Claude Sonnet 5.5, seed 2
Claude Code · medium reasoning effort
Hay 13.6m produced, 7.13 points
Wood 11m produced, 7.04 points
Carrot 8.55m produced, 6.93 points
Pumpkin 7.57m produced, 6.88 points
Cactus 2.52m produced, 6.40 points
Power 134k produced, 5.13 points
Bone 10 produced, 1.04 points
Weird substance 500k produced, 5.70 points
Gold 373k produced, 5.57 points
Water 90.7k produced, 4.96 points
Fertilizer 9.3k produced, 3.97 points
Produced by the end of the run. Pips: points each resource adds to the score, one per tenfold.
- Score · economy-v1
- 60.75orders of magnitude · model mean 55.09
- On seed 2
- #5of 8 models
- Cost
- $4.38API-equivalent estimate
- Real time
- 18m 02swall 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 | 20.7 |
| 2h 00m | 38.9 |
| 3h 00m | 45.6 |
| 4h 00m | 53.3 |
| 5h 00m | 57.8 |
| 6h 00m | 60.8 |
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 2 mean |
|---|---|---|---|
| Resources opened | 11 of 11 | 11 of 11 | 10.1 of 11 |
| Study | 22 | 21 | 43 |
| Action overhead | 12% | 10% | 11% |
| Tool calls | 266 | 223 | 231 |
| Program writes | 53 | 42 | 39 |
| Program stints | 51 | 50 | 39 |
| Median stint | 3m 40s | 4m 57s | 5m 28s |
| Cost per point | $0.072 | $0.056 | $0.084 |
Farm idle 6% of samples; longest stint 1h 46m; 2 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. |
| 11m 35s | {"upgrades":["expand","speed"]} | expand 2, speed 2 | Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 14m 45s | {"upgrades":["carrots","expand","speed"]} | carrots 1 | Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md. |
| 19m 37s | {"upgrades":["speed","expand","operators","trees","watering"]} | speed 3, expand 3, operators 1, watering 1 | Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md. |
| 24m 38s | {"upgrades":["senses","variables","trees","speed","debug"]} | senses 1, variables 1, trees 1, debug 1 | Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md. |
| 24m 48s | {"upgrades":["functions","import","expand","speed","watering","lists"]} | functions 1, functions 1, import 1, watering 2 | Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md. |
| 30m 38s | {"upgrades":["speed","expand","pumpkins","sunflowers","lists"]} | expand 4, pumpkins 1 | Could not buy speed: Not enough resources. |
| 37m 28s | {"upgrades":["speed","lists","sunflowers","expand","watering","grass"]} | grass 2 | Could not buy speed: Not enough resources. |
| 45m 28s | {"upgrades":["speed","fertilizer","sunflowers","lists","carrots","grass"]} | speed 4, fertilizer 1 | Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md. |
| 52m 38s | {"upgrades":["speed","trees","sunflowers","lists","carrots"]} | trees 2, sunflowers 1 | Could not buy speed: Not enough resources. |
| 56m 18s | {"upgrades":["watering","grass","carrots","lists","speed"]} | watering 3 | Bought watering, now level 3. Paid wood 800. Its tutorial is docs page docs/unlocks/watering.md. |
| 1h 00m | {"upgrades":["speed","carrots","grass","lists","expand","watering"]} | carrots 2 | Could not buy speed: Not enough resources. |
| 1h 05m | {"upgrades":["speed","lists","grass","expand","watering","carrots"]} | speed 5 | Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md. |
| 1h 07m | {"upgrades":["expand"]} | expand 5 | Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 1h 11m | {"upgrades":["lists","carrots","grass","watering","polyculture","timing"]} | lists 1 | Bought lists, now level 1. Paid carrot 500. Its tutorial is docs page docs/scripting/lists.md. |
| 1h 17m | {"upgrades":["watering","grass","carrots","trees","expand","pumpkins","grass","watering","polyculture","utilities","timing"]} | grass 3, carrots 3, trees 3, pumpkins 2 | Could not buy watering: Not enough resources. |
| 1h 23m | {"upgrades":["expand","polyculture","utilities","timing","cactus","watering","grass","dictionaries"]} | utilities 1, timing 1, grass 4 | Could not buy expand: Not enough resources. |
| 1h 27m | {"upgrades":["pumpkins","cactus","polyculture","trees","watering","dictionaries"]} | pumpkins 3, trees 4 | Bought pumpkins, now level 3. Paid carrot 4000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 1h 31m | {"upgrades":["cactus","polyculture","watering","dictionaries","expand"]} | cactus 1, watering 4 | Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. |
| 1h 37m | {"upgrades":["dinosaurs","expand","polyculture","dictionaries","cactus"]} | dinosaurs 1, hats 1 | Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md. |
| 1h 42m | {"upgrades":["expand","polyculture","dictionaries","costs","cactus"]} | polyculture 1 | Could not buy expand: Not enough resources. |
| 1h 43m | {"upgrades":["watering","fertilizer","carrots","cactus","pumpkins","mazes"]} | fertilizer 2 | Could not buy watering: Not enough resources. |
| 1h 48m | {"upgrades":["mazes","expand","dictionaries","watering","carrots","cactus","pumpkins"]} | mazes 1, dictionaries 1 | Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md. |
| 1h 51m | {"upgrades":["megafarm"]} | megafarm 1 | Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 2h 04m | {"upgrades":["megafarm"]} | — | Could not buy megafarm: Not enough resources. |
| 2h 05m | {"upgrades":["megafarm"]} | megafarm 2 | Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 2h 18m | {"upgrades":["expand","cactus","pumpkins","costs","trees","grass","carrots","watering","dinosaurs","mazes"]} | expand 6, pumpkins 4, costs 1, trees 5, dinosaurs 2, hats 1 | Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 2h 24m | {"upgrades":["cactus","watering","watering","fertilizer","grass","carrots","pumpkins","expand","polyculture","auto_unlock","simulation"]} | cactus 2, watering 5, carrots 4, auto_unlock 1 | Bought cactus, now level 2. Paid pumpkin 20000. Its tutorial is docs page docs/unlocks/cactus.md. |
| 2h 26m | {"upgrades":["hats"]} | — | Could not buy hats: Already at maximum level. |
| 2h 45m | {"upgrades":["cactus","expand","dinosaurs","mazes","watering","fertilizer","grass","polyculture","pumpkins","carrots","trees"]} | expand 7, mazes 2, fertilizer 3, trees 6 | Could not buy cactus: Not enough resources. |
| 2h 51m | {"upgrades":["cactus","pumpkins","carrots","watering","watering","grass","dinosaurs","polyculture","fertilizer","expand"]} | carrots 5 | Could not buy cactus: Not enough resources. |
| 3h 11m | {"upgrades":["megafarm"]} | megafarm 3 | Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 3h 16m | {"upgrades":["pumpkins","cactus","dinosaurs","mazes","carrots","trees","watering","fertilizer","grass","expand"]} | pumpkins 5, dinosaurs 3, hats 1, grass 5 | Bought pumpkins, now level 5. Paid carrot 64000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 3h 21m | {"upgrades":["cactus","carrots","watering","fertilizer","trees","mazes","pumpkins","grass","expand"]} | cactus 3, watering 6 | Bought cactus, now level 3. Paid pumpkin 120000. Its tutorial is docs page docs/unlocks/cactus.md. |
| 3h 32m | {"upgrades":["pumpkins","carrots","fertilizer","mazes","trees","grass","watering","cactus","expand"]} | pumpkins 6, fertilizer 4, mazes 3, trees 7, grass 6 | Bought pumpkins, now level 6. Paid carrot 256000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 3h 47m | {"upgrades":["carrots","watering","cactus","dinosaurs","expand","pumpkins","trees","grass"]} | carrots 6, watering 7, expand 8 | Bought carrots, now level 6. Paid wood 156000. Its tutorial is docs page docs/unlocks/carrots.md. |
| 4h 17m | {"upgrades":["cactus","pumpkins","carrots","watering","mazes","dinosaurs","grass","trees","expand","megafarm"]} | cactus 4, pumpkins 7, grass 7, trees 8 | Bought cactus, now level 4. Paid pumpkin 720000. Its tutorial is docs page docs/unlocks/cactus.md. |
| 4h 32m | {"upgrades":["carrots","watering","mazes","dinosaurs","cactus","pumpkins","expand","megafarm","fertilizer","grass","trees"]} | carrots 7, mazes 4 | Bought carrots, now level 7. Paid wood 781000. Its tutorial is docs page docs/unlocks/carrots.md. |
| 4h 52m | {"upgrades":["watering","dinosaurs","cactus","pumpkins","expand","megafarm","grass","trees","carrots"]} | watering 8, dinosaurs 4, hats 1 | Bought watering, now level 8. Paid wood 819000. Its tutorial is docs page docs/unlocks/watering.md. |
| 5h 13m | {"upgrades":["cactus","pumpkins","expand","grass","trees","carrots","mazes"]} | grass 8 | Could not buy cactus: Not enough resources. |
| 5h 38m | {"upgrades":["cactus","pumpkins","megafarm","carrots","trees","mazes"]} | pumpkins 8, megafarm 4, trees 9 | Could not buy cactus: Not enough resources. |
Programs 55 writes, code as the agent wrote it
a.py
r140sRanFinal
harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest()- Write result the agent saw
Saved a (10 lines). Game time: 50s elapsed, 5h 59m 10s of budget remaining.
- run_program at 50s for 30s (agent saw)
Ran a for 5s of game time; it finished. Inventory change: hay +10. Game time: 1m 5s elapsed, 5h 58m 55s of budget remaining. Output: (none)
b.py
r11m 15sRan
while True: harvest()- Write result the agent saw
Saved b (2 lines). Game time: 1m 25s elapsed, 5h 58m 35s of budget remaining.
- run_program at 1m 25s for 60s (agent saw)
Ran b 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 15s for 120s (agent saw)
Ran b for 2m of game time; it is still running. Inventory change: no change. Game time: 5m 25s elapsed, 5h 54m 35s of budget remaining. Output: (none)
—3m 05sRejected
while True: harvest() plant(Entities.Bush) move(North)- Write result the agent saw
Stop the program before editing it.
c.py
r15m 35sRan
while True: harvest() plant(Entities.Bush) move(North)- Write result the agent saw
Saved c (4 lines). Game time: 5m 45s elapsed, 5h 54m 15s of budget remaining.
- run_program at 5m 45s for 60s (agent saw)
Ran c for 1m of game time; it is still running. Inventory change: hay +3. Game time: 6m 55s elapsed, 5h 53m 5s of budget remaining. Output: (none)
r28m 55sRan
while True: for i in range(3): harvest() plant(Entities.Bush) move(North) for j in range(10): do_a_flip()Changes from the previous revision
while True: - harvest() - plant(Entities.Bush) - move(North) + for i in range(3): + harvest() + plant(Entities.Bush) + move(North) + for j in range(10): + do_a_flip()
- Write result the agent saw
Saved c (7 lines). Game time: 9m 5s elapsed, 5h 50m 55s of budget remaining.
- run_program at 9m 05s for 120s (agent saw)
Ran c for 0s of game time; it stopped with an error: This must be unlocked before it can be used. Inventory change: no change. Game time: 9m 15s elapsed, 5h 50m 45s of budget remaining. Output: Error: This must be unlocked before it can be used. In: for i in range(3): ^^ --------------------------------------------------------------------- Runtime error at 9m 15s (telemetry; not shown to the agent)
This must be unlocked before it can be used.
r39m 15sRan
while True: harvest() plant(Entities.Bush) move(North) harvest() plant(Entities.Bush) move(North) harvest() plant(Entities.Bush) move(North) do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip()Changes from the previous revision
while True: - for i in range(3): - harvest() - plant(Entities.Bush) - move(North) - for j in range(10): - do_a_flip() + harvest() + plant(Entities.Bush) + move(North) + harvest() + plant(Entities.Bush) + move(North) + harvest() + plant(Entities.Bush) + move(North) + do_a_flip() + do_a_flip() + do_a_flip() + do_a_flip() + do_a_flip() + do_a_flip()
- Write result the agent saw
Saved c (16 lines). Game time: 9m 25s elapsed, 5h 50m 35s of budget remaining.
- run_program at 9m 25s for 120s (agent saw)
Ran c for 2m of game time; it is still running. Inventory change: wood +42. Game time: 11m 35s elapsed, 5h 48m 25s of budget remaining. Output: (none)
r411m 55sRan
while True: 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
plant(Entities.Bush) move(North) - do_a_flip() - do_a_flip() - do_a_flip() - do_a_flip() - do_a_flip() - do_a_flip() + move(East)
- Write result the agent saw
Saved c (11 lines). Game time: 12m 5s elapsed, 5h 47m 55s of budget remaining.
- run_program at 12m 05s for 150s (agent saw)
Ran c for 2m 30s of game time; it is still running. Inventory change: hay +10, wood +201. Game time: 14m 45s elapsed, 5h 45m 15s of budget remaining. Output: (none)
r515m 25sRan
while True: harvest() move(North) harvest() move(North) harvest() move(North) move(East) harvest() plant(Entities.Carrot) move(North) harvest() plant(Entities.Carrot) move(North) harvest() plant(Entities.Carrot) 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() + move(North) + harvest() + move(North) + harvest() + move(North) + move(East) + harvest() + plant(Entities.Carrot) + move(North) + harvest() + plant(Entities.Carrot) + move(North) + harvest() + plant(Entities.Carrot) + move(North) + move(East) + harvest() plant(Entities.Bush) move(North)
- Write result the agent saw
Saved c (28 lines). Game time: 15m 35s elapsed, 5h 44m 25s of budget remaining.
- run_program at 16m 07s for 200s (agent saw)
Ran c for 3m 20s of game time; it is still running. Inventory change: carrot +87, hay +94, wood +101. Game time: 19m 37s elapsed, 5h 40m 23s of budget remaining. Output: (none)
r620m 07sRan
while True: harvest() move(North) harvest() move(North) harvest() move(North) harvest() move(North) move(East) harvest() plant(Entities.Carrot) move(North) harvest() plant(Entities.Carrot) move(North) harvest() plant(Entities.Carrot) move(North) harvest() plant(Entities.Carrot) move(North) move(East) harvest() plant(Entities.Bush) move(North) 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) harvest() plant(Entities.Bush) move(North) move(East)Changes from the previous revision
harvest() move(North) + harvest() + move(North) move(East) harvest() plant(Entities.Carrot) move(North) + harvest() + plant(Entities.Carrot) + move(North) move(East) 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) + harvest() + plant(Entities.Bush) + move(North) + move(East)
- Write result the agent saw
Saved c (49 lines). Game time: 20m 17s elapsed, 5h 39m 43s of budget remaining.
- run_program at 20m 28s for 240s (agent saw)
Ran c for 4m of game time; it is still running. Inventory change: carrot +218, hay +137, water +24, wood +317. Game time: 24m 38s elapsed, 5h 35m 22s of budget remaining. Output: (none)
r725m 08sRan
def work(): x = get_pos_x() if get_entity_type() == None or can_harvest(): harvest() if x == 1: plant(Entities.Carrot) elif x >= 2: plant(Entities.Bush) while True: for x in range(4): for y in range(4): work() move(North) move(East)Changes from the previous revision
+ def work(): + x = get_pos_x() + if get_entity_type() == None or can_harvest(): + harvest() + if x == 1: + plant(Entities.Carrot) + elif x >= 2: + plant(Entities.Bush) + while True: - harvest() - move(North) - harvest() - move(North) - harvest() - move(North) - harvest() - move(North) - move(East) - harvest() - plant(Entities.Carrot) - move(North) - harvest() - plant(Entities.Carrot) - move(North) - harvest() - plant(Entities.Carrot) - move(North) - harvest() - plant(Entities.Carrot) - move(North) - move(East) - harvest() - plant(Entities.Bush) - move(North) - 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) - harvest() - plant(Entities.Bush) - move(North) - move(East) + for x in range(4): + for y in range(4): + work() + move(North) + move(East)
- Write result the agent saw
Saved c (15 lines). Game time: 25m 18s elapsed, 5h 34m 42s of budget remaining.
- run_program at 25m 18s for 120s (agent saw)
Ran c for 2m of game time; it is still running. Inventory change: carrot +111, hay +109, water +24, wood +177. Game time: 27m 28s elapsed, 5h 32m 32s of budget remaining. Output: (none)
r830m 58sRan
def work(): x = get_pos_x() if x == 1 or x == 4: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None or can_harvest(): harvest() if x == 1: plant(Entities.Carrot) elif x == 4: plant(Entities.Pumpkin) elif x >= 2: plant(Entities.Bush) while True: n = get_world_size() for x in range(n): for y in range(n): work() move(North) move(East)Changes from the previous revision
def work(): x = get_pos_x() + if x == 1 or x == 4: + if get_ground_type() != Grounds.Soil: + till() if get_entity_type() == None or can_harvest(): harvest() if x == 1: plant(Entities.Carrot) + elif x == 4: + plant(Entities.Pumpkin) elif x >= 2: plant(Entities.Bush) while True: - for x in range(4): - for y in range(4): + n = get_world_size() + for x in range(n): + for y in range(n): work() move(North)
- Write result the agent saw
Saved c (21 lines). Game time: 31m 8s elapsed, 5h 28m 52s of budget remaining.
- run_program at 31m 08s for 120s (agent saw)
Ran c for 2m of game time; it is still running. Inventory change: carrot +47, hay +58, pumpkin +17, water +24, wood +148. Game time: 33m 18s elapsed, 5h 26m 42s of budget remaining. Output: (none)
r938m 18sRan
def goto(tx, ty): n = get_world_size() while get_pos_x() != tx: move(East) while get_pos_y() != ty: move(North) def work(x): if x == 1 or x >= 3: if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if x >= 3: if t == None or t == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) return 0 if can_harvest(): return 1 return 0 if t == None or can_harvest(): harvest() if x == 1: plant(Entities.Carrot) elif x == 2: plant(Entities.Bush) return 0 while True: n = get_world_size() ripe = 0 total = (n - 3) * n for x in range(n): for y in range(n): ripe += work(x) move(North) move(East) if ripe == total: goto(3, 0) harvest() goto(0, 0)Changes from the previous revision
- def work(): - x = get_pos_x() - if x == 1 or x == 4: + def goto(tx, ty): + n = get_world_size() + while get_pos_x() != tx: + move(East) + while get_pos_y() != ty: + move(North) + + def work(x): + if x == 1 or x >= 3: if get_ground_type() != Grounds.Soil: till() - if get_entity_type() == None or can_harvest(): + t = get_entity_type() + if x >= 3: + if t == None or t == Entities.Dead_Pumpkin: + plant(Entities.Pumpkin) + return 0 + if can_harvest(): + return 1 + return 0 + if t == None or can_harvest(): harvest() if x == 1: plant(Entities.Carrot) - elif x == 4: - plant(Entities.Pumpkin) - elif x >= 2: + elif x == 2: plant(Entities.Bush) + return 0 while True: n = get_world_size() + ripe = 0 + total = (n - 3) * n for x in range(n): for y in range(n): - work() + ripe += work(x) move(North) move(East) + if ripe == total: + goto(3, 0) + harvest() + goto(0, 0)
- Write result the agent saw
Saved c (40 lines). Game time: 38m 28s elapsed, 5h 21m 32s of budget remaining.
- run_program at 38m 28s for 150s (agent saw)
Ran c for 2m 30s of game time; it is still running. Inventory change: carrot +48, hay -82, pumpkin +60, water +30, wood +15. Game time: 41m 8s elapsed, 5h 18m 52s of budget remaining. Output: (none)
r1045m 58sRan
def goto(tx, ty): while get_pos_x() != tx: move(East) while get_pos_y() != ty: move(North) def work(x): if x == 0: if get_ground_type() == Grounds.Soil: till() elif get_ground_type() != Grounds.Soil and x != 3: till() t = get_entity_type() if x >= 4: if t == None or t == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) use_item(Items.Water) return 0 if can_harvest(): return 1 return 0 if t == None or can_harvest(): harvest() if x == 1 or x == 2: plant(Entities.Carrot) use_item(Items.Water) elif x == 3: plant(Entities.Bush) return 0 while True: n = get_world_size() ripe = 0 total = (n - 4) * n for x in range(n): for y in range(n): ripe += work(x) move(North) move(East) if ripe == total: goto(4, 0) harvest() goto(0, 0)Changes from the previous revision
def goto(tx, ty): - n = get_world_size() while get_pos_x() != tx: move(East) def work(x): - if x == 1 or x >= 3: - if get_ground_type() != Grounds.Soil: + if x == 0: + if get_ground_type() == Grounds.Soil: till() + elif get_ground_type() != Grounds.Soil and x != 3: + till() t = get_entity_type() - if x >= 3: + if x >= 4: if t == None or t == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) + use_item(Items.Water) return 0 if can_harvest(): if t == None or can_harvest(): harvest() - if x == 1: + if x == 1 or x == 2: plant(Entities.Carrot) - elif x == 2: + use_item(Items.Water) + elif x == 3: plant(Entities.Bush) return 0 n = get_world_size() ripe = 0 - total = (n - 3) * n + total = (n - 4) * n for x in range(n): for y in range(n): move(East) if ripe == total: - goto(3, 0) + goto(4, 0) harvest() goto(0, 0)
- Write result the agent saw
Saved c (43 lines). Game time: 46m 8s elapsed, 5h 13m 52s of budget remaining.
- run_program at 46m 08s for 180s (agent saw)
Ran c for 3m of game time; it is still running. Inventory change: carrot +311, fertilizer +18, hay +144, pumpkin +61, water -204, wood -8. Game time: 49m 18s elapsed, 5h 10m 42s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: work plant(Entities.Carrot) ^^ --------------------------------------------------------------------
r1152m 58sRan
def want(x): if x == 1: return Entities.Carrot if x == 2: return Entities.Sunflower if x == 5: return Entities.Pumpkin if x == 0: return Entities.Grass return Entities.Bush def work(x): w = want(x) if w == Entities.Grass: if get_ground_type() == Grounds.Soil: till() if can_harvest(): harvest() return if w != Entities.Bush and get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t == w and not can_harvest(): return if t != None: harvest() plant(w) if w != Entities.Bush: use_item(Items.Water) while True: n = get_world_size() for x in range(n): for y in range(n): work(x) move(North) move(East)Changes from the previous revision
- def goto(tx, ty): - while get_pos_x() != tx: - move(East) - while get_pos_y() != ty: - move(North) + def want(x): + if x == 1: + return Entities.Carrot + if x == 2: + return Entities.Sunflower + if x == 5: + return Entities.Pumpkin + if x == 0: + return Entities.Grass + return Entities.Bush def work(x): - if x == 0: + w = want(x) + if w == Entities.Grass: if get_ground_type() == Grounds.Soil: till() - elif get_ground_type() != Grounds.Soil and x != 3: + if can_harvest(): + harvest() + return + if w != Entities.Bush and get_ground_type() != Grounds.Soil: till() t = get_entity_type() - if x >= 4: - if t == None or t == Entities.Dead_Pumpkin: - plant(Entities.Pumpkin) - use_item(Items.Water) - return 0 - if can_harvest(): - return 1 - return 0 - if t == None or can_harvest(): + if t == w and not can_harvest(): + return + if t != None: harvest() - if x == 1 or x == 2: - plant(Entities.Carrot) - use_item(Items.Water) - elif x == 3: - plant(Entities.Bush) - return 0 + plant(w) + if w != Entities.Bush: + use_item(Items.Water) while True: n = get_world_size() - ripe = 0 - total = (n - 4) * n for x in range(n): for y in range(n): - ripe += work(x) + work(x) move(North) move(East) - if ripe == total: - goto(4, 0) - harvest() - goto(0, 0)
- Write result the agent saw
Saved c (37 lines). Game time: 53m 8s elapsed, 5h 6m 52s of budget remaining.
- run_program at 53m 08s for 180s (agent saw)
Ran c for 3m of game time; it is still running. Inventory change: carrot -3, fertilizer +18, hay +415, power +3.34, pumpkin +144, water -4, wood +791. Game time: 56m 18s elapsed, 5h 3m 42s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: work use_item(Items.Water) ^^ --------------------------------------------------------------------
r1256m 38sRan
def want(x): if x == 1 or x == 4: return Entities.Carrot if x == 2: return Entities.Sunflower if x == 5: return Entities.Pumpkin if x == 0: return Entities.Grass return Entities.Bush def work(x): w = want(x) if w == Entities.Grass: if get_ground_type() == Grounds.Soil: till() if can_harvest(): harvest() return if w != Entities.Bush and get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t == w and not can_harvest(): return if t != None: harvest() plant(w) if w != Entities.Bush and num_items(Items.Water) > 0: use_item(Items.Water) while True: n = get_world_size() for x in range(n): for y in range(n): work(x) move(North) move(East)Changes from the previous revision
def want(x): - if x == 1: + if x == 1 or x == 4: return Entities.Carrot if x == 2: harvest() plant(w) - if w != Entities.Bush: + if w != Entities.Bush and num_items(Items.Water) > 0: use_item(Items.Water)
- Write result the agent saw
Saved c (37 lines). Game time: 56m 48s elapsed, 5h 3m 12s of budget remaining.
- run_program at 56m 48s for 240s (agent saw)
Ran c for 4m of game time; it is still running. Inventory change: carrot +213, fertilizer +24, hay +396, power +81.05, pumpkin +192, water -8, wood +380. Game time: 1h 58s elapsed, 4h 59m 2s of budget remaining. Output: (none)
r131h 05mRan
def want(x): if x == 1 or x == 4: return Entities.Carrot if x == 2: return Entities.Sunflower if x == 5: return Entities.Pumpkin if x == 0: return Entities.Grass return Entities.Bush def work(): w = want(get_pos_x()) if w == Entities.Grass: if get_ground_type() == Grounds.Soil: till() if can_harvest(): harvest() return if w != Entities.Bush and get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t == w and not can_harvest(): return if t != None: harvest() plant(w) if w != Entities.Bush and num_items(Items.Water) > 0: use_item(Items.Water) while True: n = get_world_size() for x in range(n): for y in range(n): work() move(North) move(East)Changes from the previous revision
return Entities.Bush - def work(x): - w = want(x) + def work(): + w = want(get_pos_x()) if w == Entities.Grass: if get_ground_type() == Grounds.Soil: for x in range(n): for y in range(n): - work(x) + work() move(North) move(East)
- Write result the agent saw
Saved c (37 lines). Game time: 1h 5m 58s elapsed, 4h 54m 2s of budget remaining.
- run_program at 1h 05m for 60s (agent saw)
Ran c for 1m of game time; it is still running. Inventory change: carrot +224, fertilizer +6, hay +30, power +13.33, pumpkin +76, water -8, wood +38. Game time: 1h 7m 8s elapsed, 4h 52m 52s of budget remaining. Output: (none)
r141h 07mRan
def want(x): if x == 1 or x == 4 or x == 5: return Entities.Carrot if x == 2: return Entities.Sunflower if x == 7: return Entities.Pumpkin if x == 0: return Entities.Grass return Entities.Bush def work(): w = want(get_pos_x()) if w == Entities.Grass: if get_ground_type() == Grounds.Soil: till() if can_harvest(): harvest() return if w != Entities.Bush and get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t == w and not can_harvest(): return if t != None: harvest() plant(w) if w != Entities.Bush and num_items(Items.Water) > 0: use_item(Items.Water) while True: n = get_world_size() for x in range(n): for y in range(n): work() move(North) move(East)Changes from the previous revision
def want(x): - if x == 1 or x == 4: + if x == 1 or x == 4 or x == 5: return Entities.Carrot if x == 2: return Entities.Sunflower - if x == 5: + if x == 7: return Entities.Pumpkin if x == 0:
- Write result the agent saw
Saved c (37 lines). Game time: 1h 7m 38s elapsed, 4h 52m 22s of budget remaining.
- run_program at 1h 07m for 240s (agent saw)
Ran c for 4m of game time; it is still running. Inventory change: carrot +1904, fertilizer +24, hay -708, power +9.08, pumpkin +231, water -9, wood +276. Game time: 1h 11m 48s elapsed, 4h 48m 12s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: work plant(w) ^^ --------------------------------------------------------------------
r151h 12mRan
def want(x): if x == 1: return Entities.Carrot if x == 2: return Entities.Sunflower if x == 7: return Entities.Pumpkin if x == 0 or x == 4 or x == 5: return Entities.Grass return Entities.Bush def work(): w = want(get_pos_x()) if w == Entities.Grass: if get_ground_type() == Grounds.Soil: till() if can_harvest(): harvest() return if w != Entities.Bush and get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t == w and not can_harvest(): return if t != None: harvest() plant(w) if w != Entities.Bush and num_items(Items.Water) > 0: use_item(Items.Water) while True: n = get_world_size() for x in range(n): for y in range(n): work() move(North) move(East)Changes from the previous revision
def want(x): - if x == 1 or x == 4 or x == 5: + if x == 1: return Entities.Carrot if x == 2: if x == 7: return Entities.Pumpkin - if x == 0: + if x == 0 or x == 4 or x == 5: return Entities.Grass return Entities.Bush
- Write result the agent saw
Saved c (37 lines). Game time: 1h 12m 28s elapsed, 4h 47m 32s of budget remaining.
- run_program at 1h 12m for 300s (agent saw)
Ran c for 5m of game time; it is still running. Inventory change: carrot +462, fertilizer +30, hay +2842, power +22.35, pumpkin +316, water -7, wood +2140. Game time: 1h 17m 38s elapsed, 4h 42m 22s of budget remaining. Output: (none)
r161h 17mRan
def goto(tx, ty): while get_pos_x() != tx: move(East) while get_pos_y() != ty: move(North) def want(x): if x == 1 or x == 7: return Entities.Carrot if x == 2: return Entities.Sunflower if x == 0 or x == 4 or x == 5: return Entities.Grass return Entities.Bush def work(): x = get_pos_x() y = get_pos_y() if x >= 4 and y >= 4: if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t == None or t == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) if num_items(Items.Water) > 0: use_item(Items.Water) return 0 if can_harvest(): return 1 return 0 w = want(x) if w == Entities.Grass: if get_ground_type() == Grounds.Soil: till() if can_harvest(): harvest() return 0 if w != Entities.Bush and get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t == w and not can_harvest(): return 0 if t != None: harvest() plant(w) if w != Entities.Bush and num_items(Items.Water) > 0: use_item(Items.Water) return 0 while True: n = get_world_size() ripe = 0 for x in range(n): for y in range(n): ripe += work() move(North) move(East) if ripe == (n - 4) * (n - 4): goto(4, 4) harvest() goto(0, 0)Changes from the previous revision
+ def goto(tx, ty): + while get_pos_x() != tx: + move(East) + while get_pos_y() != ty: + move(North) + def want(x): - if x == 1: + if x == 1 or x == 7: return Entities.Carrot if x == 2: return Entities.Sunflower - if x == 7: - return Entities.Pumpkin if x == 0 or x == 4 or x == 5: return Entities.Grass def work(): - w = want(get_pos_x()) + x = get_pos_x() + y = get_pos_y() + if x >= 4 and y >= 4: + if get_ground_type() != Grounds.Soil: + till() + t = get_entity_type() + if t == None or t == Entities.Dead_Pumpkin: + plant(Entities.Pumpkin) + if num_items(Items.Water) > 0: + use_item(Items.Water) + return 0 + if can_harvest(): + return 1 + return 0 + w = want(x) if w == Entities.Grass: if get_ground_type() == Grounds.Soil: if can_harvest(): harvest() - return + return 0 if w != Entities.Bush and get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t == w and not can_harvest(): - return + return 0 if t != None: harvest() if w != Entities.Bush and num_items(Items.Water) > 0: use_item(Items.Water) + return 0 while True: n = get_world_size() + ripe = 0 for x in range(n): for y in range(n): - work() + ripe += work() move(North) move(East) + if ripe == (n - 4) * (n - 4): + goto(4, 4) + harvest() + goto(0, 0)
- Write result the agent saw
Saved c (61 lines). Game time: 1h 18m 8s elapsed, 4h 41m 52s of budget remaining.
- run_program at 1h 18m for 300s (agent saw)
Ran c for 5m of game time; it is still running. Inventory change: carrot +2821, fertilizer +30, hay +2380, power +23.32, pumpkin +1928, water -8, wood +1384. Game time: 1h 23m 18s elapsed, 4h 36m 42s of budget remaining. Output: (none)
r171h 31mSaved, never run
def goto(tx, ty): while get_pos_x() != tx: move(East) while get_pos_y() != ty: move(North) def sort_cactus(): for p in range(3): for y in range(4): goto(4, y) for i in range(3): if measure() > measure(East): swap(East) move(East) for p in range(3): for x in range(4, 8): goto(x, 0) for i in range(3): if measure() > measure(North): swap(North) move(North) def want(x): if x == 1: return Entities.Carrot if x == 2: return Entities.Sunflower if x == 0: return Entities.Grass return Entities.Bush def work(): x = get_pos_x() y = get_pos_y() if x >= 4 and y >= 4: if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t == None or t == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) if num_items(Items.Water) > 0: use_item(Items.Water) return 0 if can_harvest(): return 1 return 0 if x >= 4: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Cactus) if num_items(Items.Water) > 0: use_item(Items.Water) return 0 if can_harvest(): return 100 return 0 w = want(x) if w == Entities.Grass: if get_ground_type() == Grounds.Soil: till() if can_harvest(): harvest() return 0 if w != Entities.Bush and get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t == w and not can_harvest(): return 0 if t != None: harvest() plant(w) if w != Entities.Bush and num_items(Items.Water) > 0: use_item(Items.Water) return 0 while True: n = get_world_size() ripe = 0 for x in range(n): for y in range(n): ripe += work() move(North) move(East) if ripe % 100 == 16: goto(0, 0) sort_cactus() goto(4, 0) harvest() if ripe // 100 == 16: goto(0, 0) sort_cactus() goto(4, 0) harvest() if ripe % 100 == 16: passChanges from the previous revision
move(North) + def sort_cactus(): + for p in range(3): + for y in range(4): + goto(4, y) + for i in range(3): + if measure() > measure(East): + swap(East) + move(East) + for p in range(3): + for x in range(4, 8): + goto(x, 0) + for i in range(3): + if measure() > measure(North): + swap(North) + move(North) + def want(x): - if x == 1 or x == 7: + if x == 1: return Entities.Carrot if x == 2: return Entities.Sunflower - if x == 0 or x == 4 or x == 5: + if x == 0: return Entities.Grass return Entities.Bush return 1 return 0 + if x >= 4: + if get_ground_type() != Grounds.Soil: + till() + if get_entity_type() == None: + plant(Entities.Cactus) + if num_items(Items.Water) > 0: + use_item(Items.Water) + return 0 + if can_harvest(): + return 100 + return 0 w = want(x) if w == Entities.Grass: move(North) move(East) - if ripe == (n - 4) * (n - 4): - goto(4, 4) + if ripe % 100 == 16: + goto(0, 0) + sort_cactus() + goto(4, 0) harvest() + if ripe // 100 == 16: goto(0, 0) + sort_cactus() + goto(4, 0) + harvest() + if ripe % 100 == 16: + pass
- Write result the agent saw
Saved c (96 lines). Game time: 1h 32m 8s elapsed, 4h 27m 52s of budget remaining.
r181h 32mRan
def goto(tx, ty): while get_pos_x() != tx: move(East) while get_pos_y() != ty: move(North) def sort_cactus(): for p in range(3): for y in range(4): goto(4, y) for i in range(3): if measure() > measure(East): swap(East) move(East) for p in range(3): for x in range(4, 8): goto(x, 0) for i in range(3): if measure() > measure(North): swap(North) move(North) def want(x): if x == 1: return Entities.Carrot if x == 2: return Entities.Sunflower if x == 0: return Entities.Grass return Entities.Bush def work(): x = get_pos_x() y = get_pos_y() if x >= 4 and y >= 4: if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t == None or t == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) if num_items(Items.Water) > 0: use_item(Items.Water) return 0 if can_harvest(): return 1 return 0 if x >= 4: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Cactus) if num_items(Items.Water) > 0: use_item(Items.Water) return 0 if can_harvest(): return 100 return 0 w = want(x) if w == Entities.Grass: if get_ground_type() == Grounds.Soil: till() if can_harvest(): harvest() return 0 if w != Entities.Bush and get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t == w and not can_harvest(): return 0 if t != None: harvest() plant(w) if w != Entities.Bush and num_items(Items.Water) > 0: use_item(Items.Water) return 0 while True: n = get_world_size() ripe = 0 for x in range(n): for y in range(n): ripe += work() move(North) move(East) if ripe // 100 == 16: goto(0, 0) sort_cactus() goto(4, 0) harvest() if ripe % 100 == 16: goto(4, 4) harvest()Changes from the previous revision
move(North) move(East) - if ripe % 100 == 16: - goto(0, 0) - sort_cactus() - goto(4, 0) - harvest() if ripe // 100 == 16: goto(0, 0) harvest() if ripe % 100 == 16: - pass + goto(4, 4) + harvest()
- Write result the agent saw
Saved c (92 lines). Game time: 1h 32m 18s elapsed, 4h 27m 42s of budget remaining.
- run_program at 1h 32m for 240s (agent saw)
Ran c for 12s of game time; it stopped with an error: The operator > cannot be used on the operands 9 and None. Inventory change: carrot +32, fertilizer +2, hay +96, power +3.14, pumpkin +232, water -23, wood +96. Game time: 1h 32m 40s elapsed, 4h 27m 20s of budget remaining. Output: Error: The operator > cannot be used on the operands 9 and None. In: sort_cactus if measure() > measure(East): ^^^^^^^^^^^^^^^^^^^^ --------------------------------------------------------------------- Runtime error at 1h 32m (telemetry; not shown to the agent)
The operator > cannot be used on the operands 9 and None.
r191h 32mRan
def goto(tx, ty): while get_pos_x() != tx: move(East) while get_pos_y() != ty: move(North) def sort_cactus(): for p in range(3): for y in range(4): goto(4, y) for i in range(3): if measure() > measure(East): swap(East) move(East) for p in range(3): for x in range(4, 8): goto(x, 0) for i in range(3): if measure() > measure(North): swap(North) move(North) def want(x): if x == 1: return Entities.Carrot if x == 2: return Entities.Sunflower if x == 0: return Entities.Grass return Entities.Bush def work(): x = get_pos_x() y = get_pos_y() if x >= 4 and y >= 4: if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Pumpkin and t != None and t != Entities.Dead_Pumpkin: harvest() t = None if t == None or t == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) if num_items(Items.Water) > 0: use_item(Items.Water) return 0 if can_harvest(): return 1 return 0 if x >= 4: if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Cactus: if t != None: harvest() plant(Entities.Cactus) if num_items(Items.Water) > 0: use_item(Items.Water) return 0 if can_harvest(): return 100 return 0 w = want(x) if w == Entities.Grass: if get_ground_type() == Grounds.Soil: till() if can_harvest(): harvest() return 0 if w != Entities.Bush and get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t == w and not can_harvest(): return 0 if t != None: harvest() plant(w) if w != Entities.Bush and num_items(Items.Water) > 0: use_item(Items.Water) return 0 while True: n = get_world_size() ripe = 0 for x in range(n): for y in range(n): ripe += work() move(North) move(East) if ripe // 100 == 16: goto(0, 0) sort_cactus() goto(4, 0) harvest() if ripe % 100 == 16: goto(4, 4) harvest()Changes from the previous revision
till() t = get_entity_type() + if t != Entities.Pumpkin and t != None and t != Entities.Dead_Pumpkin: + harvest() + t = None if t == None or t == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) if get_ground_type() != Grounds.Soil: till() - if get_entity_type() == None: + t = get_entity_type() + if t != Entities.Cactus: + if t != None: + harvest() plant(Entities.Cactus) if num_items(Items.Water) > 0:
- Write result the agent saw
Saved c (98 lines). Game time: 1h 33m elapsed, 4h 27m of budget remaining.
- run_program at 1h 33m for 240s (agent saw)
Ran c for 4m of game time; it is still running. Inventory change: cactus +3072, carrot +501, fertilizer +24, hay +1464, power -51.83, pumpkin +1400, water -24, wood +1016. Game time: 1h 37m 10s elapsed, 4h 22m 50s of budget remaining. Output: (none)
r201h 43mRan
def goto(tx, ty): while get_pos_x() != tx: move(East) while get_pos_y() != ty: move(North) def sort_cactus(): for p in range(3): for y in range(4): goto(4, y) for i in range(3): if measure() > measure(East): swap(East) move(East) for p in range(3): for x in range(4, 8): goto(x, 0) for i in range(3): if measure() > measure(North): swap(North) move(North) def want(x): if x == 1: return Entities.Carrot if x == 2: return Entities.Sunflower if x == 0: return Entities.Grass return Entities.Bush def work(): x = get_pos_x() y = get_pos_y() if x >= 4 and y >= 4: if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Pumpkin and t != None and t != Entities.Dead_Pumpkin: harvest() t = None if t == None or t == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) if num_items(Items.Water) > 0: use_item(Items.Water) return 0 if can_harvest(): return 1 return 0 if x >= 4: if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Cactus: if t != None: harvest() plant(Entities.Cactus) if num_items(Items.Water) > 0: use_item(Items.Water) return 0 if can_harvest(): return 100 return 0 w = want(x) if w == Entities.Grass: if get_ground_type() == Grounds.Soil: till() if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) if can_harvest(): harvest() return 0 if w != Entities.Bush and get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t == w and not can_harvest(): return 0 if t != None: harvest() plant(w) if w != Entities.Bush and num_items(Items.Water) > 0: use_item(Items.Water) return 0 while True: n = get_world_size() ripe = 0 for x in range(n): for y in range(n): ripe += work() move(North) move(East) if ripe // 100 == 16: goto(0, 0) sort_cactus() goto(4, 0) harvest() if ripe % 100 == 16: goto(4, 4) harvest()Changes from the previous revision
if get_ground_type() == Grounds.Soil: till() + if num_items(Items.Fertilizer) > 0: + use_item(Items.Fertilizer) if can_harvest(): harvest()
- Write result the agent saw
Saved c (100 lines). Game time: 1h 43m 40s elapsed, 4h 16m 20s of budget remaining.
- run_program at 1h 43m for 300s (agent saw)
Ran c for 5m of game time; it is still running. Inventory change: cactus +3840, carrot +1353, fertilizer -180, hay +652, power -80.58, pumpkin +1568, water -15, weird_substance +1608, wood +1860. Game time: 1h 48m 50s elapsed, 4h 11m 10s of budget remaining. Output: (none)
r211h 57mRan
def goto(tx, ty): while get_pos_x() != tx: move(East) while get_pos_y() != ty: move(North) def sort_cactus(): for p in range(3): for y in range(4): goto(4, y) for i in range(3): if measure() > measure(East): swap(East) move(East) for p in range(3): for x in range(4, 8): goto(x, 0) for i in range(3): if measure() > measure(North): swap(North) move(North) def want(x): if x == 1: return Entities.Carrot if x == 2: return Entities.Sunflower return Entities.Grass def work(): x = get_pos_x() y = get_pos_y() if x >= 4 and y >= 4: if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Pumpkin and t != None and t != Entities.Dead_Pumpkin: harvest() t = None if t == None or t == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) if num_items(Items.Water) > 0: use_item(Items.Water) return 0 if can_harvest(): return 1 return 0 if x >= 4: if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Cactus: if t != None: harvest() plant(Entities.Cactus) if num_items(Items.Water) > 0: use_item(Items.Water) return 0 if can_harvest(): return 100 return 0 w = want(x) if w == Entities.Grass: if get_ground_type() == Grounds.Soil: till() if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) if can_harvest(): harvest() return 0 if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t == w and not can_harvest(): return 0 if t != None: harvest() plant(w) if num_items(Items.Water) > 0: use_item(Items.Water) return 0 while True: n = get_world_size() ripe = 0 for x in range(n): for y in range(n): ripe += work() move(North) move(East) if ripe // 100 == 16: goto(0, 0) sort_cactus() goto(4, 0) harvest() if ripe % 100 == 16: goto(4, 4) harvest()Changes from the previous revision
if x == 2: return Entities.Sunflower - if x == 0: - return Entities.Grass - return Entities.Bush + return Entities.Grass def work(): harvest() return 0 - if w != Entities.Bush and get_ground_type() != Grounds.Soil: + if get_ground_type() != Grounds.Soil: till() t = get_entity_type() harvest() plant(w) - if w != Entities.Bush and num_items(Items.Water) > 0: + if num_items(Items.Water) > 0: use_item(Items.Water) return 0
- Write result the agent saw
Saved c (98 lines). Game time: 1h 57m 21s elapsed, 4h 2m 39s of budget remaining.
- run_program at 1h 57m for 300s (agent saw)
Ran c for 5m of game time; it is still running. Inventory change: cactus +2560, carrot +888, fertilizer -235, hay +1472, power +1.80, pumpkin +928, water -373, weird_substance +1576, wood -704. Game time: 2h 2m 31s elapsed, 3h 57m 29s of budget remaining. Output: (none)
init.py
r115m 15sRan
move(East) till() move(North) till() move(North) till()- Write result the agent saw
Saved init (6 lines). Game time: 15m 25s elapsed, 5h 44m 35s of budget remaining.
- run_program at 15m 35s for 10s (agent saw)
Ran init for 1s of game time; it finished. Inventory change: no change. Game time: 15m 46s elapsed, 5h 44m 14s of budget remaining. Output: (none)
r219m 57sRanFinal
move(East) till() move(North) till() move(North) till() move(North) till() move(North) move(West)Changes from the previous revision
move(North) till() + move(North) + till() + move(North) + move(West)
- Write result the agent saw
Saved init (10 lines). Game time: 20m 7s elapsed, 5h 39m 53s of budget remaining.
- run_program at 20m 17s for 5s (agent saw)
Ran init for 2s of game time; it finished. Inventory change: no change. Game time: 20m 28s elapsed, 5h 39m 32s of budget remaining. Output: (none)
fix.py
r115m 46sRanFinal
move(North) move(West)- Write result the agent saw
Saved fix (2 lines). Game time: 15m 56s elapsed, 5h 44m 4s of budget remaining.
- run_program at 15m 56s for 3s (agent saw)
Ran fix for 1s of game time; it finished. Inventory change: no change. Game time: 16m 7s elapsed, 5h 43m 53s of budget remaining. Output: (none)
maze.py
r11h 49mRan
def solve(): dirs = [North, East, South, West] d = 0 while get_entity_type() != Entities.Treasure: for k in [1, 0, 3, 2]: nd = (d + k) % 4 if move(dirs[nd]): d = nd break harvest() while True: if get_entity_type() != None: harvest() plant(Entities.Bush) use_item(Items.Weird_Substance, get_world_size() * 2**(num_unlocked(Unlocks.Mazes) - 1)) solve()- Write result the agent saw
Saved maze (17 lines). Game time: 1h 49m 30s elapsed, 4h 10m 30s of budget remaining.
- run_program at 1h 49m for 60s (agent saw)
Ran maze for 1m of game time; it is still running. Inventory change: cactus +1, fertilizer +12, gold +1344, power -47.65, water +48, weird_substance -176. Game time: 1h 50m 40s elapsed, 4h 9m 20s of budget remaining. Output: (none)
- run_program at 2h 02m for 100s (agent saw)
Ran maze for 1m 40s of game time; it is still running. Inventory change: fertilizer +20, gold +1664, hay +8, power -6.64, water +80, weird_substance -216. Game time: 2h 4m 21s elapsed, 3h 55m 39s of budget remaining. Output: (none)
- run_program at 2h 51m for 120s (agent saw)
Ran maze for 2m of game time; it is still running. Inventory change: cactus +7688, fertilizer +48, gold +4096, power -12.27, water +192, weird_substance -288. Game time: 2h 53m 48s elapsed, 3h 6m 12s of budget remaining. Output: (none)
farm.py
r12h 05mRan
def goto(tx, ty): while get_pos_x() != tx: move(East) while get_pos_y() != ty: move(North) def sort_cactus(): for p in range(3): for y in range(4): goto(4, y) for i in range(3): if measure() > measure(East): swap(East) move(East) for p in range(3): for x in range(4, 8): goto(x, 0) for i in range(3): if measure() > measure(North): swap(North) move(North) def water(): if num_items(Items.Water) > 0: use_item(Items.Water) def cactus_task(): goto(4, 0) while True: ripe = 0 for x in range(4): for y in range(4): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Cactus: if t != None: harvest() plant(Entities.Cactus) water() elif can_harvest(): ripe += 1 move(North) move(East) goto(4, 0) if ripe == 16: sort_cactus() goto(4, 0) harvest() def pumpkin_task(): goto(4, 4) while True: ripe = 0 for x in range(4): for y in range(4): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Pumpkin: if t != None and t != Entities.Dead_Pumpkin: harvest() plant(Entities.Pumpkin) water() elif can_harvest(): ripe += 1 move(North) move(East) goto(4, 4) if ripe == 16: harvest() def grass_task(): goto(0, 0) while True: for x in [0, 3]: goto(x, 0) for y in range(8): if get_ground_type() == Grounds.Soil: till() if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) if can_harvest(): harvest() move(North) def crop_task(): goto(1, 0) while True: for x in [1, 2]: goto(x, 0) if x == 1: p = Entities.Carrot else: p = Entities.Sunflower for y in range(8): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != p: if t != None: harvest() plant(p) water() elif can_harvest(): harvest() plant(p) water() move(North) goto(4, 0) spawn_drone(cactus_task) goto(4, 4) spawn_drone(pumpkin_task) goto(0, 0) spawn_drone(crop_task) grass_task()- Write result the agent saw
Saved farm (117 lines). Game time: 2h 5m 47s elapsed, 3h 54m 13s of budget remaining.
- run_program at 2h 05m for 120s (agent saw)
Ran farm for 2m of game time; it is still running. Inventory change: fertilizer +24, water +96. Game time: 2h 7m 57s elapsed, 3h 52m 3s of budget remaining. Output: (none)
- run_program at 2h 08m for 240s (agent saw)
Ran farm for 4m of game time; it is still running. Inventory change: cactus +336, carrot +5693, fertilizer -73, hay +25348, power +0.28, pumpkin +208, water -293, weird_substance +556, wood -3456. Game time: 2h 12m 47s elapsed, 3h 47m 13s of budget remaining. Output: Warning: Tried to swap Entities.Pumpkin, which cannot be swapped. In: cactus_task <- sort_cactus swap(East) ^^ -------------------------------------------------------------------- Warning: Tried to swap Entities.Pumpkin, which cannot be swapped. In: cactus_task <- sort_cactus swap(North) ^^ --------------------------------------------------------------------
r22h 12mRan
def goto(tx, ty): while get_pos_x() != tx: move(East) while get_pos_y() != ty: move(North) def sort_cactus(): for p in range(3): for y in range(4): goto(4, y) for i in range(3): if measure() > measure(East): swap(East) move(East) for p in range(3): for x in range(4, 8): goto(x, 0) for i in range(3): if measure() > measure(North): swap(North) move(North) def water(): if num_items(Items.Water) > 0: use_item(Items.Water) def cactus_task(): while True: ripe = 0 for x in range(4, 8): goto(x, 0) for y in range(4): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Cactus: if t != None: harvest() plant(Entities.Cactus) water() elif can_harvest(): ripe += 1 move(North) goto(4, 0) if ripe == 16: sort_cactus() goto(4, 0) harvest() def pumpkin_task(): while True: ripe = 0 for x in range(4, 8): goto(x, 4) for y in range(4): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Pumpkin: if t != None and t != Entities.Dead_Pumpkin: harvest() plant(Entities.Pumpkin) water() elif can_harvest(): ripe += 1 move(North) goto(4, 4) if ripe == 16: harvest() def grass_task(): while True: goto(0, 0) for y in range(8): if get_ground_type() == Grounds.Soil: till() if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) if can_harvest(): harvest() move(North) def crop_task(): while True: for x in [1, 2, 3]: goto(x, 0) if x == 1: p = Entities.Carrot elif x == 2: p = Entities.Sunflower else: p = Entities.Bush for y in range(8): if p != Entities.Bush and get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != p: if t != None: harvest() plant(p) if p != Entities.Bush: water() elif can_harvest(): harvest() plant(p) if p != Entities.Bush: water() move(North) goto(4, 0) spawn_drone(cactus_task) goto(4, 4) spawn_drone(pumpkin_task) goto(1, 0) spawn_drone(crop_task) grass_task()Changes from the previous revision
def cactus_task(): - goto(4, 0) while True: ripe = 0 - for x in range(4): + for x in range(4, 8): + goto(x, 0) for y in range(4): if get_ground_type() != Grounds.Soil: ripe += 1 move(North) - move(East) goto(4, 0) if ripe == 16: def pumpkin_task(): - goto(4, 4) while True: ripe = 0 - for x in range(4): + for x in range(4, 8): + goto(x, 4) for y in range(4): if get_ground_type() != Grounds.Soil: ripe += 1 move(North) - move(East) goto(4, 4) if ripe == 16: def grass_task(): - goto(0, 0) while True: - for x in [0, 3]: - goto(x, 0) - for y in range(8): - if get_ground_type() == Grounds.Soil: - till() - if num_items(Items.Fertilizer) > 0: - use_item(Items.Fertilizer) - if can_harvest(): - harvest() - move(North) + goto(0, 0) + for y in range(8): + if get_ground_type() == Grounds.Soil: + till() + if num_items(Items.Fertilizer) > 0: + use_item(Items.Fertilizer) + if can_harvest(): + harvest() + move(North) def crop_task(): - goto(1, 0) while True: - for x in [1, 2]: + for x in [1, 2, 3]: goto(x, 0) if x == 1: p = Entities.Carrot - else: + elif x == 2: p = Entities.Sunflower + else: + p = Entities.Bush for y in range(8): - if get_ground_type() != Grounds.Soil: + if p != Entities.Bush and get_ground_type() != Grounds.Soil: till() t = get_entity_type() harvest() plant(p) - water() + if p != Entities.Bush: + water() elif can_harvest(): harvest() plant(p) - water() + if p != Entities.Bush: + water() move(North) goto(4, 4) spawn_drone(pumpkin_task) - goto(0, 0) + goto(1, 0) spawn_drone(crop_task) grass_task()
- Write result the agent saw
Saved farm (116 lines). Game time: 2h 13m 7s elapsed, 3h 46m 53s of budget remaining.
- run_program at 2h 13m for 300s (agent saw)
Ran farm for 5m of game time; it is still running. Inventory change: cactus +4884, carrot +2077, fertilizer -6, hay +43568, power +4.71, pumpkin +8624, water -25, weird_substance +372, wood +1188. Game time: 2h 18m 28s elapsed, 3h 41m 32s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: pumpkin_task <- water use_item(Items.Water) ^^ --------------------------------------------------------------------
r32h 18mRan
N = 12 H = 6 def goto(tx, ty): while get_pos_x() != tx: move(East) while get_pos_y() != ty: move(North) def sort_cactus(): for p in range(H - 1): for y in range(H): goto(H, y) for i in range(H - 1): if measure() > measure(East): swap(East) move(East) for p in range(H - 1): for x in range(H, N): goto(x, 0) for i in range(H - 1): if measure() > measure(North): swap(North) move(North) def water(): if num_items(Items.Water) > 0: use_item(Items.Water) def cactus_task(): while True: ripe = 0 for x in range(H, N): goto(x, 0) for y in range(H): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Cactus: if t != None: harvest() plant(Entities.Cactus) water() elif can_harvest(): ripe += 1 move(North) goto(H, 0) if ripe == H * H: sort_cactus() goto(H, 0) harvest() def pumpkin_task(): while True: ripe = 0 for x in range(H, N): goto(x, H) for y in range(H): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Pumpkin: if t != None and t != Entities.Dead_Pumpkin: harvest() plant(Entities.Pumpkin) water() elif can_harvest(): ripe += 1 move(North) goto(H, H) if ripe == H * H: harvest() def grass_task(): while True: for x in [0, 1, 5]: goto(x, 0) for y in range(N): if get_ground_type() == Grounds.Soil: till() if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) if can_harvest(): harvest() move(North) def crop_task(): while True: for x in [2, 3, 4]: goto(x, 0) if x == 2: p = Entities.Carrot elif x == 3: p = Entities.Sunflower else: p = Entities.Bush for y in range(N): if p != Entities.Bush and get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != p: if t != None: harvest() plant(p) if p != Entities.Bush: water() elif can_harvest(): harvest() plant(p) if p != Entities.Bush: water() move(North) goto(H, 0) spawn_drone(cactus_task) goto(H, H) spawn_drone(pumpkin_task) goto(2, 0) spawn_drone(crop_task) grass_task()Changes from the previous revision
+ N = 12 + H = 6 + def goto(tx, ty): while get_pos_x() != tx: def sort_cactus(): - for p in range(3): - for y in range(4): - goto(4, y) - for i in range(3): + for p in range(H - 1): + for y in range(H): + goto(H, y) + for i in range(H - 1): if measure() > measure(East): swap(East) move(East) - for p in range(3): - for x in range(4, 8): + for p in range(H - 1): + for x in range(H, N): goto(x, 0) - for i in range(3): + for i in range(H - 1): if measure() > measure(North): swap(North) while True: ripe = 0 - for x in range(4, 8): + for x in range(H, N): goto(x, 0) - for y in range(4): + for y in range(H): if get_ground_type() != Grounds.Soil: till() ripe += 1 move(North) - goto(4, 0) - if ripe == 16: + goto(H, 0) + if ripe == H * H: sort_cactus() - goto(4, 0) + goto(H, 0) harvest() while True: ripe = 0 - for x in range(4, 8): - goto(x, 4) - for y in range(4): + for x in range(H, N): + goto(x, H) + for y in range(H): if get_ground_type() != Grounds.Soil: till() ripe += 1 move(North) - goto(4, 4) - if ripe == 16: + goto(H, H) + if ripe == H * H: harvest() def grass_task(): while True: - goto(0, 0) - for y in range(8): - if get_ground_type() == Grounds.Soil: - till() - if num_items(Items.Fertilizer) > 0: - use_item(Items.Fertilizer) - if can_harvest(): - harvest() - move(North) + for x in [0, 1, 5]: + goto(x, 0) + for y in range(N): + if get_ground_type() == Grounds.Soil: + till() + if num_items(Items.Fertilizer) > 0: + use_item(Items.Fertilizer) + if can_harvest(): + harvest() + move(North) def crop_task(): while True: - for x in [1, 2, 3]: + for x in [2, 3, 4]: goto(x, 0) - if x == 1: + if x == 2: p = Entities.Carrot - elif x == 2: + elif x == 3: p = Entities.Sunflower else: p = Entities.Bush - for y in range(8): + for y in range(N): if p != Entities.Bush and get_ground_type() != Grounds.Soil: till() move(North) - goto(4, 0) + goto(H, 0) spawn_drone(cactus_task) - goto(4, 4) + goto(H, H) spawn_drone(pumpkin_task) - goto(1, 0) + goto(2, 0) spawn_drone(crop_task) grass_task()
- Write result the agent saw
Saved farm (120 lines). Game time: 2h 18m 58s elapsed, 3h 41m 2s of budget remaining.
- run_program at 2h 18m for 300s (agent saw)
Ran farm for 5m of game time; it is still running. Inventory change: cactus +9078, carrot +937, fertilizer -4, hay +42320, power +127.51, pumpkin +37480, water -16, weird_substance +364, wood +16180. Game time: 2h 24m 8s elapsed, 3h 35m 52s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: cactus_task <- water use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: pumpkin_task <- water use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: crop_task <- water use_item(Items.Water) ^^ --------------------------------------------------------------------
r42h 25mRan
N = 12 H = 6 def goto(tx, ty): while get_pos_x() != tx: move(East) while get_pos_y() != ty: move(North) def sort_cactus(): for p in range(H - 1): for y in range(H): goto(H, y) for i in range(H - 1): if measure() > measure(East): swap(East) move(East) for p in range(H - 1): for x in range(H, N): goto(x, 0) for i in range(H - 1): if measure() > measure(North): swap(North) move(North) def water(): if num_items(Items.Water) > 0: use_item(Items.Water) def cactus_task(): while True: ripe = 0 for x in range(H, N): goto(x, 0) for y in range(H): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Cactus: if t != None: harvest() plant(Entities.Cactus) water() elif can_harvest(): ripe += 1 move(North) goto(H, 0) if ripe == H * H: sort_cactus() goto(H, 0) harvest() def pumpkin_task(): while True: ripe = 0 for x in range(H, N): goto(x, H) for y in range(H): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Pumpkin: if t != None and t != Entities.Dead_Pumpkin: harvest() plant(Entities.Pumpkin) water() elif can_harvest(): ripe += 1 move(North) goto(H, H) if ripe == H * H: harvest() def crop_task(): while True: for x in [2, 3, 4, 5]: goto(x, 0) if x == 2 or x == 5: p = Entities.Carrot elif x == 3: p = Entities.Sunflower else: p = Entities.Bush for y in range(N): if p != Entities.Bush and get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != p: if t != None: harvest() plant(p) if p != Entities.Bush: water() elif can_harvest(): harvest() plant(p) if p != Entities.Bush: water() move(North) def dino(cycles): goto(0, 0) for x in range(2): goto(x, 0) for y in range(N): harvest() move(North) goto(0, 0) change_hat(Hats.Dinosaur_Hat) for c in range(cycles): for i in range(N - 1): move(North) move(East) for i in range(N - 1): move(South) move(West) change_hat(Hats.Green_Hat) goto(H, 0) spawn_drone(cactus_task) goto(H, H) spawn_drone(pumpkin_task) goto(2, 0) spawn_drone(crop_task) dino(30)Changes from the previous revision
harvest() - def grass_task(): - while True: - for x in [0, 1, 5]: - goto(x, 0) - for y in range(N): - if get_ground_type() == Grounds.Soil: - till() - if num_items(Items.Fertilizer) > 0: - use_item(Items.Fertilizer) - if can_harvest(): - harvest() - move(North) - def crop_task(): while True: - for x in [2, 3, 4]: + for x in [2, 3, 4, 5]: goto(x, 0) - if x == 2: + if x == 2 or x == 5: p = Entities.Carrot elif x == 3: move(North) + def dino(cycles): + goto(0, 0) + for x in range(2): + goto(x, 0) + for y in range(N): + harvest() + move(North) + goto(0, 0) + change_hat(Hats.Dinosaur_Hat) + for c in range(cycles): + for i in range(N - 1): + move(North) + move(East) + for i in range(N - 1): + move(South) + move(West) + change_hat(Hats.Green_Hat) + goto(H, 0) spawn_drone(cactus_task) goto(2, 0) spawn_drone(crop_task) - grass_task() + dino(30)
- Write result the agent saw
Saved farm (125 lines). Game time: 2h 25m 18s elapsed, 3h 34m 42s of budget remaining.
- run_program at 2h 25m for 60s (agent saw)
Ran farm for 51s of game time; it stopped with an error: Hats.Green_Hat must be unlocked before this can be used. Inventory change: cactus +2588, carrot +908, fertilizer +10, hay -1368, power +9.35, pumpkin +5040, water -64, wood +2184. Game time: 2h 26m 19s elapsed, 3h 33m 41s of budget remaining. Output: Error: Hats.Green_Hat must be unlocked before this can be used. In: dino change_hat(Hats.Green_Hat) ^^ --------------------------------------------------------------------- Runtime error at 2h 26m (telemetry; not shown to the agent)
Hats.Green_Hat must be unlocked before this can be used.
r52h 30mRan
N = 12 H = 6 def goto(tx, ty): while get_pos_x() != tx: move(East) while get_pos_y() != ty: move(North) def sort_cactus(): for p in range(H - 1): for y in range(H): goto(H, y) for i in range(H - 1): if measure() > measure(East): swap(East) move(East) for p in range(H - 1): for x in range(H, N): goto(x, 0) for i in range(H - 1): if measure() > measure(North): swap(North) move(North) def water(): if num_items(Items.Water) > 0: use_item(Items.Water) def cactus_task(): while True: ripe = 0 for x in range(H, N): goto(x, 0) for y in range(H): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Cactus: if t != None: harvest() plant(Entities.Cactus) water() elif can_harvest(): ripe += 1 move(North) goto(H, 0) if ripe == H * H: sort_cactus() goto(H, 0) harvest() def pumpkin_task(): while True: ripe = 0 for x in range(H, N): goto(x, H) for y in range(H): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Pumpkin: if t != None and t != Entities.Dead_Pumpkin: harvest() plant(Entities.Pumpkin) water() elif can_harvest(): ripe += 1 move(North) goto(H, H) if ripe == H * H: harvest() def crop_task(): while True: for x in [2, 3, 4, 5]: goto(x, 0) if x == 2 or x == 5: p = Entities.Carrot elif x == 3: p = Entities.Sunflower else: p = Entities.Bush for y in range(N): if p != Entities.Bush and get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != p: if t != None: harvest() plant(p) if p != Entities.Bush: water() elif can_harvest(): harvest() plant(p) if p != Entities.Bush: water() move(North) def dino_task(): change_hat(Hats.Dinosaur_Hat) for c in range(80): for i in range(N - 1): move(North) move(East) for i in range(N - 1): move(South) move(West) goto(H, 0) spawn_drone(cactus_task) goto(H, H) spawn_drone(pumpkin_task) goto(0, 0) for x in range(2): goto(x, 0) for y in range(N): harvest() move(North) goto(0, 0) spawn_drone(dino_task) crop_task()Changes from the previous revision
move(North) - def dino(cycles): - goto(0, 0) - for x in range(2): - goto(x, 0) - for y in range(N): - harvest() - move(North) - goto(0, 0) + def dino_task(): change_hat(Hats.Dinosaur_Hat) - for c in range(cycles): + for c in range(80): for i in range(N - 1): move(North) move(South) move(West) - change_hat(Hats.Green_Hat) goto(H, 0) goto(H, H) spawn_drone(pumpkin_task) - goto(2, 0) - spawn_drone(crop_task) - dino(30) + goto(0, 0) + for x in range(2): + goto(x, 0) + for y in range(N): + harvest() + move(North) + goto(0, 0) + spawn_drone(dino_task) + crop_task()
- Write result the agent saw
Saved farm (123 lines). Game time: 2h 30m 48s elapsed, 3h 29m 12s of budget remaining.
- run_program at 2h 30m for 240s (agent saw)
Ran farm for 4m of game time; it is still running. Inventory change: fertilizer +48, power -131.79, water +384. Game time: 2h 34m 58s elapsed, 3h 25m 2s of budget remaining. Output: (none)
- run_program at 2h 36m for 30s (agent saw)
Ran farm for 30s of game time; it is still running. Inventory change: fertilizer +6, water +48. Game time: 2h 37m 8s elapsed, 3h 22m 52s of budget remaining. Output: (none)
r62h 38mRan
N = 12 H = 6 def goto(tx, ty): while get_pos_x() < tx: move(East) while get_pos_x() > tx: move(West) while get_pos_y() < ty: move(North) while get_pos_y() > ty: move(South) def sort_cactus(): for p in range(H - 1): for y in range(H): goto(H, y) for i in range(H - 1): if measure() > measure(East): swap(East) move(East) for p in range(H - 1): for x in range(H, N): goto(x, 0) for i in range(H - 1): if measure() > measure(North): swap(North) move(North) def water(): if num_items(Items.Water) > 0: use_item(Items.Water) def cactus_task(): while True: ripe = 0 for x in range(H, N): goto(x, 0) for y in range(H): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Cactus: if t != None: harvest() plant(Entities.Cactus) water() elif can_harvest(): ripe += 1 if y < H - 1: move(North) goto(H, 0) if ripe == H * H: sort_cactus() goto(H, 0) harvest() def pumpkin_task(): while True: ripe = 0 for x in range(H, N): goto(x, H) for y in range(H): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Pumpkin: if t != None and t != Entities.Dead_Pumpkin: harvest() plant(Entities.Pumpkin) water() elif can_harvest(): ripe += 1 if y < H - 1: move(North) goto(H, H) if ripe == H * H: harvest() def crop_task(): while True: for x in [2, 3, 4, 5]: goto(x, 0) if x == 2 or x == 5: p = Entities.Carrot elif x == 3: p = Entities.Sunflower else: p = Entities.Bush for y in range(N): if p != Entities.Bush and get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != p: if t != None: harvest() plant(p) if p != Entities.Bush: water() elif can_harvest(): harvest() plant(p) if p != Entities.Bush: water() if y < N - 1: move(North) goto(H, 0) spawn_drone(cactus_task) goto(H, H) spawn_drone(pumpkin_task) goto(2, 0) spawn_drone(crop_task) goto(0, 0) change_hat(Hats.Dinosaur_Hat) for c in range(40): for i in range(N - 1): move(North) move(East) for i in range(N - 1): move(South) move(West)Changes from the previous revision
def goto(tx, ty): - while get_pos_x() != tx: + while get_pos_x() < tx: move(East) - while get_pos_y() != ty: + while get_pos_x() > tx: + move(West) + while get_pos_y() < ty: move(North) + while get_pos_y() > ty: + move(South) def sort_cactus(): elif can_harvest(): ripe += 1 - move(North) + if y < H - 1: + move(North) goto(H, 0) if ripe == H * H: elif can_harvest(): ripe += 1 - move(North) + if y < H - 1: + move(North) goto(H, H) if ripe == H * H: if p != Entities.Bush: water() - move(North) - - def dino_task(): - change_hat(Hats.Dinosaur_Hat) - for c in range(80): - for i in range(N - 1): - move(North) - move(East) - for i in range(N - 1): - move(South) - move(West) + if y < N - 1: + move(North) goto(H, 0) goto(H, H) spawn_drone(pumpkin_task) + goto(2, 0) + spawn_drone(crop_task) goto(0, 0) - for x in range(2): - goto(x, 0) - for y in range(N): - harvest() + change_hat(Hats.Dinosaur_Hat) + for c in range(40): + for i in range(N - 1): move(North) - goto(0, 0) - spawn_drone(dino_task) - crop_task() + move(East) + for i in range(N - 1): + move(South) + move(West)
- Write result the agent saw
Saved farm (122 lines). Game time: 2h 38m 58s elapsed, 3h 21m 2s of budget remaining.
- run_program at 2h 38m for 120s (agent saw)
Ran farm for 2m of game time; it is still running. Inventory change: bone +2, cactus +7772, carrot +852, fertilizer +24, hay -2496, power +17.12, pumpkin +13392, water -738, wood +2592. Game time: 2h 41m 8s elapsed, 3h 18m 52s of budget remaining. Output: (none)
r72h 45mRan
N = 16 H = 8 def goto(tx, ty): while get_pos_x() < tx: move(East) while get_pos_x() > tx: move(West) while get_pos_y() < ty: move(North) while get_pos_y() > ty: move(South) def sort_cactus(): for p in range(H - 1): for y in range(H): goto(H, y) for i in range(H - 1): if measure() > measure(East): swap(East) move(East) for p in range(H - 1): for x in range(H, N): goto(x, 0) for i in range(H - 1): if measure() > measure(North): swap(North) move(North) def water(): if num_items(Items.Water) > 0: use_item(Items.Water) def cactus_task(): while True: ripe = 0 for x in range(H, N): goto(x, 0) for y in range(H): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Cactus: if t != None: harvest() plant(Entities.Cactus) water() elif can_harvest(): ripe += 1 if y < H - 1: move(North) goto(H, 0) if ripe == H * H: sort_cactus() goto(H, 0) harvest() def pumpkin_task(): while True: ripe = 0 for x in range(H, N): goto(x, H) for y in range(H): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Pumpkin: if t != None and t != Entities.Dead_Pumpkin: harvest() plant(Entities.Pumpkin) water() elif can_harvest(): ripe += 1 if y < H - 1: move(North) goto(H, H) if ripe == H * H: harvest() def crop_task(): while True: for x in [2, 3, 4, 5, 6, 7]: goto(x, 0) if x == 2 or x == 5: p = Entities.Carrot elif x == 3: p = Entities.Sunflower elif x == 4: p = Entities.Bush elif x == 6: p = Entities.Carrot else: p = Entities.Bush for y in range(N): if p != Entities.Bush and get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != p: if t != None: harvest() plant(p) if p != Entities.Bush: water() elif can_harvest(): harvest() plant(p) if p != Entities.Bush: water() if y < N - 1: move(North) goto(H, 0) spawn_drone(cactus_task) goto(H, H) spawn_drone(pumpkin_task) goto(2, 0) spawn_drone(crop_task) goto(0, 0) for x in range(2): goto(x, 0) for y in range(N): harvest() if y < N - 1: move(North) goto(0, 0) for c in range(40): for i in range(N - 1): move(North) move(East) for i in range(N - 1): move(South) move(West)Changes from the previous revision
- N = 12 - H = 6 + N = 16 + H = 8 def goto(tx, ty): def crop_task(): while True: - for x in [2, 3, 4, 5]: + for x in [2, 3, 4, 5, 6, 7]: goto(x, 0) if x == 2 or x == 5: elif x == 3: p = Entities.Sunflower + elif x == 4: + p = Entities.Bush + elif x == 6: + p = Entities.Carrot else: p = Entities.Bush spawn_drone(crop_task) goto(0, 0) - change_hat(Hats.Dinosaur_Hat) + for x in range(2): + goto(x, 0) + for y in range(N): + harvest() + if y < N - 1: + move(North) + goto(0, 0) for c in range(40): for i in range(N - 1):
- Write result the agent saw
Saved farm (132 lines). Game time: 2h 45m 58s elapsed, 3h 14m 2s of budget remaining.
- run_program at 2h 45m for 300s (agent saw)
Ran farm for 5m of game time; it is still running. Inventory change: cactus +24600, carrot +9016, fertilizer +120, hay -7360, power -145.68, pumpkin +36448, water -49, wood +36000. Game time: 2h 51m 8s elapsed, 3h 8m 52s of budget remaining. Output: (none)
r83h 11mRan
N = 16 H = 8 def goto(tx, ty): while get_pos_x() < tx: move(East) while get_pos_x() > tx: move(West) while get_pos_y() < ty: move(North) while get_pos_y() > ty: move(South) def sort_cactus(): for p in range(H - 1): for y in range(H): goto(H, y) for i in range(H - 1): if measure() > measure(East): swap(East) move(East) for p in range(H - 1): for x in range(H, N): goto(x, 0) for i in range(H - 1): if measure() > measure(North): swap(North) move(North) def water(): if num_items(Items.Water) > 0: use_item(Items.Water) def cactus_task(): while True: ripe = 0 for x in range(H, N): goto(x, 0) for y in range(H): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Cactus: if t != None: harvest() plant(Entities.Cactus) water() elif can_harvest(): ripe += 1 if y < H - 1: move(North) goto(H, 0) if ripe == H * H: sort_cactus() goto(H, 0) harvest() def pumpkin_task(): while True: ripe = 0 for x in range(H, N): goto(x, H) for y in range(H): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Pumpkin: if t != None and t != Entities.Dead_Pumpkin: harvest() plant(Entities.Pumpkin) water() elif can_harvest(): ripe += 1 if y < H - 1: move(North) goto(H, H) if ripe == H * H: harvest() def col_task(x, k): if k == 0: p = Entities.Carrot elif k == 1: p = Entities.Sunflower elif k == 2: p = Entities.Bush else: p = Entities.Grass while True: goto(x, 0) for y in range(N): if p == Entities.Grass: if get_ground_type() == Grounds.Soil: till() if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) if can_harvest(): harvest() else: if p != Entities.Bush and get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != p: if t != None: harvest() plant(p) if p != Entities.Bush: water() elif can_harvest(): harvest() plant(p) if p != Entities.Bush: water() if y < N - 1: move(North) harvest() goto(H, 0) spawn_drone(cactus_task) goto(H, H) spawn_drone(pumpkin_task) goto(2, 0) spawn_drone(col_task, 2, 0) goto(3, 0) spawn_drone(col_task, 3, 1) goto(4, 0) spawn_drone(col_task, 4, 2) goto(5, 0) spawn_drone(col_task, 5, 0) goto(6, 0) spawn_drone(col_task, 6, 3) goto(7, 0) spawn_drone(col_task, 7, 2) goto(0, 0) for x in range(2): goto(x, 0) for y in range(N): harvest() if y < N - 1: move(North) goto(0, 0) for c in range(40): for i in range(N - 1): move(North) move(East) for i in range(N - 1): move(South) move(West)Changes from the previous revision
harvest() - def crop_task(): + def col_task(x, k): + if k == 0: + p = Entities.Carrot + elif k == 1: + p = Entities.Sunflower + elif k == 2: + p = Entities.Bush + else: + p = Entities.Grass while True: - for x in [2, 3, 4, 5, 6, 7]: - goto(x, 0) - if x == 2 or x == 5: - p = Entities.Carrot - elif x == 3: - p = Entities.Sunflower - elif x == 4: - p = Entities.Bush - elif x == 6: - p = Entities.Carrot + goto(x, 0) + for y in range(N): + if p == Entities.Grass: + if get_ground_type() == Grounds.Soil: + till() + if num_items(Items.Fertilizer) > 0: + use_item(Items.Fertilizer) + if can_harvest(): + harvest() else: - p = Entities.Bush - for y in range(N): if p != Entities.Bush and get_ground_type() != Grounds.Soil: till() if p != Entities.Bush: water() - if y < N - 1: - move(North) + if y < N - 1: + move(North) + harvest() goto(H, 0) spawn_drone(cactus_task) spawn_drone(pumpkin_task) goto(2, 0) - spawn_drone(crop_task) + spawn_drone(col_task, 2, 0) + goto(3, 0) + spawn_drone(col_task, 3, 1) + goto(4, 0) + spawn_drone(col_task, 4, 2) + goto(5, 0) + spawn_drone(col_task, 5, 0) + goto(6, 0) + spawn_drone(col_task, 6, 3) + goto(7, 0) + spawn_drone(col_task, 7, 2) goto(0, 0) for x in range(2):
- Write result the agent saw
Saved farm (148 lines). Game time: 3h 11m 55s elapsed, 2h 48m 5s of budget remaining.
- run_program at 3h 11m for 240s (agent saw)
Ran farm for 4m of game time; it is still running. Inventory change: cactus +24576, carrot +114103, fertilizer -886, hay -23664, power +1092.83, pumpkin +32960, water -1963, weird_substance +7456, wood +16144. Game time: 3h 16m 5s elapsed, 2h 43m 55s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: col_task <- water use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: pumpkin_task <- water use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Carrot. In: col_task plant(p) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Carrot. In: col_task plant(p) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Carrot. In: col_task plant(p) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Carrot. In: col_task plant(p) ^^ --------------------------------------------------------------------
r93h 16mRan
N = 16 H = 8 def goto(tx, ty): while get_pos_x() < tx: move(East) while get_pos_x() > tx: move(West) while get_pos_y() < ty: move(North) while get_pos_y() > ty: move(South) def sort_cactus(): for p in range(H - 1): for y in range(H): goto(H, y) for i in range(H - 1): if measure() > measure(East): swap(East) move(East) for p in range(H - 1): for x in range(H, N): goto(x, 0) for i in range(H - 1): if measure() > measure(North): swap(North) move(North) def water(): if num_items(Items.Water) > 0: use_item(Items.Water) def cactus_task(): while True: ripe = 0 for x in range(H, N): goto(x, 0) for y in range(H): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Cactus: if t != None: harvest() plant(Entities.Cactus) water() elif can_harvest(): ripe += 1 if y < H - 1: move(North) goto(H, 0) if ripe == H * H: sort_cactus() goto(H, 0) harvest() def pumpkin_task(): while True: ripe = 0 for x in range(H, N): goto(x, H) for y in range(H): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Pumpkin: if t != None and t != Entities.Dead_Pumpkin: harvest() plant(Entities.Pumpkin) water() elif can_harvest(): ripe += 1 if y < H - 1: move(North) goto(H, H) if ripe == H * H: harvest() def col_task(x, k): if k == 0: p = Entities.Carrot elif k == 1: p = Entities.Sunflower elif k == 2: p = Entities.Bush else: p = Entities.Grass while True: goto(x, 0) for y in range(N): if p == Entities.Grass: if get_ground_type() == Grounds.Soil: till() if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) if can_harvest(): harvest() else: if p != Entities.Bush and get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != p: if t != None: harvest() plant(p) if p != Entities.Bush: water() elif can_harvest(): harvest() plant(p) if p != Entities.Bush: water() if y < N - 1: move(North) harvest() goto(H, 0) spawn_drone(cactus_task) goto(H, H) spawn_drone(pumpkin_task) goto(2, 0) spawn_drone(col_task, 2, 3) goto(3, 0) spawn_drone(col_task, 3, 1) goto(4, 0) spawn_drone(col_task, 4, 2) goto(5, 0) spawn_drone(col_task, 5, 0) goto(6, 0) spawn_drone(col_task, 6, 3) goto(7, 0) spawn_drone(col_task, 7, 3) goto(0, 0) for x in range(2): goto(x, 0) for y in range(N): harvest() if y < N - 1: move(North) goto(0, 0) for c in range(40): for i in range(N - 1): move(North) move(East) for i in range(N - 1): move(South) move(West)Changes from the previous revision
spawn_drone(pumpkin_task) goto(2, 0) - spawn_drone(col_task, 2, 0) + spawn_drone(col_task, 2, 3) goto(3, 0) spawn_drone(col_task, 3, 1) spawn_drone(col_task, 6, 3) goto(7, 0) - spawn_drone(col_task, 7, 2) + spawn_drone(col_task, 7, 3) goto(0, 0) for x in range(2):
- Write result the agent saw
Saved farm (148 lines). Game time: 3h 16m 45s elapsed, 2h 43m 15s of budget remaining.
- run_program at 3h 16m for 300s (agent saw)
Ran farm for 5m of game time; it is still running. Inventory change: cactus +24626, carrot +73242, fertilizer -8, hay +131264, power +1266.07, pumpkin +85228, water -32, weird_substance +1888, wood +50832. Game time: 3h 21m 55s elapsed, 2h 38m 5s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: col_task <- water use_item(Items.Water) ^^ --------------------------------------------------------------------- run_program at 3h 48m for 120s (agent saw)
Ran farm for 2m of game time; it is still running. Inventory change: cactus +16384, carrot +57122, hay +104080, power +686.28, pumpkin +72704, water -1, weird_substance +1968, wood +49664. Game time: 3h 50m 15s elapsed, 2h 9m 45s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: cactus_task <- water use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: pumpkin_task <- water use_item(Items.Water) ^^ --------------------------------------------------------------------
—3h 47mRejected
N = 16 H = 8 S = 6 def goto(tx, ty): while get_pos_x() < tx: move(East) while get_pos_x() > tx: move(West) while get_pos_y() < ty: move(North) while get_pos_y() > ty: move(South) def sort_cactus(): for p in range(H - 1): for y in range(H): goto(H, y) for i in range(H - 1): if measure() > measure(East): swap(East) move(East) for p in range(H - 1): for x in range(H, N): goto(x, 0) for i in range(H - 1): if measure() > measure(North): swap(North) move(North) def water(): if num_items(Items.Water) > 0: use_item(Items.Water) def cactus_task(): while True: ripe = 0 for x in range(H, N): goto(x, 0) for y in range(H): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Cactus: if t != None: harvest() plant(Entities.Cactus) water() elif can_harvest(): ripe += 1 if y < H - 1: move(North) goto(H, 0) if ripe == H * H: sort_cactus() goto(H, 0) harvest() def pumpkin_task(): while True: ripe = 0 for x in range(H, N): goto(x, H) for y in range(H): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Pumpkin: if t != None and t != Entities.Dead_Pumpkin: harvest() plant(Entities.Pumpkin) water() elif can_harvest(): ripe += 1 if y < H - 1: move(North) goto(H, H) if ripe == H * H: harvest() def col_task(x, k): if k == 0: p = Entities.Carrot elif k == 1: p = Entities.Sunflower elif k == 2: p = Entities.Bush else: p = Entities.Grass while True: goto(x, 0) for y in range(N): if p == Entities.Grass: if get_ground_type() == Grounds.Soil: till() if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) if can_harvest(): harvest() else: if p != Entities.Bush and get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != p: if t != None: harvest() plant(p) if p != Entities.Bush: water() elif can_harvest(): harvest() plant(p) if p != Entities.Bush: water() if y < N - 1: move(North) def solve(): dirs = [North, East, South, West] d = 0 while get_entity_type() != Entities.Treasure: for k in [1, 0, 3, 2]: nd = (d + k) % 4 if move(dirs[nd]): d = nd break harvest() harvest() goto(H, 0) spawn_drone(cactus_task) goto(H, H) spawn_drone(pumpkin_task) goto(2, 0) spawn_drone(col_task, 2, 3) goto(3, 0) spawn_drone(col_task, 3, 1) goto(4, 0) spawn_drone(col_task, 4, 2) goto(5, 0) spawn_drone(col_task, 5, 0) goto(6, 0) spawn_drone(col_task, 6, 3) goto(7, 0) spawn_drone(col_task, 7, 3) while True: goto(16, 0) if get_entity_type() != None: harvest() plant(Entities.Bush) use_item(Items.Weird_Substance, S * 2**(num_unlocked(Unlocks.Mazes) - 1)) solve()- Write result the agent saw
Stop the program before editing it.
r103h 50mRan
N = 16 H = 8 S = 6 def goto(tx, ty): while get_pos_x() < tx: move(East) while get_pos_x() > tx: move(West) while get_pos_y() < ty: move(North) while get_pos_y() > ty: move(South) def sort_cactus(): for p in range(H - 1): for y in range(H): goto(H, y) for i in range(H - 1): if measure() > measure(East): swap(East) move(East) for p in range(H - 1): for x in range(H, N): goto(x, 0) for i in range(H - 1): if measure() > measure(North): swap(North) move(North) def water(): if num_items(Items.Water) > 0: use_item(Items.Water) def cactus_task(): while True: ripe = 0 for x in range(H, N): goto(x, 0) for y in range(H): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Cactus: if t != None: harvest() plant(Entities.Cactus) water() elif can_harvest(): ripe += 1 if y < H - 1: move(North) goto(H, 0) if ripe == H * H: sort_cactus() goto(H, 0) harvest() def pumpkin_task(): while True: ripe = 0 for x in range(H, N): goto(x, H) for y in range(H): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Pumpkin: if t != None and t != Entities.Dead_Pumpkin: harvest() plant(Entities.Pumpkin) water() elif can_harvest(): ripe += 1 if y < H - 1: move(North) goto(H, H) if ripe == H * H: harvest() def col_task(x, k): if k == 0: p = Entities.Carrot elif k == 1: p = Entities.Sunflower elif k == 2: p = Entities.Bush else: p = Entities.Grass while True: goto(x, 0) for y in range(N): if p == Entities.Grass: if get_ground_type() == Grounds.Soil: till() if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) if can_harvest(): harvest() else: if p != Entities.Bush and get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != p: if t != None: harvest() plant(p) if p != Entities.Bush: water() elif can_harvest(): harvest() plant(p) if p != Entities.Bush: water() if y < N - 1: move(North) def solve(): dirs = [North, East, South, West] d = 0 while get_entity_type() != Entities.Treasure: for k in [1, 0, 3, 2]: nd = (d + k) % 4 if move(dirs[nd]): d = nd break harvest() harvest() goto(H, 0) spawn_drone(cactus_task) goto(H, H) spawn_drone(pumpkin_task) goto(2, 0) spawn_drone(col_task, 2, 3) goto(3, 0) spawn_drone(col_task, 3, 1) goto(4, 0) spawn_drone(col_task, 4, 2) goto(5, 0) spawn_drone(col_task, 5, 0) goto(6, 0) spawn_drone(col_task, 6, 3) goto(7, 0) spawn_drone(col_task, 7, 3) while True: goto(16, 0) if get_entity_type() != None: harvest() plant(Entities.Bush) use_item(Items.Weird_Substance, S * 2**(num_unlocked(Unlocks.Mazes) - 1)) solve()Changes from the previous revision
N = 16 H = 8 + S = 6 def goto(tx, ty): move(North) + def solve(): + dirs = [North, East, South, West] + d = 0 + while get_entity_type() != Entities.Treasure: + for k in [1, 0, 3, 2]: + nd = (d + k) % 4 + if move(dirs[nd]): + d = nd + break + harvest() + harvest() goto(H, 0) goto(7, 0) spawn_drone(col_task, 7, 3) - goto(0, 0) - for x in range(2): - goto(x, 0) - for y in range(N): + while True: + goto(16, 0) + if get_entity_type() != None: harvest() - if y < N - 1: - move(North) - goto(0, 0) - for c in range(40): - for i in range(N - 1): - move(North) - move(East) - for i in range(N - 1): - move(South) - move(West) + plant(Entities.Bush) + use_item(Items.Weird_Substance, S * 2**(num_unlocked(Unlocks.Mazes) - 1)) + solve()
- Write result the agent saw
Saved farm (152 lines). Game time: 3h 50m 35s elapsed, 2h 9m 25s of budget remaining.
- run_program at 3h 50m for 120s (agent saw)
Ran farm for 2m of game time; it is still running. Inventory change: cactus +16388, carrot +58512, fertilizer -16, gold +144, hay +99872, power +600.01, pumpkin +60768, water -127, weird_substance +2608, wood +49600. Game time: 3h 52m 45s elapsed, 2h 7m 15s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: col_task <- water use_item(Items.Water) ^^ --------------------------------------------------------------------
r113h 54mRan
N = 16 H = 8 S = 6 def goto(tx, ty): while get_pos_x() < tx: move(East) while get_pos_x() > tx: move(West) while get_pos_y() < ty: move(North) while get_pos_y() > ty: move(South) def sort_cactus(): for p in range(H - 1): for y in range(H): goto(H, y) for i in range(H - 1): if measure() > measure(East): swap(East) move(East) for p in range(H - 1): for x in range(H, N): goto(x, 0) for i in range(H - 1): if measure() > measure(North): swap(North) move(North) def water(): if num_items(Items.Water) > 0: use_item(Items.Water) def cactus_task(): while True: ripe = 0 for x in range(H, N): goto(x, 0) for y in range(H): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Cactus: if t != None: harvest() plant(Entities.Cactus) water() elif can_harvest(): ripe += 1 if y < H - 1: move(North) goto(H, 0) if ripe == H * H: sort_cactus() goto(H, 0) harvest() def pumpkin_task(): while True: ripe = 0 for x in range(H, N): goto(x, H) for y in range(H): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Pumpkin: if t != None and t != Entities.Dead_Pumpkin: harvest() plant(Entities.Pumpkin) water() elif can_harvest(): ripe += 1 if y < H - 1: move(North) goto(H, H) if ripe == H * H: harvest() def col_task(x, k): if k == 0: p = Entities.Carrot elif k == 1: p = Entities.Sunflower elif k == 2: p = Entities.Bush else: p = Entities.Grass while True: goto(x, 0) for y in range(N): if p == Entities.Grass: if get_ground_type() == Grounds.Soil: till() if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) if can_harvest(): harvest() else: if p != Entities.Bush and get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != p: if t != None: harvest() plant(p) if p != Entities.Bush: water() elif can_harvest(): harvest() plant(p) if p != Entities.Bush: water() if y < N - 1: move(North) def solve(): dirs = [North, East, South, West] d = 0 steps = 0 while get_entity_type() != Entities.Treasure and steps < 600: steps += 1 for k in [1, 0, 3, 2]: nd = (d + k) % 4 if move(dirs[nd]): d = nd break harvest() harvest() goto(H, 0) spawn_drone(cactus_task) goto(H, H) spawn_drone(pumpkin_task) goto(2, 0) spawn_drone(col_task, 2, 3) goto(3, 0) spawn_drone(col_task, 3, 1) goto(4, 0) spawn_drone(col_task, 4, 2) goto(5, 0) spawn_drone(col_task, 5, 0) goto(6, 0) spawn_drone(col_task, 6, 3) goto(7, 0) spawn_drone(col_task, 7, 3) while True: goto(16, 0) if get_entity_type() != None: harvest() plant(Entities.Bush) use_item(Items.Weird_Substance, S * 2**(num_unlocked(Unlocks.Mazes) - 1)) solve()Changes from the previous revision
dirs = [North, East, South, West] d = 0 - while get_entity_type() != Entities.Treasure: + steps = 0 + while get_entity_type() != Entities.Treasure and steps < 600: + steps += 1 for k in [1, 0, 3, 2]: nd = (d + k) % 4
- Write result the agent saw
Saved farm (154 lines). Game time: 3h 54m 58s elapsed, 2h 5m 2s of budget remaining.
- run_program at 3h 54m for 300s (agent saw)
Ran farm for 27s of game time; it stopped with an error: The operator > cannot be used on the operands 2 and (17,4). Inventory change: carrot +11170, fertilizer -43, gold +144, hay +19760, power +104.14, pumpkin +12136, water -243, weird_substance +1384, wood +10464. Game time: 3h 55m 35s elapsed, 2h 4m 25s of budget remaining. Output: Error: The operator > cannot be used on the operands 2 and (17,4). In: cactus_task <- sort_cactus if measure() > measure(East): ^^^^^^^^^^^^^^^^^^^^ --------------------------------------------------------------------- Runtime error at 3h 55m (telemetry; not shown to the agent)
The operator > cannot be used on the operands 2 and (17,4).
r123h 56mRan
N = 16 H = 8 S = 6 def goto(tx, ty): while get_pos_x() < tx: move(East) while get_pos_x() > tx: move(West) while get_pos_y() < ty: move(North) while get_pos_y() > ty: move(South) def sort_cactus(): for p in range(H - 1): for y in range(H): goto(H, y) for i in range(H - 1): a = measure() b = measure(East) if a != None and b != None and a > b: swap(East) move(East) for p in range(H - 1): for x in range(H, N): goto(x, 0) for i in range(H - 1): a = measure() b = measure(North) if a != None and b != None and a > b: swap(North) move(North) def water(): if num_items(Items.Water) > 0: use_item(Items.Water) def cactus_task(): while True: ripe = 0 for x in range(H, N): goto(x, 0) for y in range(H): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Cactus: if t != None: harvest() plant(Entities.Cactus) water() elif can_harvest(): ripe += 1 if y < H - 1: move(North) goto(H, 0) if ripe == H * H: sort_cactus() goto(H, 0) harvest() def pumpkin_task(): while True: ripe = 0 for x in range(H, N): goto(x, H) for y in range(H): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Pumpkin: if t != None and t != Entities.Dead_Pumpkin: harvest() plant(Entities.Pumpkin) water() elif can_harvest(): ripe += 1 if y < H - 1: move(North) goto(H, H) if ripe == H * H: harvest() def col_task(x, k): if k == 0: p = Entities.Carrot elif k == 1: p = Entities.Sunflower elif k == 2: p = Entities.Bush else: p = Entities.Grass while True: goto(x, 0) for y in range(N): if p == Entities.Grass: if get_ground_type() == Grounds.Soil: till() if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) if can_harvest(): harvest() else: if p != Entities.Bush and get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != p: if t != None: harvest() plant(p) if p != Entities.Bush: water() elif can_harvest(): harvest() plant(p) if p != Entities.Bush: water() if y < N - 1: move(North) def solve(): dirs = [North, East, South, West] d = 0 steps = 0 while get_entity_type() != Entities.Treasure and steps < 600: steps += 1 for k in [1, 0, 3, 2]: nd = (d + k) % 4 if move(dirs[nd]): d = nd break harvest() harvest() goto(H, 0) spawn_drone(cactus_task) goto(H, H) spawn_drone(pumpkin_task) goto(2, 0) spawn_drone(col_task, 2, 3) goto(3, 0) spawn_drone(col_task, 3, 1) goto(4, 0) spawn_drone(col_task, 4, 2) goto(5, 0) spawn_drone(col_task, 5, 0) goto(6, 0) spawn_drone(col_task, 6, 3) goto(7, 0) spawn_drone(col_task, 7, 3) while True: goto(16, 0) if get_entity_type() != None: harvest() plant(Entities.Bush) use_item(Items.Weird_Substance, S * 2**(num_unlocked(Unlocks.Mazes) - 1)) solve()Changes from the previous revision
goto(H, y) for i in range(H - 1): - if measure() > measure(East): + a = measure() + b = measure(East) + if a != None and b != None and a > b: swap(East) move(East) goto(x, 0) for i in range(H - 1): - if measure() > measure(North): + a = measure() + b = measure(North) + if a != None and b != None and a > b: swap(North) move(North)
- Write result the agent saw
Saved farm (158 lines). Game time: 3h 56m 25s elapsed, 2h 3m 35s of budget remaining.
- run_program at 3h 56m for 300s (agent saw)
Ran farm for 5m of game time; it is still running. Inventory change: cactus +4, carrot +156214, fertilizer -48, hay +259328, power +1598.90, pumpkin +159736, water -479, weird_substance +8352, wood +121408. Game time: 4h 1m 35s elapsed, 1h 58m 25s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: pumpkin_task <- water use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: col_task <- water use_item(Items.Water) ^^ --------------------------------------------------------------------
r134h 03mRan
N = 16 PX = 8 PY = 8 PH = 8 CX = 16 CY = 6 CH = 6 S = 6 def goto(tx, ty): while get_pos_y() < ty: move(North) while get_pos_y() > ty: move(South) while get_pos_x() < tx: move(East) while get_pos_x() > tx: move(West) def sort_cactus(): for p in range(CH - 1): for y in range(CY, CY + CH): goto(CX, y) for i in range(CH - 1): a = measure() b = measure(East) if a != None and b != None and a > b: swap(East) move(East) for p in range(CH - 1): for x in range(CX, CX + CH): goto(x, CY) for i in range(CH - 1): a = measure() b = measure(North) if a != None and b != None and a > b: swap(North) move(North) def water(): if num_items(Items.Water) > 0: use_item(Items.Water) def cactus_task(): while True: ripe = 0 for x in range(CX, CX + CH): goto(x, CY) for y in range(CH): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Cactus: if t != None: harvest() plant(Entities.Cactus) water() elif can_harvest(): ripe += 1 if y < CH - 1: move(North) goto(CX, CY) if ripe == CH * CH: sort_cactus() goto(CX, CY) harvest() def pumpkin_task(): while True: ripe = 0 for x in range(PX, PX + PH): goto(x, PY) for y in range(PH): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Pumpkin: if t != None and t != Entities.Dead_Pumpkin: harvest() plant(Entities.Pumpkin) water() elif can_harvest(): ripe += 1 if y < PH - 1: move(North) goto(PX, PY) if ripe == PH * PH: harvest() def col_task(x, k): if k == 0: p = Entities.Carrot elif k == 1: p = Entities.Sunflower elif k == 2: p = Entities.Bush else: p = Entities.Grass while True: goto(x, 0) for y in range(N): if p == Entities.Grass: if get_ground_type() == Grounds.Soil: till() if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) if can_harvest(): harvest() else: if p != Entities.Bush and get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != p: if t != None: harvest() plant(p) if p != Entities.Bush: water() elif can_harvest(): harvest() plant(p) if p != Entities.Bush: water() if y < N - 1: move(North) def solve(): dirs = [North, East, South, West] d = 0 steps = 0 while get_entity_type() != Entities.Treasure and steps < 600: steps += 1 for k in [1, 0, 3, 2]: nd = (d + k) % 4 if move(dirs[nd]): d = nd break harvest() def maze_task(): while True: goto(16, 16) if get_entity_type() != None: harvest() plant(Entities.Bush) use_item(Items.Weird_Substance, S * 2**(num_unlocked(Unlocks.Mazes) - 1)) solve() goto(CX, CY) spawn_drone(cactus_task) goto(PX, PY) spawn_drone(pumpkin_task) goto(3, 0) spawn_drone(col_task, 3, 1) goto(4, 0) spawn_drone(col_task, 4, 2) goto(5, 0) spawn_drone(col_task, 5, 0) goto(6, 0) spawn_drone(col_task, 6, 3) goto(16, 16) spawn_drone(maze_task) while True: do_a_flip()Changes from the previous revision
N = 16 - H = 8 + PX = 8 + PY = 8 + PH = 8 + CX = 16 + CY = 6 + CH = 6 S = 6 def goto(tx, ty): - while get_pos_x() < tx: - move(East) - while get_pos_x() > tx: - move(West) while get_pos_y() < ty: move(North) while get_pos_y() > ty: move(South) + while get_pos_x() < tx: + move(East) + while get_pos_x() > tx: + move(West) def sort_cactus(): - for p in range(H - 1): - for y in range(H): - goto(H, y) - for i in range(H - 1): + for p in range(CH - 1): + for y in range(CY, CY + CH): + goto(CX, y) + for i in range(CH - 1): a = measure() b = measure(East) swap(East) move(East) - for p in range(H - 1): - for x in range(H, N): - goto(x, 0) - for i in range(H - 1): + for p in range(CH - 1): + for x in range(CX, CX + CH): + goto(x, CY) + for i in range(CH - 1): a = measure() b = measure(North) while True: ripe = 0 - for x in range(H, N): - goto(x, 0) - for y in range(H): + for x in range(CX, CX + CH): + goto(x, CY) + for y in range(CH): if get_ground_type() != Grounds.Soil: till() elif can_harvest(): ripe += 1 - if y < H - 1: + if y < CH - 1: move(North) - goto(H, 0) - if ripe == H * H: + goto(CX, CY) + if ripe == CH * CH: sort_cactus() - goto(H, 0) + goto(CX, CY) harvest() while True: ripe = 0 - for x in range(H, N): - goto(x, H) - for y in range(H): + for x in range(PX, PX + PH): + goto(x, PY) + for y in range(PH): if get_ground_type() != Grounds.Soil: till() elif can_harvest(): ripe += 1 - if y < H - 1: + if y < PH - 1: move(North) - goto(H, H) - if ripe == H * H: + goto(PX, PY) + if ripe == PH * PH: harvest() harvest() - harvest() - goto(H, 0) + def maze_task(): + while True: + goto(16, 16) + if get_entity_type() != None: + harvest() + plant(Entities.Bush) + use_item(Items.Weird_Substance, S * 2**(num_unlocked(Unlocks.Mazes) - 1)) + solve() + + goto(CX, CY) spawn_drone(cactus_task) - goto(H, H) + goto(PX, PY) spawn_drone(pumpkin_task) - goto(2, 0) - spawn_drone(col_task, 2, 3) goto(3, 0) spawn_drone(col_task, 3, 1) goto(6, 0) spawn_drone(col_task, 6, 3) - goto(7, 0) - spawn_drone(col_task, 7, 3) + goto(16, 16) + spawn_drone(maze_task) while True: - goto(16, 0) - if get_entity_type() != None: - harvest() - plant(Entities.Bush) - use_item(Items.Weird_Substance, S * 2**(num_unlocked(Unlocks.Mazes) - 1)) - solve() + do_a_flip()
- Write result the agent saw
Saved farm (164 lines). Game time: 4h 3m 15s elapsed, 1h 56m 45s of budget remaining.
- run_program at 4h 03m for 120s (agent saw)
Ran farm for 2m of game time; it is still running. Inventory change: cactus +12, carrot +56698, fertilizer -72, gold +2592, hay +40048, power +567.67, pumpkin +48840, water -576, weird_substance +4584, wood +38688. Game time: 4h 5m 25s elapsed, 1h 54m 35s of budget remaining. Output: Warning: Cannot plant Entities.Pumpkin on Grounds.Grassland. In: pumpkin_task plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------
r144h 12mRan
N = 16 PX = 8 PY = 8 PH = 8 S = 6 def goto(tx, ty): while get_pos_y() < ty: move(North) while get_pos_y() > ty: move(South) while get_pos_x() < tx: move(East) while get_pos_x() > tx: move(West) def sort_cactus(cx, cy, w, h): for p in range(w - 1): for y in range(cy, cy + h): goto(cx, y) for i in range(w - 1): a = measure() b = measure(East) if a != None and b != None and a > b: swap(East) move(East) for p in range(h - 1): for x in range(cx, cx + w): goto(x, cy) for i in range(h - 1): a = measure() b = measure(North) if a != None and b != None and a > b: swap(North) move(North) def water(): if num_items(Items.Water) > 0: use_item(Items.Water) def cactus_task(cx, cy, w, h): while True: ripe = 0 for x in range(cx, cx + w): goto(x, cy) for y in range(h): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Cactus: if t != None: harvest() plant(Entities.Cactus) water() elif can_harvest(): ripe += 1 if y < h - 1: move(North) goto(cx, cy) if ripe == w * h: sort_cactus(cx, cy, w, h) goto(cx, cy) harvest() def pumpkin_task(): while True: ripe = 0 for x in range(PX, PX + PH): goto(x, PY) for y in range(PH): if get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != Entities.Pumpkin: if t != None and t != Entities.Dead_Pumpkin: harvest() plant(Entities.Pumpkin) water() elif can_harvest(): ripe += 1 if y < PH - 1: move(North) goto(PX, PY) if ripe == PH * PH: harvest() def col_task(x, k): if k == 0: p = Entities.Carrot elif k == 1: p = Entities.Sunflower elif k == 2: p = Entities.Bush else: p = Entities.Grass while True: goto(x, 0) for y in range(N): if p == Entities.Grass: if get_ground_type() == Grounds.Soil: till() if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) if can_harvest(): harvest() else: if p != Entities.Bush and get_ground_type() != Grounds.Soil: till() t = get_entity_type() if t != p: if t != None: harvest() plant(p) if p != Entities.Bush: water() elif can_harvest(): harvest() plant(p) if p != Entities.Bush: water() if y < N - 1: move(North) def solve(): dirs = [North, East, South, West] d = 0 steps = 0 while get_entity_type() != Entities.Treasure and steps < 600: steps += 1 for k in [1, 0, 3, 2]: nd = (d + k) % 4 if move(dirs[nd]): d = nd break harvest() def maze_task(): while True: goto(16, 16) if get_entity_type() != None: harvest() plant(Entities.Bush) use_item(Items.Weird_Substance, S * 2**(num_unlocked(Unlocks.Mazes) - 1)) solve() def clear_edge(): goto(15, 6) harvest() goto(15, 7) harvest() goto(16, 6) spawn_drone(cactus_task, 16, 6, 6, 6) goto(PX, PY) spawn_drone(pumpkin_task) goto(3, 0) spawn_drone(col_task, 3, 1) goto(4, 0) spawn_drone(col_task, 4, 2) goto(5, 0) spawn_drone(col_task, 5, 0) goto(6, 0) spawn_drone(col_task, 6, 3) goto(16, 16) spawn_drone(maze_task) clear_edge() goto(8, 0) cactus_task(8, 0, 5, 8)Changes from the previous revision
PY = 8 PH = 8 - CX = 16 - CY = 6 - CH = 6 S = 6 move(West) - def sort_cactus(): - for p in range(CH - 1): - for y in range(CY, CY + CH): - goto(CX, y) - for i in range(CH - 1): + def sort_cactus(cx, cy, w, h): + for p in range(w - 1): + for y in range(cy, cy + h): + goto(cx, y) + for i in range(w - 1): a = measure() b = measure(East) swap(East) move(East) - for p in range(CH - 1): - for x in range(CX, CX + CH): - goto(x, CY) - for i in range(CH - 1): + for p in range(h - 1): + for x in range(cx, cx + w): + goto(x, cy) + for i in range(h - 1): a = measure() b = measure(North) use_item(Items.Water) - def cactus_task(): + def cactus_task(cx, cy, w, h): while True: ripe = 0 - for x in range(CX, CX + CH): - goto(x, CY) - for y in range(CH): + for x in range(cx, cx + w): + goto(x, cy) + for y in range(h): if get_ground_type() != Grounds.Soil: till() elif can_harvest(): ripe += 1 - if y < CH - 1: + if y < h - 1: move(North) - goto(CX, CY) - if ripe == CH * CH: - sort_cactus() - goto(CX, CY) + goto(cx, cy) + if ripe == w * h: + sort_cactus(cx, cy, w, h) + goto(cx, cy) harvest() solve() - goto(CX, CY) - spawn_drone(cactus_task) + def clear_edge(): + goto(15, 6) + harvest() + goto(15, 7) + harvest() + + goto(16, 6) + spawn_drone(cactus_task, 16, 6, 6, 6) goto(PX, PY) spawn_drone(pumpkin_task) goto(16, 16) spawn_drone(maze_task) - while True: - do_a_flip() + clear_edge() + goto(8, 0) + cactus_task(8, 0, 5, 8)
- Write result the agent saw
Saved farm (168 lines). Game time: 4h 13m 5s elapsed, 1h 46m 55s of budget remaining.
- run_program at 4h 13m for 240s (agent saw)
Ran farm for 4m of game time; it is still running. Inventory change: cactus +36296, carrot +132594, fertilizer -16, gold +7776, hay +91504, power +1251.62, pumpkin +88512, water -128, weird_substance +4000, wood +87296. Game time: 4h 17m 15s elapsed, 1h 42m 45s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: col_task <- water use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Cannot plant Entities.Pumpkin on Grounds.Grassland. In: pumpkin_task plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: pumpkin_task <- water use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: col_task <- water use_item(Items.Water) ^^ --------------------------------------------------------------------
clear.py
r12h 08mRanFinal
harvest()- Write result the agent saw
Saved clear (1 lines). Game time: 2h 8m 17s elapsed, 3h 51m 43s of budget remaining.
- run_program at 2h 08m for 2s (agent saw)
Ran clear for 0s of game time; it finished. Inventory change: no change. Game time: 2h 8m 37s elapsed, 3h 51m 23s of budget remaining. Output: (none)
- run_program at 2h 13m for 2s (agent saw)
Ran clear for 0s of game time; it finished. Inventory change: hay +8, water +1. Game time: 2h 13m 18s elapsed, 3h 46m 42s of budget remaining. Output: (none)
dino.py
r12h 24mSaved, never run
def dino(cycles): while get_pos_x() != 0: move(East) while get_pos_y() != 0: move(North) change_hat(Hats.Dinosaur_Hat) for c in range(cycles): for i in range(11): move(North) move(East) for i in range(11): move(South) move(West) change_hat(Hats.Green_Hat)- Write result the agent saw
Saved dino (14 lines). Game time: 2h 24m 58s elapsed, 3h 35m 2s of budget remaining.
r22h 28mRan
N = 12 change_hat(Hats.Dinosaur_Hat) for c in range(5): for i in range(N - 1): move(North) move(East) for i in range(N - 1): move(South) move(West)Changes from the previous revision
- def dino(cycles): - while get_pos_x() != 0: - move(East) - while get_pos_y() != 0: + N = 12 + change_hat(Hats.Dinosaur_Hat) + for c in range(5): + for i in range(N - 1): move(North) - change_hat(Hats.Dinosaur_Hat) - for c in range(cycles): - for i in range(11): - move(North) - move(East) - for i in range(11): - move(South) - move(West) - change_hat(Hats.Green_Hat) + move(East) + for i in range(N - 1): + move(South) + move(West)
- Write result the agent saw
Saved dino (9 lines). Game time: 2h 28m 36s elapsed, 3h 31m 24s of budget remaining.
- run_program at 2h 28m for 60s (agent saw)
Ran dino for 8s of game time; it finished. Inventory change: bone +2, cactus -4, fertilizer +1, power -7.64, water +12. Game time: 2h 28m 54s elapsed, 3h 31m 6s of budget remaining. Output: (none)
r32h 28mRan
change_hat(Hats.Dinosaur_Hat) print(measure(), num_items(Items.Cactus)) for i in range(6): ax, ay = measure() print("apple", ax, ay, "me", get_pos_x(), get_pos_y()) while get_pos_y() < ay: print(move(North)) while get_pos_y() > ay: print(move(South)) while get_pos_x() < ax: print(move(East)) while get_pos_x() > ax: print(move(West))Changes from the previous revision
- N = 12 change_hat(Hats.Dinosaur_Hat) - for c in range(5): - for i in range(N - 1): - move(North) - move(East) - for i in range(N - 1): - move(South) - move(West) + print(measure(), num_items(Items.Cactus)) + for i in range(6): + ax, ay = measure() + print("apple", ax, ay, "me", get_pos_x(), get_pos_y()) + while get_pos_y() < ay: + print(move(North)) + while get_pos_y() > ay: + print(move(South)) + while get_pos_x() < ax: + print(move(East)) + while get_pos_x() > ax: + print(move(West))
- Write result the agent saw
Saved dino (13 lines). Game time: 2h 29m 4s elapsed, 3h 30m 56s of budget remaining.
- run_program at 2h 29m for 60s (agent saw)
Ran dino for 11s of game time; it stopped with an error: The left hand side of the assignment didn't match the right hand side. Inventory change: bone +2, cactus -4, fertilizer +2, power -0.57, water +17. Game time: 2h 29m 24s elapsed, 3h 30m 36s of budget remaining. Output: (3,5) 21079 apple 3 5 me 0 0 True True True True True True True True Error: The left hand side of the assignment didn't match the right hand side. In: ax, ay = measure() ^^ --------------------------------------------------------------------- Runtime error at 2h 29m (telemetry; not shown to the agent)
The left hand side of the assignment didn't match the right hand side.
r42h 29mRan
change_hat(Hats.Dinosaur_Hat) print(measure()) for i in range(40): if get_pos_y() < 11 and get_pos_x() == 0: move(North) elif get_pos_x() == 0: move(East) elif get_pos_y() > 0: move(South) else: move(West) print(get_pos_x(), get_pos_y(), get_entity_type(), measure())Changes from the previous revision
change_hat(Hats.Dinosaur_Hat) - print(measure(), num_items(Items.Cactus)) - for i in range(6): - ax, ay = measure() - print("apple", ax, ay, "me", get_pos_x(), get_pos_y()) - while get_pos_y() < ay: - print(move(North)) - while get_pos_y() > ay: - print(move(South)) - while get_pos_x() < ax: - print(move(East)) - while get_pos_x() > ax: - print(move(West)) + print(measure()) + for i in range(40): + if get_pos_y() < 11 and get_pos_x() == 0: + move(North) + elif get_pos_x() == 0: + move(East) + elif get_pos_y() > 0: + move(South) + else: + move(West) + print(get_pos_x(), get_pos_y(), get_entity_type(), measure())
- Write result the agent saw
Saved dino (12 lines). Game time: 2h 29m 44s elapsed, 3h 30m 16s of budget remaining.
- run_program at 2h 29m for 60s (agent saw)
Ran dino for 44s of game time; it finished. Inventory change: bone +2, fertilizer +9, power -2.79, water +70. Game time: 2h 30m 38s elapsed, 3h 29m 22s of budget remaining. Output: 13 3 4 Entities.Sunflower 8 3 3 Entities.Sunflower 9 3 2 Entities.Sunflower 13 3 1 Entities.Sunflower 12 3 0 Entities.Sunflower 12 2 0 Entities.Carrot None 1 0 None None 0 0 None None 0 1 None None 0 2 None None 0 3 None None 0 4 None None 0 5 None None 0 6 None None 0 7 None None 0 8 None None 0 9 None None 0 10 None None 0 11 None None 1 11 None None 1 10 None None 1 9 None None 1 8 None None 1 7 None None 1 6 None None 1 5 None None 1 4 None None 1 3 None None 1 2 None None 1 1 None None 1 0 None None 0 0 None None 0 1 None None 0 2 None None 0 3 None None 0 4 None None 0 5 None None 0 6 None None 0 7 None None 0 8 None None
hat.py
r12h 26mRan
change_hat(Hats.Gray_Hat)- Write result the agent saw
Saved hat (1 lines). Game time: 2h 26m 39s elapsed, 3h 33m 21s of budget remaining.
- run_program at 2h 26m for 2s (agent saw)
Ran hat for 0s of game time; it stopped with an error: Hats.Gray_Hat must be unlocked before this can be used. Inventory change: no change. Game time: 2h 26m 49s elapsed, 3h 33m 11s of budget remaining. Output: Error: Hats.Gray_Hat must be unlocked before this can be used. In: change_hat(Hats.Gray_Hat) ^^ --------------------------------------------------------------------- Runtime error at 2h 26m (telemetry; not shown to the agent)
Hats.Gray_Hat must be unlocked before this can be used.
r22h 27mRan
change_hat(Hats.Dinosaur_Hat) print(get_entity_type()) print(measure()) for i in range(5): print(move(North), get_pos_y(), get_entity_type())Changes from the previous revision
- change_hat(Hats.Gray_Hat) + change_hat(Hats.Dinosaur_Hat) + print(get_entity_type()) + print(measure()) + for i in range(5): + print(move(North), get_pos_y(), get_entity_type())
- Write result the agent saw
Saved hat (5 lines). Game time: 2h 27m 29s elapsed, 3h 32m 31s of budget remaining.
- run_program at 2h 27m for 10s (agent saw)
Ran hat for 7s of game time; it finished. Inventory change: bone +2, cactus -8, fertilizer +2, power -0.36, water +12. Game time: 2h 27m 46s elapsed, 3h 32m 14s of budget remaining. Output: Entities.Apple (0,11) True 1 None True 2 None True 3 None True 4 None True 5 None
r32h 27mRan
change_hat(Hats.Brown_Hat)Changes from the previous revision
- change_hat(Hats.Dinosaur_Hat) - print(get_entity_type()) - print(measure()) - for i in range(5): - print(move(North), get_pos_y(), get_entity_type()) + change_hat(Hats.Brown_Hat)
- Write result the agent saw
Saved hat (1 lines). Game time: 2h 27m 56s elapsed, 3h 32m 4s of budget remaining.
- run_program at 2h 27m for 3s (agent saw)
Ran hat for 0s of game time; it stopped with an error: Hats.Brown_Hat must be unlocked before this can be used. Inventory change: no change. Game time: 2h 28m 6s elapsed, 3h 31m 54s of budget remaining. Output: Error: Hats.Brown_Hat must be unlocked before this can be used. In: change_hat(Hats.Brown_Hat) ^^ --------------------------------------------------------------------- Runtime error at 2h 28m (telemetry; not shown to the agent)
Hats.Brown_Hat must be unlocked before this can be used.
r43h 55mRanFinal
change_hat(None) print("ok")Changes from the previous revision
- change_hat(Hats.Brown_Hat) + change_hat(None) + print("ok")
- Write result the agent saw
Saved hat (2 lines). Game time: 3h 55m 55s elapsed, 2h 4m 5s of budget remaining.
- run_program at 3h 55m for 3s (agent saw)
Ran hat for 0s of game time; it stopped with an error: The 1. argument of change_hat() was None. This is not a valid argument. Inventory change: no change. Game time: 3h 56m 5s elapsed, 2h 3m 55s of budget remaining. Output: Error: The 1. argument of change_hat() was None. This is not a valid argument. In: change_hat(None) ^^ --------------------------------------------------------------------- Runtime error at 3h 56m (telemetry; not shown to the agent)
The 1. argument of change_hat() was None. This is not a valid argument.
sun.py
r12h 37mRan
while get_pos_x() != 3: move(East) while get_pos_y() != 0: move(North) for y in range(12): harvest() plant(Entities.Sunflower) move(North)- Write result the agent saw
Saved sun (8 lines). Game time: 2h 37m 18s elapsed, 3h 22m 42s of budget remaining.
- run_program at 2h 37m for 60s (agent saw)
Ran sun for 1m of game time; it is still running. Inventory change: fertilizer +12, water +96. Game time: 2h 38m 28s elapsed, 3h 21m 32s of budget remaining. Output: (none)
mz.py
r13h 54mRan
S = 6 def goto(tx, ty): while get_pos_x() < tx: move(East) while get_pos_x() > tx: move(West) while get_pos_y() < ty: move(North) while get_pos_y() > ty: move(South) def solve(): dirs = [North, East, South, West] d = 0 steps = 0 while get_entity_type() != Entities.Treasure and steps < 600: steps += 1 for k in [1, 0, 3, 2]: nd = (d + k) % 4 if move(dirs[nd]): d = nd break print("steps", steps, get_entity_type()) harvest() goto(16, 0) for i in range(3): goto(16, 0) if get_entity_type() != None: harvest() plant(Entities.Bush) print(get_entity_type(), get_pos_x(), get_pos_y()) use_item(Items.Weird_Substance, S * 2**(num_unlocked(Unlocks.Mazes) - 1)) print(get_entity_type()) solve()- Write result the agent saw
Saved mz (36 lines). Game time: 3h 54m 25s elapsed, 2h 5m 35s of budget remaining.
- run_program at 3h 54m for 60s (agent saw)
Ran mz for 13s of game time; it finished. Inventory change: fertilizer +11, gold +432, hay +32, power -3.78, water +81, weird_substance -72. Game time: 3h 54m 48s elapsed, 2h 5m 12s of budget remaining. Output: Entities.Bush 16 0 Entities.Hedge steps 52 Entities.Treasure Entities.Bush 16 0 Entities.Hedge steps 2 Entities.Treasure Entities.Bush 16 0 Entities.Hedge steps 16 Entities.Treasure
r24h 01mRan
while get_pos_x() < 19: move(East) while get_pos_x() > 19: move(West) while get_pos_y() < 18: move(North) while get_pos_y() > 18: move(South) if get_entity_type() != None: harvest() plant(Entities.Bush) print(get_pos_x(), get_pos_y()) use_item(Items.Weird_Substance, 24)Changes from the previous revision
- S = 6 - - def goto(tx, ty): - while get_pos_x() < tx: - move(East) - while get_pos_x() > tx: - move(West) - while get_pos_y() < ty: - move(North) - while get_pos_y() > ty: - move(South) - - def solve(): - dirs = [North, East, South, West] - d = 0 - steps = 0 - while get_entity_type() != Entities.Treasure and steps < 600: - steps += 1 - for k in [1, 0, 3, 2]: - nd = (d + k) % 4 - if move(dirs[nd]): - d = nd - break - print("steps", steps, get_entity_type()) + while get_pos_x() < 19: + move(East) + while get_pos_x() > 19: + move(West) + while get_pos_y() < 18: + move(North) + while get_pos_y() > 18: + move(South) + if get_entity_type() != None: harvest() - - goto(16, 0) - for i in range(3): - goto(16, 0) - if get_entity_type() != None: - harvest() - plant(Entities.Bush) - print(get_entity_type(), get_pos_x(), get_pos_y()) - use_item(Items.Weird_Substance, S * 2**(num_unlocked(Unlocks.Mazes) - 1)) - print(get_entity_type()) - solve() + plant(Entities.Bush) + print(get_pos_x(), get_pos_y()) + use_item(Items.Weird_Substance, 24)
- Write result the agent saw
Saved mz (13 lines). Game time: 4h 2m 5s elapsed, 1h 57m 55s of budget remaining.
- run_program at 4h 02m for 30s (agent saw)
Ran mz for 30s of game time; it is still running. Inventory change: fertilizer +24, power -30.25, water +192. Game time: 4h 2m 45s elapsed, 1h 57m 15s 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
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…
- 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 0/10; cost wood 50; requires plant ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) costs (Costs) le…
- 40s
write_programname="a" · evidenceresult
Saved a (10 lines). Game time: 50s elapsed, 5h 59m 10s of budget remaining.
- 50s
run_programname="a" seconds=30result
Ran a 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 05ssaidBuy loops, then speed.
- 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="b" · evidenceresult
Saved b (2 lines). Game time: 1m 25s elapsed, 5h 58m 35s of budget remaining.
- 1m 25s
run_programname="b" seconds=60result
Ran b 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 45s
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…
- 2m 55s
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…
- 3m 05s
write_programname="b" · evidenceresult
Stop the program before editing it.
- 3m 15s
run_programname="b" seconds=120result
Ran b for 2m of game time; it is still running. Inventory change: no change. Game time: 5m 25s elapsed, 5h 54m 35s of budget remaining. Output: (none)
- 5m 25s
stop_programresult
Program stopped. Game time: 5m 35s elapsed, 5h 54m 25s of budget remaining.
- 5m 35s
write_programname="c" · evidenceresult
Saved c (4 lines). Game time: 5m 45s elapsed, 5h 54m 15s of budget remaining.
- 5m 45s
run_programname="c" seconds=60result
Ran c for 1m of game time; it is still running. Inventory change: hay +3. Game time: 6m 55s elapsed, 5h 53m 5s of budget remaining. Output: (none)
- 6m 55s
observeresult
Game time: 7m 5s elapsed, 5h 52m 55s of budget remaining. Program: c (running). Inventory: hay 48. Farm 1x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Bu=bush. y= 2 _Bu1 y= 1 _Bu2* y= 0 _Bu1 Recent output: (none)
- 7m 05ssaidI'm planting bushes to get wood, which the next upgrades need. I'll let the program run and check how much wood it collects.
- 7m 05s
waitseconds=90 until_resources={"wood":20}result
Waited 1m 30s (time up). Program: c running. Inventory change: no change. Game time: 8m 45s elapsed, 5h 51m 15s of budget remaining.
- 8m 45s
stop_programresult
Program stopped. Game time: 8m 55s elapsed, 5h 51m 5s of budget remaining.
- 8m 55s
write_programname="c" · evidenceresult
Saved c (7 lines). Game time: 9m 5s elapsed, 5h 50m 55s of budget remaining.
- 9m 05s
run_programname="c" seconds=120result
Ran c for 0s of game time; it stopped with an error: This must be unlocked before it can be used. Inventory change: no change. Game time: 9m 15s elapsed, 5h 50m 45s of budget remaining. Output: Error: This must be unlocked before it can be used. In: for i in range(3): ^^ -------------------------------------------------------------------- - 9m 15s
write_programname="c" · evidenceresult
Saved c (16 lines). Game time: 9m 25s elapsed, 5h 50m 35s of budget remaining.
- 9m 25s
run_programname="c" seconds=120result
Ran c for 2m of game time; it is still running. Inventory change: wood +42. Game time: 11m 35s elapsed, 5h 48m 25s of budget remaining. Output: (none)
- 11m 35s
buy_upgradeupgrades=["expand","speed"] · evidenceresult
Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md. Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md. Game time: 11m 45s elapsed, 5h 48m 15s of budget remaining.
- 11m 45s
stop_programresult
Program stopped. Game time: 11m 55s elapsed, 5h 48m 5s of budget remaining.
- 11m 55s
write_programname="c" · evidenceresult
Saved c (11 lines). Game time: 12m 5s elapsed, 5h 47m 55s of budget remaining.
- 12m 05s
run_programname="c" seconds=150result
Ran c for 2m 30s of game time; it is still running. Inventory change: hay +10, wood +201. Game time: 14m 45s elapsed, 5h 45m 15s of budget remaining. Output: (none)
- 14m 45s
buy_upgradeupgrades=["carrots","expand","speed"] · evidenceresult
Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md. Could not buy expand: Not enough resources. Could not buy speed: Not enough resources. Game time: 14m 55s elapsed, 5h 45m 5s of budget remaining.
- 14m 55s
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; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of c…
- 15m 05s
stop_programresult
Program stopped. Game time: 15m 15s elapsed, 5h 44m 45s of budget remaining.
- 15m 15s
write_programname="init" · evidenceresult
Saved init (6 lines). Game time: 15m 25s elapsed, 5h 44m 35s of budget remaining.
- 15m 25s
write_programname="c" · evidenceresult
Saved c (28 lines). Game time: 15m 35s elapsed, 5h 44m 25s of budget remaining.
- 15m 35s
run_programname="init" seconds=10result
Ran init for 1s of game time; it finished. Inventory change: no change. Game time: 15m 46s elapsed, 5h 44m 14s of budget remaining. Output: (none)
- 15m 46s
write_programname="fix" · evidenceresult
Saved fix (2 lines). Game time: 15m 56s elapsed, 5h 44m 4s of budget remaining.
- 15m 56s
run_programname="fix" seconds=3result
Ran fix for 1s of game time; it finished. Inventory change: no change. Game time: 16m 7s elapsed, 5h 43m 53s of budget remaining. Output: (none)
- 16m 07s
run_programname="c" seconds=200result
Ran c for 3m 20s of game time; it is still running. Inventory change: carrot +87, hay +94, wood +101. Game time: 19m 37s elapsed, 5h 40m 23s of budget remaining. Output: (none)
- 19m 37s
buy_upgradeupgrades=["speed","expand","operators","trees","watering"] · evidenceresult
Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md. Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md. Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md. Could not buy trees: Not enough resources. Bought watering, now level 1. Paid wood 50…
- 19m 47s
stop_programresult
Program stopped. Game time: 19m 57s elapsed, 5h 40m 3s of budget remaining.
- 19m 57s
write_programname="init" · evidenceresult
Saved init (10 lines). Game time: 20m 7s elapsed, 5h 39m 53s of budget remaining.
- 20m 07s
write_programname="c" · evidenceresult
Saved c (49 lines). Game time: 20m 17s elapsed, 5h 39m 43s of budget remaining.
- 20m 17s
run_programname="init" seconds=5result
Ran init for 2s of game time; it finished. Inventory change: no change. Game time: 20m 28s elapsed, 5h 39m 32s of budget remaining. Output: (none)
- 20m 28s
run_programname="c" seconds=240result
Ran c for 4m of game time; it is still running. Inventory change: carrot +218, hay +137, water +24, wood +317. Game time: 24m 38s elapsed, 5h 35m 22s of budget remaining. Output: (none)
- 24m 38ssaidBuilding up wood, carrots and hay with a 4x4 farm; buying upgrades now.
- 24m 38s
buy_upgradeupgrades=["senses","variables","trees","speed","debug"] · evidenceresult
Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md. Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md. Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md. Could not buy speed: Not enough resources. Bought debug, now level 1. Paid hay 50, wood 50. Its tutorial …
- 24m 48s
buy_upgradeupgrades=["functions","import","expand","speed","watering","lists"] · evidenceresult
Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md. Bought import, now level 1. Paid carrot 80. Its tutorial is docs page docs/scripting/import.md. Could not buy expand: Not enough resources. Could not buy speed: Not enough resources. Bought watering, now level 2. Paid wood 200. Its tutorial is docs page docs/unlocks/watering.md. Could not buy list…
- 24m 58s
stop_programresult
Program stopped. Game time: 25m 8s elapsed, 5h 34m 52s of budget remaining.
- 25m 08s
write_programname="c" · evidenceresult
Saved c (15 lines). Game time: 25m 18s elapsed, 5h 34m 42s of budget remaining.
- 25m 18s
run_programname="c" seconds=120result
Ran c for 2m of game time; it is still running. Inventory change: carrot +111, hay +109, water +24, wood +177. Game time: 27m 28s elapsed, 5h 32m 32s of budget remaining. Output: (none)
- 27m 28s
waitseconds=180result
Waited 3m (time up). Program: c running. Inventory change: carrot +184, hay +112, water +36, wood +244. Game time: 30m 38s elapsed, 5h 29m 22s of budget remaining.
- 30m 38s
buy_upgradeupgrades=["speed","expand","pumpkins","sunflowers","lists"] · evidenceresult
Could not buy speed: Not enough resources. Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md. Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md. Could not buy sunflowers: Not enough resources. Could not buy lists: Not enough resources. Game time: 30m 48s elapsed, 5h 29m 12s of budget re…
- 30m 48s
stop_programresult
Program stopped. Game time: 30m 58s elapsed, 5h 29m 2s of budget remaining.
- 30m 58s
write_programname="c" · evidenceresult
Saved c (21 lines). Game time: 31m 8s elapsed, 5h 28m 52s of budget remaining.
- 31m 08s
run_programname="c" seconds=120result
Ran c for 2m of game time; it is still running. Inventory change: carrot +47, hay +58, pumpkin +17, water +24, wood +148. Game time: 33m 18s elapsed, 5h 26m 42s of budget remaining. Output: (none)
- 33m 18s
waitseconds=240result
Waited 4m (time up). Program: c running. Inventory change: carrot +184, hay +84, water +48, wood +294. Game time: 37m 28s elapsed, 5h 22m 32s of budget remaining.
- 37m 28s
buy_upgradeupgrades=["speed","lists","sunflowers","expand","watering","grass"] · evidenceresult
Could not buy speed: Not enough resources. Could not buy lists: Not enough resources. Could not buy sunflowers: Not enough resources. Could not buy expand: Not enough resources. Could not buy watering: Not enough resources. Bought grass, now level 2. Paid hay 300. Game time: 37m 38s elapsed, 5h 22m 22s of budget remaining.
- 37m 38s
observeresult
Game time: 37m 48s elapsed, 5h 22m 12s of budget remaining. Program: c (running). Inventory: hay 171, wood 551, carrot 367, pumpkin 19, water 184. Farm 6x6. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Ca=carrot, Bu=bush, De=dead_pumpkin. y= 5 _Gr3 #Ca3 _Bu3 …
- 37m 48s
docs_readpath="unlocks/pumpkins"result
## Pumpkins Increases the yield and cost of pumpkins. 100% => 200% ### Unlock Cost [Current cost: carrot=1000] [Tutorial](docs/unlocks/pumpkins.md) Game time: 37m 58s elapsed, 5h 22m 2s of budget remaining.
- 37m 58s
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…
- 38m 08s
stop_programresult
Program stopped. Game time: 38m 18s elapsed, 5h 21m 42s of budget remaining.
- 38m 18s
write_programname="c" · evidenceresult
Saved c (40 lines). Game time: 38m 28s elapsed, 5h 21m 32s of budget remaining.
- 38m 28s
run_programname="c" seconds=150result
Ran c for 2m 30s of game time; it is still running. Inventory change: carrot +48, hay -82, pumpkin +60, water +30, wood +15. Game time: 41m 8s elapsed, 5h 18m 52s of budget remaining. Output: (none)
- 41m 08s
waitseconds=240result
Waited 4m (time up). Program: c running. Inventory change: carrot +94, hay -127, pumpkin +189, water +48, wood +33. Game time: 45m 18s elapsed, 5h 14m 42s of budget remaining.
- 45m 18s
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 1/10; cost wood 250; can buy now; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of carrots…
- 45m 28s
buy_upgradeupgrades=["speed","fertilizer","sunflowers","lists","carrots","grass"] · evidenceresult
Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md. Bought fertilizer, now level 1. Paid wood 500. Its tutorial is docs page docs/unlocks/fertilizer.md. Could not buy sunflowers: Not enough resources. Could not buy lists: Not enough resources. Could not buy carrots: Not enough resources. Could not buy grass: Not enough resources. Game time: 45m 38s elapsed,…
- 45m 38s
observeresult
Game time: 45m 48s elapsed, 5h 14m 12s of budget remaining. Program: c (running). Inventory: wood 163, carrot 31, pumpkin 295, water 280, fertilizer 1. Farm 6x6. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Bu=bush, Pu=pumpkin. y= 5 #-- #-- #Bu1 #Pu3 #Pu3 #Pu3 y= 4…
- 45m 48s
stop_programresult
Program stopped. Game time: 45m 58s elapsed, 5h 14m 2s of budget remaining.
- 45m 58s
write_programname="c" · evidenceresult
Saved c (43 lines). Game time: 46m 8s elapsed, 5h 13m 52s of budget remaining.
- 46m 08s
run_programname="c" seconds=180result
Ran c for 3m of game time; it is still running. Inventory change: carrot +311, fertilizer +18, hay +144, pumpkin +61, water -204, wood -8. Game time: 49m 18s elapsed, 5h 10m 42s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: work plant(Entities.Carrot) ^^ -------------------------------------------------------------------- - 49m 18s
waitseconds=180result
Waited 3m (time up). Program: c running. Inventory change: carrot +370, fertilizer +18, hay +202, pumpkin +10, water -71, wood -46. Game time: 52m 28s elapsed, 5h 7m 32s of budget remaining.
- 52m 28s
observeresult
Game time: 52m 38s elapsed, 5h 7m 22s of budget remaining. Program: c (running). Inventory: hay 368, wood 117, carrot 740, pumpkin 366, fertilizer 42. Farm 6x6. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Ca=carrot, Bu=bush, Pu=pumpkin. y= 5 _Gr3 #Ca3 #Ca1 #…
- 52m 38s
buy_upgradeupgrades=["speed","trees","sunflowers","lists","carrots"] · evidenceresult
Could not buy speed: Not enough resources. Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md. Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md. Could not buy lists: Not enough resources. Could not buy carrots: Not enough resources. Game time: 52m 48s elapsed, 5h 7m 12s of budget remaining.
- 52m 48s
stop_programresult
Program stopped. Game time: 52m 58s elapsed, 5h 7m 2s of budget remaining.
- 52m 58s
write_programname="c" · evidenceresult
Saved c (37 lines). Game time: 53m 8s elapsed, 5h 6m 52s of budget remaining.
- 53m 08s
run_programname="c" seconds=180result
Ran c for 3m of game time; it is still running. Inventory change: carrot -3, fertilizer +18, hay +415, power +3.34, pumpkin +144, water -4, wood +791. Game time: 56m 18s elapsed, 5h 3m 42s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: work use_item(Items.Water) ^^ -----------------------------------------------------------------… - 56m 18s
buy_upgradeupgrades=["watering","grass","carrots","lists","speed"] · evidenceresult
Bought watering, now level 3. Paid wood 800. Its tutorial is docs page docs/unlocks/watering.md. Could not buy grass: Not enough resources. Could not buy carrots: Not enough resources. Could not buy lists: Not enough resources. Could not buy speed: Not enough resources. Game time: 56m 28s elapsed, 5h 3m 32s of budget remaining.
- 56m 28s
stop_programresult
Program stopped. Game time: 56m 38s elapsed, 5h 3m 22s of budget remaining.
- 56m 38s
write_programname="c" · evidenceresult
Saved c (37 lines). Game time: 56m 48s elapsed, 5h 3m 12s of budget remaining.
- 56m 48s
run_programname="c" seconds=240result
Ran c for 4m of game time; it is still running. Inventory change: carrot +213, fertilizer +24, hay +396, power +81.05, pumpkin +192, water -8, wood +380. Game time: 1h 58s elapsed, 4h 59m 2s of budget remaining. Output: (none)
- 1h 00m
buy_upgradeupgrades=["speed","carrots","grass","lists","expand","watering"] · evidenceresult
Could not buy speed: Not enough resources. Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md. Could not buy grass: Not enough resources. Could not buy lists: Not enough resources. Could not buy expand: Not enough resources. Could not buy watering: Not enough resources. Game time: 1h 1m 8s elapsed, 4h 58m 52s of budget remaining.
- 1h 01m
waitseconds=240result
Waited 4m (time up). Program: c running. Inventory change: carrot +874, fertilizer +24, hay -254, power +84.01, pumpkin +211, wood -148. Game time: 1h 5m 18s elapsed, 4h 54m 42s of budget remaining.
- 1h 05m
buy_upgradeupgrades=["speed","lists","grass","expand","watering","carrots"] · evidenceresult
Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md. Could not buy lists: Not enough resources. Could not buy grass: Not enough resources. Could not buy expand: Not enough resources. Could not buy watering: Not enough resources. Could not buy carrots: Not enough resources. Game time: 1h 5m 28s elapsed, 4h 54m 32s of budget remaining.
- 1h 05m
observeresult
Game time: 1h 5m 38s elapsed, 4h 54m 22s of budget remaining. Program: c (running). Inventory: hay 703, wood 93, carrot 535, pumpkin 974, fertilizer 120, power 188.53. 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: Pu=pumpkin, Gr=grass, Ca=carrot, Su=sunflower, Bu=…
- 1h 05m
stop_programresult
Program stopped. Game time: 1h 5m 48s elapsed, 4h 54m 12s of budget remaining.
- 1h 05m
write_programname="c" · evidenceresult
Saved c (37 lines). Game time: 1h 5m 58s elapsed, 4h 54m 2s of budget remaining.
- 1h 05m
run_programname="c" seconds=60result
Ran c for 1m of game time; it is still running. Inventory change: carrot +224, fertilizer +6, hay +30, power +13.33, pumpkin +76, water -8, wood +38. Game time: 1h 7m 8s elapsed, 4h 52m 52s of budget remaining. Output: (none)
- 1h 07m
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 1h 7m 18s elapsed, 4h 52m 42s of budget remaining.
- 1h 07m
stop_programresult
Program stopped. Game time: 1h 7m 28s elapsed, 4h 52m 32s of budget remaining.
- 1h 07m
write_programname="c" · evidenceresult
Saved c (37 lines). Game time: 1h 7m 38s elapsed, 4h 52m 22s of budget remaining.
- 1h 07m
run_programname="c" seconds=240result
Ran c for 4m of game time; it is still running. Inventory change: carrot +1904, fertilizer +24, hay -708, power +9.08, pumpkin +231, water -9, wood +276. Game time: 1h 11m 48s elapsed, 4h 48m 12s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: work plant(w) ^^ -------------------------------------------------------------------- - 1h 11m
buy_upgradeupgrades=["lists","carrots","grass","watering","polyculture","timing"] · evidenceresult
Bought lists, now level 1. Paid carrot 500. Its tutorial is docs page docs/scripting/lists.md. Could not buy carrots: Not enough resources. Could not buy grass: Not enough resources. Could not buy watering: Not enough resources. Could not buy polyculture: Not enough resources. Could not buy timing: Not enough resources. Game time: 1h 11m 58s elapsed, 4h 48m 2s of budget remaining.
- 1h 11m
observeresult
Game time: 1h 12m 8s elapsed, 4h 47m 52s of budget remaining. Program: c (running). Inventory: hay 1, wood 439, carrot 2316, pumpkin 339, fertilizer 159, power 205.12. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Ca=carrot, Su=sunflower, Bu=bush, Pu=pum…
- 1h 12m
stop_programresult
Program stopped. Game time: 1h 12m 18s elapsed, 4h 47m 42s of budget remaining.
- 1h 12m
write_programname="c" · evidenceresult
Saved c (37 lines). Game time: 1h 12m 28s elapsed, 4h 47m 32s of budget remaining.
- 1h 12m
run_programname="c" seconds=300result
Ran c for 5m of game time; it is still running. Inventory change: carrot +462, fertilizer +30, hay +2842, power +22.35, pumpkin +316, water -7, wood +2140. Game time: 1h 17m 38s elapsed, 4h 42m 22s of budget remaining. Output: (none)
- 1h 17m
buy_upgradeupgrades=["watering","grass","carrots","trees","expand","pumpkins","grass","watering","polyculture","utilities","timing"] · evidenceresult
Could not buy watering: Not enough resources. Bought grass, now level 3. Paid wood 500. Bought carrots, now level 3. Paid wood 1250. Its tutorial is docs page docs/unlocks/carrots.md. Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md. Could not buy expand: Not enough resources. Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/un…
- 1h 17m
stop_programresult
Program stopped. Game time: 1h 17m 58s elapsed, 4h 42m 2s of budget remaining.
- 1h 17m
write_programname="c" · evidenceresult
Saved c (61 lines). Game time: 1h 18m 8s elapsed, 4h 41m 52s of budget remaining.
- 1h 18m
run_programname="c" seconds=300result
Ran c for 5m of game time; it is still running. Inventory change: carrot +2821, fertilizer +30, hay +2380, power +23.32, pumpkin +1928, water -8, wood +1384. Game time: 1h 23m 18s elapsed, 4h 36m 42s of budget remaining. Output: (none)
- 1h 23msaidPumpkins are flowing. Spend now.
- 1h 23m
buy_upgradeupgrades=["expand","polyculture","utilities","timing","cactus","watering","grass","dictionaries"] · evidenceresult
Could not buy expand: Not enough resources. Could not buy polyculture: Not enough resources. Bought utilities, now level 1. Paid pumpkin 1000. Bought timing, now level 1. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/timing.md. Could not buy cactus: Not enough resources. Could not buy watering: Not enough resources. Bought grass, now level 4. Paid wood 2500. Could not buy dictionaries:…
- 1h 23m
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 …
- 1h 23m
waitseconds=240result
Waited 4m (time up). Program: c running. Inventory change: carrot +2133, fertilizer +24, hay +6592, power +38.00, pumpkin +1536, wood +1384. Game time: 1h 27m 48s elapsed, 4h 32m 12s of budget remaining.
- 1h 27m
buy_upgradeupgrades=["pumpkins","cactus","polyculture","trees","watering","dictionaries"] · evidenceresult
Bought pumpkins, now level 3. Paid carrot 4000. Its tutorial is docs page docs/unlocks/pumpkins.md. Could not buy cactus: Not enough resources. Could not buy polyculture: Not enough resources. Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md. Could not buy watering: Not enough resources. Could not buy dictionaries: Not enough resources. Game time: 1h 27m 58…
- 1h 27m
waitseconds=200result
Waited 3m 20s (time up). Program: c running. Inventory change: carrot +1459, fertilizer +20, hay +5360, power +18.52, pumpkin +2816, water -1, wood +4112. Game time: 1h 31m 28s elapsed, 4h 28m 32s of budget remaining.
- 1h 31m
buy_upgradeupgrades=["cactus","polyculture","watering","dictionaries","expand"] · evidenceresult
Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. Could not buy polyculture: Not enough resources. Bought watering, now level 4. Paid wood 3200. Its tutorial is docs page docs/unlocks/watering.md. Could not buy dictionaries: Not enough resources. Could not buy expand: Not enough resources. Game time: 1h 31m 38s elapsed, 4h 28m 22s of budget remaining.
- 1h 31m
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 `…
- 1h 31m
stop_programresult
Program stopped. Game time: 1h 31m 58s elapsed, 4h 28m 2s of budget remaining.
- 1h 31m
write_programname="c" · evidenceresult
Saved c (96 lines). Game time: 1h 32m 8s elapsed, 4h 27m 52s of budget remaining.
- 1h 32m
write_programname="c" · evidenceresult
Saved c (92 lines). Game time: 1h 32m 18s elapsed, 4h 27m 42s of budget remaining.
- 1h 32m
run_programname="c" seconds=240result
Ran c for 12s of game time; it stopped with an error: The operator > cannot be used on the operands 9 and None. Inventory change: carrot +32, fertilizer +2, hay +96, power +3.14, pumpkin +232, water -23, wood +96. Game time: 1h 32m 40s elapsed, 4h 27m 20s of budget remaining. Output: Error: The operator > cannot be used on the operands 9 and None. In: sort_cactus if measure() > measure(East): … - 1h 32m
list_programsresult
## a harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() ## b while True: harvest() ## c def goto(tx, ty): while get_pos_x() != tx: move(East) while get_pos_y() != ty: move(North) def sort_cactus(): for p in range(3): for y in range(4): goto(4, y) for i in range(3): if measure() > measure(East): swap(East) move(East)…
- 1h 32m
write_programname="c" · evidenceresult
Saved c (98 lines). Game time: 1h 33m elapsed, 4h 27m of budget remaining.
- 1h 33m
run_programname="c" seconds=240result
Ran c for 4m of game time; it is still running. Inventory change: cactus +3072, carrot +501, fertilizer +24, hay +1464, power -51.83, pumpkin +1400, water -24, wood +1016. Game time: 1h 37m 10s elapsed, 4h 22m 50s of budget remaining. Output: (none)
- 1h 37m
buy_upgradeupgrades=["dinosaurs","expand","polyculture","dictionaries","cactus"] · evidenceresult
Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Could not buy expand: Not enough resources. Could not buy polyculture: Not enough resources. Could not buy dictionaries: Not enough resources. Could not buy cactus: Not enough resources. Game time: 1h 37m 20s elapsed, 4h 22m 40s of budget remaining.
- 1h 37m
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 …
- 1h 37m
waitseconds=300result
Waited 5m (time up). Program: c running. Inventory change: cactus +4096, carrot +581, fertilizer +30, hay +1968, power -108.75, pumpkin +1792, water -2, wood +904. Game time: 1h 42m 40s elapsed, 4h 17m 20s of budget remaining.
- 1h 42m
buy_upgradeupgrades=["expand","polyculture","dictionaries","costs","cactus"] · evidenceresult
Could not buy expand: Not enough resources. Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md. Could not buy dictionaries: Not enough resources. Could not buy costs: Requires dictionaries first. Could not buy cactus: Not enough resources. Game time: 1h 42m 50s elapsed, 4h 17m 10s of budget remaining.
- 1h 42m
observeresult
Game time: 1h 43m elapsed, 4h 17m of budget remaining. Program: c (running). Inventory: hay 17301, wood 5485, carrot 6170, pumpkin 1109, cactus 5680, water 6, fertilizer 345, power 149.39. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Ca=carrot, Su=sunfl…
- 1h 43m
buy_upgradeupgrades=["watering","fertilizer","carrots","cactus","pumpkins","mazes"] · evidenceresult
Could not buy watering: Not enough resources. Bought fertilizer, now level 2. Paid wood 1500. Its tutorial is docs page docs/unlocks/fertilizer.md. Could not buy carrots: Not enough resources. Could not buy cactus: Not enough resources. Could not buy pumpkins: Not enough resources. Could not buy mazes: Not enough resources. Game time: 1h 43m 10s elapsed, 4h 16m 50s of budget remaining.
- 1h 43m
docs_searchquery="weird_substance"result
docs/home.md: …od) [Carrot](items/carrot) [Pumpkin](items/pumpkin) [Cactus](items/cactus) [Bone](items/bone) [Weird_Substance](items/weird_substance) [Water](items/water) [Fertilizer](items/fertilizer) [Power](items/power) ## Entities [Apple](objects/apple) [Bush](objects/bush) … docs/unlocks/fertilizer.md: …ects. Plants grown with fertilizer will be infected. When a plant is infected, half of its…
- 1h 43m
stop_programresult
Program stopped. Game time: 1h 43m 30s elapsed, 4h 16m 30s of budget remaining.
- 1h 43m
write_programname="c" · evidenceresult
Saved c (100 lines). Game time: 1h 43m 40s elapsed, 4h 16m 20s of budget remaining.
- 1h 43m
run_programname="c" seconds=300result
Ran c for 5m of game time; it is still running. Inventory change: cactus +3840, carrot +1353, fertilizer -180, hay +652, power -80.58, pumpkin +1568, water -15, weird_substance +1608, wood +1860. Game time: 1h 48m 50s elapsed, 4h 11m 10s of budget remaining. Output: (none)
- 1h 48msaidWeird substance is coming in. Buying mazes and other upgrades.
- 1h 48m
buy_upgradeupgrades=["mazes","expand","dictionaries","watering","carrots","cactus","pumpkins"] · evidenceresult
Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md. Could not buy expand: Not enough resources. Bought dictionaries, now level 1. Paid pumpkin 2500. Its tutorial is docs page docs/scripting/dicts.md. Could not buy watering: Not enough resources. Could not buy carrots: Not enough resources. Could not buy cactus: Not enough resources. Could not buy …
- 1h 49m
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 3/10; cost wood 6250; available, not affordable; tutorial docs/…
- 1h 49m
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…
- 1h 49m
write_programname="maze" · evidenceresult
Saved maze (17 lines). Game time: 1h 49m 30s elapsed, 4h 10m 30s of budget remaining.
- 1h 49m
run_programname="maze" seconds=60result
Ran maze for 1m of game time; it is still running. Inventory change: cactus +1, fertilizer +12, gold +1344, power -47.65, water +48, weird_substance -176. Game time: 1h 50m 40s elapsed, 4h 9m 20s of budget remaining. Output: (none)
- 1h 50m
waitseconds=40 until_resources={"gold":2000}result
Waited 30s (gold reached 2048). Program: maze running. Inventory change: fertilizer +6, gold +576, water +24, weird_substance -64. Game time: 1h 51m 21s elapsed, 4h 8m 39s of budget remaining.
- 1h 51m
buy_upgradeupgrades=["megafarm"] · evidenceresult
Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md. Game time: 1h 51m 31s elapsed, 4h 8m 29s of budget remaining.
- 1h 51m
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: 1h 51m 41s elapsed, 4h 8m 19s of budget remaining.
- 1h 51m
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… - 1h 51m
waitseconds=150result
Waited 2m 30s (time up). Program: maze running. Inventory change: fertilizer +30, gold +2048, water +120, weird_substance -256. Game time: 1h 54m 31s elapsed, 4h 5m 29s of budget remaining.
- 1h 54m
observeresult
Game time: 1h 54m 41s elapsed, 4h 5m 19s of budget remaining. Program: maze (running). Inventory: hay 18469, wood 6337, carrot 7695, pumpkin 817, cactus 10545, weird_substance 264, gold 3120, water 244, fertilizer 203. 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:…
- 1h 54m
waitseconds=130result
Waited 2m 10s (time up). Program: maze running. Inventory change: fertilizer +26, gold +2048, water +104, weird_substance -248. Game time: 1h 57m 1s elapsed, 4h 2m 59s of budget remaining.
- 1h 57m
stop_programresult
Program stopped. Game time: 1h 57m 11s elapsed, 4h 2m 49s of budget remaining.
- 1h 57m
write_programname="c" · evidenceresult
Saved c (98 lines). Game time: 1h 57m 21s elapsed, 4h 2m 39s of budget remaining.
- 1h 57m
run_programname="c" seconds=300result
Ran c for 5m of game time; it is still running. Inventory change: cactus +2560, carrot +888, fertilizer -235, hay +1472, power +1.80, pumpkin +928, water -373, weird_substance +1576, wood -704. Game time: 2h 2m 31s elapsed, 3h 57m 29s of budget remaining. Output: (none)
- 2h 02m
run_programname="maze" seconds=100result
Ran maze for 1m 40s of game time; it is still running. Inventory change: fertilizer +20, gold +1664, hay +8, power -6.64, water +80, weird_substance -216. Game time: 2h 4m 21s elapsed, 3h 55m 39s of budget remaining. Output: (none)
- 2h 04m
buy_upgradeupgrades=["megafarm"] · evidenceresult
Could not buy megafarm: Not enough resources.
- 2h 04msaidRunning mazes for gold; the next megafarm level needs 8000.
- 2h 04m
waitseconds=60 until_resources={"gold":8000}result
Waited 37s (gold reached 8048). Program: maze running. Inventory change: fertilizer +7, gold +704, water +29, weird_substance -80. Game time: 2h 5m 17s elapsed, 3h 54m 43s of budget remaining.
- 2h 05m
buy_upgradeupgrades=["megafarm"] · evidenceresult
Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md. Game time: 2h 5m 27s elapsed, 3h 54m 33s of budget remaining.
- 2h 05m
stop_programresult
Program stopped. Game time: 2h 5m 37s elapsed, 3h 54m 23s of budget remaining.
- 2h 05m
write_programname="farm" · evidenceresult
Saved farm (117 lines). Game time: 2h 5m 47s elapsed, 3h 54m 13s of budget remaining.
- 2h 05m
run_programname="farm" seconds=120result
Ran farm for 2m of game time; it is still running. Inventory change: fertilizer +24, water +96. Game time: 2h 7m 57s elapsed, 3h 52m 3s of budget remaining. Output: (none)
- 2h 07m
observeresult
Game time: 2h 8m 7s elapsed, 3h 51m 53s of budget remaining. Program: farm (running). Inventory: hay 20093, wood 5601, carrot 8543, pumpkin 1969, cactus 13361, weird_substance 1208, gold 304, water 261, fertilizer 65. 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: …
- 2h 08m
write_programname="clear" · evidenceresult
Saved clear (1 lines). Game time: 2h 8m 17s elapsed, 3h 51m 43s of budget remaining.
- 2h 08m
stop_programresult
Program stopped. Game time: 2h 8m 27s elapsed, 3h 51m 33s of budget remaining.
- 2h 08m
run_programname="clear" seconds=2result
Ran clear for 0s of game time; it finished. Inventory change: no change. Game time: 2h 8m 37s elapsed, 3h 51m 23s of budget remaining. Output: (none)
- 2h 08m
run_programname="farm" seconds=240result
Ran farm for 4m of game time; it is still running. Inventory change: cactus +336, carrot +5693, fertilizer -73, hay +25348, power +0.28, pumpkin +208, water -293, weird_substance +556, wood -3456. Game time: 2h 12m 47s elapsed, 3h 47m 13s of budget remaining. Output: Warning: Tried to swap Entities.Pumpkin, which cannot be swapped. In: cactus_task <- sort_cactus swap(East) ^^ -------------… - 2h 12m
stop_programresult
Program stopped. Game time: 2h 12m 57s elapsed, 3h 47m 3s of budget remaining.
- 2h 12m
write_programname="farm" · evidenceresult
Saved farm (116 lines). Game time: 2h 13m 7s elapsed, 3h 46m 53s of budget remaining.
- 2h 13m
run_programname="clear" seconds=2result
Ran clear for 0s of game time; it finished. Inventory change: hay +8, water +1. Game time: 2h 13m 18s elapsed, 3h 46m 42s of budget remaining. Output: (none)
- 2h 13m
run_programname="farm" seconds=300result
Ran farm for 5m of game time; it is still running. Inventory change: cactus +4884, carrot +2077, fertilizer -6, hay +43568, power +4.71, pumpkin +8624, water -25, weird_substance +372, wood +1188. Game time: 2h 18m 28s elapsed, 3h 41m 32s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: pumpkin_task <- water use_item(Items.Water) ^^ … - 2h 18msaidBig gains: pumpkins +8624, cactus +4884. Spending on upgrades.
- 2h 18m
buy_upgradeupgrades=["expand","cactus","pumpkins","costs","trees","grass","carrots","watering","dinosaurs","mazes"] · evidenceresult
Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. Could not buy cactus: Not enough resources. Bought pumpkins, now level 4. Paid carrot 16000. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought costs, now level 1. Paid pumpkin 2500. Its tutorial is docs page docs/unlocks/costs.md. Bought trees, now level 5. Paid hay 19200. Its tutorial is do…
- 2h 18m
stop_programresult
Program stopped. Game time: 2h 18m 48s elapsed, 3h 41m 12s of budget remaining.
- 2h 18m
write_programname="farm" · evidenceresult
Saved farm (120 lines). Game time: 2h 18m 58s elapsed, 3h 41m 2s of budget remaining.
- 2h 18m
run_programname="farm" seconds=300result
Ran farm for 5m of game time; it is still running. Inventory change: cactus +9078, carrot +937, fertilizer -4, hay +42320, power +127.51, pumpkin +37480, water -16, weird_substance +364, wood +16180. Game time: 2h 24m 8s elapsed, 3h 35m 52s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: cactus_task <- water use_item(Items.Water) ^^ … - 2h 24m
buy_upgradeupgrades=["cactus","watering","watering","fertilizer","grass","carrots","pumpkins","expand","polyculture","auto_unlock","simulation"] · evidenceresult
Bought cactus, now level 2. Paid pumpkin 20000. Its tutorial is docs page docs/unlocks/cactus.md. Bought watering, now level 5. Paid wood 12800. Its tutorial is docs page docs/unlocks/watering.md. Could not buy watering: Not enough resources. Could not buy fertilizer: Not enough resources. Could not buy grass: Not enough resources. Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs …
- 2h 24m
observeresult
Game time: 2h 24m 28s elapsed, 3h 35m 32s of budget remaining. Program: farm (running). Inventory: hay 118021, wood 1579, carrot 1685, pumpkin 14605, cactus 18507, weird_substance 2540, gold 304, power 134.03. Farm 12x12. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=gra…
- 2h 24m
docs_readpath="unlocks/megafarm"result
## Megafarm Increase drone count further. 4 => 8 ### Unlock Cost [Current cost: gold=32000] [Tutorial](docs/unlocks/megafarm.md) Game time: 2h 24m 38s elapsed, 3h 35m 22s of budget remaining.
- 2h 24m
stop_programresult
Program stopped. Game time: 2h 24m 48s elapsed, 3h 35m 12s of budget remaining.
- 2h 24m
write_programname="dino" · evidenceresult
Saved dino (14 lines). Game time: 2h 24m 58s elapsed, 3h 35m 2s of budget remaining.
- 2h 24m
list_programsresult
## a harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() ## b while True: harvest() ## c def goto(tx, ty): while get_pos_x() != tx: move(East) while get_pos_y() != ty: move(North) def sort_cactus(): for p in range(3): for y in range(4): goto(4, y) for i in range(3): if measure() > measure(East): swap(East) move(East)…
- 2h 25m
write_programname="farm" · evidenceresult
Saved farm (125 lines). Game time: 2h 25m 18s elapsed, 3h 34m 42s of budget remaining.
- 2h 25m
run_programname="farm" seconds=60result
Ran farm for 51s of game time; it stopped with an error: Hats.Green_Hat must be unlocked before this can be used. Inventory change: cactus +2588, carrot +908, fertilizer +10, hay -1368, power +9.35, pumpkin +5040, water -64, wood +2184. Game time: 2h 26m 19s elapsed, 3h 33m 41s of budget remaining. Output: Error: Hats.Green_Hat must be unlocked before this can be used. In: dino change_hat(Hats.Gre…
- 2h 26m
docs_readpath="docs/unlocks/hats.md"result
# Hats You have unlocked a few new hat colors for your drone. Equip them like this: `change_hat(Hats.Gray_Hat) do_a_flip() change_hat(Hats.Purple_Hat) do_a_flip() change_hat(Hats.Green_Hat) do_a_flip() change_hat(Hats.Brown_Hat) do_a_flip()` Game time: 2h 26m 29s elapsed, 3h 33m 31s of budget remaining.
- 2h 26m
write_programname="hat" · evidenceresult
Saved hat (1 lines). Game time: 2h 26m 39s elapsed, 3h 33m 21s of budget remaining.
- 2h 26m
run_programname="hat" seconds=2result
Ran hat for 0s of game time; it stopped with an error: Hats.Gray_Hat must be unlocked before this can be used. Inventory change: no change. Game time: 2h 26m 49s elapsed, 3h 33m 11s of budget remaining. Output: Error: Hats.Gray_Hat must be unlocked before this can be used. In: change_hat(Hats.Gray_Hat) ^^ -------------------------------------------------------------------- - 2h 26m
docs_searchquery="change_hat"result
docs/home.md: …t-in Functions [abs](functions/abs) [can_harvest](functions/can_harvest) [can_move](functions/can_move) [change_hat](functions/change_hat) [clear](functions/clear) [dict](functions/dict) [do_a_flip](functions/do_a_flip) [get_companion](functions/get_companion) [get_cost](function… docs/unlocks/dinosaurs.md: …n do now is dressing up as one. For this purpose you have received the new …
- 2h 26m
buy_upgradeupgrades=["hats"] · evidenceresult
Could not buy hats: Already at maximum level.
- 2h 27m
observeresult
Game time: 2h 27m 19s elapsed, 3h 32m 41s of budget remaining. Program: none running. Inventory: hay 119233, wood 4683, carrot 3298, pumpkin 23101, cactus 21095, weird_substance 2592, gold 304, water 96, fertilizer 30, power 143.21. 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 …
- 2h 27m
write_programname="hat" · evidenceresult
Saved hat (5 lines). Game time: 2h 27m 29s elapsed, 3h 32m 31s of budget remaining.
- 2h 27m
run_programname="hat" seconds=10result
Ran hat for 7s of game time; it finished. Inventory change: bone +2, cactus -8, fertilizer +2, power -0.36, water +12. Game time: 2h 27m 46s elapsed, 3h 32m 14s of budget remaining. Output: Entities.Apple (0,11) True 1 None True 2 None True 3 None True 4 None True 5 None
- 2h 27m
write_programname="hat" · evidenceresult
Saved hat (1 lines). Game time: 2h 27m 56s elapsed, 3h 32m 4s of budget remaining.
- 2h 27m
run_programname="hat" seconds=3result
Ran hat for 0s of game time; it stopped with an error: Hats.Brown_Hat must be unlocked before this can be used. Inventory change: no change. Game time: 2h 28m 6s elapsed, 3h 31m 54s of budget remaining. Output: Error: Hats.Brown_Hat must be unlocked before this can be used. In: change_hat(Hats.Brown_Hat) ^^ ------------------------------------------------------------------… - 2h 28m
docs_readpath="functions/change_hat"result
change_hat(hat) Changes the hat of the drone to hat. returns None takes 200 ticks to execute. example: change_hat(Hats.Dinosaur_Hat) Game time: 2h 28m 16s elapsed, 3h 31m 44s of budget remaining.
- 2h 28m
docs_readpath="objects/apple"result
## Apple Dinosaurs love them apparently. ### Plant Cost [Current cost: cactus=4] For more related information see: [Dinosaurs](docs/unlocks/dinosaurs.md) Game time: 2h 28m 26s elapsed, 3h 31m 34s of budget remaining.
- 2h 28m
write_programname="dino" · evidenceresult
Saved dino (9 lines). Game time: 2h 28m 36s elapsed, 3h 31m 24s of budget remaining.
- 2h 28m
run_programname="dino" seconds=60result
Ran dino for 8s of game time; it finished. Inventory change: bone +2, cactus -4, fertilizer +1, power -7.64, water +12. Game time: 2h 28m 54s elapsed, 3h 31m 6s of budget remaining. Output: (none)
- 2h 28m
write_programname="dino" · evidenceresult
Saved dino (13 lines). Game time: 2h 29m 4s elapsed, 3h 30m 56s of budget remaining.
- 2h 29m
run_programname="dino" seconds=60result
Ran dino for 11s of game time; it stopped with an error: The left hand side of the assignment didn't match the right hand side. Inventory change: bone +2, cactus -4, fertilizer +2, power -0.57, water +17. Game time: 2h 29m 24s elapsed, 3h 30m 36s of budget remaining. Output: (3,5) 21079 apple 3 5 me 0 0 True True True True True True True True Error: The left hand side of the assignment didn't matc…
- 2h 29m
inspect_tilex=0 y=5result
(0,5) `x = 0, y = 5` ### `Grounds.Soil` Water level: 0 Game time: 2h 29m 34s elapsed, 3h 30m 26s of budget remaining.
- 2h 29m
write_programname="dino" · evidenceresult
Saved dino (12 lines). Game time: 2h 29m 44s elapsed, 3h 30m 16s of budget remaining.
- 2h 29m
run_programname="dino" seconds=60result
Ran dino for 44s of game time; it finished. Inventory change: bone +2, fertilizer +9, power -2.79, water +70. Game time: 2h 30m 38s elapsed, 3h 29m 22s of budget remaining. Output: 13 3 4 Entities.Sunflower 8 3 3 Entities.Sunflower 9 3 2 Entities.Sunflower 13 3 1 Entities.Sunflower 12 3 0 Entities.Sunflower 12 2 0 Entities.Carrot None 1 0 None None 0 0 None None 0 1 None None 0 2 None None 0 3 Non…
- 2h 30m
write_programname="farm" · evidenceresult
Saved farm (123 lines). Game time: 2h 30m 48s elapsed, 3h 29m 12s of budget remaining.
- 2h 30m
run_programname="farm" seconds=240result
Ran farm for 4m of game time; it is still running. Inventory change: fertilizer +48, power -131.79, water +384. Game time: 2h 34m 58s elapsed, 3h 25m 2s of budget remaining. Output: (none)
- 2h 34m
observeresult
Game time: 2h 35m 8s elapsed, 3h 24m 52s of budget remaining. Program: farm (running). Inventory: hay 119233, wood 4683, carrot 3298, pumpkin 23101, cactus 21079, bone 8, weird_substance 2592, gold 304, water 847, fertilizer 124. 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 dro…
- 2h 35m
waitseconds=60result
Waited 1m (time up). Program: farm running. Inventory change: fertilizer +12, water +96. Game time: 2h 36m 18s elapsed, 3h 23m 42s of budget remaining.
- 2h 36m
stop_programresult
Program stopped. Game time: 2h 36m 28s elapsed, 3h 23m 32s of budget remaining.
- 2h 36m
run_programname="farm" seconds=30result
Ran farm for 30s of game time; it is still running. Inventory change: fertilizer +6, water +48. Game time: 2h 37m 8s elapsed, 3h 22m 52s of budget remaining. Output: (none)
- 2h 37m
write_programname="sun" · evidenceresult
Saved sun (8 lines). Game time: 2h 37m 18s elapsed, 3h 22m 42s of budget remaining.
- 2h 37m
run_programname="sun" seconds=60result
Ran sun for 1m of game time; it is still running. Inventory change: fertilizer +12, water +96. Game time: 2h 38m 28s elapsed, 3h 21m 32s of budget remaining. Output: (none)
- 2h 38m
observeresult
Game time: 2h 38m 38s elapsed, 3h 21m 22s of budget remaining. Program: sun (running). Inventory: hay 119233, wood 4683, carrot 3298, pumpkin 23101, cactus 21079, bone 8, weird_substance 2592, gold 304, water 1183, fertilizer 166. 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…
- 2h 38m
stop_programresult
Program stopped. Game time: 2h 38m 48s elapsed, 3h 21m 12s of budget remaining.
- 2h 38m
write_programname="farm" · evidenceresult
Saved farm (122 lines). Game time: 2h 38m 58s elapsed, 3h 21m 2s of budget remaining.
- 2h 38m
run_programname="farm" seconds=120result
Ran farm for 2m of game time; it is still running. Inventory change: bone +2, cactus +7772, carrot +852, fertilizer +24, hay -2496, power +17.12, pumpkin +13392, water -738, wood +2592. Game time: 2h 41m 8s elapsed, 3h 18m 52s of budget remaining. Output: (none)
- 2h 41m
waitseconds=240 until_program_ends=trueresult
Waited 4m (time up). Program: farm running. Inventory change: cactus +18144, carrot +2137, fertilizer +48, hay -6720, power +164.02, pumpkin +35280, water -428, wood +5520. Game time: 2h 45m 18s elapsed, 3h 14m 42s of budget remaining.
- 2h 45m
buy_upgradeupgrades=["cactus","expand","dinosaurs","mazes","watering","fertilizer","grass","polyculture","pumpkins","carrots","trees"] · evidenceresult
Could not buy cactus: Not enough resources. Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md. Could not buy dinosaurs: Not enough resources. Bought mazes, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/mazes.md. Could not buy watering: Not enough resources. Bought fertilizer, now level 3. Paid wood 9000. Its tutorial is docs…
- 2h 45m
stop_programresult
Program stopped. Game time: 2h 45m 38s elapsed, 3h 14m 22s of budget remaining.
- 2h 45m
observeresult
Game time: 2h 45m 48s elapsed, 3h 14m 12s of budget remaining. Program: none running. Inventory: hay 32521, wood 4019, carrot 6486, pumpkin 10941, cactus 37587, bone 10, weird_substance 2592, gold 304, water 17, fertilizer 256, power 161.72. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); *…
- 2h 45m
write_programname="farm" · evidenceresult
Saved farm (132 lines). Game time: 2h 45m 58s elapsed, 3h 14m 2s of budget remaining.
- 2h 45m
run_programname="farm" seconds=300result
Ran farm for 5m of game time; it is still running. Inventory change: cactus +24600, carrot +9016, fertilizer +120, hay -7360, power -145.68, pumpkin +36448, water -49, wood +36000. Game time: 2h 51m 8s elapsed, 3h 8m 52s of budget remaining. Output: (none)
- 2h 51m
buy_upgradeupgrades=["cactus","pumpkins","carrots","watering","watering","grass","dinosaurs","polyculture","fertilizer","expand"] · evidenceresult
Could not buy cactus: Not enough resources. Could not buy pumpkins: Not enough resources. Bought carrots, now level 5. Paid wood 31200. Its tutorial is docs page docs/unlocks/carrots.md. Could not buy watering: Not enough resources. Could not buy watering: Not enough resources. Could not buy grass: Not enough resources. Could not buy dinosaurs: Not enough resources. Could not buy polyculture: Not …
- 2h 51m
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 2/6; cost pumpkin 120000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 200% => 400% carrots (Carrots) level 5/10; cost wood 156000; available, not affordable; t…
- 2h 51m
stop_programresult
Program stopped. Game time: 2h 51m 38s elapsed, 3h 8m 22s of budget remaining.
- 2h 51m
run_programname="maze" seconds=120result
Ran maze for 2m of game time; it is still running. Inventory change: cactus +7688, fertilizer +48, gold +4096, power -12.27, water +192, weird_substance -288. Game time: 2h 53m 48s elapsed, 3h 6m 12s of budget remaining. Output: (none)
- 2h 53m
waitseconds=900 until_resources={"gold":32300}result
Waited 15m (time up). Program: maze running. Inventory change: fertilizer +360, gold +24064, water +1440, weird_substance -1504. Game time: 3h 8m 58s elapsed, 2h 51m 2s of budget remaining.
- 3h 08m
waitseconds=200 until_resources={"gold":32050}result
Waited 2m 17s (gold reached 32560). Program: maze running. Inventory change: fertilizer +54, gold +4096, water +219, weird_substance -224. Game time: 3h 11m 25s elapsed, 2h 48m 35s of budget remaining.
- 3h 11m
buy_upgradeupgrades=["megafarm"] · evidenceresult
Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md. Game time: 3h 11m 35s elapsed, 2h 48m 25s of budget remaining.
- 3h 11m
stop_programresult
Program stopped. Game time: 3h 11m 45s elapsed, 2h 48m 15s of budget remaining.
- 3h 11m
write_programname="farm" · evidenceresult
Saved farm (148 lines). Game time: 3h 11m 55s elapsed, 2h 48m 5s of budget remaining.
- 3h 11m
run_programname="farm" seconds=240result
Ran farm for 4m of game time; it is still running. Inventory change: cactus +24576, carrot +114103, fertilizer -886, hay -23664, power +1092.83, pumpkin +32960, water -1963, weird_substance +7456, wood +16144. Game time: 3h 16m 5s elapsed, 2h 43m 55s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: col_task <- water use_item(Items.Water) ^^ … - 3h 16m
buy_upgradeupgrades=["pumpkins","cactus","dinosaurs","mazes","carrots","trees","watering","fertilizer","grass","expand"] · evidenceresult
Bought pumpkins, now level 5. Paid carrot 64000. Its tutorial is docs page docs/unlocks/pumpkins.md. Could not buy cactus: Not enough resources. Bought dinosaurs, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Could not buy mazes: Not enough resources. Could not buy carrots: Not enough resources. Could not buy trees: Not enough resources. Could not buy waterin…
- 3h 16m
observeresult
Game time: 3h 16m 25s elapsed, 2h 43m 35s of budget remaining. Program: farm (running). Inventory: hay 521, wood 19343, carrot 76617, pumpkin 89373, cactus 22451, bone 10, weird_substance 8016, gold 1072, power 1185.07. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entiti…
- 3h 16m
stop_programresult
Program stopped. Game time: 3h 16m 35s elapsed, 2h 43m 25s of budget remaining.
- 3h 16m
write_programname="farm" · evidenceresult
Saved farm (148 lines). Game time: 3h 16m 45s elapsed, 2h 43m 15s of budget remaining.
- 3h 16m
run_programname="farm" seconds=300result
Ran farm for 5m of game time; it is still running. Inventory change: cactus +24626, carrot +73242, fertilizer -8, hay +131264, power +1266.07, pumpkin +85228, water -32, weird_substance +1888, wood +50832. Game time: 3h 21m 55s elapsed, 2h 38m 5s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: col_task <- water use_item(Items.Water) ^^ … - 3h 21m
buy_upgradeupgrades=["cactus","carrots","watering","fertilizer","trees","mazes","pumpkins","grass","expand"] · evidenceresult
Bought cactus, now level 3. Paid pumpkin 120000. Its tutorial is docs page docs/unlocks/cactus.md. Could not buy carrots: Not enough resources. Bought watering, now level 6. Paid wood 51200. Its tutorial is docs page docs/unlocks/watering.md. Could not buy fertilizer: Not enough resources. Could not buy trees: Not enough resources. Could not buy mazes: Not enough resources. Could not buy pumpkins:…
- 3h 22m
waitseconds=600result
Waited 10m (time up). Program: farm running. Inventory change: cactus +131072, carrot +156246, hay +271032, power +3837.58, pumpkin +155840, weird_substance +3000, wood +109616. Game time: 3h 32m 15s elapsed, 2h 27m 45s of budget remaining.
- 3h 32m
buy_upgradeupgrades=["pumpkins","carrots","fertilizer","mazes","trees","grass","watering","cactus","expand"] · evidenceresult
Bought pumpkins, now level 6. Paid carrot 256000. Its tutorial is docs page docs/unlocks/pumpkins.md. Could not buy carrots: Not enough resources. Bought fertilizer, now level 4. Paid wood 54000. Its tutorial is docs page docs/unlocks/fertilizer.md. Bought mazes, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/mazes.md. Bought trees, now level 7. Paid hay 307000. Its tutoria…
- 3h 32m
waitseconds=900result
Waited 15m (time up). Program: farm running. Inventory change: cactus +196608, carrot +172446, hay +883808, power +5893.24, pumpkin +473128, weird_substance +22032, wood +417264. Game time: 3h 47m 35s elapsed, 2h 12m 25s of budget remaining.
- 3h 47m
buy_upgradeupgrades=["carrots","watering","cactus","dinosaurs","expand","pumpkins","trees","grass"] · evidenceresult
Bought carrots, now level 6. Paid wood 156000. Its tutorial is docs page docs/unlocks/carrots.md. Bought watering, now level 7. Paid wood 205000. Its tutorial is docs page docs/unlocks/watering.md. Could not buy cactus: Not enough resources. Could not buy dinosaurs: Not enough resources. Bought expand, now level 8. Paid pumpkin 512000. Its tutorial is docs page docs/unlocks/expand_1.md. Could not …
- 3h 47m
list_programsresult
## a harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() ## b while True: harvest() ## c def goto(tx, ty): while get_pos_x() != tx: move(East) while get_pos_y() != ty: move(North) def sort_cactus(): for p in range(3): for y in range(4): goto(4, y) for i in range(3): if measure() > measure(East): swap(East) move(East)…
- 3h 47m
write_programname="farm" · evidenceresult
Stop the program before editing it.
- 3h 48m
run_programname="farm" seconds=120result
Ran farm for 2m of game time; it is still running. Inventory change: cactus +16384, carrot +57122, hay +104080, power +686.28, pumpkin +72704, water -1, weird_substance +1968, wood +49664. Game time: 3h 50m 15s elapsed, 2h 9m 45s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: cactus_task <- water use_item(Items.Water) ^^ --------… - 3h 50m
stop_programresult
Program stopped. Game time: 3h 50m 25s elapsed, 2h 9m 35s of budget remaining.
- 3h 50m
write_programname="farm" · evidenceresult
Saved farm (152 lines). Game time: 3h 50m 35s elapsed, 2h 9m 25s of budget remaining.
- 3h 50m
run_programname="farm" seconds=120result
Ran farm for 2m of game time; it is still running. Inventory change: cactus +16388, carrot +58512, fertilizer -16, gold +144, hay +99872, power +600.01, pumpkin +60768, water -127, weird_substance +2608, wood +49600. Game time: 3h 52m 45s elapsed, 2h 7m 15s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: col_task <- water use_item(Items.Water) … - 3h 52m
waitseconds=60result
Waited 1m (time up). Program: farm running. Inventory change: cactus +16384, carrot +34750, hay +49920, power +282.02, pumpkin +24064, weird_substance +1056, wood +22848. Game time: 3h 53m 55s elapsed, 2h 6m 5s of budget remaining.
- 3h 53m
observeresult
Game time: 3h 54m 5s elapsed, 2h 5m 55s of budget remaining. Program: farm (running). Inventory: hay 1320945, wood 220995, carrot 417496, pumpkin 365481, cactus 360105, bone 10, weird_substance 42224, gold 1216, power 14325.37. Farm 22x22. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone…
- 3h 54m
stop_programresult
Program stopped. Game time: 3h 54m 15s elapsed, 2h 5m 45s of budget remaining.
- 3h 54m
write_programname="mz" · evidenceresult
Saved mz (36 lines). Game time: 3h 54m 25s elapsed, 2h 5m 35s of budget remaining.
- 3h 54m
run_programname="mz" seconds=60result
Ran mz for 13s of game time; it finished. Inventory change: fertilizer +11, gold +432, hay +32, power -3.78, water +81, weird_substance -72. Game time: 3h 54m 48s elapsed, 2h 5m 12s of budget remaining. Output: Entities.Bush 16 0 Entities.Hedge steps 52 Entities.Treasure Entities.Bush 16 0 Entities.Hedge steps 2 Entities.Treasure Entities.Bush 16 0 Entities.Hedge steps 16 Entities.Treasure
- 3h 54m
write_programname="farm" · evidenceresult
Saved farm (154 lines). Game time: 3h 54m 58s elapsed, 2h 5m 2s of budget remaining.
- 3h 54m
run_programname="farm" seconds=300result
Ran farm for 27s of game time; it stopped with an error: The operator > cannot be used on the operands 2 and (17,4). Inventory change: carrot +11170, fertilizer -43, gold +144, hay +19760, power +104.14, pumpkin +12136, water -243, weird_substance +1384, wood +10464. Game time: 3h 55m 35s elapsed, 2h 4m 25s of budget remaining. Output: Error: The operator > cannot be used on the operands 2 and (17…
- 3h 55m
docs_searchquery="Hat"result
docs/home.md: …Fertilizer](docs/unlocks/fertilizer.md) [Functions](docs/scripting/functions.md) [Grass](unlocks/grass) [Hats](docs/unlocks/hats.md) [Import](docs/scripting/import.md) [Lists](docs/scripting/lists.md) [Loops](docs/scripting/while.md) [Mazes](docs/unlocks/mazes.md) [Megafarm](docs… docs/unlocks/cactus.md: … or equal in size. The harvest will only spread if all adjacent cacti are full…
- 3h 55m
write_programname="hat" · evidenceresult
Saved hat (2 lines). Game time: 3h 55m 55s elapsed, 2h 4m 5s of budget remaining.
- 3h 55m
run_programname="hat" seconds=3result
Ran hat for 0s of game time; it stopped with an error: The 1. argument of change_hat() was None. This is not a valid argument. Inventory change: no change. Game time: 3h 56m 5s elapsed, 2h 3m 55s of budget remaining. Output: Error: The 1. argument of change_hat() was None. This is not a valid argument. In: change_hat(None) ^^ ---------------------------------------------------------… - 3h 56m
stop_programresult
No program was running. Game time: 3h 56m 15s elapsed, 2h 3m 45s of budget remaining.
- 3h 56m
write_programname="farm" · evidenceresult
Saved farm (158 lines). Game time: 3h 56m 25s elapsed, 2h 3m 35s of budget remaining.
- 3h 56m
run_programname="farm" seconds=300result
Ran farm for 5m of game time; it is still running. Inventory change: cactus +4, carrot +156214, fertilizer -48, hay +259328, power +1598.90, pumpkin +159736, water -479, weird_substance +8352, wood +121408. Game time: 4h 1m 35s elapsed, 1h 58m 25s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: pumpkin_task <- water use_item(Items.Water) ^^ … - 4h 01m
observeresult
Game time: 4h 1m 45s elapsed, 1h 58m 15s of budget remaining. Program: farm (running). Inventory: hay 1620001, wood 361603, carrot 595046, pumpkin 537353, cactus 360109, bone 10, weird_substance 52144, gold 1792, water 1, power 16131.80. Farm 22x22. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * mar…
- 4h 01m
stop_programresult
Program stopped. Game time: 4h 1m 55s elapsed, 1h 58m 5s of budget remaining.
- 4h 01m
write_programname="mz" · evidenceresult
Saved mz (13 lines). Game time: 4h 2m 5s elapsed, 1h 57m 55s of budget remaining.
- 4h 02m
run_programname="mz" seconds=30result
Ran mz for 30s of game time; it is still running. Inventory change: fertilizer +24, power -30.25, water +192. Game time: 4h 2m 45s elapsed, 1h 57m 15s of budget remaining. Output: (none)
- 4h 02m
observeresult
Game time: 4h 2m 55s elapsed, 1h 57m 5s of budget remaining. Program: mz (running). Inventory: hay 1630273, wood 366563, carrot 598079, pumpkin 549641, cactus 360109, bone 10, weird_substance 52272, gold 1792, water 384, fertilizer 48, power 16185.48. Farm 22x22. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, …
- 4h 02m
stop_programresult
Program stopped. Game time: 4h 3m 5s elapsed, 1h 56m 55s of budget remaining.
- 4h 03m
write_programname="farm" · evidenceresult
Saved farm (164 lines). Game time: 4h 3m 15s elapsed, 1h 56m 45s of budget remaining.
- 4h 03m
run_programname="farm" seconds=120result
Ran farm for 2m of game time; it is still running. Inventory change: cactus +12, carrot +56698, fertilizer -72, gold +2592, hay +40048, power +567.67, pumpkin +48840, water -576, weird_substance +4584, wood +38688. Game time: 4h 5m 25s elapsed, 1h 54m 35s of budget remaining. Output: Warning: Cannot plant Entities.Pumpkin on Grounds.Grassland. In: pumpkin_task plant(Entities.Pumpkin) ^^ … - 4h 05m
waitseconds=420result
Waited 7m (time up). Program: farm running. Inventory change: cactus +56, carrot +216969, gold +12096, hay +157104, power +2796.26, pumpkin +162192, weird_substance +7776, wood +166784. Game time: 4h 12m 35s elapsed, 1h 47m 25s of budget remaining.
- 4h 12m
observeresult
Game time: 4h 12m 45s elapsed, 1h 47m 15s of budget remaining. Program: farm (running). Inventory: hay 1833249, wood 579779, carrot 885911, pumpkin 760657, cactus 360185, bone 10, weird_substance 64888, gold 16480, power 19662.42. Farm 22x22. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a dr…
- 4h 12m
stop_programresult
Program stopped. Game time: 4h 12m 55s elapsed, 1h 47m 5s of budget remaining.
- 4h 12m
write_programname="farm" · evidenceresult
Saved farm (168 lines). Game time: 4h 13m 5s elapsed, 1h 46m 55s of budget remaining.
- 4h 13m
run_programname="farm" seconds=240result
Ran farm for 4m of game time; it is still running. Inventory change: cactus +36296, carrot +132594, fertilizer -16, gold +7776, hay +91504, power +1251.62, pumpkin +88512, water -128, weird_substance +4000, wood +87296. Game time: 4h 17m 15s elapsed, 1h 42m 45s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: col_task <- water use_item(Items.Water) …
- 4h 17m
buy_upgradeupgrades=["cactus","pumpkins","carrots","watering","mazes","dinosaurs","grass","trees","expand","megafarm"] · evidenceresult
Bought cactus, now level 4. Paid pumpkin 720000. Its tutorial is docs page docs/unlocks/cactus.md. Bought pumpkins, now level 7. Paid carrot 1020000. Its tutorial is docs page docs/unlocks/pumpkins.md. Could not buy carrots: Not enough resources. Could not buy watering: Not enough resources. Could not buy mazes: Not enough resources. Could not buy dinosaurs: Not enough resources. Bought grass, now…
- 4h 17m
waitseconds=900result
Waited 15m (time up). Program: farm running. Inventory change: cactus +279936, carrot +397437, gold +20736, hay +881312, power +4683.05, pumpkin +756864, weird_substance +40416, wood +869440. Game time: 4h 32m 35s elapsed, 1h 27m 25s of budget remaining.
- 4h 32m
buy_upgradeupgrades=["carrots","watering","mazes","dinosaurs","cactus","pumpkins","expand","megafarm","fertilizer","grass","trees"] · evidenceresult
Bought carrots, now level 7. Paid wood 781000. Its tutorial is docs page docs/unlocks/carrots.md. Could not buy watering: Not enough resources. Bought mazes, now level 4. Paid cactus 432000. Its tutorial is docs page docs/unlocks/mazes.md. Could not buy dinosaurs: Not enough resources. Could not buy cactus: Not enough resources. Could not buy pumpkins: Not enough resources. Could not buy expand: N…
- 4h 32m
waitseconds=1200result
Waited 20m (time up). Program: farm running. Inventory change: cactus +383616, carrot +1262219, gold +61344, hay +906880, power +6492.08, pumpkin +923200, weird_substance +42144, wood +961472. Game time: 4h 52m 55s elapsed, 1h 7m 5s of budget remaining.
- 4h 52m
buy_upgradeupgrades=["watering","dinosaurs","cactus","pumpkins","expand","megafarm","grass","trees","carrots"] · evidenceresult
Bought watering, now level 8. Paid wood 819000. Its tutorial is docs page docs/unlocks/watering.md. Bought dinosaurs, now level 4. Paid cactus 432000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Could not buy cactus: Not enough resources. Could not buy pumpkins: Not enough resources. Could not buy expand: Not enough resources. Could not buy megafarm: Not enough resources. Could not buy gr…
- 4h 53m
docs_readpath="unlocks/megafarm"result
## Megafarm Increase drone count further. 8 => 16 ### Unlock Cost [Current cost: gold=128000] [Tutorial](docs/unlocks/megafarm.md) Game time: 4h 53m 15s elapsed, 1h 6m 45s of budget remaining.
- 4h 53m
waitseconds=1200result
Waited 20m (time up). Program: farm running. Inventory change: cactus +373248, carrot +1137087, gold +67968, hay +910912, power +4897.03, pumpkin +959056, weird_substance +42960, wood +1037952. Game time: 5h 13m 25s elapsed, 46m 35s of budget remaining.
- 5h 13m
buy_upgradeupgrades=["cactus","pumpkins","expand","grass","trees","carrots","mazes"] · evidenceresult
Could not buy cactus: Not enough resources. Could not buy pumpkins: Not enough resources. Could not buy expand: Not enough resources. Bought grass, now level 8. Paid wood 1560000. Could not buy trees: Not enough resources. Could not buy carrots: Not enough resources. Could not buy mazes: Not enough resources. Game time: 5h 13m 35s elapsed, 46m 25s of budget remaining.
- 5h 13m
waitseconds=1500result
Waited 25m (time up). Program: farm running. Inventory change: cactus +476928, carrot +1434117, gold +77472, hay +2910720, power +6600.11, pumpkin +1204160, water -5, weird_substance +123600, wood +1197184. Game time: 5h 38m 45s elapsed, 21m 15s of budget remaining.
- 5h 38m
buy_upgradeupgrades=["cactus","pumpkins","megafarm","carrots","trees","mazes"] · evidenceresult
Could not buy cactus: Not enough resources. Bought pumpkins, now level 8. Paid carrot 4100000. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought megafarm, now level 4. Paid gold 128000. Its tutorial is docs page docs/unlocks/megafarm.md. Could not buy carrots: Not enough resources. Bought trees, now level 9. Paid hay 4920000. Its tutorial is docs page docs/unlocks/trees.md. Could not buy …
- 5h 38m
waitseconds=1240result
Waited 20m 40s (time up). Program: farm running. Inventory change: cactus +393984, carrot +997775, gold +74880, hay +2442560, power +4905.09, pumpkin +1871872, water +6, weird_substance +103136, wood +2467520. Game time: 5h 59m 45s elapsed, 15s of budget remaining.
- 5h 59msaidThe 6 hours of game time are used up. The farm ended with a 22x22 field, 8 drones and eleven resources: hay, wood, carrot, pumpkin, cactus, gold, weird substance, power, water, fertilizer and bone. What the farm was producing at the end - Pumpkins: about 1.9M in the last 20 minutes, from one 8x8 block that merges into a giant pumpkin. - Cactus: a few hundred thousand per 20 minutes. Two blocks (6x6 and 5x8), each sorted by the drone, then harvested as a whole. - Carrots and wood: about 1M each per 20 minutes, from dedicated columns. - Hay: about 2.4M per 20 minutes, from a fertilized grass column. - Gold and weird substance: about 75k gold per 20 minutes. Each weird-substance maze is solved with right-hand wall following. The fertilized grass column keeps refilling the substance. - Sunflowers: kept power high. What fell short - Bones: I only ever collected 10. I couldn't get the dinosaur hat off the first drone, so that drone ended up on cactus duty. - Mazes: the 6x6 maze is confined to its own corner (16,16). - Old maze: an early maze at x13–18 is still sitting in the field because I couldn't reach it to clear it. It cost me part of the first cactus block. - Megafarm: I bought the 16-drone level with 15 seconds left, so it never ran. My timing and bookkeeping slipped in places: a few early programs had to be rewritten, and I lost a few minutes to the hat and maze bugs.
- 5h 59m
waitseconds=15result
Waited 5s (time up). Program: farm running. Inventory change: cactus +10368, carrot +8733, fertilizer +1, hay +10752, power +17.66, pumpkin -512, water -4, weird_substance +832, wood +11584. Game time: 6h elapsed, 0s of budget remaining. The game-time budget is used up. The run is over; stop now.
- 6h 00msaidThe 6 hours of game time are used up and the run is over. In the last few seconds the farm added more cactus, carrots, hay, weird substance and wood, and pumpkins dropped by 512. The final totals are in my previous summary.
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) | 1,697 |
| Cache reads | 13,487,304 |
| Cache writes | 193,835 |
| Output | 90,866 |
| Thinking (subset of output where reported) | 41,130 |
| Total | 13,773,702 |
|---|
| Model | Tokens | Estimate |
|---|---|---|
| claude-haiku-5-5 | 1,419 | $0.00015 |
| claude-sonnet-5-5 | 13,772,283 | $4.38 |
Estimate: API-equivalent estimate at list prices; not an actual charge. Price table prices-2026-10-16b. The agent itself reported $3.03 (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-sonnet-s2-a1-20261016T185140Z |
|---|---|
| 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":"sonnet","effort":"medium","fast":"absent"} |
| Models reported | claude-sonnet-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 7.47 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd |
| Started / ended | 2026-10-16T18:51:40.996Z → 2026-10-16T19:09:42.874Z |
| Evidence | 110 items in evidence.json |