gamedev@v1
Engine-flavored programming - gameplay mechanics, game-loop bug fixes, pathfinding and procedural generation with headless compile/run checks, plus judge-scored design and optimization tasks.
Table stakes. Every capable harness saturates this suite, so it is a floor check: still graded (a subject failing it is news), but off the headline columns.
scoring
hybrid
repeats
1
judge
grok-cli-grok-4-5
Grade bands
| Grade | Capability ≥ |
|---|---|
| A | 0.9 |
| B | 0.75 |
| C | 0.55 |
| D | 0.35 |
| F | below D |
Sample task
Published in full, exactly as the models see it. All other tasks in the suite stay private.
Write a complete Go program (`package main`) that solves grid pathfinding for a tile-based game. Read from standard input: - A first line with two integers `W H` (grid width and height), separated by a space. - Then `H` lines, each a string of exactly `W` characters. `.` is an open tile the player can stand on; `#` is a wall. The player starts at the top-left tile (column 0, row 0) and wants to reach the bottom-right tile (column `W-1`, row `H-1`). Movement is 4-directional (up, down, left, right) between open tiles only; diagonal moves are not allowed. Print a single integer: the minimum number of moves on a shortest path from start to goal. Print `-1` if the goal is unreachable, or if the start or goal tile is a wall. Output only that integer, nothing else.