Run comparison: how much one game copy wins

Every run plays the 25 public games, each 4–5 times (110 copies). Built 2026-11-03 00:52 UTC.

Levels per copy — at an equal budget for every copy

A fair per-token comparison. Horizontal: budget B, how many tokens EACH copy was given. Vertical: how many levels a copy won on average within its first B tokens. Copies that finished the whole game count with their final result; the line continues while at least 90% of the unfinished copies have reached budget B. This way it does not matter how the run shared tokens among copies (lanes, stints, rotation).

Score — at an equal budget for every copy

The same, but the score by the scoring formula (levels with weights and moves), counted only over levels won within each copy's first B tokens.

Levels per copy — by tokens spent (run average)

The dashed lines at the top are the ceiling: 80, 90 and 100% of all levels of the 25 games.

Score — by tokens spent (run average)

Horizontal here is all of the run's tokens divided by the number of copies: if the run gave out tokens unevenly, this mixes the model's smarts with the token allocation; the fair comparison is the budget charts above. Score by the scoring formula: it counts both the levels won and how many moves they took. The “no worse than human” button adds a dashed line of the same colour: the same won levels, but every level completed worse than a human is credited as completed in exactly the human's move count (100 of 115); levels where we are already better stay as they are. The gap between the solid and the dashed line is how many points move economy is worth.

Economy: share of won-level points eaten by extra moves

What percentage of the won levels' points (had each been completed no worse than a human) is lost to extra moves, with level weights as in scoring. The share does not grow just because a run won more levels, so a fast run does not look wasteful because of that. The lower the line, the more economical the run. Axis: player tokens per copy, as on the score chart.

Economy: share of levels completed worse than a human

Of all levels won by this point, the percentage on which we spent more moves than a human (RESET counts as a move too). Lower is more economical. Axis: player tokens per copy.

Levels per copy — by minutes

Here both a smart agent and a fast server win.

Tokens per copy — by minutes

The steeper the line, the more tokens per minute each copy gets.

Server speed, tokens per second

Photographers: from the server log, 5-minute average (the “Smooth speed” button uses 1/15 of the run length, up to 30 minutes); older runs: from the copies' tokens over 10 minutes. A circle with a number shows how many copies are still playing.

Speed per playing copy, tokens per second

Server speed divided by the number of copies that have not finished yet.