Play to Grade: Testing Coding Games as Classifying Markov Decision Process
Contemporary coding education often presents students with the task of developing programs that have user interaction and complex dynamic systems, such as mouse based games. While pedagogically compelling, there are no contemporary autonomous methods for providing feedback. Notably, interactive programs are impossible to grade by traditional unit tests. In this paper we formalize the challenge of providing feedback to interactive programs as a task of classifying Markov Decision Processes (MDPs). Each student's program fully specifies an MDP where the agent needs to operate and decide, under reasonable generalization, if the dynamics and reward model of the input MDP should be categorized as correct or broken. We demonstrate that by designing a cooperative objective between an agent and an autoregressive model, we can use the agent to sample differential trajectories from the input MDP that allows a classifier to determine membership: Play to Grade. Our method enables an automatic feedback system for interactive code assignments. We release a dataset of 711,274 anonymized student submissions to a single assignment with hand-coded bug labels to support future research.
Code (1)
Similar Papers 제목 키워드 기반
Play to Grade: Grading Interactive Coding Games as Classifying Markov Decision Process
Contemporary coding education often present students with the task of developing programs that have user interaction and complex dynamic systems, such as mouse based games. While pedagogically compelling, grading such st…
Automated Playtesting of Matching Tile Games
Matching tile games are an extremely popular game genre. Arguably the most popular iteration, Match-3 games, are simple to understand puzzle games, making them great benchmarks for research. In this paper, we propose dev…
Game DesignAI for Games in the Foundation Model Era
Foundation models, alongside advances in learned game-world models, are reshaping AI across the game lifecycle. Beyond playing games, recent systems model players and game dynamics, support design and development, adapt …
Concise QBF Encodings for Games on a Grid (extended version)
Encoding 2-player games in QBF correctly and efficiently is challenging and error-prone. To enable concise specifications and uniform encodings of games played on grid boards, like Tic-Tac-Toe, Connect-4, Domineering, Pu…
The Benefits of Coarse Preferences
We study the strategic advantages of coarsening one's utility by clustering nearby payoffs together (i.e., classifying them the same way). Our solution concept, coarse-utility equilibrium (CUE) requires that (1) each pla…
Clustering