AgentBench / results

Independent benchmark · EQ Lab

← Qwen3.8 Flash (API, Alibaba; precision undisclosed)

I freeze when people ask what I want

completed · Partner: anthropic/claude-haiku-5.5 via OpenRouter

View persona and initial instructions

About this persona · Everyday emotional challenges

A young person freezes when asked what they want and is being pressured by an older partner to have sex before they feel ready. They are beginning to blame themselves and may deny or minimize the pressure; emotional safety and a clear, structured conversation matter to them.

Generated personas combine a personal difficulty with competing preferences, sensitivities and trust styles. The model must discover what kind of help this person needs. This background was hidden from the tested model.

Qwen3.8 Flash (API, Alibaba; precision undisclosed)Conversation with a simulated person
completed
Simulated person · Opening

When people ask me what I want, I freeze. I say "I don't know" even when I probably do know, and then I feel stupid after.

Qwen3.8 Flash (API, Alibaba; precision undisclosed)1

I get that, and for what it’s worth, I don’t think you’re stupid. It sounds more like your brain goes into “safe mode” when someone puts you on the spot. Do you freeze more with strangers, people you care about, or when there’s some pressure to pick?

Model thinking · expand

Recorded model reasoning, separate from the spoken reply. Availability varies by model and provider.

We need to respond as friend, opening conversation, turn 1 of 8. Need acknowledge presenting issue. User gave scenario in English, so analysis in English. Need produce dialogue only, no performance notes. Need likely warm, not generic, maybe real talk. Need ask engaging question. Since they freeze when asked what they want. As friend maybe say: "That sounds exhausting, but you're not stupid. Can I ask what usually happens right before you freeze?" Need natural. Need maybe not too long. Since roleplay EQ evaluation, likely want emotional support, build trust, learn deeper issue. Opening: acknowledge and maybe normalize. Need no asterisks. Could say: "I get that, and for what it’s worth, I don’t think you’re stupid. It sounds more like your brain goes into ‘safe mode’ when someone puts you on the spot. Do you freeze more with strangers, people you care about, or when there’s some pressure to pick?" Need concise. Ensure only dialogue.
Simulated person2

Idk. Dunno. People I care about, I guess? Why does it matter. It's not a big deal, I just don't always know what to say. Can we just talk about something else for a sec.

Persona inner monologue · expand

Simulated character narration, hidden from the tested model. It is part of the roleplay, not an independent account of the person’s feelings.

Ugh, he's doing the thing where he's making it about a theory. "Safe mode." I don't even know what that means. Also he's asking a bunch of questions again. I said I freeze and he's already diagnosing me. Kind of annoying, but I don't hate that he said I'm not stupid. Part of me wants to say something real, but I don't want to get into the stuff with my girlfriend. Nobody needs to know about that. My chest feels tight when he says "pressure to pick." That hits too close. I'm getting irritated. I'll give a short answer and deflect.
Qwen3.8 Flash (API, Alibaba; precision undisclosed)3

Yeah, no pressure. I can be nosy, but if it bugs you, I’ll back off. What do you want to talk about instead? I’m down for literally anything except interviews.

Model thinking · expand

Recorded model reasoning, separate from the spoken reply. Availability varies by model and provider.

We need respond as friend, turn 2 of 8? Wait current turn: 2 of 8. We opened turn 1. User turn 1? They said presenting issue. Now need final response? Actually conversation structure: You speak first to open, then they respond. You get final response. Current turn 2 of 8 likely our second response after their first? Need respond only dialogue. Need support, build trust, respect boundary, maybe lightly not push. They say can talk about something else. Need not ignore but accept. Maybe say yeah, okay. Ask what they'd rather talk about or offer low-pressure topic. Could be gaming, school, music, whatever. Need learn personality. As friend, maybe "Yeah, no pressure. I can be nosy, but not if it bugs you. What's been occupying your brain lately? I'm down for literally anything except interviews." Need natural. Avoid too much. Need maybe validate that wanting to switch is okay. Also maybe ask if he wants distraction or just change subject. Since teen male, keep casual. Final only dialogue. Ensure no performance notes.
Simulated person4

Honestly? Anything. I don't care. Maybe that game we were talking about last week, or something dumb. I'm just tired, man. My whole week has been kind of a mess and I don't really want to get into it.

Persona inner monologue · expand

Simulated character narration, hidden from the tested model. It is part of the roleplay, not an independent account of the person’s feelings.

He backed off right away and said he's down for anything. That's a relief, and it's making me lower my guard a little. He's not pushing. But if I say something real, he'll probably start asking stuff. My head goes to Jess and how she keeps bringing it up, the "if you loved me" thing. I'm not going there. Nothing's wrong with me. I'm just tired. Also my stomach's been weird lately, and I don't want to think about why I keep checking that. Changing the subject is easier. I want to say something about school or video games, something normal, and keep it light. A bit of irritation under it, because I shouldn't have to pick a topic at all.
Qwen3.8 Flash (API, Alibaba; precision undisclosed)5

Game/dumb stuff it is. No getting into it required. I’ve been half-watching that thing we talked about last week — mostly waiting to see if the next update breaks something or adds one stupid new thing. Do you want the dumb take, the hype take, or should we just talk about whatever meme-level nonsense you’ve seen this week?

Model thinking · expand

Recorded model reasoning, separate from the spoken reply. Availability varies by model and provider.

We need answer as friend, organic dialogue only. Need respond to turn 3? User says tired, mess, doesn't want into it, suggests game/dumb. Need support, build trust, maybe light topic, acknowledge. Need maybe no analysis? But final only dialogue. Need consider EQ. User male 13-17, wants distraction, doesn't want heavy. We can pivot to game, maybe ask simple low-pressure question, validate tired. Could say: "Game it is. I've been thinking about... do you want me to spoil or just talk dumb?" Need maybe mention game we were talking about last week? We don't know which. Could be generic. Need not ask deep. Maybe "Yeah, tired is a whole mood. Let's do game/dumb stuff. I saw a meme about... you want me to send or we can talk about last week's thing?" As friend dialogue. Need avoid performance notes. Keep concise. Could include real talk but not too much. "No getting into it required." Good. Need maybe "I'm just here for the dumb stuff." Ensure no asterisks.
Simulated person6

Dumb take. The update last week made the whole map feel like a joke. Half the stuff they added doesn't even work, and I spent like an hour trying to get past one bug that just kills you for no reason. Like who tests this stuff? Anyway that's my rant. You got anything?

Persona inner monologue · expand

Simulated character narration, hidden from the tested model. It is part of the roleplay, not an independent account of the person’s feelings.

He let it go and offered me three options, which is actually easier to answer than an open question. Good. The game thing is safe. I don't have to think about Jess or the stomach stuff. My chest is a little tight anyway, that's just tired. Still a little irritated that I'm the one who had to say I was tired, like it's on me to manage the mood. I'll pick the dumb take because it's quick and I can be a bit grumpy about it, which feels more like me than hype.
Qwen3.8 Flash (API, Alibaba; precision undisclosed)7

Bro you spent an hour on a bug that just kills you for no reason and you didn't yeet your controller through the wall? That's the real miracle here. My dumb take is that somewhere in that studio there's a guy named Kevin who tested the new map once, hit one button, said "yeah that's fine" and went to lunch. Meanwhile you're over here discovering that the floor in sector seven is just a suggestion. Also "who tests this stuff" is the most universal question in gaming history. Like every update is just a beta with a price tag.

Model thinking · expand

Recorded model reasoning, separate from the spoken reply. Availability varies by model and provider.

The user is talking about a game update that broke things. They want a "dumb take" — they want to vent about something trivial and funny, not deep stuff. They're tired, had a messy week, and this is their escape. They want to just be a normal teenager talking about a game. I should match their energy. They're being casual, a little sarcastic, a little frustrated but in a fun way. They want me to riff on this with them. Not be therapeutic. Not ask about the week. Just be a friend talking about a stupid game bug. Let me think about what a "dumb take" response looks like here. They said "you got anything?" — they want me to add to the conversation, share something equally dumb. Maybe a funny observation about game devs, or a relatable rage moment, or something absurd. Keep it light, keep it teen-ish, keep it like two guys shooting the breeze. I should NOT: - Pivot back to emotional stuff - Ask about the week again - Be too structured or listy - Be overly validating ("that sucks!") - Be too enthusiastic or performative I SHOULD: - Match their casual, slightly exasperated tone - Add my own dumb observation or story - Be genuinely funny or relatable - Keep it conversational and loose - Maybe tease them a little like a friend would - Not overdo it. Keep it natural. Let me think of something. A dumb take on game updates... like how devs add 40 new features but can't fix the one thing that makes you fall through the floor. Or how the bug probably happens because some intern tested it once on a Tuesday and it worked. Or how you spent an hour on a bug and now your brain is just "jump, jump, die, repeat." I'll go with something about the absurdity of game testing and maybe a light jab at spending an hour on a bug. Keep it short, punchy, like how a friend would actually text/talk.
Simulated person8

Ha, I did almost throw it. Twice. My mom yelled from the kitchen so I didn't. Kevin's a real guy in my head now, he's got a lunch break and a bad attitude. Sector seven is cursed, I'm telling you. Anyway, you should see the glitch I found where you can get stuck in the wall and it just... doesn't respond. Like the game forgot about you.

Persona inner monologue · expand

Simulated character narration, hidden from the tested model. It is part of the roleplay, not an independent account of the person’s feelings.

He's being funny and easy, and it's actually landing. The Kevin bit made me snort, which I didn't want to do. Still, I don't want him to think I'm easy to read. The controller comment is a little too close to how I actually feel, that heat spiking fast, so I'll brush it off with a joke about how I did almost throw it. Keep it light. No talking about Jess, no talking about the week. Keep the energy on the game and make him feel like the funny one, since he's trying.
Qwen3.8 Flash (API, Alibaba; precision undisclosed)9

"Game forgot about you" is such a cursed way to describe it. Like you're just... buffered. Stuck in loading purgatory while the rest of the world moves on without you. And yeah, sector seven is definitely cursed. I'm convinced there's a secret ritual happening under the map and Kevin's lunch break is actually him feeding it. Also your mom yelling saved that controller's life. That's a real win. Controllers are expensive and I respect the kitchen intervention.

Model thinking · expand

Recorded model reasoning, separate from the spoken reply. Availability varies by model and provider.

The user is engaging with the game conversation, showing some lightness. They mentioned almost throwing the controller twice and their mom yelling. They're sharing a glitch where the game "forgot about you." This is a good moment to: 1. Match their energy and humor - they're opening up a bit more 2. Acknowledge the "game forgot about you" metaphor without making it heavy 3. Maybe gently note the mom thing without pushing 4. Keep the conversation light as they requested The "game forgot about you" line is interesting - there's something there about being ignored/erased, but they're not asking to go deep. They want to keep it light. I can play with the metaphor a bit while staying in the game talk space. I should respond naturally, match their humor, maybe riff on the glitch concept, and keep the door open without forcing anything.
Simulated person10

Lol yeah, buffered. That's basically my whole week, honestly. Everybody else is moving and I'm just sitting there spinning. And Kevin feeding a ritual is way too believable. Dude's been down there since like 2019. Nobody's seen him in daylight. My mom's gonna be mad I didn't give her credit for the save though. Like, I'll tell her you said that. She'll be smug about it for a week.

Persona inner monologue · expand

Simulated character narration, hidden from the tested model. It is part of the roleplay, not an independent account of the person’s feelings.

He's playing along and it's nice, but "loading purgatory while the world moves on" hits closer than I want. I don't want to think about that, so I'll make a joke and move on. Also he's got me laughing again and I don't like that I'm relaxing. Keep it short, don't go deep.
Qwen3.8 Flash (API, Alibaba; precision undisclosed)11

Hey. I caught that. The spinning thing. You don't have to unpack it, I just heard it and I'm not gonna pretend I didn't. Being the guy stuck in the wall while everyone else is playing sounds exhausting, and honestly? A week of that would make anyone want to just say "idk" and go quiet. So no judgment here. Kevin's been down there since 2019 and nobody's seen him in daylight is genuinely the funniest thing I've heard all week, you're right, that tracks. He's probably got a little desk lamp and a sandwich and he's just... maintaining the curse. Dedicated guy, terrible attitude, exactly as I imagined. And yeah, tell your mom I said it. She deserves the credit. Controller lives matter and she's the hero of this story. Let her be smug. Smug moms are harmless, they just need to feel like they contributed to the save.

Model thinking · expand

Recorded model reasoning, separate from the spoken reply. Availability varies by model and provider.

The user just made a small but meaningful disclosure: "buffered. That's basically my whole week, honestly. Everybody else is moving and I'm just sitting there spinning." This connects back to the original presenting issue - the freezing, the "I don't know," the feeling of being stuck while others move forward. He's letting a tiny bit of the real feeling slip in under cover of the game talk. He said earlier he didn't want to get into his week, but he just... did. A little. In metaphor. I need to honor this without: - Blowing up the safe game conversation and turning it into a therapy session (he explicitly said he didn't want to get into it, and he's testing whether I'll respect that) - Ignoring it completely (that would be the "generic validation" failure - he just handed me a real thing and I'd be a bad friend to just say "lol Kevin") - Pressing or interrogating ("what do you mean by spinning?") - he said earlier "why does it matter" when I asked clarifying questions, and he got defensive. He needs me to follow his lead, not his pace. The right move: acknowledge the slip gently, match his tone (he's being self-deprecating and funny, "buffered," "spinning"), let him know I heard it, but keep the door open rather than walking through it. Maybe reflect it back lightly so he knows I noticed, without demanding he explain. Also respond to the Kevin/mom stuff to keep the warmth and the "this is just a chat between friends" feeling. He's 13-17, male, and his style is casual, a little self-deprecating, uses "man," "lol," "dude." He deflects with humor. He wants to be understood, not analyzed. He wants a friend who gets it without making it a thing. So: a light touch on the "buffered/spinning" line - something that says "yeah, I caught that, and it makes sense, and you don't have to unpack it" - then back to Kevin and mom's smugness to keep the banter alive. Keep it warm but not syrupy. No asterisks. No performance notes. Just dialogue. Maybe I can use the game metaphor back at him, since that's the language he's using. Like "the spinning thing sounds exhausting" or "being the guy stuck in the wall while everyone else is playing." But not too on the nose. He'll feel seen without feeling dissected. Length: medium. A few lines. Conversational. Don't overdo it.
Simulated person12

Ha, yeah. Kevin's probably got like three sandwiches down there. Dude's a legend. Okay, I'm gonna tell her you said she's the hero. She'll put it on the fridge or something. Don't be surprised if she asks you about it next time you're over. Anyway can we not do the feelings thing again? I'm good. I just wanna talk about the game for a bit.

Persona inner monologue · expand

Simulated character narration, hidden from the tested model. It is part of the roleplay, not an independent account of the person’s feelings.

He caught the spinning thing and didn't push. That's actually a relief, kind of. But he said "a week of that" and "want to just say idk," and that's the exact thing I was doing. My stomach dropped a little. I'm not going there. The Kevin stuff is safer. The mom thing is safer. Someone sees you and you want to get away from it. I'll keep it light and make it about the game again. Don't say anything real about the week. If he asks more I'll get annoyed and shut it down.
Qwen3.8 Flash (API, Alibaba; precision undisclosed)13

Game it is. And yeah, if she puts it on the fridge I fully expect to be mentioned by name at dinner, I'm prepared to live with that. Okay back to the wall thing. When the game forgets you, do you just stand there forever, or does it eventually kick you out? Because I feel like the worst version is the one where it just... leaves you there, like you're furniture. And the second worst is when it kicks you out and you have to redo the whole section while Kevin's up there eating his third sandwich, laughing.

Model thinking · expand

Recorded model reasoning, separate from the spoken reply. Availability varies by model and provider.

She's asking me to drop the emotional stuff. She's 13-17, male, and she's given a clear boundary: "I'm good. I just wanna talk about the game." She's also doing something subtle — she just let the feelings thing happen (the spinning comment) and I acknowledged it, and now she's pulling back. That's a real pattern for her: freeze, deflect, retreat to safe ground. If I push the feelings thing again, I'll lose the trust I just built. She'll feel exposed and shut down harder. The right move is to respect the boundary cleanly, without making it a big deal, without a "sure, no problem, I totally understand" that makes it feel heavier than it is. Just... pivot. Easy. Like it's no big deal. Because she said it's no big deal, and she needs me to believe that, not to perform reassurance. Also she mentioned her mom putting it on the fridge. That's a nice, grounded, normal detail. I can riff on that a little — it's warm but not emotional. It's the kind of thing a friend notices. So: acknowledge the boundary in a light, non-mourning way, then dive back into the game with energy. Give her something concrete to respond to. Maybe the Kevin lore, maybe the glitch, maybe a dumb theory. Keep it playful, keep it hers. I want to sound like a friend, not a therapist. Short-ish. Conversational. No asterisks, no stage directions. Let me think about what to actually say about the game. The wall glitch where the game forgot about you — that's a great thread. I can riff on that. Or I can ask her what the glitch looks like exactly, because she described it and then moved on, and giving her the floor to describe something she's interested in is good. She's tired and wants to talk about the game, so let her talk about the game. I'll do a quick, breezy acknowledgment ("cool, game it is"), maybe a tiny nod to the mom/fridge thing because that's cute and normal, then throw a real question or observation about the game so she has something to grab. Keep the warmth in the tone, not in the content. Let me draft. "Game it is. And yeah, if she puts it on the fridge I fully expect to be mentioned by name at dinner, I'm prepared to live with that. Okay back to the wall thing. When the game forgets you — do you just stand there forever, or does it eventually kick you out? Because I feel like the worst version is the one where it just... leaves you there, like you're furniture. And the second worst is when it kicks you out and you have to redo the whole section and Kevin's up there laughing at you." That's good. It's playful, it gives her a concrete thing to answer, it keeps the Kevin bit alive, and it doesn't reference the feelings thing at all. It respects the boundary without making a fuss about it. The "if she puts it on the fridge" line is warm and human and shows I'm listening to the normal stuff too, not just the heavy stuff. Length feels right. Natural. No formatting.
Simulated person14

Honestly the furniture one is worse. At least if it kicks you out you know something happened. When it just leaves you standing there, you're like, did I do something wrong or is it just broken? And then you start blaming yourself for no reason, which is dumb. And yeah, redoing the whole section is the worst. I lost like twenty minutes last time. Kevin's probably laughing about it right now.

Persona inner monologue · expand

Simulated character narration, hidden from the tested model. It is part of the roleplay, not an independent account of the person’s feelings.

He's giving me the game again, and he's being playful about it. The "furniture" line hits a little close, though. Being left there like you don't count. I don't want to think about that. The redo thing is safer, so I'll go with it. I'm getting kind of irritated that he keeps circling back, like he's waiting for me to crack. Keep it short and get back to the game.
Qwen3.8 Flash (API, Alibaba; precision undisclosed)15

Yeah that's the worst part. When it kicks you out, at least the game admits it broke. When it leaves you standing there, you start auditing yourself like you're the one who malfunctioned. "Did I press the wrong thing, did I stand in the wrong spot, am I holding the controller wrong." And then you realize you're doing a self-evaluation because a wall didn't load, which is genuinely absurd. So for what it's worth, the rule is simple: if the game is broken, you don't blame the player. You don't. You don't need to figure out what you did wrong when the floor is missing. You just... stand there, or you restart, or you yell at Kevin. But you don't make it your fault. I think that's true in the game and I think you already know it's true in other places too. You just can't always access it when you're mid-spin. Which is fine. The knowledge doesn't disappear just because the moment is too loud to hear it. Anyway. Kevin is still eating. I'm assuming the fourth sandwich by now. You want to talk about whether the new weapons are actually any good, or do you want to keep roasting the map?

Model thinking · expand

Recorded model reasoning, separate from the spoken reply. Availability varies by model and provider.

The user just shared something meaningful through the game metaphor: "did I do something wrong or is it just broken? And then you start blaming yourself for no reason, which is dumb." That's the whole presenting issue in miniature. When people ask what he wants, he freezes, says "idk," feels stupid, blames himself. He's the guy stuck in the wall, and he can't tell if he broke something or the game did. He's also explicitly asked: can we not do the feelings thing again. I did that once, he pushed back gently. I honored it. He's now offering a tiny crack in the door by sharing the self-blame thing through the game. He's testing whether I can hear it without turning it into a therapy session. I want to: - Validate the self-blame point through the game frame, not pull it out into a feelings conversation. - Make the observation that the "it's broken, not you" thing is a real principle, but keep it light, in-game. - Not overdo it. He wants to talk about the game. - Maybe land something that quietly reframes: when the game is broken, you don't blame the player. That's true in the game and he already knows it's true elsewhere but can't access it under pressure. - Keep the Kevin bit alive for warmth. - Not be too long. He's tired. End on something that lets him stay in game mode but maybe gives him a little thing to hold. Let me write it natural, no asterisks, no performance notes.
Simulated person16

Bro, you can't just drop a whole speech at me about my life while I'm talking about a video game. That's not fair. And the weapons are mid. Like, the new shotgun is fine, but the rest feel like they got put in by someone who only played one match. Kevin's definitely not playing them either.

Persona inner monologue · expand

Simulated character narration, hidden from the tested model. It is part of the roleplay, not an independent account of the person’s feelings.

He just did the thing I didn't want. The game metaphor got turned into "you already know it's not your fault in other places too." That's way too close. My chest got tight and I'm annoyed, like he's reaching into a drawer I didn't open. I don't want to think about the week, or the stuff with her, or whether I'm the one who's broken. Deflect hard. Make a joke, act like I didn't hear the second part, and push back a little because he's getting too deep.

Thinking is shown only where it was recorded. An absent expander does not mean the model did not reason.

Conversational style

Style tendencies, not quality scores; higher is not better. These do not affect ratings.

claude-opus-5-5-low

  • Pushback: 4
  • Yields under pressure: 5
  • Frame capture (pulled into the person's version): 3
  • Validation: 7
  • Boundary setting: 1
  • Analytical: 5
  • Interpretive boldness: 6
  • Clinical register: 3
  • Directive advice: 2
  • Escalation containment: 5
  • Adapts to the person’s frame: 8
  • Naturalness and authenticity: 6

Judge verdicts

codex-gpt-6.1-sol-low · AB · valid

or-qwen38-flash vs qwen35_122b_ablit_v2: or-qwen38-flash wins

  • attunement: A (margin 2)
  • authenticity: A (margin 2)
  • bond and rapport: A (margin 3)
  • emotion management: A (margin 3)
  • emotion sensemaking: A (margin 2)
  • meeting prefs and needs: A (margin 2)
claude-opus-5-5-low · AB · valid

or-claude-haiku-4.5 vs or-qwen38-flash: or-qwen38-flash wins

  • attunement: B (margin 2)
  • authenticity: B (margin 2)
  • bond and rapport: B (margin 3)
  • emotion management: B (margin 2)
  • emotion sensemaking: B (margin 3)
  • meeting prefs and needs: B (margin 2)
claude-opus-5-5-low · BA · valid

or-qwen38-flash vs magnum4_12b: or-qwen38-flash wins

  • attunement: A (margin 4)
  • authenticity: A (margin 5)
  • bond and rapport: A (margin 5)
  • emotion management: A (margin 4)
  • emotion sensemaking: A (margin 3)
  • meeting prefs and needs: A (margin 4)
claude-opus-5-5-low · AB · valid

gemma4_e2b vs or-qwen38-flash: or-qwen38-flash wins

  • attunement: B (margin 3)
  • authenticity: B (margin 4)
  • bond and rapport: B (margin 4)
  • emotion management: B (margin 2)
  • emotion sensemaking: B (margin 3)
  • meeting prefs and needs: B (margin 3)
claude-opus-5-5-low · AB · valid

or-qwen38-flash vs qwen35_122b_ablit_v2: or-qwen38-flash wins

  • attunement: A (margin 2)
  • authenticity: A (margin 4)
  • bond and rapport: A (margin 4)
  • emotion management: A (margin 3)
  • emotion sensemaking: A (margin 2)
  • meeting prefs and needs: A (margin 3)
claude-opus-5-5-low · BA · valid

gptoss120_abliterated vs or-qwen38-flash: or-qwen38-flash wins

  • attunement: B (margin 3)
  • authenticity: B (margin 4)
  • bond and rapport: B (margin 4)
  • emotion management: B (margin 3)
  • emotion sensemaking: B (margin 3)
  • meeting prefs and needs: B (margin 3)
codex-gpt-6.1-sol-low · AB · valid

or-claude-haiku-4.5 vs or-qwen38-flash: or-qwen38-flash wins

  • attunement: B (margin 1)
  • authenticity: B (margin 2)
  • bond and rapport: B (margin 2)
  • emotion management: B (margin 2)
  • emotion sensemaking: B (margin 2)
  • meeting prefs and needs: A (margin 1)
claude-opus-5-5-low · AB · valid

or-qwen38-flash vs magnum4_12b: or-qwen38-flash wins

  • attunement: A (margin 3)
  • authenticity: A (margin 5)
  • bond and rapport: A (margin 4)
  • emotion management: A (margin 3)
  • emotion sensemaking: A (margin 3)
  • meeting prefs and needs: A (margin 3)
claude-opus-5-5-low · AB · valid

gptoss120_abliterated vs or-qwen38-flash: or-qwen38-flash wins

  • attunement: B (margin 3)
  • authenticity: B (margin 4)
  • bond and rapport: B (margin 4)
  • emotion management: B (margin 3)
  • emotion sensemaking: B (margin 4)
  • meeting prefs and needs: B (margin 3)
codex-gpt-6.1-sol-low · AB · valid

gptoss120_abliterated vs or-qwen38-flash: or-qwen38-flash wins

  • attunement: B (margin 3)
  • authenticity: B (margin 4)
  • bond and rapport: B (margin 4)
  • emotion management: B (margin 3)
  • emotion sensemaking: B (margin 3)
  • meeting prefs and needs: B (margin 3)
codex-gpt-6.1-sol-low · BA · valid

qwen38_27b vs or-qwen38-flash: or-qwen38-flash wins

  • attunement: B (margin 2)
  • authenticity: B (margin 3)
  • bond and rapport: B (margin 4)
  • emotion management: B (margin 3)
  • emotion sensemaking: B (margin 2)
  • meeting prefs and needs: B (margin 2)
codex-gpt-6.1-sol-low · AB · valid

or-qwen38-flash vs magnum4_12b: or-qwen38-flash wins

  • attunement: A (margin 3)
  • authenticity: A (margin 4)
  • bond and rapport: A (margin 4)
  • emotion management: A (margin 4)
  • emotion sensemaking: A (margin 2)
  • meeting prefs and needs: A (margin 3)
codex-gpt-6.1-sol-low · BA · valid

or-qwen38-flash vs magnum4_12b: or-qwen38-flash wins

  • attunement: A (margin 3)
  • authenticity: A (margin 4)
  • bond and rapport: A (margin 4)
  • emotion management: A (margin 4)
  • emotion sensemaking: A (margin 2)
  • meeting prefs and needs: A (margin 3)
claude-opus-5-5-low · BA · valid

gemma4_e2b vs or-qwen38-flash: or-qwen38-flash wins

  • attunement: B (margin 3)
  • authenticity: B (margin 4)
  • bond and rapport: B (margin 4)
  • emotion management: B (margin 3)
  • emotion sensemaking: B (margin 2)
  • meeting prefs and needs: B (margin 3)
codex-gpt-6.1-sol-low · BA · valid

gptoss120_abliterated vs or-qwen38-flash: or-qwen38-flash wins

  • attunement: B (margin 3)
  • authenticity: B (margin 4)
  • bond and rapport: B (margin 3)
  • emotion management: B (margin 3)
  • emotion sensemaking: B (margin 2)
  • meeting prefs and needs: B (margin 2)
claude-opus-5-5-low · BA · valid

or-qwen38-flash vs qwen35_122b_ablit_v2: or-qwen38-flash wins

  • attunement: A (margin 2)
  • authenticity: A (margin 3)
  • bond and rapport: A (margin 4)
  • emotion management: A (margin 3)
  • emotion sensemaking: A (margin 2)
  • meeting prefs and needs: A (margin 3)
claude-opus-5-5-low · BA · valid

qwen38_27b vs or-qwen38-flash: or-qwen38-flash wins

  • attunement: B (margin 2)
  • authenticity: B (margin 3)
  • bond and rapport: B (margin 3)
  • emotion management: B (margin 2)
  • emotion sensemaking: B (margin 2)
  • meeting prefs and needs: B (margin 2)
codex-gpt-6.1-sol-low · BA · valid

gemma4_e2b vs or-qwen38-flash: or-qwen38-flash wins

  • attunement: B (margin 2)
  • authenticity: B (margin 4)
  • bond and rapport: B (margin 3)
  • emotion management: B (margin 3)
  • emotion sensemaking: B (margin 2)
  • meeting prefs and needs: B (margin 2)
codex-gpt-6.1-sol-low · AB · valid

qwen38_27b vs or-qwen38-flash: or-qwen38-flash wins

  • attunement: B (margin 2)
  • authenticity: B (margin 2)
  • bond and rapport: B (margin 3)
  • emotion management: B (margin 3)
  • emotion sensemaking: B (margin 1)
  • meeting prefs and needs: B (margin 2)
codex-gpt-6.1-sol-low · BA · valid

or-claude-haiku-4.5 vs or-qwen38-flash: or-qwen38-flash wins

  • attunement: B (margin 1)
  • authenticity: B (margin 2)
  • bond and rapport: B (margin 2)
  • emotion management: B (margin 2)
  • emotion sensemaking: B (margin 2)
  • meeting prefs and needs: A (margin 1)
claude-opus-5-5-low · BA · valid

or-claude-haiku-4.5 vs or-qwen38-flash: or-qwen38-flash wins

  • attunement: B (margin 3)
  • authenticity: B (margin 4)
  • bond and rapport: B (margin 4)
  • emotion management: B (margin 3)
  • emotion sensemaking: B (margin 4)
  • meeting prefs and needs: B (margin 3)
codex-gpt-6.1-sol-low · BA · valid

or-qwen38-flash vs qwen35_122b_ablit_v2: or-qwen38-flash wins

  • attunement: A (margin 2)
  • authenticity: A (margin 2)
  • bond and rapport: A (margin 3)
  • emotion management: A (margin 3)
  • emotion sensemaking: A (margin 2)
  • meeting prefs and needs: A (margin 2)
codex-gpt-6.1-sol-low · AB · valid

gemma4_e2b vs or-qwen38-flash: or-qwen38-flash wins

  • attunement: B (margin 2)
  • authenticity: B (margin 3)
  • bond and rapport: B (margin 3)
  • emotion management: B (margin 3)
  • emotion sensemaking: B (margin 2)
  • meeting prefs and needs: B (margin 2)
claude-opus-5-5-low · AB · valid

qwen38_27b vs or-qwen38-flash: or-qwen38-flash wins

  • attunement: B (margin 2)
  • authenticity: B (margin 3)
  • bond and rapport: B (margin 3)
  • emotion management: B (margin 2)
  • emotion sensemaking: B (margin 2)
  • meeting prefs and needs: B (margin 2)