SQE Leaderboard/Step 3.7 Flash
Step 3.7 Flash
stepfun-ai/Step-3.7-Flash-FP8
SQE score
46
blended mean, 4 reps
Gate
2/4
effective n after exclusion
Wilson 95% low
≥15%
lower confidence bound
Shots to green
1.5
median of 4 reps
Every published metric
Run configuration
- Endpoint model
- stepfun-ai/Step-3.7-Flash-FP8
- SWE-bench Pro
- 56.3% · SWE-bench Pro · StepFun (Step-3.7-Flash)
- 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: stepfun-ai/Step-3.7-Flash-FP8 on Fourline Task
Overall Verdict
The model achieved 2 of 4 passes (50% gate rate) with wide variance in task completion. On successful runs (r2, r5), it produced correct, playable implementations that passed all scenarios and held-out conformance tests. On failure runs (r3, r4), it exhausted token budget or regressed, leaving critical game logic broken (gravity-drop and keyboard-input failures). The FP8 quantization did not compromise baseline quality; instability stems from agent-loop behavior, excessive tool retries, and context management.
Positives: r2 solved the task in a single shot (38 turns, ~1.3M tokens) with clean typecheck/lint and full scenario pass. r5 also passed but required 101 turns and ~3.7M tokens, showing the model could self-correct when prompted to continue. Both passing runs demonstrate capability to implement immutable TypeScript game logic, UI harness integration, and spec-compliant behavior.
Negatives: r3 and r4 hit irreversible failure modes. r3 ran to token exhaustion (106 turns, ~4M tokens) with 5 tool errors and stalled reasoning loops, achieving only 83% scenario pass before aborting. r4 regressed (final shot 83% → 0% pass ratio) after 95 turns, producing non-compilable code. Neither had a recovery path within the session.
Strengths
- Single-shot success (r2): Correctly implemented game domain (immutable state, win detection, gravity), UI (board render, keyboard controls), and test harness API in 38 turns with 1 tool error tolerated.
- Scenario coverage on green runs: Both r2 and r5 passed 100% of scenarios including held-out (diagonal-win, full-board-draw), indicating spec-compliant logic.
- Self-initiated verification: All runs showed
guidelinesRead=true,selfInitiatedTypecheck=true,selfInitiatedLint=true, suggesting proactive quality checks. - Code structure: When successful, code was well-organized (game logic in
src/game/, UI insrc/main.ts), followed immutability guidelines, and exposed the harness API correctly under?test=1only.
Failure Modes
- Tool-error loops (r3, r4): r3 accumulated 5 tool errors (edit_file string-match failures) across 106 turns, indicating poor state tracking or drift. r4 had 4 errors; both suggest the model lost context on file contents and made identical-change edits.
- Reasoning-only stalls (r3): Turn 25 logged
stall (no tools) (reasoning-only), a sign of agent confusion without tool invocation to resolve the impasse. - Token budget exhaustion: r3 and r4 both burned ~4M prompt tokens without achieving green. r3 hit budget at turn 106 with 2 scenario failures (gravity-drop, play-mode-keydown). r4 exhausted at turn 95, leaving the app non-compilable.
- Regression (r4): Final shot regressed from single-shot 83% to 0% (non-compiling code), with
repairCurve: regressingand gap -0.83, indicating the model corrupted working code while attempting fixes.
Serving & Harness Notes
- Turn density: Passing runs (r2: 38 turns; r5: 101 turns) vs. failing runs (r3: 106 turns; r4: 95 turns) show high correlation: runs that succeeded did so early, while failing runs monotonically consumed tokens trying to fix errors.
- Tool error cascade: r3's 5 edit_file failures (old_string not found, identical-change rejects) suggest the model's internal representation of files diverged from actual content—likely due to long context and many edits without explicit re-reads.
- No stall recovery: When stalls occurred (r3, turn 25), the nudge to continue did not reset behavior; the model continued looping.
- Context burn: r3 burned 3.98M prompt tokens in a single shot; r4 burned 3.97M; r5 (which passed) also used 3.69M but achieved green. Prompt size was not the bottleneck; tool-use quality and convergence speed were.
- Shots to green: When green was reached, it came early (r2: 1 shot, 1.5 average turns; r5: 2 shots, converging curve). No case of green on shot 2+ recovery within budget, suggesting the agent does not effectively replan after mid-session failure.
Recommendation
The model is capable but inconsistent on this task. Success depends on early convergence (first 50–70 turns) and avoiding tool-error loops. For production use:
- Accept single-shot success (r2 pattern): ~50% probability of high-