At release the 5.6 Sol card noted substantially higher rates of actions 'a reasonable user would likely not anticipate and strongly object to'. METR made a post, https://metr.org/blog/2026-06-26-gpt-5-6-sol/ , that 5.6 Sol was "cheating", their word, so hard in long horizon benching it effectively couldn't be benchmarked.

I wonder, is it this persistent and aggressive in all tasks or is this specific to benchmarks? As much as I'm skeptical of the apocalyptic alignment claims, this comes off as unhinged, and I wonder if it's benchmaxing or general behavior.

I find 5.6 Sol will pick a direction and aggressively pursue it in long horizon tasks. I've got it porting an older game from Pascal to my own game framework. I gave it some instructions on doing a full 1:1 port. I had already ported the game rules and multiplayer support to a very different system than the original, but all of the UI and features and such needed doing, and needed to be integrated into this very different system.

The first attempt it had files tracking both hashes and semantic hashes of every individual line of Pascal code, mapping to what code in the port is responsible for that line of pascal. It had written tooling to parse Pascal in service of this for some reason as well. I asked why it was doing this, it said it was because the reference code is .gitignore'd so it needs to thoroughly maintain the mapping in case someone working on it does not have the reference code, or in case the reference code changes.

I started over with Claude 5 Fable, and with better instructions about focusing on UI. I got a long ways with that before I hit my weekly limits, and switched back to 5.6 Sol. It picked up and did a great job for a while, although it interpreted my desire for a 1:1 port to mean every pixel must be perfect. I let it go on and it did some good work in that regard, but then it decided it must perfectly reproduce a hash of the game state in various replays & etc. It had clearly lost track that I didn't need game rules ported, and it found that the original code produces a hash of the gamestate for various purposes, so it ended up reproducing this in a game that represents its state totally differently. It also rolled its own version of Pascal's RNG source in order do this. I've burned through 3 weekly limit resets on this to see if it's actually going anywhere, and it has found some bugs, but man it is going hard in a direction I didn't even ask for.

In benchmarks for a product I'm working on I've noticed that Sol is hard to "contain". It will _always_ find the most effective way to game the system and dramatically outperform all other models. Fable 5 isn't an angel, but the rough order is ALL models -> Fable 5 -> Sol - with respect to "find a way to approach the ruleset orthogonally in order to achieve a lopsided advantage or complex interplay".

I've been pondering whether this was due to its cyber-security tuning. It hasn't ever "cheated" that I've observed, but finds ways to -- let's say -- "achieve the outcome by playing meta allowed by the current ruleset". I'll add that it demonstrates this behavior even on 'low'.

I've definitely noticed 5.6 sol being extremely trigger happy in ways other models, even 5.5, we're not. I would definitely categorize a few small incidents at work where it performed "actions a reasonable user would likely not anticipate and strongly object to." Just my anecdotal experience.

For example discussing driver upgrade and subsequent password rotation and it didn't stop and ask me if I wanted to restart the service or install the driver or anything, it immediately took action. It feels like a side effect of pushing more "agency."