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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
hard_sandbox_3d_012
main
web
3d
Simulation & Sandbox
simulation_sandbox
sandbox_open_world
single-agent
medium
Procedural-Gait Creature Hunting Grounds
[Game] Procedurally Animated Creature Hunting Grounds: bipedal, quadrupedal, and six-legged creatures hunt over uneven terrain, and players can ride one type to participate in the food chain. [Core mechanics] Joint constraints and real-time foot targets generate gaits for three body forms: alternating bipedal steps, di...
[ "C1", "C2", "C3", "C5", "C8" ]
[ "Keep all three creature types moving. Alternating bipedal steps, diagonal quadruped groups, and three-phase six-legged motion produce distinguishable support and swing timing. Real-time foot targets change leg poses through joint constraints and support body movement, rather than merely translating the body or loo...
[ "During low-speed mounted turns or sharp turns in place, heading changes drive foot switching and support rearrangement. Supporting feet retain ground anchors until support range is exceeded, then lift and replant, without large body-dragged sliding or stretching beyond joint constraints.", "When impassable terra...
[ [ "C6" ], [ "C6", "C5" ], [ "C5", "C2" ], [ "C2" ], [ "C5", "C4" ], [ "C6", "C1" ] ]
[ [ "C1" ], [ "C5", "C2" ], [ "C2" ], [ "C8", "C5" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player_prompt_rewrite | source_id=src:legacy:012 | systems=sandbox_open_world | tier=mid
benchmark_merged.json
null
[ "C1", "C2", "C3", "C5", "C8" ]
null
hard_sandbox_3d_014
main
web
3d
Simulation & Sandbox
simulation_sandbox
sandbox_open_world
single-agent
medium
Predator-Driven Ocean Evolution
[Game] Evolutionary Ecosystem from a Predator's Perspective: thousands of schooling fish evolve in an ocean where your hunting strategy itself changes prey genes. [Core mechanics] The ocean contains a plankton base, fish schools, and reef shelter. Individual genes determine speed, schooling tendency, and alert distance...
[ "C1", "C2", "C3", "C5" ]
[ "With fixed positions, neighbors, and environment, changing only schooling genes makes high-schooling individuals respond with stronger aggregation. As the player approaches along the same path, alert genes change flight-trigger distance, with highly alert individuals dispersing earlier rather than the entire schoo...
[ "With fixed genes, relative distances, and pursuit method, compare reefs with open water. Occlusion, passage, or capture constraints must reduce pursuit success. Entering and leaving shelter updates checks with spatial relationships; predation cannot resolve through valid obstacles.", "Continue the same hunting p...
[ [ "C2" ], [ "C1" ], [ "C3", "C1" ], [ "C3", "C1" ], [ "C3" ], [ "C6", "C3" ] ]
[ [ "C6", "C1" ], [ "C2" ], [ "C3", "C1" ], [ "C4", "C3" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player_prompt_rewrite | source_id=src:legacy:014 | systems=sandbox_open_world | tier=ceiling
benchmark_merged.json
null
[ "C1", "C2", "C3", "C5" ]
null
hard_tower_defense_3d_018
main
web
3d
Strategy
strategy
tower_defense
competitive
hard
Living-Structure Siege Warfare
[Game] Siege and Anti-Climbing: the player's building blocks simultaneously form load-bearing structures, enemy routes, and fuel for fire. [Core mechanics] Wooden and stone blocks have shapes, materials, and load capacities; unsupported blocks or structures undermined at their base collapse. Catapults hit structures wi...
[ "C1", "C2", "C3", "C4", "C5" ]
[ "Compare wood and stone structures with identical shapes, layouts, and loads: a reachable case must leave wood unstable while stone still supports the load. Unsupported or destroyed lower supports make upper layers recalculate remaining support and collapse in a chain. Unstable blocks actually fall or break and no ...
[ "If a landing block or ladder-support structure is destroyed while infantry vault or climb, units release invalid support, actually fall, and take landing impact damage. Survivors pathfind from their landing points rather than hovering or teleporting to the original summit.", "If all core routes are sealed, infan...
[ [ "C5" ], [ "C2" ], [ "C1" ], [ "C1" ], [ "C5", "C3" ], [ "C5", "C4" ] ]
[ [ "C7", "C2" ], [ "C2", "C1" ], [ "C7", "C1" ], [ "C5", "C4" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player_prompt_rewrite | source_id=src:legacy:018 | systems=tower_defense | tier=ceiling
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5" ]
null
online_l5_action_rpg_3d_0279
main
web
3d
RPG
rpg
action_rpg
single-agent
easy
Environmental-magic fantasy RPG: character builds, real-time combat, cities' fortunes, and small choices jointly reshape the path of an ancient threat.
[Game] Original 3D open-world fantasy action RPG: players create a race, class, and skills, then explore kingdoms, forests, caves, cities, and ruins while investigating an ancient threat. [Core mechanics] Swords, bows, and environmental magic account for range, stamina, and elemental interactions. Magic can freeze wate...
[ "C1", "C2", "C3", "C4", "C5" ]
[ "Choose a race, class, and initial skills during character creation and apply them to the actual character on confirmation. From the same initial state, changing only one choice produces corresponding differences in base attributes, available actions, or skill effects after entering the 3D world, rather than merely...
[ "When ice expires, revoke passage and navigation state together. AI using the ice route switches to a legal route or waits. When a heavy object blocks the companion's route, the companion must also detour or stay put rather than cross obstacles along a cached path.", "Summon first, then recruit or replace a compa...
[ [ "C3" ], [ "C3", "C1" ], [ "C4", "C2" ], [ "C2" ], [ "C1" ], [ "C2", "C3" ] ]
[ [ "C2", "C1" ], [ "C2" ], [ "C3", "C1" ], [ "C4", "C3" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=online-user-prompt | source_row=0279 | game_id=6835535 | version_id=15216979 | genre=rpg | subtype=action_rpg | render=3D | tier=L5 | gate=6 hidden=4 | twist=Remove proper names from the original world and limit the party to one companion, while retaining class creation, environmental magic, cities' fortunes, an...
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5" ]
null
online_l5_action_rpg_3d_0313
main
web
3d
RPG
rpg
action_rpg
single-agent
easy
Post-disaster hunter survival shooter RPG: ballistic hunting, wound care, camp assignments, and dynamic migration jointly support extraction.
[Game] 3D post-disaster hunter survival shooter RPG: lead a squad through swamps, abandoned towns, mines, and snowy ridges, hunting mutated beasts, rescuing missing people, and repairing an armored vehicle for extraction. [Core mechanics] Rifles, shotguns, and crossbows have projectile speed, drop, noise, and localized...
[ "C1", "C2", "C3", "C4", "C5" ]
[ "In 3D combat, use rifles, shotguns, and crossbows against beasts at the same distance and posture. All three actually resolve shots. Projectile speed changes arrival time, drop changes distant impact points, noise changes beast alert or behavior, and hit location changes damage, rather than merely swapping effects...
[ "When bleeding and fractured simultaneously, using bleeding-control medicine deducts it and stops bleeding effects while the fracture and its movement restrictions remain. Subsequent use of inappropriate or exhausted medicine cannot clear the fracture.", "When tracking a wounded migrating boss in snow, blood foll...
[ [ "C6", "C2" ], [ "C4", "C3" ], [ "C2", "C3" ], [ "C5", "C2" ], [ "C1" ], [ "C2", "C3" ] ]
[ [ "C3" ], [ "C7", "C2" ], [ "C2", "C3" ], [ "C6", "C4" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=online-user-prompt | source_row=0313 | game_id=7124938 | version_id=16004065 | genre=rpg | subtype=action_rpg | render=3D | tier=L5 | gate=6 hidden=4 | twist=Realistic ballistics and persistent injuries drive hunting, while permanent member deaths carry camp-assignment risk into extraction preparations
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5" ]
null
online_l5_action_rpg_3d_0321
main
web
3d
RPG
rpg
action_rpg
single-agent
easy
Overgrown-city survival RPG: physical and mental states, day/night and weather, improvised equipment, and faction schedules jointly determine routes through ruins.
[Game] 3D post-disaster open-world action RPG: explore city ruins engulfed by vegetation, gather and craft improvised equipment, fight humans and mutants at close and long range, and investigate a technological collapse. [Core mechanics] Hunger, thirst, sleep, and psychological stress affect stamina, aiming, interactio...
[ "C1", "C2", "C3", "C4", "C5", "C6" ]
[ "While acting in vegetation-covered 3D ruins, hunger, thirst, sleep, and psychological stress visibly update with simulation. Change each separately from the same initial state: each must alter actual action results, and together all four cover stamina, aiming, interaction, and dialogue.", "After gathering scrap,...
[ "From the same initial state, compare sleep deprivation, high stress, fog, and a damaged ranged weapon individually and in combination. Each effect must remain in observation, aiming, or hit settlement. Later states cannot overwrite prior effects, and repeated updates cannot stack penalties indefinitely.", "After...
[ [ "C4" ], [ "C2", "C3" ], [ "C6", "C2" ], [ "C3" ], [ "C2" ], [ "C5", "C2" ] ]
[ [ "C4", "C1" ], [ "C2", "C1" ], [ "C1" ], [ "C6", "C4" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=online-user-prompt | source_row=0321 | game_id=1745906 | version_id=3671728 | genre=rpg | subtype=action_rpg | render=3D | tier=L5 | gate=6 hidden=4 | twist=Retain the overgrown city, four survival states, weather-dependent accessibility, and faction choices; records and faction events jointly reveal the cause o...
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5", "C6" ]
null
online_l5_city_management_3d_0244
main
web
3d
Simulation & Sandbox
simulation_sandbox
city_management
single-agent
easy
A walkable supply-and-demand city: district prices shape business orders and worker commutes, while traffic congestion delays supplies and emergency services.
[Game] 3D city-building and tycoon simulation: plan from above or walk through procedurally generated districts, talk to citizens, and manage residential, commercial, industrial, and entertainment zones. [Core mechanics] Housing supplies workers; industry consumes raw materials to produce goods; commerce buys and sells...
[ "C1", "C2", "C3", "C5" ]
[ "Overhead planning and walking conversations use the same procedurally generated city state. Constructing or upgrading residential, commercial, industrial, and entertainment buildings actually charges money and respectively changes workforce, sales, production, or satisfaction and entertainment spending. Upgraded c...
[ "When a parade blocks an industrial exit on a rainy night, day/night and weather effects remain. Trucks detour when possible or wait otherwise; orders and goods do not disappear. Shortages continue affecting sales and satisfaction. Reopening cannot retroactively record deliveries or sales that never occurred.", "...
[ [ "C5" ], [ "C2", "C3" ], [ "C2", "C3" ], [ "C3", "C1" ], [ "C2" ], [ "C2", "C3" ] ]
[ [ "C2", "C1" ], [ "C2", "C1" ], [ "C3", "C1" ], [ "C5", "C4" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=online-user-prompt | source_row=0244 | game_id=1404696 | version_id=2853870 | genre=simulation_sandbox | subtype=city_management | render=3D | tier=L5 | gate=6 hidden=4 | twist=Worker commutes and freight orders share road capacity and jointly determine business supply
benchmark_merged.json
null
[ "C1", "C2", "C3", "C5" ]
null
online_l5_fighting_3d_0255
main
web
3d
Action
action
fighting
competitive
hard
Living-ink page combat: combos build ink and broken edges turn pages, reorganizing scene rules and paper damage through battle.
[Game] 3D Living-Ink Arena Fighter: two original paper puppets fight on tearable three-dimensional illustrated pages. Breaking through an edge turns to a new scene with different rules. [Core mechanics] Light attacks, heavy attacks, blocks, dodges, and throws form a countering cycle. Hit combos accumulate ink, while ta...
[ "C1", "C3", "C4", "C5", "C6" ]
[ "In 3D page combat, both puppets can perform light attacks, heavy attacks, blocks, dodges, and throws with hit resolution. At identical range and action phase, compare normal attacks against blocks, throws against blocks, and dodges against throws; counters must change damage, control effects, or hit outcomes.", ...
[ "From the same initial state, compare normal and ink-enhanced heavy attacks. Enhanced effects continue into cracked-ground sliding and breakthrough checks, and page turning maps final momentum. Each enhancement charges ink once; hit, boundary crossing, and new-page initialization cannot charge again or refund it.",...
[ [ "C5", "C1" ], [ "C3" ], [ "C5" ], [ "C2", "C1" ], [ "C6", "C1" ], [ "C6", "C2" ] ]
[ [ "C1" ], [ "C3", "C1" ], [ "C1" ], [ "C6", "C4" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=online-user-prompt | source_row=0255 | game_id=10333219 | version_id=23454113 | genre=action | subtype=fighting | render=3D | tier=L5 | gate=6 hidden=4 | twist=Ink is shared between enhanced attacks and battlefield repairs
benchmark_merged.json
null
[ "C1", "C3", "C4", "C5", "C6" ]
null
online_l5_fighting_3d_0258
main
web
3d
Action
action
fighting
competitive
easy
Elemental Stone Arena: ability cooldowns and temporary terrain reshape each other, with elemental reactions determining attack and defense windows.
[Game] 3D Elemental Stone Arena Fighter: compete with multiple opponents for scattered stone cores, altering the battlefield and eliminating rivals with fire, wind, earth, and electricity. [Core mechanics] Fire projectiles leave hot zones; wind dashes push characters and projectiles; earth walls provide cover and climb...
[ "C1", "C3", "C4", "C5" ]
[ "Casting fire, wind, earth, and electricity in the 3D arena creates hot-zone projectiles, pushing, solid walls, and grounded chaining respectively. Abilities cannot cast again before their own cooldowns finish. From the same initial state, repeated casting creates more shared overload than spaced casting and actual...
[ "Use wind in a hot zone to lift a character onto an earth wall. Height changes must connect to actual climbing/standing or landing collision. Destroying the brittle wall immediately removes support; standing on it cannot leave a permanent collision platform.", "When earth walls beside wet ground change grounded c...
[ [ "C2" ], [ "C6", "C1" ], [ "C1" ], [ "C7" ], [ "C7", "C5" ], [ "C6", "C5" ] ]
[ [ "C1" ], [ "C7", "C2" ], [ "C7", "C3" ], [ "C5", "C1" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=online-user-prompt | source_row=0258 | game_id=2891909 | version_id=6305923 | genre=action | subtype=fighting | render=3D | tier=L5 | gate=6 hidden=4 | twist=Elemental-core rewards and destructible-terrain reactions jointly drive control-point competition
benchmark_merged.json
null
[ "C1", "C3", "C4", "C5" ]
null
online_l5_puzzle_3d_0223
main
web
3d
Adventure & Puzzle
adventure_puzzle
puzzle
single-agent
easy
A listening-door psychological horror puzzle: footsteps, door states, stamina, and flashlight charge jointly constrain exploration toward two endings.
[Game] 3D first-person psychological horror puzzle: enter an abandoned building at night without weapons, seeking the truth through running, hiding, and environmental interaction. The sole entity hears footsteps and opens doors itself; dynamic scares arise from world state rather than fixed trigger points. [Core mechan...
[ "C1", "C2", "C3", "C4", "C5" ]
[ "Sustained running in the 3D first-person scene is faster than slow walking and consumes stamina bounded by 0 and 100. Exhaustion permits only slow walking until recovery. The flashlight starts at 100, drains continuously when on, and stops draining when off. Turning it off or exhausting charge removes actual illum...
[ "After sound behind a door makes the entity begin opening it, the player locks it before the action finishes. The result reads current door state according to actual order. If locking already took effect, opening cannot use stale state to permit passage, and the entity cannot cross the blocker.", "After stamina a...
[ [ "C5", "C4" ], [ "C7", "C2" ], [ "C7", "C2" ], [ "C4", "C2" ], [ "C2", "C3" ], [ "C2", "C1" ] ]
[ [ "C7", "C2" ], [ "C4", "C3" ], [ "C2", "C1" ], [ "C4", "C2" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=online-user-prompt | source_row=0223 | game_id=2494974 | version_id=5413471 | genre=adventure_puzzle | subtype=puzzle | render=3D | tier=L5 | gate=6 hidden=4 | twist=Emphasize an entity that hears footsteps and opens doors, stamina, and dynamic scares; keys serve environmental puzzles and two endings rather than...
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5" ]
null
online_l5_puzzle_3d_0231
main
web
3d
Adventure & Puzzle
adventure_puzzle
puzzle
single-agent
easy
Facility item-chain puzzle: limited-slot item combinations, tool uses, lock order, and quiet hiding form an escape route.
[Game] 3D first-person facility escape puzzle: explore a narrow, dark facility without weapons, collecting keys, tools, and notes. Combine a few items within a limited inventory, progress through a chain of locks, and use sound and hiding spots to escape a pursuer. [Core mechanics] An 8-slot inventory carries 4 keys, 4...
[ "C1", "C2", "C3", "C4", "C5", "C6" ]
[ "In the unarmed 3D first-person facility, the player can approach and collect 4 keys, 4 tools, and 6 note pages. Pickup moves items into the 8-slot inventory; dropping frees slots and restores interactable world objects. Picking up with full slots changes no ownership; repeated pickup/drop cannot copy or swallow it...
[ "With all 8 slots occupied, including two inputs for a recipe, combining must remove inputs before adding the single-slot output, reducing final occupancy by one while leaving other items unchanged. Initial fullness cannot cause rejection, lost output, or retention of consumed inputs.", "After placing a later-req...
[ [ "C4", "C1" ], [ "C3" ], [ "C4" ], [ "C7", "C4" ], [ "C7", "C8" ], [ "C2", "C3" ] ]
[ [ "C4", "C3" ], [ "C5", "C1" ], [ "C3", "C1" ], [ "C2", "C3" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=online-user-prompt | source_row=0231 | game_id=1723287 | version_id=3615290 | genre=adventure_puzzle | subtype=puzzle | render=3D | tier=L5 | gate=6 hidden=4 | twist=Emphasize the 8-slot inventory, three fixed combinations, and five-lock dependency chain; item planning distinguishes it from 0223's stamina-and-ba...
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5", "C6" ]
null
online_l5_rts_3d_0334
main
web
3d
Strategy
strategy
rts
competitive
easy
Player-career club RTS: create and develop a star player whose tactical match performance continually feeds into reputation, call-ups, sponsorships, and transfer interest.
[Game] 3D football player-career and club real-time strategy: first create a core player's appearance, height, weight, position, preferred foot, nationality, and style, then develop their abilities while directing a full club team from the sidelines through an 8-team double round-robin season. [Core mechanics] Speciali...
[ "C1", "C3", "C4", "C5", "C8" ]
[ "Creation sets appearance, height, weight, position, preferred foot, nationality, and style into actual player state, with recognizable looks and match characteristics. Specialized training, actual minutes, and performance drive growth in speed, shooting, passing, dribbling, defending, physicality, and tactical awa...
[ "Repeated high pressing and overlapping accumulate costs in the same stamina state, with fatigue affecting effective running and injury risk. Switching to retreat changes only future consumption, without clearing existing fatigue or injuries. Injury restrictions still affect the next lineup check.", "After matche...
[ [ "C7", "C8" ], [ "C5", "C4" ], [ "C2", "C3" ], [ "C7", "C3" ], [ "C7", "C3" ], [ "C1" ] ]
[ [ "C3" ], [ "C7", "C8" ], [ "C5", "C1" ], [ "C4", "C2" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=online-user-prompt | source_row=0334 | game_id=10366147 | version_id=23532249 | genre=strategy | subtype=rts | render=3D | tier=L5 | gate=6 hidden=4 | twist=Training gains carry real costs in match stamina and injury probability
benchmark_merged.json
null
[ "C1", "C3", "C4", "C5", "C8" ]
null
online_l5_rts_3d_0358
main
web
3d
Strategy
strategy
rts
cooperative
medium
Storm-response RTS: radar forecasts, vehicle formations, and shelter resources are dispatched minute by minute along a moving disaster front.
[Game] 3D disaster-response real-time strategy: command storm-chasing vehicles, radar vehicles, rescue teams, and engineering teams to forecast paths, evacuate residents, and deploy observation networks before a superstorm crosses urban and rural areas. [Core mechanics] Pressure, humidity, wind shear, and terrain conti...
[ "C1", "C2", "C3", "C4" ]
[ "While simulation continues, produce, select, group, and command storm-chasing vehicles, radar vehicles, rescue teams, and engineers in real time. Production deducts actual resources and cannot create units when insufficient. The four types change corresponding data, resident, or facility states through observation...
[ "In low-trust communities, compare accurate urgent forecasts plus rescue dispatch with low-precision broadcasts alone. The former increases actual response or rescues without erasing false-alarm history. New evacuees still follow roads and rescue procedures rather than being added directly to safe counts.", "If f...
[ [ "C2", "C3" ], [ "C6", "C5" ], [ "C1" ], [ "C2", "C3" ], [ "C2", "C1" ], [ "C6", "C4" ] ]
[ [ "C2" ], [ "C2", "C3" ], [ "C2" ], [ "C2", "C1" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=online-user-prompt | source_row=0358 | game_id=6976691 | version_id=15593011 | genre=strategy | subtype=rts | render=3D | tier=L5 | gate=6 hidden=4 | twist=Risk approaching the storm to gain more accurate forecasts and alter resident trust
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4" ]
null
online_l5_sandbox_open_world_3d_0222
main
web
3d
Simulation & Sandbox
simulation_sandbox
sandbox_open_world
single-agent
easy
Alien thermal-energy city sandbox: flight and fire breathing share energy, while burning destruction drives evacuation and escalating pursuit, whose chaos blocks movement routes in return.
[Game] 3D third-person city sandbox: control an original alien visitor who walks, runs, jumps, flies freely, and breathes fire across skyscrapers, roads, parks, bridges, tunnels, and industrial areas, completing destructive or restrained objectives before escaping pursuit. [Core mechanics] Flight and fire breathing sha...
[ "C1", "C2", "C3", "C4", "C5" ]
[ "Third-person walking, running, jumping, flight, and fire breathing allow actual traversal of skyscrapers, roads, parks, bridges/tunnels, and industrial areas. Flight and fire share energy, restored under landing or cease-fire conditions without exceeding the cap. Endurance, flame-control, and resistance upgrades h...
[ "After a vehicle explosion leaves wreckage at a tunnel entrance, traffic and ground response units reroute or wait if no route exists rather than penetrating it. Helicopters are not constrained by ground closures but still obey buildings and weather visibility, searching only the last visible position when sight is...
[ [ "C4", "C3" ], [ "C2" ], [ "C6", "C4" ], [ "C6", "C2" ], [ "C6", "C4" ], [ "C2", "C3" ] ]
[ [ "C2" ], [ "C3" ], [ "C1" ], [ "C6", "C4" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=online-user-prompt | source_row=0222 | game_id=9930652 | version_id=22413647 | genre=simulation_sandbox | subtype=sandbox_open_world | render=3D | tier=L5 | gate=6 hidden=4 | twist=Destructive fires narrow the alien visitor's escape space through evacuation and road closures
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5" ]
null
online_l5_sandbox_open_world_3d_0227
main
web
3d
Simulation & Sandbox
simulation_sandbox
sandbox_open_world
single-agent
easy
Faith-Shaping Deity Sandbox: small miracles change livelihoods and believers' stories; civilization's memory then determines divine power, alliances, and permission to reshape continents.
[Game] 3D open-world deity sandbox: an original ancient god awakens among floating islands, forests, volcanic wastes, a crystal sea, and mortal kingdoms, growing from a faint influence into a continent-shaping participant in divine wars. [Core mechanics] Healing, rain, harvest blessings, and calamities consume divine p...
[ "C1", "C2", "C3", "C4", "C5" ]
[ "From the same initial state, cast each of four miracles and compare with no casting: healing improves health, rain affects later food production, harvest blessings raise yields, and calamity causes losses and fear. Successful casts consume power; state changes affect followers, who continually replenish power.", ...
[ "After both sides of a war receive rain and harvest blessings, heal only the side with health losses. Compared with no healing, its health recovery additionally affects faith rather than uniformly awarding both. Blessing both sides cannot end war by bypassing diplomacy or war-ending conditions.", "After repairing...
[ [ "C3" ], [ "C3" ], [ "C2" ], [ "C5", "C2" ], [ "C6", "C5" ], [ "C5", "C1" ] ]
[ [ "C1" ], [ "C2" ], [ "C5", "C1" ], [ "C5", "C4" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=online-user-prompt | source_row=0227 | game_id=998926 | version_id=1991010 | genre=simulation_sandbox | subtype=sandbox_open_world | render=3D | tier=L5 | gate=6 hidden=4 | twist=Settlements' collective memories of miracles grow into doctrines that in turn determine divine-power income
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5" ]
null
online_l5_sandbox_open_world_3d_0234
main
web
3d
Simulation & Sandbox
simulation_sandbox
sandbox_open_world
single-agent
easy
Cross-Medium Vehicle Certification: five vehicle types carry continuous transport through distinct dynamics, with load, damage, and weather jointly determining transfer routes.
[Game] 3D realistic open-world vehicle simulation: drive cars, trucks, motorcycles, boats, and aircraft through cities, highways, villages, mountains, forests, rivers/seas, airports, docks, and deserts to complete land–sea–air transport certification. [Core mechanics] The five types simulate tire grip and steering, tru...
[ "C1", "C2", "C3", "C4", "C5", "C6" ]
[ "Drive five vehicle types across 3D land, sea, and air. Inputs actually change position, velocity, and attitude: grip constrains car steering, added truck load changes inertia, motorcycles lean in turns, boats respond to buoyancy and drag, and aircraft lift varies with flight state and can stall into descent.", "...
[ "Brake sharply in rain with a heavily loaded damaged truck, removing wetness, load, or brake damage separately for comparison. Stopping distance or loss-of-control risk changes with each factor. Resulting impacts then reduce cargo integrity according to fragility rather than applying a fixed penalty for the combina...
[ [ "C4" ], [ "C4", "C3" ], [ "C4" ], [ "C4" ], [ "C2" ], [ "C3", "C1" ] ]
[ [ "C1" ], [ "C5", "C1" ], [ "C1" ], [ "C5", "C4" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=online-user-prompt | source_row=0234 | game_id=2248703 | version_id=4857582 | genre=simulation_sandbox | subtype=sandbox_open_world | render=3D | tier=L5 | gate=6 hidden=4 | twist=One fragile cargo item links five sets of medium-specific dynamics into a continuous transport chain
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5", "C6" ]
null
online_l5_sandbox_open_world_3d_0263
main
web
3d
Simulation & Sandbox
simulation_sandbox
sandbox_open_world
single-agent
easy
Scheduled-Errand City Sandbox: NPCs' actual journeys determine delivery windows, weather and dynamic events rewrite routes, and reputation unlocks cross-district chains of assistance.
[Game] 3D open-city life sandbox: freely explore streets, parks, plazas, buildings, rooftops, shops, and interiors in procedurally generated districts, helping scheduled residents, delivering items, finding collectibles, and joining city events. [Core mechanics] NPCs travel daily between home, work, shopping, and leisu...
[ "C1", "C2", "C3", "C5" ]
[ "Following actual paths through the procedural city, players can reach all 7 types of 3D spaces: streets, parks, plazas, buildings, rooftops, shops, and interiors. Position, collision, and entrance-route state determine access; rooftops and interiors must connect to exploration paths.", "At least 50 NPCs move wit...
[ "After a parade diversion, taking a bus to a workplace before the NPC arrives cannot complete delivery; waiting still consumes deadline time. When rain/fog closes rooftops, tools open only their corresponding routes and cannot lift weather closures. Delivery still requires both parties present, location availabilit...
[ [ "C5" ], [ "C2" ], [ "C4", "C3" ], [ "C1" ], [ "C2", "C1" ], [ "C1" ] ]
[ [ "C2", "C1" ], [ "C4", "C3" ], [ "C1" ], [ "C4", "C2" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=online-user-prompt | source_row=0263 | game_id=1399934 | version_id=2842931 | genre=simulation_sandbox | subtype=sandbox_open_world | render=3D | tier=L5 | gate=6 hidden=4 | twist=Errand windows are jointly determined by NPCs' actual schedules and temporary occupation of city routes
benchmark_merged.json
null
[ "C1", "C2", "C3", "C5" ]
null
v3_city_management_3d_068
main
web
3d
Simulation & Sandbox
simulation_sandbox
city_management
single-agent
extreme
Dream City, Dual Rules: daytime economics and nighttime spatial distortions rewrite each other in a building simulation—a drifting workshop lengthens tomorrow's commute, and tolerated chaos earns surreal blueprints.
[Game] Dream-city building simulation: this city exists only in a dream. By day it follows normal economics; by night the dream destabilizes, drifting buildings, suspending roads, and reversing local gravity. Sustain it through citizen mood, stability, and dream energy—or tolerate chaos to gain surreal building bluepri...
[ "C1", "C3", "C5", "C8" ]
[ "Hold population, building functions, and inputs fixed while changing only a workshop's actual position or road connectivity. Commute routes and costs must change and affect daily output. Inventory increases match accounts; production cannot keep using initial coordinates.", "From the same initial state, separate...
[ "After surreal buildings experience disturbances, their functions read updated coordinates and connections under defined disturbance or immunity rules. Next-day commuters encountering persistent floating roads or gravity anomalies use actual passage rules rather than stale spatial state.", "When buildings overlap...
[ [ "C2", "C3" ], [ "C3", "C1" ], [ "C1" ], [ "C3" ], [ "C3" ], [ "C3", "C1" ] ]
[ [ "C1" ], [ "C2", "C3" ], [ "C4", "C1" ], [ "C6", "C2" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0459 | game_id=1348348 | version_id=2724115 | genre=simulation_sandbox | subtype=city_management | render=3D | tier=ceiling | twist=One city runs two rule sets: nighttime spatial disturbances rewrite daytime commute economics, while anchoring versus tolerance creates stability/imaginati...
benchmark_merged.json
null
[ "C1", "C3", "C5", "C8" ]
null
v3_fighting_2d_011
main
web
2d
Action
action
fighting
competitive
easy
Quantum Parry Fighter: 1v1 parry combat speaks through uncertainty, entropy, and absolute zero. A predictive AI solves your movement like an equation, while every mistake on either side feeds the arena's entropy.
[Game] 1v1 parry fighter: a scientific arena using quantum-physics concepts as its moves. Your predictive AI opponent solves your movement like an equation; every attack and mistake feeds both its prediction model and the arena's entropy meter. [Core mechanics] Frame-level combat: high, mid, low attacks and throws; pre...
[ "C1", "C2", "C3", "C4", "C5", "C6" ]
[ "With identical offensive and defensive state, change only the guard-input frame. Inside the window, incoming damage is prevented and the attacker actually staggers; outside it, with no effective defense, hits deduct health. High, mid, low, and throw attacks all have triggerable hit and response checks.", "From t...
[ "When both sides are in the entanglement area and AI turns or stops, mirrored updates have a unique order without recursive assignment or amplified displacement. The constraint releases on exit. The model reads final actual movement, not overwritten free-movement intent.", "If the player remains still without att...
[ [ "C4", "C3" ], [ "C5", "C4" ], [ "C5", "C4" ], [ "C4", "C2" ], [ "C2", "C1" ], [ "C6", "C4" ] ]
[ [ "C5", "C4" ], [ "C2", "C3" ], [ "C8", "C2" ], [ "C6", "C2" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0551 | game_id=9466458 | version_id=21385059 | genre=action | subtype=fighting | render=2D | tier=mid | twist=Player inputs feed the AI predictor, while both sides' combat mistakes drive shared entropy—the opposition is a judgment system that solves you like an equation, not merely a he...
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5", "C6" ]
null
v3_fighting_3d_012
main
web
3d
Action
action
fighting
competitive
easy
Two-Body Swap Arena: a child and marionette coexist and swap control, with the inactive body remaining vulnerable. No skill tree—your combos are recognized, named, and enhanced in real time, then weaken through overuse.
[Game] 3D arena body-swapping action: your soul inhabits two contrasting bodies—an agile, fragile child and a heavy, powerful marionette. The uncontrolled body stays in the arena and can be hit. There is no skill tree: the system recognizes, names, and enhances your combos in real time, making your hands invent your gr...
[ "C1", "C2", "C3", "C4", "C5" ]
[ "Under identical conditions, the child is actually faster with lower damage, while the puppet is slower with heavier damage. After cooldown, swapping immediately transfers sole control. Repeated swaps during cooldown are rejected; the former body stays in place with independent health, and hits deduct its own healt...
[ "After promoting a swap-containing combo, reenter it during cooldown. A rejected swap cannot count toward synthesis or success records. Recognize another pattern from actual actions or abort; legal combos after cooldown remain recognizable normally.", "Swapping while enemies pursue or attack the inactive body lea...
[ [ "C7", "C5" ], [ "C5", "C4" ], [ "C3" ], [ "C2" ], [ "C5", "C3" ], [ "C6", "C5" ] ]
[ [ "C1" ], [ "C7", "C2" ], [ "C7", "C5" ], [ "C5", "C3" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0875 | game_id=2517054 | version_id=5466118 | genre=action | subtype=fighting | render=3D | tier=ceiling | twist=No skill tree: repeatedly successful combos are named and enhanced, then decay through excessive repetition; emergent progression meshes with swap tactics and management of t...
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5" ]
null
v3_platformer_2d_007
main
web
2d
Action
action
platformer
single-agent
medium
Yourself Two Seconds Ago: a shadow follows your path from two seconds earlier, holding plates and blocking lasers but also triggering traps, turning past choices into present help or harm.
[Game] Delayed-Echo Parkour: flee across the collapsing rooftops of a neon city while your shadow follows your exact path from two seconds ago. It can hold plates and block lasers—or accidentally trigger traps—turning every choice two seconds earlier into present help or harm. [Core mechanics] Echo replay: continuously...
[ "C1", "C3", "C4", "C5", "C8" ]
[ "After double jumps, wall jumps, slides, or dashes, body movement and collision changes are continuously recorded. In base levels, the shadow exactly replays positions from two seconds earlier, unobstructed by intervening terrain changes. After the body remains still for two seconds, they overlap without pushing ea...
[ "If death and respawn occur just before the shadow triggers a mechanism, old trajectories cannot keep triggering in the new life. Insufficient history for the delay follows initialization rules. If restart or pause exists, restart isolates old history, and pause/resume cannot misalign replay and mechanism time.", ...
[ [ "C6", "C5" ], [ "C5" ], [ "C6", "C5" ], [ "C1" ], [ "C5" ], [ "C6", "C5" ] ]
[ [ "C8", "C6" ], [ "C1" ], [ "C7", "C4" ], [ "C1" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0460 | game_id=3077855 | version_id=6690182 | genre=action | subtype=platformer | render=2D | tier=mid | twist=Implement the shadow as your past self through verifiable deterministic trajectory replay, tightly coupled to mechanism timing and level-collapse rhythm, with shorter delays ad...
benchmark_merged.json
null
[ "C1", "C3", "C4", "C5", "C8" ]
null
v3_platformer_3d_010
main
web
3d
Action
action
platformer
competitive
medium
Rules Rewritten Every Half-Minute: chaos events change global physics in real time as 20 climbers, simulated by local AI, adapt mid-race to low gravity, lava, and darkness in a racing tower.
[Game] Chaos Tower Race: race up a giant tower with 19 local AI climbers. Every 20-30 seconds, a wheel of fate draws a chaos event rewriting arena-wide rules—low gravity, rising lava, darkness, reversed controls, or rolling boulders—and everyone must change tactics immediately. [Core mechanics] Event scheduling: random...
[ "C1", "C2", "C3", "C5", "C6" ]
[ "Rounds draw events at 20–30-second intervals through arena-wide warning, activation, and restoration. Active low gravity raises all jumps; darkness narrows visibility; reversal inverts input; rising lava expands danger; boulders fall from the tower top. Warnings cannot activate effects early, and endings restore b...
[ "Characters touching lava or falling outside while still airborne as ragdolls must still be eliminated. Later landing, ragdoll completion, or old AI callbacks cannot restore actions or eligibility. Characters merely launched and settling safely must recover control.", "Darkness cannot disable platform collision o...
[ [ "C7", "C6" ], [ "C8", "C2" ], [ "C2" ], [ "C2", "C1" ], [ "C5", "C2" ], [ "C6", "C1" ] ]
[ [ "C2" ], [ "C6", "C5" ], [ "C1" ], [ "C6", "C5" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0201 | game_id=10463861 | version_id=23737513 | genre=action | subtype=platformer | render=3D | tier=mid | twist=Chaos events directly alter global physics, requiring AI climbers to replan in real time under new rules—a tight event/navigation coupling (20-player online play adapted to l...
benchmark_merged.json
null
[ "C1", "C2", "C3", "C5", "C6" ]
null
v3_puzzle_3d_058
main
web
3d
Adventure & Puzzle
adventure_puzzle
puzzle
single-agent
extreme
Endless Corridor, Directed Tension: room generation feeds a tension director while remembering, evaluating entities choose how best to frighten rather than kill in a hotel survival game.
[Game] Procedural hotel survival: an endless corridor leads to numbered doors and darkness whose probabilities a director adjusts. The hunting entity perceives, remembers, and estimates success before acting; flashlight beams and footsteps both inform its decisions. [Core mechanics] Rooms: progress in numbered order th...
[ "C1", "C2", "C3", "C4", "C5" ]
[ "Opening numbered doors generates combinations of obstacles, key locks, closets, under-bed hiding, and supply drawers in reachable 3D corridors/rooms. Obstacles constrain passage, hiding places are enterable, supplies transfer to inventory and mark themselves collected, and locked doors open only after obtaining re...
[ "Entity-generated false sounds may pressure the player but must be distinguished from player footsteps and door sounds. With player behavior unchanged, the entity cannot record its own sound as player position or recursively trigger pursuit or false-sound chains from it.", "After the director raises event density...
[ [ "C5", "C3" ], [ "C4", "C2" ], [ "C2" ], [ "C2" ], [ "C4", "C2" ], [ "C2", "C3" ] ]
[ [ "C7", "C2" ], [ "C2" ], [ "C2" ], [ "C5", "C4" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0862 | game_id=2768438 | version_id=6072815 | genre=adventure_puzzle | subtype=puzzle | render=3D | tier=ceiling | twist=Three-layer coupling of generator, director, and entity AI: room generation feeds the pacing director, while the entity uses a player profile to choose between fright...
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5" ]
null
v3_racing_sports_3d_017
main
web
3d
Action
action
racing_sports
single-agent
hard
Soft-Body Driving Sandbox: structural-node deformation causes chains of mechanical failures that immediately alter handling, with four terrains adding their influence—damage where you hit, and drift where you break.
[Game] 3D ultra-realistic driving sandbox: each car is a soft-body network of structural nodes, not a single rigid block. Impacts dent their contact areas, a crushed radiator overheats the engine, and bent suspension makes steering untrustworthy. Terrain, deformation, failures, and handling are mutually causal. [Core m...
[ "C1", "C3", "C4", "C5", "C6" ]
[ "From the same initial state, collide with an obstacle while varying speed, angle, or contact location. Structural nodes and connections sustain corresponding damage: at equal angle, higher speed deforms more; changing contact location changes damage distribution. Dents persist on the 3D body after leaving the obst...
[ "From the same initial state, traverse smooth versus rough ground. Terrain-load part damage must continue affecting handling or power. On returning to the same smooth road, accumulated condition differences persist rather than repairing automatically with surface changes.", "Continue simulation after overturning,...
[ [ "C6" ], [ "C3" ], [ "C4" ], [ "C6", "C5" ], [ "C5" ], [ "C6", "C4" ] ]
[ [ "C5", "C4" ], [ "C5" ], [ "C5", "C1" ], [ "C5", "C4" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0294 | game_id=3219604 | version_id=7003834 | genre=action | subtype=racing_sports | render=3D | tier=ceiling | twist=A highly uncertain physics core coupling deformation → mechanical failure → handling degradation naturally distinguishes numerical and performance capability | flavor=A ...
benchmark_merged.json
null
[ "C1", "C3", "C4", "C5", "C6" ]
null
v3_racing_sports_3d_018
main
web
3d
Action
action
racing_sports
competitive
extreme
Night-City Pursuit Racing: upgrades enter physics, collisions enter handling, and arrest removes parts—races, five police levels, and money all pull on the state of one car.
[Game] 3D illegal night-city racing: an underground club spans multiple districts of one city, with 10 rival drivers awaiting challenges along a reputation ladder. Police pursue at five levels. Every modification enters physics, every collision affects handling, and each arrest strips installed parts; four forces pull ...
[ "C1", "C2", "C3", "C4" ]
[ "Fix vehicle initial state, damage, and inputs, and replace engine, transmission, tires, and aerodynamics separately. Installed properties enter physics, changing acceleration, top speed, grip, or mass. Mass changes further affect acceleration and cornering; speed or trajectory differences match the upgrade's direc...
[ "Enter the same challenge with the same parts in intact versus severely damaged condition. Races preserve damage and its handling effects, and race collisions add further damage. Later paid repairs restore only damage-related losses, not confiscated parts or their bonuses.", "Insufficient repair funds cause rejec...
[ [ "C6", "C4" ], [ "C4", "C3" ], [ "C3" ], [ "C4", "C3" ], [ "C4", "C2" ], [ "C6", "C4" ] ]
[ [ "C4" ], [ "C1" ], [ "C1" ], [ "C4", "C2" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0952 | game_id=3505441 | version_id=7578058 | genre=action | subtype=racing_sports | render=3D | tier=mid | twist=Four subsystems share one car's state: police escape earns reputation but accumulates damage, repairs cost money and delay unlocks, forming a risk–reward loop (real car mode...
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4" ]
null
v3_rts_2d_021
main
web
2d
Strategy
strategy
rts
competitive
extreme
Time-Sigil Rewind Strategy: spend sigils to return to the past and rewrite one command; a deterministic replay engine rewrites the entire battle's future from that instant.
[Game] Time-Rewind Real-Time Strategy: two commanders face off on a battlefield recorded frame by frame into a timeline. Spend rare time sigils to revisit the past and rewrite one command, then deterministically replay the world to the present. Every takeback rewrites both sides' futures. [Core mechanics] Strategy loop...
[ "C1", "C2", "C3", "C4", "C8" ]
[ "Crystal/gas gathering and build/train commands actually change inventory and create facilities and units through production, without output or negative stock when resources are insufficient. At least 6 unit types' counters affect combat casualties. Destruction of either main base determines outcomes from actual su...
[ "If rewriting removes ruin income used to pay for rewind, deterministically reject, recalculate, or account for it separately. Do not refund paid sigils, duplicate production, or leave spendable negative balances. Rejection rolls back both the command and battle side effects together.", "If a past command prevent...
[ [ "C3", "C1" ], [ "C3" ], [ "C3", "C1" ], [ "C2", "C3" ], [ "C2", "C3" ], [ "C6", "C4" ] ]
[ [ "C3", "C1" ], [ "C2", "C1" ], [ "C8", "C2" ], [ "C2", "C3" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0457 | game_id=1752252 | version_id=3687858 | genre=strategy | subtype=rts | render=2D | tier=ceiling | twist=A deterministic frame-by-frame timeline is a hard requirement: rewriting the past means same-seed replay plus difference comparison; sigils make rewind a strategic resource, and...
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C8" ]
null
v3_rts_2d_023
main
web
2d
Strategy
strategy
rts
competitive
hard
Morale Plague Battlefield: routing spreads like a plague through formations on a thousand-soldier sandbox, while weather turns terrain into a fourth army.
[Game] Medieval Battlefield Sandbox: freely place over a thousand soldiers and siege engines on an open battlefield. Once battle begins, watch or take over any squad at any time. Victory is not determined by weapons alone: morale collapse spreads like a plague through the ranks. [Core mechanics] Combat simulation: ≥6 t...
[ "C1", "C2", "C3", "C5", "C6" ]
[ "Before battle, both armies can be placed freely and weather selected. Differences in attack, defense, range, and movement among the six specified troop types actually affect combat. Against the same opponent with the same deployment, replacing troop types changes engagement or losses. Thousands of deployed units a...
[ "Have the first routed units pass only through the first layer of allies near their morale threshold. Newly routed units from that layer must be able to affect a second layer. If only the path is changed to bypass the first layer and other sources of losses are excluded, the second layer must not collapse on its ow...
[ [ "C6", "C2" ], [ "C3" ], [ "C5" ], [ "C3", "C1" ], [ "C2", "C1" ], [ "C6", "C2" ] ]
[ [ "C3" ], [ "C1" ], [ "C6", "C1" ], [ "C1" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0909 | game_id=3086899 | version_id=6710794 | genre=strategy | subtype=rts | render=2D | tier=mid | twist=A TABS-style pure sandbox upgraded into verifiable dynamics: morale routs spread through spatial contact, weather rewrites terrain properties in real time, and identical deployment ...
benchmark_merged.json
null
[ "C1", "C2", "C3", "C5", "C6" ]
null
v3_sandbox_open_world_3d_076
main
web
3d
Simulation & Sandbox
simulation_sandbox
sandbox_open_world
single-agent
hard
Night of Hollow Echoes: a voxel psychological sandbox where guilt, fear, and sanity rewrite the night, past behavior grows into monsters, and musical blocks are the only way to modulate them in return.
[Game] 3D Voxel Psychological Sandbox Survival: gather and build in a block world by day. At night, guilt, fear, and sanity rewrite the world: walls bleed, home becomes a maze, and those you abandoned and the lives you took become tangible monsters. Musical blocks are your only means of modulating them in return. [Core...
[ "C1", "C2", "C3", "C4", "C5", "C6" ]
[ "Gather, destroy, and place blocks in procedurally generated 3D voxel terrain. Actual occupancy, passages, and building-material quantities change together; harvested blocks cannot yield resources repeatedly, and construction consumes materials. The day/night clock drives normal conditions, nighttime distortion, an...
[ "With the same enemies and psychological state, switch between gentle and intense melodies. Monster approach or retreat must affect fear through actual encounter conditions. If monsters can destroy blocks, their behavior must not enter the player's history and incorrectly induce later enemy groups.", "Continuing ...
[ [ "C5", "C4" ], [ "C6", "C2" ], [ "C2" ], [ "C5", "C2" ], [ "C7", "C2" ], [ "C1" ] ]
[ [ "C5", "C2" ], [ "C3", "C1" ], [ "C1" ], [ "C6", "C4" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0215 | game_id=4554532 | version_id=9816553 | genre=simulation_sandbox | subtype=sandbox_open_world | render=3D | tier=ceiling | twist=A four-system loop: behavior history → psychological meters → nighttime world rewrites → musical countermeasures; building habits and moral records dete...
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5", "C6" ]
null
v3_sandbox_open_world_3d_077
main
web
3d
Simulation & Sandbox
simulation_sandbox
sandbox_open_world
single-agent
extreme
Storm Chaser's Telemetry: professional storm-chasing simulation with one living physical storm, winds that shove the vehicle and require manual anchoring, and instruments cross-checkable against the storm's actual state.
[Game] 3D Professional Storm-Chasing Simulation: only one storm exists at a time over vast plains, a living physical entity with a full lifecycle. Locked into a first-person driver's seat, use radar and telemetry to approach it and lower anchors to withstand the wind field. This is technical work, not an arcade game. [...
[ "C1", "C2", "C3", "C4", "C5" ]
[ "While chasing from a first-person driver's seat, at most one effective storm exists at a time, continuously updating its position from its movement vector. Progress through towering cumulus, supercell, funnel touchdown, maturity, and decay, including early-death and stage-skipping branches, actually changes intens...
[ "At a marginal collection position, vary only anchoring. A vehicle pushed out of range by wind must lose collection eligibility based on its actual position, with radar and telemetry updating accordingly. Anchoring permits continued collection only if it keeps the vehicle in range; lowering anchors is not unconditi...
[ [ "C5", "C4" ], [ "C5", "C4" ], [ "C6" ], [ "C1" ], [ "C4", "C3" ], [ "C1" ] ]
[ [ "C5", "C1" ], [ "C5", "C4" ], [ "C3", "C1" ], [ "C6", "C4" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0308 | game_id=6469282 | version_id=14203810 | genre=simulation_sandbox | subtype=sandbox_open_world | render=3D | tier=ceiling | twist=One storm is a living physical entity: storm chasing solves route-planning problems in an evolving wind field, with telemetry cross-checkable against s...
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5" ]
null
v3_sandbox_open_world_3d_082
main
web
3d
Simulation & Sandbox
simulation_sandbox
sandbox_open_world
mixed-motive
hard
City of Faction Grudges: wanted status is a per-faction ledger, not a star rating, and heists are unscripted—preparation, hidden getaway vehicles, and escape are all resolved by world rules.
[Game] Open-City Crime Sandbox: freely prepare and execute heists in a vertically layered city. Wanted status is not a citywide star rating but a faction-specific grudge ledger: whoever you rob sends people for revenge. There is no scripted storyline; a getaway vehicle hidden at an alley entrance might still be there t...
[ "C1", "C2", "C3", "C5", "C6" ]
[ "Separately offend the police and both underground organizations and have the incidents reported; only the victim's heat rises. Accumulating heat must escalate from denser patrols to spawning hunting squads without linked responses from other factions. After stopping crime or paying to settle heat, heat declines ov...
[ "When both underground factions have high heat, paying off only one or continuing reported attacks against only one changes only its ledger and response. The other's search, hunting, and decay evolve independently, and the factions' last known locations cannot overwrite each other.", "After a report, move silentl...
[ [ "C2" ], [ "C6", "C2" ], [ "C5" ], [ "C1" ], [ "C2", "C3" ], [ "C4", "C2" ] ]
[ [ "C2", "C3" ], [ "C6", "C2" ], [ "C3", "C1" ], [ "C1" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0762 | game_id=2175014 | version_id=4669831 | genre=simulation_sandbox | subtype=sandbox_open_world | render=3D | tier=mid | twist=Whoever you rob sends assassins; a staged getaway car may be towed. Faction grudge ledgers, world persistence, and responsive AI jointly resolve unscripted ...
benchmark_merged.json
null
[ "C1", "C2", "C3", "C5", "C6" ]
null
v3_shooter_3d_001
main
web
3d
Action
action
shooter
competitive
hard
Clouds as Cover: first-person cockpit dogfighting where atmospheric density, airframe G loads, physical missiles, and detection channels form four interlocking battlegrounds, with identical rules for friend and foe.
[Game] First-Person Cockpit Air Combat Simulation: dogfight multiple AI aircraft at altitude. Lift and stalls genuinely affect the airframe, hard maneuvers black out the pilot, missiles are physical entities that can be decoyed, and clouds and altitude alter detection and thrust. Atmosphere, airframe, missiles, and det...
[ "C1", "C2", "C3", "C6", "C7", "C8" ]
[ "Lift, drag, and gravity must continuously change speed and attitude. Excessive angle of attack causes a stall and altitude loss; reducing it and diving to gain speed permits recovery. Sustained positive high G causes progressive blackout, negative G causes redout, and unloading permits recovery. Cockpit speed, alt...
[ "Keep seed, launch state, and relative target motion fixed and vary only altitude. Density must alter missile aerodynamics or maneuverability, producing acceleration or turning-trajectory differences that feed into interception checks; fuel and G limits remain effective.", "Blackout obscures vision only: it does ...
[ [ "C7" ], [ "C6", "C4" ], [ "C3" ], [ "C4" ], [ "C7", "C2" ], [ "C6", "C4" ] ]
[ [ "C6", "C4" ], [ "C7", "C8" ], [ "C1" ], [ "C7", "C8" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0431 | game_id=1488499 | version_id=3046134 | genre=action | subtype=shooter | render=3D | tier=ceiling | twist=A four-layer loop of atmospheric density, aircraft dynamics, physical missiles, and detection channels: clouds are tactical cover, altitude changes thrust, and excessive maneu...
benchmark_merged.json
null
[ "C1", "C2", "C3", "C6", "C7", "C8" ]
null
v3_shooter_3d_003
main
web
3d
Action
action
shooter
cooperative
extreme
Assault in a Shared World State: ballistic penetration, acoustic beliefs, load inertia, and destructible environments write into one tactical map; shooting changes AI cover and sightlines.
[Game] Squad Tactical Shooter: lead two AI teammates into a stronghold to rescue hostages. Bullets drop and penetrate thin walls; enemies infer your location from sight and sound, flank, and suppress. Load determines how fast you run and how long you pant. Ballistics, acoustics, AI beliefs, and load share one world sta...
[ "C1", "C2", "C3", "C4", "C5" ]
[ "From the same initial state, shoot at different distances. Bullets must take time to travel and drop, with distant impacts below the aiming line and no damage before arrival. Keeping weapon, distance, and incidence direction fixed, compare unobstructed fire, boards or thin walls, and thick walls: thin materials re...
[ "When enemies already have an old clue, breach a door or extinguish a light and move. Updated passages, occlusion, and lighting must affect later actions. Only actual exposure through a new opening updates beliefs; otherwise searches use old clues, rather than destruction directly revealing live coordinates.", "I...
[ [ "C6", "C4" ], [ "C4", "C3" ], [ "C7", "C6" ], [ "C7", "C6" ], [ "C6", "C2" ], [ "C2" ] ]
[ [ "C6", "C2" ], [ "C2" ], [ "C1" ], [ "C7", "C5" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0806 | game_id=7145485 | version_id=16059085 | genre=action | subtype=shooter | render=3D | tier=ceiling | twist=Ballistic penetration, destructible doors, and shootable lights directly rewrite AI cover and sightline maps; shooting, acoustics, and AI decisions share one physical world s...
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5" ]
null
v3_shooter_3d_004
main
web
3d
Action
action
shooter
single-agent
extreme
Stillness Freezes Everything: a crystal-shattering shooter with a movement-driven global clock shared by physics steps, crystal figures, and fracture sounds, and deterministic architecture for thousands of fragments.
[Game] Time-Freeze Crystal Shooter: a meditative shattering arena where everything is fragile red crystal. When you stand still, the world nearly freezes; movement makes time flow. Physics steps and shattering sounds share one global clock, leaving pure silence between bullets. [Core mechanics] Time scaling: a global t...
[ "C1", "C3", "C4", "C5", "C6", "C7" ]
[ "From the same initial state, vary movement, turning, and firing magnitude. The global time scalar responds continuously: faster movement cannot instead slow time, and turning and firing also restore its flow. After input stops, the scalar approaches a freeze, reducing actual displacement of crystal figures and air...
[ "Shooting the former location of a severed limb must not count detached fragments as hits on that original body part. The remaining body is still driven by the clock and can cause contact defeat. Local fractures and fragment collisions do not remove a target repeatedly; only actual elimination affects wave clearing...
[ [ "C4" ], [ "C6" ], [ "C7", "C2" ], [ "C7", "C3" ], [ "C5", "C1" ], [ "C6", "C5" ] ]
[ [ "C7", "C3" ], [ "C7", "C4" ], [ "C1" ], [ "C6", "C4" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0374 | game_id=3294065 | version_id=7155317 | genre=action | subtype=shooter | render=3D | tier=ceiling | twist=Time scaling drives physics steps and sound playback rates together: three systems share one clock, naturally requiring deterministic architecture and thousand-fragment perfor...
benchmark_merged.json
null
[ "C1", "C3", "C4", "C5", "C6", "C7" ]
null
v3_shooter_3d_005
main
web
3d
Action
action
shooter
cooperative
extreme
Gunfire Is a Double-Edged Sword: escort extraction squeezed between acoustic zombie hordes, a fear state machine, and timed loadout economics—shooting resolves the immediate threat while creating a larger one.
[Game] Quarantine-Zone Escort Extraction: infiltrate a zombie-infested quarantine zone, rescue a scientist, and bring him to extraction within a time limit. Gunfire removes immediate threats but attracts more distant hordes behind you, while every violent scene the scientist witnesses adds to his fear. [Core mechanics]...
[ "C1", "C2", "C3", "C5", "C6" ]
[ "From the same horde state, trigger gunshots, explosions, running, and window breaking to create sounds of different intensities. Zombies switch from wandering to gathering at the source based on audible intensity after distance attenuation. Those that do not hear cannot track globally. Suppressed shots have a smal...
[ "At the same position, sightline, and distance, a nearby suppressed-weapon kill reduces distant horde response, but the scientist still gains fear from witnessing violence. Occluding his view removes that contribution, while actual loud noise or approaching zombies can independently increase fear.", "While waitin...
[ [ "C4", "C2" ], [ "C2", "C3" ], [ "C3" ], [ "C3" ], [ "C1" ], [ "C6" ] ]
[ [ "C1" ], [ "C3", "C1" ], [ "C1" ], [ "C5", "C3" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0770 | game_id=5402738 | version_id=11628030 | genre=action | subtype=shooter | render=3D | tier=mid | twist=Gunfire solves an immediate problem but creates a bigger one through sound-driven hordes; the escort AI's fear constrains the player's violent style | flavor=Tactical detail in t...
benchmark_merged.json
null
[ "C1", "C2", "C3", "C5", "C6" ]
null
v3_survival_crafting_3d_087
main
web
3d
Simulation & Sandbox
simulation_sandbox
survival_crafting
single-agent
medium
The Unreliable Guide: oxygen and power dwindle aboard a zero-gravity station, and the only guide sometimes saves you and sometimes deceives you—information is another resource to manage.
[Game] Abandoned Space-Station Survival Exploration: awaken with amnesia as power and oxygen fail sector by sector. Some compartments have lost gravity, requiring thruster-driven drifting. The station intelligence is the only voice speaking to you. Its guidance mixes truth and falsehood; cross-check it against instrume...
[ "C1", "C3", "C4", "C5", "C6", "C8" ]
[ "From the same resource state, cut power to oxygen generation: powered oxygen production stops, while oxygen pressure continues falling if oxygen is consumed. Closed compartments account for oxygen and power independently; opening doors makes high and low oxygen pressures converge. Allocating finite power among oxy...
[ "In a low-oxygen compartment implicated by false guidance, open a door to a high-oxygen compartment. Exchange changes both pressures and subsequent hypoxia damage, accurately reflected by instruments. Excluding sources and sinks, total oxygen adjusted for capacity is conserved; opening between equal pressures canno...
[ [ "C3", "C1" ], [ "C6", "C3" ], [ "C5", "C4" ], [ "C4", "C3" ], [ "C5", "C4" ], [ "C1" ] ]
[ [ "C3", "C1" ], [ "C3", "C1" ], [ "C8", "C3" ], [ "C8", "C6" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0795 | game_id=6338289 | version_id=13829234 | genre=simulation_sandbox | subtype=survival_crafting | render=3D | tier=ceiling | twist=The guide may lie: information credibility and oxygen/power resources require dual management, with zero-gravity movement and repair dependencies adding...
benchmark_merged.json
null
[ "C1", "C3", "C4", "C5", "C6", "C8" ]
null
v3_survival_crafting_3d_089
main
web
3d
Simulation & Sandbox
simulation_sandbox
survival_crafting
cooperative
extreme
Seeing Through Sound: sonar is both sight and language—the same vocal system reveals terrain, calms predators, coordinates companions, and scatters fish.
[Game] Blue-Whale Ocean Survival Exploration: as a young blue whale in a vertically layered dark ocean, use sound as both eyes and language. Sonar pulses briefly reveal terrain and living creatures; whale songs at different frequencies calm predators and call companions for cooperative hunting, while thousands of fish ...
[ "C1", "C2", "C3", "C4", "C6" ]
[ "Emit sonar from the whale's head in a dark three-dimensional ocean. Terrain, caves, prey, and threats must appear as the wavefront reaches them. Distant objects appear later and more faintly than nearby ones, then fade. Check actual object visibility changes; unswept dark areas cannot appear early.", "Thousands ...
[ "At a two-whale mechanism, compare a companion not yet present with one actually arriving to sing together; only the latter opens the passage. Hunting and mechanisms share the real companion state. Repeated resonance after opening cannot reseal the passage or grant rewards again.", "Insufficient stamina cannot be...
[ [ "C6", "C5" ], [ "C6", "C3" ], [ "C2", "C3" ], [ "C2", "C3" ], [ "C3", "C1" ], [ "C7", "C6" ] ]
[ [ "C2", "C3" ], [ "C4", "C3" ], [ "C1" ], [ "C8", "C6" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0874 | game_id=9030990 | version_id=20234472 | genre=simulation_sandbox | subtype=survival_crafting | render=3D | tier=mid | twist=Sonar is both detection and social language: one vocal system reveals terrain, calms creatures, coordinates companions, and solves mechanisms, while vocaliz...
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C6" ]
null
v3_survival_crafting_3d_090
main
web
3d
Simulation & Sandbox
simulation_sandbox
survival_crafting
single-agent
extreme
The Last Lighthouse: defense is geometry, not numbers—only the beam's coverage is safe, while bridges collapse, new islands rise, and routes must be redrawn every day.
[Game] Noncombat Island Survival: after a storm, awaken alone in an archipelago. At night, creatures in the fog approach the islands, and an ancient lighthouse with fading light is the only defense. Defense is not a numerical contest but a geometry problem: only areas covered by the beam are safe. [Core mechanics] Ligh...
[ "C1", "C2", "C3", "C4", "C5", "C6" ]
[ "As creatures advance from darkness at night, changing beam direction or dwell must update actual coverage using radius, sector angle, and rotation speed. Swept creatures stop and retreat and resume advancing after the beam moves away. Areas outside range are unprotected, with visible beam and movement checks in ag...
[ "After world evolution, pathfinding uses the latest terrain, but new-island access or boat upgrades do not expand the light-safety area. If creatures advance across bridges, a collapse must also invalidate their old routes and force detours or stopping.", "Distant islands at night still resolve protection and enc...
[ [ "C6", "C3" ], [ "C6", "C5" ], [ "C5", "C3" ], [ "C6", "C3" ], [ "C1" ], [ "C4", "C1" ] ]
[ [ "C6", "C5" ], [ "C6", "C1" ], [ "C5", "C1" ], [ "C5", "C4" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0527 | game_id=9716809 | version_id=21931245 | genre=simulation_sandbox | subtype=survival_crafting | render=3D | tier=mid | twist=Combat is replaced entirely with the indirect opposition of light-coverage management and nighttime route planning: defense is geometric, not numerical; sch...
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5", "C6" ]
null
v3_survival_crafting_3d_091
main
web
3d
Simulation & Sandbox
simulation_sandbox
survival_crafting
single-agent
extreme
Survival on a Hostile Planet: alien life senses your sounds and presence, extraction provokes planetary retaliation, and magnetic storms disable instruments, forcing navigation by environmental clues—you are no hunter, but an anomaly avoiding extinction.
[Game] Alien Survival Sandbox: crash onto a living planet that does not want colonization. Creatures sense you through hearing and presence; every extracted resource accumulates planetary hostility, and magnetic storms shut down instruments. Ecology, survival, retaliation, and navigation constrain you simultaneously. [...
[ "C1", "C2", "C3", "C4", "C5", "C6", "C8" ]
[ "With the player outside perception range and not intervening, at least six species must independently operate a two-tier food chain: predators approach and attack, prey flee, and killed individuals leave the living population and affect later target selection. Ecology updates do not depend on the camera watching o...
[ "With the same action and hostility, near-death states caused by oxygen leakage or radiation must increase actual noise, making predators more likely to detect and approach. Subsequent attacks further damage equipment and worsen leakage; adding only a panting sound effect is insufficient.", "Valid sound or presen...
[ [ "C4", "C2" ], [ "C6" ], [ "C5", "C3" ], [ "C4", "C2" ], [ "C1" ], [ "C7" ] ]
[ [ "C7", "C2" ], [ "C6", "C2" ], [ "C3", "C1" ], [ "C8", "C4" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0305 | game_id=2814564 | version_id=6188436 | genre=simulation_sandbox | subtype=survival_crafting | render=3D | tier=ceiling | twist=The planet rejects colonization: extraction intensifies ecological retaliation, while magnetic storms disable instruments and force environmental navigat...
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5", "C6", "C8" ]
null
v3_turn_based_4x_2d_024
main
web
2d
Strategy
strategy
turn_based_4x
competitive
extreme
Wartime Logistics Economics: a grand-strategy sandbox where severed supplies progressively dismantle armies through fuel exhaustion, abandoned vehicles, hunger and illness, and surrender.
[Game] Logistics Grand Strategy: a turn-based sandbox on a fictional continent surrounded by great powers, where war is first an economic problem. Ammunition, fuel, medicine, and manpower flow from rear factories to the front. Once supply lines break, armies of steel disintegrate step by step through fuel exhaustion, a...
[ "C1", "C2", "C3", "C4", "C5", "C8" ]
[ "Advance production, transport, and consumption: facilities produce ammunition, fuel, medicine, and manpower separately, adding to and deducting from real inventories. Broken routes stop deliveries. Over any turn interval, ending inventory and in-transit quantities must reconcile with opening quantities, output, co...
[ "Repeatedly cutting an enemy country's supplies must cause reduced deliveries and resulting shortfalls, losses, or tactical records to drive later adaptation. Compared with an uncut control, its response actually changes armament investment or supply capability rather than merely changing a strategy label.", "Whe...
[ [ "C3", "C1" ], [ "C3" ], [ "C3" ], [ "C2", "C3" ], [ "C4", "C3" ], [ "C8", "C6" ] ]
[ [ "C2", "C3" ], [ "C3", "C1" ], [ "C1" ], [ "C5", "C2" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0206 | game_id=9585441 | version_id=21653624 | genre=strategy | subtype=turn_based_4x | render=2D | tier=ceiling | twist=Supply disruption propagates through fuel → vehicle abandonment → morale → surrender; economic imbalance events and adaptive diplomatic AI interlock economics, warfar...
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C5", "C8" ]
null
v3_turn_based_4x_2d_026
main
web
2d
Strategy
strategy
turn_based_4x
competitive
hard
Steel and Permafrost: asymmetric hex warfare between an armored fist and manpower-backed defense in depth, where railways are the true protagonist and the calendar is a weapon.
[Game] Steel and Permafrost: turn-based hex warfare on the eastern frontier of a fictional continent. The Steel Empire's armored fist faces the Permafrost Federation's manpower-backed defense in depth, but the true protagonist is the railway. Supplies flow along tracks to the front, while mud season and harsh winter ma...
[ "C1", "C2", "C3", "C5", "C8" ]
[ "From the same initial state, change only hex terrain. City and forest defense modifiers must change combat outcomes, while swamp increases movement cost or reduces reach compared with grassland. Commands read updated positions, action allowances, and survival states, with results applied to position, remaining act...
[ "When a supply hub changes hands, supply settlement updates the source and alters downstream supply, attack, and movement through connectivity. The former owner no longer receives its supply; the occupier uses established activation rules.", "When neither side has valid supply paths, pathfinding must terminate in...
[ [ "C5", "C3" ], [ "C2", "C3" ], [ "C1" ], [ "C3" ], [ "C1" ], [ "C8", "C6" ] ]
[ [ "C3", "C1" ], [ "C2", "C3" ], [ "C3", "C1" ], [ "C8", "C2" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player-prompt-v3 | src_id=0555 | game_id=4980316 | version_id=10723613 | genre=strategy | subtype=turn_based_4x | render=2D | tier=ceiling | twist=The logistics network is the protagonist: distant fronts incur greater supply penalties, seasons make the calendar a resource, and asymmetric economic curves distingu...
benchmark_merged.json
null
[ "C1", "C2", "C3", "C5", "C8" ]
null
v3_turn_based_4x_3d_028
main
web
3d
Strategy
strategy
turn_based_4x
competitive
extreme
The Nation Builder and the Pedigree Ledger: a nineteenth-century social sandbox where laws, a three-currency market, and horse genetics propagate all the way into cavalry charges.
[Game] Nation Builder: establish and govern a country in a fictional continental social sandbox with an early nineteenth-century atmosphere. Laws and taxes drive AI citizens' livelihoods, three minted currencies float against each other, and a stable's pedigree ledger may be worth more than the treasury: good horses' g...
[ "C1", "C2", "C3", "C4", "C8" ]
[ "From the same initial state, raise tax rates. The first collection with an unchanged tax base must correspondingly increase citizen deductions and treasury receipts; afterward, professions and after-tax resources change consumption, production, or migration. Conscription and citizenship laws must change participat...
[ "From the same initial state, compare horses with different heritable racing attributes. Competitive advantages must also affect valuations or bids, with inheriting offspring producing explainable price differences. Sales actually transfer currency and ownership; a champion label or parents' names alone cannot just...
[ [ "C2", "C3" ], [ "C3", "C1" ], [ "C3", "C1" ], [ "C6", "C3" ], [ "C3", "C1" ], [ "C8", "C6" ] ]
[ [ "C3" ], [ "C3" ], [ "C2", "C3" ], [ "C8", "C3" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player-prompt-v3 | src_id=0312 | game_id=10549043 | version_id=23916277 | genre=strategy | subtype=turn_based_4x | render=3D | tier=ceiling | twist=Horse genetics is the hidden hard-algorithm core: genes → attributes → racing → market → cavalry strength form a fully coupled chain | flavor=An alternate 1800s wher...
benchmark_merged.json
null
[ "C1", "C2", "C3", "C4", "C8" ]
null
hard_rewrite_032
main
mobile
2d
Strategy
strategy
rts
single-agent
hard
An epidemic strategy game of attack and defense across transmission networks, pathogen evolution, medical response, and incomplete surveillance.
[Game] Evolution and Tracing: Epidemic Warfare. Control the spread of a pathogen lineage while a public health system responds proactively using limited testing; high transmission exposes you, while low visibility slows acquisition of mutation resources. [Core mechanics] The world comprises twenty-four regions connecte...
[ "C1", "C2", "C3" ]
[ "On a phone, tap a transport link and operate its switch. Closing it reduces the corresponding imported cases between regions; reopening it leaves transmission dependent on current infections and flow, without instantly making up the shortfall.", "After creating a high-transmission, high-cost strain and a low-tra...
[ "After travel restrictions strand a strain in a cold region, environmental stability indirectly changes its competitive advantage (policy → geographic distribution → evolution, second-order coupling).", "When infection pressure from two strains is simultaneously extreme, bounded competition or coinfection rules p...
[ [ "C4" ], [ "C1" ], [ "C2" ], [ "C1" ], [ "C3" ], [ "C1" ] ]
[ [ "C1" ], [ "C1" ], [ "C2", "C1" ], [ "C2" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[]
null
hard_rewrite_033
main
mobile
2d
Strategy
strategy
rts
single-agent
hard
An ant-colony strategy game using indirect command through pheromone-driven swarm control, collapsible soil, a fungal economy, and specialized labor and reproduction.
[Game] Pheromone Ant Architecture. Shape collective behavior with pheromones that diffuse, decay, and conflict instead of directly clicking orders for individual ants. The nest you excavate is both a route network and a load-bearing structure that can collapse. [Core mechanics] At least three hundred ants have hunger, ...
[ "C1", "C2", "C3", "C5" ]
[ "Select points or drag on the touchscreen to designate excavation. Removing loose-earth versus clay support gives different collapse probabilities and extents; collapsed cells immediately change colony routes.", "Water changes humidity and fungal output; a collapse blocking transport reduces larval supplies (terr...
[ "After a spider destroys support and causes a collapse, danger-avoidance pheromones route around the new blockage and indirectly change defense assembly positions (attack → structure → swarm, second-order coupling).", "When two opposing pheromones have exactly equal concentrations, deterministic individual prefer...
[ [ "C5", "C4" ], [ "C5", "C3" ], [ "C6", "C1" ], [ "C4", "C3" ], [ "C8", "C5" ], [ "C4", "C3" ] ]
[ [ "C1" ], [ "C2" ], [ "C1" ], [ "C3" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[]
null
hard_rewrite_035
main
mobile
2d
Strategy
strategy
turn_based_4x
mixed-motive
medium
A traceable political contest combining bill dependencies, coalition promises, media perceptions, and constituency budgets.
[Game] Parliament of Binding Promises. Pass key bills and survive the next election. A coalition is a network of promises with deadlines, conditions, and remembered breaches, not a one-off exchange. [Core mechanics] Parliament contains six caucuses and twenty key legislators, each with public positions, constituency pr...
[ "C1", "C2", "C3" ]
[ "Tap the phone's bill panel to select and submit amendments. Adding an amendment recalculates budget, beneficiaries, and supporting votes; unresolved mutually exclusive clauses prevent a valid final vote.", "Public support and policy outcomes change election seats; fiscal spending and revenue are settled with con...
[ "Adding budget to fulfill a constituency-project promise creates fiscal pressure that indirectly reduces room for bargaining over the second bill (promise → finances → bill, second-order coupling).", "When a promise falls due on the same turn as a bill vote, an explicit order applies; trust and votes resolve only...
[ [ "C8", "C3" ], [ "C3", "C1" ], [ "C5", "C2" ], [ "C8", "C2" ], [ "C2" ], [ "C8", "C2" ] ]
[ [ "C3" ], [ "C2", "C1" ], [ "C2" ], [ "C8", "C2" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[]
null
hard_rewrite_045
main
mobile
2d
RPG
rpg
action_rpg
single-agent
hard
A life RPG jointly driven by farmland seasons, dungeon ecology, workshop supply chains, and resident schedules.
[Game] Seasonal Gifts: Dungeon Town. Manage fields and a village while exploring procedural dungeons that consume town supplies. Dungeon loot improves agriculture, and agricultural surplus determines expedition depth; the two loops must not operate independently. [Core mechanics] Spring, summer, autumn, and winter each...
[ "C1", "C2", "C3", "C5" ]
[ "Tap the phone workshop panel to select recipes and schedules. Sample smelting, alchemy, cooking, and forging chains: input/output quantities are conserved, and workers, fuel, and scheduling all limit throughput.", "Generate ten consecutive dungeons, all passing entrance-to-boss reachability verification with key...
[ "Using dungeon spores for high-yield fertilizer increases pest/disease risk and consequently medicine demand (dungeon → agriculture → expedition supplies, second-order coupling).", "Run crops, workshops, residents, and dungeon state continuously for two years; inventories remain conserved and the generator avoids...
[ [ "C8", "C4" ], [ "C2" ], [ "C3" ], [ "C2", "C1" ], [ "C8" ], [ "C8", "C4" ] ]
[ [ "C3" ], [ "C5", "C2" ], [ "C1" ], [ "C8", "C4" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[]
null
hard_rewrite_051
main
mobile
3d
Adventure & Puzzle
adventure_puzzle
puzzle
single-agent
easy
Record testimony, reorder events, and verify multiple causal chains within a ten-minute loop.
[Game] Ten-Minute Causality Detective. The town repeats the same accident every day. Within limited loops, observe characters, reorder events, and identify the real trigger. [Core mechanics] Bells divide each ten-minute round into six time periods. Residents move, talk, and collect items on their own schedules. Between...
[ "C1", "C2", "C5" ]
[ "Intervene by tapping scene targets and interaction options. After placing an obstacle or delivering a message, affected residents change their next action instead of ignoring it.", "Compare two event orders: only the correct order prevents the accident and records the causal chain (timing × causality coupling)."...
[ "Blocking one resident gives an alternative behavior to a third resident dependent on that resident's item.", "Ten generated cases each have at least one verifiable causal chain rather than requiring guesswork to close.", "Two testimonies on the phone case board that merely retell the same witnessed fact do not...
[ [ "C5", "C4" ], [ "C1" ], [ "C1" ], [ "C2" ], [ "C4" ], [ "C3" ] ]
[ [ "C2" ], [ "C1" ], [ "C4" ], [ "C8", "C1" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[]
null
hard_rewrite_053
main
mobile
3d
Adventure & Puzzle
adventure_puzzle
puzzle
cooperative
medium
Build trust and gather clues by day, then cooperate using tides and rhythm at full moon to open underwater ruins.
[Game] Full-Moon Tidemark Cooperative Mystery. Glowing symbols emerge in a seaside town at every full moon. Trust built during the day determines who will solve puzzles with you at night. [Core mechanics] Complete daytime errands such as repairing lamps and finding objects. Resident trust changes when promises are kept...
[ "C1", "C2", "C3", "C4", "C5", "C8" ]
[ "While moving with phone touch controls, observe rising night tides close low ground and falling tides reopen it.", "Gather all clues over three full moons and solve the sea gate to win; a team wipe causes defeat.", "On the phone errands page, fulfill versus break promises to the same resident. Trust changes ca...
[ "When tides push a teammate out of position, rhythm-evaluation targets and feasible sequences update immediately.", "When broken promises make a resident leave, other residents reassign the missing specialty.", "Pause and resume using the phone pause button during a full-moon transition; pausing during the tran...
[ [ "C5", "C4" ], [ "C1" ], [ "C4", "C2" ], [ "C5", "C2" ], [ "C5", "C4" ], [ "C5", "C4" ] ]
[ [ "C5", "C2" ], [ "C2" ], [ "C8", "C5" ], [ "C4", "C3" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[]
null
hard_rewrite_057
main
mobile
2d
Adventure & Puzzle
adventure_puzzle
puzzle
single-agent
easy
Check identity records, facial details, and a limited investigation allowance during high-pressure doorman shifts.
[Game] Doorman: Spot the False Record. An apartment building faces an impostor crisis. Check visitors within each shift's limited time and bear the consequences of admitting them. [Core mechanics] Each visitor carries records with name, room number, birthday, and photo. Compare them field by field using a magnifier, te...
[ "C1", "C3", "C4", "C8" ]
[ "Tap the phone interface to dial, read messages, and check records. Reliably identify fraud only when telephone verification and messages jointly identify a unique contradiction (records × evidence coupling).", "Finish five shifts with sufficient reputation to win; admitting three impostors or reaching zero reput...
[ "After exhausting the current shift's investigation allowance on a phone, switch to the records page, return, and try calling. The allowance remains exhausted; switching pages gives no additional investigations.", "Switch records by tapping tabs or swiping pages on a phone. Marked contradictions are neither lost ...
[ [ "C8" ], [ "C1" ], [ "C4" ], [ "C1" ], [ "C1" ], [ "C5" ] ]
[ [ "C5" ], [ "C8", "C5" ], [ "C8", "C6" ], [ "C1" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[]
null
hard_rewrite_067
main
mobile
2d
Simulation & Sandbox
simulation_sandbox
sandbox_open_world
mixed-motive
extreme
Civilization evolution, trade routes, disasters, and diplomacy create an observable long-term contest across procedural islands.
[Game] Six-Island Oracle Politics. Observe six civilizations separated by sea evolving from the Stone Age to modernity. Every oracle intervention changes resources, trade, war, and ecology. [Core mechanics] Six islands generate different minerals, farmland, and ports by seed. Six factions have independent populations, ...
[ "C1", "C2", "C3", "C5", "C8" ]
[ "Use phone touch controls for development and diplomacy. Win by keeping three islands prosperous across eight eras and completing mediation, or by unification; zero key population causes defeat. Identical seeds are consistent.", "Tap the six islands on a phone to inspect resources, farmland, ports, and faction in...
[ "Port rerouting causes food shortages in a third-party faction and changes its diplomatic stance.", "After rebels occupy a port, the original faction's trade network recalculates automatically.", "Era, route, weather, and population updates freeze while paused.", "Use a phone disaster to disable the destinati...
[ [ "C4", "C1" ], [ "C6", "C4" ], [ "C5", "C3" ], [ "C2", "C1" ], [ "C8", "C4" ], [ "C4", "C2" ] ]
[ [ "C2" ], [ "C2" ], [ "C8" ], [ "C2", "C1" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[]
null
hard_rewrite_071
main
mobile
2d
Simulation & Sandbox
simulation_sandbox
sandbox_open_world
mixed-motive
hard
Six factions develop across islands, with trade ships, weather, diplomacy, and war attrition forming a long-term resource contest.
[Game] Archipelago Trade and War Cloud Map. Six factions on islands separated by sea advance from the Stone Age to modernity. Your observation and intervention change trade, alliances, war, and ecology. [Core mechanics] Each island has distinctive resources, population, and ports. Factions produce troop types, ships, a...
[ "C1", "C2", "C3", "C5", "C8" ]
[ "Tap islands on the phone map and inspect details: six-island resources, population, ports, and faction technology are seeded and observable.", "Trade ships are limited by wind, sea conditions, and fuel, choosing reachable alternative routes after port damage.", "Factions use only scouting information for produ...
[ "Food-price changes caused by port rerouting change a third-party faction's trust in the player.", "After war destroys defenses, trade ships avoid that island and hostile borders change.", "Navigation, era, morale, and diplomatic timers freeze while paused.", "A trade ship rerouted after a port disaster must ...
[ [ "C5", "C2" ], [ "C3" ], [ "C2" ], [ "C3" ], [ "C1" ], [ "C4", "C2" ] ]
[ [ "C2" ], [ "C1" ], [ "C8" ], [ "C2", "C3" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player_prompt_rewrite
benchmark_merged.json
null
[]
null
hard_rewrite_074
main
mobile
3d
Social & Tabletop
social_tabletop
negotiation_diplomacy
mixed-motive
medium
In a parliament game with simultaneous voting, public bills, private promises, opinion, and party loyalty backfire on one another; choose between governing cooperatively and personal power.
[Game] Backchannel Whip. Advance your term's agenda in a twelve-seat parliament. Each legislator has public party positions and red lines revealed only through negotiation. Cooperation passes bills, while claiming sole credit affects your personal election prospects. [Core mechanics] Each turn proceeds through crisis r...
[ "C1", "C2", "C3" ]
[ "Use phone private-talk panels and voting buttons. Given the same public information, each seat votes independently in the simultaneous phase; undisclosed private conversations do not directly appear in media clues.", "Construct fulfillment and betrayal negotiation scripts. Later comparable coalitions demand more...
[ "After betraying one legislator, legislators with connected interests who were not in the original deal become more wary, rather than penalizing only the direct victim.", "When two mutually dependent future promises form a cycle, a deterministic resolution order prevents repeated budget or seat awards.", "When ...
[ [ "C8", "C5" ], [ "C2" ], [ "C2", "C3" ], [ "C2", "C3" ], [ "C3" ], [ "C5", "C3" ] ]
[ [ "C2" ], [ "C3", "C1" ], [ "C3", "C1" ], [ "C4" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
rewrite source=player_prompt | version_id=6656092 | hard_systems=4 | gate=6 hidden=4
benchmark_merged.json
null
[]
null
hard_rewrite_075
main
mobile
2d
Social & Tabletop
social_tabletop
negotiation_diplomacy
mixed-motive
medium
A mixed-motive trading game combining daytime identity, a nighttime black market, dynamic prices, patrol risk, and social credit.
[Game] Two-Faced Night Market. Maintain an ordinary job and family reputation by day; trade scarce goods across several districts by night. Three rival merchants can share intelligence and shipments, but also poach customers, set traps, and inform patrols. [Core mechanics] Prices for twelve goods update jointly from di...
[ "C1", "C2", "C3" ]
[ "Tap the phone trading panel to select and confirm payment methods. Cash, credit, favors, and revenue-sharing each produce corresponding asset, debt, or future-income records.", "Win by completing three specified major orders within ten nights and retaining a legal identity; bankruptcy, arrest, or zero family tru...
[ "After a rival's leak causes a player search, jointly guaranteed projects are repriced through credit propagation.", "Circular resale of the same good conserves total inventory; transaction counts cannot generate cash or goods.", "Debt maturity and player arrest at the same instant follow a fixed resolution ord...
[ [ "C8", "C3" ], [ "C2", "C1" ], [ "C8", "C5" ], [ "C8" ], [ "C4", "C2" ], [ "C3" ] ]
[ [ "C1" ], [ "C3", "C1" ], [ "C1" ], [ "C2", "C3" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
rewrite source=player_prompt | version_id=15569651 | hard_systems=4 | gate=6 hidden=4
benchmark_merged.json
null
[]
null
hard_rewrite_076
main
mobile
3d
Social & Tabletop
social_tabletop
negotiation_diplomacy
mixed-motive
medium
A multinational mixed-motive tabletop strategy game in which diplomatic promises, simultaneous military orders, trade logistics, and domestic legitimacy constrain one another.
[Game] Treaty Continent. Six countries compete for trade nodes and political objectives on one province map. Negotiate cooperation and shared gains, then reveal orders simultaneously; allies are necessary partners and likely first betrayers. [Core mechanics] Each season begins with bilateral or multilateral private tal...
[ "C1", "C2", "C3", "C8" ]
[ "Tap troops and targets on a phone to submit orders. All six countries reveal together after submission closes; changing submission order for the same order set does not change conflict outcomes.", "Border, nonaggression, joint-attack, trade-quota, and conditional promises all enter the ledger and are checked aga...
[ "When an ally breaches a treaty and cuts supply in the same season, supported troops cannot first receive invalid support and only afterward resolve starvation.", "A leaked secret treaty changes strategy and reputation judgments only for informed countries; it is not unconditionally broadcast to every country.", ...
[ [ "C4" ], [ "C1" ], [ "C5", "C2" ], [ "C3" ], [ "C1" ], [ "C3", "C1" ] ]
[ [ "C3", "C1" ], [ "C1" ], [ "C1" ], [ "C8", "C3" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
rewrite source=player_prompt | version_id=18490038 | hard_systems=4 | gate=6 hidden=4
benchmark_merged.json
null
[]
null
hard_rewrite_077
main
mobile
2d
Social & Tabletop
social_tabletop
card_board
mixed-motive
medium
A multiplayer tabletop economic battle combining card combat, sealed auctions, elemental markets, and alliances that can be betrayed.
[Game] Sealed-Bid Card Market. Four guild representatives compete for seasonal prestige using the same pool of elemental creature cards. Build counter chains in combat while manipulating card prices through auctions, market making, and temporary alliances; pacts guarantee agreed actions, not enduring friendship. [Core ...
[ "C1", "C3", "C4" ]
[ "Sample six elemental matchups; counters and at least four types of cross-card chain change damage or action results as defined.", "Tap cards and confirmation buttons to submit. All four parties reveal simultaneously after submissions end; changing submission order does not change the same round's combat resoluti...
[ "Jointly suppressing an element's price triggers consequential margin calls on positions collateralized by that element, rather than preserving old valuations.", "Conflicting nonaggression and joint-attack contracts effective in the same round have deterministic breach attribution.", "When a player is eliminate...
[ [ "C1" ], [ "C8", "C1" ], [ "C2", "C3" ], [ "C1" ], [ "C1" ], [ "C8" ] ]
[ [ "C3" ], [ "C1" ], [ "C3" ], [ "C8", "C4" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
rewrite source=player_prompt | version_id=15724248 | hard_systems=4 | gate=6 hidden=4
benchmark_merged.json
null
[]
null
hard_rewrite_078
main
mobile
3d
Social & Tabletop
social_tabletop
social_deduction
mixed-motive
hard
A verifiable social-deduction contest built from evidence graphs, limited memory, rumor propagation, and hidden-faction voting.
[Game] Contagious Testimony. Nine characters are trapped in a looping mansion, including two impostors who can alter localized memories. Identify them through contradictory testimony distorted by retelling, while preserving your credibility against mistaken accusations. [Core mechanics] Each night, six rooms rearrange ...
[ "C1", "C2", "C6" ]
[ "Tap nodes and drag the view to inspect associations in the phone evidence graph. Contradictions such as being in two places simultaneously or using an item before acquiring it receive observable markers.", "Compare no alteration with one alteration. The latter creates the corresponding time gap and changes cross...
[ "When an altered character retells old testimony, the propagation chain retains differences between pre- and post-alteration versions rather than overwriting all history.", "When two characters cite each other's rumors, detect circular sources rather than counting repetition as independent evidence.", "A voting...
[ [ "C4" ], [ "C2" ], [ "C1" ], [ "C4", "C2" ], [ "C5", "C4" ], [ "C2" ] ]
[ [ "C1" ], [ "C1" ], [ "C1" ], [ "C2" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
rewrite source=player_prompt | version_id=3991558 | hard_systems=4 | gate=6 hidden=4
benchmark_merged.json
null
[]
null
hard_rewrite_079
main
mobile
2d
Social & Tabletop
social_tabletop
negotiation_diplomacy
mixed-motive
easy
A mixed-motive professional football simulation linking match performance, fitness and injuries, contract talks, media opinion, and team alliances.
[Game] Locker-Room Power Season. Help your team pursue the championship while competing for starts, pay, and individual awards. Teammates cooperate and pass for shared victories, but compete for the same resources in renewals, media exposure, and captain elections. [Core mechanics] A twelve-round season comprises train...
[ "C1", "C2", "C3" ]
[ "Sample six teammates after changing chemistry, tactical roles, or personal ambition; they exhibit different passing, running, or attack-seizing choices.", "Make appearance promises through phone dialogue and use touch match controls to compare two seasons that fulfill versus breach them. Breach lowers contract t...
[ "After media criticize a teammate, that teammate's changed cooperation affects their regular partner through chemistry relationships.", "An injury before a promised appearance resolves the contract using a fixed force-majeure or breach rule.", "When multiple people compete for captaincy, award it to only one; u...
[ [ "C2" ], [ "C4", "C2" ], [ "C1" ], [ "C8", "C4" ], [ "C2" ], [ "C8", "C2" ] ]
[ [ "C2" ], [ "C1" ], [ "C3" ], [ "C5", "C3" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
rewrite source=player_prompt | version_id=16434105 | hard_systems=4 | gate=6 hidden=4
benchmark_merged.json
null
[]
null
hard_rewrite_080
main
mobile
3d
Social & Tabletop
social_tabletop
card_board
mixed-motive
medium
A four-party negotiating card game combining risky card rows, public decrees, private vote trades, and a shared resource pool that can collapse.
[Game] Elemental Bargaining Parliament. Four players manage elemental card rows and jointly enact decrees changing card rules. All must cooperate to prevent public energy collapse, yet only the first individual to fifty prestige can win alone. [Core mechanics] Use fifty-two cards in four suits: fire attack, earth defen...
[ "C1", "C3" ]
[ "Tap cards and targets on a phone to use abilities. The four suits produce attack, defense, cycling, and control effects respectively; three of one suit trigger defined synergy.", "Of two decree candidates each round, only the secret-vote winner takes effect, correctly changing scoring, supply, or collapse thresh...
[ "After a decree lowers the collapse threshold, rows already above it collapse at the common resolution point rather than at a time within the limited range.", "When an attack collapses an opponent's row, collapse-related public-energy loss is deducted only once and can cause shared defeat.", "Tied decree votes ...
[ [ "C4" ], [ "C3", "C1" ], [ "C3" ], [ "C4", "C3" ], [ "C3", "C1" ], [ "C3", "C1" ] ]
[ [ "C3", "C1" ], [ "C2", "C3" ], [ "C3", "C1" ], [ "C1" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
rewrite source=player_prompt | version_id=20835636 | hard_systems=4 | gate=6 hidden=4
benchmark_merged.json
null
[]
null
hard_rewrite_084
main
mobile
3d
RPG
rpg
roguelike
single-agent
hard
A point-and-click horror Roguelike combining rearranged rooms, limited inventory, distorted perception, and dynamic puzzles.
[Game] Unreliable Mansion. Point and click through an abandoned mansion rearranged each run. Darkness and fear redraw real clues as hallucinations. Verify what you see with evidence across rooms rather than relying only on the current image. [Core mechanics] Generate at least twenty scene nodes, lock/key relationships,...
[ "C1", "C2", "C5", "C6", "C8" ]
[ "Generate ten consecutive runs. A solver confirms at least one reachable escape chain in each, and replaying reference actions succeeds.", "Tap to select items and confirm use, replacement, or discard through the phone inventory. A full six-slot inventory requires replacement or discard; lights, medicine, tools, ...
[ "Discarding the sole verification tool leaves a defined alternative route or explicit failure notice, without silent deadlock.", "When fear crosses a threshold exactly as a scene changes, distortion applies once and real items are not duplicated.", "Repeated travel among twenty scenes does not continuously accu...
[ [ "C4" ], [ "C8", "C3" ], [ "C3" ], [ "C1" ], [ "C4" ], [ "C7", "C4" ] ]
[ [ "C3" ], [ "C5", "C3" ], [ "C5", "C2" ], [ "C5", "C4" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
rewrite source=player_prompt | version_id=18715566 | hard_systems=4 | gate=6 hidden=4
benchmark_merged.json
null
[]
null
hard_rewrite_085
main
mobile
3d
RPG
rpg
roguelike
single-agent
medium
Adaptive Loop Interrogation: suspects remember the previous questioning round; use causal evidence to disentangle their changes.
[Game] Adaptive Loop Interrogation. A case resets every ten minutes, but suspects learn from interrogation strategies publicly exposed in the previous loop. Keep notes, but verify event causality and control leaked information rather than reusing a fixed route. [Core mechanics] Generate six suspects, twelve scheduled e...
[ "C1", "C2", "C5", "C8" ]
[ "Ten consecutive generated cases each have a route to gather evidence and prevent the crime; replaying the solver sequence completes it.", "Tap a key scene item and remove it early. Dependent event positions, testimony, and physical evidence change in a cascade along the causal graph.", "Two independent credibl...
[ "A suspect rerouting to avoid an exposed investigative method creates plausible schedule collisions and new testimony with previously unrelated people.", "Two evidence chains ultimately tracing to one source are not incorrectly counted as independent.", "Crime occurrence and loop reset at the same instant follo...
[ [ "C1" ], [ "C5", "C4" ], [ "C1" ], [ "C1" ], [ "C2" ], [ "C4", "C3" ] ]
[ [ "C2" ], [ "C1" ], [ "C4", "C1" ], [ "C2" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
rewrite source=player_prompt | version_id=21817057 | hard_systems=4 | gate=6 hidden=4
benchmark_merged.json
null
[]
null
hard_rewrite_086
main
mobile
2d
RPG
rpg
roguelike
mixed-motive
medium
An open-zone Roguelike combining three-faction contracts, dynamic prey ecology, loot crafting, and reputation-driven countermeasures.
[Game] Bounty Contract Ecology. Three factions in a post-disaster wasteland simultaneously offer conflicting jobs. Hunting yields resources but changes monster migration and town safety; today's shortcut becomes the next round's ecological debt. [Core mechanics] Generate six connected regions, resource chains, three fa...
[ "C1", "C2", "C3", "C5", "C6", "C8" ]
[ "Reducing predators increases herbivores and then reduces medicinal plants; a comparison retaining predators does not show changes of the same magnitude.", "Accept contracts in the phone panel and execute them through touch movement and interaction. Hunting, escort, theft, framing, and double-sided delivery all r...
[ "Framing changes faction patrols, indirectly driving away nearby monster packs: a second-order social-to-ecological effect.", "When two factions claim the same delivery item, settle it only once and determine ownership by contract priority.", "If depleted medicinal plants make escort supplies uncraftable, provi...
[ [ "C2" ], [ "C8", "C4" ], [ "C1" ], [ "C5" ], [ "C5", "C4" ], [ "C8", "C2" ] ]
[ [ "C2" ], [ "C1" ], [ "C3" ], [ "C6", "C2" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
rewrite source=player_prompt | version_id=2251809 | hard_systems=4 | gate=6 hidden=4
benchmark_merged.json
null
[]
null
hard_rewrite_089
main
mobile
2d
RPG
rpg
roguelike
single-agent
medium
A short-run Roguelike combining precise beat physics, cascading energy, relic-gene combinations, and an adaptive rhythm director.
[Game] Pulse Relic Gene Chain. Tap and hold a rotating core to build precise combos and forge relics in short runs. Relics are combinable rule fragments with expressed or hidden inheritance, not fixed bonuses; choices last run change the next run's rhythm. [Core mechanics] The core has angular velocity, inertia, hit wi...
[ "C1", "C3", "C4", "C5", "C8" ]
[ "Tap and hold the core on a phone according to on-screen beat cues. Inputs within the indicated window hit; clearly missed windows show misses. One tap cannot appear as two hits; holding produces the game's documented effect.", "Consecutive perfect hits increase pulses and multipliers; mistiming breaks the chain ...
[ "After conflicting genes convert pulses into heat, the director changes rhythm in response to rising heat rather than only updating a panel.", "Removing a dominant gene re-expresses the previously recessive gene without stacking ongoing effects repeatedly.", "On a phone, repeatedly mistime until one overheat oc...
[ [ "C8", "C6" ], [ "C3" ], [ "C8" ], [ "C1" ], [ "C4", "C1" ], [ "C7", "C5" ] ]
[ [ "C8", "C5" ], [ "C1" ], [ "C1" ], [ "C4" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
rewrite source=player_prompt | version_id=5975267 | hard_systems=4 | gate=6 hidden=4
benchmark_merged.json
null
[]
null
hard_sandbox_2d_007
main
mobile
2d
Simulation & Sandbox
simulation_sandbox
sandbox_open_world
single-agent
easy
Gene-driven evolutionary ecology
[Game] Open-Ended Evolutionary Ecology. Heritable genes determine behavior; energy economics and environmental selection pressures let ecological niches diverge spontaneously. [Core mechanics] Individuals have continuous genes such as speed, perception, size, and reproduction threshold. Behavioral parameters directly a...
[ "C1", "C3" ]
[ "High-speed-gene individuals move faster; highly alert individuals flee from farther away.", "Sustained lack of food depletes energy and kills; larger bodies consume more energy per unit time.", "Each offspring gene lies within the parental value plus or minus the mutation amplitude (sample verification).", "...
[ "Dense-forest concealment weakens the advantage of high perception genes.", "Long runs produce different local gene distributions across terrain types.", "Tap the phone speed controls to switch speed; accelerated and normal runs have consistent evolutionary statistical trends.", "After tapping to change preda...
[ [ "C1" ], [ "C3" ], [ "C1" ], [ "C5", "C2" ], [ "C1" ], [ "C6" ] ]
[ [ "C1" ], [ "C5" ], [ "C5" ], [ "C5", "C4" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player_prompt_rewrite | source_id=src:legacy:007 | systems=survival_crafting | tier=ceiling
benchmark_merged.json
null
[]
null
hard_stealth_2d_010
main
mobile
2d
Adventure & Puzzle
adventure_puzzle
puzzle
single-agent
medium
Swarm-Intelligence Infiltration Network
[Game] Swarm-Intelligence Infiltration Network. Moving lights determine shadows; guards share sighting intelligence and change defenses in later missions. [Core mechanics] Movable lights cast hard shadows; light and darkness affect guard vision cones. After spotting the player, a guard can broadcast the position to gro...
[ "C1", "C2", "C5", "C6" ]
[ "Use touch movement and knockout or distraction interactions. After a communications node is knocked out or lured away, all guards become alert after a timeout.", "Use phone touch movement to the same position, keeping distance and posture identical in light and hard shadow. Guards respectively detect or cannot d...
[ "Alertness falls in stages after a long period without new sightings.", "After switching off or smashing two lights on a phone, trigger a guard search. The player still moves, conscious guards search or patrol, and remaining lights are interactable; all characters and controls do not freeze together.", "After a...
[ [ "C4" ], [ "C6", "C4" ], [ "C5", "C2" ], [ "C6", "C5" ], [ "C5", "C2" ], [ "C1" ] ]
[ [ "C1" ], [ "C2" ], [ "C2" ], [ "C6", "C5" ] ]
llm-eval.2D_eval.Eval2DScenario.eval
[]
source=player_prompt_rewrite | source_id=src:legacy:010 | systems=adventure_puzzle | tier=ceiling
benchmark_merged.json
null
[]
null
online_l5_interactive_fiction_3d_0392
main
mobile
3d
Adventure & Puzzle
adventure_puzzle
interactive_fiction
single-agent
hard
Historical interactive narrative across eras: everyday identities, knowledge evidence, social rules, and timeline ethics shape experiences in five eras.
[Game] 3D Historical Interactive Narrative Across Eras. Use an ancient artifact to visit 5 eras of Iranian civilization. Experience daily life in cities, markets, rituals, and governance through investigation, dialogue, trade, learning, and moral choices. Information, identity state, and narrative branches are central,...
[ "C1", "C2", "C3", "C5", "C8" ]
[ "Tap to select eras and activities and swipe through clues on a phone. All 5 eras are accessible with at least 3 daily activities each; differences in social rules, goods, and linguistic clues are readable.", "The 6 roles—merchants, artisans, farmers, priests, soldiers, and governing officials—give different resp...
[ "Two pieces of evidence for the same knowledge item that actually retell one character's account → count as one source and cannot satisfy cross-confirmation.", "Era trust exactly meets an etiquette-branch threshold, then the player changes eras → the branch stays unlocked and other eras' trust is unaffected.", ...
[ [ "C7", "C4" ], [ "C1" ], [ "C1" ], [ "C8", "C4" ], [ "C2" ], [ "C4" ] ]
[ [ "C1" ], [ "C5", "C2" ], [ "C1" ], [ "C2", "C3" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=online-user-prompt | source_row=0392 | game_id=1855858 | version_id=3918495 | genre=adventure_puzzle | subtype=interactive_fiction | render=3D | tier=L5 | gate=6 hidden=4 | twist=Preserves daily life across five ancient Iranian eras, evidence-based learning, and timeline-maintenance ethics; explicitly rejects ta...
benchmark_merged.json
null
[]
null
online_l5_rts_3d_0330
main
mobile
3d
Strategy
strategy
rts
competitive
easy
War-Room Territorial RTS: factory territories continually generate war points while infantry, armor, and aircraft compete for global control in real time.
[Game] 3D Global War-Room RTS. Produce and command infantry, armor, and aircraft in real time on a mid-twentieth-century-style wooden tactical world map, capturing glowing-bordered territories and factory cities. [Core mechanics] Each friendly territory with a factory icon generates 10 war points every 30 seconds. Clic...
[ "C1", "C2", "C3", "C4", "C5" ]
[ "Tap units, grouping buttons, and target territories on a phone. All three types can be selected, grouped, and directed in real time through target-territory movement lines. Infantry is slower, armor faster, and aircraft cross water and mountains. Map dragging and orders are clearly distinguished; dragging does not...
[ "If your capital is captured while controllable friendly infantry remains visible, do not immediately lose under 'no capture-capable units'; those infantry remain touch-selectable for movement or capture orders.", "After controlling a factory, repeatedly open and close its phone panel. Panel operations do not imm...
[ [ "C8", "C6" ], [ "C5" ], [ "C2", "C1" ], [ "C6", "C5" ], [ "C8", "C3" ], [ "C8", "C4" ] ]
[ [ "C6", "C4" ], [ "C8", "C4" ], [ "C6", "C4" ], [ "C1" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=online-user-prompt | source_row=0330 | game_id=6480648 | version_id=14235319 | genre=strategy | subtype=rts | render=3D | tier=L5 | gate=6 hidden=4 | twist=Capturing factories expands periodic production and accelerates the next round of real-time territorial expansion
benchmark_merged.json
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[]
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online_l5_sandbox_open_world_3d_0240
main
mobile
3d
Simulation & Sandbox
simulation_sandbox
sandbox_open_world
single-agent
medium
Seasonal farm-life sandbox: crops and livestock form a fertilizer cycle, weather changes yields and task timing, and dynamic markets determine when to expand.
[Game] 3D Rural Farm-Life Sandbox. Farm a procedurally generated town's land, grow crops, raise livestock, sell products, and expand the house, barn, and greenhouse while participating in resident errands and seasonal contests. [Core mechanics] Crops progress through sowing, moisture, fertility, growth, and harvest. Ra...
[ "C1", "C3", "C8" ]
[ "Tap plots and sowing, inspection, and harvest controls. At least 6 crop types can be planted, continuously showing moisture, fertility, growth, and quality. Corresponding inventory is harvested only at maturity.", "House, barn, and greenhouse expansions change recovery, capacity, and off-season cultivation respe...
[ "Equally watered and fertilized crops planted outdoors in season and in a greenhouse out of season → both grow; the out-of-season outdoor comparison cannot bypass seasonal restrictions to mature.", "Collect livestock products when the barn is exactly full → inventory cannot exceed capacity; products stay claimabl...
[ [ "C4", "C3" ], [ "C3" ], [ "C3" ], [ "C3", "C1" ], [ "C3" ], [ "C2", "C3" ] ]
[ [ "C1" ], [ "C3", "C1" ], [ "C3", "C1" ], [ "C1" ] ]
llm-eval.3D_eval.Eval3DScenario.eval
[]
source=online-user-prompt | source_row=0240 | game_id=1404667 | version_id=2853807 | genre=simulation_sandbox | subtype=sandbox_open_world | render=3D | tier=L5 | gate=6 hidden=4 | twist=Livestock manure raises crop quality, then quality and bulk selling jointly reshape market prices
benchmark_merged.json
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[]
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