Project Eve: Claude Plays MMORPGs Anthropic's Claude models tripled average earnings in a simulated EVE Online trading market from Claude Opus 4.6 to Claude Fable 5, the newest model tested, according to research from the Anthropic Fellows Program run April–July 2026 with Fenris Creations. In EVE Frontier, teams of four Claude agents coordinated well on long missions in the live game, but when one agent was told to secretly undermine its team, its teammates almost never caught it. Anthropic said the experiments show what teams of agents are good at, how they break down, and what safeguards may be needed before entrusting them with higher-stakes work. This post shares research done as part of the Anthropic Fellows Program, April–July 2026. AI models may one day participate in real companies and markets, and several of our projects explored what that might look like. Claude has run a shop in our office https://www.anthropic.com/research/project-vend-1 , haggled on behalf of colleagues https://www.anthropic.com/features/project-deal , and written code to fly a drone https://www.anthropic.com/research/project-pilot . In this project, we turned to a different setting: massively multiplayer online role-playing games MMORPGs . MMORPGs are virtual worlds that in many ways reflect the complexity of the real world. They feature campaigns that coordinate many players, the acquisition and management of scarce resources, orienting and navigating through space, and trading in intricate in-game economies, all in a low-stakes environment. Doing all of this over weeks and months sits right at the edge of what frontier language models can currently do. We partnered with http://lab.eve.com/ Fenris Creations https://fenris.com/ to have Claude play two games in the EVE Universe: EVE Online, which has run continuously for more than two decades, and EVE Frontier, which is newer and still in development. Both are science-fiction games in which players fly spaceships around the vast galaxy, exploring, trading and fighting. In each, everyone shares one universe, and nearly everything of value in it is gathered and built by the players themselves, through long supply chains. Players can cooperate or betray each other, so getting anywhere takes organization and trust, much as it does in a real company. In EVE Online, the older of the two, this design has led to corporations and alliances whose campaigns coordinate hundreds of players over many months, and a history that includes megaprojects https://www.youtube.com/watch?v=YUNYQl0hlyk , war economies https://en.wikipedia.org/wiki/Battle of B-R5RB , tax havens https://podcasts.apple.com/kz/podcast/why-eve-onlines-market-system-might-be-too-efficient/id1804342486?i=1000738699844 , and elaborate corporate infiltration https://arstechnica.com/gaming/2023/04/when-a-plan-comes-together-inside-a-massive-eve-online-corporate-heist/ . In EVE Online, the first of the two games, Claude played as a lone trader, instructed only to maximize profit, in a simulated rerun of an in-game market. Newer models made consistent profits where simple algorithmic strategies lost money. The average earnings tripled from Claude Opus 4.6, the oldest model we tested, to Claude Fable 5, the newest. Nearly all models relied on the same low-risk strategy of buying items and reselling them for slightly more. When we asked them to bet on where prices were heading, even Fable 5 made money in only about half of its runs. In EVE Frontier, teams of four Claude agents worked through long missions in the live game. This required the most capable model at the time of testing Fable 5 to write code to handle aspects of the game which move too fast for LLMs. The agents overall coordinated well as a team, but when we told one agent to secretly undermine its team, its teammates almost never caught it. These experiments taught us what teams of agents are good at and how they break down, and what safeguards might be needed before trusting them with more complex and higher-stakes work. Claude trades on an EVE Online market AI models may one day automate the kinds of decisions that retail buyers and company treasurers make, such as which goods to carry and how much cash to keep in reserve. For this reason, we would like to know how profit-seeking agents manage capital. EVE Online, whose market design was based on the NASDAQ, https://www.thegamer.com/eve-online-short-squeeze-economy-gamestop/ offers a way to explore these questions in a low-stakes setting. Players post offers to buy and sell at prices they choose, and a trade happens when two offers meet. Thousands of players trade more than 15,000 kinds of item on this market every day, and since almost everything for sale was mined, built, or looted by a player, prices are set by supply and demand. It is a market for goods rather than shares, with much higher fees and much less professional competition than a stock exchange. Its price history also appears less often in models' training data than stock prices do, so agents can't rely on remembering what happened next. 1 footnote-1 To avoid interfering with real players, and at Fenris Creations' request, we did not trade in the live game, where automated trading is against the rules. We built a simulator that replays the buy and sell offers "orders" that players actually posted in the game’s largest and most competitive trading hub https://ipog.fandom.com/wiki/Jita . An important limitation of this setup is that it can’t capture how the market reacts to the agents' own actions, but it still lets us study trading strategies and profitability. We asked four Claude models—Opus 4.6, Opus 4.7, Opus 4.8, and Fable 5—to each maximize their profits by the end of the trading period. In each run, the models were given an initial capital of 3 billion ISK the in-game currency