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
Cave smoothing automaton: Birth and survival rules are swapped · case 01
Walls erode and floors fill in with the wrong thresholds.
Cave smoothing automaton: Birth and survival rules are swapped · case 02
Walls erode and floors fill in with the wrong thresholds.
Cave smoothing automaton: Birth and survival rules are swapped · case 03
Walls erode and floors fill in with the wrong thresholds.
Cave smoothing automaton: Birth and survival rules are swapped · case 04
Walls erode and floors fill in with the wrong thresholds.
Cave smoothing automaton: Birth and survival rules are swapped · case 05
Walls erode and floors fill in with the wrong thresholds.
Key and lock solvability: Doors are one-way · case 01
Rooms listed on the far side of a door are unreachable.
Key and lock solvability: Doors are one-way · case 02
Rooms listed on the far side of a door are unreachable.
Key and lock solvability: Doors are one-way · case 03
Rooms listed on the far side of a door are unreachable.
Key and lock solvability: Doors are one-way · case 04
Rooms listed on the far side of a door are unreachable.
Key and lock solvability: Doors are one-way · case 05
Rooms listed on the far side of a door are unreachable.
Key and lock solvability: Any key opens any lock · case 01
A blue key opens red doors, validating unsolvable dungeons.
Key and lock solvability: Any key opens any lock · case 02
A blue key opens red doors, validating unsolvable dungeons.
Key and lock solvability: Any key opens any lock · case 03
A blue key opens red doors, validating unsolvable dungeons.
Key and lock solvability: Any key opens any lock · case 04
A blue key opens red doors, validating unsolvable dungeons.
Key and lock solvability: Any key opens any lock · case 05
A blue key opens red doors, validating unsolvable dungeons.
Key and lock solvability: Search stops after one sweep · case 01
Rooms whose doors appear earlier in the edge list are never explored.
Key and lock solvability: Search stops after one sweep · case 02
Rooms whose doors appear earlier in the edge list are never explored.
Key and lock solvability: Search stops after one sweep · case 03
Rooms whose doors appear earlier in the edge list are never explored.
Key and lock solvability: Search stops after one sweep · case 04
Rooms whose doors appear earlier in the edge list are never explored.
Key and lock solvability: Search stops after one sweep · case 05
Rooms whose doors appear earlier in the edge list are never explored.
Key and lock solvability: Keys are only collected in the start room · case 01
Keys placed deeper in the dungeon are ignored.
Key and lock solvability: Keys are only collected in the start room · case 02
Keys placed deeper in the dungeon are ignored.
Key and lock solvability: Keys are only collected in the start room · case 03
Keys placed deeper in the dungeon are ignored.
Key and lock solvability: Keys are only collected in the start room · case 04
Keys placed deeper in the dungeon are ignored.
Key and lock solvability: Keys are only collected in the start room · case 05
Keys placed deeper in the dungeon are ignored.
Enemy spawn point selection: Diagonal spawns count as far away · case 01
Enemies spawn diagonally next to the player.
Enemy spawn point selection: Diagonal spawns count as far away · case 02
Enemies spawn diagonally next to the player.
Enemy spawn point selection: Diagonal spawns count as far away · case 03
Enemies spawn diagonally next to the player.
Enemy spawn point selection: Diagonal spawns count as far away · case 04
Enemies spawn diagonally next to the player.
Enemy spawn point selection: Diagonal spawns count as far away · case 05
Enemies spawn diagonally next to the player.
Enemy spawn point selection: Spawns at the exact safe radius are rejected · case 01
Small arenas end up with no valid spawns.
Enemy spawn point selection: Spawns at the exact safe radius are rejected · case 02
Small arenas end up with no valid spawns.
Enemy spawn point selection: Spawns at the exact safe radius are rejected · case 03
Small arenas end up with no valid spawns.
Enemy spawn point selection: Spawns at the exact safe radius are rejected · case 04
Small arenas end up with no valid spawns.
Enemy spawn point selection: Spawns at the exact safe radius are rejected · case 05
Small arenas end up with no valid spawns.
Enemy spawn point selection: Spawns may touch each other · case 01
Enemy packs spawn stacked on adjacent tiles.
Enemy spawn point selection: Spawns may touch each other · case 02
Enemy packs spawn stacked on adjacent tiles.
Enemy spawn point selection: Spawns may touch each other · case 03
Enemy packs spawn stacked on adjacent tiles.
Enemy spawn point selection: Spawns may touch each other · case 04
Enemy packs spawn stacked on adjacent tiles.
Enemy spawn point selection: Spawns may touch each other · case 05
Enemy packs spawn stacked on adjacent tiles.
Enemy spawn point selection: Enemies spawn in water · case 01
Land enemies appear on water tiles.
Enemy spawn point selection: Enemies spawn in water · case 02
Land enemies appear on water tiles.
Enemy spawn point selection: Enemies spawn in water · case 03
Land enemies appear on water tiles.
Enemy spawn point selection: Enemies spawn in water · case 04
Land enemies appear on water tiles.
Enemy spawn point selection: Enemies spawn in water · case 05
Land enemies appear on water tiles.
Enemy spawn point selection: One spawn too many · case 01
Encounters contain an extra enemy.
Enemy spawn point selection: One spawn too many · case 02
Encounters contain an extra enemy.
Enemy spawn point selection: One spawn too many · case 03
Encounters contain an extra enemy.
Enemy spawn point selection: One spawn too many · case 04
Encounters contain an extra enemy.
Enemy spawn point selection: One spawn too many · case 05
Encounters contain an extra enemy.
Enemy spawn point selection: Negative candidates wrap around · case 01
Off-map candidates spawn on the opposite edge.
Enemy spawn point selection: Negative candidates wrap around · case 02
Off-map candidates spawn on the opposite edge.
Enemy spawn point selection: Negative candidates wrap around · case 03
Off-map candidates spawn on the opposite edge.
Enemy spawn point selection: Negative candidates wrap around · case 04
Off-map candidates spawn on the opposite edge.
Enemy spawn point selection: Negative candidates wrap around · case 05
Off-map candidates spawn on the opposite edge.
Platform jump reachability: Drops are limited by jump height · case 01
Players cannot drop down to lower platforms.
Platform jump reachability: Drops are limited by jump height · case 02
Players cannot drop down to lower platforms.
Platform jump reachability: Drops are limited by jump height · case 03
Players cannot drop down to lower platforms.
Platform jump reachability: Drops are limited by jump height · case 04
Players cannot drop down to lower platforms.
Platform jump reachability: Drops are limited by jump height · case 05
Players cannot drop down to lower platforms.
Platform jump reachability: Gap measured between left edges · case 01
Wide platforms appear far apart even when overlapping.
Platform jump reachability: Gap measured between left edges · case 02
Wide platforms appear far apart even when overlapping.
Platform jump reachability: Gap measured between left edges · case 03
Wide platforms appear far apart even when overlapping.
Platform jump reachability: Gap measured between left edges · case 04
Wide platforms appear far apart even when overlapping.
Platform jump reachability: Gap measured between left edges · case 05
Wide platforms appear far apart even when overlapping.
Platform jump reachability: Drops extend horizontal reach · case 01
Falling platforms become reachable from absurd distances.
Platform jump reachability: Drops extend horizontal reach · case 02
Falling platforms become reachable from absurd distances.
Platform jump reachability: Drops extend horizontal reach · case 03
Falling platforms become reachable from absurd distances.
Platform jump reachability: Drops extend horizontal reach · case 04
Falling platforms become reachable from absurd distances.
Platform jump reachability: Drops extend horizontal reach · case 05
Falling platforms become reachable from absurd distances.
Platform jump reachability: Maximum-length jumps fail · case 01
A gap exactly equal to jump distance is unreachable.
Platform jump reachability: Maximum-length jumps fail · case 02
A gap exactly equal to jump distance is unreachable.
Platform jump reachability: Maximum-length jumps fail · case 03
A gap exactly equal to jump distance is unreachable.
Platform jump reachability: Maximum-length jumps fail · case 04
A gap exactly equal to jump distance is unreachable.
Platform jump reachability: Maximum-length jumps fail · case 05
A gap exactly equal to jump distance is unreachable.
Platform jump reachability: Only direct jumps count · case 01
Platforms two hops away are reported unreachable.
Platform jump reachability: Only direct jumps count · case 02
Platforms two hops away are reported unreachable.
Platform jump reachability: Only direct jumps count · case 03
Platforms two hops away are reported unreachable.
Platform jump reachability: Only direct jumps count · case 04
Platforms two hops away are reported unreachable.
Platform jump reachability: Only direct jumps count · case 05
Platforms two hops away are reported unreachable.
Strip wave-function propagation: Left support reads the rule backwards · case 01
Asymmetric tile rules produce illegal left neighbours.
Strip wave-function propagation: Left support reads the rule backwards · case 02
Asymmetric tile rules produce illegal left neighbours.
Strip wave-function propagation: Left support reads the rule backwards · case 03
Asymmetric tile rules produce illegal left neighbours.
Strip wave-function propagation: Left support reads the rule backwards · case 04
Asymmetric tile rules produce illegal left neighbours.
Strip wave-function propagation: Left support reads the rule backwards · case 05
Asymmetric tile rules produce illegal left neighbours.
Strip wave-function propagation: Propagation stops after one sweep · case 01
Removals on the right never propagate back to the left.
Strip wave-function propagation: Propagation stops after one sweep · case 02
Removals on the right never propagate back to the left.
Strip wave-function propagation: Propagation stops after one sweep · case 03
Removals on the right never propagate back to the left.
Strip wave-function propagation: Propagation stops after one sweep · case 04
Removals on the right never propagate back to the left.
Strip wave-function propagation: Propagation stops after one sweep · case 05
Removals on the right never propagate back to the left.
Strip wave-function propagation: Domains keep duplicates and input order · case 01
Duplicate tiles skew weighted collapse later.
Strip wave-function propagation: Domains keep duplicates and input order · case 02
Duplicate tiles skew weighted collapse later.
Strip wave-function propagation: Domains keep duplicates and input order · case 03
Duplicate tiles skew weighted collapse later.
Strip wave-function propagation: Domains keep duplicates and input order · case 04
Duplicate tiles skew weighted collapse later.
Strip wave-function propagation: Domains keep duplicates and input order · case 05
Duplicate tiles skew weighted collapse later.
Strip wave-function propagation: One-sided support keeps tiles · case 01
Tiles unsupported on one side survive propagation.
Strip wave-function propagation: One-sided support keeps tiles · case 02
Tiles unsupported on one side survive propagation.
Strip wave-function propagation: One-sided support keeps tiles · case 03
Tiles unsupported on one side survive propagation.
Strip wave-function propagation: One-sided support keeps tiles · case 04
Tiles unsupported on one side survive propagation.
Strip wave-function propagation: One-sided support keeps tiles · case 05
Tiles unsupported on one side survive propagation.
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 ↗