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Download data/cases/B26/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/B26/case_A.json
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hf download hf://datasets/Louis0411/StateWorldModel/data/cases/B26/case_A.json
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curl -L -o case_A.json https://huggingface.co/datasets/Louis0411/StateWorldModel/resolve/main/data/cases/B26/case_A.json
5.13 kB
| { | |
| "id": "B26-A", | |
| "counterpart": "B26-B", | |
| "genre": "stealth", | |
| "interaction_family": "trigger_gesture", | |
| "initial_scene": { | |
| "description": "a guarded courtyard in cold blue-grey light, a low cover crate beside the player, a guard standing at mid-distance across the yard full-body and clearly visible head to toe, and a large alarm lamp high on the wall with a dark dead lens exactly two people, both fully visible and large in the frame: the player crouched in place beside the cover, and a guard standing at mid-distance across the yard, full-body and clearly visible head to toe", | |
| "third_person_player": true, | |
| "player_pose_and_item": "exactly two people, both fully visible and large in the frame: the player crouched in place beside the cover, and a guard standing at mid-distance across the yard, full-body and clearly visible head to toe", | |
| "action_target": "the player's whistle gesture", | |
| "other_key_objects": [ | |
| "cover_crate", | |
| "guard", | |
| "alarm_lamp" | |
| ], | |
| "shared_visual_state": [ | |
| "the guard stands at mid-distance across the yard, full-body visible", | |
| "the large alarm lamp is dark with a dead lens" | |
| ], | |
| "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/B26.png" | |
| }, | |
| "hidden_state": { | |
| "variable": "security_mode", | |
| "A": "GUARD", | |
| "B": "ALARM", | |
| "visible_in_initial_frame": false | |
| }, | |
| "rule": { | |
| "text": "If the security_mode is GUARD, the guard walks up to the near foreground; if it is ALARM, the alarm lamp flashes bright red.", | |
| "precondition": "security_mode == 'GUARD'", | |
| "effect": "guard.near = true", | |
| "else_effect": "alarm.red = true", | |
| "mapping": { | |
| "GUARD": "guard.near = true", | |
| "ALARM": "alarm.red = true" | |
| } | |
| }, | |
| "shared_action": "The player stays behind the cover and performs one clear whistling gesture.", | |
| "instruction": "Preserve the first frame. security_mode = GUARD, so the resolved rule is: the guard walks up to the near foreground. Action: The player stays behind the cover and performs one clear whistling gesture. Show the action, then exactly this consequence: the guard walks up to the near foreground The counter-outcome must NOT happen at any point: the large alarm lamp flashes bright red. Instead, the large alarm lamp is dark with a dead lens 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": { | |
| "guard": { | |
| "near": false | |
| }, | |
| "alarm": { | |
| "red": false | |
| }, | |
| "security_mode": "GUARD" | |
| }, | |
| "gold_end_state": { | |
| "guard.near": true, | |
| "alarm.red": false | |
| }, | |
| "delta": { | |
| "guard.near": true | |
| }, | |
| "visual_vocab": { | |
| "guard.near": { | |
| "false": "the guard stands at mid-distance across the yard, full-body visible", | |
| "true": "the guard stands in the near foreground beside the cover" | |
| }, | |
| "alarm.red": { | |
| "false": "the large alarm lamp is dark with a dead lens", | |
| "true": "the large alarm lamp flashes bright red" | |
| } | |
| }, | |
| "gold_A": "the guard walks up to the near foreground", | |
| "gold_B": "the alarm lamp flashes bright red", | |
| "terminal_visual_states": { | |
| "occurs": { | |
| "variable": "guard.near", | |
| "value": true, | |
| "phrase": "the guard stands in the near foreground beside the cover", | |
| "judge_label": "the guard is in the foreground", | |
| "in_final_frame": true | |
| }, | |
| "not_occurs": { | |
| "variable": "alarm.red", | |
| "value": true, | |
| "phrase": "the large alarm lamp flashes bright red", | |
| "judge_label": "the alarm flashes red", | |
| "in_final_frame": false, | |
| "instead_remains": "the large alarm lamp is dark with a dead lens" | |
| } | |
| }, | |
| "prompt_ok": [ | |
| "GUARD", | |
| "ALARM" | |
| ], | |
| "judge": { | |
| "initial_questions": [ | |
| { | |
| "question": "Is it true that the player crouches beside a cover with a guard visible at mid-distance?", | |
| "statement": "the player crouches beside a cover with a guard visible at mid-distance", | |
| "answers": [ | |
| "yes", | |
| "no" | |
| ], | |
| "expected": "yes" | |
| }, | |
| { | |
| "question": "Is it true that the alarm lamp is unlit?", | |
| "statement": "the alarm lamp is unlit", | |
| "answers": [ | |
| "yes", | |
| "no" | |
| ], | |
| "expected": "yes" | |
| } | |
| ], | |
| "action_question": { | |
| "question": "Did the player perform one clear whistling gesture?", | |
| "answers": [ | |
| "yes", | |
| "no" | |
| ], | |
| "expected": "yes" | |
| }, | |
| "outcome_question": { | |
| "question": "At the end, is the guard in the foreground, or the alarm lamp flashing red?", | |
| "answers": [ | |
| "the guard is in the foreground", | |
| "the alarm flashes red", | |
| "unclear" | |
| ], | |
| "expected": "the guard is in the foreground", | |
| "not_expected": "the alarm flashes red" | |
| } | |
| }, | |
| "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" | |
| } |