Qwen 3.6 35B NVFP4 Thinking | Benchmark #126

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

Benchmark summary

Sokoban-like game built in SC# as an agent

ModelQwen 3.6 35B QuantizationNVFP4 ModeThinking

The model builds a Sokoban-like box pushing puzzle 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 14/15 93.3% passed
14 passed1 failed15 total 8 AI queries 27 tool calls TOKENS IN1 623 967 TOKENS OUT144 458

Results by difficulty

1 group
Level Unknown / other
14 / 15 93.3%
passed
8 AI queries 27 tool calls IN1 623 967 OUT144 458

Results by category

1 group
Category Other
93.3% 14/15 passed
8 AI queries 27 tool calls TOKENS IN1 623 967 TOKENS OUT144 458

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#: Sokoban-like box pushing puzzle 14 passed1 failed
93.3%
IN1 623 967 OUT144 458
✓
SokobanThe model builds a Sokoban 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.8 AI queries 27 tool calls
Passed IN1 623 967 OUT144 458
✓
Hidden_AllLevelsAfter the last level the game is complete; Enter starts a new game and the best results stay.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_BestResultsA better result replaces the best one, a worse one does not, and R after completing a level plays it again.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_BestTieBreakThe best result compares moves first and pushes only when the moves are equal.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_BoxOrderA pushed box keeps its place in the box lists.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_InitialStateAfter AppInit, level 1 is loaded from its map, the counters are 0 and no level has a best result.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
×
Hidden_LevelCompleteWhen every box is on a goal, the level is complete: arrows and undo do nothing, the result becomes the best one, and the screen says LEVEL COMPLETE.0 AI queries 0 tool callsHiddenTest
Assertion expression evaluated to false: levelComplete && playerX == 3 && playerY == 2 && moves == 1 && pushes == 1 && boxX[0] == 2 Context: arrows and undo do nothing: P4,2 M0 S0 B3,2 Values: levelComplete = false playerX = 4 playerY = 2 moves = 0 pushes = 0 boxX[0] = 3 (line 369)
Failed IN0 OUT0
✓
Hidden_NextLevelEnter after a completed level starts the next level, and the frame of Enter does nothing else.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_OneMovePerPressHolding an arrow longer moves the worker once: a move needs a new press.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_PushingPushing moves exactly one box; a box does not move into a wall or into another box, and then the worker stays.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_RestartR starts the level again with the counters at 0 and an empty undo history.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_ScreenThe screen shows the walls, the floor, the goals, the boxes in their two colors, the worker and the texts.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_UndoUndo takes back one move at a time, pushes included, down to the level start; then it does nothing.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_UndoSkipsBlockedMovesUndo does not count blocked moves, and after undo new moves can be undone too.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_WalkingAndWallsAn arrow moves the worker one cell per press and counts the move; walls stop the worker and are not counted.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0