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
Chunk seed derivation: Negative chunks reuse positive seeds · case 01
Terrain at chunk -1 repeats chunk 1.
Chunk seed derivation: Negative chunks reuse positive seeds · case 02
Terrain at chunk -1 repeats chunk 1.
Chunk seed derivation: Negative chunks reuse positive seeds · case 03
Terrain at chunk -1 repeats chunk 1.
Chunk seed derivation: Negative chunks reuse positive seeds · case 04
Terrain at chunk -1 repeats chunk 1.
Chunk seed derivation: Negative chunks reuse positive seeds · case 05
Terrain at chunk -1 repeats chunk 1.
Chunk seed derivation: Transposed chunks share a seed · case 01
Chunk (3, 5) and (5, 3) generate identical terrain.
Chunk seed derivation: Transposed chunks share a seed · case 02
Chunk (3, 5) and (5, 3) generate identical terrain.
Chunk seed derivation: Transposed chunks share a seed · case 03
Chunk (3, 5) and (5, 3) generate identical terrain.
Chunk seed derivation: Transposed chunks share a seed · case 04
Chunk (3, 5) and (5, 3) generate identical terrain.
Chunk seed derivation: Transposed chunks share a seed · case 05
Chunk (3, 5) and (5, 3) generate identical terrain.
Chunk seed derivation: Zero seed locks the generator · case 01
The origin chunk rolls the same value forever.
Chunk seed derivation: Zero seed locks the generator · case 02
The origin chunk rolls the same value forever.
Chunk seed derivation: Zero seed locks the generator · case 03
The origin chunk rolls the same value forever.
Chunk seed derivation: Zero seed locks the generator · case 04
The origin chunk rolls the same value forever.
Chunk seed derivation: Zero seed locks the generator · case 05
The origin chunk rolls the same value forever.
Chunk seed derivation: Xorshift state grows beyond 32 bits · case 01
Chunk contents differ between 32-bit and arbitrary-precision builds.
Chunk seed derivation: Xorshift state grows beyond 32 bits · case 02
Chunk contents differ between 32-bit and arbitrary-precision builds.
Chunk seed derivation: Xorshift state grows beyond 32 bits · case 03
Chunk contents differ between 32-bit and arbitrary-precision builds.
Chunk seed derivation: Xorshift state grows beyond 32 bits · case 04
Chunk contents differ between 32-bit and arbitrary-precision builds.
Chunk seed derivation: Xorshift state grows beyond 32 bits · case 05
Chunk contents differ between 32-bit and arbitrary-precision builds.
Chunk seed derivation: Large world seeds are not reduced · case 01
Seeds above 32 bits produce different chunk ids than the save format stores.
Chunk seed derivation: Large world seeds are not reduced · case 02
Seeds above 32 bits produce different chunk ids than the save format stores.
Chunk seed derivation: Large world seeds are not reduced · case 03
Seeds above 32 bits produce different chunk ids than the save format stores.
Chunk seed derivation: Large world seeds are not reduced · case 04
Seeds above 32 bits produce different chunk ids than the save format stores.
Chunk seed derivation: Large world seeds are not reduced · case 05
Seeds above 32 bits produce different chunk ids than the save format stores.
BSP dungeon partition: Exactly splittable widths stay whole · case 01
Rooms of exactly twice the minimum width are never divided.
BSP dungeon partition: Exactly splittable widths stay whole · case 02
Rooms of exactly twice the minimum width are never divided.
BSP dungeon partition: Exactly splittable widths stay whole · case 03
Rooms of exactly twice the minimum width are never divided.
BSP dungeon partition: Exactly splittable widths stay whole · case 04
Rooms of exactly twice the minimum width are never divided.
BSP dungeon partition: Exactly splittable widths stay whole · case 05
Rooms of exactly twice the minimum width are never divided.
BSP dungeon partition: Square regions always split vertically · case 01
BSP layouts are biased to vertical slices.
BSP dungeon partition: Square regions always split vertically · case 02
BSP layouts are biased to vertical slices.
BSP dungeon partition: Square regions always split vertically · case 03
BSP layouts are biased to vertical slices.
BSP dungeon partition: Square regions always split vertically · case 04
BSP layouts are biased to vertical slices.
BSP dungeon partition: Square regions always split vertically · case 05
BSP layouts are biased to vertical slices.
BSP dungeon partition: Odd widths lose a column · case 01
Odd-width partitions leave an unassigned column.
BSP dungeon partition: Odd widths lose a column · case 02
Odd-width partitions leave an unassigned column.
BSP dungeon partition: Odd widths lose a column · case 03
Odd-width partitions leave an unassigned column.
BSP dungeon partition: Odd widths lose a column · case 04
Odd-width partitions leave an unassigned column.
BSP dungeon partition: Odd widths lose a column · case 05
Odd-width partitions leave an unassigned column.
BSP dungeon partition: Bottom child splits one level deeper · case 01
The bottom half of every horizontal split is over-partitioned.
BSP dungeon partition: Bottom child splits one level deeper · case 02
The bottom half of every horizontal split is over-partitioned.
BSP dungeon partition: Bottom child splits one level deeper · case 03
The bottom half of every horizontal split is over-partitioned.
BSP dungeon partition: Bottom child splits one level deeper · case 04
The bottom half of every horizontal split is over-partitioned.
BSP dungeon partition: Bottom child splits one level deeper · case 05
The bottom half of every horizontal split is over-partitioned.
BSP dungeon partition: Partition goes one level too deep · case 01
Dungeons have twice as many rooms as configured.
BSP dungeon partition: Partition goes one level too deep · case 02
Dungeons have twice as many rooms as configured.
BSP dungeon partition: Partition goes one level too deep · case 03
Dungeons have twice as many rooms as configured.
BSP dungeon partition: Partition goes one level too deep · case 04
Dungeons have twice as many rooms as configured.
BSP dungeon partition: Partition goes one level too deep · case 05
Dungeons have twice as many rooms as configured.
Encounter difficulty budget: Milestone floors add almost nothing · case 01
Every fifth floor is barely harder than the one before.
Encounter difficulty budget: Milestone floors add almost nothing · case 02
Every fifth floor is barely harder than the one before.
Encounter difficulty budget: Milestone floors add almost nothing · case 03
Every fifth floor is barely harder than the one before.
Encounter difficulty budget: Milestone floors add almost nothing · case 04
Every fifth floor is barely harder than the one before.
Encounter difficulty budget: Milestone floors add almost nothing · case 05
Every fifth floor is barely harder than the one before.
Encounter difficulty budget: Enemies unlock one floor late · case 01
New enemy types never appear on their unlock floor.
Encounter difficulty budget: Enemies unlock one floor late · case 02
New enemy types never appear on their unlock floor.
Encounter difficulty budget: Enemies unlock one floor late · case 03
New enemy types never appear on their unlock floor.
Encounter difficulty budget: Enemies unlock one floor late · case 04
New enemy types never appear on their unlock floor.
Encounter difficulty budget: Enemies unlock one floor late · case 05
New enemy types never appear on their unlock floor.
Encounter difficulty budget: Budget cannot be spent to zero · case 01
An enemy costing exactly the remaining budget is skipped.
Encounter difficulty budget: Budget cannot be spent to zero · case 02
An enemy costing exactly the remaining budget is skipped.
Encounter difficulty budget: Budget cannot be spent to zero · case 03
An enemy costing exactly the remaining budget is skipped.
Encounter difficulty budget: Budget cannot be spent to zero · case 04
An enemy costing exactly the remaining budget is skipped.
Encounter difficulty budget: Budget cannot be spent to zero · case 05
An enemy costing exactly the remaining budget is skipped.
Encounter difficulty budget: Four copies of one enemy · case 01
Encounters exceed the three-per-type variety rule.
Encounter difficulty budget: Four copies of one enemy · case 02
Encounters exceed the three-per-type variety rule.
Encounter difficulty budget: Four copies of one enemy · case 03
Encounters exceed the three-per-type variety rule.
Encounter difficulty budget: Four copies of one enemy · case 04
Encounters exceed the three-per-type variety rule.
Encounter difficulty budget: Four copies of one enemy · case 05
Encounters exceed the three-per-type variety rule.
Encounter difficulty budget: Equal-cost ties prefer later names · case 01
Encounter composition depends on the name order reversed.
Encounter difficulty budget: Equal-cost ties prefer later names · case 02
Encounter composition depends on the name order reversed.
Encounter difficulty budget: Equal-cost ties prefer later names · case 03
Encounter composition depends on the name order reversed.
Encounter difficulty budget: Equal-cost ties prefer later names · case 04
Encounter composition depends on the name order reversed.
Encounter difficulty budget: Equal-cost ties prefer later names · case 05
Encounter composition depends on the name order reversed.
L-shaped corridor carving: Leftward corridors are empty · case 01
Rooms to the left are connected by a missing corridor leg.
L-shaped corridor carving: Leftward corridors are empty · case 02
Rooms to the left are connected by a missing corridor leg.
L-shaped corridor carving: Leftward corridors are empty · case 03
Rooms to the left are connected by a missing corridor leg.
L-shaped corridor carving: Leftward corridors are empty · case 04
Rooms to the left are connected by a missing corridor leg.
L-shaped corridor carving: Leftward corridors are empty · case 05
Rooms to the left are connected by a missing corridor leg.
L-shaped corridor carving: Vertical-first corridors stop short · case 01
The corridor never enters the target room.
L-shaped corridor carving: Vertical-first corridors stop short · case 02
The corridor never enters the target room.
L-shaped corridor carving: Vertical-first corridors stop short · case 03
The corridor never enters the target room.
L-shaped corridor carving: Vertical-first corridors stop short · case 04
The corridor never enters the target room.
L-shaped corridor carving: Vertical-first corridors stop short · case 05
The corridor never enters the target room.
L-shaped corridor carving: Vertical leg on the source column · case 01
Horizontal-first corridors leave the corner disconnected.
L-shaped corridor carving: Vertical leg on the source column · case 02
Horizontal-first corridors leave the corner disconnected.
L-shaped corridor carving: Vertical leg on the source column · case 03
Horizontal-first corridors leave the corner disconnected.
L-shaped corridor carving: Vertical leg on the source column · case 04
Horizontal-first corridors leave the corner disconnected.
L-shaped corridor carving: Vertical leg on the source column · case 05
Horizontal-first corridors leave the corner disconnected.
L-shaped corridor carving: Corner cell carved twice · case 01
The corner appears twice and corridor length is overcounted.
L-shaped corridor carving: Corner cell carved twice · case 02
The corner appears twice and corridor length is overcounted.
L-shaped corridor carving: Corner cell carved twice · case 03
The corner appears twice and corridor length is overcounted.
L-shaped corridor carving: Corner cell carved twice · case 04
The corner appears twice and corridor length is overcounted.
L-shaped corridor carving: Corner cell carved twice · case 05
The corner appears twice and corridor length is overcounted.
L-shaped corridor carving: Leg order is inverted · case 01
Corridors bend on the wrong corner, cutting through rooms.
L-shaped corridor carving: Leg order is inverted · case 02
Corridors bend on the wrong corner, cutting through rooms.
L-shaped corridor carving: Leg order is inverted · case 03
Corridors bend on the wrong corner, cutting through rooms.
L-shaped corridor carving: Leg order is inverted · case 04
Corridors bend on the wrong corner, cutting through rooms.
L-shaped corridor carving: Leg order is inverted · case 05
Corridors bend on the wrong corner, cutting through rooms.
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 ↗