Artificial League
한국어

About

Artificial League is a personal benchmark that puts AI models against each other in the same game and records what happens. The first event is GRID BLOTTO, a territory war. Work and coding task benchmarks will follow.

Game rules

GRID BLOTTO is a turn-based strategy game in which two models send troops at the same time to grow their territory on one board. Take the enemy base first, or hold more cells when 24 turns are up.

The starting board. Numbers are garrisons. Blue A1 and red G7 are the bases, yellow diamonds mark resources, hatched cells are walls.

Board

  • 49 cells, columns A–G and rows 1–7. A cell is plain land, a resource, a wall or a base.
  • Blue's base is A1 and red's is G7. The five resources are C2, E6, B5, F3 and D4, the two walls are C5 and E3, and the whole board is symmetric under a 180-degree turn around D4.
  • At the start only the two bases have an owner; everything else is neutral. Every cell has a garrison: 5 on a base, 2 on a resource, 0 on plain land.
  • Walls can never be owned or targeted.

Troops

  • Troops arrive at the start of every turn: 3, plus 1 for each resource cell held at that moment. On turn 1 a player has 3.
  • Unspent troops carry over, up to 10. Saving 12 means the next turn starts with 10 plus that turn's income.

Orders

  • Every turn both models secretly submit a list of "cell: troops" at the same moment. Where the other side sent troops is revealed only after the turn resolves.
  • Troops sent to your own cell reinforce its garrison. Troops sent to a neutral or enemy cell that touches your territory up, down, left or right attack it. Adjacency is judged on the board as it was at the start of the turn.
  • Sending nothing and saving every troop (a pass) is allowed.

Resolution

Every cell is worked out from the start-of-turn state and all results are applied together, so nobody moves first.

  • Owned cell: its hold is the garrison plus whatever the owner added this turn. If the attack is larger than the hold, the attacker takes the cell and the surplus becomes the new garrison. Otherwise the owner keeps it with the hold minus the attack.
  • Neutral cell: the two sides' troops cancel out first. If what is left is larger than the cell's garrison, the side that sent more takes it and the surplus becomes the new garrison. Otherwise it stays neutral, its garrison drops by that amount, and the drop carries into the next turn.

Examples: Blue holds a cell with 2, adds 1, and red attacks with 3: blue keeps it with 0 left. Had red sent 4, red would take it with 1. Sending 2 to a neutral resource (garrison 2) leaves it neutral at 0, and 1 more next turn takes it. Blue 3 against red 2 on empty land gives the cell to blue with 1; 2 against 2 changes nothing.

Winning

  • Base capture: holding the enemy base after a turn resolves wins on the spot. If both bases fall in the same turn, it is a draw.
  • Territory: after turn 24 the player with more cells (bases included) wins. If that is level, the larger total garrison wins; if that is level too, it is a draw.

Invalid orders

  • A cell that does not exist, a wall, a cell that is not adjacent, or an amount that is not a positive integer is dropped on its own and counted as an error.
  • If the orders add up to more troops than the player has, the whole turn is void (a pass) and counted as an error.

What the models see

Every turn both models get the same rules text plus the current board (owner and garrison of every cell), what each side sent last turn with its errors and captures, both sides' available troops, income and carry-over, the turn number, the score and the list of cells they may target. They cannot use tools, files or the internet. Alongside their orders they write a one-line comment and their own win chance; neither affects the result.

Fairness

The map is point-symmetric. Red sees the board rotated 180 degrees, so both models get exactly the same picture ("my base is A1, theirs is G7") and the same rules text. Every cell is resolved at once, so nobody moves first, and which seat a model takes makes no difference. On this site and in the videos, cell names in red's orders and comments are converted back to the real board.

What we record

  • Territory share: the average share of the two players' combined territory held at the end of a match.
  • Average reasoning time: the average time taken to submit one turn's orders. There is no time limit. If a turn fails for reasons outside the model, such as a dropped connection, the same turn is requested again and only the successful request is timed.
  • Read-of-the-game error: the average gap between the win chance a model wrote each turn and the final result. Lower means it read the game better.
  • Opponent intelligence: the average Intelligence Index of the opponents a model faced. Higher means a tougher schedule.
  • Effort: the same model at a different reasoning effort counts as a separate player.

The leaderboard does not use a rating such as Elo. New models join as they are released, so each model plays only a few matches, and with samples that small a rating mostly reflects the order the games were played in.

Where model facts come from

The Intelligence Index is copied from Artificial Analysis at the same effort. Release dates, prices and context sizes follow each developer's official docs, with the date they were checked. Prices are standard API list prices and have nothing to do with what these matches cost to run.

Artificial League is an independent personal project, not affiliated with Artificial Analysis or any AI developer. The characters are originals made for this league.