SWE-Game: Can Coding Agents Build the Games We Want?

Xiaoyu Chen, Lai Wei, Jin Wang, Xiangyu Zou, Ruochen Fan, Enze Luo, Mingzhe Yao, Jiahui Zhu and 3 others

Shanghai Jiao Tong University · Zhongguancun Academy · Shanghai Innovation Institute · Shenzhen University · Beijing University of Posts and Telecommunications · Elbetech Technology

Published October 7, 2026 · on the feed October 8, 2026 · ▲ 26 · arXiv 2609.33678

3D, worlds & gamesAgentsVision & multimodal No code arXiv ↗Hugging Face ↗Dataset ↗

The abstract

We introduce SWE-Game, a benchmark of 247 tasks grounded in 41 executable reference Godot games spanning 13 gameplay categories in 2D and 3D. Five task types cover development from a brief, implementation from a game design document, skeleton completion, repair of 83 injected-fault cases, and Godot-to-Unity porting. Reference materials specify the intended gameplay, while a shared instrumentation interface lets evaluator-owned drivers and probes execute actions and observe independently implemented games. Evaluation combines engine-state checks, certified reference-input replay, and agent-authored feature demonstrations to assess mechanic correctness, demonstrated playability, and behavioral restoration and preservation after repairs. Game-specific vision-language rubrics separately assess presentation. Across six models, Opus5 achieves the highest overall score in all five task types. Best overall scores remain below 60 out of 100 across the three construction tasks, with Brief-to-Game reaching 50.38. Analysis of reviewed submissions identifies requirement omissions and gameplay logic errors as predominant implementation problems. On human-labeled behaviors from 100 agent-built games, executable checks achieve 92.59% balanced accuracy, compared with 78.41% for a video-based VLM judge. Rubric-based visual scores reach a Spearman correlation of 0.829 with human ratings of 200 gameplay clips. Together, these results characterize current agent capabilities across game-development activities and support combining runtime evidence with visual assessment.

The Brief

2:35

A short podcast summary of the paper. Written and voiced by AI.

Transcript

SWE-Game. Can Coding Agents Build the Games We Want?. By Xiaoyu Chen and ten others, from Shanghai Jiao Tong University, Zhongguancun Academy, and four other institutions. Published on the seventh of October. No code repository is linked to it.

The title asks whether coding agents can build the games we want. Answering that takes more than reading code. A game is judged by whether its mechanics work, whether it can actually be played, and how it looks, and game development covers more than building from nothing: completing a skeleton, repairing faults and porting between engines are all part of it.

SWE-Game has two hundred and forty-seven tasks, grounded in forty-one executable reference games built in Godot. They span thirteen gameplay categories, in both 2D and 3D. Five task types cover the activities: development from a brief, implementation from a game design document, skeleton completion, repair of eighty-three injected-fault cases, and porting from Godot to Unity.

Reference materials specify the intended gameplay. A shared instrumentation interface lets drivers and probes owned by the evaluator execute actions in, and observe, games that were implemented independently. Evaluation then combines three kinds of evidence: engine-state checks, certified replay of reference inputs, and feature demonstrations authored by the agent itself. Together they assess whether mechanics are correct, whether playability is demonstrated, and, after a repair, whether behaviour was restored and preserved. Presentation is assessed separately, by vision-language rubrics written for each game.

Across six models, Opus5 achieves the highest overall score in all five task types. Even so, the best overall scores stay below sixty out of a hundred across the three construction tasks, with Brief-to-Game reaching fifty point three eight. Reviewing the submissions, the predominant implementation problems are requirement omissions and gameplay logic errors.

The evaluators were checked as well. On human-labelled behaviours from one hundred agent-built games, executable checks reach ninety-two point five nine percent balanced accuracy, against seventy-eight point four one percent for a video-based VLM judge. Rubric-based visual scores reach a Spearman correlation of zero point eight two nine with human ratings of two hundred gameplay clips.

Two results sit side by side. The strongest model leads every task type and still builds games scoring under sixty when it starts from a brief or a document. And checks that run the game agreed with human labels more closely than a judge watching video did. The authors take the whole as support for combining runtime evidence with visual assessment when the thing being judged is a game.

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