Golden Bench

Leaderboard / Bunker 1 / run

Random on Bunker 1, seed 0

Score0.0
Objectives0/2
Outcomemission over
Game time6:36
Decisions37
Cost$0
Verifiedyes

Run recheck-2026-10-19--random--bunker1-s0 from sweep recheck-2026-10-19; harness ac6c751; walker features 0; ended: mission over. Replaying its input log reproduced every state hash.

Path

-4k-2k02k -4k-2k02k4k Explored ground: the coarse cells our runs covered, outlined x → z ↓ grid: 1000 units (about 10 m); dashed: ground covered by any run step 1: shoot_object, health 100%step 2: shoot_object, health 100%step 3: go_to_object, health 100%step 4: shoot_object, health 100%step 5: go_to_object, health 100%step 6: go_to_object, health 100%step 7: go_to_object, health 100%step 8: go_to_object, health 100%step 9: go_to_object, health 100%step 10: go_to, health 100%step 11: attack, health 100%step 12: go_to_object, health 100%step 13: wait, health 100%step 14: go_to, health 100%step 15: shoot_object, health 100%step 16: go_to, health 100%step 17: wait, health 100%step 18: go_to_object, health 100%step 19: shoot_object, health 100%step 20: attack, health 100%step 21: go_to, health 100%step 22: go_to, health 96%step 23: wait, health 96%step 24: wait, health 96%step 25: wait, health 96%step 26: go_to, health 90%step 27: go_to_object, health 90%step 28: wait, health 90%step 29: go_to_object, health 90%step 30: go_to, health 90%step 31: go_to_object, health 90%step 32: go_to_object, health 90%step 33: attack, health 90%step 34: go_to, health 90%step 35: attack, health 90%step 36: go_to, health 90% step 22: lost 4% healthstep 26: lost 6% health step 5: gave upstep 14: gave upstep 30: gave upstep 31: gave upstep 32: gave upstep 34: gave upstep 36: gave up objective 2 failedstep 21: objective 2 failedobjective 3 failedstep 21: objective 3 failed start end
0:00
path by health, 0 to 100% start end objective reached health lost stuck or gave up died
Positions after each decision, in the harness's world units, seen from above (x to the right, z downward). Only the numbers in our traces are drawn: no walls, floors or other level data. The dashed outline is the ground any run on this level has covered, in coarse 2,000-unit cells. Press play to watch the run at game time; click a decision below to jump to it.

Health over the run

0%50%100% 16111621263136 decision 2step 21: objective 2 failed3step 21: objective 3 failed
Health after each decision. Dashed gold ticks mark decisions that completed an objective (number above); red ones an objective that failed.

Objectives

#Objective (our paraphrase)Scored at this difficultyFinal status
0knock out all surveillance equipmentnoopen
1copy the key with the analyser and leave the originalyesopen
2make a staff member activate the computernofailed
3download the data from the computernofailed
4photograph the main video screenyesopen

Decisions

One row per decision: the action and its public arguments, how it ended, and the agent's own note. Game clock: the game's time when the decision ended, intro included. Ids and areas are the harness's numbering (spec). Click a row to jump the replay to it.

StepGame clockActionEndedMovedLeftHealthNotes
1 0:21 shoot_object id=32 done 0 – 100%
2 0:24 shoot_object id=67 done 0 – 100%
3 0:42 go_to_object id=60 seconds=15 arrived 689 35 100%
4 0:46 shoot_object id=62 done 0 – 100%
5 1:11 go_to_object id=72 seconds=15 gave up 280 428 100%
6 1:18 go_to_object id=4 seconds=15 arrived 739 8 100%
7 1:24 go_to_object id=1 seconds=15 arrived 650 12 100%
8 1:38 go_to_object id=41 seconds=15 arrived 841 14 100%
9 1:43 go_to_object id=61 seconds=15 arrived 418 18 100%
10 1:49 go_to seconds=15 use=true x=-107.89300997400505 z=-396.48097591267833 arrived 826 5 100%
11 2:09 attack chr=4 seconds=10 done 2073 – 100%
12 2:15 go_to_object id=7 seconds=15 arrived 451 12 100%
13 2:17 wait seconds=2 done 0 – 100%
14 2:36 go_to seconds=15 use=true x=255.5148639039803 z=2256.951795746324 gave up 1175 812 100%
15 2:40 shoot_object id=50 done 0 – 100%
16 2:54 go_to seconds=15 use=true x=-233.6260114422778 z=895.5900985647804 arrived 688 20 100%
17 2:56 wait seconds=2 done 0 – 100%
18 3:00 go_to_object id=64 seconds=15 arrived 421 16 100%
19 3:04 shoot_object id=60 done 0 – 100%
20 3:14 attack chr=28 seconds=10 done 1186 – 100%
21 3:19 go_to seconds=15 use=true x=904.083481039067 z=-388.9020884932322 objective objective 2 failed objective 3 failed 0 – 100%
22 3:47 go_to seconds=15 use=true x=-1231.1844069427698 z=485.2736496662392 arrived 1769 222 96%
23 3:49 wait seconds=2 done 0 – 96%
24 3:51 wait seconds=2 done 0 – 96%
25 3:53 wait seconds=2 done 0 – 96%
26 4:10 go_to seconds=15 use=true x=-938.3087455575649 z=1687.1898352116964 damage 884 – 90%
27 4:15 go_to_object id=76 seconds=15 arrived 235 66 90%
28 4:17 wait seconds=2 done 0 – 90%
29 4:28 go_to_object id=36 seconds=15 arrived 904 13 90%
30 4:47 go_to seconds=15 use=true x=-3013.7987254928285 z=2274.532221862016 gave up 273 921 90%
31 5:07 go_to_object id=4 seconds=15 gave up 466 652 90%
32 5:26 go_to_object id=5 seconds=15 gave up 328 465 90%
33 5:38 attack chr=15 seconds=10 done 2619 – 90%
34 6:06 go_to seconds=15 use=true x=-916.6625443423939 z=-122.83618598236274 gave up 1082 593 90%
35 6:17 attack chr=20 seconds=10 done 1637 – 90%
36 6:36 go_to seconds=15 use=true x=-559.6596236392728 z=-2593.7279824638053 gave up 465 592 90%