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license: cc-by-4.0
language:
- en
pretty_name: 'OCTAVE: A Capability-Resolved Benchmark for End-to-End HTML5 Game Generation'
tags:
- benchmark
- code-generation
- game-generation
- coding-agents
- html5
- llm-evaluation
task_categories:
- text-generation
size_categories:
- n<1K
configs:
- config_name: default
data_files:
- split: test
path: octave_benchmark_180_en.json
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*inlabel_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)
- 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. - 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.
- 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.
- 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
trackandplatform. - Reconstruction evidence is desk research.
repromechanics come from store pages, developer descriptions, wikis, guides and reviews, not from playing the games. Claims labeledINFERare not presented as facts about the original games.repro_dungeonwarfare3_mobile_2d_013has 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}
}