Qwen 3.6 27B NVFP4 Instruct | Benchmark #203

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 27B 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 11/14 78.6% passed
11 passed3 failed14 total 2 AI queries 29 tool calls TOKENS IN1 891 466 TOKENS OUT38 080

Results by difficulty

1 group
Level Unknown / other
11 / 14 78.6%
passed
2 AI queries 29 tool calls IN1 891 466 OUT38 080

Results by category

1 group
Category Other
78.6% 11/14 passed
2 AI queries 29 tool calls TOKENS IN1 891 466 TOKENS OUT38 080

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 11 passed3 failed
78.6%
IN1 891 466 OUT38 080
✓
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 29 tool calls
Passed IN1 891 466 OUT38 080
✓
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
Passed 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: progress >= 1 Context: after 400 frames computer car 0 has not passed checkpoint 1 (aiLaps 0, aiNextCheckpoint 1) Values: progress = 0 (line 1362)
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
Passed 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
Passed 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 1247)
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
Passed 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 (205.6635349835892, 422.7420821993605) (line 1216)
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
Passed 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