Test fixture
Roblox OpenGameEval tasks. Special category: visible in breakdowns, excluded from Overall.
The model receives the prompt (and optional system message). The run uses scorer roblox_open_eval with the JSON configuration below. Pass/fail and partial credit are determined entirely by that scorer against the model output; no human grading.
[Roblox OpenGameEval] Can you change the behavior of the two weapon types in my game? I want one of them to feel more like a shotgun, easier to hit but with lower damage, and the other one to feel more like a sniper rifle, harder to hit but with higher damage.
{
"input_script": "[embedded in CLI runner]",
"upstream_path": "Evals/106_lasertag_weapon_balance.lua",
"upstream_sha256": "a7e65348c69a338b4450dbf5ab34a66767307185f25a1634806e1b8aff785746",
"scenario_name": "106_lasertag_weapon_balance",
"place": "laser_tag.rbxl",
"eval_kind": "codegen"
}temperature
0
max_tokens
1
timeout (s)
900
type
scored
file
106_lasertag_weapon_balance.json