Wave 1 · R1 sweep · April 2026 Wave 2 coming soon

Can a model play a solved game perfectly?

Chop-Bench grades every move a language model makes in Chopsticks against an exact solver. Winning barely matters. Each emitted state is either legal and optimal, or it isn't.

View leaderboard→ Paper in peer review◷
15model lineages
150completed runs
9,958scored decisions
1,250states solved exactly
43.9Mtokens
~$114API spend

Leaderboard

Wave 1 results. Whole-suite mean over both interactive modes and all five prompt families, 20 games per cell. Sort by any column. Model score is wins + ½·draws against a perfect solver, so low values are expected.

Optimality is strategic_optimal_rate_all: illegal and unparsable moves count as non-optimal. Structure gain = mean of strict-tag, no-examples and json minus mean of natural-language and minimal. Example gain = strict-tag minus no-examples. Family range = best family minus worst. Δ ctx = BenchX-A minus Bench-A. Costs are mean estimated cost per 20-game run; billed metadata covers 45 of 150 runs. ± is a 95% interval from turn-level sampling (see the research notes below); GPT-5.5, Qwen3.6-Plus and Gemini 3.1 Pro overlap, so the top three are statistically tied.

Chop-Bench Wave 1 (R1) leaderboard
#
1gpt-5.5openai82.1%±2.596.0%±1.682.6%81.6%-0.91.7-5.318.11,1540.145$1.26$0.014
2qwen3.6-plusqwen80.0%±2.791.6%±2.178.9%81.2%+2.315.8-0.428.91,1500.228$1.80$0.026
3gemini-3.1-pro-previewgoogle79.2%±3.193.0%±2.279.1%79.3%+0.27.9+6.317.07020.243$2.63$0.045
4kimi-k2.5moonshotai71.7%±3.587.8%±2.969.6%73.8%+4.225.3-6.039.49820.188$0.48$0.009
5deepseek-v4-prodeepseek69.3%±3.687.8%±2.872.5%66.0%-6.512.7+21.728.26790.160$0.77$0.018
6kimi-k2.6moonshotai68.4%±3.688.3%±2.768.7%68.2%-0.615.4-2.734.26560.155$1.12$0.031
7mimo-v2.5-proxiaomi67.1%±3.788.1%±2.771.2%62.9%-8.316.5+7.830.06620.215$0.45$0.013
8mercury-2inception64.8%±3.683.5%±3.261.8%67.8%+5.934.9+6.552.87910.130$0.060$0.001
9glm-5.1z-ai63.5%±3.880.8%±3.367.3%59.8%-7.526.3+20.642.76450.155$1.54$0.077
10claude-sonnet-4.6anthropic52.4%±4.175.0%±3.661.8%43.0%-18.816.7-3.649.54950.140$0.46$0.017
11claude-opus-4.7anthropic51.8%±4.269.3%±4.058.2%45.5%-12.739.7+16.466.84840.156$0.68$0.043
12gemma-4-31b-itgoogle43.7%±3.655.7%±3.240.6%46.9%+6.368.8+6.282.25130.090$0.020$0.001
13deepseek-v4-flashdeepseek43.7%±4.463.7%±4.555.2%32.3%-22.812.0+3.251.04490.072$0.020$0.002
14minimax-m2.7minimax36.7%±4.552.8%±4.542.9%30.6%-12.336.4+2.252.63600.100$0.19$0.027
15grok-4.20x-ai14.9%±4.623.3%±4.715.9%13.9%-2.018.9-1.532.12360.020$0.020$0.007
qwen3.6-max-previewqwen · post-freeze82.0%±2.795.2%±1.885.2%78.8%-6.419.2——1,002—$4.23—
gemini-2.0-flash-001google · post-freeze32.1%±4.542.7%±4.635.5%28.8%-6.727.2——351—$0.005—
ling-2.6-flashinclusionai · post-freeze0.0%±3.70.0%±3.70.0%0.0%0.00.0——186—$0.000—

Three axes

Capability.
Fidelity.
Stability.

The solved field splits into its WIN, DRAW and LOSE strata behind you. The findings split the same way.

0174% → 50%

Prompt structure dominates.

Mean optimality falls from strict-tag to minimal prompts in bench-a, and from 73.7% to 33.9% when context accumulates. Removing worked examples costs only ~5 points.

021.7 pp

The leader is also the most stable.

GPT-5.5 (82.1%) loses almost nothing when scaffolding is removed. Several well-known lineages lose 35–69 points.

03−22.8 → +6.3

Context carryover is uneven.

Some models degrade sharply as history accumulates. Others improve, likely from implicit few-shot conditioning.

Charts

Interactive views of the Wave 1 results. Hover or tap points for details.

Optimality vs. cost per run · dashed: Pareto frontier

Pareto frontier (no cheaper model scores higher): gemma-4-31b-it ($0.02, 43.7%), mercury-2 ($0.06, 64.8%), mimo-v2.5-pro ($0.45, 67.1%), kimi-k2.5 ($0.48, 71.7%), gpt-5.5 ($1.26, 82.1%).

Structure gain vs. optimality

Prompt-family means

Context shift (BenchX-A − Bench-A)

Optimality with 95% intervals

Error taxonomy

The dominant illegal move is the compound IMPOSSIBLE class (wrong side, both sides, or an unreachable configuration): 1.0% of turns under strict-tag in bench-a, 11.6% under minimal, 21.7% under minimal in benchx-a. Parse errors cluster in natural-language (5.3% in bench-a). SPLIT_SUM and DEAD_TGT grow under minimal. json contract compliance drops from 85% (bench-a) to 66% (benchx-a): some models abandon clean JSON as transcripts grow.

Where the rules are densest

On split-available states, strict-tag holds 96.7% legality in bench-a and 96.1% in benchx-a; minimal manages 76.5% and 51.9%. Prompt compression breaks behavior exactly where the rules are densest.

Survival

Under strict-tag in bench-a, 66% of games are fully optimal through the model's first move and 41% at the fifth; under minimal, 41% and 20%. Family order holds at every depth, with no cliff: a steady per-move hazard, not a sudden context failure.

Best and worst family

Across 30 model-by-mode suites, strict-tag is the single best family 17 times and minimal the single worst 16 times (17 with one tie). Removing worked examples costs about 5.0 points in bench-a and 4.5 in benchx-a.

Methodology

One frozen variant: chopsticks-mod5-dead-target-illegal-mirror-swap-illegal-repeat3-countdown100-v1.

Rules

Two hands each, 0–4 fingers; 0 is dead. On a turn you tap (add a live hand to an opponent's live hand, mod 5) or split (redistribute your total; identity and mirror swaps are illegal). Both hands dead loses. A third repetition starts a 100-ply draw countdown.

States are written from the mover's side as AB-CD. The model outputs the resulting state. No legal-move list is given.

Metrics

optimal_rate_all
Headline. Solver-optimal share of scored turns; illegal = non-optimal.
legal_move_rate
Gatekeeper. Illegal moves end the game.
structure_gain
Structured families minus low-scaffold families.
example_gain
strict-tag minus no-examples.
model_score
(wins + ½ draws) / games.
$/optimal move
Price-performance summary.
optimal_rate_legal
How often legal moves are also optimal. Both headline rates carry Wilson score intervals.
contract_compliance
Adherence to the family's output contract, separate from legality. Not comparable across families.
value_preservation
Share of turns that don't worsen the solver value; each move also gets a blunder_severity class.
error classes
PARSE_ERROR, DEAD_SRC, DEAD_TGT, SPLIT_SUM, SPLIT_NO_CHANGE, SPLIT_RANGE, IMPOSSIBLE.

Modes (R1 used the first two)

bench-avs solver, stratified 59-state suite, context reset
benchx-avs solver, random starts, context accumulates
benchx-bself-play over stratified suite
bench-a-oone ply from 11-11
benchx-oone ply per suite state
bench-ccontext-rot diagnostic
bench-bbeta: self-play from 11-11
bench-litebeta: vs legal-random baseline, role-balanced
benchxalias for benchx-b

Prompt families

strict-tagfull rules, 4 worked examples, <move> tags
no-examplessame, without examples
json{"move":"AB-CD","reasoning":"…"}
natural-languageloose instruction
minimalone sentence of rules + bare state

Contracts: tagged-move-v1 (strict-tag, no-examples), json-move-v1, natural-language-state-token-v1, bare-state-token-v1. Every parser falls back to the last valid state token, so contract compliance is measured apart from move extraction.

Solver

Retrograde analysis over all 1,250 ordered states (5⁴ hand configurations × 2 players to move). Every position is labelled WIN, LOSE or DRAW for the mover, with its set of optimal successors and distance to a forced terminal. The solver is the opponent, the annotator and the stratification oracle.

Stratified suite benchx-stratified-v2

outcome28 WIN · 20 LOSE · 11 DRAW
distance12 short · 16 medium · 20 long · 11 draw
legal moves23 low · 19 medium · 17 high
dead hand42 with a zero · 17 without
split38 available · 21 not

Wave 1 protocol

Archive r1-4-26-26, schema 3.0.0, illegal_policy = strict, temperature 0.0, all through OpenRouter. 15 lineages × {bench-a, benchx-a} × 5 families × 20 games. 149 cells after deduplication, 30 model-by-mode suites (29 complete), 19,750 game turns. mercury-2 and mercury-2:nitro are aliased to one lineage.

Deviations from the frozen plan: 20 games per cell instead of 59, one run per cell instead of five fixed seeds, and benchx-o and bench-c not yet collected. Wave 2 is coming soon.

Signature interaction

Take the benchmark.

You're the mover. Type the next state. The same exact solver grades you.

11-11

Paper figures

From the paper, now in peer review. The pile deals itself out as you scroll. Click a figure to open it.

Fig 1. Mean optimality by prompt family and mode.
Fig 2. Legality vs. optimality per model-by-mode suite.
Fig 3. Structure gain vs. whole-suite optimality.
Fig 4. Optimality shift, Bench-A → BenchX-A.
Fig 5. Turn-level error composition.
Fig 6. Share of games still fully optimal through turn k.
Fig 7. Optimality vs. cost (log).

More nerdy

Research notes

A short summary of how the solver works, how a move is graded and what the error bars mean. The full methods follow the paper, which is in peer review. Read it as Markdown · Download the solver table

Cite

The paper is in peer review. Until it's out, cite the project:

@misc{gendell2026chopbench,
  title  = {Chop-Bench: An Optimality-First Benchmark for Formal-Game Competence in Language Models},
  author = {Gendell, Guy},
  year   = {2026},
  month  = jul,
  note   = {Chop-Bench Project. Wave 1 (R1) interactive prompt-family sweep. Under peer review}
}

Limitations

One small, deterministic, fully solved game. No claims about general intelligence. R1 used one 20-game run per cell (not the prescribed 59 × 5 seeds), so small gaps such as the 80–82% top tier shouldn't be over-read. Wave 2 is coming soon. The bench-a → benchx-a contrast confounds start distribution with history accumulation. About 70% of costs are estimates. All traffic went through OpenRouter.

Contact

Questions about the benchmark, the data or the paper.

At WISRD

Guy Gendell

guyg27@wildwood.org

Personal

Guy Gendell

guygendell@gmail.com

Partners

  • WISRDWildwood Institute for STEM Research & Development
  • Wildwood School