GPT-6 Astra, seed 1
Codex · medium reasoning effort
Hay 66.7m produced, 7.82 points
Wood 71.7m produced, 7.86 points
Carrot 15.8m produced, 7.20 points
Pumpkin 2.93m produced, 6.47 points
Cactus 1.87m produced, 6.27 points
Power 77.1k produced, 4.89 points
Bone 1.95m produced, 6.29 points
Weird substance 6.05m produced, 6.78 points
Gold 220k produced, 5.34 points
Water 7.52k produced, 3.88 points
Fertilizer 11.8k produced, 4.07 points
Produced by the end of the run. Pips: points each resource adds to the score, one per tenfold.
- Score · economy-v1
- 66.87orders of magnitude · model mean 66.65
- On seed 1
- #3of 8 models
- Cost
- $1.75API-equivalent estimate
- Real time
- 5m 52swall 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 | 20.4 |
| 2h 00m | 41.2 |
| 3h 00m | 51.4 |
| 4h 00m | 56.5 |
| 5h 00m | 60.7 |
| 6h 00m | 66.9 |
Said: the agent's own progress messages. Thought: its thinking as the agent reported it (a summary, for Codex). Read: docs and research. Wrote: program saves. Running: which program the farm ran. Text sits at the game time it was written; the game is paused while the agent thinks. Dots open the step in the log below.
how-it-played
How it played
| Measure | This run | Model mean | Seed 1 mean |
|---|---|---|---|
| Resources opened | 11 of 11 | 11 of 11 | 9.4 of 11 |
| Study | 19 | 19 | 40 |
| Action overhead | 5% | 5% | 9% |
| Tool calls | 107 | 110 | 186 |
| Program writes | 17 | 19 | 33 |
| Program stints | 24 | 27 | 30 |
| Median stint | 15m 20s | 13m 42s | 13m 58s |
| Cost per point | $0.026 | $0.027 | $0.069 |
Farm idle 1% of samples; longest stint 40m 50s; 1 rejected write.
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. |
| 3m 15s | {"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. |
| 5m 35s | {"upgrades":["carrots","operators","expand"]} | — | Could not buy carrots: Not enough resources. |
| 9m 25s | {"upgrades":["carrots","operators","expand","watering"]} | — | Could not buy carrots: Not enough resources. |
| 12m 05s | {"upgrades":["carrots","expand","watering"]} | carrots 1, expand 2 | Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md. |
| 15m 45s | {"upgrades":["operators","senses","watering","grass"]} | operators 1, senses 1, watering 1 | Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md. |
| 19m 15s | {"upgrades":["variables","trees","functions","grass","speed"]} | variables 1, trees 1, speed 2 | Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md. |
| 19m 35s | {"upgrades":["expand"]} | expand 3 | Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 30m 05s | {"upgrades":["grass","trees","carrots","speed","functions","expand","pumpkins","fertilizer"]} | grass 2, trees 2, carrots 2, speed 3, functions 1, functions 1, expand 4, pumpkins 1 | Bought grass, now level 2. Paid hay 300. |
| 40m 55s | {"upgrades":["fertilizer","sunflowers","lists","speed","grass","trees","carrots"]} | fertilizer 1, sunflowers 1, lists 1, speed 4, grass 3, carrots 3 | Bought fertilizer, now level 1. Paid wood 500. Its tutorial is docs page docs/unlocks/fertilizer.md. |
| 56m 35s | {"upgrades":["trees","grass","expand","watering","watering","fertilizer"]} | trees 3, grass 4, watering 2, watering 3, fertilizer 2 | Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md. |
| 1h 07m | {"upgrades":["cactus","pumpkins","dictionaries","costs","speed"]} | cactus 1, pumpkins 2, speed 5 | Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. |
| 1h 07m | {"upgrades":["expand","carrots"]} | expand 5, carrots 4 | Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 1h 17m | {"upgrades":["dictionaries","costs","auto_unlock","utilities"]} | dictionaries 1, costs 1, auto_unlock 1, utilities 1 | Bought dictionaries, now level 1. Paid pumpkin 2500. Its tutorial is docs page docs/scripting/dicts.md. |
| 1h 18m | {"upgrades":["dinosaurs"]} | — | Could not buy dinosaurs: Not enough resources. |
| 1h 29m | {"upgrades":["dinosaurs"]} | dinosaurs 1, hats 1 | Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md. |
| 1h 44m | {"upgrades":["mazes","trees","grass","fertilizer","pumpkins"]} | mazes 1, trees 4, grass 5, fertilizer 3, pumpkins 3 | Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md. |
| 1h 55m | {"upgrades":["megafarm","mazes","mazes","expand"]} | megafarm 1, mazes 2 | Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 1h 55m | {"upgrades":["megafarm","megafarm"]} | megafarm 2 | Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 2h 11m | {"upgrades":["expand","expand","cactus","pumpkins"]} | expand 6, expand 7 | Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 2h 31m | {"upgrades":["trees","trees","carrots","grass","fertilizer","pumpkins"]} | trees 5, trees 6, carrots 5, grass 6, fertilizer 4, pumpkins 4 | Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md. |
| 2h 42m | {"upgrades":["dinosaurs","dinosaurs"]} | dinosaurs 2, hats 1 | Bought dinosaurs, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/dinosaurs.md. |
| 3h 02m | {"upgrades":["cactus","cactus","pumpkins","expand"]} | pumpkins 5 | Could not buy cactus: Not enough resources. |
| 3h 22m | {"upgrades":["mazes","mazes","dinosaurs","dinosaurs"]} | mazes 3, dinosaurs 3, hats 1 | Bought mazes, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/mazes.md. |
| 3h 33m | {"upgrades":["cactus","cactus"]} | cactus 2 | Bought cactus, now level 2. Paid pumpkin 20000. Its tutorial is docs page docs/unlocks/cactus.md. |
| 3h 33m | {"upgrades":["carrots"]} | carrots 6 | Bought carrots, now level 6. Paid wood 156000. Its tutorial is docs page docs/unlocks/carrots.md. |
| 3h 54m | {"upgrades":["trees","grass","carrots"]} | trees 7, grass 7, carrots 7 | Bought trees, now level 7. Paid hay 307000. Its tutorial is docs page docs/unlocks/trees.md. |
| 4h 14m | {"upgrades":["trees","grass","carrots"]} | trees 8, grass 8 | Bought trees, now level 8. Paid hay 1230000. Its tutorial is docs page docs/unlocks/trees.md. |
| 4h 14m | {"upgrades":["pumpkins"]} | pumpkins 6 | Bought pumpkins, now level 6. Paid carrot 256000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 4h 34m | {"upgrades":["cactus","cactus"]} | cactus 3, cactus 4 | Bought cactus, now level 3. Paid pumpkin 120000. Its tutorial is docs page docs/unlocks/cactus.md. |
| 4h 50m | {"upgrades":["dinosaurs","mazes","dinosaurs","mazes"]} | dinosaurs 4, hats 1, mazes 4 | Bought dinosaurs, now level 4. Paid cactus 432000. Its tutorial is docs page docs/unlocks/dinosaurs.md. |
| 5h 20m | {"upgrades":["megafarm","megafarm"]} | megafarm 3, megafarm 4 | Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 5h 31m | {"upgrades":["carrots","grass","trees"]} | carrots 8, grass 9, trees 9 | Bought carrots, now level 8. Paid wood 3910000. Its tutorial is docs page docs/unlocks/carrots.md. |
| 5h 46m | {"upgrades":["carrots","grass","trees"]} | carrots 9, trees 10 | Bought carrots, now level 9. Paid wood 19500000. Its tutorial is docs page docs/unlocks/carrots.md. |
Programs 18 writes, code as the agent wrote it
start.py
r130sRanFinal
harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest()- Write result the agent saw
Saved start (10 lines). Game time: 40s elapsed, 5h 59m 20s of budget remaining.
- run_program at 40s for 10s (agent saw)
Ran start for 5s of game time; it finished. Inventory change: hay +10. Game time: 55s elapsed, 5h 59m 5s of budget remaining. Output: (none)
hay.py
r11m 15sRanFinal
while True: harvest()- Write result the agent saw
Saved hay (2 lines). Game time: 1m 25s elapsed, 5h 58m 35s of budget remaining.
- run_program at 1m 25s for 100s (agent saw)
Ran hay for 1m 40s of game time; it is still running. Inventory change: hay +200. Game time: 3m 15s elapsed, 5h 56m 45s of budget remaining. Output: (none)
wood.py
r13m 35sRanFinal
while True: harvest() plant(Entities.Bush) move(North)- Write result the agent saw
Saved wood (4 lines). Game time: 3m 45s elapsed, 5h 56m 15s of budget remaining.
- run_program at 3m 45s for 100s (agent saw)
Ran wood for 1m 40s of game time; it is still running. Inventory change: hay +6. Game time: 5m 35s elapsed, 5h 54m 25s of budget remaining. Output: (none)
- run_program at 6m 15s for 180s (agent saw)
Ran wood for 3m of game time; it is still running. Inventory change: no change. Game time: 9m 25s elapsed, 5h 50m 35s of budget remaining. Output: (none)
—6m 05sRejected
while True: if can_harvest(): harvest() plant(Entities.Bush) move(North)- Write result the agent saw
Stop the program before editing it.
wood2.py
r19m 45sRanFinal
while True: if can_harvest(): harvest() plant(Entities.Bush) move(North)- Write result the agent saw
Saved wood2 (5 lines). Game time: 9m 55s elapsed, 5h 50m 5s of budget remaining.
- run_program at 9m 55s for 120s (agent saw)
Ran wood2 for 2m of game time; it is still running. Inventory change: wood +72. Game time: 12m 5s elapsed, 5h 47m 55s of budget remaining. Output: (none)
base.py
r112m 25sRanFinal
while True: if can_harvest(): harvest() move(North) if can_harvest(): harvest() plant(Entities.Bush) move(North) if can_harvest(): harvest() plant(Entities.Bush) move(North) move(East)- Write result the agent saw
Saved base (13 lines). Game time: 12m 35s elapsed, 5h 47m 25s of budget remaining.
- run_program at 12m 35s for 180s (agent saw)
Ran base for 3m of game time; it is still running. Inventory change: hay +132, wood +180. Game time: 15m 45s elapsed, 5h 44m 15s of budget remaining. Output: (none)
mixed.py
r115m 55sRanFinal
while True: if can_harvest(): harvest() if get_pos_y() == 1: plant(Entities.Bush) if get_pos_y() == 2: if get_ground_type() != Grounds.Soil: till() plant(Entities.Carrot) move(North) if get_pos_y() == 0: move(East)- Write result the agent saw
Saved mixed (12 lines). Game time: 16m 5s elapsed, 5h 43m 55s of budget remaining.
- run_program at 16m 05s for 180s (agent saw)
Ran mixed for 3m of game time; it is still running. Inventory change: carrot +116, hay +75, water +18, wood +59. Game time: 19m 15s elapsed, 5h 40m 45s of budget remaining. Output: (none)
economy.py
r119m 45sRanFinal
while True: if can_harvest(): harvest() y = get_pos_y() x = get_pos_x() if y % 3 == 1: if (x + y) % 2 == 0: plant(Entities.Tree) else: plant(Entities.Bush) if y % 3 == 2: if get_ground_type() != Grounds.Soil: till() plant(Entities.Carrot) move(North) if get_pos_y() == 0: move(East)- Write result the agent saw
Saved economy (17 lines). Game time: 19m 55s elapsed, 5h 40m 5s of budget remaining.
- run_program at 19m 55s for 600s (agent saw)
Ran economy for 10m of game time; it is still running. Inventory change: carrot +459, hay +543, water +60, wood +1173. Game time: 30m 5s elapsed, 5h 29m 55s of budget remaining. Output: (none)
pumpkin.py
r156m 45sRan
while True: ready = True for x in range(get_world_size()): for y in range(get_world_size()): if get_ground_type() != Grounds.Soil: till() if get_entity_type() != Entities.Pumpkin: harvest() plant(Entities.Pumpkin) if not can_harvest(): ready = False move(North) move(East) if ready: harvest()- Write result the agent saw
Saved pumpkin (15 lines). Game time: 56m 55s elapsed, 5h 3m 5s of budget remaining.
- run_program at 56m 55s for 600s (agent saw)
Ran pumpkin for 10m of game time; it is still running. Inventory change: carrot -1198, fertilizer +120, pumpkin +6048, water +240. Game time: 1h 7m 5s elapsed, 4h 52m 55s of budget remaining. Output: (none)
- run_program at 1h 55m for 900s (agent saw)
Ran pumpkin for 15m of game time; it is still running. Inventory change: carrot -17004, fertilizer +360, power -911.25, pumpkin +79872, water +360. Game time: 2h 11m 5s elapsed, 3h 48m 55s of budget remaining. Output: (none)
- run_program at 2h 42m for 1200s (agent saw)
Ran pumpkin for 20m of game time; it is still running. Inventory change: cactus -4, carrot -3784, fertilizer +960, power -1214.99, pumpkin +2960, water +480. Game time: 3h 2m 35s elapsed, 2h 57m 25s of budget remaining. Output: (none)
cacti.py
r11h 18mSaved, never run
clear() n = get_world_size() while True: for x in range(n): for y in range(n): if get_ground_type() != Grounds.Soil: till() plant(Entities.Cactus) move(North) move(East) changed = True while changed: changed = False for x in range(n): for y in range(n): if get_pos_x() < n - 1 and measure() > measure(East): swap(East) changed = True if get_pos_y() < n - 1 and measure() > measure(North): swap(North) changed = True move(North) move(East) harvest()- Write result the agent saw
Saved cacti (24 lines). Game time: 1h 18m 15s elapsed, 4h 41m 45s of budget remaining.
- run_program at 1h 18m for 600s (agent saw)
Parse error: error_mixed_indentation
cactus2.py
r11h 18mRanFinal
clear() n = get_world_size() while True: for x in range(n): for y in range(n): if get_ground_type() != Grounds.Soil: till() plant(Entities.Cactus) move(North) move(East) changed = True while changed: changed = False for x in range(n): for y in range(n): if get_pos_x() < n - 1 and measure() > measure(East): swap(East) changed = True if get_pos_y() < n - 1 and measure() > measure(North): swap(North) changed = True move(North) move(East) harvest()- Write result the agent saw
Saved cactus2 (24 lines). Game time: 1h 18m 55s elapsed, 4h 41m 5s of budget remaining.
- run_program at 1h 18m for 600s (agent saw)
Ran cactus2 for 10m of game time; it is still running. Inventory change: cactus +32768, fertilizer +120, pumpkin -1152, water +240. Game time: 1h 29m 5s elapsed, 4h 30m 55s of budget remaining. Output: (none)
- run_program at 3h 02m for 1200s (agent saw)
Ran cactus2 for 20m of game time; it is still running. Inventory change: bone +11250, cactus +262144, fertilizer +960, power -1215.05, pumpkin -2560, water +480. Game time: 3h 22m 55s elapsed, 2h 37m 5s of budget remaining. Output: (none)
- run_program at 4h 35m for 900s (agent saw)
Ran cactus2 for 15m of game time; it is still running. Inventory change: cactus +1572864, fertilizer +720, power -911.56, pumpkin -16384, water +360. Game time: 4h 50m 15s elapsed, 1h 9m 45s of budget remaining. Output: (none)
economy2.py
r11h 29mRanFinal
clear() while True: if can_harvest(): harvest() y = get_pos_y() x = get_pos_x() if y % 4 == 0: if get_ground_type() != Grounds.Grassland: till() if y % 4 == 1: if (x + y) % 2 == 0: plant(Entities.Tree) use_item(Items.Fertilizer) else: plant(Entities.Bush) if y % 4 == 2: if get_ground_type() != Grounds.Soil: till() plant(Entities.Carrot) if y % 4 == 3: if get_ground_type() != Grounds.Soil: till() plant(Entities.Sunflower) move(North) if get_pos_y() == 0: move(East)- Write result the agent saw
Saved economy2 (26 lines). Game time: 1h 29m 35s elapsed, 4h 30m 25s of budget remaining.
- run_program at 1h 29m for 900s (agent saw)
Ran economy2 for 15m of game time; it is still running. Inventory change: carrot +19115, fertilizer -488, hay +25368, power +1750.62, water +360, weird_substance +9500, wood +19508. Game time: 1h 44m 45s elapsed, 4h 15m 15s of budget remaining. Output: Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: use_item(Items.Fertilizer) ^^ --------------------------------------------------------------------
maze.py
r11h 45mRanFinal
clear() dirs = [North, East, South, West] while True: plant(Entities.Bush) use_item(Items.Weird_Substance, get_world_size() * 2 ** (num_unlocked(Unlocks.Mazes) - 1)) d = 0 while get_entity_type() != Entities.Treasure: if can_move(dirs[(d + 1) % 4]): d = (d + 1) % 4 move(dirs[d]) elif can_move(dirs[d]): move(dirs[d]) else: d = (d + 3) % 4 harvest()- Write result the agent saw
Saved maze (15 lines). Game time: 1h 45m 15s elapsed, 4h 14m 45s of budget remaining.
- run_program at 1h 45m for 600s (agent saw)
Ran maze for 10m of game time; it is still running. Inventory change: fertilizer +240, gold +17920, power -607.50, water +240, weird_substance -2248. Game time: 1h 55m 25s elapsed, 4h 4m 35s of budget remaining. Output: (none)
multi.py
r12h 11mRanFinal
clear() def worker(start): while get_pos_x() != start: move(East) while True: if can_harvest(): harvest() y = get_pos_y() x = get_pos_x() if y % 4 == 0: if get_ground_type() != Grounds.Grassland: till() if y % 4 == 1: if (x + y) % 2 == 0: plant(Entities.Tree) if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) else: plant(Entities.Bush) if y % 4 == 2: if get_ground_type() != Grounds.Soil: till() plant(Entities.Carrot) if y % 4 == 3: if get_ground_type() != Grounds.Soil: till() plant(Entities.Sunflower) move(North) if get_pos_y() == 0: for i in range(4): move(East) for i in range(1, 4): spawn_drone(worker, i) worker(0)- Write result the agent saw
Saved multi (34 lines). Game time: 2h 11m 35s elapsed, 3h 48m 25s of budget remaining.
- run_program at 2h 11m for 1200s (agent saw)
Ran multi for 20m of game time; it is still running. Inventory change: carrot +97935, fertilizer -632, hay +318896, power +7698.58, water +480, weird_substance +39800, wood +300976. Game time: 2h 31m 45s elapsed, 3h 28m 15s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Sunflower. In: worker plant(Entities.Sunflower) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Sunflower. In: worker plant(Entities.Sunflower) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Sunflower. In: worker plant(Entities.Sunflower) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Sunflower. In: worker plant(Entities.Sunflower) ^^ --------------------------------------------------------------------- run_program at 3h 33m for 1200s (agent saw)
Ran multi for 20m of game time; it is still running. Inventory change: carrot +434810, fertilizer -2967, hay +462432, power +7537.23, water +480, weird_substance +554080, wood +1081376. Game time: 3h 54m 5s elapsed, 2h 5m 55s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Sunflower. In: worker plant(Entities.Sunflower) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Sunflower. In: worker plant(Entities.Sunflower) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Sunflower. In: worker plant(Entities.Sunflower) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Sunflower. In: worker plant(Entities.Sunflower) ^^ --------------------------------------------------------------------
bones.py
r12h 31mRanFinal
clear() n = get_world_size() while True: change_hat(Hats.Dinosaur_Hat) moving = True while moving: x = get_pos_x() y = get_pos_y() if y == 0: if x == 0: moving = move(North) else: moving = move(West) elif x % 2 == 0: if y == n - 1: moving = move(East) else: moving = move(North) else: if y == 1: if x == n - 1: moving = move(South) else: moving = move(East) else: moving = move(South) change_hat(Hats.Straw_Hat)- Write result the agent saw
Saved bones (27 lines). Game time: 2h 32m 5s elapsed, 3h 27m 55s of budget remaining.
- run_program at 2h 32m for 600s (agent saw)
Ran bones for 10m of game time; it is still running. Inventory change: bone +130050, cactus -1130, fertilizer +480, power -607.79, water +240. Game time: 2h 42m 15s elapsed, 3h 17m 45s of budget remaining. Output: (none)
- run_program at 4h 50m for 900s (agent saw)
Ran bones for 15m of game time; it is still running. Inventory change: bone +1560600, cactus -13968, fertilizer +720, power -911.26, water +360. Game time: 5h 5m 35s elapsed, 54m 25s of budget remaining. Output: (none)
pumpkin_fast.py
r13h 23mRanFinal
change_hat(Hats.Straw_Hat) clear() n = get_world_size() def prep(start): while get_pos_x() != start: move(East) ready = True for x in range(n // 4): for y in range(n): if get_ground_type() != Grounds.Soil: till() if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) if not can_harvest(): ready = False move(North) for i in range(4): move(East) return ready while True: drones = [] for i in range(1, 4): drones.append(spawn_drone(prep, i)) ready = prep(0) for d in drones: if not wait_for(d): ready = False if ready: harvest()- Write result the agent saw
Saved pumpkin_fast (29 lines). Game time: 3h 23m 15s elapsed, 2h 36m 45s of budget remaining.
- run_program at 3h 23m for 600s (agent saw)
Ran pumpkin_fast for 10m of game time; it is still running. Inventory change: carrot -17792, fertilizer +480, power -2347.76, pumpkin +73728, water +240. Game time: 3h 33m 25s elapsed, 2h 26m 35s of budget remaining. Output: … -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: prep plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: prep plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: prep plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: prep plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: prep plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: prep plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: prep plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: prep plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: prep plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: prep plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------- run_program at 4h 14m for 1200s (agent saw)
Ran pumpkin_fast for 20m of game time; it is still running. Inventory change: carrot -571008, fertilizer +960, power -4700.02, pumpkin +2703360, water +480. Game time: 4h 34m 55s elapsed, 1h 25m 5s of budget remaining. Output: (none)
gold.py
r15h 05mRanFinal
change_hat(Hats.Straw_Hat) clear() dirs = [North, East, South, West] while True: plant(Entities.Bush) use_item(Items.Weird_Substance, get_world_size() * 2 ** (num_unlocked(Unlocks.Mazes) - 1)) d = 0 while get_entity_type() != Entities.Treasure: if can_move(dirs[(d + 1) % 4]): d = (d + 1) % 4 move(dirs[d]) elif can_move(dirs[d]): move(dirs[d]) else: d = (d + 3) % 4 harvest()- Write result the agent saw
Saved gold (16 lines). Game time: 5h 5m 45s elapsed, 54m 15s of budget remaining.
- run_program at 5h 05m for 900s (agent saw)
Ran gold for 15m of game time; it is still running. Inventory change: bone +247808, fertilizer +720, gold +192512, power -911.25, water +360, weird_substance -12160. Game time: 5h 20m 55s elapsed, 39m 5s of budget remaining. Output: (none)
final_economy.py
r15h 21mRanFinal
clear() def worker(start): while get_pos_x() != start: move(East) while True: if can_harvest(): harvest() y = get_pos_y() x = get_pos_x() if y % 4 == 0: if get_ground_type() != Grounds.Grassland: till() elif y % 4 == 1: if (x + y) % 2 == 0: plant(Entities.Tree) if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) else: plant(Entities.Bush) elif y % 4 == 2 or x % 2 == 0: if get_ground_type() != Grounds.Soil: till() plant(Entities.Carrot) else: if get_ground_type() != Grounds.Soil: till() plant(Entities.Sunflower) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) for i in range(1, 16): spawn_drone(worker, i) worker(0)- Write result the agent saw
Saved final_economy (33 lines). Game time: 5h 21m 15s elapsed, 38m 45s of budget remaining.
- run_program at 5h 21m for 600s (agent saw)
Ran final_economy for 10m of game time; it is still running. Inventory change: carrot +2611896, fertilizer -3193, hay +6195904, power +3550.77, water -4151, weird_substance +2486720, wood +11103360. Game time: 5h 31m 25s elapsed, 28m 35s of budget remaining. Output: Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker use_item(Items.Fertilizer) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker use_item(Items.Fertilizer) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker use_item(Items.Fertilizer) ^^ --------------------------------------------------------------------
log
Step by step
- 0ssaidI’ll inspect the starting farm and game tools, then build up automation and unlock more resource types as production grows.
- 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
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…
- 20s
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…
- 30s
write_programname="start" · evidenceresult
Saved start (10 lines). Game time: 40s elapsed, 5h 59m 20s of budget remaining.
- 40s
run_programname="start" seconds=10result
Ran start for 5s of game time; it finished. Inventory change: hay +10. Game time: 55s elapsed, 5h 59m 5s of budget remaining. Output: (none)
- 55s
docs_readpath="docs/getting_started.md"result
# Getting Started This window contains information about everything in the game. You can move windows around by dragging and dropping the gray part of the window. You can move around by dragging anywhere outside the windows. To get started with programming, go to the [First Program](docs/first_program.md) page by clicking it. Be sure to check out the buttons in the top right corner of the scree…
- 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="hay" · evidenceresult
Saved hay (2 lines). Game time: 1m 25s elapsed, 5h 58m 35s of budget remaining.
- 1m 25s
run_programname="hay" seconds=100result
Ran hay for 1m 40s of game time; it is still running. Inventory change: hay +200. Game time: 3m 15s elapsed, 5h 56m 45s of budget remaining. Output: (none)
- 3m 15s
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: 3m 25s elapsed, 5h 56m 35s of budget remaining.
- 3m 25s
docs_readpath="unlocks/expand"result
## Expand Expands the farm. This also clears the farm. 1x3 => 3x3 ### Unlock Cost [Current cost: wood=20] [Tutorial](docs/unlocks/expand_1.md) Game time: 3m 35s elapsed, 5h 56m 25s of budget remaining.
- 3m 35s
write_programname="wood" · evidenceresult
Saved wood (4 lines). Game time: 3m 45s elapsed, 5h 56m 15s of budget remaining.
- 3m 45s
run_programname="wood" seconds=100result
Ran wood for 1m 40s of game time; it is still running. Inventory change: hay +6. Game time: 5m 35s elapsed, 5h 54m 25s of budget remaining. Output: (none)
- 5m 35s
buy_upgradeupgrades=["carrots","operators","expand"] · evidenceresult
Could not buy carrots: Not enough resources. Could not buy operators: Not enough resources. Could not buy expand: Not enough resources.
- 5m 45s
docs_readpath="docs/unlocks/plant.md"result
# Plant Grass is nice because it grows automatically. All other plants have to be planted with the `plant()` function. The only plant you can plant right now is a bush. You can pass the type of plant you want to plant to the function like this: `plant(Entities.Bush)` This will plant a bush under the drone. Call `clear()` to reset the farm to all grass and reset the drone position. It seems tha…
- 5m 55s
docs_readpath="unlocks/carrots"result
## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) ### Unlock Cost [Current cost: wood=50] Game time: 6m 5s elapsed, 5h 53m 55s of budget remaining.
- 6m 05sthoughtChecking can_harvest loops
- 6m 05s
write_programname="wood" · evidenceresult
Stop the program before editing it.
- 6m 15s
run_programname="wood" seconds=180result
Ran wood for 3m of game time; it is still running. Inventory change: no change. Game time: 9m 25s elapsed, 5h 50m 35s of budget remaining. Output: (none)
- 9m 25s
buy_upgradeupgrades=["carrots","operators","expand","watering"] · evidenceresult
Could not buy carrots: Not enough resources. Could not buy operators: Not enough resources. Could not buy expand: Not enough resources. Could not buy watering: Requires carrots first.
- 9m 35s
observeresult
Game time: 9m 45s elapsed, 5h 50m 15s of budget remaining. Program: wood (running). Inventory: hay 131. Farm 1x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Bu=bush. y= 2 _Bu2* y= 1 _Bu1 y= 0 _Bu1 Recent output: (none)
- 9m 45s
write_programname="wood2" · evidenceresult
Saved wood2 (5 lines). Game time: 9m 55s elapsed, 5h 50m 5s of budget remaining.
- 9m 55s
run_programname="wood2" seconds=120result
Ran wood2 for 2m of game time; it is still running. Inventory change: wood +72. Game time: 12m 5s elapsed, 5h 47m 55s of budget remaining. Output: (none)
- 12m 05s
buy_upgradeupgrades=["carrots","expand","watering"] · evidenceresult
Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md. Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md. Could not buy watering: Not enough resources. Game time: 12m 15s elapsed, 5h 47m 45s of budget remaining.
- 12m 15s
docs_readpath="docs/unlocks/carrots.md"result
# Carrots Before you can plant carrots with `plant(Entities.Carrot)`, you have to till the soil. This will change the ground to `Grounds.Soil`. To till the soil, simply call `till()`. Calling `till()` again will change it back to `Grounds.Grassland`. Planting carrots costs wood and hay. These items will be automatically removed when calling `plant(Entities.Carrot)`. You can see the cost of any p…
- 12m 25s
write_programname="base" · evidenceresult
Saved base (13 lines). Game time: 12m 35s elapsed, 5h 47m 25s of budget remaining.
- 12m 35s
run_programname="base" seconds=180result
Ran base for 3m of game time; it is still running. Inventory change: hay +132, wood +180. Game time: 15m 45s elapsed, 5h 44m 15s of budget remaining. Output: (none)
- 15m 45s
buy_upgradeupgrades=["operators","senses","watering","grass"] · evidenceresult
Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md. Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md. Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md. Could not buy grass: Not enough resources. Game time: 15m 55s elapsed, 5h 44m 5s of budget remaining.
- 15m 55s
write_programname="mixed" · evidenceresult
Saved mixed (12 lines). Game time: 16m 5s elapsed, 5h 43m 55s of budget remaining.
- 16m 05s
run_programname="mixed" seconds=180result
Ran mixed for 3m of game time; it is still running. Inventory change: carrot +116, hay +75, water +18, wood +59. Game time: 19m 15s elapsed, 5h 40m 45s of budget remaining. Output: (none)
- 19m 15s
buy_upgradeupgrades=["variables","trees","functions","grass","speed"] · evidenceresult
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 functions: Not enough resources. Could not buy grass: Not enough resources. Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md. Game time: 19m 25…
- 19m 25s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 1/10; cost wood 250; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of c…
- 19m 35ssaidThe farm now produces hay, wood, and carrots automatically. I’m expanding the growing area and improving yields to fund pumpkins and the later resource chains.
- 19m 35s
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 19m 45s elapsed, 5h 40m 15s of budget remaining.
- 19m 45s
write_programname="economy" · evidenceresult
Saved economy (17 lines). Game time: 19m 55s elapsed, 5h 40m 5s of budget remaining.
- 19m 55s
run_programname="economy" seconds=600result
Ran economy for 10m of game time; it is still running. Inventory change: carrot +459, hay +543, water +60, wood +1173. Game time: 30m 5s elapsed, 5h 29m 55s of budget remaining. Output: (none)
- 30m 05s
buy_upgradeupgrades=["grass","trees","carrots","speed","functions","expand","pumpkins","fertilizer"] · evidenceresult
Bought grass, now level 2. Paid hay 300. Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md. Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md. Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md. Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page …
- 30m 15s
observeresult
Game time: 30m 25s elapsed, 5h 29m 35s of budget remaining. Program: economy (running). Inventory: hay 143, wood 468, carrot 148, water 87. Farm 6x6. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Ca=carrot, Gr=grass, Tr=tree, Bu=bush. y= 5 #Ca3 #Ca2 #Ca1 _Gr3 _Gr3 _Gr…
- 30m 25s
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…
- 30m 35s
docs_readpath="docs/unlocks/fertilizer.md"result
No accessible documentation page docs/unlocks/fertilizer.md. Use docs_list.
- 30m 45s
waitseconds=600result
Waited 10m (time up). Program: economy running. Inventory change: carrot +1808, hay +840, water +60, wood +5496. Game time: 40m 55s elapsed, 5h 19m 5s of budget remaining.
- 40m 55s
buy_upgradeupgrades=["fertilizer","sunflowers","lists","speed","grass","trees","carrots"] · evidenceresult
Bought fertilizer, now level 1. Paid wood 500. Its tutorial is docs page docs/unlocks/fertilizer.md. Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md. Bought lists, now level 1. Paid carrot 500. Its tutorial is docs page docs/scripting/lists.md. Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md. Bought g…
- 41m 05s
docs_readpath="docs/unlocks/fertilizer.md"result
# Fertilizer At some point, waiting for the plants to grow is just not efficient enough anymore. Similar to water, you will automatically receive 1 fertilizer every 10 seconds, doubling with each upgrade. Fertilizer can make plants grow instantly. `use_item(Items.Fertilizer)` reduces the remaining growing time of the plant under the drone by 2 seconds. This has some side effects. Plants grown w…
- 41m 15s
docs_readpath="docs/unlocks/sunflowers.md"result
# Sunflowers [Sunflowers](objects/sunflower) collect the power of the sun. You can harvest that power. Planting them works exactly like planting carrots or pumpkins. Harvesting a grown sunflower yields power. If there are at least 10 sunflowers on the farm and you harvest the one with the largest number of petals you get `8` times more power! If you harvest a sunflower while there is another s…
- 41m 25s
waitseconds=900result
Waited 15m (time up). Program: economy running. Inventory change: carrot +7728, fertilizer +90, hay +3856, water +90, wood +9614. Game time: 56m 35s elapsed, 5h 3m 25s of budget remaining.
- 56m 35s
buy_upgradeupgrades=["trees","grass","expand","watering","watering","fertilizer"] · evidenceresult
Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md. Bought grass, now level 4. Paid wood 2500. Could not buy expand: Not enough resources. Bought watering, now level 2. Paid wood 200. Its tutorial is docs page docs/unlocks/watering.md. Bought watering, now level 3. Paid wood 800. Its tutorial is docs page docs/unlocks/watering.md. Bought fertilizer, now level…
- 56m 45s
write_programname="pumpkin" · evidenceresult
Saved pumpkin (15 lines). Game time: 56m 55s elapsed, 5h 3m 5s of budget remaining.
- 56m 55s
run_programname="pumpkin" seconds=600result
Ran pumpkin for 10m of game time; it is still running. Inventory change: carrot -1198, fertilizer +120, pumpkin +6048, water +240. Game time: 1h 7m 5s elapsed, 4h 52m 55s of budget remaining. Output: (none)
- 1h 07m
buy_upgradeupgrades=["cactus","pumpkins","dictionaries","costs","speed"] · evidenceresult
Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md. Could not buy dictionaries: Not enough resources. Could not buy costs: Requires dictionaries first. Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md. Game time…
- 1h 07m
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; can buy now; tutorial docs/unlocks/carrot…
- 1h 07m
buy_upgradeupgrades=["expand","carrots"] · evidenceresult
Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md. Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md. Game time: 1h 7m 35s elapsed, 4h 52m 25s of budget remaining.
- 1h 07m
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 07m
waitseconds=600result
Waited 10m (time up). Program: pumpkin running. Inventory change: carrot -3432, fertilizer +120, pumpkin +16896, water +240. Game time: 1h 17m 55s elapsed, 4h 42m 5s of budget remaining.
- 1h 17m
buy_upgradeupgrades=["dictionaries","costs","auto_unlock","utilities"] · evidenceresult
Bought dictionaries, now level 1. Paid pumpkin 2500. Its tutorial is docs page docs/scripting/dicts.md. Bought costs, now level 1. Paid pumpkin 2500. Its tutorial is docs page docs/unlocks/costs.md. Bought auto_unlock, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/auto_unlock.md. Bought utilities, now level 1. Paid pumpkin 1000. Game time: 1h 18m 5s elapsed, 4h 41m 55s of …
- 1h 18mthoughtReserving nearby carrots
- 1h 18m
write_programname="cacti" · evidenceresult
Saved cacti (24 lines). Game time: 1h 18m 15s elapsed, 4h 41m 45s of budget remaining.
- 1h 18m
run_programname="cacti" seconds=600result
Parse error: error_mixed_indentation
- 1h 18m
buy_upgradeupgrades=["dinosaurs"] · evidenceresult
Could not buy dinosaurs: Not enough resources.
- 1h 18m
docs_readpath="docs/unlocks/dinosaurs.md"result
No accessible documentation page docs/unlocks/dinosaurs.md. Use docs_list.
- 1h 18mthoughtInspecting indentation usage
- 1h 18m
write_programname="cactus2" · evidenceresult
Saved cactus2 (24 lines). Game time: 1h 18m 55s elapsed, 4h 41m 5s of budget remaining.
- 1h 18m
run_programname="cactus2" seconds=600result
Ran cactus2 for 10m of game time; it is still running. Inventory change: cactus +32768, fertilizer +120, pumpkin -1152, water +240. Game time: 1h 29m 5s elapsed, 4h 30m 55s of budget remaining. Output: (none)
- 1h 29m
buy_upgradeupgrades=["dinosaurs"] · evidenceresult
Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Game time: 1h 29m 15s elapsed, 4h 30m 45s of budget remaining.
- 1h 29m
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 29mthoughtCreating economy2 setup
- 1h 29msaidPumpkins and sorted cactus fields are producing well, and dinosaurs are unlocked. Next I’m building the fertilizer supply needed for mazes, while adding sunflower power to speed up the drone.
- 1h 29m
write_programname="economy2" · evidenceresult
Saved economy2 (26 lines). Game time: 1h 29m 35s elapsed, 4h 30m 25s of budget remaining.
- 1h 29m
run_programname="economy2" seconds=900result
Ran economy2 for 15m of game time; it is still running. Inventory change: carrot +19115, fertilizer -488, hay +25368, power +1750.62, water +360, weird_substance +9500, wood +19508. Game time: 1h 44m 45s elapsed, 4h 15m 15s of budget remaining. Output: Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: use_item(Items.Fertilizer) ^^ -------------------… - 1h 44m
buy_upgradeupgrades=["mazes","trees","grass","fertilizer","pumpkins"] · evidenceresult
Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md. Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md. Bought grass, now level 5. Paid wood 12500. Bought fertilizer, now level 3. Paid wood 9000. Its tutorial is docs page docs/unlocks/fertilizer.md. Bought pumpkins, now level 3. Paid carrot 4000. Its tutorial…
- 1h 44m
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 45m
write_programname="maze" · evidenceresult
Saved maze (15 lines). Game time: 1h 45m 15s elapsed, 4h 14m 45s of budget remaining.
- 1h 45m
run_programname="maze" seconds=600result
Ran maze for 10m of game time; it is still running. Inventory change: fertilizer +240, gold +17920, power -607.50, water +240, weird_substance -2248. Game time: 1h 55m 25s elapsed, 4h 4m 35s of budget remaining. Output: (none)
- 1h 55m
buy_upgradeupgrades=["megafarm","mazes","mazes","expand"] · evidenceresult
Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md. Bought mazes, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/mazes.md. Could not buy mazes: Not enough resources. Could not buy expand: Not enough resources. Game time: 1h 55m 35s elapsed, 4h 4m 25s of budget remaining.
- 1h 55m
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 55m
buy_upgradeupgrades=["megafarm","megafarm"] · evidenceresult
Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md. Could not buy megafarm: Not enough resources. Game time: 1h 55m 55s elapsed, 4h 4m 5s of budget remaining.
- 1h 55m
run_programname="pumpkin" seconds=900result
Ran pumpkin for 15m of game time; it is still running. Inventory change: carrot -17004, fertilizer +360, power -911.25, pumpkin +79872, water +360. Game time: 2h 11m 5s elapsed, 3h 48m 55s of budget remaining. Output: (none)
- 2h 11m
buy_upgradeupgrades=["expand","expand","cactus","pumpkins"] · evidenceresult
Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md. Could not buy cactus: Not enough resources. Could not buy pumpkins: Not enough resources. Game time: 2h 11m 15s elapsed, 3h 48m 45s of budget remaining.
- 2h 11m
observeresult
Game time: 2h 11m 25s elapsed, 3h 48m 35s of budget remaining. Program: pumpkin (running). Inventory: hay 26809, wood 3532, carrot 2, pumpkin 15272, cactus 22864, weird_substance 6332, gold 9520, water 2036, fertilizer 625, power 228.55. 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); * mar…
- 2h 11mthoughtPartitioning columns modulo
- 2h 11m
write_programname="multi" · evidenceresult
Saved multi (34 lines). Game time: 2h 11m 35s elapsed, 3h 48m 25s of budget remaining.
- 2h 11m
run_programname="multi" seconds=1200result
Ran multi for 20m of game time; it is still running. Inventory change: carrot +97935, fertilizer -632, hay +318896, power +7698.58, water +480, weird_substance +39800, wood +300976. Game time: 2h 31m 45s elapsed, 3h 28m 15s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Sunflower. In: worker plant(Entities.Sunflower) ^^ ---------------… - 2h 31m
buy_upgradeupgrades=["trees","trees","carrots","grass","fertilizer","pumpkins"] · evidenceresult
Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md. Bought trees, now level 6. Paid hay 76800. Its tutorial is docs page docs/unlocks/trees.md. Bought carrots, now level 5. Paid wood 31200. Its tutorial is docs page docs/unlocks/carrots.md. Bought grass, now level 6. Paid wood 62500. Bought fertilizer, now level 4. Paid wood 54000. Its tutorial is docs page …
- 2h 31mthoughtPlanning Hamiltonian cycle
- 2h 31m
write_programname="bones" · evidenceresult
Saved bones (27 lines). Game time: 2h 32m 5s elapsed, 3h 27m 55s of budget remaining.
- 2h 32m
run_programname="bones" seconds=600result
Ran bones for 10m of game time; it is still running. Inventory change: bone +130050, cactus -1130, fertilizer +480, power -607.79, water +240. Game time: 2h 42m 15s elapsed, 3h 17m 45s of budget remaining. Output: (none)
- 2h 42m
buy_upgradeupgrades=["dinosaurs","dinosaurs"] · evidenceresult
Bought dinosaurs, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Could not buy dinosaurs: Not enough resources. Game time: 2h 42m 25s elapsed, 3h 17m 35s of budget remaining.
- 2h 42mthoughtSorting cactus items
- 2h 42msaidAll major resource chains are now open, including gold and bones. Four drones have greatly increased basic crop production; I’m using that surplus to raise yields before the final production runs.
- 2h 42m
run_programname="pumpkin" seconds=1200result
Ran pumpkin for 20m of game time; it is still running. Inventory change: cactus -4, carrot -3784, fertilizer +960, power -1214.99, pumpkin +2960, water +480. Game time: 3h 2m 35s elapsed, 2h 57m 25s of budget remaining. Output: (none)
- 3h 02m
buy_upgradeupgrades=["cactus","cactus","pumpkins","expand"] · evidenceresult
Could not buy cactus: Not enough resources. Could not buy cactus: Not enough resources. Bought pumpkins, now level 5. Paid carrot 64000. Its tutorial is docs page docs/unlocks/pumpkins.md. Could not buy expand: Not enough resources. Game time: 3h 2m 45s elapsed, 2h 57m 15s of budget remaining.
- 3h 02m
run_programname="cactus2" seconds=1200result
Ran cactus2 for 20m of game time; it is still running. Inventory change: bone +11250, cactus +262144, fertilizer +960, power -1215.05, pumpkin -2560, water +480. Game time: 3h 22m 55s elapsed, 2h 37m 5s of budget remaining. Output: (none)
- 3h 22m
buy_upgradeupgrades=["mazes","mazes","dinosaurs","dinosaurs"] · evidenceresult
Bought mazes, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/mazes.md. Could not buy mazes: Not enough resources. Bought dinosaurs, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Could not buy dinosaurs: Not enough resources. Game time: 3h 23m 5s elapsed, 2h 36m 55s of budget remaining.
- 3h 23mthoughtClearing the hat
- 3h 23m
write_programname="pumpkin_fast" · evidenceresult
Saved pumpkin_fast (29 lines). Game time: 3h 23m 15s elapsed, 2h 36m 45s of budget remaining.
- 3h 23m
run_programname="pumpkin_fast" seconds=600result
Ran pumpkin_fast for 10m of game time; it is still running. Inventory change: carrot -17792, fertilizer +480, power -2347.76, pumpkin +73728, water +240. Game time: 3h 33m 25s elapsed, 2h 26m 35s of budget remaining. Output: … -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: prep plant(Entities.Pumpkin) …
- 3h 33m
buy_upgradeupgrades=["cactus","cactus"] · evidenceresult
Bought cactus, now level 2. Paid pumpkin 20000. Its tutorial is docs page docs/unlocks/cactus.md. Could not buy cactus: Not enough resources. Game time: 3h 33m 35s elapsed, 2h 26m 25s of budget remaining.
- 3h 33m
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; can buy now; tutorial docs/u…
- 3h 33mthoughtPreparing million basics
- 3h 33m
buy_upgradeupgrades=["carrots"] · evidenceresult
Bought carrots, now level 6. Paid wood 156000. Its tutorial is docs page docs/unlocks/carrots.md. Game time: 3h 33m 55s elapsed, 2h 26m 5s of budget remaining.
- 3h 33m
run_programname="multi" seconds=1200result
Ran multi for 20m of game time; it is still running. Inventory change: carrot +434810, fertilizer -2967, hay +462432, power +7537.23, water +480, weird_substance +554080, wood +1081376. Game time: 3h 54m 5s elapsed, 2h 5m 55s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Sunflower. In: worker plant(Entities.Sunflower) ^^ -------------… - 3h 54m
buy_upgradeupgrades=["trees","grass","carrots"] · evidenceresult
Bought trees, now level 7. Paid hay 307000. Its tutorial is docs page docs/unlocks/trees.md. Bought grass, now level 7. Paid wood 312000. Bought carrots, now level 7. Paid wood 781000. Its tutorial is docs page docs/unlocks/carrots.md. Game time: 3h 54m 15s elapsed, 2h 5m 45s of budget remaining.
- 3h 54m
waitseconds=1200result
Waited 20m (time up). Program: multi running. Inventory change: carrot +870663, fertilizer -1, hay +1013696, power +7881.03, water +480, weird_substance +296000, wood +2430272. Game time: 4h 14m 25s elapsed, 1h 45m 35s of budget remaining.
- 4h 14m
buy_upgradeupgrades=["trees","grass","carrots"] · evidenceresult
Bought trees, now level 8. Paid hay 1230000. Its tutorial is docs page docs/unlocks/trees.md. Bought grass, now level 8. Paid wood 1560000. Could not buy carrots: Not enough resources. Game time: 4h 14m 35s elapsed, 1h 45m 25s of budget remaining.
- 4h 14mthoughtAllocating resource shares
- 4h 14m
buy_upgradeupgrades=["pumpkins"] · evidenceresult
Bought pumpkins, now level 6. Paid carrot 256000. Its tutorial is docs page docs/unlocks/pumpkins.md. Game time: 4h 14m 45s elapsed, 1h 45m 15s of budget remaining.
- 4h 14m
run_programname="pumpkin_fast" seconds=1200result
Ran pumpkin_fast for 20m of game time; it is still running. Inventory change: carrot -571008, fertilizer +960, power -4700.02, pumpkin +2703360, water +480. Game time: 4h 34m 55s elapsed, 1h 25m 5s of budget remaining. Output: (none)
- 4h 34m
buy_upgradeupgrades=["cactus","cactus"] · evidenceresult
Bought cactus, now level 3. Paid pumpkin 120000. Its tutorial is docs page docs/unlocks/cactus.md. Bought cactus, now level 4. Paid pumpkin 720000. Its tutorial is docs page docs/unlocks/cactus.md. Game time: 4h 35m 5s elapsed, 1h 24m 55s of budget remaining.
- 4h 35m
run_programname="cactus2" seconds=900result
Ran cactus2 for 15m of game time; it is still running. Inventory change: cactus +1572864, fertilizer +720, power -911.56, pumpkin -16384, water +360. Game time: 4h 50m 15s elapsed, 1h 9m 45s of budget remaining. Output: (none)
- 4h 50m
buy_upgradeupgrades=["dinosaurs","mazes","dinosaurs","mazes"] · evidenceresult
Bought dinosaurs, now level 4. Paid cactus 432000. Its tutorial is docs page docs/unlocks/dinosaurs.md. 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 mazes: Not enough resources. Game time: 4h 50m 25s elapsed, 1h 9m 35s of budget remaining.
- 4h 50mthoughtKeeping cactus size 16
- 4h 50msaidThe farm has produced millions of pumpkins and cactus, with strong hay, wood, and carrot output. I’m spending the remaining time on upgraded bone and gold production, then finishing with the four-drone crop economy.
- 4h 50m
run_programname="bones" seconds=900result
Ran bones for 15m of game time; it is still running. Inventory change: bone +1560600, cactus -13968, fertilizer +720, power -911.26, water +360. Game time: 5h 5m 35s elapsed, 54m 25s of budget remaining. Output: (none)
- 5h 05m
write_programname="gold" · evidenceresult
Saved gold (16 lines). Game time: 5h 5m 45s elapsed, 54m 15s of budget remaining.
- 5h 05m
run_programname="gold" seconds=900result
Ran gold for 15m of game time; it is still running. Inventory change: bone +247808, fertilizer +720, gold +192512, power -911.25, water +360, weird_substance -12160. Game time: 5h 20m 55s elapsed, 39m 5s of budget remaining. Output: (none)
- 5h 20m
buy_upgradeupgrades=["megafarm","megafarm"] · evidenceresult
Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md. Bought megafarm, now level 4. Paid gold 128000. Its tutorial is docs page docs/unlocks/megafarm.md. Game time: 5h 21m 5s elapsed, 38m 55s of budget remaining.
- 5h 21mthoughtWriting per-column allocation
- 5h 21m
write_programname="final_economy" · evidenceresult
Saved final_economy (33 lines). Game time: 5h 21m 15s elapsed, 38m 45s of budget remaining.
- 5h 21m
run_programname="final_economy" seconds=600result
Ran final_economy for 10m of game time; it is still running. Inventory change: carrot +2611896, fertilizer -3193, hay +6195904, power +3550.77, water -4151, weird_substance +2486720, wood +11103360. Game time: 5h 31m 25s elapsed, 28m 35s of budget remaining. Output: Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker use_item(Items.Fertilizer) ^^ … - 5h 31m
buy_upgradeupgrades=["carrots","grass","trees"] · evidenceresult
Bought carrots, now level 8. Paid wood 3910000. Its tutorial is docs page docs/unlocks/carrots.md. Bought grass, now level 9. Paid wood 7810000. Bought trees, now level 9. Paid hay 4920000. Its tutorial is docs page docs/unlocks/trees.md. Game time: 5h 31m 35s elapsed, 28m 25s of budget remaining.
- 5h 31m
waitseconds=900result
Waited 15m (time up). Program: final_economy running. Inventory change: carrot +5888423, hay +23872384, power +281.09, water -2325, weird_substance +936320, wood +24369664. Game time: 5h 46m 45s elapsed, 13m 15s of budget remaining.
- 5h 46m
buy_upgradeupgrades=["carrots","grass","trees"] · evidenceresult
Bought carrots, now level 9. Paid wood 19500000. Its tutorial is docs page docs/unlocks/carrots.md. Could not buy grass: Not enough resources. Bought trees, now level 10. Paid hay 19700000. Its tutorial is docs page docs/unlocks/trees.md. Game time: 5h 46m 55s elapsed, 13m 5s of budget remaining.
- 5h 46mthoughtCalculating remaining wait
- 5h 46msaidSixteen drones are now farming in parallel, and tree yield is fully upgraded. I’ll use the last 13 minutes for uninterrupted production.
- 5h 46m
waitseconds=775result
Waited 12m 55s (time up). Program: final_economy running. Inventory change: carrot +5551596, fertilizer +1, hay +24184320, power -5551.83, water +1, weird_substance +1642240, wood +21647360. Game time: 6h elapsed, 0s of budget remaining. The game-time budget is used up. The run is over; stop now.
- 6h 00m
observeresult
The game-time budget is used up. The run is over; stop now.
- 6h 00msaidUsed the full 6-hour budget. Built a 16×16 farm with 16 drones and produced all major resources: hay, wood, carrots, pumpkins, cactus, bones, gold, power, and weird substance. Highlights include over 2.7 million pumpkins, 1.8 million bones, and 200,000 gold. The final 13 minutes alone produced 24.2 million hay, 21.6 million wood, and 5.6 million carrots.
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) | 52,085 |
| Cache reads | 915,840 |
| Cache writes | 0 |
| Output | 6,189 |
| Thinking (subset of output where reported) | 399 |
| Total | 974,114 |
|---|
| Model | Tokens | Estimate |
|---|---|---|
| gpt-6-astra | 974,114 | $1.75 |
Estimate: API-equivalent estimate at list prices; not an actual charge. Price table prices-2026-10-16b.
- gpt-6-astra: 974114 tokens without per-request detail priced at the base rate; prompts above 272000 tokens would cost more
conditions
Limitations
- Cost estimate assumption: gpt-6-astra: 974114 tokens without per-request detail priced at the base rate; prompts above 272000 tokens would cost more.
| Run id | economy-v1-codex-gpt-6-astra-s1-a1-20261016T133635Z |
|---|---|
| Task | economy-v1 · acb5fb455a43 |
| Budget | 6h 00m game time · 10s per action · caps: 2,000 tool calls, 20 continuations, 4h 00m real time |
| Agent | Codex 2.2.2 (@agentclientprotocol/codex-acp) |
| Applied config | {"mode":"read-only","model":"gpt-6-astra","reasoning_effort":"medium","fast-mode":"off"} |
| Models reported | gpt-6-astra |
| Tools available | not recorded |
| Harness | 55e7bd366f82 |
| Bridge / game | 3ee9b950dce5 / 953fea25964f |
| Adapters | claude-agent-acp 0.91.0, codex-acp 2.2.2, acp-sdk 1.8.0, mcp-sdk 1.32.1 |
| Rubrics | economy-v1 (headline) · Σ over resources of log10(1 + produced) · 51746c5bec27 economy-weighted-v1 · scores 8.01 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd |
| Started / ended | 2026-10-16T13:36:35.702Z → 2026-10-16T13:42:27.686Z |
| Evidence | 57 items in evidence.json |