FAILURE MAP

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 ↗
100840Executable case variants
20168Distinct failure mechanisms
302520Executed implementations
20168Open-access cases

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

Python · Standard library
REFERENCEFAILURE MECHANISMDOMAINACCESS
FA-86501

Chunk seed derivation: Negative chunks reuse positive seeds · case 01

Terrain at chunk -1 repeats chunk 1.

Procedural level generation constraints● Open access↗
FA-86502

Chunk seed derivation: Negative chunks reuse positive seeds · case 02

Terrain at chunk -1 repeats chunk 1.

Procedural level generation constraints◈ Members↗
FA-86503

Chunk seed derivation: Negative chunks reuse positive seeds · case 03

Terrain at chunk -1 repeats chunk 1.

Procedural level generation constraints◈ Members↗
FA-86504

Chunk seed derivation: Negative chunks reuse positive seeds · case 04

Terrain at chunk -1 repeats chunk 1.

Procedural level generation constraints◈ Members↗
FA-86505

Chunk seed derivation: Negative chunks reuse positive seeds · case 05

Terrain at chunk -1 repeats chunk 1.

Procedural level generation constraints◈ Members↗
FA-86506

Chunk seed derivation: Transposed chunks share a seed · case 01

Chunk (3, 5) and (5, 3) generate identical terrain.

Procedural level generation constraints● Open access↗
FA-86507

Chunk seed derivation: Transposed chunks share a seed · case 02

Chunk (3, 5) and (5, 3) generate identical terrain.

Procedural level generation constraints◈ Members↗
FA-86508

Chunk seed derivation: Transposed chunks share a seed · case 03

Chunk (3, 5) and (5, 3) generate identical terrain.

Procedural level generation constraints◈ Members↗
FA-86509

Chunk seed derivation: Transposed chunks share a seed · case 04

Chunk (3, 5) and (5, 3) generate identical terrain.

Procedural level generation constraints◈ Members↗
FA-86510

Chunk seed derivation: Transposed chunks share a seed · case 05

Chunk (3, 5) and (5, 3) generate identical terrain.

Procedural level generation constraints◈ Members↗
FA-86511

Chunk seed derivation: Zero seed locks the generator · case 01

The origin chunk rolls the same value forever.

Procedural level generation constraints● Open access↗
FA-86512

Chunk seed derivation: Zero seed locks the generator · case 02

The origin chunk rolls the same value forever.

Procedural level generation constraints◈ Members↗
FA-86513

Chunk seed derivation: Zero seed locks the generator · case 03

The origin chunk rolls the same value forever.

Procedural level generation constraints◈ Members↗
FA-86514

Chunk seed derivation: Zero seed locks the generator · case 04

The origin chunk rolls the same value forever.

Procedural level generation constraints◈ Members↗
FA-86515

Chunk seed derivation: Zero seed locks the generator · case 05

The origin chunk rolls the same value forever.

Procedural level generation constraints◈ Members↗
FA-86516

Chunk seed derivation: Xorshift state grows beyond 32 bits · case 01

Chunk contents differ between 32-bit and arbitrary-precision builds.

Procedural level generation constraints● Open access↗
FA-86517

Chunk seed derivation: Xorshift state grows beyond 32 bits · case 02

Chunk contents differ between 32-bit and arbitrary-precision builds.

Procedural level generation constraints◈ Members↗
FA-86518

Chunk seed derivation: Xorshift state grows beyond 32 bits · case 03

Chunk contents differ between 32-bit and arbitrary-precision builds.

Procedural level generation constraints◈ Members↗
FA-86519

Chunk seed derivation: Xorshift state grows beyond 32 bits · case 04

Chunk contents differ between 32-bit and arbitrary-precision builds.

Procedural level generation constraints◈ Members↗
FA-86520

Chunk seed derivation: Xorshift state grows beyond 32 bits · case 05

Chunk contents differ between 32-bit and arbitrary-precision builds.

Procedural level generation constraints◈ Members↗
FA-86521

Chunk seed derivation: Large world seeds are not reduced · case 01

Seeds above 32 bits produce different chunk ids than the save format stores.

Procedural level generation constraints● Open access↗
FA-86522

Chunk seed derivation: Large world seeds are not reduced · case 02

Seeds above 32 bits produce different chunk ids than the save format stores.

Procedural level generation constraints◈ Members↗
FA-86523

Chunk seed derivation: Large world seeds are not reduced · case 03

Seeds above 32 bits produce different chunk ids than the save format stores.

Procedural level generation constraints◈ Members↗
FA-86524

Chunk seed derivation: Large world seeds are not reduced · case 04

Seeds above 32 bits produce different chunk ids than the save format stores.

Procedural level generation constraints◈ Members↗
FA-86525

Chunk seed derivation: Large world seeds are not reduced · case 05

Seeds above 32 bits produce different chunk ids than the save format stores.

Procedural level generation constraints◈ Members↗
FA-86526

BSP dungeon partition: Exactly splittable widths stay whole · case 01

Rooms of exactly twice the minimum width are never divided.

Procedural level generation constraints● Open access↗
FA-86527

BSP dungeon partition: Exactly splittable widths stay whole · case 02

Rooms of exactly twice the minimum width are never divided.

Procedural level generation constraints◈ Members↗
FA-86528

BSP dungeon partition: Exactly splittable widths stay whole · case 03

Rooms of exactly twice the minimum width are never divided.

Procedural level generation constraints◈ Members↗
FA-86529

BSP dungeon partition: Exactly splittable widths stay whole · case 04

Rooms of exactly twice the minimum width are never divided.

Procedural level generation constraints◈ Members↗
FA-86530

BSP dungeon partition: Exactly splittable widths stay whole · case 05

Rooms of exactly twice the minimum width are never divided.

Procedural level generation constraints◈ Members↗
FA-86531

BSP dungeon partition: Square regions always split vertically · case 01

BSP layouts are biased to vertical slices.

Procedural level generation constraints● Open access↗
FA-86532

BSP dungeon partition: Square regions always split vertically · case 02

BSP layouts are biased to vertical slices.

Procedural level generation constraints◈ Members↗
FA-86533

BSP dungeon partition: Square regions always split vertically · case 03

BSP layouts are biased to vertical slices.

Procedural level generation constraints◈ Members↗
FA-86534

BSP dungeon partition: Square regions always split vertically · case 04

BSP layouts are biased to vertical slices.

Procedural level generation constraints◈ Members↗
FA-86535

BSP dungeon partition: Square regions always split vertically · case 05

BSP layouts are biased to vertical slices.

Procedural level generation constraints◈ Members↗
FA-86536

BSP dungeon partition: Odd widths lose a column · case 01

Odd-width partitions leave an unassigned column.

Procedural level generation constraints● Open access↗
FA-86537

BSP dungeon partition: Odd widths lose a column · case 02

Odd-width partitions leave an unassigned column.

Procedural level generation constraints◈ Members↗
FA-86538

BSP dungeon partition: Odd widths lose a column · case 03

Odd-width partitions leave an unassigned column.

Procedural level generation constraints◈ Members↗
FA-86539

BSP dungeon partition: Odd widths lose a column · case 04

Odd-width partitions leave an unassigned column.

Procedural level generation constraints◈ Members↗
FA-86540

BSP dungeon partition: Odd widths lose a column · case 05

Odd-width partitions leave an unassigned column.

Procedural level generation constraints◈ Members↗
FA-86541

BSP dungeon partition: Bottom child splits one level deeper · case 01

The bottom half of every horizontal split is over-partitioned.

Procedural level generation constraints● Open access↗
FA-86542

BSP dungeon partition: Bottom child splits one level deeper · case 02

The bottom half of every horizontal split is over-partitioned.

Procedural level generation constraints◈ Members↗
FA-86543

BSP dungeon partition: Bottom child splits one level deeper · case 03

The bottom half of every horizontal split is over-partitioned.

Procedural level generation constraints◈ Members↗
FA-86544

BSP dungeon partition: Bottom child splits one level deeper · case 04

The bottom half of every horizontal split is over-partitioned.

Procedural level generation constraints◈ Members↗
FA-86545

BSP dungeon partition: Bottom child splits one level deeper · case 05

The bottom half of every horizontal split is over-partitioned.

Procedural level generation constraints◈ Members↗
FA-86546

BSP dungeon partition: Partition goes one level too deep · case 01

Dungeons have twice as many rooms as configured.

Procedural level generation constraints● Open access↗
FA-86547

BSP dungeon partition: Partition goes one level too deep · case 02

Dungeons have twice as many rooms as configured.

Procedural level generation constraints◈ Members↗
FA-86548

BSP dungeon partition: Partition goes one level too deep · case 03

Dungeons have twice as many rooms as configured.

Procedural level generation constraints◈ Members↗
FA-86549

BSP dungeon partition: Partition goes one level too deep · case 04

Dungeons have twice as many rooms as configured.

Procedural level generation constraints◈ Members↗
FA-86550

BSP dungeon partition: Partition goes one level too deep · case 05

Dungeons have twice as many rooms as configured.

Procedural level generation constraints◈ Members↗
FA-86551

Encounter difficulty budget: Milestone floors add almost nothing · case 01

Every fifth floor is barely harder than the one before.

Procedural level generation constraints● Open access↗
FA-86552

Encounter difficulty budget: Milestone floors add almost nothing · case 02

Every fifth floor is barely harder than the one before.

Procedural level generation constraints◈ Members↗
FA-86553

Encounter difficulty budget: Milestone floors add almost nothing · case 03

Every fifth floor is barely harder than the one before.

Procedural level generation constraints◈ Members↗
FA-86554

Encounter difficulty budget: Milestone floors add almost nothing · case 04

Every fifth floor is barely harder than the one before.

Procedural level generation constraints◈ Members↗
FA-86555

Encounter difficulty budget: Milestone floors add almost nothing · case 05

Every fifth floor is barely harder than the one before.

Procedural level generation constraints◈ Members↗
FA-86556

Encounter difficulty budget: Enemies unlock one floor late · case 01

New enemy types never appear on their unlock floor.

Procedural level generation constraints● Open access↗
FA-86557

Encounter difficulty budget: Enemies unlock one floor late · case 02

New enemy types never appear on their unlock floor.

Procedural level generation constraints◈ Members↗
FA-86558

Encounter difficulty budget: Enemies unlock one floor late · case 03

New enemy types never appear on their unlock floor.

Procedural level generation constraints◈ Members↗
FA-86559

Encounter difficulty budget: Enemies unlock one floor late · case 04

New enemy types never appear on their unlock floor.

Procedural level generation constraints◈ Members↗
FA-86560

Encounter difficulty budget: Enemies unlock one floor late · case 05

New enemy types never appear on their unlock floor.

Procedural level generation constraints◈ Members↗
FA-86561

Encounter difficulty budget: Budget cannot be spent to zero · case 01

An enemy costing exactly the remaining budget is skipped.

Procedural level generation constraints● Open access↗
FA-86562

Encounter difficulty budget: Budget cannot be spent to zero · case 02

An enemy costing exactly the remaining budget is skipped.

Procedural level generation constraints◈ Members↗
FA-86563

Encounter difficulty budget: Budget cannot be spent to zero · case 03

An enemy costing exactly the remaining budget is skipped.

Procedural level generation constraints◈ Members↗
FA-86564

Encounter difficulty budget: Budget cannot be spent to zero · case 04

An enemy costing exactly the remaining budget is skipped.

Procedural level generation constraints◈ Members↗
FA-86565

Encounter difficulty budget: Budget cannot be spent to zero · case 05

An enemy costing exactly the remaining budget is skipped.

Procedural level generation constraints◈ Members↗
FA-86566

Encounter difficulty budget: Four copies of one enemy · case 01

Encounters exceed the three-per-type variety rule.

Procedural level generation constraints● Open access↗
FA-86567

Encounter difficulty budget: Four copies of one enemy · case 02

Encounters exceed the three-per-type variety rule.

Procedural level generation constraints◈ Members↗
FA-86568

Encounter difficulty budget: Four copies of one enemy · case 03

Encounters exceed the three-per-type variety rule.

Procedural level generation constraints◈ Members↗
FA-86569

Encounter difficulty budget: Four copies of one enemy · case 04

Encounters exceed the three-per-type variety rule.

Procedural level generation constraints◈ Members↗
FA-86570

Encounter difficulty budget: Four copies of one enemy · case 05

Encounters exceed the three-per-type variety rule.

Procedural level generation constraints◈ Members↗
FA-86571

Encounter difficulty budget: Equal-cost ties prefer later names · case 01

Encounter composition depends on the name order reversed.

Procedural level generation constraints● Open access↗
FA-86572

Encounter difficulty budget: Equal-cost ties prefer later names · case 02

Encounter composition depends on the name order reversed.

Procedural level generation constraints◈ Members↗
FA-86573

Encounter difficulty budget: Equal-cost ties prefer later names · case 03

Encounter composition depends on the name order reversed.

Procedural level generation constraints◈ Members↗
FA-86574

Encounter difficulty budget: Equal-cost ties prefer later names · case 04

Encounter composition depends on the name order reversed.

Procedural level generation constraints◈ Members↗
FA-86575

Encounter difficulty budget: Equal-cost ties prefer later names · case 05

Encounter composition depends on the name order reversed.

Procedural level generation constraints◈ Members↗
FA-86576

L-shaped corridor carving: Leftward corridors are empty · case 01

Rooms to the left are connected by a missing corridor leg.

Procedural level generation constraints● Open access↗
FA-86577

L-shaped corridor carving: Leftward corridors are empty · case 02

Rooms to the left are connected by a missing corridor leg.

Procedural level generation constraints◈ Members↗
FA-86578

L-shaped corridor carving: Leftward corridors are empty · case 03

Rooms to the left are connected by a missing corridor leg.

Procedural level generation constraints◈ Members↗
FA-86579

L-shaped corridor carving: Leftward corridors are empty · case 04

Rooms to the left are connected by a missing corridor leg.

Procedural level generation constraints◈ Members↗
FA-86580

L-shaped corridor carving: Leftward corridors are empty · case 05

Rooms to the left are connected by a missing corridor leg.

Procedural level generation constraints◈ Members↗
FA-86581

L-shaped corridor carving: Vertical-first corridors stop short · case 01

The corridor never enters the target room.

Procedural level generation constraints● Open access↗
FA-86582

L-shaped corridor carving: Vertical-first corridors stop short · case 02

The corridor never enters the target room.

Procedural level generation constraints◈ Members↗
FA-86583

L-shaped corridor carving: Vertical-first corridors stop short · case 03

The corridor never enters the target room.

Procedural level generation constraints◈ Members↗
FA-86584

L-shaped corridor carving: Vertical-first corridors stop short · case 04

The corridor never enters the target room.

Procedural level generation constraints◈ Members↗
FA-86585

L-shaped corridor carving: Vertical-first corridors stop short · case 05

The corridor never enters the target room.

Procedural level generation constraints◈ Members↗
FA-86586

L-shaped corridor carving: Vertical leg on the source column · case 01

Horizontal-first corridors leave the corner disconnected.

Procedural level generation constraints● Open access↗
FA-86587

L-shaped corridor carving: Vertical leg on the source column · case 02

Horizontal-first corridors leave the corner disconnected.

Procedural level generation constraints◈ Members↗
FA-86588

L-shaped corridor carving: Vertical leg on the source column · case 03

Horizontal-first corridors leave the corner disconnected.

Procedural level generation constraints◈ Members↗
FA-86589

L-shaped corridor carving: Vertical leg on the source column · case 04

Horizontal-first corridors leave the corner disconnected.

Procedural level generation constraints◈ Members↗
FA-86590

L-shaped corridor carving: Vertical leg on the source column · case 05

Horizontal-first corridors leave the corner disconnected.

Procedural level generation constraints◈ Members↗
FA-86591

L-shaped corridor carving: Corner cell carved twice · case 01

The corner appears twice and corridor length is overcounted.

Procedural level generation constraints● Open access↗
FA-86592

L-shaped corridor carving: Corner cell carved twice · case 02

The corner appears twice and corridor length is overcounted.

Procedural level generation constraints◈ Members↗
FA-86593

L-shaped corridor carving: Corner cell carved twice · case 03

The corner appears twice and corridor length is overcounted.

Procedural level generation constraints◈ Members↗
FA-86594

L-shaped corridor carving: Corner cell carved twice · case 04

The corner appears twice and corridor length is overcounted.

Procedural level generation constraints◈ Members↗
FA-86595

L-shaped corridor carving: Corner cell carved twice · case 05

The corner appears twice and corridor length is overcounted.

Procedural level generation constraints◈ Members↗
FA-86596

L-shaped corridor carving: Leg order is inverted · case 01

Corridors bend on the wrong corner, cutting through rooms.

Procedural level generation constraints● Open access↗
FA-86597

L-shaped corridor carving: Leg order is inverted · case 02

Corridors bend on the wrong corner, cutting through rooms.

Procedural level generation constraints◈ Members↗
FA-86598

L-shaped corridor carving: Leg order is inverted · case 03

Corridors bend on the wrong corner, cutting through rooms.

Procedural level generation constraints◈ Members↗
FA-86599

L-shaped corridor carving: Leg order is inverted · case 04

Corridors bend on the wrong corner, cutting through rooms.

Procedural level generation constraints◈ Members↗
FA-86600

L-shaped corridor carving: Leg order is inverted · case 05

Corridors bend on the wrong corner, cutting through rooms.

Procedural level generation constraints◈ Members↗

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 ↗