Three real-time games get harder until every player fails. On each seed, every player faces the identical schedule; the one who stays alive longer wins that head-to-head. The leaderboard is the share of head-to-heads a player won.
Games
3
Round cap
60 s
Levels
6 × 10 s
Decision tick
250 ms
Ranked players
6
Seeds per game
10 · 0 void
Read this first: a screen, not a verdict
Board 1 uses 10 seeds per game. That is enough to screen, not to settle close comparisons: no “X beats Y” claim is made from it. The Nagi entry at the top was picked as the best of four Nagi entries, which inflates its numbers (winner’s curse). That is why a separate, preregistered confirmation against Jev was run on fresh seeds; it passed, and it is reported in its own panel with its own n.
Nagi Burst V2 (…) played the three Arena games once, on eval seeds that were sealed before it existed. Nagi Burst V1 and Jev are their recorded rounds on exactly the same seeds and rules. Each game is scored by the metric frozen for this release, not by Board 1’s survival time.
Mean score per game, with 95% t intervals over seeds
Loading…
Mean over the sealed seeds, 95% t interval in brackets. Higher is better in every game.
Seed by seed
On each seed the higher score wins the head-to-head, an equal score is a tie (½). W is the share won. The test is the release’s frozen gate-A form: the t lower 97.5% bound of W above ½ and an exact one-sided sign test.
Paired head-to-heads per game
Claim · V2 vs V1
…
Descriptive · Jev
…
Why the Jev rows count as paired (and why they are still not a claim)
Jev pairing checks per game
Every seed (V2, V1, Jev)
Replays
01 / Leaderboard · Board 1 · run 2
% of head-to-heads survived longer
Each cell is a paired per-seed win rate: against every other ranked player, on the same seed, whoever failed later scores 1, a tie scores ½. “All games” is the mean of the three games, shown with a 95% bootstrap interval over seed indices.
Arena v3 leaderboard, paired per-seed win rate
#
Player
All games · 95% CI
Snake Rush
Rotorwash-Ramp
Booster Gauntlet
Loading results…
Interval bar: 0–100%, dashed line at 50% (an even split). Green edge = Nagi entry. Pink edge = not ranked.
How the top Nagi entry was chosen (frozen rule)
Nagi champion selection table
The rule was committed before any Board 1 result existed. Selecting the best of four inflates the winner’s own numbers, and two entries share weights (T-dual Burst and T-dual K-call). The confirmation on fresh seed indices is the next section.
02 / Preregistered confirmation · fresh seed indices 10–33
Burst vs Jev on fresh seeds
Seeds 0–9 chose T-dual Burst as the best of four Nagi entries, so its Board 1 numbers are optimistic. To check the lead without that bias, one comparison was frozen before any new data: Nagi-ENORMOUS Burst against Jev on fresh seed indices. The leaderboard above is unchanged and stays on seeds 0–9.
…
of head-to-heads in which Burst survived longer than Jev
95% CI … · n = … seed indices × 3 games · sign-flip p = …
Burst vs Jev per game on fresh seeds
Only Booster Gauntlet is individually significant. On Rotorwash-Ramp and Snake Rush the per-game rates are not distinguishable from an even split, so no per-game claim is made for them.
How it was tested (frozen before the data)
Jev ran as the same vendor version as in Board 1 (jev-1.13.0). Its answers on a fixed set of requests differ from call to call, so a fingerprint of those answers cannot pin the vendor; the preregistered check compares the version string, which matched in every run.
03 / How to read the results
One question per seed: who lasted longer?
Difficulty is a fixed function of the game clock, never of what a player does. So on a given seed, every player faces exactly the same ramp, and comparing two players on that seed is fair even though the ramp itself is uneven.
Primary · paired win rate
For each pair of players and each seed: fail later = 1, same tick or both alive at 60 s = ½. Average over opponents, then over the three games.
It does not depend on how steep the ramp is, so seconds in an easy level and seconds in a hard level are never mixed.
Secondary · survival and level
Survival curve: % of rounds still alive at each second (Kaplan–Meier). RMST: the area under that curve up to 60 s, in seconds. Level: the 10-second band (1–6) where the player failed.
Rounds alive at 60 s are censored, not counted as failures. In Board 1, none reached 60 s.
Anchors · the bot ladder
Three fixed bots set the scale in every game: naive fails around Level 2, heuristic around Level 3, a search planner around Level 5. The bots play with the same one-tick reply delay the models get.
Ladder position maps a survival time to 0 (naive), 0.5 (heuristic) and 1 (planner).
Worked example. On Rotorwash-Ramp seed 0, T-dual Burst crashed at 24.8 s and Jev at 20.1 s: T-dual Burst scores 1 for that pair, Jev 0. Over 10 seeds, T-dual Burst outlasted Jev on 9, so its Rotorwash-Ramp rate against Jev is 90%. Its game score is the mean of such rates against all five opponents.
The anchors per game (frozen before Board 1)
Bot ladder anchors per game
Game
Naive
Heuristic
Planner
Calibration seeds
Median time of failure, and the level it falls in, for each bot on the calibration seeds, played through the real-time runner with a 1-tick (250 ms) reply delay. Each rung fails at the same level in all three games (within ±0.5 level), the planner is never alive at 60 s on these seeds, and adjacent rungs are separated (paired intervals exclude 0).
04 / Survival curves
% of rounds still alive vs time
Pick two players to compare; the other four stay as thin grey context lines. Shaded bands are the six levels. Dotted lines mark the bot anchors: N naive, H heuristic, P planner.
Table view: % of rounds still alive
Share of rounds still alive at 10 to 60 seconds
n = 10 rounds per player and game, so each step is one round (10 percentage points).
05 / The three games
Fail-first, real time, same clock
Every game runs at 4 decisions per second for at most 60 s, over six 10-second levels. The world never pauses for a model. The clips replay one scored round each, for the top Nagi entry against the external competitors.
Loading games…
06 / Speed is part of the score
Latency is measured, never subtracted
A reply is applied at the first 250 ms tick after it arrives, so a slower model acts on older information. A fresh action is one decided on the latest observation. Nagi and SemIf-4B run on the same pinned H100 path with three game streams per GPU; Jev is a remote API and its times include the network.
Decision latency and freshness per player and game
p50 = median decision latency, end to end (prompt, forward pass, readout; network for Jev). Fresh = share of live ticks controlled by a reply decided on the latest observation. Stale = replies older than 1 s, rejected. Resets = controls fell back to safe defaults after 1 s without an applied reply. 3-vs-1 = median-latency inflation with three concurrent streams versus one. T-dual Burst and T-dual K-call share weights: the difference is the readout, one forward pass for all controls versus one call per control.
07 / Rules and fairness
Same seeds. Same clock. Frozen rules.
Same schedule for everyone
Difficulty depends only on the game clock. Seeds 0–9 are committed per game and shared by every player.
Real time at 4 Hz
A decision every 250 ms, one request in flight per game stream. Replies apply at the next tick; the world never waits.
Stale and hold rules
A reply older than 1,000 ms is rejected. Controls declare hold-or-one-shot behaviour; after 1,000 ms without an applied reply they reset to safe defaults. Before the first reply: defaults.
Void rounds
If the harness processes any tick more than 100 ms late, the round is void: replayed once, then dropped for both sides of every pair. More than 1 void in 10 rounds invalidates the whole cell. Board 1 run 2 had 0 voids.
Pinned serving
Self-hosted players on H100, merged bf16 weights, fused kernels, greedy readout, 3 streams per GPU with request micro-batching gated by a parity check against single-request answers.
Exact replays
All 180 scored rounds (6 players × 3 games × 10 seeds) were replayed from the records and matched exactly. Clips are drawn only from verified records.
One attempt per seed
No reruns conditioned on outcomes. Run 1 of Board 1 was stopped for a harness defect and is never pooled with run 2.
Training disclosure
Nagi’s T-dual and ENORMOUS-CL entries were trained on similar control tasks (intended, disclosed below). Training on the arena engines, seeds or states is forbidden; the audit found none.
In-domain training per player and game
In-domain training disclosure
“Near-transfer” training on similar machine-control tasks is informational and never changes a rate. External players’ training data is not auditable by us. Booster Gauntlet’s new skills (hoverslam without hover, multi-phase hops, relights) make it the least-seen game for every entry.
08 / Read before quoting
What this does and doesn’t show
A screen. n = 10 seeds per game (seed indices 0–9). The intervals are wide; the ranking of neighbours with overlapping intervals is not established.
Winner’s curse. T-dual Burst was selected as the best of four Nagi entries by a frozen rule, so its Board 1 numbers are optimistic. That is why the preregistered confirmation uses fresh seed indices 10–33 and only one comparison (Burst vs Jev). It passed on the composite; per game, only Booster Gauntlet is significant. It is reported separately and never pooled with seeds 0–9.
CLM-8B is not ranked because it failed its own conformance gate before play. The champion rule therefore used two external competitors (Jev, SemIf-4B), not three.
Survival is ordinal. Five seconds at Level 2 are not five seconds at Level 5, which is why the primary metric compares players seed by seed instead of averaging seconds.
Clustered end times. Many Snake Rush rounds end at exactly 10.0 s (the opening hunger limit) and many Booster Gauntlet rounds at exactly 22.0 s (the first hop’s landing deadline). All 25 Booster rounds that ended at exactly 22.0 s, including all 10 of T-dual Burst’s, were hop timeouts: the booster was still flying under control but had not landed its first hop. So its Booster lead comes from not crashing before that deadline, not from landing. Players who fail on the same tick tie; nothing is re-scored.
Latency is included. This measures a served product at 4 Hz on the stated hardware, not model quality in isolation. Jev’s hardware and network path are outside our control.
Burst V2 section. It uses the Burst V2 release’s frozen eval seeds and metrics, not Board 1’s, so its numbers are not comparable with the leaderboard. V2 vs V1 is the release’s preregistered gate; every Jev comparison there is descriptive by preregistration. V2 was trained on these three games. See its own notes.
Our benchmark, our models. Nagi’s developers built the games and ran the evaluation. The game engines and raw records are not part of this release, to keep the benchmark sealed; the rules, per-seed outcomes and the receipt hash are.