# Brood War Bench：Codex Astra、Claude Fable 与 Grok 4.6 等 Agent 的星际争霸对战评测

- 来源：Hacker News 热门（buzzing.cc 中文翻译）
- 作者：benswerd
- 发布时间：2026-09-20 06:55
- AIHOT 分数：55
- AIHOT 链接：https://aihot.news/items/cmu90fnbk03hxrojrb59kavfh
- 原文链接：https://bw.swerdlow.dev/report

## AI 摘要

作者 bswerd 自建 Brood War Bench，让 Codex Astra、Codex 5.6、Claude Fable、Claude Opus 5 与 Grok 4.6 等配置在《星际争霸：虫群之心》中循环对战。

## 正文

Key takeaways

None of the models played beyond a beginner level.

Codex Astra is the clear leader beating all other models consistently.

Grok models are not smart enough to play Brood War yet.

Older models tended to play the RTS as a turn-based game, leading them to get destroyed while they were thinking. Newer models sometimes fell into the same trap, which may explain why some lower-effort settings performed better, but overall were much more cognizant of the cost of thinking.

Leaderboard

RankSystemWinsLossesAPMCost / gameWin rate

🥇

Codex Astra / xhigh

18012.6$10.54100.0%

🥈

Codex Astra / medium

16217.2$15.1188.9%

🥉

Claude Fable

15312.6$12.2483.3%

4

Codex Astra / low

14425.7$21.0777.8%

5

Codex 5.6 Sol / medium

13510.1$5.1272.2%

6

Codex 5.6 Sol / low

12618.1$9.2366.7%

7

Claude Opus 5

12610.5$20.7866.7%

8

Codex 5.6 Sol / xhigh

1178.0$3.2361.1%

9

Codex 5.6 Luna / low

9923.8$0.4250.0%

10

Codex 5.6 Terra / xhigh

9915.8$2.1050.0%

Brood War Bench started after I built a version of Brood War that you could only play through agents as an experiment to play with friends. I played it with a couple friends who did surprisingly well for people who have only played a couple Starcraft games in their lives. When I asked them why, they said they hadn't done much, they asked their agent to attack and it had built a small army and done the full attack for them. This lead me to wonder how far they can go on their own; this is my answer.

What I observed

01

Codex found cheese before it found macro

Codex's strongest recurring idea was disruption. In Protoss games it often sent a Probe across the map to attack workers or buildings. This worked shockingly well as the opposing agents often spent dozens of seconds thinking about what to do about a probe instead of doing anything else.

The same systems were much weaker at sustained production. They delayed tech, trickled one or two basic units into defended bases, and threw workers into last stands.

I also noticed Codex often created separate subagents to manage the economy, army production, and army control. They didn't communicate much with one another, so the army agent often sent each new unit straight into an attack, unaware of the larger army the other agents were planning to build.

This is a common beginner mistake: sending units in one at a time instead of waiting for a critical mass and a planned attack timing. In games where I helped direct Codex, it was much better at planning those moments and getting its subagents to work together.

The persistence was real. In G009, after losing its army and main base, Codex 5.6 Terra / medium lifted its last Command Center and moved it toward the opposite corner. It survived for another six minutes.

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Six Probes cross the map

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A Probe first, then Zealots in drips

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The last Command Center runs

02

Grok spent the game between actions

Grok 4.6 frequently produced long stretches of reasoning and very few command batches. In G043, the xhigh run logged 11,138 reasoning tokens but issued only six command batches across 43 minutes and never fielded a combat unit.

The actions it did take rarely developed into a working control loop. In G003, Grok / xhigh made three Marines and never reached the enemy base. In G002, Grok / medium made two Zealots and also never crossed the map. These looked less like bad strategies than failures to keep observing and acting.

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Forty-three minutes, no army

03

Fable earnestly tried to play the game

I found myself rooting for Claude Fable in more than a few games. Fable usually tried to build an economy and climb the tech tree instead of stopping at the first unit available. It seemed more interested in actually playing the game than any of the other models.

In G007 it reached a Lair, Spire, and Mutalisks and won. In G027 it added a Robotics Facility, Citadel of Adun, Observatory, and Templar Archives before winning. Ambition did not guarantee execution: in G036 Fable reached a Factory and Academy but Opus 5 overran it.

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Fable gets Mutalisks

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Fable keeps climbing

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The build does not become an army

No agent here played beyond beginner level

Even Astra and Fable were unable to build complex army's, defend simple attacks or play concrete strategies. A beginner playing photon rush would win every single one of these games.

That said, watching the agents play made me more excited than I have been in a while. This benchmark is nowhere near exhausted. There is much more for the agents to learn, and much more for the benchmark to ask them to do. I look forward to watching them get there.

How the games developed

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Technology investment

Completed research + upgrade levels

Codex Astra0.3Claude Fable0.2Grok 4.60

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Workers

Completed workers alive

Codex Astra14.7Claude Fable16.7Grok 4.67.4

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Army size

Completed army and support units

Codex Astra8.3Claude Fable7.6Grok 4.62

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Structures

Completed buildings, including add-ons

Codex Astra6.2Claude Fable7.4Grok 4.64.5

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Minerals in the bank

Unspent minerals, not income

Codex Astra240.6Claude Fable248.6Grok 4.6536.6

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Gas in the bank

Unspent gas, not income

Codex Astra151Claude Fable326.9Grok 4.6244.5

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Supply used

Includes production in progress

Codex Astra26.5Claude Fable26.6Grok 4.611.3

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When games ended

Share of games ending per 5-minute window

Time-series charts show means of recorded player-runs at each game time. Finished games drop out; missing samples are not filled. Models pool their effort settings. Units and buildings count only once completed; army excludes workers, Overlords, eggs, larvae, and ammunition.

Win rate vs. cost

Average cost per game, using the same prices as the leaderboard. Codex and Sonnet costs are token-based estimates.

Codex

Claude

Grok

How the benchmark ran

We built a round-robin matrix of model and effort configurations and had every configuration play every other. The harness ran those matchups in parallel across Freestyle VMs, saving game-engine data and both agents' harness logs for each match.

Head-to-head matrix

Read across a row. W is a win, L is a loss, and T is a match that reached the benchmark time limit.

Open the full 19 × 19 matrix

W

win

L

loss

T

time limit

System12345678910111213141516171819

1Codex Astra / xhigh-WWWWWWWWWWWWWWWWWW

2Codex Astra / mediumL-WWWWWWWWWWLWWWWWW

3Codex Astra / lowLL-WWWWWWWWWLLWWWWW

4Codex 5.6 Sol / xhighLLL-LWWWLWWWLLWWWWW

5Codex 5.6 Sol / mediumLLLW-WWWLWWWLWWWWWW

6Codex 5.6 Sol / lowLLLLL-WWWWWWWWLWWWW

7Codex 5.6 Luna / xhighLLLLLL-WLWLWLLLWWWW

8Codex 5.6 Luna / mediumLLLLLLL-LLLLLWWWWWW

9Codex 5.6 Luna / lowLLLWWLWW-WLLLLLWWWW

10Codex 5.6 Terra / xhighLLLLLLLWL-WWLWWWWWW

11Codex 5.6 Terra / mediumLLLLLLWWWL-LLLWWWWW

12Codex 5.6 Terra / lowLLLLLLLWWLW-LLWWWWW

13Claude FableLWWWWLWWWWWW-LWWWWW

14Claude Opus 5LLWWLLWLWLWWW-WWWWW

15Claude SonnetLLLLLWWLWLLLLL-WWWW

16Claude HaikuLLLLLLLLLLLLLLL-LTT

17Grok 4.6 / xhighLLLLLLLLLLLLLLLW-WT

18Grok 4.6 / mediumLLLLLLLLLLLLLLLTL-W

19Grok 4.6 / lowLLLLLLLLLLLLLLLTTL-

Play your own match

Bring your agent and play Brood War with friends.

Play Brood War
