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results/leaderboard.md
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#
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| Model | Recall
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| Qwen3-Coder (open) |
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| Gemini 2.5 Pro |
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| Claude Sonnet 4.5 |
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# Review track — a methodology finding, not a leaderboard
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We ran five models on 24 buggy + 22 "post-fix" Unity gameplay methods, expecting to rank them by
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recall and specificity. We are **not** publishing a balance ranking — here's why.
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| Model | Recall (real bug flagged) | Flag rate on "post-fix" methods |
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|---|---|---|
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| GPT-5.5 | 100% | 91% |
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| Qwen3-Coder (open, no context) | 92% | 77% |
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| Gemini 2.5 Pro | 67% | 82% |
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| Claude Sonnet 4.5 | 46% | 82% |
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| Qwen3-Coder + project context (RAG) | 67% | 18% |
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A naive harmonic-mean "balance" would rank GPT-5.5 last. **That is wrong.** We hand-read every flag
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GPT-5.5 raised on the "post-fix" methods: they are overwhelmingly **real, reasonable review issues**
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(unchecked return values, missing null guards, non-atomic reward grants, missing idempotency,
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`Resources.Load` null, `OnDestroy` on scene-unload) — not false positives. GPT-5.5 even returned
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`CLEAN` on the two methods with no residual issue, so it isn't flagging blindly.
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The ground truth is the problem: a "post-fix" method is just the version where *one* bug was fixed,
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not a method with *zero* issues — real shipping game code always has residual concerns. So
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"specificity" punishes the most thorough reviewer, and a balance score built on it is upside-down.
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**Takeaway:** binary recall/specificity is the wrong instrument for code-review quality. The right
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one is a per-flag verdict (real / nitpick / false-positive); see the repo README for the full
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methodology. Treat this track as a case study in why bug-detection benchmarks are hard.
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