SQE Leaderboard/Step 3.7 Flash

Step 3.7 Flash

stepfun-ai/Step-3.7-Flash-FP8

fourlineOfficial FP8 SWE-bench Pro 56.3% official2026-08-03
Methodology
Tainted run. One of five reps was excluded after a tripwire found tool access to leaked verification artifacts in an older harness revision (effective n = 4). We treat that rep as invalid, not as a pass.
Token budget. 2 of 5 reps aborted on token budget. Those reps still count toward the score.

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

SQE score
Headline blended mean percent across reps (gate 45 / pass 25 / repair 15 / style 10 / thrift 5).
46n=4
Gate
Reps that cleared known and held-out honesty checks, shown as k/n after tainted exclusions.
2/4n=4
Pass
Reps that cleared public verification (compile, known conformance, scenario threshold), as k/n. Distinct from gate, which also requires held-out honesty.
2/4n=4
Wilson 95%
Lower bound of the gate pass rate at 95% confidence.
≥15%n=4
Harness ±
Blend of all score components, mean ± spread.
45.9 ±93.3n=4
Shots to green
Feedback rounds needed before tests pass. Lower is better.
1.5 ±1n=4
Scenario pass
Share of graded scenarios passing in the green build.
91.7%n=4
Trap/spec rate
Share of trap parameter values correctly synthesized from the spec.
0%n=4
1-shot gap
How much the first shot trailed the final result.
-0.2 ptsn=4
Effective n
Reps counted after tainted-run exclusion.
4/5n=4
Median tokens / rep
Prompt + completion tokens per rep, median over untainted reps. Lower is better.
3.94M tokn=4 untainted
Min VRAM
Catalog minimum cluster VRAM (GB) from syndicAI referenceGpuRequirements. Closed APIs and packs not in the catalog show as -.
256 GB
SWE-bench Pro
Catalog SWE-bench Pro score for the resolved syndicAI model, or the vendor-published score for closed-reference models. Inferred scores are labelled. Packs without a score show as -.
56.3%

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-4-5

Performance 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 in src/main.ts), followed immutability guidelines, and exposed the harness API correctly under ?test=1 only.

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: regressing and 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-

Per-rep results