Game Arena v3 · Board 1 · run 2 · 27 Sep 2026

Harder every tick.
Who fails first?

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.

New · Nagi Burst V2 · frozen eval seeds …

Burst V2, V1 and Jev on the same sealed seeds

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
#PlayerAll games · 95% CISnake RushRotorwash-RampBooster 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
      GameNaiveHeuristicPlannerCalibration 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.

      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

      09 / The audit trail

      Don’t take the table on faith

      Source receipt sha256 … · job … · generated by site/arena/build/make_v3.py.

      10 / Archive

      Earlier arenas (legacy)

      Kept as published, with their original data. They used different games, scoring and protocols, so their numbers are not comparable with Arena v3.

      1. LegacyArena v2 · Arena Live · 25 Sep 2026Helicopter, Tron and Tetris, 10 rounds eachNagi-ENORMOUS vs Jev, OpenJev and Laya, plus the four Nagi lines. Lockstep exhibition: latency shown, not scored.Open →
      2. LegacyReal-time Bomber · Nagi-HUGE 12BBombs don’t wait for AINagi-HUGE vs Jev, Laya and SemIf on a real-time clock. Recorded at 1×.Open →
      3. LegacyReal-time Bomber · Nagi-BIGThe same real-time rules, BIG lineNagi-BIG vs Jev, Laya and SemIf. Recorded replay at 1×.Open →
      4. LegacyTurn-based BomberFour AIs. One arena.Nagi-BIG, Jev, Laya and SemIf. Simultaneous turns; time-compressed replay.Open →
      5. LegacySnake · pilotWho lasts longest?Nagi-BIG, Jev, Laya and SemIf on three same-seed rounds. You can play it yourself.Open →