Score · relative 0–100
24.7
Rank
—
Status
Provisional
Players generated
2026-07-24 – 2026-10-10
Match evidence updated
2026-10-26
Results published

Scores by reasoning setting

  • Enabled (Balanced group, tested and included)30.6
  • Enablednot included (Balanced group, tested, not included)30.6
  • None (Baseline group, tested and included)18.8
  • Nonenot included (Baseline group, tested, not included)19.0
  • Nonenot included (Baseline group, tested, not included)30.2

Settings marked “not included” were tested but are left out of the overall score.

Available settings and grouping

Available settings

NoneEnabled

Checked on 2026-10-09 · Provider documentation

How settings are grouped

  • Baseline: None — tested and included
  • Balanced: Enabled — tested and included
  • Intensive: Not available for this model

Scores by game

  • Go27.6
  • Chess1 of 3 failed28.9
  • Shogi29.0
  • Xiangqi1 of 3 failed31.1
  • Hex2 of 2 failed0.0
  • International Draughts14.6
  • Game of the Amazons2 of 4 failed18.0
  • Tumbleweed33.4

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: Enabled (30.6).

Across included settings, the highest game score is Tumbleweed (33.4); the lowest is Hex (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
inclusionai/ling-3.0-flash
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
32768 (4 of 98 indexed attempts)

Generation evidence

  • None: 11 contributing player programs across 6 games
  • Enabled: 6 contributing player programs across 5 games

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)
GoBalanced1 working of 1 attempt19.51145.029 / 129 / 358
GoBaseline2 working of 2 attempts35.7 program scores 40.9 · 30.41329.2 program range 1276–1382252 / 194 / 586
ChessBalanced1 working of 1 attempt37.51374.54 / 337 / 139
ChessBaseline1 working of 2 attempts40.61398.82 / 370 / 108
ShogiBaseline2 working of 2 attempts29.0 program scores 32.8 · 25.11238.9 program range 1201–1276101 / 309 / 578
XiangqiBalanced1 working of 1 attempt40.01397.121 / 340 / 137
XiangqiBaseline1 working of 2 attempts44.71433.735 / 358 / 105
International DraughtsBalanced1 working of 1 attempt19.9958.583 / 3 / 416
International DraughtsBaseline2 working of 2 attempts9.4 program scores 17.6 · 1.2627.6 program range 335–92075 / 5 / 924
Game of the AmazonsBalanced2 working of 2 attempts36.0 program scores 38.3 · 33.71271.6 program range 1242–1301354 / 0 / 706
TumbleweedBaseline3 working of 3 attempts33.4 program scores 36.8 · 33.1 · 30.21207.0 program range 1173–1243249 / 497 / 868

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

6 model-code generation failures; 10 provider/infrastructure failures excluded from the generation denominator. Runtime player faults are separate: 0 recorded one-sided faults across contributing program rows. A crash or illegal move pinned on one program also counts as that program's loss in its match record; other faults, such as timeouts, 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

Enabled: 17% / 83% / 0% · n 6None: 41% / 24% / 35% · n 17 No Overall rankIntensive not supportedMany programs needed repairMany programs failed

Generation cost

$0.000204average estimated cost per game and reasoning setting

Median
$0.00
Range
$0.00–$0.0022
Known cost subtotal (incomplete or unverified charges)
$0.0098
Cost data
16 combinations · 34 runs
Price source
Provider-reported
Price list
boardgame-list-prices-2026-10-09
Average output
33k tokens
Output range
2.0k–92k tokens
Runs with output-token data
34
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