Datasets:
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license: other
task_categories:
- text-generation
tags:
- agentic-sft
- planning
- godot
- phaser
EvoGame plan corpus, distilled from finished games
908 plan-stage SFT rows distilled from finished games — 832 Godot, 76 web —
across 17 archetype families. Each row is brief -> file-level implementation plan.
This exists because plan data does not need a recorded agent session. The corpus these came from holds ~900 finished games with no trajectory files, which made them useless for generation training but perfectly usable here: the brief comes from the task definition, and the plan is read off the finished file tree.
Row format
Byte-identical in shape to the original 454-row plan.jsonl, so the two pool
cleanly:
{
"task": "cardgame-arcane-rail",
"archetype": "cardgame",
"model": "gpt-5.5",
"n_chars": 3067,
"engine": "godot",
"source": "basegen_unpublished",
"messages": [
{"role": "system", "content": "You are a senior game engineer. Given a game brief, produce a file-level implementation plan: which files to MODIFY and which to CREATE, with a one-line reason for each."},
{"role": "user", "content": "<the game brief>"},
{"role": "assistant", "content": "Implementation plan before coding:\n\n- **Files to MODIFY**\n - `path`: reason\n- **Files to CREATE**\n - ..."}
]
}
engine and source are added for provenance; only messages is trained on.
How it was distilled, and what makes it honest
Two rules, both about not writing fiction:
- The plan is read off the ACTUAL file tree, never off a narration. The distiller receives the brief plus the real file listing and excerpts of the main source files. A game whose README claimed a physics system it does not contain would otherwise have that claim copied into the training target.
- Only COMPLETE games are distilled. Godot needs
project.godotplus at least one script or scene; web needspackage.jsonplus asrc/tree. A plan distilled from a half-built game is a plan for half-building.
The distiller prompt is engine-specific. A Phaser prompt pointed at a Godot
game produces plans full of TypeScript files that do not exist, so Godot runs are
told the vocabulary is .tscn / .gd / project.godot and web runs are told it
is src/*.ts / package.json / vite.
Verification
Every backticked path in every plan was checked against the real game's file tree:
923 games attempted
922 distilled (1 skipped: incomplete game; 0 API failures; 0 malformed)
14 dropped (invented paths, or wrong engine vocabulary)
908 kept
23,785 file paths referenced
0 not found in the game (0.0%)
0 rows with wrong engine vocabulary
The 14 dropped rows include a few false positives from a deliberately strict
checker — res://Main.tscn is valid Godot syntax and src/ is a directory, not a
file — but at 1.5% of the corpus, dropping them is cheaper than reasoning about
which are safe.
Composition
| this corpus | original plan.jsonl |
|
|---|---|---|
| rows | 908 | 454 |
| engines | Godot 832, web 76 | web only |
| archetype families | 17 | 15 |
| plan length | 1,310 – 7,228 chars (p50 2,791) | 908 – 3,106 (p50 2,041) |
Top families: simulation 127, platformer 90, cardgame 89, horror 81, roguelike 55, strategy 54, towerdefense 47, sports 43.
Note the length difference. Web games carry ~64 files against Godot's ~20–32, so their plans run longer than anything in the original corpus. The content is verified accurate, so files were not trimmed out to hit a length target — but pooling the two shifts the length distribution upward, and that is a property to know rather than a defect to hide.
Caveat if you pool this with generation data
The original stage-2 mix was 409 gen + 454 plan, and the concern that motivated a reweighting experiment was that generation was being outvoted at 47%. Adding these 908 rows takes plan to 1,362 against 409 gen — generation falls to 23%. If that concern was ever real, this makes it substantially worse, not better. Consider the gen:plan ratio deliberately rather than pooling everything by default.
Pipeline code: WenyiWU0111/OpenGame-reproduce · evogame-sft-pipeline/ · evogame-data-pipeline/
Companion repos: adapters · training corpora · eval results · raw trajectories