Select Seeded Defect or Rejection Exploit Verified Accept
Examine how SAM 3.1 detected the defect, how Muse Code patched it, and how the Verifier guarded gameplay.
Illustration, not a capture: the animation, its overlay values and the case texts are drawn and written for this page from the recorded results. Only physics-fall-through / v1 shows Muse Code's recorded fix and reasoning. Measured numbers, each with its run, are in the Benchmark Matrix tab. Real frames: a recorded live review of Muse Code's fix, before and after, and the review that rejected the fix drawing the robot inside the ground.
Animated illustration (not a capture)
Simulation, not a capture
Clean Level Floor (y=640)
¢
¢
Player
blue robot (0.94)
REPLAY COORDINATES
x: 90.0, y: 636.6
Status: Normal
Before Fix (Defect Active)
Test Specification
specs/player-stays-above-ground.json
"The player never falls through the ground."
ORACLE TYPE
never-crosses
SAM 3.1 PROMPT OBJECT
"blue robot"
Verifier Decision
ACCEPT
1. regression (Visual Oracle)
PASS
2. gameplay (the robot moves and stays alive)
PASS
3. clean-control (No Regressions)
PASS
4. held-out (Unseen Routes)
PASS
all 4 checks passed; candidate verified under clean level reference.
candidate.patch: Muse Code's recorded fix
policy: clean-v1
--- a/player/player.tscn
+++ b/player/player.tscn
@@ -187,7 +187,7 @@
[node name="Player" type="CharacterBody2D"]
-collision_mask = 14
+collision_mask = 30
floor_constant_speed = true
Muse Code's reasoning, from its recorded log
Root cause: the ground lives on physics layer 5 (value 16 in tileset.tres), but the player's mask was 14 (layers 2+3+4: enemies, coins, platforms), so the ground was invisible to it and it fell straight through from the first frames.
Fix: in player.tscn, collision_mask = 14 → 30, adding the ground layer while preserving all existing bits.