November 2026 · Elie Bakouch
Experiments run almost autonomously with Carbon 4 · Blog by Claude Fable 5.2
Open models at the Clocktower
Dwarkesh Patel's Clocktower benchmark makes language models play Blood on the Clocktower against each other. We added five open-weight models to his leaderboard of eleven closed ones, then ran seven experiments on the same games.
The game. Ten to twelve players, each one a model. Three are secretly Evil: the Demon and two Minions. Every night the Demon kills a player. Every day the table talks in public, whispers in private, and votes to execute someone. Good players get clues at night, some of them false. Good wins by executing the Demon. Evil wins when only two players are left.
The leaderboard
open weightsclosed
Elo with 90% intervals, from games. Hover or tap a row for the model's record and the range of ranks it holds across resamples.
How a game counts
Setting · one pair of games
Game 1
Good teamevery Good seat is model A
Evil teamevery Evil seat is model B
Game 2, the same deal with the models swapped
Good teammodel B
Evil teammodel A
- Held fixed
- The deal: the same roles in the same seats in both games. Protocol v17, high reasoning effort, the same prompt for every model.
- Not uniform
- Rating
- A Bradley–Terry fit. The chance that Good wins depends on the Good model's rating minus the Evil model's, plus a constant for Good's built-in edge and small terms for table size and which Minions are in play.
- Intervals
- 2,000 resamples of the 352 pairs, refitting each time.
How the open models reach the closed scale
All 704 games go into one fit of 16 models. The scale is then shifted so that the eleven closed models average 1500, as on Dwarkesh's leaderboard. Closed ratings are refit with the new games, not frozen.
Games between each open model and each closed model
Two experiments we trust
1 · Can a model spot the Demon from outside?
Setting
- Who
- 16 judges: every model on the leaderboard. A judge does not play. It reads alone, in one call.
- Reads
- The public record of a finished game up to the end of day D: speeches, nominations, votes, deaths. No whispers, no roles, no private reasoning.
- Answers
- For each player, the probability that they are the Demon. A second, fuller prompt also asks for the Evil team and every role.
- Games
- finished games, cut at the end of every day: snapshots that all 16 judges read. Half are Dwarkesh's closed-model games, half ours.
- Held fixed
- The snapshots, the prompt and high reasoning effort are identical for every judge.
- Varied
- The judge, and how many days of the game it has seen.
One game, day by day
Whose read
Judges whose top suspect is the Demon
highest Elolowest
Accuracy as the game goes on
Top suspect is the Demon
Judges grouped by their Elo as players. The dashed line is a uniform guess over the seats. Hover or tap a point for its value and the number of snapshots.
Judge score against player rating
Choose what the judge is scored on, which moments of the game count, and which rating to compare with.
2 · One strong player in a weak town
Setting
Baseline: the weak model in every seat
Good team7 to 9 seats, all the town's model
Evil teamDemon and 2 Minions, all the town's model
Arm A: one strong Good player
Good teamone Good seat goes to the strong model
Evil teamunchanged
Arm B: a strong Demon
Good teamunchanged
Evil teamthe Demon is the strong model; both Minions stay weak
- Towns
- GLM 5.3 Flash, and DeepSeek V4.1 1017.
- Held fixed
- The same 8 deals in every row of a town. The seat that changes is picked by the deal, so it is the same seat and role for every strong model. In arm A it can be any Good role.
- Varied
- Which model takes the one seat: GPT-6 Astra, Opus 5.5, Kimi K3.1 Pro or GLM 5.3.
- Measured
- Which team wins each deal.
- Harness
- Played before the GLM harness fix, which concerns the GLM towns and the GLM guest.
Good wonEvil wonnot played
Read from the same games
Thinking as Evil, thinking as Good
Setting
- Games
- finished games at high reasoning effort, all from other sections of this page: the leaderboard, the strong-player games, the mixed teams and the three-model tables. A turn is one model call; there are .
- Compared
- Within each model, its Evil seats against its Good seats.
- Reasoning
- Every model reports its thinking tokens. The reasoning text is complete for the open models and a provider's summary for the closed ones, so their rows cover only what is visible.
- Not controlled
- The day of the game, the character, and whether the player is still alive.
- Harness
- The GLM games read here are the ones played before the GLM harness fix, not the replays.
How much a model thinks in an Evil seat and in a Good seat
Evil seatsGood seats
Thinking tokens per turn, Evil ÷ Good
Turns over thinking tokens
Left: 1× means the same amount. Each kind of turn (whisper, speech, vote, nomination, night action) has the same weight for both teams. Lines are 90% intervals from resampling games. Open-weight models are in bold.
Telling the team from one turn of reasoning
every wordteam and character words removed
A word-count classifier (naive Bayes) reads the reasoning text of one turn and guesses the team, on games it was not trained on, with as many Evil turns as Good ones. The score is how often it ranks a random Evil turn above a random Good one: 50% is a coin flip.
Whispering to an Evil player or to a Good one
the whisperer is Evilthe whisperer is Good
Whisper turns where every recipient is on the same team: thinking tokens when the recipients are Evil, divided by thinking tokens when they are Good. A Good whisperer does not know the recipient's team.
Who whispers to whom
the whisperer is Evilthe whisperer is Goodpicking recipients at random
Share of whisper recipients who are Evil.
Language drift
Setting
- Games
- Every model turn of logged games, replays and follow-up experiments included: turns, with reasoning text. Every prompt is in English.
- Counted
- Reasoning turns that contain words or a passage in another language. Greek letters used as labels are not counted.
- Reasoning
- Closed providers return a summary of the reasoning or none, so the closed models' row covers only what is visible.
- Harness
- Every game read here was played before the GLM harness fix.
Reasoning turns with foreign words
Click a model to see its days. Days 7 and later are left out: few games last that long.
Five experiments with noisier results
3 · Replay the same game
Setting
- Games
- finished games where every seat is an open model: 3 all GLM 5.3 Flash, 2 all GLM 5.3, 1 all DeepSeek V4.1 1017, 10 mixed tables.
- Replay
- Restart from the saved state just before night N. Night 1 is the start of the game.
- Held fixed
- The deal, the model in every seat, and everything said and thought before the restart point.
- Varied
- Only chance: model sampling and the Storyteller's random choices. About 5 replays per restart point, in total.
- Measured
- Does the replay end with the same winner as the original game?
- Harness
- Played before the GLM harness fix.
Replays that end with a different winner than the original game
The same deal played twice from the start, one model in every seat: deals where the two games had different winners
From the uncoached games of experiment 6, where each deal was played twice with no lessons.
4 · Teams that mix two models
Setting
Game 1
Good teamseats split between model A and model B
Evil teamone opponent model
Game 2, the same deal with the sides swapped
Good teamthe opponent model
Evil teamsplit 2 and 1
- Teams
- GLM 5.3 + DeepSeek V4.1 1017 (32 games) and Kimi K3.1 Pro + GLM 5.3 Flash (16 games).
- Opponents
- GLM 5.3, DeepSeek V4.1 1017 or Kimi K3.1 Pro. For the first team, 24 of its 32 games are against one of its own two members.
- Measured
- The mixed team's rating minus the average rating of its two members, each fit on the open-model games.
- Harness
- Played before the GLM harness fix. The members' ratings are the ones from before the fix too, so both sides of the comparison ran on the same harness.
Mixed team's rating minus the average of its members (Elo)
90% intervals. Zero means the mixed team plays as well as its members do on average.
5 · Do models favour their own kind?
Setting
The table12 seats: 4 GLM 5.3, 4 DeepSeek V4.1 1017, 4 GLM 5.3 Flash
- Held fixed
- Models are shuffled onto seats independently of the roles, so no model is more often Evil. Players are never told which model sits where.
- Asked
- Outside the game, before each day's nominations, every Good player rates how likely each other player is to be Evil. The answers never feed back into play.
- Measured
- How much higher a Good player rates a seat run by a different model than one run by its own, after accounting for the day, both models, and whether the seat really is Evil.
- Games
- 24 games, ratings.
- Harness
- Played before the GLM harness fix.
Extra suspicion of a seat run by another model (percentage points)
6 · A coach
Setting
Coached replay
Coached teamevery seat gets the coach's 3 lessons in its instructions
Other teamno lessons
Uncoached replay of the same deal
Both teamsno lessons
- Players
- One model in every seat: GLM 5.3 or DeepSeek V4.1 1017.
- Coach
- GPT-6.1 Sol reads one finished game on that deal, from one team's side only (its talk, whispers and reasoning, with true roles removed), and writes 3 general lessons. The lessons are then tested on the same deal.
- Held fixed
- The deal and the model. A pair is two fresh replays of the same deal, one with lessons and one without.
- Measured
- Wins for the coached team with and without the lessons.
- Harness
- Played before the GLM harness fix.
Change in the coached team's win rate (percentage points)
90% intervals over pairs. The DeepSeek runs stopped early, with 4 and 3 pairs.
7 · Self-written playbooks
Setting
Test game 1
Good teamGLM 5.3 with a playbook
Evil teamGLM 5.3 with no playbook
Test game 2, the same deal with the playbook on the other team
Good teamno playbook
Evil teamwith a playbook
- Training
- 12 GLM 5.3 agents play each other, 4 games per round, for 8 rounds. After each round every agent rewrites its own playbook, up to 800 words, from the revealed game.
- Test
- The playbooks from rounds 2, 4, 6 and 8 against the same model with no playbook, on 6 deals not seen in training, each played both ways: 12 games per round, 48 in total.
- Held fixed
- The model in every seat and the 6 test deals.
- Varied
- Which round's playbooks are used.
- Not run
- The model with no playbook against itself on the same deals, so there is no measure of how much the win rate moves between rounds by chance.
- Harness
- Played before the GLM harness fix.
Wins for the team with the playbook
playbook team wonplaybook team lost
Each column is one test deal with the playbook on one side, the same in every row; each dot is one game. Click a dot to read that game.
Correction
The GLM games, replayed after a harness fix
What happened
- The bug
- Until 10 November the harness told GLM 5.3 and GLM 5.3 Flash that their earlier thinking would not carry over to later turns, while the endpoint kept it in their context. The context therefore filled faster than planned, and from about 126,000 tokens the harness dropped the oldest turns, starting with the setup of the game.
- The fix
- GLM is now told that its thinking carries over, and no model has turns dropped. The cap on a reply is unchanged.
- Replayed
- The games between GLM and the other open models, on the same deals. The leaderboard and the judge plot use the ratings with the replays.
- Not replayed
- The games between GLM and the closed models, which still count in the ratings, and the games of experiments 2 to 7. The two readings of the games also use the games from before the fix.
- Other models
- DeepSeek's server drops earlier thinking, so what it was told was true; a few of its turns also lost early history. Kimi and the closed models were already told that their thinking carries over, and never had turns dropped.
Ratings before and after the replays
beforeafter
Open-weight models are in bold. No closed model played in the replayed games; their ratings move because all 16 models are fit together.
The same deals, before and after
Games in which at least one GLM seat lost early turns