Score · relative 0–100
16.2
Rank
70
Status
Partial 3/3
Rank change
0
Players generated
2026-11-07
Match evidence updated
2026-11-10

Why this result is partial: every generation attempt of a reasoning setting reached the model's own output-token limit before finishing a program, so that setting scores 0. The rank uses the available reasoning-setting results.

Reasoning settings compared

  1. HighIntensive

    0.0 · no rank on its setting leaderboard

    Cost per program
    $0.166 · provider-reported
    Working programs
    0 of 8
    API time
    Not recorded

    The same score as Low, at about the same cost

    Not compared: no official rank on its setting leaderboard.

    • No alternatives: this setting is not compared (no official rank on its setting leaderboard).
  2. LowBalanced

    0.0 · no rank on its setting leaderboard

    Cost per program
    $0.166 · provider-reported
    Working programs
    0 of 8
    API time
    Not recorded

    48.7 points below None, at 15.5× the cost

    Not compared: no official rank on its setting leaderboard.

    • No alternatives: this setting is not compared (no official rank on its setting leaderboard).
  3. NoneBaseline

    48.7 · rank 28 on the Baseline leaderboard

    Cost per program
    $0.0107 · provider-reported
    Working programs
    7 of 8
    API time
    36 s (observed mean, descriptive)
    • Higher score for $0.0107 or less: GLM-5.3 Flash High · Balanced: 60.8 for $0.00579 (provider-reported)
    • It is also the cheapest of the 4 offered settings scoring at least as high for less.

Score and cost of every ranked setting

The chart needs JavaScript. The setting cards hold this model's results, and Charts compares every model.

Each setting is placed by its published score and its generation cost per player program, the mean over the game cells including repairs and failed attempts. Higher is better; further left costs less (logarithmic axis, with recorded $0 in its own lane). Filled marks are compared; hollow marks are not (the reason is in the table). The line marks the best value across ranked reasoning settings: no ranked setting with complete cost evidence scores at least as high for the same or less. It includes models without an Overall rank, so it can differ from the line on Charts. Costs mix provider-reported charges and list-price estimates; differences in score points are not tested for significance.
Show the numbers

The table needs JavaScript.

Available settings and grouping

Available settings

NoneLowHigh

Checked on 2026-11-07 · Provider documentation

How settings are grouped

  • Baseline: None — tested and included
  • Balanced: Low — tested and included
  • Intensive: High — tested and included

Scores by game

  • Go2 of 3 failed17.7
  • Chess2 of 3 failed14.4
  • Shogi3 of 3 failed0.0
  • Xiangqi2 of 3 failed12.5
  • Hex2 of 3 failed26.4
  • International Draughts2 of 3 failed20.5
  • Game of the Amazons2 of 3 failed16.9
  • Tumbleweed2 of 3 failed21.5

Each game counts every generation attempt, a failed one as 0 (“1 of 2 failed” marks games with failed attempts). Scores are relative within each game, across the included settings; they do not compare game difficulty.

What this result shows

Strongest included setting: None (48.7).

Across included settings, the highest game score is Hex (26.4); the lowest is Shogi (0.0). Each game counts every generation attempt, a failed one as 0. These are relative scores within each game, not direct comparisons of difficulty.

Match evidence measures these retained programs. It does not establish how a fresh generation will perform. Independent-generation variation is not estimated in this release.

Test protocol and evidence limits
Model identifier
tencent/hy4
Provider route (catalog)
openrouter
Prompt identity / profile
Not retained in this result set / Not retained in this result set
Prompt version
Not retained in this result set
Generation policy
Generation-quality admission policy (see methodology)
Requested output-token limits
65536 (25 of 25 indexed attempts)

Generation evidence

  • None: 7 contributing player programs across 7 games
  • Low: no working player program; every generation attempt failed, so the setting scores 0
  • High: no working player program; every generation attempt failed, so the setting scores 0

Counts describe contributing programs, not independent replications: repairs and resends are not new independent samples. Independent-generation lineage is not retained.

GameReasoning groupProgramsWorking-program strengthRaw ratingCombined record (W / D / L)
GoBaseline1 working of 1 attempt53.01509.1139 / 311 / 114
ChessBaseline1 working of 1 attempt43.21417.114 / 414 / 104
XiangqiBaseline1 working of 1 attempt37.61371.734 / 324 / 186
HexBaseline1 working of 1 attempt79.11921.4451 / 0 / 131
International DraughtsBaseline1 working of 1 attempt61.41626.1324 / 4 / 226
Game of the AmazonsBaseline1 working of 1 attempt50.71440.2276 / 0 / 302
TumbleweedBaseline1 working of 1 attempt64.51671.8362 / 0 / 220

Each row covers all the model's programs in one game and setting. Strength and raw rating are attempt-weighted means; under them, each program's score and the lowest and highest rating describe the programs (not a confidence interval). The combined record adds up their matches: evidence volume, not strength.

Failures and budgets

17 model-code generation failures; 0 provider/infrastructure failures excluded from the generation denominator. Runtime player faults are separate: 0 recorded one-sided faults across contributing program rows. A crash, an illegal move, or a timeout repeated by a later quiet replay, pinned on one program, also counts as that program's loss in its match record; other faults are left out of rating evidence.

Repair/resend outcomes and available costs are included. Exact retry ceilings and execution budgets are not retained in this result set; see the methodology for the public policy. Do not infer a measured setting from a current provider catalog.

Player program results

High: 0% / 0% / 100% · n 8Low: 0% / 0% / 100% · n 8None: 88% / 0% / 12% · n 8 All three benchmark settings testedMany programs failed

Generation cost, all settings combined

$0.11average estimated cost per game and reasoning setting

Median
$0.16
Range
$0.0079–$0.17
Provider-reported total
$2.74
Cost data
24 combinations · 24 runs
Price source
Provider-reported
Price list
boardgame-list-prices-2026-10-09
Average output
46k tokens
Output range
3.9k–66k tokens
Runs with output-token data
24
How cost is measured

Comparison cost gives equal weight to each model, game, and reasoning-setting combination. Recorded generation attempts include repairs and resends when cost evidence is available; runtime compute and service operation are excluded. Cost and output-token counts use separate telemetry denominators. A list-price estimate is not actual expenditure; mixed evidence is not a uniform standard-price comparison.

Test protocol

  • Combines this model's tested reasoning settings
  • Player-program generation; retained protocol details are under “Test protocol and evidence limits” above