Understand the failure.
Verify the repair.
Small, reproducible software failures. The broken implementation, the fix that didn’t work, and the one that passed—preserved together.
Explore the cases ↓How results are verified ↗WHAT THE ARCHIVE CONTAINS
100840 executable cases. 20168 are open.
Every case records the implementation that fails, the fix that did not work, and the repair that passed its checks—with recorded outputs and source hashes. This release adds 100840 cases across 20168 failure mechanisms and 254 domains.
The open tier gives you the failure and the unsuccessful fix for one case in every mechanism. The remaining 80672 cases, 5 variants per mechanism, are member-only: the verified repair, its recorded checks, and the full fixture suite are held in the member archive. Read the methodology ↗
A RECORD OF WHAT WENT WRONG
Browse the archive / 100840
Chains grow through adjacent opponent stones · case 01
A contact fight reports one merged chain with the liberties of both sides.
Chains grow through adjacent opponent stones · case 02
A contact fight reports one merged chain with the liberties of both sides.
Chains grow through adjacent opponent stones · case 03
A contact fight reports one merged chain with the liberties of both sides.
Chains grow through adjacent opponent stones · case 04
A contact fight reports one merged chain with the liberties of both sides.
Chains grow through adjacent opponent stones · case 05
A contact fight reports one merged chain with the liberties of both sides.
Edge eyes use the centre false-eye threshold · case 01
An edge eye with one opponent diagonal is reported as real.
Edge eyes use the centre false-eye threshold · case 02
An edge eye with one opponent diagonal is reported as real.
Edge eyes use the centre false-eye threshold · case 03
An edge eye with one opponent diagonal is reported as real.
Edge eyes use the centre false-eye threshold · case 04
An edge eye with one opponent diagonal is reported as real.
Edge eyes use the centre false-eye threshold · case 05
An edge eye with one opponent diagonal is reported as real.
Off-board diagonals count as opponent stones · case 01
Every corner eye is reported false.
Off-board diagonals count as opponent stones · case 02
Every corner eye is reported false.
Off-board diagonals count as opponent stones · case 03
Every corner eye is reported false.
Off-board diagonals count as opponent stones · case 04
Every corner eye is reported false.
Off-board diagonals count as opponent stones · case 05
Every corner eye is reported false.
Edge points can never be eyes · case 01
Points on the first line are classified as none.
Edge points can never be eyes · case 02
Points on the first line are classified as none.
Edge points can never be eyes · case 03
Points on the first line are classified as none.
Edge points can never be eyes · case 04
Points on the first line are classified as none.
Edge points can never be eyes · case 05
Points on the first line are classified as none.
False eyes need one opponent diagonal too many · case 01
Centre points with exactly two opponent diagonals are called real eyes.
False eyes need one opponent diagonal too many · case 02
Centre points with exactly two opponent diagonals are called real eyes.
False eyes need one opponent diagonal too many · case 03
Centre points with exactly two opponent diagonals are called real eyes.
False eyes need one opponent diagonal too many · case 04
Centre points with exactly two opponent diagonals are called real eyes.
False eyes need one opponent diagonal too many · case 05
Centre points with exactly two opponent diagonals are called real eyes.
Occupied points are classified as eyes · case 01
A stone surrounded by its own colour is reported as an eye.
Occupied points are classified as eyes · case 02
A stone surrounded by its own colour is reported as an eye.
Occupied points are classified as eyes · case 03
A stone surrounded by its own colour is reported as an eye.
Occupied points are classified as eyes · case 04
A stone surrounded by its own colour is reported as an eye.
Occupied points are classified as eyes · case 05
A stone surrounded by its own colour is reported as an eye.
Clicking toggles only the clicked stone · case 01
Half of a dead group stays alive after a click.
Clicking toggles only the clicked stone · case 02
Half of a dead group stays alive after a click.
Clicking toggles only the clicked stone · case 03
Half of a dead group stays alive after a click.
Clicking toggles only the clicked stone · case 04
Half of a dead group stays alive after a click.
Clicking toggles only the clicked stone · case 05
Half of a dead group stays alive after a click.
Toggle direction is decided from the whole chain rather than the clicked stone · case 01
Clicking a marked stone in a partially marked chain marks everything.
Toggle direction is decided from the whole chain rather than the clicked stone · case 02
Clicking a marked stone in a partially marked chain marks everything.
Toggle direction is decided from the whole chain rather than the clicked stone · case 03
Clicking a marked stone in a partially marked chain marks everything.
Toggle direction is decided from the whole chain rather than the clicked stone · case 04
Clicking a marked stone in a partially marked chain marks everything.
Toggle direction is decided from the whole chain rather than the clicked stone · case 05
Clicking a marked stone in a partially marked chain marks everything.
The chain grows through diagonal contacts · case 01
Clicking one group also marks a diagonally touching group.
The chain grows through diagonal contacts · case 02
Clicking one group also marks a diagonally touching group.
The chain grows through diagonal contacts · case 03
Clicking one group also marks a diagonally touching group.
The chain grows through diagonal contacts · case 04
Clicking one group also marks a diagonally touching group.
The chain grows through diagonal contacts · case 05
Clicking one group also marks a diagonally touching group.
Clicking an empty point clears all dead marks · case 01
A misclick during counting resets the dead-stone agreement.
Clicking an empty point clears all dead marks · case 02
A misclick during counting resets the dead-stone agreement.
Clicking an empty point clears all dead marks · case 03
A misclick during counting resets the dead-stone agreement.
Clicking an empty point clears all dead marks · case 04
A misclick during counting resets the dead-stone agreement.
Clicking an empty point clears all dead marks · case 05
A misclick during counting resets the dead-stone agreement.
Seki contact is forgotten while flooding a region · case 01
Regions touching seki stones are still counted if the last processed point does not touch them.
Seki contact is forgotten while flooding a region · case 02
Regions touching seki stones are still counted if the last processed point does not touch them.
Seki contact is forgotten while flooding a region · case 03
Regions touching seki stones are still counted if the last processed point does not touch them.
Seki contact is forgotten while flooding a region · case 04
Regions touching seki stones are still counted if the last processed point does not touch them.
Seki contact is forgotten while flooding a region · case 05
Regions touching seki stones are still counted if the last processed point does not touch them.
Eyes inside seki are counted as territory · case 01
Japanese scoring credits eye points of seki groups.
Eyes inside seki are counted as territory · case 02
Japanese scoring credits eye points of seki groups.
Eyes inside seki are counted as territory · case 03
Japanese scoring credits eye points of seki groups.
Eyes inside seki are counted as territory · case 04
Japanese scoring credits eye points of seki groups.
Eyes inside seki are counted as territory · case 05
Japanese scoring credits eye points of seki groups.
Shared liberties marked as seki are ignored · case 01
A region containing a marked shared liberty is still scored.
Shared liberties marked as seki are ignored · case 02
A region containing a marked shared liberty is still scored.
Shared liberties marked as seki are ignored · case 03
A region containing a marked shared liberty is still scored.
Shared liberties marked as seki are ignored · case 04
A region containing a marked shared liberty is still scored.
Shared liberties marked as seki are ignored · case 05
A region containing a marked shared liberty is still scored.
Black-only counting assumes 361 points on every board · case 01
Small-board games are scored against the 19x19 total.
Black-only counting assumes 361 points on every board · case 02
Small-board games are scored against the 19x19 total.
Black-only counting assumes 361 points on every board · case 03
Small-board games are scored against the 19x19 total.
Black-only counting assumes 361 points on every board · case 04
Small-board games are scored against the 19x19 total.
Black-only counting assumes 361 points on every board · case 05
Small-board games are scored against the 19x19 total.
One extra black point is worth one point of margin instead of two · case 01
The margin is half of the true difference between black and white areas.
One extra black point is worth one point of margin instead of two · case 02
The margin is half of the true difference between black and white areas.
One extra black point is worth one point of margin instead of two · case 03
The margin is half of the true difference between black and white areas.
One extra black point is worth one point of margin instead of two · case 04
The margin is half of the true difference between black and white areas.
One extra black point is worth one point of margin instead of two · case 05
The margin is half of the true difference between black and white areas.
Exact draws are assigned to one player · case 01
A zero margin is reported as a win.
Exact draws are assigned to one player · case 02
A zero margin is reported as a win.
Exact draws are assigned to one player · case 03
A zero margin is reported as a win.
Exact draws are assigned to one player · case 04
A zero margin is reported as a win.
Exact draws are assigned to one player · case 05
A zero margin is reported as a win.
The button goes to the last player to pass · case 01
The ending pass, not the first pass, earns the half point.
The button goes to the last player to pass · case 02
The ending pass, not the first pass, earns the half point.
The button goes to the last player to pass · case 03
The ending pass, not the first pass, earns the half point.
The button goes to the last player to pass · case 04
The ending pass, not the first pass, earns the half point.
The button goes to the last player to pass · case 05
The ending pass, not the first pass, earns the half point.
Every pass earns another half point · case 01
Players accumulate multiple buttons by passing repeatedly.
Every pass earns another half point · case 02
Players accumulate multiple buttons by passing repeatedly.
Every pass earns another half point · case 03
Players accumulate multiple buttons by passing repeatedly.
Every pass earns another half point · case 04
Players accumulate multiple buttons by passing repeatedly.
Every pass earns another half point · case 05
Players accumulate multiple buttons by passing repeatedly.
Territory is rendered with live-stone letters · case 01
Territory points look like stones in the map.
Territory is rendered with live-stone letters · case 02
Territory points look like stones in the map.
Territory is rendered with live-stone letters · case 03
Territory points look like stones in the map.
Territory is rendered with live-stone letters · case 04
Territory points look like stones in the map.
Territory is rendered with live-stone letters · case 05
Territory points look like stones in the map.
Dead stones are rendered as unknown points that neutralise territory · case 01
A dead invader turns the surrounding territory into dame.
Dead stones are rendered as unknown points that neutralise territory · case 02
A dead invader turns the surrounding territory into dame.
Dead stones are rendered as unknown points that neutralise territory · case 03
A dead invader turns the surrounding territory into dame.
Dead stones are rendered as unknown points that neutralise territory · case 04
A dead invader turns the surrounding territory into dame.
Dead stones are rendered as unknown points that neutralise territory · case 05
A dead invader turns the surrounding territory into dame.
INSPECTABLE BY DESIGN
Every result has a runnable source.
Runnable implementations with recorded outputs, source hashes, and explicit contracts. Related variants share a failure mechanism and belong together in evaluation splits.
Read the methodology ↗