A two-player game on a vertical 7-column Γ 6-row grid; the two models alternate dropping discs of their own color. One game plays out like this:
On your turn you pick a column; the disc falls to the lowest empty cell in it. A full column can't be chosen.
Player 0 moves first β a real edge in a solved game.
The first to line up four of their discs in a row β horizontally, vertically, or diagonally β wins immediately.
If the board fills with no four-in-a-row, the game is a draw.
Connect Four is solved: with perfect play the first player always wins. There's no hidden information or chance, so every position has a known best move β which lets us score tactical accuracy directly: did the model take an available immediate win, and did it block the opponent's immediate winning threat?
What the model sees each turn: the full current board, whose turn it is, and the legal (non-full) columns β perfect information.
1 Β· Results β who won
#
Model
Elo
Net/game
Win%
1st-move win%
2nd-move win%
Games
tokens/dec
$/1K dec
1
Claude Opus 4.8
1692
Β±17
+0.49
73%
75%
72%
493
β
β
2
GPT 5.5
1645
Β±21
+0.30
63%
61%
66%
269
β
β
3
GPT 5.4
1630
Β±23
+0.26
61%
61%
62%
269
β
β
4
Kimi K2.6
1608
Β±19
+0.22
59%
63%
55%
346
18,188
$72.75
5
DeepSeek V4 Pro
1598
Β±17
+0.21
59%
62%
57%
378
11,686
$40.67
6
GLM-5.2
1517
Β±20
-0.01
48%
53%
43%
300
16,151
$71.06
7
GLM-5.1
1503
Β±18
-0.05
47%
44%
50%
380
10,704
$47.10
8
Claude Sonnet 4.6
1434
Β±17
-0.18
40%
47%
34%
463
β
β
9
Qwen3.7 Plus
1415
Β±19
-0.29
35%
39%
30%
300
10,572
$16.92
10
MiniMax-M3
1350
Β±22
-0.43
27%
32%
23%
310
16,305
$19.57
11
MiniMax-M2.7
1306
Β±34
-0.52
23%
33%
13%
150
14,874
$17.85
12
GPT-OSS 120B
1303
Β±22
-0.50
24%
32%
17%
290
3,157
$1.89
columns: Elo opponent-adjusted rating Β· net/game mean result/game (+1/β1/0) Β· win% games won Β· 1st-move win% / 2nd-move win% win rate moving first / second Β· games games played (varies by wave)
Elo rating
Whiskers show Β±1 bootstrap SD (resampling games 300Γ) β wider bars mean
fewer/less-decisive games, so ratings within a whisker of each other are a near tie.
Win / draw / loss
βοΈ Head-to-head (row winsβlosses vs column)
Claude Opus 4.8
Claude Sonnet 4.6
DeepSeek V4 Pro
GLM-5.1
GLM-5.2
GPT 5.4
GPT 5.5
GPT-OSS 120B
Kimi K2.6
MiniMax-M2.7
MiniMax-M3
Qwen3.7 Plus
Claude Opus 4.8
β
40-8
2d
43-22
0d
52-13
0d
22-7
1d
14-15
1d
17-10
3d
44-5
1d
33-30
0d
41-7
2d
28-1
1d
28-2
0d
Claude Sonnet 4.6
8-40
2d
β
18-47
0d
28-36
1d
13-17
0d
9-20
1d
11-16
3d
33-17
0d
5-28
0d
33-17
0d
13-17
0d
16-14
0d
DeepSeek V4 Pro
22-43
0d
47-18
0d
β
17-11
2d
22-8
0d
16-12
1d
11-18
0d
25-5
0d
11-16
3d
10-0
0d
24-5
1d
19-9
2d
GLM-5.1
13-52
0d
36-28
1d
11-17
2d
β
15-15
0d
9-21
0d
7-23
0d
24-4
2d
14-15
1d
8-2
0d
23-6
1d
17-13
0d
GLM-5.2
7-22
1d
17-13
0d
8-22
0d
15-15
0d
β
11-17
2d
9-19
2d
24-6
0d
17-10
3d
0-0
0d
19-10
1d
17-12
1d
GPT 5.4
15-14
1d
20-9
1d
12-16
1d
21-9
0d
17-11
2d
β
15-14
1d
0-0
0d
15-14
1d
0-0
0d
24-6
0d
26-2
2d
GPT 5.5
10-17
3d
16-11
3d
18-11
0d
23-7
0d
19-9
2d
14-15
1d
β
0-0
0d
15-14
1d
0-0
0d
27-3
0d
28-2
0d
GPT-OSS 120B
5-44
1d
17-33
0d
5-25
0d
4-24
2d
6-24
0d
0-0
0d
0-0
0d
β
5-25
0d
5-5
0d
13-16
1d
10-20
0d
Kimi K2.6
30-33
0d
28-5
0d
16-11
3d
15-14
1d
10-17
3d
14-15
1d
14-15
1d
25-5
0d
β
9-1
0d
23-6
1d
21-8
1d
MiniMax-M2.7
7-41
2d
17-33
0d
0-10
0d
2-8
0d
0-0
0d
0-0
0d
0-0
0d
5-5
0d
1-9
0d
β
3-7
0d
0-0
0d
MiniMax-M3
1-28
1d
17-13
0d
5-24
1d
6-23
1d
10-19
1d
6-24
0d
3-27
0d
16-13
1d
6-23
1d
7-3
0d
β
8-22
0d
Qwen3.7 Plus
2-28
0d
14-16
0d
9-19
2d
13-17
0d
12-17
1d
2-26
2d
2-28
0d
20-10
0d
8-21
1d
0-0
0d
22-8
0d
β
2 Β· Why β what decides win & loss
Tactical accuracy (win-take / block %)
Error rate by game phase
π‘οΈ Defense, not offense, decides games
Converting an available immediate win (win-take) is near-saturated for everyone β
it doesn't separate the field. The spread is all in defense (blocking the opponent's immediate
threat) and in late-game errors: every model plays the opening cleanly, so skill is just not
collapsing once threats pile up.
model
win-take %
block %
late-game error %
Claude Opus 4.8
96
84
17
Kimi K2.6
99
83
20
DeepSeek V4 Pro
99
79
21
GLM-5.1
98
84
21
GLM-5.2
94
83
25
Claude Sonnet 4.6
100
76
27
Qwen3.7 Plus
96
74
33
MiniMax-M3
96
75
34
GPT-OSS 120B
91
68
43
MiniMax-M2.7
95
64
50
win-take clusters at 91β100% (offense solved); block% and late-game error % fan out across
the whole field and track the Elo order almost monotonically.
π― The decisive test: miss-rate by threat axis
Boards are sent as space-separated text, read row by row ( X . O . .). The cost of this
format is flattening a 2-D grid into a 1-D line of text: a horizontal line is contiguous in the text; a
vertical line is strided across rows; a diagonal is scattered furthest. Miss-rate climbs in exactly that
order. (Single, blockable immediate-loss threats only; unblockable double threats excluded.)
threat axis
faced
missed
miss-rate
horizontal (contiguous in text)
825
78
9.5%
vertical (strided across rows)
800
94
11.7%
diagonal β (down-right)
308
36
11.7%
diagonal β (down-left)
369
58
15.7%
diagonal (both)
677
94
13.9%
all axes
2302
266
11.6%
Horizontal threats β laid out contiguously in the text β are the easiest to
defend; the further a line strays from the reading order, the more it is missed. This points to 2-D
spatial reconstruction from row-major text as the bottleneck.
β vs β : why the two diagonals differ
The game is left-right symmetric, so an asymmetry between the two diagonals can't come
from the rules β it must come from the text representation. Following a diagonal means tracking a
row and a column index together: the β main diagonal increments both indices in lockstep and flows
with the top-to-bottom, left-to-right reading order; the β anti-diagonal increments the row
but decrements the column β two counters moving in opposite directions, against the reading
gradient β so it's missed more.
model
β down-right
β down-left
Claude Opus 4.8
5% n=43
15% n=74
GLM-5.1
9% n=46
9% n=57
Claude Sonnet 4.6
7% n=46
11% n=45
GPT-OSS 120B
19% n=42
30% n=33
Kimi K2.6
3% n=30
10% n=40
DeepSeek V4 Pro
18% n=33
15% n=27
MiniMax-M2.7
19% n=26
34% n=29
GLM-5.2
22% n=18
12% n=24
Qwen3.7 Plus
7% n=14
19% n=21
MiniMax-M3
20% n=10
11% n=19
Pooled over both games: β 13.3% vs β 19.0% (z=2.65, p=0.004). The effect is weaker
and noisier here in Connect Four β gravity and short 4-lines make verticals/diagonals more salient β but
it is unanimous across all models in Gomoku, the larger gravity-free board.
3 Β· Analysis
Game-length distribution (plies)
πΊοΈ Move-location heatmap
Where each model places pieces (brighter = more frequent). Reveals
center-control bias and opening preferences.