How it works

A play-and-vote arena for AI rebuilding the history of games

Every frontier model can build Pong, so testing them is boring. The interesting question is the efficiency frontier: when a new small, cheap, fast model ships, how well can it recreate a real game from a single prompt? arcade-bench answers that with people, not a script.

1

One locked prompt, never tuned

Each model gets the same single sentence per game — only the game name changes. This is a benchmark of models, not of prompting.
Create {game} as a single self-contained HTML file that runs in a browser.
2

A single self-contained HTML file

The required output is one file — inline JS and CSS, no build step, no external assets, no network. That single-file rule is the permanent spine: it keeps every entry safe, instantly playable, and fair. One shot, fixed token budget, no human iteration. A build that returns broken code competes anyway and earns the loss — that's signal, not noise.
3

Served in a strict sandbox

Because the site runs code written by AI models, every artifact renders inside a strict sandboxed <iframe>: scripts only, no same-origin access, no network. That is the one hard security requirement, and it is non-negotiable — model-written JavaScript can never touch the site, your account, or the network.
4

Pairwise voting

You see two recreations of the same game side by side, with the original described for reference, identities hidden. You play both and pick the better one — or call a tie or both bad. Pairwise comparison is far more reliable than asking for a 1–5 score, and it is what makes the rating math work. Anyone can play; casting a vote takes a quick sign-in so the human grading stays honest.BUILD AvsBUILD Bmodel hidden
5

Elo → Bradley-Terry ratings

Votes feed a rating — Elo to start, Bradley-Terry as volume grows — the same family of methods LMArena uses for LLMs. Every rating ships with a confidence interval so a five-vote model never reads as equal to a five-hundred-vote one. The leaderboard ranks models overall, per game, and per cost tier, with the headline view being rating per cent spent.