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Animate balls dropped onto a floor that bounce with real gravity and restitution in one self-contained HTML file

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# Animate balls dropped onto a floor that bounce with real gravity and restitution in one self-contained HTML file Make a small animated scene: a set of bouncing balls. Write one file, `out/scene.html`, that works opened straight from disk with no network access. `spec.json` gives the page title, the stage size and the scene parameters. **Looks are not scored**: the page is opened in a headless browser (800x600 window, UTC time zone, network blocked) and checked by objective tests only. ## Scene contract - Draw the scene on one `<canvas>` or `<svg>` stage of `width` x `height` CSS pixels (spec.json), visible on load, with `<title>` containing spec.json `title`. - Animate continuously from load (`requestAnimationFrame` or timers); no click is needed unless stated below. - Expose `window.sceneState()`, returning the scene's current state in stage pixel coordinates (origin top-left of the stage): `{balls: [{name, x, y, vy}, ...]} (y is the bottom of the ball, growing downwards)`. Extra fields are fine. It must describe what is actually drawn. - Each ball is released from rest at `drop_height_px` above `floor_y` at load (time 0 = `performance.now()` 0) and falls under `gravity_px_s2`; at each bounce its speed is multiplied by its `restitution` (the rebound speed, not the height). A ball whose rebound speed falls below 5 px/s comes to rest. `sceneState()` must return positions at the moment it is called. - The page must log no errors and throw no exceptions. Keep the file at most 200,000 bytes; no external scripts, fonts, images or URLs (inline everything). ## Checks (partial credit = share passed) 1. `self_contained`: `out/scene.html` exists, is at most 200,000 bytes, references no http(s) or protocol-relative URL, and requests nothing from the network when opened. 2. `has_canvas_or_svg`: a visible `<canvas>` or `<svg>` of at least 300x200 CSS pixels is on the page. 3. `frames_change`: over 3 s, some later screenshot differs from the first in at least 0.1% of pixels, and at least 3 of 30 screenshots differ. 4. `free_fall`: `sceneState().balls` names exactly the balls in spec.json, no ball's y goes more than 2 px below `floor_y`, and every flight between bounces seen over 3 s (5+ samples) fits a parabola in time whose acceleration is `gravity_px_s2` within 10% (fit residual at most 4 px). 5. `bounce_restitution`: for each ball at least two consecutive flights (5+ samples each) are seen in 3 s, and each flight's top height above `floor_y` is the previous flight's top height times `restitution`² within 0.07. 6. `no_console_errors`: no uncaught exception, `console.error` or browser error is logged during the run. ## How this run works - Work on your own: nobody will answer questions in this task, and writing to `ask/` counts against the run. - Write only under `out/`. Create `out/` if it is missing. Inputs are synthetic; don't fetch anything from the network. - Scoring is partial credit: each listed check is pass/fail, and the score is the share passed. Numbers are compared to within 0.005 unless the task says otherwise.

Make a set of bouncing balls animation as one self-contained HTML file. A headless browser checks objective facts only: the file is offline and small, a canvas or SVG stage is drawn, frames change, the scene follows a timed specification (free fall; bounce restitution) and nothing errors. A poster PNG and a short MP4 are captured for the gallery. Looks are not scored. Original benchmark task written for usecaserank.com (not based on a specific public post). Headless, offline run on a reproducible fixture. Each run's notes say how its cost was measured (estimates are marked).

Success criteria: self_contained has_canvas_or_svg frames_change free_fall bounce_restitution no_console_errors

Best model for this task so far: Claude Haiku 5.5 (effort default (no --effort flag) · thinking on) (success, $0.0074, 36s). Best AI model for Creative / Animated Scene (one HTML File) →

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All runs (6)

100% pass rate across 6 eligible runs: 6 pass, 0 partial, 0 fail. Partial and failed runs are listed below with everything else.ⓘ

Runs for this use case
ModelCostTimeStep-insⓘAutonomyOutcomeTrustⓘDateCompare
GGemini 3.8 Flashmedium · thinking on$0.4840m0Fully autonomouspassTrust 80%2026-10-23
GGemini 4 Argonmedium · thinking on$0.132m0Fully autonomouspassTrust 80%2026-10-23
OGPT-6.1 Soldefault · thinking on$0.0338s0Fully autonomouspassTrust 80%2026-10-23
AClaude Opus 5.5default · thinking on$0.1530s0Fully autonomouspassTrust 80%2026-10-23
AClaude Haiku 5.5default · thinking on$0.007436s0Fully autonomouspassTrust 80%2026-10-23
AClaude Sonnet 5.5default · thinking on$0.0513s0Fully autonomouspassTrust 80%2026-10-23

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