PACE-Bench: Benchmarking Physics Adaptation via Code Evolution in Dynamic Environments
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PACE-Bench: Benchmarking Physics Adaptation via Code Evolution in Dynamic Environments Yuhao Zhan1,2 * , Bingxiang He1∗ , Zecong Tang2 , Chaojun Xiao1† 1 Tsinghua University 2 Zhejiang University yuhao.zhan@zju.edu.cn
arXiv:2608.14441v1 [cs.AI] 14 Aug 2026
Abstract
Prior Benchmarks Task Streams
Self-evolving agents improve future behavior from interaction experience, yet existing evaluations typically optimize under fixed execution conditions and do not test recovery after those conditions change. To address this gap, we introduce PACE-B ENCH (Physics Adaptation via Code Evolution), a simulator-grounded benchmark of 144 source-to-target adaptation pairs across six physics domains. Each pair links a source environment to a mutated target environment with the same goal and interface. A code-driven design that succeeds in the source fails in the target, where agents must iteratively adapt it into a working target design using diagnostic sandbox feedback within a limited attempt budget. We compare ten selfevolving methods from four paradigms. The benchmark remains far from saturated: Reflexion + Qwen3-14B succeeds on only 35.9% of full-benchmark pairs, while GPT-5.5 solves 66.7% of the Statics subset under the full budget. Together, these results show that simulatorgrounded reflection is more reliable than unverified self-revision, while memory anchors agents to early designs and broad tree search explores without converging. Even revealing exact physical changes does not raise the performance ceiling, pointing to mechanism redesign rather than parameter inference as the central bottleneck. Data and code are available at https://github.com/thunlp/PACE-Bench.
1
improve across multiple tasks
1. Source Design Passes Source Env
2. Source Design Fails Target (Mutated) Env
3. Agent SelfEvolves to Pass Target Env
Held-out Tasks generalize to new tasks
Same task, changed environment: Can the agent adapt when its solution no longer works?
Figure 1: Existing self-evolving benchmarks test transfer or generalization, whereas PACE-B ENCH tests adaptation of an executable design after physical environment shift.
Despite this promise, standard evaluations optimize an answer or policy under fixed execution rules. Recent benchmarks measure experience accumulation over task streams (Wu et al., 2024; Zheng et al., 2025a), including long-term performance, efficiency, and stability (Jiang et al., 2026), or transfer learned knowledge and skills to related tasks (Yuan et al., 2026; Zhong et al., 2026; Gao et al., 2026). Others test whether prompt, code, or harness updates generalize to held-out tasks and environments (Zheng et al., 2026; Zhang et al., 2025a). However, none evaluates whether an agent can adapt a previously successful design after a change in the execution environment causes it to fail. Such shifts are fundamental in deployment, where surroundings and operating conditions evolve frequently. Agents must identify obsolete assumptions, preserve useful components, and decide whether to revise or replace the design.
Introduction
Self-evolving agents improve future behavior by updating their parameters, context, memory, or tools from interaction experience (Gao et al., 2025). By turning interaction feedback into autonomous improvement, this paradigm reduces repeated human redesign and supports scalable, lifelong agent systems (Fang et al., 2025).
Physical simulation offers a controlled testbed for this adaptation, while code provides an executable interface for revising and verifying designs. Changes in friction, material strength, or dynamics can invalidate a working design without changing its goal. Figure 1 illustrates this with a vehicle that works on high-friction terrain but fails on ice. Existing physical benchmarks, however, either study simulator-based design or executable
* indicates equal contribution. †
PACE-Bench: Dynamic & Evolving
indicates corresponding author.
1
Feedback-Driven Improvement
Physical Simulation
Executable Design
Self-Evolution Evaluation
Adaptation After Env. Change
Self-evolving agent benchmarks StreamBench (Wu et al., 2024) LifelongAgentBench (Zheng et al., 2025a) SE-Bench (Yuan et al., 2026) SEA-Eval (Jiang et al., 2026) SkillLearnBench (Zhong et al., 2026) SEAGym (Zheng et al., 2026) AutoEnv (Zhang et al., 2025a) EvoAgentBench (Gao et al., 2026)
✓ ✓ × ✓ ✓ ✓ ✓ ✓
× × × × × × × ×
× × × × × × × ×
✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
× × × × × × × ×
Physical and engineering benchmarks ENGDESIGN (Guo et al., 2026) Frontier-Eng (Chi et al., 2026) CausalWorld (Ahmed et al., 2020) NewtonBench (Zheng et al., 2025b)
× ✓ ✓ ✓
✓ ✓ ✓ ✓
✓ ✓ × ×
× ✓ × ×
× × × ×
PACE-Bench
✓
✓
✓
✓
✓
Benchmark
Table 1: Comparison of representative benchmarks for self-evolution, engineering design, and physical environments. The highlighted final column is the core capability evaluated by PACE-B ENCH; the other columns describe its evaluation setting.
feedback under fixed settings (Guo et al., 2026; Chi et al., 2026), or vary physical environments without self-evolving redesign (Ahmed et al., 2020; Zheng et al., 2025b). Adaptation of an existing design after an environment change therefore remains untested (Table 1). To address this gap, we introduce PACEB ENCH, a benchmark of self-evolving adaptation after controlled environment changes using executable physical design. Following prior work on code-based agents (Wang et al., 2024) and executable physical simulation (Xie et al., 2026), each task starts with a code-driven design that succeeds in a source environment. A mutation then systematically changes physical parameters such as friction, material strength, or dynamics to create a target environment where the source design fails but a verified reference design succeeds. With the goal and interface fixed, the agent has 20 attempts to iteratively revise its design using diagnostic sandbox feedback. Across 36 base tasks and six physics domains, four targets per task yield 144 source-totarget pairs (τ0 → τk ). We compare ten self-evolving methods from four paradigms across Qwen3 model sizes, then evaluate larger open and frontier LLMs on selected subsets. The benchmark remains far from saturated: Reflexion with Qwen3-14B succeeds on only 35.9% of full-benchmark pairs, while GPT5.5 solves 66.7% of the Statics subset under the full budget. Simulator-grounded reflection outperforms unverified self-revision, memory can anchor agents to early designs, and broad tree search often
struggles to convert exploration into convergence. Code-similarity and nine-category error analyses trace these behaviors to Design Fixation versus Stagnation or undirected Exploration. Finally, revealing exact physical changes still does not raise the performance ceiling, indicating that mechanism redesign (“know how”) is the genuine bottleneck compared to parameter inference (“know what”). Together, these findings position PACE-B ENCH as a reproducible testbed for diagnosing and improving self-evolving agents under changing environments. Contributions. (i) We introduce PACE-B ENCH, a systematic benchmark for self-evolving adaptation after environment shifts using code-driven physical design, with a unified codebase and reproducible evaluation suite. (ii) We evaluate ten methods across four paradigms, showing that the benchmark remains unsaturated, simulator-grounded reflection is reliable, tree search is efficient, and memory can constrain stronger models. (iii) We analyze failure trajectories and parameter disclosure, revealing the tension between exploration and exploitation and the difficulty of mechanism redesign even when exact physical changes are known.
2
Related Work
Self-Evolving Benchmarks and Physical Design. Existing self-evolving benchmarks extend evaluation beyond isolated episodes. Some measure whether feedback improves performance over task streams (Wu et al., 2024; Zheng et al., 2025a), including long-term performance, efficiency, and sta2
bility (Jiang et al., 2026), or whether learned knowledge and skills transfer to related tasks (Yuan et al., 2026; Zhong et al., 2026; Gao et al., 2026). Other benchmarks modify prompts, code, or agent harnesses to test generalization to held-out tasks and heterogeneous environments (Zheng et al., 2026; Zhang et al., 2025a). None tests whether an agent can adapt its design when the environment changes while the goal and interface stay fixed. Physical adaptation offers a controlled testbed for this case. Existing work studies simulator-based design (Guo et al., 2026), executable feedback (Chi et al., 2026), causal transfer (Ahmed et al., 2020), or physicallaw discovery (Zheng et al., 2025b). Yet none combines a failure after an environment change, code-driven mechanism redesign, and systematic self-evolution evaluation with a verified solvable target. PACE-B ENCH bridges these settings by comparing self-evolving methods on executable designs after controlled physics shifts (Table 1). Self-Evolving Agents. A self-evolving agent modifies its parameters, contextual state, or tools based on its own interaction trajectories to improve future performance (Gao et al., 2025). Recent work spans four paradigms: context-based revision through iterative refinement and self-critique (Shinn et al., 2023; Madaan et al., 2023); memory-augmented approaches that maintain structured experience across attempts (Zhao et al., 2024; Ouyang et al., 2025; Zhang et al., 2025b); inference-time search over solution candidates via evolutionary algorithms (Novikov et al., 2025; Assumpção et al., 2025); and parameter-based training through testtime RL (Wang et al., 2025b,a; Yuksekgonul et al., 2026), SFT (Zweiger et al., 2026), genetic search (Zhang et al., 2025c), or self-generated data (Zhao et al., 2026). These methods are driven by textual feedback, scalar rewards, or population-based selection. While prior benchmarks rarely evaluate self-evolving methods systematically, PACEB ENCH compares them across four paradigms under physical adaptation tasks.
3
The PACE-B ENCH Benchmark
3.1
Task Formulation
environment-conditioned is: τi = C(Ei ),
(1)
where E0 is the source environment and E1 , . . . , E4 (Stages 1–4) are mutated environments with systematically altered physical parameters. Thus, the five environment-conditioned instances share the task goal and interface but differ in physical conditions. We suppress the base-task index below. Each environment Ei = (θi , ϕi ) is parameterized by terrain θi and physics ϕi . A solution x is a Python program defining build_agent() (structure assembly) and agent_action() (control logic). The evaluator executes x in the Box2D1 sandbox and returns structured feedback: Ei (x) = v(x), s(x), d(x) , (2) where v(x) = K/N is the fraction of N hard constraints satisfied (e.g., mass budget, no collapse), and d(x) is a diagnostic report (e.g., peak joint force, failure timestamp). The task score s(x) is: (v(x) − 1) × 100, if v(x) < 1, s(x) = (3) task progress, if v(x) = 1. When v(x) < 1, the score penalizes violated constraints. When v(x) = 1, it measures progress toward the task goal. Moreover, s(x) = 100 if and only if x ∈ X , where X denotes the set of reference solutions that pass the task. 3.2
Self-Evolving Evaluation Protocol
The core evaluation unit is a source-to-target environment pair (E0 → Ek ) within one base task, evaluated through the corresponding task instances τ0 = C(E0 ) and τk = C(Ek ), where k ∈ {1, 2, 3, 4}. Each pair satisfies: Xk ̸= ∅
and
x0 ∈ X0 \ Xk ,
(4)
where Xk ̸= ∅ ensures that τk is solvable, and x0 ∈ X0 \ Xk rules out trivial reuse of the source solution. The agent must adapt x0 to τk without being told which physics changed, using feedback to infer the change and redesign accordingly. The agent operates under an interaction budget B = 20. Each attempt submits a candidate xt and returns feedback (v t , st , dt ) = Ek (xt ). At step
A base task in PACE-B ENCH is defined by a fixed context template C and five environments {E0 , . . . , E4 }. The template specifies the natural-language description, constraints, success criteria, and permitted primitive APIs (e.g., sandbox.add_beam(x, y, width, height)). Its
1
Box2D is widely used in platforms such as OpenAI Gym (Brockman et al., 2016) and CARL (Benjamins et al., 2021).
3
Phase 1: Task and environment generation
Phase 2: Architectural foundation and solution derivation
Domain Initialization
Modular Architecture Setup
Statics
Kinematics
Dynamics
environment.py
Linkages
Energy
feedback.py
Granular
Cybernetics
Exotic
prompt.py
Isolated Responsibility & Logical Consistency
stages.py Fluid
Control
renderer.py
Physics
agent.py
36 Base Tasks
Parameter Mutation
Reference Solution Derivation
Mutated Env ℰ" = (𝜃" , 𝜙" ) Mutated Env ℰ# = (𝜃# , 𝜙# )
Initial Env ℰ! = (𝜃! , 𝜙! )
Mutated Env ℰ$ = (𝜃$ , 𝜙$ )
Systematic alteration of terrain 𝜃 and physics 𝜙
Mutated Env ℰ% = (𝜃% , 𝜙% )
Multi-Level Audit Cross-Module Consistency
evaluator.py Equilibrium
Phase 3: Validation and calibration
Variable Exposure Invisible variables (e.g., friction) remain hidden.
API Exclusivity
Feedback Design
Modification Prohibited
Metric Diagnostics
Dynamic Difficulty Calibration Task Pair Candidate: (𝜏, ℰ" , ℰ$ )
Check 𝓔𝟎 : Verify 𝑥" on ℰ" → 𝑠" 𝑥" = 𝟏𝟎𝟎 Solution Verification
Difficulty escalates from ℰ! to ℰ"
Verify 𝑥" on ℰ$ → 𝑠$ 𝑥" < 𝟏𝟎𝟎 𝜒& ≠ ∅, 𝑥! ∈ 𝜒! \ 𝜒& for 𝑘 𝜖 1,2,3,4
Confirmed Solvability Non-trivial Task Pairs
Total Task Pairs: 144 (36 x 4)
Qwen3-4B two independent runs
Check 𝓔𝒌 : Verify 𝑥$ on ℰ$ → 𝑠$ 𝑥$ = 𝟏𝟎𝟎
Yes
s 𝒙 = 𝟏𝟎𝟎 in >= 1 run? No (all runs fail) Final Task Pair Pool: { 𝜏, ℰ! , ℰ& }%&'" Quality Adaptation from ℰ! to ℰ&
difficulty escalation
Figure 2: Overview of the three-phase dataset construction pipeline.
t, the agent A, an LLM augmented with a selfevolving method, conditions on the task context and prior history: xt = A C(Ek ) ⊕ U , H t−1 ,
(5)
H t−1 = {(xi , v i , si , di )}t−1 i=0 ,
(6)
Phase 2: Architectural foundation and solution derivation. Each task uses a modular architecture of isolated single-responsibility components (Table 7), so parameter changes propagate across all layers. We derive reference solutions for all five environments through iterative refinement with Claude Code2 , yielding Xk ̸= ∅ for all k. In sandbox evaluation, the source solution satisfies x0 ∈ X0 \ Xk at every mutated stage, matching the protocol conditions. Phase 3: Validation. All tasks undergo automated audits for cross-module consistency, variable exposure, and API exclusivity. Prompts disclose explicit constraints and observable variables, omit numeric hidden-physics values such as gravity and friction, and restrict reference solutions to documented primitives (Appendix A.1). We calibrate difficulty by adjusting mutation parameters (e.g., wider gaps or stricter force limits) until Qwen3-4B fails two independent runs while the task remains solvable (Appendix A.2). We then analyze its logs and add diagnostic measurements to feedback.py, such as force or constraint margins with timestamps and locations. These diagnostics report what failed and by what margin without recommending a fix. If enriched feedback enables Qwen3-4B to pass, we escalate the difficulty again (Appendix A.3). Finally, two authors with graduate-level physics or engineering training audit all 36 tasks over three passes. Moderate-to-critical issues fall from approximately 86% of tasks in the first pass to 15–20% in the second and none in the third (Appendix A.4).
where U is a Uniform Suffix (see §A.1) listing variables that might differ across stages without identifying the changed variables. The final task score is: s = max st . (7) 0≤t<B
This protocol measures two core capabilities: physical inference (i.e., “know what”: diagnosing hidden parameter changes from feedback) and mechanism redesign (i.e., “know how”: revising a structure to function under altered physics). The 20-attempt budget tests whether agents converge through causal reasoning rather than unproductive trial and error. Each base task yields four such pairs (τ0 → τ1 , . . . , τ0 → τ4 ), providing a fine-grained measure across escalating distribution shifts. 3.3
Dataset Construction
We construct each base task by parameterizing C over {E0 , . . . , E4 } in a three-phase pipeline (Figure 2). Phase 1: Task and environment generation. We define six physics domains with 6 base tasks per domain. Each base task contributes four sourceto-target pairs, yielding 36 × 4 = 144 pairs with difficulty increasing from Stage 1 to Stage 4.
2
4
https://code.claude.com/docs/en/overview
Figure 3: Overview of PACE-B ENCH. Left: the 36 tasks organized across six physics categories. Right: rendered snapshots of reference solutions succeeding on the source environments.
3.4
Dataset Overview
(DeepMind, 2025), Claude-Opus-4.7 (Anthropic, 2 025), DeepSeek-V4-Pro (DeepSeek-AI, 2025), Kimi-K2.6 (AI, 2026), and MiniMax-M2.7 (MiniMax, 2026). All models use thinking mode. Methods. Under the protocol in §3.2, Vanilla iteratively submits candidate solutions and revises them from diagnostic feedback. Ten selfevolving methods extend this protocol across four paradigms: Context-based: Reflexion (Shinn et al., 2023), Self-Refine (Madaan et al., 2023); Memoryaugmented: ACE (Zhang et al., 2025b), ExpeL (Zhao et al., 2024), ReasoningBank (Ouyang et al., 2025); Inference-time Search: Tree-ofThoughts (ToT) (Yao et al., 2023), CodeEvolve (Assumpção et al., 2025); and Parameter-based: SEAL (Zweiger et al., 2026), RAGEN (Wang et al., 2025b), TTT-Discover (Yuksekgonul et al., 2026). Detailed adaptation notes are in Appendix C. By default, agents see only the Uniform Suffix U (§3.2), which lists variables that might differ across stages without identifying the actual changes. Appendix D provides implementation details, including history management, infrastructure, and costs.
Figure 3 presents PACE-B ENCH. Detailed statistics appear in Table 9 in the Appendix. Averaged across 6 categories, a task prompt contains 1,051 tokens, 7 hard constraints, and 8 primitive APIs, with mutated parameters escalating from 2 at Stage 1 to 10 at Stage 4. In total, the benchmark spans 180 evaluation environments (36 tasks × 5 environments), 37,860 prompt tokens, 273 hard constraints, 292 primitive APIs, and 945 stage-level parameter mutations. Each pair tests whether an agent can infer hidden physical changes from feedback and revise its design, making PACE-B ENCH the first benchmark to combine environment variation and physics-grounded self-evolving evaluation.
4
Experiments
4.1
Experimental Setup
4.1.1
Baseline
Models. Because sweeping larger models across all tasks and methods is prohibitively expensive (cost details in Appendix D.2), we use two complementary scopes. The full benchmark evaluates Vanilla and all ten self-evolving methods with Qwen3-4B, Qwen3-8B, and Qwen3-14B (Yang et al., 2025). On the Statics subset (24 environment pairs), a 20-attempt Vanilla study adds Qwen3-32B, DeepSeek-V4-Pro, and GPT-5.5 to test whether larger models close the performance gap under the full budget. A separate five-attempt Vanilla study broadens frontier-model coverage at lower cost with GPT-5.5 (OpenAI, 2025), Gemini-3.1-Pro
4.1.2
Evaluation Metrics
We report two primary metrics over two independent runs per environment pair. Pass@2 is the fraction of environment pairs where at least one run succeeds. Score@2 is the mean of the two runbest scores, with per-attempt scores in [−100, 100]. Runs lacking a complete executable solution due to output truncation, parse failure, sandbox crashes, or context overflow are excluded; Appendix D.3 5
Qwen3-4B
Qwen3-8B
Qwen3-14B
Paradigm
Method
Pass@2
Score@2
Pass@2
Score@2
Pass@2
Score@2
Context
Vanilla Reflexion Self-Refine
11.5 (↑0.0) 19.5 (↑8.0) 6.2 (↓5.3)
10.7 (↑0.0) 14.6 (↑3.9) 5.5 (↓5.2)
15.6 (↑0.0) 26.6 (↑11.0) 3.1 (↓12.5)
12.0 (↑0.0) 18.1 (↑6.1) 3.7 (↓8.3)
32.0 (↑0.0) 35.9 (↑3.9) 7.1 (↓24.9)
25.5 (↑0.0) 28.0 (↑2.5) 8.0 (↓17.5)
Memory
ACE ExpeL ReasoningBank
15.5 (↑4.0) 11.5 (↑0.0) 10.9 (↓0.6)
13.3 (↑2.6) 10.5 (↓0.2) 9.2 (↓1.5)
19.5 (↑3.9) 13.2 (↓2.4) 18.8 (↑3.2)
14.9 (↑2.9) 10.1 (↓1.9) 14.0 (↑2.0)
25.0 (↓7.0) 15.6 (↓16.4) 24.2 (↓7.8)
19.6 (↓5.9) 13.0 (↓12.5) 19.5 (↓6.0)
Search
ToT CodeEvolve
23.4 (↑11.9) 10.7 (↓0.8)
17.9 (↑7.2) 5.8 (↓4.9)
17.1 (↑1.5) 5.3 (↓10.3)
14.5 (↑2.5) 3.1 (↓8.9)
20.3 (↓11.7) 5.3 (↓26.7)
16.5 (↓9.0) 3.3 (↓22.2)
Parameter
TTT-Discover RAGEN SEAL
6.5 (↓5.0) 7.7 (↓3.8) 10.4 (↓1.1)
11.3 (↑0.6) 12.2 (↑1.5) 17.0 (↑6.3)
7.6 (↓8.0) 7.0 (↓8.6) 15.4 (↓0.2)
12.3 (↑0.3) 15.4 (↑3.4) 17.9 (↑5.9)
14.3 (↓17.7) 14.5 (↓17.5) 20.0 (↓12.0)
17.3 (↓8.2) 26.4 (↑0.9) 23.5 (↓2.0)
Table 2: Main Results: Pass@2 (%) and Score@2 by Method and Model. Values in parentheses show ∆ vs. Vanilla (↑ = improvement, ↓ = degradation). Model
Pass@2 (%)
Score@2
8.3 33.3 37.5 37.5 45.8 66.7
12.0 21.8 27.3 28.4 48.7 78.1
Qwen3-4B Qwen3-8B Qwen3-14B Qwen3-32B DeepSeek-V4-Pro GPT-5.5
gap, we evaluate Vanilla on 24 environment pairs from the Statics subset under the full 20-attempt budget, adding Qwen3-32B, DeepSeek-V4-Pro, and GPT-5.5. Table 3 suggests a within-family plateau: Qwen3-32B does not improve Pass@2 over Qwen3-14B, whereas DeepSeek-V4-Pro and GPT-5.5 perform better. Even GPT-5.5 fails one third of the pairs, leaving the benchmark unsaturated. A complementary five-attempt comparison broadens coverage to six frontier LLMs in Appendix D.5. From-Scratch Difficulty. To test whether the tasks remain non-trivial when agents must construct solutions from scratch, we run Vanilla on all five environments for each task. Each agent receives the task description and primitive APIs, then revises its solution with simulator feedback for up to 20 attempts. Table 15 reports low Pass@2 across model scales (11.3–18.3%), showing that direct solution construction remains non-trivial. Table 16 shows a much higher Pass@2 on the source environment (32.3%) than on the target environments (6.4–13.4%). Thus, our mutations create substantially harder targets, motivating source-to-target adaptation via re-design. Analysis by Method Paradigm. Table 2 reveals clear paradigm-level patterns. Context-based. Reflexion leads overall (35.9% Pass@2 at 14B, +4–11 points over Vanilla), while Self-Refine, which revises up to five times before sandbox evaluation, never exceeds 7.1%. This gap suggests that unverified revision compounds errors rather than correcting them. Memory-augmented. ACE and ReasoningBank outperform Vanilla at 8B but underperform at 14B (25.0%, 24.2% vs. 32.0%), suggesting retrieved experiences constrain stronger mod-
Table 3: Vanilla performance on Statics subset under the full 20-attempt budget.
details these exclusions. Appendix D.4 also reports reliability statistics and the cost rationale for the two-run protocol. 4.2
Results and Analysis
We organize the experiments around three progressive questions: (RQ1) how well current selfevolving methods perform under dynamic physics; (RQ2) what makes these tasks hard and how agents fail; and (RQ3) which design choices and interventions improve performance. 4.2.1
RQ1: How well do current self-evolving methods perform under dynamic physics?
Takeaway 1: Reflexion leads in Pass@2 and ToT in wall-clock efficiency. Memory-augmented methods anchor search to early designs, while SelfRefine’s unverified inner loop compounds errors and adds latency.
Overall Performance. Table 2 reports Pass@2 and Score@2 across methods and models. The strongest configuration, Reflexion + Qwen3-14B, reaches only 35.9% Pass@2. Gains are larger from 8B to 14B than from 4B to 8B (Figure 6 in Appendix). To test whether larger models close this 6
Model
Metric
Vanilla
Reflexion
Self-Refine
ACE
ExpeL
Reasoning Bank
ToT
Code Evolve
SEAL
RAGEN
TTTDiscover
Qwen3-4B
Score Time S/Hr
24.8 0.9h 27.5
23.7 0.8h 29.6
11.9 6.0h 2.0
23.9 1.3h 18.4
21.5 1.4h 15.4
21.8 0.8h 27.2
27.4 0.6h 45.7
13.4 1.8h 7.5
23.3 2.0h 11.6
13.5 5.5h 2.5
14.2 5.4h 2.6
Qwen3-8B
Score Time S/Hr
25.5 1.1h 23.2
22.1 1.5h 14.7
15.0 5.1h 2.9
25.7 1.3h 19.8
22.6 1.4h 16.1
25.0 1.0h 25.0
23.2 0.5h 46.4
8.9 2.2h 4.1
28.0 2.5h 11.2
14.2 5.8h 2.4
14.7 5.7h 2.6
Qwen3-14B
Score Time S/Hr
25.2 0.9h 28.0
38.1 1.5h 25.4
18.0 5.0h 3.6
26.3 1.5h 17.5
24.8 1.6h 15.5
25.5 1.0h 25.5
28.9 0.5h 57.8
8.9 2.4h 3.7
35.0 2.8h 12.5
37.1 5.7h 6.5
16.4 5.6h 2.9
Table 4: Cost-normalized results on the Kinematics subset under 20-attempt budget. Scores are fitted to the nearest 1/24 increment and shown to one decimal. S/Hr is computed from the fitted scores before display rounding.
els. ExpeL also trails Vanilla at both scales, possibly because its frozen source-environment memory transfers poorly. Inference-time Search. ToT excels at 4B (23.4%, 2.0× Vanilla), but its advantage erodes at larger scales, while CodeEvolve scales negatively (10.7%→5.3%). Parameter-based. All three methods underperform Vanilla at 14B. SEAL is strongest (10.4–20.0%), RAGEN’s gap widens with scale (−3.8 → −8.6 → −17.5), and TTTDiscover improves at 14B (14.3%) but remains below Vanilla. Detailed failure analysis via error taxonomy and code similarity is in RQ2 (§4.2.2). Cost-Normalized Comparison. To account for unequal compute overhead, we compare all eleven methods on the Kinematics subset with Qwen34B/8B/14B under the 20-attempt budget. Table 4 reports runtime in hours and Score/Hr, defined as average score divided by runtime. At the paradigm level, inference-time search splits sharply. ToT is the most efficient method at every scale (45.7–57.8 S/Hr), whereas CodeEvolve remains low (3.7–7.5 S/Hr). Context-based methods also diverge. Reflexion combines low overhead with strong efficiency, while Self-Refine’s unverified inner loop is slow and yields only 2.0–3.6 S/Hr. Memoryaugmented methods achieve moderate efficiency, and parameter-based methods incur high runtime without a consistent efficiency gain. Thus, ToT remains the efficiency leader even though the highest absolute score varies by scale, suggesting that additional self-evolution compute does not reliably improve cost-normalized performance.
Analysis Methods. We use two complementary analyses. Code similarity analysis. We compute pairwise Jaccard similarity among generated solutions within each run and report global similarity (mean pairwise similarity), convergence trend (the change from early to late attempts), and radicality (1 − global similarity). Positive convergence trends indicate increasing self-similarity. Table 5 compares these metrics across methods and model scales, revealing whether agents lock onto a narrow design family or continue making large changes.3 Error taxonomy. Every failed run is assigned one of nine mutually exclusive types. Hard failures detected from simulation diagnostics include Catastrophic Collapse, Constraint Violation, Structural Failure, and Numerical Instability. Trajectory-level patterns identified from score progression and code similarity include Design Fixation, Stagnation, Exploration, Late Convergence, and Budget Exhaustion. A priority-ordered pipeline checks hard failures first, then trajectory-level patterns, with the first match determining the type. Details are in Appendix B. Analysis by Method. Figure 4 and Table 5 indicate a split between exploration and exploitation behind the RQ1 performance patterns: conservative methods become trapped in self-similar designs, whereas highly radical methods often change code without making directed progress. Context-based. Vanilla serves as the baseline: 41.0% Design Fixation, global similarity 0.777, positive trend (+0.117). The base model converges early to a narrow design region and rarely escapes. Self-Refine’s unverified inner-loop revisions produce chaotic, undirected changes (highest radicality, Stagnation 57.1%), which may explain why it ranks lowest. Memory-augmented. ACE cuts Stagnation to
4.2.2 RQ2: What makes these tasks hard, and how do agents fail? Takeaway 2: Self-evolving agents either fixate on early designs or explore without converging. Model scaling appears to improve reasoning more than combinatorial search.
3
Methods with < 10 total iterations (multiple attempts per iteration) are excluded for meaningful trend analysis.
7
Constraint Violation Structural Failure Design Fixation
Stagnation Exploration Late Convergence
80
80
Error Share (%)
100
Error Share (%)
100
60 40 20 0
S
K
D
F
C
60 40 20 0
E
Budget Exhaustion Numerical Instability Catastrophic Collapse
illa ion fine ACE xpeL Bank volve ToT over GEN EAL c S E ing eE Van eflex lfRe Dis RA d R Se n TT aso Co T e R
Figure 4: Error type distribution by category (left) and method (right). Qwen3-4B
Qwen3-8B
Qwen3-14B
Method
Global Sim
Trend (L−E)
Radicality
Global Sim
Trend (L−E)
Radicality
Global Sim
Trend (L−E)
Radicality
Vanilla Reflexion Self-Refine
0.792 0.772 0.672
+0.112 +0.111 +0.120
0.208 0.228 0.328
0.780 0.725 0.598
+0.126 +0.117 +0.122
0.220 0.275 0.402
0.760 0.720 0.597
+0.114 +0.110 +0.119
0.240 0.280 0.403
ACE ExpeL ReasoningBank
0.821 0.840 0.760
+0.145 +0.132 +0.207
0.179 0.160 0.240
0.795 0.807 0.738
+0.164 +0.152 +0.198
0.205 0.193 0.262
0.807 0.794 0.723
+0.163 +0.139 +0.233
0.193 0.206 0.277
SEAL
0.755
+0.097
0.245
0.805
+0.117
0.195
0.726
+0.096
0.274
Table 5: Code Similarity by Method and Model (iterations ≥ 10). Trend (L−E) = mean similarity difference between late and early attempts; positive = increasing self-similarity. Bold denotes the highest value in each column.
7.5% (vs. Vanilla 12.6%) but drives Fixation to 47.1%: score-ranked retrieval repeatedly returns early moderate successes, which are reinserted into later prompts and create a positive-feedback anchoring loop. ReasoningBank has the steepest convergence trend (+0.233) of any method, suggesting progressive anchoring. At 14B, ACE’s global similarity peaks at 0.807, indicating that memory may constrain models which reason better from scratch. ExpeL’s Fixation (42.5%) exceeds Vanilla’s while Exploration (21.1%) is lower, suggesting that frozen source-environment memory narrows rather than guides search. To probe scoreretrieval anchoring over time, we include a case study comparing adjacent-attempt similarity for Vanilla and ACE over one 20-attempt trajectory in Appendix E.2.
maturely. Parameter-based. SEAL’s error profile mirrors Vanilla’s (Fixation 36.8% vs. 41.0%, Stagnation 10.5% vs. 12.6%), because supervised fine-tuning on its own successes preserves rather than reshapes the base generation distribution. RAGEN has zero Fixation (weight perturbation promotes generation diversity) yet 42.9% Exploration and 31.4% Stagnation: the continuous reward is informative but 20 rollouts are too few for RL convergence. TTTDiscover has the highest Stagnation (55.6%) with zero Fixation because group-based advantage estimation degenerates when most rollouts score identically. Analysis by Task Category. Figure 4 reports the error taxonomy by category. Failure modes vary sharply across categories, with Design Fixation reaching 58.2% in Control. Figure 7 in Appendix further shows that Exotic Physics is the most solvable category while Dynamics is the hardest across model scales. Task category predicts difficulty far more strongly than model scale: the 4B→14B gain ranges from +16.3 points in Exotic Physics to +1.9 points in Kinematics. Scaling may improve reasoning more than the combinatorial search required
Inference-time Search. ToT has near-zero Fixation (0.3%) but 50.2% Stagnation: breadth-first exploration cannot converge within 20 attempts. CodeEvolve is the inverse, with 66.3% Fixation (highest), 0.0% Exploration, 0.835 global similarity, and a flat trend. Its LLM-generated crossover and mutation variants remain too close to selected parent templates, so the population collapses pre8
Qwen3-4B
Qwen3-8B
Qwen3-14B
Method
CH
CE
∆
CH
CE
∆
CH
CE
∆
Vanilla Reflexion ACE
1.6 9.4 6.0
10.0 12.0 12.0
+8.4 +2.6 +6.0
13.3 17.9 12.5
13.3 13.2 8.8
+0.0 −4.7 −3.7
17.0 17.1 7.3
9.8 14.6 10.4
−7.2 −2.5 +3.1
Table 6: Change-Hidden (CH) vs. Change-Exposed (CE) Pass@2 (%) pooled over Statics and Kinematics (approximately 48 environment pairs). CE discloses the changed variables and their exact new values.
by the hardest categories. Detailed per-category error analysis and cross-category comparisons are provided in Appendix E.3. 4.2.3
ble 11 in Appendix compares text-only and VLMaugmented feedback. At 4B, additional video feedback helps most methods. At larger scales, it polarizes by paradigm. Context-based methods degrade (Vanilla 14B: 40.9% → 18.2%, Reflexion: 40.9% → 27.3%), while memory-augmented methods improve (ACE: 13.6% → 22.7%, ExpeL: 13.6% → 36.4%). The error taxonomy across these subsets in Table 12 suggests possible mechanisms. For context-based methods, video feedback may scatter focused reasoning, with Exploration rising by over 20 points in several settings. For memory-based methods, fresh visual evidence may counter stale retrieved experiences, with Fixation reductions exceeding 25 points in some settings. Search-based ToT is harmed at 4B and 14B, possibly because video feedback adds redundant variation to already-broad exploration.
RQ3: What design choices and interventions improve performance?
Takeaway 3: More information is not uniformly helpful: exact parameters do not appear to improve the strongest hidden-setting result, while video feedback tends to help memory-based methods but can hinder context-based methods.
Information Asymmetry. To distinguish “know what” from “know how”, we compare the default Change-Hidden (CH) setting with ChangeExposed (CE), which reveals the changed variables and their exact values. Table 6 reports Vanilla, Reflexion, and ACE at all three model scales across Statics and Kinematics. CE improves all 4B configurations (+2.6 to +8.4 points), but at 8B/14B five of six changes remain within ±5 points, while Vanilla-14B drops by 7.2 points. The error taxonomy in Table 13 shows that CE reduces Design Fixation in five of six ACE/ExpeL settings, suggesting disclosed variables can complement retrieved experiences. Yet ACE still loses 3.7 points at 8B, so this behavioral gain does not consistently translate into Pass@2. Critically, the best CE result (Reflexion-14B, 14.6%) remains below the best CH result (Reflexion-8B, 17.9%). Thus, revealing what changed does not raise the performance ceiling, suggesting that mechanism redesign (“know how”) is harder than parameter inference (“know what”). VLM Video Feedback. To test whether visual evidence resolves failures missed by scalar diagnostics, we augment textual feedback with natural-language failure descriptions generated from videos of candidate executions in the Box2D simulator. An intermediate VLM, Gemma4-26BA4B (Team et al., 2026), produces these descriptions. We apply this intervention to representative methods on the Statics and Kinematics subsets while keeping the backbone text LLM fixed. Ta-
5
Conclusion
We introduced PACE-B ENCH, a benchmark of 144 solvable but non-trivial source-to-target environment pairs across six physics domains with systematic hidden environment mutations and simulator-grounded feedback. Within 20 attempts, agents must infer what changed and revise executable code-driven designs to function under target physics. Frontier LLMs remain unsaturated, and most self-evolving methods deliver limited gains over Vanilla or underperform it. Reflexion’s explicit simulator-grounded failure analysis improves performance, whereas Self-Refine’s unverified inner-loop revisions compound errors. More broadly, agents either fixate on early designs (often in memory-augmented methods) or explore without converging (as in ToT-style inference-time search). Revealing the changed parameters does not improve the performance ceiling, indicating that mechanism redesign (“know how”) rather than parameter inference (“know what”) is the central bottleneck. Together, these results position PACEB ENCH as a testbed for developing this capability. 9
Limitations
open source evolutionary coding agent for algorithm discovery and optimization. arXiv preprint arXiv:2510.14150.
PACE-B ENCH evaluates adaptation in controlled 2D Box2D simulations, so its findings may not transfer to 3D environments or real robots with noisy sensing and actuation. The fixed 20-attempt budget limits the interaction horizon, leaving sustained adaptation untested. Due to computational cost, the frontier-model, parameter-disclosure, and visual-feedback evaluations cover only selected domains and methods. Future work should extend the benchmark to richer simulators and real hardware, longer adaptation horizons, and broader models and methods.
Carolin Benjamins, Theresa Eimer, Frederik Schubert, André Biedenkapp, Bodo Rosenhahn, Frank Hutter, and Marius Lindauer. 2021. Carl: A benchmark for contextual and adaptive reinforcement learning. Preprint, arXiv:2110.02102. Greg Brockman, Vicki Cheung, Ludwig Pettersson, Jonas Schneider, John Schulman, Jie Tang, and Wojciech Zaremba. 2016. Openai gym. Preprint, arXiv:1606.01540. Yizhe Chi, Deyao Hong, Dapeng Jiang, Tianwei Luo, Kaisen Yang, Boshi Zhang, Zhe Cao, Xiaoyan Fan, Bingxiang He, Han Hao, and 1 others. 2026. Frontiereng: Benchmarking self-evolving agents on realworld engineering tasks with generative optimization. arXiv preprint arXiv:2604.12290.
Ethical Considerations PACE-B ENCH is a research benchmark for evaluating physical intelligence in LLM agents. It does not involve human subjects, personally identifiable information, or deployment in safety-critical systems. All tasks are synthetic and run in simulation with no real-world physical consequences. Because automated mechanical design carries potential dualuse implications, we encourage responsible development. We release the benchmark publicly to promote transparency and reproducibility.
Google DeepMind. 2025. Gemini 3.1 pro: Our most capable model for agents and coding. DeepSeek-AI. 2025. Deepseek-v4 technical report. Jinyuan Fang, Yanwen Peng, Xi Zhang, Yingxu Wang, Xinhao Yi, Guibin Zhang, Yi Xu, Bin Wu, Siwei Liu, Zihao Li, Zhaochun Ren, Nikos Aletras, Xi Wang, Han Zhou, and Zaiqiao Meng. 2025. A comprehensive survey of self-evolving ai agents: A new paradigm bridging foundation models and lifelong agentic systems. Preprint, arXiv:2508.07407.
LLM Usage
Huan-ang Gao, Jiayi Geng, Wenyue Hua, Mengkang Hu, Xinzhe Juan, Hongzhang Liu, Shilong Liu, Jiahao Qiu, Xuan Qi, Yiran Wu, and 1 others. 2025. A survey of self-evolving agents: On path to artificial super intelligence. arXiv preprint arXiv:2507.21046, 1.
During the preparation of this manuscript, we used large language models (LLMs) to assist with language polishing and improving the clarity and readability of the paper. The LLMs were not used to generate research hypotheses, design the methodology, conduct experiments, analyze results, or draw conclusions. All LLM-assisted edits were carefully reviewed and revised by the authors, who take full responsibility for the final content of the manuscript.
Xingze Gao, Chuanrui Hu, Hongda Chen, Pengfei Yao, Zhao Wang, Yi Bai, Zhengwei Wu, Yunyun Han, Xiaofeng Cong, Jie Gui, Yafeng Deng, and Teng Li. 2026. Evoagentbench: Benchmarking agent self-evolution via ability transfer. Preprint, arXiv:2607.05202. Xingang Guo, Yaxin Li, Xiangyi Kong, Yilan Jiang, Xiayu Zhao, Zhihua Gong, Yufan Zhang, Daixuan Li, Tianle Sang, Beixiao Zhu, and 1 others. 2026. Toward engineering agi: Benchmarking the engineering design capabilities of llms. Advances in Neural Information Processing Systems, (17).
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12
Module
Role
environment.py evaluator.py feedback.py prompt.py stages.py renderer.py agent.py
Physics and terrain configuration Success criteria and scoring logic Diagnostic metrics Task context C Mutation specs for E1−4 Simulation and GIF generation Reference solutions for E0−4
and visible variables are always disclosed with precise values, while invisible variables are systematically scrubbed from the prompt and the Uniform Suffix U provides only generic awareness that shifts may exist, forcing agents to discover the specific physics of each environment through interaction. Audit Outcomes. Table 8 summarizes the three severity levels used in the human audit and provides a representative example for each. Under this rubric, the first pass identified Lv 2–3 issues in approximately 86% of tasks. After correction, the second pass found residual issues in approximately 15– 20%. A third pass reran the checklist and found no remaining issues across the 36 tasks. Claude Code assisted construction, reference-solution derivation, feedback design, and difficulty tuning, but it does not judge submitted solutions: hard-coded evaluator logic and Box2D execution determine all scores. Figure 5 shows that Claude-Opus-4.7 ranks third among the six proprietary models in the constrained-budget study, consistent with the absence of a Claude-specific scoring advantage.
Table 7: Modules of each task in PACE-B ENCH.
A
Dataset Construction Details
A.1
Module Auditing
An automated audit script (auto_audit.sh) systematically checks each task directory against seven rules: • Cross-module consistency: physical parameters, constraints, and success criteria are checked for coherence across environment.py, evaluator.py, feedback.py, prompt.py, stages.py, and renderer.py. See Table 7 for the role and responsibility of each module. • Constraint completeness: every hardcoded constraint value in environment.py (e.g., mass budgets, force limits) is checked against its numeric value in prompt.py. • Visible variable synchronization: every visually observable variable (e.g., gap widths, target positions) is checked against its numeric value in prompt.py and the current environment configuration. • Invisible variable sweep: any numeric value of invisible physics variables (e.g., gravity, friction, damping) found in prompt.py is deleted, leaving only qualitative descriptions. • Mutation synchronization: when a constraint or visible variable changes across stages in stages.py, the prompt is checked for the new value in the format “new_value (originally old_value)”. • Uniform Suffix U tone: the suffix appended to mutated task descriptions is checked for generic warnings without specific numeric values or directions of change. • Sandbox execution: every target-environment reference solution must score 100, while the source solution must fail on all four target environments. Violations are reported with file paths and line numbers for immediate correction. The full audit prompt appears in Appendix F. These rules collectively enforce the information asymmetry central to PACE-B ENCH: constraint
A.2
Difficulty Escalation
The difficulty escalation pipeline uses Qwen3-4B only as a difficulty check. For each adaptation τ0 → τk , the model is evaluated for two independent runs. If it achieves s(x) = 100 on any run, the script adjusts the mutation parameters in stages.py to create a harder configuration (e.g., wider gaps, higher gravity, or stricter force limits). After each adjustment, we rerun the targetenvironment reference solution and revise it if necessary until it scores 100. Only then do we reevaluate Qwen3-4B. This loop continues until the model fails both runs. Qwen3-4B does not construct the task or determine success criteria, and the target environment is shared unchanged by all evaluated models. The escalation focuses on invisible variables so that difficulty increases cannot be trivially detected from prompt changes alone. A.3
Feedback Design
Each task includes a dedicated feedback.py module that translates raw simulation metrics into structured diagnostics. The feedback follows four design principles: • Physics-grounded: reports numerical physical quantities (e.g., peak joint forces and torques, collision impulses, structural deformation, constraint margins) with timestamps and locations, 13
Severity
Definition and example
Lv 3: Critical
Task unsolvable or evaluator broken (e.g., prompt constraints contradict the evaluator). Task solvable but prompt misleading (e.g., a stale visible-variable value). Cosmetic issue (e.g., a renderer color mismatch or unused import).
Lv 2: Moderate Lv 1: Minor
Code. • Phase 1: Forensic failure analysis. For each task, Qwen3-4B is evaluated on all four target environments. Since Qwen3-4B consistently fails, its execution logs (saved as JSON) provide rich failure samples. An LLM analyzes these logs against six diagnostic dimensions: (1) temporal event chronology, (2) spatial margins to limits, (3) load and stress distribution ranked by severity, (4) energy flow and loss mechanisms (dynamics tasks), (5) constraint satisfaction profile with PASS/FAIL margins for all constraints, and (6) numerical health (NaN, Inf, extreme velocities). For each dimension, the analysis identifies missing diagnostic signals, specifically metrics that could have surfaced the root cause. The output is a prioritized list of top 3–5 missing diagnostics, each annotated with the reasoning step it would enable and how it can be computed from existing sandbox state. • Phase 2: Feedback implementation and debloating. Guided by the forensic analysis, Claude Code rewrites feedback.py to produce diagnostic reports covering all applicable dimensions for the task type (e.g., temporal chronology and spatial margins for kinematics, and energy chain and loss breakdown for dynamics). The implementation rules are strict: every reported value must be tracked in the metrics dictionary, every threshold must come from metrics.get() rather than a hardcoded literal, and the output must never prescribe engineering fixes. If key simulation quantities are missing from the metrics dict, new keys, tracking variables, or getter methods may be added to evaluator.py and environment.py, but existing defaults, pass/fail logic, and function signatures must remain intact. A subsequent debloating pass trims redundancy: cross-section duplication is eliminated, low-information lists are collapsed to one-line summaries, speculative math is removed, and unchanged sections in multi-moment reports are delta-compressed. The target is a concise, highsignal report where every line carries actionable diagnostic value. The full prompts used for both phases appear in Appendix F.
Table 8: Severity levels used during human verification.
instead of binary pass/fail. • Dynamic thresholds: all limit values are read from the current environment configuration rather than hardcoded to maintain accuracy across target environments. • Diagnostic, not prescriptive: observations identify what failed and by what margin (e.g., “Joint at anchor A broke at step 42 because torque exceeded the limit by 35%”), without prescribing engineering fixes. • Phase-aware: for tasks with distinct simulation phases (e.g., static load, dynamic traversal), metrics are reported per phase to help the agent isolate when and where failures occur. A.4
Human Verification
Personnel and Coverage. To verify benchmark quality independently of LLM-assisted construction, two authors with graduate-level physics or engineering training divided the six categories, each auditing three categories (18 tasks). All 36 tasks and all LLM-generated modules were manually cross-checked against executable task behavior rather than model judgment. Protocol. For every task, the auditor executed the reference solution on the source and target environments and recorded s = 100, then ran the source solution and observed failure on all four target environments. The auditor also checked exact numeric consistency across environment.py, evaluator.py, feedback.py, and prompt.py. The same audit scrubbed numeric values of invisible physics variables from prompts, checked the propagation of constraint and visible-variable mutations, and inspected the Uniform Suffix for generic variable awareness only. Together, these sandbox outcomes support the intended solvability and non-triviality conditions without relying on LLM preference. Feedback optimization pipeline. We construct feedback modules through a two-phase automated pipeline (auto_feedback.sh), driven by Claude
B
Error Taxonomy Judging Criteria
Each failed run is assigned a single error type via a priority-ordered classifier (first matching condition wins). The priority order is: hard fail14
Category
#Prompt Tokens
#Constraints
#Prim. APIs
Stage 1
Stage 2
Stage 3
Stage 4
Statics & Equilibrium Kinematics & Linkages Dynamics & Energy Granular & Fluid Interaction Cybernetics & Control Exotic Physics
935 835 894 1,136 1,730 778
8 7 12 9 5 1
3 9 9 10 9 6
4 3 1 2 2 1
4 4 2 2 4 4
11 7 5 13 12 6
11 9 8 12 12 8
Avg. Total
1,051 37,860
7 273
8 292
2 94
3 139
9 340
10 372
Table 9: Dataset statistics by category (averaged over 6 tasks each). Stages 1–4 report average mutated physical parameters per stage, indicating progressive escalation in difficulty.
Baseline. The Vanilla iterative refinement loop generates code via the LLM, executes it in the Box2D sandbox, appends structured feedback to the revision prompt, and repeats. No extra memory, agents, or weight updates. Reflexion (Shinn et al., 2023). After each failed attempt, the backbone model produces a 3–8 sentence diagnosis with a high-level fix plan. Up to 3 reflections are accumulated (FIFO) and injected before the task description in subsequent revision prompts. Self-Refine (Madaan et al., 2023). The model selfcritiques and self-corrects in an inner loop (max 5 steps) without external verification. The outer verifier runs once after the inner loop. Contradiction detection prevents premature stopping when the model declares correctness but simultaneously outputs new code. ACE (Zhang et al., 2025b). Maintains a structured playbook (strategies, code snippets, common mistakes). A Reflector analyzes each attempt, while a Curator merges and prunes the playbook. Both use the backbone model. ExpeL (Zhao et al., 2024). Extracts distilled rules from rollout trajectories via LLM critique, retrieved by embedding similarity (Sup-SimCSE). Operates in pair-based mode: rules are learned from the source-environment rollout and injected into the prompt (never raw code, since environment parameters differ across mutations). ReasoningBank (Ouyang et al., 2025). Induces structured memory items from each attempt via the backbone model. Supports parallel MaTTS: k candidates are generated and evaluated in the sandbox, then a contrast-and-distill call extracts what distinguished successes from failures. Success is judged by verifier score ≥ 99. Memory persists for crossmutation transfer. Retrieval uses instruction-aware embedding similarity (k = 5). Tree-of-Thoughts (Yao et al., 2023). Beam search
ures first (Catastrophic Collapse, Constraint Violation, Structural Failure, Numerical Instability), then trajectory-level patterns (Design Fixation, Late Convergence, Stagnation, Exploration), with Budget Exhaustion as fallback for runs that make progress but exhaust all attempts. • Catastrophic Collapse: best score ≤ −60. • Constraint Violation: any hard constraint flag set in the best attempt. • Structural Failure: joint or beam breakage detected. • Numerical Instability: NaN, Inf, or solver divergence with best score < 0. • Design Fixation: avg code similarity > 0.85 over last 3 iterations, score trend < 3, best score < 50. • Late Convergence: best in second half exceeds best in first half by > 2 points, and 0 < best score < 100. • Stagnation: never achieves positive score, flat trajectory, ≤1 unique failure type. • Exploration: never achieves positive score, ≥3 unique failure types. • Budget Exhaustion: 0 < best score < 100, all 20 attempts used, no other type applies. The main-text analysis in Table 5 reports the cross-model code-similarity evidence used to characterize these trajectory-level failure patterns.
C
Method Adaptation Details
Each self-evolving method was originally designed for text, code, or discrete action domains. We adapt them to the physics simulation setting of PACEB ENCH. All methods share the same base protocol: receive Box2D diagnostic feedback after each attempt, and produce a revised solution (Python program) within a 20-attempt budget. All auxiliary LLM calls (for reflection, memory induction, or rule extraction) use the same backbone solver model, preserving full autonomy. 15
over code revisions: retain top-b states by verifier score, generate n candidates from each, evaluate all, keep top b. Default b = 3, n = 2. A budget formula matches the attempt budget: (b × n + 1) × rounds ≤ max_iterations. CodeEvolve (Assumpção et al., 2025). This population-based method uses the LLM as crossover and mutation operator to create variant physics programs, while the Box2D verifier score is fitness for selection. The population improves over generations, with population size 8 and at most 20 total LLM calls. The official CodeEvolve CLI runs as a subprocess with one island per GPU worker. SEAL (Zweiger et al., 2026). This supervised test-time method resets LoRA at every iteration, retrains from scratch on all accumulated (prompt, code) pairs with positive Box2D scores, and then generates the next solution. It uses 20 iterations. Training reuses prior verifications and does not add evaluation attempts. RAGEN (Wang et al., 2025b). This online RL method treats code revision as a multi-turn episode (generate → execute → revise), computes GRPO advantages per turn, and updates LoRA via PPOclip, thereby learning the refinement trajectory rather than only final outputs. Five iterations × two episodes × two turns match the 20-attempt budget. LoRA rank is 64, with learning rate 10−5 and two PPO epochs. TTT-Discover (Yuksekgonul et al., 2026). This test-time RL method generates independent candidates, computes leave-one-out entropic advantages, and updates LoRA with an importance-sampling loss. Identical candidate scores trigger feedbackdriven expansion to break the deadlock. Five iterations × four rollouts match the 20-attempt budget. After iteration 1, revision prompts condition on prior feedback. The group size is 4, with 50 training epochs, learning rate 4 × 10−5 , and LoRA rank 32.
D
Supplementary Experiment Results
D.1
Implementation
60
Value
70.5
Pass@2 (%) Score@2
59.9 54.5
40
36.4 30.4
Qw
22.7
21.5
20 0
29.2
13.0 0.0 0.0
0.0
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4B 8B 14B 2.7 2.6 Pro 47 Pro 5.5 en3 wen3 wen3 MaxM KimiK ekV4 Opus ini3.1 GPT i Q Q Min pSe aude Gem Dee Cl
Figure 5: Pass@2 and Score@2 by model on Statics, Vanilla method, five-attempt budget. Qwen38B
Qwen314B
30
Avg Score
Pass@2 Rate (%)
Qwen34B
20 10 0
1
5
10
15
Iterations
20
10 0 1
5
10
15
Iterations
20
Figure 6: Pass@2@k and Score@2@k by model (all methods, all categories).
T = 0.7, top-p = 0.95, and a maximum of 65,536 output tokens. The Box2D sandbox runs at 60 FPS (PPM = 40 pixels/meter) with up to 10,000 simulation steps per attempt. Each environment pair (τ0 → τk ) is evaluated with two independent runs. Pass@2 records whether either run passes, while Score@2 averages the best score obtained within each run. History Management. Under the 20-attempt budget, naive retention of the full interaction history (xi , si , di )t−1 i=0 rapidly exceeds LLM context limits (especially for verbose diagnostic feedback and long code outputs). We adopt a Previous-One + Best truncation strategy: at each revision step, the agent receives the most recent attempt’s full details plus the highest-scoring attempt across the entire history, while intermediate attempts are excluded. This retains both local momentum (the latest result) and global signal (the best result) without context overflow. Preliminary experiments suggest that this scheme preserves over 95% of the final pass rate compared to the full-history oracle. Infrastructure. The evaluation pipeline supports task selection, local/vLLM/API backends, and parallel assignment across methods and tasks. The verifier then enforces API exclusivity, executes candidates in an isolated Box2D sandbox, and logs
Hardware. Local-model inference runs on 25 NVIDIA A100-80GB GPUs. Qwen3-4B, -8B, 14B, and -32B are served through vLLM with tensor parallelism across 2–4 GPUs per instance. GPT5.5, Gemini-3.1-Pro, Claude-Opus-4.7, DeepSeekV4-Pro, Kimi-K2.6, and MiniMax-M2.7 are accessed through their respective cloud APIs. Hyperparameters. All methods use temperature 16
Full-benchmark statistic
Value
Pass/fail agreement between runs Median absolute score difference Environment pairs with score difference ≤ 5 Spearman ρ, run 1 vs. run 2 (4B / 8B / 14B)
86.6% 0.0 82.0% 0.667 / 0.881 / 0.976
Kinematics: two-run vs. three-run statistic
Value
Pair-level pass agreement Pearson r, pair-level mean scores Mean absolute error, pair-level mean scores Spearman ρ, method ranks (4B / 8B / 14B)
94.9% 0.940 5.44 1.000 / 0.700 / 0.900
Table 10: Run-reliability analysis. The full-benchmark panel compares the two independent runs; the Kinematics panel compares statistics computed from two runs with those computed after adding a third run for five representative methods. Method
Qwen3-4B
Qwen3-8B
Qwen3-14B
Pass@2 w/o VLM
Pass@2 w/ VLM
Pass@2 w/o VLM
Pass@2 w/ VLM
Pass@2 w/o VLM
Pass@2 w/ VLM
0.0 9.1 4.5 13.6 13.6
18.2 (+18.2) 22.7 (+13.6) 13.6 (+9.1) 9.1 (-4.5) 9.1 (-4.5)
24.4 42.9 18.2 14.3 9.1
17.1 (-7.3) 23.8 (-19.1) 31.8 (+13.6) 42.9 (+28.6) 18.2 (+9.1)
40.9 40.9 13.6 13.6 4.5
18.2 (-22.7) 27.3 (-13.6) 22.7 (+9.1) 36.4 (+22.8) 0.0 (-4.5)
Vanilla Reflexion ACE ExpeL ToT
Table 11: VLM Video Feedback Impact on Statics and Kinematics.
structured JSON diagnostics. D.2
reaches the token limit before a complete solution; parse failure, when no solution can be extracted from the required code-block format; sandbox runtime crash, when candidate execution terminates without a valid score; and context overflow, when accumulated prompt content exceeds the model context window. For example, Qwen3-4B + Reflexion has denominator 140: two output truncations, one parse failure, zero sandbox runtime crashes, and one context overflow. These exclusions are recorded before aggregation and do not change the reported method ordering.
Cost
The full local-model sweep evaluates Qwen3-4B, -8B, and -14B on 36 tasks × 4 environment pairs × 11 methods × 3 model sizes × 2 runs, totaling approximately 9,500 trajectories and up to 190K LLM calls over 4,200 A100 GPU-hours. One additional run at the same scope would require approximately 2,100 A100 GPU-hours. The constrained API study evaluates six proprietary models with Vanilla on 6 tasks × 4 environment pairs × 2 runs × 5 attempts, totaling 1,440 calls and approximately $2,000. An extra run would add approximately $1,000. At the observed average API rate, extending these models to all 36 tasks, 4 environment pairs, 11 methods, and 20 attempts would cost approximately $264,000 per run. D.3
D.4
Run Reliability and Cost Tradeoff
Table 10 evaluates whether two stochastic runs support reproducible conclusions. On the full benchmark, 86.6% pass/fail agreement, a zero median score difference, and stronger rank agreement at larger scales suggest that most outcomes are not run-specific. Adding a third Kinematics run changes only 5.1% of pair-level pass decisions and leaves mean scores closely aligned, indicating limited marginal value from another repeat. The lower 8B rank correlation reflects a near tie among ACE, Reflexion, and ToT, which are separated by at most 1.1 score points, rather than broad instability. Since a full additional run costs approximately 2,100 A100 GPU-hours, two runs provide a practical balance between reliability and cost.
Result Validity and Denominators
To explain why Pass@2 values need not be exact multiples of 1/144, we audit valid denominators and exclusion causes. Table 2 nominally covers 144 environment pairs per cell. Across its method and model entries, the valid denominators average 139.20 (standard deviation 4.67) because runs with no complete, executable solution are excluded. Four model-intrinsic failure types are tracked: output truncation, when the response 17
Model
Method
Catastrophic Collapse
Structural Failure
Constraint Violation
Numerical Instability
Design Fixation
Stagnation
Exploration
Late Convergence
Budget Exhaustion
Qwen3-4B
Vanilla Reflexion ACE ExpeL ToT
0.0 0.0 0.0 0.0 0.0
+3.0 +1.8 +1.5 +4.2 +4.5
0.0 0.0 0.0 0.0 0.0
+3.0 -9.1 +11.0 +9.7 0.0
+5.1 -4.1 -12.3 -26.6 0.0
-8.1 -4.1 +15.8 +4.2 +18.9
+6.1 +24.7 -11.3 +3.4 -23.2
-4.5 +5.9 0.0 +5.0 0.0
-4.5 -15.0 -4.8 0.0 0.0
Qwen3-8B
Vanilla Reflexion ACE ExpeL ToT
0.0 0.0 0.0 0.0 0.0
+2.4 -10.4 +8.9 +5.6 +6.7
0.0 0.0 0.0 0.0 0.0
-0.6 +2.1 0.0 +2.8 0.0
-8.2 0.0 -31.1 -2.8 +5.6
+2.7 -8.3 -5.6 -8.3 -11.7
+3.0 +25.0 +33.3 +5.6 -6.7
+2.9 0.0 0.0 +2.8 0.0
-2.3 -8.3 -5.6 -5.6 +6.1
Qwen3-14B
Vanilla Reflexion ACE ExpeL ToT
0.0 0.0 0.0 0.0 0.0
+1.3 -10.6 +6.5 -1.5 -5.4
0.0 0.0 0.0 0.0 0.0
+1.3 0.0 -10.5 +3.8 0.0
-2.1 +11.1 +13.6 -5.3 0.0
-15.4 -7.7 -3.4 +1.9 -6.3
+22.6 +10.1 -6.8 +4.5 +7.4
-7.7 -1.4 -5.3 -5.3 0.0
0.0 -1.4 +5.9 +1.9 +4.3
Table 12: VLM Effect on Error Taxonomy: ∆ error share when VLM video feedback is added. Positive = VLM increases this error type; negative = VLM reduces it.
Model
Method
Catastrophic Collapse
Structural Failure
Constraint Violation
Numerical Instability
Design Fixation
Stagnation
Exploration
Late Convergence
Budget Exhaustion
Qwen3-4B
Vanilla Reflexion ACE ExpeL ToT
0.0 0.0 0.0 0.0 0.0
+3.0 +10.0 +2.4 -0.8 +5.3
0.0 0.0 0.0 0.0 0.0
-2.5 +5.0 +6.3 +4.7 +5.3
-11.6 +3.3 -11.1 -6.6 0.0
-2.5 +3.3 +5.6 -0.8 +5.3
+22.7 -13.3 -4.0 +3.4 -15.8
-4.5 0.0 +5.6 0.0 0.0
-4.5 -8.3 -4.8 0.0 0.0
Qwen3-8B
Vanilla Reflexion ACE ExpeL ToT
0.0 0.0 0.0 0.0 0.0
-1.0 -4.9 0.0 +3.0 +1.1
0.0 0.0 0.0 0.0 0.0
-14.3 -15.4 0.0 +7.2 0.0
-1.4 +15.8 -16.7 -10.5 0.0
+6.7 -7.7 -5.6 -3.3 -0.6
+17.1 +14.6 +16.7 +1.6 -1.1
0.0 +5.3 0.0 +7.2 0.0
-7.1 -7.7 +5.6 -5.3 +0.6
Qwen3-14B
Vanilla Reflexion ACE ExpeL ToT
0.0 0.0 0.0 0.0 0.0
+2.3 0.0 +6.5 0.0 -4.0
0.0 0.0 0.0 0.0 0.0
+2.3 +23.1 -4.6 0.0 0.0
+4.1 0.0 -4.0 +5.3 0.0
-9.5 0.0 -15.2 +5.3 -8.1
+8.6 -7.7 +22.6 -15.8 +6.9
-7.7 -7.7 -5.3 0.0 0.0
0.0 -7.7 0.0 +5.3 +5.2
Table 13: CE Effect on Error Taxonomy: ∆ error share when mutated variables are disclosed (CE minus CH). Positive = CE increases this error type; negative = CE reduces it. Statics only.
18
Method
1
2
3
4
5
6
7
8
9
10
Vanilla ACE
0.255 0.185
0.468 0.870
0.536 0.842
0.843 0.762
0.518 0.772
0.493 0.895
0.778 0.814
0.793 1.000
0.553 0.670
0.943 0.828
Method
11
12
13
14
15
16
17
18
19
20
Vanilla ACE
0.524 0.497
0.963 0.734
0.887 0.375
0.767 0.635
0.564 0.965
0.895 0.965
0.770 0.908
0.500 0.877
0.886 0.847
0.723 1.000
Table 14: Adjacent-attempt Jaccard code similarity for one Qwen3-14B Stage 4 case study. Each entry compares solutions on consecutive transitions.
Model
Pass@2 (%)
Score@2
E
Supplementary Analysis
11.3 12.8 18.3
17.2 16.8 21.7
E.1
Convergence Analysis
Qwen3-4B Qwen3-8B Qwen3-14B
To test how interaction budget affects model scaling, we evaluate Pass@2@k and Score@2@k after truncating each trajectory to k attempts. Figure 6 reports these metrics aggregated across all methods. No model succeeds with only one attempt (k = 1). Performance then rises monotonically with budget, and the gap between model scales widens with more attempts, suggesting that larger models may extract more value from additional interaction.
Table 15: Vanilla from-scratch results by model, computed over eligible task–environment instances. Target environment Source Mutated-1 Mutated-2 Mutated-3 Mutated-4
Pass@2 (%)
Score@2
32.3 13.4 10.9 11.2 6.4
30.8 18.5 16.6 15.3 11.6
E.2
Table 16: Vanilla from-scratch results by target environment, computed over eligible task–environment instances.
D.5
Per-Attempt Similarity
To probe score-retrieval anchoring over time, we compare adjacent-attempt Jaccard similarity for Vanilla and ACE in one Qwen3-14B Stage 4 case study. Table 14 shows that mean similarity rises from the first five to the last five transitions for both Vanilla (0.52→0.75) and ACE (0.69→0.92), with ACE remaining higher overall (global mean 0.77 vs. 0.68). ACE submits identical consecutive code at transitions 8 and 20. Vanilla instead alternates between near-fixation (0.963 at transition 12) and renewed exploration (0.500 at transition 18). This trace suggests progressive convergence in both methods and stronger score-retrieval anchoring in ACE.
Larger-Model Results
To broaden frontier-model coverage at manageable cost, we compare six frontier LLMs with Qwen34B/8B/14B on the 24-pair Statics subset using Vanilla and a five-attempt budget. Because this budget differs from the main protocol, we use the study only for within-setting model comparison. Figure 5 reveals a sharp capability gap under the five-attempt budget. Qwen3-4B/8B/14B and MiniMax-M2.7 achieve 0% Pass@2, although Qwen3’s Score@2 rises from 0.0 to 6.4 with scale. Larger Qwen3 models therefore make more partial progress but still fail to complete a design within the short interaction horizon. Among models with nonzero success, Score@2 and Pass@2 yield the same ranking: GPT-5.5 > Gemini-3.1Pro > Claude-Opus-4.7 > DeepSeek-V4-Pro > Kimi-K2.6. GPT-5.5 leads with 36.4% Pass@2 and 70.5 Score@2, yet still fails 63.6% of pairs. Stronger base models thus improve both progress and success probability, but do not make shortbudget adaptation reliable.
E.3
Category-Level Analysis
Figure 7 reports Pass@2 aggregated across methods by model and category. A stable difficulty hierarchy emerges: Exotic Physics is consistently the most solvable category, while Dynamics remains the hardest across all model scales. Model scaling gains vary sharply by category: the 4B→14B improvement is largest in Exotic Physics (+16.3) and Fluid (+12.2), and smallest in Kinematics (+1.9). Error patterns are strongly category-specific. Category 1 (Statics, S) tests equilibrium reason19
12.3
13.4
8.2
10.2
15.7
22.2
40
All file paths must be relative to ..
35
Pass@2 (%)
Qwen34B
30
Qwen38B
19.2
13.3
9.7
11.3
10.9
25.0
25
## Anti-Laziness Rule Do NOT stop after finding 1 or 2 errors. Provide an EXHAUSTIVE, line-by-line enumeration of EVERY SINGLE violation.
20 15
Qwen314B
18.7
15.3
14.2
22.4
23.6
38.5
S
K
D
F
C
E
10 5 0
## Variable Classification
Figure 7: Model × category Pass@2 heatmap (all methods aggregated).
1. CONSTRAINT: MUST have numeric value in prompt.py Variables defining absolute maxima, minima, or failure thresholds required to solve the task. Examples: max structure mass, max joint torque, gate positions, target coordinates. Invisible constraints STILL need numeric values in prompt.py.
ing. Agents explore diversely (radicality 0.311) but show 34.1% Exploration without convergence. Because “almost balanced” structures still collapse, iterative refinement lacks a gradient. Category 2 (Kinematics, K) tests linkage topology design. The smallest scaling gain (+1.9) and 44.5% Budget Exhaustion suggest that combinatorial search, rather than reasoning depth, may be the main bottleneck. Category 3 (Dynamics, D) tests coupled energy, momentum, and timing. All three trajectory failures co-occur (30.6% Fixation, 30.1% Stagnation, 28.2% Exploration) because improving one constraint often breaks another. Category 4 (Granular/Fluid, F) tests many-body interaction reasoning. The unique 20.3% Constraint Violation rate may reflect failure to anticipate emergent particle behavior from code alone. Category 5 (Control, C) tests closed-loop dynamics. Extreme Fixation (58.2%, radicality 0.153) may reflect the difficulty of isolating which control parameter failed from aggregate feedback. Category 6 (Exotic Physics, E) tests survival under unfamiliar regimes. Agents either fail early (19.3% Structural Failure) or converge quickly (Budget Exhaustion 1.1%). Because survival is coarser than precision, the budget is rarely the bottleneck.
F
2. INVISIBLE NON-CONSTRAINT: NEVER numeric in prompt.py Background physics that cannot be visually observed. If ANY numeric value appears in prompt.py, DELETE it. Affected: gravity, linear_damping, angular_damping, wind_amplitude, drain_velocity_factor, slip_backward_force. Qualitative descriptions allowed, but numeric values prohibited. 3. VISIBLE VARIABLE: MUST have numeric value in prompt.py Observable physical properties: gate positions, target zone, initial craft position. ## Audit Steps Step 1: Cross-Module Consistency: check physics across all modules (env, eval, feedback, prompt, stages, renderer). Step 2: Invisible Non-Constraint Sweep: delete any numeric value of invisible variables from prompt.py. Step 3: Constraint Completeness: every hardcoded constraint in environment.py must appear in prompt.py. Step 4: Mutation Sync: check "(originally OLD_VALUE)" format for constraint/visible changes in stages.py. Step 5: UNIFORM_SUFFIX Tone: suffix must list only generic warnings, never specific values or directions. Step 6: Runtime Pipeline Check: run full cross-mutation pipeline with mock model across all 4 stages.
Prompts
This section documents the key prompts used during benchmark construction, corresponding to the auditing, feedback design, and difficulty escalation pipelines described in §3.3 and Appendix §A. F.1
Module Auditing Prompt
The following prompt is issued to an LLM for automated auditing of each task directory (see §A.1): Module Auditing Prompt. ## Objective Conduct a strict, exhaustive audit of the current task directory.
20
F.2
Feedback Optimization Prompts
F.3
Difficulty Escalation Prompt
The following prompt is issued for each environment pair requiring escalation (see §A.2):
The feedback pipeline (see §A.3) uses a two-phase LLM workflow. Phase 1: Forensic Analysis.
Difficulty Escalation Prompt. Escalate the difficulty of this target environment stage. Goal: make it as hard as possible while remaining solvable by the stage-specific reference solution.
Phase 1: Forensic Analysis. You are a physics simulation forensic analyst. Analyze the execution logs to determine why an LLM agent failed.
Critical Constraints: • Only mutate existing variables, with no new physics. • Only modify stages.py and agent.py. • Source reference MUST pass the source environment but FAIL on the target environment. • UNIFORM_SUFFIX identical across ALL 4 stages, generically.
Six Diagnostic Dimensions: • Temporal Chronology: ordered failure timeline with step numbers and positions. • Spatial Margins: every measurement paired with limit and margin. • Load Distribution: components ranked by stress percentage. • Energy Flow: stored → delivered → losses (dynamics tasks). • Constraint Profile: ALL constraints with PASS/FAIL + margins. • Numerical Health: flag NaN, Inf, extreme velocities. List the TOP 3–5 missing diagnostics that would have unlocked success, and specify how each can be computed from the sandbox.
Verification: 1. Read all task modules. 2. Escalate target stage in stages.py and update agent.py. 3. Update UNIFORM_SUFFIX across all stages if needed. 4. Run test_reference_solutions.py: source passes E0 and fails ALL 4 target environments. 5. Run mock evaluation pipeline to catch runtime errors.
Phase 2: Feedback Implementation.
G Phase 2: Feedback Implementation. Implement this task’s feedback.py to produce forensicquality diagnostic reports covering all six dimensions.
Full Task Specifications
Tables 17–22 provide detailed specifications for all 36 tasks, including the source task description and the physical mutations applied in each of the four target environments.
Rules: Every limit from metrics.get(). Never hardcode. thresholds. Report margins (distance to limit), not raw values. Order events chronologically. Sort stress data by severity. NEVER prescribe engineering fixes: identify WHAT failed and BY WHAT MARGIN, never "you should...". NEVER modify existing defaults or pass/fail logic outside feedback.py. Task-Type Guidance: S_ (Statics): joint failure cascade, spatial margins, load. K_ (Kinematics): distance vs target, joint angle extents. D_ (Dynamics): energy chain, loss breakdown, trajectory margins. F_ (Granular/Fluid): leakage vs limit, containment timeline. C_ (Control): control error per zone, stability margins. E_ (Exotic): ALL six dimensions, unusual physics.
21
ID
Stage
Mutations
S_01: Bridge for vehicle crossing Stage-1: Brittle Material
• max_structure_mass = 492.0 • joint_max_force = 40.0 • anchor_max_force = 50.0 • joint_max_torque = 0.1 • anchor_max_torque = 0.1
Stage-2: Paper Joints
• max_structure_mass = 1000.0 • joint_max_force = 5.5 • anchor_max_force = 15.0 • gap_width = 20.0 • max_structure_mass = 550.0 • gravity = (0, -20.0) • wind_force = (-20.0, -4.0) • joint_max_torque = 0.2 • anchor_max_torque = 0.2
Stage-3: The Vortex Gorge
Stage-4: Abyssal Crossing
• gap_width = 26.0 • max_structure_mass = 330.0 • gravity = (0, -28.0) • wind_force = (-45.0, -8.0) • joint_max_force = 40.0 • anchor_max_force = 60.0 • joint_max_torque = 80.0 • anchor_max_torque = 120.0
S_02: Tower resisting seismic vibration Stage-1: The Brittle Foundation
• max_joint_torque = 5000.0 • max_joint_force = 7000.0
Stage-2: The Glass Skeleton
• max_joint_torque = 5000.0
Stage-3: The Resonant Collapse
• earthquake_amplitude = 0.6 • earthquake_frequency = 1.2 • gravity = (0, -11.5) • max_joint_force = 30000.0 • max_joint_torque = 35000.0
Stage-4: The Coupled Storm
• earthquake_amplitude = 0.85 • earthquake_frequency = 3.4 • earthquake_amplitude_evolution = 0.012 • wind_force = 250.0 • wind_height_threshold = 5.0 • wind_shear_factor = 0.08 • wind_oscillation_frequency = 4.5 • gravity = (0, -20.0) • max_joint_force = 5000.0 • max_joint_torque = 10000.0
S_03: Cantilever bearing loads Stage-1: The Torque Threshold
• max_anchor_torque = 1500.0
Stage-2: The Monolithic Mandate
• max_anchor_force = 18000.0 • max_internal_force = 100.0
22
ID
Stage
Mutations
Stage-3: The Subterranean Gorge
• target_reach = 35.0 • load_mass = 2500.0 • max_structure_mass = 7000.0 • forbidden_anchor_y = [-6.0, 30.0] • anchor_strength_map = [[-20.0, -6.0, 0.04, 0.04]] • obstacle_active = True • obstacle_rects = [[0.0, 3.0, 30.0, 30.0]] • load_type = dropped • drop_height = 5.0 • max_internal_force = 5000000.0 • max_internal_torque = 5000000.0 • spatial_force.center = (18.0, -8.0) • spatial_force.magnitude = 600000.0 • spatial_force.radius = 32.0 • spatial_force.type = attraction • wind.force = (2000.0, -1500.0) • wind.oscillatory = True • wind.frequency = 0.35 • gravity = (0, -16)
Stage-4: The Event Horizon
• target_reach = 40.0 • load_mass = 3500.0 • max_structure_mass = 4000.0 • forbidden_anchor_y = [-3.0, 30.0] • anchor_strength_map = [[-20.0, -3.0, 0.015, 0.015]] • load_type = dropped • drop_height = 20.0 • max_internal_force = 1800000.0 • max_internal_torque = 1800000.0 • min_tip_height_limit = -20.0 • spatial_force.center = (34.0, 18.0) • spatial_force.magnitude = 250000.0 • spatial_force.radius = 18.0 • spatial_force.type = repulsion • wind.force = (5000.0, -3500.0) • wind.oscillatory = True • wind.frequency = 0.25 • gravity = (0, -25)
S_04: Balanced structure on pivot Stage-1: The Orthogonal Load Path
• force_pivot_joint = True • fragile_joints = False • load_mass = 200.0 • max_angle_deviation_deg = 10.0 • gravity = (10.0, 0.0) • angular_damping = 2.0
23
ID
Stage
Mutations
Stage-2: The Resultant-Line Pendulum
• force_pivot_joint = True • pivot_friction = 0.0 • load_mass = 200.0 • max_angle_deviation_deg = 1.0 • balance_time = 60.0 • gravity = (-24.0, -24.0) • angular_damping = 0.0
Stage-3: The Hurricane Siege
• force_pivot_joint = True • obstacle_active = True • obstacles = [[-5.0, -2.0, -2.0, 0.0], [1.5, 0.0, 3.5, 1.5]] • wind_active = True • wind_force_multiplier = 12.0 • load_mass = 200.0 • fragile_joints = True • max_joint_torque = 8000.0 • max_angle_deviation_deg = 15.0 • balance_time = 90.0 • gravity = (0, -40.0) • angular_damping = 0.5
Stage-4: The Dirac Fulcrum
• force_pivot_joint = True • fragile_joints = False • wind_active = True • wind_force_multiplier = 30.0 • load_mass = 200.0 • max_angle_deviation_deg = 0.5 • balance_time = 180.0 • obstacle_active = True • obstacles = [[-4.0, 0.2, -2.0, 1.0], [1.0, 0.6, 3.5, 2.5], [-6.0, -7.0, -4.0, -5.0]] • gravity = (0, -60.0) • angular_damping = 2.0
S_05: Shelter from falling boulders Stage-1: The Fragile Anchor
• max_joint_force = 5000.0 • max_joint_torque = 1000000000000.0
Stage-2: The Gale-Force Crucible
• core_x = 5.0 • max_core_force = 30.0 • wind_force = -250.0 • max_joint_force = 3500.0 • max_joint_torque = 3500.0 • max_structure_mass = 100.0 • meteor_density = 9.0 • meteor_restitution = 0.8
24
ID
Stage
Mutations
Stage-3: The Oblique Crossfire
• max_structure_mass = 1.2 • max_joint_force = 8000.0 • max_core_force = 12.0 • meteor_vx_range = [-14.0, 14.0] • structure_restitution = 0.55 • has_walls = True • seed = 123 • gravity = (0, -16.0)
Stage-4: The Eccentric Gauntlet
• core_x = 13.5 • max_core_force = 4.0 • max_structure_mass = 0.8 • max_joint_force = 10000.0 • max_joint_torque = 27000.0 • wind_force = 90.0 • has_walls = True • meteor_restitution = 0.9 • meteor_density = 8.0 • meteor_vx_range = [-18.0, 18.0] • structure_restitution = 0.65 • gravity = (0, -22.0)
S_06: Block stacking for overhang Stage-1: The Slippery Gale
• target_overhang = 0.5 • floor_length = 20.0 • spawn_zone = [-10.0, 0.0] • max_total_mass = 35.0 • table_friction = 0.015 • block_friction = 0.25 • oscillate = False • osc_amplitude = 0.0 • osc_frequency = 0.0 • gravity = (0, -10.0) • wind_force = 2.5 • target_overhang = 0.61 • floor_length = 20.0 • spawn_zone = [-10.0, 0.12] • max_total_mass = 30.0 • table_friction = 0.02 • block_friction = 0.35 • oscillate = False • osc_amplitude = 0.0 • osc_frequency = 0.0 • gravity = (0, -10.0) • wind_force = 1.2
Stage-2: The Wind-Loaded Mass Cascade
25
ID
Stage
Mutations
Stage-3: The Harmonic Lift Cantilever
• target_overhang = 1.38 • floor_length = 20.0 • spawn_zone = [-10.0, 0.89] • max_total_mass = 18.0 • table_friction = 0.22 • block_friction = 0.8 • oscillate = False • osc_amplitude = 0.0 • osc_frequency = 0.0 • gravity = (0, -10.0) • wind_force = (-3.0, 9.5)
Stage-4: The Gravitational Siege
• target_overhang = 0.55 • floor_length = 20.0 • spawn_zone = [-10.0, 0.05] • max_total_mass = 32.0 • table_friction = 0.1 • block_friction = 0.1 • oscillate = True • osc_amplitude = 0.12 • osc_frequency = 3.0 • gravity = (0, -12.0) • wind_force = 1.8
Table 17: Category: Statics & Equilibrium task specifications.
ID
Stage
Mutations
K_01: Motor-driven 2D walker Stage-1: Near-Zero Structure Mass Budget
• max_structure_mass = 0.8
Stage-2: Near-Zero Ground Traction + Re- • ground_friction = 0.02 stricted Joints • default_joint_lower_limit = -0.2617993877991494 • default_joint_upper_limit = 0.2617993877991494 Stage-3: Dissipative Low-Traction Walking • ground_friction = 0.015 Crown • max_structure_mass = 1.5 • gravity = (0, -17.0) • max_body_friction = 0.2 • default_joint_lower_limit = -0.2243994752564138 • default_joint_upper_limit = 0.2243994752564138 • linear_damping = 4.0 • angular_damping = 4.0
26
ID
Stage
Mutations
Stage-4: Maximum Difficulty — All Vari- • ground_friction = 0.01 ables Beyond Stage-3 Extremes • max_structure_mass = 1.2 • gravity = (0, -20.0) • max_body_friction = 0.008 • default_joint_lower_limit = -0.20943951023931953 • default_joint_upper_limit = 0.20943951023931953 • linear_damping = 18.0 • angular_damping = 18.0 K_02: Vertical wall climber Stage-1: Fragile Structural Integrity
• build_zone_y_max = 5.0 • max_joint_force = 1.5 • max_joint_torque = 3.0
Stage-2: Gravitational Flux & Void Zones
• build_zone_y_max = 8.0 • suction_zones = [(0, 16), (19, 35)] • gravity = (0, -12.0) • gravity_evolution = -0.1
Stage-3: Discontinuous Adhesion Corridor
• build_zone_y_max = 5.0 • min_structure_mass = 41.0 • max_structure_mass = 43.0 • wind_force = -40.0 • suction_zones = [(0, 8), (11, 16), (19, 35)] • max_joint_force = 1650.0 • max_joint_torque = 250.0 • gravity = (0, -26.0) • gravity_evolution = -0.35 • angular_damping = 8.0
Stage-4: The Resonant Singularity
• build_zone_y_max = 5.0 • min_structure_mass = 25.0 • wind_force = -15.0 • vortex_y = 5.0 • vortex_force_x = 15.0 • vortex_force_y = -5.0 • suction_zones = [(0, 7), (9, 16), (18, 25), (27, 35)] • max_joint_force = 3000.0
K_03: Gantry gripper Stage-1: Slippery Object
• objects.shape = circle • objects.mass = 1.0 • objects.friction = 0.25 • objects.x = 5.0 • objects.y = 2.0 • linear_damping = 0.5 • angular_damping = 0.5
27
ID
Stage
Mutations
Stage-2: Crushing Gravity
• objects.shape = box • objects.mass = 10.0 • objects.friction = 0.6 • objects.x = 5.0 • objects.y = 2.0 • gravity = (0, -30.0) • linear_damping = 0.5 • angular_damping = 0.5
Stage-3: Slippery Object + Heavy World + • objects.shape = box Damping • objects.mass = 5.0 • objects.friction = 0.2 • objects.x = 5.0 • objects.y = 2.0 • gravity = (0, -20.0) • linear_damping = 0.5 • angular_damping = 0.5 Stage-4: Circular Object + Slippery + Heavy + Damping
K_04: Ground cart pushing objects Stage-1: Tipping Hazard and Mass Budget
• objects.shape = circle • objects.mass = 5.0 • objects.friction = 0.2 • objects.x = 5.0 • objects.y = 2.0 • gravity = (0, -20.0) • linear_damping = 0.5 • angular_damping = 0.5 • object.center_of_mass_offset = [0.2, 0.25] • max_structure_mass = 26.0 • object.mass = 95.0
Stage-2: Payload Mass Variation
• ground_friction = 0.3 • object.friction = 0.08 • object.linear_damping = 4.0 • max_structure_mass = 26.0 Stage-4: Heavy Object, Slippery Surfaces, • ground_friction = 0.06 Strong Damping, Tight Budget, and High • object.mass = 110.0 Gravity • object.friction = 0.03 • object.linear_damping = 12.0 • object.center_of_mass_offset = [0.24, 0.28] • target_distance = 16.0 • max_structure_mass = 22.0 • gravity = (0, -18.0) Stage-3: Modified Friction, Damping, and Mass Budget
K_05: Scissor-lift mechanism Stage-1: Severe Hurricane Wind
• wind_force = (400.0, 0.0)
Stage-2: Crushing Gravity
• gravity = (0.0, -150.0)
28
ID
Stage
Mutations
Stage-3: The Tipping Gauntlet
• target_object_y = 12.0 • max_structure_mass = 40.0 • object.mass = 90.0 • object.friction = 0.05 • object.com_offset = (0.25, 0.15) • wind_force = (200.0, 0.0)
Stage-4: The Master’s Gauntlet
• ceiling_gap.x_min = 3.2 • ceiling_gap.x_max = 4.8 • ceiling_gap.y = 6.0 • target_object_y = 10.0 • object.mass = 40.0 • object.friction = 0.2 • wind_force = (150.0, 0.0) • max_joint_force = 1500.0
K_06: Wiper clearing particles Stage-1: Extreme Motor Torque Starvation
• max_motor_torque = 1.0 • particles.count = 45 • particles.seed = 42 • particles.friction = 0.35 • particles.mass = 0.15
Stage-2: Severe Torque Starvation with Near- • max_motor_torque = 10.0 Maximum Particle Adhesion • particles.count = 45 • particles.seed = 42 • particles.friction = 0.88 • particles.mass = 0.15 Stage-3: Mass Starvation vs Heavy Sticky Particle Overload with Capped Torque
• max_structure_mass = 0.1 • max_motor_torque = 28.0 • particles.count = 78 • particles.seed = 37 • particles.friction = 0.76 • particles.mass = 0.4
Stage-4: Extreme: Double Gravity, Glass Adhesion & Torque Starvation Paradox
• max_structure_mass = 0.06 • max_motor_torque = 10.0 • glass_friction = 0.55 • particles.count = 65 • particles.seed = 51 • particles.friction = 0.75 • particles.mass = 0.15 • gravity = (0, -22)
Table 18: Category: Kinematics & Linkages task specifications.
ID
Stage
Mutations
D_01: Projectile launcher Stage-1: The Dense Atmosphere
• linear_damping = 2.5 • angular_damping = 2.5
29
ID
Stage
Mutations
Stage-2: The Distant Target
• target_x_min = 50.0 • target_x_max = 55.0 • target_y_min = 2.0 • target_y_max = 5.0
Stage-3: Heavy World and Drag
• gravity = (0, -15.0) • linear_damping = 1.5 • angular_damping = 1.5
Stage-4: Extreme Range and Conditions
• target_x_min = 52.0 • target_x_max = 57.0 • target_y_min = 2.0 • target_y_max = 5.0 • gravity = (0, -18.0) • linear_damping = 1.2 • angular_damping = 1.2
D_02: Jumping mechanism Stage-1: Viscous Void
• linear_damping = 2.0
Stage-2: Alternating Passages
• slot1_floor = 4.8 • slot1_ceil = 5.7 • slot3_floor = 15.0 • slot3_ceil = 15.9 • slot2_floor = 4.4 • slot2_ceil = 5.3 • gravity = (0, -35.0) • wind = (-20.0, 0)
Stage-3: Gale-Force Gravity Stage-4: The Perfect Storm
• gravity = (0, -30.0) • wind = (-15.0, 0) • linear_damping = 1.0
D_03: Momentum-modulated cart Stage-1: Massive first impulse
• impulse_magnitude = 40.0
Stage-2: Extreme ambient linear drag
• linear_damping = 5.0
Stage-3: Extreme resistance cascade
• impulse_magnitude = 30.0 • impulse2_magnitude = 4.0 • decel_damping = 12.0 • mud_damping = 10.0 • linear_damping = 2.5
Stage-4: Heavy world and strong impulses
• impulse_magnitude = 2.6 • impulse2_magnitude = 0.95 • decel_damping = 4.5 • gravity = (0, -12) • linear_damping = 0.4 • angular_damping = 0.4
D_04: Swing control strategy Stage-1: The Velocity-Gated Dead Zone
• dead_zone = [9.5, 11.0] • dead_zone_min_speed = 14.0
Stage-2: Quadratic Energy Drain
• quadratic_damping = 0.36
30
ID
Stage
Mutations
Stage-3: One-Way Actuator & Gale
• actuator_fault = left_only • wind_strength = 30.0 • wind_period = 0.0
Stage-4: The Ultimate Crucible
• actuator_fault = right_only • dead_zone = [9.8, 10.2] • quadratic_damping = 0.1 • wind_strength = -25.0 • wind_period = 0.0
D_05: Hammer breaking shells Stage-1: Harder Shell
• shell_break_force = 16000.0
Stage-2: Shifted Slot Bar Phase
• slot_bar_omega = 0.014
Stage-3: Harder Shell and Damping
• shell_break_force = 13000.0 • angular_damping = 0.6
Stage-4: Gravity, Shell, Bar Phase and Damp- • shell_break_force = 11000.0 ing • slot_bar_omega = 0.013 • gravity = (0, -14.0) • angular_damping = 0.35 D_06: Capture structure Stage-1: Absolute joint annihilation — 1.0 N peak limit Stage-2: Shifted legal corridor and low-drag projectiles
• max_joint_force = 1.0 • build_zone_x_max = 13.0 • forbidden_zone_4_x_min = 10.5 • forbidden_zone_4_x_max = 11.0 • ball_linear_damping = 0.3
Stage-3: Extreme density storm — frag- • ball_density = 520.0 ile joints, violent gravity, ultra-compressed • max_joint_force = 55.0 launch • joint_fatigue_threshold = 30.0 • ball_velocity_x = -52.0 • ball2_velocity_x = -54.0 • ball3_velocity_x = -52.0 • ball4_velocity_x = -58.0 • ball5_velocity_x = -53.0 • ball6_velocity_x = -54.0 • ball7_velocity_x = -53.0 • second_ball_launch_time = 0.14 • third_ball_launch_time = 0.34 • fourth_ball_launch_time = 0.54 • fifth_ball_launch_time = 0.74 • sixth_ball_launch_time = 0.94 • seventh_ball_launch_time = 1.14 • gravity_pulse_amplitude = 10.0 • gravity_pulse_period = 0.4
31
ID
Stage
Mutations
Stage-4: Stage-3 storm + bouncy balls, • ball_density = 232.0 lighter self-damping, stronger structural • max_joint_force = 300.0 gusts • joint_fatigue_threshold = 225.0 • ball_velocity_x = -36.0 • ball2_velocity_x = -38.0 • ball3_velocity_x = -36.0 • ball4_velocity_x = -40.0 • ball5_velocity_x = -37.0 • ball6_velocity_x = -38.0 • ball7_velocity_x = -37.0 • second_ball_launch_time = 0.26 • third_ball_launch_time = 0.58 • fourth_ball_launch_time = 0.88 • fifth_ball_launch_time = 1.18 • sixth_ball_launch_time = 1.48 • seventh_ball_launch_time = 1.78 • gravity_pulse_amplitude = 3.5 • gravity_pulse_period = 1.0 • wind_on_structure = True • structure_wind_scale = 0.178 • wind_amplitude = 9.0 • ball_restitution = 0.24 • ball_linear_damping = 0.52 Table 19: Category: Dynamics & Energy task specifications.
ID
Stage
Mutations
F_01: Dam blocking water flow Stage-1: Low weld ceiling (threshold physics)
• joint_break_force = 41000.0
Stage-2: Elastic reservoir granules
• fluid_particle_restitution = 0.78
Stage-3: Bounce apocalypse + wide squeeze + fast debris + heavy world
• joint_break_force = 50000.0 • joint_break_consecutive_steps = 2 • downstream_wall_amplitude = 1.0 • downstream_wall_phase_divisor = 30.0 • fluid_particle_restitution = 0.95 • debris_linear_velocity_x = 3.2 • max_leakage_rate = 0.004 • gravity = (0, -10.5)
32
ID
Stage
Mutations
Stage-4: Apocalypse: every physics dial at breaking point
• joint_break_force = 50000.0 • joint_break_consecutive_steps = 2 • downstream_wall_amplitude = 1.0 • downstream_wall_phase_divisor = 20.0 • fluid_particle_restitution = 0.97 • fluid_particle_friction = 0.02 • debris_linear_velocity_x = 4.0 • earthquake_impulse_x = 0.5 • upward_surge_impulse_y = 1.5 • max_structure_mass = 130.0 • backward_slosh_impulse_x = -0.9 • max_leakage_rate = 0.005 • surge_impulses = [1.0, 1.2, 1.3, 1.5, 1.6, 1.8, 1.9, 2.1, 2.2] • gravity = (0, -11.5)
F_02: Amphibious vehicle Stage-1: The Sluggish Dawn
• thrust_cooldown_steps = 200
Stage-2: The Brittle Expanse
• max_joint_force = 1.0
Stage-3: The Maelstrom
• whirlpool.x = 17.0 • whirlpool.width = 4.0 • whirlpool.force = 200.0 • max_joint_force = 200.0
Stage-4: The Gauntlet of Contradictions
• emp_zone = [14.0, 15.2] • corrosive_y = 2.7 • whirlpool.x = 17.5 • whirlpool.width = 4.0 • whirlpool.force = 240.0 • current_per_kg = 28.0 • max_joint_force = 30.0 • thrust_cooldown_steps = 18
F_03: Excavator digging sand Stage-1: Mass starvation — paper-thin man- • max_structure_mass = 30 date Stage-2: Micro-scoop restriction
• scoop_capacity = 2
Stage-3: Heavy gravity, ice particles, drift storm, mass starvation, capacity famine, time crunch
• particles.friction = 0.04 • particles.count = 200 • particles.radius = 0.06 • particles.density = 1500.0 • particles.seed = 42 • min_particles_in_hopper = 30 • pit_drift_force = 1.0 • max_time_seconds = 20 • max_structure_mass = 120 • scoop_capacity = 8 • gravity = (0, -20.0) • linear_damping = 0.08 • angular_damping = 0.08
33
ID
Stage
Mutations
Stage-4: Cataclysmic excavation nightmare
• particles.friction = 0.02 • particles.count = 200 • particles.radius = 0.06 • particles.density = 1500.0 • particles.seed = 42 • min_particles_in_hopper = 22 • pit_drift_force = 1.2 • max_time_seconds = 17 • max_structure_mass = 100 • scoop_capacity = 6 • gravity = (0, -22.0) • linear_damping = 0.1 • angular_damping = 0.1
F_04: Particle filter Stage-1: Anti-Gravity Siege — Extreme Up- • min_purity = 0.35 ward Field • gravity = (0.0, 32.0) Stage-2: Diagonal Gravity Hurricane — Ex- • min_purity = 0.35 treme Rightward Drift with Violent Upward • gravity = (55.0, 16.0) Pull Stage-3: Hypergravity Cascade — Near- • min_purity = 0.35 Cataclysmic Multi-Field Particle Avalanche • max_beams = 3 • max_structure_mass = 1.6 • baffles.y_bottom = 0.05 • sweeper.speed_scale = 45.0 • wind_amplitude = 6200.0 • wind_period_steps = 13 • gust_amplitude = 2300.0 • gust_period_steps = 7 • beam_friction = 0.0 • feed_y_min = 1.78 • second_wave_step = 140 • third_wave_step = 300 • mix.density = 17500.0 • mix.restitution = 0.998 • mix.friction = 0.0001 • mix.radius_small = 0.08 • mix.radius_medium = 0.099 • mix.radius_large = 0.138 • mix.count_small = 48 • mix.count_medium = 48 • mix.count_large = 48 • mix.count_third_small = 48 • mix.count_third_medium = 48 • mix.count_third_large = 48 • gravity = (93.0, 1.15) • gravity_oscillation_amplitude = 52.0 • gravity_oscillation_period = 11 • linear_damping = 0.992 • angular_damping = 0.992 34
ID
Stage
Mutations
Stage-4: Singularity Siege — Cataclysmic Multi-Field Entropy Collapse
• min_purity = 0.35 • max_beams = 3 • max_structure_mass = 1.5 • baffles.y_bottom = 0.01 • sweeper.speed_scale = 50.0 • wind_amplitude = 6500.0 • wind_period_steps = 10 • gust_amplitude = 2500.0 • gust_period_steps = 5 • beam_friction = 0.0 • feed_y_min = 1.76 • second_wave_step = 120 • third_wave_step = 240 • mix.density = 18000.0 • mix.restitution = 1.0 • mix.friction = 0.0 • mix.radius_small = 0.08 • mix.radius_medium = 0.099 • mix.radius_large = 0.14 • mix.count_small = 50 • mix.count_medium = 50 • mix.count_large = 50 • mix.count_third_small = 50 • mix.count_third_medium = 50 • mix.count_third_large = 50 • gravity = (95.0, 1.2) • gravity_oscillation_amplitude = 55.0 • gravity_oscillation_period = 10 • linear_damping = 0.995 • angular_damping = 0.995
F_05: Cargo ship in rough seas Stage-1: Metacentric Deficit
• cargo_water_y = 1.96 • cargo_loss_grace_steps = 180 • hull_roll_impulse_amplitude = 40.0 • hull_roll_impulse_interval_steps = 22
Stage-2: Raised Loss Plane
• cargo_water_y = 1.98 • cargo_loss_grace_steps = 180 • hull_roll_impulse_amplitude = 50.0 • hull_roll_impulse_interval_steps = 22
35
ID
Stage
Mutations
Stage-3: Shoal Lock-In
• cargo_water_y = 2.28 • cargo_loss_grace_steps = 180 • hull_roll_impulse_amplitude = 20.5 • hull_roll_impulse_interval_steps = 73 • boat_y_offset = -0.1 • rocks = [{’x’: 13.05, ’y’: 2.06, ’r’: 0.46}, {’x’: 15.0, ’y’: 2.02, ’r’: 0.52}, {’x’: 16.95, ’y’: 2.06, ’r’: 0.46}, {’x’: 15.0, ’y’: 1.48, ’r’: 0.33}] • build_zone_y_min = 2.58 • joint_max_force = 1750.0 • current_strength = 0.64 • cargo_restitution = 0.36 • cargo.friction = 0.62 • cargo.linear_damping = 0.24 • restoring_coeff = 240.0
Stage-4: Perfect Storm Assembly Budget
• cargo_water_y = 2.28 • cargo_loss_grace_steps = 180 • hull_roll_impulse_amplitude = 160.0 • hull_roll_impulse_interval_steps = 14 • boat_y_offset = -0.1 • rocks = [{’x’: 13.15, ’y’: 2.02, ’r’: 0.44}, {’x’: 15.0, ’y’: 1.97, ’r’: 0.5}, {’x’: 16.85, ’y’: 2.02, ’r’: 0.44}] • build_zone_y_min = 2.58 • joint_max_force = 99999.0 • current_strength = 2.0 • cargo_restitution = 0.88 • cargo.friction = 0.018 • cargo.linear_damping = 0.003 • restoring_coeff = 30.0 • deck_friction = 0.0 • max_structure_mass = 18.0 • wind_amplitude = 40.0 • wind_frequency = 0.32 • lateral_impulse_amplitude = 340.0 • lateral_impulse_interval_steps = 35 • rogue_amplitude = 65.0 • rogue_interval_steps = 90 • wave_amplitude = 55.0 • wave_frequency = 0.85 • wave2_amplitude = 35.0 • wave2_frequency = 0.65 • gust_amplitude = 35.0 • gust_interval_steps = 16 • gravity = (0, -42.0) • linear_damping = 0.002 • angular_damping = 0.0008
F_06: Pipeline pumping uphill
36
ID
Stage
Mutations
Stage-1: Localized Transport Anomaly
• gravwell_fy = -2500.0 • fluid.viscosity = 20.0 • fluid.count = 20 • min_delivery_ratio = 0.45 • max_steps = 2400 • max_time_seconds = 40.0 • force_budget = 5000.0
Stage-2: Raised Delivery Target
• target_y_min = 2.5 • target_y_max = 4.0 • fluid.count = 20 • min_delivery_ratio = 0.45 • max_steps = 2400 • max_time_seconds = 40.0 • force_budget = 12000.0
Stage-3: Transport Anomaly
• fluid.viscosity = 30.0 • fluid.count = 20 • min_delivery_ratio = 0.45 • max_steps = 2400 • max_time_seconds = 40.0 • force_budget = 12000.0
Stage-4: Raised Delivery Adaptation
• target_y_min = 2.5 • target_y_max = 4.0 • fluid.viscosity = 2.0 • fluid.count = 20 • min_delivery_ratio = 0.45 • gravity = (0, -15.0) • max_steps = 2400 • max_time_seconds = 40.0 • force_budget = 12000.0
Table 20: Category: Granular & Fluid Interaction task specifications.
ID
Stage
Mutations
C_01: Inverted pendulum cart-pole Stage-1: Curriculum stage 1
• track_center_x = 50.0 • pole_start_angle = 0.1658062789394612 • sensor_delay_angle_steps = 10 • sensor_delay_omega_steps = 10
Stage-2: Curriculum stage 2
• track_center_x = 50.0 • cart_force_limit_newtons = 0.5 • max_steps = 2000 • gravity = 12.0 • sensor_delay_angle_steps = 10 • sensor_delay_omega_steps = 10 • pole_start_angle = 0.003 • safe_half_range = 0.1
37
ID
Stage
Mutations
Stage-3: Curriculum stage 3
• track_center_x = 50.0 • gravity = 22.0 • sensor_delay_angle_steps = 3 • sensor_delay_omega_steps = 3 • cart_force_limit_newtons = 4.0 • pole_mass = 5.0 • cart_mass = 3.0 • safe_half_range = 0.2 • pole_length = 0.7 • max_steps = 1000 • pole_start_angle = 0.0004
Stage-4: Curriculum stage 4
• track_center_x = 50.0 • gravity = 35.0 • sensor_delay_angle_steps = 3 • sensor_delay_omega_steps = 3 • cart_force_limit_newtons = 50.0 • pole_mass = 12.0 • cart_mass = 2.0 • safe_half_range = 0.15 • pole_length = 0.5 • max_steps = 500 • pole_start_angle = 5e-05 • cart_rail_center_y = 6.0
C_02: Lunar lander Stage-1: Fragile Touchdown
• max_safe_vertical_speed = 0.05
Stage-2: Micro-Corridor
• barrier_y_bottom = 7.0
Stage-3: The Squeeze
• max_safe_vertical_speed = 1.0 • max_landing_angle = 0.07853981633974483 • barrier_y_bottom = 8.5 • total_fuel_impulse = 5000.0 • max_thrust = 650.0 • min_fuel_remaining_at_landing = 650.0 • wind_amplitude = 38.0 • gust_amplitude = 75.0 • platform_half_width = 1.2 • thrust_delay_steps = 6 • gravity_mutation.at_step = 250 • gravity_mutation.gravity_after = (0, -11.8)
38
ID
Stage
Mutations
Stage-4: The Perfect Storm
• max_safe_vertical_speed = 2.6 • max_landing_angle = 0.12217304763960307 • thrust_delay_steps = 12 • total_fuel_impulse = 100000.0 • max_thrust = 1200.0 • min_fuel_remaining_at_landing = 500.0 • wind_amplitude = 15.0 • gust_amplitude = 20.0 • platform_half_width = 1.5 • barrier_y_bottom = 15.5 • gravity_mutation.at_step = 150 • gravity_mutation.gravity_after = (0, -11.5)
C_03: Homing vehicle Stage-1: Adaptive Pursuit I
• impulse_budget = 5000.0 • target_speed = 1.9 • rendezvous_rel_speed = 1.5 • max_thrust_magnitude = 95.0 • cooldown_threshold = 90.0 • cooldown_max_thrust = 20.0 • cooldown_steps = 120 • blind_zone_x_min = 8.0 • blind_zone_x_max = 10.0 • gravity = (0.0, -0.5)
Stage-2: Adaptive Pursuit II
• ground_friction = 0.0 • impulse_budget = 40000.0 • spawn_x = 14.0 • obstacles = [] • ice_zones = [] • gravity = (-3.5, 0.0)
39
ID
Stage
Mutations
Stage-3: Adaptive Pursuit III
• ground_friction = 0.02 • impulse_budget = 20000.0 • rendezvous_rel_speed = 2.0 • rendezvous_heading_tolerance_deg = 120.0 • max_thrust_magnitude = 200.0 • cooldown_threshold = 190.0 • cooldown_max_thrust = 18.0 • cooldown_steps = 100 • blind_zone_x_min = 12.5 • blind_zone_x_max = 17.0 • speed_blind_threshold_mps = 4.0 • track_distance = 10.5 • target_speed = 2.0 • target_change_interval = 0.7 • slots_phase1 = [[3700, 3880], [4200, 4380]] • slots_phase2 = [[6200, 6380], [6700, 6880]] • spawn_x = 11.0 • spawn_y = 1.55 • ice_zones = [] • moving_obstacle = None • moving_obstacle_2 = None • obstacles = [(7.5, 1.3, 0.3, 0.3), (20.5, 1.3, 0.3, 0.3)] • linear_damping = 1.4 • angular_damping = 1.5 • gravity = (-3.5, -9.5)
40
ID
Stage
Mutations
Stage-4: Adaptive Pursuit IV
• impulse_budget = 12000.0 • ground_friction = 0.01 • cooldown_threshold = 65.0 • cooldown_max_thrust = 10.0 • cooldown_steps = 250 • rendezvous_distance = 3.5 • rendezvous_rel_speed = 1.0 • rendezvous_heading_tolerance_deg = 30.0 • track_distance = 9.2 • target_speed = 1.0 • target_change_interval = 0.7 • blind_zone_x_min = 15.0 • blind_zone_x_max = 17.5 • speed_blind_threshold_mps = 1.2 • slots_phase1 = [[3650, 3880], [4150, 4410]] • slots_phase2 = [[6150, 6380], [6650, 6910]] • spawn_x = 14.0 • spawn_y = 1.45 • obstacles = [] • ice_zones = [] • moving_obstacle = None • moving_obstacle_2 = None • linear_damping = 2.5 • angular_damping = 3.5 • gravity = (0.0, -10.0)
C_04: Maze escape agent Stage-1: Controller Adaptation I
• control_lag_steps = 25 • structural_impulse_scale_k = 12.0 • magnetic_floor_y_max = 1.6 • magnetic_floor_force = -60.0
Stage-2: Altered Passage Geometry
• whisker_blind_front_x_lo = 5.0 • whisker_blind_front_x_hi = 13.0 • wall_overrides.5 = (9.0, 0.0, 0.2, 2.0) • wall_overrides.6 = (14.0, 0.0, 0.2, 2.0)
Stage-3: Altered Passage Adaptation
• wall_overrides.4 = (5.0, 0.0, 0.2, 1.7) • wall_overrides.5 = (9.0, 1.7, 0.2, 0.6) • fluid_drag_x_min = 6.0 • fluid_drag_x_max = 14.0 • fluid_drag_coeff = 0.8 • turbulence_intensity = 80.0 • structural_impulse_scale_k = 50.0
Stage-4: Controller Adaptation IV
• control_reversal_x_min = 0.0 • control_reversal_x_max = 20.0 • magnetic_floor_y_max = 1.5 • magnetic_floor_force = -80.0 • turbulence_intensity = 150.0 • control_lag_steps = 0 • structural_impulse_scale_k = 50.0
41
ID
Stage
Mutations
C_05: Sequential switch triggering Stage-1: Extended trigger cooldown
• cooldown_steps = 300
Stage-2: Long dwell, strong repulsion, strict zone speed
• trigger_stay_steps = 300 • speed_cap_inside = 0.05 • repulsion_mag = 40.0 • recent_a_for_b = 5000 • recent_b_for_c = 5000 • c_high_history = 5000
Stage-3: Arctic Vortex — Ice Ramp, Extreme Dwell, Low Force Cap
• ramp_friction = 0.04 • ground_friction = 0.1 • speed_cap_inside = 0.03 • repulsion_mag = 55.0 • repulsion_tangential_mag = 38.0 • force_limit_inside = 24.0 • trigger_stay_steps = 150 • recent_a_for_b = 5000 • recent_b_for_c = 5000 • c_high_history = 5000
Stage-4: Compound friction, barrier delay, • ramp_friction = 0.02 repulsion • ground_friction = 0.2 • speed_cap_inside = 0.08 • repulsion_mag = 45.0 • repulsion_tangential_mag = 40.0 • force_limit_inside = 60.0 • trigger_stay_steps = 120 • barrier_delay_steps = 350 • recent_a_for_b = 5000 • recent_b_for_c = 5000 • c_high_history = 5000 C_06: Rotor speed matching Stage-1: Curriculum variant 1
• k_drag = 2.7
Stage-2: Curriculum variant 2
• k_drag = 2.6
Stage-3: Curriculum variant 3
• step_load_at_step = 500 • torque_limit_at_zero = 2.9 • k_drag = 2.4 • torque_deadzone = 2.6 • measure_delay_steps = 7 • cogging_amplitude = 2.2
Stage-4: Curriculum variant 4
• measure_delay_steps = 7 • torque_deadzone = 3.0 • torque_limit_at_zero = 3.5 • k_drag = 1.0 • cogging_amplitude = 4.0 • stiction_factor = 2.2
Table 21: Category: Cybernetics & Control task specifications.
42
ID
Stage
Mutations
E_01: Surviving reversing gravity Stage-1: Altered Field I
• arena_y_max = 20.0 • build_zone_y_max = 18.0 • gravity = gravity_resonant_violent(t) • joint_force_limit = 1.0
Stage-2: Altered Field II
• arena_y_max = 9.0 • build_zone_y_max = 8.5 • friction = 0.0 • gravity = gravity_cataclysm(t) • beam_density_scale = 200.0 • linear_damping = -6.0 • angular_damping = -4.0 • joint_force_limit = 0.001 • max_beam_count = 1 • max_structure_mass = 0.02 • arena_y_max = 9.5 • build_zone_y_max = 9.0 • friction = 0.0 • gravity = gravity_vortex_singularity(t) • beam_density_scale = 150.0 • linear_damping = -6.0 • angular_damping = -4.0 • joint_force_limit = 0.15 • max_beam_count = 2 • max_structure_mass = 0.3 • arena_y_max = 9.0 • build_zone_y_max = 8.5 • friction = 0.0 • gravity = gravity_cataclysm(t) • beam_density_scale = 300.0 • linear_damping = -6.0 • angular_damping = -4.0 • joint_force_limit = 0.01 • max_beam_count = 1 • max_structure_mass = 0.005
Stage-3: Altered Field III
Stage-4: Altered Field IV
E_02: Thruster flyer in fluid Stage-1: Environment Variation 1
• linear_damping = 12.0 • constant_force_x = -180.0 • overheat_limit = 30000.0 • constant_force_y = 500.0
Stage-2: Environment Variation 2 Stage-3: Environment Variation 3
• linear_damping = 7.0 • drain_velocity_factor = 0.0 • slip_backward_force = -520.0 • overheat_limit = 9000.0 • constant_force_x = 260.0 • constant_force_y = -450.0 • wind_amplitude = 85.0 • wind_omega = 0.23
43
ID
Stage
Mutations
Stage-4: Environment Variation 4
• linear_damping = 4.5 • constant_force_x = -48.0 • slip_backward_force = -75.0 • overheat_limit = 6000.0 • wind_amplitude = 105.0 • wind_omega = 0.48
E_03: Ice sled to goal zones Stage-1: Environmental Adaptation I
• ground_friction = 1.0 • sled_friction = 1.0 • linear_damping = 0.8
Stage-2: Environmental Adaptation II
• gravity = (0, -15)
Stage-3: Environmental Adaptation III
• momentum_drain_factor = 0.7 • linear_damping = 0.5
Stage-4: Environmental Adaptation IV
• ground_friction = 3.0 • sled_friction = 3.0 • gravity = (0, -18) • linear_damping = 5.0 • momentum_drain_factor = 0.3 • thrust_scale_factor = 0.06 • speed_penalty_threshold = 1.2 • speed_penalty_factor = 0.04
E_04: Time-varying beam mass Stage-1: Environment Variation 1
• mass_freq_1 = 0.45 • mass_amp_1 = 0.75 • joint_break_force = 100.0 • joint_break_torque = 0.002 • wind_pressure = 10.0
Stage-2: Environment Variation 2
• joint_break_force = 30000.0 • joint_break_torque = 1e-10 • wind_pressure = 10000.0 • fatigue_tau_seconds = 400.0
Stage-3: Environment Variation 3
• joint_break_force = 50000.0 • wind_pressure = 1500.0 • mass_phase_gradient = 15.0 • mass_amp_1 = 0.4 • fatigue_tau_seconds = 400.0 • joint_break_torque = 0.05
Stage-4: Environment Variation 4
• gravity = (15000.0, -30.0) • joint_break_force = 10000.0 • joint_break_torque = 1e-10 • fatigue_tau_seconds = 60.0
E_05: Invisible force fields
44
ID
Stage
Mutations
Stage-1: Field Variant I
• magnets = [(14.0, 0, -800.0), (14.0, 1, -800.0), (14.0, 2, -800.0), (14.0, 3, -800.0), (14.0, 4, -800.0), (14.0, 5, -800.0), (14.0, 6, -800.0), (14.0, 7, -800.0), (14.0, 8, -800.0), (14.0, 9, -800.0), (14.0, 10, -800.0), (14.0, 11, -800.0), (14.0, 12, -800.0), (14.0, 13, -800.0), (14.0, 14, -800.0)]
Stage-2: Field Variant II
• magnets = [(13.0, 1.0, -140.0), (13.0, 2.0, -140.0), (13.0, 6.0, -140.0), (13.0, 8.0, -140.0), (18.0, 1.0, -140.0), (18.0, 3.0, -140.0), (18.0, 4.0, -140.0), (18.0, 5.0, -140.0), (18.0, 9.0, -140.0), (23.0, 1.0, -140.0), (23.0, 3.0, -140.0), (23.0, 4.0, -140.0), (23.0, 5.0, -140.0), (23.0, 9.0, -140.0), (4.0, 10.0, -140.0), (6.0, 10.0, -140.0), (8.0, 10.0, -140.0), (10.0, 10.0, -140.0), (12.0, 10.0, -140.0), (14.0, 10.0, -140.0), (16.0, 10.0, -140.0), (18.0, 10.0, -140.0), (20.0, 10.0, -140.0), (22.0, 10.0, -140.0), (24.0, 10.0, -140.0), (26.0, 10.0, -140.0), (28.0, 10.0, -140.0), (30.0, 10.0, -140.0), (32.0, 10.0, -140.0), (34.0, 10.0, -140.0), (36.0, 10.0, -140.0), (38.0, 10.0, -140.0)]
Stage-3: Field Variant III
• magnets = [(12.0, 4.0, -420.0), (12.0, 5.0, -420.0), (12.0, 6.0, -420.0), (12.0, 7.0, -420.0), (12.0, 8.0, -400.0), (12.0, 8.3, -380.0), (11.0, 9.7, -280.0), (13.0, 9.7, -280.0), (15.0, 9.7, -280.0), (17.0, 9.7, -280.0), (19.0, 9.7, -280.0), (21.0, 9.7, -260.0), (15.0, 9.0, -420.0, 380.0, 0.12), (20.0, 9.0, -480.0, 440.0, 0.15, 3.14159), (19.0, 3.0, 320.0), (21.0, 3.5, 280.0), (24.0, 5.0, -250.0), (24.0, 8.2, -240.0), (24.0, 6.6, -240.0, 200.0, 0.165), (26.0, 5.5, -190.0), (27.0, 9.5, -190.0), (29.5, 7.5, 95.0)] • max_thrust = 420.0 • gravity = (0, -28.0) • linear_damping = 8.0 • angular_damping = 4.0
Stage-4: Field Variant IV
• magnets = [(20.0, 8.0, -250.0, 240.0, 0.12), (12.0, 7.0, -80.0), (16.0, 7.0, -60.0), (24.0, 7.0, -90.0), (28.0, 7.0, -70.0), (29.5, 7.5, 120.0), (30.0, 8.0, 80.0)] • max_thrust = 580.0 • gravity = (0, -51.0) • linear_damping = 10.0 • angular_damping = 5.0
E_06: Random high-frequency impacts
45
ID
Stage
Mutations
Stage-1: Endurance Variant I
• max_structure_mass = 12.0 • gravity = (0, 16) • angular_damping = 0.0 • joint_break_force = 10800.0 • joint_break_torque = 14400.0 • beam_angvel_thresh = 2.1 • beam_angvel_tolerance_steps = 1
Stage-2: Endurance Variant II
• max_structure_mass = 1.0 • gravity = (1500, 0) • linear_damping = 0.0 • angular_damping = 8.0 • noise_strength = 0.0 • coherent_pulse_interval = 501 • coherent_pulse_force = 0.0 • joint_break_force = 7200.0 • joint_break_torque = 4320.0 • damage_limit = 12.0 • damage_force_thresh = 3600.0 • damage_torque_thresh = 7200.0 • cascade_shock_damage = 40.0 • beam_angvel_thresh = 6.0 • beam_angvel_tolerance_steps = 3 • phased_storm_mult = 1.0 • phased_storm_start = 501 • phased_storm_end = 501 • burst_prob = 0.0
Stage-3: Endurance Variant III
• max_structure_mass = 35.0 • gravity = (0, -17) • joint_break_force = 7200.0 • joint_break_torque = 12600.0 • coherent_pulse_interval = 1 • coherent_pulse_force = 130.0 • angular_damping = 0.0 • linear_damping = 0.0 • noise_strength = 14.0 • damage_limit = 1.0 • damage_force_thresh = 1260.0 • damage_torque_thresh = 2880.0 • cascade_shock_damage = 500.0 • beam_angvel_thresh = 1.5 • beam_angvel_tolerance_steps = 2 • phased_storm_mult = 4.5 • phased_storm_start = 15 • burst_prob = 0.15
46
ID
Stage
Mutations
Stage-4: Endurance Variant IV
• max_structure_mass = 20.0 • allowed_anchor_x_lo = 5.6 • allowed_anchor_x_hi = 5.9 • gravity = (0, -30) • noise_strength = 2.0 • coherent_pulse_interval = 1 • coherent_pulse_force = 550.0 • angular_damping = 0.2 • linear_damping = 0.0 • joint_break_force = 7200.0 • joint_break_torque = 12600.0 • damage_limit = 0.9 • damage_force_thresh = 792.0 • damage_torque_thresh = 1368.0 • cascade_shock_damage = 5000.0 • beam_angvel_thresh = 1.0 • beam_angvel_tolerance_steps = 2 • phased_storm_mult = 4.5 • burst_prob = 0.4 • phased_storm_start = 0 • phased_storm_end = 500
Table 22: Category: Exotic Physics task specifications.
47
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