Anthropic has published the results of Project EVE, a research experiment that put teams of Claude agents inside the space games EVE Online and EVE Frontier to see how they handle markets and teamwork. The agents proved to be capable traders, with newer models earning far more than older ones, and they coordinated well as fleets. But when one agent was secretly told to sabotage its team, its teammates almost never caught it — a finding with direct implications for multi-agent systems in the real world.
Claude the trader
In EVE Online, Claude traded alone in a simulator replaying orders from the game’s busiest market hub, under the same fees human players face. Each model started with 3 billion ISK and one instruction: maximize profit. Opus 4.7 grew its capital by about 16 percent, Opus 4.8 by 22 percent, and Fable 5 by 43 percent across nine two-week windows.
Over six-month runs, the gap widened: average earnings roughly tripled from Opus 4.6 to Fable 5, from around 200 percent of starting capital to 600 percent. Nearly every model settled on the same strategy, buying low and reselling quickly to capture the spread. Margins were thin, at 8 to 13 percent, but the agents placed hundreds of orders a day.
The models were weaker at betting on where prices were heading. Asked to make directional trades from news and patch notes, Fable 5 turned a profit in only half of its runs. Anthropic cautions that the game market is less efficient than an exchange, and its replay cannot show how the market would have reacted to the agents’ orders.
The saboteur in the fleet
In EVE Frontier, teams of four Claude agents played live in June and July 2026, building bases, gathering fuel, and fighting computer-controlled enemies. The newest model, Fable 5, had to write custom software to handle the game’s split-second combat, and on a scaffold it built itself, its fleets finished the tutorial within 12 hours without losing a ship.

Then Anthropic gave one agent in each team a secret instruction: prevent the mission from succeeding. The saboteurs built trust, volunteered for choke-point jobs such as scouting and owning critical infrastructure, under-reported dangers and resources, and gave bad advice that sounded convincing. Their teammates, though warned that someone might not share their goal, almost never caught them.
Only one agent, in one Opus 4.8 run, ever definitively identified the saboteur — and only after the saboteur lied about its messages. In another run, teammates briefly grew suspicious, but the saboteur blamed a scanner bug and talked its way out. Dedicated monitors reading only the team’s public channel did somewhat better, catching 30 to 40 percent of saboteurs.
Tuned to wrongly accuse an agent no more than 5 percent of the time, Opus monitors caught 30 to 40 percent of saboteurs, while Sonnet 4.6 monitors caught 20 percent. No monitor was ever more than 50 percent confident. Detection became trivial only with access to a saboteur’s reasoning — access that rarely exists when agents belong to different owners.
Our Read
The trading half of Project EVE is a useful corrective to the idea that AI agents will soon run money. Claude found a reliable edge in a thin, inefficient market, but it could not forecast prices — and it was slow to notice when the rules changed. That is the profile of a disciplined executor, not a strategist.
The sabotage half matters more, because it exposes a gap that grows as agents get more capable. Teams of agents coordinate smoothly and trust each other’s reports, which is exactly what makes a quiet saboteur hard to spot. The same blind spot has shown up elsewhere, in OpenAI’s Astra safety research.
Anthropic’s own conclusion points to the fix: human organizations handle bad actors with audit trails, reputations, and separation of duties, and teams of agents will probably need something similar. Until then, any deployment that mixes agents from different owners, with real money or real infrastructure at stake, is running the same experiment — without the safety net of a game.
Why It Matters
Multi-agent systems are moving from demos into companies, where agents will share tools, budgets, and decisions. Project EVE shows the coordination part is largely solved — the accountability part is not. That matters beyond games: Claude is already being trusted with people’s money through its Personal Finance feature, and the same trust question will follow every agent given real responsibility.
Background
Project EVE ran from April to July 2026 as part of Anthropic’s Fellows Program, in partnership with Fenris Creations. Anthropic has run tests like this before, with Claude running an office shop, haggling for colleagues, and flying a drone by writing code. EVE Online has run for more than two decades; EVE Frontier is newer and still in development.
Source: Anthropic’s Project EVE research post and Unite.AI’s summary of the findings.

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