Under review

From Playing a Game to Replicating It
— from Pixels Alone

GameReplica is a benchmark for black-box visual game replication. An agent sees a running web game only through screenshots and an action interface — no source, no docs — must induce its rules by playing, and rebuild it as a single self-contained, verifiable HTML page.

25
Web games
125
Tasks (×5 levels)
5
Mechanic families
71.6%
Best overall (Claude)
The Task

Recover the specification, don't implement one

Unlike SWE / UI-generation benchmarks that hand the agent an issue, mockup or tutorial, GameReplica gives no specification at all. The rules live implicitly inside a running system; the agent must uncover them through observation and active interaction, then reproduce them as code.

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STAGE 1 · DESIGN

Multi-difficulty design

Each base game is expanded into 5 levels (L1–L5) along explicit rule- and state-complexity axes, each with a semantically aligned spec, rubric and hidden source.

🎮
STAGE 2 · REPLICATION

Black-box replication

The agent's only channel is action → screenshot (click / key / reset). It probes, infers state transitions and win/lose rules, and writes one runnable HTML plus an induced spec doc.

⚖️
STAGE 3 · EVALUATION

Three-dimension scoring

The replica is scored on semantic consistency (Rubric), source-code structure (Code) and visual fidelity (Vision) — never touching the original's implementation.

Game Suite

25 games across 5 mechanic families

The suite spans rule-driven puzzles and two-player board games, chosen so faithful replication demands recovering genuine mechanics — not just matching a static screenshot.

Framework

From a running game to a diagnosed leaderboard

Three stages — design, replication, evaluation — run under two controlled axes (model / harness), and every failed instance is traced to a phase and sub-mode.

GameReplica framework
Key Findings

Looks right, plays wrong

Vision > Code > Rubric

Appearance is easier than mechanics

For every system, visual fidelity far exceeds rule fidelity (Claude 93.1 > 67.4 > 54.2). Agents readily produce pages that look similar but fail to reproduce the actual game behavior.

18× vs 1.26×

Model is first-order, harness second

Swapping the model spans an 18× Code-score range; swapping the harness only 1.26×. A strong model sets the ceiling; the harness only changes how the task is executed.

72.1 → 68.6

Strong models flatten the difficulty curve

From L1 to L5 Claude stays nearly flat (72.1→68.6) while Grok collapses (35.9→15.5) and GLM (25.2→11.0). Capability shows up as robustness at the hardest levels.

Leaderboard

Who replicates most faithfully?

Rubric / Code are tier-weighted means; Vision is the screenshot-comparison score; Overall is their equal-weight mean (×100, higher = closer to original). Click a column to sort.

Tokens (M) and Time (s) are averaged over successfully completed instances only. Done = instances (of 125) that stably produce a scorable page.

Overall score vs. difficulty (L1 → L5)

Each point aggregates 25 games at that level. Weaker systems collapse as difficulty rises; the strongest stays flat.

Interactive Demos

Original vs. replicas — play them side by side

Pick a game, a level and the systems to compare. Every frame is a live, runnable page — the original is pinned first. Click "Open" for full screen.

Game
Level
Systems
Failure Study

How and where replication breaks

Across 1,250 instances every outcome is placed in a five-tier taxonomy (F1–F5, bottom-up, first match wins); each failure is then traced to a phase and a concrete sub-mode.

Where failures happen

Share of all attributed failures by phase.

Top failure sub-modes

Most frequent concrete error patterns.

outcome decomposition
Per-system outcome decomposition (F1–F5), 125 instances each.
submode decomposition
Failure sub-mode decomposition by phase.