{
  "name": "tank-game",
  "type": "tank-game",
  "archiveDate": "2026-11-10",
  "displayDate": "2026-11-10",
  "runDate": "2026-11-10",
  "model": "Six models · high reasoning",
  "appName": "tank game",
  "description": "Browser tank game benchmark: playable apps, mobile controls, destruction, execution time, token estimates, and checks.",
  "capturedAt": "2026-11-10T05:15:02.863Z",
  "notes": "One independent task per model, with fresh Boat workspaces and identical task and platform instructions. Model effort names do not imply equal compute budgets. Timings exclude setup, independent review, and publication; token-cost estimates exclude VM, proxy, tool, subscription, and tax charges. Apps retain the generated gameplay code. Publication adds the model name to each browser title. Browser checks use headless Chrome and SwiftShader software graphics on a shared CPU host. Host load was not controlled; frame-rate samples are not comparable across apps and do not establish real-device FPS. This single comparison does not establish a quality winner. The efficiency instruction arrived after launch. Each agent received the same follow-up in its original session. Execution time and cost include both turns; total time also includes the wait between turns.",
  "followup": {
    "requestedAt": "2026-11-10T02:42:43.193Z",
    "prompt": "Make the tank game efficient so that it runs smoothly on desktop and mobile, including during explosions, spreading fire, and object destruction. Profile performance where possible and optimize physics, rendering, effects, and memory use while preserving the requested gameplay, convincing physical behavior, and visual quality. Test demanding scenes and report measured performance and limitations honestly. Rebuild the final app, update the retained public preview, and update benchmark-result.json. Continue the same task and session; do not delegate or change model or reasoning settings."
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      "originalPreview": "Published",
      "publicationCheck": "Browser checks passed",
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        "On devices that cap rAF at 30 Hz (power-saving) the frame-interval heuristic will settle on low quality even if headroom exists.",
        "Headless harness used player teleportation and scripted ignition to build worst-case scenes; this is not extended human playtesting.",
        "Graphics are procedural vector drawings (no textures); 'realistic' is interpreted as physically plausible behaviour rather than photorealism.",
        "Physics is a 2D top-down approximation: flat shell ballistics with a maximum range, no terrain elevation.",
        "Fire model is heat-accumulation based and hand-tuned; enemy AI is simple (patrol, feeler-ray avoidance, lead aiming); balance only lightly tuned.",
        "Audio is synthesised WebAudio and starts after the first user interaction; it was not audibly verified.",
        "The preview is served by a minimal Node static server (no compression)."
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        "requestedAt": "2026-11-10T02:42:43.193Z",
        "prompt": "Make the tank game efficient so that it runs smoothly on desktop and mobile, including during explosions, spreading fire, and object destruction. Profile performance where possible and optimize physics, rendering, effects, and memory use while preserving the requested gameplay, convincing physical behavior, and visual quality. Test demanding scenes and report measured performance and limitations honestly. Rebuild the final app, update the retained public preview, and update benchmark-result.json. Continue the same task and session; do not delegate or change model or reasoning settings."
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      "providerName": "Anthropic",
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        "provisional": false,
        "approximate": true
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      "originalPreview": "Published",
      "publicationCheck": "Browser checks passed",
      "notes": "Agent-reported limits: Frame rates on real GPUs and phones are still unmeasured. The software-rendering figures show the optimised build is roughly 1.3-2.8x faster than the baseline in the same environment, not that it reaches 60 fps on any particular device. Under software GL the heavy scenes remain at 10-16 fps at 1440x900. A resolution test there (rendering 44% fewer pixels) did not make frames 10% faster, so that mode appears limited by per-draw overhead rather than pixel fill; heavy scenes still issue about 1,600-1,750 canvas draws per frame on desktop and about 920-950 on touch devices.",
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      "appUrl": "https://benchmarks.zzz.link/benchmark/2026-11-10/tank-game/anthropic/claude-fable-5-2/claude/",
      "publicationTransforms": [
        "Static artifact copied without application-code changes. Published title gains provider/model prefix."
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          "Arrow-key movement and Space shooting exercised",
          "Phone portrait and landscape fit without horizontal overflow",
          "Desktop keyboard movement, steering and firing observed through position/shot counts; key release clears controls",
          "Phone portrait and landscape: trusted simultaneous touch movement, steering and firing; observed movement/shots and input release passed"
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        "performanceMethod": "No independent gameplay FPS result. Initial generic cadence sample was from menu; actual playing keyboard and touch actions verified separately.",
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          "stale": false,
          "assumptions": [
            "OpenRouter listed token rates. Routing, context tiers, tool charges, and discounts can change billing."
          ]
        }
      ],
      "taskHash": "9adb61fed924e5c02dc8b45b25ca0d9b67f542ff83ac211bd967fdf9bdb01fb8",
      "reportedLimitations": [
        "All browser verification ran on headless Chrome with SwiftShader (software rasteriser): wall-clock frame time there is dominated by a fixed present/composite cost (a 480x300 canvas still costs ~130 ms/frame while render submission is 0.6 ms), so the frame-time numbers are not a proxy for real GPU hardware. The hardware-independent signals reported are per-subsystem CPU ms, per-call micro-benchmarks, draw calls / triangles / point sprites and heap after GC.",
        "GPU raster/fill cost could not be isolated in this environment; the fill-rate work (fewer and smaller point sprites, ~29% fewer triangles, per-tier pixel-ratio cap, shadows on a cadence) is justified by counters and the resolution-scaling result, not by a measured GPU frame time.",
        "The agent cannot view images, so visual quality was checked programmatically (lit, green-dominant, non-uniform framebuffer; ground median luminance ~160/255; draw-call and triangle counts) rather than by eye. The optimisations do change detail: terrain is 140 segments instead of 200, ground clutter is 2,120 instances instead of 3,020, point sprites are capped at 120 px, and tier 0 hides ground clutter entirely.",
        "Fixed quality tiers were used for like-for-like comparison (tier 2, full effects); the adaptive governor was measured separately and settles at tier 0 in the software-rendered harness, which is intended behaviour but means the adaptive settings themselves were not exercised on real GPU hardware.",
        "Mobile controls were exercised with synthetic PointerEvents at 390x844 in headless Chrome; real multi-touch hardware, iOS/Android browser quirks and real phone thermals were not tested.",
        "Physics is a purpose-built lightweight engine (vertical circle/AABB colliders, no rotational rigid-body dynamics), so barrels and crates slide and are thrown by blasts but never tip over or fracture; destruction is material-profile based rather than mesh-accurate fracture.",
        "Ground fire uses a coarse 3 m fuel grid with a hard cap on simultaneous cells (170/130/90 by tier) and stochastic spread biased by wind and uphill slope; it is a believable approximation, not a fluid/thermal simulation. The cap means a very large wildfire stops taking new cells instead of growing without bound.",
        "Slow-burn systems (burning props, fire spread, ground fire, particles, decals) now run once per frame with the frame delta instead of once per physics sub-step; at 60 fps this is identical, but at very low frame rates fire advances in larger, less granular steps.",
        "Audio is fully procedural WebAudio and only starts after a user gesture; it was verified by code path and absence of errors, not by listening.",
        "vite preview applies SPA fallback for unknown paths, so the preview URL is not itself proof of arbitrary-path hosting; the arbitrary-prefix requirement was verified separately by serving dist with a plain static server at /deep/prefix/play/ and booting the game there.",
        "The published URL is a tunnel to the local preview process; it stays alive only while that workspace-owned preview job runs.",
        "The production bundle still contains the window.__tankGame debug hooks (stats/fireAt/detonateAt) used by the verification harness; they are not exposed in the game UI.",
        "Single-player only (no networking), no save/persistence, and the player receives 3.5 s of damage immunity after respawning.",
        "Performance numbers come from a 4 vCPU container and include run-to-run variance of roughly +/-6% on frame times; micro-benchmarks of sub-0.1 ms operations are at Chrome's timer resolution limit and are reported as medians with p95."
      ],
      "followup": {
        "requestedAt": "2026-11-10T02:42:43.193Z",
        "prompt": "Make the tank game efficient so that it runs smoothly on desktop and mobile, including during explosions, spreading fire, and object destruction. Profile performance where possible and optimize physics, rendering, effects, and memory use while preserving the requested gameplay, convincing physical behavior, and visual quality. Test demanding scenes and report measured performance and limitations honestly. Rebuild the final app, update the retained public preview, and update benchmark-result.json. Continue the same task and session; do not delegate or change model or reasoning settings."
      },
      "phases": [
        {
          "name": "initial",
          "status": "finished",
          "pid": 17889,
          "exitCode": 0,
          "executionStartedAtMs": 1794278333299,
          "completedAtMs": 1794282557326
        },
        {
          "name": "efficiency",
          "status": "finished",
          "pid": 73834,
          "exitCode": 0,
          "executionStartedAtMs": 1794282563094,
          "completedAtMs": 1794284624622
        }
      ],
      "skillCount": 0
    }
  ]
}
