GameLogicBench: Evaluating Coding Agents on Runtime Game Logic with Tick-Level State Assertions
On the map: LLM agents and tool use → Software engineering coding agents
Abstract (arXiv)
Coding agents can modify and test code across large software projects. Game development is a domain where agents must implement gameplay rules. A game can end in a valid state even after violating its rules during the run. Current game-development benchmarks replay fixed examples, score videos, or ask another model to judge the result. However, no existing benchmark checks game rules throughout execution across varied evaluator-selected scenarios while ensuring exactly reproducible verdicts. We introduce GameLogicBench, a benchmark of 72 gameplay-logic tasks in Godot projects. An automated evaluator checks each game's rules at every simulation tick. Across 403 hand-designed scenarios, seeded parameter variations produce 1,451 test cases. To ensure that the evaluator measures behavior rather than implementation choice, it must accept different correct implementations for each task while rejecting mutants, implementations with one required capability removed. The tasks span isolated mechanics, multi-system interactions, and repository-scale features. Across 20 combinations of language models and scaffolds, the best observed run solves 52.78% of tasks. Under Claude Code, all twelve models solve fewer tasks as task scope expands from isolated mechanics, through interacting systems, to repository-scale features. Agents inspect code more often and make more tool calls on repository-scale tasks than on isolated-mechanic tasks. Most unsuccessful submissions are runnable, but implement some required game behavior incorrectly. We compared versions of our benchmark evaluator built with and without validation using mutants. Without this validation, incorrect agent submissions passed. A separate analysis finds agents copying code from public repositories when network access is open. Reliable evaluation thus depends both on what the tests reject and on what external code agents can access.
Key facts. Cited by 2 papers in the map (data through 7 Oct 2026). Placed in Software engineering coding agents, one of 16 directions in LLM agents and tool use. Builds on 11 of its 28 references that are in the map. First posted on arXiv 18 Sep 2026.
Builds on
11 of 28 references.
Closest ancestors · 4
Same direction, newest first
- 2026GameEngineBench: Evaluating Coding Agents on Real C++ Runtime Environments3 Jul
- 2026WebGameBench: Requirement-to-Application Evaluation for Coding Agents via Browser-Native Games17 May
- 2026AutoUE: Automated Generation of 3D Games in Unreal Engine via Multi-Agent Systems7 Mar
- 2026GameDevBench: Evaluating Agentic Capabilities Through Game Development11 Feb
Other references · 7
- 2021Evaluating Large Language Models Trained on Codecited by 8,053
- 2021Program Synthesis with Large Language Modelscited by 3,509
- 2023SWE-bench: Can Language Models Resolve Real-World GitHub Issues?cited by 3,193
- 2026Terminal-Bench: Benchmarking Agents on Hard, Realistic Tasks in Command Line Interfacescited by 515
- 2024SWE-bench Multimodal: Do AI Systems Generalize to Visual Software Domains?cited by 196
- 2026PlayCoder: Making LLM-Generated GUI Code Playablecited by 10
- 2025V-GameGym: Visual Game Generation for Code Large Language Modelscited by 8
Built on by
Citing papers per year: 2026: 2.
2 papers.
- 2026World Agent: Can Language Models Keep a World Running?cited by 0
- 2026SWE-Game: Can Coding Agents Build the Games We Want?cited by 0
- 2026SWE-Game: Can Coding Agents Build the Games We Want?27 Sep 2026
- 2026World Agent: Can Language Models Keep a World Running?26 Sep 2026
Similar, not cited
Close in wording, no citation either way
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- 2026GameASG-Bench: Benchmarking Autonomous Software Generation for Game Development
- 2026CraftBench-UE: Deterministic Evaluation for Coding Agents in Unreal Engine
- 2026OpenGameEval: Benchmarking Agentic Programming and Exploration in a Stateful Game Engine
- 2026EvoCode-Bench: Evaluating Coding Agents in Multi-Turn Iterative Interactions