MotionBench · VEX AIM · simulated

AI code in the loop SIMULATED

A classroom AI coding loop (a model writes a program, the robot runs it while an overhead camera films, the model sees the logs and frames and tries again), recorded in simulation. Every trial below ran the model's exact program through the robot's own Wi-Fi client library against a simulated AIM robot, and was scored with MotionBench.

Check against the real robot

Does the sim reproduce what the robot did?

Four programs from a recorded real Game 1 session, each replayed in simulation over many seeds. The real outcome is read from the recorded overhead frames (left three), the sim result is the share of seeds that end the same way.

The loop

Did feedback improve the code?

Goal score (MotionBench: share of the game's goal achieved) for each attempt, mean of 3 trials; dots are single trials. Attempt N is written after seeing attempt N−1's code, logs, telemetry and frames. In Game 3 the goal counts tags knocked down by the ball; a barrel hit is a rule flag that zeroes the game's own points, so Claude Opus attempt 2 reaches 100% goal with 0 game points (see the board). The loop never tells the model its score, so it can't learn that from the feedback.

MotionBench boards

Scores by task

One agent per program (model × attempt). Goal is the mean share of the goal over its trials, with a 95% bootstrap interval; MBI combines goal, path efficiency, consistency and safety (rule flags such as ramming a sign). Game points apply the game's own rules, including Game 3's "a barrel hit fails the run". Click a row to replay its first trial.

Run explorer

Replay any trial

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Program
Speed

Where the time goes

How to read this

What was simulated, and what wasn't