GameLogicBench: Evaluating Coding Agents on Runtime Game Logic with Tick-Level State Assertions
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Merged summary
TL;DR - GameLogicBench evaluates coding agents on 72 Godot gameplay-logic tasks using reproducible, tick-level state assertions across varied scenarios. The best model-scaffold combination solved only 52.78% of tasks, highlighting persistent difficulty with runtime correctness and repository-scale changes.
- The benchmark includes 403 hand-designed scenarios expanded through seeded variations into 1,451 test cases.
- Evaluators accept different valid implementations while using capability-removed mutants to verify that incorrect behavior is rejected.
- Performance declines as tasks progress from isolated mechanics to multi-system interactions and repository-scale features.
- Most failed submissions run successfully but implement required behavior incorrectly; open network access also creates a risk of agents copying public code.
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GameLogicBench: Evaluating Coding Agents on Runtime Game Logic with Tick-Level State Assertions
Public signals
N/A
TL;DR - GameLogicBench evaluates coding agents on 72 Godot gameplay-logic tasks using reproducible, tick-level state assertions across varied scenarios. The best model-scaffold combination solved only 52.78% of tasks, highlighting persistent difficulty with runtime correctness and repository-scale changes.
- The benchmark includes 403 hand-designed scenarios expanded through seeded variations into 1,451 test cases.
- Evaluators accept different valid implementations while using capability-removed mutants to verify that incorrect behavior is rejected.
- Performance declines as tasks progress from isolated mechanics to multi-system interactions and repository-scale features.
- Most failed submissions run successfully but implement required behavior incorrectly; open network access also creates a risk of agents copying public code.