TIC·TAC·TOE

Neon Grid Protocol
Player X
0
Draw
0
Player O
0
Player X to move

←↑↓→ move  ·  Enter/Space place  ·  N new round

Build Log — Opus 4.8 vs Fable 5

Same prompt, two Claude models. This game was built by Claude Opus 4.8; a sibling build, GRIDLOCK, by Claude Fable 5 — same effort level (ultracode). Each was audited by a 3-agent adversarial workflow. The honest head-to-head:

It’s close. Fable’s first-pass code was actually cleaner — it avoided a class of bug Opus had to catch in review. But Opus met the constraints that defined the task — truly offline / self-contained, with committed proof — that Fable missed. Opus wins the spec; Fable is the prettier artifact.

MetricOpusFable
AI unbeatable✓ proven✓ proven
External requests03 (Google Fonts)
Works offline✓ fullyfallback only
Tests committed✓ runs✗ claimed, absent
Retina canvas✓ sharp✗ blurry

Where Fable won

  • Cleaner first pass — no AI-timer races or focus bugs (Opus fixed those in review)
  • Richer feedback: deny-flash + “cell already marked” on illegal moves
  • Stronger visual identity: custom HUD fonts, notched console panels, randomized AI play

Where Opus won

  • Zero network requests — genuinely self-contained & offline (the actual spec)
  • Exhaustive AI proof committed & runnable (Fable claimed tests, shipped none)
  • Screen-reader win state, backdrop-filter fallbacks, DPR-correct rendering

Unbeatability proven by exhaustive search — Opus 569 games, Fable 6,112 — both with 0 human wins. Source: tic-toc-opus · gridlock.