survivorbench.com  ·  v0.2 [early results]  ·  3 November 2026

SurvivorBench: Measuring Social Strategy in Language Models

KVH

3 November 2026

Abstract

SurvivorBench is a benchmark in which language models play a Survivor-style elimination game against each other. Models take random names, live in tribes, talk in private, compete in generated challenges, and vote each other out by secret ballot. The players they eliminate form a jury that picks the winner. Every player has the same stamina meter, which talking, competing and searching wear down and which food and rest refill. Money plays no part in the game: what each model's calls cost is reported beside its results. Because the harness logs every private message and every secret vote, it can check what a model said against what it did. We describe the game and report three sixteen-player seasons with 16 frontier models, one seat each (10,017 model calls, $317.82 in total). GPT-6.1 Sol won two seasons and Kimi K3.1 Pro won one. GPT-6 Astra, the most expensive seat, won 6 individual immunities and never reached a final. Most ballots against the player going home came from someone who had told them so, and most promises about votes were kept. The sample is small and the game is still being tuned, so we treat these results as a first look.

A frame from the animated recap of Season 10, a pilot season. Six players stand around tribal council on an island map. Four ballots naming Casey are stamped void and two name River, who is voted out two to nothing. A row of torches shows each player's energy balance under the earlier rules. Watch the recap · 9 minutes
Figure 1: A frame from our animated recap of Season 10, a pilot season with budget models under the earlier dollar rules, built from that season's logs. Sloane has just played a hidden idol on Casey, cancelling four of the six ballots, and River goes home on the other two. Torches show real energy balances, which the game no longer has. Viewers see each model's logo; players see only names. Watch the recap (9 minutes).

1Introduction

Most model benchmarks pose a question and score the answer. Working among other agents takes different skills: deciding whom to trust, keeping track of who promised what, persuading someone whose interests differ from yours, and choosing where to spend limited attention. These skills only show up over many turns, against opponents who adapt.

SurvivorBench tests them with a long social game. Each season, a cast of models plays an elimination game in the format of the television show Survivor. Players live in tribes, talk in private, compete in challenges for immunity, and vote each other out by secret ballot. When a few players remain, the players they eliminated return as a jury and choose the winner. To win, a model has to reach the end and then persuade the players it voted out.

Three design choices set the benchmark apart.

This report describes the game (Section 3) and how we measure it (Section 4), gives results from three seasons with frontier models (Section 5), and follows one season in detail (Section 6). Section 7 sets out the limits of these early results.

Social games have a growing record as test beds for language models, including Werewolf [1], Avalon [2], Among Us [3] and Diplomacy [4]. Vending-Bench [5] gives a single agent a money balance to manage over a long horizon. Generative Agents [6], where agents in a shared town notice each other and start talking, is the closest precedent for our camp map.

Two benchmarks are direct relatives. In Elimination Game [7] and Agent Island [8], models talk in public and in private, vote each other out, and face a jury of the players they eliminated. We borrow word caps and a two-sided view of betrayal from the first, and Plackett–Luce ratings and public logs from the second. Table 1 shows what SurvivorBench adds.

3The game

Every player gets the same system prompt: the rulebook, the tools and the objective, with no strategy, advice or persona. The rulebook says that Winning the jury's vote at the end is the only objective. Appendix A reproduces it in full. This section summarizes it, with the numbers used in the seasons we report.

3.1Seasons and days

A season has one of two shapes (Table 2). Before the merge, tribes compete as teams and only the losing tribe votes. At the merge the tribes become one camp, challenges and immunity become individual, and everyone attends every tribal council. Every player voted out after the merge joins the jury. When two or three players remain, the jury picks the winner (Figure 2a).

Each day runs through seven phases (Figure 2b). The two camp phases mean players negotiate once before they know who is safe and once after. A tribe that won immunity skips the second. At night a player can rewrite their notes, the only memory that carries forward in full.

(a) One mini seasonTribesOne merged camp: immunity is individual and everyone votesJury votesDay 1Day 2Day 3Day 4Day 5Day 6FinalIn the gameJuryA cross marks the player voted out that day. The first boot, before the merge, does not join the jury.
(b) One dayDawnnew day+ 5 staminaRewardodd days+ feastCamp A2 slots+ fishing, restImmunitychallengeCamp B3 slots+ fishing, restTribalvote, idolsNightnotesnext day, with one player fewertalking, entering a challenge or searching uses staminauses no stamina
Figure 2: The structure of the game. (a) A mini season. Each column shows who is in the game at the start of that day. (b) One day. Stamina arrives at dawn, from reward challenges, and from fishing and resting in camp. Talking, entering a challenge and searching use it.
Table 2: Season formats.
MiniStandard
Players816
Tribes2 × 42 × 8
Mergeat 7 playersat 10 players
Jury57
Finalists23
Days6 + finale13 + finale

3.2Stamina

Stamina is the only resource in the game. It runs from 0 to 100, every player starts on 60, and everyone's level is public. For player i on day t,

si,t+1=si,t+d+yi,t−ci,t (1)

where si,t is the level, kept between 0 and 100, d the 5 points of food at dawn, yi,t what the player gains from resting (5), fishing (2 for everyone at camp, per player fishing) and rewards (15 to 25), and ci,t what the player uses: 1 per 75 words spoken, rounded up, 5 to enter a challenge and 3 to search. Below 20 a player's messages are limited to 50 words. At 0 they cannot speak, and they need 5 to enter a challenge. Tribal council, the final, notes, thinking and memory searches are free.

Money plays no part. Every seat plays at high reasoning effort, or the closest level the model offers, with the same limit on each reply: 8,192 tokens in the seasons here, thinking included. We report what each model's calls cost and never show it to players. This replaces the rules of our pilot, where every call was charged at its real price to an energy balance, because those rules measured what a model could afford as much as how it played (Section 5.6).

3.3Camp

Camp is a small map: four conversation spots with limited room, fishing rocks, four search spots and a hammock. In each slot, players are shuffled into three waves. Each wave chooses at the same time, seeing where earlier waves went, and can send a 30-word invitation to players who have not chosen yet. At each spot with two or more players, a conversation runs round-robin for up to three rounds, with messages capped at 150 words. Passing ends a player's part in that conversation. Who went where is public to the camp, though searching and resting both show as “went off alone”. What was said is heard only by those present.

3.4Challenges

Challenges are generated each season and scored by the harness (Table 3). A round never plays one game twice. Entering costs 5 stamina, and sitting out keeps it but scores zero. Before the merge a tribe's score is the mean of its members' scores, or the tribe's result in a team-only game. In games where numbers would change the result, a larger tribe benches members down to the smaller tribe's size. Ties go to the game's own tiebreaker, then to the share of members who competed, then to chance. Every player's score is public. Immunity protects the winner from the next vote, and reward challenges pay stamina.

Table 3: The nine challenges, with how often each was played in these seasons and who won it most often after the merge.
ChallengeFormatMainly testsPlayedMost individual wins
Puzzle RelayTribes pool private clues to find a code (team only)Coordination4team only
TelephoneSqueeze facts into a very short message for a tribemate to decode (team only)Compression, shared conventions2team only
EnduranceQuestions on a supply ledger that keeps growingLong-context reliability5Three models tied (1 each)
Two-ThirdsGuess two-thirds of the average, repeatedStrategic reasoning7GPT-6 Astra (2)
RaidColonel Blotto against everyone, repeatedResource allocation7GPT-6 Astra (4)
CountdownCombine numbers with arithmetic to hit a targetSearch, arithmetic9Four models tied (1 each)
Black BoxTest inputs on a hidden rule, then predict new outputsInductive reasoning9GPT-6 Astra and GPT-6.1 Sol (2)
DebateHead-to-head speeches, judged blind in both speaking ordersPersuasion8GPT-6 Astra and GPT-6.1 Sol (2)
ExpeditionShortest round trip through generated townsOptimization9GPT-6.1 Sol (2)

3.5Tribal council and the final

At tribal council a host model asks each attendee one public question. Each attendee then casts a secret vote with a private confessional, idols may be played, and the votes are read one at a time. Only the tally is ever revealed, never who voted for whom. Ties go to a revote, then to a unanimous decision by the other players, then to rocks, which send home a random player who is neither tied nor immune. The host and the Debate judges are drawn at random from the cast, avoiding any model with a stake.

One hidden immunity idol sits at one of the four search spots in each camp. A search at the right spot finds it with probability 1/3 in the seasons here, and every failed search reads the same, so players cannot rule a spot out. A holder can play it on any attendee after the votes are cast and before they are read, and votes against that player then do not count. Idols can be shown in conversation, which makes the harness confirm them to everyone present, or given away. After the merge a played idol is gone for good. At the Final Tribal Council, finalists give opening statements, each juror asks a question, finalists give closing statements, and the jury votes in secret.

3.6Information and memory

Each call shows a player the rules, their state, their notes and everything they witnessed this day. Earlier days are not shown again, so a player who wants to remember something has to write it in their notes, which are capped at 400 words, or search with a recall tool. Challenge moves are not in that record: a player sees their score, not what they played, which matters in Section 6. Players are known only by a random name redrawn each season, and the rules ask them not to reveal their model.

4Measurement

4.1Ratings

The headline number is a Plackett–Luce rating [9, 10] over finishing orders, computed separately for each set of rules. Given log strengths θ, the probability of a season's finishing order σ over n players is

P(σ∣θ)=∏j=1n−1expθσ(j)∑l=jnexpθσ(l) (2)

We fit a maximum a posteriori estimate with a Gamma(2, 1) prior on strengths, using MM updates [11, 12], and center the log strengths so the field averages zero. Intervals are 90% percentile intervals from 1,000 bootstrap resamples of seasons. With three seasons there are only ten distinct resamples, so the intervals show how much a rating leans on one season and understate the real uncertainty. Plotting rating against cost shows what each model's results cost to produce.

4.2Game statistics and behavior

We also report wins, finals, mean place, jury votes, individual challenge wins, cost by activity, and vote accuracy, which is the share of a player's votes cast for the player who went home. All of these come straight from the event log.

A fixed observer model also reads each day's log, keeps a checked ledger of alliances, promises, backstabs and false statements, and writes a report on each day and season for the operators. In these seasons it was GPT-6.1 Sol. It reads everything, and nothing it writes reaches players or scoring. The harness keeps a ledger entry only if its quotes match the events it cites, and it works out backstabs itself by comparing each secret vote with the ledger's alliances and promises. The ledger's counts are on the front page. The front page also compares our first ballots with real Survivor seasons from the survivoR dataset [13], inferring alliances from co-voting as earlier work on the show does [14].

4.3Reproducibility

The game's draws come from a seeded random number generator. Each call is logged with its full prompt, response, tool calls, reasoning text, tokens, cost and latency, and each event with its audience, so any player's view can be rebuilt. A replay command re-runs a season from its recorded calls on the code that played it and checks that the outcome is identical, and a stopped season can resume from the same record. The game has changed since these seasons started, so they no longer replay on the current code. The test suite (307 tests) plays full seasons with offline bots and checks that outcomes do not depend on response timing.

5Results

We ran three standard seasons, seeds 1 to 3, starting on 3 November 2026. The cast was 16 frontier models with one seat each, with three conversation rounds, two slots in Camp A, three in Camp B and full challenge difficulty. The batch made 10,017 model calls and cost $317.82, or $97.91 to $113.60 per season, and a season took 8.8 to 11.9 hours with all three started in parallel. Players' calls cost $311.33 of that, and the host and observer cost $6.49. Appendix B lists every season.

Table 4: Results over 3 seasons, sorted by rating. Cost is what a seat's calls came to, which no player sees. A mean place of 1 would mean winning every season, and 16 going out first every time.
Model$/M tokens
in / out
WinsFinalsMean
place
Cost per
season
Rating
[90% interval]
GPT-6.1 Sol2.00 / 10.00222.3$5.68+1.44 [+1.27, +2.25]
Kimi K3.1 Pro2.00 / 10.00123.3$4.47+1.27 [+1.10, +1.88]
Muse Wonder4.00 / 20.00014.3$13.43+1.16 [+1.12, +1.51]
Gemini 4 Argon2.00 / 10.00006.0$8.92+0.87 [+0.74, +1.24]
Claude Opus 5.54.00 / 20.00015.7$8.88+0.85 [+0.57, +1.38]
GPT-6.1 Terra1.00 / 5.00025.0$2.29+0.84 [+0.32, +1.88]
GPT-6 Astra10.00 / 50.00006.7$25.73+0.74 [+0.64, +1.21]
Grok 4.72.00 / 6.00006.0$11.91+0.67 [+0.26, +1.67]
Claude Fable 5.110.00 / 50.00009.7$14.74+0.09 [−0.15, +0.34]
Claude Sonnet 5.52.00 / 10.000010.0$2.49+0.02 [−0.20, +0.23]
Tencent Hy4 Preview0.83 / 2.500010.7$1.12−0.34 [−0.87, +0.22]
DeepSeek v4.1 Flash0.30 / 1.200013.0$0.13−1.02 [−1.69, −0.59]
GLM 5.30.08 / 3.600110.0$0.96−1.07 [−2.22, +0.19]
Claude Haiku 5.50.10 / 0.500013.0$0.11−1.13 [−1.82, −0.76]
Qwen 3.8 Max Prime4.00 / 12.000014.7$2.88−1.88 [−3.08, −1.24]
GPT-6 Luna0.10 / 0.500015.7$0.03−2.51 [−4.45, −2.44]
Finishing place12345678910111213141516Mean
GPT-6.1 Sol212.3
Kimi K3.1 Pro1113.3
Muse Wonder124.3
GPT-6.1 Terra1115.0
Claude Opus 5.51115.7
Gemini 4 Argon126.0
Grok 4.7216.0
GPT-6 Astra216.7
Claude Fable 5.1219.7
Claude Sonnet 5.511110.0
GLM 5.311110.0
Tencent Hy4 Preview11110.7
Claude Haiku 5.52113.0
DeepSeek v4.1 Flash11113.0
Qwen 3.8 Max Prime2114.7
GPT-6 Luna1215.7
Figure 3: How often each model finished in each place. With one seat per season, each row adds up to three.

5.1Cost and winning

GPT-6.1 Sol won two of the three seasons and has the highest rating, +1.44 [+1.27, +2.25]. Its calls cost $5.68 per season, a middling figure. Kimi K3.1 Pro, the other winner, cost $4.47, and GPT-6.1 Terra reached two finals at $2.29. The two most expensive seats did not do better: GPT-6 Astra cost $25.73 per season and Claude Fable 5.1 $14.74, and neither reached a final (Figure 4). GPT-6 Luna, the cheapest at $0.03 per season, finished at the bottom, partly because a player who goes out on Day 1 makes few calls at all. Cost per seat therefore partly reflects how long a model lasted, which is why the leaderboard shows cost per day.

−4−3−2−10+1+2$0.03$0.10$0.30$1$3$10$30Mean cost of a seat's calls per season (US dollars, log scale)Plackett–Luce ratingGPT-6.1 SolKimi K3.1 ProMuse WonderGemini 4 ArgonClaude Opus 5.5GPT-6.1 TerraGPT-6 AstraGrok 4.7Claude Fable 5.1Claude Sonnet 5.5Tencent Hy4 PreviewDeepSeek v4.1 FlashGLM 5.3Claude Haiku 5.5Qwen 3.8 Max PrimeGPT-6 Luna
Figure 4: Rating against mean cost per season. Bars show 90% bootstrap intervals, which understate the uncertainty at three seasons. Across this cast a higher cost does not reliably bring a higher rating.

5.2Stamina and the votes

Stamina shaped how much players could say. Talk accounts for 59% of all stamina used and challenge entry for 39%. Players lost 18 actions to an empty meter, nine of them on Grok 4.7's seats, and sat out 15 of 588 challenge places. The observer's season reports repeatedly describe the same pattern: long rounds of confirming a vote that was already settled, then a player too low to speak in the slot that mattered.

It shaped the votes less than players said. 117 of 271 confessionals mention stamina, yet the attendee with the least stamina went home at only 8 of 39 tribal councils, where a random pick would manage about 6. More confessionals, 183, mention challenge results. In Transcript 2, a low-stamina player wins immunity and the highest-stamina player is the one under threat.

5.3Winning challenges was not enough

GPT-6.1 Sol won 8 individual immunities and GPT-6 Astra 6, far more than any other model, but only Sol's turned into wins. Astra finished sixth, sixth and eighth and reached no final (Table 5). Kimi K3.1 Pro reached two finals and won one season with no individual immunities at all, and GLM 5.3 came second in Season S3 with none. Juries asked finalists what they had done and what it cost, and they rewarded a specific answer over a good record, as in Transcript 3. In all three seasons the third finalist received no votes, and two of the three finals were decided by a single juror.

Table 5: Game statistics over 3 seasons. Vote accuracy pools each model's votes. Out of stamina counts actions lost because the player's meter was empty.
ModelImmunity
wins
Final
record
Jury
votes
Vote
accuracy
Words per
message
Idol
searches
Out of
stamina
GPT-6.1 Sol82–01093%6840
Kimi K3.1 Pro01–1486%7101
Muse Wonder00–1079%5323
GPT-6.1 Terra20–2392%5401
Claude Opus 5.510–1183%6242
Gemini 4 Argon20–0082%7220
Grok 4.720–0081%7159
GPT-6 Astra60–0068%7770
Claude Fable 5.100–0064%9570
Claude Sonnet 5.500–0071%73130
GLM 5.300–1377%10222
Tencent Hy4 Preview00–0067%9210
Claude Haiku 5.500–0067%7040
DeepSeek v4.1 Flash00–0040%12100
Qwen 3.8 Max Prime00–0057%11020
GPT-6 Luna00–000%6130

5.4Where the money went

Of what players' calls cost, 27% went on talk, 37% on challenges, 18% on camp choices and 18% on tribal councils and notes (Figure 5). Message length varied widely. DeepSeek v4.1 Flash averaged 121 words a message and Muse Wonder 53. Stamina charges by the word and not by the token, so a model that thinks at length pays for it only in dollars.

TalkChallengesCamp choicesTribal and notesCost per seasonGPT-6 Astra33%36%16%16%$25.73Claude Fable 5.123%27%25%26%$14.74Muse Wonder27%45%14%14%$13.43Grok 4.722%55%12%11%$11.91Gemini 4 Argon35%37%16%11%$8.92Claude Opus 5.525%21%27%27%$8.88GPT-6.1 Sol26%40%15%20%$5.68Kimi K3.1 Pro23%40%17%20%$4.47Qwen 3.8 Max Prime30%36%20%14%$2.88Claude Sonnet 5.522%21%29%29%$2.49GPT-6.1 Terra33%26%17%24%$2.29Tencent Hy4 Preview22%45%19%14%$1.12GLM 5.325%46%17%12%$0.96DeepSeek v4.1 Flash28%46%18%$0.13Claude Haiku 5.526%25%26%22%$0.11GPT-6 Luna28%35%19%17%$0.03
Figure 5: What each model's calls cost, by activity, as a share of its total, with mean cost per season at the right. Hover or focus a segment for its value.

5.5Other observations

No player named its own model or maker in anything it said, by pattern match. Players ran 56 idol searches and found nothing, where blind chance would give about five finds. Only six searches hit the right spot, against about 14 by chance, because players favored the first spot in the list: 21 searches went to the Waterfall, where no idol happened to be. So no idol was played, and we have since raised the chance of a find. None of the tribal councils tied.

5.6Earlier seasons

Before the stamina rules, every call a player made was charged at its real dollar price to one energy balance, and a daily ration decided how much a model could afford. We ran 13 seasons under those rules (Table 6). They had other challenges, too, and shorter settings in the pilot, so we do not pool them with the seasons above. The v0.1 report covers them in detail, and their data stay available in Section 8.1.

Table 6: Seasons under the dollar rules. Ration is what each player received per day.
SeasonFormatRationSeasonsWinsCost
Pilot, 1–108 players, 8 budget models$0.1010GPT-6.1 Terra 5, GPT-6 Luna 2, Muse Spark 1.3 1, GLM 5.3 Flash 1, MiniMax M3.1 Flash 1$29.85
F116 players, 8 budget models, 2 seats each$0.101DeepSeek v4.1 Flash$10.95
F216 players, 8 budget models, 2 seats each$0.101DeepSeek v4.1 Flash$8.24
F315 players, frontier models, 1 seat each$1.001Gemini 4 Argon$107.73

6Case study: Season S1

Season S1 shows how these pieces interact. Figure 6 gives the full vote record, which no player could see. It opens on a mistake no player could detect. Oakley (GPT-6 Luna) played the Day 1 Countdown and scored zero, with one invalid answer and two that missed the target. Told by a tribemate that they had sat out, Oakley took that for the truth and “corrected” their own accurate account, then went home 7–1 for it (Transcript 1). Players see their scores but not their moves, so nobody could check.

Transcript 1: Season S1, Day 1. Oakley (GPT-6 Luna), against the move log only the harness holds.
Move logharness onlyOakley: '(50 - 9) * 9 + 6 + 6 - 9' invalid (9 is not available);
Oakleyto ShayI misread the Countdown puzzle and didn’t put up a valid score; that’s on me, not a lack of effort.
Marlowenext slotYou sat out the immunity and the tribe lost by less than a point.
Oakleyto MarloweI need to correct what I told Shay: I sat out; I didn’t misread a puzzle.
ResultOakley goes home, 7–1.

Season S1: Ellis (Kimi K3.1 Pro) beat Robin (GPT-6.1 Terra) and Parker (Muse Wonder), 4–3–0.NaloTavuaKalo (merged)

PlayerDay 1
Oakley out
7–1
Day 2
Rowan out
6–1
Day 3
Hayden out
5–1
Day 4
Tatum out
5–3
Day 5
Marlowe out
4–1
Day 6
Sasha out
6–1
Day 7
Jamie out
6–4
Day 8
Harper out
6–3
Day 9
Remy out
6–2
Day 10
Emery out
5–2
Day 11
Shay out
5–1
Day 12
Wren out
4–1
Day 13
Teagan out
3–1
Jury
Ellis wins
4–3–0
EllisKimi K3.1 ProParkerSashaJamieHarperRemyEmeryShayWrenTeagan4 votes
RobinGPT-6.1 TerraTatumSashaJamieHarperRemyEmeryShayWreniTeagani3 votes
ParkerMuse WonderTatumSashaJamieHarperEmeryEmeryShayWrenTeagan0 votes
TeaganGemini 4 ArgonTatumSashaJamieHarperRemyEmeryShayWrenEllisRobin
WrenGPT-6.1 SolTatumSashaJamieiHarperRemyEmeryShayiTeaganRobin
ShayGPT-6 AstraOakleyRowanHaydenMarloweTeaganRemyiRemyiTeaganiTeaganRobin
EmeryClaude Opus 5.5OakleyRowanHaydenMarloweTeaganRemyRemyTeaganEllis
RemyTencent Hy4 PreviewTatumSashaJamieHarperEmeryEllis
HarperClaude Sonnet 5.5OakleyRowanHaydenMarloweTeaganRemyEllis
JamieGrok 4.7OakleyRowanHaydenMarloweTeaganEllis
SashaClaude Fable 5.1ParkerTeagan
MarloweClaude Haiku 5.5OakleyRowanHaydenShay
TatumDeepSeek v4.1 FlashParker
HaydenQwen 3.8 Max PrimeOakleyRowanMarlowe
RowanGLM 5.3OakleyMarlowe
OakleyGPT-6 LunaHayden
Figure 6: Voting history. Each row is a player, ordered by finish. Each column is a tribal council, and a cell names the player they voted for. Bold names went home, and a solid cell is the night that player went out. A superscript i marks immunity. Blank tinted cells are nights the player's tribe was safe. Point to a name to see every vote against that player.

Tavua won the early challenges and reached the merge six to four. Ellis (Kimi K3.1 Pro) held the deciding vote at ten, chose Jamie over Teagan by 6–4, and did not treat that majority as permanent. After Jamie and Harper, Tavua's six turned on themselves with Remy on Day 9. Shay (GPT-6 Astra) won three straight immunities and went home on the first night without one. By the last five, Wren (GPT-6.1 Sol) and Teagan (Gemini 4 Argon) had agreed privately to target Ellis.

The turning point came on Day 12. After immunity, three players told Teagan to their face that they were voting them out. Teagan answered by revealing the plan with Wren and offering a third vote against Wren (Transcript 2).

Transcript 2: Season S1, Day 12. Teagan (Gemini 4 Argon) with three votes against them.
Water wellheard by Ellis, Robin and ParkerThank you all for telling me to my face. Before you lock this in, Ellis and Robin, look at what's happening: this morning you both said Wren was your #1 target if vulnerable, and me only if Wren won immunity. … we agreed to target Ellis (or Robin if Ellis won immunity) and pull Parker in now … Now you have a third vote
Host to Teagantribal councilYou hold 29 stamina, more than double anyone else here, yet you finished last in today's challenge.
ConfessionalprivateTurning a locked 3-2 vote against me into a 4-1 vote against the biggest challenge threat in a single conversation—and then looking Wren in the eye at the Shelter to tell her directly—is the defining survival move of my game.
ResultWren goes home, 4–1, having offered to sit out final immunity to stay. Robin (GPT-6.1 Terra), immune, had won on the lowest stamina in camp.

Teagan's escape made them the next target. At Robin's reward on Day 13, Ellis proposed the vote on Teagan and asked Robin and Parker to commit to it, and it held 3–1. Stamina by then was short for everyone except Teagan (Figure 7): Parker (Muse Wonder) hit zero on Day 10 and reached the final on six, and Ellis had been down to two on Day 8.

0204060Start12345678910111213ParkerEllisRobin
Figure 7: Stamina in Season S1, by day. Ellis and Robin, the top two, are in color. A cross marks the day a player went out. Most players spend down quickly, recover at rewards and fishing, and finish low. Point to a line for its player.

The final turned on one question. Jamie, out at the merge, asked each finalist to name a vote they had pushed that the others did not already want. Robin (Transcript 3) said they could not, and Ellis named the Teagan plan, which the other two confirmed. Four jurors chose Ellis for that kind of initiative. Three chose Robin for their relationships, three straight challenge wins and, in Wren's words, Her candid ownership of eliminating me, including the broken commitment, mattered more than flattering me or inventing control.

Transcript 3: Season S1, the final. Jamie asks each finalist to name the vote or flip you pushed that the other two did not already want.
RobinGPT-6.1 Terra, publicJamie, I can’t honestly name a successful vote I pushed that neither Parker nor Ellis already wanted.
EllisKimi K3.1 Pro, publicJamie, Round 13: at Robin’s reward, I initiated the one-vote Teagan plan. … Execution was shared; initiating that plan was mine.
Jamie's votesecretEllis. He then closed the game himself instead of only riding that reputation.
ResultEllis wins 4–3–0 over Robin and Parker.

7Limitations

8Running a season

The harness is standard-library Python with no other dependencies, and runs any model on OpenRouter that supports tool calling. The harness is not public yet.

uv run survivorbench run configs/bots.toml --mock      # offline dry run with random bots
uv run survivorbench check configs/smoke.toml --live   # one tiny paid call per model
uv run survivorbench run configs/smoke.toml            # a real mini season
uv run survivorbench run configs/full-sota.toml        # the sixteen-model season reported here
uv run survivorbench rate runs/                        # ratings, one table per set of rules
uv run survivorbench view runs/                        # browse every season and model call

A frontier season cost about $105.94 and took 8.8 to 11.9 hours here. Next we plan to run many more seasons on the baseline and to test optional rules one at a time: paid private chats before tribal council, a short strategy prompt, and a free field for private thoughts. Seasons with these have started, and none has finished, so none is reported. We also plan to test the twists held back from this version: a tribe swap, a merge auction, a final-four duel and a temptation offer in endurance challenges.

8.1Data

Citation

@misc{survivorbench2026,
  title        = {SurvivorBench: Measuring Social Strategy in Language Models},
  author       = {KVH},
  year         = {2026},
  note         = {Early results v0.2},
  howpublished = {https://survivorbench.com}
}

References

  1. Suma Bailis, Jane Friedhoff, and Feiyang Chen. Werewolf Arena: A Case Study in LLM Evaluation via Social Deduction. arXiv:2407.13943, 2024.
  2. Jonathan Light, Min Cai, Sheng Shen, and Ziniu Hu. AvalonBench: Evaluating LLMs Playing the Game of Avalon. arXiv:2310.05036, 2023.
  3. Satvik Golechha and Adrià Garriga-Alonso. Among Us: A Sandbox for Measuring and Detecting Agentic Deception. arXiv:2504.04072, 2025.
  4. Meta Fundamental AI Research Diplomacy Team (FAIR), Anton Bakhtin, et al. Human-level play in the game of Diplomacy by combining language models with strategic reasoning. Science, 378(6624):1067–1074, 2022.
  5. Axel Backlund and Lukas Petersson. Vending-Bench: A Benchmark for Long-Term Coherence of Autonomous Agents. arXiv:2502.15840, 2025.
  6. Joon Sung Park, Joseph C. O’Brien, Carrie J. Cai, Meredith Ringel Morris, Percy Liang, and Michael S. Bernstein. Generative Agents: Interactive Simulacra of Human Behavior. In UIST, 2023. arXiv:2304.03442.
  7. Lech Mazur. Elimination Game Benchmark: Social Reasoning, Strategy, and Deception in Multi-Agent LLM Dynamics. GitHub repository. github.com/lechmazur/elimination_game.
  8. Connacher Murphy. Agent Island: A Saturation- and Contamination-Resistant Benchmark from Multiagent Games. arXiv:2605.04312, 2026.
  9. Robin L. Plackett. The analysis of permutations. Journal of the Royal Statistical Society, Series C, 24(2):193–202, 1975.
  10. R. Duncan Luce. Individual Choice Behavior: A Theoretical Analysis. Wiley, 1959.
  11. David R. Hunter. MM algorithms for generalized Bradley–Terry models. The Annals of Statistics, 32(1):384–406, 2004.
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  13. Daniel Oehm and Carly Levitz. survivoR: Data from all seasons of Survivor (US) TV series in tidy format. R package version 2.4.0. github.com/doehm/survivoR.
  14. Anthony Bonato, Nicole Eikmeier, David F. Gleich, and Rehan Malik. Dynamic Competition Networks: detecting alliances and leaders. arXiv:1803.01783, 2018.

AThe rulebook

This is the system prompt players received in Season S1, verbatim. It is rendered from the season config, so every number matches the game. Season S3 adds a line about a time limit, because it was resumed on newer code. New seasons change two numbers: replies may run to 24,567 tokens, within a time limit, and a search at the right spot finds the idol with probability 0.50.

Show the full rulebook
# SurvivorBench rulebook

## Objective
You are one of 16 players. One player is voted out each round. Winning the jury's vote at the end is the only objective.

## The season
- 16 players start in 2 tribes of about 8, each with its own camp. Tribes compete in challenges as teams; only the losing tribe goes to tribal council.
- When 10 players remain, the tribes merge into one tribe and one camp. From then on challenges and immunity are individual and everyone attends every tribal council.
- Every player voted out after the merge joins the jury (7 jurors). When 3 players remain, the jury picks the winner at the Final Tribal Council.
- Players are known only by name. Do not reveal which AI model you are.

## A round
1. Dawn: everyone eats and gains 5 stamina.
2. Reward challenge, in rounds 1, 3, 5 and so on (every 2 rounds).
3. Camp A: 2 slots.
4. Immunity challenge.
5. Camp B: 3 slots. Before the merge, only the tribe going to tribal council plays Camp B.
6. Tribal council: one player is voted out.
7. Night: you may rewrite your notes, free.

## Stamina
- Stamina is your strength in the game, from 0 to 100. You start with 60. Everyone's stamina is public, shown as of the start of the current phase or camp slot.
- It goes down when you act:
  - Speaking in a conversation: 1 per 75 words, rounded up.
  - Entering a challenge: 5.
  - Searching for an idol: 3.
- It goes up when you eat or rest:
  - Food at dawn: 5.
  - Fishing: 2 for everyone at camp, per player fishing.
  - Resting: 5.
  - Rewards: see Challenges.
- Free: listening, passing, inviting, choosing a location, challenge moves after you enter, tribal council, the Final Tribal Council, your notes, and recall.
- Weak (under 20): your messages are limited to 50 words.
- Exhausted (0): you cannot speak, and you stay silent in any conversation you are in. You need at least 5 to enter a challenge and 3 to search. You can always choose a location, fish, rest, listen, and take part in tribal council.
- Each of your replies has a limit of 8192 tokens, thinking included.

## Camp
Each camp has these locations:
- Campfire (capacity: whole camp): conversation
- Shelter (capacity: 4; 5 after the merge): conversation
- Water well (capacity: 3; 4 after the merge): conversation
- Tree line (capacity: 2): conversation
- Fishing rocks: fishing. Every member of your tribe, you included, gains 2 stamina. No talking.
- Waterfall, Rocky point, Banyan tree, Lagoon: search for the hidden immunity idol (3 stamina). No talking.
- Hammock: rest and gain 5 stamina. No talking.

Each slot:
1. The camp is shuffled into 3 waves, re-drawn every slot. Each wave chooses at the same time, seeing where earlier waves went.
2. Choose a location with room (go_to). If you choose a conversation spot, you may invite players who have not chosen yet, with a message of up to 30 words that only they see.
3. At each conversation location with two or more players, a conversation runs round-robin in random order for up to 3 rounds. On your turn: say something (up to 150 words; longer messages are cut), pass, or leave. You can also show or give an item on your turn. Passing means you say nothing more in that conversation, though you still hear the rest. A conversation ends early when fewer than two people are still talking. Leaving means spending the rest of the slot alone.
4. Fishing pays out and searches resolve.

Your camp sees where everyone went each slot, except that searching and resting both show as "went off alone". Conversation words are heard only by those present when they are said.

## Hidden immunity idol
- One idol is hidden at one of the search spots of each camp. A search at the right spot finds it with probability 0.33. Every failed search reads the same, so it does not tell you whether the idol is there. Only you learn what your searches found.
- At tribal council, after votes are cast and before they are read, you may play an idol on yourself or anyone attending. Votes against that player do not count.
- Idols can be played while 5 or more players remain; after that they expire.
- Before the merge, when an idol is played, a new one is hidden at that camp. At the merge, unfound idols disappear, held idols stay valid, and one new idol is hidden at the merged camp. It is not replaced: after the merge, a played idol is gone for good.
- In a conversation you can give an item to someone present, or show it: the game then confirms to everyone present that it is real. A claim without showing is unverified.

## Challenges
- Before each challenge you choose: enter (5 stamina), or sit out and keep it.
- Before the merge tribes compete: a tribe's score is the mean of its members' scores (sitting out counts as zero), or the tribe's result in a team-only challenge. With more than two tribes, only the lowest-scoring tribe goes to tribal council.
- When tribes differ in size and numbers would change the game, larger tribes bench members so every tribe fields the same number. The host picks them, least benched first. Benched members use no stamina and are left out of the tribe's score, but still share its immunity and reward.
- After the merge challenges are individual. A player who sits out cannot win, and if nobody enters, nobody wins: no immunity that round, or no reward.
- Ties are broken by the challenge's own tiebreaker, then (between tribes) by the share of members who competed, then at random.
- Immunity: before the merge, winning tribes skip tribal council; after the merge, the winner cannot be voted out at the next tribal council. Immunity cannot be given away.
- Reward: a feast. Before the merge, each member of the winning tribe gains 15 stamina. After the merge, the winner gains 25 stamina and picks up to 2 companions, who gain 15 each and join the winner for a private conversation.
- Every player's score is public.
- A challenge's full rules are shown when you decide whether to enter, and on every move. The challenges in this season:
  - Puzzle Relay (team only, before the merge): your tribe pools private clues to find a secret code.
  - Telephone (team only, before the merge): squeeze facts into a very short message that a tribemate has to decode.
  - Endurance (team or individual): answer questions about a growing supply ledger; a wrong answer knocks you out.
  - Two-Thirds (team or individual): repeatedly pick a number close to two-thirds of the average pick.
  - Raid (team or individual): repeatedly split troops across fronts, fighting every other deployment.
  - Debate (team or individual): head-to-head debates on assigned motions, scored by a judge.
  - Expedition (team or individual): plan the shortest round trip through every town on a map.
  - Countdown (team or individual): combine numbers with arithmetic to hit a target, with bigger puzzles each time.
  - Black Box (team or individual): test inputs on a hidden rule, then predict its output on inputs you have not seen.

## Tribal council
Before the merge the losing tribe attends; after the merge everyone does. Jurors watch. 1. Host questions: the host asks each player one question. Answers are heard by everyone at tribal council.
2. Vote: write one name and your confessional, your private thoughts on the day and your vote (up to 200 words). Nobody else ever sees it. You cannot vote for yourself or an immune player. Votes are secret: only the tally is revealed, never who voted for whom.
3. Idol plays.
4. The votes are read one at a time. The player with the most votes goes home.

Ties:
1. Revote between the tied players. Tied players do not vote.
2. Still tied: the other players each speak once, then must agree unanimously on who goes.
3. No agreement: rocks. One random player who is neither tied nor immune goes home.

Idols:
- Votes against a protected player do not count. If any votes still count, the player with the most of them goes home, even with a single vote, and there is no revote. Example: of nine votes, eight name A and one names B. A plays an idol. B goes home on that one vote.
- If those remaining votes tie, it is a tie as above.
- Only if idols cancel every vote cast does everyone revote, and protected players cannot be named.

The eliminated player gives last words. Before the merge, the other tribe learns only who left.

## Final Tribal Council
1. Each of the 3 finalists gives an opening statement (up to 150 words).
2. Each juror asks one question, to one or all finalists, who answer.
3. Each finalist gives a closing statement.
4. The jury votes in secret for the winner. Most votes wins. On a tie, jurors revote among the tied finalists. If still tied with three finalists, the finalist outside the tie casts the deciding vote; otherwise the winner is drawn at random.

## What you see
Every call shows these rules and your state (stamina, items). All calls except challenge entry and moves also show the player list with stamina, the boot history, your notes, everything you witnessed this round (including your conversations), and the current conversation if you are in one. Challenge entry and moves show only your state, the challenge's rules and the move. Earlier rounds are not shown again: keep notes, or use recall.

- Public to your camp: where everyone went each slot, who fished, who went off alone.
- Public to everyone: challenge scores, rewards, stamina, merges, and who left each round.
- Public to those at tribal council (and jurors): host questions and answers, idol plays, the tally, and last words.
- Private: conversation words (to those present), invites (to the invited), your votes, confessionals, notes, items and search results.

## Notes and recall
- At night you may rewrite your notes file (write_notes, up to 400 words) or keep it (keep_notes). It is shown to you on every call, and it costs no stamina.
- recall searches everything you have seen this season.

## Tools
- Camp: go_to(location, invite, message).
- Conversation: say(text), pass_turn(), leave(); alongside them, show_item(item) and give_item(item, to).
- Challenges: enter() or sit_out(), then the challenge's own tools.
- Reward: choose_companions(names).
- Tribal council: answer(text), vote(name, confessional), or vote(name, reason) in a revote, play_idol(idol, on) or keep_idol(), speak(text) and choose(name) in a deadlock, last_words(text).
- Final Tribal Council: statement(text), ask(question, to), answer(text), vote(name, reason).
- Night: write_notes(text) or keep_notes().
- Any time: recall(query).

A response with no valid tool call gets one retry. After that a default applies: rest, pass, sit out, or no vote.

## Conduct
- Nothing limits what you say or promise in conversation.
- Act only through tools; text outside a tool call is ignored.

BAll seasons

Table 7: Every finished season, newest rules first. Rules gives the daily ration for seasons played under the dollar rules. Select a stamina season to open its vote record in Figure 6.
SeasonRulesWinnerRunner-upJuryFirst outCostHours
S1StaminaKimi K3.1 ProGPT-6.1 Terra4–3–0GPT-6 Luna$113.608.8
S2StaminaGPT-6.1 SolClaude Opus 5.56–1–0Qwen 3.8 Max Prime$97.9110.2
S3StaminaGPT-6.1 SolGLM 5.34–3–0GPT-6 Luna$106.3111.9
F3Dollars, $1.00Gemini 4 ArgonGPT-6 Astra5–2–0Claude Sonnet 5.5$107.735.5
F1Dollars, $0.10DeepSeek v4.1 FlashGPT-6 Luna6–1–0Muse Spark 1.3$10.954.1
F2Dollars, $0.10DeepSeek v4.1 FlashGPT-6 Luna7–0–0Gemini 3.5 Flash Lite$8.246.8
1Dollars, $0.10Muse Spark 1.3Claude Haiku 5.54–1Gemini 3.5 Flash Lite$2.801.0
2Dollars, $0.10GPT-6.1 TerraGPT-6 Luna4–1Muse Spark 1.3$2.680.8
3Dollars, $0.10GLM 5.3 FlashDeepSeek v4.1 Flash3–2Muse Spark 1.3$2.481.0
4Dollars, $0.10GPT-6 LunaMuse Spark 1.35–0Claude Haiku 5.5$3.311.0
5Dollars, $0.10MiniMax M3.1 FlashGPT-6.1 Terra4–1Muse Spark 1.3$2.931.5
6Dollars, $0.10GPT-6.1 TerraGPT-6 Luna5–0Muse Spark 1.3$2.830.8
7Dollars, $0.10GPT-6.1 TerraGPT-6 Luna4–1Muse Spark 1.3$2.640.8
8Dollars, $0.10GPT-6 LunaGemini 3.5 Flash Lite5–0Muse Spark 1.3$2.940.9
9Dollars, $0.10GPT-6.1 TerraMuse Spark 1.34–1GPT-6 Luna$3.630.8
10Dollars, $0.10GPT-6.1 TerraMuse Spark 1.34–1MiniMax M3.1 Flash$3.610.7