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cardgame-alibi-accord
godot
cardgame
qwen_grounded
qwen/qwen3.8-27b
false
1,876
17
[ { "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": "# Alibi Accord\n\nBuild a Alibi Accord in Godot 4 at `/works...
cardgame-arcane-rail
godot
cardgame
prior_grounded
gpt-5.5
false
2,851
20
[ { "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": "## Arcane Rail Heist\n\nBuild a complete 2D Godot 4 card gam...
cardgame-arctic-archive
godot
cardgame
prior_grounded
gpt-5.5
false
3,848
32
[ { "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": "## Goal\nBuild a complete 2D Godot 4 card game called **Arct...
cardgame-arctic-rescue
godot
cardgame
prior_grounded
gpt-5.5
false
2,758
23
[ { "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": "Build a complete 2D Godot 4 card game called **Arctic Rescue...
cardgame-asteroid-miners
godot
cardgame
prior_grounded
gpt-5.5
false
1,676
11
[ { "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": "Build a complete 2D Godot 4 card game called **Asteroid Mine...
cardgame-aurora-wilds
godot
cardgame
prior_grounded
gpt-5.5
false
3,587
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." }, { "role": "user", "content": "Build a complete 2D Godot 4 card game called **Aurora Wilds*...
cardgame-badger-bravado
godot
cardgame
qwen_grounded
qwen/qwen3.8-27b
false
3,912
32
[ { "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": "Build a complete 2D bluffing cardgame in Godot 4 called **Ba...
cardgame-banquet-bargains
godot
cardgame
prior_grounded
gpt-5.5
false
4,600
50
[ { "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": "Build a complete 2D Godot 4 card game called **Banquet Barga...
cardgame-beacon-deck
godot
cardgame
qwen_grounded
qwen/qwen3.8-27b
false
1,566
15
[ { "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": "# Beacon Deckhand\n\nBuild a Beacon Deckhand in Godot 4 at `...
cardgame-beacon-hand
godot
cardgame
qwen_grounded
qwen/qwen3.8-27b
false
3,071
36
[ { "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": "# Beacon Hand\n\nBuild a Beacon Hand in Godot 4 at `/workspa...
cardgame-bento-relay
godot
cardgame
qwen_grounded
qwen/qwen3.8-27b
false
2,838
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." }, { "role": "user", "content": "# Bento Relay\n\nBuild a Bento Relay in Godot 4 at `/workspa...
cardgame-bento-rush
godot
cardgame
qwen_grounded
qwen/qwen3.8-27b
true
2,945
31
[ { "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": "# Bento Rush\n\nBuild a Bento Rush in Godot 4 at `/workspace...
cardgame-bloom-circuit
godot
cardgame
qwen_grounded
qwen/qwen3.8-27b
false
2,008
16
[ { "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": "# Bloom Circuit\n\nBuild a Bloom Circuit in Godot 4 at `/wor...
cardgame-brew-bazaar
godot
cardgame
qwen_grounded
qwen/qwen3.8-27b
false
1,881
11
[ { "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": "# Brew Bazaar\n\nBuild a Brew Bazaar in Godot 4 at `/workspa...
cardgame-brine-haunts
godot
cardgame
qwen_grounded
qwen/qwen3.8-27b
false
3,047
30
[ { "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": "## Overview\nCreate a polished single-player card duel calle...
cardgame-broccoli-bid
godot
cardgame
qwen_grounded
qwen/qwen3.8-27b
false
3,117
31
[ { "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": "Create a polished 2D card game in Godot 4 centered on simult...
cardgame-cafe-coven
godot
cardgame
prior_grounded
gpt-5.5
false
4,277
44
[ { "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": "## Cafe Coven\n\nBuild a complete 2D Godot 4 cardgame where ...
cardgame-candle-covenant
godot
cardgame
qwen_grounded
qwen/qwen3.8-27b
false
3,869
35
[ { "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": "## Overview\nCreate a polished single-player tactical cardga...
cardgame-candle-omen
godot
cardgame
qwen_grounded
qwen/qwen3.8-27b
false
2,268
20
[ { "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": "## Overview\nCreate a polished single-player management card...
cardgame-candle-quorum
godot
cardgame
qwen_grounded
qwen/qwen3.8-27b
false
3,238
28
[ { "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": "## Overview\nCreate a polished single-player cardgame about ...
End of preview. Expand in Data Studio

EvoGame SFT

This is the cleaned and anonymized supervised fine-tuning data for EvoGame, a system of agents that generate and repair 2D games. Every config is a table the dataset viewer can display, and each row carries an ms-swift style messages column. Godot and web (Phaser + TypeScript) data are always in separate configs.

config stage engine row unit rows
plan S2: brief → file-level implementation plan Godot 1,979 / web 129 one plan 2,108
s1_generation_godot S1: game-generation agent Godot one agent decision 66,312
s1_generation_web S1: game-generation agent web one agent decision 28,097
s1_trajectories_godot / _web S1: full anonymized trajectories (to re-window) Godot / web one trajectory 1,929 / 284
s3_repair_godot_positive / _negative S3: repair prompt → patch Godot one repair round 1,869 / 1,861
s3_repair_agent_godot_positive / _negative S3: multi-turn repair agent Godot one agent decision 48,341 / 62,961
s3_repair_web_positive / _negative S3: repair prompt → patch web one branch attempt 144 / 129
s3_repair_agent_web_positive / _negative S3: multi-turn repair agent web one agent decision 5,098 / 4,832

positive means a separate verifier judged the repair goal achieved. negative covers everything else (not achieved, unclear, or no verdict). Train SFT on the positive configs; keep the negative ones for preference or contrastive training.

Detailed cards for each group are in docs/: S1.md, S3_repair_godot.md, S3_repair_agent_godot.md and S3_repair_web.md.

Rules that apply to every config

  • No evaluation contamination. None of the 140 benchmark tasks appear, and nothing from a baseline or evaluation run is included.
  • in_s1_holdout marks tasks in the stage-1 held-out brief list. You may train on them; drop them only when evaluating on that holdout.
  • Anonymized. Machine-specific paths are rewritten to /workspace/game, /workspace/harness, <path> or <assets>. User names, host names, internal service URLs, e-mail addresses, IPs and credential-shaped strings are removed. Tool outputs that listed the host's processes are never shown: the trajectory is cut before them. Every field of every row, and every document in this repo, was scanned with zero hits.
  • Multi-turn rows (s1_generation_*, s3_repair_agent_*) follow one layout:
    • Roles are system, user, assistant, tool_call and tool_response, plus a tools column.
    • Each row keeps a pinned prefix (system prompt + task, and for S1 the plan when one exists), then the most recent whole decisions that fit, then the target decision last.
    • Rows are at most 32k tokens (Qwen3 chat template). Train with --loss_scale last_round.

Known recording gaps (flagged, not hidden)

Some agent runs were recorded through an SDK that stored a tool's one-line UI summary instead of the content the model actually received, e.g. Read lines 1-610 of 713 from scripts/main.gd or Listed 12 item(s).. The model saw the full content; the data only has the summary. These rows are kept and flagged:

column meaning
n_summary_only_results number of summary-only tool responses in the row's history
row_has_summary_only the row's history contains at least one
target_follows_summary_only the target decision comes right after one (the most harmful case)
trajectory_has_summary_only / session_has_summary_only the whole trajectory or session contains one
tool_results_source (Godot repair agent) full_chat_log (complete) or ui_summary_trajectory (summaries)
trajectory_incomplete (Godot repair agent) the recording stops before the agent did
n_truncated_tool_outputs, session_has_truncation (web repair agent) a very long tool output was middle-truncated
data affected suggested filter for clean training
s1_generation_godot none –
s1_generation_web all trajectories; 20% of rows have the target right after a summary target_follows_summary_only == false
s3_repair_agent_godot the repair_e2 arm (b1 is complete) tool_results_source == 'full_chat_log'
s3_repair_agent_web most sessions target_follows_summary_only == false

plan

Each row has three messages: a fixed system prompt, the game brief (user), and a file-level plan (assistant) in the form "Files to MODIFY / Files to CREATE", one line per file.

Every plan is grounded in a finished game:

  • It was distilled from that game's real file tree.
  • Every file path it references exists in that game.
  • Brief and plan name the same engine.

Plans that referenced non-existent files were removed.

Columns:

  • task, engine, archetype
  • plan_origin (prior_grounded or prior_trajectory_extract: pre-existing plans re-verified against the game; qwen_grounded: newly distilled from the finished game)
  • model, in_s1_holdout, n_chars, n_refs

s3_repair_godot_* (single-turn)

Each row is one round of multi-round self-refinement on a generated Godot game:

  • [system, user = defect report and goals, assistant = unified diff]
  • verdict is the verifier's judgment after the round was replayed.
  • Rounds with failed sessions or empty diffs are excluded.
  • Columns: task, engine, arm, round, verdict, split_role, in_s1_holdout, in_repair_holdout, n_tokens, messages. n_tokens has a median of 3.9k, and 7 rows exceed 32k.
  • Final version: 3,730 rows over 345 distinct games (arm counts overlap: e2 155 + b1 242, sharing 52 games). Rounds join with s3_repair_agent_godot_* on (task, arm, round) and carry the same verdict; 6 of the 3,730 rounds have no agent session, so the join is one-to-one for 3,724 of them.

Dataset statistics

All figures below were recomputed directly from the published parquet files on 2026-09-18. Token figures are the sum of each config's stored n_tokens column (exact Qwen3 chat-template count, the same rendering used to build the rows). The plan and s1_trajectories_* configs carry no n_tokens column; their token figures were measured separately with the Qwen3 tokenizer over the concatenated messages[].content (no chat template) and are marked *.

Overview

config stage engine row unit rows unique tasks trajectories / sessions / rounds tokens median tokens in_s1_holdout rows
plan S2 plan Godot + web one plan 2,108 2,108 – 4,505,012 * 2,114.5 * 125 (5.9%)
s1_generation_godot S1 generation Godot one decision 66,312 1,929 1,929 trajectories 1,702,121,541 29,565 3,554 (5.4%)
s1_generation_web S1 generation web one decision 28,097 284 284 trajectories 759,953,367 30,302 5,749 (20.5%)
s1_trajectories_godot S1 generation Godot one trajectory 1,929 1,929 1,929 79,551,954 * 41,341 * 95 (4.9%)
s1_trajectories_web S1 generation web one trajectory 284 284 284 27,164,451 * 90,561 * 58 (20.4%)
s3_repair_godot_positive S3 repair Godot one repair round 1,869 295 1,869 rounds 8,806,635 4,324 157 (8.4%)
s3_repair_godot_negative S3 repair Godot one repair round 1,861 316 1,861 rounds 7,657,618 3,453 188 (10.1%)
s3_repair_agent_godot_positive S3 repair agent Godot one decision 48,341 294 1,868 sessions 759,783,601 14,200 3,867 (8.0%)
s3_repair_agent_godot_negative S3 repair agent Godot one decision 62,961 316 1,856 sessions 1,273,736,966 20,886 6,159 (9.8%)
s3_repair_web_positive S3 repair web one branch attempt 144 42 144 attempts 1,267,624 6,005 26 (18.1%)
s3_repair_web_negative S3 repair web one branch attempt 129 41 129 attempts 879,652 6,050 17 (13.2%)
s3_repair_agent_web_positive S3 repair agent web one decision 5,098 42 211 sessions 129,158,687 26,534 635 (12.5%)
s3_repair_agent_web_negative S3 repair agent web one decision 4,832 42 181 sessions 126,071,778 27,456 570 (11.8%)
total 223,965 2,511 (union) 4,769,437,469 (+ 111,221,417 *) 21,200

Notes on the totals:

  • s1_trajectories_* (2,213 rows) are the same recordings as s1_generation_* in un-windowed form. Counting only the training-row configs gives 221,752 rows.
  • Because a decision row repeats the most recent history, the 4.77 B figure counts overlapping context many times. The non-overlapping text volume of S1 is the trajectory total, 106.7 M tokens (Godot 79.6 M + web 27.2 M).
  • 2,511 distinct task ids appear across the whole dataset.
  • The in_s1_holdout total (21,200) is the sum of flagged rows across configs, not a count of distinct held-out tasks.
  • On disk: 79 parquet and markdown files, 276,271,291 bytes (0.28 GB), plus the repository's own LFS config file.

Engine split

engine rows unique tasks configs
Godot 185,252 2,189 plan (Godot part), s1_*_godot, s3_repair_godot_*, s3_repair_agent_godot_*
web (Phaser / TypeScript) 38,713 322 plan (web part), s1_*_web, s3_repair_web_*, s3_repair_agent_web_*

Godot outweighs web by 4.8:1 in rows and 6.8:1 in tasks. The two task-id sets are disjoint (0 shared ids; 2,189 + 322 = 2,511).

plan

plan_origin rows Godot web
qwen_grounded (newly distilled from a finished game) 1,237 1,109 128
prior_grounded (pre-existing plan re-verified against the game) 870 870 0
prior_trajectory_extract 1 0 1
total 2,108 1,979 129
metric all Godot web
rows / unique tasks 2,108 / 2,108 1,979 129
median n_chars 2,390 2,366 2,986
median n_refs (file paths referenced) 19 18 24
total n_chars 5,373,250 – –
total n_refs 44,818 – –
in_s1_holdout 125 (5.9%) 94 (4.8%) 31 (24.0%)
median tokens * 2,114 2,116 1,537

Every row is exactly [system, user, assistant]; 23 distinct archetypes, the largest being simulation (202), platformer (163), tower-defense (154), roguelike (137) and strategy (126).

s1_* (generation)

Godot web
trajectories 1,929 284
decisions (rows in s1_generation_*) 66,312 28,097
median decisions per trajectory 34 97.5
p10 / p90 decisions 20 / 52 78 / 123
has_plan trajectories 1,719 (89.1%) 112 (39.4%)
has_plan decision rows 59,299 (89.4%) 10,565 (37.6%)
in_s1_holdout trajectories 95 (4.9%) 58 (20.4%)
median n_tokens / median history tokens 29,565 / 23,101 30,302 / 20,028

Source mix (neutral source labels, trajectory level):

engine source trajectories decision rows
Godot basegame 1,039 40,177
Godot godot_extra2 777 21,279
Godot godot_extra1 113 4,856
web web_base 190 19,920
web web_expand 94 8,177

Recording-quality flags:

flag Godot rows web rows
row_has_summary_only 0 (0.00%) 23,865 (84.94%)
target_follows_summary_only 0 (0.00%) 5,668 (20.17%)
trajectory_has_summary_only 0 (0.00%) 28,097 (100%)

For 22 of the 284 web trajectories the stored n_decisions is one higher than the number of rows present: those trailing decisions did not fit the token budget and were dropped. Godot matches row-for-row (0 of 1,929).

s3_repair_* (single-turn, one row per repair round)

arm engine games rounds positive negative tokens median tokens
repair_e2 Godot 155 1,692 1,287 405 7,589,969 –
repair_b1 Godot 242 2,038 582 1,456 8,874,284 –
Godot total 345 distinct 3,730 1,869 1,861 16,464,253 3,938.5
repair_e1_web web 43 273 attempts 144 129 2,147,276 6,013

The two Godot arms share 52 games, so the distinct-game count is 345, not 155 + 242.

Verdict distribution:

config verdict rows
s3_repair_godot_positive yes 1,869
s3_repair_godot_negative no 1,283
unclear 440
none (no verdict recorded) 138
s3_repair_web_positive fixed 144
s3_repair_web_negative still_present 107
not_reached 10
does not compile 7
unreadable 5

s3_repair_agent_* (multi-turn, one row per agent decision)

Godot repair_b1 Godot repair_e2 Godot total web
distinct games 242 155 345 distinct 44
sessions 2,032 1,692 3,724 392
rows 75,975 35,327 111,302 9,930
positive / negative rows 21,551 / 54,424 26,790 / 8,537 48,341 / 62,961 5,098 / 4,832
median n_tokens (pos / neg) 22,665 / 22,854 10,474 / 9,750 14,200 / 20,886 26,534 / 27,456
median n_tokens (all rows) – – 17,801 26,997
total tokens 1,652,458,718 381,061,849 2,033,520,567 255,230,465

Verdict distribution (Godot multi-turn): yes 48,341 · no 43,654 · unclear 15,028 · none 4,279. Web: fixed 5,098 · still_present 4,183 · not_reached 317 · does not compile 202 · unreadable 130.

Recording-quality flags, Godot multi-turn:

flag repair_b1 repair_e2 all rows
tool_results_source == full_chat_log 75,975 (100%) 0 75,975 (68.3%)
tool_results_source == ui_summary_trajectory 0 35,327 (100%) 35,327 (31.7%)
row_has_summary_only 0 32,712 (92.6%) 32,712 (29.4%)
session_has_summary_only 0 35,287 (99.9%) 35,287 (31.7%)
trajectory_incomplete 0 29,042 (82.2%) 29,042 (26.1%)
fully clean (neither flag) 75,975 (100%) 769 (2.2%) 76,744 (69.0%)

Recording-quality flags, web multi-turn (9,930 rows):

flag rows share
row_has_summary_only 8,029 80.9%
target_follows_summary_only 2,995 30.2%
session_has_summary_only 9,483 95.5%
n_truncated_tool_outputs > 0 350 3.5%
in a session with any truncation 1,312 13.2%
fully clean (no summary-only, no truncation) 1,816 18.3%

Suggested clean-training filters: tool_results_source == 'full_chat_log' for Godot multi-turn, target_follows_summary_only == false for web and for S1 web.

Contamination check

The 140 distinct benchmark task ids were intersected with the task column of every config: 0 overlaps in all 13 configs, 0 across the 2,511-task union.

How this was built

The data comes from three pipeline stages run on generated 2D games: S2 plans distilled from finished game trees, S1 generation-agent recordings, and S3 repair rounds from multi-round self-refinement. Raw material was taken from the project's own run archives and agent chat logs; plans from an earlier collaborator corpus were kept only where every file path they reference exists in the matching game (870 of them survived), and the rest were re-distilled. Nothing from a baseline, ablation or evaluation run is included, and the 140 benchmark task ids are excluded from every stage — verified by an independent re-scan of the published tables. Every row, every metadata column and every document in this repository then went through a 51-check anonymization pass: absolute machine paths rewritten to /workspace/game, /workspace/harness or <path>; user, host, account and internal-service names redacted; model-gateway URLs replaced; e-mail addresses and non-loopback IPs removed; and tool outputs that dumped the build host's process table cut out of the trajectory entirely rather than scrubbed. The cleaner was checked with a planted-leak self-test and the output cross-checked with a second, independently written plain-text scanner; both report zero hits. Flawed-but-real recordings were kept rather than dropped, and carry explicit flag columns instead. Final build and verification: 2026-09-18.

Citing this dataset

@misc{evogame_sft_2026,
  title        = {EvoGame-SFT: Supervised Fine-Tuning Data for Game Generation and Repair Agents},
  author       = {Anonymous},
  year         = {2026},
  note         = {Under double-blind review; dataset released with the submission},
  howpublished = {Dataset}
}

Known limitations

  • Recording gaps. One agent SDK stored a one-line UI summary of a tool result instead of the content the model actually received. This affects all 284 web S1 trajectories (84.9% of rows), the repair_e2 Godot repair arm (100% of its 35,327 rows) and most web repair sessions (95.5% of rows in a session with at least one). The rows are kept and flagged, never silently repaired.
  • Truncated sessions. 26.1% of Godot multi-turn rows sit in a recording that stops before the agent did (trajectory_incomplete), all in the repair_e2 arm; 3.5% of web multi-turn rows contain a middle-truncated tool output.
  • Engine imbalance. Godot dominates: 1,929 vs 284 S1 trajectories, 1,979 vs 129 plans, 345 vs 44 repaired games. Web results are far less statistically stable, and plan coverage for web trajectories is only 39%.
  • Context overlap. Decision rows repeat their recent history, so row counts and summed token counts are not independent samples. For per-token accounting use the trajectory configs.
  • Web history budget. Web repair rows cannot reach the intended 16k-token history: the fixed system prompt alone is ~9.9k tokens, leaving a median history of about 9.5k.
  • Negative labels are heterogeneous. negative mixes "goal not achieved", "unclear" and "no verdict recorded" (138 single-turn and 4,279 multi-turn Godot rows have no verdict at all); it is not a clean failure label.
  • Verifier variance. Positive/negative labels come from an automated rubric-based judge, not human review; borderline rounds can flip.
  • Unreviewed model output. Every game, plan and patch is model-generated and has not been human-checked for correctness, licence or content.
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