Qwen 3.6 35B NVFP4 Instruct | Benchmark #111

Described in:Micro Machines-like game built by Qwen 3.6 and Qwen 3.8 as agents

Benchmark summary

Micro Machines-like game built in SC# as an agent

ModelQwen 3.6 35B QuantizationNVFP4 ModeInstruct

The model builds a Micro Machines-like toy car racing game in SC# as an agent: it writes the app, compiles it, runs its own tests and fixes the code. Hidden tests check the rules from the task; each hidden test is its own result.

Score 6/14 42.9% passed
6 passed8 failed14 total 2 AI queries 35 tool calls TOKENS IN3 125 210 TOKENS OUT73 100

Results by difficulty

1 group
Level Unknown / other
6 / 14 42.9%
passed
2 AI queries 35 tool calls IN3 125 210 OUT73 100

Results by category

1 group
Category Other
42.9% 6/14 passed
2 AI queries 35 tool calls TOKENS IN3 125 210 TOKENS OUT73 100

Tests with multiple category tags are counted in each matching category, so category totals may exceed the report total.

Benchmark items
Script / test Status Tokens
Building Games in SC#: Micro Machines-like toy car racing 6 passed8 failed
42.9%
IN3 125 210 OUT73 100
✓
MicroMachinesThe model builds a Micro Machines style racing game from the task as an agent; this item passes when the app compiles and can be exported, and each hidden test is its own item.2 AI queries 35 tool calls
Passed IN3 125 210 OUT73 100
×
Hidden_BarriersBarriers bounce the car: a head-on hit reverses and halves the speed, a hit at a slant slides along the barrier, and the car can always drive away.0 AI queries 0 tool callsHiddenTest
Assertion expression evaluated to false: Hidden_Near(carX, 447) && Hidden_Near(carVX, -0.98) Context: the obstacle: x 448.96, vx 1.96 (line 1087)
Failed IN0 OUT0
✓
Hidden_CameraThe camera follows the car and stops at the edges of the world.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
×
Hidden_ComputerCarsComputer cars stay on the road, move at most 3 px per frame, keep 12 px away from other cars, point where they move, and reach checkpoint 1 in time.0 AI queries 0 tool callsHiddenTest
Assertion expression evaluated to false: tx >= 0 && tx < 40 && ty >= 0 && ty < 30 && track[ty * 40 + tx] == 0 Context: frame 1: computer car 1 at (118, 440) is not on the road Values: tx = 7 ty = 27 (line 1225)
Failed IN0 OUT0
×
Hidden_ComputerCarsAvoidThePlayerComputer cars do not drive into the player's car: a move never ends closer than 12 px to it.0 AI queries 0 tool callsHiddenTest
Assertion expression evaluated to false: d >= 12 Context: frame 94: computer car 2 moved to 11.444584770188591 px from the player's car Values: d = 11.444584770188591 (line 1269)
Failed IN0 OUT0
✓
Hidden_GripGrip: the sideways part of the velocity shrinks to 85 % per frame on road and to 95 % on sand.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
×
Hidden_InitialStateAfter AppInit the track is the given map, and the cars, the counters and the camera have their starting values.0 AI queries 0 tool callsHiddenTest
Assertion expression evaluated to false: track[ty * 40 + tx] == t && checkpoint[ty * 40 + tx] == cp Context: tile (6, 23): track 1, checkpoint -1 Values: t = 2 cp = -1 (line 971)
Failed IN0 OUT0
×
Hidden_LapsAndFinishA lap counts only when the car passes checkpoints 1, 2 and 3 in this order and then the start line; after 3 laps the race is over.0 AI queries 0 tool callsHiddenTest
Assertion expression evaluated to false: laps == 3 && raceOver && place == 2 Context: the race is over: raceOver false, place 0 Values: laps = 2 raceOver = false place = 0 (line 1132)
Failed IN0 OUT0
×
Hidden_PositionThe position counts the computer cars ahead: more checkpoints, or the same number and nearer to the next checkpoint.0 AI queries 0 tool callsHiddenTest
Assertion expression evaluated to false: position == 3 Context: position 4 Values: position = 4 (line 1163)
Failed IN0 OUT0
×
Hidden_PushingDriving into a computer car pushes it by the player's velocity; the player's car stays and loses half of its speed.0 AI queries 0 tool callsHiddenTest
Assertion expression evaluated to false: Hidden_Near(aiX[0], 202.94) && Hidden_Near(aiY[0], 424) Context: the computer car is pushed to (205.9358886042637, 423.84299213127116) (line 1101)
Failed IN0 OUT0
×
Hidden_ScreenShowsTheTrackThe screen shows the tiles, the start line and the cars as small turned rectangles, and the texts.0 AI queries 0 tool callsHiddenTest
Assertion expression evaluated to false: sand.R == 0xD7 && sand.G == 0xB3 && sand.B == 0x70 Context: the sand corner (2, 27) Values: sand.R = 93 sand.G = 64 sand.B = 55 (line 1286)
Failed IN0 OUT0
✓
Hidden_SpeedLimitThe speed is limited to 3.5 on road and to 2 on sand.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_SteeringLeft and Right turn a moving car by 4 degrees per frame and keep the angle between 0 and 360; a car that stands still does not turn.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_ThrottleUp adds 0.12 in the heading; Down multiplies the velocity by 0.9; without keys it is multiplied by 0.98.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0