Golden Bench

Leaderboard / Runway / run

Random on Runway, seed 0

Score0.0
Objectives0/2
Outcomedied
Game time5:11
Decisions40
Cost$0
Verifiedyes

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

Path

5k10k -20k-15k-10k-5k 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 94%step 2: shoot_object, health 94%step 3: go_to_object, health 94%step 4: shoot_object, health 94%step 5: go_to_object, health 94%step 6: go_to_object, health 94%step 7: go_to_object, health 94%step 8: go_to_object, health 94%step 9: go_to_object, health 94%step 10: go_to, health 94%step 11: attack, health 88%step 12: go_to_object, health 81%step 13: wait, health 81%step 14: go_to, health 81%step 15: shoot_object, health 81%step 16: go_to, health 75%step 17: wait, health 69%step 18: go_to_object, health 69%step 19: shoot_object, health 69%step 20: attack, health 63%step 21: go_to, health 63%step 22: go_to, health 56%step 23: wait, health 56%step 24: wait, health 56%step 25: wait, health 50%step 26: go_to, health 50%step 27: go_to_object, health 45%step 28: wait, health 45%step 29: go_to_object, health 39%step 30: go_to, health 39%step 31: go_to_object, health 39%step 32: go_to_object, health 31%step 33: attack, health 23%step 34: go_to, health 16%step 35: attack, health 10%step 36: go_to, health 4%step 37: go_to, health 4%step 38: attack, health 4%step 39: attack, health 2%step 40: shoot_object, health -3% step 1: lost 6% healthstep 11: lost 6% healthstep 12: lost 6% healthstep 16: lost 6% healthstep 17: lost 6% healthstep 20: lost 6% healthstep 22: lost 6% healthstep 25: lost 6% healthstep 27: lost 6% healthstep 29: lost 5% healthstep 32: lost 9% healthstep 33: lost 8% healthstep 34: lost 7% healthstep 35: lost 6% healthstep 36: lost 6% healthstep 39: lost 2% health step 3: gave upstep 5: gave upstep 9: gave upstep 18: gave upstep 31: gave up start end step 40: died
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
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
0find the key that starts the planeyesopen
1destroy the heavy gun emplacementsnoopen
2destroy the missile batterynoopen
3take off in the planeyesopen

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 0:18 shoot_object id=27 damage 0 – 94%
2 0:26 shoot_object id=0 done 265 – 94%
3 0:46 go_to_object id=22 seconds=15 gave up 458 2098 94%
4 0:49 shoot_object id=25 done 0 – 94%
5 1:09 go_to_object id=2 seconds=15 gave up 14 1773 94%
6 1:21 go_to_object id=23 seconds=15 arrived 2036 50 94%
7 1:34 go_to_object id=24 seconds=15 arrived 2589 50 94%
8 1:48 go_to_object id=0 seconds=15 arrived 821 91 94%
9 2:07 go_to_object id=27 seconds=15 gave up 4299 14634 94%
10 2:14 go_to seconds=15 use=true x=9675.106990025995 z=-10998.480975912678 arrived 821 11 94%
11 2:15 attack chr=27 seconds=10 damage 11 – 88%
12 2:17 go_to_object id=7 seconds=15 damage 1005 – 81%
13 2:19 wait seconds=2 done 279 – 81%
14 2:27 go_to seconds=15 use=true x=10409.51486390398 z=-9295.048204253675 arrived 1316 2 81%
15 2:30 shoot_object id=22 done 0 – 81%
16 2:34 go_to seconds=15 use=true x=9969.373988557722 z=-9847.40990143522 damage 622 – 75%
17 2:36 wait seconds=2 damage 301 – 69%
18 2:55 go_to_object id=21 seconds=15 gave up 4217 981 69%
19 2:58 shoot_object id=2 done 0 – 69%
20 3:07 attack chr=29 seconds=10 damage 3033 – 63%
21 3:16 go_to seconds=15 use=true x=11503.083481039066 z=-7327.902088493232 arrived 930 6 63%
22 3:16 go_to seconds=15 use=true x=10286.81559305723 z=-6312.726350333761 damage 52 – 56%
23 3:18 wait seconds=2 done 217 – 56%
24 3:20 wait seconds=2 done 0 – 56%
25 3:22 wait seconds=2 damage 0 – 50%
26 3:33 go_to seconds=15 use=true x=11835.691254442436 z=-6139.810164788303 arrived 1041 5 50%
27 3:36 go_to_object id=3 seconds=15 damage 456 – 45%
28 3:38 wait seconds=2 done 213 – 45%
29 3:38 go_to_object id=26 seconds=15 damage 0 – 39%
30 3:47 go_to seconds=15 use=true x=11008.201274507172 z=-6162.467778137984 arrived 935 14 39%
31 4:07 go_to_object id=27 seconds=15 gave up 4943 14094 39%
32 4:23 go_to_object id=27 seconds=15 damage 5550 – 31%
33 4:27 attack chr=26 seconds=10 damage 1265 – 23%
34 4:31 go_to seconds=15 use=true x=8267.337455657605 z=-17383.836185982364 damage 1352 – 16%
35 4:35 attack chr=21 seconds=10 damage 1498 – 10%
36 4:40 go_to seconds=15 use=true x=8705.340376360728 z=-16912.727982463806 damage 860 – 4%
37 4:49 go_to seconds=15 use=true x=8856.322733985271 z=-15970.599410125993 arrived 955 12 4%
38 4:59 attack chr=26 seconds=10 done 4492 – 4%
39 5:09 attack chr=27 seconds=10 done 4934 – 2%
40 5:11 shoot_object id=4 dead 130 – -3%