game stringclasses 2
values | rounds int64 8 100 | play_mode stringclasses 2
values | agent stringclasses 3
values | agent_type stringclasses 2
values | algorithm stringclasses 3
values | wins float64 0 69 ⌀ | draws float64 2 100 ⌀ | losses float64 0 29 ⌀ | reached_2048_of_rounds float64 0 6 ⌀ | median_tile float64 128 2.05k ⌀ | avg_score float64 1.29k 28k ⌀ | avg_move_ms float64 0.01 111 | move_sd_ms float64 0 0.04 ⌀ | peak_mem_kb float64 0.8 66.8 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
tic_tac_toe | 100 | self-play | Minimax | classical | minimax_alpha_beta | 0 | 100 | 0 | null | null | null | 3.45 | 0.037 | 2.3 |
tic_tac_toe | 100 | self-play | LLM-sim | stochastic | noisy_heuristic | 69 | 2 | 29 | null | null | null | 0.012 | 0.002 | 0.8 |
2048 | 8 | single-agent | Expectimax | classical | expectimax_depth_3_5 | null | null | null | 6 | 2,048 | 27,976 | 110.6 | null | 66.8 |
2048 | 8 | single-agent | LLM-sim | stochastic | noisy_heuristic | null | null | null | 0 | 128 | 1,287 | 0.19 | null | 8.9 |
Classical Game AI vs LLM-sim Benchmark (Tic-Tac-Toe & 2048)
Measured results comparing classical game-tree search (minimax with alpha-beta, expectimax) against a stochastic "LLM-sim" opponent on Tic-Tac-Toe and 2048.
📄 Full write-up & methodology: We Asked Two AIs to Prove Our Game AI Beats an LLM. Only One Was Honest. 🌐 Publisher: LK Forge — the live Tic-Tac-Toe and 2048 engines this study reimplements.
⚠️ Read this first. The "LLM-sim" is not a real language model — it is a deliberately noisy heuristic (random moves ~12% of the time plus Gaussian noise) from a generated benchmark script. These figures show optimal search vs. a weak stochastic policy, not algorithm vs. GPT. See Caveats.
What this is
Two frontier assistants (ChatGPT and Grok) were given the same brief: build a tool comparing classical game algorithms against LLM-based agents on move-time, memory, and win-rate over 100 rounds of Tic-Tac-Toe and 2048. Grok's engine code was sound, so it was run as written and the output measured on one laptop. This dataset is that measured output.
Results
Tic-Tac-Toe — 100 rounds · self-play · minimax at full depth
| Agent | Win / Draw / Loss | Avg move | Move SD | Peak mem |
|---|---|---|---|---|
| Minimax (classical) | 0 / 100 / 0 | 3.450 ms | 0.037 ms | 2.3 KB |
| LLM-sim (stochastic) | 69 / 2 / 29 | 0.012 ms | 0.002 ms | 0.8 KB |
2048 — 8 rounds · single-agent · expectimax depth 3–5
| Agent | Reached 2048 | Median tile | Avg score | Avg move | Peak mem |
|---|---|---|---|---|---|
| Expectimax (classical) | 6 / 8 | 2048 | 27,976 | 110.6 ms | 66.8 KB |
| LLM-sim (stochastic) | 0 / 8 | 128 | 1,287 | 0.19 ms | 8.9 KB |
Headline findings
- Quality (2048): expectimax averaged 27,976 vs LLM-sim's 1,287 — a ~22× gap; it reached the 2048 tile in 6 of 8 games, the guesser never did.
- Quality (Tic-Tac-Toe): minimax never loses (0/100/0). Its cost is time: 3.45 ms/move, ~300× slower than the straw man.
- Cost: in 2048, expectimax averaged 110.6 ms/move vs 0.19 ms and used ~7.5× more memory.
Files
| File | Description |
|---|---|
results.csv |
Tidy long-format table (one row per game × agent). Loads directly in the dataset viewer. |
results.json |
Structured version with metadata, headline findings, and caveats. |
results.csv schema
| Column | Meaning |
|---|---|
game |
tic_tac_toe or 2048 |
rounds |
Rounds played |
play_mode |
self-play or single-agent |
agent |
Minimax, Expectimax, or LLM-sim |
agent_type |
classical or stochastic |
algorithm |
Underlying method |
wins, draws, losses |
Tic-Tac-Toe outcomes (blank for 2048) |
reached_2048_of_rounds |
2048 games that reached the 2048 tile (blank for Tic-Tac-Toe) |
median_tile, avg_score |
2048 outcomes (blank for Tic-Tac-Toe) |
avg_move_ms, move_sd_ms |
Per-move timing (ms) |
peak_mem_kb |
Peak memory (KB) |
Caveats
- Reference engines, not production. Fresh implementations "inspired by" LK Forge, not the exact live game code.
- The "LLM" is simulated. A noisy heuristic, not a real model — so the gaps are "optimal search vs. weak stochastic policy," not "algorithm vs. GPT."
- Tic-Tac-Toe is self-play. Each agent plays both sides; the LLM-sim's 69 "wins" mean first-mover X beat O under a weak heuristic, not that it beat minimax.
- Small 2048 sample. n = 8, because a full 100-round run is a ~4.5-hour job. Shows direction and cost, not a precise win-rate.
- One machine, one language. Single laptop, CPython. Treat timings as ratios and orders of magnitude, not absolutes.
Reproduce
Grok's script is standard-library Python:
# full run — budget ~4.5 hours for the 2048 phase
python3 grok_benchmark.py --rounds 100
# honest quick sample — Tic-Tac-Toe 100, 2048 a handful
python3 grok_benchmark.py --rounds 8
Full method, both AIs' builds, and the honesty analysis: https://lkforge.com/blog/chatgpt-vs-grok-game-ai-benchmark/
Citation
@misc{lkforge_gameai_llm_benchmark,
title = {Classical Game AI vs LLM-sim Benchmark (Tic-Tac-Toe & 2048)},
author = {LK Forge},
year = {2026},
url = {https://lkforge.com/blog/chatgpt-vs-grok-game-ai-benchmark/}
}
License: CC BY 4.0 — reuse freely with attribution to lkforge.com.
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