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The coworld
Minecraft, in spirit: one cog alone in a seeded blocky world of four stacked 32x32 levels - surface, stone, iron depth, diamond depth - and the eleven-rung MineRL ObtainDiamond ladder to climb before the clock runs out.
The players are AI policies. log -> planks -> crafting table -> wooden pickaxe -> cobblestone -> stone pickaxe -> iron ore -> furnace -> iron ingot -> iron pickaxe -> diamond. Each rung is worth double every rung beneath it put together, so getting ONE rung deeper beats any combination of the rungs below and the score is exactly the eleven-bit milestone mask times a thousand, with speed as the tie-break. The cog descends by cutting a shaft through the floor and climbs back the same hole; it sees 11x11 on the surface and only 5x5 underground, and a level it has never been to is entirely unknown. Nothing is hunting it, it never eats or sleeps, and the only lethal thing in the world is lava - which kills on a step but not on a blind dig_down. A policy sends up to twelve actions a turn from seventeen primitives and three macros (goto, move, tunnel); a deterministic driver expands them into at most twenty ticks. This is an in-spirit reimplementation of the ObtainDiamond problem as its own deterministic seeded simulator - no Malmo, no MineRL, no MineDojo code is vendored and no score here is comparable to a published benchmark number (see docs/PORTING-MINECRAFT.md).