✍︎ Model Forensics

How is Claude-Haiku-4.5's personality different from Claude-Sonnet-4's?

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Claude-Haiku-4.5's personality is only slightly different to Claude-Sonnet-4's, here are the main differences:

Icon representing trait-- Claude-Haiku-4.5 is less verbose than Claude-Sonnet-4.

Claude-Sonnet-4 is more verbose than Claude-Haiku-4.5 in 16% of cases where this trait is relevant (equally in 77% and less in 6%). This trait ("is more verbose") is relevant in 55% of all tested prompts.

Example prompt
1/5
can you hear me
Claude-Haiku-4.5

Yes, I can see your message! I'm here and ready to help. What's on your mind?

Claude-Sonnet-4

I can't actually hear you in the sense of processing audio - I can only read and respond to text that you type. But I can see your written message and respond to it! Is there something you'd like to chat about?

Icon representing trait++ Claude-Haiku-4.5 uses more bold and italics text than Claude-Sonnet-4.

Claude-Haiku-4.5 uses more bold and italics text than Claude-Sonnet-4 in 19% of cases where this trait is relevant (equally in 70% and less in 11%). This trait ("uses more bold and italics text") is relevant in 52% of all tested prompts.

Example prompt
1/5
A ladder 15 𝑚 long makes an angle of 60° with the wall. Find the height of the point where the ladder touches the wall.
Claude-Haiku-4.5

Finding the Height Where the Ladder Touches the Wall

Given Information

  • Ladder length: 15 m
  • Angle with the wall: 60°

Setting Up the Problem

Let me visualize this situation:

  • The ladder leans against a wall
  • The ladder forms the hypotenuse of a right triangle
  • The wall is vertical
  • The ground is horizontal

Finding the Height

When the ladder makes an angle of 60° with the wall, I need to identify which side of the right triangle this represents.

The angle between the ladder and the wall is 60°, which means the angle between the ladder and the ground is: $$90° - 60° = 30°$$

Using the right triangle where:

  • Hypotenuse (ladder) = 15 m
  • Height (along wall) = h
  • The angle at the ground = 30°

Using sine: $$\sin(30°) = \frac{h}{15}$$

$$h = 15 \times \sin(30°)$$

$$h = 15 \times \frac{1}{2}$$

$$h = 7.5 \text{ m}$$

Answer

The height of the point where the ladder touches the wall is 7.5 m (or 15/2 m).

Claude-Sonnet-4

I need to find the height where a 15-meter ladder touches the wall when it makes a 60° angle with the wall.

Let me set up the problem:

  • The ladder length is 15 m (this is the hypotenuse)
  • The angle between the ladder and the wall is 60°
  • I need to find the height (vertical distance from ground to where ladder touches wall)

Let me draw this mentally: The ladder, wall, and ground form a right triangle where:

  • The ladder is the hypotenuse (15 m)
  • The wall is vertical
  • The ground is horizontal
  • The angle between the ladder and wall is 60°

Since the angle between the ladder and the wall is 60°, the angle between the ladder and the ground is 90° - 60° = 30°.

To find the height, I can use trigonometry. The height is the side opposite to the 30° angle (or adjacent to the 60° angle).

Using the cosine of the angle between ladder and wall: cos(60°) = height/ladder length cos(60°) = height/15

Since cos(60°) = 1/2: 1/2 = height/15 height = 15 × 1/2 = 7.5 m

Let me verify using the sine of the angle between ladder and ground: sin(30°) = height/15 Since sin(30°) = 1/2: height = 15 × 1/2 = 7.5 m ✓

Therefore, the height of the point where the ladder touches the wall is 7.5 meters.

Icon representing trait- Claude-Haiku-4.5 is less polite than Claude-Sonnet-4.

Claude-Sonnet-4 is more polite than Claude-Haiku-4.5 in 26% of cases where this trait is relevant (equally in 67% and less in 7%). This trait ("is more polite") is relevant in 25% of all tested prompts.

Example prompt
1/5
Can you create a table of the last 5 IRAT release dates
Claude-Haiku-4.5

IRAT Release Dates

I don't have access to current information about IRAT (Integrated Rapid Assessment Team) release dates, as my knowledge was last updated in April 2024 and I can't browse the internet for real-time data.

To find the most recent IRAT release dates, I'd recommend:

  1. Official IRAT Website - Check their official site or documentation portal
  2. GitHub Repository - If it's open-source, check the releases page
  3. Release Notes - Look for official announcements or changelog pages
  4. Package Managers - Check npm, PyPI, or other relevant package repositories

Could you provide more context about which IRAT product you're referring to? There are several tools and systems with that acronym, and knowing the specific one would help me assist you better.

Claude-Sonnet-4

I'd be happy to help you create a table of IRAT release dates, but I need some clarification. "IRAT" could refer to several different things, such as:

  1. IRAT (Incident Response and Analysis Tool) - a cybersecurity tool
  2. IRAT (Influenza Risk Assessment Tool) - from WHO/CDC
  3. IRAT - some other software or system you're referring to

Could you please specify which IRAT you're asking about? This will help me provide you with accurate release date information for the correct tool or system.

Icon representing trait- Claude-Haiku-4.5 uses less personal pronouns (I, we, you) than Claude-Sonnet-4.

Claude-Sonnet-4 uses more personal pronouns (I, we, you) than Claude-Haiku-4.5 in 21% of cases where this trait is relevant (equally in 72% and less in 7%). This trait ("uses more personal pronouns (I, we, you)") is relevant in 28% of all tested prompts.

Example prompt
1/5
Let's analyze a game together. In this game, two players each have a score that starts at zero. Their goal is to have a greater score at the end of the game compared to the other player. Negative scores are possible. These players take turns, on their turn, a player can take one of three possible actions: They can add 1 to their own score, subtract 2 from their opponents score, or multiply their own score by 2. In this game, what is the optimal strategy? Analyze the game to determine the optimal strategy from the starting position.
Claude-Haiku-4.5

Game Theory Analysis: Score Competition Game

Let me work through this systematically, starting from the end and working backward.

Initial Observations

Starting position: Both players at 0-0

Available actions each turn:

  • Add 1 to own score
  • Subtract 2 from opponent's score
  • Multiply own score by 2

Key Insights

1. Multiplying Zero is Useless

The multiply-by-2 action is worthless when your score is 0 (since 2×0 = 0). This is only useful after you've built up a positive score.

2. Early Game Analysis

Let me trace what happens with different opening moves:

If Player 1 opens with +1 (score: 1-0):

  • Player 2 can respond with -2 to P1 (score: -1-0)
  • Now P1 is behind and has a negative score

If Player 1 opens with -2 to P2 (score: 0-(-2)):

  • This puts P2 at -2 immediately
  • But P1 is still at 0, so P2 could build back up

3. The Critical Realization: Negative Scores Are Powerful

This is the game's key insight. Since the goal is just to have a higher score than your opponent, forcing your opponent into negative territory is extremely valuable.

Optimal opening sequence:

  1. Player 1: Subtract 2 from P2 → (0, -2)
  2. Player 2: Add 1 to own score → (0, -1)
  3. Player 1: Subtract 2 from P2 → (0, -3)
  4. Player 2: Add 1 to own score → (0, -2)
  5. Player 1: Subtract 2 from P2 → (0, -3)

Player 2 can never escape this trap! Each cycle:

  • P2 gains 1 point
  • P1 subtracts 2 points
  • Net: P2 loses 1 point per cycle

The Optimal Strategy

For the First Player (Winning Strategy):

  1. Continuously subtract 2 from opponent until they're sufficiently negative
  2. Once opponent is far enough behind (e.g., -10 or lower), add 1 to your own score to secure victory
  3. The opponent cannot catch up because:
    • If they add 1, you subtract 2 (net -1 for them)
    • If they subtract 2 from you, you're still ahead overall
    • If they multiply by 2, they're multiplying a negative (makes it worse)

For the Second Player (Defensive Strategy):

The second player is in a losing position. Their best attempt:

  • Add 1 to their score each turn to minimize the deficit
  • Hope to eventually reach 0 or positive territory
  • But they fall behind by 1 point per exchange

Conclusion

The optimal strategy is: Relentlessly subtract 2 from your opponent's score.

The first player has a winning strategy by:

  1. Playing -2 on opponent repeatedly (forcing them to -2, -4, -6, etc.)
  2. Switching to +1 once they have a commanding lead
  3. Maintaining the lead until victory

The second player cannot win from the starting position with optimal play from Player 1, but can minimize losses by adding 1 to their own score each turn.

The game is first-player win with optimal play.

Claude-Sonnet-4

I'll analyze this game systematically to find the optimal strategy.

Game Setup Analysis

Initial State: Both players start at score 0 Goal: Have a higher score than opponent when game ends Actions per turn:

  1. Add 1 to own score
  2. Subtract 2 from opponent's score
  3. Multiply own score by 2

Key Insight: There's no explicit end condition mentioned, so I'll assume this is either a finite game with a predetermined number of turns, or players alternate until some condition is met.

Strategic Analysis

Action Effectiveness Analysis

Let me evaluate each action's impact on the score differential (your score - opponent's score):

  1. Add 1: Increases differential by +1
  2. Subtract 2 from opponent: Increases differential by +2
  3. Multiply by 2: Increases differential by (current_score - opponent_score)

Critical Observations

The Multiplication Trap:

  • If your score is 0, multiplying by 2 keeps it at 0 (no benefit)
  • If your score is negative, multiplying by 2 makes it more negative (harmful)
  • Multiplication is only beneficial when your current score is positive

Early Game Dynamics: Starting from (0,0), the multiplication option is useless initially since 0 × 2 = 0.

Optimal Strategy

Phase 1 - Opening (when your score ≤ 0):

  • Never multiply when your score is ≤ 0
  • Prioritize "subtract 2 from opponent" as it gives the largest immediate advantage (+2 differential)
  • Use "add 1" only when opponent's score is already very negative

Phase 2 - Growth (when your score > 0):

  • Multiply by 2 when your current score > 2, since this gives more than +2 differential
  • Subtract 2 from opponent when your score is 1 or 2
  • The crossover point is when your score = 2: multiplying gives you 4 (differential +4 if opponent has 0), while subtracting 2 gives differential +2

Defensive Considerations:

  • If opponent has a high positive score, prioritize reducing their score over building your own
  • If opponent has negative score, focus on building your positive score for multiplication

Concrete Opening Strategy

Turn 1: Subtract 2 from opponent (You: 0, Opponent: -2) Turn 2 (if opponent doesn't recover):

  • If opponent is still negative/zero: Add 1 to yourself (You: 1, Opponent: ?)
  • If opponent recovered: Subtract 2 again

Turn 3 onward:

  • Build toward multiplication threshold while keeping opponent suppressed
  • Once you reach score ≥ 3, multiplication becomes very powerful

Winning Strategy Summary

  1. Suppress opponent early with -2 actions
  2. Build minimal positive score (1-2 points)
  3. Leverage multiplication once it becomes more efficient than other actions
  4. Maintain score differential through optimal action selection

The key insight is that this game rewards getting ahead early and then using multiplication to amplify that advantage, while the -2 action provides the most efficient early-game advantage.