GPT-6 Luna, seed 1
Codex · medium reasoning effort
Hay 7.76k produced, 3.89 points
Wood 5 produced, 0.78 points
Carrot not produced
Pumpkin not produced
Cactus not produced
Power not produced
Bone not produced
Weird substance not produced
Gold not produced
Water not produced
Fertilizer not produced
Produced by the end of the run. Pips: points each resource adds to the score, one per tenfold.
- Score · economy-v1
- 4.67orders of magnitude · model mean 15.74
- On seed 1
- #8of 8 models
- Cost
- $0.02API-equivalent estimate
- Real time
- 3m 55swall 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 | 3.84 |
| 2h 00m | 4.64 |
| 3h 00m | 4.64 |
| 4h 00m | 4.64 |
| 5h 00m | 4.67 |
| 6h 00m | 4.67 |
Said: the agent's own progress messages. Thought: its thinking as the agent reported it (a summary, for Codex). Read: docs and research. Wrote: program saves. Running: which program the farm ran. Text sits at the game time it was written; the game is paused while the agent thinks. Dots open the step in the log below.
how-it-played
How it played
| Measure | This run | Model mean | Seed 1 mean |
|---|---|---|---|
| Resources opened | 2 of 11 | 4.7 of 11 | 9.4 of 11 |
| Study | 21 | 44 | 40 |
| Action overhead | 3% | 6% | 9% |
| Tool calls | 58 | 128 | 186 |
| Program writes | 7 | 16 | 33 |
| Program stints | 5 | 14 | 30 |
| Median stint | 1h 02m | 32m 07s | 13m 58s |
| Cost per point | $0.0045 | $0.0047 | $0.069 |
Farm idle 1% of samples; longest stint 3h 01m; 0 rejected writes.
production
Production and holdings
Each resource on its own scale. Ticks: purchases of the upgrade that feeds it. On the log scale each tenfold rise is one point.
upgrades
Upgrade timeline
Every purchase, with what the agent was told
| Game time | Call | Unlocked | Result the agent saw |
|---|---|---|---|
| 2m 40s | {"upgrades":["loops","speed"]} | loops 1 | Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. |
| 1h 03m | {"upgrades":["speed","speed","speed","speed","speed","expand","expand","expand","expand","expand","expand","expand","expand","expand"]} | speed 1, expand 1 | Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. |
| 1h 04m | {"upgrades":["plant"]} | plant 1 | Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md. |
| 4h 07m | {"upgrades":["grass","grass","grass","grass","grass","grass","grass","grass","grass","hats"]} | grass 2, hats 1 | Bought grass, now level 2. Paid hay 300. |
| 4h 10m | {"upgrades":["grass","grass","grass","grass","grass","grass","grass","grass"]} | — | Could not buy grass: Not enough resources. |
Programs 7 writes, code as the agent wrote it
starter.py
r12m 10sRanFinal
harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest()- Write result the agent saw
Saved starter (20 lines). Game time: 2m 20s elapsed, 5h 57m 40s of budget remaining.
- run_program at 2m 20s for 3600s (agent saw)
Ran starter for 10s of game time; it finished. Inventory change: hay +20. Game time: 2m 40s elapsed, 5h 57m 20s of budget remaining. Output: (none)
farm.py
r12m 50sRan
while True: harvest()- Write result the agent saw
Saved farm (2 lines). Game time: 3m elapsed, 5h 57m of budget remaining.
- run_program at 3m 00s for 3600s (agent saw)
Ran farm for 1h of game time; it is still running. Inventory change: hay +7200. Game time: 1h 3m 10s elapsed, 4h 56m 50s of budget remaining. Output: (none)
wood.py
r11h 05mRan
plant(Entities.Bush) harvest()- Write result the agent saw
Saved wood (2 lines). Game time: 1h 5m 30s elapsed, 4h 54m 30s of budget remaining.
- run_program at 1h 05m for 3600s (agent saw)
Ran wood for 1s of game time; it finished. Inventory change: no change. Game time: 1h 5m 41s elapsed, 4h 54m 19s of budget remaining. Output: (none)
r21h 05mRan
harvest() plant(Entities.Bush)Changes from the previous revision
- plant(Entities.Bush) harvest() + plant(Entities.Bush)
- Write result the agent saw
Saved wood (2 lines). Game time: 1h 6m 1s elapsed, 4h 53m 59s of budget remaining.
- run_program at 1h 06m for 100s (agent saw)
Ran wood for 1s of game time; it finished. Inventory change: hay +1. Game time: 1h 6m 11s elapsed, 4h 53m 49s of budget remaining. Output: (none)
r31h 06mRan
while True: harvest() plant(Entities.Bush)Changes from the previous revision
- harvest() - plant(Entities.Bush) + while True: + harvest() + plant(Entities.Bush)
- Write result the agent saw
Saved wood (3 lines). Game time: 1h 6m 31s elapsed, 4h 53m 29s of budget remaining.
- run_program at 1h 06m for 3600s (agent saw)
Ran wood for 1h of game time; it is still running. Inventory change: wood +5. Game time: 2h 6m 41s elapsed, 3h 53m 19s of budget remaining. Output: (none)
mixed.py
r14h 07mRan
while True: move(North) harvest() move(South) harvest()- Write result the agent saw
Saved mixed (5 lines). Game time: 4h 7m 51s elapsed, 1h 52m 9s of budget remaining.
- run_program at 4h 07m for 120s (agent saw)
Ran mixed for 2m of game time; it is still running. Inventory change: hay +358. Game time: 4h 10m 1s elapsed, 1h 49m 59s of budget remaining. Output: (none)
woodfarm.py
r14h 10mRan
while True: harvest() plant(Entities.Bush) move(North) harvest() plant(Entities.Bush) move(North) harvest() plant(Entities.Bush) move(South) move(South)- Write result the agent saw
Saved woodfarm (11 lines). Game time: 4h 10m 41s elapsed, 1h 49m 19s of budget remaining.
- run_program at 4h 10m for 1800s (agent saw)
Ran woodfarm for 30m of game time; it is still running. Inventory change: hay +12. Game time: 4h 40m 51s elapsed, 1h 19m 9s of budget remaining. Output: (none)
log
Step by step
- 0sthoughtInspecting available tools
- 0ssaidI’ll inspect the available farm controls and the in-game docs first, then use the remaining game time to build and run a production loop that unlocks as much variety as the fresh save allows.
- 0sthoughtListing FarmerBench tools
- 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)
- 10sthoughtPreparing a docs list
- 10s
docs_listresult
docs/home.md General Info unlocks/auto_unlock Auto Unlock unlocks/cactus Cactus unlocks/carrots Carrots unlocks/costs Costs unlocks/debug Debug unlocks/debug_2 Debug_2 unlocks/dictionaries Dictionaries unlocks/dinosaurs Dinosaurs unlocks/expand Expand unlocks/fertilizer Fertilizer unlocks/functions Functions unlocks/grass Grass unlocks/hats Hats unlocks/import Import unlocks/leaderb…
- 20s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 0/10; cost wood 50; requires plant ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) costs (Costs) le…
- 30sthoughtLocating docs and home
- 30ssaidThe fresh save starts with only a 1×1 grass tile, so progression depends on harvesting basic resources and buying the early unlock chain. I’m checking the starter language rules and unlock prerequisites now, then I’ll automate each stage and reinvest into expansion and crops.
- 30s
docs_readpath="docs/getting_started.md"result
# Getting Started This window contains information about everything in the game. You can move windows around by dragging and dropping the gray part of the window. You can move around by dragging anywhere outside the windows. To get started with programming, go to the [First Program](docs/first_program.md) page by clicking it. Be sure to check out the buttons in the top right corner of the scree…
- 40s
docs_readpath="docs/first_program.md"result
# First Program ## Text editor All programming is done in code windows. Each code window corresponds to a text file containing code. You can rename the file by clicking on its name at the top of the window. The code can be edited like in any text editor as long as it's not running. You can execute the program directly by pressing the green play button in the code window.  You c…
- 50s
docs_readpath="unlocks/loops"result
## Loops Unlocks a simple while loop. while True: harvest() ### Unlock Cost [Current cost: hay=5] Game time: 1m elapsed, 5h 59m of budget remaining. - 1m 00s
docs_readpath="unlocks/expand"result
## Expand Expands the farm land and unlocks movement. ### Unlock Cost [Current cost: hay=30] Game time: 1m 10s elapsed, 5h 58m 50s of budget remaining.
- 1m 10s
docs_readpath="unlocks/speed"result
## Speed Increases the speed of both the drone and code execution. ### Unlock Cost [Current cost: hay=20] Game time: 1m 20s elapsed, 5h 58m 40s of budget remaining.
- 1m 20s
docs_readpath="unlocks/plant"result
## Plant Unlocks planting. plant(Entities.Bush) ### Unlock Cost [Current cost: hay=50] Game time: 1m 30s elapsed, 5h 58m 30s of budget remaining.
- 1m 30s
docs_readpath="unlocks/variables"result
## Variables Assign values to variables. next_plant = Entities.Bush plant(next_plant) ### Unlock Cost [Current cost: carrot=35] Game time: 1m 40s elapsed, 5h 58m 20s of budget remaining.
- 1m 40s
docs_readpath="unlocks/operators"result
## Operators Arithmetic, comparison and logic operators. if not can_harvest() and (1 + 1 == 4 / 2): do_a_flip() ### Unlock Cost [Current cost: hay=150, wood=10] Game time: 1m 50s elapsed, 5h 58m 10s of budget remaining. - 1m 50s
docs_readpath="unlocks/senses"result
## Senses The drone can see what's under it and where it is. if get_pos_x() < 5 and num_items(Items.Wood) < 200: plant(Entities.Bush) ### Unlock Cost [Current cost: hay=100] Game time: 2m elapsed, 5h 58m of budget remaining. - 2m 00s
docs_readpath="unlocks/grass"result
## Grass Increases the yield of grass. 100% => 200% ### Unlock Cost [Current cost: hay=300] Game time: 2m 10s elapsed, 5h 57m 50s of budget remaining.
- 2m 10sthoughtPreparing repeated harvest calls
- 2m 10s
write_programname="starter" · evidenceresult
Saved starter (20 lines). Game time: 2m 20s elapsed, 5h 57m 40s of budget remaining.
- 2m 20s
run_programname="starter" seconds=3600result
Ran starter for 10s of game time; it finished. Inventory change: hay +20. Game time: 2m 40s elapsed, 5h 57m 20s of budget remaining. Output: (none)
- 2m 40sthoughtBuying loops first
- 2m 40s
buy_upgradeupgrades=["loops","speed"] · evidenceresult
Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. Could not buy speed: Not enough resources. Game time: 2m 50s elapsed, 5h 57m 10s of budget remaining.
- 2m 50sthoughtWriting harvest loop
- 2m 50s
write_programname="farm" · evidenceresult
Saved farm (2 lines). Game time: 3m elapsed, 5h 57m of budget remaining.
- 3m 00s
run_programname="farm" seconds=3600result
Ran farm for 1h of game time; it is still running. Inventory change: hay +7200. Game time: 1h 3m 10s elapsed, 4h 56m 50s of budget remaining. Output: (none)
- 1h 03mthoughtBuying speed upgrades
- 1h 03m
buy_upgradeupgrades=["speed","speed","speed","speed","speed","expand","expand","expand","expand","expand","expand","expand","expand","expand"] · evidenceresult
Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. Could not buy speed: Not enough resources. Could not buy speed: Not enough resources. Could not buy speed: Not enough resources. Could not buy speed: Not enough resources. Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md. Could not buy expand: Not enough resources. Co…
- 1h 03mthoughtChecking inventory changes
- 1h 03m
observeresult
Game time: 1h 3m 30s elapsed, 4h 56m 30s of budget remaining. Program: farm (running). Inventory: hay 7185. Farm 1x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 2 _Gr3 y= 1 _Gr3 y= 0 _Gr2* Recent output: (none)
- 1h 03m
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…
- 1h 03m
docs_readpath="unlocks/expand_1"result
No accessible documentation page unlocks/expand_1. Use docs_list.
- 1h 03mthoughtReading grassland-bush docs
- 1h 03m
docs_readpath="objects/grassland"result
## Grassland The default ground. Grass will automatically grow on it. Game time: 1h 4m elapsed, 4h 56m of budget remaining.
- 1h 04m
docs_readpath="objects/grass"result
## Grass Grows automatically on grassland. Harvest it to obtain Items.Hay. Base growth time between 0.5 and 0.5 seconds. Can grow on soil or grassland. Game time: 1h 4m 10s elapsed, 4h 55m 50s of budget remaining.
- 1h 04m
docs_readpath="items/hay"result
## Hay Obtained by cutting grass. You have `7185` Game time: 1h 4m 20s elapsed, 4h 55m 40s of budget remaining.
- 1h 04m
docs_readpath="unlocks/plant"result
## Plant Unlocks planting. plant(Entities.Bush) ### Unlock Cost [Current cost: hay=50] Game time: 1h 4m 30s elapsed, 4h 55m 30s of budget remaining.
- 1h 04mthoughtChecking tile x0 y0
- 1h 04m
buy_upgradeupgrades=["plant"] · evidenceresult
Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md. Game time: 1h 4m 40s elapsed, 4h 55m 20s of budget remaining.
- 1h 04m
inspect_tilex=0 y=0result
(0,0) `x = 0, y = 0` ### `Entities.Grass` Total grow time: 0.5 seconds Grown 66.16% When harvested, gives: ### `Grounds.Grassland` Water level: 0 Yield: hay 1 Game time: 1h 4m 50s elapsed, 4h 55m 10s of budget remaining.
- 1h 04m
docs_searchquery="Bush wood"result
No matches for "Bush wood". Game time: 1h 5m elapsed, 4h 55m of budget remaining.
- 1h 05mthoughtWriting bush loop
- 1h 05m
docs_searchquery="Entities.Bush"result
unlocks/lists: …## Lists Use lists to store lots of values. plants = [Entities.Grass, Entities.Bush, Entities.Tree] for p in plants: plant(p) move(North) ### Unlock Cost [Current cost: carrot=500]… unlocks/plant: …## Plant Unlocks planting. plant(Entities.Bush) [Tutorial](docs/unlocks/plant.md)… docs/unlocks/plant.md: … you can plant right now is a bush. You can pass the type of plant you want to …
- 1h 05mthoughtRead docs/unlocks/plant.md
- 1h 05m
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…
- 1h 05mthoughtTesting bush planting
- 1h 05m
write_programname="wood" · evidenceresult
Saved wood (2 lines). Game time: 1h 5m 30s elapsed, 4h 54m 30s of budget remaining.
- 1h 05m
run_programname="wood" seconds=3600result
Ran wood for 1s of game time; it finished. Inventory change: no change. Game time: 1h 5m 41s elapsed, 4h 54m 19s of budget remaining. Output: (none)
- 1h 05mthoughtObserving grass tile
- 1h 05m
observeresult
Game time: 1h 5m 51s elapsed, 4h 54m 9s of budget remaining. Program: none running. Inventory: hay 7135. Farm 1x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 2 _Gr3 y= 1 _Gr3 y= 0 _Gr3* Recent output: (none)
- 1h 05mthoughtChecking planting requirements Harvesting grass first
- 1h 05m
write_programname="wood" · evidenceresult
Saved wood (2 lines). Game time: 1h 6m 1s elapsed, 4h 53m 59s of budget remaining.
- 1h 06m
run_programname="wood" seconds=100result
Ran wood for 1s of game time; it finished. Inventory change: hay +1. Game time: 1h 6m 11s elapsed, 4h 53m 49s of budget remaining. Output: (none)
- 1h 06mthoughtInspecting grass regrowth
- 1h 06m
observeresult
Game time: 1h 6m 21s elapsed, 4h 53m 39s of budget remaining. Program: none running. Inventory: hay 7136. Farm 1x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Bu=bush. y= 2 _Gr3 y= 1 _Gr3 y= 0 _Bu3* Recent output: (none)
- 1h 06mthoughtHarvesting the grown bush
- 1h 06m
write_programname="wood" · evidenceresult
Saved wood (3 lines). Game time: 1h 6m 31s elapsed, 4h 53m 29s of budget remaining.
- 1h 06mthoughtHarvesting the bush
- 1h 06m
run_programname="wood" seconds=3600result
Ran wood for 1h of game time; it is still running. Inventory change: wood +5. Game time: 2h 6m 41s elapsed, 3h 53m 19s of budget remaining. Output: (none)
- 2h 06mthoughtWaiting for more wood
- 2h 06m
waitseconds=3600 until_resources={"wood":20}result
Waited 1h (time up). Program: wood running. Inventory change: no change. Game time: 3h 6m 51s elapsed, 2h 53m 9s of budget remaining.
- 3h 06mthoughtObserving plant growth
- 3h 06m
observeresult
Game time: 3h 7m 1s elapsed, 2h 52m 59s of budget remaining. Program: wood (running). Inventory: hay 7136, wood 5. Farm 1x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Bu=bush. y= 2 _Gr3 y= 1 _Gr3 y= 0 _Bu1* Recent output: (none)
- 3h 07mthoughtChecking bush-growth docs
- 3h 07m
docs_searchquery="Bush Base growth time"result
No matches for "Bush Base growth time". Game time: 3h 7m 11s elapsed, 2h 52m 49s of budget remaining.
- 3h 07mthoughtWaiting for bush regrowth
- 3h 07m
waitseconds=3600 until_resources={"wood":20}result
Waited 1h (time up). Program: wood running. Inventory change: no change. Game time: 4h 7m 21s elapsed, 1h 52m 39s of budget remaining.
- 4h 07mthoughtBuying grass upgrades Running the hay farm
- 4h 07m
observeresult
Game time: 4h 7m 31s elapsed, 1h 52m 29s of budget remaining. Program: wood (running). Inventory: hay 7136, wood 5. Farm 1x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Bu=bush. y= 2 _Gr3 y= 1 _Gr3 y= 0 _Bu1* Recent output: (none)
- 4h 07mthoughtBuying grass
- 4h 07m
buy_upgradeupgrades=["grass","grass","grass","grass","grass","grass","grass","grass","grass","hats"] · evidenceresult
Bought grass, now level 2. Paid hay 300. Could not buy grass: Not enough resources. Could not buy grass: Not enough resources. Could not buy grass: Not enough resources. Could not buy grass: Not enough resources. Could not buy grass: Not enough resources. Could not buy grass: Not enough resources. Could not buy grass: Not enough resources. Could not buy grass: Not enough resources. Bought hats, no…
- 4h 07mthoughtBuilding hay harvest loop
- 4h 07m
write_programname="mixed" · evidenceresult
Saved mixed (5 lines). Game time: 4h 7m 51s elapsed, 1h 52m 9s of budget remaining.
- 4h 07mthoughtMaybe running it
- 4h 07m
run_programname="mixed" seconds=120result
Ran mixed for 2m of game time; it is still running. Inventory change: hay +358. Game time: 4h 10m 1s elapsed, 1h 49m 59s of budget remaining. Output: (none)
- 4h 10mthoughtBuying grass upgrade
- 4h 10m
buy_upgradeupgrades=["grass","grass","grass","grass","grass","grass","grass","grass"] · evidenceresult
Could not buy grass: Not enough resources. Could not buy grass: Not enough resources. Could not buy grass: Not enough resources. Could not buy grass: Not enough resources. Could not buy grass: Not enough resources. Could not buy grass: Not enough resources. Could not buy grass: Not enough resources. Could not buy grass: Not enough resources.
- 4h 10mthoughtChecking hay availability
- 4h 10m
observeresult
Game time: 4h 10m 21s elapsed, 1h 49m 39s of budget remaining. Program: mixed (running). Inventory: hay 7204, wood 5. Farm 1x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 2 _Gr3 y= 1 _Gr3 y= 0 _Gr2* Recent output: (none)
- 4h 10mthoughtChecking grass upgrade cost
- 4h 10m
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…
- 4h 10mthoughtInspecting the grassland tile Updating the bush cycle
- 4h 10msaidThe resource bottleneck is wood: the next expansion and the crop chain both need it. The first bush tile was too slow, so I’m spreading bushes across the three available tiles and cycling the drone over them while keeping the grass tiles productive where possible.
- 4h 10m
write_programname="woodfarm" · evidenceresult
Saved woodfarm (11 lines). Game time: 4h 10m 41s elapsed, 1h 49m 19s of budget remaining.
- 4h 10m
run_programname="woodfarm" seconds=1800result
Ran woodfarm for 30m of game time; it is still running. Inventory change: hay +12. Game time: 4h 40m 51s elapsed, 1h 19m 9s of budget remaining. Output: (none)
- 4h 40mthoughtChecking hay yield
- 4h 40m
observeresult
Game time: 4h 41m 1s elapsed, 1h 18m 59s of budget remaining. Program: woodfarm (running). Inventory: hay 7306, wood 5. 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 _Bu2* y= 0 _Bu1 Recent output: (none)
- 4h 41mthoughtWaiting on bush harvest
- 4h 41m
waitseconds=3600 until_resources={"wood":20}result
Waited 1h (time up). Program: woodfarm running. Inventory change: no change. Game time: 5h 41m 11s elapsed, 18m 49s of budget remaining.
- 5h 41mthoughtInspecting tile for wood
- 5h 41m
inspect_tilex=0 y=1result
(0,1) `x = 0, y = 1` ### `Entities.Bush` Total grow time: 3.45 seconds Grown 86.88% When harvested, gives: ### `Grounds.Grassland` Water level: 0 Yield: wood 1 Game time: 5h 41m 21s elapsed, 18m 39s of budget remaining.
- 5h 41m
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 docs/unlocks/expand_1.md Expand 1 unlocks/fertilizer Fertilizer unlocks/functions Functions unlocks/grass Grass unlocks/hats Hats doc…
- 5h 41mthoughtChecking bush growth Waiting for bush growth
- 5h 41m
waitseconds=1080result
Waited 18m (time up). Program: woodfarm running. Inventory change: no change. Game time: 5h 59m 41s elapsed, 19s of budget remaining.
- 5h 59m
waitseconds=9result
Waited 9s (time up). Program: woodfarm running. Inventory change: no change. Game time: 6h elapsed, 0s of budget remaining. The game-time budget is used up. The run is over; stop now.
- 6h 00msaidThe 6-hour game-time budget is used up. The farm ended with hay 7,306 and wood 5 on a 1×3 plot. I unlocked loops, one speed level, one expansion, planting, and hats, and kept an automated program running through the final second. The later bush cycle produced no additional wood during the remaining time.
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) | 72,865 |
| Cache reads | 1,135,872 |
| Cache writes | 0 |
| Output | 4,521 |
| Thinking (subset of output where reported) | 2,353 |
| Total | 1,213,258 |
|---|
| Model | Tokens | Estimate |
|---|---|---|
| gpt-6-luna | 1,213,258 | $0.02 |
Estimate: API-equivalent estimate at list prices; not an actual charge. Price table prices-2026-10-16b.
- gpt-6-luna: 1213258 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-luna: 1213258 tokens without per-request detail priced at the base rate; prompts above 272000 tokens would cost more.
| Run id | economy-v1-codex-gpt-6-luna-s1-a1-20261016T134227Z |
|---|---|
| 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-luna","reasoning_effort":"medium","fast-mode":"off"} |
| Models reported | gpt-6-luna |
| 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 3.89 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd |
| Started / ended | 2026-10-16T13:42:27.971Z → 2026-10-16T13:46:23.169Z |
| Evidence | 17 items in evidence.json |