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README.md ADDED
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1
+ ---
2
+ license: other
3
+ task_categories:
4
+ - text-generation
5
+ tags:
6
+ - agentic-sft
7
+ - planning
8
+ - godot
9
+ - phaser
10
+ ---
11
+
12
+ # GameDoctor plan corpus, distilled from finished games
13
+
14
+ 908 plan-stage SFT rows distilled from **finished games** — 832 Godot, 76 web —
15
+ across 17 archetype families. Each row is `brief -> file-level implementation
16
+ plan`.
17
+
18
+ This exists because plan data does not need a recorded agent session. The corpus
19
+ these came from holds ~900 finished games with no trajectory files, which made
20
+ them useless for generation training but perfectly usable here: the brief comes
21
+ from the task definition, and the plan is read off the finished file tree.
22
+
23
+ ## Row format
24
+
25
+ Byte-identical in shape to the original 454-row `plan.jsonl`, so the two pool
26
+ cleanly:
27
+
28
+ ```json
29
+ {
30
+ "task": "cardgame-arcane-rail",
31
+ "archetype": "cardgame",
32
+ "model": "gpt-5.5",
33
+ "n_chars": 3067,
34
+ "engine": "godot",
35
+ "source": "basegen_unpublished",
36
+ "messages": [
37
+ {"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."},
38
+ {"role": "user", "content": "<the game brief>"},
39
+ {"role": "assistant", "content": "Implementation plan before coding:\n\n- **Files to MODIFY**\n - `path`: reason\n- **Files to CREATE**\n - ..."}
40
+ ]
41
+ }
42
+ ```
43
+
44
+ `engine` and `source` are added for provenance; only `messages` is trained on.
45
+
46
+ ## How it was distilled, and what makes it honest
47
+
48
+ Two rules, both about not writing fiction:
49
+
50
+ * **The plan is read off the ACTUAL file tree, never off a narration.** The
51
+ distiller receives the brief plus the real file listing and excerpts of the main
52
+ source files. A game whose README claimed a physics system it does not contain
53
+ would otherwise have that claim copied into the training target.
54
+ * **Only COMPLETE games are distilled.** Godot needs `project.godot` plus at least
55
+ one script or scene; web needs `package.json` plus a `src/` tree. A plan
56
+ distilled from a half-built game is a plan for half-building.
57
+
58
+ The distiller prompt is **engine-specific**. A Phaser prompt pointed at a Godot
59
+ game produces plans full of TypeScript files that do not exist, so Godot runs are
60
+ told the vocabulary is `.tscn` / `.gd` / `project.godot` and web runs are told it
61
+ is `src/*.ts` / `package.json` / `vite`.
62
+
63
+ ## Verification
64
+
65
+ Every backticked path in every plan was checked against the real game's file tree:
66
+
67
+ ```
68
+ 923 games attempted
69
+ 922 distilled (1 skipped: incomplete game; 0 API failures; 0 malformed)
70
+ 14 dropped (invented paths, or wrong engine vocabulary)
71
+ 908 kept
72
+
73
+ 23,785 file paths referenced
74
+ 0 not found in the game (0.0%)
75
+ 0 rows with wrong engine vocabulary
76
+ ```
77
+
78
+ The 14 dropped rows include a few false positives from a deliberately strict
79
+ checker — `res://Main.tscn` is valid Godot syntax and `src/` is a directory, not a
80
+ file — but at 1.5% of the corpus, dropping them is cheaper than reasoning about
81
+ which are safe.
82
+
83
+ ## Composition
84
+
85
+ | | this corpus | original `plan.jsonl` |
86
+ |---|---|---|
87
+ | rows | 908 | 454 |
88
+ | engines | Godot 832, web 76 | web only |
89
+ | archetype families | **17** | 15 |
90
+ | plan length | 1,310 – 7,228 chars (p50 2,791) | 908 – 3,106 (p50 2,041) |
91
+
92
+ Top families: simulation 127, platformer 90, cardgame 89, horror 81, roguelike 55,
93
+ strategy 54, towerdefense 47, sports 43.
94
+
95
+ **Note the length difference.** Web games carry ~64 files against Godot's ~20–32,
96
+ so their plans run longer than anything in the original corpus. The content is
97
+ verified accurate, so files were not trimmed out to hit a length target — but
98
+ pooling the two shifts the length distribution upward, and that is a property to
99
+ know rather than a defect to hide.
100
+
101
+ ## Caveat if you pool this with generation data
102
+
103
+ The original stage-2 mix was 409 gen + 454 plan, and the concern that motivated a
104
+ reweighting experiment was that generation was being outvoted at 47%. Adding these
105
+ 908 rows takes plan to **1,362 against 409 gen — generation falls to 23%**. If that
106
+ concern was ever real, this makes it substantially worse, not better. Consider the
107
+ gen:plan ratio deliberately rather than pooling everything by default.
108
+
109
+ ---
110
+
111
+ **Pipeline code:** [WenyiWU0111/OpenGame-reproduce · `gamedoctor_sft/`](https://github.com/WenyiWU0111/OpenGame-reproduce/tree/d3-mechanic-runtime/gamedoctor_sft)
112
+
113
+ **Companion repos:** [adapters](https://huggingface.co/dCoder30/gamedoctor-qwen38-adapters) · [training corpora](https://huggingface.co/datasets/dCoder30/gamedoctor-sft-data) · [eval results](https://huggingface.co/datasets/dCoder30/gamedoctor-eval) · [raw trajectories](https://huggingface.co/datasets/dCoder30/gamedoctor-raw-trajectories)
distill_plans_from_games.py ADDED
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1
+ """Distil PLAN training rows from finished games -- Godot and web.
2
+
3
+ A plan row is three messages: a fixed system prompt, the game BRIEF as the user
4
+ turn, and a file-level "Files to MODIFY / CREATE" plan as the assistant target.
5
+ Nothing about that requires a recorded agent session, which is why finished games
6
+ are usable here even though they carry no trajectory.
7
+
8
+ TWO RULES, both borrowed from distill_realized_plan.py, both about not writing
9
+ fiction:
10
+
11
+ * The plan is read off the ACTUAL file tree, never off any narration. A game
12
+ whose README claims a physics system it does not contain would otherwise have
13
+ that claim copied into the training target.
14
+ * Only COMPLETE games are distilled. Godot needs project.godot plus at least
15
+ one script or scene; web needs package.json plus a src/ tree. A plan distilled
16
+ from a half-built game is a plan for half-building.
17
+
18
+ The row's system prompt is byte-identical to the 454 existing plan rows, so the
19
+ corpus stays homogeneous. The prompt sent to the distiller is a separate thing and
20
+ is engine-specific: a Phaser prompt asked about a Godot game produces plans full
21
+ of TypeScript files that do not exist.
22
+ """
23
+ from __future__ import annotations
24
+
25
+ import argparse
26
+ import json
27
+ import os
28
+ import sys
29
+ import threading
30
+ import urllib.error
31
+ import urllib.request
32
+ from concurrent.futures import ThreadPoolExecutor
33
+ from pathlib import Path
34
+
35
+ ENV = '/home/tiger/OpenGame-Aayush/agent-test/.env'
36
+ TASKS = Path('/tmp/corpus_new/tasks')
37
+ SRC_ROOTS = [
38
+ ('godot', Path('/tmp/plan_src/basegen_unpublished')),
39
+ ('godot', Path('/tmp/plan_src/_basegames_new')),
40
+ ('web', Path('/tmp/plan_src/gen953_opengame_0')),
41
+ ('web', Path('/tmp/plan_src/gen953_opengame_1')),
42
+ ('web', Path('/tmp/plan_src/gen953_opengame_2')),
43
+ ]
44
+
45
+ # byte-identical to the existing 454 rows
46
+ ROW_SYSTEM = ('You are a senior game engineer. Given a game brief, produce a '
47
+ 'file-level implementation plan: which files to MODIFY and which '
48
+ 'to CREATE, with a one-line reason for each.')
49
+
50
+ DISTILL_PROMPT = """You are given a game brief and the COMPLETE file tree of the finished game that was built from it, with excerpts of its main source files.
51
+
52
+ Write the file-level implementation plan that would have produced this game. Format exactly:
53
+
54
+ Implementation plan before coding:
55
+
56
+ - **Files to MODIFY**
57
+ - `path`: one-line reason
58
+ - **Files to CREATE**
59
+ - `path`: one-line reason
60
+
61
+ Rules:
62
+ - Reference ONLY files that appear in the tree. Never invent a path.
63
+ - {engine_note}
64
+ - One line per file, naming what that file is responsible for.
65
+ - No preamble, no closing commentary. Start with "Implementation plan before coding:".
66
+ - Aim for 900-3000 characters."""
67
+
68
+ ENGINE_NOTE = {
69
+ 'godot': ('This is a GODOT project: scenes are .tscn, scripts are .gd, the '
70
+ 'project file is project.godot. Do not mention TypeScript, Phaser, '
71
+ 'vite or package.json.'),
72
+ 'web': ('This is a WEB project built with Phaser and vite: source is '
73
+ 'TypeScript under src/, config in package.json and vite.config.js. '
74
+ 'Do not mention .gd or .tscn files.'),
75
+ }
76
+
77
+ SKIP_DIRS = {'.git', 'node_modules', '.godot', 'dist', '__pycache__', '.qwen'}
78
+ MAIN_FILES = {
79
+ 'godot': ['project.godot', 'Main.tscn', 'scripts/main.gd'],
80
+ 'web': ['package.json', 'src/main.ts', 'src/gameConfig.json'],
81
+ }
82
+ MAX_TREE = 120 # files listed
83
+ MAX_EXCERPT = 2500 # chars per main file
84
+ _lock = threading.Lock()
85
+
86
+
87
+ def load_env():
88
+ for line in open(ENV):
89
+ line = line.strip()
90
+ if line and not line.startswith('#') and '=' in line:
91
+ k, v = line.split('=', 1)
92
+ os.environ.setdefault(k.strip(), v.strip().strip('"').strip("'"))
93
+
94
+
95
+ def call_model(system: str, user: str, model: str, retries: int = 3) -> str:
96
+ base = os.environ['OPENGAME_REASONING_BASE_URL'].rstrip('/')
97
+ body = json.dumps({
98
+ 'model': model,
99
+ 'messages': [{'role': 'system', 'content': system},
100
+ {'role': 'user', 'content': user}],
101
+ 'max_tokens': 4000,
102
+ }).encode()
103
+ last = ''
104
+ for attempt in range(retries):
105
+ try:
106
+ req = urllib.request.Request(
107
+ base + '/chat/completions', data=body,
108
+ headers={'Content-Type': 'application/json',
109
+ 'Authorization': 'Bearer ' + os.environ['OPENGAME_REASONING_API_KEY']})
110
+ r = json.loads(urllib.request.urlopen(req, timeout=300).read())
111
+ txt = (r['choices'][0]['message'].get('content') or '').strip()
112
+ if txt:
113
+ return txt
114
+ last = 'empty response'
115
+ except Exception as e: # noqa: BLE001
116
+ last = f'{type(e).__name__}: {e}'
117
+ import time
118
+ time.sleep(3 * (attempt + 1))
119
+ raise RuntimeError(last)
120
+
121
+
122
+ def game_is_complete(engine: str, d: Path) -> bool:
123
+ if engine == 'godot':
124
+ if not (d / 'project.godot').exists():
125
+ return False
126
+ return any(d.rglob('*.gd')) or any(d.rglob('*.tscn'))
127
+ if not (d / 'package.json').exists():
128
+ return False
129
+ return (d / 'src').is_dir()
130
+
131
+
132
+ def describe(engine: str, d: Path) -> str:
133
+ files = []
134
+ for p in sorted(d.rglob('*')):
135
+ if p.is_dir() or any(s in p.parts for s in SKIP_DIRS):
136
+ continue
137
+ try:
138
+ files.append(f'{p.relative_to(d)} ({p.stat().st_size}B)')
139
+ except OSError:
140
+ continue
141
+ shown = files[:MAX_TREE]
142
+ out = [f'FILE TREE ({len(files)} files' +
143
+ (f', showing {len(shown)}' if len(files) > len(shown) else '') + '):']
144
+ out += [' ' + f for f in shown]
145
+ for rel in MAIN_FILES[engine]:
146
+ f = d / rel
147
+ if f.exists() and f.is_file():
148
+ try:
149
+ txt = f.read_text(errors='replace')[:MAX_EXCERPT]
150
+ except OSError:
151
+ continue
152
+ out.append(f'\n--- {rel} (first {len(txt)} chars) ---\n{txt}')
153
+ return '\n'.join(out)
154
+
155
+
156
+ def one(engine: str, d: Path, model: str):
157
+ task = d.name
158
+ brief_f = TASKS / task / 'instruction.md'
159
+ if not brief_f.exists():
160
+ return ('no_brief', task, None)
161
+ if not game_is_complete(engine, d):
162
+ return ('incomplete', task, None)
163
+ brief = brief_f.read_text(errors='replace').strip()
164
+ user = (f'GAME BRIEF:\n{brief}\n\n'
165
+ f'{describe(engine, d)}')
166
+ system = DISTILL_PROMPT.format(engine_note=ENGINE_NOTE[engine])
167
+ try:
168
+ plan = call_model(system, user, model)
169
+ except Exception as e: # noqa: BLE001
170
+ return ('failed', task, str(e)[:120])
171
+ if not plan.startswith('Implementation plan'):
172
+ i = plan.find('Implementation plan')
173
+ if i < 0:
174
+ return ('bad_format', task, plan[:80])
175
+ plan = plan[i:]
176
+ row = {
177
+ 'task': task,
178
+ 'archetype': task.split('-')[0],
179
+ 'model': model,
180
+ 'n_chars': len(plan),
181
+ 'engine': engine,
182
+ 'source': d.parent.name,
183
+ 'messages': [
184
+ {'role': 'system', 'content': ROW_SYSTEM},
185
+ {'role': 'user', 'content': brief},
186
+ {'role': 'assistant', 'content': plan},
187
+ ],
188
+ }
189
+ return ('ok', task, row)
190
+
191
+
192
+ def main(argv=None) -> int:
193
+ ap = argparse.ArgumentParser(description=__doc__)
194
+ ap.add_argument('--out', default='/mnt/hdfs/bi_algo_a2f/minghao.fu/'
195
+ 'gamedoctor_sft_pipeline/data/plan_games.jsonl')
196
+ ap.add_argument('--limit', type=int, default=0, help='pilot: only N games')
197
+ ap.add_argument('--workers', type=int, default=10)
198
+ ap.add_argument('--model', default='')
199
+ a = ap.parse_args(argv)
200
+
201
+ load_env()
202
+ model = a.model or os.environ.get('OPENGAME_REASONING_MODEL', 'gpt-5.5')
203
+
204
+ jobs = []
205
+ for engine, root in SRC_ROOTS:
206
+ if not root.is_dir():
207
+ print(f' missing source root {root}')
208
+ continue
209
+ for d in sorted(root.iterdir()):
210
+ if d.is_dir():
211
+ jobs.append((engine, d))
212
+ # interleave engines so a pilot sees both
213
+ jobs.sort(key=lambda j: (j[1].name, j[0]))
214
+ if a.limit:
215
+ god = [j for j in jobs if j[0] == 'godot'][:a.limit // 2 or 1]
216
+ web = [j for j in jobs if j[0] == 'web'][:a.limit - len(god)]
217
+ jobs = god + web
218
+ print(f'{len(jobs)} games to distil with {model} ({a.workers} workers)')
219
+
220
+ done = {'ok': 0, 'no_brief': 0, 'incomplete': 0, 'failed': 0, 'bad_format': 0}
221
+ out = open(a.out, 'w')
222
+ with ThreadPoolExecutor(max_workers=a.workers) as ex:
223
+ for status, task, payload in ex.map(lambda j: one(j[0], j[1], model), jobs):
224
+ done[status] += 1
225
+ if status == 'ok':
226
+ with _lock:
227
+ out.write(json.dumps(payload, ensure_ascii=False) + '\n')
228
+ out.flush()
229
+ elif status in ('failed', 'bad_format'):
230
+ print(f' {status}: {task}: {payload}')
231
+ n = sum(done.values())
232
+ if n % 50 == 0:
233
+ print(f' {n}/{len(jobs)} {done}', flush=True)
234
+ out.close()
235
+ print(f'\nDONE {done}')
236
+ print(f'wrote {a.out}')
237
+ return 0 if done['ok'] else 1
238
+
239
+
240
+ if __name__ == '__main__':
241
+ sys.exit(main())
filter_plans.py ADDED
@@ -0,0 +1,58 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ """Drop any distilled plan that names a file the game does not contain.
2
+
3
+ Full-run validation found 23 bad paths across 24,257 (0.1%) and one row using the
4
+ wrong engine's vocabulary. That is a good rate, but a plan containing even one
5
+ invented path teaches the model to invent paths -- and at 922 rows, discarding the
6
+ handful that fail costs almost nothing. Lowering the gate to let them through
7
+ would be the wrong trade.
8
+ """
9
+ import json
10
+ import re
11
+ import sys
12
+ from pathlib import Path
13
+
14
+ ROOTS = [Path('/tmp/plan_src/basegen_unpublished'), Path('/tmp/plan_src/_basegames_new'),
15
+ Path('/tmp/plan_src/gen953_opengame_0'), Path('/tmp/plan_src/gen953_opengame_1'),
16
+ Path('/tmp/plan_src/gen953_opengame_2')]
17
+ WRONG_VOCAB = {
18
+ 'godot': re.compile(r'\.ts\b|package\.json|vite|Phaser', re.I),
19
+ 'web': re.compile(r'\.gd\b|\.tscn\b|project\.godot', re.I),
20
+ }
21
+ SRC = sys.argv[1]
22
+ DST = sys.argv[2]
23
+
24
+ kept, dropped = [], []
25
+ for line in open(SRC):
26
+ if not line.strip():
27
+ continue
28
+ r = json.loads(line)
29
+ task, engine = r['task'], r['engine']
30
+ plan = r['messages'][-1]['content']
31
+ d = next((x / task for x in ROOTS if (x / task).is_dir()), None)
32
+ reason = None
33
+ if d is None:
34
+ reason = 'game dir not found'
35
+ else:
36
+ have = {str(p.relative_to(d)) for p in d.rglob('*') if p.is_file()}
37
+ refs = {x.strip().lstrip('./') for x in re.findall(r'`([^`]+)`', plan)
38
+ if '/' in x or '.' in x}
39
+ miss = [x for x in refs
40
+ if x not in have and not any(h.endswith('/' + x) for h in have)]
41
+ if miss:
42
+ reason = f'{len(miss)} invented path(s): {miss[:3]}'
43
+ elif WRONG_VOCAB[engine].search(plan):
44
+ reason = f'wrong engine vocabulary for {engine}'
45
+ if reason:
46
+ dropped.append((task, reason))
47
+ else:
48
+ kept.append(r)
49
+
50
+ with open(DST, 'w') as fh:
51
+ for r in kept:
52
+ fh.write(json.dumps(r, ensure_ascii=False) + '\n')
53
+
54
+ print(f'kept {len(kept)}')
55
+ print(f'dropped {len(dropped)}')
56
+ for t, why in dropped:
57
+ print(f' {t}: {why}')
58
+ print(f'\nwrote {DST}')
plan_games.jsonl ADDED
The diff for this file is too large to render. See raw diff
 
plan_games_clean.jsonl ADDED
The diff for this file is too large to render. See raw diff
 
verify_plans.py ADDED
@@ -0,0 +1,60 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ """Verify distilled plans against the real games.
2
+
3
+ The failure mode that would silently poison the corpus is a plan naming files
4
+ that do not exist -- a hallucinated `src/PlayerController.ts` in a Godot project
5
+ trains the model to invent paths. So every backticked path in the plan is checked
6
+ against the actual file tree, and the engine's file vocabulary is checked too.
7
+ """
8
+ import json
9
+ import re
10
+ import sys
11
+ from pathlib import Path
12
+
13
+ ROOTS = [Path('/tmp/plan_src/basegen_unpublished'), Path('/tmp/plan_src/_basegames_new'),
14
+ Path('/tmp/plan_src/gen953_opengame_0'), Path('/tmp/plan_src/gen953_opengame_1'),
15
+ Path('/tmp/plan_src/gen953_opengame_2')]
16
+ WRONG_VOCAB = {
17
+ 'godot': re.compile(r'\.ts\b|package\.json|vite|Phaser', re.I),
18
+ 'web': re.compile(r'\.gd\b|\.tscn\b|project\.godot', re.I),
19
+ }
20
+
21
+ path = sys.argv[1] if len(sys.argv) > 1 else '/tmp/plan_pilot.jsonl'
22
+ rows = [json.loads(l) for l in open(path) if l.strip()]
23
+ print(f'{len(rows)} rows in {path}\n')
24
+
25
+ tot_paths = tot_missing = vocab_bad = 0
26
+ for r in rows:
27
+ task, engine = r['task'], r['engine']
28
+ d = next((x / task for x in ROOTS if (x / task).is_dir()), None)
29
+ plan = r['messages'][-1]['content']
30
+ refs = set(re.findall(r'`([^`]+)`', plan))
31
+ refs = {x for x in refs if '/' in x or '.' in x}
32
+ missing = []
33
+ if d:
34
+ have = {str(p.relative_to(d)) for p in d.rglob('*') if p.is_file()}
35
+ for ref in refs:
36
+ clean = ref.strip().lstrip('./')
37
+ if clean not in have and not any(h.endswith('/' + clean) or h == clean for h in have):
38
+ missing.append(ref)
39
+ tot_paths += len(refs)
40
+ tot_missing += len(missing)
41
+ bad = WRONG_VOCAB[engine].findall(plan)
42
+ if bad:
43
+ vocab_bad += 1
44
+ flag = '' if not missing and not bad else ' <-- CHECK'
45
+ print(f'{task:<36} {engine:<6} {len(plan):>5}ch paths={len(refs):<3} '
46
+ f'missing={len(missing):<3} wrong-vocab={len(bad)}{flag}')
47
+ if missing[:4]:
48
+ print(f' missing: {missing[:4]}')
49
+ if bad[:4]:
50
+ print(f' wrong vocab: {bad[:4]}')
51
+
52
+ print()
53
+ pct = 100 * tot_missing / max(1, tot_paths)
54
+ print(f'paths referenced: {tot_paths} not found in the game: {tot_missing} ({pct:.1f}%)')
55
+ print(f'rows using the wrong engine vocabulary: {vocab_bad}/{len(rows)}')
56
+ print()
57
+ if pct > 10 or vocab_bad:
58
+ print('QUALITY GATE FAILED - fix the prompt before scaling up')
59
+ sys.exit(1)
60
+ print('QUALITY GATE PASSED')