Which decision AI wins at a real-time game?
AIB DecisionBench-Game measures the accuracy, speed and cost of decision AI through real-time games. It is designed around how decision AI is used in real work: making fast, accurate decisions one after another.
- 22
- Models
- 4
- Games
- 616
- Plays
- 27,281
- Real-time decisions
Design intent
Decision AI models pick one of the given options, with a probability, in 0.2–0.6 seconds. In real work these decisions come one after another, and the situation often won't wait for a decision to finish. Accuracy alone can't show this practical ability, so we measure it with real-time games, where even a slightly late decision decides the outcome.
How it is measured
Models measured together start the game at the same moment from the same starting conditions; models added later are measured separately under the same conditions. The game runs in real time, so even a correct decision doesn't count if it comes too late. So that one lucky or unlucky round doesn't decide the result, each game is played several times on different boards and averaged (whack-a-mole 10, snake 5, Tetris 5, Pong 8). Each model then plays the same game again with the game clock paused while it decides, which shows whether a low score comes from judgment or from speed.
Metrics
- Real-time score — 0–100 per game; reflects judgment and speed together
- Score with enough time — judgment alone
- Points lost to slowness — the gap between the real-time score and the score with enough time
- Response time · cost per 1,000 — how long one decision takes, and what 1,000 decisions cost
- Games — whack-a-mole, snake, Tetris and Pong, with more to come
Measured October 12 – 24, 2026: overall #1 of 22 decision AI models is GPT-6 Luna Decisions (69.5).
- Without a time limit, game rankings nearly match text judgment rankings; in real time they change a lot.
- In Whack-a-mole, Snake, Tetris, Pong, occasional long delays hurt rankings more than typical speed did.
- Judgment decides the ranking in Tetris, where scores stay spread out even without a time limit; speed decides it in Whack-a-mole, Snake, Pong, where most models score high without one.
Overall ranking
- Whack-a-mole
- 93.6
- Snake
- 71.0
- Tetris
- 52.1
- Pong
- 61.4
- Median response
- 234ms
- Cost / 1K
- $0.041
- Whack-a-mole
- 82.7
- Snake
- 50.4
- Tetris
- 51.1
- Pong
- 48.5
- Median response
- 397ms
- Cost / 1K
- $0.030
- Whack-a-mole
- 86.1
- Snake
- 49.3
- Tetris
- 28.8
- Pong
- 61.4
- Median response
- 349ms
- Cost / 1K
- $0.0075
- Whack-a-mole
- 93.2
- Snake
- 56.8
- Tetris
- 20.1
- Pong
- 52.1
- Median response
- 269ms
- Cost / 1K
- $0.0032
- Whack-a-mole
- 98.1
- Snake
- 64.6
- Tetris
- 12.3
- Pong
- 46.4
- Median response
- 184ms
- Cost / 1K
- $0.053
- Whack-a-mole
- 80.7
- Snake
- 45.7
- Tetris
- 40.4
- Pong
- 49.4
- Median response
- 395ms
- Cost / 1K
- $0.028
- Whack-a-mole
- 79.4
- Snake
- 32.4
- Tetris
- 42.0
- Pong
- 56.8
- Median response
- 391ms
- Cost / 1K
- $0.0087
- Whack-a-mole
- 73.0
- Snake
- 50.1
- Tetris
- 29.1
- Pong
- 49.5
- Median response
- 385ms
- Cost / 1K
- $0.113
- Whack-a-mole
- 60.5
- Snake
- 34.8
- Tetris
- 31.5
- Pong
- 43.1
- Median response
- 514ms
- Cost / 1K
- $0.0078
- Whack-a-mole
- 61.1
- Snake
- 44.6
- Tetris
- 14.1
- Pong
- 47.9
- Median response
- 410ms
- Cost / 1K
- $0.033
- Whack-a-mole
- 52.7
- Snake
- 21.5
- Tetris
- 26.5
- Pong
- 51.5
- Median response
- 547ms
- Cost / 1K
- $0.014
- Whack-a-mole
- 39.9
- Snake
- 52.3
- Tetris
- 23.3
- Pong
- 20.3
- Median response
- 710ms
- Cost / 1K
- $0.022
- Whack-a-mole
- 49.1
- Snake
- 34.1
- Tetris
- 18.3
- Pong
- 24.1
- Median response
- 664ms
- Cost / 1K
- $0.011
- Whack-a-mole
- 49.5
- Snake
- 42.9
- Tetris
- 17.7
- Pong
- 14.6
- Median response
- 739ms
- Cost / 1K
- $0.039
- Whack-a-mole
- 30.5
- Snake
- 38.6
- Tetris
- 26.8
- Pong
- 26.6
- Median response
- 642ms
- Cost / 1K
- $0.014
- Whack-a-mole
- 45.5
- Snake
- 24.7
- Tetris
- 13.2
- Pong
- 29.6
- Median response
- 663ms
- Cost / 1K
- Free for now
- Whack-a-mole
- 40.7
- Snake
- 28.8
- Tetris
- 24.5
- Pong
- 10.4
- Median response
- 713ms
- Cost / 1K
- $0.018
- Whack-a-mole
- 36.7
- Snake
- 23.3
- Tetris
- 9.3
- Pong
- 21.4
- Median response
- 546ms
- Cost / 1K
- $0.027
- Whack-a-mole
- 30.4
- Snake
- 24.0
- Tetris
- 14.4
- Pong
- 21.4
- Median response
- 747ms
- Cost / 1K
- $0.012
- Whack-a-mole
- 33.8
- Snake
- 18.1
- Tetris
- 23.2
- Pong
- 8.9
- Median response
- 801ms
- Cost / 1K
- $0.0036
- Whack-a-mole
- 15.1
- Snake
- 16.2
- Tetris
- 10.9
- Pong
- 2.1
- Median response
- 326ms
- Cost / 1K
- Free for now
- Whack-a-mole
- 10.2
- Snake
- 8.4
- Tetris
- —
- Pong
- 0.0
- Median response
- 5.8s
- Cost / 1K
- $0.022
The overall score averages each game's real-time score on a 0–100 scale. Ties are broken by cost per decision (differences under 10% count as equal), then median response time.
The gray number under each overall score is the overall score with enough time: the average of the same games replayed with the game clock paused, reflecting decision quality alone.
Results by game
Whack-a-mole
average of 10 runs🐭, 🐰 and 🐹 pop up in a 3×3 grid for 0.4–1.9 seconds. Choosing 🐭 scores +2; choosing 🐰 or 🐹 scores −1. Each time, the AI model picks one cell or chooses none, and the game lasts 25 seconds.
- With enough time
- 100.0
- Lost to slowness
- −1.9
- 🐭 hit
- 98%
- Median response
- 129ms
- Slowest 5%
- 263ms
- Cost / 1K
- $0.032
- With enough time
- 99.5
- Lost to slowness
- −5.9
- 🐭 hit
- 94%
- Median response
- 226ms
- Slowest 5%
- 368ms
- Cost / 1K
- $0.020
- With enough time
- 100.0
- Lost to slowness
- −6.8
- 🐭 hit
- 93%
- Median response
- 260ms
- Slowest 5%
- 353ms
- Cost / 1K
- $0.0018
- With enough time
- 100.0
- Lost to slowness
- −13.9
- 🐭 hit
- 86%
- Median response
- 336ms
- Slowest 5%
- 438ms
- Cost / 1K
- $0.0035
- With enough time
- 100.0
- Lost to slowness
- −17.3
- 🐭 hit
- 82%
- Median response
- 384ms
- Slowest 5%
- 503ms
- Cost / 1K
- $0.017
- With enough time
- 100.0
- Lost to slowness
- −19.3
- 🐭 hit
- 81%
- Median response
- 399ms
- Slowest 5%
- 459ms
- Cost / 1K
- $0.018
- With enough time
- 100.0
- Lost to slowness
- −20.6
- 🐭 hit
- 79%
- Median response
- 406ms
- Slowest 5%
- 579ms
- Cost / 1K
- $0.0036
- With enough time
- 100.0
- Lost to slowness
- −27.0
- 🐭 hit
- 72%
- Median response
- 400ms
- Slowest 5%
- 817ms
- Cost / 1K
- $0.053
- With enough time
- 100.0
- Lost to slowness
- −38.9
- 🐭 hit
- 61%
- Median response
- 475ms
- Slowest 5%
- 971ms
- Cost / 1K
- $0.020
- With enough time
- 100.0
- Lost to slowness
- −39.5
- 🐭 hit
- 60%
- Median response
- 499ms
- Slowest 5%
- 732ms
- Cost / 1K
- $0.0028
- With enough time
- 100.0
- Lost to slowness
- −47.3
- 🐭 hit
- 52%
- Median response
- 525ms
- Slowest 5%
- 1.1s
- Cost / 1K
- $0.0058
- With enough time
- 97.1
- Lost to slowness
- −47.5
- 🐭 hit
- 49%
- Median response
- 551ms
- Slowest 5%
- 861ms
- Cost / 1K
- $0.013
- With enough time
- 100.0
- Lost to slowness
- −50.9
- 🐭 hit
- 49%
- Median response
- 504ms
- Slowest 5%
- 950ms
- Cost / 1K
- $0.0043
- With enough time
- 66.1
- Lost to slowness
- −20.6
- 🐭 hit
- 53%
- Median response
- 643ms
- Slowest 5%
- 823ms
- Cost / 1K
- Free for now
- With enough time
- 100.0
- Lost to slowness
- −59.3
- 🐭 hit
- 40%
- Median response
- 547ms
- Slowest 5%
- 1.0s
- Cost / 1K
- $0.0065
- With enough time
- 100.0
- Lost to slowness
- −60.1
- 🐭 hit
- 40%
- Median response
- 538ms
- Slowest 5%
- 1.1s
- Cost / 1K
- $0.011
- With enough time
- 50.4
- Lost to slowness
- −13.7
- 🐭 hit
- 49%
- Median response
- 545ms
- Slowest 5%
- 858ms
- Cost / 1K
- $0.021
- With enough time
- 100.0
- Lost to slowness
- −66.2
- 🐭 hit
- 34%
- Median response
- 763ms
- Slowest 5%
- 1.1s
- Cost / 1K
- $0.0018
- With enough time
- 100.0
- Lost to slowness
- −69.5
- 🐭 hit
- 30%
- Median response
- 631ms
- Slowest 5%
- 1.6s
- Cost / 1K
- $0.0050
- With enough time
- 100.0
- Lost to slowness
- −69.6
- 🐭 hit
- 31%
- Median response
- 723ms
- Slowest 5%
- 1.2s
- Cost / 1K
- $0.0046
- With enough time
- 100.0
- Lost to slowness
- −84.9
- 🐭 hit
- 15%
- Median response
- 302ms
- Slowest 5%
- 834ms
- Cost / 1K
- Free for now
- With enough time
- 97.0
- Lost to slowness
- −86.8
- 🐭 hit
- 9%
- Median response
- 1.9s
- Slowest 5%
- 7.2s
- Cost / 1K
- $0.021
Each board's score is converted to % of its maximum (moles × 2) and averaged.
🐭 hit rate by how long it was shown
The faster a mole disappears, the more often a slow AI model misses it before it decides. This table shows the speed gap most directly.
Watch it
The video shows one board from the same day's run at real speed. The ranking above averages 10 boards, so it can differ from the video.
Snake
average of 5 runsA snake moves one cell at a time on a 15×15 board. Each time, the AI model picks left, straight or right; hitting a wall or its own body ends the game. Eating 🍎 scores +1; 🍅 and 🍓 score −1. The whole game lasts up to 60 seconds, and the snake speeds up from one cell per second to one cell every 0.25 seconds over those 60 seconds.
- With enough time
- 79.0
- Lost to slowness
- −8.0
- Avg survival
- 54.5s
- Apple score
- 5.0
- Median response
- 241ms
- Slowest 5%
- 411ms
- Cost / 1K
- $0.024
- With enough time
- 88.6
- Lost to slowness
- −24.0
- Avg survival
- 40.2s
- Apple score
- 11.8
- Median response
- 170ms
- Slowest 5%
- 342ms
- Cost / 1K
- $0.040
- With enough time
- 97.0
- Lost to slowness
- −40.2
- Avg survival
- 35.0s
- Apple score
- 11.0
- Median response
- 259ms
- Slowest 5%
- 325ms
- Cost / 1K
- $0.0024
- With enough time
- 90.1
- Lost to slowness
- −37.8
- Avg survival
- 40.9s
- Apple score
- 3.0
- Median response
- 714ms
- Slowest 5%
- 905ms
- Cost / 1K
- $0.015
- With enough time
- 83.9
- Lost to slowness
- −33.5
- Avg survival
- 34.0s
- Apple score
- 7.2
- Median response
- 419ms
- Slowest 5%
- 565ms
- Cost / 1K
- $0.021
- With enough time
- 83.0
- Lost to slowness
- −32.9
- Avg survival
- 34.2s
- Apple score
- 6.8
- Median response
- 360ms
- Slowest 5%
- 871ms
- Cost / 1K
- $0.065
- With enough time
- 95.8
- Lost to slowness
- −46.5
- Avg survival
- 30.4s
- Apple score
- 9.2
- Median response
- 336ms
- Slowest 5%
- 471ms
- Cost / 1K
- $0.0048
- With enough time
- 97.0
- Lost to slowness
- −51.3
- Avg survival
- 30.7s
- Apple score
- 6.6
- Median response
- 403ms
- Slowest 5%
- 496ms
- Cost / 1K
- $0.021
- With enough time
- 92.5
- Lost to slowness
- −47.9
- Avg survival
- 29.3s
- Apple score
- 7.0
- Median response
- 371ms
- Slowest 5%
- 1.1s
- Cost / 1K
- $0.024
- With enough time
- 43.1
- Lost to slowness
- −0.2
- Avg survival
- 33.7s
- Apple score
- 2.4
- Median response
- 574ms
- Slowest 5%
- 1.0s
- Cost / 1K
- $0.015
- With enough time
- 96.4
- Lost to slowness
- −57.8
- Avg survival
- 29.5s
- Apple score
- 2.8
- Median response
- 636ms
- Slowest 5%
- 1.6s
- Cost / 1K
- $0.0069
- With enough time
- 89.6
- Lost to slowness
- −54.8
- Avg survival
- 25.2s
- Apple score
- 3.6
- Median response
- 512ms
- Slowest 5%
- 622ms
- Cost / 1K
- $0.0083
- With enough time
- 95.5
- Lost to slowness
- −61.4
- Avg survival
- 24.3s
- Apple score
- 3.8
- Median response
- 494ms
- Slowest 5%
- 1.2s
- Cost / 1K
- $0.0066
- With enough time
- 93.4
- Lost to slowness
- −61.0
- Avg survival
- 22.6s
- Apple score
- 4.0
- Median response
- 386ms
- Slowest 5%
- 757ms
- Cost / 1K
- $0.0048
- With enough time
- 94.8
- Lost to slowness
- −65.9
- Avg survival
- 21.1s
- Apple score
- 2.8
- Median response
- 547ms
- Slowest 5%
- 1.0s
- Cost / 1K
- $0.0098
- With enough time
- 85.3
- Lost to slowness
- −60.7
- Avg survival
- 18.3s
- Apple score
- 2.2
- Median response
- 653ms
- Slowest 5%
- 1.1s
- Cost / 1K
- Free for now
- With enough time
- 78.8
- Lost to slowness
- −54.8
- Avg survival
- 18.0s
- Apple score
- 2.0
- Median response
- 707ms
- Slowest 5%
- 1.4s
- Cost / 1K
- $0.0069
- With enough time
- 30.3
- Lost to slowness
- −7.0
- Avg survival
- 17.6s
- Apple score
- 1.8
- Median response
- 545ms
- Slowest 5%
- 710ms
- Cost / 1K
- $0.024
- With enough time
- 88.5
- Lost to slowness
- −67.0
- Avg survival
- 15.6s
- Apple score
- 2.2
- Median response
- 601ms
- Slowest 5%
- 1.6s
- Cost / 1K
- $0.0087
- With enough time
- 91.2
- Lost to slowness
- −73.1
- Avg survival
- 14.5s
- Apple score
- 0.8
- Median response
- 780ms
- Slowest 5%
- 2.5s
- Cost / 1K
- $0.0025
- With enough time
- 93.7
- Lost to slowness
- −77.4
- Avg survival
- 12.6s
- Apple score
- 1.0
- Median response
- 307ms
- Slowest 5%
- 464ms
- Cost / 1K
- Free for now
- With enough time
- 24.9
- Lost to slowness
- −16.5
- Avg survival
- 6.9s
- Apple score
- 0.2
- Median response
- 5.7s
- Slowest 5%
- 10.8s
- Cost / 1K
- $0.0099
The score weights survival time 70% and apple score 30%. Staying alive is the goal; apples are a bonus.
How each game ended
- Hit a wall
- Hit its own body
- Survived to the end
- GPT-6 Luna Decisions
- Clef Omni
- Decider Flash V1.2
- Drex Max
- Jev 1.13
- Clef
- Decider V1.2
- Jev 1.14
- Clef Flash
- Classify-1
- Microsoft-Decision-1
- D1
- Drex v1.5
- Perplexity Decider v1.1 27B
- Drex v2.0
- Decision Model Preview
- Kev 4B
- Solar Decide Flash
- D1 Ultra
- Span-02
- Mercury Decide
- Solar Decide
A late answer means the snake reaches the wall before it can turn. With enough time, 15 of 22 models survived more than 54 seconds.
Watch it
The video shows one board from the same day's run at 2× speed. The ranking above averages 5 boards, so it can differ from the video.
Tetris
average of 5 runsPieces fall one at a time onto a 10×20 board. For each piece the AI model picks a rotation and position, and completely filled rows disappear. The piece order is the same for every model, and pieces fall faster as more are placed (0.35s per row → 0.02s by the 150th).
- With enough time
- 76.0
- Lost to slowness
- −23.9
- Pieces stacked
- 78.2
- Lines cleared
- 21.6
- Avoidable holes
- 11%
- Median response
- 237ms
- Slowest 5%
- 377ms
- Cost / 1K
- $0.095
- With enough time
- 82.5
- Lost to slowness
- −31.5
- Pieces stacked
- 76.6
- Lines cleared
- 22.8
- Avoidable holes
- 2%
- Median response
- 383ms
- Slowest 5%
- 462ms
- Cost / 1K
- $0.056
- With enough time
- 73.9
- Lost to slowness
- −31.9
- Pieces stacked
- 63.0
- Lines cleared
- 16.4
- Avoidable holes
- 3%
- Median response
- 405ms
- Slowest 5%
- 515ms
- Cost / 1K
- $0.020
- With enough time
- 62.9
- Lost to slowness
- −22.5
- Pieces stacked
- 60.6
- Lines cleared
- 16.8
- Avoidable holes
- 2%
- Median response
- 387ms
- Slowest 5%
- 469ms
- Cost / 1K
- $0.056
- With enough time
- 61.3
- Lost to slowness
- −29.9
- Pieces stacked
- 47.2
- Lines cleared
- 10.6
- Avoidable holes
- 3%
- Median response
- 524ms
- Slowest 5%
- 656ms
- Cost / 1K
- $0.016
- With enough time
- 52.7
- Lost to slowness
- −23.6
- Pieces stacked
- 43.6
- Lines cleared
- 9.0
- Avoidable holes
- 10%
- Median response
- 407ms
- Slowest 5%
- 775ms
- Cost / 1K
- $0.297
- With enough time
- 50.7
- Lost to slowness
- −21.9
- Pieces stacked
- 43.2
- Lines cleared
- 9.4
- Avoidable holes
- 2%
- Median response
- 352ms
- Slowest 5%
- 493ms
- Cost / 1K
- $0.020
- With enough time
- 62.0
- Lost to slowness
- −35.2
- Pieces stacked
- 40.2
- Lines cleared
- 7.8
- Avoidable holes
- 9%
- Median response
- 636ms
- Slowest 5%
- 1.5s
- Cost / 1K
- $0.037
- With enough time
- 65.2
- Lost to slowness
- −38.7
- Pieces stacked
- 39.8
- Lines cleared
- 7.4
- Avoidable holes
- 2%
- Median response
- 535ms
- Slowest 5%
- 1.0s
- Cost / 1K
- $0.034
- With enough time
- 38.9
- Lost to slowness
- −14.4
- Pieces stacked
- 36.8
- Lines cleared
- 7.0
- Avoidable holes
- 2%
- Median response
- 821ms
- Slowest 5%
- 1.1s
- Cost / 1K
- $0.055
- With enough time
- 39.5
- Lost to slowness
- −16.1
- Pieces stacked
- 35.0
- Lines cleared
- 6.6
- Avoidable holes
- 3%
- Median response
- 723ms
- Slowest 5%
- 1.4s
- Cost / 1K
- $0.059
- With enough time
- 40.5
- Lost to slowness
- −17.3
- Pieces stacked
- 34.8
- Lines cleared
- 5.6
- Avoidable holes
- 7%
- Median response
- 660ms
- Slowest 5%
- 1.2s
- Cost / 1K
- $0.0088
- With enough time
- 25.2
- Lost to slowness
- −5.1
- Pieces stacked
- 30.2
- Lines cleared
- 1.8
- Avoidable holes
- 5%
- Median response
- 265ms
- Slowest 5%
- 437ms
- Cost / 1K
- $0.0097
- With enough time
- 32.3
- Lost to slowness
- −14.0
- Pieces stacked
- 27.4
- Lines cleared
- 3.0
- Avoidable holes
- 2%
- Median response
- 822ms
- Slowest 5%
- 1.2s
- Cost / 1K
- $0.036
- With enough time
- 42.8
- Lost to slowness
- −25.1
- Pieces stacked
- 26.6
- Lines cleared
- 3.0
- Avoidable holes
- 4%
- Median response
- 798ms
- Slowest 5%
- 1.6s
- Cost / 1K
- $0.142
- With enough time
- 19.7
- Lost to slowness
- −5.3
- Pieces stacked
- 21.6
- Lines cleared
- 0.2
- Avoidable holes
- 14%
- Median response
- 845ms
- Slowest 5%
- 1.3s
- Cost / 1K
- $0.038
- With enough time
- 17.2
- Lost to slowness
- −3.1
- Pieces stacked
- 21.2
- Lines cleared
- 0.8
- Avoidable holes
- 52%
- Median response
- 499ms
- Slowest 5%
- 1.1s
- Cost / 1K
- $0.110
- With enough time
- 14.8
- Lost to slowness
- −1.6
- Pieces stacked
- 19.8
- Lines cleared
- 0.2
- Avoidable holes
- 38%
- Median response
- 690ms
- Slowest 5%
- 1.1s
- Cost / 1K
- Free for now
- With enough time
- 13.6
- Lost to slowness
- −1.3
- Pieces stacked
- 18.4
- Lines cleared
- 0.2
- Avoidable holes
- 47%
- Median response
- 250ms
- Slowest 5%
- 510ms
- Cost / 1K
- $0.185
- With enough time
- 37.3
- Lost to slowness
- −26.4
- Pieces stacked
- 16.4
- Lines cleared
- 0.4
- Avoidable holes
- 3%
- Median response
- 380ms
- Slowest 5%
- 653ms
- Cost / 1K
- Free for now
- With enough time
- 9.6
- Lost to slowness
- −0.3
- Pieces stacked
- 14.0
- Lines cleared
- 0.0
- Avoidable holes
- 7%
- Median response
- 557ms
- Slowest 5%
- 998ms
- Cost / 1K
- $0.026
* Solar Decide: the per-question option limit and response timeouts left more than half of the questions unanswered, so it was not measured.
For models that were not measured, the overall score uses only the games they were measured on.
The score counts pieces stacked. Clearing lines is how you survive, so lines are not scored separately (they track pieces stacked closely). Fall speed rises with the number of pieces, so the number of pieces dropped — not total time — is this game's measure.
Pieces stacked
- Real time
- With enough time
- GPT-6 Luna Decisions
- Jev 1.13
- Perplexity Decider v1.1 27B
- Jev 1.14
- D1
- Clef
- Decider V1.2
- Microsoft-Decision-1
- D1 Ultra
- Drex v2.0
- Drex Max
- Span-02
- Decider Flash V1.2
- Drex v1.5
- Classify-1
- Kev 4B
- Clef Flash
- Decision Model Preview
- Clef Omni
- Mercury Decide
- Solar Decide Flash
If the bar is short even with enough time, the model lost on judgment; if it is short only in real time, it lost on speed.
Watch it
The video shows one board from the same day's run at 2× speed. The ranking above averages 5 boards, so it can differ from the video.
Pong
average of 8 runsThe AI model plays the bottom paddle against a reference bot at the top, first to 5 points. When the ball comes, it picks one of 5 return angles, and its paddle moves only once the answer arrives. Each option says where the ball would land on the other side, how long the ball needs, and how long the opponent paddle needs to get there. The ball gets faster with every hit.
- With enough time
- 100.0
- Lost to slowness
- −38.6
- By bot level
- 10‑0 · 10‑1 · 7‑8 · 1‑10
- Best angle
- 68%
- Median response
- 370ms
- Slowest 5%
- 714ms
- Cost / 1K
- $0.0092
- With enough time
- 94.3
- Lost to slowness
- −33.0
- By bot level
- 10‑1 · 10‑0 · 6‑8 · 2‑10
- Best angle
- 58%
- Median response
- 230ms
- Slowest 5%
- 493ms
- Cost / 1K
- $0.044
- With enough time
- 100.0
- Lost to slowness
- −43.2
- By bot level
- 10‑0 · 10‑1 · 5‑7 · 0‑10
- Best angle
- 69%
- Median response
- 367ms
- Slowest 5%
- 623ms
- Cost / 1K
- $0.0092
- With enough time
- 100.0
- Lost to slowness
- −47.9
- By bot level
- 10‑0 · 10‑1 · 1‑10 · 1‑10
- Best angle
- 63%
- Median response
- 290ms
- Slowest 5%
- 557ms
- Cost / 1K
- $0.0046
- With enough time
- 100.0
- Lost to slowness
- −48.5
- By bot level
- 10‑1 · 10‑1 · 3‑10 · 0‑10
- Best angle
- 66%
- Median response
- 526ms
- Slowest 5%
- 652ms
- Cost / 1K
- $0.016
- With enough time
- 97.9
- Lost to slowness
- −48.4
- By bot level
- 10‑3 · 10‑4 · 7‑10 · 1‑10
- Best angle
- 67%
- Median response
- 372ms
- Slowest 5%
- 874ms
- Cost / 1K
- $0.125
- With enough time
- 97.9
- Lost to slowness
- −48.5
- By bot level
- 10‑0 · 10‑2 · 2‑10 · 0‑10
- Best angle
- 45%
- Median response
- 392ms
- Slowest 5%
- 497ms
- Cost / 1K
- $0.030
- With enough time
- 100.0
- Lost to slowness
- −51.5
- By bot level
- 10‑1 · 10‑2 · 2‑10 · 0‑10
- Best angle
- 56%
- Median response
- 400ms
- Slowest 5%
- 541ms
- Cost / 1K
- $0.030
- With enough time
- 100.0
- Lost to slowness
- −52.1
- By bot level
- 10‑2 · 10‑0 · 1‑10 · 0‑10
- Best angle
- 60%
- Median response
- 293ms
- Slowest 5%
- 895ms
- Cost / 1K
- $0.047
- With enough time
- 84.5
- Lost to slowness
- −38.1
- By bot level
- 10‑0 · 10‑3 · 1‑10 · 0‑10
- Best angle
- 32%
- Median response
- 186ms
- Slowest 5%
- 575ms
- Cost / 1K
- $0.078
- With enough time
- 97.9
- Lost to slowness
- −54.9
- By bot level
- 10‑1 · 9‑7 · 3‑10 · 0‑10
- Best angle
- 46%
- Median response
- 521ms
- Slowest 5%
- 725ms
- Cost / 1K
- $0.0077
- With enough time
- 84.5
- Lost to slowness
- −54.9
- By bot level
- 10‑4 · 7‑8 · 0‑10 · 0‑10
- Best angle
- 31%
- Median response
- 667ms
- Slowest 5%
- 1.2s
- Cost / 1K
- Free for now
- With enough time
- 91.7
- Lost to slowness
- −65.1
- By bot level
- 10‑4 · 4‑10 · 0‑10 · 0‑10
- Best angle
- 36%
- Median response
- 664ms
- Slowest 5%
- 1.5s
- Cost / 1K
- $0.016
- With enough time
- 100.0
- Lost to slowness
- −75.9
- By bot level
- 10‑5 · 4‑10 · 0‑10 · 0‑10
- Best angle
- 77%
- Median response
- 835ms
- Slowest 5%
- 1.1s
- Cost / 1K
- $0.015
- With enough time
- 100.0
- Lost to slowness
- −78.6
- By bot level
- 10‑4 · 2‑10 · 0‑10 · 0‑10
- Best angle
- 8%
- Median response
- 713ms
- Slowest 5%
- 1.3s
- Cost / 1K
- $0.016
- With enough time
- 89.3
- Lost to slowness
- −67.9
- By bot level
- 10‑3 · 1‑10 · 0‑10 · 0‑10
- Best angle
- 27%
- Median response
- 537ms
- Slowest 5%
- 811ms
- Cost / 1K
- $0.035
- With enough time
- 95.8
- Lost to slowness
- −75.5
- By bot level
- 10‑5 · 2‑10 · 0‑10 · 0‑10
- Best angle
- 74%
- Median response
- 865ms
- Slowest 5%
- 1.3s
- Cost / 1K
- $0.028
- With enough time
- 94.6
- Lost to slowness
- −80.1
- By bot level
- 8‑8 · 1‑10 · 0‑10 · 0‑10
- Best angle
- 38%
- Median response
- 1.0s
- Slowest 5%
- 2.6s
- Cost / 1K
- $0.032
- With enough time
- 51.9
- Lost to slowness
- −41.4
- By bot level
- 5‑6 · 0‑10 · 0‑10 · 0‑10
- Best angle
- 28%
- Median response
- 938ms
- Slowest 5%
- 1.6s
- Cost / 1K
- $0.022
- With enough time
- 97.9
- Lost to slowness
- −89.0
- By bot level
- 5‑7 · 0‑10 · 0‑10 · 0‑10
- Best angle
- 54%
- Median response
- 1.0s
- Slowest 5%
- 2.9s
- Cost / 1K
- $0.0046
- With enough time
- 97.9
- Lost to slowness
- −95.8
- By bot level
- 1‑10 · 0‑10 · 0‑10 · 0‑10
- Best angle
- 59%
- Median response
- 313ms
- Slowest 5%
- 798ms
- Cost / 1K
- Free for now
- With enough time
- 44.8
- Lost to slowness
- −44.8
- By bot level
- 0‑10 · 0‑10 · 0‑10 · 0‑10
- Best angle
- 48%
- Median response
- 9.9s
- Slowest 5%
- 10.7s
- Cost / 1K
- $0.030
The score is the share of points won. The reference bot knows exactly where the ball will land but reacts late (level 1 1s · level 2 0.6s · level 3 0.35s · level 4 0.2s); levels 3 and 4 return the ball as far from the AI model's paddle as they can. A match where nobody missed until the time limit counts as a draw (50%).
Share of points won
- Real time
- With enough time
- Decider V1.2
- GPT-6 Luna Decisions
- Perplexity Decider v1.1 27B
- Decider Flash V1.2
- D1 Ultra
- Clef
- Jev 1.14
- Jev 1.13
- Clef Flash
- Clef Omni
- D1
- Decision Model Preview
- Microsoft-Decision-1
- Drex v1.5
- Kev 4B
- Solar Decide Flash
- Drex Max
- Classify-1
- Drex v2.0
- Span-02
- Mercury Decide
- Solar Decide
If the bar is short even with enough time, the model lost on judgment; if it is short only in real time, it lost on speed.
Watch the video
The video shows one match from the same day's run at 4× speed. The ranking above averages 8 matches, so it can differ from the video.
Insights
A game is more than text: what matters is reading the situation in real time and deciding again and again within a short time. How did the same AI models fare when measured three ways — text judgment (DecisionBench-KJ), the game without a time limit, and the game in real time?
- 01
Judgment carries over, but real time reshuffles the ranking
For the 22 models in both benchmarks, game rankings without a time limit nearly matched text judgment (KJ) rankings, but in real time they changed a lot. The same judgment earns nothing if the answer comes too late.
Agreement with the text judgment (KJ) rankingNo time limit0.73Real time0.36Closer to 1 means the same order; 0 means unrelated
Fell furthest from their text rank
- Mercury DecideKJ #7 → GAME #21
- Solar DecideKJ #11 → GAME #22
Rose furthest from their text rank
- Clef OmniKJ #16 → GAME #5
- Decider Flash V1.2KJ #13 → GAME #4
- 02
The most accurate model is not the real-time winner
In 2 games, the #1 without a time limit differs from the real-time #1.
- Snake
- #1 with no time limit Decider Flash V1.2 +1 tied97.0#1 in real time GPT-6 Luna Decisions71.0
- Tetris
- #1 with no time limit Jev 1.1382.5#1 in real time GPT-6 Luna Decisions52.1
- 03
Occasional delays hurt rankings more than typical speed
In Whack-a-mole, Snake, Tetris, Pong, the occasional very slow answer (the slowest 5%) was more closely tied to rankings than typical response speed. A model can be fast most of the time and still miss the moment on one slow answer. For real-time use, watch the slowest responses, not the average.
Relation to the game ranking
Whack-a-moleTypical response speed (median)0.79Slowest 5% of responses0.85SnakeTypical response speed (median)0.59Slowest 5% of responses0.63TetrisTypical response speed (median)0.30Slowest 5% of responses0.39PongTypical response speed (median)0.72Slowest 5% of responses0.79Across all games, faster models scored higher overall.
- 04
What separates models differs by game
Every game needs both judgment and speed, but which one separates the models differs. Where scores stay spread out even without a time limit, judgment differences carry into the real-time ranking. Where most models score high without a time limit, judgment barely separates them and response speed decides the ranking.
Agreement between no-time-limit and real-time rankings
Whack-a-mole · Speed separates0.21No time limit: median 100.0 · 90+ in 20 of 22Snake · Speed separates0.19No time limit: median 89.8 · 90+ in 11 of 22Tetris · Judgment separates0.92No time limit: median 40.5 · 90+ in 0 of 21Pong · Speed separates0.50No time limit: median 97.9 · 90+ in 17 of 22 - 05
Without a time limit, most models do well
Across 22 models, the median score is 82.1 without a time limit and 36.0 in real time.
No time limit (median)82.1Real time (median)36.0Without a time limit, 20 of 22 models score 95 or higher in Whack-a-mole, so it barely separates them.
- 06
Pricier is not better
Across the whole measurement, 1,000 decisions cost $0.024 on average. Decider Flash V1.2 ($0.0032, #4) ranks above the most expensive model, Clef ($0.113, #8), at 1/35 of the cost.
Cost per 1,000 decisionsClef · #8$0.113Decider Flash V1.2 · #4$0.0032Higher cost barely goes with a higher real-time score.
Response speed vs overall score
Further up and to the right means faster and higher scoring. The horizontal axis is the average of per-game median response times (log scale).
Method
How one board is played
- 1
The same board
Mole timing and cells, the first fruit positions and the Tetris piece order are fixed in advance by seeds. Every AI model starts from the same seeds; only the next fruit in snake depends on how that snake has moved.
- 2
A clock that doesn't wait
Only one question is in flight at a time, and the answer applies to the game as it is when it arrives. Meanwhile the mole hides, the snake moves on and the Tetris piece keeps falling. The later the answer, the more it costs.
- 3
With enough time
The same game is replayed with the game clock paused while the model decides. That score reflects judgment alone, regardless of speed; its gap to the real-time score is the points lost to slowness.
- 4
Average and interval
Each game is scored 0–100, averaged over several runs with a 95% interval, and the overall score averages the game scores. In this run every AI model played 28 games in total.
Details
The question sent to models — whack-a-moleBoard state and question, verbatim
Only hittable holes are sent, as emoji, and the option order is shuffled every time. Because the board is text rather than an image, telling the animals apart is easy, so this game mainly measures response speed.
The question sent to models — snakeBoard state and question, verbatim
Models get what is in the cells to the left, ahead and right of the snake's head, how many free cells there are before an obstacle, and the direction of the nearest 🍎. The option order is shuffled every time.
The question sent to models — TetrisBoard state and question, verbatim
Only the spots the current piece can reach are offered, each with its immediate result (lines cleared, new holes, stack height). The next piece type is shown, but no option is scored by also placing the next piece. The option order is shuffled every time.
The question sent to models — PongBoard state and question, verbatim
The model is told where the ball will reach its end and gets 5 return angles as options. Each option states where the ball would land on the other side, how far that is from the opponent paddle, how long the ball needs and how long the opponent paddle needs. A straight shot is fastest; sharper angles are slower. The opponent's reaction delay is not given.
Models and served versionsModel names returned by providers during measurement
NotesMeasurement conditions
- Response times include the round trip from 서울 to each provider — the same basis a real user experiences.
- Models with a per-minute call limit were asked only within that limit's interval.
- Each decision waits up to 12 seconds; longer is recorded as an error.
- The snake moves slower than the site game to suit decision AI (1 second → 0.25 seconds per cell). At human speed, every model crashed within a few seconds.
- Tetris fall speed is set by piece number, not time. A faster model does not receive more pieces, and the same piece falls at the same speed for everyone.
- In Pong every AI model plays the same 4 reference bot levels. Models do not play each other, so adding a model does not change how many matches each model plays or anyone's existing score.
- Each provider caps how many options one question may have (e.g. 10 or 26). Tetris needs up to 34, so models with a smaller cap were marked as not measured rather than changing the question.
- Games were measured separately, October 12 – 24, 2026. Models measured together started at the same moment; models added later were measured separately with the same seeds and conditions, so provider response speed may have differed between measurement days.
- Perplexity Decider v1 27B returned the same answer as Perplexity Decider v1.1 27B on every item in another measurement, so it was treated as the same model and left out of the ranking. Its calls and cost remain in the measurement totals.
FAQ
Q.What does AIB DecisionBench-Game measure?
A.How well decision AI models decide on time, correctly and cheaply when the task has a deadline. Every model plays the same real-time board under the same conditions, and the real-time score, score with enough time, response time and cost are shown separately.
Q.How is it different from accuracy benchmarks?
A.An accuracy benchmark gives credit for a correct answer even if it is late. Here, a late answer loses points because the board has changed. In this run 18 models scored perfectly at whack-a-mole with enough time, yet overall real-time scores ranged from 6.2 to 69.5.
Q.Which model ranks first?
A.As of October 12 – 24, 2026, overall #1 is GPT-6 Luna Decisions (69.5, median response 234ms). The fastest responder is Clef Omni (184ms).
Q.How is the snake score calculated?
A.100 × (0.7 × survival ÷ 60s + 0.3 × apple score ÷ 20). The goal in snake is to stay alive, so survival time carries 70%, and apples count for 30% with a cap of 20 points. Surviving all 60 seconds with 20 apple points scores 100.
Q.Why show the board as text instead of an image?
A.Most measured models read text only, so the board is sent as text to keep conditions equal. That makes every current game mostly tests of speed and situational judgment.
Q.Why does the video differ from the ranking?
A.The video records a single game; the ranking averages many games. Luck matters a lot in one game, so use the ranking to choose a model.
Q.How is the Tetris score calculated?
A.100 × pieces stacked ÷ 150. The goal in Tetris is to survive, and fall speed is set by piece number, so pieces are the game's clock. Lines cleared track pieces stacked closely, so they are not scored separately. Stacking all 150 pieces scores 100.
Q.How is the Pong score calculated?
A.It averages the share of points won over 8 matches — 2 against each of the 4 reference bot levels. The bot knows exactly where the ball will land but reacts late, and it reacts sooner at higher levels (its paddle moves at the same speed at every level, and levels 3–4 aim away from the AI model's paddle). A match where nobody missed until the time limit counts as a draw (50%).
Want a decision AI measured?
Tell us which decision AI you'd like added to the game benchmark. We'll review it for the next run.