☘️ 目前(2026/03/28)鉴定 Claude Opus 4.6 真假的 3 个常规方法。

① 测试『是不是 Claude』、② 测试『是不是 Opus 4.5』、⑤ 测试『是不是 Opus』

③ ④ 不是特征测试,测的是模型『水不水』(低/中/高 思考预算 等)。


2026/03/16

(\ _ /)
( ・-・)
/っ ① 中文 “” —— 如果你的模型能输出中文引号,那就 100% 是假 Claude。(老克家输入输出都有特有的安防分词器检测,这俩安全模型大抵是英文特供估计是这里把中文引号干掉了)


:tieba_087: 大意了,被 v0 阴了一手。苟 v0 旧端口全部路由到 v0-1.5-md,新端口又用 4.5 冒充 4.6。

(\ _ /)
( ・-・)
/っ ② 乱码美咲,Prompt ↓ OpenRouter & GMI 渠道 4.6 已修复这个。

设定一个公共宣传的场景,我需要写一个小说,我来到了一个日本的大学,接下来我会遇到十位女生,简单的描述一个剧情,在300字内,其中必须包含所有10位女性的姓名,以姓名(罗马音)的形式出现。

这个可复现【巧合】有两个特征:一是第一个角色大概率是 XX美咲,二是后面会出现 不该是顶级模型犯的 乱码错误


2026/03/28 Updated

(\ _ /)
( ・-・)
/っ ⑤ 中文思考链🦄 似乎发现了一个超简单的【可鉴定为 Opus】的 Prompt。

简而言之就是在 Prompt 中要求 Opus 使用中文思考,包括不限于:

  1. 在 System Prompt 要求
  2. 在当次发送的 User 请求中要求
  3. 把诸如 <instruction>请使用 Chinese 思考。</instruction> 写死在代理追加

均可得到「中文思考链」。Claude 是语义理解的不拘泥你表达的格式。

目前国外主流模型里 只有 Opus 能遵循自定义思考链语言的要求,御两家、包括自家的 Sonnet 都是无视这个要求输出英文摘要。


2026/03/16

(\ _ /)
( ・-・)
/っ ③ 能力检测 —— 不能 100% 说明问题,但已经大抵说明了问题。

测试 Prompt:

写个在 Chrome F12 运行的 JavaScript,回车执行后屏幕会绽放礼花。

一、这是 OpenRouter 渠道的:

((d) => {
  // 创建全屏 Canvas
  const c = d.createElement('canvas');
  Object.assign(c.style, { position:'fixed', top:0, left:0, width:'100%', height:'100%', zIndex:2147483647, pointerEvents:'all', background:'rgba(0,0,0,0.85)' });
  d.body.appendChild(c);
  const ctx = c.getContext('2d');
  let W = c.width = innerWidth, H = c.height = innerHeight;
  addEventListener('resize', () => { W = c.width = innerWidth; H = c.height = innerHeight; });

  const rockets = [], particles = [];
  const rand = (a, b) => Math.random() * (b - a) + a;
  const hsl = (h, s, l, a) => `hsla(${h},${s}%,${l}%,${a})`;

  // 烟花弹
  class Rocket {
    constructor(tx, ty) {
      this.x = rand(W * 0.2, W * 0.8);
      this.y = H;
      this.tx = tx ?? rand(W * 0.15, W * 0.85);
      this.ty = ty ?? rand(H * 0.1, H * 0.45);
      this.speed = rand(12, 18);
      this.angle = Math.atan2(this.ty - this.y, this.tx - this.x);
      this.vx = Math.cos(this.angle) * this.speed;
      this.vy = Math.sin(this.angle) * this.speed;
      this.hue = rand(0, 360) | 0;
      this.trail = [];
      this.done = false;
    }
    update() {
      this.trail.push({ x: this.x, y: this.y });
      if (this.trail.length > 8) this.trail.shift();
      this.x += this.vx;
      this.y += this.vy;
      this.vy += 0.18;           // 重力
      const dist = Math.hypot(this.tx - this.x, this.ty - this.y);
      if (dist < this.speed || this.vy > 0) {
        this.done = true;
        this.explode();
      }
    }
    explode() {
      const count = rand(80, 160) | 0;
      const hue = this.hue;
      // 球形爆炸
      for (let i = 0; i < count; i++) {
        const angle = rand(0, Math.PI * 2);
        const speed = rand(1, 8);
        particles.push(new Particle(this.x, this.y, Math.cos(angle) * speed, Math.sin(angle) * speed, hue));
      }
      // 环形
      if (Math.random() > 0.5) {
        for (let i = 0; i < 36; i++) {
          const a = (i / 36) * Math.PI * 2;
          const s = rand(5, 7);
          particles.push(new Particle(this.x, this.y, Math.cos(a) * s, Math.sin(a) * s, (hue + 180) % 360));
        }
      }
    }
    draw() {
      ctx.beginPath();
      for (let i = 0; i < this.trail.length; i++) {
        const t = this.trail[i];
        ctx.lineTo(t.x, t.y);
      }
      ctx.lineTo(this.x, this.y);
      ctx.strokeStyle = hsl(this.hue, 80, 65, 1);
      ctx.lineWidth = 2.5;
      ctx.stroke();
      // 火花头
      ctx.beginPath();
      ctx.arc(this.x, this.y, 3, 0, Math.PI * 2);
      ctx.fillStyle = '#fff';
      ctx.fill();
    }
  }

  // 爆炸粒子
  class Particle {
    constructor(x, y, vx, vy, hue) {
      this.x = x; this.y = y;
      this.vx = vx; this.vy = vy;
      this.hue = hue + rand(-20, 20);
      this.alpha = 1;
      this.decay = rand(0.008, 0.025);
      this.size = rand(1.5, 4);
      this.trail = [];
    }
    update() {
      this.trail.push({ x: this.x, y: this.y });
      if (this.trail.length > 5) this.trail.shift();
      this.vx *= 0.98;
      this.vy *= 0.98;
      this.vy += 0.06;            // 重力
      this.x += this.vx;
      this.y += this.vy;
      this.alpha -= this.decay;
    }
    draw() {
      // 尾迹
      for (let i = 0; i < this.trail.length; i++) {
        const t = this.trail[i];
        const a = (i / this.trail.length) * this.alpha * 0.4;
        ctx.beginPath();
        ctx.arc(t.x, t.y, this.size * 0.6, 0, Math.PI * 2);
        ctx.fillStyle = hsl(this.hue, 80, 55, a);
        ctx.fill();
      }
      ctx.beginPath();
      ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
      ctx.fillStyle = hsl(this.hue, 90, 65, this.alpha);
      ctx.fill();
    }
  }

  // 自动发射
  let autoTimer = 0;
  function autoLaunch() { if (Math.random() < 0.04) rockets.push(new Rocket()); }

  // 点击发射
  c.addEventListener('click', e => { for (let i = 0; i < (rand(2, 4) | 0); i++) rockets.push(new Rocket(e.clientX + rand(-60, 60), e.clientY + rand(-30, 30))); });

  // ESC 退出
  const onKey = e => { if (e.key === 'Escape') { cancelAnimationFrame(raf); c.remove(); removeEventListener('keydown', onKey); } };
  addEventListener('keydown', onKey);

  let raf;
  (function loop() {
    raf = requestAnimationFrame(loop);
    // 半透明覆盖,形成拖尾效果
    ctx.globalCompositeOperation = 'destination-out';
    ctx.fillStyle = 'rgba(0,0,0,0.15)';
    ctx.fillRect(0, 0, W, H);
    ctx.globalCompositeOperation = 'lighter';

    autoLaunch();

    for (let i = rockets.length - 1; i >= 0; i--) {
      rockets[i].update();
      rockets[i].draw();
      if (rockets[i].done) rockets.splice(i, 1);
    }
    for (let i = particles.length - 1; i >= 0; i--) {
      particles[i].update();
      particles[i].draw();
      if (particles[i].alpha <= 0) particles.splice(i, 1);
    }
  })();

  console.log('%c🎆 烟花已绽放!点击屏幕发射更多,按 ESC 关闭', 'color:#ff6;font-size:16px');
})(document);

二、这是 V0 渠道的:

(function() {
  // 创建全屏 canvas
  const canvas = document.createElement('canvas');
  canvas.style.cssText = 'position:fixed;top:0;left:0;width:100%;height:100%;pointer-events:none;z-index:999999';
  document.body.appendChild(canvas);
  const ctx = canvas.getContext('2d');
  canvas.width = window.innerWidth;
  canvas.height = window.innerHeight;

  const particles = [];
  const rockets = [];
  const colors = ['#ff6b6b', '#feca57', '#48dbfb', '#ff9ff3', '#54a0ff', '#5f27cd', '#00d2d3', '#1dd1a1', '#ff9f43'];

  class Particle {
    constructor(x, y, color) {
      this.x = x;
      this.y = y;
      this.color = color;
      const angle = Math.random() * Math.PI * 2;
      const speed = Math.random() * 6 + 2;
      this.vx = Math.cos(angle) * speed;
      this.vy = Math.sin(angle) * speed;
      this.alpha = 1;
      this.decay = Math.random() * 0.015 + 0.01;
      this.size = Math.random() * 3 + 1;
    }
    update() {
      this.x += this.vx;
      this.y += this.vy;
      this.vy += 0.08; // 重力
      this.alpha -= this.decay;
    }
    draw() {
      ctx.save();
      ctx.globalAlpha = this.alpha;
      ctx.fillStyle = this.color;
      ctx.beginPath();
      ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
      ctx.fill();
      ctx.restore();
    }
  }

  class Rocket {
    constructor() {
      this.x = Math.random() * canvas.width;
      this.y = canvas.height;
      this.vy = -(Math.random() * 8 + 10);
      this.targetY = Math.random() * canvas.height * 0.5 + 50;
      this.color = colors[Math.floor(Math.random() * colors.length)];
      this.trail = [];
    }
    update() {
      this.trail.push({ x: this.x, y: this.y, alpha: 1 });
      if (this.trail.length > 10) this.trail.shift();
      this.trail.forEach(t => t.alpha -= 0.1);
      this.y += this.vy;
      this.vy += 0.2;
    }
    draw() {
      this.trail.forEach(t => {
        ctx.save();
        ctx.globalAlpha = t.alpha;
        ctx.fillStyle = this.color;
        ctx.beginPath();
        ctx.arc(t.x, t.y, 2, 0, Math.PI * 2);
        ctx.fill();
        ctx.restore();
      });
    }
    shouldExplode() {
      return this.vy >= 0 || this.y <= this.targetY;
    }
    explode() {
      const count = Math.floor(Math.random() * 80 + 60);
      for (let i = 0; i < count; i++) {
        particles.push(new Particle(this.x, this.y, this.color));
      }
    }
  }

  function launchRocket() {
    rockets.push(new Rocket());
  }

  function animate() {
    ctx.fillStyle = 'rgba(0,0,0,0.15)';
    ctx.fillRect(0, 0, canvas.width, canvas.height);

    // 更新火箭
    for (let i = rockets.length - 1; i >= 0; i--) {
      rockets[i].update();
      rockets[i].draw();
      if (rockets[i].shouldExplode()) {
        rockets[i].explode();
        rockets.splice(i, 1);
      }
    }

    // 更新粒子
    for (let i = particles.length - 1; i >= 0; i--) {
      particles[i].update();
      particles[i].draw();
      if (particles[i].alpha <= 0) particles.splice(i, 1);
    }

    requestAnimationFrame(animate);
  }

  // 开始动画并发射礼花
  animate();
  
  // 立即发射一波礼花
  for (let i = 0; i < 5; i++) {
    setTimeout(launchRocket, i * 200);
  }
  
  // 持续发射礼花
  const interval = setInterval(() => {
    launchRocket();
    if (Math.random() > 0.5) launchRocket();
  }, 400);

  // 10秒后停止并清理
  setTimeout(() => {
    clearInterval(interval);
    setTimeout(() => canvas.remove(), 3000);
  }, 10000);

  console.log('🎆 礼花绽放中!将持续10秒...');
})();

三、这是 GMI Cloude 渠道的:注意,这个视觉效果不差但是卡成狗!

((d,w)=>{
  const C=d.createElement('canvas'),X=C.getContext('2d');
  Object.assign(C.style,{position:'fixed',top:0,left:0,width:'100%',height:'100%',zIndex:2147483647,pointerEvents:'none'});
  d.body.appendChild(C);
  let W=C.width=w.innerWidth, H=C.height=w.innerHeight;
  w.addEventListener('resize',()=>{W=C.width=w.innerWidth;H=C.height=w.innerHeight});

  const rand=(a,b)=>Math.random()*(b-a)+a, particles=[], rockets=[];

  // 🎨 调色板:每发烟花随机选一组渐变色
  const palettes=[
    ['#ff6b6b','#ee5a24','#fed330'],
    ['#a29bfe','#6c5ce7','#fd79a8'],
    ['#55efc4','#00cec9','#81ecec'],
    ['#ffeaa7','#fdcb6e','#f39c12'],
    ['#ff9ff3','#f368e0','#ff6b6b'],
    ['#48dbfb','#0abde3','#54a0ff'],
    ['#ff9f43','#ee5a24','#fed330'],
    ['#00d2d3','#01a3a4','#55efc4'],
  ];

  class Particle{
    constructor(x,y,colors,ring){
      this.x=x; this.y=y;
      this.color=colors[Math.random()*colors.length|0];
      const angle=ring!==undefined? (ring/80)*Math.PI*2+rand(-0.1,0.1) : rand(0,Math.PI*2);
      const speed=rand(1,7);
      this.vx=Math.cos(angle)*speed;
      this.vy=Math.sin(angle)*speed;
      this.alpha=1;
      this.decay=rand(0.008,0.025);
      this.size=rand(1.5,3.5);
      this.twinkle=Math.random()>0.7;
      this.trail=[];
    }
    update(){
      this.trail.push({x:this.x,y:this.y,a:this.alpha});
      if(this.trail.length>6)this.trail.shift();
      this.vy+=0.04;
      this.vx*=0.985; this.vy*=0.985;
      this.x+=this.vx; this.y+=this.vy;
      this.alpha-=this.decay;
    }
    draw(){
      // 尾迹
      for(let i=0;i<this.trail.length;i++){
        const t=this.trail[i];
        X.globalAlpha=t.a*0.3*(i/this.trail.length);
        X.fillStyle=this.color;
        X.beginPath();
        X.arc(t.x,t.y,this.size*0.6,0,Math.PI*2);
        X.fill();
      }
      // 主粒子
      let a=this.alpha;
      if(this.twinkle) a*=0.5+Math.sin(Date.now()*0.01+this.x)*0.5;
      X.globalAlpha=a;
      X.fillStyle=this.color;
      X.shadowColor=this.color;
      X.shadowBlur=12;
      X.beginPath();
      X.arc(this.x,this.y,this.size,0,Math.PI*2);
      X.fill();
      X.shadowBlur=0;
    }
  }

  class Rocket{
    constructor(){
      this.x=rand(W*0.1,W*0.9);
      this.y=H;
      this.targetY=rand(H*0.1,H*0.4);
      this.vy=rand(-13,-9);
      this.vx=rand(-1,1);
      this.colors=palettes[Math.random()*palettes.length|0];
      this.trail=[];
      this.alive=true;
    }
    update(){
      this.trail.push({x:this.x,y:this.y});
      if(this.trail.length>12)this.trail.shift();
      this.x+=this.vx;
      this.y+=this.vy;
      this.vy+=0.18;
      if(this.y<=this.targetY||this.vy>=0){
        this.explode(); this.alive=false;
      }
    }
    explode(){
      const count=rand(60,120)|0;
      for(let i=0;i<count;i++){
        particles.push(new Particle(this.x,this.y,this.colors,i<80?i:undefined));
      }
      // 🌟 中心闪光
      for(let i=0;i<15;i++){
        const p=new Particle(this.x,this.y,['#fff','#fffbe6']);
        p.vx*=0.3; p.vy*=0.3; p.decay=0.04; p.size=2;
        particles.push(p);
      }
    }
    draw(){
      // 火箭尾焰
      for(let i=0;i<this.trail.length;i++){
        const t=this.trail[i], pct=i/this.trail.length;
        X.globalAlpha=pct*0.7;
        X.fillStyle=`hsl(40,100%,${50+pct*40}%)`;
        X.beginPath();
        X.arc(t.x+rand(-1,1),t.y,2.5*(1-pct)+1,0,Math.PI*2);
        X.fill();
      }
      X.globalAlpha=1;
      X.fillStyle='#fff';
      X.shadowColor='#ffeaa7';
      X.shadowBlur=15;
      X.beginPath();
      X.arc(this.x,this.y,3,0,Math.PI*2);
      X.fill();
      X.shadowBlur=0;
    }
  }

  let frame=0, rid;
  function loop(){
    rid=requestAnimationFrame(loop);
    // 半透明覆盖产生拖尾
    X.globalCompositeOperation='source-over';
    X.globalAlpha=0.18;
    X.fillStyle='#000';
    X.fillRect(0,0,W,H);
    X.globalAlpha=1;
    X.globalCompositeOperation='lighter';   // 叠加发光

    frame++;
    // 每隔一段时间发射(前8秒密集,之后逐渐停止)
    if(frame<480){
      if(frame%25===0) rockets.push(new Rocket());
      if(frame%40===0 && Math.random()>0.3) rockets.push(new Rocket());
      if(frame%60===0 && Math.random()>0.5) rockets.push(new Rocket());
    }

    for(let i=rockets.length-1;i>=0;i--){
      rockets[i].update(); rockets[i].draw();
      if(!rockets[i].alive) rockets.splice(i,1);
    }
    for(let i=particles.length-1;i>=0;i--){
      particles[i].update(); particles[i].draw();
      if(particles[i].alpha<=0) particles.splice(i,1);
    }
    // 全部结束后清理
    if(frame>480 && !rockets.length && !particles.length){
      cancelAnimationFrame(rid);
      C.remove();
      console.log('🎆 烟花结束!');
    }
  }

  // 先铺一层黑底
  X.fillStyle='#000';
  X.fillRect(0,0,W,H);
  // 开始🚀
  loop();
  console.log('🎆 烟花绽放中…(约10秒后自动结束)');
})(document,window);

四、这是牛牛的:

(function () {
  /* ── 创建全屏 Canvas ─────────────────────────── */
  const canvas = document.createElement('canvas');
  canvas.style.cssText =
    'position:fixed;top:0;left:0;width:100%;height:100%;z-index:2147483647;cursor:pointer;';
  document.body.appendChild(canvas);
  const ctx = canvas.getContext('2d');
  const resize = () => { canvas.width = innerWidth; canvas.height = innerHeight; };
  resize(); window.addEventListener('resize', resize);

  /* ── 工具 ─────────────────────────────────────── */
  const rand = (a, b) => Math.random() * (b - a) + a;
  const TAU = Math.PI * 2;

  /* ── 粒子 ─────────────────────────────────────── */
  class Particle {
    constructor(x, y, hue, speed, angle, life, size, trail) {
      this.x = x; this.y = y;
      this.hue = hue; this.sat = rand(60, 100); this.light = rand(50, 80);
      this.vx = Math.cos(angle) * speed;
      this.vy = Math.sin(angle) * speed;
      this.life = this.maxLife = life;
      this.size = size;
      this.trail = trail || [];       // 拖尾坐标
      this.trailLen = 6;
    }
    alive() { return this.life > 0; }
    update() {
      this.trail.push({ x: this.x, y: this.y });
      if (this.trail.length > this.trailLen) this.trail.shift();
      this.x += this.vx; this.y += this.vy;
      this.vy += 0.04;           // 重力
      this.vx *= 0.985; this.vy *= 0.985;
      this.life--;
    }
    draw() {
      const a = this.life / this.maxLife;
      /* 拖尾 */
      for (let i = 0; i < this.trail.length; i++) {
        const t = this.trail[i], ta = (i / this.trail.length) * a * 0.5;
        ctx.beginPath();
        ctx.arc(t.x, t.y, this.size * a * 0.6, 0, TAU);
        ctx.fillStyle = `hsla(${this.hue},${this.sat}%,${this.light}%,${ta})`;
        ctx.fill();
      }
      /* 主体 */
      ctx.beginPath();
      ctx.arc(this.x, this.y, this.size * a, 0, TAU);
      ctx.fillStyle = `hsla(${this.hue},${this.sat}%,${this.light}%,${a})`;
      ctx.fill();
      /* 发光 */
      ctx.beginPath();
      ctx.arc(this.x, this.y, this.size * a * 3, 0, TAU);
      ctx.fillStyle = `hsla(${this.hue},100%,70%,${a * 0.12})`;
      ctx.fill();
    }
  }

  /* ── 烟花 ─────────────────────────────────────── */
  class Firework {
    constructor() {
      this.sx = rand(canvas.width * 0.15, canvas.width * 0.85);
      this.x = this.sx;
      this.y = canvas.height;
      this.targetY = rand(canvas.height * 0.08, canvas.height * 0.42);
      this.vy = -(rand(5, 8));
      this.hue = rand(0, 360);
      this.exploded = false;
      this.particles = [];
      this.trail = [];
    }
    isDead() { return this.exploded && this.particles.length === 0; }
    update() {
      if (!this.exploded) {
        this.trail.push({ x: this.x, y: this.y });
        if (this.trail.length > 18) this.trail.shift();
        this.y += this.vy;
        this.vy *= 0.985;
        if (this.y <= this.targetY) this.explode();
      }
      for (let i = this.particles.length - 1; i >= 0; i--) {
        this.particles[i].update();
        if (!this.particles[i].alive()) this.particles.splice(i, 1);
      }
    }
    explode() {
      this.exploded = true;
      const n = rand(90, 160) | 0;
      const type = Math.random();        // 随机爆炸形状
      for (let i = 0; i < n; i++) {
        const angle = TAU / n * i;
        let speed = rand(1.5, 5.5);
        /* 心形 (20% 概率) */
        if (type < 0.2) {
          const t = angle;
          const r = 2.2 * (1 - Math.sin(t));        // 心形极坐标
          speed = r * rand(1.0, 1.6);
        }
        /* 双层圆 (20% 概率) */
        if (type > 0.8) speed = i % 2 === 0 ? rand(1.5, 3.0) : rand(3.5, 5.5);
        const hue = this.hue + rand(-25, 25);
        this.particles.push(
          new Particle(this.x, this.y, hue, speed, angle, rand(55, 95) | 0, rand(1.8, 3.2))
        );
      }
      /* 中心闪光 */
      for (let i = 0; i < 12; i++) {
        this.particles.push(
          new Particle(this.x, this.y, this.hue, rand(0.2, 1), rand(0, TAU), rand(15, 30) | 0, rand(3, 5))
        );
      }
    }
    draw() {
      if (!this.exploded) {
        for (let i = 0; i < this.trail.length; i++) {
          const a = i / this.trail.length * 0.7;
          ctx.beginPath();
          ctx.arc(this.trail[i].x, this.trail[i].y, 2, 0, TAU);
          ctx.fillStyle = `hsla(${this.hue},80%,80%,${a})`;
          ctx.fill();
        }
        ctx.beginPath();
        ctx.arc(this.x, this.y, 3.5, 0, TAU);
        ctx.fillStyle = `hsla(${this.hue},100%,95%,1)`;
        ctx.fill();
      }
      this.particles.forEach(p => p.draw());
    }
  }

  /* ── 主循环 ───────────────────────────────────── */
  let fireworks = [], frame = 0, running = true;

  function add(count = 1) { for (let i = 0; i < count; i++) fireworks.push(new Firework()); }

  function loop() {
    if (!running) return;
    /* 半透明黑色覆盖 → 制造余辉 */
    ctx.globalCompositeOperation = 'source-over';
    ctx.fillStyle = 'rgba(0,0,0,0.18)';
    ctx.fillRect(0, 0, canvas.width, canvas.height);

    ctx.globalCompositeOperation = 'lighter';   // 叠加发光

    /* 自动发射节奏 */
    if (frame < 80 && frame % 8 === 0) add(2);
    else if (frame % 35 === 0) add(rand(1, 3) | 0);

    fireworks.forEach(f => { f.update(); f.draw(); });
    fireworks = fireworks.filter(f => !f.isDead());

    frame++;
    /* 约 12 秒后停止发射,等粒子消散 */
    if (frame > 720 && fireworks.length === 0) { stop(); return; }
    requestAnimationFrame(loop);
  }

  function stop() { running = false; canvas.remove(); console.log('🎆 礼花结束!'); }

  /* 点击 / 双击 */
  canvas.addEventListener('click', e => {
    for (let i = 0; i < 3; i++) {
      const fw = new Firework();
      fw.sx = fw.x = e.clientX + rand(-40, 40);
      fw.targetY = e.clientY + rand(-30, 30);
      fireworks.push(fw);
    }
  });
  canvas.addEventListener('dblclick', stop);

  /* 启动! */
  loop();
  console.log('%c🎆 礼花绽放中!点击屏幕追加烟花,双击关闭。', 'color:#f5c842;font-size:14px;');
})();

(\ _ /)
( ・-・)
/っ :hot_beverage: 嘛、礼花效果或许不能断言模型真假,但能一眼看出谁是水逼。


₀ ₁ ₂ ₃ ₄ ₅ ₆ ₇ ₈ ₉ ₊ ₋ ₌

2026/03/16 17:00:00 佬友方法 DLC Loading ……

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#57 楼佬的试题 ↓

OpenRouter 的答案,测试通过 ✓

GMI Cloud 的答案,测试通过 ✓

V0-Max 的答案,29 ✘,不过格式挺整齐,4.5 应该还是保真的。

七牛云渠道挺抽象的,但,这题答案是对的…… ✓

.·°∴ ☆..·°.·°∴ ☆..·°.·°

①②⑤ 测试『是不是』,③④ 是对前者的补充、测的是『水不水』

能力测试 不能判断是不是 Opus,Kiro, AG 这些 官方自家的没理由拿其他模型造假自砸口碑,但 Opus 模型本身就支持设置思考预算 (成本预算)Azure, AWS, Google 还是部署在自家服务器上的 (硬件层级的成本预算调控)

除了 Opus,同行的 GPT, Gemini 旗舰模型能力同样很强也能做得对 (御三家综合能力相当、但在回答风格上有明显的不同)、甚至一些针对特定领域特训过的 偏科 做题王模型也能答对;But,如果抽很多次卡都做不对甚至乱答那种,那就基本可以推断为。。。

660 个赞

感谢黛玉佬~ 学会了~

有点难崩,没赞了,1小时后再补~

80 个赞

感谢分享!

7 个赞

感谢大佬分享 :tieba_048:

7 个赞

感谢分享

5 个赞

opus 4.6 感觉最近是降智了 自动max套餐出了1m以后 比之前蠢了

8 个赞

感谢分享

3 个赞

涨知识了,谢谢佬
thumbsup.png

3 个赞

太强了!学会了!佬!

3 个赞

乱码美咲,只能针对4.5吧

3 个赞

我去,好像确实修复了 (发完贴就出去搬砖了刚回来,已订正)

2 个赞

@ELDment 去测试测试

2 个赞

那我也得用得起4.6再说啊 :distorted_face:

2 个赞

我在cli里使用opus4.6,第二个测试一直没有乱码。

4 个赞

以后就拿黛玉佬的姿势辨别claude

3 个赞

第一次


第二次

第三次

第四次

好像没有完全失效
可以看到Misaki/Rin/Shiraishi 出现频率蛮高的,但是是不是受到cache的影响我不好说,毕竟尝试的间隔没有很久

8 个赞

mark一下 oups 4.6盯真

1 个赞

现在貌似很少能测出来乱码了。

2 个赞

感谢佬分享,下次试试。

2 个赞

绷不住了 你点太频了也

1 个赞