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Opus 5.5 beats Jev and GPT-6 Sol in 3 moves: Rubik’s Cube race We made 4 models run with same limits for all: 20 moves or 5 minutes. Every move = 1 API call. Results: Opus 5.5: solved in 1m 12.87s with the perfect 3 moves GPT-6 Sol: wrong first move, out of time after 4 moves Jev: 20 moves in 20 seconds, ran out of moves Laya: 20 moves in 9.5s, ran out of moves Opus, GPT, and Jev ran via aimlapi.com, Laya ran locally.
Introducing Claude Opus 5.5, the first model in our new Claude 5.5 family. It performs at the level of Claude Fable 5.1 for most tasks, and costs 40% less to run than Opus 5.
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Opus 5.5 beats Jev and GPT-6 Sol in 3 moves: Rubik’s Cube race We made 4 models run with same limits for all: 20 moves or 5 minutes. Every move = 1 API call. Results: Opus 5.5: solved in 1m 12.87s with the perfect 3 moves GPT-6 Sol: wrong first move, out of time after 4 moves Jev: 20 moves in 20 seconds, ran out of moves Laya: 20 moves in 9.5s, ran out of moves Opus, GPT, and Jev ran via aimlapi.com, Laya ran locally.
Introducing Claude Opus 5.5, the first model in our new Claude 5.5 family. It performs at the level of Claude Fable 5.1 for most tasks, and costs 40% less to run than Opus 5.
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Space Bunny performs TERRIBLE in physics 💀 we tested Space Bunny against GLM 5.3 in a task with a single focus scenes: an explosion in a desert, a tornado, a balloon pop, a water drop fall, and the Newton’s cradle here’s what we got: - the Newton’s cradle is where GLM 5.3 totally cooked Space Bunny - water drop and tornado were the worst, neither of the models handled it price: Space Bunny: free GLM 5.3: $0.40 try it with aimlapi.com
Space Bunny (stealth model) is free for the next week - 1M Context - Multi-modal - Zero Data Retention
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Opus 5.5 absolutely beats GPT-6 Sol in 3D Despite being 13x more expensive than GPT-6 Sol, the high quality of Opus 5.5 is undeniable! cost: GPT-6 Sol: $0.34 Claude Opus 5.5: $4.37 Try both on aimlapi.com
Introducing Claude Opus 5.5, the first model in our new Claude 5.5 family. It performs at the level of Claude Fable 5.1 for most tasks, and costs 40% less to run than Opus 5.
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Grok 4.7 beats Opus 5 at 10× lower price! the test: four self-contained three.js space scenes: a night rocket launch with fire and smoke, an alien mothership lasering incoming meteors, a rotating spiral galaxy, a black hole swallowing planets and stars cost: Grok 4.7: $0.20 Claude Opus 5: $2.05 what we saw: • Grok is faster on 3 of 4 scenes, galaxy and black hole in about 60 seconds each, while opus needed 1.5–3 minutes per scene • every Grok's scene fully built: launch pad with moon, ringed planet behind the mothership, spinning galaxy, black hole with planets falling in try Grok 4.7 on aimlapi[.]com
Grok 4.7 is here. It's a notable improvement over Grok 4.6 at the same price and speed.
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Introducing the AI chess tournament: USA vs China In 14 days we'll know which country and which model are best at the game Details below 👇
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How the models play: No engine assistance at any point. On every move, a model receives the current position, the full move history, and a short strategy note it wrote for itself on the previous move. It returns its move and an updated note. This gives each model persistent strategy throughout the game while keeping the context small and stable from the first move to the last.
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UPDATE: We’re extending the competition! We want to sync our comparisons with new model drops
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Jev VS Fable 5.1 VS GPT-6 Astra: chess typesafe's new Jev V13 isn't an LLM. it doesn't chat, doesn't explain, doesn't write code — it only makes decisions. so we made it play blitz against frontier LLMs. the test: 5+0 blitz. every move is one API call. Jev V13 vs Fable 5.1: • fable outplayed it. by move 29 it was +16 in material and even promoted a second queen • but it kept burning 6-15 seconds per move on analysis. jev answered in ~2.6s • so fable didn't have enough time and lost Jev V13 vs Astra: • astra didn't bother winning on material. it mated jev in 18 moves. Qe1#, with 2:27 to spare
After co-inventing ChatGPT, I kept asking myself: why have superhuman chat models not led to AGI? I’ve spent the last 2 years in stealth building a new way to train models (RLCD), and a new type of frontier AI model that we are releasing today: Jev • 20-200x faster • 40-400x cheaper (w/ output tokens free) • Frontier composable intelligence optimized for decisions AFAICT the shortest path to AI-based economic revolution
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AI/ML API retweeted
GPT-6 ASTRA JUST REBUILT A REAL STEAM GAME FROM A SINGLE VIDEO Left: How to Fish Right: GPT-6 Astra rebuilding it from gameplay footage via @aimlapi. And it got surprisingly close. Cast → hook → fight → reel → land Plus: • bending rod + dynamic fishing line • fish physics, flopping and collisions • 6 species + BIG BARRY • upgrades, money, journal + saves • you can even throw, punt and grill the fish VIDEO IN → PLAYABLE GAME OUT. What game should Astra try next?
Get more out of GPT-6 Astra by revisiting your skills, AGENTS.md, and task prompts. Make skill triggers specific, load guidance when it's relevant, and define what done looks like. developers.openai.com/blog/r…
Paid partnership (ad)
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Union Alpha cooked Ox Alpha for FREE we put Union Alpha against Ox Alpha on 3D generation. the task: generate a 3D robot army assault on a megapolis Union Alpha: 44,358 tokens, FREE Ox Alpha: 127,064 tokens, $0.57 • union fires hundreds of converging beams that slice a tower apart mid-frame, the most cinematic shot of the whole run • union needed 3× fewer tokens for the same briefs: it writes the code instead of thinking try Union Alpha for free on aimlapi[.]com
Union Alpha (stealth model) is free for the next week - no data training - built for agentic coding - supports images let's see what you can do
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our prompts 1: Create a complete, single self-contained HTML file using three.js (everything fully procedural - no textures, no models, no external assets). It renders THE REVEAL OF A COLOSSAL ROBOT ARMY at cold steel-blue dawn, before the attack. SETTING: a vast scorched-earth staging plain (dark cracked soil, scattered shallow craters and drifting ground haze) stretching past every frame edge; on the far horizon, 600+ m away and half-veiled in blue morning fog, the silhouetted skyline of the target MEGAPOLIS with thousands of tiny lit windows and a few blinking red antenna lights. THE ARMY (the star): at least 600 rank-and-file robots via InstancedMesh, arranged in a brutal parade grid - straight ranks 8 m apart, files 6 m apart - filling the frame from near foreground to the fog line, every crimson eye-visor glowing; the nearest rank stands only 12 m from the camera so the closest robots tower and crop at the frame top. All units idle MENACINGLY in place: slow synchronized breathing sway, heads turning in staggered waves toward the city, occasional shoulder-servo twitches; three HERO command robots (1.6x scale, extra antenna arrays, red pennant banners on their backs that wave) stand on a low rubble rise to the right at 30 m. Squadrons of 6 gunship drones (dark deltas with red running lights) cruise slowly overhead at 60 m leaving thin vapor trails. Light: low cold sun just breaking the horizon behind the city, long blue shadows raking toward the camera, god-ray shafts through the haze, crimson eyes and banner accents cutting through. TIMELINE: t=0-7 one continuous majestic camera move - start at (0, 4, 0) just above the front rank looking down the endless grid toward the city, then rise and push forward smoothly to (0, 26, -70) by t=7 (cosine ease) so rank after rank after rank sweeps below and the true scale of the army lands; at t=3.5 every eye-visor in the army pulses brighter twice in unison - the wake-up signal - and all heads snap toward the city in a wave running back through the ranks. 2: Create a complete, single self-contained HTML file using three.js (everything fully procedural - no textures, no models, no external assets). It renders THE MARCH ON THE CITY - the robot army advancing at dawn, unstoppable. SETTING: a broad approach plain crossing ruined outskirts - cracked highway slabs, abandoned rusted cars, fallen power pylons with sagging cables, low broken warehouses - all extending past every frame edge; the MEGAPOLIS now LOOMS large, filling the whole background from left to right: a dense wall of blue-grey towers 200-400 m tall with thousands of emissive windows, rooftop antennas, faint smog layers, its base 250 m ahead. THE MARCH (the star): 300+ robots via InstancedMesh advancing in wide combat ranks straight toward the city at 2.2 m/s, every unit locked in the same heavy 2-beat walk cycle with per-unit phase offsets by rank so the wave of footfalls visibly ripples back through the formation; every footfall of the front rank raises a small dust puff, and a huge slow dust wall rises behind the rear ranks; two flank columns converge inward at a slight angle. Between the ranks roll 4 low six-wheeled artillery crawlers (dark hulls, red sensor bars, twin cannon tubes). Overhead 8 gunship drones sweep FORWARD past the camera toward the city in staggered pairs. The three banner command robots stride 10 m ahead of the front rank, banners streaming back. City reaction at t=4.5: air-raid warning - windows across the nearest towers flicker, and 6 thin searchlight beams snap up from rooftops and sweep nervously across the sky. Light: cold morning sun from the left, long shadows, dust glowing amber where light cuts through. CAMERA: low heroic tracking shot - at (14, 3.5, 0) beside the front rank, looking ahead-left at the leading command robot with the city wall beyond, translating forward WITH the army at its exact speed for the whole 7 s while drifting gently from x=14 to x=10 (cosine ease); front-rank robots stride past close on the right, cropping the frame edge, the city growing subtly nearer the whole time. 3: Create a complete, single self-contained HTML file using three.js (everything fully procedural - no textures, no models, no external assets). It renders THE LASER BARRAGE - the army opens fire on the megapolis, first blood. SETTING: the army has halted at the city edge; the camera stands INSIDE the front rank zone looking past the robots' shoulders at a canyon of towers 80-250 m away filling the background, streets below in blue shadow, thousands of lit windows; environment past every frame edge, haze with depth. THE BARRAGE: the visible 60+ robots (InstancedMesh plus 5 individually-animated hero units in the near foreground, 8-20 m from camera, cropping the frame) brace - feet slam wide at t=0.4 with dust puffs - and from t=0.8 fire sustained CYAN-WHITE LASER BEAMS from their eye-visors and raised forearm cannons: each beam a bright emissive core cylinder 0.35 m thick inside a fatter additive glow shell, dozens of beams converging on the towers, each impact a white-hot flash sphere plus a shower of orange sparks and a growing scorch glow. DESTRUCTION BEATS, exactly on time: t=1.6 a 40-storey glass tower at center-left SHEARS at mid-height where three beams cross - its top half slides sideways, tilts and avalanches down in fractured box chunks with cascading glass glitter and a huge rolling dust crown that swallows the street; t=3.2 the beams sweep RIGHT in unison, slicing a second slimmer tower diagonally - it topples lengthwise into a third building which crumples at the impact floor, both collapsing together at t=4.2 with debris arcs and secondary orange explosions blooming up their faces; t=5.0-7.0 continuous barrage rakes the skyline, 5 more distant towers lose their tops in staggered bursts, fires spread window to window, a vast dust bank rolls forward through the streets toward the army lit amber from within by fires. Light: morning sun plus the barrage itself - beams, flashes and fires light the robots' steel from the front, crimson visors blazing. CAMERA: at (6, 9, 18) behind and above the right shoulder of the nearest hero robot, looking over the firing line into the falling towers, with a slow 7 s push forward to (4, 8, 8) (cosine ease) and a 1-2 degree shake kick at each collapse beat. 4: Create a complete, single self-contained HTML file using three.js (everything fully procedural - no textures, no models, no external assets). It renders THE AFTERMATH - the army stands victorious over the burning megapolis. SETTING: a high panorama from a shattered rooftop: the city sprawls to the horizon past every frame edge, 60 percent of its towers broken - snapped mid-height, leaning on each other, hollowed and burning; dozens of tall smoke columns lean in the wind, orange fires glowing deep in the streets, ash and embers drifting up through the whole frame, a low blood-orange sun bleeding through the smoke haze. THE VICTORS: on a massive rubble ridge in the near foreground (30-60 m), 40+ robots stand in a loose triumphant line silhouetted against the burning skyline, visors blazing crimson through the haze, a torn red banner still waving; below them on the ruined avenue 200+ instanced robots march past in endless files deeper into the city, their ranks vanishing into the smoke with parallax; 8 drones orbit slowly overhead. THE CENTERPIECE: the 18 m TITAN stands at the highest point of the ridge dead center, one foot up on a fallen tower segment. FINALE BEATS: t=0-2 calm - wind, smoke drift, marching files below, slow ember rain; t=2.0 the titan raises its right arm to the sky and from its forearm cannon fires ONE colossal vertical CYAN BEAM through the smoke ceiling (blinding core, wide glow, the clouds above it blooming cyan) holding for 2 s as a victory signal - at t=2.4 every robot on the ridge snaps its visor to double brightness and raises one fist in unison; t=4.0 the beam cuts off, leaving a glowing punctured swirl in the smoke; t=4.0-7.0 the HELD final composition - the army motionless in salute, fires flickering, embers swirling up, smoke drifting, the titan's visor pulsing slowly - an epic poster frame. Light: blood-orange sun + firelight from below + cyan beam accent, every silhouette crisp against the glowing haze. CAMERA: starts at (0, 22, 40) looking across the ridge line into the burning skyline and pulls back and up SLOWLY to (0, 30, 58) over the full 7 s (cosine ease) so the ruined city keeps widening behind the saluting army. rules: TECH REQUIREMENTS (follow EXACTLY): load three.js r0.160.0 as an ES module via an importmap whose "three" entry is EXACTLY cdn.jsdelivr.net/npm/three@0… - NEVER unpkg.com, NEVER cdnjs, NEVER a global <script src> build, NEVER any three/addons or examples imports (no OrbitControls, no post-processing passes, no loaders). Use only the core THREE namespace. renderer.outputColorSpace = THREE.SRGBColorSpace; ACESFilmicToneMapping with toneMappingExposure about 1.15; PCFSoftShadowMap; 60 fps target. For anything repeated more than ~30 times (robots, buildings, debris, windows) use THREE.InstancedMesh or merged BufferGeometry - never thousands of separate meshes. ROBOT DESIGN (every robot in every scene follows this so the army reads as ONE force): a humanoid war machine of dark gunmetal steel 0x3a3f47 with worn edges, built from overlapping boxes and capsules - broad armored chest plate, angular shoulder pauldrons, thick forearms, piston-like legs with clawed feet, a compact angular head with ONE wide glowing CRIMSON eye-visor strip (emissive 0xff2222, it must glow visibly even in daylight) plus thin red glow lines along chest seams and joints; standing height about 6 m for rank-and-file units. Robots are NEVER static statues: idle units sway and turn their heads slowly, marching units use a proper heavy 2-beat walk cycle (diagonal arm swing, knees bending, feet planting with dust puffs), firing units brace and recoil. ART DIRECTION & SCALE: cinematic blockbuster look - BRIGHT and readable, never murky: strong key light, generous ambient fill, exposure high enough that every silhouette reads instantly; palette of cold steel blues and greys punched by crimson robot eyes, orange fire and cyan-white laser beams. THIS MUST LOOK LIKE REAL FOOTAGE, NOT A TABLETOP MINIATURE: the environment extends PAST every frame edge (never show the edge of a ground plane, a visible base, or void), atmospheric fog fades distant objects with depth, the camera sits LOW near ground or rooftop height with a normal lens feel, and near objects are large and may crop at frame edges for depth. DESTRUCTION IS PHYSICAL: breakable buildings are pre-built from stacked box chunks that shear, tilt and fall with gravity and angular velocity, chunks bounce and settle; thick dust clouds are soft semi-transparent SHADED SPHERE puffs (never tiny point sprites); debris flies on ballistic arcs; laser beams are bright emissive cylinders or stretched boxes with additive glow planes and a hot impact flash where they hit. TIMELINE: the shot runs EXACTLY 7 seconds, driven by a single time variable t = elapsed seconds clamped to [0, 7]; pace the beats exactly at the stated seconds, and design the final frame as a strong HELD composition (motion eases out, dust drifts, fires flicker) so the last second reads as an epic still. No UI, no text overlays. FINAL CHECK before finishing: nothing floats disconnected, nothing intersects the camera, every beat lands at its stated second, the frame stays bright and readable throughout. Keep the implementation compact (aim for under ~450 lines), write the code directly without lengthy deliberation, and return only the full HTML file.
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