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.
SubtypeAgent Execution Failure
EvidenceThe trajectory.json is empty (contains only []), indicating the agent's execution was not properly recorded or completed. The test output shows a GDScript parse error at line 48 of player_body.gd ("Cannot infer the type of 'strength' variable because the value doesn't have a set type"), indicating the agent attempted modifications that created a syntax error. The verifier then reports 'VALIDATION_FAILED: Export camera_shake_noise missing on PlayerBody', but this failure cascades from the underlying parse error preventing the script from loading at all.
Root causeThe agent's code modifications resulted in a GDScript parse error that prevented the script from compiling, which is why the validation tests never ran properly. The empty trajectory suggests the agent work was either interrupted, not persisted, or failed during the trial execution phase before completion.
RecommendationN/A - this is an infrastructure/agent execution issue, not a task specification problem. The task itself is well-defined with clear instructions, a properly structured codebase (scene hierarchy matches instruction), and a comprehensive test suite. The agent simply failed to implement the required functionality correctly. Re-run the trial with a different agent or model to determine if the task is viable.
Trajectory
This run recorded no trajectory steps.
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:48)
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_ce654a2130fa475d. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.