The dataset viewer is not available for this subset.
Exception: SplitsNotFoundError
Message: The split names could not be parsed from the dataset config.
Traceback: Traceback (most recent call last):
File "/usr/local/lib/python3.14/site-packages/datasets/inspect.py", line 286, in get_dataset_config_info
for split_generator in builder._split_generators(
~~~~~~~~~~~~~~~~~~~~~~~~~^
StreamingDownloadManager(base_path=builder.base_path, download_config=download_config)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
)
^
File "/usr/local/lib/python3.14/site-packages/datasets/packaged_modules/webdataset/webdataset.py", line 84, in _split_generators
raise ValueError(
...<2 lines>...
)
ValueError: The TAR archives of the dataset should be in WebDataset format, but the files in the archive don't share the same prefix or the same types.
The above exception was the direct cause of the following exception:
Traceback (most recent call last):
File "/src/services/worker/src/worker/job_runners/config/split_names.py", line 68, in compute_split_names_from_streaming_response
for split in get_dataset_split_names(
~~~~~~~~~~~~~~~~~~~~~~~^
path=dataset,
^^^^^^^^^^^^^
config_name=config,
^^^^^^^^^^^^^^^^^^^
token=hf_token,
^^^^^^^^^^^^^^^
)
^
File "/usr/local/lib/python3.14/site-packages/datasets/inspect.py", line 340, in get_dataset_split_names
info = get_dataset_config_info(
path,
...<6 lines>...
**config_kwargs,
)
File "/usr/local/lib/python3.14/site-packages/datasets/inspect.py", line 291, in get_dataset_config_info
raise SplitsNotFoundError("The split names could not be parsed from the dataset config.") from err
datasets.inspect.SplitsNotFoundError: The split names could not be parsed from the dataset config.Need help to make the dataset viewer work? Make sure to review how to configure the dataset viewer, and open a discussion for direct support.
EvoGame Base Games
Complete, runnable 2D games written by LLM agents, together with the full generation run that produced each one: the agent's own log and trajectory, the harness configuration, the build and replay logs, recorded demo playthroughs (video + frames) and the automatic verifier score for every game.
Two engines are covered:
- Godot 4 projects (
project.godot+ GDScript), and - Phaser web projects (
package.json+src/).
Every game was produced by a coding agent from a written task brief, then built,
replayed and scored by a rubric-based verifier (a multimodal judge watching the
recorded demos). The reward in verifier/breakdown.json and result.json is
the score used by the EvoGame pipeline; it is a product of a build gate and
weighted rubric variables, and the per-requirement sub-scores are included.
All of this data has been anonymised (see Cleaning below). Nothing here was human-authored: the games, their assets and their code are model output and have not been reviewed, so quality varies.
Contents
| folder | contents | size | what it is |
|---|---|---|---|
basegame-corpus/ |
3 archives + 8 metadata files | 3.44 GB | De-duplicated corpus: 1,998 game projects (1,446 Godot / 552 Phaser), 1,070 matching generation trajectories, manifest, splits and failure statistics |
basegen_batch1/ |
335 archives | 5.52 GB | Generation batch 1 β one archive per trial (complete run tree) |
basegen_batch2/ |
326 archives + 3 metadata files | 3.78 GB | Generation batch 2 β the tasks batch 1 had not completed |
basegen_batch3/ |
249 archives + 2 metadata files | 6.60 GB | Generation batch 3 β a larger task set, higher reasoning effort |
basegen_batch1/2/3 are three sequential generation batches run by the same
harness with the same agent stack; they differ in the task set, the reasoning
effort and the sampling date. The original batch directories carried internal
run codenames, which have been replaced by these neutral batch names.
basegame-corpus/
MANIFEST.json per game: id / engine / genre / files / bytes / has_trajectory / reward
games_godot.tar.gz games/godot/<id>/ Godot 4 projects
games_phaser.tar.gz games/phaser/<id>/ Phaser (web) projects
trajectories.tar.gz trajectories/<id>/ result.json, config.json, trajectory.json, verifier/
splits/ all / with_trajectory / godot / phaser
stats/failures.csv aggregated failed trials (game, trial, outcome, reward, cost, model)
stats/dropped_incomplete.json generations dropped as empty shells
Only 1,070 of the 1,998 games have a paired trajectory β the rest come from
earlier batches whose job trees were not kept. Use
splits/with_trajectory.txt for the paired subset. The 140 benchmark tasks were
excluded from this corpus at build time to avoid evaluation contamination.
basegen_batch*/
One tar.gz per trial, named <task-id>__<trial-id>.tar.gz, containing the
whole run tree:
<task-id>__<trial-id>/
config.json lock.json result.json harness config, resolved lock, trial result (incl. reward)
run_configuration.json run provenance (batch 3 only)
agent/codex.txt the agent's console log
agent/trajectory.json structured agent trajectory (ATIF)
agent/sessions/.../rollout-*.jsonl raw model/session rollout
sandbox/workspace/game/ the generated game project
sandbox/workspace/game/demo_outputs/ the agent's recorded input traces
trial.log harness log for the trial
verifier/breakdown.json reward, formula, per-requirement and per-demo scores
verifier/build.log verifier/ctrf.json build and test results
verifier/demos/<demo>/<demo>.mp4 replay video
verifier/demos/<demo>/frames/*.png frames handed to the judge
Batch-level metadata (run_manifest.json, selected_trials.json,
run_completion.json, assignment.json) sits next to the archives.
Cleaning and anonymisation
The release was produced by re-packing every source archive member by member. Game content, scores, rubrics, model identifiers and timings are untouched; only environment-identifying material was rewritten. Applied to every text member and to every member name:
- Paths. The agent work directory became
/workspace/game; harness and bench directories became/workspace/harness/...; every other absolute path (/home/<user>,/opt/...,/tmp/...,/mnt/...,hdfs://...) became<path>keeping a safe basename. Godot scene-tree node paths (/root/Main/...) were left alone β they are game content, not filesystem paths. 403,280 rewrites. - Identity tokens (account and user names, colleague handles, internal tool
and project names) β
<redacted>. The framework namesOpenGame/@opengame/coreandOpenGameArtwere kept, as were game content words. 13,610 rewrites. - Internal infrastructure. The model-gateway host and its route became
<api_base>; internal mirrors, tracing services, cluster and organisation names became<redacted>. - Config and manifest fields.
credential_file,hf_repo,archive_root,trials_dir,jobs_root,state_root,runtime_root,task_root,trial_uri,repo_id,OPENAI_BASE_URLandOPENAI_API_KEYwere neutralised in place (the keys stay, the values become placeholders), so the schema is unchanged. Scientific fields β reward, rubric text, per-demo scores, model name, reasoning effort, timings, checksums β were kept. 26,577 fields. - Host process listings removed. Some agent logs contain
ps -ef/ps auxdumps of the whole build machine. These were deleted, not merely scrubbed: each listing is replaced by the marker[host process listing removed]. 26 listings, 379 lines. - Owner columns. Owner and group columns in captured
ls -loutput were rewritten touser. 168,636 lines. Emails became<email>(all of them, including those in third-party licence text), and non-loopback IPv4 literals became<ip>. - Credential-shaped strings and any literal value of the pipeline's own
secrets were replaced by
<redacted>. The prior audit of the source data found zero credentials; this is a safety net. 1 replacement(s). - Tar metadata. Every member is owned by
user:userwith uid/gid 0. Modes and modification times are preserved. - Names. Internal run codenames were replaced by the neutral batch names in
folder names, archive names and member names, and the per-trial run directory
level was collapsed, so each archive starts directly at
<task-id>__<trial-id>/. The generation model identifier is a scientific field and is left verbatim.
Binary and media members (images, video, audio, fonts, compiled Godot caches) were copied unchanged; their names were cleaned and they were scanned for identity tokens.
Two things were dropped rather than cleaned: a pointer file that only contained a
link to another repository, and one model-written script found inside a game
directory that searched /proc for the generation harness and killed it β it is
not game content and exists only to describe the build machine. Both are listed in
clean_stats.json.
Verification
Every output archive was re-scanned, member by member, with an independent
scanner carrying 926 files through 47 identity/credential
patterns plus 9 extra release-specific patterns, including a planted-leak
self-test that plants one leak per pattern and requires the cleaner to remove all
of them. Result: 0 leak hits in 0 files.
scan_report.json records the full result, ledger.csv has one row per input
archive (members, bytes before/after, status) and clean_stats.json has the
per-rule counts.
Known limitations
- Games are model-generated and unreviewed; quality varies widely.
rewardis a reasonable coarse filter (the paired corpus has a median around 0.64). - Trajectory coverage in
basegame-corpusis 53%. - Some Phaser games were generated from parameterised difficulty templates and are highly similar within a family; take care in de-duplication experiments.
- Godot projects need a re-import on first open β the
.godot/import cache was dropped frombasegame-corpus(the per-trial archives keep whatever the run produced). - The snapshot is pinned to one revision of the source data; trials produced after it are not included.
Dataset statistics
All figures were recomputed on 2026-09-18. The per-trial figures are a full census, not a sample: every one of the 910 trial archives in the release was opened and read (0 read errors). The corpus-folder figures come from the published per-file state and split files; where a number could not be verified member-by-member that is said explicitly.
Release contents
| folder | files | archives | members | bytes | share |
|---|---|---|---|---|---|
basegame-corpus/ |
11 | 3 + 8 metadata files | 113,824 | 3,438,374,895 | 17.8% |
basegen_batch1/ |
335 | 335 trials | 73,555 | 5,516,958,025 | 28.5% |
basegen_batch2/ |
329 | 326 trials + 3 metadata | 69,752 | 3,780,283,512 | 19.6% |
basegen_batch3/ |
251 | 249 trials + 2 metadata | 72,943 | 6,601,146,961 | 34.1% |
| total | 926 | 910 trials + 3 corpus archives | 330,074 | 19,336,763,393 |
Input snapshot: 928 files / 19,343,421,539 bytes at one pinned source revision; 2 files were dropped rather than cleaned (see Cleaning).
Games, engines and tasks
basegame-corpus |
basegen_batch1 |
basegen_batch2 |
basegen_batch3 |
total | |
|---|---|---|---|---|---|
| games / trials | 1,998 games | 335 trials | 326 trials | 249 trials | 1,998 + 910 |
| Godot | 1,446 | 335 (100%) | 326 (100%) | 249 (100%) | 1,446 + 910 |
| Phaser / web | 552 | 0 | 0 | 0 | 552 |
| distinct task ids | 1,998 | 334 | 326 | 249 | 909 across the three batches |
| with a paired agent trajectory | 1,070 (53.6%) | 335 (100%) | 326 (100%) | 249 (100%) |
- Every per-trial run archive in all three batches is a Godot project
(
sandbox/workspace/game/project.godotpresent in 910/910,package.jsonin 0/910, andreplay_engine == godotin every verifier breakdown). The Phaser games in this release exist only as finished projects insidebasegame-corpus/, without run trees. - The three batches use pairwise disjoint task sets: 334 + 326 + 249 = 909 distinct ids over 910 trials, so exactly one task (in batch 1) was run twice and no task is shared between batches.
- Corpus verification:
splits/with_trajectory.txtis 26,555 bytes, which is exactly the byte length of the 1,070 trajectory ids observed in the corpus trajectory archive, so 1,070 paired trajectories is exact.splits/phaser.txt(13,547 B) accounts for the 551 observable Phaser game ids (13,521 B) plus one further id, so 552 Phaser games is exact.splits/all.txt(50,242 B) is byte-exactlygodot.txt+phaser.txt. The 1,446 Godot figure is the one number here that could not be confirmed id-by-id β the Godot corpus archive exposes no readable id list outsideMANIFEST.json; it is consistent with the 36,695-byte Godot split.
Verifier reward
The reward is a build gate multiplied by weighted rubric variables, scored by a rubric-based multimodal judge over the recorded demo videos.
Where the reward came from. Three copies exist and they agree:
| source | present | precision |
|---|---|---|
verifier/breakdown.json β reward |
907 / 910 | full (e.g. 0.51859375) |
verifier/reward.txt |
910 / 910 | 6 decimal places |
result.json β verifier_result.rewards.reward |
910 / 910 | 6 decimal places |
The figures below use verifier/breakdown.json where it exists (907) and
verifier/reward.txt for the remaining 3. Maximum disagreement between
breakdown.json and reward.txt over the 907 archives that have both:
5.0 Γ 10β»β·. No trial is unscored, but 3 trials have no
verifier/breakdown.json and no verifier/ctrf.json β their verification did
not complete β and all three carry reward = 0.0.
| set | n | mean | median | p10 | p25 | p75 | p90 | min | max | reward > 0 | reward β₯ 0.5 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| all trials | 910 | 0.4819 | 0.4918 | 0.2878 | 0.3964 | 0.5879 | 0.6734 | 0.0000 | 0.9400 | 899 (98.8%) | 439 (48.2%) |
basegen_batch1 |
335 | 0.5191 | 0.5202 | 0.3736 | 0.4401 | 0.5986 | 0.6773 | 0.0000 | 0.8200 | 333 (99.4%) | 189 (56.4%) |
basegen_batch2 |
326 | 0.3788 | 0.3954 | 0.1312 | 0.2883 | 0.4899 | 0.5761 | 0.0000 | 0.6994 | 317 (97.2%) | 79 (24.2%) |
basegen_batch3 |
249 | 0.5666 | 0.5681 | 0.4125 | 0.4712 | 0.6507 | 0.7290 | 0.1312 | 0.9400 | 249 (100%) | 171 (68.7%) |
11 trials score exactly 0. No per-trial reward is available for the Phaser
games, which have no run tree here. Per-game rewards for the 1,998
basegame-corpus games were not recomputed: they live in
basegame-corpus/MANIFEST.json, which is a single 331 KB member of the release
and was not opened for this pass; the build notes give a median around 0.64 for
the paired subset, and that figure is not verified here.
Build success
build_ok is the verifier's build gate; a failed build forces reward 0.
| set | breakdowns read | build_ok == true |
rate |
|---|---|---|---|
basegen_batch1 |
334 | 333 | 99.70% |
basegen_batch2 |
324 | 324 | 100% |
basegen_batch3 |
249 | 249 | 100% |
| all | 907 | 906 | 99.89% |
Counting the 3 trials whose verification never produced a breakdown as failures gives 906 / 910 = 99.56%. Build success is therefore not the discriminating signal in this data β the rubric score is.
Other per-trial facts: median 5 recorded demo playthroughs per trial (mean 5.53; one trial recorded none); no trial recorded a harness exception; total agent inference cost across the 910 trials was $144.39 (median $0.112 per trial).
Cleaning: what changed
| count | |
|---|---|
| members processed | 330,074 |
| text members | 116,206 |
| media members | 159,971 |
| binary members | 715 |
| members rewritten | 24,986 (21.5% of text members) |
| files dropped entirely | 2 |
| members dropped entirely | 1 |
Rewrites by rule:
| rule | rewrites |
|---|---|
harness / job-tree paths β /workspace/harness/... |
281,044 |
captured ls -l owner and group columns β user |
168,636 |
scratch paths β <path>/<basename> |
55,360 |
superuser dot-directories β <path>/<basename> |
41,766 |
| config / manifest fields neutralised in place | 26,577 |
container service directories β /workspace/harness/<name> |
16,182 |
| run codename inside a config value β neutral batch name | 10,959 |
model-gateway route name β <redacted> |
6,599 |
internal hostname β <redacted> |
6,419 |
harness root β /workspace/harness |
4,182 |
| run codename (names) β neutral batch name | 4,120 |
task tree β /workspace/harness/tasks |
1,745 |
sandbox root β /workspace |
1,511 |
home directories β <path>/<basename> |
1,479 |
| run-directory references collapsed to the trial name | 652 |
IPv4 literals inspected (non-loopback β <ip>) |
519 |
account name β <redacted> |
501 |
| host process-listing lines deleted | 379 (26 listings) |
e-mail address β <email> |
274 |
model-gateway URL β <api_base> |
46 |
internal service names β <redacted> |
43 |
| tool install / mount / distributed-storage paths | 10 |
| member names rewritten | 1 |
credential-shaped string β <redacted> |
1 |
Path-class rewrites total 403,280 (plus 652 run-directory references). Scientific fields β reward, rubric text, per-demo scores, reasoning effort, timings and checksums β were left verbatim, so the schema is unchanged.
Verification
| check | result |
|---|---|
| output archives re-scanned | 926 / 926 |
| leak hits | 0 |
| files with a leak | 0 |
| planted-leak self-test | 51 patterns planted, 51 detected, 0 residual β PASS |
| tar member ownership | uniform user:user (0:0) across all 330,060 members |
| members too large to scan | 0 |
| validity spot-check | 24 / 24 trial games valid; 19 / 19 Godot and 19 / 19 Phaser corpus games valid |
| upload size check | 931 files, 0 size mismatches |
How this was built
Every game here was produced by a coding agent working from a written task
brief, then built, replayed and scored by an automatic rubric-based verifier β
a multimodal judge that watches the recorded demo videos. The release is the
union of a de-duplicated corpus of finished game projects plus three sequential
generation batches, each batch one archive per trial holding the complete run
tree: agent log, structured trajectory, harness config, build and replay logs,
demo videos and frames, and the verifier's score breakdown. The source data was
pinned at one revision and never modified; the release was produced by
re-packing every archive member by member. Cleaning rewrote environment paths to
/workspace/game and /workspace/harness/..., neutralised user, account, host,
gateway and internal-service identifiers, blanked credential-shaped strings,
normalised captured ls -l owner columns and tar member ownership, replaced
internal run codenames with neutral batch names, and deleted β not merely
scrubbed β 26 dumps of the build host's process table. Evaluation tasks were
held out at corpus-build time so that nothing in this release overlaps the
benchmark set used to evaluate agents trained on it. Every output archive was
then re-scanned member by member with an independently written scanner plus a
planted-leak self-test; the result is zero hits in 926 files. Published
2026-09-18.
Citing this dataset
@misc{evogame_basegames_2026,
title = {EvoGame-BaseGames: Agent-Generated 2D Games with Full Generation Runs and Verifier Scores},
author = {Anonymous},
year = {2026},
note = {Under double-blind review; dataset released with the submission},
howpublished = {Dataset}
}
Known limitations
- Engine imbalance, and it is structural. All 910 per-trial run archives are
Godot. Phaser games appear only as finished projects in
basegame-corpus(552 of 1,998), with no run tree, no demo videos and no per-trial reward here. Anything that needs a trajectory or a score at the trial level is Godot-only. - Recording gaps. Only 1,070 of the 1,998 corpus games (53.6%) have a paired generation trajectory; the rest come from earlier batches whose job trees were not kept. Three trials finished generation but their verification never produced a breakdown, so they have a score of 0 with no rubric detail, and one trial recorded no demo at all.
- Judge variance. Rewards come from a rubric-based multimodal judge, not from human review or from a deterministic test suite. Batch means differ by almost 0.19 (0.379 to 0.567) while build success is ~100% everywhere, so most of the spread is the judge and the task set, not compile-level quality. Treat the reward as a coarse ordering, and do not compare scores across batches as if they were calibrated.
- The build gate is nearly uninformative β 99.9% of trials build β so
filtering on
build_okremoves almost nothing. - Unreviewed model output. Games, assets and code are model-generated and have not been reviewed for correctness, licence or content.
- Template families. Some Phaser games were generated from parameterised difficulty templates and are highly similar within a family; de-duplication experiments should account for this.
- Godot re-import needed. The
.godot/import cache was dropped from the corpus projects, so they need a re-import on first open. The per-trial archives keep whatever the run produced. - Pinned snapshot. The release is one revision of the source data; trials produced after it are not included, and one task appears twice (two trials).
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