task stringlengths 14 37 | engine stringclasses 2
values | archetype stringclasses 23
values | plan_origin stringclasses 3
values | model stringclasses 2
values | in_s1_holdout bool 2
classes | n_chars int64 104 9.32k | n_refs int64 1 110 | messages listlengths 3 3 |
|---|---|---|---|---|---|---|---|---|
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 ... |
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_holdoutmarks 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_callandtool_response, plus atoolscolumn. - 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.
- Roles are
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,archetypeplan_origin(prior_groundedorprior_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]verdictis 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_tokenshas 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 ass1_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_holdouttotal (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_e2Godot 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 therepair_e2arm; 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.
negativemixes "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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