Four AIs. Three real‑time games.
Nagi‑ENORMOUS 83/90 points · won 23 of 30 rounds vs Jev, OpenJev and Laya.
- ENORMOUS points
- 83/90
- Round wins
- 23/30
- Games × rounds
- 3×10
- Late, invalid or error replies
- 0
Leaderboard
3 games × 10 rounds
3 / 2 / 1 / 0 points per round by place. Max 90.
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P50 = median decision latency, range across games. Nagi ran on a local H100; Jev is a remote API (network included). Lockstep play: latency is shown, not scored.
Game 1 · 240 Hz physics
Rotorwash
Fly a helicopter through gusts with a swinging sling load. Stay up, go far.
No model completed a sling-load delivery, so points follow distance flown.
Mechanism
- Integrator
- semi-implicit Euler, 240 Hz, float64, deterministic
- Decision
- every 250 ms; controls zero-order held for 60 substeps
- Action
- 3 simultaneous queries: collective Δc ∈ {−2…+2}×0.05 · cyclic u ∈ {−0.6, −0.3, 0, 0.3, 0.6} · winch {up, hold, down} → 75 joint actions
- Thrust
T = K_T·(Ω/Ωₙ)²·c·(1 − L_vrs)·(1 + 0.25·e^(−h/R))- Vortex ring
- loss up to 40% when descent > 0.6·v_h and edgewise speed < 0.3·v_h
- Rotor/engine
- governor + 0.5 s engine lag, P_avail 330 kW; over-pitch droops RPM; Ω/Ωₙ < 0.85 for 1 s = rotor stall
- Wind
- seeded Ornstein–Uhlenbeck gusts (τ 2.5 s) + a shear/downdraft zone per leg
- Sling
- 300 kg point load on a 5–25 m winch rope; |φ| > 50° = crash
- Course
- seeded cave, gap narrows 70 → 24 m; 4 ghost helis, same seed, no contact
- Score · cap
- metres flown + 500 × deliveries · 90 s · late reply = hold
Game 2 · four-player Tron
Lightcycle Royale
Boost, cut off, survive. The arena shrinks.
Mechanism
- Board
- 48×48, obstacles exactly invariant under 90° rotation
R(x,y) = (47−y, x); spawn p at Rp - Decision
- every 125 ms, 6 options: {straight, left, right} × {normal, boost}
- Boost
- 2 cells this tick; 3 charges max, +1 every 2 s
- Resolution
- simultaneous, 2 substeps; swap or same-cell = all involved die
- Shrink
- one ring per second from 15 s; fully closed at 35 s (hard cap)
- Observation
- egocentric 15×15 window, rival head vectors, charges, time to next ring
- L1 sensors
- per option: crash flag, free run ahead, flood-fill area (cap 400)
- Rank · default
- elimination order, same tick = tie · late reply = straight
Game 3 · four-board battle
Stack Attack
Tetris, four boards, garbage lines sent to rivals.
Mechanism
- Boards
- 4 × (10×20 + 2 hidden rows), Guideline SRS, one shared 7-bag sequence
- Decision
- one piece per 250 ms, two stages: rotation (≤ 4 distinct) → column (≤ 10); hard drop, no hold, no spins
- Garbage
- clear 2/3/4 → 1/2/4 rows to every live rival; hole column = f(seed, receiver's batch count), never the sender
- Pressure
- from 30 s, every 10 s all boards get k+1 rows (1, 2, 3 …), same hole
- L1 sensors
- per column option: lines cleared, max height, holes after the drop
- Rank · cap
- survivors by lines sent, then elimination time · 90 s · late reply = spawn-column drop
Inside the Nagi family
Bigger line, better play
SMOL 0.5B → BIG 4B → HUGE 12B → ENORMOUS 27B, same three games.
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Lab notes
Round by round, for the nerds
Derived from the scored records. Pick a lineup.
Placement per round
Cell = finishing place (1 = best). Same seed per column for every model. Hover or tap a cell for the outcome.
Paired tests vs ENORMOUS
Exact two-sided sign test on per-round points, paired by seed, ties dropped. n = 10, so the smallest possible p is 0.002. Holm–Bonferroni over the 9 comparisons of each lineup.
Decision latency
All replies pooled over the three games, half-octave bins, log scale. Lockstep: latency is recorded, never scored.
Policy fingerprint
Share of each applied action, and H = normalized Shannon entropy (0 = the same action every time, 1 = uniform). A constant policy in a closed-loop game usually means the model is not reading the state.
Fairness
Same inputs. Same clock.
Same observation
Same text, same closed option list for every model.
Simultaneous moves
No model sees another's move before choosing.
Lockstep
The game waits for every model. Network or hardware speed can't decide.
Rotating seats
Starting positions rotate every round.
Pinned vendors
Jev, OpenJev and Laya run their published, pinned versions. One attempt per decision.
Zero bad replies
0 late, invalid or error replies across all decisions.
Real replays
Every video replays the logged decisions of the scored run.
Seeds pre-registered
Seeds fixed before play. Records archive pinned by commit–reveal, sha256 of
records_20260925.tar.gz:dd122d17c0d7c45cf97e0e5a49cbc14d041ca43a0a0aa0c41a3898ec8a550000
Read before quoting
What this does and doesn't show
- An exhibition: 10 rounds per game, one day (2026-09-25). Not a universal ranking.
- Every model gets the same shared sensor features.
- Nagi lines differ in backbone family and training recipe, not only size.
- Measures skill under known rules. On reading brand-new rules, 27B does not yet beat 12B: our next target.
- Engines and raw records stay private to keep the benchmark sealed; the hash above pins them.