GameBench 2 asks AI models to write programs that play eight classic strategy games,
then scores each model by how its programs fare against the programs of all the
others. The 20 October 2026 release covers 85 models and the 1,855 programs they
wrote, which played 428,924 rated matches between them.
From its lowest reasoning setting to its highest, the median model gains 15.3 points,
and 52 of the 59 ranked models improve. Even so, the lowest setting gives the most
points per dollar for 46 of 57 models (section 4.4).
In the per-game results, the best programs in the eight games come from 6 different
models, and several games are near ties.
Placing the models we have evaluated at their release dates gives a cross-section of
this one release, with few older models in it (section 4.7). Among models released by
October 2025, the best of them scores 42.9 in this release. The best model now scores
89.6, a rise of 46.7 points over the year, and 34.2 of those points came from models
released in the last six months.
Across eight comparisons with popular leaderboards, rank correlations run from 0.48
(LiveBench v1 Agentic Coding) to 0.86 (LMArena's Agent Arena), with the Epoch
Capabilities Index at 0.84. A stricter test, written down before any result was seen,
asked whether adding GameBench to LiveBench's own scores improves predictions of
LiveBench's agentic coding results. On that main target neither GameBench nor anything
else we tried beat a constant guess, so the test could not tell either way (section
5). In one of six secondary comparisons declared in advance, on LiveBench 2.0's coding
tasks, which are built from real pull requests, GameBench reduced the prediction error
by 24%, a lead that independent data will have to confirm.
1. Motivation and related work
Most language-model benchmarks are fixed question sets. Once a question set is
published it can leak into training data, and as models improve, their scores bunch up
near the ceiling.
In GameBench 2 a model receives the rules of a game and a small programming interface,
and writes a program that plays the game. The programs then meet in deterministic
matches, and no human or AI judge decides any result. There is no fixed answer key to
leak, although models can draw on published game-playing techniques. Ratings come from
head-to-head play and have no fixed ceiling, so a stronger program can keep separating
itself from the best existing ones as long as games stay decisive. The games leave
plenty of room for that. None of the eight is solved at the board sizes we use: no
perfect strategy is known for any of them. When the games are generalized to n×n
boards, deciding who wins from a given position is proven to be hard. It is
PSPACE-complete for Hex, Game of the Amazons and Tumbleweed, and EXPTIME-complete for
Chess, Shogi and Xiangqi and for N×N checkers, a close relative of International
Draughts. Go is EXPTIME-complete under Japanese ko rules and at least PSPACE-hard
under the positional superko rule we use (see the references). These results describe
the generalized games rather than our fixed boards, but they mean there is no known
shortcut to perfect play.
Unlike the ratings, the published 0–100 score has a top, because it is a program's
expected share of points against a fixed reference field (the set of programs that
every program is scored against). It compresses near that top, and the highest
reasoning settings already come close to it (section 4.2 and section 4.7); we plan to
keep headroom with fixed reference players and new games (section 7).
CodeClash (Yang et al., 2025) and ProxyWar (Peng et al., 2026) also evaluate programs
that compete. In CodeClash, agents maintain codebases through multi-round tournaments,
and ProxyWar evaluates LLM-written game agents with testing and repair. We chose eight
classic, deeply studied strategy games as the first set, for their strategic depth and
relatively simple rules, and our game engine is built to add more. Every program plays
every other in both seats under one recorded and verified execution configuration, and
we report our methods and a pre-specified external test alongside the rankings.
2. Benchmark design
The benchmark uses eight games: Go, Chess, Shogi, Xiangqi, Hex, International
Draughts, Game of the Amazons and Tumbleweed.
For each of the eight games and each of three reasoning settings, a model writes one
program, which is checked, played against every other admitted program of that game
and rated. The Overall score is the mean of the three setting scores, and each
setting score is the mean of eight game values.
Programs. For each game, a model receives one prompt and answers it
in a single response, with no tools, no code execution and no web access. The prompt
gives the rules of the game, the programming interface, a minimal code skeleton and
short strategy notes, and the model writes one Rust source file that chooses a move in
any position. The host supplies the legal moves of each position, with facts such as
captures and checks, so a program does not implement the rules. It supplies no search,
simulation or evaluation helpers: a program that looks ahead must build that itself.
Programs must be deterministic. They may use only the seeded random-number generator
the host provides, and no clocks, threads or state kept between moves. The model does
this at three of its own reasoning settings: a low one ("baseline"), a middle one
("balanced") and a high one ("intensive"). The intensive setting is XHigh where a
model offers it, so a Max setting above XHigh is left out; section 4.3 lists the usual
choices. In this report a model's "lowest" and "highest" setting mean its baseline and
intensive settings.
If the code does not compile, the model gets one repair with the compiler's errors; if
it fails the static checks or a short runtime and speed test, it gets one more with
the failure details. It never sees match results. A program that cannot be read,
checked, compiled, started or run within these limits is a failed attempt and counts
0. Working programs must also pass an admission speed check: a program whose median
move takes more than 100 milliseconds is rejected, plays no matches and counts in no
score. Most combinations of model, game and setting have one generation attempt. Where
there are more, every admitted program counts, weighted by the attempts behind it.
Matches. Every admitted program is scheduled against every other
program of its game in both seats, a double round robin. In this release every pairing
has a counted result, as the published per-program match counts show, and in that
sense the round robin is complete. Some of those results still come from an earlier
engine version until they are replayed. Every counted match runs deterministically
under the same execution configuration, and that configuration is recorded and
verified for each match; we call this the attested sandbox policy. Besides the
median-speed check at admission, every move has an absolute limit of 10 seconds. Each
game also has a move cap, a maximum number of moves after which the game stops,
counting both players' moves: for example 400 moves in Chess and 900 in Go. The cap
exists because a game could otherwise go on indefinitely, for example when both
programs keep repeating the same moves, which many of these games would settle as a
draw by repetition. A game that reaches the move cap is a draw, except that under the
newest version a Tumbleweed game reaching its cap is left unscored. A crash or illegal
move during a program's own move loses the match, while timeouts, other one-sided
faults and infrastructure failures are left out of the match evidence.
Scores. Each program gets a Bradley–Terry rating fitted to
convergence (prior precision 0.25 per logit, with a first-player term). We convert the
rating to expected points on a 0–100 scale against the reference field, averaged over
both seats. A model's value in a game weights its programs by the attempts that
produced them, with failed attempts counting as zero. We call the results of one
reasoning setting a bracket; its score is the mean of the eight game values, and a
model's Overall score is the mean of its bracket scores. Only models with scores for
all three reasoning settings receive an Overall rank.
Failures are treated according to who caused them. A failed generation attempt counts
0, because writing a working program is part of the task, and because leaving failures
out of the mean would let a model gain from failing at the games it plays worst. A
program rejected only by the speed check is disqualified but does not lower the
model's score, because that check has also rejected working programs for reasons in
our harness rather than in the model. In matches, timeouts are left out because they
depend on machine load as well as on the program, and infrastructure failures never
count against either side.
After a rules or engine correction, programs replay their matches under the new
version. Only the newest version's result for each pairing counts, and older results
stay in the data. Until every pairing has been replayed, a game mixes versions.
All GameBench numbers in this report come from public release
gb2-20261020-7c5039941207, scored under policy
attributed_fault_loss_official_qualification_v17 against reference field
model_balanced_common_field_v1. The release is computed from results cut
20261020_123659. A results cut is the set of result files built from one
frozen copy of the benchmark store.
3. Scale and integrity
The release rates 85 models, each at up to three reasoning settings. We count a
program as one distinct piece of admitted code for one model, game and
setting. Identical code admitted twice counts as one program and plays its matches
once, but in the model's score it still counts for both attempts. The release's 1,855
programs played 428,924 rated matches. A rated match is a game between two rated
programs, played under the attested sandbox policy, in the newest benchmark version of
its pairing. The benchmark store also holds older games, from pairings that were later
replayed and from earlier sandbox policies. We keep them but do not count them
(appendix B). An Overall rank goes to the 59 models, out of 85, that have three
distinct reasoning settings scored. Among them, 52 are fully ranked and 7 are marked
"Partial": they keep their rank, but part of their evidence is incomplete, and the
site gives the reason beside each rank. In this release the reasons are a documented
reasoning setting that was untested or ineligible, games whose only generation
attempts failed for harness or provider reasons and cannot yet be repeated, generation
quality below the publication threshold, and, for one model, a setting whose every
attempt failed and so scores 0. The remaining models are listed without an Overall
rank. Per-model uncertainty intervals for these ranks have not been validated yet, and
this report makes no claim about how large a gap between two models must be to be
reliable.
Hashes bind the results cut to the frozen copy of the store it was built from. The
release's integrity card (its integrity summary file) records that the confidence gate
and the redaction scan passed and lists no integrity incidents. An outside reader can
recompute all 1,855 published per-game program scores to within 10⁻¹² points from the
published ratings and reference-field files. Refitting the ratings themselves would
need match-level data, which is not public.
We fixed several analyses in advance. After a pre-specified comparison in October
2026, the current rating method replaced its predecessor. For section 4, the summaries
were committed before anyone read their numbers, and the external test in section 5
followed a protocol frozen before any analysis.
4. Results
4.1 The Overall leaderboard
The ten highest Overall scores (0–100) are:
Scroll sideways to see every column.
Rank
Model
Overall
1
GPT-6 Astra
89.6
2
Claude Opus 5.5
88.6
3
Claude Fable 5.1
88.5
4
GPT-6.1 Sol
85.8
5
Claude Opus 5
78.1
6
GPT-6 Sol
74.5
7
GPT-5.6 Sol
68.3
8
Claude Fable 5
67.2
9
Muse Wonder
66.3
10
GLM-5.3
65.3
Close neighbours such as ranks 2 and 3 should be read as unresolved (section 3). The
full table is published on the DuelLab site.
4.2 Separation among the leaders
The 0–100 score and the ratings measure separation differently: the score compares a
program with a fixed set of reference opponents, while the ratings compare programs
with each other.
The three leaders are close on the Overall score, at 89.6, 88.6 and 88.5, with the
fourth at 85.8. Beyond the fourth model the gap widens sharply, to 78.1 for the fifth.
A direct-match figure between two models would need a rule for weighting their games,
settings and programs, so we compare models on the Overall score and compare programs
head to head only within a game.
In 5 of the 8 games the best program scores within 5 points of the fifth-best against
the reference field, yet its rating implies that it would take between 73.5% (Game of
the Amazons) and 90.0% (Tumbleweed) of the points in direct matches against it. The
0–100 scale compresses these gaps because a program's score is its expected share of
points against the fixed reference field. A program that already takes nearly all of
those points has little room left on the scale, however much stronger it becomes. The
ratings behind the scale have no such ceiling, and they still separate these programs.
Two programs can both beat the reference opponents almost every time, and so both
score close to 100, while one of them still clearly beats the other.
Show the numbers
Game
Best program
Best score
Fifth-best program
Fifth score
Gap
Rating-implied share, best vs fifth
Go
GPT-5.4
97.8
Claude Opus 5.5
93.4
4.4
79.4%
Chess
GPT-6 Astra
96.3
GPT-6.1 Sol
94.5
1.7
61.8%
Shogi
GPT-6.1 Sol
98.3
Claude Fable 5.1
95.9
2.4
77.4%
Xiangqi
GPT-6.1 Sol
94.9
GPT-6 Astra
91.9
3.0
63.7%
Hex
Claude Opus 5
99.0
Claude Sonnet 5.5
97.0
2.0
83.2%
International Draughts
Claude Opus 5.5
99.3
Claude Opus 5.5
91.2
8.1
96.5%
Game of the Amazons
Claude Opus 5.5
97.9
Claude Opus 5
95.8
2.1
73.5%
Tumbleweed
Claude Sonnet 5.5
98.8
GPT-6 Astra
94.2
4.7
90.0%
Scores of the best and fifth-best program in each game against the reference field
(0–100), with the share of points the best would take against the fifth in direct
matches as implied by their ratings. In 5 of the 8 games the two scores are less
than 5 points apart, yet the implied share in those games runs from 73.5% (Game of
the Amazons) to 90.0% (Tumbleweed).
4.3 Effect of reasoning effort
The three settings come from each model's own options. Typically the baseline is no
reasoning or the lowest level offered (None, Minimal or Low), the balanced setting is
Medium, and the intensive setting is XHigh. Where a model offers both XHigh and Max,
we use XHigh, the level users usually choose, and leave Max out; a model without XHigh
uses Max if it has one, otherwise its highest level above Medium.
The table covers the 59 models with an Overall rank, each scored at all three
settings. Because the settings are each model's own, "intensive" can change more than
thinking length, and it differs from one provider to the next.
Scroll sideways to see every column.
Baseline
Balanced
Intensive
Median setting score
41.6
50.5
60.6
Generation attempts failing on the model's own code
9.9%
7.0%
9.7%
From its lowest setting to its highest, the median model gains 15.3 points; 52 of the
59 models gain at least a point and 6 lose at least a point. The strength of each
model's working programs rises by a median 14.4 points over the same step, while the
share of attempts that fail on the model's own code is about the same at both ends, so
the gain comes mainly from stronger programs rather than fewer failures.
Show the numbers
Model
Developer
Lowest setting
Highest setting
Change
Overall score
Claude Opus 5.5
Anthropic
77.9
95.2
+17.3
88.6
GPT-6 Astra
OpenAI
84.9
94.5
+9.6
89.6
Claude Fable 5.1
Anthropic
86.5
94.1
+7.6
88.5
GPT-6.1 Sol
OpenAI
77.4
92.7
+15.3
85.8
Claude Sonnet 5.5
Anthropic
41.1
91.6
+50.4
61.6
Claude Opus 5
Anthropic
71.9
85.9
+14.0
78.1
GPT-5.6 Sol
OpenAI
57.1
81.1
+24.0
68.3
GPT-6 Sol
OpenAI
66.7
80.6
+13.9
74.5
Muse Wonder
Meta
56.7
78.5
+21.8
66.3
Claude Fable 5
Anthropic
60.4
75.1
+14.8
67.2
Claude Haiku 5.5
Anthropic
39.4
74.5
+35.1
57.1
Grok 4.7
xAI
48.3
73.3
+25.0
65.0
GLM-5.3
Zhipu
51.2
73.2
+22.0
65.3
Muse Spark 1.3
Meta
41.4
70.7
+29.4
59.6
Qwen3.8 Max 0902
Alibaba
49.8
70.1
+20.3
55.0
Qwen3.8 2.4T A95B
Alibaba
51.1
69.0
+17.9
54.4
DeepSeek V4.1 Flash
DeepSeek
36.5
68.4
+32.0
53.4
Ox Alpha
Other
41.5
68.3
+26.8
52.3
GLM-5.3 FlashX
Zhipu
51.9
68.3
+16.4
57.5
Gemini 3.1 Pro Preview
Google
30.4
66.1
+35.7
46.5
Gemini 3.8 Flash
Google
55.6
65.3
+9.7
60.5
Grok 4.6
xAI
45.1
65.3
+20.2
60.9
Ember-1
Fireworks AI
39.0
65.2
+26.2
52.9
Hy4 Preview
Tencent
45.1
64.8
+19.7
53.7
Gemini 3.6 Flash
Google
40.5
64.3
+23.8
52.3
Gemini 3.5 Flash
Google
32.4
64.2
+31.9
51.3
Claude Opus 4.8
Anthropic
42.7
63.7
+21.0
51.7
Grok 4.5
xAI
48.8
63.5
+14.7
58.0
GPT-5.4
OpenAI
46.9
63.2
+16.3
55.4
GPT-5.5
OpenAI
37.5
60.6
+23.1
50.3
Muse Spark 1.2
Meta
41.8
59.7
+17.9
53.4
GLM-5.3 Flash
Zhipu
47.9
59.4
+11.5
57.1
GPT-6 Luna
OpenAI
44.8
57.7
+12.9
48.8
Claude Sonnet 5
Anthropic
43.6
56.6
+13.0
48.0
DeepSeek V4 Pro 0813
DeepSeek
29.5
56.3
+26.9
44.2
GPT-5.6 Luna
OpenAI
25.9
55.8
+29.9
41.7
GPT-5.6 Terra
OpenAI
36.2
54.5
+18.3
47.0
Qwen3.8 Max
Alibaba
48.0
50.7
+2.6
49.8
GPT-5
OpenAI
41.7
49.8
+8.1
42.9
Claude Opus 4.5
Anthropic
47.7
49.6
+1.8
48.7
DeepSeek V4 Pro
DeepSeek
29.5
48.7
+19.2
44.0
Kimi K3
Moonshot
51.6
45.0
−6.6
48.8
Qwen3.8 27B
Alibaba
17.6
44.9
+27.3
34.4
GLM-5.2
Zhipu
41.6
44.1
+2.6
44.6
Seed 2.0 Code
ByteDance
26.0
41.7
+15.7
36.0
Inkling Small
Thinking Machines
30.4
36.4
+6.0
32.4
DeepSeek V4 Flash
DeepSeek
31.1
36.3
+5.3
34.1
Muse Glimmer 30B
Meta
23.8
36.1
+12.3
30.6
Space Bunny Alpha
Other
28.3
35.8
+7.5
33.3
GPT-OSS 120B
OpenAI
24.5
35.1
+10.6
30.3
Gemini 3.5 Flash Lite
Google
39.5
33.4
−6.1
33.4
Inkling
Thinking Machines
27.6
33.2
+5.7
26.6
o3
OpenAI
42.5
32.0
−10.5
36.4
Nemotron 3 Ultra 550B A55B
NVIDIA
30.5
24.1
−6.4
27.6
Mercury 2.5 Preview
Inception
24.2
21.0
−3.3
21.9
Gemini 3.1 Flash Lite
Google
11.4
17.7
+6.4
16.5
Step 3.7 Flash
StepFun
30.7
17.2
−13.4
24.8
Solar Mini 4
Upstage
5.1
13.9
+8.9
8.2
Granite 4.2 8B
IBM
0.0
0.0
0.0
1.6
All 59 Overall-ranked models at their lowest and highest reasoning settings, sorted
by the highest-setting score. From the lowest to the highest setting the median
model gains 15.3 points; 52 gain at least a point and 6 lose at least a point.
4.4 Cost and strength
Across the 59 ranked models, generation cost per game and Overall score have a
Spearman correlation of 0.64, and stronger models generally cost more. The correlation
ranges from 0.46 with list-price estimates only to 0.69 with complete costs only.
Costs are provider-reported amounts or list-price estimates for each generation run,
not invoiced amounts. The cost–strength frontier, where no other model is both cheaper
and stronger, has 9 members. Its cheapest point is a stealth preview (a model that a
provider offers free under a code name before release). With a free model on the
frontier, a single "cost per point" figure across models would mislead, and we do not
report one.
The comparisons that follow stay within each model and leave free settings out. A
setting's cost is its mean cost per game: the cost of one generation run for one game,
with repairs and failed runs included. Its points per dollar are its score divided by
that cost, which measures value against the reference field and nothing else. For the
56 models whose highest setting cost more than their lowest, the step from lowest to
highest gained a median 15.5 points for a median extra $0.19 per game. Dividing each
model's gain by its own extra cost gives a median of 71.6 points per extra dollar; as
a median of ratios, it need not equal the median gain divided by the median extra
cost. Because a ratio of two differences is sensitive to small differences in cost, we
report only medians and counts. We left out 3 models: the two free stealth previews,
recorded at $0 for every setting, and one model whose highest setting cost no more
than its lowest. All of these figures are per game; generating for all eight games
costs eight times as much, whether or not every run yields a working program.
For most models, costs rise proportionally more than scores from one setting to the
next, and that is why the lowest setting usually gives the most points per dollar.
Among the 57 models with a recorded cost at every setting, it does so for 46, the
middle setting for 11 and the highest for none. Returns per extra dollar also shrink
from the first step up to the second. The first step yielded more for 34 of 47 models,
with paired medians of 111 and 27.5 points per extra dollar; figures above 100 are
possible because the extra costs are cents per game. Counting only complete costs puts
the median for the full step at 108 points per extra dollar, and counting only
provider-reported costs puts it at 140. On both bases the lowest setting still gives
the most points per dollar.
Show the numbers
Model
Developer
Extra cost per game (USD)
Points gained
Grok 4.5
xAI
$0.0002
+14.7
Mercury 2.5 Preview
Inception
$0.0004
−3.3
Granite 4.2 8B
IBM
$0.0056
0.0
DeepSeek V4 Flash
DeepSeek
$0.0060
+5.3
GPT-OSS 120B
OpenAI
$0.0062
+10.6
GPT-6 Luna
OpenAI
$0.0086
+12.9
GLM-5.3 Flash
Zhipu
$0.011
+11.5
Muse Glimmer 30B
Meta
$0.012
+12.3
Solar Mini 4
Upstage
$0.015
+8.9
Gemini 3.1 Flash Lite
Google
$0.022
+6.4
DeepSeek V4.1 Flash
DeepSeek
$0.023
+32.0
GPT-5.6 Luna
OpenAI
$0.026
+29.9
Inkling Small
Thinking Machines
$0.029
+6.0
Seed 2.0 Code
ByteDance
$0.030
+15.7
Gemini 3.5 Flash Lite
Google
$0.044
−6.1
Claude Haiku 5.5
Anthropic
$0.045
+35.1
Step 3.7 Flash
StepFun
$0.047
−13.4
o3
OpenAI
$0.048
−10.5
GLM-5.3 FlashX
Zhipu
$0.052
+16.4
DeepSeek V4 Pro
DeepSeek
$0.089
+19.2
Hy4 Preview
Tencent
$0.105
+19.7
Gemini 3.8 Flash
Google
$0.111
+9.7
Muse Spark 1.2
Meta
$0.119
+17.9
DeepSeek V4 Pro 0813
DeepSeek
$0.120
+26.9
GLM-5.2
Zhipu
$0.157
+2.6
GPT-6 Sol
OpenAI
$0.164
+13.9
Qwen3.8 27B
Alibaba
$0.175
+27.3
GPT-5
OpenAI
$0.185
+8.1
Inkling
Thinking Machines
$0.188
+5.7
Gemini 3.5 Flash
Google
$0.194
+31.9
Grok 4.6
xAI
$0.202
+20.2
GPT-6.1 Sol
OpenAI
$0.218
+15.3
Muse Spark 1.3
Meta
$0.225
+29.4
Ember-1
Fireworks AI
$0.226
+26.2
Qwen3.8 Max
Alibaba
$0.227
+2.6
Qwen3.8 Max 0902
Alibaba
$0.277
+20.3
Gemini 3.1 Pro Preview
Google
$0.278
+35.7
Qwen3.8 2.4T A95B
Alibaba
$0.282
+17.9
Claude Sonnet 5
Anthropic
$0.289
+13.0
GPT-5.6 Terra
OpenAI
$0.307
+18.3
Claude Opus 4.5
Anthropic
$0.309
+1.8
Muse Wonder
Meta
$0.367
+21.8
Gemini 3.6 Flash
Google
$0.369
+23.8
Kimi K3
Moonshot
$0.388
−6.6
GLM-5.3
Zhipu
$0.496
+22.0
Claude Sonnet 5.5
Anthropic
$0.507
+50.4
GPT-5.6 Sol
OpenAI
$0.669
+24.0
Grok 4.7
xAI
$0.696
+25.0
Claude Opus 4.8
Anthropic
$0.773
+21.0
GPT-6 Astra
OpenAI
$1.06
+9.6
Claude Opus 5
Anthropic
$1.09
+14.0
Claude Fable 5
Anthropic
$1.18
+14.8
GPT-5.4
OpenAI
$1.42
+16.3
Claude Opus 5.5
Anthropic
$1.87
+17.3
GPT-5.5
OpenAI
$2.59
+23.1
Claude Fable 5.1
Anthropic
$4.23
+7.6
Points gained from each model's lowest to its highest reasoning setting against
the extra generation cost per game, for the 56 models whose highest setting cost
more than their lowest. The median gain is 15.5 points and the median extra cost
$0.19 per game.
4.5 Reliability and failure modes
Most generation attempts (1,409 of 2,071) were admitted at the first try, and another
432 after repair. These attempts cover each model's three current settings. The 1,855
programs of section 3 also include 15 programs from an earlier, legacy reasoning
configuration of Claude Opus 4.5, which play in the matches but are not in these
attempt counts, and in one case two admitted attempts produced identical code, which
counts as one program. The model's own code caused 212 failures (10.2%), at rates that
were highest in Shogi (15.8%) and Chess (14.5%) and lowest in Hex (5.9%). The speed
check rejected a further 18, which count in no score.
In matches, programs were charged with 215 faults. We report crashes and illegal moves
together because the published files do not separate them. A few of the faults fell in
games that have no result; appendix B counts these faulted games. The faults amount to
0.025% of program appearances and came from only 13 of the 1,855 programs. Draws at
the move cap are far more common, ending 7.1% of program appearances overall, 18.4% in
Go and 32.3% in Tumbleweed, the two games where such draws are most frequent. The
Tumbleweed draws come from earlier engine versions, which stopped games at 500 moves.
4.6 Strongest program in each game
Scroll sideways to see every column.
Game
Model
Setting
Field score
Go
GPT-5.4
balanced
97.8
Chess
GPT-6 Astra
intensive
96.3
Shogi
GPT-6.1 Sol
intensive
98.3
Xiangqi
GPT-6.1 Sol
intensive
94.9
Hex
Claude Opus 5
intensive
99.0
International Draughts
Claude Opus 5.5
intensive
99.3
Game of the Amazons
Claude Opus 5.5
intensive
97.9
Tumbleweed
Claude Sonnet 5.5
intensive
98.8
Six different models hold the eight top spots, and the strongest Go program came from
a balanced setting. Several leads remain open. In four games the ratings imply that
the top program would take under 56% of the points in direct matches against the
runner-up: Chess (50.9%), Game of the Amazons (53.2%), Xiangqi (53.9%) and Hex
(55.7%).
4.7 Progress over time
To see how quickly the best scores have improved, we placed each ranked model at its
release date as recorded in Epoch AI's model data. That source has a reliable date for
45 of the 59 ranked models. The other 14, among them Muse Wonder (rank 9) and both
stealth previews, are left out. Because every score comes from this one release, what
follows is a cross-section by release date, not a history of past leaderboards.
Best Overall score among the dated models released by each date:
Scroll sideways to see every column.
Released by
Dated models
Best Overall score
Model
2025-06-30
1
36.4
o3
2025-09-30
3
42.9
GPT-5
2025-12-31
4
48.7
Claude Opus 4.5
2026-03-31
7
55.4
GPT-5.4
2026-06-30
15
67.2
Claude Fable 5
2026-09-30
44
89.6
GPT-6 Astra
2026-10-20 (this release)
45
89.6
GPT-6 Astra
Among the models we evaluated, the best Overall score rose by 46.7 points in the 12
months before this release, from 42.9 for models released by 20 October 2025 to 89.6
for models released by 20 October 2026. Models released in the last six months account
for 34.2 points of that rise. For 4 models the match to Epoch AI is looser, because
their Epoch AI entry also pools results from other variants of the same model. Both
rises still hold without these models, and the best score at this release is then
88.6.
Every new best came from two developers. The 9 models that beat every model
released before them are 5 from OpenAI and 4 from Anthropic.
OpenAI also made all 3 dated models released by October 2025, while 29 of the 45 came
out in July–September 2026. The early part of the curve rests on very few models. The
size of the 12-month rise depends on which older models we chose to evaluate, so it
should not be read as a yearly rate.
At each model's highest setting, the best score is already 95.2, 4.8 points below 100,
and the last two records there added 0.5 and 0.6 points. The Overall score and the
pace of new records show no saturation, but at the highest settings the 0–100 scale is
close to its top, where it compresses (section 4.2). The ratings behind it still
separate the top programs, and we plan to keep the scale informative (section 7).
Show the numbers
Release date
Model
Developer
Overall score
New best
2025-04-16
o3
OpenAI
36.4
yes
2025-08-05
GPT-OSS 120B
OpenAI
30.3
2025-08-07
GPT-5
OpenAI
42.9
yes
2025-11-24
Claude Opus 4.5
Anthropic
48.7
yes
2026-02-19
Gemini 3.1 Pro Preview
Google
46.5
2026-03-03
Gemini 3.1 Flash Lite
Google
16.5
2026-03-05
GPT-5.4
OpenAI
55.4
yes
2026-04-23
GPT-5.5
OpenAI
50.3
2026-04-24
DeepSeek V4 Pro
DeepSeek
44.0
2026-05-19
Gemini 3.5 Flash
Google
51.3
2026-05-28
Claude Opus 4.8
Anthropic
51.7
2026-06-04
Nemotron 3 Ultra 550B A55B
NVIDIA
27.6
2026-06-09
Claude Fable 5
Anthropic
67.2
yes
2026-06-16
GLM-5.2
Zhipu
44.6
2026-06-30
Claude Sonnet 5
Anthropic
48.0
2026-07-08
Grok 4.5
xAI
58.0
2026-07-09
GPT-5.6 Sol
OpenAI
68.3
yes
2026-07-09
GPT-5.6 Terra
OpenAI
47.0
2026-07-09
GPT-5.6 Luna
OpenAI
41.7
2026-07-15
Inkling Small
Thinking Machines
32.4
2026-07-15
Inkling
Thinking Machines
26.6
2026-07-16
Kimi K3
Moonshot
48.8
2026-07-21
Gemini 3.6 Flash
Google
52.3
2026-07-21
Gemini 3.5 Flash Lite
Google
33.4
2026-07-24
Claude Opus 5
Anthropic
78.1
yes
2026-08-02
Qwen3.8 Max
Alibaba
49.8
2026-08-05
Muse Spark 1.2
Meta
53.4
2026-08-12
Grok 4.6
xAI
60.9
2026-08-13
DeepSeek V4 Pro 0813
DeepSeek
44.2
2026-08-14
GLM-5.3
Zhipu
65.3
2026-08-14
Qwen3.8 27B
Alibaba
34.4
2026-08-20
GLM-5.3 Flash
Zhipu
57.1
2026-09-01
Claude Fable 5.1
Anthropic
88.5
yes
2026-09-01
Qwen3.8 Max 0902
Alibaba
55.0
2026-09-02
Gemini 3.8 Flash
Google
60.5
2026-09-02
Muse Spark 1.3
Meta
59.6
2026-09-03
GPT-6 Astra
OpenAI
89.6
yes
2026-09-09
DeepSeek V4.1 Flash
DeepSeek
53.4
2026-09-21
Grok 4.7
xAI
65.0
2026-09-22
Claude Opus 5.5
Anthropic
88.6
2026-09-22
GPT-6 Sol
OpenAI
74.5
2026-09-22
GPT-6 Luna
OpenAI
48.8
2026-09-28
Claude Sonnet 5.5
Anthropic
61.6
2026-09-29
GPT-6.1 Sol
OpenAI
85.8
2026-10-07
Claude Haiku 5.5
Anthropic
57.1
Overall scores of the 45 models with a known release date, all from the 20 October
2026 release, placed at each model's release date; the line is the best score
among models released by each date. The best score rose from 42.9 for models
released by 20 October 2025 to 89.6 at the cut on 20 October 2026.
5. How GameBench compares with popular benchmarks
We compared GameBench Overall scores with well-known leaderboards, each time on the
models that leaderboard shares with GameBench, matching models by exact identity and
never by name similarity alone. The intervals are 90% bootstrap intervals that
resample whole developers. In the last two columns each comparison is repeated on the
stronger half of the shared models, chosen in advance by their LiveBench v1
(2026-06-25) Reasoning and Mathematics scores; these subsets are small, and
restricting the range usually lowers correlations.
Scroll sideways to see every column.
Compared with
Models / developers
Spearman ρ (90% interval)
Stronger half: models / developers
Stronger half: ρ (90% interval)
LMArena Agent Arena
43 / 16
0.86 (0.73–0.92)
18 / 5
0.88 (0.77–0.95)
Epoch Capabilities Index
52 / 13
0.84 (0.76–0.90)
20 / 7
0.70 (0.32–0.90)
LMArena WebDev
52 / 15
0.81 (0.71–0.89)
20 / 6
0.86 (0.65–0.93)
LiveBench v1 Reasoning
46 / 13
0.78 (0.65–0.86)
23 / 6
0.63 (0.31–0.84)
LMArena Text (style control)
58 / 17
0.76 (0.58–0.85)
21 / 6
0.43 (0.03–0.80)
GPQA Diamond (Epoch AI)
51 / 12
0.69 (0.41–0.84)
20 / 6
0.52 (0.16–0.84)
LiveBench v1 Coding
46 / 13
0.66 (0.50–0.79)
23 / 6
0.40 (0.15–0.60)
LiveBench v1 Agentic Coding (target of the test below)
34 / 12
0.48 (0.21–0.72)
17 / 4
0.37 (−0.13–0.83)
Across all shared models the agreement is broad, which is expected, since stronger
models tend to be stronger everywhere. Within the stronger halves it stays high only
for LMArena's Agent Arena and WebDev and falls for the other six comparisons,
including LiveBench v1 Agentic Coding, the target of the test below, though these are
small samples with wide, overlapping intervals. All LMArena leaderboards rank models
by human pairwise preference votes rather than by task success. The Epoch Capabilities
Index combines many benchmarks, among them GPQA Diamond and Chess Puzzles. Chess
Puzzles is itself a game task and may add to the index's agreement with GameBench.
Show the numbers
Compared with
Models / developers
ρ (90% interval)
Stronger half: models / developers
Stronger half: ρ (90% interval)
LMArena Agent Arena
43 / 16
0.86 (0.73 to 0.92)
18 / 5
0.88 (0.77 to 0.95)
Epoch Capabilities Index
52 / 13
0.84 (0.76 to 0.90)
20 / 7
0.70 (0.32 to 0.90)
LMArena WebDev
52 / 15
0.81 (0.71 to 0.89)
20 / 6
0.86 (0.65 to 0.93)
LiveBench v1 Reasoning
46 / 13
0.78 (0.65 to 0.86)
23 / 6
0.63 (0.31 to 0.84)
LMArena Text (style control)
58 / 17
0.76 (0.58 to 0.85)
21 / 6
0.43 (0.03 to 0.80)
GPQA Diamond (Epoch AI)
51 / 12
0.69 (0.41 to 0.84)
20 / 6
0.52 (0.16 to 0.84)
LiveBench v1 Coding
46 / 13
0.66 (0.50 to 0.79)
23 / 6
0.40 (0.15 to 0.60)
LiveBench v1 Agentic Coding
34 / 12
0.48 (0.21 to 0.72)
17 / 4
0.37 (−0.13 to 0.83)
Spearman rank correlation between GameBench Overall scores and eight external
leaderboards, on all models each shares with GameBench and on the stronger half
chosen in advance by LiveBench v1 Reasoning and Mathematics scores. Lines are 90%
bootstrap intervals that resample whole developers; on all shared models ρ runs from
0.48 to 0.86.
Agreement alone does not show that GameBench adds new information. Before seeing any
results, we wrote down and froze a stricter test: with each model's whole developer
held out, does adding GameBench to LiveBench's own scores improve predictions of
LiveBench's agentic coding results? On that main target neither GameBench nor anything
else we tried beat a constant guess, so the test could not tell either way. In one of
six secondary comparisons declared in advance, on LiveBench 2.0's coding tasks built
from real pull requests, adding GameBench lowered the prediction error from 9.72 to
7.34 points, by 24%. We treat that as a lead to confirm on new data. The analysis ran
once, on 34 models from 12 developers, and its protocol is kept internally.
6. Limitations and scope of claims
GameBench measures strategic problem solving through programs that models write for
eight games. Each score rates the programs a model actually wrote. Most combinations
of model, game and setting have one generation attempt, so a setting's score usually
rests on eight programs, one per game, and another run could come out differently.
Even with samples this small, GameBench ranks models much like well-established
benchmarks (section 5). We have not measured the benchmark's resistance to
training-data contamination.
The prediction test in section 5 rests on 12 developers, two of whom supply almost
half the models, and its results can shift with a single developer. It is a
retrospective held-out prediction, not a forecast of models released later.
Near its top the 0–100 score compresses (section 4.2), and at its highest setting the
best model already scores 95.2 (section 4.7). The progress view in section 4.7
compares models released at different times within this one release and contains few
older models. Per-game results can still change until every pairing has been replayed
under the newest engine version, and without validated per-model intervals we cannot
say how large a gap between two models must be to be reliable.
7. Roadmap
Each program today comes from a single model response, with a fixed budget for repair
attempts. We plan benchmarks in which a model works on its program over a longer
session: testing it, studying its losses and improving it against stronger opponents.
We also plan new games, to keep the challenge growing as models improve, and fixed
reference players (conventional engines) to anchor scores beyond the model field.
References
CodeClash. Yang, J., Lieret, K., et al. "CodeClash: Benchmarking
Goal-Oriented Software Engineering." 2025. arXiv 2511.00839.
https://arxiv.org/abs/2511.00839
ProxyWar. Peng, W., Wang, X., Wu, Q. "ProxyWar: Dynamic Assessment
of LLM Code Generation in Game Arenas." ICSE 2026. arXiv 2602.04296.
https://arxiv.org/abs/2602.04296
LiveBench. White, C., Dooley, S., Roberts, M., et al. "LiveBench: A
Challenging, Contamination-Limited LLM Benchmark." arXiv 2406.19314.
https://livebench.ai/
Chatbot Arena / LMArena. Chiang, W.-L., et al. "Chatbot Arena: An
Open Platform for Evaluating LLMs by Human Preference." arXiv 2403.04132.
https://lmarena.ai/
GPQA. Rein, D., et al. "GPQA: A Graduate-Level Google-Proof Q&A
Benchmark." arXiv 2311.12022.
Epoch AI. "Capabilities & benchmarking." Published online at
epoch.ai. Retrieved from
https://epoch.ai/benchmarks on 2026-10-20.
Chess. Fraenkel, A. S., Lichtenstein, D. "Computing a perfect
strategy for n×n chess requires time exponential in n." Journal of Combinatorial
Theory, Series A, 1981.
Go. Robson, J. M. "The complexity of Go." Proceedings of the IFIP
9th World Computer Congress, 1983. Lichtenstein, D., Sipser, M. "Go is
polynomial-space hard." Journal of the ACM, 1980.
Checkers. Robson, J. M. "N by N checkers is Exptime complete." SIAM
Journal on Computing, 1984.
Shogi. Adachi, H., Kamekawa, H., Iwata, S. "Shogi on n×n board is
complete in exponential time." Transactions of the IEICE, 1987 (in Japanese).
Xiangqi. Gao, Q., Xu, X. "Research on the computational complexity
of n×n Chinese chess." ICGA Journal 38(1), 47–53, 2015.
Hex. Reisch, S. "Hex ist PSPACE-vollständig." Acta Informatica,
1981.
LiveBench. livebench.ai, v1 release 2026-06-25 and LiveBench 2.0
release 2026-10-14. Files were retrieved on 2026-10-20 and cited as LiveBench above.
The data files carry no licence of their own. This report publishes only rank
statistics and prediction errors derived from them, never LiveBench's per-model
values.
LMArena. Data from the LMArena leaderboard dataset (https://huggingface.co/datasets/lmarena-ai/leaderboard-dataset, dataset commit 8b599a3c). It uses the latest Text leaderboard (style
control, published 2026-10-15) and the WebDev and Agent leaderboards (published
2026-10-19). Licensed under CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/). Changes: models matched to GameBench models; only rank statistics and prediction
errors are published.
Epoch AI. Data from the Epoch AI Benchmarking Hub (Epoch
Capabilities Index, GPQA Diamond and model release dates;
https://epoch.ai/data/benchmark_data.zip, retrieved 2026-10-20). Licensed under CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/). Changes: models matched to GameBench models; only rank statistics, prediction
errors and the best GameBench score by release date are published.
Artificial Analysis. Artificial Analysis data are not used.
Appendix B. Counting rated matches
The release's integrity report is a release-internal file. Its mixed track (where
programs from all three settings play one another) counts 450,371 rows, which is
21,447 more than the 428,924 rated matches. The scoring code accounts for the
difference. Earlier sandbox policies produced 21,434 of the extra rows; those policies
are not attested, so their rows are not scored. The remaining 13 are faulted games
that have no result. We derived the first figure by reading the code; no published
file records it. No published number is affected.
Appendix C. Evidence and reproducibility
Every number in this report was checked against DuelLab's internal evidence records
before publication. Those records, the frozen protocol of section 5 and its freeze
manifest are kept internally and are not published. The scores, ratings and match
counts behind sections 3 and 4 are in the public release linked in section 2.
Any published data package will leave out LiveBench per-model values until LiveBench's
redistribution terms are confirmed.