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Download data/cases/B39/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/B39/case_A.json
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hf download hf://datasets/Louis0411/StateWorldModel/data/cases/B39/case_A.json
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curl -L -o case_A.json https://huggingface.co/datasets/Louis0411/StateWorldModel/resolve/main/data/cases/B39/case_A.json
4.84 kB
| { | |
| "id": "B39-A", | |
| "counterpart": "B39-B", | |
| "genre": "detective", | |
| "interaction_family": "trigger_gesture", | |
| "initial_scene": { | |
| "description": "an investigation room in cool daylight, a wide evidence wall of plain corkboard with pinned notes, and a large steel evidence cabinet with both doors shut a single detective seen in third person from behind, standing in place facing the evidence wall", | |
| "third_person_player": true, | |
| "player_pose_and_item": "a single detective seen in third person from behind, standing in place facing the evidence wall", | |
| "action_target": "the player's command gesture", | |
| "other_key_objects": [ | |
| "evidence_wall", | |
| "evidence_cabinet" | |
| ], | |
| "shared_visual_state": [ | |
| "the evidence wall is plain corkboard with pinned notes", | |
| "the large evidence cabinet doors are shut" | |
| ], | |
| "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/B39.png" | |
| }, | |
| "hidden_state": { | |
| "variable": "investigation_mode", | |
| "A": "WALL", | |
| "B": "CABINET", | |
| "visible_in_initial_frame": false | |
| }, | |
| "rule": { | |
| "text": "If the investigation_mode is WALL, blue glowing outlines appear on the evidence wall; if it is CABINET, the evidence cabinet doors open wide.", | |
| "precondition": "investigation_mode == 'WALL'", | |
| "effect": "wall.mark = true", | |
| "else_effect": "cabinet.open = true", | |
| "mapping": { | |
| "WALL": "wall.mark = true", | |
| "CABINET": "cabinet.open = true" | |
| } | |
| }, | |
| "shared_action": "The player stays in place and raises one arm in a clear command gesture.", | |
| "instruction": "Preserve the first frame. investigation_mode = WALL, so the resolved rule is: blue glowing outlines appear on the evidence wall. Action: The player stays in place and raises one arm in a clear command gesture. Show the action, then exactly this consequence: blue glowing outlines appear on the evidence wall The counter-outcome must NOT happen at any point: the large evidence cabinet doors are wide open. Instead, the large evidence cabinet doors are shut 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": { | |
| "wall": { | |
| "mark": false | |
| }, | |
| "cabinet": { | |
| "open": false | |
| }, | |
| "investigation_mode": "WALL" | |
| }, | |
| "gold_end_state": { | |
| "wall.mark": true, | |
| "cabinet.open": false | |
| }, | |
| "delta": { | |
| "wall.mark": true | |
| }, | |
| "visual_vocab": { | |
| "wall.mark": { | |
| "false": "the evidence wall is plain corkboard with pinned notes", | |
| "true": "large blue glowing outlines mark items on the evidence wall" | |
| }, | |
| "cabinet.open": { | |
| "false": "the large evidence cabinet doors are shut", | |
| "true": "the large evidence cabinet doors are wide open" | |
| } | |
| }, | |
| "gold_A": "blue glowing outlines appear on the evidence wall", | |
| "gold_B": "the evidence cabinet doors open wide", | |
| "terminal_visual_states": { | |
| "occurs": { | |
| "variable": "wall.mark", | |
| "value": true, | |
| "phrase": "large blue glowing outlines mark items on the evidence wall", | |
| "judge_label": "blue outlines on the wall", | |
| "in_final_frame": true | |
| }, | |
| "not_occurs": { | |
| "variable": "cabinet.open", | |
| "value": true, | |
| "phrase": "the large evidence cabinet doors are wide open", | |
| "judge_label": "the cabinet is open", | |
| "in_final_frame": false, | |
| "instead_remains": "the large evidence cabinet doors are shut" | |
| } | |
| }, | |
| "prompt_ok": [ | |
| "WALL", | |
| "CABINET" | |
| ], | |
| "judge": { | |
| "initial_questions": [ | |
| { | |
| "question": "Is it true that the player stands facing the evidence wall?", | |
| "statement": "the player stands facing the evidence wall", | |
| "answers": [ | |
| "yes", | |
| "no" | |
| ], | |
| "expected": "yes" | |
| }, | |
| { | |
| "question": "Is it true that the wall is plain and the cabinet is shut?", | |
| "statement": "the wall is plain and the cabinet is shut", | |
| "answers": [ | |
| "yes", | |
| "no" | |
| ], | |
| "expected": "yes" | |
| } | |
| ], | |
| "action_question": { | |
| "question": "Did the player raise one arm in a clear command gesture?", | |
| "answers": [ | |
| "yes", | |
| "no" | |
| ], | |
| "expected": "yes" | |
| }, | |
| "outcome_question": { | |
| "question": "At the end, do blue outlines mark the wall, or is the cabinet open?", | |
| "answers": [ | |
| "blue outlines on the wall", | |
| "the cabinet is open", | |
| "unclear" | |
| ], | |
| "expected": "blue outlines on the wall", | |
| "not_expected": "the cabinet is open" | |
| } | |
| }, | |
| "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" | |
| } |