agentleFS
Ar9avAr9av/game-exa/skills/gap-checker/SKILL.md

gap-checker

Skill4 starsChanged 7 months agoMITView on GitHub

Validates that a generated game is actually playable — not just that it boots. Static analysis flags unreachable goals, oversized gaps, broken borders, and isolated regions in level data. Dynamic analysis fuzzes inputs in headless browser to detect stuck states, unreachable win conditions, and physics anomalies. Visual analysis captures screenshots for VLM (vision) review. Use after codesmith writes Game.js and playtester confirms the smoke scenarios pass.

The file

We split this skill into the rules it gives an agent

4 rules. About 0 are common, 1 is distinctive, and 3 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈1

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 3

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    After codesmith and playtester.

    line 14
  2. Very specific:

    Run static_check.mjs <project-dir> → if any issues, hand to level-fixer (level data) or surface (code).

    line 75
  3. Very specific:

    Run dynamic_check.mjs <project-dir> → 30-60s, returns issues + screenshots.

    line 76
  4. Distinctive:

    If all pass: declare playable.

    line 80

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Gap Checker — Playability Validation

playtester checks "does it boot and respond to input." gap-checker checks "is the game actually playable" — can the player reach the goal, are there dead-end regions, do platformer jumps actually clear the gaps the architect drew?

Patterned after the OpenGame-Bench evaluation pipeline (Build Health + Visual Usability + Intent Alignment via headless execution + VLM judging). Static analysis covers Build Health for level structure; dynamic + visual cover Visual Usability and Intent Alignment.

When to use

After codesmith and playtester. Always before declaring a game complete. The orchestrator should treat gap-checker failures as ordinary refinement targets, just like playtester failures — feed them to level-fixer (for level/world issues) or refiner (for code issues), iterate up to 3 times.

Three layers

1. Static (scripts/static_check.mjs)

Pure JS, no browser. Walks levels.json + gdd.json:

CheckWhat it catches
BFS reachabilityPickups / goals on tiles disconnected from the player's spawn region
Border integrityHoles in the impassable outer ring → player walks off the world
Standable spawnsPlatformer entities spawning in mid-air (tile below not impassable)
Jump-arc gapsPlatformer gaps wider than 2v/g × hSpeed (max horizontal jump distance)
Goal alignmentgdd.winCondition references a counter the player can actually fill (every required pickup is reachable)
Lethal-pit warningBottomless gaps in platformers without recovery → flagged for level-fixer
Spawn collisionTwo entities spawning on the same tile

Output: structured issues per level.

[
  { "kind": "unreachable-pickup", "level": "1-1", "entity": "GEM", "x": 13, "y": 2, "fix": "move to (13, 9)" },
  { "kind": "gap-too-wide", "level": "1-1", "y": 8, "x1": 4, "x2": 11, "width": 7, "max": 5 },
  { "kind": "border-hole", "level": "1-1", "x": 12, "y": 0 },
  ...
]

2. Dynamic (scripts/dynamic_check.mjs)

Spawns the dev server, drives the game with a 30-second smart fuzzer in headless Chromium:

  • Issues randomized inputs (left/right held in 200-500ms bursts, jump every 0.5-2s, action key occasionally).
  • Records position, velocity, HP, win-counter every frame.
  • Detects:
    • Stuck: position delta < 4px for 3 consecutive seconds despite input.
    • Spawn-trap: player took damage in first second.
    • No-progress: win-counter (e.g. coinsCollected) didn't increment in 30s of fuzzing.
    • Out-of-bounds: player y > worldH or x out of bounds (broken physics or fall-pit).
    • NaN/inf state: any numeric field in __gameState is NaN.
  • Captures screenshots at t=0s, t=10s, t=20s, t=30s for visual review.

Output: same issue shape as static, plus screenshot paths.

3. Visual (host agent / VLM judge)

The host agent (you, Claude) uses its own vision capability on the captured screenshots to detect:

  • Sprites rendered off-grid / clipping into walls
  • Tilemap rendering glitches (missing tiles, wrong tile in slot)
  • HUD obscuring gameplay area
  • Background color clashes / unreadable contrast
  • Camera framing — player too small, world too cropped
  • Entity sprites flipped wrong direction
  • Visual elements that look "broken" but pass static checks

The framework provides screenshots and the GDD/manifest; the host emits a list of issues in the same shape as static/dynamic so they feed into the same fixer pipeline.

Process

  1. Run static_check.mjs <project-dir> → if any issues, hand to level-fixer (level data) or surface (code).
  2. Run dynamic_check.mjs <project-dir> → 30-60s, returns issues + screenshots.
  3. (Optional, host-agent driven) Review screenshots, append visual issues.
  4. Apply fixes via level-fixer (for level data) or refiner (for code).
  5. Re-run static + dynamic.
  6. If all pass: declare playable. Otherwise, iterate up to 3 times.

Scripts

  • scripts/static_check.mjs <project-dir> — fast static analysis, no browser.
  • scripts/dynamic_check.mjs <project-dir> [--port N] [--seconds 30] — Playwright fuzzer + screenshots.
  • scripts/judge_visuals.mjs <project-dir> — convenience: takes a fresh set of screenshots + emits a JSON summary the host agent can read.

References

  • references/issue-taxonomy.md — full list of issue kinds with examples and fix recipes.
  • references/jump-arc-math.md — how gap-too-wide is computed (gravity / jump velocity / horizontal speed → max distance).

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