license: other
tags:
- evaluation
- agentic-sft
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 passesgames_s2new.tar.gz,games_s3new.tar.gz— the generated game trees for the reweighted stage-2 and stage-3 arms, includingdist/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:
- BUILD gate. A headless browser must load
dist/index.html. This is what most of the signal turns out to be. - 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. Adist/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