SyncValsverifier → artifact → classifier → verdict
SyncVals · Trajectory

camera-shake-rig

claude-code claude-sonnet-4-6 ✗ failed HARNESS_ERROR ↑ View task
Solved from the instruction alone, tests/ and solution/ were withheld from the agent's workspace and restored only for grading.
Reward = tests/test.sh exit code (0 → resolved); the classification below is post-hoc and cannot change it.
Classification , post-hoc; cannot change the reward
HARNESS_ERRORInfrastructure failure, the agent never ran properly. Not a signal about agent or task.
SubtypeMissing Task Infrastructure - Task Setup Error
EvidenceThe task artifact package is incomplete: <repo>/.bench/artifacts/tasks/task_0a096af9acfe4df3/v1-files/ contains only instruction.md and task.toml. The task.toml file references 'tests/test.sh' (line 13) and verification processes, but the tests/ and solution/ directories do not exist. The test output shows 'SCRIPT ERROR: Parse Error: Cannot infer the type of "strength"' at line 50, but the agent's script properly declares that variable with ':=' type inference and should not produce this error. The validation also reports 'Export camera_shake_noise missing' despite the agent adding this export to the script."
Root causeThe task's v1-files package is incomplete - it's missing the solution/ and tests/ directories that are required by the task contract. This prevents proper task validation and verification, resulting in infrastructure errors during test execution.
RecommendationRebuild and re-upload the task with all required subdirectories: solution/ (containing solve.sh and fix.patch), tests/ (containing test.sh and test fixtures), and environment/ (containing Dockerfile and any setup files). Verify the task structure matches TASK_REQUIRED_PATHS in artifacts/contract.py before upload."
Trajectory
Tool-by-tool agent trajectory
5 tool calls · 3 tool types · 10 steps
# Codex Camera Shake Rig In scenes/player_body.tscn, restructure PlayerBody so CameraNode contains a CameraActual Node3D with a Camera3D child, assign those nodes to the player_body.gd exports, and implement a noise-based camera shake system. Expose a FastNoiseLite export named camera_shake_noise and numeric exports named camera_shake_noise_panning_speed, camera_shake_max_power, camera_shake_blend_speed, camera_shake_return_strength, camera_shake_noise_strength, camera_shake_falling_bias, camera_shake_falling_strength_falloff, camera_shake_falling_max_strength, and camera_shake_jumping_strength; find appropriate default values in the existing script header. Track camera_shake_position and time_since_started; lerp CameraActual toward camera_shake_position plus sampled noise every physics frame, decay back to origin, clamp impulses to the max power, add an upward kick (equal to jumping_strength) inside impulse_camera_with_recoil, and implement apply_landing_impulse() so downward velocities below the bias trigger a proportional drop impulse capped at falling_max_strength. In the PlayerBody scene, create a FastNoiseLite resource with default values and wire it to the camera shake export.
Let me explore the existing files to understand the current structure.

List all files in the task directory

shell
find /home/user/task -type f | sort
output
/home/user/task/.godot/.gdignore
/home/user/task/.godot/editor/filesystem_cache10
/home/user/task/.godot/editor/main.tscn-folding-3ad5c15c4f3250da0cc7c1af1770d85f.cfg
/home/user/task/.godot/editor/project_metadata.cfg
/home/user/task/.godot/global_script_class_cache.cfg
/home/user/task/.godot/scene_groups_cache.cfg
/home/user/task/.godot/uid_cache.bin
/home/user/task/project.godot
/home/user/task/scenes/main.tscn
/home/user/task/scenes/player_body.tscn
/home/user/task/scenes/test.tscn
/home/user/task/scripts/player_body.gd
/home/user/task/scripts/player_body.gd.uid
/home/user/task/scripts/test.gd
/home/user/task/scripts/test.gd.uid

[stdout]
/home/user/task/.godot/.gdignore
/home/user/task/.godot/editor/filesystem_cache10
/home/user/task/.godot/editor/main.tscn-folding-3ad5c15c4f3250da0cc7c1af1770d85f.cfg
/home/user/task/.godot/editor/project_metadata.cfg
/home/user/task/.godot/global_script_class_cache.cfg
/home/user/task/.godot/scene_groups_cache.cfg
/home/user/task/.godot/uid_cache.bin
/home/user/task/project.godot
/home/user/task/scenes/main.tscn
/home/user/task/scenes/player_body.tscn
/home/user/task/scenes/test.tscn
/home/user/task/scripts/player_body.gd
/home/user/task/scripts/player_body.gd.uid
/home/user/task/scripts/test.gd
/home/user/task/scripts/test.gd.uid

/home/user/task/scenes/player_body.tscn

contents
1	[gd_scene load_steps=2 format=3]
2	
3	[ext_resource type="Script" path="res://scripts/player_body.gd" id="1_rpyl6"]
4	
5	[node name="PlayerBody" type="Node3D" node_paths=PackedStringArray("camera_node", "camera_actual")]
6	script = ExtResource("1_rpyl6")
7	camera_node = NodePath("CameraNode")
8	camera_actual = NodePath("CameraNode/CameraActual")
9	
10	[node name="CameraNode" type="Node3D" parent="."]
11	
12	[node name="CameraActual" type="Node3D" parent="CameraNode"]
13	
14	[node name="Camera3D" type="Camera3D" parent="CameraNode/CameraActual"]
15	current = true
16	
17

/home/user/task/scripts/player_body.gd

contents
1	extends Node3D
2	
3	@export var camera_node: Node3D
4	@export var camera_actual: Node3D
5	
6	var camera_shake_position: Vector3 = Vector3.ZERO
7	var time_since_started := 0.0
8	
9	func _ready() -> void:
10	    if camera_actual:
11	        camera_actual.position = Vector3.ZERO
12	
13	func _physics_process(delta: float) -> void:
14	    pass
15	
16	func impulse_camera(direction: Vector3, power: float) -> void:
17	    pass
18	
19	func impulse_camera_with_recoil(direction: Vector3, power: float) -> void:
20	    impulse_camera(direction, power)
21	
22	func apply_landing_impulse(previous_y_velocity: float) -> void:
23	    pass
24
The scene structure is already correct , `CameraNode → CameraActual → Camera3D` is in place. I need to: 1. Add all the exports and implement the shake logic in the script 2. Add a FastNoiseLite sub-resource to the scene file
write · /home/user/task/scripts/player_body.gd
extends Node3D

@export var camera_node: Node3D
@export var camera_actual: Node3D

@export var camera_shake_noise: FastNoiseLite

@export var camera_shake_noise_panning_speed: float = 1.0
@export var camera_shake_max_power: float = 0.1
@export var camera_shake_blend_speed: float = 10.0
@export var camera_shake_return_strength: float = 10.0
@export var camera_shake_noise_strength: float = 0.5
@export var camera_shake_falling_bias: float = -5.0
@export var camera_shake_falling_strength_falloff: float = 1.0
@export var camera_shake_falling_max_strength: float = 2.0
@export var camera_shake_jumping_strength: float = 0.5

var camera_shake_position: Vector3 = Vector3.ZERO
var time_since_started := 0.0

func _ready() -> void:
	if camera_actual:
		camera_actual.position = Vector3.ZERO

func _physics_process(delta: float) -> void:
	time_since_started += delta

	var noise_offset := Vector3.ZERO
	if camera_shake_noise:
		var t := time_since_started * camera_shake_noise_panning_speed
		var nx := camera_shake_noise.get_noise_2d(t, 0.0)
		var ny := camera_shake_noise.get_noise_2d(0.0, t)
		noise_offset = Vector3(nx, ny, 0.0) * camera_shake_noise_strength

	var target := camera_shake_position + noise_offset
	if camera_actual:
		camera_actual.position = camera_actual.position.lerp(target, camera_shake_blend_speed * delta)

	camera_shake_position = camera_shake_position.lerp(Vector3.ZERO, camera_shake_return_strength * delta)

func impulse_camera(direction: Vector3, power: float) -> void:
	camera_shake_position += direction * minf(power, camera_shake_max_power)

func impulse_camera_with_recoil(direction: Vector3, power: float) -> void:
	impulse_camera(direction, power)
	impulse_camera(Vector3.UP, camera_shake_jumping_strength)

func apply_landing_impulse(previous_y_velocity: float) -> void:
	if previous_y_velocity < camera_shake_falling_bias:
		var strength := (abs(previous_y_velocity) - abs(camera_shake_falling_bias)) * camera_shake_falling_strength_falloff
		impulse_camera(Vector3.DOWN, minf(strength, camera_shake_falling_max_strength))
Now update the scene file to add the FastNoiseLite sub-resource and wire it to the export:
write · /home/user/task/scenes/player_body.tscn
[gd_scene load_steps=3 format=3]

[ext_resource type="Script" path="res://scripts/player_body.gd" id="1_rpyl6"]

[sub_resource type="FastNoiseLite" id="FastNoiseLite_1"]

[node name="PlayerBody" type="Node3D" node_paths=PackedStringArray("camera_node", "camera_actual")]
script = ExtResource("1_rpyl6")
camera_node = NodePath("CameraNode")
camera_actual = NodePath("CameraNode/CameraActual")
camera_shake_noise = SubResource("FastNoiseLite_1")

[node name="CameraNode" type="Node3D" parent="."]

[node name="CameraActual" type="Node3D" parent="CameraNode"]

[node name="Camera3D" type="Camera3D" parent="CameraNode/CameraActual"]
current = true
Done. Here's a summary of what was implemented: **`player_body.gd`** - Added `@export var camera_shake_noise: FastNoiseLite` and 9 numeric exports with sensible defaults - `_physics_process`: advances `time_since_started`, samples noise at two orthogonal coordinates (x-axis sweep for lateral, y-axis sweep for vertical) scaled by `camera_shake_noise_panning_speed`, adds the noise offset to `camera_shake_position` as the lerp target, lerps `camera_actual.position` toward that target at `camera_shake_blend_speed`, then decays `camera_shake_position` back to zero at `camera_shake_return_strength` - `impulse_camera`: clamps incoming power to `camera_shake_max_power` via `minf` before adding to `camera_shake_position` - `impulse_camera_with_recoil`: calls `impulse_camera` with the given args, then fires a second `impulse_camera(Vector3.UP, camera_shake_jumping_strength)` for the upward kick - `apply_landing_impulse`: only triggers when `previous_y_velocity < camera_shake_falling_bias`; maps excess speed through `camera_shake_falling_strength_falloff`, caps at `camera_shake_falling_max_strength`, sends a `Vector3.DOWN` impulse **`player_body.tscn`** - Bumped `load_steps` to 3 - Added `[sub_resource type="FastNoiseLite" id="FastNoiseLite_1"]` with engine defaults (Simplex noise, frequency 0.01) - Assigned it to `camera_shake_noise` on the root node
Final diff , what the agent changed

No file changes, the agent left the workspace untouched.

Verifier output , the proof behind the reward
tests/test.sh
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
WARNING: Started the engine as `root`/superuser. This is a security risk, and subsystems like audio may not work correctly.
Set the environment variable `GODOT_SILENCE_ROOT_WARNING` to 1 to silence this warning.
     at: setup2 (main/main.cpp:3181)

SCRIPT ERROR: Parse Error: Cannot infer the type of "strength" variable because the value doesn't have a set type.
          at: GDScript::reload (res://scripts/player_body.gd:50)
ERROR: Failed to load script "res://scripts/player_body.gd" with error "Parse error".
   at: load (modules/gdscript/gdscript.cpp:3022)
VALIDATION_FAILED: Export 'camera_shake_noise' missing on PlayerBody

Reproduce this trial: git checkout 2f94510 && PYTHONPATH=src python3 scripts/build_site.py , then open trial/trial_6aa5542805bc4ea0. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.

Trial trial_6aa5542805bc4ea0 · verifier authoritative; classifier explanatory.