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unknown
hard_action_rpg_3d_017
main
web
3d
RPG
rpg
action_rpg
cooperative
extreme
AI-Directed Dynamic Dungeon
[Game] AI-Directed Dynamic Dungeon: an invisible director adjusts pressure to the player's condition, while squads with distinct roles reroute through destructible walls. [Core mechanics] A multilevel dungeon contains rooms, destructible walls, and enemy squads. The director continually observes health, resources, prog...
[ "C1", "C2", "C3", "C5" ]
[ "Branch from the same seed, progress, and initial enemy state, with the player progressing efficiently in one branch and slowly while near death in the other. The director reads health, resources, progress rate, and kill efficiency and, over comparable windows, makes the efficient branch actually encounter more ene...
[ "From the same initial combat state, compare leaving the healer alive with killing it. Its death stops support and outstanding healing callbacks, making allies less likely to survive because of actual health differences, rather than an extra squad-wide debuff.", "When the player stays still without advancing, the...
[ [ "C5", "C2" ], [ "C5", "C2" ], [ "C5", "C2" ], [ "C2" ], [ "C5", "C2" ], [ "C5", "C3" ] ]
[ [ "C2", "C3" ], [ "C2", "C3" ], [ "C2" ], [ "C5", "C2" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player_prompt_rewrite | source_id=src:legacy:017 | systems=action_rpg | tier=ceiling
benchmark_merged.json
null
[ "C1", "C2", "C3", "C5" ]
null
hard_city_2d_009
main
web
2d
Simulation & Sandbox
simulation_sandbox
city_management
single-agent
medium
Industrial Empire of Three Interdependent Networks
[Game] Full-Chain Industrial Logistics Empire: conveyors, pipes, and power grids depend on one another, and bottlenecks propagate through their networks. [Core mechanics] Ore moves through three production stages: smelting, components, and finished goods. Conveyors carry solids, pipes carry coolant and fuel, and the po...
[ "C1", "C3", "C4", "C6", "C7" ]
[ "After connecting ore, conveyors, required pipes, and power, the smelting, component, and finished-goods stages automatically consume materials and produce outputs according to recipes, with deliveries advancing orders. From the same initial state, disconnecting any stage's supply leaves downstream stages able to c...
[ "If fuel production and electricity generation depend on each other, fuel exhaustion must degrade the loop, and supplying real startup resources must restore it through actual consumption. If no such loop exists, fuel shortage affects only dependent equipment and cannot bring down independent power supplies.", "W...
[ [ "C3", "C1" ], [ "C3" ], [ "C3" ], [ "C3", "C1" ], [ "C4", "C2" ], [ "C4", "C3" ] ]
[ [ "C3", "C1" ], [ "C3", "C1" ], [ "C3", "C1" ], [ "C6", "C4" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player_prompt_rewrite | source_id=src:legacy:009 | systems=city_management | tier=ceiling
benchmark_merged.json
null
[ "C1", "C3", "C4", "C6", "C7" ]
null
hard_naval_3d_019
main
web
3d
Simulation & Sandbox
simulation_sandbox
sandbox_open_world
single-agent
easy
Dynamic Maritime War Economy
[Game] Dynamic Maritime War Economy: wind-and-current navigation, AI trade, and component damage alter one another as the player manages shipping routes and combat risk together. [Core mechanics] Wind fields and ocean currents affect ship speed and attitude, while sail angle determines propulsion efficiency. AI merchan...
[ "C1", "C2", "C3", "C4", "C5", "C6", "C8" ]
[ "Sail the same ship into regions with different wave heights, wind fields, and currents, keeping ship condition and sail inputs identical. Wave height changes heave and roll; wind and currents participate in velocity-vector updates, producing corresponding differences in actual displacement or tracks rather than on...
[ "Large purchases deduct goods and funds and raise subsequent purchase prices. AI adjusts trade using updated supply and demand or price differences, and later deliveries affect the price gap again. Results must differ from a no-purchase branch; shortages of goods or money constrain the traded quantity.", "When sa...
[ [ "C5", "C4" ], [ "C3" ], [ "C2", "C3" ], [ "C4", "C3" ], [ "C1" ], [ "C2", "C3" ] ]
[ [ "C2", "C3" ], [ "C1" ], [ "C3", "C1" ], [ "C8", "C6" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player_prompt_rewrite | source_id=src:legacy:019 | systems=city_management | tier=ceiling
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5", "C6", "C8" ]
null
hard_platformer_2d_008
main
web
2d
Action
action
platformer
single-agent
hard
Fluid–Soft-Body Abyss
[Game] Two-Way Fluid–Soft-Body Abyss: currents push a soft-bodied creature, and its movements alter the flow in return; both jointly shape traversable routes. [Core mechanics] The soft body consists of extensible point masses with elasticity, damping, and volume constraints. Fluid forms surges, vortices, and opposing c...
[ "C1", "C3", "C5", "C8" ]
[ "Stop input and let the soft body enter a surge. Water transfers momentum to its point masses, moving its center of mass with the flow and deforming it in the flow direction. Changing the flow direction from the same initial state changes displacement and deformation directions accordingly; elasticity, damping, and...
[ "At the overlap of two vortices, compare no input with body oscillation. The combined flow velocity must incorporate body feedback and alter subsequent forces. Velocity remains finite when flow directions cancel or the body crosses a vortex center, without persistent self-excited jitter.", "When a surge presses t...
[ [ "C6", "C4" ], [ "C6" ], [ "C6", "C5" ], [ "C6", "C5" ], [ "C4" ], [ "C5", "C1" ] ]
[ [ "C7", "C6" ], [ "C1" ], [ "C8", "C5" ], [ "C7", "C6" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player_prompt_rewrite | source_id=src:legacy:008 | systems=platformer | tier=mid
benchmark_merged.json
null
[ "C1", "C3", "C5", "C8" ]
null
hard_puzzle_3d_020
main
web
3d
Adventure & Puzzle
adventure_puzzle
puzzle
single-agent
hard
Causality-Weaving Temporal Echoes
[Game] Causality Weaver: rewind records the player and objects, replaying echoes physically move objects, and changes to the past trigger recalculation along dependency chains. [Core mechanics] A timeline stores the most recent fifteen seconds of player, crate, ball, and mechanism states. After rewind, echoes replay hi...
[ "C1", "C3", "C5", "C8" ]
[ "After pushing crates, setting balls in motion, and triggering mechanisms, rewind to a recorded instant within the most recent fifteen seconds. Player, crates, balls, and mechanisms must jointly restore the corresponding snapshot, including velocities, switches, and other states needed for subsequent simulation. Me...
[ "After an echo ends normally, crate movements not revoked by rewind or paradox rules must persist. The present player can still push the same crate and activate mechanisms; echo cleanup cannot delete objects, reset positions, or revoke valid dependencies.", "Direct contradictions or reachable cyclic dependencies ...
[ [ "C1" ], [ "C6" ], [ "C1" ], [ "C2" ], [ "C5", "C2" ], [ "C1" ] ]
[ [ "C1" ], [ "C4" ], [ "C3", "C1" ], [ "C4", "C1" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player_prompt_rewrite | source_id=src:legacy:020 | systems=puzzle | tier=ceiling
benchmark_merged.json
null
[ "C1", "C3", "C5", "C8" ]
null
hard_racing_3d_015
main
web
3d
Action
action
racing_sports
competitive
easy
Evolving-Surface Rally
[Game] Evolving-Surface Rally Championship: ruts, weather, and component damage interact to change vehicle control, while pace notes anticipate corners from track geometry. [Core mechanics] Repeated tire passes leave persistent ruts in soft surfaces; lateral stability differs when following versus crossing them. Rain c...
[ "C1", "C3", "C4", "C5", "C6", "C7", "C8" ]
[ "Repeatedly driving over the same soft surface must accumulate persistent ruts that remain after leaving. Compare following and crossing ruts at identical speed, weather, and damage. The contact model must read rut depth and direction, yielding less lateral deviation or sideslip when following them.", "On the sam...
[ "When rain falls on existing ruts, accumulated water in them must create locally reduced grip and increase sideslip at the same speed, while the directional effect of ruts remains. Standing-water effects recede as the surface dries after rain, without also erasing existing ruts.", "Recovery after overturning or b...
[ [ "C1" ], [ "C4" ], [ "C4" ], [ "C4", "C1" ], [ "C1" ], [ "C1" ] ]
[ [ "C1" ], [ "C1" ], [ "C6", "C4" ], [ "C8", "C4" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player_prompt_rewrite | source_id=src:legacy:015 | systems=racing | tier=ceiling
benchmark_merged.json
null
[ "C1", "C3", "C4", "C5", "C6", "C7", "C8" ]
null
hard_rewrite_021
main
web
3d
Action
action
shooter
cooperative
easy
A hardcore shooting mission in which ballistics, sound-and-light perception, tactical squads, trauma, and carrying load jointly determine infiltration and extraction routes.
[Game] Storm Soundscape Extraction: infiltrate a military-industrial district cut off by torrential rain, seize intelligence, and escape shifting blockades. Every shot is both a ballistic choice and a sound-and-light event that reshapes the enemy search network. [Core mechanics] Ballistics calculate drop, drift, penetr...
[ "C1", "C2", "C3", "C6" ]
[ "From the same initial state, change range, wind direction, ammunition type, or struck material separately. Projectile drop, drift, penetration, and remaining damage must vary with the corresponding factors. Wood boards, thin steel, and concrete each participate in calculations; penetrating projectiles hit targets ...
[ "Increasing only rain noise must reduce detection of gunshots near the hearing threshold or delay evidence gathering, thereby affecting sharing, search, or alert. Visible muzzle flashes can still independently trigger a response; undetected gunfire cannot supply precise coordinates.", "When suppressive fire destr...
[ [ "C1" ], [ "C7", "C6" ], [ "C2" ], [ "C7", "C3" ], [ "C1" ], [ "C1" ] ]
[ [ "C2", "C3" ], [ "C2", "C1" ], [ "C3", "C1" ], [ "C4", "C1" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[ "C1", "C2", "C3", "C6" ]
null
hard_rewrite_022
main
web
2d
Action
action
shooter
competitive
hard
Localized injuries, destructible cover, noise perception, and swarm tactics that learn player habits evolve together.
[Game] Injury-Driven Swarm Hunt: fight a mechanical swarm that records your combat habits in top-down ruins. Physical condition, movement noise, and cover geometry feed back on one another, forcing changing tactics. [Core mechanics] The player can sprint, slide, vault, and shoot, with independent head, hand, and leg in...
[ "C1", "C3", "C4", "C5", "C7" ]
[ "From the same initial combat state, inflict hand, leg, and head injuries separately. Aim stability, sprinting or sliding ability, and visual warning range change with the corresponding injury. Painkillers relieve symptoms only during their effective period and accumulate visible side effects by usage count, withou...
[ "When leg injuries slow movement over the same stretch, footstep intervals and arrival-time estimates change with actual movement. Enemies localize the player only from new acoustic signatures and existing evidence, without continuing to track a nonexistent old-speed trajectory.", "If a load-bearing wall collapse...
[ [ "C6", "C4" ], [ "C6", "C2" ], [ "C2" ], [ "C7", "C2" ], [ "C5", "C3" ], [ "C8", "C5" ] ]
[ [ "C6", "C2" ], [ "C1" ], [ "C2", "C1" ], [ "C5", "C4" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[ "C1", "C3", "C4", "C5", "C7" ]
null
hard_rewrite_023
main
web
3d
Action
action
shooter
competitive
hard
A combat puzzle coupling player-action-driven time, layered fracture physics, enemy prediction, and deterministic replay.
[Game] Time-Frozen Crystal Pursuit: time throughout a crystal factory is driven by the intensity of the player's actions. Bullets, enemies, and fragments follow the same temporal law; pause to inspect cracks, then let cascading fractures clear a path. [Core mechanics] Standing still slows the world to nearly frozen, ai...
[ "C1", "C2", "C3", "C4", "C5" ]
[ "Standing still, aiming or moving slowly, and sprinting or firing must respectively drive near-frozen, slow, and normal time. Bullets, enemies, fragments, and decision cooldowns share the time scale. Advancing to the same simulated instant under the same path and collision conditions, multiplier changes cannot reve...
[ "Near-freezing and then resuming just before fragments touch a crystal cannot repeatedly scale or clear their momentum. Detection must cover motion paths; comparisons at the same simulated instant cannot miss collisions, duplicate damage, or arbitrarily add or remove subsequent cascades.", "Fragments blocking a p...
[ [ "C5", "C4" ], [ "C3" ], [ "C6", "C4" ], [ "C3" ], [ "C5", "C3" ], [ "C4", "C3" ] ]
[ [ "C1" ], [ "C2", "C1" ], [ "C6", "C3" ], [ "C4", "C2" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5" ]
null
hard_rewrite_024
main
web
2d
Action
action
fighting
competitive
hard
A verifiable physics-based fighting system combining independent control of two limbs, localized damage, weapon inertia, and opponents that read attacks.
[Game] Unbalanced Weapon Duel: medieval physics combat with independent hand control, where victory depends on weapon inertia, the supporting foot, armor forces, and the opponent's reading of your rhythm rather than preset combos. [Core mechanics] The character consists of constrained rigid bodies for torso, head, two ...
[ "C1", "C2", "C3", "C5" ]
[ "From the same stance, independently change either hand's direction or grip. Only that arm's drive or held-object constraint changes directly, with reaction forces transmitted through torso, head, and limb rigid bodies. Under identical input, changing weapon length, mass, or center of gravity changes trajectory, im...
[ "With the same shield posture, stamina, and incoming impulse, increasing only the shield arm's injury must make shield deflection or loss more likely through reduced strength or grip and affect stance. Subsequent collisions use updated equipment constraints and leg support rather than pre-injury protection.", "Br...
[ [ "C6", "C4" ], [ "C3" ], [ "C3" ], [ "C7", "C6" ], [ "C5", "C4" ], [ "C3", "C1" ] ]
[ [ "C1" ], [ "C7", "C2" ], [ "C3", "C1" ], [ "C4", "C3" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[ "C1", "C2", "C3", "C5" ]
null
hard_rewrite_027
main
web
3d
Action
action
shooter
cooperative
medium
A heist integrating planning and execution through a security evidence network, AI teammate roles, police escalation, and escape through a changing city.
[Game] Evidence-Chain Cooperative Heist: plan and then execute a city heist through stealth or force. Cameras, access control, sounds, and witnesses form a traceable evidence chain that dispatches different police forces rather than independent alarms. [Core mechanics] Before the mission, scout entrances, camera blind ...
[ "C1", "C2", "C3", "C4" ]
[ "Scouted entrances, camera blind spots, vault timing, and three escape routes must match execution state. Purchases, cancellations, and replacements for four duties update the budget by price; overspending plans cannot take effect. From the same initial state, changing entrances, duties, or loadouts changes members...
[ "With the same plan and evidence timing, delays caused by an injured hacker or a replacement taking over must change the communication-intervention window and thus upload, alert, and deployment timing. A replacement finishing in time is assessed at the actual completion time; an injury flag alone cannot accelerate ...
[ [ "C2", "C3" ], [ "C3" ], [ "C1" ], [ "C2" ], [ "C4", "C3" ], [ "C2", "C3" ] ]
[ [ "C1" ], [ "C4", "C2" ], [ "C3", "C1" ], [ "C4", "C2" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4" ]
null
hard_rewrite_029
main
web
3d
Action
action
racing_sports
competitive
medium
Adaptive sporting competition in which rules, arena physics, equipment evolution, and opponent modeling change together with each round's outcome.
[Game] Outcomes Rewrite the Arena: a competitive sport combining ball striking, body checks, and zone capture. Each round's winner and loser rewrite the next round from different rule-card sets, continually evolving the arena, equipment, and scoring objectives. [Core mechanics] The base sport uses continuous ball colli...
[ "C1", "C2", "C3", "C4", "C5" ]
[ "During continuous movement, strikes, interceptions, and checks, positions and velocities advance with time. Inertia and grip affect turns and stops; ball contact with characters or mechanisms actually redirects it. With identical position, velocity, and input, exhausted stamina reduces acceleration and checking po...
[ "After curved strikes are unlocked, use catch-up rules to move the scoring zone and change gravity. From the same outgoing ball state, trajectories must use current gravity and hits must use the current zone. Cached old positions cannot score, while the new position can score under active rules.", "If mutually ex...
[ [ "C4", "C3" ], [ "C4", "C3" ], [ "C4", "C1" ], [ "C6", "C3" ], [ "C5", "C4" ], [ "C1" ] ]
[ [ "C6", "C1" ], [ "C1" ], [ "C1" ], [ "C3", "C1" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5" ]
null
hard_rewrite_030
main
web
2d
Strategy
strategy
rts
mixed-motive
hard
A battle to control power, water, traffic, and data networks amid telemetry delays and rival factions, emphasizing cascading judgments under incomplete information.
[Game] Delayed-Telemetry Infrastructure War: as systems engineer for a besieged district, maintain power, water, traffic, and data networks contested by AI factions. The dashboard shows delayed observations, not unconditional world truth. [Core mechanics] The district contains connectable power plants, pumping stations...
[ "C1", "C2", "C3", "C4" ]
[ "As loads on all four networks continuously update, increasing industrial power priority must reallocate within generation and line capacities, reducing constrained pumping or public-service supply accordingly. Reconnection affects supply only when it changes effective connectivity or a bottleneck; both operation t...
[ "After a relay loses power and goes offline, changing only an unreported fault cannot cause player automation or faction decisions to diverge early. Old samples cannot repeatedly trigger allocation oscillations; responses requiring new information must await telemetry or inspection reports.", "Failed roads must m...
[ [ "C4", "C3" ], [ "C3" ], [ "C1" ], [ "C1" ], [ "C4", "C2" ], [ "C2", "C3" ] ]
[ [ "C2", "C1" ], [ "C2" ], [ "C1" ], [ "C4", "C3" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4" ]
null
hard_rewrite_031
main
web
3d
Strategy
strategy
turn_based_4x
competitive
medium
A grand-strategy simulation in which supply, reconnaissance, weather, morale, and forces across multiple domains operate under fog of war without cheating.
[Game] Reconnaissance-Constrained Joint Front: command land, air, and naval forces across a continent under fog of war. Victory depends on building trustworthy intelligence through limited reconnaissance and supporting the plan with supplies, weather, and morale. [Core mechanics] The map contains cities, railways, port...
[ "C1", "C2", "C3", "C4", "C5" ]
[ "With identical resources and enemy intelligence, issue orders to infantry, armor, artillery, aircraft, and fleets. Terrain, roads, straits, ports, and airfields must affect legality, cost, or range and distinguish unit types. Illegal commands cause no movement or damage; legal actions consume fuel and ammunition a...
[ "Weather-restricted reconnaissance sorties cannot generate normal aerial observations; old intelligence continues aging. Interceptions based on old estimates must resolve through legitimate observations after arrival. Finding nothing cannot damage distant enemies or refresh their positions; identical inputs reprodu...
[ [ "C5", "C3" ], [ "C3", "C1" ], [ "C2" ], [ "C3" ], [ "C4", "C2" ], [ "C3", "C1" ] ]
[ [ "C4", "C1" ], [ "C5", "C3" ], [ "C3", "C1" ], [ "C5", "C4" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5" ]
null
hard_rewrite_036
main
web
2d
Strategy
strategy
turn_based_4x
mixed-motive
hard
A dynamic multinational world jointly shaped by production and trade, diplomatic commitments, domestic stability, and wartime intelligence.
[Game] Shadow Trade Hegemony: begin as a small nation and expand through trade, diplomacy, technology, and war in a dynamic ten-nation world. Market prices and international commitments must be backed by real logistics and national actions. [Core mechanics] Each nation has food, ore, energy, and industrial-goods produc...
[ "C1", "C2", "C3", "C4" ]
[ "The small nation's four goods enter origin-region inventories. Transport through ports, railways, and caravans deducts goods and creates batches with routes, durations, and escort states, entering destination stock only on arrival. Cutting an energy route must deplete destination stock and raise its price, rather ...
[ "When honoring mutual defense requires escorting with limited forces, troops actually assigned to escorts cannot simultaneously defend borders at full strength. Compared with a branch that does not accept the obligation, escorting changes cargo risk, while reduced border strength must affect proxy-conflict combat s...
[ [ "C3" ], [ "C3", "C1" ], [ "C3", "C1" ], [ "C3", "C1" ], [ "C4", "C2" ], [ "C4", "C1" ] ]
[ [ "C1" ], [ "C4", "C3" ], [ "C4", "C2" ], [ "C3", "C1" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4" ]
null
hard_rewrite_039
main
web
3d
RPG
rpg
action_rpg
single-agent
easy
A dark-technology action RPG where using powers reshapes the body, skills, faction attitudes, and ruin ecology.
[Game] Corruption-Shaped Ruins: you live in symbiosis with a fragment of a lost civilization, accumulating corruption by using its power. Corruption is more than a negative meter: it reshapes skills, physical abilities, faction attitudes, and ruin mechanisms. [Core mechanics] Melee, ranged attacks, spells, and technolo...
[ "C1", "C2", "C3", "C4", "C5" ]
[ "Melee, ranged attacks, spells, and technological devices share stamina and fragment energy, with insufficient reserves restricting corresponding actions. From the same combat initial state, follow-up moves can cancel previous moves within hit, dodge, or block windows according to the rules; inputs outside those wi...
[ "After Wild Smash destroys a circuit's support, structural failure cuts power to dependent traps. In a situation where pursuers would have considered that trap, comparison with intact support must show the hazard change further altering route choice or cost and actual movement.", "When two branches cross threshol...
[ [ "C3" ], [ "C5", "C2" ], [ "C2" ], [ "C2", "C1" ], [ "C2" ], [ "C2", "C1" ] ]
[ [ "C1" ], [ "C4", "C3" ], [ "C4", "C2" ], [ "C2", "C1" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5" ]
null
hard_rewrite_040
main
web
2d
RPG
rpg
action_rpg
single-agent
medium
An action RPG in which hunting, ecology, faction debts, weather exposure, and skill builds jointly alter a region's long-term state.
[Game] Bounty Hunter's Ecological Debt: take bounties across toxic cities, mutated wilds, and fortified settlements. Every cull, release, or raid changes food chains, resource prices, and faction debt relationships. [Core mechanics] Freely combine heavy-firepower, stealth, and technology skills. Weapons, traps, and hac...
[ "C1", "C2", "C3", "C5" ]
[ "Heavy-firepower, stealth, and technology skills can be combined for combat or tracking. Weapons, traps, and hacking devices share finite batteries, ammunition, and carrying space according to the rules. Repeated use of one equipment type changes reserves available to others; insufficient resources or full capacity...
[ "With the same initial state and random branch, extra battery drain from a heat wave makes tracking equipment stop sooner. If reachable routes exist, uncaptured targets can keep migrating, increasing tracking distance during the outage. Recharging cannot recover intelligence never acquired while power was absent.",...
[ [ "C2", "C3" ], [ "C2", "C3" ], [ "C8", "C3" ], [ "C2", "C3" ], [ "C2" ], [ "C2", "C1" ] ]
[ [ "C2", "C3" ], [ "C2" ], [ "C3", "C1" ], [ "C4", "C3" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[ "C1", "C2", "C3", "C5" ]
null
hard_rewrite_041
main
web
3d
RPG
rpg
roguelike
single-agent
easy
A survival RPG that replaces levels with genetic lineages, spanning tens of millions of years through climate-driven migration, food webs, and extinction events.
[Game] Deep-Time Lineage Survival: begin as a small primitive organism without selecting a fixed species or class, and perpetuate a lineage through climate shifts, food webs, and extinction events across geological eras. [Core mechanics] Individuals have seven heritable trait groups: body size, limb form, insulation, s...
[ "C1", "C2", "C3", "C5", "C6" ]
[ "Body size, limb form, insulation, senses, diet, reproductive investment, and social tendency arise from parents and mutations; environment changes distributions through survival and reproduction. From the same initial state, changing only mate preferences must change pairings or offspring, not existing traits. Dis...
[ "Dense groups migrating to refuges before a cold wave must face competition that reduces per-capita intake and then affects care and offspring survival. If high reproductive investment creates more offspring than can survive, that lineage's contribution declines, rather than directly lowering its traits or always f...
[ [ "C2" ], [ "C2", "C3" ], [ "C5", "C2" ], [ "C2", "C3" ], [ "C2", "C3" ], [ "C7", "C2" ] ]
[ [ "C1" ], [ "C3" ], [ "C6", "C4" ], [ "C1" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[ "C1", "C2", "C3", "C5", "C6" ]
null
hard_rewrite_043
main
web
2d
RPG
rpg
action_rpg
single-agent
medium
An open RPG where NPC memory, oral transmission, dynamic politics, practiced skills, and generational inheritance jointly create history.
[Game] Kingdom of Generational Memory: without a fixed quest line, begin as a nobody whose actions NPCs remember, retell, distort, and record in family history. Years later, new generations treat you according to surviving evidence rather than omniscient labels. [Core mechanics] At least forty NPCs have goals, fears, r...
[ "C1", "C2", "C3", "C5" ]
[ "After player actions at locations with and without witnesses, at least forty NPCs with goals, fears, and relationships acquire memories through firsthand experience or retelling. Events record people, location, time, evidence, and confidence, with firsthand experience more reliable. Uninformed NPCs do not change a...
[ "After a storyteller dies or generations change, memories and source clues already acquired by listeners can still affect judgments and spread. Events existing only in a deceased person's private memory, never retold or evidenced, cannot directly affect treatment of descendants.", "When multiple leaders lose supp...
[ [ "C2" ], [ "C2" ], [ "C2" ], [ "C2" ], [ "C7", "C3" ], [ "C2", "C1" ] ]
[ [ "C2", "C1" ], [ "C2", "C3" ], [ "C4", "C2" ], [ "C1" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[ "C1", "C2", "C3", "C5" ]
null
hard_rewrite_044
main
web
3d
RPG
rpg
action_rpg
single-agent
hard
Life-sacrifice magic, pausable real-time combat, dynamic faction leaders, and regional resources feed back on one another during civil war.
[Game] Sacrificial Spell Civil War: freely mix martial skills, sacrificial magic, and control arts on a fractured continent after the ancient gods' fall. Powerful spells pay real life and regional costs, while factions exploit the wounds and power vacuums you leave. [Core mechanics] Combat runs in real time with limite...
[ "C1", "C2", "C3", "C4", "C8" ]
[ "Tactical pause freezes movement, damage, and action progress while consuming a finite allowance, and lets the player queue movement, blocks, spells, and teammate orders. Resuming or exhausting the allowance resolves actions by speed and interruption. Changing order can change results; if actor or target is invalid...
[ "After queuing a teammate's order during pause, if sacrificing loyalty makes that teammate leave before execution, the old order becomes invalid on resumption. Their future role as witness or report source changes accordingly; they cannot keep automatically reporting battle results, though legitimately acquired old...
[ [ "C8", "C2" ], [ "C4" ], [ "C2", "C3" ], [ "C2", "C3" ], [ "C2" ], [ "C8", "C2" ] ]
[ [ "C8", "C2" ], [ "C8", "C2" ], [ "C4", "C3" ], [ "C8", "C3" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C8" ]
null
hard_rewrite_046
main
web
3d
RPG
rpg
action_rpg
single-agent
medium
A night-watch action RPG driven jointly by lighthouse energy, weather optics, sea-monster behavior, town supplies, and reputation debts.
[Game] Lighthouse Tidal Watch: a nineteenth-century coastal lighthouse must sustain an effective beam every night. Sea fog, storms, and ghost ships change light propagation; daytime town relationships and supply decisions determine whether you survive the next night. [Core mechanics] The lighthouse contains a fuel tank...
[ "C1", "C2", "C3", "C8" ]
[ "During refueling, operation, or repair, the fuel tank, generator, lens, rotating mechanism, and lightning conductor each have independent states. Changes in quality, wear, fouling, or power actually change brightness, range, or sweep frequency and sea coverage. Repairs and cleaning consume supplies and time.", "...
[ "After lightning on an ungrounded line damages the rotating mechanism, changed sweep frequency or direction creates a persistently unlit sector. With other attractors identical, sea monsters favor accessible beaches there. After repairs restore rotation, they select landing points again from actual coverage.", "W...
[ [ "C3" ], [ "C1" ], [ "C1" ], [ "C2", "C3" ], [ "C3", "C1" ], [ "C8", "C5" ] ]
[ [ "C1" ], [ "C3" ], [ "C3" ], [ "C3", "C1" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[ "C1", "C2", "C3", "C8" ]
null
hard_rewrite_048
main
web
3d
Adventure & Puzzle
adventure_puzzle
puzzle
single-agent
easy
Switch gravity and time inside collapsing memory spaces to repair interdependent archives.
[Game] Memory Gravity Archive: every memory is a disintegrating room, and truth lies between gravity direction, temporal replay, and object dependencies. [Core mechanics] Rotatable gravity axes govern rooms, moving characters, crates, and droplets in the current direction. At memory nodes, players switch between realit...
[ "C1", "C3", "C4", "C5", "C8" ]
[ "Switch gravity axes while characters, crates, and droplets are moving. All three types immediately move from their current states under the new direction and remain constrained by room collisions. Compared with an unchanged branch from the same initial state, subsequent trajectories or landing points change rather...
[ "From the same initial state, compare switching gravity while droplets move with not switching. Droplets change movement direction from their current positions. Their subsequent positions participate in replay collisions and change landing points or mechanism outcomes under scene rules, rather than merely altering ...
[ [ "C6", "C5" ], [ "C6", "C2" ], [ "C5" ], [ "C5" ], [ "C5", "C3" ], [ "C6", "C5" ] ]
[ [ "C6", "C5" ], [ "C6", "C4" ], [ "C8", "C1" ], [ "C5", "C2" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[ "C1", "C3", "C4", "C5", "C8" ]
null
hard_rewrite_052
main
web
3d
Adventure & Puzzle
adventure_puzzle
puzzle
single-agent
easy
Cross a prehistoric swamp using mud support, predator perception, and sudden floods.
[Game] Swamp Tracks and Food Chains: a small raptor is trapped in an earthquake-stricken swamp, where mud support, predator perception, and flood diversions jointly determine every step. [Core mechanics] Shallow mud, deep mud, driftwood, and tar pits make up the swamp. Character weight and time spent determine sinking ...
[ "C1", "C2", "C3", "C4", "C5", "C8" ]
[ "After entering shallow mud, deep mud, or tar, the layer, supported weight, and residence time actually determine sinking and movement consequences. Changing one produces the corresponding difference. After jumping onto driftwood, it supports the character, who no longer sinks according to the mud below; landing on...
[ "If a predator is already in a mud pit that floods can dilute, post-flood water content must update its sinking calculation. Comparing before and after flooding at identical position, weight, and sinking state, speed and escape or entrapment outcomes change according to the new parameters.", "A character on drift...
[ [ "C2", "C3" ], [ "C7", "C2" ], [ "C4", "C2" ], [ "C5", "C2" ], [ "C2", "C3" ], [ "C6", "C2" ] ]
[ [ "C2" ], [ "C4", "C3" ], [ "C8", "C3" ], [ "C2", "C3" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5", "C8" ]
null
hard_rewrite_055
main
web
2d
Adventure & Puzzle
adventure_puzzle
puzzle
single-agent
medium
Sound briefly weaves platforms and doors into existence, while rain, thunder, and wind change the echo world's stability.
[Game] Echo Weaver: the world exists only through sound. Walking, instruments, and enemy footsteps generate temporary terrain; weave routes between sound resources, weather, and danger. [Core mechanics] Each player action creates an acoustic signature of different intensity: footsteps generate thin platforms, jumps cre...
[ "C1", "C3", "C5", "C6", "C8" ]
[ "From the same situation, walking, jumping, and producing sustained notes must respectively generate weight-bearing thin platforms, traversable bridge segments, and timed open-door states, recording their intensity and lifetime. After sound stops, unconsolidated terrain leaves collision on expiry, and expired susta...
[ "Compare standing on a fragile platform with and without wind. When wind expires the platform early, support is removed simultaneously and falling or loss-of-footing handling begins. If landing generates a signature, only an actual landing event triggers it, without repeated generation from sustained contact.", "...
[ [ "C5" ], [ "C5" ], [ "C5", "C2" ], [ "C1" ], [ "C5", "C1" ], [ "C5" ] ]
[ [ "C1" ], [ "C1" ], [ "C5", "C1" ], [ "C8", "C2" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[ "C1", "C3", "C5", "C6", "C8" ]
null
hard_rewrite_062
main
web
3d
Simulation & Sandbox
simulation_sandbox
survival_crafting
single-agent
medium
Mining and conservation change ecology, climate, and hostile creatures; construction and crafting must maintain surface balance.
[Game] Living Core Frontier: a multilayer world responds to mining, with surface ecology, weather, construction, and resource chains jointly determining settlement survival. [Core mechanics] The map has surface, underground, and core layers, where plants, animals, and mineral veins grow and migrate seasonally. Players ...
[ "C1", "C2", "C3", "C4", "C5", "C8" ]
[ "After players gather or change habitats on the surface, underground, and in the core, advance the season. Applicable plant growth, animal distribution, and mineable quantities actually update on each layer. Depletion, regeneration, and migration alter later gathering results; emigrated organisms no longer remain h...
[ "When greenhouses depend on canal water, storm damage to a canal must propagate through lower water supply and greenhouse output to season-end food delivery, differing from an undamaged branch. Repair restores only subsequent production and does not issue missing output retroactively.", "After collapse rubble blo...
[ [ "C2" ], [ "C3" ], [ "C3" ], [ "C5", "C2" ], [ "C1" ], [ "C7", "C5" ] ]
[ [ "C1" ], [ "C1" ], [ "C8", "C2" ], [ "C3", "C1" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5", "C8" ]
null
hard_rewrite_063
main
web
2d
Simulation & Sandbox
simulation_sandbox
survival_crafting
single-agent
hard
Biomes, spreading corruption, crafting circuits, and event bosses form a long-term cycle in a procedurally generated multilayer world.
[Game] Layered Corruption Workshop: corruption spreads through a procedural world of surface, caves, and abyss. Use crafting, wiring, and base management to delay the loss of control. [Core mechanics] Each seed generates five ecological regions and multilayer ore veins. Corrupted tiles spread through adjacent connectio...
[ "C1", "C3", "C4", "C5" ]
[ "Starting from a seed actually generates surface, caves, abyss, five ecological regions, mineable veins across layers, and initial corrupted tiles. Region and layer data participate in gathering and corruption-adjacency checks. Rebuilding with the same seed reproduces layout and corruption boundaries.", "Advance ...
[ "Cut only power to a purifier protecting a farm while leaving farm production conditions unchanged. Corruption invasion must reduce yields and worsen food reserves. Reconnection restores trends through purification and production, without issuing missed production retroactively.", "When corruption has no valid ne...
[ [ "C5" ], [ "C5", "C2" ], [ "C3", "C1" ], [ "C3" ], [ "C5", "C3" ], [ "C5", "C2" ] ]
[ [ "C1" ], [ "C3" ], [ "C5", "C2" ], [ "C5", "C4" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[ "C1", "C3", "C4", "C5" ]
null
hard_rewrite_065
main
web
2d
Simulation & Sandbox
simulation_sandbox
survival_crafting
single-agent
hard
Sentient blocks evade mining, recipes respond to the environment, and building roots grow together with logistics.
[Game] Living-Block Ecological Workshop: blocks remember, migrate, and adapt in a world where mining, construction, crafting, and survival feed back on one another. [Core mechanics] Wood, stone, water, soil, and crystal blocks have durability, mood, and neighborhood memory. Frequent destruction makes wood migrate and s...
[ "C1", "C2", "C3", "C4", "C5" ]
[ "Mining wood, stone, water, soil, or crystal, or changing their neighborhoods, updates all five block types' durability, mood, and neighborhood memory according to behavior. After operations stop, history persists or decays only according to the rules. Later behavior or feedback distinguishes state differences, whi...
[ "Mining again after wood migration or stone hardening uses new occupancy and resistance, and only actual yields enter crafting. Old locations no longer produce wood; hardening actually increases costs, affecting material supply and construction progress.", "Generated worlds must provide paths to materials and pre...
[ [ "C7", "C4" ], [ "C3" ], [ "C3" ], [ "C1" ], [ "C3", "C1" ], [ "C5", "C4" ] ]
[ [ "C3" ], [ "C1" ], [ "C3", "C1" ], [ "C2" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5" ]
null
hard_rewrite_066
main
web
3d
Simulation & Sandbox
simulation_sandbox
sandbox_open_world
mixed-motive
extreme
Every player action leaves a mutating long-term echo, while ecology, weather, vehicles, and faction relationships evolve across eras.
[Game] Echo-Era Settlement: an open world remembers every felling, construction, and conflict; echoes evolve across eras and in turn shape ecology and factions. [Core mechanics] Every action generates an echo with type, location, and intensity. Echoes replay, mutate, and merge with nearby echoes as seasons advance. Fel...
[ "C1", "C2", "C3", "C4", "C5", "C8" ]
[ "Felling, building, lighting fires, constructing roads, or fighting changes the world accordingly and records echoes containing type, location, and intensity. Advancing seasons and eras replays echoes in corresponding regions, producing traceable local differences from a branch with the same initial state where the...
[ "When neighboring fire echoes merge and reach a newly evolved forest, local temperature or forest changes further affect migration and passage. Compared with a branch lacking the merged effect from the same initial state, animal-path differences must be traceable to ecological changes.", "After conflict destroys ...
[ [ "C5" ], [ "C1" ], [ "C5", "C2" ], [ "C7", "C4" ], [ "C2", "C1" ], [ "C8", "C2" ] ]
[ [ "C2" ], [ "C2", "C3" ], [ "C8", "C3" ], [ "C8", "C4" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5", "C8" ]
null
hard_rewrite_068
main
web
3d
Simulation & Sandbox
simulation_sandbox
survival_crafting
single-agent
hard
Manage fluids, heat, chemical reactions, and survival resources in a shelter constrained by real material properties.
[Game] Chemical Shelter: use finite materials in a post-disaster laboratory to purify water, regulate temperature, and make equipment. Incorrect reactions harm both survival and structures. [Core mechanics] Seven substance types—water, salt, acid, alkali, oil, metal, and gas—have density, solubility, boiling points, an...
[ "C1", "C3", "C5", "C8" ]
[ "When water, salt, acid, alkali, oil, metal, and gas enter containers, density affects layering or flow, solubility limits dissolved quantities, boiling points determine phase changes, and conductivity affects conduction. Replacing only a substance from the same initial state changes corresponding distributions, un...
[ "Overheated gas contacting oil under ignition conditions consumes fuel and releases heat, further changing phase transitions or pressure and damaging nearby containers. Unmet conditions prevent ignition; without oil or after depletion, combustion damage cannot continue without a source.", "When a contaminated con...
[ [ "C1" ], [ "C1" ], [ "C3" ], [ "C1" ], [ "C5" ], [ "C1" ] ]
[ [ "C3" ], [ "C3" ], [ "C8", "C3" ], [ "C4", "C3" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[ "C1", "C3", "C5", "C8" ]
null
hard_rewrite_070
main
web
3d
Simulation & Sandbox
simulation_sandbox
survival_crafting
single-agent
medium
Automated production, destructible buildings, procedural terrain, and survival needs form a resource cycle in a voxel world.
[Game] Voxel Production Front: establish mining, processing, and defense lines in a continuously generated block world, where environmental destruction disrupts production and survival in return. [Core mechanics] Loadable and unloadable chunks contain ore veins, rivers, and caves. Each block has hardness, tool requirem...
[ "C1", "C3", "C5", "C8" ]
[ "Entering new areas generates chunks with ore veins, rivers, and caves from the seed. Leaving and returning to chunks with logistics and growth shows inventory, transport, and growth advancing by simulation time, matching an always-visible branch from the same initial state. Unloading cannot pause, reset, or duplic...
[ "After an explosion severs a conveyor downstream of a furnace, in-transit goods move, remain, or are lost according to position; downstream no longer receives goods across the break. Once the upstream buffer is exhausted, the furnace stops. Repairing the connection transports only existing goods and does not issue ...
[ [ "C8", "C5" ], [ "C5", "C4" ], [ "C4", "C2" ], [ "C2", "C3" ], [ "C1" ], [ "C8", "C5" ] ]
[ [ "C3" ], [ "C3" ], [ "C8", "C2" ], [ "C3" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[ "C1", "C3", "C5", "C8" ]
null
hard_rewrite_083
main
web
3d
RPG
rpg
roguelike
single-agent
extreme
An underwater roguelike where sonar information, predator tracking, hull pressure, and oxygen–energy debt jointly shape routes.
[Game] Abyssal Sonar Debt: pilot a customizable submarine into trenches rearranged each run to collect relics. Active scanning reveals safe routes but sends pulses to blind leviathans: the clearer your view, the greater your exposure. [Core mechanics] The seed generates six connected trench layers with undercurrents, c...
[ "C1", "C2", "C3", "C5" ]
[ "After seed-generating six trench layers with undercurrents, collapse openings, and return routes, validate a route from base through the objective and back using actual passage and environmental rules. Invalid maps must be repaired or regenerated; actually sailing the verified route permits the round trip.", "Co...
[ "Compared with an intact submarine, continuous flooding lowers buoyancy and causes sinking. Beyond current pressure-tolerant depth, pressure further worsens damage or flooding. Sealing can cut off the corresponding ingress source but does not automatically restore existing damage or buoyancy.", "After sealing the...
[ [ "C5" ], [ "C6", "C5" ], [ "C2", "C3" ], [ "C4" ], [ "C3" ], [ "C3", "C1" ] ]
[ [ "C1" ], [ "C4", "C1" ], [ "C2", "C1" ], [ "C5", "C4" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
rewrite source=player_prompt | version_id=18958919 | hard_systems=4 | gate=6 hidden=4
benchmark_merged.json
null
[ "C1", "C2", "C3", "C5" ]
null
hard_rewrite_087
main
web
3d
RPG
rpg
roguelike
single-agent
extreme
A 3D survival roguelike coupling living-block adaptation, environmental recipes, structural growth, and corruption spread.
[Game] The Grudge-Bearing Living Dungeon: block organisms adapt to player behavior, remembering logging, mining, and building. The same material may become a tool, ally, or enemy under different relationships and climates. [Core mechanics] Each run generates five connected voxel layers and return routes, with persisten...
[ "C1", "C2", "C3", "C4", "C5" ]
[ "New runs generate five connected voxel layers, with persistent states for forests, rock colonies, waterways, and corruption. Validate an entrance–core–return route against actual entity obstructions and interaction conditions. Moving and acting along it can purify the core and return; abstract graph connectivity a...
[ "After violent mining hardens rock and reroutes waterways, corruption uses new connectivity and no longer infects new blocks through severed old routes. Existing corruption on old routes follows the rules; an unrerouted control continues spreading along the original waterway.", "If roots form a nutrient loop and ...
[ [ "C5", "C4" ], [ "C4", "C2" ], [ "C1" ], [ "C2", "C3" ], [ "C1" ], [ "C5", "C4" ] ]
[ [ "C2", "C1" ], [ "C4", "C3" ], [ "C1" ], [ "C2" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
rewrite source=player_prompt | version_id=5016777 | hard_systems=4 | gate=6 hidden=4
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5" ]
null
hard_rewrite_088
main
web
2d
RPG
rpg
roguelike
single-agent
medium
A fighting roguelike combining stance-based reads, stamina timing, random card builds, and a boss director that counters those builds.
[Game] Read-and-Build Arena: shape a fighter from random tactical cards each round, while opponents observe demonstrated offensive and defensive habits and choose counter-rhythms next round. Even a strong build becomes a weakness when understood. [Core mechanics] Begin in aggressive, defensive, technical, or agile stan...
[ "C1", "C3", "C4", "C5", "C6" ]
[ "From the same initial state, choose aggressive, defensive, technical, and agile stances separately and execute identical action/recovery sequences. Stances actually change stamina recovery, startup/recovery timing, and card-pool weights. Actions consume stamina, recovery cannot exceed the cap, and insufficient sta...
[ "Demonstrate fixed habits for two rounds, then change behavior in the boss's counter round. The boss cannot foresee the change and instantly counter precisely. An incorrect strategy leaves an exploitable window; later strategy updates as new habits enter rolling records.", "Selecting a card that replaces or exclu...
[ [ "C3" ], [ "C4", "C2" ], [ "C3" ], [ "C2" ], [ "C5", "C2" ], [ "C6", "C4" ] ]
[ [ "C2" ], [ "C3" ], [ "C1" ], [ "C5", "C4" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
rewrite source=player_prompt | version_id=16165022 | hard_systems=4 | gate=6 hidden=4
benchmark_merged.json
null
[ "C1", "C3", "C4", "C5", "C6" ]
null
hard_rewrite_095
main
web
3d
Adventure & Puzzle
adventure_puzzle
adventure_narrative
mixed-motive
medium
A 3D mixed-motive action puzzle combining local network knowledge, infiltration routes, allied commitments, and city reactions.
[Game] Cyber Cells: Trusted Operations: three resistance cells cooperate to infiltrate one corporate city while competing for limited data, reputation, and extraction seats. Share backdoors or conceal key access rights to monopolize the ending. [Core mechanics] Six networked districts contain access controls, cameras, ...
[ "C1", "C2", "C3", "C5", "C7" ]
[ "Each of three cells stores its own known six-district topology. Scanning or sharing adds corresponding knowledge and precise routes only to the scanner or actual recipient. Unscanned, unshared nodes cannot enter a side's map or precise planning; concealed access rights cannot be used automatically by others.", "...
[ "If an ally's synchronized action depends on a shared backdoor whose power is cut, revalidate the execution route and detour, wait, or fail. Synchronized-sabotage contracts verify actual completion timing rather than treating the invalidated earlier plan as fulfillment.", "Promise data insufficient for two commit...
[ [ "C5" ], [ "C2" ], [ "C7", "C2" ], [ "C2" ], [ "C1" ], [ "C1" ] ]
[ [ "C2" ], [ "C1" ], [ "C1" ], [ "C4" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
rewrite source=player_prompt | version_id=3622030 | hard_systems=4 | gate=6 hidden=4
benchmark_merged.json
null
[ "C1", "C2", "C3", "C5", "C7" ]
null
End of preview. Expand in Data Studio

OCTAVE: A Capability-Resolved Benchmark for End-to-End HTML5 Game Generation

OCTAVE evaluates whether coding agents can build a complete HTML5 game from a natural-language Game Specification. It goes beyond a single leaderboard number: every task is broken down into requirement-level evidence and mapped onto eight game-development Capability Dimensions (C1–C8). This shows which capabilities an agent actually implements and which kinds of requirements it still misses.

The name comes from the musical octave. Eight capability dimensions span the space of game development, the way eight notes span an octave. Each task is scored on two layers, analogous to a tone's fundamental and its overtones:

  • Completeness: the publicly specified core functionality (the fundamental).
  • Richness: hidden, deeper system relationships that are implied but never stated (the overtones).

At a glance

Tasks 180
Evaluation Requirements 1,800 = 1,080 Completeness (public) + 720 Richness (hidden)
Per task 6 Completeness + 4 Richness requirements
Sources 150 real player requests · 20 commercial-mechanics reconstructions · 10 expert-designed tasks
Platforms PC Web 95 · Mobile Web 85 (separate tracks from construction onward)
Visual forms 2D 91 · 3D 89
Genres 6 (Simulation & Sandbox 45, Strategy 34, Adventure & Puzzle 31, Action 30, RPG 24, Social & Tabletop 16)
Capability Dimensions C1–C8
Language English

Task sources

track Source Tasks PC Web Mobile Web
main Real player requests. Game-generation requests from players, cleaned, de-identified and rewritten into judgeable specifications. 150 tasks were selected from a 250-task candidate pool by capability coverage. 150 75 75
repro Commercial-mechanics reconstruction. Core mechanics of publicly documented games (Steam and mobile stores), rebuilt into self-contained requirements. They do not reproduce the original games in full. 20 10 10
expert Human expert design. Tasks that add complex system relationships and engineering constraints that are under-represented in player requests. 10 10 0

Capability Dimensions (C1–C8)

The dimensions come from the game-design framework of Zubek's Elements of Game Design (Mechanics, Systems, Gameplay, Macrostructure, Player Experience). They are turned into capabilities that can be checked through requirements and observable behavior.

Paper code Capability Dimension Design concept Scope Code used in this file
C1 Core Rules Mechanics Game rules, state transitions, core mechanics, win/loss conditions C1
C2 AI/NPC Systems NPC behavior, decision logic, autonomous system behavior C5
C3 Numerical Design Systems Attributes, resources, economies, progression, numerical relationships C6
C4 Interaction and Input Gameplay Player input, interaction mapping, game controls C2
C5 Levels and Scenes Macrostructure Spatial organization, levels, scenes, game progression C4
C6 Animation and Rendering Player Experience Rendering, animation, dynamic visual states C3
C7 Feedback and Game Feel Player Experience Visual, auditory and state feedback for actions and events C7
C8 Guidance and Meta-UI Player Experience Tutorials, prompts, HUDs, menus, pausing, end states C8

Note on codes. The capability fields in this release (agent_ability, checklist_capabilities, hidden_checklist_capabilities, gen:C* in label_original) use the codes in the last column. Map them to the paper's numbering with:

TO_PAPER = {"C1": "C1", "C2": "C4", "C3": "C6", "C4": "C5", "C5": "C2", "C6": "C3", "C7": "C7", "C8": "C8"}

Only the codes differ. Every requirement keeps exactly the same capability annotation.

A task carries several capability labels. A single requirement may also map to several capabilities; in the paper's main analysis, its first label is its primary capability. label_original also contains cog:C1–C12 tags, which belong to an unrelated 12-item cognitive axis. Do not use them for capability statistics.

Requirement layers

  • Completeness Requirements (checklist, 6 per task) correspond to mandatory content in the Game Specification. Each one states an observable outcome under specific conditions. It never merely asks that a system "should exist", so a requirement passes only when the functionality forms a complete behavioral loop.
  • Richness Requirements (hidden_checklist, 4 per task) test cross-system coupling, edge cases, complex states, and behavior under changes in scale. They follow two principles: zero prompting (they are never shown to the model) and resistance to incidental satisfaction (a crude or superficial implementation is unlikely to trigger them).

Example (hard_action_rpg_3d_017, a mechanic where destroying a wall changes routes):

  • Completeness: After a wall between rooms is destroyed, blockage, collision and navigation update together. The player can now pass through the opening, and enemies that previously detoured recalculate their paths.
  • Richness: When walls are destroyed in succession, or while an enemy is moving along an old route, affected paths must update. Intact walls keep blocking, openings leave no residual collision, and pathfinding resumes once a route becomes available again.

Difficulty

level is a task-level design difficulty (easy 42 · medium 45 · hard 50 · extreme 43). It is assigned at construction time, independently of model results, from six ordinal dimensions scored 0–3:

Dimension What it measures
D1 Breadth of system coupling How many hard systems interact, and how densely
D2 Algorithmic and simulation core From state machines to multi-core or simulation-level cores
D3 Verification rigor From functional presence to replay/hashing with multiple constraint types
D4 Dynamic governance and adaptation Feedback loops, closed-loop adaptation
D5 Multi-agent and social cognition From scripted NPCs to multi-party games and shared beliefs
D6 Scale and performance From no scale requirement to thousands of entities with smoothness constraints

The paper also reports a requirement-level difficulty, a_DS = D1 + D2 + 0.8·D3 + 0.8·D4 + 0.7·D5 + 0.5·D6. It splits the 1,800 requirements into four equal-count strata of 450 each. This is a coarse stratification axis: it is only weakly correlated with actual pass rates (Spearman ρ = −0.135), so it should not be read as a predictor of individual outcomes. Per-requirement scores are not included in this file.

Fields

Field Type Description
task_id string Unique identifier
track string main (player request) / repro (commercial-mechanics reconstruction) / expert (expert design)
platform string web (PC Web) / mobile (Mobile Web)
render string 2d / 3d
category string One of 6 genres
genre, subtype string Normalized genre / subtype slugs
incentive string single-agent / cooperative / competitive / mixed-motive
level string Task-level design difficulty: easy / medium / hard / extreme
desc string One-line concept
prompt string The Game Specification given to the agent. Four sections: [Game] / [Core Mechanics] / [Must Implement] / [Creative Freedom]. Mobile tasks add touch-interaction requirements.
checklist list[string] 6 Completeness Requirements
hidden_checklist list[string] 4 Richness Requirements. Never show them to the agent.
agent_ability list[string] Task-level capability labels (see the note on codes)
checklist_capabilities list[list[string]] Capabilities of each Completeness Requirement
hidden_checklist_capabilities list[list[string]] Capabilities of each Richness Requirement
verify string Evaluator entry point (2D / 3D template)
attachment, result_verify list / string Reserved, empty in this release
notes string Provenance and design metadata
source_file, category_original, label_original — Raw annotation fields, kept for auditability
repro_meta object repro tasks only: reconstructed game, evidence with graded labels (STORE, DEV, WIKI, GUIDE, REVIEW, INFER), and the minimal state surface

Usage

from datasets import load_dataset

ds = load_dataset("rezonalab/game-benchmark", split="test")

task = ds[0]
print(task["prompt"])            # give ONLY this to the agent
print(task["checklist"])         # 6 Completeness Requirements (judge after generation)
print(task["hidden_checklist"])  # 4 Richness Requirements (never shown to the agent)

pc_web  = ds.filter(lambda x: x["platform"] == "web")
players = ds.filter(lambda x: x["track"] == "main")

Evaluation protocol (as in the paper)

  1. Generation. Each task starts in an empty, independent workspace. The agent receives only the Game Specification (prompt) and one initialization instruction, then develops autonomously with no further human input. In the paper the budget is 120 minutes per task and no library or framework is restricted. The final workspace is the artifact.
  2. Stage 1: Static Runnability Gate. The evaluator inspects the submission directory, required files, entry artifacts and execution paths to decide whether the project can run.
  3. Stage 2: Requirement-level judgment. Each requirement gets a 0/1 judgment backed by evidence: files, functions, states and data flows on actual execution paths. Names, comments, READMEs and dead code do not count. A compound requirement passes only if all of its sub-conditions hold, and there is no partial credit.
  4. Aggregation. Report Completeness (public pass rate) and Richness (hidden pass rate) separately, along with the gate-failure-or-missing-artifact rate. Gate-failed artifacts keep their requirement scores, and missing artifacts score 0. Stratify by source, platform, capability and difficulty rather than pooling.

The evaluator templates (PC/Mobile × 2D/3D) and the generation and evaluation code are in the OCTAVE repository.

Baseline results

12 model–harness combinations (Claude Code 2.1.263 / Codex CLI 0.147.0), all 180 tasks, evaluator gpt-6-astra (static source-code review). Requirement pass rates are computed over all records.

Model Harness Gate failure or missing artifact Completeness Richness
DeepSeek-V4.1-Flash CC 20.6% 25.9% 28.9%
DeepSeek-V4-Flash-0731 CC 26.7% 23.5% 28.5%
Fable 5 CC 21.1% 39.0% 39.3%
Fable 5.1 CC 17.8% 44.7% 40.7%
GLM-5.2 CC 26.7% 24.3% 28.1%
GLM-5.3 CC 21.7% 31.1% 34.0%
Opus 5 CC 16.1% 37.2% 40.4%
Seed evolving CC 33.3% 21.0% 24.9%
DeepSeek-V4-Pro CX 22.8% 22.2% 27.5%
GPT-5.5 CX 15.6% 26.9% 28.3%
GPT-5.6-sol CX 16.7% 33.4% 32.6%
GPT-6-astra† CX 13.3% 57.1% 49.3%
Overall — 21.0% 32.2% 33.5%

† Same model as the evaluator (self-evaluation); interpret with care. Without self-evaluation, no combination reaches 50% on either layer. The best, Fable 5.1, reaches 44.7% Completeness and 40.7% Richness.

Key findings:

  • Systems do relatively well on C3 Numerical Design and C1 Core Rules. C7 Feedback and Game Feel and C4 Interaction and Input expose the largest gaps.
  • Richness is not uniformly harder than Completeness. The ordering flips with task source (player requests 27.4 / 28.8, reconstruction 52.0 / 49.2, expert 65.1 / 72.7), so the two layers should be reported separately.
  • Mobile Web scores higher than PC Web for every combination (Completeness 37.6% vs 27.4%, Richness 44.0% vs 24.2%). The direction holds after restricting to shared source types. PC and Mobile are separately designed task sets, not paired implementations.
  • On a limited human cross-check (8 Mobile player tasks, 266 judgeable requirements, one annotator per artifact), humans judged 76.3% satisfied versus the evaluator's 46.2%. The main disagreement is requirements that humans find satisfied but static review fails.

Limitations

  • Static evaluation. Judgments come from source-code review without screenshots, browser logs or interaction traces. They complement runtime verification rather than replace it, and the evaluator shares a model family with one evaluated combination.
  • Different sources, different conventions. Player, reconstruction and expert tasks differ in content and authoring style, and all expert tasks are PC Web. Stratify by track and platform.
  • Reconstruction evidence is desk research. repro mechanics come from store pages, developer descriptions, wikis, guides and reviews, not from playing the games. Claims labeled INFER are not presented as facts about the original games. repro_dungeonwarfare3_mobile_2d_013 has a well-documented PC predecessor and carries higher contamination risk.
  • Hidden requirements are released. Richness Requirements are included here for reproducibility. Results are only comparable if they are never exposed to the agent during generation.
  • Human validation is limited. Construction review was done by a 12-person project expert group (developers, designers, testers) that partly overlapped with the construction team. The human cross-check uses one annotator per artifact, so no inter-annotator agreement is reported.

License

The data is released under CC BY 4.0. The code in the accompanying repository is MIT-licensed.

Citation

@misc{octave2026,
  title  = {OCTAVE: A Capability-Resolved Benchmark for End-to-End HTML5 Game Generation},
  author = {{Rezona Lab}},
  year   = {2026},
  note   = {Dataset: https://huggingface.co/datasets/rezonalab/game-benchmark}
}
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