Mage: Multi-Axis Evaluation of LLM-Generated Executable Game Scenes Beyond Compile-Pass Rate

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Main Authors: Liu, Hugh Xuechen, Tatar, Kıvanç
Format: Preprint
Published: 2026
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_version_ 1866909025822572544
author Liu, Hugh Xuechen
Tatar, Kıvanç
author_facet Liu, Hugh Xuechen
Tatar, Kıvanç
contents Compile-pass rate is the dominant evaluation signal for LLM code generation, yet for multi-component domain-specific artifacts it can be actively misleading. We demonstrate this on executable game scene synthesis with a four-axis evaluation protocol (named `Mage') -- compile success, runtime success, structural fidelity, and mechanism adherence -- applied to 858 generation attempts across four open-weight LLMs (7B--30B), 26~hand-crafted Unity goal pattern playable concepts, and two automatically extracted IR granularity levels. Direct NL-to-C\# generation achieves the highest runtime-pass rate (43\% mean) yet produces structurally vacuous scenes (mechanism $F_1 \approx 0.12$). Structural IR conditioning halves the runtime rate but recovers domain-faithful structure ($F_1$ up to 1.00). Within IR conditioning, behavior-only and full-scene granularity are statistically indistinguishable (McNemar $p = 1.0$), indicating input-level granularity saturation. These results show that compile rate is anti-correlated with functional correctness in this domain and that multi-axis evaluation is necessary to detect the divergence. We release the benchmark, replay logs, and per-record metrics for independent verification.
format Preprint
id arxiv_https___arxiv_org_abs_2605_07342
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Mage: Multi-Axis Evaluation of LLM-Generated Executable Game Scenes Beyond Compile-Pass Rate
Liu, Hugh Xuechen
Tatar, Kıvanç
Machine Learning
Artificial Intelligence
Software Engineering
Compile-pass rate is the dominant evaluation signal for LLM code generation, yet for multi-component domain-specific artifacts it can be actively misleading. We demonstrate this on executable game scene synthesis with a four-axis evaluation protocol (named `Mage') -- compile success, runtime success, structural fidelity, and mechanism adherence -- applied to 858 generation attempts across four open-weight LLMs (7B--30B), 26~hand-crafted Unity goal pattern playable concepts, and two automatically extracted IR granularity levels. Direct NL-to-C\# generation achieves the highest runtime-pass rate (43\% mean) yet produces structurally vacuous scenes (mechanism $F_1 \approx 0.12$). Structural IR conditioning halves the runtime rate but recovers domain-faithful structure ($F_1$ up to 1.00). Within IR conditioning, behavior-only and full-scene granularity are statistically indistinguishable (McNemar $p = 1.0$), indicating input-level granularity saturation. These results show that compile rate is anti-correlated with functional correctness in this domain and that multi-axis evaluation is necessary to detect the divergence. We release the benchmark, replay logs, and per-record metrics for independent verification.
title Mage: Multi-Axis Evaluation of LLM-Generated Executable Game Scenes Beyond Compile-Pass Rate
topic Machine Learning
Artificial Intelligence
Software Engineering
url https://arxiv.org/abs/2605.07342