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Download data/cases/B20/case_A.json from Louis0411/StateWorldModel: direct link, hf CLI and curl.
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https://huggingface.co/datasets/Louis0411/StateWorldModel/resolve/main/data/cases/B20/case_A.json
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hf download hf://datasets/Louis0411/StateWorldModel/data/cases/B20/case_A.json
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curl -L -o case_A.json https://huggingface.co/datasets/Louis0411/StateWorldModel/resolve/main/data/cases/B20/case_A.json
5.11 kB
| { | |
| "id": "B20-A", | |
| "counterpart": "B20-B", | |
| "genre": "turn_combat", | |
| "interaction_family": "trigger_cast", | |
| "initial_scene": { | |
| "description": "a duel arena in cool overcast light, an enemy soldier in full plate armor facing the player, holding a large round shield exactly two people, both fully visible and large in the frame: the player at combat distance from the enemy with a sword held ready, and an armored enemy standing with shield raised", | |
| "third_person_player": true, | |
| "player_pose_and_item": "exactly two people, both fully visible and large in the frame: the player at combat distance from the enemy with a sword held ready, and an armored enemy standing with shield raised", | |
| "action_target": "the player's sword swing", | |
| "other_key_objects": [ | |
| "enemy_soldier", | |
| "enemy_shield", | |
| "enemy_armor" | |
| ], | |
| "shared_visual_state": [ | |
| "the enemy's large round shield is whole and intact", | |
| "the enemy's plate armor is plain grey metal" | |
| ], | |
| "camera": "locked third-person, fixed framing", | |
| "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", | |
| "keyframe": "frames/B20.png" | |
| }, | |
| "hidden_state": { | |
| "variable": "enemy_reaction", | |
| "A": "SHIELD", | |
| "B": "ARMOR", | |
| "visible_in_initial_frame": false | |
| }, | |
| "rule": { | |
| "text": "If the enemy_reaction is SHIELD, the enemy's large shield cracks apart and breaks; if it is ARMOR, the enemy's armor is covered by thick blue ice.", | |
| "precondition": "enemy_reaction == 'SHIELD'", | |
| "effect": "shield.state = 'broken'", | |
| "else_effect": "armor.state = 'frozen'", | |
| "mapping": { | |
| "SHIELD": "shield.state = 'broken'", | |
| "ARMOR": "armor.state = 'frozen'" | |
| } | |
| }, | |
| "shared_action": "The player stays in place and performs one large, clear sword-swing attack.", | |
| "instruction": "Preserve the first frame. enemy_reaction = SHIELD, so the resolved rule is: the enemy's large shield cracks apart and breaks. Action: The player stays in place and performs one large, clear sword-swing attack. Show the action, then exactly this consequence: the enemy's large shield cracks apart and breaks The counter-outcome must NOT happen at any point: the enemy's plate armor is covered with a thick layer of blue ice. Instead, the enemy's plate armor is plain grey metal throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", | |
| "initial_state": { | |
| "shield": { | |
| "state": "whole" | |
| }, | |
| "armor": { | |
| "state": "normal" | |
| }, | |
| "enemy_reaction": "SHIELD" | |
| }, | |
| "gold_end_state": { | |
| "shield.state": "broken", | |
| "armor.state": "normal" | |
| }, | |
| "delta": { | |
| "shield.state": "broken" | |
| }, | |
| "visual_vocab": { | |
| "shield.state": { | |
| "whole": "the enemy's large round shield is whole and intact", | |
| "broken": "the enemy's large round shield is cracked apart and broken" | |
| }, | |
| "armor.state": { | |
| "normal": "the enemy's plate armor is plain grey metal", | |
| "frozen": "the enemy's plate armor is covered with a thick layer of blue ice" | |
| } | |
| }, | |
| "gold_A": "the enemy's large shield cracks apart and breaks", | |
| "gold_B": "the enemy's armor is covered by thick blue ice", | |
| "terminal_visual_states": { | |
| "occurs": { | |
| "variable": "shield.state", | |
| "value": "broken", | |
| "phrase": "the enemy's large round shield is cracked apart and broken", | |
| "judge_label": "the shield is broken", | |
| "in_final_frame": true | |
| }, | |
| "not_occurs": { | |
| "variable": "armor.state", | |
| "value": "frozen", | |
| "phrase": "the enemy's plate armor is covered with a thick layer of blue ice", | |
| "judge_label": "the armor is ice-covered", | |
| "in_final_frame": false, | |
| "instead_remains": "the enemy's plate armor is plain grey metal" | |
| } | |
| }, | |
| "prompt_ok": [ | |
| "SHIELD", | |
| "ARMOR" | |
| ], | |
| "judge": { | |
| "initial_questions": [ | |
| { | |
| "question": "Is it true that the player faces an armored enemy holding a shield?", | |
| "statement": "the player faces an armored enemy holding a shield", | |
| "answers": [ | |
| "yes", | |
| "no" | |
| ], | |
| "expected": "yes" | |
| }, | |
| { | |
| "question": "Is it true that the shield is whole and the armor is plain?", | |
| "statement": "the shield is whole and the armor is plain", | |
| "answers": [ | |
| "yes", | |
| "no" | |
| ], | |
| "expected": "yes" | |
| } | |
| ], | |
| "action_question": { | |
| "question": "Did the player perform one large clear sword swing?", | |
| "answers": [ | |
| "yes", | |
| "no" | |
| ], | |
| "expected": "yes" | |
| }, | |
| "outcome_question": { | |
| "question": "At the end, is the shield broken, or the armor ice-covered?", | |
| "answers": [ | |
| "the shield is broken", | |
| "the armor is ice-covered", | |
| "unclear" | |
| ], | |
| "expected": "the shield is broken", | |
| "not_expected": "the armor is ice-covered" | |
| } | |
| }, | |
| "constraints": { | |
| "identical_initial_frame": true, | |
| "hidden_state_not_visually_leaked": true, | |
| "same_action_across_twins": true, | |
| "both_outcomes_change": true, | |
| "one_action_per_chunk": true, | |
| "duration_seconds": "2-5" | |
| }, | |
| "input_image": "input.png" | |
| } |