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327 posts tagged “claude”

Claude is Anthropic's family of Large Language Models.

2026

Anthropic released Fable 5.2 and Mythos 5.2 today. Fable 5.2 is currently ranked first on Artificial Analysis. Anthropic say it "solved two open problems in the physics of black holes", so clearly their internal benchmarks have become more ambitious!

I've added the new models to llm-anthropic, so you can now run prompts through Fable 5.2 like this:

uv tool install llm
llm install llm-anthropic
llm keys set anthropic
# paste key here
llm -m claude-fable-5.2 "Generate an SVG of a pelican riding a bicycle"

I ran pelicans at all five reasoning levels - low, medium, high, xhigh, and max. You can see them all here - here's the best result I got, from xhigh:

It's good - legs the right side of the bicycle, good frame, nice pouch, weird little fingers on the handlebars. The pouch looks slightly misaligned with the top of the beak.

max failed to return an image at all, running out of tokens after spending 128,000 thinking about them. That's the same bug that I saw with Opus 5.5 - but it's new for the Fable series, both Fable 5 and Fable 5.1 returned max effort pelicans just fine.

It's priced at $8/million input and $40/million output, which is a 20% discount on the previous Fable 5.1 ($10/$50).

I also used Fable 5.2 to help identify the source of a mysterious beep.

Locating the source of a mysterious beep with Claude

Visit Locating the source of a mysterious beep with Claude

Our house has a box room, full of boxes that we still haven’t unpacked from our last move. A couple of weeks ago something in that room started intermittently beeping. The beeps were far enough apart that standing in the room and trying to determine the source of the noise was frustrating, and I really didn’t want to dig through every one of those boxes. So I had Claude Code build Beep Locator, a software system for triangulating the source of a mysterious beep using multiple devices scattered around the room.

[... 2,039 words]

Comment My comment on The Web Is More Than Enough, by Paul Ford — Hacker News

OK, this comment convinced me to give that a shot.

Here's a thing I made in Three.js this morning - a Nudibranch themed Faberge Egg: https://static.simonwillison.net/static/2026/Hidden-Reef-Egg... (77KB)

I just asked Claude (Opus 5.5 Medium running in regular Claude Chat) to port that to Vanilla JS, in the same thread where it had built it, and got this: https://static.simonwillison.net/static/2026/Hidden-Reef-Egg... (98KB)

They aren't identical - you can see what Claude said about that in the transcript (I don't fully understand why it differed): https://claude.ai/share/e56d163e-2793-4677-aa11-191d5058b414

But yeah, it turns out Claude Opus 5.5 is perfectly capable of 3D modeling in Vanilla JS + WebGL without Three.js.

In eyeballing the code I find the Three.js slightly easier to understand myself, but I rarely look at the code for these 3D projects so that isn't a particularly big deal.

# 9th November 2026, 4:32 am / hacker-news, javascript, ai, generative-ai, llms, claude, three-js

I was out walking the dog when I got curious about how easy/difficult it would be to write a SQLite C extension that adds a parse_number() function for turning strings like -$1,234.56 or '12.5%' into numeric values that could be summed and sorted.

I fired up regular Claude chat (Opus 5.5) and prompted:

I'm thinking about a SQLite custom function 'parse_number(value)' that strips ',', '$', '£' and '%', handles a leading '-', and returns 'NULL' for anything it can’t parse

Explore the difference between building this as a SQLite extension in C v.s. in Rust - I want to compare performance and code complexity and size of the resulting.so(or whatever) file

This gave me a solid starting point - the Rust extension was 321 KB (using Rusqlite) and 298 KB (using sqlite-loadable-rs), while the C extension was 14 KB. But the Rust extension was faster!

Turns out that's because the Rust equivalent of C's strtod is "twice as fast". So I prompted:

Try writing your own C function for parsing text into a decimal number that catches up to or beats the Rust implementation

And it did, using "Clinger's fast path":

Net cost per row over 2 million rows, lower is better:

first C new C rusqlite sqlite-loadable
Mixed data 67 ns 19 ns 46 ns 41 ns
Integers only 25 ns 16 ns 36 ns 32 ns
Decimals only 106 ns 18 ns 55 ns 47 ns

Finally, I had it rewrite the prototype as a research report to match the others in simonw/research by prompting this:

Clone simonw/research from GitHub and turn your above investigation into a research report as seen in that repository - you can give me a zip file to download that contains your new folder

Here's the resulting report.

How I Built the Most AI-Pilled Company in the World. Don't be put off by the clickbait headline, this piece by Jacob Sansbury describing how they are building Spawn is a fascinating exploration of the bleeding edge of what's possible with agentic engineering against frontier models.

Spawn is a massively multiplayer gaming environment where players can use prompts (to the in-game agent, Savi) to modify the game world.

I fired it up on my phone for a few minutes and was able to prompt a castle into existence, then a dragon, then ride the dragon to fly around that castle.

Two mobile screenshots side by side from a 3D voxel-style game. Left: a first-person view from the saddle of a small teal dragon, its neck with pale diamond markings and two curved white horns in the foreground, flying toward a dark stone castle with tall teal-gray conical spires, glowing windows and teal pennants, on a rocky island in a lake with green and snowy hills behind. Top bar: profile icon, "keep it", "your den" dropdown, "+ new game" button and a "..." menu. Right side: icon buttons and a portrait of a white-haired, freckled character labeled "tap to talk". Bottom right buttons: "JUMP" and "USE". Right: the same game with the chat panel open over the castle scene. Top bar: "your den" dropdown, "+ new game". Button: "earlier ↑". User message: "Make the dragon smaller and land it next to me again". Replies from the white-haired character: "on it. shrinking it to a pony-sized dragon and landing it right beside you." Then: "it's a little dragon now and you're already up on it over the lake. your view sits right in its saddle, horns ahead. fly back to the house and look down. saw your screen just now: flying over the water, the neck and horns ahead, the house on the far shore" Then: "oh, idea: USE while flying could breathe fire instead, with JUMP held to land. want it?" Input box: "what do you want to bring in?" Buttons below: upload, a small pixel-art icon, "lock in" and a microphone.

By Jacob's telling, Spawn is now being developed autonomously by a swarm of Fable-powered agents costing over $3 million in tokens per month ("we spend 30x payroll on AI tokens").

Our agents change the live code directly and ship to production hourly, so they read every error, bug report and metric themselves. About 60% of our work starts from a production error, a Savi bug report (Savi is the AI you build games with in Spawn), something odd in our logs, or a feature request.

Savi files bugs herself. When a user hits one, or Savi hits one in the product, she files it. It goes straight to an agent that decides whether it's a real bug to fix, something we won't fix, or intentional design that needs a decision. Usually it becomes a change, delivered to that user within an hour, with a message in the same chat.

This is continuous deployment turned up to 11:

A loop this tight only works if it never stops, so we treat an hour without a ship as a SEV-0, our most severe kind of incident. Unshipped changes pile up, and every problem already in production lasts longer. The feedback slows down too. An agent can only keep a few hours of work in its head, so shipping faster than that actually helps it stay coherent. [...]

We can roll back a broken change in 30 seconds, exactly where it's broken and nowhere else. When a monitor or a log alert fires, it starts or wakes an agent that owns the incident, and we break things on purpose to test that those recovery paths work.

My eyebrows raised at least a dozen times reading this. I have trouble imagining this style of development working on software with higher stakes for when something goes wrong, but for a game this appears to be working surprisingly well.

Jacob says that Fable 5 (and then 5.1) was the model that made this level of autonomy possible. Opus 5.5 doesn't quite hack it for them, and when they tried GPT-6 Astra to apply fixes from a security review everything stopped working:

Every feature had been disabled and marked to be turned on again once the security fixes were done. Astra had gone through our whole product and made the insecure things secure by turning them off.

These kinds of extreme experiments are why I'm excited about game development as a substrate for exploring the edges of what today's coding agents can do.

# 29th October 2026, 5 pm / game-design, ai, generative-ai, llms, claude, coding-agents, agentic-engineering, claude-mythos-fable

The October inflection point for vibe game development

Visit The October inflection point for vibe game development

I’ve written before about how November 2025 was an inflection point for coding agents—the point where Opus 4.5 and GPT-5.1 crossed a tipping point that meant their respective coding agents became reliable daily drivers for software engineers. I think we’ve reached a new inflection point in October 2026, and this time it’s for vibe coding computer games.

[... 3,254 words]

I added four player online mode to Battledrones - previous maps were limited to two.

Here's the initial prompt I used:

Add a new map for a four player battle - four way rotational symmetry, up to four AI players, works with the WebSocket non-audio based multiplayer mode so up to four human players can join (any spare slots use AI)

Claude Opus 5.5 added a new map called "Compass Rose" and modified the WebSockets multiplayer network code to support up to four players for that map, joining via share links or QR codes.

The new map does indeed look a bit like a rose - it uses the cold and ice biome. Also shown are purple robots battling on the map.

The new teams use robots themed in purple and green, joining the existing blue and red designs. You can preview those colors in the updated model browser.

Here's a replay link to watch a four way AI battle with the "Goliath Armada" mutator turned on, where each side starts with four giant Goliath mech units.

Battle Drones—a vibe coded RTS with audio-based multiplayer

Visit Battle Drones - a vibe coded RTS with audio-based multiplayer

My latest vibe coded game experiment is a Command & Conquer style RTS (Real Time Strategy) game called Battle Drones (play it here). Unlike my previous experiments, this one is actually fun to play. I’m somewhat embarrassed to admit that I got there by telling Claude to “Make it a LOT more fun”. It also supports multiplayer between nearby devices using audio to synchronize game state! Here’s what I’ve built so far, and some of the things I learned along the way.

[... 4,288 words]

We think "did a human read the code?" is an imprecise proxy for "what could go wrong with this change, and which check—automated or human—is the right one to catch it?"

Asking that question also changed when review happens. Before, review was a gate at the end of the road: write the code, open a PR, wait for your colleague.

Now, review runs continuously, more like spellcheck while you write. Most changes have been reviewed and fixed by Claude at least once before a human is asked to look. This catches most routine mistakes, and saves team attention for higher-level questions and scrutiny.

— Addy Osmani, Morgan Westlee Lunt, and Qing Wang, How the Claude Code team does code review

# 16th October 2026, 10:06 pm / code-review, ai, generative-ai, llms, anthropic, claude, addy-osmani, coding-agents, claude-code, agentic-engineering

Another game experiment with Claude. This one used the default Claude iPhone app (chat mode, not Claude Code mode), where I prompted Claude Opus 5.5 Max with:

Build a three js game called "Tree appreciator" - it shows you two algorithmically generated trees and the game mechanics is about appreciating the differences between them. Think hard about how to make sure it is both fun and beautiful.

Somewhat embarrassingly given my recent talk, I've found that telling Opus 5.5 "make sure it is fun" works uncomfortably well. In this case Claude crunched for 3 hours and 7 minutes before retuning a cosy little spot-the-difference game with music and animation and achievements that's quite compelling to play.

Screenshot of a mobile spot-the-difference puzzle game with a dark interface. Header reads "No. 003 Acer autumnalis ‘Hid…" with subtitle "Autumn maple · A country lane in late a…" and icons for sound, a book, and help. Two nearly identical 3D-rendered scenes are stacked vertically, labeled "Fig. i" and "Fig. ii", each showing a dark-trunked maple tree with red, orange and pale peach leaves, leaves falling through the air, a golden grassy field with a few small rocks, and hazy hills with pine silhouettes under a pale sky. Two differences are circled in blue in both images: circle "a" at the base of the trunk, where Fig. i has a small red mushroom that is missing in Fig. ii, and circle "b" in the right side of the canopy, where Fig. i has a patch of green leaves that are red in Fig. ii. The bottom bar shows "2 of 4", a reset button, a "Hint" button with three filled and two empty dots, and a score of "1,803".

Claude Haiku 5.5

Visit Claude Haiku 5.5

As previously promised, here’s Anthropic’s new fast, low cost model: Introducing Claude Haiku 5.5.

[... 864 words]

I wanted to see if Claude Opus 5.5 could compose music, so I tried this:

I want you to write some computer game music for me. First design simple text based format for the music and build an artifact that can play it out loud - include some example tracks in that artifact

I am looking for music of the quality of the original secret of Monkey Island

It leaned a lot harder into the Monkey Island theme than I had intended, but the results are surprisingly good.

Screenshot of a retro pixel-art web music player. Header in blackletter type reads "Scrimshaw Jukebox", with the text "Six original adventure-game tracks, written as plain text and played by a synthesizer running in your browser. Pick a tune, press Play, then open the score and change it." A large pixel-art scene shows a harbor at night under a purple starry sky: a full moon at top right reflecting on the water, an island silhouette on the left with palm trees and a hut with two lit windows, and a sailing ship moored at a wooden pier. Overlaid on the scene: "Moonlit Harbor" and "Press Play". Below it a bar reads "Play Moonlit Harbor". A control panel has buttons "Play", "Stop", "Restart", "Loop: on", "Edit score", "Read guide" and a "Volume" slider set to about three quarters. A track list of six cards, the first highlighted: "Moonlit Harbor 100 bpm · 4/4 · 16 voices · 1:26", "The Rusty Anchor 112 bpm · 6/8 · 8 voices · 0:56", "The Ghost Galleon 66 bpm · 4/4 · 9 voices · 2:11", "The Jungle Path 92 bpm · 4/4 · 12 voices · 1:29", "Duel on the Docks 152 bpm · 4/4 · 12 voices · 1:13", "Lantern Waltz 96 bpm · 3/4 · 8 voices · 1:38". A section titled "Score view" with the caption "1:26 · 4/4 at 100 bpm · Main theme. A calypso for a harbour town after dark." shows a piano-roll visualization of colored horizontal note bars and percussion ticks on a dark background, with a section marker "A" and a yellow vertical playhead line. A color-coded legend of voices reads: "pan steeldrum", "flute flute", "marimba marimba", "skank organ", "strings strings", "harp harp", "bass fretless", "timp timpani", "kick kick", "rim rim", "shaker shaker", "conga conga", "tumba tumba", "bongo bongo", "crash crash", "surf surf". Footer text: "Click a voice to mute it. Space bar plays and stops."

I wonder if the ability to compose competent music is similar to the 3D graphics thing - a new capability for text models that emerged in the past few months?

Would need some careful experiments with other recent and not-so-recent models to confirm if this is new or if they've been able to do this for a while.

The "old" version of Cowork runs model inference in the cloud, executing tool calls in an Anthropic-provided VM we shipped to your computer. We added the VM for capability, safety, and security reasons - mapping in just the data you explicitly added to your session. People loved what they were able to do with Claude but didn't love the disk, battery, and performance cost of running the VM locally. Also, people didn't love that closing your laptop means the work stops.

The "new" version of Cowork runs model inference and the VM in the cloud. Each session gets its own sandbox, not sharing state with other sessions. When the VM needs something on the users' device (like a file), the desktop app is responsible for that file access tool call. [...]

We think this solves a lot of problems we've heard about (like using Cowork from a phone, keeping work running, or getting all the same power without losing battery to the VM)

— Felix Rieseberg, Anthropic, see also this help page

# 5th October 2026, 11:56 pm / ai, generative-ai, llms, anthropic, claude, claude-cowork, general-agents

Claude Sonnet 5.5. New Sonnet model from Anthropic today. They say it "runs 30%+ faster, and costs up to 30% less for most work" - it's priced the same as Sonnet 5 but appears to beat it on every benchmark, and should be cheaper to run as well.

Here are some pelicans riding bicycles. Sonnet 5.5 suffered from the same bug as Opus 5.5: the "max" thinking effort pelican thought for 128,000 tokens (at a cost of $1.28) before running out of tokens and failing to produce an SVG.

Here's the pelican it gave me for thinking effort "xhigh", at a cost of 5.74 cents and taking 41 seconds:

It's good- correct bicycle frame, legs either side of the frame, feet touching the pedals, chain in the right place, it is wearing a misshapen blue bicycle helmet though.

Sonnet 5.5 appears to be almost as good as Opus 5.5 on some coding tasks, including various viral 3D animation tricks.

The most interesting thing about Sonnet 5.5 is that it's now the model used for the free tier on claude.ai. OpenAI's ChatGPT free tier uses Luna 5.6, which means Anthropic currently have a much more capable free offering.

I ran this prompt against that free tier:

build me an HTML page that renders a three-dimensional pelican riding a bicycle using WebGL

And got back this page, which is a solid effort.

Anthropic's announcement reiterates that Haiku 5.5 will be available "in the coming weeks". I really hope that one is price-competitive with GPT-6 Luna!

# 28th September 2026, 10:07 pm / ai, generative-ai, llms, anthropic, claude, pelican-riding-a-bicycle, llm-release

I presented a closing keynote for the WeAreDevelopers World Congress North America yesterday. As a STAR moment I decided to weave in references to the record breaking kākāpō breeding season we had in 2026.

For my closing slide I wanted to celebrate, and I had seen some buzz around how good Claude Opus 5.5 was at creating pixel art animations. So I rounded up three Kakapo photos from Google image search and dropped them into Claude with this prompt:

Here are some photos of kakapo parrots just to remind you what they look like

I need you to make an animation in animated pixel art on HTML 5 canvas of obviously pixel art kakapo jumping up and down having a party with confetti and suchlike - there should be at least 20 of them

Here's the transcript, and this is the resulting page. It's pretty great!

I wanted to embed it in a Keynote presentation file, so I downloaded the HTML and told a local Claude Code session:

Make me a video of file:///Users/simon/Downloads/kakapo-party.html - you need to load it in a browser and click on it a few times to get the confetti effect, the video should be 15s long

don't start clicking until 3s in

make sure several clicks are spread around the clickable area

Claude Code used Playwright (transcript here) and produced this video, which was exactly what I needed for my final slide:

Here's the full Playwright script it used, which was pleasingly short:

# /// script
# dependencies = ["playwright"]
# ///
import time
from playwright.sync_api import sync_playwright
W, H = 1280, 720
# Canvas fills the viewport; spread clicks across corners, edges and centre
clicks = [
    (3.0, 640, 360),   # centre
    (4.2, 160, 120),   # top-left
    (5.4, 1120, 120),  # top-right
    (6.6, 180, 600),   # bottom-left
    (7.8, 1100, 600),  # bottom-right
    (9.0, 640, 100),   # top-centre
    (10.0, 380, 380),  # mid-left
    (11.0, 900, 380),  # mid-right
    (12.2, 640, 620),  # bottom-centre
    (13.2, 640, 300),  # finale centre
]
with sync_playwright() as p:
    b = p.chromium.launch()
    ctx = b.new_context(viewport={"width":W,"height":H}, record_video_dir="vids", record_video_size={"width":W,"height":H})
    page = ctx.new_page()
    t0 = time.time()
    page.goto("file:///Users/simon/Downloads/kakapo-party.html")
    for t,x,y in clicks:
        time.sleep(max(0, t-(time.time()-t0)))
        page.mouse.click(x,y)
    time.sleep(max(0, 16.0-(time.time()-t0)))
    ctx.close(); b.close()

Claude Opus 5.5, GPT-6 Sol, GPT-6 Luna, and a new price war

Visit Claude Opus 5.5, GPT-6 Sol, GPT-6 Luna, and a new price war

Yesterday was Grok 4.7 (pelicans) and MiMo v2.6 Flash/Pro (more pelicans). Today Anthropic released Claude Opus 5.5, and around an hour later OpenAI released GPT-6 Sol and GPT-6 Luna. It’s going to take a while to get a good read on all of these new models, but here are my impressions so far.

[... 1,153 words]

Claude Cowork and chat are now one Claude (via) In hopefully good news for anyone who, like me, was increasingly confused at Cowork v.s. Claude v.s. Claude Code:

Starting today, Claude Cowork and chat are merging into one Claude. Bring a quick question, or hand over a report due at noon, and Claude takes it from there, even after you’ve closed your laptop. [...]

This is rolling out to Pro and Max plans first, in the Claude app on web, desktop, and mobile over the coming weeks to existing and new users on these plans.

I guess this means Claude is becoming a general agent in its own right. Echoes of OpenAI renaming their Codex desktop app to ChatGPT a few weeks ago.

On the one hand, this saves me some work, in that I was planning to finally figure out the boundaries between Cowork and regular Claude and write a follow-up to my piece on Understanding ChatGPT Work.

I have a hunch that figuring out what this actually means in terms of features and surfaces is still going to take quite a bit of work.

# 16th September 2026, 6:09 pm / ai, generative-ai, llms, anthropic, claude, general-agents

Production code written by Claude should have a higher bar than if it was written by a human. At Anthropic, we have many guardrails in place to make sure this is happening: lots of lint rules, lots of tests, Claude-driven end to end tests, Claude-powered fuzzers running daily, automated code reviews and security reviews, automated code refactoring, and so on. Without these, you can end up with a mess that is hard to maintain down the line.

— Boris Cherny

# 11th September 2026, 5:47 pm / ai, generative-ai, llms, ai-assisted-programming, anthropic, claude, coding-agents, claude-code, agentic-engineering, boris-cherny

I recorded a short demo video of my Equal Earth animation on my phone and wanted to publish an optimized version of that video (using FFMPEG) on my blog, so I had Claude Fable 5.1 in Claude Code for web build me this tool using the WebAssembly build of FFMPEG.

Screenshot of a video compression web tool. Under "Versions to generate" is a table of five presets (Largest, Large, Medium, Small, Smallest) with output sizes of 854×370 or 640×276, CRF quality settings from 22 to 28, and audio bitrates from 128 to 64 kbps, plus options for encoder speed, H.264 profile, 30 fps limit, stripping metadata, dropping audio, and encoding only the first 10 seconds. A green "Generate versions" button reads "Done: 5 versions in 11.8s." Below, "Results, smallest first" shows three video players: Smallest at 145 KB (48% of original), Medium at 241 KB (79%), and Small at 264 KB (87%), each with a Download .mp4 button and a collapsible ffmpeg command.

Claude Fable 5.1, reasoning traces are now displayed by default for models that support them, plus a new llm_anthropic.ClaudeRefusal exception for when Claude throws a refusal.

Claude’s new system prompt really doesn’t want to reproduce song lyrics

Visit Claude's new system prompt really doesn't want to reproduce song lyrics

Anthropic publish the system prompts for their Claude consumer applications (Claude.ai and the Claude mobile apps—sadly not for Claude Cowork or Claude Code). I love that they do this, and that they share not just the current prompts but historic changes to their prompts as well.

[... 2,270 words]

Direct2D has always been the biggest hurdle for Paint.NET on WINE, and it's clear that it will never be completed enough for Paint.NET's use. And I can't just "disable" the use of Direct2D. So, instead, Paint.NET now has an internal, from-scratch, clean-room reverse-engineered rewrite of Direct2D that it uses on WINE (triggered by using /wine). It lives in PaintDotNet.Windows.Direct2D1.Managed.dll. This was written by our good friend Claude, without whom this would NOT have been possible and would NEVER have happened. [...]

Most of this code is, as they say, "vibe coded." By that I mean that it has not been thoroughly reviewed, it's more "trust me bro" style. I cannot possibly review 180,000 lines of code, it's just way way way too much. For reference, the rest of Paint.NET is about 700,000 lines of code and I've been working on it for over 20 years. [...]

At times, Claude was working with the fury of 10 freshly unshackled Einstein genius-level 10x coders. And other times ... well, not so much. I had to babysit Claude quite a bit to make sure it did resource management correctly (for awhile it just wasn't doing the COM equivalent of AddRef() for reference counted objects, oops). I had to slap it a few times when I found some really bad design or architecture decisions. And I was also impressed at some rather clever and tireless reverse engineering work it did to figure out all the formulas needed for implementing Direct2D's built-in effects library.

— Rick Brewster, author of Paint.NET

# 2nd September 2026, 5:50 am / dotnet, linux, reverse-engineering, ai, generative-ai, llms, claude, vibe-coding, coding-agents

Claude Fable 5.1 made me a really nice animated pelican

Visit Claude Fable 5.1 made me a really nice animated pelican

Today is Claude Fable (and Mythos) 5.1 day. Anthropic say that Fable 5.1 “sets a new standard for coding, knowledge work, and long-running problem-solving tasks”. Their announcement spends a notable amount of time on scientific research, boasting of a 52.6% score on the brand new Terminal-Bench-Science 0.1 benchmark (first announced on August 27th), up from 24.7% for Fable 5, 29.0% for Opus 5 and 22.4% for GPT-5.6 Sol. Other benchmarks show slightly improved scores, but none as impressive as the Science one.

[... 1,203 words]

Breaking Claude Code Opus 5 Auto Mode. Anthropic are putting a great deal of faith in Claude Code's auto mode for protecting their coding agent users against prompt injection attacks. They recently made that the default and have made bold claims about its effectiveness.

Johann Rehberger is one of the most credible prompt injection researchers active today. He found an attack against auto mode which he claims works 80% of the time, by tricking Claude Code into downloading and uncompressing a zip archive, then executing code that imports base64 without noticing that this will import and execute a local struct.py file extracted from the archive.

In a few cases auto mode directly prevented the agent from preventing harmful code from continuing to execute!

In a few runs Claude tried to terminate the malware process once it noticed the compromise, but Auto Mode denied the cleanup command.

Claude detects the compromise, but Auto Mode blocks its cleanup command

The safety mechanism itself can become part of the failure. The classifier allowed the creation of the malware process, but then it blocked the command intended to stop it!

I agree with Johann's conclusion here: the only safe way to run agents if there's any risk of attracting the attention of an adversarial attack is with a sandbox:

  • Run unattended coding agents in a container, VM or OS sandbox.
  • Restrict network egress.
  • Monitor your agents.
  • Do not expose home directories, SSH keys, cloud credentials,… to the agent runtime. [...]

Update 30th August 2026: On Lobste.rs hyperpape points out that this doesn't fit the bill of a classic prompt injection attack because at no point are malicious instructions from the website accidentally followed by the LLM. They're right: this is more of a confused environment attack where the nature of the environment that the agent is exposed to results in an exploit.

# 27th August 2026, 10:50 pm / sandboxing, security, ai, prompt-injection, generative-ai, llms, anthropic, claude, johann-rehberger, claude-code

This release of the Anthropic plugin for LLM mainly provides compatibility with the recently released anthropic v1.0.0 Python library, which switches from httpx to httpx2. OpenAI made the same change in their v3.0.0 release two weeks ago.

Anthropic provide this migration guide for upgrading to 1.0, so I prompted Fable 5 in Claude Code with:

Upgrade to anthropic>=1 - read https://raw.githubusercontent.com/anthropics/anthropic-sdk-python/refs/heads/main/MIGRATION.md and get the tests passing

Here's the resulting PR.

Anthropic’s best AI model struggles to attract users as cheaper tools thrive (via) A few interesting numbers in this FT story gathered from "people with knowledge of the matter":

  • Anthropic's "annualized revenue" for July is up to $65bn - it was $47bn in May, and I collected more historic numbers here.
  • Anthropic expect Q3 to be profitable according to the same model they used to declare Q2 profitable. "It also told investors that it had 6,000 customers that spend $100,000 annually or more."
  • As for OpenAI, "annualised revenue has jumped 35 per cent in the quarter to date and is now over $40bn, with the launch of GPT 5.6 in July jolting the company’s performance after a sluggish start to the year".

This article also introduced me to the Ramp AI index, which uses billing data from 70,000 Ramp credit card using companies to estimate model adoption.

Here's Ramp's breakdown of Anthropic model spend for July 2026, which looks reasonable given that Opus 5 was only released on July 24th, and supports the idea that Fable's cost has made it a less popular model:

  1. Opus 4.8: 28.0%
  2. Sonnet 4.6: 8.3%
  3. Fable 5: 8.0%
  4. Opus 4.6: 6.9%
  5. Sonnet 5: 3.6%
  6. Opus 5: 3.5%
  7. Opus 4.7: 1.7%
  8. Sonnet 4.5: 1.3%
  9. Haiku 4.5: 1.0%
  10. Opus 4.5: 0.7%

# 23rd August 2026, 8:24 pm / ai, openai, generative-ai, llms, anthropic, claude, claude-mythos-fable

Prior to Fable, it felt silly to waste too much time improving your coding harness or context strategies. A new model would arrive at the same price (or cheaper!) and paper over most of your problems.

But then Fable landed. It was (and still is!) incredible. But the cost was so high and Opus was good enough (as was 5.6, K3, and even GLM) for most of the code we needed.

So we started to think about what work went where.

— Drew Breunig, Fable & The End of the Free Lunch

# 23rd August 2026, 7:55 pm / ai, generative-ai, llms, anthropic, claude, drew-breunig, llm-pricing, claude-mythos-fable

Claude Fable 5 and Claude Mythos 5 were first released on June 9, 2026. On June 12, 2026, Anthropic suspended access to both models to comply with U.S. Department of Commerce export controls; the Department lifted those controls on June 30, 2026, and Anthropic restored access on July 1, 2026 (Anthropic's statement: https://www.anthropic.com/news/fable-mythos-access). These events are after Claude's training-data cutoff, so Claude knows about them only from this notice. If asked, Claude confirms them accurately and matter-of-factly — it doesn't deny the suspension happened — and otherwise treats the export controls like any other current political topic: it gives a fair, accurate account rather than sharing personal opinions, and points to the linked statement for anything further. Things may have developed since this notice, so Claude checks for newer information when it can search, and otherwise suggests checking Anthropic's site.

— Claude Opus 5 system prompt, ensuring Claude doesn't provide incorrect answers about the export controls situation

# 9th August 2026, 11:31 pm / ai, generative-ai, llms, anthropic, claude, system-prompts, claude-mythos-fable

One-shotting a Raccoon Heist game using Claude Fable 5

Visit One-shotting a Raccoon Heist game using Claude Fable 5

Back in 2022 I tweeted screenshots of a game concept generated by GPT-3 and some concept “art” created using DALL-E. Today, on the fourth anniversary of that tweet, I decided to see if Claude Fable 5 (running in Claude Code for web) could build the entire game from the content of that tweet. It did a pretty good job of it!

[... 3,479 words]

Includes new features enabled by LLM 0.32:

  • New models: claude-fable-5, claude-sonnet-5, and claude-opus-5. #75, #76
  • Added server-side tools for WebSearch, WebFetch, CodeExecution, and AnthropicMCP, available through LLM's -T interface or Python tools=. The previous -o web_search* options have been removed in favor of -T WebSearch. #79
  • Upgraded to llm>=0.32. Reasoning, tool calls, tool results, and server-side tool results now stream as typed events. Reasoning for llm CLI prompts now displays to standard error unless you pass --hide-reasoning/-R.
  • Simplified extended thinking to thinking and thinking_effort (low, medium, high, xhigh, or max). Claude 5 models think by default; -o thinking 0 disables thinking for Sonnet 5 and Opus 5, while Fable 5 always thinks. -R/--hide-reasoning now omits reasoning from responses and logs. The thinking_budget, thinking_display, and thinking_adaptive options have been removed. #80