
import cact import maze2 - import dino + import dino2 import sun change_hat(Hats.Straw_Hat) while True: - if num_items(Items.Power) < 1000: + if num_items(Items.Power) < 1500: sun.run() poly.run() if num_items(Items.Pumpkin) > 2000: cact.run() - maze2.session(20) - if num_items(Items.Cactus) > 5000 and num_items(Items.Bone) < num_items(Items.Cactus): - dino.run() + maze2.session(40) + if num_items(Items.Cactus) > 5000: + dino2.run(150)
- Write result the agent saw
Saved main (20 lines). Game time: 3h 35m 42s elapsed, 2h 24m 18s of budget remaining.
- run_program at 3h 35m for 900s (agent saw)
Ran main for 15m of game time; it is still running. Inventory change: bone +177608, cactus +1871648, carrot +9201308, fertilizer +720, gold +174240, hay +12649728, power +550.43, pumpkin +1480256, water +18398, weird_substance -8096, wood +60670464. Game time: 3h 50m 52s elapsed, 2h 9m 8s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: run <- par <- cols <- put plant(t) ^^ -------------------------------------------------------------------- Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: cols <- put plant(t) ^^ -------------------------------------------------------------------- Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: cols <- put plant(t) ^^ --------------------------------------------------------------------- run_program at 4h 20m for 600s (agent saw)
Ran main for 10m of game time; it is still running. Inventory change: cactus +8388608, carrot +39039232, fertilizer +480, gold +524288, hay +36858368, power -3325.92, pumpkin +3129600, water +11911, weird_substance -16896, wood +241580032. Game time: 4h 30m 48s elapsed, 1h 29m 12s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: cols <- put plant(t) ^^ -------------------------------------------------------------------- Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: cols <- put plant(t) ^^ -------------------------------------------------------------------- Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: cols <- put plant(t) ^^ -------------------------------------------------------------------- Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: cols <- put plant(t) ^^ --------------------------------------------------------------------
—4h 46mRejected
import u import poly import pump import cact import maze2 import dino2 import sun change_hat(Hats.Straw_Hat) while True: if num_items(Items.Power) < 1500: sun.run() poly.run() if num_items(Items.Carrot) > 3000: pump.run(3) if num_items(Items.Pumpkin) > 2000: cact.run() maze2.session(40) if num_items(Items.Cactus) > 5000: dino2.run(400)- Write result the agent saw
Stop the program before editing it.
r74h 46mRan
import u import poly import pump import cact import maze2 import dino2 import sun change_hat(Hats.Straw_Hat) while True: if num_items(Items.Power) < 1500: sun.run() poly.run() if num_items(Items.Carrot) > 3000: pump.run(3) if num_items(Items.Pumpkin) > 2000: cact.run() maze2.session(40) if num_items(Items.Cactus) > 5000: dino2.run(400)Changes from the previous revision
maze2.session(40) if num_items(Items.Cactus) > 5000: - dino2.run(150) + dino2.run(400)
- Write result the agent saw
Saved main (20 lines). Game time: 4h 46m 58s elapsed, 1h 13m 2s of budget remaining.
- run_program at 4h 46m for 900s (agent saw)
Ran main for 15m of game time; it is still running. Inventory change: bone +144, cactus +16773504, carrot +36495872, fertilizer +720, gold +1310720, hay +33994752, power -3565.43, pumpkin +6259200, water +18888, weird_substance -40960, wood +235480064. Game time: 5h 2m 8s elapsed, 57m 52s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: cols <- put plant(t) ^^ -------------------------------------------------------------------- Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: cols <- put plant(t) ^^ -------------------------------------------------------------------- Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: cols <- put plant(t) ^^ -------------------------------------------------------------------- Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: cols <- put plant(t) ^^ --------------------------------------------------------------------
r85h 17mRanFinal
import u import poly import pump import cact import maze2 import dino2 import sun change_hat(Hats.Straw_Hat) while True: if num_items(Items.Power) < 1500: sun.run() poly.run() if num_items(Items.Carrot) > 3000: pump.run(3) if num_items(Items.Pumpkin) > 2000: cact.run() maze2.session(40) if num_items(Items.Cactus) > 5000: dino2.run(180)Changes from the previous revision
maze2.session(40) if num_items(Items.Cactus) > 5000: - dino2.run(400) + dino2.run(180)
- Write result the agent saw
Saved main (20 lines). Game time: 5h 18m 8s elapsed, 41m 52s of budget remaining.
- run_program at 5h 18m for 900s (agent saw)
Ran main for 15m of game time; it is still running. Inventory change: cactus +16776384, carrot +38589440, fertilizer +720, gold +1310720, hay +28335616, power +4046.08, pumpkin +6262784, water +18192, weird_substance -40960, wood +239437312. Game time: 5h 33m 18s elapsed, 26m 42s of budget remaining. Output: (none)
- run_program at 5h 58m for 45s (agent saw)
Ran main for 45s of game time; it is still running. Inventory change: carrot +4947968, fertilizer +36, hay +5306368, power +7308.76, water -1090, wood +26946048. Game time: 5h 59m 54s elapsed, 6s of budget remaining. Output: (none)
maze2.py
r11h 27mRan
import u dirs = [North, East, South, West] dxs = [0, 1, 0, -1] dys = [1, 0, -1, 0] def bfs(n, edges, sx, sy, tx, ty): prev = [] for i in range(n * n): prev.append(-1) s = sx * n + sy t = tx * n + ty prev[s] = s q = [s] h = 0 while h < len(q): c = q[h] h += 1 if c == t: break cx = c // n cy = c % n for d in range(4): if edges[c * 4 + d] == 2: continue nx = cx + dxs[d] ny = cy + dys[d] if nx < 0 or ny < 0 or nx >= n or ny >= n: continue nc = nx * n + ny if prev[nc] == -1: prev[nc] = c * 4 + d q.append(nc) path = [] c = t while c != s: p = prev[c] path.append(p % 4) c = p // 4 path.reverse() return path def setedge(n, edges, x, y, d, v): edges[(x * n + y) * 4 + d] = v nx = x + dxs[d] ny = y + dys[d] if nx >= 0 and ny >= 0 and nx < n and ny < n: edges[(nx * n + ny) * 4 + (d + 2) % 4] = v def nav(n, edges, tx, ty): while get_pos_x() != tx or get_pos_y() != ty: path = bfs(n, edges, get_pos_x(), get_pos_y(), tx, ty) for d in path: x = get_pos_x() y = get_pos_y() if move(dirs[d]): setedge(n, edges, x, y, d, 1) else: setedge(n, edges, x, y, d, 2) break def session(reuses): n = get_world_size() amt = n * 2 ** (num_unlocked(Unlocks.Mazes) - 1) if num_items(Items.Weird_Substance) < amt * reuses: return False if get_entity_type() != Entities.Bush: harvest() plant(Entities.Bush) use_item(Items.Weird_Substance, amt) edges = [] for i in range(n * n * 4): edges.append(0) for k in range(reuses): t = measure() nav(n, edges, t[0], t[1]) if k < reuses - 1: use_item(Items.Weird_Substance, amt) else: harvest() return True if __name__ == "__main__": change_hat(Hats.Straw_Hat) while session(50): pass- Write result the agent saw
Saved maze2 (86 lines). Game time: 1h 28m 8s elapsed, 4h 31m 52s of budget remaining.
- run_program at 1h 28m for 60s (agent saw)
Ran maze2 for 2s of game time; it stopped with an error: reverse has never been defined. You must assign a value to a variable before using it. Inventory change: fertilizer +1, water +2, weird_substance -24. Game time: 1h 28m 30s elapsed, 4h 31m 30s of budget remaining. Output: Error: reverse has never been defined. You must assign a value to a variable before using it. In: session <- nav <- bfs path.reverse() ^^^^^^^^ --------------------------------------------------------------------- Runtime error at 1h 28m (telemetry; not shown to the agent)
reverse has never been defined. You must assign a value to a variable before using it.
r21h 28mRan
import u dirs = [North, East, South, West] dxs = [0, 1, 0, -1] dys = [1, 0, -1, 0] def bfs(n, edges, sx, sy, tx, ty): prev = [] for i in range(n * n): prev.append(-1) s = sx * n + sy t = tx * n + ty prev[s] = s q = [s] h = 0 while h < len(q): c = q[h] h += 1 if c == t: break cx = c // n cy = c % n for d in range(4): if edges[c * 4 + d] == 2: continue nx = cx + dxs[d] ny = cy + dys[d] if nx < 0 or ny < 0 or nx >= n or ny >= n: continue nc = nx * n + ny if prev[nc] == -1: prev[nc] = c * 4 + d q.append(nc) path = [] c = t while c != s: p = prev[c] path.insert(0, p % 4) c = p // 4 return path def setedge(n, edges, x, y, d, v): edges[(x * n + y) * 4 + d] = v nx = x + dxs[d] ny = y + dys[d] if nx >= 0 and ny >= 0 and nx < n and ny < n: edges[(nx * n + ny) * 4 + (d + 2) % 4] = v def nav(n, edges, tx, ty): while get_pos_x() != tx or get_pos_y() != ty: path = bfs(n, edges, get_pos_x(), get_pos_y(), tx, ty) for d in path: x = get_pos_x() y = get_pos_y() if move(dirs[d]): setedge(n, edges, x, y, d, 1) else: setedge(n, edges, x, y, d, 2) break def session(reuses): n = get_world_size() amt = n * 2 ** (num_unlocked(Unlocks.Mazes) - 1) if num_items(Items.Weird_Substance) < amt * reuses: return False if get_entity_type() != Entities.Bush: harvest() plant(Entities.Bush) use_item(Items.Weird_Substance, amt) edges = [] for i in range(n * n * 4): edges.append(0) for k in range(reuses): t = measure() nav(n, edges, t[0], t[1]) if k < reuses - 1: use_item(Items.Weird_Substance, amt) else: harvest() return True if __name__ == "__main__": change_hat(Hats.Straw_Hat) while session(50): passChanges from the previous revision
while c != s: p = prev[c] - path.append(p % 4) + path.insert(0, p % 4) c = p // 4 - path.reverse() return path
- Write result the agent saw
Saved maze2 (85 lines). Game time: 1h 28m 40s elapsed, 4h 31m 20s of budget remaining.
- run_program at 1h 28m for 60s (agent saw)
Ran maze2 for 1m of game time; it is still running. Inventory change: fertilizer +24, water +48, weird_substance -24. Game time: 1h 29m 50s elapsed, 4h 30m 10s of budget remaining. Output: (none)
r31h 31mRan
import u dirs = [North, East, South, West] dxs = [0, 1, 0, -1] dys = [1, 0, -1, 0] def bfs(n, edges, sx, sy, tx, ty): prev = [] for i in range(n * n): prev.append(-1) s = sx * n + sy t = tx * n + ty prev[s] = s q = [s] h = 0 while h < len(q): c = q[h] h += 1 if c == t: break for d in range(4): if edges[c * 4 + d] != 1: continue nc = c + dxs[d] * n + dys[d] if prev[nc] == -1: prev[nc] = c * 4 + d q.append(nc) if prev[t] == -1: return None path = [] c = t while c != s: p = prev[c] path.append(p % 4) c = p // 4 return path def mv(n, edges, d): c = get_pos_x() * n + get_pos_y() if move(dirs[d]): edges[c * 4 + d] = 1 nc = c + dxs[d] * n + dys[d] edges[nc * 4 + (d + 2) % 4] = 1 return True return False def dfs(n, edges, tx, ty): visited = [] for i in range(n * n): visited.append(False) stack = [] while True: x = get_pos_x() y = get_pos_y() if x == tx and y == ty: return visited[x * n + y] = True order = [] for i in range(4): nx = x + dxs[i] ny = y + dys[i] if nx < 0 or ny < 0 or nx >= n or ny >= n: continue if visited[nx * n + ny]: continue d = abs(tx - nx) + abs(ty - ny) j = 0 while j < len(order) and order[j][0] <= d: j += 1 order.insert(j, (d, i)) moved = False for o in order: if mv(n, edges, o[1]): stack.append(o[1]) moved = True break if not moved: b = stack.pop() mv(n, edges, (b + 2) % 4) def nav(n, edges, tx, ty): path = bfs(n, edges, get_pos_x(), get_pos_y(), tx, ty) if path == None: dfs(n, edges, tx, ty) return i = len(path) - 1 while i >= 0: move(dirs[path[i]]) i -= 1 def session(reuses): n = get_world_size() amt = n * 2 ** (num_unlocked(Unlocks.Mazes) - 1) if num_items(Items.Weird_Substance) < amt * reuses: return False if get_entity_type() != Entities.Bush: harvest() plant(Entities.Bush) use_item(Items.Weird_Substance, amt) edges = [] for i in range(n * n * 4): edges.append(0) for k in range(reuses): t = measure() nav(n, edges, t[0], t[1]) if k < reuses - 1: use_item(Items.Weird_Substance, amt) else: harvest() return True if __name__ == "__main__": change_hat(Hats.Straw_Hat) while session(30): passChanges from the previous revision
if c == t: break - cx = c // n - cy = c % n for d in range(4): - if edges[c * 4 + d] == 2: - continue - nx = cx + dxs[d] - ny = cy + dys[d] - if nx < 0 or ny < 0 or nx >= n or ny >= n: + if edges[c * 4 + d] != 1: continue - nc = nx * n + ny + nc = c + dxs[d] * n + dys[d] if prev[nc] == -1: prev[nc] = c * 4 + d q.append(nc) + if prev[t] == -1: + return None path = [] c = t while c != s: p = prev[c] - path.insert(0, p % 4) + path.append(p % 4) c = p // 4 return path - def setedge(n, edges, x, y, d, v): - edges[(x * n + y) * 4 + d] = v - nx = x + dxs[d] - ny = y + dys[d] - if nx >= 0 and ny >= 0 and nx < n and ny < n: - edges[(nx * n + ny) * 4 + (d + 2) % 4] = v + def mv(n, edges, d): + c = get_pos_x() * n + get_pos_y() + if move(dirs[d]): + edges[c * 4 + d] = 1 + nc = c + dxs[d] * n + dys[d] + edges[nc * 4 + (d + 2) % 4] = 1 + return True + return False - def nav(n, edges, tx, ty): - while get_pos_x() != tx or get_pos_y() != ty: - path = bfs(n, edges, get_pos_x(), get_pos_y(), tx, ty) - for d in path: - x = get_pos_x() - y = get_pos_y() - if move(dirs[d]): - setedge(n, edges, x, y, d, 1) - else: - setedge(n, edges, x, y, d, 2) + def dfs(n, edges, tx, ty): + visited = [] + for i in range(n * n): + visited.append(False) + stack = [] + while True: + x = get_pos_x() + y = get_pos_y() + if x == tx and y == ty: + return + visited[x * n + y] = True + order = [] + for i in range(4): + nx = x + dxs[i] + ny = y + dys[i] + if nx < 0 or ny < 0 or nx >= n or ny >= n: + continue + if visited[nx * n + ny]: + continue + d = abs(tx - nx) + abs(ty - ny) + j = 0 + while j < len(order) and order[j][0] <= d: + j += 1 + order.insert(j, (d, i)) + moved = False + for o in order: + if mv(n, edges, o[1]): + stack.append(o[1]) + moved = True break + if not moved: + b = stack.pop() + mv(n, edges, (b + 2) % 4) + def nav(n, edges, tx, ty): + path = bfs(n, edges, get_pos_x(), get_pos_y(), tx, ty) + if path == None: + dfs(n, edges, tx, ty) + return + i = len(path) - 1 + while i >= 0: + move(dirs[path[i]]) + i -= 1 + def session(reuses): n = get_world_size() if __name__ == "__main__": change_hat(Hats.Straw_Hat) - while session(50): + while session(30): pass
- Write result the agent saw
Saved maze2 (115 lines). Game time: 1h 31m 50s elapsed, 4h 28m 10s of budget remaining.
- run_program at 1h 31m for 60s (agent saw)
Ran maze2 for 1m of game time; it is still running. Inventory change: fertilizer +24, gold +2304, water +48, weird_substance -216. Game time: 1h 33m elapsed, 4h 27m of budget remaining. Output: (none)
r42h 25mSaved, never runFinal
import u dirs = [North, East, South, West] dxs = [0, 1, 0, -1] dys = [1, 0, -1, 0] def inmaze(): e = get_entity_type() return e == Entities.Hedge or e == Entities.Treasure def bfs(n, edges, sx, sy, tx, ty): prev = [] for i in range(n * n): prev.append(-1) s = sx * n + sy t = tx * n + ty prev[s] = s q = [s] h = 0 while h < len(q): c = q[h] h += 1 if c == t: break for d in range(4): if edges[c * 4 + d] != 1: continue nc = c + dxs[d] * n + dys[d] if prev[nc] == -1: prev[nc] = c * 4 + d q.append(nc) if prev[t] == -1: return None path = [] c = t while c != s: p = prev[c] path.append(p % 4) c = p // 4 return path def mv(n, edges, d): c = get_pos_x() * n + get_pos_y() if move(dirs[d]): edges[c * 4 + d] = 1 nc = c + dxs[d] * n + dys[d] edges[nc * 4 + (d + 2) % 4] = 1 return True return False def dfs(n, edges, tx, ty): visited = [] for i in range(n * n): visited.append(False) stack = [] while True: x = get_pos_x() y = get_pos_y() if x == tx and y == ty: return True if not inmaze(): return False visited[x * n + y] = True order = [] for i in range(4): nx = x + dxs[i] ny = y + dys[i] if nx < 0 or ny < 0 or nx >= n or ny >= n: continue if visited[nx * n + ny]: continue d = abs(tx - nx) + abs(ty - ny) j = 0 while j < len(order) and order[j][0] <= d: j += 1 order.insert(j, (d, i)) moved = False for o in order: if mv(n, edges, o[1]): stack.append(o[1]) moved = True break if not moved: if len(stack) == 0: return False b = stack.pop() mv(n, edges, (b + 2) % 4) def nav(n, edges, tx, ty): path = bfs(n, edges, get_pos_x(), get_pos_y(), tx, ty) if path == None: return dfs(n, edges, tx, ty) i = len(path) - 1 while i >= 0: move(dirs[path[i]]) i -= 1 return True def session(reuses): n = get_world_size() amt = n * 2 ** (num_unlocked(Unlocks.Mazes) - 1) if num_items(Items.Weird_Substance) < amt * reuses: return False if get_entity_type() != Entities.Bush: harvest() plant(Entities.Bush) use_item(Items.Weird_Substance, amt) edges = [] for i in range(n * n * 4): edges.append(0) for k in range(reuses): t = measure() if t == None or not nav(n, edges, t[0], t[1]): harvest() return False if get_entity_type() != Entities.Treasure: harvest() return False if k < reuses - 1: use_item(Items.Weird_Substance, amt) else: harvest() return True if __name__ == "__main__": change_hat(Hats.Straw_Hat) while session(30): passChanges from the previous revision
dys = [1, 0, -1, 0] + def inmaze(): + e = get_entity_type() + return e == Entities.Hedge or e == Entities.Treasure + def bfs(n, edges, sx, sy, tx, ty): prev = [] y = get_pos_y() if x == tx and y == ty: - return + return True + if not inmaze(): + return False visited[x * n + y] = True order = [] break if not moved: + if len(stack) == 0: + return False b = stack.pop() mv(n, edges, (b + 2) % 4) path = bfs(n, edges, get_pos_x(), get_pos_y(), tx, ty) if path == None: - dfs(n, edges, tx, ty) - return + return dfs(n, edges, tx, ty) i = len(path) - 1 while i >= 0: move(dirs[path[i]]) i -= 1 + return True def session(reuses): for k in range(reuses): t = measure() - nav(n, edges, t[0], t[1]) + if t == None or not nav(n, edges, t[0], t[1]): + harvest() + return False + if get_entity_type() != Entities.Treasure: + harvest() + return False if k < reuses - 1: use_item(Items.Weird_Substance, amt)
- Write result the agent saw
Saved maze2 (128 lines). Game time: 2h 25m 42s elapsed, 3h 34m 18s of budget remaining.
poly.py
r11h 47mRanFinal
import u def base(x, y): if (x + y) % 2 == 0: return Entities.Tree if x % 4 == 1: return Entities.Grass return Entities.Carrot def put(t): e = get_entity_type() if e == t: return if e != None and can_harvest(): harvest() if t == Entities.Carrot: u.soil() elif t == Entities.Grass: u.grass() if t != Entities.Grass or get_entity_type() != Entities.Grass: plant(t) def cols(id, d): n = get_world_size() res = [] comp = [] for i in range(n * n): res.append(0) comp.append(-1) fert = num_items(Items.Weird_Substance) < 3000 for p in range(4): for x in range(id, n, d): for y in range(n): u.goto(x, y) i = x * n + y if res[i] > 0: continue if comp[i] != -1 and not can_harvest(): continue if can_harvest(): harvest() if comp[i] != -1: res[comp[i]] -= 1 comp[i] = -1 b = base(x, y) put(b) u.water(0.5) if fert and b == Entities.Tree and num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) c = get_companion() if c == None: continue t = c[0] px = c[1][0] py = c[1][1] j = px * n + py if res[j] > 0: continue u.goto(px, py) if comp[j] != -1: res[comp[j]] -= 1 comp[j] = -1 put(t) comp[i] = j res[j] += 1 def run(): u.par(cols) if __name__ == "__main__": change_hat(Hats.Straw_Hat) while True: run()- Write result the agent saw
Saved poly (73 lines). Game time: 1h 47m 20s elapsed, 4h 12m 40s of budget remaining.
- run_program at 1h 47m for 180s (agent saw)
Ran poly for 3m of game time; it is still running. Inventory change: bone +3872, carrot +27096, fertilizer +72, hay +12392, water -683, wood +73648. Game time: 1h 50m 40s elapsed, 4h 9m 20s of budget remaining. Output: (none)
sun.py
r12h 02mRanFinal
import u def plantcols(id, d): n = get_world_size() for x in range(id, n, d): u.goto(x, 0) for y in range(n): if get_entity_type() != Entities.Sunflower: if can_harvest(): harvest() u.soil() plant(Entities.Sunflower) u.water(0.5) move(North) def harv(id, d, p): n = get_world_size() for x in range(id, n, d): for y in range(n): u.goto(x, y) if get_entity_type() == Entities.Sunflower and measure() == p: while not can_harvest(): pass harvest() def run(): u.par(plantcols) for p in range(15, 6, -1): u.par1(harv, p) if __name__ == "__main__": change_hat(Hats.Straw_Hat) run()- Write result the agent saw
Saved sun (33 lines). Game time: 2h 2m 30s elapsed, 3h 57m 30s of budget remaining.
- run_program at 2h 02m for 180s (agent saw)
Ran sun for 22s of game time; it finished. Inventory change: bone +2, carrot -144, fertilizer +18, hay +2176, power +1021.20, water -72. Game time: 2h 3m 2s elapsed, 3h 56m 58s of budget remaining. Output: (none)
dino2.py
r13h 13mRan
import u import dino dirs = [North, East, South, West] dxs = [0, 1, 0, -1] dys = [1, 0, -1, 0] def run(): n = get_world_size() N = n * n clear() u.goto(0, 0) idx = [] for i in range(N): idx.append(0) x = 0 y = 0 for k in range(N): idx[x * n + y] = k d = dino.nextdir(x, y, n) if d == North: y += 1 elif d == South: y -= 1 elif d == East: x += 1 else: x -= 1 occ = [] for i in range(N): occ.append(False) change_hat(Hats.Dinosaur_Hat) head = 0 body = [0] occ[0] = True ap = 0 grow = False if get_entity_type() == Entities.Apple: t = measure() ap = t[0] * n + t[1] grow = True while True: hx = head // n hy = head % n hi = idx[head] da = (idx[ap] - hi) % N dt = (idx[body[0]] - hi) % N if dt == 0: dt = N best = -1 bd = 0 for i in range(4): nx = hx + dxs[i] ny = hy + dys[i] if nx < 0 or ny < 0 or nx >= n or ny >= n: continue c = nx * n + ny dc = (idx[c] - hi) % N if dc == 0 or dc > da or dc >= dt: continue if occ[c] and c != body[0]: continue if dc > bd: bd = dc best = i if best == -1: for i in range(4): nx = hx + dxs[i] ny = hy + dys[i] if nx < 0 or ny < 0 or nx >= n or ny >= n: continue if (idx[nx * n + ny] - hi) % N == 1: best = i if best == -1: break if not move(dirs[best]): break head = (hx + dxs[best]) * n + hy + dys[best] if not grow: occ[body.pop(0)] = False grow = False body.append(head) occ[head] = True if head == ap: t = measure() if t == None: break ap = t[0] * n + t[1] grow = True change_hat(Hats.Straw_Hat) if __name__ == "__main__": run()- Write result the agent saw
Saved dino2 (93 lines). Game time: 3h 13m 52s elapsed, 2h 46m 8s of budget remaining.
- run_program at 3h 14m for 600s (agent saw)
Ran dino2 for 10m of game time; it is still running. Inventory change: bone +17672, cactus -3296, fertilizer +480, power -607.44, water +15360. Game time: 3h 24m 12s elapsed, 2h 35m 48s of budget remaining. Output: (none)
r23h 35mSaved, never runFinal
import u import dino dirs = [North, East, South, West] dxs = [0, 1, 0, -1] dys = [1, 0, -1, 0] def run(cap): n = get_world_size() N = n * n clear() u.goto(0, 0) idx = [] for i in range(N): idx.append(0) x = 0 y = 0 for k in range(N): idx[x * n + y] = k d = dino.nextdir(x, y, n) if d == North: y += 1 elif d == South: y -= 1 elif d == East: x += 1 else: x -= 1 occ = [] for i in range(N): occ.append(False) change_hat(Hats.Dinosaur_Hat) head = 0 body = [0] occ[0] = True ap = 0 grow = False if get_entity_type() == Entities.Apple: t = measure() ap = t[0] * n + t[1] grow = True while len(body) < cap: hx = head // n hy = head % n hi = idx[head] da = (idx[ap] - hi) % N dt = (idx[body[0]] - hi) % N if dt == 0: dt = N best = -1 bd = 0 for i in range(4): nx = hx + dxs[i] ny = hy + dys[i] if nx < 0 or ny < 0 or nx >= n or ny >= n: continue c = nx * n + ny dc = (idx[c] - hi) % N if dc == 0 or dc > da or dc >= dt: continue if occ[c] and c != body[0]: continue if dc > bd: bd = dc best = i if best == -1: for i in range(4): nx = hx + dxs[i] ny = hy + dys[i] if nx < 0 or ny < 0 or nx >= n or ny >= n: continue if (idx[nx * n + ny] - hi) % N == 1: best = i if best == -1: break if not move(dirs[best]): break head = (hx + dxs[best]) * n + hy + dys[best] if not grow: occ[body.pop(0)] = False grow = False body.append(head) occ[head] = True if head == ap: t = measure() if t == None: break ap = t[0] * n + t[1] grow = True change_hat(Hats.Straw_Hat) if __name__ == "__main__": run(10000)Changes from the previous revision
dys = [1, 0, -1, 0] - def run(): + def run(cap): n = get_world_size() N = n * n ap = t[0] * n + t[1] grow = True - while True: + while len(body) < cap: hx = head // n hy = head % n if __name__ == "__main__": - run() + run(10000)
- Write result the agent saw
Saved dino2 (93 lines). Game time: 3h 35m 32s elapsed, 2h 24m 28s of budget remaining.
fixhat.py
r13h 34mRanFinal
change_hat(Hats.Straw_Hat)- Write result the agent saw
Saved fixhat (1 lines). Game time: 3h 35m 2s elapsed, 2h 24m 58s of budget remaining.
- run_program at 3h 35m for 5s (agent saw)
Ran fixhat for 0s of game time; it finished. Inventory change: bone +658952, water +1. Game time: 3h 35m 12s elapsed, 2h 24m 48s of budget remaining. Output: (none)
- run_program at 4h 20m for 5s (agent saw)
Ran fixhat for 0s of game time; it finished. Inventory change: water +1. Game time: 4h 20m 28s elapsed, 1h 39m 32s of budget remaining. Output: (none)
- run_program at 5h 17m for 5s (agent saw)
Ran fixhat for 0s of game time; it finished. Inventory change: bone +2455328, power -0.03, water +1. Game time: 5h 17m 58s elapsed, 42m 2s of budget remaining. Output: (none)
- run_program at 5h 58m for 5s (agent saw)
Ran fixhat for 0s of game time; it finished. Inventory change: bone +850208, water +2. Game time: 5h 58m 59s elapsed, 1m 1s of budget remaining. Output: (none)
log
Step by step
- 0s
observeresult
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)
- 10s
docs_listresult
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…
- 20s
researchresult
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…
- 30s
docs_readpath="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.  You c…
- 40s
write_programname="h" · evidenceresult
Saved h (10 lines). Game time: 50s elapsed, 5h 59m 10s of budget remaining.
- 50s
run_programname="h" seconds=20result
Ran h for 5s of game time; it finished. Inventory change: hay +10. Game time: 1m 5s elapsed, 5h 58m 55s of budget remaining. Output: (none)
- 1m 05s
buy_upgradeupgrades=["loops"] · evidenceresult
Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. Game time: 1m 15s elapsed, 5h 58m 45s of budget remaining.
- 1m 15s
write_programname="h" · evidenceresult
Saved h (2 lines). Game time: 1m 25s elapsed, 5h 58m 35s of budget remaining.
- 1m 25s
run_programname="h" seconds=60result
Ran h for 1m of game time; it is still running. Inventory change: hay +120. Game time: 2m 35s elapsed, 5h 57m 25s of budget remaining. Output: (none)
- 2m 35s
buy_upgradeupgrades=["speed","expand","plant"] · evidenceresult
Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. 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. Game time: 2m 45s elapsed, 5h 57m 15s of budget remaining.
- 2m 45ssaidBought loops, speed, expand and plant. Next I'm reading the docs on the new movement and planting commands.
- 2m 45s
docs_readpath="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…
- 2m 55s
docs_readpath="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…
- 3m 05s
observeresult
Game time: 3m 15s elapsed, 5h 56m 45s of budget remaining. Program: h (running). Inventory: hay 45. 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)
- 3m 15s
write_programname="h" · evidenceresult
Stop the program before editing it.
- 3m 25s
run_programname="h" seconds=60result
Ran h for 1m of game time; it is still running. Inventory change: no change. Game time: 4m 35s elapsed, 5h 55m 25s of budget remaining. Output: (none)
- 4m 35s
stop_programresult
Program stopped. Game time: 4m 45s elapsed, 5h 55m 15s of budget remaining.
- 4m 45s
write_programname="h" · evidenceresult
Saved h (9 lines). Game time: 4m 55s elapsed, 5h 55m 5s of budget remaining.
- 4m 55s
run_programname="h" seconds=60result
Ran h for 1m of game time; it is still running. Inventory change: hay +45. Game time: 6m 5s elapsed, 5h 53m 55s of budget remaining. Output: (none)
- 6m 05s
observeresult
Game time: 6m 15s elapsed, 5h 53m 45s of budget remaining. Program: h (running). Inventory: hay 98. 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, Gr=grass. y= 2 _Bu1 y= 1 _Bu2* y= 0 _Gr3 Recent output: (none)
- 6m 15s
stop_programresult
Program stopped. Game time: 6m 25s elapsed, 5h 53m 35s of budget remaining.
- 6m 25s
write_programname="h" · evidenceresult
Saved h (28 lines). Game time: 6m 35s elapsed, 5h 53m 25s of budget remaining.
- 6m 35s
run_programname="h" seconds=90result
Ran h for 1m 30s of game time; it is still running. Inventory change: hay +18, wood +28. Game time: 8m 15s elapsed, 5h 51m 45s of budget remaining. Output: (none)
- 8m 15ssaidWood is coming in now from bushes. Next I'm buying speed and expand upgrades.
- 8m 15s
buy_upgradeupgrades=["speed","expand"] · evidenceresult
Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md. Could not buy expand: Not enough resources. Game time: 8m 25s elapsed, 5h 51m 35s of budget remaining.
- 8m 25s
researchresult
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…
- 8m 35s
waitseconds=120 until_resources={"wood":20}result
Waited 0s (wood reached 24). Program: h running. Inventory change: no change. Game time: 8m 45s elapsed, 5h 51m 15s of budget remaining.
- 8m 45s
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 8m 55s elapsed, 5h 51m 5s of budget remaining.
- 8m 55s
stop_programresult
Program stopped. Game time: 9m 5s elapsed, 5h 50m 55s of budget remaining.
- 9m 05s
write_programname="h" · evidenceresult
Saved h (40 lines). Game time: 9m 15s elapsed, 5h 50m 45s of budget remaining.
- 9m 15s
run_programname="h" seconds=120result
Ran h for 2m of game time; it is still running. Inventory change: hay +258, wood +143. Game time: 11m 25s elapsed, 5h 48m 35s of budget remaining. Output: (none)
- 11m 25s
buy_upgradeupgrades=["operators","senses","carrots","expand"] · evidenceresult
Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md. Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md. Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md. Could not buy expand: Not enough resources. Game time: 11m 35s elapsed, 5h 48m 25s of budget remaining.
- 11m 35ssaidI unlocked operators, senses and carrots. Next I'm reading the docs to plan a smarter farming loop.
- 11m 35s
docs_readpath="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…
- 11m 45s
docs_readpath="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…
- 11m 55s
docs_readpath="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…
- 12m 05s
stop_programresult
Program stopped. Game time: 12m 15s elapsed, 5h 47m 45s of budget remaining.
- 12m 15s
write_programname="h" · evidenceresult
Saved h (14 lines). Game time: 12m 25s elapsed, 5h 47m 35s of budget remaining.
- 12m 25s
run_programname="h" seconds=90result
Ran h for 1m 30s of game time; it is still running. Inventory change: carrot +40, hay +85, wood +85. Game time: 14m 5s elapsed, 5h 45m 55s of budget remaining. Output: (none)
- 14m 05s
buy_upgradeupgrades=["variables","expand"] · evidenceresult
Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md. Could not buy expand: Not enough resources. Game time: 14m 15s elapsed, 5h 45m 45s of budget remaining.
- 14m 15s
waitseconds=300 until_affordable="expand"result
Waited 15s (expand is affordable). Program: h running. Inventory change: carrot +4, hay +18, wood +30. Game time: 14m 40s elapsed, 5h 45m 20s of budget remaining.
- 14m 40s
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 14m 50s elapsed, 5h 45m 10s of budget remaining.
- 14m 50s
observeresult
Game time: 15m elapsed, 5h 45m of budget remaining. Program: h (running). Inventory: hay 397, wood 257, carrot 3. 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, Bu=bush, Gr=grass. y= 3 #Ca2 _Bu1 _Gr3 _Gr3 y= 2 #Ca2 _Bu1 _Gr3 _Gr3 y= 1 #Ca3 _Bu1…
- 15m 00ssaidThe farm is now 4x4 and producing hay, wood and carrots. Next I'm buying the grass and watering upgrades, then adding a second carrot column.
- 15m 00s
buy_upgradeupgrades=["grass","watering"] · evidenceresult
Bought grass, now level 2. Paid hay 300. Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md. Game time: 15m 10s elapsed, 5h 44m 50s of budget remaining.
- 15m 10s
stop_programresult
Program stopped. Game time: 15m 20s elapsed, 5h 44m 40s of budget remaining.
- 15m 20s
write_programname="h" · evidenceresult
Saved h (15 lines). Game time: 15m 30s elapsed, 5h 44m 30s of budget remaining.
- 15m 30s
run_programname="h" seconds=120result
Ran h for 2m of game time; it is still running. Inventory change: carrot +132, hay +97, water +12, wood +13. Game time: 17m 40s elapsed, 5h 42m 20s of budget remaining. Output: (none)
- 17m 40s
buy_upgradeupgrades=["trees","functions","speed"] · evidenceresult
Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md. Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md. Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md. Game time: 17m 50s elapsed, 5h 42m 10s of budget remaining.
- 17m 50s
docs_readpath="unlocks/trees"result
## Trees Increases the yield of bushes and trees. 100% => 200% ### Unlock Cost [Current cost: hay=300] [Tutorial](docs/unlocks/trees.md) Game time: 18m elapsed, 5h 42m of budget remaining.
- 18m 00s
docs_readpath="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…
- 18m 10s
docs_readpath="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…
- 18m 20s
stop_programresult
Program stopped. Game time: 18m 30s elapsed, 5h 41m 30s of budget remaining.
- 18m 30s
write_programname="h" · evidenceresult
Saved h (23 lines). Game time: 18m 40s elapsed, 5h 41m 20s of budget remaining.
- 18m 40s
run_programname="h" seconds=120result
Ran h for 2m of game time; it is still running. Inventory change: carrot +155, hay +160, water -22, wood +948. Game time: 20m 50s elapsed, 5h 39m 10s of budget remaining. Output: (none)
- 20m 50s
buy_upgradeupgrades=["expand","speed","watering","watering"] · evidenceresult
Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md. Could not buy speed: Not enough resources. Bought watering, now level 2. Paid wood 200. Its tutorial is docs page docs/unlocks/watering.md. Bought watering, now level 3. Paid wood 800. Its tutorial is docs page docs/unlocks/watering.md. Game time: 21m elapsed, 5h 39m of budget remaining.
- 21m 00s
stop_programresult
Program stopped. Game time: 21m 10s elapsed, 5h 38m 50s of budget remaining.
- 21m 10s
write_programname="h" · evidenceresult
Saved h (23 lines). Game time: 21m 20s elapsed, 5h 38m 40s of budget remaining.
- 21m 20s
run_programname="h" seconds=180result
Ran h for 3m of game time; it is still running. Inventory change: carrot +196, hay +190, water -8, wood +1665. Game time: 24m 30s elapsed, 5h 35m 30s of budget remaining. Output: (none)
- 24m 30ssaidWood is now plentiful; carrots and hay are the bottleneck. Next I'm checking upgrade costs to decide what to buy.
- 24m 30s
researchresult
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% =…
- 24m 40s
buy_upgradeupgrades=["carrots","grass","pumpkins","trees","fertilizer"] · evidenceresult
Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md. Bought grass, now level 3. Paid wood 500. Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md. Bought fertilizer, now level 1. Paid wood 500. Its tutorial is d…
- 24m 50s
docs_readpath="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…
- 25m 00s
docs_readpath="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…
- 25m 10s
docs_readpath="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: 25m 20s elapsed, 5h 34m 40s of budget remaining.
- 25m 20s
stop_programresult
Program stopped. Game time: 25m 30s elapsed, 5h 34m 30s of budget remaining.
- 25m 30s
write_programname="h" · evidenceresult
Saved h (25 lines). Game time: 25m 40s elapsed, 5h 34m 20s of budget remaining.
- 25m 40s
run_programname="h" seconds=180result
Ran h for 3m of game time; it is still running. Inventory change: carrot +564, fertilizer -6, hay +58, water -8, weird_substance +250, wood +2988. Game time: 28m 50s elapsed, 5h 31m 10s of budget remaining. Output: (none)
- 28m 50s
buy_upgradeupgrades=["speed","carrots","fertilizer","trees","grass"] · evidenceresult
Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md. Bought carrots, now level 3. Paid wood 1250. Its tutorial is docs page docs/unlocks/carrots.md. Bought fertilizer, now level 2. Paid wood 1500. Its tutorial is docs page docs/unlocks/fertilizer.md. Could not buy trees: Not enough resources. Could not buy grass: Not enough resources. Game time: 29m elapsed,…
- 29m 00ssaidThe farm is running smoothly and I've bought more speed, carrot and fertilizer upgrades. Next I'm letting resources build up for lists, sunflowers and pumpkins.
- 29m 00s
waitseconds=180result
Waited 3m (time up). Program: h running. Inventory change: carrot +1564, hay -492, weird_substance +315, wood +4415. Game time: 32m 10s elapsed, 5h 27m 50s of budget remaining.
- 32m 10s
observeresult
Game time: 32m 20s elapsed, 5h 27m 40s of budget remaining. Program: h (running). Inventory: hay 28, wood 5965, carrot 2213, weird_substance 585. 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: Ca=carrot, Tr=tree, Gr=grass. y= 5 #Ca3 _Tr3 #Ca3 _Tr3 #Ca1 _Tr3 y…
- 32m 20s
buy_upgradeupgrades=["lists","sunflowers","grass","import"] · evidenceresult
Bought lists, now level 1. Paid carrot 500. Its tutorial is docs page docs/scripting/lists.md. Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md. Bought grass, now level 4. Paid wood 2500. Bought import, now level 1. Paid carrot 80. Its tutorial is docs page docs/scripting/import.md. Game time: 32m 30s elapsed, 5h 27m 30s of budget remaining.
- 32m 30s
docs_readpath="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…
- 32m 40s
docs_readpath="docs/scripting/import.md"result
# Import Putting all your code in a single file quickly becomes unmanageable. `import` statements allow you to import functions and global variables from another file. How it works in one screenshot:  Here `import module2` runs the file named `module2` and gives you access to all its globals. You can then access variables and functions within the imported module using …
- 32m 50s
docs_readpath="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…
- 33m 00s
write_programname="u" · evidenceresult
Saved u (28 lines). Game time: 33m 10s elapsed, 5h 26m 50s of budget remaining.
- 33m 10s
write_programname="pump" · evidenceresult
Saved pump (32 lines). Game time: 33m 20s elapsed, 5h 26m 40s of budget remaining.
- 33m 20ssaidI wrote a pumpkin program to grow giant pumpkins across the whole field. Next I'm test-running it.
- 33m 20s
run_programname="pump" seconds=120result
Ran pump for 2m of game time; it is still running. Inventory change: carrot -189, fertilizer +24, hay +56, pumpkin +1512, weird_substance +35, wood +305. Game time: 35m 30s elapsed, 5h 24m 30s of budget remaining. Output: (none)
- 35m 30s
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 35m 40s elapsed, 5h 24m 20s of budget remaining.
- 35m 40s
run_programname="pump" seconds=180result
Ran pump for 3m of game time; it is still running. Inventory change: carrot -460, fertilizer +36, hay +424, pumpkin +1920, water +1. Game time: 38m 50s elapsed, 5h 21m 10s of budget remaining. Output: (none)
- 38m 50s
researchresult
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 3/10; cost wood 6250; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and …
- 39m 00s
observeresult
Game time: 39m 10s elapsed, 5h 20m 50s of budget remaining. Program: pump (running). Inventory: hay 680, wood 5288, carrot 993, pumpkin 2816, weird_substance 730, fertilizer 68. 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: Pu=pumpkin, De=dead_pumpkin. y= 7 #Pu3 …
- 39m 10s
buy_upgradeupgrades=["watering","utilities"] · evidenceresult
Bought watering, now level 4. Paid wood 3200. Its tutorial is docs page docs/unlocks/watering.md. Bought utilities, now level 1. Paid pumpkin 1000. Game time: 39m 20s elapsed, 5h 20m 40s of budget remaining.
- 39m 20s
write_programname="mix" · evidenceresult
Saved mix (36 lines). Game time: 39m 30s elapsed, 5h 20m 30s of budget remaining.
- 39m 30s
stop_programresult
Program stopped. Game time: 39m 40s elapsed, 5h 20m 20s of budget remaining.
- 39m 40s
run_programname="mix" seconds=120result
Ran mix for 2m of game time; it is still running. Inventory change: carrot +840, fertilizer -75, hay +8, pumpkin +38, water -8, weird_substance +895, wood +1101. Game time: 41m 50s elapsed, 5h 18m 10s of budget remaining. Output: (none)
- 41m 50s
buy_upgradeupgrades=["mazes","speed"] · evidenceresult
Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md. Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md. Game time: 42m elapsed, 5h 18m of budget remaining.
- 42m 00s
docs_readpath="unlocks/mazes"result
## Mazes Increases the gold in treasure chests and the amount of weird substance needed to spawn a maze. 100% => 200% ### Unlock Cost [Current cost: cactus=12000] [Tutorial](docs/unlocks/mazes.md) Game time: 42m 10s elapsed, 5h 17m 50s of budget remaining.
- 42m 10ssaidUnlocked mazes and maxed speed. Next I'm reading the maze tutorial so I can start farming gold.
- 42m 10s
docs_readpath="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…
- 42m 20s
write_programname="maze" · evidenceresult
Saved maze (62 lines). Game time: 42m 30s elapsed, 5h 17m 30s of budget remaining.
- 42m 30s
stop_programresult
Program stopped. Game time: 42m 40s elapsed, 5h 17m 20s of budget remaining.
- 42m 40s
run_programname="maze" seconds=60result
Ran maze for 1m of game time; it is still running. Inventory change: fertilizer +12, gold +832, water +48, weird_substance -107, wood +5. Game time: 43m 50s elapsed, 5h 16m 10s of budget remaining. Output: (none)
- 43m 50s
waitseconds=120 until_affordable="megafarm"result
Waited 1m 23s (megafarm is affordable). Program: maze running. Inventory change: fertilizer +16, gold +1088, water +66, weird_substance -128. Game time: 45m 23s elapsed, 5h 14m 37s of budget remaining.
- 45m 23s
buy_upgradeupgrades=["megafarm"] · evidenceresult
Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md. Game time: 45m 33s elapsed, 5h 14m 27s of budget remaining.
- 45m 33s
docs_readpath="unlocks/megafarm"result
## Megafarm Increase drone count further. 2 => 4 ### Unlock Cost [Current cost: gold=8000] [Tutorial](docs/unlocks/megafarm.md) Game time: 45m 43s elapsed, 5h 14m 17s of budget remaining.
- 45m 43s
docs_readpath="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… - 45m 53s
write_programname="u" · evidenceresult
Saved u (42 lines). Game time: 46m 3s elapsed, 5h 13m 57s of budget remaining.
- 46m 03s
write_programname="pump" · evidenceresult
Saved pump (35 lines). Game time: 46m 13s elapsed, 5h 13m 47s of budget remaining.
- 46m 13ssaidMegafarm gives 2 drones now. I'm rewriting the programs so drones split the field, starting with pumpkins.
- 46m 13s
write_programname="u" · evidenceresult
Saved u (40 lines). Game time: 46m 23s elapsed, 5h 13m 37s of budget remaining.
- 46m 23s
run_programname="pump" seconds=90result
Ran pump for 1m 30s of game time; it is still running. Inventory change: carrot -574, fertilizer +18, hay +480, pumpkin +2520, water -186. Game time: 48m 3s elapsed, 5h 11m 57s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: run <- par <- cols <- water use_item(Items.Water) ^^ ------------------------------------------------------… - 48m 03s
write_programname="mix" · evidenceresult
Saved mix (42 lines). Game time: 48m 13s elapsed, 5h 11m 47s of budget remaining.
- 48m 13s
write_programname="mix" · evidenceresult
Saved mix (38 lines). Game time: 48m 23s elapsed, 5h 11m 37s of budget remaining.
- 48m 23s
observeresult
Game time: 48m 33s elapsed, 5h 11m 27s of budget remaining. Program: pump (running). Inventory: hay 1360, wood 4734, carrot 694, pumpkin 5526, weird_substance 346, gold 1008, fertilizer 70. 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: Pu=pumpkin. y= 7 #Pu3 #Pu3…
- 48m 33s
buy_upgradeupgrades=["cactus"] · evidenceresult
Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. Game time: 48m 43s elapsed, 5h 11m 17s of budget remaining.
- 48m 43s
docs_readpath="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 `…
- 48m 53s
docs_readpath="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: 49m 3s elapsed, 5h 10m 57s of budget remaining.
- 49m 03s
write_programname="cact" · evidenceresult
Saved cact (66 lines). Game time: 49m 13s elapsed, 5h 10m 47s of budget remaining.
- 49m 13s
stop_programresult
Program stopped. Game time: 49m 23s elapsed, 5h 10m 37s of budget remaining.
- 49m 23s
run_programname="cact" seconds=60result
Ran cact for 1m of game time; it is still running. Inventory change: cactus +8192, fertilizer +12, pumpkin -337, water +48. Game time: 50m 33s elapsed, 5h 9m 27s of budget remaining. Output: (none)
- 50m 33ssaidCactus farming works, at about 8,000 cactus per minute. Next I'm unlocking dinosaurs and reading how they work.
- 50m 33s
buy_upgradeupgrades=["dinosaurs"] · evidenceresult
Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Game time: 50m 43s elapsed, 5h 9m 17s of budget remaining.
- 50m 43s
docs_readpath="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 …
- 50m 53s
buy_upgradeupgrades=["hats"] · evidenceresult
Could not buy hats: Already at maximum level.
- 51m 03s
docs_readpath="unlocks/hats"result
## Hats Hats for your drone. change_hat(Hats.Green_Hat) [Tutorial](docs/unlocks/hats.md) Game time: 51m 13s elapsed, 5h 8m 47s of budget remaining.
- 51m 13s
write_programname="dino" · evidenceresult
Saved dino (32 lines). Game time: 51m 23s elapsed, 5h 8m 37s of budget remaining.
- 51m 23s
run_programname="dino" seconds=300result
Ran dino for 1m 1s of game time; it finished. Inventory change: bone +3969, cactus -126, fertilizer +12, water +49. Game time: 52m 34s elapsed, 5h 7m 26s of budget remaining. Output: (none)
- 52m 34ssaidDinosaurs work: 3,969 bones in one minute. All the main resources are now unlocked, so I'm writing a master program that cycles through every activity.
- 52m 34s
write_programname="main" · evidenceresult
Saved main (18 lines). Game time: 52m 44s elapsed, 5h 7m 16s of budget remaining.
- 52m 44s
run_programname="main" seconds=300result
Ran main for 5m of game time; it is still running. Inventory change: bone +3969, cactus +3970, carrot +1812, fertilizer -117, gold +640, hay +480, pumpkin +1360, water -166, weird_substance +1485, wood +3683. Game time: 57m 54s elapsed, 5h 2m 6s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: run <- par <- cols <- tile <- water <- ... use_item(Items…
- 57m 54s
buy_upgradeupgrades=["pumpkins","trees"] · evidenceresult
Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md. Game time: 58m 4s elapsed, 5h 1m 56s of budget remaining.
- 58m 04s
observeresult
Game time: 58m 14s elapsed, 5h 1m 46s of budget remaining. Program: main (running). Inventory: hay 640, wood 8417, carrot 1160, pumpkin 3133, cactus 18228, bone 7938, weird_substance 1831, gold 1648, water 19, fertilizer 9. 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. Enti…
- 58m 14s
buy_upgradeupgrades=["carrots"] · evidenceresult
Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md. Game time: 58m 24s elapsed, 5h 1m 36s of budget remaining.
- 58m 24s
waitseconds=300 until_affordable="expand"result
Waited 5m (time up). Program: main running. Inventory change: bone +3969, cactus +3924, carrot +1890, fertilizer +19, gold +1088, hay -352, pumpkin +1408, water +76, weird_substance +562, wood +5518. Game time: 1h 3m 34s elapsed, 4h 56m 26s of budget remaining.
- 1h 03m
run_programname="pump" seconds=600result
Ran pump for 10m of game time; it is still running. Inventory change: cactus -2, carrot -1516, fertilizer +120, pumpkin +1082, water +366. Game time: 1h 13m 44s elapsed, 4h 46m 16s of budget remaining. Output: (none)
- 1h 13m
observeresult
Game time: 1h 13m 54s elapsed, 4h 46m 6s of budget remaining. Program: pump (running). Inventory: hay 288, wood 7685, carrot 1514, pumpkin 5643, cactus 26222, bone 11907, weird_substance 2361, gold 2928, water 491, fertilizer 156. 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 dron…
- 1h 13msaidThe dinosaur hat was left on when I switched programs, so pumpkin farming stalled for 10 minutes. I'm resetting the hat and adding a safeguard.
- 1h 13m
write_programname="pump" · evidenceresult
Stop the program before editing it.
- 1h 14m
stop_programresult
Program stopped. Game time: 1h 14m 14s elapsed, 4h 45m 46s of budget remaining.
- 1h 14m
write_programname="pump" · evidenceresult
Saved pump (36 lines). Game time: 1h 14m 24s elapsed, 4h 45m 36s of budget remaining.
- 1h 14m
run_programname="pump" seconds=90result
Ran pump for 1m 30s of game time; it is still running. Inventory change: bone +1225, carrot -1118, fertilizer +18, pumpkin +4608, water -261. Game time: 1h 16m 4s elapsed, 4h 43m 56s of budget remaining. Output: (none)
- 1h 16m
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 1h 16m 14s elapsed, 4h 43m 46s of budget remaining.
- 1h 16msaidExpanded to 12x12. Carrots and hay are now the bottleneck, so I'm adding more grass to the mix layout and making the master loop reset the hat on start.
- 1h 16m
stop_programresult
Program stopped. Game time: 1h 16m 24s elapsed, 4h 43m 36s of budget remaining.
- 1h 16m
write_programname="mix" · evidenceresult
Saved mix (38 lines). Game time: 1h 16m 34s elapsed, 4h 43m 26s of budget remaining.
- 1h 16m
write_programname="main" · evidenceresult
Saved main (18 lines). Game time: 1h 16m 44s elapsed, 4h 43m 16s of budget remaining.
- 1h 16m
run_programname="main" seconds=300result
Ran main for 5m of game time; it is still running. Inventory change: cactus +20698, carrot +2368, fertilizer -145, gold +720, hay +1480, pumpkin -176, water -67, weird_substance +3550, wood +2678. Game time: 1h 21m 54s elapsed, 4h 38m 6s of budget remaining. Output: (none)
- 1h 21m
stop_programresult
Program stopped. Game time: 1h 22m 4s elapsed, 4h 37m 56s of budget remaining.
- 1h 22m
run_programname="maze" seconds=30result
Ran maze for 30s of game time; it is still running. Inventory change: bone +400, fertilizer +6, gold +576, water +24, weird_substance -60. Game time: 1h 22m 44s elapsed, 4h 37m 16s of budget remaining. Output: (none)
- 1h 22m
stop_programresult
Program stopped. Game time: 1h 22m 54s elapsed, 4h 37m 6s of budget remaining.
- 1h 22m
write_programname="maze" · evidenceresult
Saved maze (63 lines). Game time: 1h 23m 4s elapsed, 4h 36m 56s of budget remaining.
- 1h 23m
run_programname="maze" seconds=60result
Ran maze for 1m of game time; it is still running. Inventory change: fertilizer +12, gold +1152, water +48, weird_substance -108. Game time: 1h 24m 14s elapsed, 4h 35m 46s of budget remaining. Output: (none)
- 1h 24m
waitseconds=240 until_affordable="megafarm"result
Waited 2m 54s (megafarm is affordable). Program: maze running. Inventory change: fertilizer +35, gold +2304, water +139, weird_substance -180. Game time: 1h 27m 18s elapsed, 4h 32m 42s of budget remaining.
- 1h 27m
buy_upgradeupgrades=["megafarm"] · evidenceresult
Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md. Game time: 1h 27m 28s elapsed, 4h 32m 32s of budget remaining.
- 1h 27m
researchresult
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 4/10; cost wood 31200; available, not affordable; tutorial docs…
- 1h 27m
buy_upgradeupgrades=["mazes","dinosaurs","fertilizer"] · evidenceresult
Bought mazes, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/mazes.md. Bought dinosaurs, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Bought fertilizer, now level 3. Paid wood 9000. Its tutorial is docs page docs/unlocks/fertilizer.md. Game time: 1h 27m 48s elapsed, 4h 32m 12s of budget remaining.
- 1h 27m
observeresult
Game time: 1h 27m 58s elapsed, 4h 32m 2s of budget remaining. Program: maze (running). Inventory: hay 2088, wood 1363, carrot 2482, pumpkin 2881, cactus 22914, bone 13532, weird_substance 5467, gold 688, water 481, fertilizer 122. 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 dr…
- 1h 27msaidNow at 4 drones; I bought maze, dinosaur and fertilizer upgrades. Next I'm making the maze solver reuse each maze and remember its walls, so it can path straight to each new treasure.
- 1h 27m
write_programname="maze2" · evidenceresult
Saved maze2 (86 lines). Game time: 1h 28m 8s elapsed, 4h 31m 52s of budget remaining.
- 1h 28m
stop_programresult
Program stopped. Game time: 1h 28m 18s elapsed, 4h 31m 42s of budget remaining.
- 1h 28m
run_programname="maze2" seconds=60result
Ran maze2 for 2s of game time; it stopped with an error: reverse has never been defined. You must assign a value to a variable before using it. Inventory change: fertilizer +1, water +2, weird_substance -24. Game time: 1h 28m 30s elapsed, 4h 31m 30s of budget remaining. Output: Error: reverse has never been defined. You must assign a value to a variable before using it. In: session <- nav <- bfs p…
- 1h 28m
write_programname="maze2" · evidenceresult
Saved maze2 (85 lines). Game time: 1h 28m 40s elapsed, 4h 31m 20s of budget remaining.
- 1h 28m
run_programname="maze2" seconds=60result
Ran maze2 for 1m of game time; it is still running. Inventory change: fertilizer +24, water +48, weird_substance -24. Game time: 1h 29m 50s elapsed, 4h 30m 10s of budget remaining. Output: (none)
- 1h 29m
observeresult
Game time: 1h 30m elapsed, 4h 30m of budget remaining. Program: maze2 (running). Inventory: hay 2088, wood 1363, carrot 2482, pumpkin 2881, cactus 22914, bone 13532, weird_substance 5323, gold 2128, water 579, fertilizer 171. 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. …
- 1h 30m
waitseconds=60result
Waited 1m (time up). Program: maze2 running. Inventory change: fertilizer +24, water +48. Game time: 1h 31m 10s elapsed, 4h 28m 50s of budget remaining.
- 1h 31m
inspect_tilex=9 y=8result
(9,8) `x = 9, y = 8` ### `Entities.Hedge` `measure(): (1,2)` When harvested, gives: ### `Grounds.Grassland` Water level: 0 Game time: 1h 31m 20s elapsed, 4h 28m 40s of budget remaining.
- 1h 31m
observeresult
Game time: 1h 31m 30s elapsed, 4h 28m 30s of budget remaining. Program: maze2 (running). Inventory: hay 2088, wood 1363, carrot 2482, pumpkin 2881, cactus 22914, bone 13532, weird_substance 5323, gold 2128, water 651, fertilizer 207. 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…
- 1h 31m
stop_programresult
Program stopped. Game time: 1h 31m 40s elapsed, 4h 28m 20s of budget remaining.
- 1h 31m
write_programname="maze2" · evidenceresult
Saved maze2 (115 lines). Game time: 1h 31m 50s elapsed, 4h 28m 10s of budget remaining.
- 1h 31m
run_programname="maze2" seconds=60result
Ran maze2 for 1m of game time; it is still running. Inventory change: fertilizer +24, gold +2304, water +48, weird_substance -216. Game time: 1h 33m elapsed, 4h 27m of budget remaining. Output: (none)
- 1h 33msaidThe maze program now remembers walls between treasures; I'm checking whether that actually speeds it up.
- 1h 33m
waitseconds=60result
Waited 1m (time up). Program: maze2 running. Inventory change: fertilizer +24, gold +4320, water +48, weird_substance -360. Game time: 1h 34m 10s elapsed, 4h 25m 50s of budget remaining.
- 1h 34msaidWall memory nearly doubled gold, to about 4,300 per minute. I'll keep the maze running until I can afford the next megafarm level (8 drones).
- 1h 34m
waitseconds=480 until_affordable="megafarm"result
Waited 6m 20s (megafarm is affordable). Program: maze2 running. Inventory change: fertilizer +151, gold +21600, water +303, weird_substance -1800. Game time: 1h 40m 40s elapsed, 4h 19m 20s of budget remaining.
- 1h 40m
buy_upgradeupgrades=["megafarm"] · evidenceresult
Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md. Game time: 1h 40m 50s elapsed, 4h 19m 10s of budget remaining.
- 1h 40msaidNow at 8 drones. Next I'm reading the polyculture docs to see if it can boost yields.
- 1h 40m
docs_readpath="docs/unlocks/polyculture.md"result
No accessible documentation page docs/unlocks/polyculture.md. Use docs_list.
- 1h 41m
docs_readpath="unlocks/polyculture"result
## Polyculture Use companion planting to increase the yield. plant_type, (x, y) = get_companion() ### Unlock Cost [Current cost: pumpkin=3000] Game time: 1h 41m 10s elapsed, 4h 18m 50s of budget remaining.
- 1h 41m
stop_programresult
Program stopped. Game time: 1h 41m 20s elapsed, 4h 18m 40s of budget remaining.
- 1h 41m
write_programname="main" · evidenceresult
Saved main (18 lines). Game time: 1h 41m 30s elapsed, 4h 18m 30s of budget remaining.
- 1h 41m
run_programname="main" seconds=300result
Ran main for 5m of game time; it is still running. Inventory change: cactus +20640, carrot +3146, fertilizer -312, gold +5760, hay +1752, pumpkin +3168, water -453, weird_substance +7580, wood +5804. Game time: 1h 46m 40s elapsed, 4h 13m 20s of budget remaining. Output: (none)
- 1h 46m
buy_upgradeupgrades=["polyculture"] · evidenceresult
Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md. Game time: 1h 46m 50s elapsed, 4h 13m 10s of budget remaining.
- 1h 46m
docs_searchquery="companion"result
docs/home.md: …) [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) [get_ground_type](functions/get_ground_type) [get_pos_x](functions/get_pos_x) [get_pos_y](functions… docs/unlocks/polyculture.md: …es plants yield more when planted together. Grass, bushes, trees, and car…
- 1h 47m
docs_readpath="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…
- 1h 47msaidPolyculture is unlocked: plants yield about 5–10x more when their preferred companion is planted nearby. I'm writing a new mixed-farm program that places each plant's companion.
- 1h 47m
write_programname="poly" · evidenceresult
Saved poly (73 lines). Game time: 1h 47m 20s elapsed, 4h 12m 40s of budget remaining.
- 1h 47m
stop_programresult
Program stopped. Game time: 1h 47m 30s elapsed, 4h 12m 30s of budget remaining.
- 1h 47m
run_programname="poly" seconds=180result
Ran poly for 3m of game time; it is still running. Inventory change: bone +3872, carrot +27096, fertilizer +72, hay +12392, water -683, wood +73648. Game time: 1h 50m 40s elapsed, 4h 9m 20s of budget remaining. Output: (none)
- 1h 50msaidPolyculture is a big win: about 74k wood, 27k carrots and 12k hay in 3 minutes. Next I'm spending it on yield upgrades.
- 1h 50m
buy_upgradeupgrades=["trees","pumpkins","carrots","grass","watering","fertilizer"] · evidenceresult
Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md. Bought pumpkins, now level 3. Paid carrot 4000. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought carrots, now level 5. Paid wood 31200. Its tutorial is docs page docs/unlocks/carrots.md. Bought grass, now level 5. Paid wood 12500. Bought watering, now level 5. Paid wood 12800. Its tutorial is docs …
- 1h 50m
researchresult
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 5/10; cost wood 156000; available, not affordable; tutorial doc…
- 1h 51m
buy_upgradeupgrades=["polyculture","pumpkins"] · evidenceresult
Bought polyculture, now level 2. Paid bone 10000. Its tutorial is docs page docs/unlocks/polyculture.md. Bought pumpkins, now level 4. Paid carrot 16000. Its tutorial is docs page docs/unlocks/pumpkins.md. Game time: 1h 51m 10s elapsed, 4h 8m 50s of budget remaining.
- 1h 51m
stop_programresult
Program stopped. Game time: 1h 51m 20s elapsed, 4h 8m 40s of budget remaining.
- 1h 51m
write_programname="main" · evidenceresult
Saved main (17 lines). Game time: 1h 51m 30s elapsed, 4h 8m 30s of budget remaining.
- 1h 51m
run_programname="main" seconds=600result
Ran main for 10m of game time; it is still running. Inventory change: bone +40898, cactus +40900, carrot +49240, fertilizer +240, gold +8928, hay +32032, pumpkin +20376, water +177, weird_substance -768, wood +164800. Game time: 2h 1m 40s elapsed, 3h 58m 20s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: cols <- put plant(t) ^^ ------------------… - 2h 01m
observeresult
Game time: 2h 1m 50s elapsed, 3h 58m 10s of budget remaining. Program: main (running). Inventory: hay 50352, wood 233935, carrot 77316, pumpkin 23425, cactus 84370, bone 48302, weird_substance 9183, gold 19952, water 226, fertilizer 502. 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); * mar…
- 2h 01m
buy_upgradeupgrades=["mazes","trees","watering","grass","fertilizer","polyculture"] · evidenceresult
Bought mazes, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/mazes.md. Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md. Bought watering, now level 6. Paid wood 51200. Its tutorial is docs page docs/unlocks/watering.md. Bought grass, now level 6. Paid wood 62500. Bought fertilizer, now level 4. Paid wood 54000. Its tutorial is docs …
- 2h 02m
stop_programresult
Program stopped. Game time: 2h 2m 10s elapsed, 3h 57m 50s of budget remaining.
- 2h 02m
write_programname="u" · evidenceresult
Saved u (52 lines). Game time: 2h 2m 20s elapsed, 3h 57m 40s of budget remaining.
- 2h 02m
write_programname="sun" · evidenceresult
Saved sun (33 lines). Game time: 2h 2m 30s elapsed, 3h 57m 30s of budget remaining.
- 2h 02m
run_programname="sun" seconds=180result
Ran sun for 22s of game time; it finished. Inventory change: bone +2, carrot -144, fertilizer +18, hay +2176, power +1021.20, water -72. Game time: 2h 3m 2s elapsed, 3h 56m 58s of budget remaining. Output: (none)
- 2h 03msaidSunflowers work: about 1,000 power in 22 seconds, which doubles drone speed. I'm adding a sunflower phase to the master loop and shifting more time to pumpkins.
- 2h 03m
write_programname="main" · evidenceresult
Saved main (20 lines). Game time: 2h 3m 12s elapsed, 3h 56m 48s of budget remaining.
- 2h 03m
run_programname="main" seconds=600result
Ran main for 10m of game time; it is still running. Inventory change: bone +40898, cactus +82324, carrot +84544, fertilizer +480, gold +46080, hay +124656, power +446.76, pumpkin +54232, water +117, weird_substance -3840, wood +557920. Game time: 2h 13m 22s elapsed, 3h 46m 38s of budget remaining. Output: (none)
- 2h 13m
buy_upgradeupgrades=["expand","carrots","polyculture","dinosaurs","trees","watering","grass"] · evidenceresult
Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md. Bought carrots, now level 6. Paid wood 156000. Its tutorial is docs page docs/unlocks/carrots.md. Bought polyculture, now level 3. Paid bone 50000. Its tutorial is docs page docs/unlocks/polyculture.md. Bought dinosaurs, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/dinosaur…
- 2h 13msaidExpanded to 16x16 and bought carrot, polyculture, dinosaur, tree and watering upgrades. The master loop adapts to the new size automatically, so I'll let it run.
- 2h 13m
waitseconds=600result
Waited 10m (time up). Program: main running. Inventory change: fertilizer +480, power -607.47, water +3840. Game time: 2h 23m 42s elapsed, 3h 36m 18s of budget remaining.
- 2h 23msaidNothing was produced in those 10 minutes, so something is stuck. Checking now.
- 2h 23m
observeresult
Game time: 2h 23m 52s elapsed, 3h 36m 8s of budget remaining. Program: main (running). Inventory: hay 81184, wood 263155, carrot 161716, pumpkin 13657, cactus 22670, bone 39594, weird_substance 5271, gold 67184, water 4478, fertilizer 1556, power 830.06. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 mediu…
- 2h 23msaidThe farm expansion cleared the field mid-maze and left the solver looping. Restarting the master program and making the maze code more robust.
- 2h 23m
stop_programresult
Program stopped. Game time: 2h 24m 2s elapsed, 3h 35m 58s of budget remaining.
- 2h 24m
run_programname="main" seconds=60result
Ran main for 1m of game time; it is still running. Inventory change: carrot +132784, fertilizer +48, hay +121216, power +1540.11, water -479, wood +856416. Game time: 2h 25m 12s elapsed, 3h 34m 48s of budget remaining. Output: (none)
- 2h 25msaidBack running: about 856k wood, 133k carrots and 121k hay in one minute. Buying the upgrades that are now affordable.
- 2h 25m
buy_upgradeupgrades=["grass","carrots","fertilizer","watering","trees","cactus","pumpkins"] · evidenceresult
Bought grass, now level 7. Paid wood 312000. Bought carrots, now level 7. Paid wood 781000. Its tutorial is docs page docs/unlocks/carrots.md. Could not buy fertilizer: Already at maximum level. Could not buy watering: Not enough resources. Could not buy trees: Not enough resources. Could not buy cactus: Not enough resources. Bought pumpkins, now level 5. Paid carrot 64000. Its tutorial is docs pa…
- 2h 25msaidNow hardening the maze solver so a cleared maze can't leave it looping forever:
- 2h 25m
stop_programresult
Program stopped. Game time: 2h 25m 32s elapsed, 3h 34m 28s of budget remaining.
- 2h 25m
write_programname="maze2" · evidenceresult
Saved maze2 (128 lines). Game time: 2h 25m 42s elapsed, 3h 34m 18s of budget remaining.
- 2h 25m
run_programname="main" seconds=600result
Ran main for 10m of game time; it is still running. Inventory change: bone +260100, cactus +129032, carrot +683808, fertilizer +339, gold +40960, hay +443648, power +138.18, pumpkin +106304, water +1807, weird_substance +100768, wood +2039552. Game time: 2h 35m 52s elapsed, 3h 24m 8s of budget remaining. Output: (none)
- 2h 35msaidStrong 10-minute cycle across all resources. Buying everything affordable.
- 2h 35m
buy_upgradeupgrades=["megafarm","expand","cactus","polyculture","mazes","dinosaurs","trees","watering","grass","carrots","pumpkins"] · evidenceresult
Could not buy megafarm: Not enough resources. Could not buy expand: Not enough resources. Bought cactus, now level 2. Paid pumpkin 20000. Its tutorial is docs page docs/unlocks/cactus.md. Bought polyculture, now level 4. Paid bone 250000. Its tutorial is docs page docs/unlocks/polyculture.md. Could not buy mazes: Not enough resources. Could not buy dinosaurs: Not enough resources. Bought trees, no…
- 2h 36m
waitseconds=600result
Waited 10m (time up). Program: main running. Inventory change: bone +260100, cactus +260032, carrot +769568, fertilizer +469, gold +40960, hay +489664, power -1437.59, pumpkin +194624, water +6216, weird_substance +390720, wood +4011264. Game time: 2h 46m 12s elapsed, 3h 13m 48s of budget remaining.
- 2h 46m
buy_upgradeupgrades=["megafarm","expand","mazes","dinosaurs","grass","carrots","trees","watering","polyculture","pumpkins","cactus"] · evidenceresult
Bought megafarm, now level 4. Paid gold 128000. Its tutorial is docs page docs/unlocks/megafarm.md. Could not buy expand: Not enough resources. Could not buy mazes: Not enough resources. Could not buy dinosaurs: Not enough resources. Bought grass, now level 8. Paid wood 1560000. Bought carrots, now level 8. Paid wood 3910000. Its tutorial is docs page docs/unlocks/carrots.md. Could not buy trees: …
- 2h 46msaidNow at 16 drones, one per column. Checking the remaining upgrade costs.
- 2h 46m
researchresult
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 …
- 2h 46m
waitseconds=900result
Waited 15m (time up). Program: main running. Inventory change: bone +520200, cactus +519592, carrot +1979968, fertilizer +720, gold +40960, hay +1635584, power -80.05, pumpkin +390144, water +9487, weird_substance -2560, wood +5458944. Game time: 3h 1m 42s elapsed, 2h 58m 18s of budget remaining.
- 3h 01m
buy_upgradeupgrades=["expand","trees","watering","polyculture","mazes","dinosaurs","grass","pumpkins","cactus","carrots","megafarm"] · evidenceresult
Bought expand, now level 8. Paid pumpkin 512000. Its tutorial is docs page docs/unlocks/expand_1.md. Bought trees, now level 8. Paid hay 1230000. Its tutorial is docs page docs/unlocks/trees.md. Bought watering, now level 9. Paid wood 3280000. Its tutorial is docs page docs/unlocks/watering.md. Could not buy polyculture: Not enough resources. Bought mazes, now level 4. Paid cactus 432000. Its tuto…
- 3h 01msaidExpanded to 22x22 — last time an expansion mid-run caused a stall, so checking the farm is still producing.
- 3h 01m
waitseconds=60result
Waited 1m (time up). Program: main running. Inventory change: fertilizer +48, power -60.75, water +1536. Game time: 3h 3m 2s elapsed, 2h 56m 58s of budget remaining.
- 3h 03m
observeresult
Game time: 3h 3m 12s elapsed, 2h 56m 48s of budget remaining. Program: main (running). Inventory: hay 1454840, wood 3040691, carrot 2724404, pumpkin 77369, cactus 67078, bone 882894, weird_substance 1425703, gold 62064, water 24175, fertilizer 3032, power 558.36. Farm 22x22. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small…
- 3h 03msaidStuck again after the expansion (probably the dinosaur loop). Restarting; in future I'll stop the program before buying an expansion.
- 3h 03m
stop_programresult
Program stopped. Game time: 3h 3m 22s elapsed, 2h 56m 38s of budget remaining.
- 3h 03m
run_programname="main" seconds=600result
Ran main for 10m of game time; it is still running. Inventory change: cactus +936384, carrot +2381852, fertilizer +480, gold +77440, hay +1686912, power +1846.50, pumpkin +367904, water +12954, weird_substance -3520, wood +15356544. Game time: 3h 13m 32s elapsed, 2h 46m 28s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: cols <- put plant(t) ^^ --… - 3h 13m
buy_upgradeupgrades=["carrots","grass","pumpkins","polyculture","cactus","trees","megafarm","mazes","dinosaurs"] · evidenceresult
Could not buy carrots: Not enough resources. Bought grass, now level 9. Paid wood 7810000. Bought pumpkins, now level 8. Paid carrot 4100000. Its tutorial is docs page docs/unlocks/pumpkins.md. Could not buy polyculture: Not enough resources. Could not buy cactus: Not enough resources. Could not buy trees: Not enough resources. Could not buy megafarm: Not enough resources. Could not buy mazes: Not…
- 3h 13msaidGold and bones are the slowest resources. I'm writing a faster dinosaur program that takes safe shortcuts along its route instead of walking the full loop for every apple.
- 3h 13m
write_programname="dino2" · evidenceresult
Saved dino2 (93 lines). Game time: 3h 13m 52s elapsed, 2h 46m 8s of budget remaining.
- 3h 13m
stop_programresult
Program stopped. Game time: 3h 14m 2s elapsed, 2h 45m 58s of budget remaining.
- 3h 14m
run_programname="dino2" seconds=600result
Ran dino2 for 10m of game time; it is still running. Inventory change: bone +17672, cactus -3296, fertilizer +480, power -607.44, water +15360. Game time: 3h 24m 12s elapsed, 2h 35m 48s of budget remaining. Output: (none)
- 3h 24msaidThe new dinosaur program ran 10 minutes for only 17k bones and is still going. Investigating.
- 3h 24m
observeresult
Game time: 3h 24m 22s elapsed, 2h 35m 38s of budget remaining. Program: dino2 (running). Inventory: hay 3141752, wood 10587235, carrot 1006256, pumpkin 445273, cactus 1000006, bone 900566, weird_substance 1422183, gold 139504, water 54281, fertilizer 4048, power 1746.69. Farm 22x22. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size …
- 3h 24msaidIt's working: the tail is about 240 segments on the 22x22 field, it's just slow. A full snake should yield around 1.9M bones, so I'll let it finish.
- 3h 24m
waitseconds=600 until_program_ends=trueresult
Waited 10m (time up). Program: dino2 running. Inventory change: cactus -1200, fertilizer +480, power -607.50, water +15360. Game time: 3h 34m 32s elapsed, 2h 25m 28s of budget remaining.
- 3h 34m
observeresult
Game time: 3h 34m 42s elapsed, 2h 25m 18s of budget remaining. Program: dino2 (running). Inventory: hay 3141752, wood 10587235, carrot 1006256, pumpkin 445273, cactus 998742, bone 900566, weird_substance 1422183, gold 139504, water 70153, fertilizer 4544, power 1118.94. Farm 22x22. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (…
- 3h 34msaidThe snake is at about 330 segments, but finishing would take another ~16 minutes with the rest of the farm idle. I'll stop now to bank about 870k bones, then cap the snake's length in the main loop.
- 3h 34m
stop_programresult
Program stopped. Game time: 3h 34m 52s elapsed, 2h 25m 8s of budget remaining.
- 3h 34m
write_programname="fixhat" · evidenceresult
Saved fixhat (1 lines). Game time: 3h 35m 2s elapsed, 2h 24m 58s of budget remaining.
- 3h 35m
run_programname="fixhat" seconds=5result
Ran fixhat for 0s of game time; it finished. Inventory change: bone +658952, water +1. Game time: 3h 35m 12s elapsed, 2h 24m 48s of budget remaining. Output: (none)
- 3h 35msaidBanked 659k bones. Buying polyculture level 5 and other affordable upgrades.
- 3h 35m
buy_upgradeupgrades=["polyculture","carrots","trees","grass","cactus","mazes","dinosaurs","pumpkins"] · evidenceresult
Bought polyculture, now level 5. Paid bone 1250000. Its tutorial is docs page docs/unlocks/polyculture.md. Could not buy carrots: Not enough resources. Could not buy trees: Not enough resources. Could not buy grass: Not enough resources. Could not buy cactus: Not enough resources. Could not buy mazes: Not enough resources. Could not buy dinosaurs: Not enough resources. Could not buy pumpkins: Not …
- 3h 35m
write_programname="dino2" · evidenceresult
Saved dino2 (93 lines). Game time: 3h 35m 32s elapsed, 2h 24m 28s of budget remaining.
- 3h 35m
write_programname="main" · evidenceresult
Saved main (20 lines). Game time: 3h 35m 42s elapsed, 2h 24m 18s of budget remaining.
- 3h 35m
run_programname="main" seconds=900result
Ran main for 15m of game time; it is still running. Inventory change: bone +177608, cactus +1871648, carrot +9201308, fertilizer +720, gold +174240, hay +12649728, power +550.43, pumpkin +1480256, water +18398, weird_substance -8096, wood +60670464. Game time: 3h 50m 52s elapsed, 2h 9m 8s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: run <- par <- col…
- 3h 50msaidVery strong 15 minutes: 60M wood, 12.6M hay, 9.2M carrots, 1.5M pumpkins. Buying upgrades (expansion excluded while the program runs).
- 3h 50m
buy_upgradeupgrades=["carrots","trees","grass","cactus","mazes","dinosaurs","pumpkins","megafarm","carrots","trees","pumpkins","cactus"] · evidenceresult
Bought carrots, now level 9. Paid wood 19500000. Its tutorial is docs page docs/unlocks/carrots.md. Bought trees, now level 9. Paid hay 4920000. Its tutorial is docs page docs/unlocks/trees.md. 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. Bought mazes, now level 5. Paid cactus 2590000. Its tutoria…
- 3h 51m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 4/6; cost pumpkin 4320000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 800% => 1600% carrots (Carrots) level 9/10; cost wood 97700000; available, not affordable; tutoria…
- 3h 51msaidNext targets are the 32x32 expansion (4.1M pumpkins) and 32 drones (512k gold). Letting the loop run.
- 3h 51m
waitseconds=900result
Waited 15m (time up). Program: main running. Inventory change: bone +177608, cactus +1870000, carrot +8989212, fertilizer +720, gold +309760, hay +12615424, power +1585.34, pumpkin +739136, water +20623, weird_substance -14080, wood +58476288. Game time: 4h 6m 22s elapsed, 1h 53m 38s of budget remaining.
- 4h 06m
buy_upgradeupgrades=["megafarm","trees","pumpkins","dinosaurs","cactus"] · evidenceresult
Bought megafarm, now level 5. Paid gold 512000. Its tutorial is docs page docs/unlocks/megafarm.md. Bought trees, now level 10. Paid hay 19700000. 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. Could not buy dinosaurs: Not enough resources. Could not buy cactus: Not enough resources. Game time…
- 4h 06msaidNow at 32 drones. Waiting for enough pumpkins for the 32x32 expansion.
- 4h 06m
waitseconds=900 until_affordable="expand"result
Waited 13m 26s (expand is affordable). Program: main running. Inventory change: bone +355216, cactus +1871152, carrot +16606236, fertilizer +645, gold +309760, hay +27016960, power +1061.74, pumpkin +2223040, water +16763, weird_substance -14080, wood +215973632. Game time: 4h 20m 8s elapsed, 1h 39m 52s of budget remaining.
- 4h 20m
stop_programresult
Program stopped. Game time: 4h 20m 18s elapsed, 1h 39m 42s of budget remaining.
- 4h 20m
run_programname="fixhat" seconds=5result
Ran fixhat for 0s of game time; it finished. Inventory change: water +1. Game time: 4h 20m 28s elapsed, 1h 39m 32s of budget remaining. Output: (none)
- 4h 20m
buy_upgradeupgrades=["expand","carrots","cactus","dinosaurs","pumpkins","mazes"] · evidenceresult
Bought expand, now level 9. Paid pumpkin 4100000. Its tutorial is docs page docs/unlocks/expand_1.md. Bought carrots, now level 10. Paid wood 97700000. Its tutorial is docs page docs/unlocks/carrots.md. Could not buy cactus: Not enough resources. Bought dinosaurs, now level 5. Paid cactus 2590000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Could not buy pumpkins: Not enough resources. Co…
- 4h 20msaidExpanded to 32x32 (the program was stopped first). Restarting the master loop.
- 4h 20m
run_programname="main" seconds=600result
Ran main for 10m of game time; it is still running. Inventory change: cactus +8388608, carrot +39039232, fertilizer +480, gold +524288, hay +36858368, power -3325.92, pumpkin +3129600, water +11911, weird_substance -16896, wood +241580032. Game time: 4h 30m 48s elapsed, 1h 29m 12s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: cols <- put plant(t) … - 4h 30m
buy_upgradeupgrades=["cactus","pumpkins","mazes","dinosaurs","cactus","pumpkins"] · evidenceresult
Could not buy cactus: Not enough resources. Could not buy pumpkins: Not enough resources. Could not buy mazes: Not enough resources. Could not buy dinosaurs: Not enough resources. Could not buy cactus: Not enough resources. Could not buy pumpkins: Not enough resources.
- 4h 30m
observeresult
Game time: 4h 31m 8s elapsed, 1h 28m 52s of budget remaining. Program: main (running). Inventory: hay 67662232, wood 430987651, carrot 58293252, pumpkin 3932985, cactus 9819878, bone 1019950, weird_substance 1368855, gold 957168, water 142426, fertilizer 7253, power 735.59. Farm 32x32. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + si…
- 4h 31m
waitseconds=900result
Waited 15m (time up). Program: main running. Inventory change: bone +355216, cactus +8383808, carrot +38130944, fertilizer +720, gold +409600, hay +26179584, power +4016.79, pumpkin +3204608, water +18250, weird_substance -12800, wood +247448064. Game time: 4h 46m 18s elapsed, 1h 13m 42s of budget remaining.
- 4h 46m
buy_upgradeupgrades=["cactus","pumpkins","mazes","dinosaurs"] · evidenceresult
Bought cactus, now level 5. Paid pumpkin 4320000. Its tutorial is docs page docs/unlocks/cactus.md. Bought pumpkins, now level 10. Paid carrot 65500000. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought mazes, now level 6. Paid cactus 15600000. Its tutorial is docs page docs/unlocks/mazes.md. Could not buy dinosaurs: Not enough resources. Game time: 4h 46m 28s elapsed, 1h 13m 32s of budge…
- 4h 46m
write_programname="main" · evidenceresult
Stop the program before editing it.
- 4h 46msaidAbout 74 minutes remain. Bones are the scarcest resource, so I'm raising the dinosaur length cap from 150 to 400 (bones scale with length squared).
- 4h 46m
stop_programresult
Program stopped. Game time: 4h 46m 48s elapsed, 1h 13m 12s of budget remaining.
- 4h 46m
write_programname="main" · evidenceresult
Saved main (20 lines). Game time: 4h 46m 58s elapsed, 1h 13m 2s of budget remaining.
- 4h 46m
run_programname="main" seconds=900result
Ran main for 15m of game time; it is still running. Inventory change: bone +144, cactus +16773504, carrot +36495872, fertilizer +720, gold +1310720, hay +33994752, power -3565.43, pumpkin +6259200, water +18888, weird_substance -40960, wood +235480064. Game time: 5h 2m 8s elapsed, 57m 52s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: cols <- put plant…
- 5h 02m
buy_upgradeupgrades=["dinosaurs","cactus"] · evidenceresult
Bought dinosaurs, now level 6. Paid cactus 15600000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Could not buy cactus: Not enough resources. Game time: 5h 2m 18s elapsed, 57m 42s of budget remaining.
- 5h 02m
waitseconds=600result
Waited 10m (time up). Program: main running. Inventory change: cactus -7936, fertilizer +480, power -607.50, water +15360. Game time: 5h 12m 28s elapsed, 47m 32s of budget remaining.
- 5h 12m
waitseconds=300result
Waited 5m (time up). Program: main running. Inventory change: cactus -1984, fertilizer +240, power -303.76, water +7680. Game time: 5h 17m 38s elapsed, 42m 22s of budget remaining.
- 5h 17msaidThe dinosaur run is slowing down a lot at this length. Stopping to bank the bones and going back to a shorter cap for the remaining ~42 minutes.
- 5h 17m
stop_programresult
Program stopped. Game time: 5h 17m 48s elapsed, 42m 12s of budget remaining.
- 5h 17m
run_programname="fixhat" seconds=5result
Ran fixhat for 0s of game time; it finished. Inventory change: bone +2455328, power -0.03, water +1. Game time: 5h 17m 58s elapsed, 42m 2s of budget remaining. Output: (none)
- 5h 17m
write_programname="main" · evidenceresult
Saved main (20 lines). Game time: 5h 18m 8s elapsed, 41m 52s of budget remaining.
- 5h 18m
run_programname="main" seconds=900result
Ran main for 15m of game time; it is still running. Inventory change: cactus +16776384, carrot +38589440, fertilizer +720, gold +1310720, hay +28335616, power +4046.08, pumpkin +6262784, water +18192, weird_substance -40960, wood +239437312. Game time: 5h 33m 18s elapsed, 26m 42s of budget remaining. Output: (none)
- 5h 33m
buy_upgradeupgrades=["cactus"] · evidenceresult
Could not buy cactus: Not enough resources.
- 5h 33m
waitseconds=900result
Waited 15m (time up). Program: main running. Inventory change: bone +1025312, cactus +16767168, carrot +36774912, fertilizer +720, gold +819200, hay +27469312, power -3618.13, pumpkin +6259200, water +18756, weird_substance -26624, wood +237617664. Game time: 5h 48m 38s elapsed, 11m 22s of budget remaining.
- 5h 48msaidAbout 11 minutes left. I'll let it run, then stop and remove the hat at the end so no dinosaur tail goes unharvested.
- 5h 48m
waitseconds=590result
Waited 9m 50s (time up). Program: main running. Inventory change: cactus -10496, fertilizer +472, gold +491520, power -591.75, water +15104, weird_substance -14336. Game time: 5h 58m 38s elapsed, 1m 22s of budget remaining.
- 5h 58m
stop_programresult
Program stopped. Game time: 5h 58m 48s elapsed, 1m 12s of budget remaining.
- 5h 58m
run_programname="fixhat" seconds=5result
Ran fixhat for 0s of game time; it finished. Inventory change: bone +850208, water +2. Game time: 5h 58m 59s elapsed, 1m 1s of budget remaining. Output: (none)
- 5h 58m
run_programname="main" seconds=45result
Ran main for 45s of game time; it is still running. Inventory change: carrot +4947968, fertilizer +36, hay +5306368, power +7308.76, water -1090, wood +26946048. Game time: 5h 59m 54s elapsed, 6s of budget remaining. Output: (none)
- 5h 59msaidThe 6-hour game-time budget is used up. The farm ended on the largest 32×32 field with all 32 drones, producing 11 resource types: hay, wood, carrots, pumpkins, cactus, gold, bones, weird substance, power, water and fertilizer. How it progressed: - First ~25 minutes: I started with one grass tile, then worked up to a 6×6 field of trees, carrots and grass. - Unlocks: Pumpkins and fertilizer came first, then mazes for gold, multiple drones, cactus, dinosaurs (for bones), polyculture and sunflowers. - Final setup: One master program cycles through every activity, splitting the field between drones: - Mixed crops: trees, carrots and grass, with each plant's preferred companion planted next to it. This was the biggest single boost, about 5–10× yields when first unlocked. - Pumpkins: the whole field becomes one giant pumpkin, with dead ones replanted until it merges. - Cactus: the field is sorted row by row, then column by column, so one harvest takes all of it. - Mazes: the same maze is reused up to 40 times while remembering its walls, which roughly doubled gold per minute. - Dinosaur: it follows a fixed loop round the field, taking safe shortcuts to apples, and is harvested at a capped length. - Sunflowers: harvested from most petals down, which gives about 8× power, used for double drone speed. - Upgrades: Most yield upgrades reached max level or close to it, including all four expansions and all five drone upgrades. Production in the last 15–25 minutes (the reports covered different windows): | Resource | Amount | Time window | |---|---|---| | Wood | ~240M | 15 min | | Carrots | ~37M | 15 min | | Hay | ~28M | 15 min | | Cactus | ~16.8M | 15 min | | Pumpkins | ~6.3M | 15 min | | Gold | ~0.8–1.3M | 15 min | | Bones | ~0.85–2.5M | per dinosaur run | Time lost: - About 10 minutes early on: I switched programs mid-dinosaur run, the dinosaur hat stayed on, and pumpkin farming stalled. - About 10 minutes twice more: buying a field expansion while the program ran left it looping on a cleared field (a maze run the first time, probably the dinosaur run the second). After that I always stopped the program before expanding. - The dinosaur run is slow on big fields, so I capped the length and stopped some runs early to bank the bones. One 20-minute run on the 22×22 field had nothing else farming during it. One small issue was never fixed: drones sometimes try to plant carrots on untilled ground. It only logs warnings and costs a little yield.
- 5h 59m
waitseconds=6result
Waited 0s (time up). Program: main 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.
- 6h 00msaidThe full 6 hours of game time are used up, so the run is over. The master program ran right up to the end. In those last 6 seconds nothing new was produced. The final restart only lasted about 45 seconds and was probably still in its mixed-crops or pumpkin phase. If it had reached the dinosaur phase, any partly grown tail stayed unharvested; there was no time left to stop it and remove the hat. The results are as in my previous summary: all 11 resource types produced on the 32×32 field with 32 drones.
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.
spent
What it spent
API-equivalent estimate at list prices; not an actual charge
Tokens
| Input (uncached) | 1,687 |
| Cache reads | 11,461,393 |
| Cache writes | 154,382 |
| Output | 59,926 |
| Thinking (subset of output where reported) | 23,917 |
| Total | 11,677,388 |
|---|
| Model | Tokens | Estimate |
|---|---|---|
| claude-haiku-5-5 | 1,419 | $0.00015 |
| claude-opus-5-5 | 11,675,969 | $4.73 |
Estimate: API-equivalent estimate at list prices; not an actual charge. Price table prices-2026-10-16b. The agent itself reported $4.73 (cost reported by the agent itself; plan or subscription billing may differ).
conditions
Limitations
- Recorded from a harness checkout with uncommitted changes.
| Run id | economy-v1-claude-opus-s3-a1-20261016T192253Z |
|---|---|
| Task | economy-v1 · acb5fb455a43 |
| Budget | 6h 00m game time · 10s per action · caps: 2,000 tool calls, 20 continuations, 4h 00m real time |
| Agent | Claude Agent 0.91.0 (@agentclientprotocol/claude-agent-acp) |
| Applied config | {"model":"opus","effort":"medium","fast":"off"} |
| Models reported | claude-opus-5-5, claude-haiku-5-5 |
| Tools available | buy_upgrade, docs_list, docs_read, docs_search, inspect_tile, list_programs, observe, research, run_program, stop_program, wait, write_program |
| Harness | e5a6d3888fcb (uncommitted changes) |
| Bridge / game | 3ee9b950dce5 / 953fea25964f |
| Adapters | claude-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 8.91 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd |
| Started / ended | 2026-10-16T19:22:53.744Z → 2026-10-16T19:35:26.242Z |
| Evidence | 95 items in evidence.json |