Qwen 3.6 35B NVFP4 Thinking | Benchmark #116

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

Benchmark summary

Contra-like game built in SC# as an agent

ModelQwen 3.6 35B QuantizationNVFP4 ModeThinking

The model builds a Contra-like side-scrolling run-and-gun 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 0/16 0.0% passed
0 passed15 failed1 broken16 total 2 AI queries 0 tool calls TOKENS IN45 909 TOKENS OUT59 522

Results by difficulty

1 group
Level Unknown / other
0 / 16 0.0%
passed
2 AI queries 0 tool calls IN45 909 OUT59 522

Results by category

1 group
Category Other
0.0% 0/16 passed
2 AI queries 0 tool calls TOKENS IN45 909 TOKENS OUT59 522

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#: Contra-like run and gun 15 failed1 broken
0.0%
IN45 909 OUT59 522
!
RunAndGunThe model builds a Contra-like run-and-gun 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 0 tool calls
Assertion expression evaluated to false: app.Built Context: AI: AI output was marked broken by AiRunner. The response text is partial and must not be treated as a complete answer. App: not submitted; the last file version is graded (end: AI error: AI output was marked broken by AiRunner. The response text is partial and must not be treated as a complete answer.) Work: 2 AI calls (2 model rounds with tool calls), 0 whole-file writes, 0 edits (0 lines), 0 CheckApp calls, 0 refused rewrites, 0 refused repeated edits, 0 rejected submissions, 1 reminders to hand in Compile errors: (1,14) Expected '(' to declare a function or '=' to declare a global variable after 'extern Color', found 'Color'. Global variables must have an initializer. Values: app.Built = false
Broken IN45 909 OUT59 522
×
Hidden_AimingThe player shoots in 8 directions: the aim comes from the held arrows, the bullet starts at the muzzle and flies at 5 px per frame.0 AI queries 0 tool callsHiddenTest
Not run: the app does not compile.
Failed IN0 OUT0
×
Hidden_CrouchingDown on the ground crouches: the player does not run, still turns, and has a lower box.0 AI queries 0 tool callsHiddenTest
Not run: the app does not compile.
Failed IN0 OUT0
×
Hidden_DyingAn enemy bullet or a soldier kills the player unless invulnerable; with the last life the game is over; Enter starts a new game.0 AI queries 0 tool callsHiddenTest
Not run: the app does not compile.
Failed IN0 OUT0
×
Hidden_EnemiesActSoldiers keep appearing at the right edge, never more than 4 at once; enemy bullets start at a soldier's chest, a turret's center or the boss, with speed 3.0 AI queries 0 tool callsHiddenTest
Not run: the app does not compile.
Failed IN0 OUT0
×
Hidden_FireRateShots come every 10 frames while X is held, bullets fly 5 px per frame and leave the screen, and at most 6 player bullets exist.0 AI queries 0 tool callsHiddenTest
Not run: the app does not compile.
Failed IN0 OUT0
×
Hidden_InitialStateAfter AppInit the level, the player, the enemies, the power-ups and the counters have their starting values.0 AI queries 0 tool callsHiddenTest
Not run: the app does not compile.
Failed IN0 OUT0
×
Hidden_JumpA jump starts with playerVY -7 and follows gravity 0.4 per frame (at most 6) until the feet land on the ground again.0 AI queries 0 tool callsHiddenTest
Not run: the app does not compile.
Failed IN0 OUT0
×
Hidden_PitFalling into a pit costs a life even while invulnerable; the player comes back over ground with 120 frames of invulnerability.0 AI queries 0 tool callsHiddenTest
Not run: the app does not compile.
Failed IN0 OUT0
×
Hidden_PlatformsPlatforms are passed from below and stop a falling player on their top.0 AI queries 0 tool callsHiddenTest
Not run: the app does not compile.
Failed IN0 OUT0
×
Hidden_RunningAndCameraThe player runs 2 px per frame, cannot leave the left edge of the screen, and the camera follows only forward.0 AI queries 0 tool callsHiddenTest
Not run: the app does not compile.
Failed IN0 OUT0
×
Hidden_ScreenShowsTheLevelThe screen shows the level, the player, a turret and the power-up relative to the camera.0 AI queries 0 tool callsHiddenTest
Not run: the app does not compile.
Failed IN0 OUT0
×
Hidden_SoldiersWalkSoldiers walk 1 px per frame, fall into pits, and are removed behind the left edge.0 AI queries 0 tool callsHiddenTest
Not run: the app does not compile.
Failed IN0 OUT0
×
Hidden_TargetsBullets kill soldiers (100 points), turrets need 8 hits (500 points), and the boss needs 30 hits; killing the boss wins the game.0 AI queries 0 tool callsHiddenTest
Not run: the app does not compile.
Failed IN0 OUT0
×
Hidden_TurretFireA turret on the screen fires aimed bullets every 60 to 120 frames.0 AI queries 0 tool callsHiddenTest
Not run: the app does not compile.
Failed IN0 OUT0
×
Hidden_WeaponsThe spread gun fires three bullets 15 degrees apart, the rapid gun every 4 frames; picking up a power-up sets the weapon.0 AI queries 0 tool callsHiddenTest
Not run: the app does not compile.
Failed IN0 OUT0