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| license: other | |
| tags: | |
| - evaluation | |
| - agentic-sft | |
| # EvoGame evaluation results | |
| Scores and generated games for the three-stage agentic-SFT ablation on | |
| Qwen3.8-27B. | |
| ## Contents | |
| - `scores/` — 15 JSON files: 5 arms × 3 judged passes | |
| - `games_s2new.tar.gz`, `games_s3new.tar.gz` — the generated game trees for the | |
| reweighted stage-2 and stage-3 arms, including `dist/` builds | |
| ## Round 2 (v2): 2 web + 2 Godot held-out briefs | |
| Four briefs, none of which appear in any training set: | |
| - **web** — `platformer-friction-D2-002`, `topdown-collect-D1-001` | |
| - **Godot** — `metroidvania-aurora-archive`, `rhythm-bakery-ballet` | |
| Generation runs on a single H100 with the arm's adapter merged into the base | |
| weights and served by vLLM; the same model answers both the agent turns and the | |
| design reasoning. Web games are built by the OpenGame harness, Godot games by | |
| qwen-code, both from a fixed asset library. | |
| Scoring is in two halves: | |
| - **web** — BUILD gate (a headless browser must load `dist/index.html`), then a | |
| vision judge scores auto-derived requirements over **3 passes**; the reported | |
| number is the mean of the valid passes. | |
| - **Godot** — the gamecraft-bench verifier: a build gate, then each task's demo | |
| traces are replayed under Xvfb and the recording is scored against a fixed | |
| rubric (BUILD × weighted mechanics / depth / visuals / art). | |
| Judge: `openai/gpt-5.5` via OpenRouter for both. | |
| ### The scoring environment decides the scores | |
| Six environment faults each produced a confident-looking **0.0** rather than an | |
| error, and all are fixed in the harness used for these results: the OpenAI SDK's | |
| default HTTP client cannot reach OpenRouter from this box (TLS alert) and needs a | |
| plain `httpx.Client`; the Godot build gate hard-codes `/workspace/game` and needs a | |
| private mount namespace; software GL needs a longer settle and a writable Mesa | |
| shader cache or frames show only the splash; the default X display range is | |
| occupied; the web scorer's ffmpeg timeouts are too short for long replays; and a | |
| 2048-token judge cap truncates the response. | |
| **A seventh fault invalidated a whole round of scoring.** The dev box container is | |
| capped at **8 CPUs** (`cpu.cfs_quota_us` = 800000 / period 100000) while `nproc` | |
| reports 256, and that quota is shared with another tenant: measured 95% of CFS | |
| periods throttled, and a single-threaded loop getting 6% CPU per wall second. | |
| Under that starvation Godot renders at **~1 real fps**, so a 14 s demo covers 1-2 s | |
| of game time. An autoload input probe confirmed the inputs *did* arrive and the | |
| game *did* switch out of its title state — the recording simply ended before the | |
| screen was redrawn, which scores a working game near zero and penalises exactly | |
| those games that open on a title screen. Browser replays are starved the same way. | |
| Round-2 scores are therefore produced with the replay/capture half moved to a pod | |
| with **dedicated CPUs** (no API key present) and only the judging half run locally, | |
| where CPU starvation cannot affect the result. The effect is large and one-sided: | |
| S2's metroidvania went 0.114 → 0.439 and S1 baseline's Godot mean 0.343 → 0.510 on | |
| identical games, judge and rubric. Pass-to-pass spread on the web side fell from | |
| ~0.14 to ~0.03, which is the real tell that the earlier numbers were capture noise | |
| rather than judge noise. | |
| ### Round 2 results | |
| | arm | platformer (web) | topdown (web) | metroidvania (Godot) | rhythm (Godot) | mean | | |
| |---|---|---|---|---|---| | |
| | S1 split | 0.407 | 0.422 | 0.524 | **0.589** | **0.486** | | |
| | S1 baseline | 0.406 | **0.475** | 0.511 | 0.509 | 0.475 | | |
| | S2 gen+plan | 0.030 | **0.528** | 0.439 | 0.396 | 0.348 | | |
| | S3 gen+plan+repair | 0.000 | 0.356 | 0.404 | 0.541 | 0.325 | | |
| Web cells are the mean of three judged passes; Godot cells are one rubric pass. Every build that | |
| booted was scored with no judge errors. | |
| **The two S1 arms are tied** — 0.486 vs 0.475 over four games is inside this benchmark's noise, | |
| and their platformer scores match to three decimals. **Neither stage 2 nor stage 3 improves on | |
| stage 1 here**, which is what round 1 also found. | |
| Both later stages are dragged down by a single dead game rather than uniform weakness: S2's | |
| platformer renders an empty canvas after its level scene starts (0.030) while its top-down game is | |
| the best web result in the table (0.528); S3's platformer fails the build gate outright with | |
| `this.gateZone.body.setAllowGravity is not a function` (0.000). With two briefs per engine, one | |
| dead game moves an arm's mean by about 0.1, so these orderings should not be read as settled. | |
| Two things make S3 additionally hard to compare: its repair rows were distilled from a different | |
| teacher (`z-ai/glm-5.3-flash`), and it is far more expensive per game — 9,151 s and 5,383 s of web | |
| generation against S1 split's 1,682 s and 2,193 s, with its Godot metroidvania cut off by the | |
| 2-hour agent cap (`rc=55`), the only game in the round to hit a budget limit. | |
| Judge variance is small by comparison: the same rhythm capture judged twice scored 0.530 and 0.541. | |
| ### Godot demo length is part of what is being measured | |
| Each arm writes its own demo traces, and they differ a lot in length — per demo, | |
| S1 split runs 14-20 s, S2 5-14 s, S1 baseline 2.3-10 s (totals across all demos: | |
| 107 s / 90 s, 78 s / 48 s, 32 s / 43 s for metroidvania / rhythm). The rubric caps a | |
| demo at 20 s, so nothing was truncated; the models simply authored shorter | |
| playthroughs. Frames are sampled at a fixed cadence, so a short demo shows the judge | |
| proportionally less gameplay, and evidence-heavy requirements score low when a | |
| mechanic is never exercised on camera. A Godot score therefore reflects both the game | |
| and how thoroughly that arm demonstrates it. | |
| ## Round 1 protocol | |
| Three briefs with **zero overlap** with any training set: | |
| `platformer-thunder-valkyrie`, `puzzle-circuit-wizard`, `roguelike-breach-tactics`. | |
| Every arm generated through the same agent harness at identical settings — smoke | |
| disabled (its built-in loop is a *repair* loop and would turn a generation | |
| comparison into a repair one), 16k output cap, 6 continuation nudges, 1-hour | |
| request timeout — served by vLLM on a single H100 with the adapter merged into the | |
| base weights. | |
| Scoring is two-stage: | |
| 1. **BUILD gate.** A headless browser must load `dist/index.html`. This is what | |
| most of the signal turns out to be. | |
| 2. **Rubric.** A vision model scores auto-derived requirements across Core | |
| Mechanics, Content Depth, Functional Visuals, Presentation & Art, over three | |
| passes. | |
| ## Two exclusions that matter | |
| - **A failed judge call is retried three times, then dropped — never averaged as | |
| zero.** Scoring one as 0.0 once moved an arm from 0.337 to 0.211, larger than | |
| any effect being measured. Judge errors ran 3 of 33 rows here. | |
| - **A game with no `dist/` at all is excluded**, because that means the generation | |
| run was stopped by hand — a property of the run, not the model. A `dist/` that | |
| exists and fails to boot is the opposite case and is scored **0.0**, which is | |
| exactly what the BUILD gate is for. | |
| ## Results | |
| | model | platformer | puzzle | roguelike | mean* | games that run | | |
| |---|---|---|---|---|---| | |
| | untuned base | 0.193 | 0.000 | — | 0.077 | 1/2 | | |
| | stage-3 v1 | 0.284 | 0.301 | 0.310 | **0.293** | **3/3** | | |
| | stage-2 reweighted | 0.000 | 0.334 | — | 0.167 | 1/2 | | |
| | stage-3 reweighted, run 1 | 0.000 | 0.000 | — | 0.000 | 0/2 | | |
| | stage-3 reweighted, run 2 | 0.597 | 0.000 | — | 0.149 | 1/2 | | |
| \* mean over platformer + puzzle, the two briefs every arm completed. Roguelike | |
| exists only for stage-3 v1, so it is excluded from every mean. | |
| ## The finding that matters | |
| **The last two rows are the same adapter, evaluated twice.** Same briefs, same | |
| settings, same merged weights. They differ by 0.149 — larger than the gap between | |
| any two *different* models in the table. At two comparable briefs this evaluation | |
| is noisier than the effect it was built to measure, so the ordering is | |
| **unresolved**. An earlier version of this analysis concluded the reweighted | |
| stage-3 was clearly worse; that conclusion was withdrawn when the second run | |
| landed. | |
| ## The recurring bug | |
| Most zeros share one cause: the game builds, the browser loads it, and Phaser | |
| refuses a second scene registration. | |
| ``` | |
| Cannot add Scene with duplicate key: CircuitScene | |
| ``` | |
| The reweighted adapters tend to write: | |
| ```ts | |
| for (let i = 1; i <= 10; i++) | |
| game.scene.add(`CircuitLevel${i}`, CircuitScene); | |
| // while CircuitScene.ts does: constructor() { super({ key: 'CircuitScene' }); } | |
| ``` | |
| Phaser takes the key from the class, not the `add()` call, so every iteration after | |
| the first collides. Stage-3 v1, given the identical brief, writes one class per | |
| level and boots. | |
| Frequency: 3 of 5 games from reweighted adapters; 0 from v1 or base. But the | |
| reweighted stage-3's second run wrote the *correct* pattern for its platformer and | |
| that game booted on all three passes — so this is a frequent habit, not a | |
| deterministic defect. | |
| ## Reproducing a score | |
| ```bash | |
| python run_quality_eval.py --batch <games-dir> --out scores.json --base-port 6100 | |
| ``` | |
| Requires `QUALITY_JUDGE_BASE_URL`, `QUALITY_JUDGE_API_KEY`, `QUALITY_JUDGE_MODEL`, | |
| and a Playwright chromium. `QUALITY_JUDGE_ATTEMPTS=3` enables the retry-then-drop | |
| behaviour described above. | |
| --- | |
| **Pipeline code, reports and scores:** [WenyiWU0111/OpenGame-reproduce · `evogame-sft-pipeline/`](https://github.com/WenyiWU0111/OpenGame-reproduce/tree/d3-mechanic-runtime/evogame-sft-pipeline) · [`evogame-data-pipeline/`](https://github.com/WenyiWU0111/OpenGame-reproduce/tree/d3-mechanic-runtime/evogame-data-pipeline) | |
| **Companion repos:** [adapters](https://huggingface.co/dCoder30/evogame-qwen38-adapters) · [training data](https://huggingface.co/datasets/dCoder30/evogame-sft-data) · [eval results](https://huggingface.co/datasets/dCoder30/evogame-eval) | |