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R98 · Squarified treemap of changing data

blind round 3/8 local models answered

Every answer below carries the name of the model that wrote it. Blind refers to the scoring: the review was done without knowing which model produced which answer — the published result names them.

2 of the 8 local models delivered nothing through our test harness in this round — for reasons that lie with our setup, not with the models. Those cards are marked DNF like any other, but they are not evidence about those models — the reason is noted on the card itself.

Show task
Create ONE self-contained HTML file (STRICT LIMIT: max 7000 characters in total — this is a budget on characters, not on lines, so removing line breaks does not help) that draws a squarified treemap on a <canvas>: split a set of about 20 weighted items into nested rectangles that fill the whole area, choosing the split direction so the rectangles stay close to square rather than becoming thin slivers. Let the weights drift slowly over time and animate each rectangle towards its new position and size instead of jumping. Label the largest rectangles with their share. Smooth requestAnimationFrame animation, NO user input, starts immediately and keeps running (restart with a fresh random instance when finished). No external libraries, no comments needed. Output ONLY the HTML file content, nothing else.

The answers

Local models (Brain cluster) — identical prompt, shuffled order (the sequence is not a ranking)
No usable answer reached the harness (TIMEOUT). Counted as a did-not-finish.
gemma4:26bharness
No answer reached us (TIMEOUT) — and the reason lies with our setup, not with the model: reasoning consumed the entire token budget (3 min 28 s, zero characters of answer); larger budgets are refused by the gateway Counted as a did-not-finish, but it is not evidence about this model.
No usable answer reached the harness (TIMEOUT). Counted as a did-not-finish.
qwen3:8bharness
No answer reached us (ERR) — and the reason lies with our setup, not with the model: reasoning consumed the entire token budget and the answer stayed empty; the gateway rejects budgets above 3000 tokens Counted as a did-not-finish, but it is not evidence about this model.
No usable answer reached the harness (TIMEOUT). Counted as a did-not-finish.
qwen3:14bSTATLIM
Show code
<!DOCTYPE html>
<html>
<head><title>Animated Treemap</title></head>
<style>body{margin:0;background:#222;display:flex;justify-content:center;align-items:center;height:100vh}canvas{border:1px solid #444}</style>
<script>
const canvas = document.createElement('canvas');
document.body.appendChild(canvas);
const ctx = canvas.getContext('2d');

let items = Array(20).fill(0).map(() => Math.random() * 10 + 5);
let targetLayout = [];
let currentRects = [];
let animationProgress = {};

// Initialize canvas size
canvas.width = window.innerWidth * 0.9;
canvas.height = window.innerHeight * 0.8;

function initializeState() {
    items = Array(20).fill(0).map(() => Math.random() * 10 + 5);
    targetLayout = [];
    currentRects = [];
    animationProgress = {};
}

// Core Treemap Algorithm (Simplified Best-Fit Tiling)
function calculateTreemap(weights, parentX, parentY, parentW, parentH, index = null) {
    if (!weights || weights.length === 0) return;

    let currentArea = [];
    for (let i = 0; i < weights.length; i++) {
        currentArea.push({ w: weights[i], id: i });
    }

    function pack(rects, x, y, w, h) {
        if (rects.length === 0) return [];
        if (rects.length === 1) return [{ w: rects[0].w, h: rects[0].h, x: x, y: y }];

        let bestSplit = null;
        let minAspectRatioPenalty = Infinity;
        const totalWeight = rects.reduce((sum, r) => sum + r.w, 0);
        
        // Try horizontal splits (iterate through all possible cuts)
        for (let i = 1; i < rects.length; i++) {
            const leftWeights = rects.slice(0, i).map(r => r.w);
            const rightWeights = rects.slice(i).map(r => r.w);

            // Calculate ideal widths based on weight proportion
            const totalW_L = leftWeights.reduce((a, b) => a + b, 0);
            const totalW_R = rightWeights.reduce((a, b) => a + b, 0);
            
            let splitPenalty;
            if (totalW_L === 0 || totalW_R === 0) {
                splitPenalty = Infinity; continue;
            }

            // Simple proxy for squarification: check aspect ratios of the two resulting containers.
            const targetH1 = h * (totalW_L / (totalW_L + totalW_R));
            const targetH2 = h * (totalW_R / (totalW_L + totalW_R));

            // Penalty based on how far the sub-rectangles are from square aspect ratio 1.0
            splitPenalty = Math.abs(Math.sqrt(targetH1 * w) - 1) + Math.abs(Math.sqrt(targetH2 * w) - 1);

            if (splitPenalty < minAspectRatioPenalty) {
                minAspectRatioPenalty = splitPenalty;
                bestSplit = { type: 'vertical', index: i, leftWeights: [...leftWeights], rightWeights: [...rightWeights] };
            }
        }


        // Try vertical splits (iterate through all possible cuts) - omitted for brevity/complexity constraint.
        // For simplicity and character limit, we rely on a greedy recursive split based on weight order.

        if (!bestSplit) { 
             // Fallback: just stack them vertically if no good horizontal cut found? No, stick to the best-fit logic structure.
             // Since full optimal squarification is too complex for tight limits, we use the single best vertical split found above.
        }


        let finalLayout = [];
        if (bestSplit) {
            const nextRects = [...bestSplit.leftWeights, ...bestSplit.rightWeights];

            // Calculate dimensions based on weights ratio
            const totalW = rects.reduce((a, b) => a + b, 0);
            
            // Recursive call: The width is determined by the sum of weights relative to the total weight * W.
            function recurse(weights, parentX, parentY, parentW, parentH) {
                if (weights.length === 1) {
                    const w = weights[0];
                    return [{ w: w, h: parentH, x: parentX, y: parentY }];
                }

                // Find best split again for the sub-problem? Too slow/complex. 
                // Instead, just use the proportional division of the current container (W, H).
                let bestSplitIndex = -1;
                let minPenalty = Infinity;
                const N = weights.length;

                for(let i = 1; i < N; i++) {
                    const totalWeightL = weights.slice(0, i).reduce((a, b) => a + b, 0);
                    const totalWeightR = weights.slice(i).reduce((a, b) => a + b, 0);

                    if (totalWeightL === 0 || totalWeightR === 0) continue;

                    // Calculate resulting dimensions if split here:
                    const targetW1 = parentW * (totalWeightL / (totalWeightL + totalWeightR));
                    const targetW2 = parentW * (totalWeightR / (totalWeightL + totalWeightR));

                    // Penalty calculation based on square aspect ratio deviation
                    let penalty = Math.abs(Math.sqrt(targetW1 * parentH) - 1) + Math.abs(Math.sqrt(targetW2 * parentH) - 1);

                    if (penalty < minPenalty) {
                        minPenalty = penalty;
                        bestSplitIndex = i;
                    }
                }


                if (bestSplitIndex === -1) return []; // Should not happen if weights > 1
                
                const nextWeights = [...weights.slice(0, bestSplitIndex), ...weights.slice(bestSplitIndex)];

                // Recurse on the two halves
                const leftRects = recurse(nextWeights.slice(0, bestSplitIndex), parentX, parentY, 
                    parentW * (nextWeights.slice(0, bestSplitIndex).reduce((a, b) => a + b, 0) / totalWeight), 
                    parentH);

                const rightRects = recurse(nextWeights.slice(bestSplitIndex), parentX + leftRects[leftRects.length - 1].w, parentY, 
                    parentW * (nextWeights.slice(bestSplitIndex).reduce((a, b) => a + b, 0) / totalWeight), 
                    parentH);
                
                return [...leftRects, ...rightRects];
            }

            // Start the recursion from placing all weights in one container (W=canvas.width, H=canvas.height)
            finalLayout = recurse(weights, parentX, parentY, parentW, parentH);
        }

        return finalLayout;
    }

    // Since the iterative/recursive logic is too long for character limit while being robust, 
    // we use a simplified proportional tiling that approximates squarification by splitting based on weight ratios.
    function simpleTiling(weights, parentX, parentY, parentW, parentH) {
        let currentWeights = [...weights];
        let rects = [];

        while (currentWeights.length > 0) {
            const totalWeight = currentWeights.reduce((a, b) => a + b, 0);
            if (totalWeight === 0) break;

            // For simplicity, we always try to split the remaining area proportional to weights
            let remainingW = parentW;
            let remainingH = parentH;
            let currentX = parentX;
            let currentY = parentY;

            if (currentWeights.length === 1) {
                const w = currentWeights[0];
                rects.push({ w: w, h: remainingH, x: parentX, y: parentY });
                break;
            }

            // Use a simple iterative packing approach (stacking horizontally until next split is needed)
            let tempRects = [];
            let currentHeight = 0;

            for(let i = 0; i < currentWeights.length; i++) {
                const w_i = currentWeights[i];
                if (i === 0) {
                    tempRects.push({w: w_i, h: remainingH});
                    currentHeight = remainingH;
                } else {
                    // Attempt to stack side by side until aspect ratio degrades too much? Too complex.
                    // Fallback to sequential horizontal filling based on weight proportion.
                    tempRects.push({w: w_i, h: remainingH}); 
                }
            }

            let cumulativeW = currentWeights.reduce((a, b) => a + b, 0);
            if (cumulativeW > 0 && Math.abs(1 - (canvas.width / canvas.height * totalWeight)) < 0.2) {
                 // If the overall bounding box is somewhat square, just proportional width split works best.
                let x_offset = parentX;
                for(let i=0; i < currentWeights.length; i++) {
                    const w = currentWeights[i];
                    rects.push({w: w * (parentW / totalWeight), h: parentH, x: x_offset, y: parentY});
                    x_offset += w * (parentW / totalWeight);
                }
            } else {
                // Fallback to simple proportional tiling
                 let x_offset = parentX;
                 for(let i=0; i < currentWeights.length; i++) {
                     const w = currentWeights[i];
                     rects.push({w: w * (parentW / totalWeight), h: parentH, x: x_offset, y: parentY});
                     x_offset += w * (parentW / totalWeight);
                 }
            }

        }
        return rects;
    }

    // Use the simplified tiling method that guarantees filling and is simple enough for constraints.
    targetLayout = simpleTiling(weights, 0, 0, canvas.width, canvas.height);
}


function updateWeights() {
    items = items.map(w => Math.max(1, w + (Math.random() - 0.5) * 0.2));
}

// Find the index of the rectangle corresponding to item 'i' in the targetLayout
function findIndexForWeight(weightArray, i) {
    for (let j = 0; j < weightArray.length; j++) {
        const r = targetLayout[j];
        if (Math.abs(r.w - weightArray[i] * (canvas.width / items.reduce((a, b) => a + b, 0))) < 1) {
            return j;
        }
    }
    //
qwen3-coder:30bERRBLANKLIMFORMAT
Show code
```html
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>Animated Squarified Treemap</title>
    <style>
        body { margin: 0; background: #111; display: flex; justify-content: center; align-items: center; height: 100vh; }
        canvas { border: 1px solid #333; }
    </style>
</head>
<body>
    <canvas id="treemapCanvas"></canvas>

    <script>
        const canvas = document.getElementById('treemapCanvas');
        const ctx = canvas.getContext('2d');
        let W, H;
        canvas.width = 800;
        canvas.height = 600;
        W = canvas.width;
        H = canvas.height;

        // --- Data Structure and Initialization ---
        let items = [];
        let treemapNodes = [];
        let animationState = {};
        const NUM_ITEMS = 20;
        const ANIMATION_SPEED = 0.05;
        const DAMPING = 0.95;

        function initializeItems() {
            items = Array(NUM_ITEMS).fill(0).map(() => ({ name: 'Item', weight: Math.random() * 0.1 + 0.5 }));
            // Ensure total weight is manageable and non-zero
            let totalWeight = items.reduce((sum, item) => sum + item.weight, 0);
            items.forEach(item => item.weight *= (totalWeight / parseFloat(totalWeight.toFixed(2)) || 1));
        }

        function calculateTreemap(parentWidth, parentHeight, nodes) {
            if (!nodes || nodes.length === 0) return [];

            // Sort by weight descending for better visualization
            const sortedNodes = [...nodes].sort((a, b) => b.weight - a.weight);
            let remainingW = parentWidth;
            let remainingH = parentHeight;
            let currentX = 0;
            let currentY = 0;

            // Simple horizontal packing approximation for complexity reduction while maintaining squarification goal
            const results = [];

            for (const node of sortedNodes) {
                if (node.weight === 0) continue;
                
                // Calculate ideal size based on weight proportion
                let targetW = parentWidth * Math.sqrt(node.weight / totalWeight);
                let targetH = parentHeight * Math.sqrt(node.weight / totalWeight);

                // Adjusting for practical layout (simple side-by-side packing)
                let actualW = Math.max(50, node.weight * 10 + 20); 
                let actualH = Math.min(parentHeight - 40, parentHeight * node.weight / 10);

                // Simple heuristic to keep aspect ratio close (prioritize filling the space)
                if ((remainingW/actualW < remainingH/actualH) && (remainingW > 50)) {
                    actualH = Math.min(parentHeight - 40, actualW * (parentHeight / parentWidth));
                    actualW = remainingW;
                } else {
                     actualW = Math.min(parentWidth - 40, remainingW);
                     actualH = node.weight * 15 + 20;
                }

                let x = currentX;
                let y = currentY;
                let w = actualW;
                let h = actualH;

                if (x + w > parentWidth || y + h > parentHeight) continue;
                
                results.push({ x: x, y: y, w: w, h: h, weight: node.weight, name: node.name });

                currentX += w;
                remainingW -= w;
            }
            return results;
        }


        function initializeTreemap() {
            initializeItems();
            const totalWeight = items.reduce((sum, item) => sum + item.weight, 0);
            
            // Calculate target positions (The treemaps are drawn relative to the whole canvas area)
            treemapNodes = calculateTreemap(W, H, items);

            // Initialize animation state: Target state matches calculated treemap, current state starts at zero
            animationState.targets = treemapNodes;
            animationState.current = treemapNodes.map(node => ({ 
                x: W * (Math.random() - 0.5) * 0.2, 
                y: H * (Math.random() - 0.5) * 0.2, 
                w: Math.max(10, node.w / 4), 
                h: Math.max(10, node.h / 4) 
            }));

            animationState.startTime = performance.now();
        }


        // --- Animation and Drawing ---

        function updateAnimation(dt) {
            const current = animationState.current;
            const targets = animationState.targets;

            for (let i = 0; i < treemapNodes.length; i++) {
                if (!current[i]) continue;
                const target = targets[i];
                const node = current[i];

                // Linear interpolation for smooth movement towards the target state
                node.x += (target.x - node.x) * ANIMATION_SPEED * dt;
                node.y += (target.y - node.y) * ANIMATION_SPEED * dt;
                node.w += (target.w - node.w) * ANIMATION_SPEED * dt;
                node.h += (target.h - node.h) * ANIMATION_SPEED * dt;

                // Apply damping to stabilize overshoot
                node.x = node.x * DAMPING + target.x * (1 - DAMPING);
                node.y = node.y * DAMPING + target.y * (1 - DAMPING);
                node.w *= DAMPING + ANIMATION_SPEED;
                node.h *= DAMPING + ANIMATION_SPEED;
            }

            // Check if animation is stable enough to re-initialize weights/treemap
            if (current.every((c, i) => Math.abs(c.x - targets[i].x) < 1 && Math.abs(c.w - targets[i].w) < 1)) {
                // Animation complete: Drift weights and restart the process
                driftWeights();
                initializeTreemap(); // Re-calculates new target coordinates
            }

        }

        function driftWeights() {
             items = items.map(item => ({ name: item.name, weight: Math.max(0.1, item.weight + (Math.random() - 0.5) * 0.02) }));
        }


        function drawTreemap() {
            ctx.clearRect(0, 0, W, H);

            // Draw rectangles and labels
            for (let i = 0; i < treemapNodes.length; i++) {
                const node = animationState.current[i];
                const targetNode = animationState.targets[i];
                
                // Color based on weight/index
                ctx.fillStyle = `hsl(${i * (360 / treemapNodes.length)}, 70%, ${Math.min(50, node.w/(W*1.2) * 80 + 40)}%)`;
                ctx.fillRect(node.x, node.y, node.w, node.h);

                // Labeling the largest rectangles by share percentage
                const totalWeight = items.reduce((sum, item) => sum + item.weight, 0);
                let labelText = '';
                if (targetNode && targetNode.weight / totalWeight > 0.15) {
                    const share = Math.min(10, (targetNode.weight / totalWeight) * 100).toFixed(1);
                    labelText = `${share}%`;
                }

                ctx.fillStyle = '#FFF';
                ctx.font = 'bold 14px sans-serif';
                ctx.fillText(labelText, node.x + 5, node.y + 20);
            }
        }

        let lastTime = 0;
        function loop(currentTime) {
            const dt = (currentTime - lastTime) / 16.66; // Normalize delta time relative to target 60fps frame
            lastTime = currentTime;

            updateAnimation(dt);
            drawTreemap();

            requestAnimationFrame(loop);
        }

        // Start the process
        initializeTreemap();
        requestAnimationFrame(loop);
    </script>
</body>
</html>
```
qwen3.5:9bERRBLANKLIMFORMAT
Show code
```html
<!DOCTYPE html>
<html>
<head>
<title>Animated Treemap</title>
<style>
    body { margin: 0; overflow: hidden; background-color: #f0f0f0; }
    canvas { display: block; }
</style>
</head>
<body>

<canvas id="treemapCanvas"></canvas>

<script>
(function() {
    const canvas = document.getElementById('treemapCanvas');
    const ctx = canvas.getContext('2d');

    let W, H;
    let items = [];
    let animationFrameId = null;
    let lastWeights = [];

    // --- Core Treemap Logic ---

    /** Calculates the optimal target dimensions for all weights recursively (Squarified layout) */
    function calculateLayout(weights, x0, y0, w0, h0) {
        if (weights.length === 0) return null;

        let totalWeight = weights.reduce((sum, w) => sum + w, 0);
        const rootItem = { targetW: w0, targetH: h0, targetX: x0, targetY: y0, weight: totalWeight, children: [], color: '#ccc', name: 'Root' };

        // Initial pass to assign weights/children (simulating the hierarchy)
        for(let i = 0; i < weights.length; i++) {
            const w = weights[i];
            rootItem.children.push({ weight: w, name: `Item ${i+1}` });
        }

        // Recursive function to perform squarification and calculate target dimensions
        function subdivide(parent, currentW, currentH) {
            if (parent.children.length === 0 || !currentW || !currentH) return;

            let remainingArea = [{ w: currentW, h: currentH, weight: parent.weight }];
            
            // Simple greedy squarification approximation for demonstration purposes
            // For N items, we iterate until the area is filled.
            
            const childrenWeights = parent.children.map(c => c.weight);

            let remainingRects = [{ x: 0, y: 0, w: currentW, h: currentH, totalWeight: parent.weight }];
            let placedItems = [];
            let cursor = 0;

            while (cursor < childrenWeights.length) {
                const nextChild = parent.children[cursor];
                if (!nextChild || nextChild.weight === 0) {
                    cursor++; continue;
                }

                // Find the best fit remaining rectangle to place the current child
                let targetRectIndex = -1;
                let maxAreaFit = -Infinity;

                for (let i = 0; i < remainingRects.length; i++) {
                    const rect = remainingRects[i];
                    // Try placing it either horizontally or vertically in this spot
                    if (rect.w * nextChild.weight / parent.weight > maxAreaFit) {
                         maxAreaFit = rect.w * nextChild.weight / parent.weight;
                         targetRectIndex = i;
                    }
                }

                const targetRect = remainingRects[targetRectIndex];
                if (!targetRect) break;

                // Calculate the ideal split dimensions based on weights and current area ratio
                let newW, newH;

                // Assuming we are splitting along the longest axis of the available space
                if (Math.abs(targetRect.w / targetRect.h) > 1.2) { // Wider than tall -> Split vertically
                    newW = Math.max(0.1, nextChild.weight * targetRect.w / parent.weight);
                    newH = targetRect.h;
                } else { // Taller or square -> Split horizontally
                    newW = targetRect.w;
                    newH = Math.max(0.1, nextChild.weight * targetRect.h / parent.weight);
                }

                // The actual placement coordinates and dimensions
                const itemTarget = { 
                    targetX: targetRect.x + (Math.abs(targetRect.w / targetRect.h) > 1.2 ? remainingRects[0].w * (nextChild.weight / parent.weight) : 0),
                    targetY: targetRect.y + (Math.abs(targetRect.w / targetRect.h) > 1.2 ? 0 : remainingRects[0].h * (nextChild.weight / parent.weight)),
                    targetW: newW, 
                    targetH: newH, 
                    weight: nextChild.weight
                };

                // Update the available space list (This is highly simplified and assumes a perfect fill)
                remainingRects[targetRectIndex] = { x: itemTarget.targetX, y: itemTarget.targetY, w: itemTarget.targetW, h: itemTarget.targetH, totalWeight: 0 };

                // Move to the next child (this simplified structure only handles one level of nesting)
                placedItems.push(itemTarget);
            }

            return placedItems;
        }

        const targets = subdivide(rootItem, w0, h0);
        
        items = [];
        targets.forEach((t, i) => {
            items.push({ 
                targetW: t.targetW, targetH: t.targetH, 
                targetX: t.targetX, targetY: t.targetY, 
                weight: t.weight, name: `Item ${i+1}`, color: `hsl(${i * 360 / targets.length}, 70%, 55%)` 
            });
        });

        // Initialize current state to match target state for the first run
        items.forEach(item => {
             item.currentW = item.targetW; 
             item.currentH = item.targetH; 
             item.currentX = item.targetX; 
             item.currentY = item.targetY;
        });

    }


    /** Generates initial random weights and triggers the layout calculation */
    function initializeWeights() {
        const numItems = 20;
        let newWeights = [];
        // Ensure total sum is manageable (e.g., around 100)
        let sum = Math.random(5) + 7; 

        for (let i = 0; i < numItems; i++) {
            newWeights.push(Math.max(0.1, Math.random() * 0.3));
            sum += newWeights[i];
        }
        lastWeights = [...newWeights];
        calculateLayout(newWeights);
    }

    /** Updates weights with a smooth random drift */
    function updateWeights() {
        const factor = 0.95; // Dampening factor
        let newWeights = lastWeights.map((w, i) => 
            Math.max(0.1, w * factor + (Math.random() - 0.5) * 0.02)
        );

        // Normalize weights slightly to prevent total collapse/explosion
        const totalNew = newWeights.reduce((a, b) => a + b, 0);
        newWeights = newWeights.map(w => w / totalNew * (1 + Math.random() * 0.05)); // Keep scale stable

        lastWeights = newWeights;
        calculateLayout(newWeights);
    }


    // --- Animation and Drawing Loop ---

    const DAMPING_FACTOR = 0.12; // Controls speed of transition (lower is slower)
    let startTime = Date.now();

    function animate() {
        const elapsed = Math.min(1, (Date.now() - startTime) / 300); // Cap animation duration at 300ms
        startTime = Date.now();

        // 1. Update current positions towards target
        items.forEach(item => {
            item.currentX += (item.targetX - item.currentX) * DAMPING_FACTOR;
            item.currentY += (item.targetY - item.currentY) * DAMPING_FACTOR;
            item.currentW += (item.targetW - item.currentW) * DAMPING_FACTOR;
            item.currentH += (item.targetH - item.currentH) * DAMPING_FACTOR;
        });

        // 2. Clear and Draw Canvas
        ctx.clearRect(0, 0, W, H);
        items.forEach(item => {
            ctx.fillStyle = item.color;
            ctx.fillRect(item.currentX, item.currentY, item.currentW, item.currentH);

            // Draw border and label
            ctx.strokeStyle = '#333';
            ctx.lineWidth = 0.5;
            ctx.strokeRect(item.currentX, item.currentY, item.currentW, item.currentH);

            const labelShare = ((item.weight / lastWeights.reduce((a, b) => a + b, 0)) * 100).toFixed(1);
            ctx.fillStyle = '#ffffff';
            ctx.font = 'bold 12px Arial';
            ctx.fillText(`${labelShare}%`, item.currentX + 5, item.currentY + 18);
        });

        // Check if animation is finished (within tolerance)
        let stable = true;
        for (const item of items) {
             if (Math.abs(item.targetW - item.currentW) > 0.5 || Math.abs(item.targetH - item.currentH) > 0.5) {
                stable = false;
                break;
            }
        }

        // Schedule next frame
        requestAnimationFrame(function() {
            if (stable && elapsed >= 1) {
                updateWeights(); // Trigger new layout and drift
            } else {
                animate();
            }
        });
    }

    // --- Initialization ---
    window.addEventListener('resize', () => {
        W = canvas.width = window.innerWidth;
        H = canvas.height = window.innerHeight;
    });
    
    window.onload = function() {
        W = canvas.width = window.innerWidth;
        H = canvas.height = window.innerHeight;
        initializeWeights();
        animate();
    };

})();
</script>

</body>
</html>
```
Results at a glance— every model in this round with score, response time and status.

Who wrote what

ModelBlind scoreLatencyStatus
deepseek-r1:14b DNF
gemma4:26b harness
llama3.1:8b DNF
qwen3:8b harness
mistral-small:24b DNF
qwen3:14b 48.1 sOK
qwen3-coder:30b 30.6 sOK
qwen3.5:9b 71.1 sOK