GPT-6 Astra, seed 3
Codex · medium reasoning effort
Hay 101m produced, 8.00 points
Wood 253m produced, 8.40 points
Carrot 51.5m produced, 7.71 points
Pumpkin 3.7m produced, 6.57 points
Cactus 8.03m produced, 6.90 points
Power 10.8k produced, 4.03 points
Bone 518k produced, 5.71 points
Weird substance 115m produced, 8.06 points
Gold 190k produced, 5.28 points
Water 140k produced, 5.15 points
Fertilizer 12.1k produced, 4.08 points
Produced by the end of the run. Pips: points each resource adds to the score, one per tenfold.
- Score · economy-v1
- 69.91orders of magnitude · model mean 66.65
- On seed 3
- #4of 8 models
- Cost
- $1.88API-equivalent estimate
- Real time
- 5m 12swall 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 | 22.8 |
| 2h 00m | 42.3 |
| 3h 00m | 48.1 |
| 4h 00m | 60.9 |
| 5h 00m | 65.4 |
| 6h 00m | 69.9 |
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 3 mean |
|---|---|---|---|
| Resources opened | 11 of 11 | 11 of 11 | 9.9 of 11 |
| Study | 19 | 19 | 41 |
| Action overhead | 5% | 5% | 9% |
| Tool calls | 116 | 110 | 198 |
| Program writes | 19 | 19 | 29 |
| Program stints | 31 | 27 | 35 |
| Median stint | 10m 20s | 13m 42s | 8m 48s |
| Cost per point | $0.027 | $0.027 | $0.069 |
Farm idle 1% of samples; longest stint 30m 40s; 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 |
|---|---|---|---|
| 55s | {"upgrades":["loops"]} | loops 1 | Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. |
| 3m 55s | {"upgrades":["speed","expand","plant","grass"]} | speed 1, expand 1, plant 1 | Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. |
| 6m 15s | {"upgrades":["expand","carrots","operators","grass","speed"]} | — | Could not buy expand: Not enough resources. |
| 9m 05s | {"upgrades":["expand","carrots","operators","speed","senses"]} | — | Could not buy expand: Not enough resources. |
| 11m 45s | {"upgrades":["expand","carrots","operators","speed","senses","watering"]} | expand 2, carrots 1 | Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 13m 55s | {"upgrades":["operators","speed","watering"]} | operators 1, speed 2, watering 1 | Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md. |
| 15m 25s | {"upgrades":["variables","senses"]} | variables 1 | Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md. |
| 17m 05s | {"upgrades":["senses"]} | — | Could not buy senses: Not enough resources. |
| 17m 35s | {"upgrades":["trees","functions","grass","expand","speed","fertilizer"]} | functions 1, functions 1 | Could not buy trees: Not enough resources. |
| 19m 05s | {"upgrades":["senses"]} | — | Could not buy senses: Not enough resources. |
| 19m 25s | {"upgrades":["trees","grass","expand","speed","fertilizer"]} | — | Could not buy trees: Not enough resources. |
| 20m 45s | {"upgrades":["senses"]} | senses 1 | Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md. |
| 26m 05s | {"upgrades":["trees","grass","expand","speed","fertilizer"]} | trees 1, grass 2, expand 3, speed 3 | Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md. |
| 36m 45s | {"upgrades":["expand","trees","trees","carrots","grass","pumpkins","fertilizer","speed","sunflowers","lists"]} | expand 4, trees 2, trees 3, carrots 2, grass 3, pumpkins 1 | Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 47m 35s | {"upgrades":["speed","sunflowers","fertilizer","lists","carrots","carrots","grass","trees","expand"]} | speed 4, sunflowers 1, fertilizer 1, lists 1, carrots 3, carrots 4, grass 4 | Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md. |
| 1h 08m | {"upgrades":["expand","speed","trees","grass","pumpkins","watering","fertilizer","mazes"]} | speed 5, trees 4, grass 5, pumpkins 2, watering 2, fertilizer 2, mazes 1 | Could not buy expand: Not enough resources. |
| 1h 19m | {"upgrades":["expand","cactus","dictionaries","utilities","pumpkins","fertilizer","watering"]} | expand 5, cactus 1, dictionaries 1, utilities 1, pumpkins 3, fertilizer 3, watering 3 | Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 1h 30m | {"upgrades":["dinosaurs","mazes","cactus","expand","costs","auto_unlock"]} | dinosaurs 1, hats 1, mazes 2, costs 1 | Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md. |
| 1h 39m | {"upgrades":["megafarm","debug","debug_2"]} | megafarm 1, debug 1, debug_2 1 | Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 1h 55m | {"upgrades":["expand","expand","cactus","auto_unlock","polyculture","megafarm","timing"]} | expand 6, cactus 2, auto_unlock 1, polyculture 1, megafarm 2, timing 1 | Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 2h 25m | {"upgrades":["trees","trees","grass","carrots","fertilizer","watering","watering","pumpkins","dinosaurs"]} | trees 5, trees 6, grass 6, carrots 5, fertilizer 4, watering 4, watering 5, pumpkins 4, dinosaurs 2, hats 1 | Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md. |
| 2h 46m | {"upgrades":["expand","cactus","pumpkins","trees","grass","carrots","watering"]} | expand 7, cactus 3, pumpkins 5, trees 7, grass 7, carrots 6, watering 6 | Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 3h 06m | {"upgrades":["mazes","mazes","dinosaurs","dinosaurs"]} | mazes 3, mazes 4 | Bought mazes, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/mazes.md. |
| 3h 37m | {"upgrades":["megafarm","megafarm","polyculture","polyculture"]} | megafarm 3, polyculture 2, polyculture 3 | Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 4h 08m | {"upgrades":["trees","trees","grass","grass","carrots","carrots","carrots","pumpkins","pumpkins","watering","watering"]} | trees 8, trees 9, grass 8, grass 9, carrots 7, carrots 8, pumpkins 6, pumpkins 7, watering 7, watering 8 | Bought trees, now level 8. Paid hay 1230000. Its tutorial is docs page docs/unlocks/trees.md. |
| 4h 28m | {"upgrades":["expand","cactus","cactus","pumpkins"]} | expand 8, cactus 4 | Bought expand, now level 8. Paid pumpkin 512000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 4h 39m | {"upgrades":["dinosaurs","dinosaurs","dinosaurs","mazes"]} | dinosaurs 3, hats 1, dinosaurs 4, hats 1, dinosaurs 5, hats 1 | Bought dinosaurs, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/dinosaurs.md. |
| 4h 54m | {"upgrades":["polyculture","polyculture"]} | polyculture 4 | Bought polyculture, now level 4. Paid bone 250000. Its tutorial is docs page docs/unlocks/polyculture.md. |
| 5h 15m | {"upgrades":["trees","grass","carrots","carrots","pumpkins","watering"]} | trees 10, grass 10, carrots 9, pumpkins 8, watering 9 | Bought trees, now level 10. Paid hay 19700000. Its tutorial is docs page docs/unlocks/trees.md. |
| 5h 35m | {"upgrades":["mazes"]} | mazes 5 | Bought mazes, now level 5. Paid cactus 2590000. Its tutorial is docs page docs/unlocks/mazes.md. |
Programs 20 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 30s (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 05sRanFinal
while True: harvest()- Write result the agent saw
Saved hay (2 lines). Game time: 1m 15s elapsed, 5h 58m 45s of budget remaining.
- run_program at 1m 15s for 150s (agent saw)
Ran hay for 2m 30s of game time; it is still running. Inventory change: hay +300. Game time: 3m 55s elapsed, 5h 56m 5s of budget remaining. Output: (none)
- run_program at 15m 35s for 80s (agent saw)
Ran hay for 1m 20s of game time; it is still running. Inventory change: water +8. Game time: 17m 5s elapsed, 5h 42m 55s of budget remaining. Output: (none)
wood.py
r14m 15sRanFinal
while True: harvest() plant(Entities.Bush) move(North)- Write result the agent saw
Saved wood (4 lines). Game time: 4m 25s elapsed, 5h 55m 35s of budget remaining.
- run_program at 4m 25s for 100s (agent saw)
Ran wood for 1m 40s of game time; it is still running. Inventory change: hay +10. Game time: 6m 15s elapsed, 5h 53m 45s of budget remaining. Output: (none)
- run_program at 6m 55s for 120s (agent saw)
Ran wood for 2m of game time; it is still running. Inventory change: no change. Game time: 9m 5s elapsed, 5h 50m 55s of budget remaining. Output: (none)
—6m 45sRejected
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 25sRanFinal
while True: if can_harvest(): harvest() plant(Entities.Bush) move(North)- Write result the agent saw
Saved wood2 (5 lines). Game time: 9m 35s elapsed, 5h 50m 25s of budget remaining.
- run_program at 9m 35s for 120s (agent saw)
Ran wood2 for 2m of game time; it is still running. Inventory change: wood +73. Game time: 11m 45s elapsed, 5h 48m 15s of budget remaining. Output: (none)
carrot.py
r114m 05sRanFinal
clear() while True: if can_harvest(): harvest() till() plant(Entities.Carrot) move(North)- Write result the agent saw
Saved carrot (7 lines). Game time: 14m 15s elapsed, 5h 45m 45s of budget remaining.
- run_program at 14m 15s for 60s (agent saw)
Ran carrot for 1m of game time; it is still running. Inventory change: carrot +56, hay +5, water +6, wood -22. Game time: 15m 25s elapsed, 5h 44m 35s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: plant(Entities.Carrot) ^^ --------------------------------------------------------------------
mixed.py
r117m 15sRanFinal
while True: for x in range(get_world_size()): for y in range(get_world_size()): if can_harvest(): harvest() if get_pos_x() == 0: if get_ground_type() == Grounds.Soil: till() elif get_pos_x() == 1: plant(Entities.Bush) else: if get_ground_type() == Grounds.Grassland: till() plant(Entities.Carrot) move(North) move(East)- Write result the agent saw
Saved mixed (16 lines). Game time: 17m 25s elapsed, 5h 42m 35s of budget remaining.
- run_program at 17m 25s for 200s (agent saw)
Ran mixed for 0s of game time; it stopped with an error: Unlocks.Senses must be unlocked before this can be used. Inventory change: no change. Game time: 17m 35s elapsed, 5h 42m 25s of budget remaining. Output: Error: Unlocks.Senses must be unlocked before this can be used. In: if get_pos_x() == 0: ^^ --------------------------------------------------------------------- run_program at 19m 15s for 300s (agent saw)
Ran mixed for 0s of game time; it stopped with an error: Unlocks.Senses must be unlocked before this can be used. Inventory change: no change. Game time: 19m 25s elapsed, 5h 40m 35s of budget remaining. Output: Error: Unlocks.Senses must be unlocked before this can be used. In: if get_pos_x() == 0: ^^ --------------------------------------------------------------------- run_program at 20m 55s for 300s (agent saw)
Ran mixed for 5m of game time; it is still running. Inventory change: carrot +199, hay +243, water +30, wood +240. Game time: 26m 5s elapsed, 5h 33m 55s of budget remaining. Output: (none)
- Runtime error at 17m 35s (telemetry; not shown to the agent)
Unlocks.Senses must be unlocked before this can be used.
- Runtime error at 19m 25s (telemetry; not shown to the agent)
Unlocks.Senses must be unlocked before this can be used.
reset_hay.py
r117m 45sRanFinal
clear() while True: harvest()- Write result the agent saw
Saved reset_hay (3 lines). Game time: 17m 55s elapsed, 5h 42m 5s of budget remaining.
- run_program at 17m 55s for 60s (agent saw)
Ran reset_hay for 1m of game time; it is still running. Inventory change: water +6. Game time: 19m 5s elapsed, 5h 40m 55s of budget remaining. Output: (none)
safehay.py
r119m 45sRanFinal
while True: if can_harvest(): harvest() move(North)- Write result the agent saw
Saved safehay (4 lines). Game time: 19m 55s elapsed, 5h 40m 5s of budget remaining.
- run_program at 19m 55s for 40s (agent saw)
Ran safehay for 40s of game time; it is still running. Inventory change: hay +90, water +4. Game time: 20m 45s elapsed, 5h 39m 15s of budget remaining. Output: (none)
economy.py
r126m 25sRanFinal
while True: for x in range(get_world_size()): for y in range(get_world_size()): if can_harvest(): harvest() if get_pos_x() % 3 == 0: if get_ground_type() == Grounds.Soil: till() plant(Entities.Grass) elif get_pos_x() % 3 == 1: if (get_pos_x() + get_pos_y()) % 2 == 0: plant(Entities.Tree) else: plant(Entities.Bush) else: if get_ground_type() == Grounds.Grassland: till() plant(Entities.Carrot) move(North) move(East)- Write result the agent saw
Saved economy (20 lines). Game time: 26m 35s elapsed, 5h 33m 25s of budget remaining.
- run_program at 26m 35s for 600s (agent saw)
Ran economy for 10m of game time; it is still running. Inventory change: carrot +590, hay +1731, water +60, wood +1382. Game time: 36m 45s elapsed, 5h 23m 15s of budget remaining. Output: (none)
growth.py
r148m 15sRanFinal
while True: for x in range(get_world_size()): for y in range(get_world_size()): if can_harvest(): harvest() if x % 3 == 0: if get_ground_type() == Grounds.Soil: till() plant(Entities.Grass) elif x % 3 == 1: if (x+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.Grassland: till() if y == 0: plant(Entities.Sunflower) else: plant(Entities.Carrot) move(North) move(East)- Write result the agent saw
Saved growth (25 lines). Game time: 48m 25s elapsed, 5h 11m 35s of budget remaining.
- run_program at 48m 25s for 1200s (agent saw)
Ran growth for 20m of game time; it is still running. Inventory change: carrot +20789, fertilizer -4, hay +13304, water +120, weird_substance +2790, wood +28498. Game time: 1h 8m 35s elapsed, 4h 51m 25s of budget remaining. Output: (none)
pumpkin.py
r11h 09mRanFinal
clear() while True: ready = True for x in range(get_world_size()): for y in range(get_world_size()): if get_ground_type() == Grounds.Grassland: 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 pumpkin (16 lines). Game time: 1h 9m 15s elapsed, 4h 50m 45s of budget remaining.
- run_program at 1h 09m for 600s (agent saw)
Ran pumpkin for 10m of game time; it is still running. Inventory change: carrot -3244, fertilizer +120, pumpkin +15120, water +120. Game time: 1h 19m 25s elapsed, 4h 40m 35s of budget remaining. Output: (none)
- run_program at 1h 39m for 900s (agent saw)
Ran pumpkin for 15m of game time; it is still running. Inventory change: carrot -10412, fertilizer +360, pumpkin +47616, water +360. Game time: 1h 55m 5s elapsed, 4h 4m 55s of budget remaining. Output: (none)
cacti.py
r11h 19mRanFinal
clear() n = get_world_size() while True: for x in range(n): for y in range(n): if get_ground_type() == Grounds.Grassland: till() plant(Entities.Cactus) move(North) move(East) for i 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 20m 5s elapsed, 4h 39m 55s of budget remaining.
- run_program at 1h 20m for 600s (agent saw)
Ran cacti for 10m of game time; it is still running. Inventory change: cactus +32021, fertilizer +240, pumpkin -1146, water +240. Game time: 1h 30m 15s elapsed, 4h 29m 45s of budget remaining. Output: (none)
- run_program at 2h 46m for 1200s (agent saw)
Ran cacti for 20m of game time; it is still running. Inventory change: cactus +496016, fertilizer +960, pumpkin -6032, water +3840. Game time: 3h 6m 45s elapsed, 2h 53m 15s of budget remaining. Output: (none)
gold.py
r11h 30mRanFinal
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 (15 lines). Game time: 1h 30m 55s elapsed, 4h 29m 5s of budget remaining.
- run_program at 1h 30m for 500s (agent saw)
Ran gold for 8m 20s of game time; it is still running. Inventory change: fertilizer +200, gold +14208, water +200, weird_substance -1792. Game time: 1h 39m 25s elapsed, 4h 20m 35s of budget remaining. Output: (none)
- run_program at 3h 22m for 900s (agent saw)
Ran gold for 15m of game time; it is still running. Inventory change: fertilizer +720, gold +112640, water +2880, weird_substance -7168. Game time: 3h 37m 55s elapsed, 2h 22m 5s of budget remaining. Output: (none)
- run_program at 5h 35m for 300s (agent saw)
Ran gold for 5m of game time; it is still running. Inventory change: fertilizer +240, gold +61952, water +7680, weird_substance -3168. Game time: 5h 40m 55s elapsed, 19m 5s of budget remaining. Output: (none)
industry.py
r11h 55mRanFinal
clear() def work(start): n = get_world_size() while get_pos_x() != start: move(East) while True: for col in range(n // 4): for y in range(n): x = get_pos_x() if can_harvest(): harvest() if x % 3 == 0: if get_ground_type() == Grounds.Soil: till() plant(Entities.Grass) elif x % 3 == 1: if (x + 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.Grassland: till() if y < 2: plant(Entities.Sunflower) else: plant(Entities.Carrot) if get_water() < 0.5: use_item(Items.Water) move(North) move(East) while get_pos_x() != start: move(East) for i in range(1,4): spawn_drone(work, i * get_world_size() // 4) work(0)- Write result the agent saw
Saved industry (38 lines). Game time: 1h 55m 35s elapsed, 4h 4m 25s of budget remaining.
- run_program at 1h 55m for 1800s (agent saw)
Ran industry for 30m of game time; it is still running. Inventory change: carrot +238259, fertilizer -989, hay +562224, water -1324, weird_substance +118800, wood +736192. Game time: 2h 25m 45s elapsed, 3h 34m 15s 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 3h 38m for 1800s (agent saw)
Ran industry for 30m of game time; it is still running. Inventory change: carrot +3858195, fertilizer -3448, hay +8719776, power +3.22, water -5614, weird_substance +9547840, wood +23350368. Game time: 4h 8m 15s elapsed, 1h 51m 45s of budget remaining. Output: Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: work use_item(Items.Fertilizer) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: work use_item(Items.Fertilizer) ^^ --------------------------------------------------------------------- run_program at 4h 54m for 1200s (agent saw)
Ran industry for 20m of game time; it is still running. Inventory change: carrot +19565418, fertilizer -2231, hay +34482944, power +2.16, water +2846, weird_substance +49356160, wood +85312128. Game time: 5h 15m 5s elapsed, 44m 55s of budget remaining. Output: (none)
- run_program at 5h 40m for 900s (agent saw)
Ran industry for 15m of game time; it is still running. Inventory change: carrot +26591930, fertilizer -1232, hay +51532800, water +13523, weird_substance +55260160, wood +128580096. Game time: 5h 56m 5s elapsed, 3m 55s of budget remaining. Output: Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: work use_item(Items.Fertilizer) ^^ --------------------------------------------------------------------
pumpkin_blocks.py
r12h 26mRanFinal
clear() def patch(ox, oy): while get_pos_x() != ox: move(East) while get_pos_y() != oy: move(North) s = get_world_size() // 2 while True: ready = True for x in range(s): for y in range(s): if get_ground_type() == Grounds.Grassland: till() if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) ready = False elif not can_harvest(): ready = False move(North) for y in range(s): move(South) move(East) for x in range(s): move(West) if ready: harvest() s = get_world_size() // 2 spawn_drone(patch, s, 0) spawn_drone(patch, 0, s) spawn_drone(patch, s, s) patch(0, 0)- Write result the agent saw
Saved pumpkin_blocks (31 lines). Game time: 2h 26m 15s elapsed, 3h 33m 45s of budget remaining.
- run_program at 2h 26m for 1200s (agent saw)
Ran pumpkin_blocks for 20m of game time; it is still running. Inventory change: carrot -43880, fertilizer +960, pumpkin +189760, water +1920. Game time: 2h 46m 25s elapsed, 3h 13m 35s of budget remaining. Output: (none)
- run_program at 4h 08m for 1200s (agent saw)
Ran pumpkin_blocks for 20m of game time; it is still running. Inventory change: carrot -363008, fertilizer +960, power -3.21, pumpkin +1571328, water +15360. Game time: 4h 28m 35s elapsed, 1h 31m 25s of budget remaining. Output: (none)
- run_program at 5h 15m for 600s (agent saw)
Ran pumpkin_blocks for 10m of game time; it is still running. Inventory change: carrot -455680, fertilizer +480, power -5.64, pumpkin +1877504, water +15360. Game time: 5h 25m 25s elapsed, 34m 35s of budget remaining. Output: (none)
bones.py
r13h 06mRanFinal
clear() n = get_world_size() while True: change_hat(Hats.Dinosaur_Hat) alive = True while alive: if get_pos_y() == 0: if get_pos_x() == 0: alive = move(North) else: alive = move(West) elif get_pos_x() % 2 == 0: if get_pos_y() < n-1: alive = move(North) else: alive = move(East) else: if get_pos_y() > 1: alive = move(South) elif get_pos_x() < n-1: alive = move(East) else: alive = move(South) change_hat(Hats.Straw_Hat) while get_pos_x() != 0: move(East) while get_pos_y() != 0: move(North)- Write result the agent saw
Saved bones (28 lines). Game time: 3h 7m 5s elapsed, 2h 52m 55s of budget remaining.
- run_program at 3h 07m for 900s (agent saw)
Ran bones for 15m of game time; it is still running. Inventory change: bone +130050, cactus -1988, fertilizer +720, water +2880. Game time: 3h 22m 15s elapsed, 2h 37m 45s of budget remaining. Output: (none)
- run_program at 4h 39m for 900s (agent saw)
Ran bones for 15m of game time; it is still running. Inventory change: cactus -3968, fertilizer +720, water +11520. Game time: 4h 54m 35s elapsed, 1h 5m 25s of budget remaining. Output: (none)
reset_hat.py
r13h 22mRanFinal
change_hat(Hats.Straw_Hat) clear()- Write result the agent saw
Saved reset_hat (2 lines). Game time: 3h 22m 35s elapsed, 2h 37m 25s of budget remaining.
- run_program at 3h 22m for 1s (agent saw)
Ran reset_hat for 0s of game time; it finished. Inventory change: bone +18. Game time: 3h 22m 45s elapsed, 2h 37m 15s of budget remaining. Output: (none)
- run_program at 4h 54m for 1s (agent saw)
Ran reset_hat for 0s of game time; it finished. Inventory change: bone +258064, water +2. Game time: 4h 54m 45s elapsed, 1h 5m 15s of budget remaining. Output: (none)
cactus_parallel.py
r14h 28mRanFinal
clear() n = get_world_size() def row(y): while get_pos_y() != y: move(North) for x in range(n): if get_ground_type() == Grounds.Grassland: till() plant(Entities.Cactus) move(East) for i in range(n): for x in range(n): if get_pos_x() < n-1 and measure() > measure(East): swap(East) move(East) def column(x): while get_pos_x() != x: move(East) for i in range(n): for y in range(n): if get_pos_y() < n-1 and measure() > measure(North): swap(North) move(North) while True: handles = [] for y in range(n): h = spawn_drone(row, y) if h == None: row(y) while get_pos_y() != 0: move(North) else: handles.append(h) for h in handles: wait_for(h) handles = [] for x in range(n): h = spawn_drone(column, x) if h == None: column(x) while get_pos_x() != 0: move(East) else: handles.append(h) for h in handles: wait_for(h) harvest()- Write result the agent saw
Saved cactus_parallel (47 lines). Game time: 4h 29m 5s elapsed, 1h 30m 55s of budget remaining.
- run_program at 4h 29m for 600s (agent saw)
Ran cactus_parallel for 10m of game time; it is still running. Inventory change: cactus +3748096, fertilizer +480, pumpkin -18304, water +7680. Game time: 4h 39m 15s elapsed, 1h 20m 45s of budget remaining. Output: (none)
- run_program at 5h 25m for 600s (agent saw)
Ran cactus_parallel for 10m of game time; it is still running. Inventory change: cactus +3748096, fertilizer +480, pumpkin -18304, water +15360. Game time: 5h 35m 35s elapsed, 24m 25s of budget remaining. Output: (none)
power_reserve.py
r15h 56mRanFinal
clear() n = get_world_size() while True: for x in range(n): for y in range(n): if get_ground_type() == Grounds.Grassland: till() plant(Entities.Sunflower) if get_water() < 0.5: use_item(Items.Water) move(North) move(East) for petals in range(15, 6, -1): for x in range(n): for y in range(n): if get_entity_type() == Entities.Sunflower and measure() == petals: if can_harvest(): harvest() move(North) move(East)- Write result the agent saw
Saved power_reserve (20 lines). Game time: 5h 56m 15s elapsed, 3m 45s of budget remaining.
- run_program at 5h 56m for 205s (agent saw)
Ran power_reserve for 3m 25s of game time; it is still running. Inventory change: carrot -484, fertilizer +164, power +1824.23, water +4838. Game time: 5h 59m 50s elapsed, 10s of budget remaining. Output: (none)
log
Step by step
- 0ssaidI’ll build up basic production, unlock more crops and automation, and use the full six hours to grow both output and variety.
- 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=30result
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
buy_upgradeupgrades=["loops"] · evidenceresult
Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. Game time: 1m 5s elapsed, 5h 58m 55s of budget remaining.
- 1m 05s
write_programname="hay" · evidenceresult
Saved hay (2 lines). Game time: 1m 15s elapsed, 5h 58m 45s of budget remaining.
- 1m 15s
run_programname="hay" seconds=150result
Ran hay for 2m 30s of game time; it is still running. Inventory change: hay +300. Game time: 3m 55s elapsed, 5h 56m 5s of budget remaining. Output: (none)
- 3m 55s
buy_upgradeupgrades=["speed","expand","plant","grass"] · 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. Could not buy grass: Not enough resources. Game time: 4m 5s elapsed, 5h 55m 55s of budget remaining.
- 4m 05s
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: 4m 15s elapsed, 5h 55m 45s of budget remaining.
- 4m 15s
write_programname="wood" · evidenceresult
Saved wood (4 lines). Game time: 4m 25s elapsed, 5h 55m 35s of budget remaining.
- 4m 25s
run_programname="wood" seconds=100result
Ran wood for 1m 40s of game time; it is still running. Inventory change: hay +10. Game time: 6m 15s elapsed, 5h 53m 45s of budget remaining. Output: (none)
- 6m 15s
buy_upgradeupgrades=["expand","carrots","operators","grass","speed"] · evidenceresult
Could not buy expand: Not enough resources. Could not buy carrots: Not enough resources. Could not buy operators: Not enough resources. Could not buy grass: Not enough resources. Could not buy speed: Not enough resources.
- 6m 25s
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 35s elapsed, 5h 53m 25s of budget remaining.
- 6m 35s
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…
- 6m 45sthoughtHarvesting immature crops
- 6m 45s
write_programname="wood" · evidenceresult
Stop the program before editing it.
- 6m 55s
run_programname="wood" seconds=120result
Ran wood for 2m of game time; it is still running. Inventory change: no change. Game time: 9m 5s elapsed, 5h 50m 55s of budget remaining. Output: (none)
- 9m 05s
buy_upgradeupgrades=["expand","carrots","operators","speed","senses"] · evidenceresult
Could not buy expand: Not enough resources. Could not buy carrots: Not enough resources. Could not buy operators: Not enough resources. Could not buy speed: Not enough resources. Could not buy senses: Requires operators first.
- 9m 15s
observeresult
Game time: 9m 25s elapsed, 5h 50m 35s of budget remaining. Program: wood (running). Inventory: hay 235. 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 25s
write_programname="wood2" · evidenceresult
Saved wood2 (5 lines). Game time: 9m 35s elapsed, 5h 50m 25s of budget remaining.
- 9m 35s
run_programname="wood2" seconds=120result
Ran wood2 for 2m of game time; it is still running. Inventory change: wood +73. Game time: 11m 45s elapsed, 5h 48m 15s of budget remaining. Output: (none)
- 11m 45s
buy_upgradeupgrades=["expand","carrots","operators","speed","senses","watering"] · evidenceresult
Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md. Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md. Could not buy operators: Not enough resources. Could not buy speed: Not enough resources. Could not buy senses: Requires operators first. Could not buy watering: Not enough resources. Game time: 11m 55s elapsed, …
- 11m 55s
docs_readpath="docs/unlocks/plant.md"result
# Plant Grass is nice because it grows automatically. All other plants have to be planted with the `plant()` function. The only plant you can plant right now is a bush. You can pass the type of plant you want to plant to the function like this: `plant(Entities.Bush)` This will plant a bush under the drone. Call `clear()` to reset the farm to all grass and reset the drone position. It seems tha…
- 12m 05s
waitseconds=100result
Waited 1m 40s (time up). Program: wood2 running. Inventory change: wood +126. Game time: 13m 55s elapsed, 5h 46m 5s of budget remaining.
- 13m 55s
buy_upgradeupgrades=["operators","speed","watering"] · evidenceresult
Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md. Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md. Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md. Game time: 14m 5s elapsed, 5h 45m 55s of budget remaining.
- 14m 05s
write_programname="carrot" · evidenceresult
Saved carrot (7 lines). Game time: 14m 15s elapsed, 5h 45m 45s of budget remaining.
- 14m 15s
run_programname="carrot" seconds=60result
Ran carrot for 1m of game time; it is still running. Inventory change: carrot +56, hay +5, water +6, wood -22. Game time: 15m 25s elapsed, 5h 44m 35s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: plant(Entities.Carrot) ^^ -------------------------------------------------------------------- - 15m 25s
buy_upgradeupgrades=["variables","senses"] · evidenceresult
Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md. Could not buy senses: Not enough resources. Game time: 15m 35s elapsed, 5h 44m 25s of budget remaining.
- 15m 35ssaidBasic crops are unlocked. I’m setting up a balanced rotation so wood and hay keep funding carrots, then expanding into pumpkins and the higher value resources.
- 15m 35s
run_programname="hay" seconds=80result
Ran hay for 1m 20s of game time; it is still running. Inventory change: water +8. Game time: 17m 5s elapsed, 5h 42m 55s of budget remaining. Output: (none)
- 17m 05s
buy_upgradeupgrades=["senses"] · evidenceresult
Could not buy senses: Not enough resources.
- 17m 15s
write_programname="mixed" · evidenceresult
Saved mixed (16 lines). Game time: 17m 25s elapsed, 5h 42m 35s of budget remaining.
- 17m 25s
run_programname="mixed" seconds=200result
Ran mixed for 0s of game time; it stopped with an error: Unlocks.Senses must be unlocked before this can be used. Inventory change: no change. Game time: 17m 35s elapsed, 5h 42m 25s of budget remaining. Output: Error: Unlocks.Senses must be unlocked before this can be used. In: if get_pos_x() == 0: ^^ -------------------------------------------------------------------- - 17m 35s
buy_upgradeupgrades=["trees","functions","grass","expand","speed","fertilizer"] · evidenceresult
Could not buy trees: Not enough resources. Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md. Could not buy grass: Not enough resources. Could not buy expand: Not enough resources. Could not buy speed: Not enough resources. Could not buy fertilizer: Not enough resources. Game time: 17m 45s elapsed, 5h 42m 15s of budget remaining.
- 17m 45s
write_programname="reset_hay" · evidenceresult
Saved reset_hay (3 lines). Game time: 17m 55s elapsed, 5h 42m 5s of budget remaining.
- 17m 55s
run_programname="reset_hay" seconds=60result
Ran reset_hay for 1m of game time; it is still running. Inventory change: water +6. Game time: 19m 5s elapsed, 5h 40m 55s of budget remaining. Output: (none)
- 19m 05s
buy_upgradeupgrades=["senses"] · evidenceresult
Could not buy senses: Not enough resources.
- 19m 15s
run_programname="mixed" seconds=300result
Ran mixed for 0s of game time; it stopped with an error: Unlocks.Senses must be unlocked before this can be used. Inventory change: no change. Game time: 19m 25s elapsed, 5h 40m 35s of budget remaining. Output: Error: Unlocks.Senses must be unlocked before this can be used. In: if get_pos_x() == 0: ^^ -------------------------------------------------------------------- - 19m 25s
buy_upgradeupgrades=["trees","grass","expand","speed","fertilizer"] · evidenceresult
Could not buy trees: Not enough resources. Could not buy grass: Not enough resources. Could not buy expand: Not enough resources. Could not buy speed: Not enough resources. Could not buy fertilizer: Not enough resources.
- 19m 35s
observeresult
Game time: 19m 45s elapsed, 5h 40m 15s of budget remaining. Program: none running. Inventory: hay 92, wood 76, carrot 5, water 33. Farm 3x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 2 _Gr3 _Gr3 _Gr3 y= 1 _Gr3 _Gr3 _Gr3 y= 0 _Gr3* _Gr3 _Gr3 Recent o…
- 19m 45sthoughtChecking grass harvest reset
- 19m 45s
write_programname="safehay" · evidenceresult
Saved safehay (4 lines). Game time: 19m 55s elapsed, 5h 40m 5s of budget remaining.
- 19m 55s
run_programname="safehay" seconds=40result
Ran safehay for 40s of game time; it is still running. Inventory change: hay +90, water +4. Game time: 20m 45s elapsed, 5h 39m 15s of budget remaining. Output: (none)
- 20m 45s
buy_upgradeupgrades=["senses"] · evidenceresult
Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md. Game time: 20m 55s elapsed, 5h 39m 5s of budget remaining.
- 20m 55s
run_programname="mixed" seconds=300result
Ran mixed for 5m of game time; it is still running. Inventory change: carrot +199, hay +243, water +30, wood +240. Game time: 26m 5s elapsed, 5h 33m 55s of budget remaining. Output: (none)
- 26m 05s
buy_upgradeupgrades=["trees","grass","expand","speed","fertilizer"] · evidenceresult
Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md. Bought grass, now level 2. Paid hay 300. Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md. Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md. Could not buy fertilizer: Not enough resources. Game…
- 26m 15s
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…
- 26m 25s
write_programname="economy" · evidenceresult
Saved economy (20 lines). Game time: 26m 35s elapsed, 5h 33m 25s of budget remaining.
- 26m 35s
run_programname="economy" seconds=600result
Ran economy for 10m of game time; it is still running. Inventory change: carrot +590, hay +1731, water +60, wood +1382. Game time: 36m 45s elapsed, 5h 23m 15s of budget remaining. Output: (none)
- 36m 45s
buy_upgradeupgrades=["expand","trees","trees","carrots","grass","pumpkins","fertilizer","speed","sunflowers","lists"] · evidenceresult
Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md. Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md. Bought trees, now level 3. Paid hay 1200. 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 grass, now …
- 36m 55s
docs_readpath="unlocks/pumpkins"result
## Pumpkins Increases the yield and cost of pumpkins. 100% => 200% ### Unlock Cost [Current cost: carrot=1000] [Tutorial](docs/unlocks/pumpkins.md) Game time: 37m 5s elapsed, 5h 22m 55s of budget remaining.
- 37m 05s
docs_readpath="unlocks/fertilizer"result
## Fertilizer Grow plants instantly. use_item(Items.Fertilizer) ### Unlock Cost [Current cost: wood=500] Game time: 37m 15s elapsed, 5h 22m 45s of budget remaining.
- 37m 15s
observeresult
Game time: 37m 25s elapsed, 5h 22m 35s of budget remaining. Program: economy (running). Inventory: hay 618, wood 492, carrot 489, water 139. Farm 6x6. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Tr=tree, Ca=carrot, Bu=bush. y= 5 _Gr3 _Tr1 #Ca3 _Gr3 _Bu3 #C…
- 37m 25s
waitseconds=600result
Waited 10m (time up). Program: economy running. Inventory change: carrot +1584, hay +2340, water +60, wood +10624. Game time: 47m 35s elapsed, 5h 12m 25s of budget remaining.
- 47m 35s
buy_upgradeupgrades=["speed","sunflowers","fertilizer","lists","carrots","carrots","grass","trees","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 fertilizer, now level 1. Paid wood 500. Its tutorial is docs page docs/unlocks/fertilizer.md. Bought lists, now level 1. Paid carrot 500. Its tutorial is docs page docs/scripting/lists.md. Bought c…
- 47m 45s
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…
- 47m 55s
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…
- 48m 05s
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…
- 48m 15sthoughtUpgrading carrot costs
- 48m 15s
write_programname="growth" · evidenceresult
Saved growth (25 lines). Game time: 48m 25s elapsed, 5h 11m 35s of budget remaining.
- 48m 25s
run_programname="growth" seconds=1200result
Ran growth for 20m of game time; it is still running. Inventory change: carrot +20789, fertilizer -4, hay +13304, water +120, weird_substance +2790, wood +28498. Game time: 1h 8m 35s elapsed, 4h 51m 25s of budget remaining. Output: (none)
- 1h 08m
buy_upgradeupgrades=["expand","speed","trees","grass","pumpkins","watering","fertilizer","mazes"] · evidenceresult
Could not buy expand: Not enough resources. Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.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 pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought watering, now level …
- 1h 08m
observeresult
Game time: 1h 8m 55s elapsed, 4h 51m 5s of budget remaining. Program: growth (running). Inventory: hay 12290, wood 17344, carrot 20637, weird_substance 1820, water 329, fertilizer 1. Farm 6x6. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Tr=tree, Su=sunflower, Bu…
- 1h 08m
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 4/10; cost wood 31200; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and…
- 1h 09m
write_programname="pumpkin" · evidenceresult
Saved pumpkin (16 lines). Game time: 1h 9m 15s elapsed, 4h 50m 45s of budget remaining.
- 1h 09m
run_programname="pumpkin" seconds=600result
Ran pumpkin for 10m of game time; it is still running. Inventory change: carrot -3244, fertilizer +120, pumpkin +15120, water +120. Game time: 1h 19m 25s elapsed, 4h 40m 35s of budget remaining. Output: (none)
- 1h 19m
buy_upgradeupgrades=["expand","cactus","dictionaries","utilities","pumpkins","fertilizer","watering"] · evidenceresult
Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md. Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. Bought dictionaries, now level 1. Paid pumpkin 2500. Its tutorial is docs page docs/scripting/dicts.md. Bought utilities, now level 1. Paid pumpkin 1000. Bought pumpkins, now level 3. Paid carrot 4000. It…
- 1h 19m
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 19m
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 19mthoughtPlanning cactus-sort loops
- 1h 19msaidThe farm now produces pumpkins and fertilizer-derived weird substance, and the drone is at maximum base speed. Next I’m adding sorted cactus fields, maze treasure, and dinosaur production.
- 1h 19m
write_programname="cacti" · evidenceresult
Saved cacti (20 lines). Game time: 1h 20m 5s elapsed, 4h 39m 55s of budget remaining.
- 1h 20m
run_programname="cacti" seconds=600result
Ran cacti for 10m of game time; it is still running. Inventory change: cactus +32021, fertilizer +240, pumpkin -1146, water +240. Game time: 1h 30m 15s elapsed, 4h 29m 45s of budget remaining. Output: (none)
- 1h 30m
buy_upgradeupgrades=["dinosaurs","mazes","cactus","expand","costs","auto_unlock"] · 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. Could not buy cactus: Not enough resources. Could not buy expand: Not enough resources. Bought costs, now level 1. Paid pumpkin 2500. Its tutorial is docs page docs/unlocks/costs.md. Could not buy auto_u…
- 1h 30m
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 30m
observeresult
Game time: 1h 30m 45s elapsed, 4h 29m 15s of budget remaining. Program: cacti (running). Inventory: hay 13682, wood 9744, carrot 13438, pumpkin 2278, cactus 22117, weird_substance 2020, water 724, fertilizer 390. 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: Ca=ca…
- 1h 30mthoughtPlanning simple right-hand maze
- 1h 30m
write_programname="gold" · evidenceresult
Saved gold (15 lines). Game time: 1h 30m 55s elapsed, 4h 29m 5s of budget remaining.
- 1h 30m
run_programname="gold" seconds=500result
Ran gold for 8m 20s of game time; it is still running. Inventory change: fertilizer +200, gold +14208, water +200, weird_substance -1792. Game time: 1h 39m 25s elapsed, 4h 20m 35s of budget remaining. Output: (none)
- 1h 39m
buy_upgradeupgrades=["megafarm","debug","debug_2"] · evidenceresult
Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md. Bought debug, now level 1. Paid hay 50, wood 50. Its tutorial is docs page docs/scripting/debug.md. Bought debug_2, now level 1. Paid gold 500. Its tutorial is docs page docs/unlocks/debug2.md. Game time: 1h 39m 35s elapsed, 4h 20m 25s of budget remaining.
- 1h 39m
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 39m
observeresult
Game time: 1h 39m 55s elapsed, 4h 20m 5s of budget remaining. Program: gold (running). Inventory: hay 13632, wood 9694, carrot 13438, pumpkin 2278, cactus 22117, weird_substance 148, gold 12348, water 944, fertilizer 610. 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. Entiti…
- 1h 39mthoughtExpanding drone capacity
- 1h 39m
run_programname="pumpkin" seconds=900result
Ran pumpkin for 15m of game time; it is still running. Inventory change: carrot -10412, fertilizer +360, pumpkin +47616, water +360. Game time: 1h 55m 5s elapsed, 4h 4m 55s of budget remaining. Output: (none)
- 1h 55m
buy_upgradeupgrades=["expand","expand","cactus","auto_unlock","polyculture","megafarm","timing"] · evidenceresult
Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. Could not buy expand: Not enough resources. Bought cactus, now level 2. Paid pumpkin 20000. Its tutorial is docs page docs/unlocks/cactus.md. Bought auto_unlock, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/auto_unlock.md. Bought polyculture, now level 1. Paid pumpkin 3000. …
- 1h 55m
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 4/10; cost wood 31200; available, not affordable; tu…
- 1h 55mthoughtCoding the primary index
- 1h 55m
write_programname="industry" · evidenceresult
Saved industry (38 lines). Game time: 1h 55m 35s elapsed, 4h 4m 25s of budget remaining.
- 1h 55m
run_programname="industry" seconds=1800result
Ran industry for 30m of game time; it is still running. Inventory change: carrot +238259, fertilizer -989, hay +562224, water -1324, weird_substance +118800, wood +736192. Game time: 2h 25m 45s elapsed, 3h 34m 15s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: work use_item(Items.Water) ^^ ----------------------------------------… - 2h 25m
buy_upgradeupgrades=["trees","trees","grass","carrots","fertilizer","watering","watering","pumpkins","dinosaurs"] · 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 grass, now level 6. Paid wood 62500. Bought carrots, now level 5. Paid wood 31200. Its tutorial is docs page docs/unlocks/carrots.md. Bought fertilizer, now level 4. Paid wood 54000. Its tutorial is docs page …
- 2h 25m
observeresult
Game time: 2h 26m 5s elapsed, 3h 33m 55s of budget remaining. Program: industry (running). Inventory: hay 490936, wood 596866, carrot 227915, pumpkin 14430, cactus 10117, weird_substance 119396, gold 4604, fertilizer 1. Farm 12x12. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entiti…
- 2h 26mthoughtPreparing 6x6 block workers
- 2h 26m
write_programname="pumpkin_blocks" · evidenceresult
Saved pumpkin_blocks (31 lines). Game time: 2h 26m 15s elapsed, 3h 33m 45s of budget remaining.
- 2h 26m
run_programname="pumpkin_blocks" seconds=1200result
Ran pumpkin_blocks for 20m of game time; it is still running. Inventory change: carrot -43880, fertilizer +960, pumpkin +189760, water +1920. Game time: 2h 46m 25s elapsed, 3h 13m 35s of budget remaining. Output: (none)
- 2h 46m
buy_upgradeupgrades=["expand","cactus","pumpkins","trees","grass","carrots","watering"] · evidenceresult
Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md. Bought cactus, now level 3. Paid pumpkin 120000. Its tutorial is docs page docs/unlocks/cactus.md. Bought pumpkins, now level 5. Paid carrot 64000. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought trees, now level 7. Paid hay 307000. Its tutorial is docs page docs/unlocks/trees.md. Bought …
- 2h 46mthoughtHarvesting cactus
- 2h 46msaidFour drones have scaled the economy substantially: hundreds of thousands of basic resources and pumpkins are being produced. The farm is now 16×16; I’m investing in the remaining specialty resources before the final production runs.
- 2h 46m
run_programname="cacti" seconds=1200result
Ran cacti for 20m of game time; it is still running. Inventory change: cactus +496016, fertilizer +960, pumpkin -6032, water +3840. Game time: 3h 6m 45s elapsed, 2h 53m 15s of budget remaining. Output: (none)
- 3h 06m
buy_upgradeupgrades=["mazes","mazes","dinosaurs","dinosaurs"] · evidenceresult
Bought mazes, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/mazes.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 dinosaurs: Not enough resources. Game time: 3h 6m 55s elapsed, 2h 53m 5s of budget remaining.
- 3h 06m
write_programname="bones" · evidenceresult
Saved bones (28 lines). Game time: 3h 7m 5s elapsed, 2h 52m 55s of budget remaining.
- 3h 07m
run_programname="bones" seconds=900result
Ran bones for 15m of game time; it is still running. Inventory change: bone +130050, cactus -1988, fertilizer +720, water +2880. Game time: 3h 22m 15s elapsed, 2h 37m 45s of budget remaining. Output: (none)
- 3h 22m
observeresult
Game time: 3h 22m 25s elapsed, 2h 37m 35s of budget remaining. Program: bones (running). Inventory: hay 195328, wood 111234, carrot 121267, pumpkin 14158, cactus 81, bone 260100, weird_substance 124196, gold 4604, water 8815, fertilizer 2688. 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); …
- 3h 22mthoughtResetting the script
- 3h 22m
write_programname="reset_hat" · evidenceresult
Saved reset_hat (2 lines). Game time: 3h 22m 35s elapsed, 2h 37m 25s of budget remaining.
- 3h 22m
run_programname="reset_hat" seconds=1result
Ran reset_hat for 0s of game time; it finished. Inventory change: bone +18. Game time: 3h 22m 45s elapsed, 2h 37m 15s of budget remaining. Output: (none)
- 3h 22m
run_programname="gold" seconds=900result
Ran gold for 15m of game time; it is still running. Inventory change: fertilizer +720, gold +112640, water +2880, weird_substance -7168. Game time: 3h 37m 55s elapsed, 2h 22m 5s of budget remaining. Output: (none)
- 3h 37m
buy_upgradeupgrades=["megafarm","megafarm","polyculture","polyculture"] · evidenceresult
Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md. Could not buy megafarm: Not enough resources. Bought polyculture, now level 2. Paid bone 10000. Its tutorial is docs page docs/unlocks/polyculture.md. Bought polyculture, now level 3. Paid bone 50000. Its tutorial is docs page docs/unlocks/polyculture.md. Game time: 3h 38m 5s elapsed, 2h 21m 55s of b…
- 3h 38m
run_programname="industry" seconds=1800result
Ran industry for 30m of game time; it is still running. Inventory change: carrot +3858195, fertilizer -3448, hay +8719776, power +3.22, water -5614, weird_substance +9547840, wood +23350368. Game time: 4h 8m 15s elapsed, 1h 51m 45s of budget remaining. Output: Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: work use_item(Items.Fertilizer) ^^ -------… - 4h 08mthoughtBuying upgrades to 9
- 4h 08m
buy_upgradeupgrades=["trees","trees","grass","grass","carrots","carrots","carrots","pumpkins","pumpkins","watering","watering"] · evidenceresult
Bought trees, now level 8. Paid hay 1230000. Its tutorial is docs page docs/unlocks/trees.md. Bought trees, now level 9. Paid hay 4920000. Its tutorial is docs page docs/unlocks/trees.md. Bought grass, now level 8. Paid wood 1560000. Bought grass, now level 9. Paid wood 7810000. Bought carrots, now level 7. Paid wood 781000. Its tutorial is docs page docs/unlocks/carrots.md. Bought carrots, now le…
- 4h 08m
run_programname="pumpkin_blocks" seconds=1200result
Ran pumpkin_blocks for 20m of game time; it is still running. Inventory change: carrot -363008, fertilizer +960, power -3.21, pumpkin +1571328, water +15360. Game time: 4h 28m 35s elapsed, 1h 31m 25s of budget remaining. Output: (none)
- 4h 28m
buy_upgradeupgrades=["expand","cactus","cactus","pumpkins"] · evidenceresult
Bought expand, now level 8. Paid pumpkin 512000. Its tutorial is docs page docs/unlocks/expand_1.md. Bought cactus, now level 4. Paid pumpkin 720000. Its tutorial is docs page docs/unlocks/cactus.md. Could not buy cactus: Not enough resources. Could not buy pumpkins: Not enough resources. Game time: 4h 28m 45s elapsed, 1h 31m 15s of budget remaining.
- 4h 28m
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 4/6; cost pumpkin 4320000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 800% => 1600% carrots (Carrots) level 8/10; cost wood 19500000; available, not affordabl…
- 4h 28mthoughtPreparing parallel row sorting
- 4h 28m
write_programname="cactus_parallel" · evidenceresult
Saved cactus_parallel (47 lines). Game time: 4h 29m 5s elapsed, 1h 30m 55s of budget remaining.
- 4h 29m
run_programname="cactus_parallel" seconds=600result
Ran cactus_parallel for 10m of game time; it is still running. Inventory change: cactus +3748096, fertilizer +480, pumpkin -18304, water +7680. Game time: 4h 39m 15s elapsed, 1h 20m 45s of budget remaining. Output: (none)
- 4h 39m
buy_upgradeupgrades=["dinosaurs","dinosaurs","dinosaurs","mazes"] · evidenceresult
Bought dinosaurs, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Bought dinosaurs, now level 4. Paid cactus 432000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Bought dinosaurs, now level 5. Paid cactus 2590000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Could not buy mazes: Not enough resources. Game time: 4h 39m 25s elapsed, 1h 20m 35s of …
- 4h 39mthoughtFinding bone 22
- 4h 39m
run_programname="bones" seconds=900result
Ran bones for 15m of game time; it is still running. Inventory change: cactus -3968, fertilizer +720, water +11520. Game time: 4h 54m 35s elapsed, 1h 5m 25s of budget remaining. Output: (none)
- 4h 54m
run_programname="reset_hat" seconds=1result
Ran reset_hat for 0s of game time; it finished. Inventory change: bone +258064, water +2. Game time: 4h 54m 45s elapsed, 1h 5m 15s of budget remaining. Output: (none)
- 4h 54m
buy_upgradeupgrades=["polyculture","polyculture"] · evidenceresult
Bought polyculture, now level 4. Paid bone 250000. Its tutorial is docs page docs/unlocks/polyculture.md. Could not buy polyculture: Not enough resources. Game time: 4h 54m 55s elapsed, 1h 5m 5s of budget remaining.
- 4h 54m
run_programname="industry" seconds=1200result
Ran industry for 20m of game time; it is still running. Inventory change: carrot +19565418, fertilizer -2231, hay +34482944, power +2.16, water +2846, weird_substance +49356160, wood +85312128. Game time: 5h 15m 5s elapsed, 44m 55s of budget remaining. Output: (none)
- 5h 15m
buy_upgradeupgrades=["trees","grass","carrots","carrots","pumpkins","watering"] · evidenceresult
Bought trees, now level 10. Paid hay 19700000. Its tutorial is docs page docs/unlocks/trees.md. Bought grass, now level 10. Paid wood 39100000. Bought carrots, now level 9. Paid wood 19500000. Its tutorial is docs page docs/unlocks/carrots.md. Could not buy carrots: Not enough resources. Bought pumpkins, now level 8. Paid carrot 4100000. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought w…
- 5h 15mthoughtPlanning final allocation
- 5h 15msaidThe economy has now produced tens of millions of hay, wood, carrots, and weird substance, plus millions of cactus and hundreds of thousands of bones. With 45 minutes left, I’m balancing final specialty harvests with maximum-yield basic production.
- 5h 15m
run_programname="pumpkin_blocks" seconds=600result
Ran pumpkin_blocks for 10m of game time; it is still running. Inventory change: carrot -455680, fertilizer +480, power -5.64, pumpkin +1877504, water +15360. Game time: 5h 25m 25s elapsed, 34m 35s of budget remaining. Output: (none)
- 5h 25m
run_programname="cactus_parallel" seconds=600result
Ran cactus_parallel for 10m of game time; it is still running. Inventory change: cactus +3748096, fertilizer +480, pumpkin -18304, water +15360. Game time: 5h 35m 35s elapsed, 24m 25s of budget remaining. Output: (none)
- 5h 35m
buy_upgradeupgrades=["mazes"] · evidenceresult
Bought mazes, now level 5. Paid cactus 2590000. Its tutorial is docs page docs/unlocks/mazes.md. Game time: 5h 35m 45s elapsed, 24m 15s of budget remaining.
- 5h 35m
run_programname="gold" seconds=300result
Ran gold for 5m of game time; it is still running. Inventory change: fertilizer +240, gold +61952, water +7680, weird_substance -3168. Game time: 5h 40m 55s elapsed, 19m 5s of budget remaining. Output: (none)
- 5h 40m
run_programname="industry" seconds=900result
Ran industry for 15m of game time; it is still running. Inventory change: carrot +26591930, fertilizer -1232, hay +51532800, water +13523, weird_substance +55260160, wood +128580096. Game time: 5h 56m 5s elapsed, 3m 55s of budget remaining. Output: Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: work use_item(Items.Fertilizer) ^^ -------------------… - 5h 56mthoughtPreparing row assignments
- 5h 56m
write_programname="power_reserve" · evidenceresult
Saved power_reserve (20 lines). Game time: 5h 56m 15s elapsed, 3m 45s of budget remaining.
- 5h 56m
run_programname="power_reserve" seconds=205result
Ran power_reserve for 3m 25s of game time; it is still running. Inventory change: carrot -484, fertilizer +164, power +1824.23, water +4838. Game time: 5h 59m 50s elapsed, 10s of budget remaining. Output: (none)
- 5h 59m
observeresult
Game time: 6h elapsed, 0s of budget remaining. Program: power_reserve (running). Inventory: hay 71332784, wood 172115066, carrot 45149653, pumpkin 2189326, cactus 1808173, bone 208182, weird_substance 115276100, gold 147196, water 103367, fertilizer 172, power 2078.07. Farm 22x22. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1…
- 6h 00msaidUsed the full 6-hour budget, building a 22×22 farm with automation for every major resource. Final inventory, after upgrade spending: | Resource | Amount | |---|---:| | Wood | 172,115,066 | | Weird substance | 115,276,100 | | Hay | 71,332,784 | | Carrots | 45,149,653 | | Pumpkins | 2,189,326 | | Cactus | 1,808,173 | | Bones | 208,182 | | Gold | 147,196 | | Water | 103,367 | | Power | 2,078 | | Fertilizer | 172 | Total production was higher, since resources also 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) | 59,890 |
| Cache reads | 929,536 |
| Cache writes | 0 |
| Output | 7,123 |
| Thinking (subset of output where reported) | 714 |
| Total | 996,549 |
|---|
| Model | Tokens | Estimate |
|---|---|---|
| gpt-6-astra | 996,549 | $1.88 |
Estimate: API-equivalent estimate at list prices; not an actual charge. Price table prices-2026-10-16b.
- gpt-6-astra: 996549 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: 996549 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-s3-a1-20261016T142619Z |
|---|---|
| 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 8.28 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd |
| Started / ended | 2026-10-16T14:26:19.076Z → 2026-10-16T14:31:31.079Z |
| Evidence | 57 items in evidence.json |