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Round 2 results: 4 arms x 4 held-out briefs, dedicated-CPU captures

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@@ -5,7 +5,7 @@ tags:
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  - agentic-sft
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  ---
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- # GameDoctor evaluation results
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  Scores and generated games for the three-stage agentic-SFT ablation on
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  Qwen3.8-27B.
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  - `games_s2new.tar.gz`, `games_s3new.tar.gz` — the generated game trees for the
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  reweighted stage-2 and stage-3 arms, including `dist/` builds
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- ## Protocol
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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  Three briefs with **zero overlap** with any training set:
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  `platformer-thunder-valkyrie`, `puzzle-circuit-wizard`, `roguelike-breach-tactics`.
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  ---
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- **Pipeline code, reports and scores:** [WenyiWU0111/OpenGame-reproduce · `gamedoctor_sft/`](https://github.com/WenyiWU0111/OpenGame-reproduce/tree/d3-mechanic-runtime/gamedoctor_sft)
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- **Companion repos:** [adapters](https://huggingface.co/dCoder30/gamedoctor-qwen38-adapters) · [training data](https://huggingface.co/datasets/dCoder30/gamedoctor-sft-data) · [eval results](https://huggingface.co/datasets/dCoder30/gamedoctor-eval)
 
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  - agentic-sft
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  ---
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+ # EvoGame evaluation results
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  Scores and generated games for the three-stage agentic-SFT ablation on
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  Qwen3.8-27B.
 
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  - `games_s2new.tar.gz`, `games_s3new.tar.gz` — the generated game trees for the
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  reweighted stage-2 and stage-3 arms, including `dist/` builds
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+ ## Round 2 (v2): 2 web + 2 Godot held-out briefs
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+
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+ Four briefs, none of which appear in any training set:
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+
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+ - **web** — `platformer-friction-D2-002`, `topdown-collect-D1-001`
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+ - **Godot** — `metroidvania-aurora-archive`, `rhythm-bakery-ballet`
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+
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+ Generation runs on a single H100 with the arm's adapter merged into the base
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+ weights and served by vLLM; the same model answers both the agent turns and the
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+ design reasoning. Web games are built by the OpenGame harness, Godot games by
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+ qwen-code, both from a fixed asset library.
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+
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+ Scoring is in two halves:
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+
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+ - **web** — BUILD gate (a headless browser must load `dist/index.html`), then a
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+ vision judge scores auto-derived requirements over **3 passes**; the reported
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+ number is the mean of the valid passes.
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+ - **Godot** — the gamecraft-bench verifier: a build gate, then each task's demo
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+ traces are replayed under Xvfb and the recording is scored against a fixed
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+ rubric (BUILD × weighted mechanics / depth / visuals / art).
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+
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+ Judge: `openai/gpt-5.5` via OpenRouter for both.
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+
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+ ### The scoring environment decides the scores
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+
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+ Six environment faults each produced a confident-looking **0.0** rather than an
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+ error, and all are fixed in the harness used for these results: the OpenAI SDK's
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+ default HTTP client cannot reach OpenRouter from this box (TLS alert) and needs a
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+ plain `httpx.Client`; the Godot build gate hard-codes `/workspace/game` and needs a
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+ private mount namespace; software GL needs a longer settle and a writable Mesa
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+ shader cache or frames show only the splash; the default X display range is
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+ occupied; the web scorer's ffmpeg timeouts are too short for long replays; and a
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+ 2048-token judge cap truncates the response.
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+
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+ **A seventh fault invalidated a whole round of scoring.** The dev box container is
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+ capped at **8 CPUs** (`cpu.cfs_quota_us` = 800000 / period 100000) while `nproc`
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+ reports 256, and that quota is shared with another tenant: measured 95% of CFS
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+ periods throttled, and a single-threaded loop getting 6% CPU per wall second.
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+ Under that starvation Godot renders at **~1 real fps**, so a 14 s demo covers 1-2 s
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+ of game time. An autoload input probe confirmed the inputs *did* arrive and the
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+ game *did* switch out of its title state — the recording simply ended before the
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+ screen was redrawn, which scores a working game near zero and penalises exactly
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+ those games that open on a title screen. Browser replays are starved the same way.
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+
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+ Round-2 scores are therefore produced with the replay/capture half moved to a pod
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+ with **dedicated CPUs** (no API key present) and only the judging half run locally,
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+ where CPU starvation cannot affect the result. The effect is large and one-sided:
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+ S2's metroidvania went 0.114 → 0.439 and S1 baseline's Godot mean 0.343 → 0.510 on
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+ identical games, judge and rubric. Pass-to-pass spread on the web side fell from
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+ ~0.14 to ~0.03, which is the real tell that the earlier numbers were capture noise
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+ rather than judge noise.
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+
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+ ### Round 2 results
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+
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+ | arm | platformer (web) | topdown (web) | metroidvania (Godot) | rhythm (Godot) | mean |
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+ |---|---|---|---|---|---|
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+ | S1 split | 0.407 | 0.422 | 0.524 | **0.589** | **0.486** |
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+ | S1 baseline | 0.406 | **0.475** | 0.511 | 0.509 | 0.475 |
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+ | S2 gen+plan | 0.030 | **0.528** | 0.439 | 0.396 | 0.348 |
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+ | S3 gen+plan+repair | 0.000 | 0.356 | 0.404 | 0.541 | 0.325 |
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+
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+ Web cells are the mean of three judged passes; Godot cells are one rubric pass. Every build that
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+ booted was scored with no judge errors.
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+
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+ **The two S1 arms are tied** — 0.486 vs 0.475 over four games is inside this benchmark's noise,
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+ and their platformer scores match to three decimals. **Neither stage 2 nor stage 3 improves on
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+ stage 1 here**, which is what round 1 also found.
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+
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+ Both later stages are dragged down by a single dead game rather than uniform weakness: S2's
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+ platformer renders an empty canvas after its level scene starts (0.030) while its top-down game is
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+ the best web result in the table (0.528); S3's platformer fails the build gate outright with
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+ `this.gateZone.body.setAllowGravity is not a function` (0.000). With two briefs per engine, one
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+ dead game moves an arm's mean by about 0.1, so these orderings should not be read as settled.
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+
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+ Two things make S3 additionally hard to compare: its repair rows were distilled from a different
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+ teacher (`z-ai/glm-5.3-flash`), and it is far more expensive per game — 9,151 s and 5,383 s of web
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+ generation against S1 split's 1,682 s and 2,193 s, with its Godot metroidvania cut off by the
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+ 2-hour agent cap (`rc=55`), the only game in the round to hit a budget limit.
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+ Judge variance is small by comparison: the same rhythm capture judged twice scored 0.530 and 0.541.
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+
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+ ### Godot demo length is part of what is being measured
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+
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+ Each arm writes its own demo traces, and they differ a lot in length — per demo,
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+ S1 split runs 14-20 s, S2 5-14 s, S1 baseline 2.3-10 s (totals across all demos:
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+ 107 s / 90 s, 78 s / 48 s, 32 s / 43 s for metroidvania / rhythm). The rubric caps a
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+ demo at 20 s, so nothing was truncated; the models simply authored shorter
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+ playthroughs. Frames are sampled at a fixed cadence, so a short demo shows the judge
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+ proportionally less gameplay, and evidence-heavy requirements score low when a
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+ mechanic is never exercised on camera. A Godot score therefore reflects both the game
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+ and how thoroughly that arm demonstrates it.
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+
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+ ## Round 1 protocol
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  Three briefs with **zero overlap** with any training set:
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  `platformer-thunder-valkyrie`, `puzzle-circuit-wizard`, `roguelike-breach-tactics`.
 
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  ---
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+ **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)
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+ **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)