Qwen 3.6 35B NVFP4 Instruct | Benchmark #127

Described in:Game menus and screen transitions built by Qwen 3.6 and Qwen 3.8 as agents

Benchmark summary

Game menus and screen transitions built in SC# as an agent

ModelQwen 3.6 35B QuantizationNVFP4 ModeInstruct

The model builds a keyboard app with a main menu, options, high scores, a pause menu and a name entry around a small 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 4/16 25.0% passed
4 passed12 failed16 total 6 AI queries 8 tool calls TOKENS IN795 661 TOKENS OUT67 823

Results by difficulty

1 group
Level Unknown / other
4 / 16 25.0%
passed
6 AI queries 8 tool calls IN795 661 OUT67 823

Results by category

1 group
Category Other
25.0% 4/16 passed
6 AI queries 8 tool calls TOKENS IN795 661 TOKENS OUT67 823

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#: Game menus and screen transitions 4 passed12 failed
25.0%
IN795 661 OUT67 823
✓
MenusAndScreensThe model builds an app with nested keyboard menus and screen transitions (around a small Snake 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.6 AI queries 8 tool calls
Passed IN795 661 OUT67 823
×
Hidden_ControlsA direction takes a new key; a key used by another direction is rejected; Escape cancels; Reset to default is skipped while disabled.0 AI queries 0 tool callsHiddenTest
Assertion expression evaluated to false: selected == 5 Context: Reset to default is disabled with the default keys, so Down goes to Back Values: selected = 3 (line 692)
Failed IN0 OUT0
×
Hidden_DifficultyThe difficulty screen opens on the current difficulty; choosing one returns to options, and the game uses its speed.0 AI queries 0 tool callsHiddenTest
Assertion expression evaluated to false: difficulty == 2 && screen == 1 && selected == 2 Context: Hard: difficulty 2, screen 0, selected 1 Values: difficulty = 2 screen = 0 selected = 1 (line 673)
Failed IN0 OUT0
×
Hidden_GameBasicsThe game steps every stepFrames frames, grows on food, and a game that ends with points opens the name entry.0 AI queries 0 tool callsHiddenTest
Assertion expression evaluated to false: snakeX[0] == 11 && snakeX[2] == 9 Context: first step: head x 10 Values: snakeX[0] = 10 snakeX[2] = 8 (line 747)
Failed IN0 OUT0
×
Hidden_GameScreenThe game screen shows the snake, its head and the food on their cells.0 AI queries 0 tool callsHiddenTest
Assertion expression evaluated to false: head.Found && head.X == 100 && head.Y == 120 && head.Width == 10 && head.Height == 10 Context: head at (0, 0) size 0x0 Values: head.Found = false head.X = 0 head.Y = 0 head.Width = 0 head.Height = 0 (line 913)
Failed IN0 OUT0
×
Hidden_HighScoreListHigh scores stay sorted, a new equal score goes after the old one, only the best 5 stay, and a score below them is not entered.0 AI queries 0 tool callsHiddenTest
Assertion expression evaluated to false: screen == 9 Context: 30 beats 10 Values: screen = 7 (line 848)
Failed IN0 OUT0
✓
Hidden_InitialStateAfter AppInit the main menu is open with Start selected, and the settings and high scores have their starting values.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_MainMenuNavigationUp and Down move the selection with wrap-around; Escape on the main menu does nothing.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
×
Hidden_NameEntryThe name entry changes letters with Up and Down (with wrap-around) and moves with Left and Right; Enter saves the score.0 AI queries 0 tool callsHiddenTest
Assertion expression evaluated to false: screen == 9 Context: name entry: screen 7 Values: screen = 7 (line 818)
Failed IN0 OUT0
✓
Hidden_OptionsAndBackOptions opens with its first item selected; Escape and Back return to the main menu with Options selected.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
×
Hidden_PauseAndResumeP opens the pause menu, nothing moves while paused, and Resume continues the game exactly where it was.0 AI queries 0 tool callsHiddenTest
Assertion expression evaluated to false: screen == 8 && selected == 0 && Frame.HasText("PAUSED") && Frame.HasText("> Resume") Context: pause: screen 7 Values: screen = 7 selected = 0 (line 775)
Failed IN0 OUT0
×
Hidden_PauseOptionsAndQuitOptions opened from the pause menu return to the pause menu; Quit to menu ends the game without a high score.0 AI queries 0 tool callsHiddenTest
Assertion expression evaluated to false: screen == 1 && selected == 0 Context: options from the pause menu: screen 1 Values: screen = 1 selected = 1 (line 800)
Failed IN0 OUT0
×
Hidden_QuitQuit shows GOODBYE and AppLoop returns false from then on.0 AI queries 0 tool callsHiddenTest
Assertion expression evaluated to false: !hmRunning && screen == 10 Context: AppLoop returned true, screen 10 Values: hmRunning = true screen = 10 (line 899)
Failed IN0 OUT0
×
Hidden_RemappedSteeringThe snake steers with the keys from controlKeys only.0 AI queries 0 tool callsHiddenTest
Assertion expression evaluated to false: dir == 0 Context: W steers up: dir 1 Values: dir = 1 (line 730)
Failed IN0 OUT0
×
Hidden_ResetConfirmationReset asks for confirmation with No selected; No keeps the scores, Yes deletes them and leaves only Back enabled.0 AI queries 0 tool callsHiddenTest
Assertion expression evaluated to false: screen == 5 && selected == 1 && Frame.HasText("NO SCORES YET") && Frame.HasText("> Back") Context: empty high scores: selected 0 Values: screen = 5 selected = 0 (line 868)
Failed IN0 OUT0
×
Hidden_VolumeLeft and Right change the volume within 0 to 10 only while Volume is selected; Back returns to options.0 AI queries 0 tool callsHiddenTest
Assertion expression evaluated to false: screen == 1 && selected == 0 Context: Back: screen 0, selected 1 Values: screen = 0 selected = 1 (line 659)
Failed IN0 OUT0