Golden Bench

Leaderboard / Surface 1 / run

Random on Surface 1, seed 0

Score0.0
Objectives0/2
Outcomedied
Game time11:21
Decisions59
Cost$0
Verifiedyes

Run recheck-2026-10-19--random--surface1-s0 from sweep recheck-2026-10-19; harness ac6c751; walker features 0; ended: dead. Replaying its input log reproduced every state hash.

Path

-15k-10k-5k05k -25k-20k-15k-10k-5k0 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: attack, health 100%step 13: go_to_object, health 100%step 14: wait, health 100%step 15: go_to, health 100%step 16: shoot_object, health 100%step 17: go_to, health 100%step 18: wait, health 100%step 19: go_to_object, health 100%step 20: shoot_object, health 100%step 21: attack, health 100%step 22: go_to, health 100%step 23: go_to, health 100%step 24: wait, health 100%step 25: wait, health 100%step 26: wait, health 100%step 27: go_to, health 100%step 28: go_to_object, health 100%step 29: wait, health 100%step 30: go_to_object, health 100%step 31: go_to, health 100%step 32: go_to_object, health 100%step 33: go_to_object, health 100%step 34: attack, health 100%step 35: go_to, health 100%step 36: attack, health 100%step 37: go_to, health 100%step 38: go_to, health 100%step 39: attack, health 97%step 40: attack, health 97%step 41: attack, health 97%step 42: shoot_object, health 93%step 43: attack, health 89%step 44: shoot_object, health 89%step 45: attack, health 89%step 46: go_to_object, health 79%step 47: go_to_object, health 73%step 48: go_to_object, health 67%step 49: attack, health 61%step 50: go_to_object, health 54%step 51: go_to, health 45%step 52: go_to_object, health 40%step 53: go_to, health 32%step 54: attack, health 24%step 55: shoot_object, health 18%step 56: wait, health 14%step 57: attack, health 11%step 58: attack, health 6%step 59: go_to_object, health -2% step 39: lost 3% healthstep 42: lost 4% healthstep 43: lost 4% healthstep 46: lost 10% healthstep 47: lost 6% healthstep 48: lost 6% healthstep 49: lost 6% healthstep 50: lost 6% healthstep 51: lost 9% healthstep 52: lost 5% healthstep 53: lost 8% healthstep 54: lost 9% healthstep 55: lost 6% healthstep 56: lost 4% healthstep 57: lost 3% healthstep 58: lost 5% health step 3: gave upstep 5: gave upstep 6: gave upstep 7: gave upstep 9: gave upstep 15: gave upstep 19: gave upstep 22: gave upstep 23: gave upstep 27: gave upstep 28: gave upstep 30: gave upstep 31: gave upstep 32: gave upstep 33: gave upstep 35: gave upstep 37: gave upstep 38: gave up start end step 59: 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% 11121314151 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
0cut power to the communications dishyesopen
1get the key to the safenoopen
2take the building plans from the safenoopen
3enter the base through the ventilation toweryesopen

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=133 done 0 – 100%
2 0:24 shoot_object id=59 done 0 – 100%
3 0:44 go_to_object id=76 seconds=15 gave up 6897 18061 100%
4 0:47 shoot_object id=138 done 0 – 100%
5 1:06 go_to_object id=76 seconds=15 gave up 7830 13132 100%
6 1:26 go_to_object id=77 seconds=15 gave up 7023 6492 100%
7 1:46 go_to_object id=61 seconds=15 gave up 7925 658 100%
8 1:59 go_to_object id=140 seconds=15 arrived 3731 19 100%
9 2:20 go_to_object id=56 seconds=15 gave up 4918 9580 100%
10 2:28 go_to seconds=15 use=true x=-6318.893009974005 z=-15097.480975912678 arrived 826 6 100%
11 2:39 attack chr=30 seconds=10 done 4383 – 100%
12 2:49 attack chr=19 seconds=10 done 4079 – 100%
13 3:04 go_to_object id=78 seconds=15 arrived 1233 74 100%
14 3:06 wait seconds=2 done 0 – 100%
15 3:26 go_to seconds=15 use=true x=-5637.48513609602 z=-7743.048204253676 gave up 111 1244 100%
16 3:29 shoot_object id=143 done 0 – 100%
17 3:34 go_to seconds=15 use=true x=-7236.626011442278 z=-8741.40990143522 arrived 588 117 100%
18 3:36 wait seconds=2 done 0 – 100%
19 3:56 go_to_object id=143 seconds=15 gave up 764 9612 100%
20 4:00 shoot_object id=142 done 0 – 100%
21 4:10 attack chr=28 seconds=10 done 385 – 100%
22 4:30 go_to seconds=15 use=true x=-5947.916518960933 z=-8183.902088493232 gave up 457 1010 100%
23 4:49 go_to seconds=15 use=true x=-8129.18440694277 z=-6854.726350333761 gave up 354 1873 100%
24 4:51 wait seconds=2 done 0 – 100%
25 4:53 wait seconds=2 done 0 – 100%
26 4:55 wait seconds=2 done 0 – 100%
27 5:15 go_to seconds=15 use=true x=-6515.308745557565 z=-7239.810164788303 gave up 399 715 100%
28 5:34 go_to_object id=70 seconds=15 gave up 163 7988 100%
29 5:36 wait seconds=2 done 0 – 100%
30 5:56 go_to_object id=58 seconds=15 gave up 112 9865 100%
31 6:16 go_to seconds=15 use=true x=-7832.798725492828 z=-7691.467778137984 gave up 102 935 100%
32 6:36 go_to_object id=144 seconds=15 gave up 183 9891 100%
33 6:56 go_to_object id=144 seconds=15 gave up 38 9887 100%
34 7:06 attack chr=28 seconds=10 done 221 – 100%
35 7:25 go_to seconds=15 use=true x=-8204.662544342395 z=-8605.836185982364 gave up 100 1307 100%
36 7:35 attack chr=28 seconds=10 done 207 – 100%
37 7:54 go_to seconds=15 use=true x=-7473.6596236392725 z=-8969.727982463806 gave up 182 767 100%
38 8:14 go_to seconds=15 use=true x=-6916.677266014729 z=-7381.599410125992 gave up 620 543 100%
39 8:24 attack chr=23 seconds=10 done 517 – 97%
40 8:34 attack chr=30 seconds=10 done 893 – 97%
41 8:47 attack chr=6 seconds=10 done 4615 – 97%
42 8:53 shoot_object id=145 done 130 – 93%
43 9:06 attack chr=30 seconds=10 done 4515 – 89%
44 9:10 shoot_object id=141 done 124 – 89%
45 9:23 attack chr=5 seconds=10 done 3540 – 89%
46 9:48 go_to_object id=145 seconds=15 damage 5963 – 79%
47 9:51 go_to_object id=57 seconds=15 damage 220 – 73%
48 10:00 go_to_object id=145 seconds=15 damage 264 – 67%
49 10:04 attack chr=28 seconds=10 damage 121 – 61%
50 10:10 go_to_object id=142 seconds=15 damage 0 – 54%
51 10:15 go_to seconds=15 use=true x=-1334.526916413219 z=826.8117658993106 damage 145 – 45%
52 10:24 go_to_object id=145 seconds=15 damage 132 – 40%
53 10:37 go_to seconds=15 use=true x=1104.519364073637 z=1311.2473194605304 damage 1351 – 32%
54 10:43 attack chr=30 seconds=10 damage 309 – 24%
55 10:51 shoot_object id=57 damage 427 – 18%
56 10:59 wait seconds=2 done 477 – 14%
57 11:10 attack chr=6 seconds=10 done 794 – 11%
58 11:12 attack chr=30 seconds=10 damage 26 – 6%
59 11:21 go_to_object id=57 seconds=15 dead 765 – -2%