GPT-6 Luna, seed 3

Codex · medium reasoning effort

ValidCounts toward the meanGame-time budget used

  • Hay 7.77k produced, 3.89 points
  • Wood 2.53k produced, 3.40 points
  • Carrot 653 produced, 2.82 points
  • Pumpkin 346 produced, 2.54 points
  • Cactus not produced
  • Power not produced
  • Bone not produced
  • Weird substance not produced
  • Gold not produced
  • Water 275 produced, 2.44 points
  • Fertilizer not produced

Produced by the end of the run. Pips: points each resource adds to the score, one per tenfold.

Score · economy-v1
15.09orders of magnitude · model mean 15.74
On seed 3
#8of 8 models
Cost
$0.05API-equivalent estimate
Real time
5m 39swall clock, not scored
timelineeconomy-v1 · sampled every 10 game-seconds

Score and what the agent did, over game time

Ticks under the axis: upgrade purchases.

Data table
Game timeScore
0s0.00
1h 00m3.83
2h 00m3.86
3h 00m4.64
4h 00m6.89
5h 00m9.64
6h 00m15.1
said0s · I’ll first map the farm, available functions, and upgrade tree, then use short measurements to choose a scalable crop cycle and spend the full six game-hours pr30s · The save starts with only grass on a 1×1 plot. The key early route is to unlock loops, speed, expansion, then planting and crop chains; I’m checking the exact g3m 03s · Grass regrows automatically, so an infinite harvest loop can fund the early upgrades. I’ve confirmed the loop syntax and will accumulate enough hay to unlock sp1h 04m · Expansion changes its next cost to wood, so hay alone no longer advances the plot. The farm still has plenty of hay; I’m pivoting to the first wood-producing cr4h 11m · The farm is now 3×3, with 1,161 wood left after the next upgrade tiers became much more expensive. I’ve unlocked sensing and operators; I’ll run a serpentine bu5h 36m · The 3×3 pumpkin plot has produced 346 pumpkins in 20 minutes, along with water from the unlocked watering. Carrots became the limiting input, so the planting lo6h 00m · The six-hour budget is used. Final inventory: 6,767 hay, 1,170 wood, 108 carrots, 346 pumpkins, and 272 water. The farm finished running a tree-and-carrot cycle6h 00m · The game-time budget is exhausted at 6h, so I can’t advance the farm further.6h 00m · There’s no game time left to continue: the budget reached 6h exactly.6h 00m · I can’t continue: the game has reached its 6-hour limit, with 0 seconds remaining.6h 00m · There’s no game time remaining, so the farm can’t run any further.6h 00m · I can’t advance the farm with the game-time budget at 0s.6h 00m · The six-hour game-time budget is exhausted, so I can’t continue playing.6h 00m · I can’t continue playing because the game-time budget is at 0s.6h 00m · The six-hour budget is exhausted at 0s, so no more game time can pass.6h 00m · The farm has used all 6 hours of game time. There’s no remaining time to continue.6h 00m · I can’t advance the farm further: the 6-hour budget is exhausted.6h 00m · There are 0 seconds left in the game-time budget, so the farm can’t run any longer.6h 00m · I can’t continue playing with 0s remaining in the game-time budget.6h 00m · I’ll check whether the game allows any further action at the limit; if it blocks the call, the farm is finished for this save.6h 00m · The game confirms the run is over at 6h and says to stop. The farm’s final inventory is 6,464 hay, 1,177 wood, 111 carrots, 346 pumpkins, and 275 water.said: 21 entries, first at 0s
thought1m 40s · **Running grass harvest**2m 01s · **Writing five harvest lines**2m 33s · **Inspecting grass regrowth**3m 03s · **Setting harvest loop**1h 03m · **Buying speed upgrades**1h 03m · **Checking inventory totals**1h 03m · **Checking expansion costs** **Trying batch expansion**1h 03m · **Observing resource counts**1h 04m · **Checking bush planting costs**1h 04m · **Locating plant function docs**1h 05m · **Writing harvest-first bush program**1h 05m · **Stopping cost timer**2h 06m · **Checking bush growth**2h 06m · **Harvesting grass first** **Harvesting grass repeatedly** **Retrying grass harvest**2h 06m · **Stopping program**2h 06m · **Checking resource inventory**2h 06m · **Checking speed upgrade costs** **Checking bush costs**2h 06m · **Stopping the program** **Writing three harvests**2h 07m · **Could observe.**2h 07m · **Harvesting the bush** **Harvesting the bush**2h 07m · **Setting up bush cycle**2h 08m · **Planting one test bush** **Automating bush production**2h 08m · **Running the harvest cycle**3h 08m · **Checking wood availability**3h 08m · **Waiting for bush growth** **Checking flip timing**3h 09m · **Stopping the existing program**4h 09m · **Buying farm expansions** **Buying farm expansions**4h 09m · **Checking expansion costs**4h 10m · **Observing upgrade costs**4h 10m · **Prioritizing crops** **Checking movement docs**4h 11m · **Reviewing tilling prerequisites** **Hardcoding plot harvests** **Hardcoding plot traversal**4h 11m · **Stopping old program**4h 11m · **Writing visit sequence** **Generating harvest routine**4h 11m · **Adding reset movement** **Monitoring circuit coverage**4h 41m · **Tilling carrot plots** **Checking research options**4h 41m · **Checking carrot-tilling docs**4h 42m · **Harvesting small bush** **Waiting for bush growth** **Waiting for carrots**4h 42m · **Preparing carrot planting** **Running three flips**5h 13m · **Checking pumpkin docs**5h 13m · **Preparing to buy trees** **Buying tree seeds**5h 14m · **Locating pumpkin plant cost**5h 14m · **Checking pumpkin planting cost**5h 15m · **Tilling all nine tiles** **Writing pumpkin setup program** **Refining pumpkin harvest loop**5h 15m · **Searching for Pumpkin constants**5h 15m · **Querying now**5h 15m · **Clearing carrots for pumpkins** **Preparing pumpkin plots** **Planting pumpkin plots**5h 15m · **Setting up pumpkin grid** **Preparing pumpkin replanting** **Implementing pumpkin replant loop**5h 15m · **Adding empty-tile handling** **Writing pumpkin loop** **Adding pumpkin growth delay**5h 15m · **Positioning the traversal start**5h 15m · **Writing setup logic** **Traversing tile rows**5h 15m · **Checking row traversal logic** **Rewriting row traversal code** **Rewriting traversal code**5h 16m · **Harvesting first carrot tile**5h 36m · **Replenishing carrots and wood** **Checking carrot supplies**5h 36m · **Planting a carrot** **Checking tree requirements**5h 37m · **Planting a tree on empty soil** **Planting a tree on soil**5h 37m · **Adding post-harvest tree planting**5h 57m · **Buying a tree upgrade** **Upgrading trees**5h 57m · **Buying tree upgrade**6h 00m · **Waiting for more time**6h 00m · **Attempting a game action** **Checking game state**thought: 60 entries, first at 1m 40s
runningrunning: 13 entries, first at 2m 00s

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-playedcompared with GPT-6 Luna's 3 valid seeds and the 8 models on seed 3

How it played

MeasureThis runModel meanSeed 3 meanWhat it counts
Resources opened5 of 114.7 of 119.9 of 11scored resources produced at least once
Study454441docs and research reads
Action overhead5%6%9%game time spent looking, reading and typing (10 s per call)
Tool calls110128198every action the agent took
Program writes131629accepted saves of a program
Program stints111435times a program was started and left running
Median stint31m 20s32m 07s8m 48show long a program usually ran before the next change
Cost per point$0.0031$0.0047$0.069API-equivalent estimate ÷ score

Farm idle 2% of samples; longest stint 1h 02m; 1 rejected write.

production5 of 5 resources produced

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.

  • Produced (cumulative, what the score counts)
  • Held (after spending)
Vertical scale
Hay7.8K produced · 3.89 pts
Hay7.8K produced · 3.89 pts
Wood2.5K produced · 3.40 pts
Wood2.5K produced · 3.40 pts
Carrot653 produced · 2.82 pts
Carrot653 produced · 2.82 pts
Pumpkin346 produced · 2.54 pts
Pumpkin346 produced · 2.54 pts
Water275 produced · 2.44 pts
Water275 produced · 2.44 pts
upgrades17 levels across 12 upgrades

Upgrade timeline

loopsloops: 1 entry, first at 2m 33s
speedspeed: 3 entries, first at 1h 03m
expandexpand: 2 entries, first at 1h 03m
plantplant: 1 entry, first at 1h 03m
grassgrass: 1 entry, first at 2h 06m
carrotscarrots: 2 entries, first at 4h 10m
operatorsoperators: 1 entry, first at 4h 10m
sensessenses: 1 entry, first at 4h 10m
treestrees: 2 entries, first at 5h 14m
pumpkinspumpkins: 1 entry, first at 5h 14m
wateringwatering: 1 entry, first at 5h 14m
variablesvariables: 1 entry, first at 5h 14m
Every purchase, with what the agent was told
Game timeCallUnlockedResult the agent saw
2m 23s{"upgrades":["loops"]}loops 1Bought 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","plant","operators","variables","senses","carrots","trees"]}speed 1, expand 1, plant 1Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md.
1h 03m{"upgrades":["expand","expand","expand","expand","expand","expand","expand","expand"]}—Could not buy expand: Not enough resources.
2h 06m{"upgrades":["grass","grass","grass","grass","grass","grass","grass","grass","grass"]}grass 2Bought grass, now level 2. Paid hay 300.
4h 09m{"upgrades":["expand","expand","expand","expand","expand","expand","expand","expand","speed","speed","speed","speed","carrots","operators","senses"]}expand 2, speed 2, carrots 1, operators 1, senses 1Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md.
5h 13m{"upgrades":["trees","pumpkins","speed","watering","variables"]}trees 1, pumpkins 1, speed 3, watering 1, variables 1Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md.
5h 57m{"upgrades":["trees","carrots"]}trees 2, carrots 2Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md.

Programs 14 writes, code as the agent wrote it

main.py7 writes · 6 ran · first at 1m 40s
  1. r11m 40sRan1 lines · ran 1s
    harvest()
    Write result the agent saw
    Saved main (1 lines).
    Game time: 1m 50s elapsed, 5h 58m 10s of budget remaining.
    run_program at 1m 50s for 5s (agent saw)
    Ran main for 1s of game time; it finished.
    Inventory change: hay +1.
    Game time: 2m 1s elapsed, 5h 57m 59s of budget remaining.
    Output:
    (none)
  2. r22m 01sRan5 lines · +4 −0 · ran 3s
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    Changes from the previous revision
      harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    
    Write result the agent saw
    Saved main (5 lines).
    Game time: 2m 11s elapsed, 5h 57m 49s of budget remaining.
    run_program at 2m 11s for 10s (agent saw)
    Ran main for 3s of game time; it finished.
    Inventory change: hay +5.
    Game time: 2m 23s elapsed, 5h 57m 37s of budget remaining.
    Output:
    (none)
  3. r33m 03sRan2 lines · +2 −5 · ran 1h 02m
    while True:
        harvest()
    Changes from the previous revision
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    + while True:
    +     harvest()
    
    Write result the agent saw
    Saved main (2 lines).
    Game time: 3m 13s elapsed, 5h 56m 47s of budget remaining.
    run_program at 3m 13s for 3600s (agent saw)
    Ran main for 1h of game time; it is still running.
    Inventory change: hay +7200.
    Game time: 1h 3m 23s elapsed, 4h 56m 37s of budget remaining.
    Output:
    (none)
  4. —1h 05mRejected
    harvest()
    plant(Entities.Bush)
    while True:
        harvest()
    Write result the agent saw
    Stop the program before editing it.
  5. r41h 05mRan4 lines · +2 −0 · ran 1h 00m
    harvest()
    plant(Entities.Bush)
    while True:
        harvest()
    Changes from the previous revision
    + harvest()
    + plant(Entities.Bush)
      while True:
          harvest()
    
    Write result the agent saw
    Saved main (4 lines).
    Game time: 1h 6m 3s elapsed, 4h 53m 57s of budget remaining.
    run_program at 1h 06m for 3600s (agent saw)
    Ran main for 1h of game time; it is still running.
    Inventory change: hay +1.
    Game time: 2h 6m 13s elapsed, 3h 53m 47s of budget remaining.
    Output:
    (none)
  6. r52h 07mRan4 lines · +2 −2 · ran 1s
    harvest()
    harvest()
    harvest()
    plant(Entities.Bush)
    Changes from the previous revision
      harvest()
    + harvest()
    + harvest()
      plant(Entities.Bush)
    - while True:
    -     harvest()
    
    Write result the agent saw
    Saved main (4 lines).
    Game time: 2h 7m 13s elapsed, 3h 52m 47s of budget remaining.
    run_program at 2h 07m for 30s (agent saw)
    Ran main for 1s of game time; it finished.
    Inventory change: hay +2.
    Game time: 2h 7m 24s elapsed, 3h 52m 36s of budget remaining.
    Output:
    (none)
  7. r62h 07mRanFinal1 lines · +0 −3 · ran 0s
    harvest()
    Changes from the previous revision
      harvest()
    - harvest()
    - harvest()
    - plant(Entities.Bush)
    
    Write result the agent saw
    Saved main (1 lines).
    Game time: 2h 7m 44s elapsed, 3h 52m 16s of budget remaining.
    run_program at 2h 07m for 20s (agent saw)
    Ran main for 0s of game time; it finished.
    Inventory change: wood +5.
    Game time: 2h 7m 55s elapsed, 3h 52m 5s of budget remaining.
    Output:
    (none)
wood.py2 writes · 2 ran · first at 2h 08m
  1. r12h 08mRan6 lines · ran 1h 00m
    while True:
        harvest()
        harvest()
        harvest()
        plant(Entities.Bush)
        harvest()
    Write result the agent saw
    Saved wood (6 lines).
    Game time: 2h 8m 25s elapsed, 3h 51m 35s of budget remaining.
    run_program at 2h 08m for 3600s (agent saw)
    Ran wood for 1h of game time; it is still running.
    Inventory change: hay +2.
    Game time: 3h 8m 35s elapsed, 2h 51m 25s of budget remaining.
    Output:
    (none)
  2. r23h 09mRan11 lines · +5 −0 · ran 1h 01m
    while True:
        harvest()
        harvest()
        harvest()
        plant(Entities.Bush)
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        harvest()
    Changes from the previous revision
          harvest()
          plant(Entities.Bush)
    +     do_a_flip()
    +     do_a_flip()
    +     do_a_flip()
    +     do_a_flip()
    +     do_a_flip()
          harvest()
    
    Write result the agent saw
    Saved wood (11 lines).
    Game time: 3h 9m 35s elapsed, 2h 50m 25s of budget remaining.
    run_program at 3h 09m for 3600s (agent saw)
    Ran wood for 1h of game time; it is still running.
    Inventory change: hay +2, wood +1244.
    Game time: 4h 9m 45s elapsed, 1h 50m 15s of budget remaining.
    Output:
    (none)
farm.py1 write · 1 ran · first at 4h 11m
  1. r14h 11mRan103 lines · ran 31m 20s
    while True:
        harvest()
        harvest()
        harvest()
        plant(Entities.Bush)
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        harvest()
        move(East)
        harvest()
        harvest()
        harvest()
        plant(Entities.Bush)
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        harvest()
        move(East)
        harvest()
        harvest()
        harvest()
        plant(Entities.Bush)
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        harvest()
        move(North)
        move(West)
        move(West)
        harvest()
        harvest()
        harvest()
        plant(Entities.Bush)
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        harvest()
        move(East)
        harvest()
        harvest()
        harvest()
        plant(Entities.Bush)
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        harvest()
        move(East)
        harvest()
        harvest()
        harvest()
        plant(Entities.Bush)
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        harvest()
        move(North)
        move(West)
        move(West)
        harvest()
        harvest()
        harvest()
        plant(Entities.Bush)
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        harvest()
        move(East)
        harvest()
        harvest()
        harvest()
        plant(Entities.Bush)
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        harvest()
        move(East)
        harvest()
        harvest()
        harvest()
        plant(Entities.Bush)
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        harvest()
    Write result the agent saw
    Saved farm (103 lines).
    Game time: 4h 11m 25s elapsed, 1h 48m 35s of budget remaining.
    run_program at 4h 11m for 1800s (agent saw)
    Ran farm for 30m of game time; it is still running.
    Inventory change: hay +500, wood +710.
    Game time: 4h 41m 35s elapsed, 1h 18m 25s of budget remaining.
    Output:
    (none)
carrots.py1 write · 1 ran · first at 4h 42m
  1. r14h 42mRan20 lines · ran 32m 30s
    do_a_flip()
    do_a_flip()
    do_a_flip()
    do_a_flip()
    do_a_flip()
    do_a_flip()
    do_a_flip()
    harvest()
    till()
    plant(Entities.Carrot)
    while True:
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        harvest()
        plant(Entities.Carrot)
    Write result the agent saw
    Saved carrots (20 lines).
    Game time: 4h 43m 5s elapsed, 1h 16m 55s of budget remaining.
    run_program at 4h 43m for 1800s (agent saw)
    Ran carrots for 30m of game time; it is still running.
    Inventory change: carrot +481, hay -242, wood -241.
    Game time: 5h 13m 15s elapsed, 46m 45s of budget remaining.
    Output:
    (none)
pumpkins.py2 writes · 1 ran · first at 5h 15m
  1. r15h 15mSaved, never run122 lines
    harvest()
    plant(Entities.Pumpkin)
    move(East)
    harvest()
    harvest()
    harvest()
    till()
    plant(Entities.Pumpkin)
    move(East)
    harvest()
    harvest()
    harvest()
    till()
    plant(Entities.Pumpkin)
    move(South)
    move(South)
    harvest()
    harvest()
    harvest()
    till()
    plant(Entities.Pumpkin)
    move(West)
    harvest()
    harvest()
    harvest()
    till()
    plant(Entities.Pumpkin)
    move(West)
    harvest()
    harvest()
    harvest()
    till()
    plant(Entities.Pumpkin)
    move(South)
    move(South)
    harvest()
    harvest()
    harvest()
    till()
    plant(Entities.Pumpkin)
    move(East)
    harvest()
    harvest()
    harvest()
    till()
    plant(Entities.Pumpkin)
    move(East)
    harvest()
    harvest()
    harvest()
    till()
    plant(Entities.Pumpkin)
    move(North)
    move(North)
    move(West)
    move(West)
    while True:
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        if can_harvest():
            harvest()
        plant(Entities.Pumpkin)
        move(East)
        if can_harvest():
            harvest()
        plant(Entities.Pumpkin)
        move(East)
        if can_harvest():
            harvest()
        plant(Entities.Pumpkin)
        move(North)
        move(North)
        move(West)
        move(West)
        if can_harvest():
            harvest()
        plant(Entities.Pumpkin)
        move(East)
        if can_harvest():
            harvest()
        plant(Entities.Pumpkin)
        move(East)
        if can_harvest():
            harvest()
        plant(Entities.Pumpkin)
        move(North)
        move(North)
        move(West)
        move(West)
        if can_harvest():
            harvest()
        plant(Entities.Pumpkin)
        move(East)
        if can_harvest():
            harvest()
        plant(Entities.Pumpkin)
        move(East)
        if can_harvest():
            harvest()
        plant(Entities.Pumpkin)
        move(South)
        move(South)
        move(West)
        move(West)
    Write result the agent saw
    Saved pumpkins (122 lines).
    Game time: 5h 15m 55s elapsed, 44m 5s of budget remaining.
  2. r25h 15mRan114 lines · +4 −12 · ran 21m 00s
    harvest()
    plant(Entities.Pumpkin)
    move(East)
    harvest()
    harvest()
    harvest()
    till()
    plant(Entities.Pumpkin)
    move(East)
    harvest()
    harvest()
    harvest()
    till()
    plant(Entities.Pumpkin)
    move(South)
    harvest()
    harvest()
    harvest()
    till()
    plant(Entities.Pumpkin)
    move(West)
    harvest()
    harvest()
    harvest()
    till()
    plant(Entities.Pumpkin)
    move(West)
    harvest()
    harvest()
    harvest()
    till()
    plant(Entities.Pumpkin)
    move(South)
    harvest()
    harvest()
    harvest()
    till()
    plant(Entities.Pumpkin)
    move(East)
    harvest()
    harvest()
    harvest()
    till()
    plant(Entities.Pumpkin)
    move(East)
    harvest()
    harvest()
    harvest()
    till()
    plant(Entities.Pumpkin)
    move(North)
    move(North)
    move(West)
    move(West)
    while True:
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        if can_harvest():
            harvest()
        plant(Entities.Pumpkin)
        move(East)
        if can_harvest():
            harvest()
        plant(Entities.Pumpkin)
        move(East)
        if can_harvest():
            harvest()
        plant(Entities.Pumpkin)
        move(South)
        if can_harvest():
            harvest()
        plant(Entities.Pumpkin)
        move(East)
        if can_harvest():
            harvest()
        plant(Entities.Pumpkin)
        move(East)
        if can_harvest():
            harvest()
        plant(Entities.Pumpkin)
        move(South)
        if can_harvest():
            harvest()
        plant(Entities.Pumpkin)
        move(East)
        if can_harvest():
            harvest()
        plant(Entities.Pumpkin)
        move(East)
        if can_harvest():
            harvest()
        plant(Entities.Pumpkin)
        move(North)
        move(North)
        move(West)
        move(West)
    Changes from the previous revision
      plant(Entities.Pumpkin)
      move(South)
    - move(South)
      harvest()
      harvest()
      plant(Entities.Pumpkin)
      move(South)
    - move(South)
      harvest()
      harvest()
              harvest()
          plant(Entities.Pumpkin)
    -     move(North)
    -     move(North)
    -     move(West)
    -     move(West)
    +     move(South)
          if can_harvest():
              harvest()
              harvest()
          plant(Entities.Pumpkin)
    -     move(North)
    -     move(North)
    -     move(West)
    -     move(West)
    +     move(South)
          if can_harvest():
              harvest()
              harvest()
          plant(Entities.Pumpkin)
    -     move(South)
    -     move(South)
    +     move(North)
    +     move(North)
          move(West)
          move(West)
    
    Write result the agent saw
    Saved pumpkins (114 lines).
    Game time: 5h 16m 5s elapsed, 43m 55s of budget remaining.
    run_program at 5h 16m for 1200s (agent saw)
    Ran pumpkins for 20m of game time; it is still running.
    Inventory change: carrot -186, hay +16, pumpkin +346, water +120.
    Game time: 5h 36m 15s elapsed, 23m 45s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: 
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: 
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: 
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: 
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: 
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: 
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: 
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: 
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: 
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
mixed.py1 write · 1 ran · first at 5h 37m
  1. r15h 37mRan35 lines · ran 22m 25s
    plant(Entities.Tree)
    do_a_flip()
    do_a_flip()
    do_a_flip()
    do_a_flip()
    do_a_flip()
    do_a_flip()
    do_a_flip()
    do_a_flip()
    harvest()
    plant(Entities.Tree)
    move(West)
    plant(Entities.Carrot)
    while True:
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        harvest()
        plant(Entities.Carrot)
        move(East)
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        harvest()
        plant(Entities.Tree)
        move(West)
    Write result the agent saw
    Saved mixed (35 lines).
    Game time: 5h 37m 25s elapsed, 22m 35s of budget remaining.
    run_program at 5h 37m for 1200s (agent saw)
    Ran mixed for 20m of game time; it is still running.
    Inventory change: carrot +95, hay -76, water +120, wood +344.
    Game time: 5h 57m 35s elapsed, 2m 25s of budget remaining.
    Output:
    (none)
    run_program at 5h 58m for 105s (agent saw)
    Ran mixed for 1m 45s of game time; it is still running.
    Inventory change: carrot +12, hay -12, water +10, wood +58.
    Game time: 6h elapsed, 0s of budget remaining.
    Output:
    (none)
log21 said · 60 thought · 110 tool calls

Step by step

  1. 0ssaidI’ll first map the farm, available functions, and upgrade tree, then use short measurements to choose a scalable crop cycle and spend the full six game-hours producing resources.
  2. 0sobserve
    result
    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)
  3. 10sdocs_list
    result
    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…
  4. 20sresearch
    result
    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…
  5. 30ssaidThe save starts with only grass on a 1×1 plot. The key early route is to unlock loops, speed, expansion, then planting and crop chains; I’m checking the exact game mechanics and early costs before committing each purchase.
  6. 30sdocs_read path="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.
    ![](PlayButton50)
    
    You c…
  7. 40sdocs_read path="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…
  8. 50sdocs_read path="functions/harvest"
    result
    harvest()
    Harvests the entity under the drone. 
    If you harvest an entity that can't be harvested, it will be destroyed.
    
    returns True if an entity was removed, False otherwise.
    
    takes 200 ticks to execute if an entity was removed, 1 tick otherwise.
    
    example:
    harvest()
    Game time: 1m elapsed, 5h 59m of budget remaining.
  9. 1m 00sdocs_read path="unlocks/loops"
    result
    ## Loops
    Unlocks a simple while loop.
    
    while True:
        harvest()
    
    ### Unlock Cost [Current cost: hay=5]
    Game time: 1m 10s elapsed, 5h 58m 50s of budget remaining.
  10. 1m 10sdocs_read path="unlocks/expand"
    result
    ## Expand
    Expands the farm land and unlocks movement.
    
    ### Unlock Cost [Current cost: hay=30]
    Game time: 1m 20s elapsed, 5h 58m 40s of budget remaining.
  11. 1m 20sdocs_read path="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.
  12. 1m 30sdocs_read path="unlocks/speed"
    result
    ## Speed
    Increases the speed of both the drone and code execution.
    
    ### Unlock Cost [Current cost: hay=20]
    Game time: 1m 40s elapsed, 5h 58m 20s of budget remaining.
  13. 1m 40sthoughtRunning grass harvest
  14. 1m 40swrite_program name="main" · evidence
    result
    Saved main (1 lines).
    Game time: 1m 50s elapsed, 5h 58m 10s of budget remaining.
  15. 1m 50srun_program name="main" seconds=5
    result
    Ran main for 1s of game time; it finished.
    Inventory change: hay +1.
    Game time: 2m 1s elapsed, 5h 57m 59s of budget remaining.
    Output:
    (none)
  16. 2m 01sthoughtWriting five harvest lines
  17. 2m 01swrite_program name="main" · evidence
    result
    Saved main (5 lines).
    Game time: 2m 11s elapsed, 5h 57m 49s of budget remaining.
  18. 2m 11srun_program name="main" seconds=10
    result
    Ran main for 3s of game time; it finished.
    Inventory change: hay +5.
    Game time: 2m 23s elapsed, 5h 57m 37s of budget remaining.
    Output:
    (none)
  19. 2m 23sbuy_upgrade upgrades=["loops"] · evidence
    result
    Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md.
    Game time: 2m 33s elapsed, 5h 57m 27s of budget remaining.
  20. 2m 33sthoughtInspecting grass regrowth
  21. 2m 33sobserve
    result
    Game time: 2m 43s elapsed, 5h 57m 17s of budget remaining.
    Program: none running.
    Inventory: hay 1.
    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)
  22. 2m 43sdocs_read path="docs/scripting/while.md"
    result
    # While Loop
    You have unlocked the `while` loop and the values `True` and `False`. The `while` loop keeps executing the loop body as long as the condition is `True`.
    
    `while condition:
    	#loop body`
    
    Don't worry about creating infinite loops. The delays in the execution will prevent the program from freezing.
    
    ## For Beginners
    Perhaps you have already tried to put several `harvest()` calls in a row…
  23. 2m 53sdocs_read path="objects/grassland"
    result
    ## Grassland
    The default ground. Grass will automatically grow on it.
    Game time: 3m 3s elapsed, 5h 56m 57s of budget remaining.
  24. 3m 03sthoughtSetting harvest loop
  25. 3m 03ssaidGrass regrows automatically, so an infinite harvest loop can fund the early upgrades. I’ve confirmed the loop syntax and will accumulate enough hay to unlock speed and expansion before building out the plot.
  26. 3m 03swrite_program name="main" · evidence
    result
    Saved main (2 lines).
    Game time: 3m 13s elapsed, 5h 56m 47s of budget remaining.
  27. 3m 13srun_program name="main" seconds=3600
    result
    Ran main for 1h of game time; it is still running.
    Inventory change: hay +7200.
    Game time: 1h 3m 23s elapsed, 4h 56m 37s of budget remaining.
    Output:
    (none)
  28. 1h 03mthoughtBuying speed upgrades
  29. 1h 03mbuy_upgrade upgrades=["speed","speed","speed","speed","speed","expand","expand","expand","expand","expand","expand","expand","expand","expand","plant"," · evidence
    result
    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…
  30. 1h 03mthoughtChecking inventory totals
  31. 1h 03mobserve
    result
    Game time: 1h 3m 43s elapsed, 4h 56m 17s of budget remaining.
    Program: main (running).
    Inventory: hay 7121.
    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)
  32. 1h 03mthoughtChecking expansion costs Trying batch expansion
  33. 1h 03mbuy_upgrade upgrades=["expand","expand","expand","expand","expand","expand","expand","expand"] · evidence
    result
    Could not buy expand: Not enough resources.
    Could not buy expand: Not enough resources.
    Could not buy expand: Not enough resources.
    Could not buy expand: Not enough resources.
    Could not buy expand: Not enough resources.
    Could not buy expand: Not enough resources.
    Could not buy expand: Not enough resources.
    Could not buy expand: Not enough resources.
  34. 1h 03mthoughtObserving resource counts
  35. 1h 03mresearch
    result
    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…
  36. 1h 04mthoughtChecking bush planting costs
  37. 1h 04msaidExpansion changes its next cost to wood, so hay alone no longer advances the plot. The farm still has plenty of hay; I’m pivoting to the first wood-producing crop and will expand into a mixed production grid once I can afford it.
  38. 1h 04mdocs_read path="unlocks/plant"
    result
    ## Plant
    Unlocks planting.
    
    plant(Entities.Bush)
    
    [Tutorial](docs/unlocks/plant.md)
    Game time: 1h 4m 13s elapsed, 4h 55m 47s of budget remaining.
  39. 1h 04mdocs_search query="Bush wood cost"
    result
    No matches for "Bush wood cost".
    Game time: 1h 4m 23s elapsed, 4h 55m 37s of budget remaining.
  40. 1h 04mdocs_read path="unlocks/carrots"
    result
    ## Carrots
    Till the soil and plant carrots.
    
    till()
    plant(Entities.Carrot)
    
    ### Unlock Cost [Current cost: wood=50]
    Game time: 1h 4m 33s elapsed, 4h 55m 27s of budget remaining.
  41. 1h 04mdocs_search query="wood"
    result
    docs/home.md: …functions/pet_the_piggy) [plant](functions/plant) [tap](functions/tap) ## Items [Hay](items/hay) [Wood](items/wood) ## Entities [Bush](objects/bush) [Grass](objects/grass) ## Grounds [Grassland](objects/grassland) [Soil](objects/soil)…
    unlocks/carrots: …## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) ### Unlock Cost [Current cost: wood=50]…
    unlocks/debug: ……
  42. 1h 04mdocs_read path="items/hay"
    result
    ## Hay
    Obtained by cutting grass.
    
    You have `7121`
    Game time: 1h 4m 53s elapsed, 4h 55m 7s of budget remaining.
  43. 1h 04mthoughtLocating plant function docs
  44. 1h 04mdocs_read path="functions/plant"
    result
    plant(entity) 
    Spends the cost of the specified entity and plants it under the drone.
    It fails if you can't afford the plant, the ground type is wrong or there's already a plant there.
    
    returns True if it succeeded, False otherwise.
    
    takes 200 ticks to execute if it succeeded, 1 tick otherwise.
    
    example:
    plant(Entities.Bush)
    Game time: 1h 5m 3s elapsed, 4h 54m 57s of budget remaining.
  45. 1h 05mdocs_read path="objects/bush"
    result
    ## Bush
    A small bush that drops Items.Wood.
    
    Base growth time between 3.2 and 4.8 seconds.
    Can grow on grassland or soil.
    
    For more related information see: [Plant](docs/unlocks/plant.md)
    Game time: 1h 5m 13s elapsed, 4h 54m 47s of budget remaining.
  46. 1h 05mdocs_read path="items/wood"
    result
    ## Wood
    Obtained from bushes and trees.
    
    You have `0`
    
    For more related information see: [Plant](docs/unlocks/plant.md)
    Game time: 1h 5m 23s elapsed, 4h 54m 37s of budget remaining.
  47. 1h 05mdocs_read path="unlocks/expand_1"
    result
    No accessible documentation page unlocks/expand_1. Use docs_list.
  48. 1h 05mthoughtWriting harvest-first bush program
  49. 1h 05mwrite_program name="main" · evidence
    result
    Stop the program before editing it.
  50. 1h 05mthoughtStopping cost timer
  51. 1h 05mstop_program
    result
    Program stopped.
    Game time: 1h 5m 53s elapsed, 4h 54m 7s of budget remaining.
  52. 1h 05mwrite_program name="main" · evidence
    result
    Saved main (4 lines).
    Game time: 1h 6m 3s elapsed, 4h 53m 57s of budget remaining.
  53. 1h 06mrun_program name="main" seconds=3600
    result
    Ran main for 1h of game time; it is still running.
    Inventory change: hay +1.
    Game time: 2h 6m 13s elapsed, 3h 53m 47s of budget remaining.
    Output:
    (none)
  54. 2h 06mthoughtChecking bush growth
  55. 2h 06mobserve
    result
    Game time: 2h 6m 23s elapsed, 3h 53m 37s of budget remaining.
    Program: main (running).
    Inventory: hay 7122.
    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)
  56. 2h 06mthoughtHarvesting grass first Harvesting grass repeatedly Retrying grass harvest
  57. 2h 06mthoughtStopping program
  58. 2h 06mbuy_upgrade upgrades=["grass","grass","grass","grass","grass","grass","grass","grass","grass"] · evidence
    result
    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.
    Game time: 2h 6…
  59. 2h 06mthoughtChecking resource inventory
  60. 2h 06mobserve
    result
    Game time: 2h 6m 43s elapsed, 3h 53m 17s of budget remaining.
    Program: main (running).
    Inventory: hay 6822.
    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)
  61. 2h 06mthoughtChecking speed upgrade costs Checking bush costs
  62. 2h 06mdocs_search query="plant Bush cost wood"
    result
    No matches for "plant Bush cost wood".
    Game time: 2h 6m 53s elapsed, 3h 53m 7s of budget remaining.
  63. 2h 06mthoughtStopping the program Writing three harvests
  64. 2h 06mstop_program
    result
    Program stopped.
    Game time: 2h 7m 3s elapsed, 3h 52m 57s of budget remaining.
  65. 2h 07mwrite_program name="main" · evidence
    result
    Saved main (4 lines).
    Game time: 2h 7m 13s elapsed, 3h 52m 47s of budget remaining.
  66. 2h 07mrun_program name="main" seconds=30
    result
    Ran main for 1s of game time; it finished.
    Inventory change: hay +2.
    Game time: 2h 7m 24s elapsed, 3h 52m 36s of budget remaining.
    Output:
    (none)
  67. 2h 07mthoughtCould observe.
  68. 2h 07mobserve
    result
    Game time: 2h 7m 34s elapsed, 3h 52m 26s of budget remaining.
    Program: none running.
    Inventory: hay 6824.
    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)
  69. 2h 07mthoughtHarvesting the bush Harvesting the bush
  70. 2h 07mwrite_program name="main" · evidence
    result
    Saved main (1 lines).
    Game time: 2h 7m 44s elapsed, 3h 52m 16s of budget remaining.
  71. 2h 07mrun_program name="main" seconds=20
    result
    Ran main for 0s of game time; it finished.
    Inventory change: wood +5.
    Game time: 2h 7m 55s elapsed, 3h 52m 5s of budget remaining.
    Output:
    (none)
  72. 2h 07mthoughtSetting up bush cycle
  73. 2h 07mobserve
    result
    Game time: 2h 8m 5s elapsed, 3h 51m 55s of budget remaining.
    Program: none running.
    Inventory: hay 6824, 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  _Gr3*
    Recent output:
    (none)
  74. 2h 08mthoughtPlanting one test bush Automating bush production
  75. 2h 08mdocs_read path="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: 2h 8m 15s elapsed, 3h 51m 45s of budget remaining.
  76. 2h 08mthoughtRunning the harvest cycle
  77. 2h 08mwrite_program name="wood" · evidence
    result
    Saved wood (6 lines).
    Game time: 2h 8m 25s elapsed, 3h 51m 35s of budget remaining.
  78. 2h 08mrun_program name="wood" seconds=3600
    result
    Ran wood for 1h of game time; it is still running.
    Inventory change: hay +2.
    Game time: 3h 8m 35s elapsed, 2h 51m 25s of budget remaining.
    Output:
    (none)
  79. 3h 08mthoughtChecking wood availability
  80. 3h 08mobserve
    result
    Game time: 3h 8m 45s elapsed, 2h 51m 15s of budget remaining.
    Program: wood (running).
    Inventory: hay 6826, 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)
  81. 3h 08mthoughtWaiting for bush growth Checking flip timing
  82. 3h 08mdocs_read path="functions/do_a_flip"
    result
    do_a_flip() 
    Makes the drone do a flip! This action is not affected by speed upgrades.
    
    returns None
    
    takes 1s to execute.
    
    example:
    while True:
        do_a_flip()
    Game time: 3h 8m 55s elapsed, 2h 51m 5s of budget remaining.
  83. 3h 08mdocs_read path="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: 3h 9m 5s elapsed, 2h 50m 55s of budget remaining.
  84. 3h 09mdocs_read path="objects/bush"
    result
    ## Bush
    A small bush that drops Items.Wood.
    
    Base growth time between 3.2 and 4.8 seconds.
    Can grow on grassland or soil.
    
    For more related information see: [Plant](docs/unlocks/plant.md)
    Game time: 3h 9m 15s elapsed, 2h 50m 45s of budget remaining.
  85. 3h 09mthoughtStopping the existing program
  86. 3h 09mstop_program
    result
    Program stopped.
    Game time: 3h 9m 25s elapsed, 2h 50m 35s of budget remaining.
  87. 3h 09mwrite_program name="wood" · evidence
    result
    Saved wood (11 lines).
    Game time: 3h 9m 35s elapsed, 2h 50m 25s of budget remaining.
  88. 3h 09mrun_program name="wood" seconds=3600
    result
    Ran wood for 1h of game time; it is still running.
    Inventory change: hay +2, wood +1244.
    Game time: 4h 9m 45s elapsed, 1h 50m 15s of budget remaining.
    Output:
    (none)
  89. 4h 09mthoughtBuying farm expansions Buying farm expansions
  90. 4h 09mresearch
    result
    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; can buy now
      ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot)
    costs (Costs) level…
  91. 4h 09mthoughtChecking expansion costs
  92. 4h 09mbuy_upgrade upgrades=["expand","expand","expand","expand","expand","expand","expand","expand","speed","speed","speed","speed","carrots","operators","sen · evidence
    result
    Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md.
    Could not buy expand: Not enough resources.
    Could not buy expand: Not enough resources.
    Could not buy expand: Not enough resources.
    Could not buy expand: Not enough resources.
    Could not buy expand: Not enough resources.
    Could not buy expand: Not enough resources.
    Could not buy expand: Not enough resources…
  93. 4h 10mthoughtObserving upgrade costs
  94. 4h 10mobserve
    result
    Game time: 4h 10m 15s elapsed, 1h 49m 45s of budget remaining.
    Program: wood (running).
    Inventory: hay 6580, wood 1161.
    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, Bu=bush.
    y= 2  _Gr3  _Gr3  _Gr3
    y= 1  _Gr3  _Gr3  _Gr3
    y= 0  _Bu1* _Gr3  _Gr3
    Recent out…
  95. 4h 10mthoughtPrioritizing crops Checking movement docs
  96. 4h 10mdocs_read path="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)
    
    [Tutorial](docs/unlocks/senses.md)
    Game time: 4h 10m 25s elapsed, 1h 49m 35s of budget remaining.
  97. 4h 10mdocs_read path="unlocks/operators"
    result
    ## Operators
    Arithmetic, comparison and logic operators.
    
    if not can_harvest() and (1 + 1 == 4 / 2):
        do_a_flip()
    
    [Tutorial](docs/scripting/operators.md)
    Game time: 4h 10m 35s elapsed, 1h 49m 25s of budget remaining.
  98. 4h 10mdocs_read path="unlocks/carrots"
    result
    ## Carrots
    Increases the yield and cost of carrots.
    100% => 200%
    
    ### Unlock Cost [Current cost: wood=250]
    
    [Tutorial](docs/unlocks/carrots.md)
    Game time: 4h 10m 45s elapsed, 1h 49m 15s of budget remaining.
  99. 4h 10mdocs_search query="move(North)"
    result
    docs/unlocks/expand_1.md: …n in which you want the drone to move. There are four new constants for this: `North, East, South, West` For example, `move(North)` will move the drone one square to the north. If you move over the edge of the farm the drone will be moved to the other side of the farm. The following example code will keep moving the …
    unlocks/lists: …ts to store lots of values. plants = …
  100. 4h 10mdocs_read path="unlocks/trees"
    result
    ## Trees
    Unlocks trees.
    
    plant(Entities.Trees)
    
    ### Unlock Cost [Current cost: wood=50, carrot=70]
    Game time: 4h 11m 5s elapsed, 1h 48m 55s of budget remaining.
  101. 4h 11mthoughtReviewing tilling prerequisites Hardcoding plot harvests Hardcoding plot traversal
  102. 4h 11mthoughtStopping old program
  103. 4h 11msaidThe farm is now 3×3, with 1,161 wood left after the next upgrade tiers became much more expensive. I’ve unlocked sensing and operators; I’ll run a serpentine bush cycle across all nine tiles to build a much faster wood base, then convert the grid toward carrots and trees while time remains.
  104. 4h 11mstop_program
    result
    Program stopped.
    Game time: 4h 11m 15s elapsed, 1h 48m 45s of budget remaining.
  105. 4h 11mthoughtWriting visit sequence Generating harvest routine
  106. 4h 11mwrite_program name="farm" · evidence
    result
    Saved farm (103 lines).
    Game time: 4h 11m 25s elapsed, 1h 48m 35s of budget remaining.
  107. 4h 11mthoughtAdding reset movement Monitoring circuit coverage
  108. 4h 11mrun_program name="farm" seconds=1800
    result
    Ran farm for 30m of game time; it is still running.
    Inventory change: hay +500, wood +710.
    Game time: 4h 41m 35s elapsed, 1h 18m 25s of budget remaining.
    Output:
    (none)
  109. 4h 41mthoughtTilling carrot plots Checking research options
  110. 4h 41mresearch
    result
    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; can buy now; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and cost of carrots. 100% =…
  111. 4h 41mobserve
    result
    Game time: 4h 41m 55s elapsed, 1h 18m 5s of budget remaining.
    Program: farm (running).
    Inventory: hay 7086, wood 1900.
    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, Bu=bush.
    y= 2  _Gr3  _Gr3  _Gr3
    y= 1  _Gr3  _Gr3  _Gr3
    y= 0  _Gr3  _Bu1* _Gr3
    Recent outp…
  112. 4h 41mthoughtChecking carrot-tilling docs
  113. 4h 41mdocs_read path="functions/till"
    result
    till() 
    Tills the ground under the drone into Grounds.Soil. If it's already soil it will change the ground back to Grounds.Grassland.
    
    returns None
    
    takes 200 ticks to execute.
    
    example:
    till()
    
    For more related information see: [Carrots](docs/unlocks/carrots.md)
    Game time: 4h 42m 5s elapsed, 1h 17m 55s of budget remaining.
  114. 4h 42mdocs_read path="objects/soil"
    result
    ## Soil
    Calling till() turns the ground into soil. Calling till() again changes it back to grassland.
    Game time: 4h 42m 15s elapsed, 1h 17m 45s of budget remaining.
  115. 4h 42mdocs_read path="objects/carrot"
    result
    ## Carrot
    Carrots!
    
    Base growth time between 4.8 and 7.2 seconds.
    Can grow on soil.
    
    ### Plant Cost [Current cost: hay=1, wood=1]
    
    For more related information see: [Carrots](docs/unlocks/carrots.md)
    Game time: 4h 42m 25s elapsed, 1h 17m 35s of budget remaining.
  116. 4h 42mdocs_read path="functions/can_harvest"
    result
    can_harvest()
    Used to find out if plants are fully grown.
    
    returns True if there is an entity under the drone that is ready to be harvested, False otherwise.
    
    takes 1 tick to execute.
    
    example:
    if can_harvest():
        harvest()
    
    For more related information see: [Speed](docs/unlocks/speed.md)
    Game time: 4h 42m 35s elapsed, 1h 17m 25s of budget remaining.
  117. 4h 42mdocs_read path="unlocks/watering"
    result
    ## Watering
    Water the plants to make them grow faster.
    
    use_item(Items.Water)
    
    ### Unlock Cost [Current cost: wood=50]
    Game time: 4h 42m 45s elapsed, 1h 17m 15s of budget remaining.
  118. 4h 42mthoughtHarvesting small bush Waiting for bush growth Waiting for carrots
  119. 4h 42mthoughtPreparing carrot planting Running three flips
  120. 4h 42mstop_program
    result
    Program stopped.
    Game time: 4h 42m 55s elapsed, 1h 17m 5s of budget remaining.
  121. 4h 42mwrite_program name="carrots" · evidence
    result
    Saved carrots (20 lines).
    Game time: 4h 43m 5s elapsed, 1h 16m 55s of budget remaining.
  122. 4h 43mrun_program name="carrots" seconds=1800
    result
    Ran carrots for 30m of game time; it is still running.
    Inventory change: carrot +481, hay -242, wood -241.
    Game time: 5h 13m 15s elapsed, 46m 45s of budget remaining.
    Output:
    (none)
  123. 5h 13mthoughtChecking pumpkin docs
  124. 5h 13mobserve
    result
    Game time: 5h 13m 25s elapsed, 46m 35s of budget remaining.
    Program: carrots (running).
    Inventory: hay 6859, wood 1683, carrot 482.
    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: Ca=carrot, Gr=grass.
    y= 2  #Ca2* _Gr3  _Gr3
    y= 1  _Gr3  _Gr3  _Gr3
    y= 0  _Gr3  _Gr3  _…
  125. 5h 13mresearch
    result
    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; can buy now; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and cost of carrots. 100% =…
  126. 5h 13mdocs_read path="objects/tree"
    result
    No accessible documentation page objects/tree. Use docs_list.
  127. 5h 13mdocs_read path="objects/pumpkin"
    result
    No accessible documentation page objects/pumpkin. Use docs_list.
  128. 5h 13mthoughtPreparing to buy trees Buying tree seeds
  129. 5h 13mbuy_upgrade upgrades=["trees","pumpkins","speed","watering","variables"] · evidence
    result
    Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md.
    Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md.
    Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/wateri…
  130. 5h 14mthoughtLocating pumpkin plant cost
  131. 5h 14mdocs_read path="unlocks/trees"
    result
    ## Trees
    Increases the yield of bushes and trees.
    100% => 200%
    
    ### Unlock Cost [Current cost: hay=300]
    
    [Tutorial](docs/unlocks/trees.md)
    Game time: 5h 14m 15s elapsed, 45m 45s of budget remaining.
  132. 5h 14mdocs_read path="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: 5h 14m 25s elapsed, 45m 35s of budget remaining.
  133. 5h 14mdocs_search query="Pumpkin Base growth time"
    result
    No matches for "Pumpkin Base growth time".
    Game time: 5h 14m 35s elapsed, 45m 25s of budget remaining.
  134. 5h 14mdocs_search query="Trees Base growth time"
    result
    No matches for "Trees Base growth time".
    Game time: 5h 14m 45s elapsed, 45m 15s of budget remaining.
  135. 5h 14mthoughtChecking pumpkin planting cost
  136. 5h 14mdocs_search query="Entities.Pumpkin Plant Cost"
    result
    No matches for "Entities.Pumpkin Plant Cost".
    Game time: 5h 14m 55s elapsed, 45m 5s of budget remaining.
  137. 5h 14mdocs_search query="Can grow on soil Pumpkin"
    result
    No matches for "Can grow on soil Pumpkin".
    Game time: 5h 15m 5s elapsed, 44m 55s of budget remaining.
  138. 5h 15mdocs_read path="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…
  139. 5h 15mdocs_search query="Tree drops wood"
    result
    No matches for "Tree drops wood".
    Game time: 5h 15m 25s elapsed, 44m 35s of budget remaining.
  140. 5h 15mthoughtTilling all nine tiles Writing pumpkin setup program Refining pumpkin harvest loop
  141. 5h 15mthoughtSearching for Pumpkin constants
  142. 5h 15mthoughtQuerying now
  143. 5h 15mdocs_search query="Dead_Pumpkin"
    result
    docs/home.md: …n](items/pumpkin) [Water](items/water) ## Entities [Bush](objects/bush) [Carrot](objects/carrot) [Dead_Pumpkin](objects/dead_pumpkin) [Grass](objects/grass) [Pumpkin](objects/pumpkin) [Tree](objects/tree) ## Grounds [Grassland](objects/grassland) [Soil](objects/soil)…
    objects/dead_pumpkin: …## Dead_Pumpkin One in five pumpkins dies when it grows up, leaving behind a dead pumpkin. De…
  144. 5h 15mthoughtClearing carrots for pumpkins Preparing pumpkin plots Planting pumpkin plots
  145. 5h 15mthoughtSetting up pumpkin grid Preparing pumpkin replanting Implementing pumpkin replant loop
  146. 5h 15mthoughtAdding empty-tile handling Writing pumpkin loop Adding pumpkin growth delay
  147. 5h 15mthoughtPositioning the traversal start
  148. 5h 15mstop_program
    result
    Program stopped.
    Game time: 5h 15m 45s elapsed, 44m 15s of budget remaining.
  149. 5h 15mthoughtWriting setup logic Traversing tile rows
  150. 5h 15mwrite_program name="pumpkins" · evidence
    result
    Saved pumpkins (122 lines).
    Game time: 5h 15m 55s elapsed, 44m 5s of budget remaining.
  151. 5h 15mthoughtChecking row traversal logic Rewriting row traversal code Rewriting traversal code
  152. 5h 15mwrite_program name="pumpkins" · evidence
    result
    Saved pumpkins (114 lines).
    Game time: 5h 16m 5s elapsed, 43m 55s of budget remaining.
  153. 5h 16mthoughtHarvesting first carrot tile
  154. 5h 16mrun_program name="pumpkins" seconds=1200
    result
    Ran pumpkins for 20m of game time; it is still running.
    Inventory change: carrot -186, hay +16, pumpkin +346, water +120.
    Game time: 5h 36m 15s elapsed, 23m 45s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: 
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
    Warning: Didn't have …
  155. 5h 36mthoughtReplenishing carrots and wood Checking carrot supplies
  156. 5h 36msaidThe 3×3 pumpkin plot has produced 346 pumpkins in 20 minutes, along with water from the unlocked watering. Carrots became the limiting input, so the planting loop now reports failed replant attempts; I’m checking what crops remain and will use the remaining time to add a reliable second resource stream.
  157. 5h 36mobserve
    result
    Game time: 5h 36m 25s elapsed, 23m 35s of budget remaining.
    Program: pumpkins (running).
    Inventory: hay 6856, wood 1014, pumpkin 346, water 133.
    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: De=dead_pumpkin.
    y= 2  #De3  #--   #--*
    y= 1  #De3  #--   #--
    y= 0  #--  …
  158. 5h 36mthoughtPlanting a carrot Checking tree requirements
  159. 5h 36mdocs_read path="objects/carrot"
    result
    ## Carrot
    Carrots!
    
    Base growth time between 4.8 and 7.2 seconds.
    Can grow on soil.
    
    ### Plant Cost [Current cost: hay=1, wood=1]
    
    For more related information see: [Carrots](docs/unlocks/carrots.md)
    Game time: 5h 36m 35s elapsed, 23m 25s of budget remaining.
  160. 5h 36mdocs_read path="objects/tree"
    result
    ## Tree
    Trees drop more wood than bushes. They take longer to grow if other trees grow next to them.
    
    Base growth time between 5.6 and 8.4 seconds.
    Can grow on soil or grassland.
    
    For more related information see: [Trees](docs/unlocks/trees.md)
    Game time: 5h 36m 45s elapsed, 23m 15s of budget remaining.
  161. 5h 36mdocs_read path="items/pumpkin"
    result
    ## Pumpkin
    Obtained by harvesting pumpkins.
    
    You have `346`
    
    For more related information see: [Pumpkins](docs/unlocks/pumpkins.md)
    Game time: 5h 36m 55s elapsed, 23m 5s of budget remaining.
  162. 5h 36mdocs_read path="objects/pumpkin"
    result
    ## Pumpkin
    Pumpkins grow together when they are next to other fully grown pumpkins. About 1 in 5 pumpkins dies when it grows up.
    
    Base growth time between 0.2 and 3.8 seconds.
    Can grow on soil.
    
    ### Plant Cost [Current cost: carrot=1]
    
    For more related information see: [Pumpkins](docs/unlocks/pumpkins.md)
    Game time: 5h 37m 5s elapsed, 22m 55s of budget remaining.
  163. 5h 37mthoughtPlanting a tree on empty soil Planting a tree on soil
  164. 5h 37mstop_program
    result
    Program stopped.
    Game time: 5h 37m 15s elapsed, 22m 45s of budget remaining.
  165. 5h 37mwrite_program name="mixed" · evidence
    result
    Saved mixed (35 lines).
    Game time: 5h 37m 25s elapsed, 22m 35s of budget remaining.
  166. 5h 37mthoughtAdding post-harvest tree planting
  167. 5h 37mrun_program name="mixed" seconds=1200
    result
    Ran mixed for 20m of game time; it is still running.
    Inventory change: carrot +95, hay -76, water +120, wood +344.
    Game time: 5h 57m 35s elapsed, 2m 25s of budget remaining.
    Output:
    (none)
  168. 5h 57mthoughtBuying a tree upgrade Upgrading trees
  169. 5h 57mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 1/10; cost wood 250; can buy now; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and cost of carrots…
  170. 5h 57mobserve
    result
    Game time: 5h 57m 55s elapsed, 2m 5s of budget remaining.
    Program: mixed (running).
    Inventory: hay 6779, wood 1362, carrot 96, pumpkin 346, water 262.
    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: Ca=carrot, Tr=tree, De=dead_pumpkin.
    y= 2  #Ca3* #Tr2  #--
    y= 1  #D…
  171. 5h 57mthoughtBuying tree upgrade
  172. 5h 57mbuy_upgrade upgrades=["trees","carrots"] · evidence
    result
    Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md.
    Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md.
    Game time: 5h 58m 5s elapsed, 1m 55s of budget remaining.
  173. 5h 58mrun_program name="mixed" seconds=105
    result
    Ran mixed for 1m 45s of game time; it is still running.
    Inventory change: carrot +12, hay -12, water +10, wood +58.
    Game time: 6h elapsed, 0s of budget remaining.
    Output:
    (none)
  174. 6h 00msaidThe six-hour budget is used. Final inventory: 6,767 hay, 1,170 wood, 108 carrots, 346 pumpkins, and 272 water. The farm finished running a tree-and-carrot cycle across two tiles; it produced 58 wood, 12 carrots, and 10 water in the final 1m45s.
  175. 6h 00msaidThe game-time budget is exhausted at 6h, so I can’t advance the farm further.
  176. 6h 00msaidThere’s no game time left to continue: the budget reached 6h exactly.
  177. 6h 00mthoughtWaiting for more time
  178. 6h 00msaidI can’t continue: the game has reached its 6-hour limit, with 0 seconds remaining.
  179. 6h 00msaidThere’s no game time remaining, so the farm can’t run any further.
  180. 6h 00msaidI can’t advance the farm with the game-time budget at 0s.
  181. 6h 00msaidThe six-hour game-time budget is exhausted, so I can’t continue playing.
  182. 6h 00msaidI can’t continue playing because the game-time budget is at 0s.
  183. 6h 00msaidThe six-hour budget is exhausted at 0s, so no more game time can pass.
  184. 6h 00msaidThe farm has used all 6 hours of game time. There’s no remaining time to continue.
  185. 6h 00msaidI can’t advance the farm further: the 6-hour budget is exhausted.
  186. 6h 00msaidThere are 0 seconds left in the game-time budget, so the farm can’t run any longer.
  187. 6h 00msaidI can’t continue playing with 0s remaining in the game-time budget.
  188. 6h 00mthoughtAttempting a game action Checking game state
  189. 6h 00msaidI’ll check whether the game allows any further action at the limit; if it blocks the call, the farm is finished for this save.
  190. 6h 00mobserve
    result
    Game time: 6h elapsed, 0s of budget remaining.
    Program: mixed (running).
    Inventory: hay 6464, wood 1177, carrot 111, pumpkin 346, water 275.
    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: Ca=carrot, Tr=tree, De=dead_pumpkin.
    y= 2  #Ca3* #Tr1  #--
    y= 1  #De3  #--   …
  191. 6h 00msaidThe game confirms the run is over at 6h and says to stop. The farm’s final inventory is 6,464 hay, 1,177 wood, 111 carrots, 346 pumpkins, and 275 water.

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.

spentreported alongside the score, never folded into it

What it spent

API-equivalent cost (estimate)usage.jsonl (one point per prompt turn)

API-equivalent estimate at list prices; not an actual charge

Tokens

Input (uncached)68,669
Cache reads3,166,080
Cache writes0
Output15,590
Thinking (subset of output where reported)10,243
Total3,250,339
ModelTokensEstimate
gpt-6-luna3,250,339$0.05

Estimate: API-equivalent estimate at list prices; not an actual charge. Price table prices-2026-10-16b.

  • gpt-6-luna: 3250339 tokens without per-request detail priced at the base rate; prompts above 272000 tokens would cost more
conditionsprovenance

Limitations

  • Recorded from a harness checkout with uncommitted changes.
  • Cost estimate assumption: gpt-6-luna: 3250339 tokens without per-request detail priced at the base rate; prompts above 272000 tokens would cost more.
Run ideconomy-v1-codex-gpt-6-luna-s3-a1-20261016T143131Z
Taskeconomy-v1 · acb5fb455a43
Budget6h 00m game time · 10s per action · caps: 2,000 tool calls, 20 continuations, 4h 00m real time
AgentCodex 2.2.2 (@agentclientprotocol/codex-acp)
Applied config{"mode":"read-only","model":"gpt-6-luna","reasoning_effort":"medium","fast-mode":"off"}
Models reportedgpt-6-luna
Tools availablenot recorded
Harness55e7bd366f82 (uncommitted changes)
Bridge / game3ee9b950dce5 / 953fea25964f
Adaptersclaude-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 3.94 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd
Started / ended2026-10-16T14:31:31.328Z → 2026-10-16T14:37:10.588Z
Evidence26 items in evidence.json