# SWE-Game: Can Coding Agents Build the Games We Want?

arXiv: https://arxiv.org/abs/2609.33678 · HTML: https://mlsanity.com/paper/2609.33678/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in Software engineering coding agents, one of 16 directions in LLM agents and tool use.
- Builds on 28 of its 56 references that are in the map.
- First posted on arXiv 27 Sep 2026.

## Placed in

- LLM agents and tool use / [Software engineering coding agents](https://mlsanity.com/agents/software-engineering-coding-agents/)

## Builds on (most cited first, 28 of 28)

- [SWE-bench: Can Language Models Resolve Real-World GitHub Issues?](https://mlsanity.com/paper/2310.06770/) (2023)
- [LiveCodeBench: Holistic and Contamination Free Evaluation of Large Language Models for Code](https://mlsanity.com/paper/2403.07974/) (2024)
- [SWE-agent: Agent-Computer Interfaces Enable Automated Software Engineering](https://mlsanity.com/paper/2405.15793/) (2024)
- [OpenHands: An Open Platform for AI Software Developers as Generalist Agents](https://mlsanity.com/paper/2407.16741/) (2024)
- [Terminal-Bench: Benchmarking Agents on Hard, Realistic Tasks in Command Line Interfaces](https://mlsanity.com/paper/2601.11868/) (2026)
- [BigCodeBench: Benchmarking Code Generation with Diverse Function Calls and Complex Instructions](https://mlsanity.com/paper/2406.15877/) (2024)
- [CRUXEval: A Benchmark for Code Reasoning, Understanding and Execution](https://mlsanity.com/paper/2401.03065/) (2024)
- [Explainable Automated Debugging via Large Language Model-driven Scientific Debugging](https://mlsanity.com/paper/2304.02195/) (2023)
- [GameDevBench: Evaluating Agentic Capabilities Through Game Development](https://mlsanity.com/paper/2602.11103/) (2026)
- [ProjectEval: A Benchmark for Programming Agents Automated Evaluation on Project-Level Code Generation](https://mlsanity.com/paper/2503.07010/) (2025)
- [SWE-Marathon: Can Agents Autonomously Complete Ultra-Long-Horizon Software Work?](https://mlsanity.com/paper/2606.07682/) (2026)
- [Causal Testing: Finding Defects' Root Causes](https://mlsanity.com/paper/1809.06991/) (2018)
- [GameCraft-Bench: Can Agents Build Playable Games End-to-End in a Real Game Engine?](https://mlsanity.com/paper/2606.17861/) (2026)
- [OpenGame: Open Agentic Coding for Games](https://mlsanity.com/paper/2604.18394/) (2026)
- [GUI Agents for Continual Game Generation](https://mlsanity.com/paper/2605.28258/) (2026)
- [WebGameBench: Requirement-to-Application Evaluation for Coding Agents via Browser-Native Games](https://mlsanity.com/paper/2605.17637/) (2026)
- [PlayCoder: Making LLM-Generated GUI Code Playable](https://mlsanity.com/paper/2604.19742/) (2026)
- [GameGen-Verifier: Parallel Keypoint-Based Verification for LLM-Generated Games via Runtime State Injection](https://mlsanity.com/paper/2605.07442/) (2026)
- [DreamGarden: A Designer Assistant for Growing Games from a Single Prompt](https://mlsanity.com/paper/2410.01791/) (2024)
- [V-GameGym: Visual Game Generation for Code Large Language Models](https://mlsanity.com/paper/2509.20136/) (2025)
- [AutoUE: Automated Generation of 3D Games in Unreal Engine via Multi-Agent Systems](https://mlsanity.com/paper/2603.07106/) (2026)
- [GameEngineBench: Evaluating Coding Agents on Real C++ Runtime Environments](https://mlsanity.com/paper/2607.03525/) (2026)
- [GameXpert-Bench: How Far Are Coding Agents from Expert Game Development?](https://mlsanity.com/paper/2608.21833/) (2026)
- [JAMER: Project-Level Code Framework Dataset and Benchmark on Professional Game Engines](https://mlsanity.com/paper/2606.19830/) (2026)
- [Mage: Multi-Axis Evaluation of LLM-Generated Executable Game Scenes Beyond Compile-Pass Rate](https://mlsanity.com/paper/2605.07342/) (2026)
- [Mutation Testing via Iterative Large Language Model-Driven Scientific Debugging](https://mlsanity.com/paper/2503.08182/) (2025)
- [ProxyWar: Dynamic Assessment of LLM Code Generation in Game Arenas](https://mlsanity.com/paper/2602.04296/) (2026)
- [GameLogicBench: Evaluating Coding Agents on Runtime Game Logic with Tick-Level State Assertions](https://mlsanity.com/paper/2609.21562/) (2026)

## Abstract (arXiv)

We introduce SWE-Game, a benchmark of 247 tasks grounded in 41 executable reference Godot games spanning 13 gameplay categories in 2D and 3D. Five task types cover development from a brief, implementation from a game design document, skeleton completion, repair of 83 injected-fault cases, and Godot-to-Unity porting. Reference materials specify the intended gameplay, while a shared instrumentation interface lets evaluator-owned drivers and probes execute actions and observe independently implemented games. Evaluation combines engine-state checks, certified reference-input replay, and agent-authored feature demonstrations to assess mechanic correctness, demonstrated playability, and behavioral restoration and preservation after repairs. Game-specific vision-language rubrics separately assess presentation. Across six models, Opus5 achieves the highest overall score in all five task types. Best overall scores remain below 60 out of 100 across the three construction tasks, with Brief-to-Game reaching 50.38. Analysis of reviewed submissions identifies requirement omissions and gameplay logic errors as predominant implementation problems. On human-labeled behaviors from 100 agent-built games, executable checks achieve 92.59% balanced accuracy, compared with 78.41% for a video-based VLM judge. Rubric-based visual scores reach a Spearman correlation of 0.829 with human ratings of 200 gameplay clips. Together, these results characterize current agent capabilities across game-development activities and support combining runtime evidence with visual assessment.
