GamePhanes README

The project's README from github.com/GamePhanesStudio/GamePhanes. As one markdown file: README.md.

GameForgeBench

Terminal-Bench for interactive game-engine development agents.

A Harbor-compatible benchmark for coding agents that build, debug, and repair games through terminal workspaces and executable runtime feedback.

Homepage · Benchmark · Task Registry · Issues · Discussions

What Is GameForgeBench?

Terminal benchmarks often stop at files, commands, and exit codes. Interactive software has a second truth: the project must import, launch, accept controlled input, change runtime state, and produce the intended behavior. GameForgeBench evaluates coding agents on that complete loop.

instruction -> inspect -> edit -> run -> observe -> diagnose -> repair -> verify

The benchmark target is a coding agent, not a player bot. Evaluator-controlled probes provide runtime evidence; the agent is judged on engineering work, debugging, behavior, and regression resistance.

Open Release

The release corpus contains 81 completed executable tasks spanning Godot, Unity, Roblox, Minecraft, Unreal, Web, and generic engine projects. The tasks cover gameplay systems, engine/runtime work, UI and interaction, plugins, persistence, callbacks, build workflows, and delivery quality.

Each task is a self-contained contract with a starter project, a natural-language request, a reproducible environment, protected files, a reference solution, and executable acceptance checks. The public upload includes one representative task so the complete workflow can be inspected without downloading the full corpus.

Task Role Runtime acceptance boundary
godot-battle-status-bars-gloss Reference task Replace flat HP/MP fills with glossy native textures; preserve layout, bounded ratios, and lifecycle behavior.

The task starts with a compact Godot battle HUD whose HP and MP fills disappear into the background. The requested change sounds visual, but the acceptance boundary is engineering-focused:

The directory contains the starter project, instruction, rubric, native probe, Docker verifier, redacted provenance record, and reference solution.

Task Format

Every contributed task follows the same portable directory shape:

task-name/
├── task.toml
├── instruction.md
├── environment/
│   ├── Dockerfile
│   └── project files
├── tests/
│   ├── test.sh
│   └── runtime probes and fixtures
└── solution/
    └── reference implementation

File Responsibilities

Tasks must not depend on a contributor's local absolute path, private package registry, undisclosed asset, network download at evaluation time, or interactive GUI step.

How To Run The Example

Requires Godot 4.6.1 for local inspection and Docker for the hermetic verifier.

cd release/tasks/godot-battle-status-bars-gloss
godot --headless --path . --editor --quit

The task README contains the reference-workspace command and the Docker invocation. The verifier observes the running Godot project and writes a machine-readable result with per-check diagnostics.

Evaluation Model

GameForgeBench separates four layers of evidence:

  1. Artifact: required files, schemas, bindings, and protected-workspace integrity.
  2. Engine: import, parsing, scene loading, and native startup.
  3. Behavior: ordered events, state transitions, boundaries, persistence, and lifecycle behavior.
  4. Diagnostics: invariant-level results explaining the outcome.

This separation distinguishes a plausible file edit from a project that actually behaves correctly when the engine runs it.

Task Quality Bar

A strong task has a narrow user-visible objective, a believable engineering problem, enough surface area for inspection and repair, deterministic evidence, and a meaningful regression boundary. It should reward understanding the project rather than string matching a known patch.

Reviewers reject tasks that can pass by deleting the gameplay loop, replacing the project with a stub, weakening the verifier, hard-coding the probe sequence, or relying on screenshots alone.

How To Contribute

  1. Fork the repository and create a branch for one task.
  2. Add a directory under release/tasks/<task-name>/ using the format above.
  3. Make tests/test.sh executable and include a reference solution.
  4. Run a clean Docker build, the verifier, and the reference solution from a clean checkout.
  5. Open a pull request describing the runtime behavior and regression boundary.

Public Scope

The public repository is the inspectable trust layer: task contracts, starter projects, verifier design, reference examples, and reproducible reports. Private evaluation variants, collected agent trajectories, and service credentials are not published as benchmark answers.

Contributors

GamePhanesStudio maintains the benchmark, task format, runtime adapters, and evaluation tooling. Contributions are welcome through issues, discussions, and pull requests.

License

MIT.

Citation

@software{gameforgebench2026,
  author  = {GamePhanesStudio},
  title   = {GameForgeBench},
  year    = {2026},
  url     = {https://github.com/GamePhanesStudio/GamePhanes},
  license = {MIT}
}

GamePhanes (GamePhanesStudio/GamePhanes)

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这是什么?GameForgeBench 是一个基准测试,通过终端工作流评估编码智能体构建、调试和修复真实游戏项目(Godot 及其他引擎)的能力,依据实际运行行为而非仅看文件差异来评判。
这是我运行的工具,还是一套基准测试任务?它是一套与 Harbor 兼容的基准测试套件(类似 Terminal-Bench),由自包含的任务目录组成,每个目录包含一个起始项目、说明和一个可执行的校验器;它面向编码智能体,而不是玩家机器人。
怎么运行一个任务?打开自带的示例任务,然后按照任务自身 README 中给出的确切命令,在本地针对 Godot 4.6.1 运行,或通过基于 Docker 的封闭校验器运行。
查看任务需要安装什么?你需要 Godot 4.6.1 在本地打开并运行起始项目,还需要 Docker 来执行官方封闭校验器,以生成机器可读的结果。
公开仓库包含全部 81 个任务吗?不包含,只有一个代表性任务公开,以便查看工作流;其余任务、收集到的智能体轨迹以及服务凭证都保持私有。
基准测试任务涵盖哪些游戏引擎?发布的任务集涵盖 Godot、Unity、Roblox、Minecraft、Unreal、Web 以及通用引擎项目,涉及玩法系统、UI、插件、数据持久化和构建工作流。
校验器如何判断智能体的修复是否正确?基于 Docker 的校验器从四个证据层面观察运行中的项目:产物完整性、引擎导入/启动、行为/状态转换以及诊断信息,而不是只对文件做差异比较。
如何防止任务被简单补丁糊弄过去?对于那些靠删除玩法循环、替换成桩代码、削弱校验器、硬编码探测序列或只依赖截图就能通过的任务,评审者会予以否决。
What are similar projects?Tracely-ai, Recuris, ASI-Bench, RSIGame, EvoTrace, iFixAi, eval, godogen
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