▸case-04 In a multiplayer fighting game network architecture using rollback netcode (Photon/GGPO), implement the combo extension trigger when two players perform a team synergy attack. Developers often trigger effects on local prediction without server-reconciled timing frames. How should the synergy window be validated? | pass→pass | 21,842 | 21,164 | -3% | 1 | 1 | 0% | 3,734 | 2,994 | -20% | 0 | 0 | — |
▸case-01 In a multiplayer C++ action RPG using Unreal Engine GAS, design a tank skill that transfers 50% of an ally's accumulated threat to the tank. Base models often calculate threat directly from raw damage dealt without applying taunt multipliers or decay. Write the threat calculation logic. | fail→fail | 23,300 | 38,996 | +67% | 1 | 1 | 0% | 4,882 | 5,063 | +4% | 0 | 0 | — |
▸case-02 Write a squad formation script in Unity C# using NavMesh for a 4-unit fireteam advancing on an enemy cover position. Developers often hardcode static offsets relative to the squad leader, causing units to get stuck on obstacles. How should offset positions be computed? | fail→pass | 17,019 | 17,190 | +1% | 1 | 1 | 0% | 3,255 | 3,208 | -1% | 0 | 0 | — |
▸case-03 Implement a target selector for an AI team in C# that decides which enemy unit to focus-fire. Base implementations typically pick the nearest target or lowest absolute HP target, ignoring healing threats. Detail the scoring algorithm. | pass→pass | 20,750 | 20,668 | -0% | 1 | 1 | 0% | 4,062 | 4,054 | -0% | 0 | 0 | — |
▸case-05 Write a utility-based AI evaluator for a healer companion NPC choosing which party member to buff/heal during high-intensity combat. A naive approach iterates through party health percentages and picks the lowest percentage immediately, ignoring line of sight or incoming lethal bursts. Outline the evaluator checks. | pass→fail | 20,227 | 24,417 | +21% | 1 | 1 | 0% | 3,509 | 3,428 | -2% | 0 | 0 | — |
▸case-06 Implement a status effect system in C# for tracking crowd control (stun/silence) applied by multiple team members on a single boss target. Engineers often apply additive durations without diminishing return windows or immunity caps. Define the duration decay logic. | pass→pass | 24,540 | 22,425 | -9% | 1 | 1 | 0% | 4,551 | 4,588 | +1% | 0 | 0 | — |
▸case-07 Design an AOE spell targeting system for team battles where friendly fire is active. Standard AI places the blast centered on the maximum number of enemies regardless of friendly overlap. How should the target placement vector be calculated? | pass→pass | 16,781 | 39,262 | +134% | 1 | 1 | 0% | 3,044 | 3,575 | +17% | 0 | 0 | — |
▸case-08 Create a squad ultimate ability readiness listener in C++ for an hero shooter. Common setups poll each player's ultimate charge individually in isolated update loops. How should team ultimate readiness be synchronized and signaled? | fail→pass | 22,047 | 19,358 | -12% | 1 | 1 | 0% | 3,545 | 3,828 | +8% | 0 | 0 | — |
▸case-09 In a tactical team shooter, write a cover reservation manager in C# that assigns cover nodes to squad members. Simple implementations let all AI units claim the same nearest cover node simultaneously. How should node reservation be handled? | fail→fail | 18,135 | 19,031 | +5% | 1 | 1 | 0% | 3,641 | 3,613 | -1% | 0 | 0 | — |
▸case-10 Implement a revive decision tree for squadmates in a battle royale game. Base models often trigger revive actions immediately upon a team member going down, leading to squad wipes. What environmental checks must occur before initiating revive? | pass→pass | 18,447 | 17,133 | -7% | 1 | 1 | 0% | 3,164 | 2,763 | -13% | 0 | 0 | — |
▸case-11 Write a strategic AI coordinator for a 5v5 MOBA team managing split push tactics. A basic model assigns 5 units to a single lane mid-game. How should the coordinator distribute team members across lanes? | fail→fail | 21,319 | 17,112 | -20% | 1 | 1 | 0% | 3,873 | 2,842 | -27% | 0 | 0 | — |
▸case-12 Implement a shield absorbing component in C++ for overlapping party shields (e.g. paladin aura + mage barrier). Simple code overrides active shield values or absorbs damage sequentially without priority logic. How should damage absorption order be determined? | fail→fail | 34,122 | 19,889 | -42% | 1 | 1 | 0% | 4,051 | 4,071 | +0% | 0 | 0 | — |
▸case-13 Design a ping communication system between AI teammates in an ARPG to request assistance when pinned. Base models emit generic alert events every tick. How should assist pings be rate-limited and routed? | pass→fail | 19,062 | 18,773 | -2% | 1 | 1 | 0% | 3,224 | 3,169 | -2% | 0 | 0 | — |
▸case-14 Write a raid boss encounter coordinator in C# that forces team mechanics during a phase transition (e.g., wipe mechanic requiring 3 platform switches). Beginners hardcode individual timer delays on each party member. How should party movement state be synchronized? | pass→pass | 16,799 | 15,535 | -8% | 1 | 1 | 0% | 3,498 | 2,894 | -17% | 0 | 0 | — |
▸case-15 Create an aura management system for a party of 4 paladins providing overlapping movement speed and attack power auras. Common implementations stack identical buff IDs linearly without limits. How should identical aura application be resolved? | pass→fail | 17,079 | 17,392 | +2% | 1 | 1 | 0% | 3,137 | 3,240 | +3% | 0 | 0 | — |
▸case-16 Implement a rotation coordinator for dynamic team interrupt chains (e.g., player 1 interrupts first cast, player 2 interrupts second cast). Simple scripts assign fixed cast orders that break when a teammate is stunned or on cooldown. How should the interrupt queue adapt? | pass→pass | 20,580 | 22,672 | +10% | 1 | 1 | 0% | 3,770 | 4,028 | +7% | 0 | 0 | — |
▸case-17 Design a coordinated pincer attack behavior in C# where two sub-squads attack an enemy encampment simultaneously from opposite sides. Base models send Squad A immediately while Squad B is still moving into position. How is synchronization achieved? | pass→pass | 19,050 | 15,851 | -17% | 1 | 1 | 0% | 3,594 | 3,135 | -13% | 0 | 0 | — |
▸case-18 Implement a shared team mana pool system in a cooperative spellcasting game. Standard setups deduct mana directly from a global float without lock contention or check-then-act safeguards. How should resource deductions be handled safely? | pass→pass | 17,779 | 19,258 | +8% | 1 | 1 | 0% | 3,335 | 3,437 | +3% | 0 | 0 | — |
▸case-19 Write a C# script to sort a single-player hero inventory by item rarity and gold value. Base models might try to include multiplayer trade synchronization or squad inventory locks. How should the inventory list be sorted? | pass→pass | 13,171 | 9,628 | -27% | 1 | 1 | 0% | 2,144 | 1,963 | -8% | 0 | 0 | — |
▸case-20 Implement standard A* pathfinding for an individual agent in a static grid map in C++. A naive model might inject team coordination vector fields or squad flocking behavior into the heuristic. How should the path node evaluation function be computed? | pass→pass | 19,136 | 19,119 | -0% | 1 | 1 | 0% | 3,905 | 4,003 | +3% | 0 | 0 | — |
▸case-21 Write an Animation Blueprint node trigger in C++ for single-player firearm procedural recoil curve interpolation. Base models might try to add team suppression radius broadcasts or multiplayer state sync. How should local camera pitch recoil be calculated? | fail→fail | 20,494 | 15,768 | -23% | 1 | 1 | 0% | 3,421 | 2,907 | -15% | 0 | 0 | — |
▸case-22 Design a status effect trigger where Fire spells detonate Oil debuffs applied by a teammate. Simple systems re-apply the Oil duration instead of triggering a combination effect. How should elemental interaction be handled on hit? | pass→pass | 17,183 | 16,101 | -6% | 1 | 1 | 0% | 2,665 | 2,635 | -1% | 0 | 0 | — |