[delayed]
I don't think it makes sense to have the prompt be that short. This is basically a bench.ark of how models interpret an overly vague prompt. It should at least be "Create a pacman clone in a single html page. Make it faithful to the original" if that's what we're scoring it on.
Always assumed Pac-Man was an easy solve for modern AI. Guess those ghost patterns are trickier than they look for one-shot learning.
I tried this with DOOM. Fable 5 did a pretty shit job. Astra made pretty crazy animated sprites and was pretty good considering.<p>The fact that these are at all playable and 100x my programming skill level is pretty depressing from a certain pov. The ThreeJS dude posted ab how demotivated he was to continue his work, and while I was never a dev that did much with webgl, I commiserate.
My hope is that this drives a new generation of hyper creative content from those who don't give up. I mean, of course it does pacman well. Pacman and its clones have been done to the death over decades. But what if we ask AI to write finnegan's wake 2?
I wonder if we need better programming abstractions/ languages that can make programming easier for people.<p>It seems like a lot of the programming is cookie cutter type stuff (where these ai programs shine) and should be easier.<p>They can be amazing, but promoting “make a pac man game” seems like an exercise in which model has the best training code that was Pac-Man.
Curious if models grasp the ghost patterns or just react. Pac-Man's more complex than it seems for one-shot learning.
Recent and related:<p><a href="https://news.ycombinator.com/item?id=49882889">https://news.ycombinator.com/item?id=49882889</a>
I'm curious; can you explain why you picked Pac-Man, in particular?
Opus 5-5 seemed like a perfect clone, with others displaying flaws in an initial look. Astra notably created a bunch of surrounding ugly crap to look at.
I was just coming here to say this. I looked at all of them, and Opus 5.5 at high effort seems significantly better than every other clone.<p>Buffered controls, different pathfinding AI for each ghost, level transitions, etc.<p>Gpt-5.6 sol high technically completed the assignment as well, but the gaps within the pipes used to construct the maze, the lack of pause when eating a ghost, etc made it feel far less polished.