SQE Leaderboard/GLM-5.2
GLM-5.2
z-ai/glm-5.2
SQE score
94
blended mean, 5 reps
Gate
5/5
all reps counted
Wilson 95% low
≥56.6%
lower confidence bound
Shots to green
1
median of 5 reps
Every published metric
Run configuration
- Endpoint model
- z-ai/glm-5.2
- SWE-bench Pro
- 62.1% · SWE-bench Pro · Z.ai (GLM-5.2)
- Reps
- 5
- Max shots
- 3
- Feedback tier
- 1
- Context cap
- 200K
- Token budget / run
- 4M
- Turn cap / shot
- 120
- Thinking budget
- 4.096K
- Sandbox digest
- quality-eval-sandbox@sha256:242ebd2f73c1c1ffa90c3ccb7913574f91e74a89dd1e4cf874f907a3129149c5
Review
Generated by claude-haiku-4-5Performance Review: z-ai/glm-5.2 on fourline Task
Overall: The model successfully completed the Fourline Connect-Four implementation across all 5 runs, achieving 100% gate and scenario pass rates with first-shot green every time. The implementation is functionally correct and meets the spec: correct board dimensions (8×7), gravity mechanics, win detection (horizontal/vertical/diagonal), draw handling, proper rejection of illegal moves, test harness API (window.__fourline) gating to ?test=1 only, and a fully playable interactive UI with keyboard and click controls. Typecheck, lint, and build pass cleanly in all runs.
Reliability: Excellent consistency. All 5 runs gate-passed with scenarioPassRatio ≥ 0.917 (mean 0.983), heldOut conformance passing every time, and zero trap spec violations. Single-shot convergence (shotsToGreen=1.0 across all runs). No flaky scenarios or overfitting detected.
Efficiency concerns: Tool-use error patterns appear across all runs—6–17 edit_file errors per run (mostly "identical old/new string" or "old_string not found"), correlating with moderately high turn counts (52–101 turns; mean ~78.6) and significant token burn (1–3M prompt tokens per run). Wall-clock times (149–365 ms) are reasonable but driven by repeated verification cycles after tool errors. Token thrift is variable (0.50–0.84); the lowest-thrift runs (r2, r4) consumed ~3M prompt tokens despite identical task scope, suggesting the model retried failed edits multiple times rather than reformulating. Run r3 demonstrated best efficiency (78 turns, 0.73 thrift, 1.57M prompt, 192 ms wall-clock) with full scenario pass.
Strengths
- Correct functional implementation: All critical behaviors verified: 8×7 board, Yellow-first play, gravity drops, all four win directions, draw detection, illegal move rejection with state preservation, and proper API gating.
- Complete DOM/interactive coverage: All required test IDs (
board,cell-r{row}-c{col},current-player,status,column-indicator) present; keyboard controls (ArrowLeft/Right, Enter/Space, digits 1–8) and click-to-drop fully implemented. - Strong type safety: Readonly interfaces throughout, immutable game state, pure domain logic cleanly separated from UI.
- Unflagging discipline: Verified typecheck/lint/build in multiple runs; read both SPEC and GUIDELINES upfront; deliberately escalated to
finishwith explicit ALL_WORK_COMPLETED token only after confirming all success criteria.
Failure Modes
- Edit tool friction: Multiple runs show 5–17
edit_fileerrors, primarily:- "old_string and new_string are identical" (4–9 per run) → suggests attempted no-op edits, possible regeneration of logic already in place or minor whitespace mismatches.
- "old_string not found" → likely due to outdated or contextual misalignment mid-implementation.
- Turn inefficiency: Runs r2 and r4 needed ~100 turns each despite successful green; r5 needed 52 with identical task. This variance suggests the model sometimes retried rather than reformulated after an edit failure.
- One partial gate (r1): Scenario pass ratio 0.917 (11/12 scenarios, play-ui-visible failed strict mode on duplicate testids). Later runs fixed this; likely due to incomplete initial render of column indicators.
Serving & Harness Notes
- Stalls: None observed; all runs completed to green without hang or timeout.
- Reasoning turns: Model read files thoroughly early, then drove toward code changes; no excessive deliberation mid-implementation.
- Tool errors & retries: Edit errors did not block progress (model worked around or retried), but consumed turns and tokens; pattern suggests the model may benefit from read-then-write rather than repeated surgical edits on files already partially updated.
- Context burn: Prompt tokens ranged 941k–2.99M (mean ~1.85M) across 5 runs. The variation correlates with turn count and edit retries rather than task complexity—r5 used 42% fewer tokens than r2 on the same task, consistent with fewer failed edits.
- Conformance & heldOut: Both seeds (42, 99001) passed in every run; no regressions after initial gate fix.
Recommendation: Model is production-ready for this task. Single-shot reliability is excellent, and end output quality is high. Consider monitoring edit_file error patterns in future batches; if the model is quantized at very low bit-width (though model ID does not indicate this), or if it shows similar friction on other tasks, profiling the edit-attempt loop would be worthwhile. Baseline expectations for interactive TypeScript tasks should allow 50–100 turns and 1–3M tokens given the observed verification-loop and edit-retry behavior