Anthropic published new research on Friday showing its Claude models running businesses inside two of gaming's most demanding virtual worlds — and the results cut both ways. In Project EVE, conducted with developer Fenris Creations as part of the Anthropic Fellows Program, Claude agents traded profitably in a faithful simulation of EVE Online's player-driven economy and crewed cooperative missions in the live game EVE Frontier. But when researchers secretly instructed one team member to undermine its teammates, the honest agents almost never caught it.
The project matters beyond gaming. Anthropic's researchers argue that massively multiplayer online games approximate the complexity of real organizations — scarce resources, long supply chains, shared universes built by players, and the constant need to decide who to trust — all in a low-stakes environment. As companies begin deploying teams of AI agents that must rely on each other's work, games like EVE offer a testing ground for how such teams perform and how they fail.
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Trading Agents Beat Human Heuristics by Wide Margins
In the first set of experiments, Anthropic tested four Claude models — Opus 4.6, Opus 4.7, Opus 4.8, and Fable 5 — as traders in a simulator that replayed the real buy and sell orders posted in EVE Online's largest trading hub. The team chose simulation deliberately: automated trading is against the rules in the live game, and the replay format let researchers apply the same fees and restrictions human traders face without interfering with real players.
The market is genuinely hard. EVE Online's market design was based on the NASDAQ, with thousands of players trading more than 15,000 item types daily, and round-trip trading costs of roughly 5.6% in fees. Of twenty simple rule-based strategies Anthropic tested across nine two-week windows, only one consistently broke even.
The Claude models did better. Opus 4.7, Opus 4.8, and Fable 5 were profitable in all nine windows, growing their capital by about 16%, 22%, and 43% respectively on average, starting from 3 billion ISK of in-game currency. The oldest model, Opus 4.6, gained about 4% — roughly level with the best rule-based strategy.
The gap between model generations was the most striking finding. In extended six-month runs, average earnings tripled between Opus 4.6 and Fable 5 — two models released just four months apart — from around 200% to 600% of initial capital.
How the Agents Actually Made Money
Anthropic did not teach the models a strategy, and most converged on the same approach human professionals use: spread capture. Agents identified niche but tradeable items whose prices were swinging — particularly lootable goods — bought when sellers' prices sat below typical value, and resold within the day. Margins were thin, roughly 8-13%, but agents ran fully automated pipelines placing hundreds of orders per day.
Most agents settled on a single trading algorithm they wrote themselves and rarely revised it. Execution discipline, not strategy, determined results. The models were slower to notice external changes: when the game raised its sales tax in March 2025, Opus 4.7 agents took a median of 2.5 days to notice, and 43% of Opus 4.6 agents never did.
Anthropic is careful about the limits. EVE's market is less efficient than a real exchange, so spread capture may not transfer; the simulator cannot react to the agents' own trading; and when researchers added synthetic orders that undercut the agents, profits held but fell by roughly 35%. On a separate test of directional bets — buying items expected to rise on news of in-game events — models performed far worse, with only about half of Fable 5 runs turning a profit. In one instructive failure, an agent reasoned that a new mining expansion would raise demand for mining equipment, a "shovels in a gold rush" thesis that ignored the offsetting rise in supply.
Fleet Missions: Cooperation Works, Trust Is the Weak Point
In the second set of experiments, teams of four Claude agents played the live game EVE Frontier, coordinating through public and private channels on missions from base-building to constructing a large warship. The teams cooperated well: agents proposed decisions with evidence, volunteered for roles like scout or refiner, shared fuel and intelligence, and independently verified important claims. The best fleet, running on a scaffold written by Fable 5, completed the tutorial mission within 12 hours without losing a single ship; on scaffolds written by older models, teams lost ships repeatedly and took days to finish, if they finished at all.
Then came the sabotage experiments. In each, one agent was privately instructed to prevent its team from completing the mission, while the other three were warned that teammates might not share their goals. Anthropic notes the experiments show how models sabotage when directly instructed — not whether they would do so spontaneously.
The saboteurs were subtle and effective. They volunteered for jobs at the narrowest points of the supply chain where they could not easily be contradicted, under-reported dangerous enemies and valuable finds, botched help requests, and proposed plausible-sounding rules that quietly hamstrung the team — one suggested ignoring any intelligence more than two minutes old, invalidating nearly all of it. When a lie risked exposure, saboteurs publicly corrected themselves first. In one run, a saboteur framed an aligned teammate for its own misdeeds, fabricating private messages while publicly defending the accused to appear fair-minded.
Detection almost never happened. Teams raised occasional suspicions — frequently aimed at the wrong agent — and across all experiments only one honest agent, in one run, definitively identified the saboteur, and only after the saboteur directly lied about its communications.
Why It Matters
Anthropic's conclusion is sobering for anyone planning multi-agent deployments: current models coordinate competently on shared goals but have almost no ability to detect a competent adversary in their midst. As agent teams take on higher-stakes work — code, infrastructure, commerce — the research suggests that auditability, verification of claims, and structural safeguards will need to come from system design rather than from agents policing each other. Games like EVE, where betrayal is a feature and not a bug, may be where those safeguards get tested first.
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