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The dataset viewer is not available for this split.
Cannot extract the features (columns) for the split 'train' of the config 'default' of the dataset.
Error code:   FeaturesError
Exception:    ArrowInvalid
Message:      Schema at index 1 was different: 
task_id: string
name: string
motion_model: string
build: double
build_error: string
video: string
frames: int64
trace_source: string
probe: struct<moved: bool, score_changed: bool, hp_changed: bool, has_player: bool, scenes_seen: list<item: string>, n_scenes: int64, reached_win: bool, reached_lose: bool, enemies_max: int64, hazards_max: int64, pickups_max: int64, timer_seen: bool, enemy_alive_seen: bool, second_cycle_attempted: bool, second_cycle_ok: null, second_cycle_stale_end: null, js_error: null, end_pos: list<item: int64>, end_status: string>
judge_model: string
judge_error: string
judge_attempts: int64
reward: double
category_means: struct<Core Mechanics: double, Content Depth: double, Functional Visuals: double, Presentation & Art: double>
requirements: list<item: struct<id: string, category: string, agg: string, score: double, rationale: string, frames: list<item: null>>>
formula: string
feedback: struct<n_issues: int64, n_unverified: int64, n_with_screenshot: int64>
note: string
vs
task_id: string
name: string
motion_model: string
build: double
build_error: string
video: string
frames: int64
trace_source: string
probe: struct<moved: bool, score_changed: bool, hp_changed: bool, has_player: bool, scenes_seen: list<item: string>, n_scenes: int64, reached_win: bool, reached_lose: bool, enemies_max: int64, hazards_max: int64, pickups_max: int64, timer_seen: bool, enemy_alive_seen: bool, second_cycle_attempted: bool, second_cycle_ok: null, second_cycle_stale_end: null, js_error: null, end_pos: list<item: int64>, end_status: string>
judge_model: string
judge_attempts: int64
reward: double
category_means: struct<Core Mechanics: double, Content Depth: double, Functional Visuals: double, Presentation & Art: double>
requirements: list<item: struct<id: string, category: string, agg: string, score: double, rationale: string, frames: list<item: int64>>>
formula: string
feedback: struct<n_issues: int64, n_unverified: int64, n_with_screenshot: int64>
note: string
Traceback:    Traceback (most recent call last):
                File "/src/services/worker/src/worker/job_runners/split/first_rows.py", line 244, in compute_first_rows_from_streaming_response
                  iterable_dataset = iterable_dataset._resolve_features()
                File "/usr/local/lib/python3.14/site-packages/datasets/iterable_dataset.py", line 4408, in _resolve_features
                  features = _infer_features_from_batch(self.with_format(None)._head())
                                                        ~~~~~~~~~~~~~~~~~~~~~~~~~~~~^^
                File "/usr/local/lib/python3.14/site-packages/datasets/iterable_dataset.py", line 2679, in _head
                  return next(iter(self.iter(batch_size=n)))
                File "/usr/local/lib/python3.14/site-packages/datasets/iterable_dataset.py", line 2861, in iter
                  for key, pa_table in ex_iterable.iter_arrow():
                                       ~~~~~~~~~~~~~~~~~~~~~~^^
                File "/usr/local/lib/python3.14/site-packages/datasets/iterable_dataset.py", line 2395, in _iter_arrow
                  yield from self.ex_iterable._iter_arrow()
                File "/usr/local/lib/python3.14/site-packages/datasets/iterable_dataset.py", line 580, in _iter_arrow
                  yield new_key, pa.Table.from_batches(chunks_buffer)
                                 ~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^
                File "pyarrow/table.pxi", line 5040, in pyarrow.lib.Table.from_batches
                File "pyarrow/error.pxi", line 155, in pyarrow.lib.pyarrow_internal_check_status
                File "pyarrow/error.pxi", line 92, in pyarrow.lib.check_status
                  raise convert_status(status)
              pyarrow.lib.ArrowInvalid: Schema at index 1 was different: 
              task_id: string
              name: string
              motion_model: string
              build: double
              build_error: string
              video: string
              frames: int64
              trace_source: string
              probe: struct<moved: bool, score_changed: bool, hp_changed: bool, has_player: bool, scenes_seen: list<item: string>, n_scenes: int64, reached_win: bool, reached_lose: bool, enemies_max: int64, hazards_max: int64, pickups_max: int64, timer_seen: bool, enemy_alive_seen: bool, second_cycle_attempted: bool, second_cycle_ok: null, second_cycle_stale_end: null, js_error: null, end_pos: list<item: int64>, end_status: string>
              judge_model: string
              judge_error: string
              judge_attempts: int64
              reward: double
              category_means: struct<Core Mechanics: double, Content Depth: double, Functional Visuals: double, Presentation & Art: double>
              requirements: list<item: struct<id: string, category: string, agg: string, score: double, rationale: string, frames: list<item: null>>>
              formula: string
              feedback: struct<n_issues: int64, n_unverified: int64, n_with_screenshot: int64>
              note: string
              vs
              task_id: string
              name: string
              motion_model: string
              build: double
              build_error: string
              video: string
              frames: int64
              trace_source: string
              probe: struct<moved: bool, score_changed: bool, hp_changed: bool, has_player: bool, scenes_seen: list<item: string>, n_scenes: int64, reached_win: bool, reached_lose: bool, enemies_max: int64, hazards_max: int64, pickups_max: int64, timer_seen: bool, enemy_alive_seen: bool, second_cycle_attempted: bool, second_cycle_ok: null, second_cycle_stale_end: null, js_error: null, end_pos: list<item: int64>, end_status: string>
              judge_model: string
              judge_attempts: int64
              reward: double
              category_means: struct<Core Mechanics: double, Content Depth: double, Functional Visuals: double, Presentation & Art: double>
              requirements: list<item: struct<id: string, category: string, agg: string, score: double, rationale: string, frames: list<item: int64>>>
              formula: string
              feedback: struct<n_issues: int64, n_unverified: int64, n_with_screenshot: int64>
              note: string

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GameDoctor evaluation results

Scores and generated games for the three-stage agentic-SFT ablation on Qwen3.8-27B.

Contents

  • scores/ — 15 JSON files: 5 arms × 3 judged passes
  • games_s2new.tar.gz, games_s3new.tar.gz — the generated game trees for the reweighted stage-2 and stage-3 arms, including dist/ builds

Protocol

Three briefs with zero overlap with any training set: platformer-thunder-valkyrie, puzzle-circuit-wizard, roguelike-breach-tactics.

Every arm generated through the same agent harness at identical settings — smoke disabled (its built-in loop is a repair loop and would turn a generation comparison into a repair one), 16k output cap, 6 continuation nudges, 1-hour request timeout — served by vLLM on a single H100 with the adapter merged into the base weights.

Scoring is two-stage:

  1. BUILD gate. A headless browser must load dist/index.html. This is what most of the signal turns out to be.
  2. Rubric. A vision model scores auto-derived requirements across Core Mechanics, Content Depth, Functional Visuals, Presentation & Art, over three passes.

Two exclusions that matter

  • A failed judge call is retried three times, then dropped — never averaged as zero. Scoring one as 0.0 once moved an arm from 0.337 to 0.211, larger than any effect being measured. Judge errors ran 3 of 33 rows here.
  • A game with no dist/ at all is excluded, because that means the generation run was stopped by hand — a property of the run, not the model. A dist/ that exists and fails to boot is the opposite case and is scored 0.0, which is exactly what the BUILD gate is for.

Results

model platformer puzzle roguelike mean* games that run
untuned base 0.193 0.000 0.077 1/2
stage-3 v1 0.284 0.301 0.310 0.293 3/3
stage-2 reweighted 0.000 0.334 0.167 1/2
stage-3 reweighted, run 1 0.000 0.000 0.000 0/2
stage-3 reweighted, run 2 0.597 0.000 0.149 1/2

* mean over platformer + puzzle, the two briefs every arm completed. Roguelike exists only for stage-3 v1, so it is excluded from every mean.

The finding that matters

The last two rows are the same adapter, evaluated twice. Same briefs, same settings, same merged weights. They differ by 0.149 — larger than the gap between any two different models in the table. At two comparable briefs this evaluation is noisier than the effect it was built to measure, so the ordering is unresolved. An earlier version of this analysis concluded the reweighted stage-3 was clearly worse; that conclusion was withdrawn when the second run landed.

The recurring bug

Most zeros share one cause: the game builds, the browser loads it, and Phaser refuses a second scene registration.

Cannot add Scene with duplicate key: CircuitScene

The reweighted adapters tend to write:

for (let i = 1; i <= 10; i++)
  game.scene.add(`CircuitLevel${i}`, CircuitScene);
// while CircuitScene.ts does: constructor() { super({ key: 'CircuitScene' }); }

Phaser takes the key from the class, not the add() call, so every iteration after the first collides. Stage-3 v1, given the identical brief, writes one class per level and boots.

Frequency: 3 of 5 games from reweighted adapters; 0 from v1 or base. But the reweighted stage-3's second run wrote the correct pattern for its platformer and that game booted on all three passes — so this is a frequent habit, not a deterministic defect.

Reproducing a score

python run_quality_eval.py --batch <games-dir> --out scores.json --base-port 6100

Requires QUALITY_JUDGE_BASE_URL, QUALITY_JUDGE_API_KEY, QUALITY_JUDGE_MODEL, and a Playwright chromium. QUALITY_JUDGE_ATTEMPTS=3 enables the retry-then-drop behaviour described above.


Pipeline code, reports and scores: WenyiWU0111/OpenGame-reproduce · gamedoctor_sft/

Companion repos: adapters · training data · eval results

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