Mage: Multi-Axis Evaluation of LLM-Generated Executable Game Scenes Beyond Compile-Pass Rate
Hugh Xuechen Liu, K{\i}van\c{c} Tatar

TL;DR
This paper introduces a multi-axis evaluation protocol called 'Mage' for assessing LLM-generated executable game scenes, revealing that compile success does not equate to functional correctness and emphasizing the need for comprehensive evaluation metrics.
Contribution
The paper proposes a novel four-axis evaluation framework for game scene synthesis, demonstrating its effectiveness over traditional compile-pass metrics and providing a new benchmark dataset.
Findings
NL-to-C# generation has high compile success but low structural fidelity.
IR conditioning improves structural correctness at the cost of runtime success.
Multi-axis evaluation reveals divergence between compile success and functional correctness.
Abstract
Compile-pass rate is the dominant evaluation signal for LLM code generation, yet for multi-component domain-specific artifacts it can be actively misleading. We demonstrate this on executable game scene synthesis with a four-axis evaluation protocol (named `Mage') -- compile success, runtime success, structural fidelity, and mechanism adherence -- applied to 858 generation attempts across four open-weight LLMs (7B--30B), 26~hand-crafted Unity goal pattern playable concepts, and two automatically extracted IR granularity levels. Direct NL-to-C\# generation achieves the highest runtime-pass rate (43\% mean) yet produces structurally vacuous scenes (mechanism ). Structural IR conditioning halves the runtime rate but recovers domain-faithful structure ( up to 1.00). Within IR conditioning, behavior-only and full-scene granularity are statistically indistinguishable…
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