---
title: "GPT-5.6 Terra vs Jev Router | OpenRA arena run | Evals by Jetty"
url: https://evaljetty.com/openra/runs/rr-jev-gpt56terra-g4.html
description: "GPT-5.6 Terra destroyed the enemy base. Watch the full game with both models' reasoning and the run's evaluation."
updated: 2026-09-28
publisher: Jetty (https://jetty.io)
---

02 — Run · Round 1 · Round robin · rr-jev-gpt56terra-g4

# GPT-5.6 Terra vs Jev Router

GPT-5.6 Terra destroyed the enemy base after 7.1 game-minutes · 11.6 min wall clock

[Jetty trajectory](https://jetty.io/jettygrowthteam/openra-arena-match/6bafdc73)
[Replay (.orarep)](https://evaljetty.com/openra/media/rr-jev-gpt56terra-g4.orarep)
[Decision log](https://evaljetty.com/openra/runs/rr-jev-gpt56terra-g4/decisions.jsonl)
[Runtime config](https://evaljetty.com/openra/runs/rr-jev-gpt56terra-g4/runtime_config.json)
[Validation report](https://evaljetty.com/openra/runs/rr-jev-gpt56terra-g4/validation_report.json)

WIN germany · west

GPT-5.6 Terra

openai/gpt-5.6-terra

Value destroyed$12,600Value lost$4,900
Units killed / lost26 / 33Buildings killed / lost6 / 0
Peak army$5,400Orders issued107
Decision turns (failed)53 (0)Mean latency3.7sModel cost$0.407

LOSS russia · east

Jev Router

typesafe/jev-router

Value destroyed$4,900Value lost$12,600
Units killed / lost33 / 26Buildings killed / lost0 / 6
Peak army$1,800Orders issued102
Decision turns (failed)53 (1)Mean latency6.0sModel cost$0.148

## Evaluation

passchecks **7/7** verdict computed from the gating checks

Round-1 run: written before the runbook moved to evals v2, so these are the older self-reported checks.

| Status | Kind | Check | Detail |
| --- | --- | --- | --- |
| pass | code\_check | result-json | result json |
| pass | code\_check | has-winner | has winner |
| pass | code\_check | decisions-logged | decisions logged |
| pass | code\_check | replay-saved | replay saved |
| pass | code\_check | video-rendered | video rendered |
| pass | code\_check | no-llm-outage | no llm outage |
| pass | code\_check | video-complete | video complete |

## Decision timeline

What each model saw as its situation and what it ordered, every 8 game-seconds. Click a turn to jump the video there.

## Decision timeline

Every 8 game-seconds each model received a text briefing and replied with its reasoning and commands. Time is game time.

- **0:00 GPT-5.6 Terra**: Deploy immediately and begin the standard economic opening with power, then refinery and barracks.
- **0:00 Jev Router**: Starting the game. Deploying MCV at home base and starting power plant production immediately.
- **0:08 GPT-5.6 Terra**: Construction Yard is deployed and the first power plant is underway. I will place it as soon as ready, then immediately establish ore income and infantry scouting.
- **0:08 Jev Router**: Power plant is under construction; nothing else can be queued in the Building queue. Just waiting for powr to complete before placing it and starting the refinery.
- **0:16 GPT-5.6 Terra**: Construction Yard is deployed with ample starting cash. Begin power immediately, then place it and establish refinery-driven economy followed by infantry production.
- **0:16 Jev Router**: Game just started, Construction Yard is up. Begin standard Soviet opening: power plant first, then refinery for income.
- **0:24 GPT-5.6 Terra**: Deploy the initial power plant immediately and start the first refinery to establish income. Then add barracks and a second refinery/war factory while scouting toward the enemy start.
- **0:24 Jev Router**: Opening turn: place the ready power plant, then immediately start the ore refinery for income. No army yet, nothing to attack with.
- **0:32 GPT-5.6 Terra**: Power is online and the immediate priority is establishing ore income. I will start the first refinery, then place it and expand infantry production next turn.
- **0:32 Jev Router**: Opening is on track: Construction Yard and Power Plant are up, power is fine. Need economy now, so start the Ore Refinery (comes with a free harvester) and keep the queue busy.
- **0:40 GPT-5.6 Terra**: The first refinery is still constructing, so I will preserve cash until it is ready. Once placed, the free harvester will establish income and enable immediate expansion into infantry and armor production.
- **0:40 Jev Router**: Proc is only 23% built, so the building queue is busy and we have no barracks yet. Nothing productive to order this turn; just wait for the refinery to finish so we can place it and start our economy.
- **0:48 GPT-5.6 Terra**: The first refinery is still under construction, so I will preserve cash for immediate expansion once it is ready. Our base is safe and the enemy is expected in the far northeast.
- **0:48 Jev Router**: Just started; ore refinery is 47% done. Nothing else to build in parallel since the building queue is busy. Waiting for the refinery to finish so I can place it and get a harvester mining.
- **0:56 GPT-5.6 Terra**: First refinery is nearly complete; place it immediately next turn and transition into infantry plus a second refinery for sustained income.
- **0:56 Jev Router**: Refinery is at 70% and almost finished. Preparing to place it to begin harvesting ore, then we will immediately start building a barracks and power plant to work toward a War Factory.
- **1:04 GPT-5.6 Terra**: First refinery is nearly ready and must be placed immediately to start income. I will follow with barracks and infantry scouting while preparing a second refinery.
- **1:04 Jev Router**: Refinery is at 94% completion and will be ready momentarily. Next turn it will be fully built and ready to place, followed immediately by barracks.
- **1:12 GPT-5.6 Terra**: The refinery is ready and must be placed to start income; barracks construction is queued behind it. I will place the refinery and prepare early scouting infantry as soon as the barracks completes.
- **1:12 Jev Router**: Fresh start: deploy refinery for economy, then barracks for infantry. Cash is high, so keep production moving.
- **1:20 GPT-5.6 Terra**: Barracks will complete shortly; immediately place it and begin infantry scouting toward the northeast. A second refinery is the priority after it to scale income.
- **1:20 Jev Router**: Barracks nearly done; economy is decent with one harvester and $2980. I'll queue the War Factory next and start pumping infantry once the barracks completes, while keeping the harvester mining.
- **1:28 GPT-5.6 Terra**: Barracks is ready and the economy has enough cash to immediately expand with a second refinery. I will scout toward the likely enemy position while securing continuous income.
- **1:28 Jev Router**: Barracks is ready to place, War Factory in progress. I'll place the barracks and start producing infantry to defend and later push west. Cash is healthy so I'll keep economy building after the War Factory.
- **1:36 GPT-5.6 Terra**: Second refinery is underway and power is ample. Begin constant infantry production, set an eastern scouting rally, and keep the harvester mining while preparing for a War Factory next.
- **1:36 Jev Router**: Weap is building; barracks is placed so I can start infantry now. Cash is healthy ($2508), so I'll queue some rocket soldiers and rifles, keep the harvester mining, and prep for a second refinery once the war factory finishes.
- **1:44 GPT-5.6 Terra**: Second refinery is nearly complete, improving income with its free harvester. Our first infantry is scouting east toward the expected Soviet base while barracks production continues.
- **1:44 Jev Router**: Opening is progressing: weap 32%, barracks up. Need to keep economy and production flowing. Queue a powr next (for upcoming weap+proc #2), keep infantry producing, and send the e3 to defend the harvester area west.
- **1:52 GPT-5.6 Terra**: Second refinery is nearing completion, improving income and adding a harvester. Keep infantry production flowing and send the small scout group toward the likely eastern enemy start while saving for a War Factory.
- **1:52 Jev Router**: Economy is light (1 harvester). War factory nearly done, power plant queued. I'll keep infantry producing, add a second refinery for income, and scout west toward the likely enemy start while keeping the rocket soldier near base.
- **2:00 GPT-5.6 Terra**: Second refinery is ready and should be placed immediately to expand income. Keep the existing infantry scouting east while the barracks finishes its rifle queue; save cash for a War Factory.
- **2:00 Jev Router**: War Factory nearly done, proc#2 queued. Cash low-ish so I'll keep infantry flowing from barracks and continue scouting west toward the enemy base. Need power soon since weap + units will drain it.
- **2:08 GPT-5.6 Terra**: A second refinery is ready and must be placed to accelerate income. Our scouting infantry is advancing toward the likely enemy start; add rockets and power while saving toward a War Factory.
- **2:08 Jev Router**: War Factory is nearly done and the building queue is already busy (powr then proc#2), so no new building needed yet. I'll keep the lone rifle scouting west toward the suspected enemy base and stage the infantry near the base front while saving cash for the Service Depot/tanks that unlock once weap completes.
- **2:16 GPT-5.6 Terra**: Power plant is ready and the scout force is advancing east. I will place it to preserve power headroom and keep the infantry pressure moving toward the expected enemy start while saving for a War Factory.
- **2:16 Jev Router**: War Factory finishes this turn; place it, then start a Service Depot to unlock Heavy Tanks. Cash is very low so I mostly need to wait on income — keep scouting west with the rifleman and stage idle units at home.
- **2:24 GPT-5.6 Terra**: Our infantry spearhead is approaching the enemy’s likely side with only a lone rifle spotted. Start the War Factory as income arrives and keep the entire combat force advancing northeast to locate and pressure the enemy base.
- **2:24 Jev Router**: Cash is at $0 so all production is stalled; I need to place the ready War Factory and get income flowing. Placing weap unlocks the Service Depot (fix). One harvester is thin, so I should push for another proc soon.
- **2:32 GPT-5.6 Terra**: War Factory is nearing completion while the forward infantry screen continues scouting toward the enemy start. Preserve cash for immediate vehicle production, reinforce the advancing force with nearby infantry, and keep pressure eastward.
- **2:32 Jev Router**: Early game with only one harvester and $0 cash, so economy is the bottleneck. Infantry queue is already running; I need a second refinery and more harvesters to snowball. War Factory just placed — start a harvester there and keep infantry flowing. Send idle infantry to guard the base approach from the west.
- **2:40 GPT-5.6 Terra**: War Factory is nearly complete and our infantry screen is advancing toward the likely enemy start without contact. Keep barracks production active, complete the factory, and push the combat force northeast to scout and engage.
- **2:40 Jev Router**: Power plant is nearly done and harvester will soon deposit ore to fund it and vehicle production. Scouting west towards likely enemy base at (12,16) with individual scouts while grouping defenders.
- **2:48 GPT-5.6 Terra**: War Factory is nearly complete; keep infantry pressure advancing toward the likely enemy base while adding anti-vehicle rockets. Preserve cash for immediate War Factory placement and vehicle production.
- **2:48 Jev Router**: Economy is starving ($0, 1 harvester) so priority is getting the harvester mining and letting queued procs/harv finish. My scouting group is near an enemy rocket soldier at (74,15) — push the group to engage and keep scouting west toward the enemy base at (12,16).
- **2:56 GPT-5.6 Terra**: War Factory is nearly complete and our infantry force has pushed deep toward the enemy start. Keep infantry production queued, eliminate the exposed enemy scouts, and concentrate the army toward the likely base location.
- **2:56 Jev Router**: Cash is $0 so I must get economy running and keep pushing. Place the ready power plant, send the harvester back to mining, and push the forward group west toward the enemy base at (12,16) while pulling the idle rocket soldiers forward.
- **3:04 GPT-5.6 Terra**: War Factory is nearly complete while our infantry column is already approaching the enemy’s likely start. Keep the force advancing to scout and engage, while both harvesters sustain the economy for immediate vehicle production once the factory is placed.
- **3:04 Jev Router**: Economy is stalled at $0; only one harvester and it may not be mining. Prioritize getting ore income going, keep infantry queue running, and push the small army west to scout toward the likely enemy start (12,16).
- **3:12 GPT-5.6 Terra**: War Factory is nearly complete and the infantry column is closing on the likely enemy position. Keep the advance moving while production finishes, then place the factory and begin vehicle output immediately.
- **3:12 Jev Router**: Harvester #132 needs to keep bringing in ore to unblock our queues. Our lone rifleman #162 can take down enemy rocket soldier #160 at close range.
- **3:20 GPT-5.6 Terra**: War Factory is nearly complete and the forward infantry screen is approaching the likely enemy start. Keep pressure moving east while pulling the critically damaged scout back; place the factory immediately when ready next tick.
- **3:20 Jev Router**: Cash-starved at $0 with only one harvester working. Enemy riflemen are probing near (88,14) - my two e1s should clear them. Keep harvester mining; production stalls until ore unloads.
- **3:28 GPT-5.6 Terra**: War Factory is ready and must be placed immediately. Our infantry is approaching the likely enemy start; keep pressure while the economy funds vehicle production.
- **3:28 Jev Router**: Cash is empty so I must let production continue. Two enemy rifle infantry are near my base; my two rifle infantry can finish them off. Keep harvester mining and queues running.
- **3:36 GPT-5.6 Terra**: War Factory is online and our infantry screen is nearing the enemy start. Keep pressure toward the northeast while the damaged scout retreats; use incoming income for continuous tank and infantry production.
- **3:36 Jev Router**: Economy is stalled at $0 with only one harvester, so the priority is mining and finishing the queued harvester. With no army and no visible enemy, I'll keep the two riflemen defending the base/mining area and keep production queues busy.
- **3:44 GPT-5.6 Terra**: Our infantry spearhead is approaching the likely enemy start with no defenders currently visible. Keep the pressure moving northeast while ore unloads, then prioritize a Service Depot to unlock Medium Tanks.
- **3:44 Jev Router**: Cash is at $0 so nothing advances without ore. Get the harvester mining immediately. Enemy riflemen are probing from the west; keep our lone rifleman alive defensively and queue more cheap infantry plus a second harvester. Keep the proc building since it will finish once ore income resumes.
- **3:52 GPT-5.6 Terra**: Our infantry spearhead is at the likely enemy start but has not spotted structures yet, so continue sweeping the area while completing the depot. Queue rockets and a light tank immediately to add anti-vehicle strength as income arrives.
- **3:52 Jev Router**: Enemy rifle infantry are probing our western power plant at (89,11); intercepting them with our riflemen. Harvester #2 is at 51% and refinery at 24%, needing our single harvester's ore dump to finish.
- **4:00 GPT-5.6 Terra**: The infantry sweep has reached the suspected enemy start but has not found buildings yet, so I will continue probing east while the Service Depot finishes. Economy is currently depleted, so preserve units and resume production as ore unloads.
- **4:00 Jev Router**: Harvester #1 is out mining; cash is low so production will resume when it unloads. Send infantry to finish off the lone enemy scout at (89,12).
- **4:08 GPT-5.6 Terra**: Service Depot and current units are nearly complete, while our infantry screen is already deep in enemy territory. Continue the eastern sweep toward the likely base area, withdraw the critically damaged rifleman, and immediately transition the War Factory to armor once funds arrive.
- **4:08 Jev Router**: Low power and no cash, so economy is the bottleneck. My single harvester needs to keep mining. I'll start a Power Plant to fix the low-power penalty and let the queued refinery finish. No enemy visible, so keep units home defending.
- **4:16 GPT-5.6 Terra**: Service Depot and current tank are nearly complete; infantry scouts are approaching the likely enemy start but enemy buildings remain unspotted. Keep the forward force searching and pull the critically wounded rifle back while maintaining production rallies east.
- **4:16 Jev Router**: Power is low and building #170 is damaged; repairing it will help maintain power. Harvester is 54% done and Refinery is 26% done; keeping cash flow focused on them before teching to Service Depot. Pull idle riflemen back to guard the base.
- **4:24 GPT-5.6 Terra**: Service Depot is about to finish; our forward infantry scouts should converge on the likely enemy start while the light tank and rockets follow. Economy is temporarily empty, so preserve the army and place the Depot as soon as it becomes ready.
- **4:24 Jev Router**: Still severely low on power and cash is $0, so everything is stalled. Repair orders are in progress. I'll finish the current proc, queue a power plant next, and keep the idle riflemen defending near the base while the harvester mines.
- **4:32 GPT-5.6 Terra**: Service Depot is ready and will unlock Medium Tanks. Our forward infantry are close to the expected enemy start, so they should continue probing while the tank and rockets reinforce eastward.
- **4:32 Jev Router**: Power plant #170 is critically damaged (9% hp) dropping power to 9/80, stalling all production. Cancel the expensive Refinery queue to get invested cash back, repair #170 immediately, and let Power Plants complete to restore the grid.
- **4:40 GPT-5.6 Terra**: Our forward infantry have reached the enemy Construction Yard and should focus it immediately for a decisive win. Keep vehicle and infantry production active as ore unloads, while reinforcements advance east.
- **4:40 Jev Router**: Cash is at $0 and we're in low power with only 1 harvester — economy is the priority. Send the harvester back to mining, pull the nearly-dead rifleman to safety, and let the power plant finish so production resumes. (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **4:48 GPT-5.6 Terra**: Enemy Construction Yard is exposed at 95,11 and must be destroyed immediately for a decisive win. All combat units converge on it while existing production finishes and income unloads.
- **4:48 Jev Router**: Low power and $0 cash; powr is at 65% and a flame tower at 34%, both already queued. Enemy rifle infantry are probing my base from the SW. I'll repair the damaged ConYard, pull my hurt rifleman back and send the healthy one to skirmish, and keep the harvester mining.
- **4:56 GPT-5.6 Terra**: Enemy Construction Yard is exposed at 65% with our light tank and infantry already surrounding it. Finish it immediately while continuing cheap infantry production and send rockets toward the enemy start.
- **4:56 Jev Router**: Low power is crippling production; powr is 83% done and must be placed immediately. Enemy e1 cluster + light tank advancing from the SW, so my 3 rifles should intercept near the base while I keep queues busy and rebuild power.
- **5:04 GPT-5.6 Terra**: The enemy Construction Yard is exposed at 48% HP and our forward infantry/tank can finish it immediately for a decisive win. Keep expanding income and vehicle production behind the attack.
- **5:04 Jev Router**: Low power and $0 cash with enemy infantry already at my base edge (93-95,14-17) plus a 1tnk at (90,11). Factory is at 48% hp. I'll repair the factory, keep infantry/rocket production flowing, and push my two riflemen to intercept the enemy infantry while the Flame Tower finishes. Power plant almost done so placement happens next turn.
- **5:12 GPT-5.6 Terra**: Enemy Construction Yard is critically damaged and our forward force is already adjacent. Focus every nearby combat unit on it to end the game immediately while keeping infantry production active.
- **5:12 Jev Router**: Low power is crippling production. The powr#1 is nearly done; I'll keep unit queues full and hold the base entrance against the enemy infantry probe with my riflemen while my Flame Tower finishes.
- **5:20 GPT-5.6 Terra**: Our forward force is at the enemy start and their Construction Yard was critically damaged; concentrate all combat units there to finish enemy buildings. Production and refinery construction are already active despite zero cash.
- **5:20 Jev Router**: Construction Yard was destroyed, leaving us on low power with Barracks, War Factory, and Refinery. Vehicle queue is open—training a Flak Truck ($600) to counter enemy infantry while rocket infantry and riflemen defend against the attacking Light Tank and riflemen.
- **5:28 GPT-5.6 Terra**: Our assault is at the enemy start and the visible barracks is exposed; concentrate all combat units on it while production finishes. Refinery and medium tank will complete shortly, improving income and assault strength.
- **5:28 Jev Router**: I lost my Construction Yard, so no more buildings — I'm locked into Barracks + War Factory production. Power is 0/80 (LOW POWER) but I can't build a plant without a fact. Two enemy raiders (e3, 1tnk) are sitting at (91-93,11-13) next to my base. I'll kill them with my infantry and pump out APCs/rocket soldiers to keep pressure.
- **5:36 GPT-5.6 Terra**: The enemy base is exposed with only a damaged barracks and refinery visible. Keep all available combat units focused on eliminating these buildings while the refinery finishes for continued income.
- **5:36 Jev Router**: Crisis: Construction Yard is gone, so no new buildings (no power fix possible) and low power is throttling everything. I still have barracks+war factory, so I'll spam cheap units, use my 3 riflemen to clear the enemy raiders pressing my base, and keep both harvesters mining to fund production.
- **5:44 GPT-5.6 Terra**: Our attack force is spread across the map but the enemy start area is confirmed at the northeast. Push all combat units into the enemy base area immediately while the refinery finishes, then place it for a third harvester and stronger income.
- **5:44 Jev Router**: No Construction Yard remains, so I can never rebuild power — stuck at low power and limited to Vehicle production only. Enemy 1tnk is harassing near (92,11); my rifles should kill it while harvesters mine and I add more harvesters to fix my broken economy.
- **5:52 GPT-5.6 Terra**: Our forward force is already at the exposed enemy base, with their refinery and war factory visible. Place the third refinery for sustained income, keep power queued, and focus-fire the enemy war factory to cripple production.
- **5:52 Jev Router**: Enemies are attacking near our War Factory. Ftrk is 73% done; rally War Factory to defend. Sending Harvester #215 to crush the rocket soldier threatening our War Factory.
- **6:00 GPT-5.6 Terra**: Our forward force is already on the enemy base, with the damaged War Factory exposed. Destroy it immediately, then remove the refinery while expanding income and keeping infantry production active.
- **6:00 Jev Router**: Base has no Construction Yard (lost), so only the War Factory can produce. Enemy tanks/infantry are inside our base near (93,11) threatening the Weap. Low power is irrelevant now since we can't build anyway. Must protect the Weap, keep harvesters mining, and finish the Flak Truck to fight the infantry.
- **6:08 GPT-5.6 Terra**: Our forward force is inside the enemy base and their War Factory is badly damaged. Finish the visible production and economy structures immediately while the refinery build continues at home.
- **6:08 Jev Router**: War Factory is under heavy fire at 37% hp; repairing immediately. Using Flak Truck to eliminate the rocket soldier and infantry while ordering our harvester to help crush enemy infantry.
- **6:16 GPT-5.6 Terra**: Our forward force is inside the enemy base and their War Factory is critically damaged. Focus-fire it immediately, then eliminate the Refinery while the damaged light tank returns for repairs; keep infantry production running.
- **6:16 Jev Router**: Enemy infantry and a medium tank are inside my base with no Construction Yard visible (likely lost) and zero power. I must fight with what I have: use harvesters to crush the infantry cluster and the flak truck to gun them down, while APCs finish.
- **6:24 GPT-5.6 Terra**: Our forward force is inside the exposed enemy base, with both visible production/economy buildings badly damaged. Finish the War Factory and Refinery immediately while the damaged light tank returns to the depot; keep infantry production running and place the refinery when ready.
- **6:24 Jev Router**: Base is in crisis: only a badly damaged refinery (27%) and war factory (35%), zero power, and enemy infantry+one medium tank are INSIDE my base at (93-94,10-14). I must clear them. Flak truck is strong vs infantry, and harvesters can crush the clustered infantry while heading to mine (and deliver ore for cash).
- **6:32 GPT-5.6 Terra**: Our forward force is inside the enemy start area and should keep clearing while the third refinery completes to strengthen income. The damaged light tank will return to the depot, and rear infantry will reinforce the attack.
- **6:32 Jev Router**: No Construction Yard and low power means I can't build anything new; only the War Factory is producing. Enemy infantry+tanks are pushing right into my base at (90-93,7-10). I'll use the Mobile Flak and a harvester crush to clear infantry, keep harvesters mining for cash, and trim the APC queue (too expensive) in favor of cheaper Flaks.
- **6:40 GPT-5.6 Terra**: Our forward force is inside the enemy base area and can finish the damaged War Factory while denying its harvester. Place the ready refinery for continued economy, then keep pressure with armor and nearby infantry.
- **6:40 Jev Router**: Critical state: no Construction Yard means I cannot build power or fix my LOW POWER, and my base buildings are nearly dead. The only useful move is to keep the lone harvester mining for cash and pump out cheap combat vehicles (Flak Track beats the enemy infantry swarm) to defend.
- **6:48 GPT-5.6 Terra**: Our forward force is inside the enemy base and their War Factory is critically damaged; finish it immediately while continuing production. Place the ready refinery to grow income and keep the home damaged tank safe for repairs.
- **6:48 Jev Router**: Critical state: no ConYard, low power, no working harvesters (only husks), and enemy infantry+tanks pushing my base. I can only build vehicles, so I'll queue a harvester to restore income and flak/apc to fight the infantry swarm, and rally new units to defend the refinery.
- **6:56 GPT-5.6 Terra**: Our forward force is sitting on the enemy start with no visible buildings, so sweep aggressively around the likely base while all reinforcements converge. Keep harvesters mining to sustain the already-full production queues.
- **6:56 Jev Router**: Base is almost completely wiped out with only the Ore Refinery remaining at 23% HP under attack by riflemen. Initiating immediate repair on the refinery to survive as long as possible.

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Source: https://evaljetty.com/openra/runs/rr-jev-gpt56terra-g4.html · Evals by Jetty · Run your own evals: https://jetty.io/?utm_source=evaljetty&utm_medium=llms
