Gamecraft Bench
Description
Code and Data for paper "GameCraft-Bench: Can Agents Build Playable Games End-to-End in a Real Game Engine?"
Installation
This entry records only its repository, not the path inside it, so there is no
exact command to give. Open the source below and copy the folder into
~/.claude/skills/, or the file into ~/.claude/agents/.
README
**GameCraft-Bench: Can Agents Build Playable Games End-to-End in a Real Game Engine?**
GameCraft-Bench evaluates whether coding agents can transform natural-language game specifications into complete, playable Godot projects. Unlike traditional coding tasks, game generation depends on scripts, scenes, assets, rendering, runtime configuration, and player-game interaction working together as one executable system.
The benchmark contains **140 tasks** across **15 game families**. Each agent must submit a complete Godot project together with replayable demonstration traces. The verifier launches the project, replays the traces, records gameplay evidence, and scores observed play with a hidden rubric and multimodal judge.
The benchmark runs on top of [Harbor](https://github.com/harbor-framework/harbor) and ships with a custom local-subprocess environment for Docker-less hosts.
Benchmark overview
GameCraft-Bench is organized around three desiderata for end-to-end game generation:
- Engine Grounding: games are generated and evaluated inside a concrete game engine and runtime environment.
- Artifact Completeness: agents must deliver complete launchable game projects rather than isolated scripts, scenes, or assets.
- Interactive Verification: games are judged by observed behavior under player input, using replayed demonstrations as standardized gameplay evidence.
The task suite covers diverse 2D game-generation demands, including continuous control and collision, rule and state management, progression and economy, exploration, narrative interaction, and presentation-heavy gameplay.
| Family | Tasks | Family | Task
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