Maurice Heumann ran AI agents for three months to decompile a shooter, burning up to 700 billion tokens and showing why agent output needs a machine-checkable test.
Maurice Heumann spent the last three months running AI agents, mostly through Claude Code CLI and Codex CLI, to decompile a popular first-person shooter into readable C++. The project burned an estimated 600 to 700 billion tokens. Heumann published the full account on his blog on 9 October 2026, and it reached 181 points and 127 comments on Hacker News within a day.
The agents produced code that looked finished, since the game launched and menus rendered, while the underlying C++ was semantically wrong, until Heumann added a byte-matching verification script that gave agents an automatic pass or fail signal instead of relying on a reviewer agent's judgment.

The setup went from a handful of agents guided loosely by a reviewer to a scripted, byte-level verification test that agents could not talk their way around.
Heumann's central finding is that when humans can't precisely define "correct," waiting on a reviewer agent's judgment isn't enough. An objective, automatable pass/fail test replaces the reviewer, lets cheaper models do the work, and stops an agent's own explanatory comments from acting as prompt injection against your review step.
Instructions also decay as context accumulates and gets compacted. Heumann's agents drifted from standing rules the longer a session ran, which he fixed with an hourly cron job that re-injected the instructions document rather than relying on agents to remember it. He also cut the default compaction threshold from 90% context fill to 42%, arguing that stale, already-finished work should be dropped from context early rather than compete for attention with current work.
Discord worked while there were only a few agents, but once Heumann reached 16 agents total it stopped scaling as a coordination tool, and GitHub issues and pull requests became the real coordination layer.

Heumann says scaling past 15 agents exposed a new problem: agents periodically wiped their own VMs with malformed commands, and he found no existing Windows sandboxing tool that fit his needs. He's now extending his own userspace emulator, Sogen, into a lightweight sandbox, though he says it's far from production-ready. Session logs were lost in those VM wipes, so his token totals (600 to 700 billion, with roughly 300 billion attributed to Luna) are his own estimate rather than a metered count.
Byte-matching decompilation recompiles a reconstructed function with the original compiler and compares the resulting machine code against the shipped binary byte for byte, skipping address-dependent relocation bytes and checking those separately by symbol and offset. A match proves the reconstructed code is semantically identical to the original, giving an agent a pass or fail signal instead of a human or reviewer-agent judgment call.
Heumann's agents produced C++ that compiled, ran, and loaded the game's menus and maps, which made the team believe the decompilation was accurate. It wasn't: agents used wrong function signatures, types and struct layouts, and made unneeded architectural changes, because there was no objective definition of "correct" for a reviewer agent to check against. The reviewer accepted the workers' own justifications for changes instead of verifying them.
Heumann estimates 600 to 700 billion tokens over three months, with roughly 300 billion of those spent on Luna, the model used for most of the later, larger-scale work. He lost his exact session logs when agent VMs were wiped by malformed commands, so the figure is an estimate rather than a metered total.
Source: Maurice Heumann Discussion: Hacker News
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