It does vey well at one shotting a PacMan clone, pretty much perfect.
<a href="https://jonclegg.github.io/pacman-bakeoff/entries/claude-sonnet-5-5.html" rel="nofollow">https://jonclegg.github.io/pacman-bakeoff/entries/claude-son...
2nd only to Opus 5.5, which is perfect.
<a href="https://jonclegg.github.io/pacman-bakeoff/entries/claude-opus-5-5-r2.html" rel="nofollow">https://jonclegg.github.io/pacman-bakeoff/entries/claude-opu...
Up until very recently, all models struggled with this.
All results:
<a href="https://jonclegg.github.io/pacman-bakeoff/" rel="nofollow">https://jonclegg.github.io/pacman-bakeoff/
I made ~10 games with opus 5.5 (all multiplayer web games over web sockets).
About half the time it made a playable game in a single short prompt. The other half of the time a few follow-up prompts were needed for refinement (eg. Things like "the blaster weapon is way too powerful, divide it's hit points by 10" or "we need a way to reconnect a player whose network dropped mid round" or "the GPS doesn't work on iOS")
Also, if you then resume your conversation, and the LLM discovers the change, it might revert the "accidental" change.
If your working with an active context, and changes you do then need to be conversed back to the agent, and even then, it might still find it jarring and wrong.
I actually haven't had this happen in several months, they have gotten much better at just ignoring changes they haven't made in my experience. Unless it's directly conflicting with something they are already working on of course then they might change it but at least they will note it
thefourthchime · · focus · HN ↗
2nd only to Opus 5.5, which is perfect. <a href="https://jonclegg.github.io/pacman-bakeoff/entries/claude-opus-5-5-r2.html" rel="nofollow">https://jonclegg.github.io/pacman-bakeoff/entries/claude-opu...
Up until very recently, all models struggled with this.
All results: <a href="https://jonclegg.github.io/pacman-bakeoff/" rel="nofollow">https://jonclegg.github.io/pacman-bakeoff/
judge2020 · · focus · HN ↗
thefourthchime · · focus · HN ↗
copperx · · focus · HN ↗
londons_explore · · focus · HN ↗
About half the time it made a playable game in a single short prompt. The other half of the time a few follow-up prompts were needed for refinement (eg. Things like "the blaster weapon is way too powerful, divide it's hit points by 10" or "we need a way to reconnect a player whose network dropped mid round" or "the GPS doesn't work on iOS")
copperx · · focus · HN ↗
igleria · · focus · HN ↗
this is literally faster to do it yourself
> "we need a way to reconnect a player whose network dropped mid round" or "the GPS doesn't work on iOS"
these would not.
weird-eye-issue · · focus · HN ↗
It's literally not unless you already know exactly where it is in the code
ThunderSizzle · · focus · HN ↗
If your working with an active context, and changes you do then need to be conversed back to the agent, and even then, it might still find it jarring and wrong.
weird-eye-issue · · focus · HN ↗