GPT-6 Astra, seed 2
Codex · medium reasoning effort
Hay 3.42m produced, 6.53 points
Wood 8.81m produced, 6.94 points
Carrot 3.22m produced, 6.51 points
Pumpkin 1.01m produced, 6.01 points
Cactus 1.46m produced, 6.16 points
Power 27.8k produced, 4.44 points
Bone 1.85m produced, 6.27 points
Weird substance 2.84m produced, 6.45 points
Gold 89.2k produced, 4.95 points
Water 76k produced, 4.88 points
Fertilizer 10.3k produced, 4.01 points
Produced by the end of the run. Pips: points each resource adds to the score, one per tenfold.
- Score · economy-v1
- 63.16orders of magnitude · model mean 66.65
- On seed 2
- #4of 8 models
- Cost
- $1.73API-equivalent estimate
- Real time
- 5m 01swall 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 | 21.3 |
| 2h 00m | 34.4 |
| 3h 00m | 47.6 |
| 4h 00m | 56.3 |
| 5h 00m | 60.0 |
| 6h 00m | 63.2 |
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 2 mean |
|---|---|---|---|
| Resources opened | 11 of 11 | 11 of 11 | 10.1 of 11 |
| Study | 20 | 19 | 43 |
| Action overhead | 5% | 5% | 11% |
| Tool calls | 107 | 110 | 231 |
| Program writes | 20 | 19 | 39 |
| Program stints | 26 | 27 | 39 |
| Median stint | 15m 25s | 13m 42s | 5m 28s |
| Cost per point | $0.027 | $0.027 | $0.084 |
Farm idle 1% of samples; longest stint 36m 20s; 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 |
|---|---|---|---|
| 53s | {"upgrades":["loops"]} | loops 1 | Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. |
| 2m 23s | {"upgrades":["speed","plant","expand"]} | speed 1, plant 1, expand 1 | Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. |
| 5m 03s | {"upgrades":["carrots","expand","operators","watering"]} | — | Could not buy carrots: Not enough resources. |
| 9m 13s | {"upgrades":["carrots","expand","watering"]} | — | Could not buy carrots: Not enough resources. |
| 12m 53s | {"upgrades":["carrots","expand","watering","speed"]} | carrots 1, expand 2, speed 2 | Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md. |
| 15m 23s | {"upgrades":["operators","senses","grass"]} | operators 1, senses 1 | Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md. |
| 26m 03s | {"upgrades":["variables","functions","trees","watering","grass","expand","speed"]} | variables 1, functions 1, functions 1, trees 1, watering 1, grass 2, expand 3, speed 3 | Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md. |
| 28m 47s | {"upgrades":["pumpkins","fertilizer","lists","sunflowers"]} | pumpkins 1 | Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 29m 27s | {"upgrades":["trees","expand"]} | trees 2 | Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md. |
| 49m 57s | {"upgrades":["carrots","trees","grass","fertilizer","lists","sunflowers","speed","expand"]} | carrots 2, trees 3, grass 3, fertilizer 1, expand 4 | Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md. |
| 1h 10m | {"upgrades":["speed","sunflowers","lists","carrots","pumpkins","mazes","expand"]} | speed 4, sunflowers 1, lists 1, carrots 3, mazes 1, expand 5 | Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md. |
| 1h 26m | {"upgrades":["pumpkins","pumpkins","grass","trees","speed","fertilizer"]} | pumpkins 2, pumpkins 3, grass 4, speed 5, fertilizer 2 | Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 1h 46m | {"upgrades":["cactus","trees","watering","watering"]} | cactus 1, trees 4, watering 2, watering 3 | Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. |
| 1h 57m | {"upgrades":["megafarm"]} | megafarm 1 | Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 1h 57m | {"upgrades":["megafarm","dictionaries","costs","debug"]} | megafarm 2, dictionaries 1, costs 1, debug 1 | Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 1h 58m | {"upgrades":["dinosaurs","mazes","debug_2"]} | debug_2 1 | Could not buy dinosaurs: Not enough resources. |
| 2h 09m | {"upgrades":["dinosaurs","mazes"]} | dinosaurs 1, hats 1, mazes 2 | Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md. |
| 2h 09m | {"upgrades":["grass","carrots","trees"]} | grass 5, carrots 4, trees 5 | Bought grass, now level 5. Paid wood 12500. |
| 2h 30m | {"upgrades":["pumpkins","pumpkins","watering","watering","watering","fertilizer","grass","carrots"]} | pumpkins 4, pumpkins 5, watering 4, watering 5, watering 6, fertilizer 3, grass 6, carrots 5 | Bought pumpkins, now level 4. Paid carrot 16000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 2h 40m | {"upgrades":["expand","expand","cactus","cactus"]} | expand 6, expand 7, cactus 2 | Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 3h 01m | {"upgrades":["trees","grass","carrots","fertilizer","watering"]} | trees 6, grass 7, carrots 6, fertilizer 4, watering 7 | Bought trees, now level 6. Paid hay 76800. Its tutorial is docs page docs/unlocks/trees.md. |
| 3h 16m | {"upgrades":["cactus","cactus","expand"]} | cactus 3 | Bought cactus, now level 3. Paid pumpkin 120000. Its tutorial is docs page docs/unlocks/cactus.md. |
| 3h 37m | {"upgrades":["dinosaurs","dinosaurs","mazes","mazes"]} | dinosaurs 2, hats 1, dinosaurs 3, hats 1, mazes 3 | Bought dinosaurs, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/dinosaurs.md. |
| 4h 13m | {"upgrades":["megafarm","trees"]} | megafarm 3, trees 7 | Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 4h 33m | {"upgrades":["pumpkins","trees","carrots"]} | pumpkins 6, carrots 7 | Bought pumpkins, now level 6. Paid carrot 256000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 4h 53m | {"upgrades":["expand","cactus"]} | expand 8 | Bought expand, now level 8. Paid pumpkin 512000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 5h 14m | {"upgrades":["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. |
Programs 21 writes, code as the agent wrote it
start.py
r130sRanFinal
harvest() harvest() harvest() harvest() harvest()- Write result the agent saw
Saved start (5 lines). Game time: 40s elapsed, 5h 59m 20s of budget remaining.
- run_program at 40s for 20s (agent saw)
Ran start for 3s of game time; it finished. Inventory change: hay +5. Game time: 53s elapsed, 5h 59m 7s of budget remaining. Output: (none)
hay.py
r11m 03sRanFinal
while True: harvest()- Write result the agent saw
Saved hay (2 lines). Game time: 1m 13s elapsed, 5h 58m 47s of budget remaining.
- run_program at 1m 13s for 60s (agent saw)
Ran hay for 1m of game time; it is still running. Inventory change: hay +120. Game time: 2m 23s elapsed, 5h 57m 37s of budget remaining. Output: (none)
wood.py
r12m 43sRanFinal
while True: harvest() plant(Entities.Bush) move(North)- Write result the agent saw
Saved wood (4 lines). Game time: 2m 53s elapsed, 5h 57m 7s of budget remaining.
- run_program at 2m 53s for 120s (agent saw)
Ran wood for 2m of game time; it is still running. Inventory change: hay +2. Game time: 5m 3s elapsed, 5h 54m 57s of budget remaining. Output: (none)
- run_program at 6m 03s for 180s (agent saw)
Ran wood for 3m of game time; it is still running. Inventory change: no change. Game time: 9m 13s elapsed, 5h 50m 47s of budget remaining. Output: (none)
—5m 53sRejected
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 33sRanFinal
while True: if can_harvest(): harvest() plant(Entities.Bush) move(North)- Write result the agent saw
Saved wood2 (5 lines). Game time: 9m 43s elapsed, 5h 50m 17s of budget remaining.
- run_program at 9m 43s for 180s (agent saw)
Ran wood2 for 3m of game time; it is still running. Inventory change: wood +107. Game time: 12m 53s elapsed, 5h 47m 7s of budget remaining. Output: (none)
basic.py
r113m 03sRanFinal
while True: if can_harvest(): harvest() move(North) if can_harvest(): harvest() move(North) if can_harvest(): harvest() move(North) move(East)- Write result the agent saw
Saved basic (11 lines). Game time: 13m 13s elapsed, 5h 46m 47s of budget remaining.
- run_program at 13m 13s for 120s (agent saw)
Ran basic for 2m of game time; it is still running. Inventory change: hay +227, wood +7. Game time: 15m 23s elapsed, 5h 44m 37s of budget remaining. Output: (none)
mixed.py
r115m 43sRanFinal
while True: if can_harvest(): harvest() if get_pos_x() == 1: plant(Entities.Bush) if get_pos_x() == 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: 15m 53s elapsed, 5h 44m 7s of budget remaining.
- run_program at 15m 53s for 600s (agent saw)
Ran mixed for 10m of game time; it is still running. Inventory change: carrot +414, hay +463, wood +483. Game time: 26m 3s elapsed, 5h 33m 57s of budget remaining. Output: (none)
economy.py
r129m 37sRanFinal
while True: if can_harvest(): harvest() x = get_pos_x() y = get_pos_y() if x % 4 == 0: if get_ground_type() == Grounds.Soil: till() if x % 4 == 1: if (x+y) % 2 == 0: plant(Entities.Tree) else: plant(Entities.Bush) if x % 4 == 2: if get_ground_type() != Grounds.Soil: till() plant(Entities.Carrot) if x % 4 == 3: if get_ground_type() != Grounds.Soil: till() plant(Entities.Pumpkin) move(North) if get_pos_y() == 0: move(East)- Write result the agent saw
Saved economy (24 lines). Game time: 29m 47s elapsed, 5h 30m 13s of budget remaining.
- run_program at 29m 47s for 1200s (agent saw)
Ran economy for 20m of game time; it is still running. Inventory change: carrot +227, hay +1788, pumpkin +569, water +120, wood +4892. Game time: 49m 57s elapsed, 5h 10m 3s of budget remaining. Output: (none)
economy2.py
r150m 17sRanFinal
while True: if can_harvest(): harvest() x = get_pos_x() y = get_pos_y() if x == 0: if get_ground_type() == Grounds.Soil: till() if x == 1: if y % 2 == 0: plant(Entities.Tree) use_item(Items.Fertilizer) else: plant(Entities.Bush) if x == 2 or x == 3 or x > 5: if get_ground_type() != Grounds.Soil: till() plant(Entities.Carrot) if x == 4 or x == 5: if get_ground_type() != Grounds.Soil: till() plant(Entities.Pumpkin) move(North) if get_pos_y() == 0: move(East)- Write result the agent saw
Saved economy2 (25 lines). Game time: 50m 27s elapsed, 5h 9m 33s of budget remaining.
- run_program at 50m 27s for 1200s (agent saw)
Ran economy2 for 20m of game time; it is still running. Inventory change: carrot +1439, fertilizer -1, hay +960, pumpkin +1097, water +120, weird_substance +2030, wood +5830. Game time: 1h 10m 37s elapsed, 4h 49m 23s of budget remaining. Output: Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: use_item(Items.Fertilizer) ^^ --------------------------------------------------------------------
economy3.py
r11h 26mRan
while True: if can_harvest(): harvest() x = get_pos_x() y = get_pos_y() if x < 2: if get_ground_type() == Grounds.Soil: till() if x == 2: if y % 2 == 0: plant(Entities.Tree) if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) else: plant(Entities.Bush) if x > 2: if get_ground_type() != Grounds.Soil: till() if x == 3 or x == 4: plant(Entities.Carrot) if x == 5 or x == 6: plant(Entities.Pumpkin) if x == 7: plant(Entities.Sunflower) move(North) if get_pos_y() == 0: move(East)- Write result the agent saw
Saved economy3 (27 lines). Game time: 1h 26m 47s elapsed, 4h 33m 13s of budget remaining.
- run_program at 1h 26m for 1200s (agent saw)
Ran economy3 for 20m of game time; it is still running. Inventory change: carrot -1193, hay +23416, pumpkin +13576, water +120, weird_substance +4570, wood +13014. Game time: 1h 46m 57s elapsed, 4h 13m 3s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Sunflower. In: plant(Entities.Sunflower) ^^ --------------------------------------------------------------------
gold.py
r11h 47mRanFinal
dirs = [North, East, South, West] while num_items(Items.Weird_Substance) > get_world_size(): harvest() plant(Entities.Bush) use_item(Items.Weird_Substance, get_world_size()) d = 0 while get_entity_type() != Entities.Treasure: if move(dirs[(d+1)%4]): d = (d+1)%4 elif move(dirs[d]): pass else: d = (d+3)%4 harvest()- Write result the agent saw
Saved gold (14 lines). Game time: 1h 47m 17s elapsed, 4h 12m 43s of budget remaining.
- run_program at 1h 47m for 600s (agent saw)
Ran gold for 10m of game time; it is still running. Inventory change: fertilizer +120, gold +9472, hay +8, power -6.61, water +240, weird_substance -1192. Game time: 1h 57m 27s elapsed, 4h 2m 33s of budget remaining. Output: (none)
cacti.py
r11h 58mSaved, 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) for k in range(n): for x in range(n): for y in range(n): if get_pos_y() < n-1 and measure() > measure(North): swap(North) if get_pos_x() < n-1 and measure() > measure(East): swap(East) move(North) move(East) harvest()- Write result the agent saw
Saved cacti (20 lines). Game time: 1h 58m 27s elapsed, 4h 1m 33s of budget remaining.
- run_program at 1h 58m for 600s (agent saw)
Parse error: error_mixed_indentation
cacti2.py
r11h 58mRan
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) for k in range(n): for x in range(n): for y in range(n): if get_pos_y() < n - 1 and measure() > measure(North): swap(North) if get_pos_x() < n - 1 and measure() > measure(East): swap(East) move(North) move(East) harvest()- Write result the agent saw
Saved cacti2 (20 lines). Game time: 1h 59m 7s elapsed, 4h 53s of budget remaining.
- run_program at 1h 59m for 600s (agent saw)
Ran cacti2 for 10m of game time; it is still running. Inventory change: cactus +35612, fertilizer +120, pumpkin -1260, water +240. Game time: 2h 9m 17s elapsed, 3h 50m 43s of budget remaining. Output: (none)
- run_program at 3h 16m for 1200s (agent saw)
Ran cacti2 for 20m of game time; it is still running. Inventory change: cactus +480848, fertilizer +960, pumpkin -5968, water +7680. Game time: 3h 37m 7s elapsed, 2h 22m 53s of budget remaining. Output: (none)
- run_program at 4h 53m for 1200s (agent saw)
Ran cacti2 for 20m of game time; it is still running. Inventory change: cactus +937024, fertilizer +960, pumpkin -7368, water +7680. Game time: 5h 14m 7s elapsed, 45m 53s of budget remaining. Output: (none)
supplies.py
r12h 09mRan
clear() def work(): start = get_pos_x() while True: for col in range(2): for y in range(get_world_size()): if can_harvest(): harvest() x = get_pos_x() if x < 2: if get_ground_type() == Grounds.Soil: till() elif x < 4: if (x + get_pos_y()) % 2 == 0: plant(Entities.Tree) else: plant(Entities.Bush) else: if get_ground_type() != Grounds.Soil: till() if x == 7 and get_pos_y() < 3: plant(Entities.Sunflower) else: plant(Entities.Carrot) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East) move(West) move(West) for i in range(3): spawn_drone(work) move(East) move(East) work()- Write result the agent saw
Saved supplies (35 lines). Game time: 2h 9m 57s elapsed, 3h 50m 3s of budget remaining.
- run_program at 2h 09m for 1200s (agent saw)
Ran supplies for 20m of game time; it is still running. Inventory change: carrot +121579, fertilizer +240, hay +166656, water -1036, wood +499152. Game time: 2h 30m 7s elapsed, 3h 29m 53s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: work use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: work use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: work use_item(Items.Water) ^^ --------------------------------------------------------------------
pumpkinfield.py
r12h 30mRan
clear() n = get_world_size() while True: ready = True for x in range(n): for y in range(n): if get_ground_type() != Grounds.Soil: till() if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) ready = False elif not can_harvest(): ready = False move(North) move(East) if ready: harvest()- Write result the agent saw
Saved pumpkinfield (17 lines). Game time: 2h 30m 37s elapsed, 3h 29m 23s of budget remaining.
- run_program at 2h 30m for 600s (agent saw)
Ran pumpkinfield for 10m of game time; it is still running. Inventory change: carrot -28208, fertilizer +240, pumpkin +135168, water +1920. Game time: 2h 40m 47s elapsed, 3h 19m 13s of budget remaining. Output: (none)
- run_program at 3h 01m for 900s (agent saw)
Ran pumpkinfield for 15m of game time; it is still running. Inventory change: carrot -60304, fertilizer +720, power -434.20, pumpkin +270336, water +5760. Game time: 3h 16m 47s elapsed, 2h 43m 13s of budget remaining. Output: (none)
- run_program at 4h 33m for 1200s (agent saw)
Ran pumpkinfield for 20m of game time; it is still running. Inventory change: carrot -132224, fertilizer +960, power -252.79, pumpkin +589824, water +7680. Game time: 4h 53m 47s elapsed, 1h 6m 13s of budget remaining. Output: (none)
supplies16.py
r12h 41mRan
clear() def work(): width = get_world_size() // 4 while True: for col in range(width): for y in range(get_world_size()): if can_harvest(): harvest() x = get_pos_x() if x < width: if get_ground_type() == Grounds.Soil: till() elif x < width * 2: if (x + get_pos_y()) % 2 == 0: plant(Entities.Tree) if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) else: plant(Entities.Bush) else: if get_ground_type() != Grounds.Soil: till() if x == get_world_size()-1: plant(Entities.Sunflower) else: plant(Entities.Carrot) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East) for i in range(width): move(West) for i in range(3): spawn_drone(work) for j in range(get_world_size() // 4): move(East) work()- Write result the agent saw
Saved supplies16 (37 lines). Game time: 2h 41m 17s elapsed, 3h 18m 43s of budget remaining.
- run_program at 2h 41m for 1200s (agent saw)
Ran supplies16 for 20m of game time; it is still running. Inventory change: carrot +338773, fertilizer -781, hay +339072, power +439.23, water -2048, weird_substance +107920, wood +581568. Game time: 3h 1m 27s elapsed, 2h 58m 33s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: work use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: work use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: work use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: work use_item(Items.Water) ^^ --------------------------------------------------------------------- run_program at 4h 13m for 1200s (agent saw)
Ran supplies16 for 20m of game time; it is still running. Inventory change: carrot +667696, fertilizer -3440, hay +693408, power +243.76, water -145, weird_substance +1417920, wood +1522720. Game time: 4h 33m 27s elapsed, 1h 26m 33s of budget remaining. Output: (none)
bones.py
r13h 37mRan
clear() n = get_world_size() while True: change_hat(Hats.Dinosaur_Hat) running = True while running: if get_pos_y() == 0: if get_pos_x() == 0: running = move(North) else: running = move(West) elif get_pos_x() % 2 == 0: if get_pos_y() == n-1: running = move(East) else: running = move(North) else: if get_pos_y() == 1 and get_pos_x() < n-1: running = move(East) else: running = move(South) change_hat(Hats.Straw_Hat) while get_pos_x() > 0: move(West) while get_pos_y() > 0: move(South)- Write result the agent saw
Saved bones (26 lines). Game time: 3h 37m 27s elapsed, 2h 22m 33s of budget remaining.
- run_program at 3h 37m for 900s (agent saw)
Ran bones for 15m of game time; it is still running. Inventory change: bone +260100, cactus -3000, fertilizer +720, water +5760. Game time: 3h 52m 37s elapsed, 2h 7m 23s of budget remaining. Output: (none)
- run_program at 5h 14m for 1200s (agent saw)
Ran bones for 20m of game time; it is still running. Inventory change: cactus -6112, fertilizer +960, water +7680. Game time: 5h 34m 37s elapsed, 25m 23s of budget remaining. Output: (none)
gold3.py
r13h 52mRan
change_hat(Hats.Straw_Hat) clear() dirs = [North, East, South, West] while num_items(Items.Weird_Substance) > get_world_size() * 4: plant(Entities.Bush) use_item(Items.Weird_Substance, get_world_size() * 4) d = 0 while get_entity_type() != Entities.Treasure: if move(dirs[(d+1)%4]): d = (d+1)%4 elif move(dirs[d]): pass else: d = (d+3)%4 harvest()- Write result the agent saw
Saved gold3 (15 lines). Game time: 3h 52m 57s elapsed, 2h 7m 3s of budget remaining.
- run_program at 3h 52m for 1200s (agent saw)
Ran gold3 for 20m of game time; it is still running. Inventory change: bone +101124, fertilizer +960, gold +58368, water +7680, weird_substance -3712. Game time: 4h 13m 7s elapsed, 1h 46m 53s of budget remaining. Output: (none)
goldfast.py
r15h 34mRan
change_hat(Hats.Straw_Hat) clear() while num_items(Items.Weird_Substance) >= 8: plant(Entities.Bush) use_item(Items.Weird_Substance, 8) harvest()- Write result the agent saw
Saved goldfast (6 lines). Game time: 5h 34m 47s elapsed, 25m 13s of budget remaining.
- run_program at 5h 34m for 120s (agent saw)
Ran goldfast for 2m of game time; it is still running. Inventory change: bone +1486088, fertilizer +96, gold +4840, water +768, weird_substance -4840. Game time: 5h 36m 57s elapsed, 23m 3s of budget remaining. Output: (none)
final_economy.py
r15h 42mRan
clear() def work(start): n = get_world_size() while get_pos_x() != start: move(East) while True: x = start while x < n: while get_pos_x() != x: move(East) for y in range(n): if can_harvest(): harvest() if x < 4: if get_ground_type() == Grounds.Soil: till() elif x < 9: if (x + get_pos_y()) % 2 == 0: plant(Entities.Tree) if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) else: plant(Entities.Bush) else: if get_ground_type() != Grounds.Soil: till() if x >= 19: plant(Entities.Sunflower) else: plant(Entities.Carrot) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) x += 8 for i in range(1, 8): spawn_drone(work, i) work(0)- Write result the agent saw
Saved final_economy (37 lines). Game time: 5h 42m 17s elapsed, 17m 43s of budget remaining.
- run_program at 5h 42m for 1000s (agent saw)
Ran final_economy for 16m 40s of game time; it is still running. Inventory change: carrot +1984623, fertilizer -3296, hay -836224, power +7453.58, water -6063, weird_substance +1293760, wood +3036416. Game time: 5h 59m 7s elapsed, 53s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: work plant(Entities.Carrot) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Carrot. In: work plant(Entities.Carrot) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Carrot. In: work plant(Entities.Carrot) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Carrot. In: work plant(Entities.Carrot) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Carrot. In: work plant(Entities.Carrot) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Carrot. In: work plant(Entities.Carrot) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Carrot. In: work plant(Entities.Carrot) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Carrot. In: work plant(Entities.Carrot) ^^ --------------------------------------------------------------------
finish_hay.py
r15h 59mRan
def work(x): while get_pos_x() != x: move(East) while True: if can_harvest(): harvest() move(North) for x in range(4): spawn_drone(work, x) work(0)- Write result the agent saw
Saved finish_hay (10 lines). Game time: 5h 59m 27s elapsed, 33s of budget remaining.
- run_program at 5h 59m for 33s (agent saw)
Ran finish_hay for 23s of game time; it is still running. Inventory change: fertilizer +19, hay +107840, power -118.85, water +149. Game time: 6h elapsed, 0s of budget remaining. Output: (none) The game-time budget is used up. The run is over; stop now.
log
Step by step
- 0ssaidI’ll inspect the farm and game tools, then build up automated production and unlock more crops as the economy 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 (5 lines). Game time: 40s elapsed, 5h 59m 20s of budget remaining.
- 40s
run_programname="start" seconds=20result
Ran start for 3s of game time; it finished. Inventory change: hay +5. Game time: 53s elapsed, 5h 59m 7s of budget remaining. Output: (none)
- 53s
buy_upgradeupgrades=["loops"] · evidenceresult
Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. Game time: 1m 3s elapsed, 5h 58m 57s of budget remaining.
- 1m 03s
write_programname="hay" · evidenceresult
Saved hay (2 lines). Game time: 1m 13s elapsed, 5h 58m 47s of budget remaining.
- 1m 13s
run_programname="hay" seconds=60result
Ran hay for 1m of game time; it is still running. Inventory change: hay +120. Game time: 2m 23s elapsed, 5h 57m 37s of budget remaining. Output: (none)
- 2m 23s
buy_upgradeupgrades=["speed","plant","expand"] · evidenceresult
Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md. Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 2m 33s elapsed, 5h 57m 27s of budget remaining.
- 2m 33s
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: 2m 43s elapsed, 5h 57m 17s of budget remaining.
- 2m 43s
write_programname="wood" · evidenceresult
Saved wood (4 lines). Game time: 2m 53s elapsed, 5h 57m 7s of budget remaining.
- 2m 53s
run_programname="wood" seconds=120result
Ran wood for 2m of game time; it is still running. Inventory change: hay +2. Game time: 5m 3s elapsed, 5h 54m 57s of budget remaining. Output: (none)
- 5m 03s
buy_upgradeupgrades=["carrots","expand","operators","watering"] · evidenceresult
Could not buy carrots: Not enough resources. Could not buy expand: Not enough resources. Could not buy operators: Not enough resources. Could not buy watering: Requires carrots first.
- 5m 13s
docs_readpath="docs/unlocks/carrots.md"result
No accessible documentation page docs/unlocks/carrots.md. Use docs_list.
- 5m 23s
docs_readpath="functions/harvest"result
harvest() Harvests the entity under the drone. If you harvest an entity that can't be harvested, it will be destroyed. returns True if an entity was removed, False otherwise. takes 200 ticks to execute if an entity was removed, 1 tick otherwise. example: harvest() Game time: 5m 33s elapsed, 5h 54m 27s of budget remaining.
- 5m 33s
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 43s
observeresult
Game time: 5m 53s elapsed, 5h 54m 7s of budget remaining. Program: wood (running). Inventory: hay 42. 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 _Bu2 Recent output: (none)
- 5m 53s
write_programname="wood" · evidenceresult
Stop the program before editing it.
- 6m 03s
run_programname="wood" seconds=180result
Ran wood for 3m of game time; it is still running. Inventory change: no change. Game time: 9m 13s elapsed, 5h 50m 47s of budget remaining. Output: (none)
- 9m 13s
buy_upgradeupgrades=["carrots","expand","watering"] · evidenceresult
Could not buy carrots: Not enough resources. Could not buy expand: Not enough resources. Could not buy watering: Requires carrots first.
- 9m 23s
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…
- 9m 33s
write_programname="wood2" · evidenceresult
Saved wood2 (5 lines). Game time: 9m 43s elapsed, 5h 50m 17s of budget remaining.
- 9m 43s
run_programname="wood2" seconds=180result
Ran wood2 for 3m of game time; it is still running. Inventory change: wood +107. Game time: 12m 53s elapsed, 5h 47m 7s of budget remaining. Output: (none)
- 12m 53s
buy_upgradeupgrades=["carrots","expand","watering","speed"] · 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. Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md. Game time: 13m 3s elapsed, 5h 46m 57s of budget remaining.
- 13m 03s
write_programname="basic" · evidenceresult
Saved basic (11 lines). Game time: 13m 13s elapsed, 5h 46m 47s of budget remaining.
- 13m 13s
run_programname="basic" seconds=120result
Ran basic for 2m of game time; it is still running. Inventory change: hay +227, wood +7. Game time: 15m 23s elapsed, 5h 44m 37s of budget remaining. Output: (none)
- 15m 23s
buy_upgradeupgrades=["operators","senses","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. Could not buy grass: Not enough resources. Game time: 15m 33s elapsed, 5h 44m 27s of budget remaining.
- 15m 33s
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…
- 15m 43sthoughtAccelerating calls
- 15m 43ssaidThe farm is now 3×3 with faster movement and crop sensing. I’m setting up a mix of hay, wood, and carrots to fund the next round of unlocks.
- 15m 43s
write_programname="mixed" · evidenceresult
Saved mixed (12 lines). Game time: 15m 53s elapsed, 5h 44m 7s of budget remaining.
- 15m 53s
run_programname="mixed" seconds=600result
Ran mixed for 10m of game time; it is still running. Inventory change: carrot +414, hay +463, wood +483. Game time: 26m 3s elapsed, 5h 33m 57s of budget remaining. Output: (none)
- 26m 03s
buy_upgradeupgrades=["variables","functions","trees","watering","grass","expand","speed"] · evidenceresult
Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md. Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md. Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md. Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md.…
- 26m 13s
observeresult
Game time: 26m 23s elapsed, 5h 33m 37s of budget remaining. Program: mixed (running). Inventory: hay 293, wood 357, carrot 206, water 1. Farm 4x4. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Bu=bush, Ca=carrot. y= 3 _Gr3 _Bu1 #Ca2 _Gr3 y= 2 _Gr3 _Bu1 #Ca3…
- 26m 23s
waitseconds=300 until_affordable="pumpkins"result
Waited 2m 14s (pumpkins is affordable). Program: mixed running. Inventory change: carrot +146, hay +566, water +13, wood +140. Game time: 28m 47s elapsed, 5h 31m 13s of budget remaining.
- 28m 47s
buy_upgradeupgrades=["pumpkins","fertilizer","lists","sunflowers"] · evidenceresult
Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md. Could not buy fertilizer: Not enough resources. Could not buy lists: Not enough resources. Could not buy sunflowers: Not enough resources. Game time: 28m 57s elapsed, 5h 31m 3s of budget remaining.
- 28m 57s
docs_readpath="objects/pumpkin"result
## Pumpkin Pumpkins grow together when they are next to other fully grown pumpkins. About 1 in 5 pumpkins dies when it grows up. Base growth time between 0.2 and 3.8 seconds. Can grow on soil. ### Plant Cost [Current cost: carrot=1] For more related information see: [Pumpkins](docs/unlocks/pumpkins.md) Game time: 29m 7s elapsed, 5h 30m 53s of budget remaining.
- 29m 07s
docs_readpath="docs/unlocks/fertilizer.md"result
No accessible documentation page docs/unlocks/fertilizer.md. Use docs_list.
- 29m 17s
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; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and c…
- 29m 27s
buy_upgradeupgrades=["trees","expand"] · evidenceresult
Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md. Could not buy expand: Not enough resources. Game time: 29m 37s elapsed, 5h 30m 23s of budget remaining.
- 29m 37s
write_programname="economy" · evidenceresult
Saved economy (24 lines). Game time: 29m 47s elapsed, 5h 30m 13s of budget remaining.
- 29m 47s
run_programname="economy" seconds=1200result
Ran economy for 20m of game time; it is still running. Inventory change: carrot +227, hay +1788, pumpkin +569, water +120, wood +4892. Game time: 49m 57s elapsed, 5h 10m 3s of budget remaining. Output: (none)
- 49m 57s
buy_upgradeupgrades=["carrots","trees","grass","fertilizer","lists","sunflowers","speed","expand"] · evidenceresult
Bought carrots, now level 2. Paid wood 250. 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. Bought grass, now level 3. Paid wood 500. Bought fertilizer, now level 1. Paid wood 500. Its tutorial is docs page docs/unlocks/fertilizer.md. Could not buy lists: Not enough resources. Could not buy sunflowers: No…
- 50m 07s
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…
- 50m 17s
write_programname="economy2" · evidenceresult
Saved economy2 (25 lines). Game time: 50m 27s elapsed, 5h 9m 33s of budget remaining.
- 50m 27s
run_programname="economy2" seconds=1200result
Ran economy2 for 20m of game time; it is still running. Inventory change: carrot +1439, fertilizer -1, hay +960, pumpkin +1097, water +120, weird_substance +2030, wood +5830. Game time: 1h 10m 37s elapsed, 4h 49m 23s of budget remaining. Output: Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: use_item(Items.Fertilizer) ^^ --------------------------… - 1h 10m
buy_upgradeupgrades=["speed","sunflowers","lists","carrots","pumpkins","mazes","expand"] · evidenceresult
Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.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 carrots, now level 3. Paid wood 1250. Its tutorial is docs page docs/unlocks/carrots.md. Could not buy…
- 1h 10m
observeresult
Game time: 1h 10m 57s elapsed, 4h 49m 3s of budget remaining. Program: economy2 (running). Inventory: hay 2704, wood 8606, carrot 392, pumpkin 683, weird_substance 1050, water 268, fertilizer 2. 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, Pu=pumpkin, C…
- 1h 10m
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 11m
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…
- 1h 11m
waitseconds=900result
Waited 15m (time up). Program: economy2 running. Inventory change: carrot +6632, hay -2780, pumpkin +1000, water +90, weird_substance +1790, wood +2082. Game time: 1h 26m 27s elapsed, 4h 33m 33s of budget remaining.
- 1h 26m
buy_upgradeupgrades=["pumpkins","pumpkins","grass","trees","speed","fertilizer"] · evidenceresult
Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought pumpkins, now level 3. Paid carrot 4000. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought grass, now level 4. Paid wood 2500. Could not buy trees: Not enough resources. Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md. Bought fertilizer, n…
- 1h 26mthoughtModifying mixed farm
- 1h 26msaidThe economy now produces pumpkins and fertilizer-derived weird substance, which unlocks mazes and gold. I’m adding sunflower power for faster work, then using gold to unlock multiple drones.
- 1h 26m
write_programname="economy3" · evidenceresult
Saved economy3 (27 lines). Game time: 1h 26m 47s elapsed, 4h 33m 13s of budget remaining.
- 1h 26m
run_programname="economy3" seconds=1200result
Ran economy3 for 20m of game time; it is still running. Inventory change: carrot -1193, hay +23416, pumpkin +13576, water +120, weird_substance +4570, wood +13014. Game time: 1h 46m 57s elapsed, 4h 13m 3s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ ----------------------------------------------… - 1h 46m
buy_upgradeupgrades=["cactus","trees","watering","watering"] · evidenceresult
Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md. Bought watering, now level 2. Paid wood 200. Its tutorial is docs page docs/unlocks/watering.md. Bought watering, now level 3. Paid wood 800. Its tutorial is docs page docs/unlocks/watering.md. Game time: 1h 47m …
- 1h 47m
write_programname="gold" · evidenceresult
Saved gold (14 lines). Game time: 1h 47m 17s elapsed, 4h 12m 43s of budget remaining.
- 1h 47m
run_programname="gold" seconds=600result
Ran gold for 10m of game time; it is still running. Inventory change: fertilizer +120, gold +9472, hay +8, power -6.61, water +240, weird_substance -1192. Game time: 1h 57m 27s elapsed, 4h 2m 33s of budget remaining. Output: (none)
- 1h 57m
buy_upgradeupgrades=["megafarm"] · evidenceresult
Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md. Game time: 1h 57m 37s elapsed, 4h 2m 23s of budget remaining.
- 1h 57m
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 57m
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 57m
buy_upgradeupgrades=["megafarm","dictionaries","costs","debug"] · evidenceresult
Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md. 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 debug, now level 1. Paid hay 50, wood 50. Its tutorial is docs page docs/scripting/debug.md. Gam…
- 1h 58m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; can buy now ## 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/carrots.m…
- 1h 58mthoughtClearing the maze
- 1h 58m
write_programname="cacti" · evidenceresult
Saved cacti (20 lines). Game time: 1h 58m 27s elapsed, 4h 1m 33s of budget remaining.
- 1h 58m
run_programname="cacti" seconds=600result
Parse error: error_mixed_indentation
- 1h 58m
buy_upgradeupgrades=["dinosaurs","mazes","debug_2"] · evidenceresult
Could not buy dinosaurs: Not enough resources. Could not buy mazes: Not enough resources. Bought debug_2, now level 1. Paid gold 500. Its tutorial is docs page docs/unlocks/debug2.md. Game time: 1h 58m 47s elapsed, 4h 1m 13s of budget remaining.
- 1h 58m
docs_readpath="docs/unlocks/dinosaurs.md"result
No accessible documentation page docs/unlocks/dinosaurs.md. Use docs_list.
- 1h 58mthoughtStandardizing program indentation
- 1h 58m
write_programname="cacti2" · evidenceresult
Saved cacti2 (20 lines). Game time: 1h 59m 7s elapsed, 4h 53s of budget remaining.
- 1h 59m
run_programname="cacti2" seconds=600result
Ran cacti2 for 10m of game time; it is still running. Inventory change: cactus +35612, fertilizer +120, pumpkin -1260, water +240. Game time: 2h 9m 17s elapsed, 3h 50m 43s of budget remaining. Output: (none)
- 2h 09m
buy_upgradeupgrades=["dinosaurs","mazes"] · evidenceresult
Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Bought mazes, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/mazes.md. Game time: 2h 9m 27s elapsed, 3h 50m 33s of budget remaining.
- 2h 09m
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 …
- 2h 09mthoughtSetting up crop drones
- 2h 09m
buy_upgradeupgrades=["grass","carrots","trees"] · evidenceresult
Bought grass, now level 5. Paid wood 12500. Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md. Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md. Game time: 2h 9m 47s elapsed, 3h 50m 13s of budget remaining.
- 2h 09m
write_programname="supplies" · evidenceresult
Saved supplies (35 lines). Game time: 2h 9m 57s elapsed, 3h 50m 3s of budget remaining.
- 2h 09m
run_programname="supplies" seconds=1200result
Ran supplies for 20m of game time; it is still running. Inventory change: carrot +121579, fertilizer +240, hay +166656, water -1036, wood +499152. Game time: 2h 30m 7s elapsed, 3h 29m 53s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: work use_item(Items.Water) ^^ ------------------------------------------------------------------… - 2h 30m
observeresult
Game time: 2h 30m 17s elapsed, 3h 29m 43s of budget remaining. Program: supplies (running). Inventory: hay 168910, wood 502366, carrot 122371, pumpkin 4317, cactus 25212, weird_substance 6374, gold 124, fertilizer 516. 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 30m
buy_upgradeupgrades=["pumpkins","pumpkins","watering","watering","watering","fertilizer","grass","carrots"] · evidenceresult
Bought pumpkins, now level 4. Paid carrot 16000. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought pumpkins, now level 5. Paid carrot 64000. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought watering, now level 4. Paid wood 3200. Its tutorial is docs page docs/unlocks/watering.md. Bought watering, now level 5. Paid wood 12800. Its tutorial is docs page docs/unlocks/watering.md. B…
- 2h 30m
write_programname="pumpkinfield" · evidenceresult
Saved pumpkinfield (17 lines). Game time: 2h 30m 37s elapsed, 3h 29m 23s of budget remaining.
- 2h 30m
run_programname="pumpkinfield" seconds=600result
Ran pumpkinfield for 10m of game time; it is still running. Inventory change: carrot -28208, fertilizer +240, pumpkin +135168, water +1920. Game time: 2h 40m 47s elapsed, 3h 19m 13s of budget remaining. Output: (none)
- 2h 40m
buy_upgradeupgrades=["expand","expand","cactus","cactus"] · 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. 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: 2h 40m 57s elapsed, 3h 19m 3s of budget remainin…
- 2h 40m
observeresult
Game time: 2h 41m 7s elapsed, 3h 18m 53s of budget remaining. Program: pumpkinfield (running). Inventory: hay 175950, wood 339506, carrot 16207, pumpkin 47485, cactus 25212, weird_substance 6374, gold 124, water 1984, fertilizer 773. 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…
- 2h 41mthoughtGeneralizing farm columns
- 2h 41m
write_programname="supplies16" · evidenceresult
Saved supplies16 (37 lines). Game time: 2h 41m 17s elapsed, 3h 18m 43s of budget remaining.
- 2h 41m
run_programname="supplies16" seconds=1200result
Ran supplies16 for 20m of game time; it is still running. Inventory change: carrot +338773, fertilizer -781, hay +339072, power +439.23, water -2048, weird_substance +107920, wood +581568. Game time: 3h 1m 27s elapsed, 2h 58m 33s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: work use_item(Items.Water) ^^ ------------------------… - 3h 01m
buy_upgradeupgrades=["trees","grass","carrots","fertilizer","watering"] · evidenceresult
Bought trees, now level 6. Paid hay 76800. Its tutorial is docs page docs/unlocks/trees.md. Bought grass, now level 7. Paid wood 312000. Bought carrots, now level 6. Paid wood 156000. Its tutorial is docs page docs/unlocks/carrots.md. Bought fertilizer, now level 4. Paid wood 54000. Its tutorial is docs page docs/unlocks/fertilizer.md. Bought watering, now level 7. Paid wood 205000. Its tutorial i…
- 3h 01m
run_programname="pumpkinfield" seconds=900result
Ran pumpkinfield for 15m of game time; it is still running. Inventory change: carrot -60304, fertilizer +720, power -434.20, pumpkin +270336, water +5760. Game time: 3h 16m 47s elapsed, 2h 43m 13s of budget remaining. Output: (none)
- 3h 16m
buy_upgradeupgrades=["cactus","cactus","expand"] · evidenceresult
Bought cactus, now level 3. Paid pumpkin 120000. Its tutorial is docs page docs/unlocks/cactus.md. Could not buy cactus: Not enough resources. Could not buy expand: Not enough resources. Game time: 3h 16m 57s elapsed, 2h 43m 3s of budget remaining.
- 3h 16mthoughtStarting 20m cactus run
- 3h 16msaidFour drones have built substantial supplies, and the farm has expanded to 16×16. All crop types are unlocked; I’m now scaling cactus harvests, gold, and dinosaur bones while reinvesting in higher yields.
- 3h 16m
run_programname="cacti2" seconds=1200result
Ran cacti2 for 20m of game time; it is still running. Inventory change: cactus +480848, fertilizer +960, pumpkin -5968, water +7680. Game time: 3h 37m 7s elapsed, 2h 22m 53s of budget remaining. Output: (none)
- 3h 37m
buy_upgradeupgrades=["dinosaurs","dinosaurs","mazes","mazes"] · evidenceresult
Bought dinosaurs, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Bought dinosaurs, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Bought mazes, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/mazes.md. Could not buy mazes: Not enough resources. Game time: 3h 37m 17s elapsed, 2h 22m 43s of budget rema…
- 3h 37m
write_programname="bones" · evidenceresult
Saved bones (26 lines). Game time: 3h 37m 27s elapsed, 2h 22m 33s of budget remaining.
- 3h 37m
run_programname="bones" seconds=900result
Ran bones for 15m of game time; it is still running. Inventory change: bone +260100, cactus -3000, fertilizer +720, water +5760. Game time: 3h 52m 37s elapsed, 2h 7m 23s of budget remaining. Output: (none)
- 3h 52m
observeresult
Game time: 3h 52m 47s elapsed, 2h 7m 13s of budget remaining. Program: bones (running). Inventory: hay 446686, wood 210794, carrot 301636, pumpkin 191853, cactus 346988, bone 260100, weird_substance 115334, gold 124, water 19584, fertilizer 2448. 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 ful…
- 3h 52mthoughtRunning a small maze
- 3h 52m
write_programname="gold3" · evidenceresult
Saved gold3 (15 lines). Game time: 3h 52m 57s elapsed, 2h 7m 3s of budget remaining.
- 3h 52m
run_programname="gold3" seconds=1200result
Ran gold3 for 20m of game time; it is still running. Inventory change: bone +101124, fertilizer +960, gold +58368, water +7680, weird_substance -3712. Game time: 4h 13m 7s elapsed, 1h 46m 53s of budget remaining. Output: (none)
- 4h 13m
buy_upgradeupgrades=["megafarm","trees"] · evidenceresult
Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md. Bought trees, now level 7. Paid hay 307000. Its tutorial is docs page docs/unlocks/trees.md. Game time: 4h 13m 17s elapsed, 1h 46m 43s of budget remaining.
- 4h 13m
run_programname="supplies16" seconds=1200result
Ran supplies16 for 20m of game time; it is still running. Inventory change: carrot +667696, fertilizer -3440, hay +693408, power +243.76, water -145, weird_substance +1417920, wood +1522720. Game time: 4h 33m 27s elapsed, 1h 26m 33s of budget remaining. Output: (none)
- 4h 33m
buy_upgradeupgrades=["pumpkins","trees","carrots"] · evidenceresult
Bought pumpkins, now level 6. Paid carrot 256000. Its tutorial is docs page docs/unlocks/pumpkins.md. Could not buy trees: Not enough resources. Bought carrots, now level 7. Paid wood 781000. Its tutorial is docs page docs/unlocks/carrots.md. Game time: 4h 33m 37s elapsed, 1h 26m 23s of budget remaining.
- 4h 33m
run_programname="pumpkinfield" seconds=1200result
Ran pumpkinfield for 20m of game time; it is still running. Inventory change: carrot -132224, fertilizer +960, power -252.79, pumpkin +589824, water +7680. Game time: 4h 53m 47s elapsed, 1h 6m 13s of budget remaining. Output: (none)
- 4h 53mthoughtStopping invalid expansion
- 4h 53m
buy_upgradeupgrades=["expand","cactus"] · evidenceresult
Bought expand, now level 8. Paid pumpkin 512000. Its tutorial is docs page docs/unlocks/expand_1.md. Could not buy cactus: Not enough resources. Game time: 4h 53m 57s elapsed, 1h 6m 3s of budget remaining.
- 4h 53m
run_programname="cacti2" seconds=1200result
Ran cacti2 for 20m of game time; it is still running. Inventory change: cactus +937024, fertilizer +960, pumpkin -7368, water +7680. Game time: 5h 14m 7s elapsed, 45m 53s of budget remaining. Output: (none)
- 5h 14m
buy_upgradeupgrades=["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. Game time: 5h 14m 17s elapsed, 45m 43s of budget remaining.
- 5h 14m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; can buy now ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 3/6; cost pumpkin 720000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 400% => 800% carrots (Carrots) level 7/10; cost wood 3910000; available, not affordable; tutorial docs…
- 5h 14mthoughtTesting small gold
- 5h 14m
run_programname="bones" seconds=1200result
Ran bones for 20m of game time; it is still running. Inventory change: cactus -6112, fertilizer +960, water +7680. Game time: 5h 34m 37s elapsed, 25m 23s of budget remaining. Output: (none)
- 5h 34m
write_programname="goldfast" · evidenceresult
Saved goldfast (6 lines). Game time: 5h 34m 47s elapsed, 25m 13s of budget remaining.
- 5h 34m
run_programname="goldfast" seconds=120result
Ran goldfast for 2m of game time; it is still running. Inventory change: bone +1486088, fertilizer +96, gold +4840, water +768, weird_substance -4840. Game time: 5h 36m 57s elapsed, 23m 3s of budget remaining. Output: (none)
- 5h 36mthoughtPreparing supply layout
- 5h 36msaidThe farm has reached 22×22 and has produced every major resource, including gold and bones. With 23 minutes left, I’m finishing with gold production and an eight-drone harvest of staple crops and sunflower power.
- 5h 36m
waitseconds=300result
Waited 5m (time up). Program: goldfast running. Inventory change: fertilizer +240, gold +12112, water +1920, weird_substance -12112. Game time: 5h 42m 7s elapsed, 17m 53s of budget remaining.
- 5h 42m
write_programname="final_economy" · evidenceresult
Saved final_economy (37 lines). Game time: 5h 42m 17s elapsed, 17m 43s of budget remaining.
- 5h 42m
run_programname="final_economy" seconds=1000result
Ran final_economy for 16m 40s of game time; it is still running. Inventory change: carrot +1984623, fertilizer -3296, hay -836224, power +7453.58, water -6063, weird_substance +1293760, wood +3036416. Game time: 5h 59m 7s elapsed, 53s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: work plant(Entities.Carrot) ^^ ---------------… - 5h 59m
observeresult
Game time: 5h 59m 17s elapsed, 43s of budget remaining. Program: final_economy (running). Inventory: hay 38, wood 4103074, carrot 2595048, pumpkin 261933, cactus 412852, bone 1847312, weird_substance 2814294, gold 46700, water 47632, power 7503.59. 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 f…
- 5h 59mthoughtHarvesting existing grass
- 5h 59m
write_programname="finish_hay" · evidenceresult
Saved finish_hay (10 lines). Game time: 5h 59m 27s elapsed, 33s of budget remaining.
- 5h 59m
run_programname="finish_hay" seconds=33result
Ran finish_hay for 23s of game time; it is still running. Inventory change: fertilizer +19, hay +107840, power -118.85, water +149. Game time: 6h elapsed, 0s of budget remaining. Output: (none) The game-time budget is used up. The run is over; stop now.
- 6h 00m
waitseconds=10result
The game-time budget is used up. The run is over; stop now.
- 6h 00msaidUsed the full 6-hour budget. Built a 22×22 farm, unlocked 8 drones, and produced every major resource. Approximate final stockpiles, after upgrade costs and consumption: | Resource | Amount | |---|---:| | Wood | 4.1 million | | Weird substance | 2.8 million | | Carrots | 2.6 million | | Bones | 1.85 million | | Cactus | 413,000 | | Pumpkins | 262,000 | | Hay | 108,000 | | Water | 48,000 | | Gold | 46,700 | | Power | 7,400 | Total production was higher, since substantial resources funded upgrades and planting.
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) | 54,534 |
| Cache reads | 862,848 |
| Cache writes | 0 |
| Output | 6,516 |
| Thinking (subset of output where reported) | 674 |
| Total | 923,898 |
|---|
| Model | Tokens | Estimate |
|---|---|---|
| gpt-6-astra | 923,898 | $1.73 |
Estimate: API-equivalent estimate at list prices; not an actual charge. Price table prices-2026-10-16b.
- gpt-6-astra: 923898 tokens without per-request detail priced at the base rate; prompts above 272000 tokens would cost more
conditions
Limitations
- Recorded from a harness checkout with uncommitted changes.
- Cost estimate assumption: gpt-6-astra: 923898 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-s2-a1-20261016T135420Z |
|---|---|
| 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 (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 7.28 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd |
| Started / ended | 2026-10-16T13:54:20.585Z → 2026-10-16T13:59:21.772Z |
| Evidence | 53 items in evidence.json |