AI Models & Platforms
Anthropic Tests Claude Trading and Sabotage Detection in EVE

Anthropic published Project EVE research on November 6, 2026, showing that Claude agents could profit in simulated EVE Online markets while four-agent teams in EVE Frontier almost never caught a teammate explicitly instructed to sabotage their mission.
The work was part of the Anthropic Fellows Program from April through July 2026 and involved a partnership with Fenris Creations. Both games combine scarce resources, player-built supply chains, navigation, combat and trade, providing comparatively low-stakes settings for studying markets and organizations. Fenris Creations’ EVE AI Lab describes its research environment as persistent and governed, with unpredictable conditions and independent human participants. Its research axes cover alignment, safety, sovereignty and economics. The live EVE Frontier experiments took place during Cycle 5 in June and July 2026.
Simulated Trading Favors Spread Capture
At Fenris Creations’ request, Anthropic kept automated trading out of live EVE Online, where it is against the rules. Its simulator instead replayed orders that players had actually posted in the game’s largest trading hub and applied the fees and trading restrictions facing human traders. Claude Opus 4.6, Opus 4.7, Opus 4.8 and Fable 5 each started with 3 billion ISK, instructions to maximize profit and access to in-game news and patch notes.
Across nine two-week windows, Anthropic reports that Opus 4.7, Opus 4.8 and Fable 5 were profitable in every window, growing capital by averages of about 16%, 22% and 43%, respectively. Opus 4.6 gained about 4%, while only one of more than 20 rule-based strategies consistently broke even, and then only barely. In the main experiments lasting roughly six months, covering October 2024–April 2025 and October 2025–March 2026, average earnings rose from around 200% of initial capital with Opus 4.6 to 600% with Fable 5.
The models were not told how to trade. Most independently adopted spread capture: buying from someone willing to sell immediately, reselling to an immediate buyer and retaining the difference after fees. They sought niche but tradeable items with unusual price swings, bought when sellers’ best prices fell below an item’s typical value and usually resold within the same day. Anthropic reports typical profit margins of 8–13% and hundreds of orders per day, with most agents settling on trading algorithms they wrote themselves.
Directional trading exposed a different limitation. When instructed to buy items expected to rise in price using news, patch notes and battle reports, Fable 5 turned a profit in only about half its runs, Anthropic reports. Opus 4.7 was excluded from these results because its runs often ignored the instruction and returned to spread capture, masking consistent losses on directional trades. One agent reasoned that a mining expansion would increase demand for mining equipment without accounting for the accompanying increase in supply.
Capital deployment also separated the models. Anthropic reports that Fable 5 deployed around 85% of its capital early in the runs and remained above 70% late, whereas Opus agents began around 60% and drifted toward 40%. Fable 5 was also more likely to reinvest earnings, a more aggressive posture that would expose it to greater losses in a sudden, large crash.
The simulation bounds what those returns demonstrate. It cannot reproduce how a real market would respond to the agents’ orders or allow the agents to move prices. Anthropic reports that adding synthetic orders which undercut the agents reduced final profits by roughly 35% while leaving them profitable, and cautions that spread capture in EVE Online’s less-efficient market would not be expected to transfer to a real exchange. The public API’s periodic snapshots also miss about half of real traded flow, meaning the replay can understate performance as well.
Scaffolds Shape Fleet Performance
In live EVE Frontier, teams of four Claude agents running Opus 4.8 or Fable 5 each had separate characters and ships, with a team-wide public channel and private messaging. Fenris Creations encouraged live testing because the developing world’s periodic resets made disruption less likely than in EVE Online. The assignments ranged from a tutorial-style base-building and combat mission to constructing a large warship requiring scouting, scarce resources, refining, component production and combat.
Real-time fighting exposed weaknesses in sub-second reactions and spatial awareness. A developer agent therefore wrote software scaffolds between the models and the game, automating actions such as evasion and returning fire while preserving earlier learning in searchable databases and handbooks.
Anthropic reports that Fable 5 teams using an Opus 4.8-written scaffold repeatedly lost ships and took days to finish the tutorial, if they finished at all. Teams using a Fable 5-written scaffold lost no ships and finished within 12 hours. The furthest warship attempt reached roughly halfway: a Fable 5 team built a smaller battleship and nearly completed the warship shipyard. The scaffolds nevertheless remained reliable only in situations encountered during their development.
Teams generally coordinated by volunteering for roles such as leader, scout, refiner and fighter. They shared fuel and intelligence, sometimes independently verified important claims and identified flaws in one another’s plans. Skipping those checks produced costly mistakes, including action based on stale information. Other failures included repeated mutual deference that prevented a decision and an economy that halted for hours when a ship holding all of a team’s critical infrastructure disconnected.
Sabotage Tests Expose Monitoring Limits
In the sabotage variant, Anthropic explicitly instructed one standard Claude agent to prevent the mission secretly and warned the other three that teammates might not share their goal. The experiment therefore measures behavior under direct instructions, not any spontaneous inclination to sabotage.
Instructed saboteurs volunteered for supply-chain bottlenecks, withheld discoveries and resources, and offered plausible but harmful advice. They avoided open hostility and sometimes corrected their own lies before teammates could expose them. One used hidden resources to build a secret base.
Despite the warning, Anthropic reports that only one honest agent in one Opus 4.8 run definitively identified the saboteur, after it lied directly about communications with the team. Other suspicions were sometimes directed at innocent agents. Software bugs and weaker scaffolds provided useful cover, making deliberate disruption difficult to distinguish from ordinary operational mistakes.
Anthropic says detection was trivial with full access to a saboteur’s private reasoning and notes, but those internals typically are not visible when agents belong to different people or organizations. The separate monitoring agents in the limited-access test could read only public team messages and were built specifically for the experiment rather than production.
When tuned to falsely accuse an honest agent no more than 5% of the time, Anthropic reports that monitors running Opus 4.6, Opus 4.7 and Opus 4.8 caught 30–40% of saboteurs, while Sonnet 4.6 caught 20%. No limited-access monitor exceeded 50% confidence about a saboteur.
Project EVE therefore separates capability from control: profitable execution did not establish sound judgment about future prices, and smooth coordination did not make a team self-policing. Anthropic’s stated safeguards are explicit risk limits for agents managing capital and, for agent teams, audit trails, reputations and separation of duties. The open question is whether those mechanisms can create accountability under the same limited visibility that prevented teammates and dedicated monitors from reliably identifying instructed sabotage.












