CoT of this model is really bad.
#1
by
MrDevolver
- opened
After thinking for 167 minutes and 42 seconds, filling my 16384 context window by 103.5%, I think it's fairly safe to say that there's definitely something wrong about the thinking process of this model. Even the AI got frustrated (and utterly lost and confused by its own thoughts) as seen in the last bit of the CoT:
Wait, no. The user's code has a typo where they wrote rightPaddleY instead of rightPaddleY.
But I'm getting too frustrated.
Final Answer: </answer> </answer> </answer>
The response just continued with endless stream of "answer" tags until it hit the stop string.
Sorry for this bad experience. Could you please tell us your prompt?
Sorry for this bad experience. Could you please tell us your prompt?
This is the prompt:
fix the following pong game code: <!DOCTYPE html><html lang="en"><head><meta charset="UTF-8"><title>Pong Game</title><style>canvas {display: block;margin: auto;background: #000;}</style></head><body><canvas id="pongCanvas" width="480" height="320"></canvas><script>const canvas = document.getElementById('pongCanvas');const ctx = canvas.getContext('2d');// Game variables and constantslet x = canvas.width / 2;let y = canvas.height - 30;let dx = 2;let dy = -2;const ballRadius = 10;const paddleHeight = 10;const paddleWidth = 75;let leftPaddleY = (canvas.height - paddleHeight) / 2;let rightPaddleY = (canvas.height - paddleHeight) / 2;const paddleSpeed = 5;let score = 0;// Create the ballfunction drawBall() {ctx.beginPath();ctx.arc(x, y, ballRadius, 0, Math.PI*2);ctx.fillStyle = "#0095DD";ctx.fill();ctx.closePath();}// Create the paddlesfunction drawPaddle(x, y) {ctx.beginPath();ctx.rect(x, y, paddleWidth, paddleHeight);ctx.fillStyle = "#0095DD";ctx.fill();ctx.closePath();}// Draw the scorefunction drawScore() {ctx.font = "16px Arial";ctx.fillStyle = "#0095DD";ctx.fillText("Score: " + score, 8, 20);}// Draw everythingfunction draw() {ctx.clearRect(0, 0, canvas.width, canvas.height);drawBall();drawPaddle(10, leftPaddleY);drawPaddle(canvas.width - paddleWidth - 10, rightPaddleY);drawScore();// Move the ballx += dx;y += dy;// Bounce off top and bottom wallsif(y + dy < ballRadius || y + dy > canvas.height - ballRadius) {dy = -dy;}// Bounce off left paddleif(x - ballRadius < 10 + paddleWidth && y > leftPaddleY && y < leftPaddleY + paddleHeight) {dx = -dx;score++;}// Bounce off right paddle (computer's paddle)if(x + ballRadius > canvas.width - 10 - paddleWidth && y > rightPaddleY && y < rightPaddleY + paddleHeight) {dx = -dx;}// Reset the ball if it goes out of bounds on the left or rightif(x + ballRadius < 0 || x - ballRadius > canvas.width) {x = canvas.width / 2;y = canvas.height - 30;}// Move the computer's paddle to follow the ballrightPaddleY += (dy > 0 ? paddleSpeed : -paddleSpeed);requestAnimationFrame(draw);}// Control the left paddle with keyboard eventsdocument.addEventListener("keydown", keyDownHandler, false);document.addEventListener("keyup", keyUpHandler, false);let rightPressed = false;let leftPressed = false;function keyDownHandler(e) {if(e.key == "Right" || e.key == "ArrowRight") {rightPressed = true;}else if(e.key == "Left" || e.key == "ArrowLeft") {leftPressed = true;}}function keyUpHandler(e) {if(e.key == "Right" || e.key == "ArrowRight") {rightPressed = false;}else if(e.key == "Left" || e.key == "ArrowLeft") {leftPressed = false;}}// Implement computer AI for right paddle (computer)function computerAI() {if(y > rightPaddleY + paddleHeight / 2 && rightPaddleY < canvas.height - paddleHeight) {rightPaddleY += paddleSpeed;} else if(y < rightPaddleY + paddleHeight / 2 && rightPaddleY > 0) {rightPaddleY -= paddleSpeed;}}// Start the gamesetInterval(computerAI, 10); // Adjust the interval for AI responsivenessdraw();</script></body></html>