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- data/cases/B01/card_A.txt +41 -0
- data/cases/B01/card_B.txt +41 -0
- data/cases/B01/case_A.json +128 -0
- data/cases/B01/case_B.json +128 -0
- data/cases/B01/input.png +3 -0
- data/cases/B02/card_A.txt +42 -0
- data/cases/B02/card_B.txt +42 -0
- data/cases/B02/case_A.json +139 -0
- data/cases/B02/case_B.json +139 -0
- data/cases/B02/input.png +3 -0
- data/cases/B03/card_A.txt +42 -0
- data/cases/B03/card_B.txt +42 -0
- data/cases/B03/case_A.json +139 -0
- data/cases/B03/case_B.json +139 -0
- data/cases/B03/input.png +3 -0
- data/cases/B04/card_A.txt +42 -0
- data/cases/B04/card_B.txt +42 -0
- data/cases/B04/case_A.json +139 -0
- data/cases/B04/case_B.json +139 -0
- data/cases/B04/input.png +3 -0
- data/cases/B05/card_A.txt +42 -0
- data/cases/B05/card_B.txt +42 -0
- data/cases/B05/case_A.json +139 -0
- data/cases/B05/case_B.json +139 -0
- data/cases/B05/input.png +3 -0
- data/cases/B06/card_A.txt +42 -0
- data/cases/B06/card_B.txt +42 -0
- data/cases/B06/case_A.json +138 -0
- data/cases/B06/case_B.json +138 -0
- data/cases/B06/input.png +3 -0
- data/cases/B07/card_A.txt +42 -0
- data/cases/B07/card_B.txt +42 -0
- data/cases/B07/case_A.json +139 -0
- data/cases/B07/case_B.json +139 -0
- data/cases/B07/input.png +3 -0
- data/cases/B08/card_A.txt +42 -0
- data/cases/B08/card_B.txt +42 -0
- data/cases/B08/case_A.json +138 -0
- data/cases/B08/case_B.json +138 -0
- data/cases/B08/input.png +3 -0
- data/cases/B09/card_A.txt +42 -0
- data/cases/B09/card_B.txt +42 -0
- data/cases/B09/case_A.json +140 -0
- data/cases/B09/case_B.json +140 -0
- data/cases/B09/input.png +3 -0
- data/cases/B10/card_A.txt +42 -0
- data/cases/B10/card_B.txt +42 -0
- data/cases/B10/case_A.json +139 -0
- data/cases/B10/case_B.json +139 -0
- data/cases/B10/input.png +3 -0
data/cases/B01/card_A.txt
ADDED
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[B01-A] genre: magic_academy family: trigger_gesture counterpart: B01-B
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input image: input.png (shared by both twins)
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── Inputs to the video model ──
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hidden state: element_mode = RED_FLAME (runtime only, not visible in the frame)
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rule: If the element_mode is RED_FLAME, the magic orb erupts with large red flames; if it is BLUE_FLAME, the magic orb erupts with large blue flames.
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shared action: The wizard stays in place and raises the wand clearly above the head.
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instruction: Preserve the first frame. element_mode = RED_FLAME, so the resolved rule is: the magic orb erupts with large red flames. Action: The wizard stays in place and raises the wand clearly above the head. Show the action, then exactly this consequence: the magic orb erupts with large red flames The counter-outcome must NOT happen at any point: the orb erupts with large bright blue flames. Instead, the orb erupts with large bright red flames 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.
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chunk: one action-consequence transition, 2-5 s
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── Gold ──
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gold_A: the magic orb erupts with large red flames
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gold_B: the magic orb erupts with large blue flames
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gold_end_state (this twin): orb.flame=red
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delta (this twin): orb.flame=red
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── Terminal visual states (both, explicit) ──
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occurs (final frame: YES): the orb erupts with large bright red flames [orb.flame=red]
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not_occurs (final frame: NO) : the orb erupts with large bright blue flames [orb.flame=blue]
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instead remains: the orb erupts with large bright red flames
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outcome not_expected: blue flames
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── Judges ──
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initial questions:
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Q: Is it true that a wizard stands in the room holding a wand? answers=['yes', 'no'] expected=yes
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Q: Is it true that the large white orb is completely unlit? answers=['yes', 'no'] expected=yes
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action question:
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Q: Did the wizard raise the wand clearly above the head? answers=['yes', 'no'] expected=yes
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outcome question:
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Q: At the end, does the orb burn with red flames or blue flames? answers=['red flames', 'blue flames', 'unclear'] expected=red flames
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── Visual vocab (for auditing the shared first frame) ──
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- the large white orb is plain matte white, completely dark with no glow
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- the orb erupts with large bright red flames
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- the orb erupts with large bright blue flames
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── Constraints ──
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identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True
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both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5
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[zh] B01-A(魔法学院/trigger_gesture):hidden element_mode=RED_FLAME → gold [A 支线] the magic orb erupts with large red flames;终态: 发生「the orb erupts with large bright red flames」且不发生「the orb erupts with large bright blue flames」;outcome 判定期望: red flames
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data/cases/B01/card_B.txt
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[B01-B] genre: magic_academy family: trigger_gesture counterpart: B01-A
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input image: input.png (shared by both twins)
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── Inputs to the video model ──
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hidden state: element_mode = BLUE_FLAME (runtime only, not visible in the frame)
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rule: If the element_mode is RED_FLAME, the magic orb erupts with large red flames; if it is BLUE_FLAME, the magic orb erupts with large blue flames.
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shared action: The wizard stays in place and raises the wand clearly above the head.
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instruction: Preserve the first frame. element_mode = BLUE_FLAME, so the resolved rule is: the magic orb erupts with large blue flames. Action: The wizard stays in place and raises the wand clearly above the head. Show the action, then exactly this consequence: the magic orb erupts with large blue flames The counter-outcome must NOT happen at any point: the orb erupts with large bright red flames. Instead, the orb erupts with large bright blue flames 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.
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chunk: one action-consequence transition, 2-5 s
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── Gold ──
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gold_A: the magic orb erupts with large red flames
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gold_B: the magic orb erupts with large blue flames
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gold_end_state (this twin): orb.flame=blue
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delta (this twin): orb.flame=blue
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── Terminal visual states (both, explicit) ──
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occurs (final frame: YES): the orb erupts with large bright blue flames [orb.flame=blue]
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not_occurs (final frame: NO) : the orb erupts with large bright red flames [orb.flame=red]
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instead remains: the orb erupts with large bright blue flames
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outcome not_expected: red flames
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── Judges ──
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initial questions:
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Q: Is it true that a wizard stands in the room holding a wand? answers=['yes', 'no'] expected=yes
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Q: Is it true that the large white orb is completely unlit? answers=['yes', 'no'] expected=yes
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action question:
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Q: Did the wizard raise the wand clearly above the head? answers=['yes', 'no'] expected=yes
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outcome question:
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Q: At the end, does the orb burn with red flames or blue flames? answers=['red flames', 'blue flames', 'unclear'] expected=blue flames
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── Visual vocab (for auditing the shared first frame) ──
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| 33 |
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- the large white orb is plain matte white, completely dark with no glow
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| 34 |
+
- the orb erupts with large bright red flames
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| 35 |
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- the orb erupts with large bright blue flames
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| 36 |
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── Constraints ──
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identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True
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both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5
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[zh] B01-B(魔法学院/trigger_gesture):hidden element_mode=BLUE_FLAME → gold [B 支线] the magic orb erupts with large blue flames;终态: 发生「the orb erupts with large bright blue flames」且不发生「the orb erupts with large bright red flames」;outcome 判定期望: blue flames
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data/cases/B01/case_A.json
ADDED
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{
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"id": "B01-A",
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"counterpart": "B01-B",
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"genre": "magic_academy",
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| 5 |
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"interaction_family": "trigger_gesture",
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"initial_scene": {
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"description": "a mage practice hall with tall arched windows and a plain stone floor, a large white magic orb resting on a stone pedestal across the room a single wizard in a blue robe seen in third person from behind, standing in place at mid-room, holding a wooden wand down at the side",
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"third_person_player": true,
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"player_pose_and_item": "a single wizard in a blue robe seen in third person from behind, standing in place at mid-room, holding a wooden wand down at the side",
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"action_target": "the wizard's wand raise",
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| 11 |
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"other_key_objects": [
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"magic_orb",
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"pedestal"
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],
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"shared_visual_state": [
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"the large white orb is plain matte white, completely dark with no glow"
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],
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| 18 |
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"camera": "locked third-person, fixed framing",
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"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",
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"keyframe": "frames/B01.png"
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| 21 |
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},
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| 22 |
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"hidden_state": {
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| 23 |
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"variable": "element_mode",
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| 24 |
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"A": "RED_FLAME",
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"B": "BLUE_FLAME",
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| 26 |
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"visible_in_initial_frame": false
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| 27 |
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},
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| 28 |
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"rule": {
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| 29 |
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"text": "If the element_mode is RED_FLAME, the magic orb erupts with large red flames; if it is BLUE_FLAME, the magic orb erupts with large blue flames.",
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| 30 |
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"precondition": "element_mode == 'RED_FLAME'",
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| 31 |
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"effect": "orb.flame = 'red'",
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| 32 |
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"else_effect": "orb.flame = 'blue'",
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| 33 |
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"mapping": {
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| 34 |
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"RED_FLAME": "orb.flame = 'red'",
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| 35 |
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"BLUE_FLAME": "orb.flame = 'blue'"
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| 36 |
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}
|
| 37 |
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},
|
| 38 |
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"shared_action": "The wizard stays in place and raises the wand clearly above the head.",
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| 39 |
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"instruction": "Preserve the first frame. element_mode = RED_FLAME, so the resolved rule is: the magic orb erupts with large red flames. Action: The wizard stays in place and raises the wand clearly above the head. Show the action, then exactly this consequence: the magic orb erupts with large red flames The counter-outcome must NOT happen at any point: the orb erupts with large bright blue flames. Instead, the orb erupts with large bright red flames 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.",
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| 40 |
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"initial_state": {
|
| 41 |
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"orb": {
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| 42 |
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"flame": "none"
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| 43 |
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},
|
| 44 |
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"element_mode": "RED_FLAME"
|
| 45 |
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},
|
| 46 |
+
"gold_end_state": {
|
| 47 |
+
"orb.flame": "red"
|
| 48 |
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},
|
| 49 |
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"delta": {
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| 50 |
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"orb.flame": "red"
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| 51 |
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},
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| 52 |
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"visual_vocab": {
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| 53 |
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"orb.flame": {
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| 54 |
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"none": "the large white orb is plain matte white, completely dark with no glow",
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| 55 |
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"red": "the orb erupts with large bright red flames",
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| 56 |
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"blue": "the orb erupts with large bright blue flames"
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| 57 |
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}
|
| 58 |
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},
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| 59 |
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"gold_A": "the magic orb erupts with large red flames",
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| 60 |
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"gold_B": "the magic orb erupts with large blue flames",
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| 61 |
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"terminal_visual_states": {
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| 62 |
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"occurs": {
|
| 63 |
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"variable": "orb.flame",
|
| 64 |
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"value": "red",
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| 65 |
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"phrase": "the orb erupts with large bright red flames",
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| 66 |
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"judge_label": "red flames",
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| 67 |
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"in_final_frame": true
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| 68 |
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},
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| 69 |
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"not_occurs": {
|
| 70 |
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"variable": "orb.flame",
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| 71 |
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"value": "blue",
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| 72 |
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"phrase": "the orb erupts with large bright blue flames",
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| 73 |
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"judge_label": "blue flames",
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| 74 |
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"in_final_frame": false,
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| 75 |
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"instead_remains": "the orb erupts with large bright red flames"
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| 76 |
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}
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| 77 |
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},
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| 78 |
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"prompt_ok": [],
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| 79 |
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"judge": {
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| 80 |
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"initial_questions": [
|
| 81 |
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{
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| 82 |
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"question": "Is it true that a wizard stands in the room holding a wand?",
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| 83 |
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"statement": "a wizard stands in the room holding a wand",
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| 84 |
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"answers": [
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| 85 |
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"yes",
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| 86 |
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"no"
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| 87 |
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],
|
| 88 |
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"expected": "yes"
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| 89 |
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},
|
| 90 |
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{
|
| 91 |
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"question": "Is it true that the large white orb is completely unlit?",
|
| 92 |
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"statement": "the large white orb is completely unlit",
|
| 93 |
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"answers": [
|
| 94 |
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"yes",
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| 95 |
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"no"
|
| 96 |
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],
|
| 97 |
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"expected": "yes"
|
| 98 |
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}
|
| 99 |
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],
|
| 100 |
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"action_question": {
|
| 101 |
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"question": "Did the wizard raise the wand clearly above the head?",
|
| 102 |
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"answers": [
|
| 103 |
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"yes",
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| 104 |
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"no"
|
| 105 |
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],
|
| 106 |
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"expected": "yes"
|
| 107 |
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},
|
| 108 |
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"outcome_question": {
|
| 109 |
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"question": "At the end, does the orb burn with red flames or blue flames?",
|
| 110 |
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"answers": [
|
| 111 |
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"red flames",
|
| 112 |
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"blue flames",
|
| 113 |
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"unclear"
|
| 114 |
+
],
|
| 115 |
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"expected": "red flames",
|
| 116 |
+
"not_expected": "blue flames"
|
| 117 |
+
}
|
| 118 |
+
},
|
| 119 |
+
"constraints": {
|
| 120 |
+
"identical_initial_frame": true,
|
| 121 |
+
"hidden_state_not_visually_leaked": true,
|
| 122 |
+
"same_action_across_twins": true,
|
| 123 |
+
"both_outcomes_change": true,
|
| 124 |
+
"one_action_per_chunk": true,
|
| 125 |
+
"duration_seconds": "2-5"
|
| 126 |
+
},
|
| 127 |
+
"input_image": "input.png"
|
| 128 |
+
}
|
data/cases/B01/case_B.json
ADDED
|
@@ -0,0 +1,128 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"id": "B01-B",
|
| 3 |
+
"counterpart": "B01-A",
|
| 4 |
+
"genre": "magic_academy",
|
| 5 |
+
"interaction_family": "trigger_gesture",
|
| 6 |
+
"initial_scene": {
|
| 7 |
+
"description": "a mage practice hall with tall arched windows and a plain stone floor, a large white magic orb resting on a stone pedestal across the room a single wizard in a blue robe seen in third person from behind, standing in place at mid-room, holding a wooden wand down at the side",
|
| 8 |
+
"third_person_player": true,
|
| 9 |
+
"player_pose_and_item": "a single wizard in a blue robe seen in third person from behind, standing in place at mid-room, holding a wooden wand down at the side",
|
| 10 |
+
"action_target": "the wizard's wand raise",
|
| 11 |
+
"other_key_objects": [
|
| 12 |
+
"magic_orb",
|
| 13 |
+
"pedestal"
|
| 14 |
+
],
|
| 15 |
+
"shared_visual_state": [
|
| 16 |
+
"the large white orb is plain matte white, completely dark with no glow"
|
| 17 |
+
],
|
| 18 |
+
"camera": "locked third-person, fixed framing",
|
| 19 |
+
"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",
|
| 20 |
+
"keyframe": "frames/B01.png"
|
| 21 |
+
},
|
| 22 |
+
"hidden_state": {
|
| 23 |
+
"variable": "element_mode",
|
| 24 |
+
"A": "RED_FLAME",
|
| 25 |
+
"B": "BLUE_FLAME",
|
| 26 |
+
"visible_in_initial_frame": false
|
| 27 |
+
},
|
| 28 |
+
"rule": {
|
| 29 |
+
"text": "If the element_mode is RED_FLAME, the magic orb erupts with large red flames; if it is BLUE_FLAME, the magic orb erupts with large blue flames.",
|
| 30 |
+
"precondition": "element_mode == 'RED_FLAME'",
|
| 31 |
+
"effect": "orb.flame = 'red'",
|
| 32 |
+
"else_effect": "orb.flame = 'blue'",
|
| 33 |
+
"mapping": {
|
| 34 |
+
"RED_FLAME": "orb.flame = 'red'",
|
| 35 |
+
"BLUE_FLAME": "orb.flame = 'blue'"
|
| 36 |
+
}
|
| 37 |
+
},
|
| 38 |
+
"shared_action": "The wizard stays in place and raises the wand clearly above the head.",
|
| 39 |
+
"instruction": "Preserve the first frame. element_mode = BLUE_FLAME, so the resolved rule is: the magic orb erupts with large blue flames. Action: The wizard stays in place and raises the wand clearly above the head. Show the action, then exactly this consequence: the magic orb erupts with large blue flames The counter-outcome must NOT happen at any point: the orb erupts with large bright red flames. Instead, the orb erupts with large bright blue flames 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.",
|
| 40 |
+
"initial_state": {
|
| 41 |
+
"orb": {
|
| 42 |
+
"flame": "none"
|
| 43 |
+
},
|
| 44 |
+
"element_mode": "BLUE_FLAME"
|
| 45 |
+
},
|
| 46 |
+
"gold_end_state": {
|
| 47 |
+
"orb.flame": "blue"
|
| 48 |
+
},
|
| 49 |
+
"delta": {
|
| 50 |
+
"orb.flame": "blue"
|
| 51 |
+
},
|
| 52 |
+
"visual_vocab": {
|
| 53 |
+
"orb.flame": {
|
| 54 |
+
"none": "the large white orb is plain matte white, completely dark with no glow",
|
| 55 |
+
"red": "the orb erupts with large bright red flames",
|
| 56 |
+
"blue": "the orb erupts with large bright blue flames"
|
| 57 |
+
}
|
| 58 |
+
},
|
| 59 |
+
"gold_A": "the magic orb erupts with large red flames",
|
| 60 |
+
"gold_B": "the magic orb erupts with large blue flames",
|
| 61 |
+
"terminal_visual_states": {
|
| 62 |
+
"occurs": {
|
| 63 |
+
"variable": "orb.flame",
|
| 64 |
+
"value": "blue",
|
| 65 |
+
"phrase": "the orb erupts with large bright blue flames",
|
| 66 |
+
"judge_label": "blue flames",
|
| 67 |
+
"in_final_frame": true
|
| 68 |
+
},
|
| 69 |
+
"not_occurs": {
|
| 70 |
+
"variable": "orb.flame",
|
| 71 |
+
"value": "red",
|
| 72 |
+
"phrase": "the orb erupts with large bright red flames",
|
| 73 |
+
"judge_label": "red flames",
|
| 74 |
+
"in_final_frame": false,
|
| 75 |
+
"instead_remains": "the orb erupts with large bright blue flames"
|
| 76 |
+
}
|
| 77 |
+
},
|
| 78 |
+
"prompt_ok": [],
|
| 79 |
+
"judge": {
|
| 80 |
+
"initial_questions": [
|
| 81 |
+
{
|
| 82 |
+
"question": "Is it true that a wizard stands in the room holding a wand?",
|
| 83 |
+
"statement": "a wizard stands in the room holding a wand",
|
| 84 |
+
"answers": [
|
| 85 |
+
"yes",
|
| 86 |
+
"no"
|
| 87 |
+
],
|
| 88 |
+
"expected": "yes"
|
| 89 |
+
},
|
| 90 |
+
{
|
| 91 |
+
"question": "Is it true that the large white orb is completely unlit?",
|
| 92 |
+
"statement": "the large white orb is completely unlit",
|
| 93 |
+
"answers": [
|
| 94 |
+
"yes",
|
| 95 |
+
"no"
|
| 96 |
+
],
|
| 97 |
+
"expected": "yes"
|
| 98 |
+
}
|
| 99 |
+
],
|
| 100 |
+
"action_question": {
|
| 101 |
+
"question": "Did the wizard raise the wand clearly above the head?",
|
| 102 |
+
"answers": [
|
| 103 |
+
"yes",
|
| 104 |
+
"no"
|
| 105 |
+
],
|
| 106 |
+
"expected": "yes"
|
| 107 |
+
},
|
| 108 |
+
"outcome_question": {
|
| 109 |
+
"question": "At the end, does the orb burn with red flames or blue flames?",
|
| 110 |
+
"answers": [
|
| 111 |
+
"red flames",
|
| 112 |
+
"blue flames",
|
| 113 |
+
"unclear"
|
| 114 |
+
],
|
| 115 |
+
"expected": "blue flames",
|
| 116 |
+
"not_expected": "red flames"
|
| 117 |
+
}
|
| 118 |
+
},
|
| 119 |
+
"constraints": {
|
| 120 |
+
"identical_initial_frame": true,
|
| 121 |
+
"hidden_state_not_visually_leaked": true,
|
| 122 |
+
"same_action_across_twins": true,
|
| 123 |
+
"both_outcomes_change": true,
|
| 124 |
+
"one_action_per_chunk": true,
|
| 125 |
+
"duration_seconds": "2-5"
|
| 126 |
+
},
|
| 127 |
+
"input_image": "input.png"
|
| 128 |
+
}
|
data/cases/B01/input.png
ADDED
|
Git LFS Details
|
data/cases/B02/card_A.txt
ADDED
|
@@ -0,0 +1,42 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
[B02-A] genre: dungeon family: trigger_gesture counterpart: B02-B
|
| 2 |
+
input image: input.png (shared by both twins)
|
| 3 |
+
|
| 4 |
+
── Inputs to the video model ──
|
| 5 |
+
hidden state: shrine_mode = GATE (runtime only, not visible in the frame)
|
| 6 |
+
rule: If the shrine_mode is GATE, the stone door rises fully open; if it is BRAZIER, the large brazier bursts into tall flames.
|
| 7 |
+
shared action: The player stays in place and clearly raises the right arm.
|
| 8 |
+
instruction: Preserve the first frame. shrine_mode = GATE, so the resolved rule is: the stone door rises fully open. Action: The player stays in place and clearly raises the right arm. Show the action, then exactly this consequence: the stone door rises fully open The counter-outcome must NOT happen at any point: the large brazier burns with tall bright flames. Instead, the large brazier holds only pale grey cold ash, dark and smokeless 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.
|
| 9 |
+
chunk: one action-consequence transition, 2-5 s
|
| 10 |
+
|
| 11 |
+
── Gold ──
|
| 12 |
+
gold_A: the stone door rises fully open
|
| 13 |
+
gold_B: the large brazier bursts into tall flames
|
| 14 |
+
gold_end_state (this twin): door.up=true; brazier.lit=false
|
| 15 |
+
delta (this twin): door.up=true
|
| 16 |
+
|
| 17 |
+
── Terminal visual states (both, explicit) ──
|
| 18 |
+
occurs (final frame: YES): the stone door is raised fully open, the passage clear [door.up=true]
|
| 19 |
+
not_occurs (final frame: NO) : the large brazier burns with tall bright flames [brazier.lit=true]
|
| 20 |
+
instead remains: the large brazier holds only pale grey cold ash, dark and smokeless
|
| 21 |
+
outcome not_expected: the brazier burns
|
| 22 |
+
|
| 23 |
+
── Judges ──
|
| 24 |
+
initial questions:
|
| 25 |
+
Q: Is it true that the player stands facing the distant statue? answers=['yes', 'no'] expected=yes
|
| 26 |
+
Q: Is it true that the stone door is shut and the brazier holds only cold ash? answers=['yes', 'no'] expected=yes
|
| 27 |
+
action question:
|
| 28 |
+
Q: Did the player clearly raise the right arm? answers=['yes', 'no'] expected=yes
|
| 29 |
+
outcome question:
|
| 30 |
+
Q: At the end, is the stone door open, or the brazier burning? answers=['the stone door is open', 'the brazier burns', 'unclear'] expected=the stone door is open
|
| 31 |
+
|
| 32 |
+
── Visual vocab (for auditing the shared first frame) ──
|
| 33 |
+
- the stone door is fully lowered shut across its doorway
|
| 34 |
+
- the stone door is raised fully open, the passage clear
|
| 35 |
+
- the large brazier holds only pale grey cold ash, dark and smokeless
|
| 36 |
+
- the large brazier burns with tall bright flames
|
| 37 |
+
|
| 38 |
+
── Constraints ──
|
| 39 |
+
identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True
|
| 40 |
+
both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5
|
| 41 |
+
|
| 42 |
+
[zh] B02-A(地牢/trigger_gesture):hidden shrine_mode=GATE → gold [A 支线] the stone door rises fully open;终态: 发生「the stone door is raised fully open, the passage clear」且不发生「the large brazier burns with tall bright flames」;outcome 判定期望: the stone door is open
|
data/cases/B02/card_B.txt
ADDED
|
@@ -0,0 +1,42 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
[B02-B] genre: dungeon family: trigger_gesture counterpart: B02-A
|
| 2 |
+
input image: input.png (shared by both twins)
|
| 3 |
+
|
| 4 |
+
── Inputs to the video model ──
|
| 5 |
+
hidden state: shrine_mode = BRAZIER (runtime only, not visible in the frame)
|
| 6 |
+
rule: If the shrine_mode is GATE, the stone door rises fully open; if it is BRAZIER, the large brazier bursts into tall flames.
|
| 7 |
+
shared action: The player stays in place and clearly raises the right arm.
|
| 8 |
+
instruction: Preserve the first frame. shrine_mode = BRAZIER, so the resolved rule is: the large brazier bursts into tall flames. Action: The player stays in place and clearly raises the right arm. Show the action, then exactly this consequence: the large brazier bursts into tall flames The counter-outcome must NOT happen at any point: the stone door is raised fully open, the passage clear. Instead, the stone door is fully lowered shut across its doorway 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.
|
| 9 |
+
chunk: one action-consequence transition, 2-5 s
|
| 10 |
+
|
| 11 |
+
── Gold ──
|
| 12 |
+
gold_A: the stone door rises fully open
|
| 13 |
+
gold_B: the large brazier bursts into tall flames
|
| 14 |
+
gold_end_state (this twin): door.up=false; brazier.lit=true
|
| 15 |
+
delta (this twin): brazier.lit=true
|
| 16 |
+
|
| 17 |
+
── Terminal visual states (both, explicit) ──
|
| 18 |
+
occurs (final frame: YES): the large brazier burns with tall bright flames [brazier.lit=true]
|
| 19 |
+
not_occurs (final frame: NO) : the stone door is raised fully open, the passage clear [door.up=true]
|
| 20 |
+
instead remains: the stone door is fully lowered shut across its doorway
|
| 21 |
+
outcome not_expected: the stone door is open
|
| 22 |
+
|
| 23 |
+
── Judges ──
|
| 24 |
+
initial questions:
|
| 25 |
+
Q: Is it true that the player stands facing the distant statue? answers=['yes', 'no'] expected=yes
|
| 26 |
+
Q: Is it true that the stone door is shut and the brazier holds only cold ash? answers=['yes', 'no'] expected=yes
|
| 27 |
+
action question:
|
| 28 |
+
Q: Did the player clearly raise the right arm? answers=['yes', 'no'] expected=yes
|
| 29 |
+
outcome question:
|
| 30 |
+
Q: At the end, is the stone door open, or the brazier burning? answers=['the stone door is open', 'the brazier burns', 'unclear'] expected=the brazier burns
|
| 31 |
+
|
| 32 |
+
── Visual vocab (for auditing the shared first frame) ──
|
| 33 |
+
- the stone door is fully lowered shut across its doorway
|
| 34 |
+
- the stone door is raised fully open, the passage clear
|
| 35 |
+
- the large brazier holds only pale grey cold ash, dark and smokeless
|
| 36 |
+
- the large brazier burns with tall bright flames
|
| 37 |
+
|
| 38 |
+
── Constraints ──
|
| 39 |
+
identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True
|
| 40 |
+
both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5
|
| 41 |
+
|
| 42 |
+
[zh] B02-B(地牢/trigger_gesture):hidden shrine_mode=BRAZIER → gold [B 支线] the large brazier bursts into tall flames;终态: 发生「the large brazier burns with tall bright flames」且不发生「the stone door is raised fully open, the passage clear」;outcome 判定期望: the brazier burns
|
data/cases/B02/case_A.json
ADDED
|
@@ -0,0 +1,139 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
|
|
|
|
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|
|
|
|
|
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|
|
|
|
|
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|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"id": "B02-A",
|
| 3 |
+
"counterpart": "B02-B",
|
| 4 |
+
"genre": "dungeon",
|
| 5 |
+
"interaction_family": "trigger_gesture",
|
| 6 |
+
"initial_scene": {
|
| 7 |
+
"description": "a cold stone dungeon hall, a carved statue standing against the far wall, a heavy stone door set into the right wall, and a large iron brazier on the floor a single adventurer seen in third person from behind, standing in place at mid-room facing the distant statue, arms at the sides",
|
| 8 |
+
"third_person_player": true,
|
| 9 |
+
"player_pose_and_item": "a single adventurer seen in third person from behind, standing in place at mid-room facing the distant statue, arms at the sides",
|
| 10 |
+
"action_target": "the player's right-arm raise",
|
| 11 |
+
"other_key_objects": [
|
| 12 |
+
"statue",
|
| 13 |
+
"stone_door",
|
| 14 |
+
"brazier"
|
| 15 |
+
],
|
| 16 |
+
"shared_visual_state": [
|
| 17 |
+
"the stone door is fully lowered shut across its doorway",
|
| 18 |
+
"the large brazier holds only pale grey cold ash, dark and smokeless"
|
| 19 |
+
],
|
| 20 |
+
"camera": "locked third-person, fixed framing",
|
| 21 |
+
"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",
|
| 22 |
+
"keyframe": "frames/B02.png"
|
| 23 |
+
},
|
| 24 |
+
"hidden_state": {
|
| 25 |
+
"variable": "shrine_mode",
|
| 26 |
+
"A": "GATE",
|
| 27 |
+
"B": "BRAZIER",
|
| 28 |
+
"visible_in_initial_frame": false
|
| 29 |
+
},
|
| 30 |
+
"rule": {
|
| 31 |
+
"text": "If the shrine_mode is GATE, the stone door rises fully open; if it is BRAZIER, the large brazier bursts into tall flames.",
|
| 32 |
+
"precondition": "shrine_mode == 'GATE'",
|
| 33 |
+
"effect": "door.up = true",
|
| 34 |
+
"else_effect": "brazier.lit = true",
|
| 35 |
+
"mapping": {
|
| 36 |
+
"GATE": "door.up = true",
|
| 37 |
+
"BRAZIER": "brazier.lit = true"
|
| 38 |
+
}
|
| 39 |
+
},
|
| 40 |
+
"shared_action": "The player stays in place and clearly raises the right arm.",
|
| 41 |
+
"instruction": "Preserve the first frame. shrine_mode = GATE, so the resolved rule is: the stone door rises fully open. Action: The player stays in place and clearly raises the right arm. Show the action, then exactly this consequence: the stone door rises fully open The counter-outcome must NOT happen at any point: the large brazier burns with tall bright flames. Instead, the large brazier holds only pale grey cold ash, dark and smokeless 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.",
|
| 42 |
+
"initial_state": {
|
| 43 |
+
"door": {
|
| 44 |
+
"up": false
|
| 45 |
+
},
|
| 46 |
+
"brazier": {
|
| 47 |
+
"lit": false
|
| 48 |
+
},
|
| 49 |
+
"shrine_mode": "GATE"
|
| 50 |
+
},
|
| 51 |
+
"gold_end_state": {
|
| 52 |
+
"door.up": true,
|
| 53 |
+
"brazier.lit": false
|
| 54 |
+
},
|
| 55 |
+
"delta": {
|
| 56 |
+
"door.up": true
|
| 57 |
+
},
|
| 58 |
+
"visual_vocab": {
|
| 59 |
+
"door.up": {
|
| 60 |
+
"false": "the stone door is fully lowered shut across its doorway",
|
| 61 |
+
"true": "the stone door is raised fully open, the passage clear"
|
| 62 |
+
},
|
| 63 |
+
"brazier.lit": {
|
| 64 |
+
"false": "the large brazier holds only pale grey cold ash, dark and smokeless",
|
| 65 |
+
"true": "the large brazier burns with tall bright flames"
|
| 66 |
+
}
|
| 67 |
+
},
|
| 68 |
+
"gold_A": "the stone door rises fully open",
|
| 69 |
+
"gold_B": "the large brazier bursts into tall flames",
|
| 70 |
+
"terminal_visual_states": {
|
| 71 |
+
"occurs": {
|
| 72 |
+
"variable": "door.up",
|
| 73 |
+
"value": true,
|
| 74 |
+
"phrase": "the stone door is raised fully open, the passage clear",
|
| 75 |
+
"judge_label": "the stone door is open",
|
| 76 |
+
"in_final_frame": true
|
| 77 |
+
},
|
| 78 |
+
"not_occurs": {
|
| 79 |
+
"variable": "brazier.lit",
|
| 80 |
+
"value": true,
|
| 81 |
+
"phrase": "the large brazier burns with tall bright flames",
|
| 82 |
+
"judge_label": "the brazier burns",
|
| 83 |
+
"in_final_frame": false,
|
| 84 |
+
"instead_remains": "the large brazier holds only pale grey cold ash, dark and smokeless"
|
| 85 |
+
}
|
| 86 |
+
},
|
| 87 |
+
"prompt_ok": [
|
| 88 |
+
"BRAZIER"
|
| 89 |
+
],
|
| 90 |
+
"judge": {
|
| 91 |
+
"initial_questions": [
|
| 92 |
+
{
|
| 93 |
+
"question": "Is it true that the player stands facing the distant statue?",
|
| 94 |
+
"statement": "the player stands facing the distant statue",
|
| 95 |
+
"answers": [
|
| 96 |
+
"yes",
|
| 97 |
+
"no"
|
| 98 |
+
],
|
| 99 |
+
"expected": "yes"
|
| 100 |
+
},
|
| 101 |
+
{
|
| 102 |
+
"question": "Is it true that the stone door is shut and the brazier holds only cold ash?",
|
| 103 |
+
"statement": "the stone door is shut and the brazier holds only cold ash",
|
| 104 |
+
"answers": [
|
| 105 |
+
"yes",
|
| 106 |
+
"no"
|
| 107 |
+
],
|
| 108 |
+
"expected": "yes"
|
| 109 |
+
}
|
| 110 |
+
],
|
| 111 |
+
"action_question": {
|
| 112 |
+
"question": "Did the player clearly raise the right arm?",
|
| 113 |
+
"answers": [
|
| 114 |
+
"yes",
|
| 115 |
+
"no"
|
| 116 |
+
],
|
| 117 |
+
"expected": "yes"
|
| 118 |
+
},
|
| 119 |
+
"outcome_question": {
|
| 120 |
+
"question": "At the end, is the stone door open, or the brazier burning?",
|
| 121 |
+
"answers": [
|
| 122 |
+
"the stone door is open",
|
| 123 |
+
"the brazier burns",
|
| 124 |
+
"unclear"
|
| 125 |
+
],
|
| 126 |
+
"expected": "the stone door is open",
|
| 127 |
+
"not_expected": "the brazier burns"
|
| 128 |
+
}
|
| 129 |
+
},
|
| 130 |
+
"constraints": {
|
| 131 |
+
"identical_initial_frame": true,
|
| 132 |
+
"hidden_state_not_visually_leaked": true,
|
| 133 |
+
"same_action_across_twins": true,
|
| 134 |
+
"both_outcomes_change": true,
|
| 135 |
+
"one_action_per_chunk": true,
|
| 136 |
+
"duration_seconds": "2-5"
|
| 137 |
+
},
|
| 138 |
+
"input_image": "input.png"
|
| 139 |
+
}
|
data/cases/B02/case_B.json
ADDED
|
@@ -0,0 +1,139 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"id": "B02-B",
|
| 3 |
+
"counterpart": "B02-A",
|
| 4 |
+
"genre": "dungeon",
|
| 5 |
+
"interaction_family": "trigger_gesture",
|
| 6 |
+
"initial_scene": {
|
| 7 |
+
"description": "a cold stone dungeon hall, a carved statue standing against the far wall, a heavy stone door set into the right wall, and a large iron brazier on the floor a single adventurer seen in third person from behind, standing in place at mid-room facing the distant statue, arms at the sides",
|
| 8 |
+
"third_person_player": true,
|
| 9 |
+
"player_pose_and_item": "a single adventurer seen in third person from behind, standing in place at mid-room facing the distant statue, arms at the sides",
|
| 10 |
+
"action_target": "the player's right-arm raise",
|
| 11 |
+
"other_key_objects": [
|
| 12 |
+
"statue",
|
| 13 |
+
"stone_door",
|
| 14 |
+
"brazier"
|
| 15 |
+
],
|
| 16 |
+
"shared_visual_state": [
|
| 17 |
+
"the stone door is fully lowered shut across its doorway",
|
| 18 |
+
"the large brazier holds only pale grey cold ash, dark and smokeless"
|
| 19 |
+
],
|
| 20 |
+
"camera": "locked third-person, fixed framing",
|
| 21 |
+
"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",
|
| 22 |
+
"keyframe": "frames/B02.png"
|
| 23 |
+
},
|
| 24 |
+
"hidden_state": {
|
| 25 |
+
"variable": "shrine_mode",
|
| 26 |
+
"A": "GATE",
|
| 27 |
+
"B": "BRAZIER",
|
| 28 |
+
"visible_in_initial_frame": false
|
| 29 |
+
},
|
| 30 |
+
"rule": {
|
| 31 |
+
"text": "If the shrine_mode is GATE, the stone door rises fully open; if it is BRAZIER, the large brazier bursts into tall flames.",
|
| 32 |
+
"precondition": "shrine_mode == 'GATE'",
|
| 33 |
+
"effect": "door.up = true",
|
| 34 |
+
"else_effect": "brazier.lit = true",
|
| 35 |
+
"mapping": {
|
| 36 |
+
"GATE": "door.up = true",
|
| 37 |
+
"BRAZIER": "brazier.lit = true"
|
| 38 |
+
}
|
| 39 |
+
},
|
| 40 |
+
"shared_action": "The player stays in place and clearly raises the right arm.",
|
| 41 |
+
"instruction": "Preserve the first frame. shrine_mode = BRAZIER, so the resolved rule is: the large brazier bursts into tall flames. Action: The player stays in place and clearly raises the right arm. Show the action, then exactly this consequence: the large brazier bursts into tall flames The counter-outcome must NOT happen at any point: the stone door is raised fully open, the passage clear. Instead, the stone door is fully lowered shut across its doorway 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.",
|
| 42 |
+
"initial_state": {
|
| 43 |
+
"door": {
|
| 44 |
+
"up": false
|
| 45 |
+
},
|
| 46 |
+
"brazier": {
|
| 47 |
+
"lit": false
|
| 48 |
+
},
|
| 49 |
+
"shrine_mode": "BRAZIER"
|
| 50 |
+
},
|
| 51 |
+
"gold_end_state": {
|
| 52 |
+
"door.up": false,
|
| 53 |
+
"brazier.lit": true
|
| 54 |
+
},
|
| 55 |
+
"delta": {
|
| 56 |
+
"brazier.lit": true
|
| 57 |
+
},
|
| 58 |
+
"visual_vocab": {
|
| 59 |
+
"door.up": {
|
| 60 |
+
"false": "the stone door is fully lowered shut across its doorway",
|
| 61 |
+
"true": "the stone door is raised fully open, the passage clear"
|
| 62 |
+
},
|
| 63 |
+
"brazier.lit": {
|
| 64 |
+
"false": "the large brazier holds only pale grey cold ash, dark and smokeless",
|
| 65 |
+
"true": "the large brazier burns with tall bright flames"
|
| 66 |
+
}
|
| 67 |
+
},
|
| 68 |
+
"gold_A": "the stone door rises fully open",
|
| 69 |
+
"gold_B": "the large brazier bursts into tall flames",
|
| 70 |
+
"terminal_visual_states": {
|
| 71 |
+
"occurs": {
|
| 72 |
+
"variable": "brazier.lit",
|
| 73 |
+
"value": true,
|
| 74 |
+
"phrase": "the large brazier burns with tall bright flames",
|
| 75 |
+
"judge_label": "the brazier burns",
|
| 76 |
+
"in_final_frame": true
|
| 77 |
+
},
|
| 78 |
+
"not_occurs": {
|
| 79 |
+
"variable": "door.up",
|
| 80 |
+
"value": true,
|
| 81 |
+
"phrase": "the stone door is raised fully open, the passage clear",
|
| 82 |
+
"judge_label": "the stone door is open",
|
| 83 |
+
"in_final_frame": false,
|
| 84 |
+
"instead_remains": "the stone door is fully lowered shut across its doorway"
|
| 85 |
+
}
|
| 86 |
+
},
|
| 87 |
+
"prompt_ok": [
|
| 88 |
+
"BRAZIER"
|
| 89 |
+
],
|
| 90 |
+
"judge": {
|
| 91 |
+
"initial_questions": [
|
| 92 |
+
{
|
| 93 |
+
"question": "Is it true that the player stands facing the distant statue?",
|
| 94 |
+
"statement": "the player stands facing the distant statue",
|
| 95 |
+
"answers": [
|
| 96 |
+
"yes",
|
| 97 |
+
"no"
|
| 98 |
+
],
|
| 99 |
+
"expected": "yes"
|
| 100 |
+
},
|
| 101 |
+
{
|
| 102 |
+
"question": "Is it true that the stone door is shut and the brazier holds only cold ash?",
|
| 103 |
+
"statement": "the stone door is shut and the brazier holds only cold ash",
|
| 104 |
+
"answers": [
|
| 105 |
+
"yes",
|
| 106 |
+
"no"
|
| 107 |
+
],
|
| 108 |
+
"expected": "yes"
|
| 109 |
+
}
|
| 110 |
+
],
|
| 111 |
+
"action_question": {
|
| 112 |
+
"question": "Did the player clearly raise the right arm?",
|
| 113 |
+
"answers": [
|
| 114 |
+
"yes",
|
| 115 |
+
"no"
|
| 116 |
+
],
|
| 117 |
+
"expected": "yes"
|
| 118 |
+
},
|
| 119 |
+
"outcome_question": {
|
| 120 |
+
"question": "At the end, is the stone door open, or the brazier burning?",
|
| 121 |
+
"answers": [
|
| 122 |
+
"the stone door is open",
|
| 123 |
+
"the brazier burns",
|
| 124 |
+
"unclear"
|
| 125 |
+
],
|
| 126 |
+
"expected": "the brazier burns",
|
| 127 |
+
"not_expected": "the stone door is open"
|
| 128 |
+
}
|
| 129 |
+
},
|
| 130 |
+
"constraints": {
|
| 131 |
+
"identical_initial_frame": true,
|
| 132 |
+
"hidden_state_not_visually_leaked": true,
|
| 133 |
+
"same_action_across_twins": true,
|
| 134 |
+
"both_outcomes_change": true,
|
| 135 |
+
"one_action_per_chunk": true,
|
| 136 |
+
"duration_seconds": "2-5"
|
| 137 |
+
},
|
| 138 |
+
"input_image": "input.png"
|
| 139 |
+
}
|
data/cases/B02/input.png
ADDED
|
Git LFS Details
|
data/cases/B03/card_A.txt
ADDED
|
@@ -0,0 +1,42 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
[B03-A] genre: open_world family: trigger_gesture counterpart: B03-B
|
| 2 |
+
input image: input.png (shared by both twins)
|
| 3 |
+
|
| 4 |
+
── Inputs to the video model ──
|
| 5 |
+
hidden state: relic_mode = TOWER (runtime only, not visible in the frame)
|
| 6 |
+
rule: If the relic_mode is TOWER, a strong golden beam shoots from the tower top; if it is FOUNTAIN, the fountain jets a tall plume of water.
|
| 7 |
+
shared action: The player stays in place and raises both hands above the head.
|
| 8 |
+
instruction: Preserve the first frame. relic_mode = TOWER, so the resolved rule is: a strong golden beam shoots from the tower top. Action: The player stays in place and raises both hands above the head. Show the action, then exactly this consequence: a strong golden beam shoots from the tower top The counter-outcome must NOT happen at any point: the stone fountain jets a tall plume of water. Instead, the stone fountain is dry and still 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.
|
| 9 |
+
chunk: one action-consequence transition, 2-5 s
|
| 10 |
+
|
| 11 |
+
── Gold ──
|
| 12 |
+
gold_A: a strong golden beam shoots from the tower top
|
| 13 |
+
gold_B: the fountain jets a tall plume of water
|
| 14 |
+
gold_end_state (this twin): tower.beam=true; fountain.running=false
|
| 15 |
+
delta (this twin): tower.beam=true
|
| 16 |
+
|
| 17 |
+
── Terminal visual states (both, explicit) ──
|
| 18 |
+
occurs (final frame: YES): a strong golden beam of light shoots from the top of the tower [tower.beam=true]
|
| 19 |
+
not_occurs (final frame: NO) : the stone fountain jets a tall plume of water [fountain.running=true]
|
| 20 |
+
instead remains: the stone fountain is dry and still
|
| 21 |
+
outcome not_expected: the fountain jets water
|
| 22 |
+
|
| 23 |
+
── Judges ──
|
| 24 |
+
initial questions:
|
| 25 |
+
Q: Is it true that the player stands at the ruin plaza? answers=['yes', 'no'] expected=yes
|
| 26 |
+
Q: Is it true that the fountain is dry and the tower is plain? answers=['yes', 'no'] expected=yes
|
| 27 |
+
action question:
|
| 28 |
+
Q: Did the player raise both hands above the head? answers=['yes', 'no'] expected=yes
|
| 29 |
+
outcome question:
|
| 30 |
+
Q: At the end, does the tower show a golden beam, or does the fountain jet water? answers=['a golden beam on the tower', 'the fountain jets water', 'unclear'] expected=a golden beam on the tower
|
| 31 |
+
|
| 32 |
+
── Visual vocab (for auditing the shared first frame) ──
|
| 33 |
+
- the stone tower stands plain against the sky
|
| 34 |
+
- a strong golden beam of light shoots from the top of the tower
|
| 35 |
+
- the stone fountain is dry and still
|
| 36 |
+
- the stone fountain jets a tall plume of water
|
| 37 |
+
|
| 38 |
+
── Constraints ──
|
| 39 |
+
identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True
|
| 40 |
+
both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5
|
| 41 |
+
|
| 42 |
+
[zh] B03-A(开放世界/trigger_gesture):hidden relic_mode=TOWER → gold [A 支线] a strong golden beam shoots from the tower top;终态: 发生「a strong golden beam of light shoots from the top of the tower」且不发生「the stone fountain jets a tall plume of water」;outcome 判定期望: a golden beam on the tower
|
data/cases/B03/card_B.txt
ADDED
|
@@ -0,0 +1,42 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
[B03-B] genre: open_world family: trigger_gesture counterpart: B03-A
|
| 2 |
+
input image: input.png (shared by both twins)
|
| 3 |
+
|
| 4 |
+
── Inputs to the video model ──
|
| 5 |
+
hidden state: relic_mode = FOUNTAIN (runtime only, not visible in the frame)
|
| 6 |
+
rule: If the relic_mode is TOWER, a strong golden beam shoots from the tower top; if it is FOUNTAIN, the fountain jets a tall plume of water.
|
| 7 |
+
shared action: The player stays in place and raises both hands above the head.
|
| 8 |
+
instruction: Preserve the first frame. relic_mode = FOUNTAIN, so the resolved rule is: the fountain jets a tall plume of water. Action: The player stays in place and raises both hands above the head. Show the action, then exactly this consequence: the fountain jets a tall plume of water The counter-outcome must NOT happen at any point: a strong golden beam of light shoots from the top of the tower. Instead, the stone tower stands plain against the sky 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.
|
| 9 |
+
chunk: one action-consequence transition, 2-5 s
|
| 10 |
+
|
| 11 |
+
── Gold ──
|
| 12 |
+
gold_A: a strong golden beam shoots from the tower top
|
| 13 |
+
gold_B: the fountain jets a tall plume of water
|
| 14 |
+
gold_end_state (this twin): tower.beam=false; fountain.running=true
|
| 15 |
+
delta (this twin): fountain.running=true
|
| 16 |
+
|
| 17 |
+
── Terminal visual states (both, explicit) ──
|
| 18 |
+
occurs (final frame: YES): the stone fountain jets a tall plume of water [fountain.running=true]
|
| 19 |
+
not_occurs (final frame: NO) : a strong golden beam of light shoots from the top of the tower [tower.beam=true]
|
| 20 |
+
instead remains: the stone tower stands plain against the sky
|
| 21 |
+
outcome not_expected: a golden beam on the tower
|
| 22 |
+
|
| 23 |
+
── Judges ──
|
| 24 |
+
initial questions:
|
| 25 |
+
Q: Is it true that the player stands at the ruin plaza? answers=['yes', 'no'] expected=yes
|
| 26 |
+
Q: Is it true that the fountain is dry and the tower is plain? answers=['yes', 'no'] expected=yes
|
| 27 |
+
action question:
|
| 28 |
+
Q: Did the player raise both hands above the head? answers=['yes', 'no'] expected=yes
|
| 29 |
+
outcome question:
|
| 30 |
+
Q: At the end, does the tower show a golden beam, or does the fountain jet water? answers=['a golden beam on the tower', 'the fountain jets water', 'unclear'] expected=the fountain jets water
|
| 31 |
+
|
| 32 |
+
── Visual vocab (for auditing the shared first frame) ──
|
| 33 |
+
- the stone tower stands plain against the sky
|
| 34 |
+
- a strong golden beam of light shoots from the top of the tower
|
| 35 |
+
- the stone fountain is dry and still
|
| 36 |
+
- the stone fountain jets a tall plume of water
|
| 37 |
+
|
| 38 |
+
── Constraints ──
|
| 39 |
+
identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True
|
| 40 |
+
both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5
|
| 41 |
+
|
| 42 |
+
[zh] B03-B(开放世界/trigger_gesture):hidden relic_mode=FOUNTAIN → gold [B 支线] the fountain jets a tall plume of water;终态: 发生「the stone fountain jets a tall plume of water」且不发生「a strong golden beam of light shoots from the top of the tower」;outcome 判定期望: the fountain jets water
|
data/cases/B03/case_A.json
ADDED
|
@@ -0,0 +1,139 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"id": "B03-A",
|
| 3 |
+
"counterpart": "B03-B",
|
| 4 |
+
"genre": "open_world",
|
| 5 |
+
"interaction_family": "trigger_gesture",
|
| 6 |
+
"initial_scene": {
|
| 7 |
+
"description": "an ancient ruin plaza under a pale sky, a tall stone tower at the back and a wide stone fountain at the center a single adventurer seen in third person from behind, standing in place at the plaza edge, arms at the sides",
|
| 8 |
+
"third_person_player": true,
|
| 9 |
+
"player_pose_and_item": "a single adventurer seen in third person from behind, standing in place at the plaza edge, arms at the sides",
|
| 10 |
+
"action_target": "the player's two-hand raise",
|
| 11 |
+
"other_key_objects": [
|
| 12 |
+
"stone_tower",
|
| 13 |
+
"fountain"
|
| 14 |
+
],
|
| 15 |
+
"shared_visual_state": [
|
| 16 |
+
"the stone tower stands plain against the sky",
|
| 17 |
+
"the stone fountain is dry and still"
|
| 18 |
+
],
|
| 19 |
+
"camera": "locked third-person, fixed framing",
|
| 20 |
+
"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",
|
| 21 |
+
"keyframe": "frames/B03.png"
|
| 22 |
+
},
|
| 23 |
+
"hidden_state": {
|
| 24 |
+
"variable": "relic_mode",
|
| 25 |
+
"A": "TOWER",
|
| 26 |
+
"B": "FOUNTAIN",
|
| 27 |
+
"visible_in_initial_frame": false
|
| 28 |
+
},
|
| 29 |
+
"rule": {
|
| 30 |
+
"text": "If the relic_mode is TOWER, a strong golden beam shoots from the tower top; if it is FOUNTAIN, the fountain jets a tall plume of water.",
|
| 31 |
+
"precondition": "relic_mode == 'TOWER'",
|
| 32 |
+
"effect": "tower.beam = true",
|
| 33 |
+
"else_effect": "fountain.running = true",
|
| 34 |
+
"mapping": {
|
| 35 |
+
"TOWER": "tower.beam = true",
|
| 36 |
+
"FOUNTAIN": "fountain.running = true"
|
| 37 |
+
}
|
| 38 |
+
},
|
| 39 |
+
"shared_action": "The player stays in place and raises both hands above the head.",
|
| 40 |
+
"instruction": "Preserve the first frame. relic_mode = TOWER, so the resolved rule is: a strong golden beam shoots from the tower top. Action: The player stays in place and raises both hands above the head. Show the action, then exactly this consequence: a strong golden beam shoots from the tower top The counter-outcome must NOT happen at any point: the stone fountain jets a tall plume of water. Instead, the stone fountain is dry and still 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.",
|
| 41 |
+
"initial_state": {
|
| 42 |
+
"tower": {
|
| 43 |
+
"beam": false
|
| 44 |
+
},
|
| 45 |
+
"fountain": {
|
| 46 |
+
"running": false
|
| 47 |
+
},
|
| 48 |
+
"relic_mode": "TOWER"
|
| 49 |
+
},
|
| 50 |
+
"gold_end_state": {
|
| 51 |
+
"tower.beam": true,
|
| 52 |
+
"fountain.running": false
|
| 53 |
+
},
|
| 54 |
+
"delta": {
|
| 55 |
+
"tower.beam": true
|
| 56 |
+
},
|
| 57 |
+
"visual_vocab": {
|
| 58 |
+
"tower.beam": {
|
| 59 |
+
"false": "the stone tower stands plain against the sky",
|
| 60 |
+
"true": "a strong golden beam of light shoots from the top of the tower"
|
| 61 |
+
},
|
| 62 |
+
"fountain.running": {
|
| 63 |
+
"false": "the stone fountain is dry and still",
|
| 64 |
+
"true": "the stone fountain jets a tall plume of water"
|
| 65 |
+
}
|
| 66 |
+
},
|
| 67 |
+
"gold_A": "a strong golden beam shoots from the tower top",
|
| 68 |
+
"gold_B": "the fountain jets a tall plume of water",
|
| 69 |
+
"terminal_visual_states": {
|
| 70 |
+
"occurs": {
|
| 71 |
+
"variable": "tower.beam",
|
| 72 |
+
"value": true,
|
| 73 |
+
"phrase": "a strong golden beam of light shoots from the top of the tower",
|
| 74 |
+
"judge_label": "a golden beam on the tower",
|
| 75 |
+
"in_final_frame": true
|
| 76 |
+
},
|
| 77 |
+
"not_occurs": {
|
| 78 |
+
"variable": "fountain.running",
|
| 79 |
+
"value": true,
|
| 80 |
+
"phrase": "the stone fountain jets a tall plume of water",
|
| 81 |
+
"judge_label": "the fountain jets water",
|
| 82 |
+
"in_final_frame": false,
|
| 83 |
+
"instead_remains": "the stone fountain is dry and still"
|
| 84 |
+
}
|
| 85 |
+
},
|
| 86 |
+
"prompt_ok": [
|
| 87 |
+
"TOWER",
|
| 88 |
+
"FOUNTAIN"
|
| 89 |
+
],
|
| 90 |
+
"judge": {
|
| 91 |
+
"initial_questions": [
|
| 92 |
+
{
|
| 93 |
+
"question": "Is it true that the player stands at the ruin plaza?",
|
| 94 |
+
"statement": "the player stands at the ruin plaza",
|
| 95 |
+
"answers": [
|
| 96 |
+
"yes",
|
| 97 |
+
"no"
|
| 98 |
+
],
|
| 99 |
+
"expected": "yes"
|
| 100 |
+
},
|
| 101 |
+
{
|
| 102 |
+
"question": "Is it true that the fountain is dry and the tower is plain?",
|
| 103 |
+
"statement": "the fountain is dry and the tower is plain",
|
| 104 |
+
"answers": [
|
| 105 |
+
"yes",
|
| 106 |
+
"no"
|
| 107 |
+
],
|
| 108 |
+
"expected": "yes"
|
| 109 |
+
}
|
| 110 |
+
],
|
| 111 |
+
"action_question": {
|
| 112 |
+
"question": "Did the player raise both hands above the head?",
|
| 113 |
+
"answers": [
|
| 114 |
+
"yes",
|
| 115 |
+
"no"
|
| 116 |
+
],
|
| 117 |
+
"expected": "yes"
|
| 118 |
+
},
|
| 119 |
+
"outcome_question": {
|
| 120 |
+
"question": "At the end, does the tower show a golden beam, or does the fountain jet water?",
|
| 121 |
+
"answers": [
|
| 122 |
+
"a golden beam on the tower",
|
| 123 |
+
"the fountain jets water",
|
| 124 |
+
"unclear"
|
| 125 |
+
],
|
| 126 |
+
"expected": "a golden beam on the tower",
|
| 127 |
+
"not_expected": "the fountain jets water"
|
| 128 |
+
}
|
| 129 |
+
},
|
| 130 |
+
"constraints": {
|
| 131 |
+
"identical_initial_frame": true,
|
| 132 |
+
"hidden_state_not_visually_leaked": true,
|
| 133 |
+
"same_action_across_twins": true,
|
| 134 |
+
"both_outcomes_change": true,
|
| 135 |
+
"one_action_per_chunk": true,
|
| 136 |
+
"duration_seconds": "2-5"
|
| 137 |
+
},
|
| 138 |
+
"input_image": "input.png"
|
| 139 |
+
}
|
data/cases/B03/case_B.json
ADDED
|
@@ -0,0 +1,139 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"id": "B03-B",
|
| 3 |
+
"counterpart": "B03-A",
|
| 4 |
+
"genre": "open_world",
|
| 5 |
+
"interaction_family": "trigger_gesture",
|
| 6 |
+
"initial_scene": {
|
| 7 |
+
"description": "an ancient ruin plaza under a pale sky, a tall stone tower at the back and a wide stone fountain at the center a single adventurer seen in third person from behind, standing in place at the plaza edge, arms at the sides",
|
| 8 |
+
"third_person_player": true,
|
| 9 |
+
"player_pose_and_item": "a single adventurer seen in third person from behind, standing in place at the plaza edge, arms at the sides",
|
| 10 |
+
"action_target": "the player's two-hand raise",
|
| 11 |
+
"other_key_objects": [
|
| 12 |
+
"stone_tower",
|
| 13 |
+
"fountain"
|
| 14 |
+
],
|
| 15 |
+
"shared_visual_state": [
|
| 16 |
+
"the stone tower stands plain against the sky",
|
| 17 |
+
"the stone fountain is dry and still"
|
| 18 |
+
],
|
| 19 |
+
"camera": "locked third-person, fixed framing",
|
| 20 |
+
"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",
|
| 21 |
+
"keyframe": "frames/B03.png"
|
| 22 |
+
},
|
| 23 |
+
"hidden_state": {
|
| 24 |
+
"variable": "relic_mode",
|
| 25 |
+
"A": "TOWER",
|
| 26 |
+
"B": "FOUNTAIN",
|
| 27 |
+
"visible_in_initial_frame": false
|
| 28 |
+
},
|
| 29 |
+
"rule": {
|
| 30 |
+
"text": "If the relic_mode is TOWER, a strong golden beam shoots from the tower top; if it is FOUNTAIN, the fountain jets a tall plume of water.",
|
| 31 |
+
"precondition": "relic_mode == 'TOWER'",
|
| 32 |
+
"effect": "tower.beam = true",
|
| 33 |
+
"else_effect": "fountain.running = true",
|
| 34 |
+
"mapping": {
|
| 35 |
+
"TOWER": "tower.beam = true",
|
| 36 |
+
"FOUNTAIN": "fountain.running = true"
|
| 37 |
+
}
|
| 38 |
+
},
|
| 39 |
+
"shared_action": "The player stays in place and raises both hands above the head.",
|
| 40 |
+
"instruction": "Preserve the first frame. relic_mode = FOUNTAIN, so the resolved rule is: the fountain jets a tall plume of water. Action: The player stays in place and raises both hands above the head. Show the action, then exactly this consequence: the fountain jets a tall plume of water The counter-outcome must NOT happen at any point: a strong golden beam of light shoots from the top of the tower. Instead, the stone tower stands plain against the sky 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.",
|
| 41 |
+
"initial_state": {
|
| 42 |
+
"tower": {
|
| 43 |
+
"beam": false
|
| 44 |
+
},
|
| 45 |
+
"fountain": {
|
| 46 |
+
"running": false
|
| 47 |
+
},
|
| 48 |
+
"relic_mode": "FOUNTAIN"
|
| 49 |
+
},
|
| 50 |
+
"gold_end_state": {
|
| 51 |
+
"tower.beam": false,
|
| 52 |
+
"fountain.running": true
|
| 53 |
+
},
|
| 54 |
+
"delta": {
|
| 55 |
+
"fountain.running": true
|
| 56 |
+
},
|
| 57 |
+
"visual_vocab": {
|
| 58 |
+
"tower.beam": {
|
| 59 |
+
"false": "the stone tower stands plain against the sky",
|
| 60 |
+
"true": "a strong golden beam of light shoots from the top of the tower"
|
| 61 |
+
},
|
| 62 |
+
"fountain.running": {
|
| 63 |
+
"false": "the stone fountain is dry and still",
|
| 64 |
+
"true": "the stone fountain jets a tall plume of water"
|
| 65 |
+
}
|
| 66 |
+
},
|
| 67 |
+
"gold_A": "a strong golden beam shoots from the tower top",
|
| 68 |
+
"gold_B": "the fountain jets a tall plume of water",
|
| 69 |
+
"terminal_visual_states": {
|
| 70 |
+
"occurs": {
|
| 71 |
+
"variable": "fountain.running",
|
| 72 |
+
"value": true,
|
| 73 |
+
"phrase": "the stone fountain jets a tall plume of water",
|
| 74 |
+
"judge_label": "the fountain jets water",
|
| 75 |
+
"in_final_frame": true
|
| 76 |
+
},
|
| 77 |
+
"not_occurs": {
|
| 78 |
+
"variable": "tower.beam",
|
| 79 |
+
"value": true,
|
| 80 |
+
"phrase": "a strong golden beam of light shoots from the top of the tower",
|
| 81 |
+
"judge_label": "a golden beam on the tower",
|
| 82 |
+
"in_final_frame": false,
|
| 83 |
+
"instead_remains": "the stone tower stands plain against the sky"
|
| 84 |
+
}
|
| 85 |
+
},
|
| 86 |
+
"prompt_ok": [
|
| 87 |
+
"TOWER",
|
| 88 |
+
"FOUNTAIN"
|
| 89 |
+
],
|
| 90 |
+
"judge": {
|
| 91 |
+
"initial_questions": [
|
| 92 |
+
{
|
| 93 |
+
"question": "Is it true that the player stands at the ruin plaza?",
|
| 94 |
+
"statement": "the player stands at the ruin plaza",
|
| 95 |
+
"answers": [
|
| 96 |
+
"yes",
|
| 97 |
+
"no"
|
| 98 |
+
],
|
| 99 |
+
"expected": "yes"
|
| 100 |
+
},
|
| 101 |
+
{
|
| 102 |
+
"question": "Is it true that the fountain is dry and the tower is plain?",
|
| 103 |
+
"statement": "the fountain is dry and the tower is plain",
|
| 104 |
+
"answers": [
|
| 105 |
+
"yes",
|
| 106 |
+
"no"
|
| 107 |
+
],
|
| 108 |
+
"expected": "yes"
|
| 109 |
+
}
|
| 110 |
+
],
|
| 111 |
+
"action_question": {
|
| 112 |
+
"question": "Did the player raise both hands above the head?",
|
| 113 |
+
"answers": [
|
| 114 |
+
"yes",
|
| 115 |
+
"no"
|
| 116 |
+
],
|
| 117 |
+
"expected": "yes"
|
| 118 |
+
},
|
| 119 |
+
"outcome_question": {
|
| 120 |
+
"question": "At the end, does the tower show a golden beam, or does the fountain jet water?",
|
| 121 |
+
"answers": [
|
| 122 |
+
"a golden beam on the tower",
|
| 123 |
+
"the fountain jets water",
|
| 124 |
+
"unclear"
|
| 125 |
+
],
|
| 126 |
+
"expected": "the fountain jets water",
|
| 127 |
+
"not_expected": "a golden beam on the tower"
|
| 128 |
+
}
|
| 129 |
+
},
|
| 130 |
+
"constraints": {
|
| 131 |
+
"identical_initial_frame": true,
|
| 132 |
+
"hidden_state_not_visually_leaked": true,
|
| 133 |
+
"same_action_across_twins": true,
|
| 134 |
+
"both_outcomes_change": true,
|
| 135 |
+
"one_action_per_chunk": true,
|
| 136 |
+
"duration_seconds": "2-5"
|
| 137 |
+
},
|
| 138 |
+
"input_image": "input.png"
|
| 139 |
+
}
|
data/cases/B03/input.png
ADDED
|
Git LFS Details
|
data/cases/B04/card_A.txt
ADDED
|
@@ -0,0 +1,42 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
|
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|
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|
|
|
|
|
|
| 1 |
+
[B04-A] genre: healer family: trigger_gesture counterpart: B04-B
|
| 2 |
+
input image: input.png (shared by both twins)
|
| 3 |
+
|
| 4 |
+
── Inputs to the video model ──
|
| 5 |
+
hidden state: healing_mode = PATIENT (runtime only, not visible in the frame)
|
| 6 |
+
rule: If the healing_mode is PATIENT, a large green glowing aura surrounds the patient; if it is CRYSTAL, the healing crystal rises up glowing bright white.
|
| 7 |
+
shared action: The healer stays in place and clearly spreads both arms.
|
| 8 |
+
instruction: Preserve the first frame. healing_mode = PATIENT, so the resolved rule is: a large green glowing aura surrounds the patient. Action: The healer stays in place and clearly spreads both arms. Show the action, then exactly this consequence: a large green glowing aura surrounds the patient The counter-outcome must NOT happen at any point: the large healing crystal rises up glowing bright white. Instead, the large healing crystal rests low on its stand, dull matte glass 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.
|
| 9 |
+
chunk: one action-consequence transition, 2-5 s
|
| 10 |
+
|
| 11 |
+
── Gold ──
|
| 12 |
+
gold_A: a large green glowing aura surrounds the patient
|
| 13 |
+
gold_B: the healing crystal rises up glowing bright white
|
| 14 |
+
gold_end_state (this twin): patient.aura=true; crystal.up=false
|
| 15 |
+
delta (this twin): patient.aura=true
|
| 16 |
+
|
| 17 |
+
── Terminal visual states (both, explicit) ──
|
| 18 |
+
occurs (final frame: YES): the patient is surrounded by a large bright green glowing aura [patient.aura=true]
|
| 19 |
+
not_occurs (final frame: NO) : the large healing crystal rises up glowing bright white [crystal.up=true]
|
| 20 |
+
instead remains: the large healing crystal rests low on its stand, dull matte glass
|
| 21 |
+
outcome not_expected: the crystal rises glowing
|
| 22 |
+
|
| 23 |
+
── Judges ──
|
| 24 |
+
initial questions:
|
| 25 |
+
Q: Is it true that a healer and a standing patient are both beside the bed? answers=['yes', 'no'] expected=yes
|
| 26 |
+
Q: Is it true that the healing crystal is dull and resting low? answers=['yes', 'no'] expected=yes
|
| 27 |
+
action question:
|
| 28 |
+
Q: Did the healer clearly spread both arms? answers=['yes', 'no'] expected=yes
|
| 29 |
+
outcome question:
|
| 30 |
+
Q: At the end, does the patient have a green aura, or does the crystal rise glowing white? answers=['a green aura on the patient', 'the crystal rises glowing', 'unclear'] expected=a green aura on the patient
|
| 31 |
+
|
| 32 |
+
── Visual vocab (for auditing the shared first frame) ──
|
| 33 |
+
- the patient stands beside the bed with no glow around them
|
| 34 |
+
- the patient is surrounded by a large bright green glowing aura
|
| 35 |
+
- the large healing crystal rests low on its stand, dull matte glass
|
| 36 |
+
- the large healing crystal rises up glowing bright white
|
| 37 |
+
|
| 38 |
+
── Constraints ──
|
| 39 |
+
identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True
|
| 40 |
+
both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5
|
| 41 |
+
|
| 42 |
+
[zh] B04-A(治疗/trigger_gesture):hidden healing_mode=PATIENT → gold [A 支线] a large green glowing aura surrounds the patient;终态: 发生「the patient is surrounded by a large bright green glowing aura」且不发生「the large healing crystal rises up glowing bright white」;outcome 判定期望: a green aura on the patient
|
data/cases/B04/card_B.txt
ADDED
|
@@ -0,0 +1,42 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
[B04-B] genre: healer family: trigger_gesture counterpart: B04-A
|
| 2 |
+
input image: input.png (shared by both twins)
|
| 3 |
+
|
| 4 |
+
── Inputs to the video model ──
|
| 5 |
+
hidden state: healing_mode = CRYSTAL (runtime only, not visible in the frame)
|
| 6 |
+
rule: If the healing_mode is PATIENT, a large green glowing aura surrounds the patient; if it is CRYSTAL, the healing crystal rises up glowing bright white.
|
| 7 |
+
shared action: The healer stays in place and clearly spreads both arms.
|
| 8 |
+
instruction: Preserve the first frame. healing_mode = CRYSTAL, so the resolved rule is: the healing crystal rises up glowing bright white. Action: The healer stays in place and clearly spreads both arms. Show the action, then exactly this consequence: the healing crystal rises up glowing bright white The counter-outcome must NOT happen at any point: the patient is surrounded by a large bright green glowing aura. Instead, the patient stands beside the bed with no glow around them 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.
|
| 9 |
+
chunk: one action-consequence transition, 2-5 s
|
| 10 |
+
|
| 11 |
+
── Gold ──
|
| 12 |
+
gold_A: a large green glowing aura surrounds the patient
|
| 13 |
+
gold_B: the healing crystal rises up glowing bright white
|
| 14 |
+
gold_end_state (this twin): patient.aura=false; crystal.up=true
|
| 15 |
+
delta (this twin): crystal.up=true
|
| 16 |
+
|
| 17 |
+
── Terminal visual states (both, explicit) ──
|
| 18 |
+
occurs (final frame: YES): the large healing crystal rises up glowing bright white [crystal.up=true]
|
| 19 |
+
not_occurs (final frame: NO) : the patient is surrounded by a large bright green glowing aura [patient.aura=true]
|
| 20 |
+
instead remains: the patient stands beside the bed with no glow around them
|
| 21 |
+
outcome not_expected: a green aura on the patient
|
| 22 |
+
|
| 23 |
+
── Judges ──
|
| 24 |
+
initial questions:
|
| 25 |
+
Q: Is it true that a healer and a standing patient are both beside the bed? answers=['yes', 'no'] expected=yes
|
| 26 |
+
Q: Is it true that the healing crystal is dull and resting low? answers=['yes', 'no'] expected=yes
|
| 27 |
+
action question:
|
| 28 |
+
Q: Did the healer clearly spread both arms? answers=['yes', 'no'] expected=yes
|
| 29 |
+
outcome question:
|
| 30 |
+
Q: At the end, does the patient have a green aura, or does the crystal rise glowing white? answers=['a green aura on the patient', 'the crystal rises glowing', 'unclear'] expected=the crystal rises glowing
|
| 31 |
+
|
| 32 |
+
── Visual vocab (for auditing the shared first frame) ──
|
| 33 |
+
- the patient stands beside the bed with no glow around them
|
| 34 |
+
- the patient is surrounded by a large bright green glowing aura
|
| 35 |
+
- the large healing crystal rests low on its stand, dull matte glass
|
| 36 |
+
- the large healing crystal rises up glowing bright white
|
| 37 |
+
|
| 38 |
+
── Constraints ──
|
| 39 |
+
identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True
|
| 40 |
+
both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5
|
| 41 |
+
|
| 42 |
+
[zh] B04-B(治疗/trigger_gesture):hidden healing_mode=CRYSTAL → gold [B 支线] the healing crystal rises up glowing bright white;终态: 发生「the large healing crystal rises up glowing bright white」且不发生「the patient is surrounded by a large bright green glowing aura」;outcome 判定期望: the crystal rises glowing
|
data/cases/B04/case_A.json
ADDED
|
@@ -0,0 +1,139 @@
|
|
|
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|
|
|
|
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|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"id": "B04-A",
|
| 3 |
+
"counterpart": "B04-B",
|
| 4 |
+
"genre": "healer",
|
| 5 |
+
"interaction_family": "trigger_gesture",
|
| 6 |
+
"initial_scene": {
|
| 7 |
+
"description": "a calm infirmary in cool north light, a bed in the near foreground, and a large healing crystal resting on a low stand beside the bed exactly two people, both fully visible and large in the frame: a healer in white robes standing at the bedside with arms at the sides, and the patient standing upright beside the foreground bed, both figures full-body",
|
| 8 |
+
"third_person_player": true,
|
| 9 |
+
"player_pose_and_item": "exactly two people, both fully visible and large in the frame: a healer in white robes standing at the bedside with arms at the sides, and the patient standing upright beside the foreground bed, both figures full-body",
|
| 10 |
+
"action_target": "the healer's arm spread",
|
| 11 |
+
"other_key_objects": [
|
| 12 |
+
"patient_bed",
|
| 13 |
+
"healing_crystal"
|
| 14 |
+
],
|
| 15 |
+
"shared_visual_state": [
|
| 16 |
+
"the patient stands beside the bed with no glow around them",
|
| 17 |
+
"the large healing crystal rests low on its stand, dull matte glass"
|
| 18 |
+
],
|
| 19 |
+
"camera": "locked third-person, fixed framing",
|
| 20 |
+
"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",
|
| 21 |
+
"keyframe": "frames/B04.png"
|
| 22 |
+
},
|
| 23 |
+
"hidden_state": {
|
| 24 |
+
"variable": "healing_mode",
|
| 25 |
+
"A": "PATIENT",
|
| 26 |
+
"B": "CRYSTAL",
|
| 27 |
+
"visible_in_initial_frame": false
|
| 28 |
+
},
|
| 29 |
+
"rule": {
|
| 30 |
+
"text": "If the healing_mode is PATIENT, a large green glowing aura surrounds the patient; if it is CRYSTAL, the healing crystal rises up glowing bright white.",
|
| 31 |
+
"precondition": "healing_mode == 'PATIENT'",
|
| 32 |
+
"effect": "patient.aura = true",
|
| 33 |
+
"else_effect": "crystal.up = true",
|
| 34 |
+
"mapping": {
|
| 35 |
+
"PATIENT": "patient.aura = true",
|
| 36 |
+
"CRYSTAL": "crystal.up = true"
|
| 37 |
+
}
|
| 38 |
+
},
|
| 39 |
+
"shared_action": "The healer stays in place and clearly spreads both arms.",
|
| 40 |
+
"instruction": "Preserve the first frame. healing_mode = PATIENT, so the resolved rule is: a large green glowing aura surrounds the patient. Action: The healer stays in place and clearly spreads both arms. Show the action, then exactly this consequence: a large green glowing aura surrounds the patient The counter-outcome must NOT happen at any point: the large healing crystal rises up glowing bright white. Instead, the large healing crystal rests low on its stand, dull matte glass 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.",
|
| 41 |
+
"initial_state": {
|
| 42 |
+
"patient": {
|
| 43 |
+
"aura": false
|
| 44 |
+
},
|
| 45 |
+
"crystal": {
|
| 46 |
+
"up": false
|
| 47 |
+
},
|
| 48 |
+
"healing_mode": "PATIENT"
|
| 49 |
+
},
|
| 50 |
+
"gold_end_state": {
|
| 51 |
+
"patient.aura": true,
|
| 52 |
+
"crystal.up": false
|
| 53 |
+
},
|
| 54 |
+
"delta": {
|
| 55 |
+
"patient.aura": true
|
| 56 |
+
},
|
| 57 |
+
"visual_vocab": {
|
| 58 |
+
"patient.aura": {
|
| 59 |
+
"false": "the patient stands beside the bed with no glow around them",
|
| 60 |
+
"true": "the patient is surrounded by a large bright green glowing aura"
|
| 61 |
+
},
|
| 62 |
+
"crystal.up": {
|
| 63 |
+
"false": "the large healing crystal rests low on its stand, dull matte glass",
|
| 64 |
+
"true": "the large healing crystal rises up glowing bright white"
|
| 65 |
+
}
|
| 66 |
+
},
|
| 67 |
+
"gold_A": "a large green glowing aura surrounds the patient",
|
| 68 |
+
"gold_B": "the healing crystal rises up glowing bright white",
|
| 69 |
+
"terminal_visual_states": {
|
| 70 |
+
"occurs": {
|
| 71 |
+
"variable": "patient.aura",
|
| 72 |
+
"value": true,
|
| 73 |
+
"phrase": "the patient is surrounded by a large bright green glowing aura",
|
| 74 |
+
"judge_label": "a green aura on the patient",
|
| 75 |
+
"in_final_frame": true
|
| 76 |
+
},
|
| 77 |
+
"not_occurs": {
|
| 78 |
+
"variable": "crystal.up",
|
| 79 |
+
"value": true,
|
| 80 |
+
"phrase": "the large healing crystal rises up glowing bright white",
|
| 81 |
+
"judge_label": "the crystal rises glowing",
|
| 82 |
+
"in_final_frame": false,
|
| 83 |
+
"instead_remains": "the large healing crystal rests low on its stand, dull matte glass"
|
| 84 |
+
}
|
| 85 |
+
},
|
| 86 |
+
"prompt_ok": [
|
| 87 |
+
"PATIENT",
|
| 88 |
+
"CRYSTAL"
|
| 89 |
+
],
|
| 90 |
+
"judge": {
|
| 91 |
+
"initial_questions": [
|
| 92 |
+
{
|
| 93 |
+
"question": "Is it true that a healer and a standing patient are both beside the bed?",
|
| 94 |
+
"statement": "a healer and a standing patient are both beside the bed",
|
| 95 |
+
"answers": [
|
| 96 |
+
"yes",
|
| 97 |
+
"no"
|
| 98 |
+
],
|
| 99 |
+
"expected": "yes"
|
| 100 |
+
},
|
| 101 |
+
{
|
| 102 |
+
"question": "Is it true that the healing crystal is dull and resting low?",
|
| 103 |
+
"statement": "the healing crystal is dull and resting low",
|
| 104 |
+
"answers": [
|
| 105 |
+
"yes",
|
| 106 |
+
"no"
|
| 107 |
+
],
|
| 108 |
+
"expected": "yes"
|
| 109 |
+
}
|
| 110 |
+
],
|
| 111 |
+
"action_question": {
|
| 112 |
+
"question": "Did the healer clearly spread both arms?",
|
| 113 |
+
"answers": [
|
| 114 |
+
"yes",
|
| 115 |
+
"no"
|
| 116 |
+
],
|
| 117 |
+
"expected": "yes"
|
| 118 |
+
},
|
| 119 |
+
"outcome_question": {
|
| 120 |
+
"question": "At the end, does the patient have a green aura, or does the crystal rise glowing white?",
|
| 121 |
+
"answers": [
|
| 122 |
+
"a green aura on the patient",
|
| 123 |
+
"the crystal rises glowing",
|
| 124 |
+
"unclear"
|
| 125 |
+
],
|
| 126 |
+
"expected": "a green aura on the patient",
|
| 127 |
+
"not_expected": "the crystal rises glowing"
|
| 128 |
+
}
|
| 129 |
+
},
|
| 130 |
+
"constraints": {
|
| 131 |
+
"identical_initial_frame": true,
|
| 132 |
+
"hidden_state_not_visually_leaked": true,
|
| 133 |
+
"same_action_across_twins": true,
|
| 134 |
+
"both_outcomes_change": true,
|
| 135 |
+
"one_action_per_chunk": true,
|
| 136 |
+
"duration_seconds": "2-5"
|
| 137 |
+
},
|
| 138 |
+
"input_image": "input.png"
|
| 139 |
+
}
|
data/cases/B04/case_B.json
ADDED
|
@@ -0,0 +1,139 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"id": "B04-B",
|
| 3 |
+
"counterpart": "B04-A",
|
| 4 |
+
"genre": "healer",
|
| 5 |
+
"interaction_family": "trigger_gesture",
|
| 6 |
+
"initial_scene": {
|
| 7 |
+
"description": "a calm infirmary in cool north light, a bed in the near foreground, and a large healing crystal resting on a low stand beside the bed exactly two people, both fully visible and large in the frame: a healer in white robes standing at the bedside with arms at the sides, and the patient standing upright beside the foreground bed, both figures full-body",
|
| 8 |
+
"third_person_player": true,
|
| 9 |
+
"player_pose_and_item": "exactly two people, both fully visible and large in the frame: a healer in white robes standing at the bedside with arms at the sides, and the patient standing upright beside the foreground bed, both figures full-body",
|
| 10 |
+
"action_target": "the healer's arm spread",
|
| 11 |
+
"other_key_objects": [
|
| 12 |
+
"patient_bed",
|
| 13 |
+
"healing_crystal"
|
| 14 |
+
],
|
| 15 |
+
"shared_visual_state": [
|
| 16 |
+
"the patient stands beside the bed with no glow around them",
|
| 17 |
+
"the large healing crystal rests low on its stand, dull matte glass"
|
| 18 |
+
],
|
| 19 |
+
"camera": "locked third-person, fixed framing",
|
| 20 |
+
"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",
|
| 21 |
+
"keyframe": "frames/B04.png"
|
| 22 |
+
},
|
| 23 |
+
"hidden_state": {
|
| 24 |
+
"variable": "healing_mode",
|
| 25 |
+
"A": "PATIENT",
|
| 26 |
+
"B": "CRYSTAL",
|
| 27 |
+
"visible_in_initial_frame": false
|
| 28 |
+
},
|
| 29 |
+
"rule": {
|
| 30 |
+
"text": "If the healing_mode is PATIENT, a large green glowing aura surrounds the patient; if it is CRYSTAL, the healing crystal rises up glowing bright white.",
|
| 31 |
+
"precondition": "healing_mode == 'PATIENT'",
|
| 32 |
+
"effect": "patient.aura = true",
|
| 33 |
+
"else_effect": "crystal.up = true",
|
| 34 |
+
"mapping": {
|
| 35 |
+
"PATIENT": "patient.aura = true",
|
| 36 |
+
"CRYSTAL": "crystal.up = true"
|
| 37 |
+
}
|
| 38 |
+
},
|
| 39 |
+
"shared_action": "The healer stays in place and clearly spreads both arms.",
|
| 40 |
+
"instruction": "Preserve the first frame. healing_mode = CRYSTAL, so the resolved rule is: the healing crystal rises up glowing bright white. Action: The healer stays in place and clearly spreads both arms. Show the action, then exactly this consequence: the healing crystal rises up glowing bright white The counter-outcome must NOT happen at any point: the patient is surrounded by a large bright green glowing aura. Instead, the patient stands beside the bed with no glow around them 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.",
|
| 41 |
+
"initial_state": {
|
| 42 |
+
"patient": {
|
| 43 |
+
"aura": false
|
| 44 |
+
},
|
| 45 |
+
"crystal": {
|
| 46 |
+
"up": false
|
| 47 |
+
},
|
| 48 |
+
"healing_mode": "CRYSTAL"
|
| 49 |
+
},
|
| 50 |
+
"gold_end_state": {
|
| 51 |
+
"patient.aura": false,
|
| 52 |
+
"crystal.up": true
|
| 53 |
+
},
|
| 54 |
+
"delta": {
|
| 55 |
+
"crystal.up": true
|
| 56 |
+
},
|
| 57 |
+
"visual_vocab": {
|
| 58 |
+
"patient.aura": {
|
| 59 |
+
"false": "the patient stands beside the bed with no glow around them",
|
| 60 |
+
"true": "the patient is surrounded by a large bright green glowing aura"
|
| 61 |
+
},
|
| 62 |
+
"crystal.up": {
|
| 63 |
+
"false": "the large healing crystal rests low on its stand, dull matte glass",
|
| 64 |
+
"true": "the large healing crystal rises up glowing bright white"
|
| 65 |
+
}
|
| 66 |
+
},
|
| 67 |
+
"gold_A": "a large green glowing aura surrounds the patient",
|
| 68 |
+
"gold_B": "the healing crystal rises up glowing bright white",
|
| 69 |
+
"terminal_visual_states": {
|
| 70 |
+
"occurs": {
|
| 71 |
+
"variable": "crystal.up",
|
| 72 |
+
"value": true,
|
| 73 |
+
"phrase": "the large healing crystal rises up glowing bright white",
|
| 74 |
+
"judge_label": "the crystal rises glowing",
|
| 75 |
+
"in_final_frame": true
|
| 76 |
+
},
|
| 77 |
+
"not_occurs": {
|
| 78 |
+
"variable": "patient.aura",
|
| 79 |
+
"value": true,
|
| 80 |
+
"phrase": "the patient is surrounded by a large bright green glowing aura",
|
| 81 |
+
"judge_label": "a green aura on the patient",
|
| 82 |
+
"in_final_frame": false,
|
| 83 |
+
"instead_remains": "the patient stands beside the bed with no glow around them"
|
| 84 |
+
}
|
| 85 |
+
},
|
| 86 |
+
"prompt_ok": [
|
| 87 |
+
"PATIENT",
|
| 88 |
+
"CRYSTAL"
|
| 89 |
+
],
|
| 90 |
+
"judge": {
|
| 91 |
+
"initial_questions": [
|
| 92 |
+
{
|
| 93 |
+
"question": "Is it true that a healer and a standing patient are both beside the bed?",
|
| 94 |
+
"statement": "a healer and a standing patient are both beside the bed",
|
| 95 |
+
"answers": [
|
| 96 |
+
"yes",
|
| 97 |
+
"no"
|
| 98 |
+
],
|
| 99 |
+
"expected": "yes"
|
| 100 |
+
},
|
| 101 |
+
{
|
| 102 |
+
"question": "Is it true that the healing crystal is dull and resting low?",
|
| 103 |
+
"statement": "the healing crystal is dull and resting low",
|
| 104 |
+
"answers": [
|
| 105 |
+
"yes",
|
| 106 |
+
"no"
|
| 107 |
+
],
|
| 108 |
+
"expected": "yes"
|
| 109 |
+
}
|
| 110 |
+
],
|
| 111 |
+
"action_question": {
|
| 112 |
+
"question": "Did the healer clearly spread both arms?",
|
| 113 |
+
"answers": [
|
| 114 |
+
"yes",
|
| 115 |
+
"no"
|
| 116 |
+
],
|
| 117 |
+
"expected": "yes"
|
| 118 |
+
},
|
| 119 |
+
"outcome_question": {
|
| 120 |
+
"question": "At the end, does the patient have a green aura, or does the crystal rise glowing white?",
|
| 121 |
+
"answers": [
|
| 122 |
+
"a green aura on the patient",
|
| 123 |
+
"the crystal rises glowing",
|
| 124 |
+
"unclear"
|
| 125 |
+
],
|
| 126 |
+
"expected": "the crystal rises glowing",
|
| 127 |
+
"not_expected": "a green aura on the patient"
|
| 128 |
+
}
|
| 129 |
+
},
|
| 130 |
+
"constraints": {
|
| 131 |
+
"identical_initial_frame": true,
|
| 132 |
+
"hidden_state_not_visually_leaked": true,
|
| 133 |
+
"same_action_across_twins": true,
|
| 134 |
+
"both_outcomes_change": true,
|
| 135 |
+
"one_action_per_chunk": true,
|
| 136 |
+
"duration_seconds": "2-5"
|
| 137 |
+
},
|
| 138 |
+
"input_image": "input.png"
|
| 139 |
+
}
|
data/cases/B04/input.png
ADDED
|
Git LFS Details
|
data/cases/B05/card_A.txt
ADDED
|
@@ -0,0 +1,42 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
[B05-A] genre: visual_novel family: trigger_gesture counterpart: B05-B
|
| 2 |
+
input image: input.png (shared by both twins)
|
| 3 |
+
|
| 4 |
+
── Inputs to the video model ──
|
| 5 |
+
hidden state: scene_flag = CURTAIN (runtime only, not visible in the frame)
|
| 6 |
+
rule: If the scene_flag is CURTAIN, the red curtain pulls fully open; if it is LIGHTS, all the stage lanterns light up.
|
| 7 |
+
shared action: The player stays in place and gives one clear wave.
|
| 8 |
+
instruction: Preserve the first frame. scene_flag = CURTAIN, so the resolved rule is: the red curtain pulls fully open. Action: The player stays in place and gives one clear wave. Show the action, then exactly this consequence: the red curtain pulls fully open The counter-outcome must NOT happen at any point: the stage lanterns all shine bright. Instead, the stage lanterns hang dark and unlit 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.
|
| 9 |
+
chunk: one action-consequence transition, 2-5 s
|
| 10 |
+
|
| 11 |
+
── Gold ──
|
| 12 |
+
gold_A: the red curtain pulls fully open
|
| 13 |
+
gold_B: all the stage lanterns light up
|
| 14 |
+
gold_end_state (this twin): curtain.open=true; lights.lit=false
|
| 15 |
+
delta (this twin): curtain.open=true
|
| 16 |
+
|
| 17 |
+
── Terminal visual states (both, explicit) ──
|
| 18 |
+
occurs (final frame: YES): the red curtain is pulled fully open to the sides [curtain.open=true]
|
| 19 |
+
not_occurs (final frame: NO) : the stage lanterns all shine bright [lights.lit=true]
|
| 20 |
+
instead remains: the stage lanterns hang dark and unlit
|
| 21 |
+
outcome not_expected: the lanterns are lit
|
| 22 |
+
|
| 23 |
+
── Judges ──
|
| 24 |
+
initial questions:
|
| 25 |
+
Q: Is it true that the player and an NPC stand on the stage? answers=['yes', 'no'] expected=yes
|
| 26 |
+
Q: Is it true that the red curtain is closed and the lanterns are unlit? answers=['yes', 'no'] expected=yes
|
| 27 |
+
action question:
|
| 28 |
+
Q: Did the player give one clear wave? answers=['yes', 'no'] expected=yes
|
| 29 |
+
outcome question:
|
| 30 |
+
Q: At the end, is the curtain open, or the stage lanterns lit? answers=['the curtain is open', 'the lanterns are lit', 'unclear'] expected=the curtain is open
|
| 31 |
+
|
| 32 |
+
── Visual vocab (for auditing the shared first frame) ──
|
| 33 |
+
- the red curtain is drawn fully closed across the stage
|
| 34 |
+
- the red curtain is pulled fully open to the sides
|
| 35 |
+
- the stage lanterns hang dark and unlit
|
| 36 |
+
- the stage lanterns all shine bright
|
| 37 |
+
|
| 38 |
+
── Constraints ──
|
| 39 |
+
identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True
|
| 40 |
+
both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5
|
| 41 |
+
|
| 42 |
+
[zh] B05-A(视觉小说/trigger_gesture):hidden scene_flag=CURTAIN → gold [A 支线] the red curtain pulls fully open;终态: 发生「the red curtain is pulled fully open to the sides」且不发生「the stage lanterns all shine bright」;outcome 判定期望: the curtain is open
|
data/cases/B05/card_B.txt
ADDED
|
@@ -0,0 +1,42 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
[B05-B] genre: visual_novel family: trigger_gesture counterpart: B05-A
|
| 2 |
+
input image: input.png (shared by both twins)
|
| 3 |
+
|
| 4 |
+
── Inputs to the video model ──
|
| 5 |
+
hidden state: scene_flag = LIGHTS (runtime only, not visible in the frame)
|
| 6 |
+
rule: If the scene_flag is CURTAIN, the red curtain pulls fully open; if it is LIGHTS, all the stage lanterns light up.
|
| 7 |
+
shared action: The player stays in place and gives one clear wave.
|
| 8 |
+
instruction: Preserve the first frame. scene_flag = LIGHTS, so the resolved rule is: all the stage lanterns light up. Action: The player stays in place and gives one clear wave. Show the action, then exactly this consequence: all the stage lanterns light up The counter-outcome must NOT happen at any point: the red curtain is pulled fully open to the sides. Instead, the red curtain is drawn fully closed across the stage 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.
|
| 9 |
+
chunk: one action-consequence transition, 2-5 s
|
| 10 |
+
|
| 11 |
+
── Gold ──
|
| 12 |
+
gold_A: the red curtain pulls fully open
|
| 13 |
+
gold_B: all the stage lanterns light up
|
| 14 |
+
gold_end_state (this twin): curtain.open=false; lights.lit=true
|
| 15 |
+
delta (this twin): lights.lit=true
|
| 16 |
+
|
| 17 |
+
── Terminal visual states (both, explicit) ──
|
| 18 |
+
occurs (final frame: YES): the stage lanterns all shine bright [lights.lit=true]
|
| 19 |
+
not_occurs (final frame: NO) : the red curtain is pulled fully open to the sides [curtain.open=true]
|
| 20 |
+
instead remains: the red curtain is drawn fully closed across the stage
|
| 21 |
+
outcome not_expected: the curtain is open
|
| 22 |
+
|
| 23 |
+
── Judges ──
|
| 24 |
+
initial questions:
|
| 25 |
+
Q: Is it true that the player and an NPC stand on the stage? answers=['yes', 'no'] expected=yes
|
| 26 |
+
Q: Is it true that the red curtain is closed and the lanterns are unlit? answers=['yes', 'no'] expected=yes
|
| 27 |
+
action question:
|
| 28 |
+
Q: Did the player give one clear wave? answers=['yes', 'no'] expected=yes
|
| 29 |
+
outcome question:
|
| 30 |
+
Q: At the end, is the curtain open, or the stage lanterns lit? answers=['the curtain is open', 'the lanterns are lit', 'unclear'] expected=the lanterns are lit
|
| 31 |
+
|
| 32 |
+
── Visual vocab (for auditing the shared first frame) ──
|
| 33 |
+
- the red curtain is drawn fully closed across the stage
|
| 34 |
+
- the red curtain is pulled fully open to the sides
|
| 35 |
+
- the stage lanterns hang dark and unlit
|
| 36 |
+
- the stage lanterns all shine bright
|
| 37 |
+
|
| 38 |
+
── Constraints ──
|
| 39 |
+
identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True
|
| 40 |
+
both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5
|
| 41 |
+
|
| 42 |
+
[zh] B05-B(视觉小说/trigger_gesture):hidden scene_flag=LIGHTS → gold [B 支线] all the stage lanterns light up;终态: 发生「the stage lanterns all shine bright」且不发生「the red curtain is pulled fully open to the sides」;outcome 判定期望: the lanterns are lit
|
data/cases/B05/case_A.json
ADDED
|
@@ -0,0 +1,139 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"id": "B05-A",
|
| 3 |
+
"counterpart": "B05-B",
|
| 4 |
+
"genre": "visual_novel",
|
| 5 |
+
"interaction_family": "trigger_gesture",
|
| 6 |
+
"initial_scene": {
|
| 7 |
+
"description": "a small theater stage with a heavy red curtain drawn fully closed across the back wall and a row of stage lanterns hanging dark overhead exactly two people, both fully visible and large in the frame: the player standing at center stage with arms at the sides, and one NPC standing clearly beside the player, the camera at gameplay distance on the stage boards",
|
| 8 |
+
"third_person_player": true,
|
| 9 |
+
"player_pose_and_item": "exactly two people, both fully visible and large in the frame: the player standing at center stage with arms at the sides, and one NPC standing clearly beside the player, the camera at gameplay distance on the stage boards",
|
| 10 |
+
"action_target": "the player's wave",
|
| 11 |
+
"other_key_objects": [
|
| 12 |
+
"red_curtain",
|
| 13 |
+
"stage_lanterns"
|
| 14 |
+
],
|
| 15 |
+
"shared_visual_state": [
|
| 16 |
+
"the red curtain is drawn fully closed across the stage",
|
| 17 |
+
"the stage lanterns hang dark and unlit"
|
| 18 |
+
],
|
| 19 |
+
"camera": "locked third-person, fixed framing",
|
| 20 |
+
"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",
|
| 21 |
+
"keyframe": "frames/B05.png"
|
| 22 |
+
},
|
| 23 |
+
"hidden_state": {
|
| 24 |
+
"variable": "scene_flag",
|
| 25 |
+
"A": "CURTAIN",
|
| 26 |
+
"B": "LIGHTS",
|
| 27 |
+
"visible_in_initial_frame": false
|
| 28 |
+
},
|
| 29 |
+
"rule": {
|
| 30 |
+
"text": "If the scene_flag is CURTAIN, the red curtain pulls fully open; if it is LIGHTS, all the stage lanterns light up.",
|
| 31 |
+
"precondition": "scene_flag == 'CURTAIN'",
|
| 32 |
+
"effect": "curtain.open = true",
|
| 33 |
+
"else_effect": "lights.lit = true",
|
| 34 |
+
"mapping": {
|
| 35 |
+
"CURTAIN": "curtain.open = true",
|
| 36 |
+
"LIGHTS": "lights.lit = true"
|
| 37 |
+
}
|
| 38 |
+
},
|
| 39 |
+
"shared_action": "The player stays in place and gives one clear wave.",
|
| 40 |
+
"instruction": "Preserve the first frame. scene_flag = CURTAIN, so the resolved rule is: the red curtain pulls fully open. Action: The player stays in place and gives one clear wave. Show the action, then exactly this consequence: the red curtain pulls fully open The counter-outcome must NOT happen at any point: the stage lanterns all shine bright. Instead, the stage lanterns hang dark and unlit 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.",
|
| 41 |
+
"initial_state": {
|
| 42 |
+
"curtain": {
|
| 43 |
+
"open": false
|
| 44 |
+
},
|
| 45 |
+
"lights": {
|
| 46 |
+
"lit": false
|
| 47 |
+
},
|
| 48 |
+
"scene_flag": "CURTAIN"
|
| 49 |
+
},
|
| 50 |
+
"gold_end_state": {
|
| 51 |
+
"curtain.open": true,
|
| 52 |
+
"lights.lit": false
|
| 53 |
+
},
|
| 54 |
+
"delta": {
|
| 55 |
+
"curtain.open": true
|
| 56 |
+
},
|
| 57 |
+
"visual_vocab": {
|
| 58 |
+
"curtain.open": {
|
| 59 |
+
"false": "the red curtain is drawn fully closed across the stage",
|
| 60 |
+
"true": "the red curtain is pulled fully open to the sides"
|
| 61 |
+
},
|
| 62 |
+
"lights.lit": {
|
| 63 |
+
"false": "the stage lanterns hang dark and unlit",
|
| 64 |
+
"true": "the stage lanterns all shine bright"
|
| 65 |
+
}
|
| 66 |
+
},
|
| 67 |
+
"gold_A": "the red curtain pulls fully open",
|
| 68 |
+
"gold_B": "all the stage lanterns light up",
|
| 69 |
+
"terminal_visual_states": {
|
| 70 |
+
"occurs": {
|
| 71 |
+
"variable": "curtain.open",
|
| 72 |
+
"value": true,
|
| 73 |
+
"phrase": "the red curtain is pulled fully open to the sides",
|
| 74 |
+
"judge_label": "the curtain is open",
|
| 75 |
+
"in_final_frame": true
|
| 76 |
+
},
|
| 77 |
+
"not_occurs": {
|
| 78 |
+
"variable": "lights.lit",
|
| 79 |
+
"value": true,
|
| 80 |
+
"phrase": "the stage lanterns all shine bright",
|
| 81 |
+
"judge_label": "the lanterns are lit",
|
| 82 |
+
"in_final_frame": false,
|
| 83 |
+
"instead_remains": "the stage lanterns hang dark and unlit"
|
| 84 |
+
}
|
| 85 |
+
},
|
| 86 |
+
"prompt_ok": [
|
| 87 |
+
"CURTAIN",
|
| 88 |
+
"LIGHTS"
|
| 89 |
+
],
|
| 90 |
+
"judge": {
|
| 91 |
+
"initial_questions": [
|
| 92 |
+
{
|
| 93 |
+
"question": "Is it true that the player and an NPC stand on the stage?",
|
| 94 |
+
"statement": "the player and an NPC stand on the stage",
|
| 95 |
+
"answers": [
|
| 96 |
+
"yes",
|
| 97 |
+
"no"
|
| 98 |
+
],
|
| 99 |
+
"expected": "yes"
|
| 100 |
+
},
|
| 101 |
+
{
|
| 102 |
+
"question": "Is it true that the red curtain is closed and the lanterns are unlit?",
|
| 103 |
+
"statement": "the red curtain is closed and the lanterns are unlit",
|
| 104 |
+
"answers": [
|
| 105 |
+
"yes",
|
| 106 |
+
"no"
|
| 107 |
+
],
|
| 108 |
+
"expected": "yes"
|
| 109 |
+
}
|
| 110 |
+
],
|
| 111 |
+
"action_question": {
|
| 112 |
+
"question": "Did the player give one clear wave?",
|
| 113 |
+
"answers": [
|
| 114 |
+
"yes",
|
| 115 |
+
"no"
|
| 116 |
+
],
|
| 117 |
+
"expected": "yes"
|
| 118 |
+
},
|
| 119 |
+
"outcome_question": {
|
| 120 |
+
"question": "At the end, is the curtain open, or the stage lanterns lit?",
|
| 121 |
+
"answers": [
|
| 122 |
+
"the curtain is open",
|
| 123 |
+
"the lanterns are lit",
|
| 124 |
+
"unclear"
|
| 125 |
+
],
|
| 126 |
+
"expected": "the curtain is open",
|
| 127 |
+
"not_expected": "the lanterns are lit"
|
| 128 |
+
}
|
| 129 |
+
},
|
| 130 |
+
"constraints": {
|
| 131 |
+
"identical_initial_frame": true,
|
| 132 |
+
"hidden_state_not_visually_leaked": true,
|
| 133 |
+
"same_action_across_twins": true,
|
| 134 |
+
"both_outcomes_change": true,
|
| 135 |
+
"one_action_per_chunk": true,
|
| 136 |
+
"duration_seconds": "2-5"
|
| 137 |
+
},
|
| 138 |
+
"input_image": "input.png"
|
| 139 |
+
}
|
data/cases/B05/case_B.json
ADDED
|
@@ -0,0 +1,139 @@
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"id": "B05-B",
|
| 3 |
+
"counterpart": "B05-A",
|
| 4 |
+
"genre": "visual_novel",
|
| 5 |
+
"interaction_family": "trigger_gesture",
|
| 6 |
+
"initial_scene": {
|
| 7 |
+
"description": "a small theater stage with a heavy red curtain drawn fully closed across the back wall and a row of stage lanterns hanging dark overhead exactly two people, both fully visible and large in the frame: the player standing at center stage with arms at the sides, and one NPC standing clearly beside the player, the camera at gameplay distance on the stage boards",
|
| 8 |
+
"third_person_player": true,
|
| 9 |
+
"player_pose_and_item": "exactly two people, both fully visible and large in the frame: the player standing at center stage with arms at the sides, and one NPC standing clearly beside the player, the camera at gameplay distance on the stage boards",
|
| 10 |
+
"action_target": "the player's wave",
|
| 11 |
+
"other_key_objects": [
|
| 12 |
+
"red_curtain",
|
| 13 |
+
"stage_lanterns"
|
| 14 |
+
],
|
| 15 |
+
"shared_visual_state": [
|
| 16 |
+
"the red curtain is drawn fully closed across the stage",
|
| 17 |
+
"the stage lanterns hang dark and unlit"
|
| 18 |
+
],
|
| 19 |
+
"camera": "locked third-person, fixed framing",
|
| 20 |
+
"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",
|
| 21 |
+
"keyframe": "frames/B05.png"
|
| 22 |
+
},
|
| 23 |
+
"hidden_state": {
|
| 24 |
+
"variable": "scene_flag",
|
| 25 |
+
"A": "CURTAIN",
|
| 26 |
+
"B": "LIGHTS",
|
| 27 |
+
"visible_in_initial_frame": false
|
| 28 |
+
},
|
| 29 |
+
"rule": {
|
| 30 |
+
"text": "If the scene_flag is CURTAIN, the red curtain pulls fully open; if it is LIGHTS, all the stage lanterns light up.",
|
| 31 |
+
"precondition": "scene_flag == 'CURTAIN'",
|
| 32 |
+
"effect": "curtain.open = true",
|
| 33 |
+
"else_effect": "lights.lit = true",
|
| 34 |
+
"mapping": {
|
| 35 |
+
"CURTAIN": "curtain.open = true",
|
| 36 |
+
"LIGHTS": "lights.lit = true"
|
| 37 |
+
}
|
| 38 |
+
},
|
| 39 |
+
"shared_action": "The player stays in place and gives one clear wave.",
|
| 40 |
+
"instruction": "Preserve the first frame. scene_flag = LIGHTS, so the resolved rule is: all the stage lanterns light up. Action: The player stays in place and gives one clear wave. Show the action, then exactly this consequence: all the stage lanterns light up The counter-outcome must NOT happen at any point: the red curtain is pulled fully open to the sides. Instead, the red curtain is drawn fully closed across the stage 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.",
|
| 41 |
+
"initial_state": {
|
| 42 |
+
"curtain": {
|
| 43 |
+
"open": false
|
| 44 |
+
},
|
| 45 |
+
"lights": {
|
| 46 |
+
"lit": false
|
| 47 |
+
},
|
| 48 |
+
"scene_flag": "LIGHTS"
|
| 49 |
+
},
|
| 50 |
+
"gold_end_state": {
|
| 51 |
+
"curtain.open": false,
|
| 52 |
+
"lights.lit": true
|
| 53 |
+
},
|
| 54 |
+
"delta": {
|
| 55 |
+
"lights.lit": true
|
| 56 |
+
},
|
| 57 |
+
"visual_vocab": {
|
| 58 |
+
"curtain.open": {
|
| 59 |
+
"false": "the red curtain is drawn fully closed across the stage",
|
| 60 |
+
"true": "the red curtain is pulled fully open to the sides"
|
| 61 |
+
},
|
| 62 |
+
"lights.lit": {
|
| 63 |
+
"false": "the stage lanterns hang dark and unlit",
|
| 64 |
+
"true": "the stage lanterns all shine bright"
|
| 65 |
+
}
|
| 66 |
+
},
|
| 67 |
+
"gold_A": "the red curtain pulls fully open",
|
| 68 |
+
"gold_B": "all the stage lanterns light up",
|
| 69 |
+
"terminal_visual_states": {
|
| 70 |
+
"occurs": {
|
| 71 |
+
"variable": "lights.lit",
|
| 72 |
+
"value": true,
|
| 73 |
+
"phrase": "the stage lanterns all shine bright",
|
| 74 |
+
"judge_label": "the lanterns are lit",
|
| 75 |
+
"in_final_frame": true
|
| 76 |
+
},
|
| 77 |
+
"not_occurs": {
|
| 78 |
+
"variable": "curtain.open",
|
| 79 |
+
"value": true,
|
| 80 |
+
"phrase": "the red curtain is pulled fully open to the sides",
|
| 81 |
+
"judge_label": "the curtain is open",
|
| 82 |
+
"in_final_frame": false,
|
| 83 |
+
"instead_remains": "the red curtain is drawn fully closed across the stage"
|
| 84 |
+
}
|
| 85 |
+
},
|
| 86 |
+
"prompt_ok": [
|
| 87 |
+
"CURTAIN",
|
| 88 |
+
"LIGHTS"
|
| 89 |
+
],
|
| 90 |
+
"judge": {
|
| 91 |
+
"initial_questions": [
|
| 92 |
+
{
|
| 93 |
+
"question": "Is it true that the player and an NPC stand on the stage?",
|
| 94 |
+
"statement": "the player and an NPC stand on the stage",
|
| 95 |
+
"answers": [
|
| 96 |
+
"yes",
|
| 97 |
+
"no"
|
| 98 |
+
],
|
| 99 |
+
"expected": "yes"
|
| 100 |
+
},
|
| 101 |
+
{
|
| 102 |
+
"question": "Is it true that the red curtain is closed and the lanterns are unlit?",
|
| 103 |
+
"statement": "the red curtain is closed and the lanterns are unlit",
|
| 104 |
+
"answers": [
|
| 105 |
+
"yes",
|
| 106 |
+
"no"
|
| 107 |
+
],
|
| 108 |
+
"expected": "yes"
|
| 109 |
+
}
|
| 110 |
+
],
|
| 111 |
+
"action_question": {
|
| 112 |
+
"question": "Did the player give one clear wave?",
|
| 113 |
+
"answers": [
|
| 114 |
+
"yes",
|
| 115 |
+
"no"
|
| 116 |
+
],
|
| 117 |
+
"expected": "yes"
|
| 118 |
+
},
|
| 119 |
+
"outcome_question": {
|
| 120 |
+
"question": "At the end, is the curtain open, or the stage lanterns lit?",
|
| 121 |
+
"answers": [
|
| 122 |
+
"the curtain is open",
|
| 123 |
+
"the lanterns are lit",
|
| 124 |
+
"unclear"
|
| 125 |
+
],
|
| 126 |
+
"expected": "the lanterns are lit",
|
| 127 |
+
"not_expected": "the curtain is open"
|
| 128 |
+
}
|
| 129 |
+
},
|
| 130 |
+
"constraints": {
|
| 131 |
+
"identical_initial_frame": true,
|
| 132 |
+
"hidden_state_not_visually_leaked": true,
|
| 133 |
+
"same_action_across_twins": true,
|
| 134 |
+
"both_outcomes_change": true,
|
| 135 |
+
"one_action_per_chunk": true,
|
| 136 |
+
"duration_seconds": "2-5"
|
| 137 |
+
},
|
| 138 |
+
"input_image": "input.png"
|
| 139 |
+
}
|
data/cases/B05/input.png
ADDED
|
Git LFS Details
|
data/cases/B06/card_A.txt
ADDED
|
@@ -0,0 +1,42 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
[B06-A] genre: dating family: trigger_gesture counterpart: B06-B
|
| 2 |
+
input image: input.png (shared by both twins)
|
| 3 |
+
|
| 4 |
+
── Inputs to the video model ──
|
| 5 |
+
hidden state: date_scene = CANOPY (runtime only, not visible in the frame)
|
| 6 |
+
rule: If the date_scene is CANOPY, the pergola canopy spreads fully out overhead; if it is LIGHTS, the heart lanterns glow bright pink.
|
| 7 |
+
shared action: The player stays in place and performs one clear clap.
|
| 8 |
+
instruction: Preserve the first frame. date_scene = CANOPY, so the resolved rule is: the pergola canopy spreads fully out overhead. Action: The player stays in place and performs one clear clap. Show the action, then exactly this consequence: the pergola canopy spreads fully out overhead The counter-outcome must NOT happen at any point: the heart-shaped lanterns all glow bright pink. Instead, the heart-shaped lanterns hang dark and unlit 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.
|
| 9 |
+
chunk: one action-consequence transition, 2-5 s
|
| 10 |
+
|
| 11 |
+
── Gold ──
|
| 12 |
+
gold_A: the pergola canopy spreads fully out overhead
|
| 13 |
+
gold_B: the heart lanterns glow bright pink
|
| 14 |
+
gold_end_state (this twin): canopy.out=true; hearts.lit=false
|
| 15 |
+
delta (this twin): canopy.out=true
|
| 16 |
+
|
| 17 |
+
── Terminal visual states (both, explicit) ──
|
| 18 |
+
occurs (final frame: YES): the pergola canopy is fully spread out overhead [canopy.out=true]
|
| 19 |
+
not_occurs (final frame: NO) : the heart-shaped lanterns all glow bright pink [hearts.lit=true]
|
| 20 |
+
instead remains: the heart-shaped lanterns hang dark and unlit
|
| 21 |
+
outcome not_expected: the heart lanterns glow
|
| 22 |
+
|
| 23 |
+
── Judges ──
|
| 24 |
+
initial questions:
|
| 25 |
+
Q: Is it true that the player and an NPC stand on the garden terrace? answers=['yes', 'no'] expected=yes
|
| 26 |
+
Q: Is it true that the heart lanterns are unlit? answers=['yes', 'no'] expected=yes
|
| 27 |
+
action question:
|
| 28 |
+
Q: Did the player perform one clear clap? answers=['yes', 'no'] expected=yes
|
| 29 |
+
outcome question:
|
| 30 |
+
Q: At the end, is the canopy spread out, or the heart lanterns glowing pink? answers=['the canopy is spread', 'the heart lanterns glow', 'unclear'] expected=the canopy is spread
|
| 31 |
+
|
| 32 |
+
── Visual vocab (for auditing the shared first frame) ──
|
| 33 |
+
- the pergola canopy is folded and retracted against its frame
|
| 34 |
+
- the pergola canopy is fully spread out overhead
|
| 35 |
+
- the heart-shaped lanterns hang dark and unlit
|
| 36 |
+
- the heart-shaped lanterns all glow bright pink
|
| 37 |
+
|
| 38 |
+
── Constraints ──
|
| 39 |
+
identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True
|
| 40 |
+
both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5
|
| 41 |
+
|
| 42 |
+
[zh] B06-A(恋爱/trigger_gesture):hidden date_scene=CANOPY → gold [A 支线] the pergola canopy spreads fully out overhead;终态: 发生「the pergola canopy is fully spread out overhead」且不发生「the heart-shaped lanterns all glow bright pink」;outcome 判定期望: the canopy is spread
|
data/cases/B06/card_B.txt
ADDED
|
@@ -0,0 +1,42 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
[B06-B] genre: dating family: trigger_gesture counterpart: B06-A
|
| 2 |
+
input image: input.png (shared by both twins)
|
| 3 |
+
|
| 4 |
+
── Inputs to the video model ──
|
| 5 |
+
hidden state: date_scene = LIGHTS (runtime only, not visible in the frame)
|
| 6 |
+
rule: If the date_scene is CANOPY, the pergola canopy spreads fully out overhead; if it is LIGHTS, the heart lanterns glow bright pink.
|
| 7 |
+
shared action: The player stays in place and performs one clear clap.
|
| 8 |
+
instruction: Preserve the first frame. date_scene = LIGHTS, so the resolved rule is: the heart lanterns glow bright pink. Action: The player stays in place and performs one clear clap. Show the action, then exactly this consequence: the heart lanterns glow bright pink The counter-outcome must NOT happen at any point: the pergola canopy is fully spread out overhead. Instead, the pergola canopy is folded and retracted against its frame 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.
|
| 9 |
+
chunk: one action-consequence transition, 2-5 s
|
| 10 |
+
|
| 11 |
+
── Gold ──
|
| 12 |
+
gold_A: the pergola canopy spreads fully out overhead
|
| 13 |
+
gold_B: the heart lanterns glow bright pink
|
| 14 |
+
gold_end_state (this twin): canopy.out=false; hearts.lit=true
|
| 15 |
+
delta (this twin): hearts.lit=true
|
| 16 |
+
|
| 17 |
+
── Terminal visual states (both, explicit) ──
|
| 18 |
+
occurs (final frame: YES): the heart-shaped lanterns all glow bright pink [hearts.lit=true]
|
| 19 |
+
not_occurs (final frame: NO) : the pergola canopy is fully spread out overhead [canopy.out=true]
|
| 20 |
+
instead remains: the pergola canopy is folded and retracted against its frame
|
| 21 |
+
outcome not_expected: the canopy is spread
|
| 22 |
+
|
| 23 |
+
── Judges ──
|
| 24 |
+
initial questions:
|
| 25 |
+
Q: Is it true that the player and an NPC stand on the garden terrace? answers=['yes', 'no'] expected=yes
|
| 26 |
+
Q: Is it true that the heart lanterns are unlit? answers=['yes', 'no'] expected=yes
|
| 27 |
+
action question:
|
| 28 |
+
Q: Did the player perform one clear clap? answers=['yes', 'no'] expected=yes
|
| 29 |
+
outcome question:
|
| 30 |
+
Q: At the end, is the canopy spread out, or the heart lanterns glowing pink? answers=['the canopy is spread', 'the heart lanterns glow', 'unclear'] expected=the heart lanterns glow
|
| 31 |
+
|
| 32 |
+
── Visual vocab (for auditing the shared first frame) ──
|
| 33 |
+
- the pergola canopy is folded and retracted against its frame
|
| 34 |
+
- the pergola canopy is fully spread out overhead
|
| 35 |
+
- the heart-shaped lanterns hang dark and unlit
|
| 36 |
+
- the heart-shaped lanterns all glow bright pink
|
| 37 |
+
|
| 38 |
+
── Constraints ──
|
| 39 |
+
identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True
|
| 40 |
+
both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5
|
| 41 |
+
|
| 42 |
+
[zh] B06-B(恋爱/trigger_gesture):hidden date_scene=LIGHTS → gold [B 支线] the heart lanterns glow bright pink;终态: 发生「the heart-shaped lanterns all glow bright pink」且不发生「the pergola canopy is fully spread out overhead」;outcome 判定期望: the heart lanterns glow
|
data/cases/B06/case_A.json
ADDED
|
@@ -0,0 +1,138 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"id": "B06-A",
|
| 3 |
+
"counterpart": "B06-B",
|
| 4 |
+
"genre": "dating",
|
| 5 |
+
"interaction_family": "trigger_gesture",
|
| 6 |
+
"initial_scene": {
|
| 7 |
+
"description": "a garden terrace with a white pergola frame whose canopy is folded up against the frame, and strings of heart-shaped lanterns hanging dark between the posts exactly two people, both fully visible: the player standing on the terrace with arms at the sides, and one NPC standing clearly opposite the player",
|
| 8 |
+
"third_person_player": true,
|
| 9 |
+
"player_pose_and_item": "exactly two people, both fully visible: the player standing on the terrace with arms at the sides, and one NPC standing clearly opposite the player",
|
| 10 |
+
"action_target": "the player's clap",
|
| 11 |
+
"other_key_objects": [
|
| 12 |
+
"pergola_canopy",
|
| 13 |
+
"heart_lanterns"
|
| 14 |
+
],
|
| 15 |
+
"shared_visual_state": [
|
| 16 |
+
"the pergola canopy is folded and retracted against its frame",
|
| 17 |
+
"the heart-shaped lanterns hang dark and unlit"
|
| 18 |
+
],
|
| 19 |
+
"camera": "locked third-person, fixed framing",
|
| 20 |
+
"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",
|
| 21 |
+
"keyframe": "frames/B06.png"
|
| 22 |
+
},
|
| 23 |
+
"hidden_state": {
|
| 24 |
+
"variable": "date_scene",
|
| 25 |
+
"A": "CANOPY",
|
| 26 |
+
"B": "LIGHTS",
|
| 27 |
+
"visible_in_initial_frame": false
|
| 28 |
+
},
|
| 29 |
+
"rule": {
|
| 30 |
+
"text": "If the date_scene is CANOPY, the pergola canopy spreads fully out overhead; if it is LIGHTS, the heart lanterns glow bright pink.",
|
| 31 |
+
"precondition": "date_scene == 'CANOPY'",
|
| 32 |
+
"effect": "canopy.out = true",
|
| 33 |
+
"else_effect": "hearts.lit = true",
|
| 34 |
+
"mapping": {
|
| 35 |
+
"CANOPY": "canopy.out = true",
|
| 36 |
+
"LIGHTS": "hearts.lit = true"
|
| 37 |
+
}
|
| 38 |
+
},
|
| 39 |
+
"shared_action": "The player stays in place and performs one clear clap.",
|
| 40 |
+
"instruction": "Preserve the first frame. date_scene = CANOPY, so the resolved rule is: the pergola canopy spreads fully out overhead. Action: The player stays in place and performs one clear clap. Show the action, then exactly this consequence: the pergola canopy spreads fully out overhead The counter-outcome must NOT happen at any point: the heart-shaped lanterns all glow bright pink. Instead, the heart-shaped lanterns hang dark and unlit 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.",
|
| 41 |
+
"initial_state": {
|
| 42 |
+
"canopy": {
|
| 43 |
+
"out": false
|
| 44 |
+
},
|
| 45 |
+
"hearts": {
|
| 46 |
+
"lit": false
|
| 47 |
+
},
|
| 48 |
+
"date_scene": "CANOPY"
|
| 49 |
+
},
|
| 50 |
+
"gold_end_state": {
|
| 51 |
+
"canopy.out": true,
|
| 52 |
+
"hearts.lit": false
|
| 53 |
+
},
|
| 54 |
+
"delta": {
|
| 55 |
+
"canopy.out": true
|
| 56 |
+
},
|
| 57 |
+
"visual_vocab": {
|
| 58 |
+
"canopy.out": {
|
| 59 |
+
"false": "the pergola canopy is folded and retracted against its frame",
|
| 60 |
+
"true": "the pergola canopy is fully spread out overhead"
|
| 61 |
+
},
|
| 62 |
+
"hearts.lit": {
|
| 63 |
+
"false": "the heart-shaped lanterns hang dark and unlit",
|
| 64 |
+
"true": "the heart-shaped lanterns all glow bright pink"
|
| 65 |
+
}
|
| 66 |
+
},
|
| 67 |
+
"gold_A": "the pergola canopy spreads fully out overhead",
|
| 68 |
+
"gold_B": "the heart lanterns glow bright pink",
|
| 69 |
+
"terminal_visual_states": {
|
| 70 |
+
"occurs": {
|
| 71 |
+
"variable": "canopy.out",
|
| 72 |
+
"value": true,
|
| 73 |
+
"phrase": "the pergola canopy is fully spread out overhead",
|
| 74 |
+
"judge_label": "the canopy is spread",
|
| 75 |
+
"in_final_frame": true
|
| 76 |
+
},
|
| 77 |
+
"not_occurs": {
|
| 78 |
+
"variable": "hearts.lit",
|
| 79 |
+
"value": true,
|
| 80 |
+
"phrase": "the heart-shaped lanterns all glow bright pink",
|
| 81 |
+
"judge_label": "the heart lanterns glow",
|
| 82 |
+
"in_final_frame": false,
|
| 83 |
+
"instead_remains": "the heart-shaped lanterns hang dark and unlit"
|
| 84 |
+
}
|
| 85 |
+
},
|
| 86 |
+
"prompt_ok": [
|
| 87 |
+
"CANOPY"
|
| 88 |
+
],
|
| 89 |
+
"judge": {
|
| 90 |
+
"initial_questions": [
|
| 91 |
+
{
|
| 92 |
+
"question": "Is it true that the player and an NPC stand on the garden terrace?",
|
| 93 |
+
"statement": "the player and an NPC stand on the garden terrace",
|
| 94 |
+
"answers": [
|
| 95 |
+
"yes",
|
| 96 |
+
"no"
|
| 97 |
+
],
|
| 98 |
+
"expected": "yes"
|
| 99 |
+
},
|
| 100 |
+
{
|
| 101 |
+
"question": "Is it true that the heart lanterns are unlit?",
|
| 102 |
+
"statement": "the heart lanterns are unlit",
|
| 103 |
+
"answers": [
|
| 104 |
+
"yes",
|
| 105 |
+
"no"
|
| 106 |
+
],
|
| 107 |
+
"expected": "yes"
|
| 108 |
+
}
|
| 109 |
+
],
|
| 110 |
+
"action_question": {
|
| 111 |
+
"question": "Did the player perform one clear clap?",
|
| 112 |
+
"answers": [
|
| 113 |
+
"yes",
|
| 114 |
+
"no"
|
| 115 |
+
],
|
| 116 |
+
"expected": "yes"
|
| 117 |
+
},
|
| 118 |
+
"outcome_question": {
|
| 119 |
+
"question": "At the end, is the canopy spread out, or the heart lanterns glowing pink?",
|
| 120 |
+
"answers": [
|
| 121 |
+
"the canopy is spread",
|
| 122 |
+
"the heart lanterns glow",
|
| 123 |
+
"unclear"
|
| 124 |
+
],
|
| 125 |
+
"expected": "the canopy is spread",
|
| 126 |
+
"not_expected": "the heart lanterns glow"
|
| 127 |
+
}
|
| 128 |
+
},
|
| 129 |
+
"constraints": {
|
| 130 |
+
"identical_initial_frame": true,
|
| 131 |
+
"hidden_state_not_visually_leaked": true,
|
| 132 |
+
"same_action_across_twins": true,
|
| 133 |
+
"both_outcomes_change": true,
|
| 134 |
+
"one_action_per_chunk": true,
|
| 135 |
+
"duration_seconds": "2-5"
|
| 136 |
+
},
|
| 137 |
+
"input_image": "input.png"
|
| 138 |
+
}
|
data/cases/B06/case_B.json
ADDED
|
@@ -0,0 +1,138 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"id": "B06-B",
|
| 3 |
+
"counterpart": "B06-A",
|
| 4 |
+
"genre": "dating",
|
| 5 |
+
"interaction_family": "trigger_gesture",
|
| 6 |
+
"initial_scene": {
|
| 7 |
+
"description": "a garden terrace with a white pergola frame whose canopy is folded up against the frame, and strings of heart-shaped lanterns hanging dark between the posts exactly two people, both fully visible: the player standing on the terrace with arms at the sides, and one NPC standing clearly opposite the player",
|
| 8 |
+
"third_person_player": true,
|
| 9 |
+
"player_pose_and_item": "exactly two people, both fully visible: the player standing on the terrace with arms at the sides, and one NPC standing clearly opposite the player",
|
| 10 |
+
"action_target": "the player's clap",
|
| 11 |
+
"other_key_objects": [
|
| 12 |
+
"pergola_canopy",
|
| 13 |
+
"heart_lanterns"
|
| 14 |
+
],
|
| 15 |
+
"shared_visual_state": [
|
| 16 |
+
"the pergola canopy is folded and retracted against its frame",
|
| 17 |
+
"the heart-shaped lanterns hang dark and unlit"
|
| 18 |
+
],
|
| 19 |
+
"camera": "locked third-person, fixed framing",
|
| 20 |
+
"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",
|
| 21 |
+
"keyframe": "frames/B06.png"
|
| 22 |
+
},
|
| 23 |
+
"hidden_state": {
|
| 24 |
+
"variable": "date_scene",
|
| 25 |
+
"A": "CANOPY",
|
| 26 |
+
"B": "LIGHTS",
|
| 27 |
+
"visible_in_initial_frame": false
|
| 28 |
+
},
|
| 29 |
+
"rule": {
|
| 30 |
+
"text": "If the date_scene is CANOPY, the pergola canopy spreads fully out overhead; if it is LIGHTS, the heart lanterns glow bright pink.",
|
| 31 |
+
"precondition": "date_scene == 'CANOPY'",
|
| 32 |
+
"effect": "canopy.out = true",
|
| 33 |
+
"else_effect": "hearts.lit = true",
|
| 34 |
+
"mapping": {
|
| 35 |
+
"CANOPY": "canopy.out = true",
|
| 36 |
+
"LIGHTS": "hearts.lit = true"
|
| 37 |
+
}
|
| 38 |
+
},
|
| 39 |
+
"shared_action": "The player stays in place and performs one clear clap.",
|
| 40 |
+
"instruction": "Preserve the first frame. date_scene = LIGHTS, so the resolved rule is: the heart lanterns glow bright pink. Action: The player stays in place and performs one clear clap. Show the action, then exactly this consequence: the heart lanterns glow bright pink The counter-outcome must NOT happen at any point: the pergola canopy is fully spread out overhead. Instead, the pergola canopy is folded and retracted against its frame 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.",
|
| 41 |
+
"initial_state": {
|
| 42 |
+
"canopy": {
|
| 43 |
+
"out": false
|
| 44 |
+
},
|
| 45 |
+
"hearts": {
|
| 46 |
+
"lit": false
|
| 47 |
+
},
|
| 48 |
+
"date_scene": "LIGHTS"
|
| 49 |
+
},
|
| 50 |
+
"gold_end_state": {
|
| 51 |
+
"canopy.out": false,
|
| 52 |
+
"hearts.lit": true
|
| 53 |
+
},
|
| 54 |
+
"delta": {
|
| 55 |
+
"hearts.lit": true
|
| 56 |
+
},
|
| 57 |
+
"visual_vocab": {
|
| 58 |
+
"canopy.out": {
|
| 59 |
+
"false": "the pergola canopy is folded and retracted against its frame",
|
| 60 |
+
"true": "the pergola canopy is fully spread out overhead"
|
| 61 |
+
},
|
| 62 |
+
"hearts.lit": {
|
| 63 |
+
"false": "the heart-shaped lanterns hang dark and unlit",
|
| 64 |
+
"true": "the heart-shaped lanterns all glow bright pink"
|
| 65 |
+
}
|
| 66 |
+
},
|
| 67 |
+
"gold_A": "the pergola canopy spreads fully out overhead",
|
| 68 |
+
"gold_B": "the heart lanterns glow bright pink",
|
| 69 |
+
"terminal_visual_states": {
|
| 70 |
+
"occurs": {
|
| 71 |
+
"variable": "hearts.lit",
|
| 72 |
+
"value": true,
|
| 73 |
+
"phrase": "the heart-shaped lanterns all glow bright pink",
|
| 74 |
+
"judge_label": "the heart lanterns glow",
|
| 75 |
+
"in_final_frame": true
|
| 76 |
+
},
|
| 77 |
+
"not_occurs": {
|
| 78 |
+
"variable": "canopy.out",
|
| 79 |
+
"value": true,
|
| 80 |
+
"phrase": "the pergola canopy is fully spread out overhead",
|
| 81 |
+
"judge_label": "the canopy is spread",
|
| 82 |
+
"in_final_frame": false,
|
| 83 |
+
"instead_remains": "the pergola canopy is folded and retracted against its frame"
|
| 84 |
+
}
|
| 85 |
+
},
|
| 86 |
+
"prompt_ok": [
|
| 87 |
+
"CANOPY"
|
| 88 |
+
],
|
| 89 |
+
"judge": {
|
| 90 |
+
"initial_questions": [
|
| 91 |
+
{
|
| 92 |
+
"question": "Is it true that the player and an NPC stand on the garden terrace?",
|
| 93 |
+
"statement": "the player and an NPC stand on the garden terrace",
|
| 94 |
+
"answers": [
|
| 95 |
+
"yes",
|
| 96 |
+
"no"
|
| 97 |
+
],
|
| 98 |
+
"expected": "yes"
|
| 99 |
+
},
|
| 100 |
+
{
|
| 101 |
+
"question": "Is it true that the heart lanterns are unlit?",
|
| 102 |
+
"statement": "the heart lanterns are unlit",
|
| 103 |
+
"answers": [
|
| 104 |
+
"yes",
|
| 105 |
+
"no"
|
| 106 |
+
],
|
| 107 |
+
"expected": "yes"
|
| 108 |
+
}
|
| 109 |
+
],
|
| 110 |
+
"action_question": {
|
| 111 |
+
"question": "Did the player perform one clear clap?",
|
| 112 |
+
"answers": [
|
| 113 |
+
"yes",
|
| 114 |
+
"no"
|
| 115 |
+
],
|
| 116 |
+
"expected": "yes"
|
| 117 |
+
},
|
| 118 |
+
"outcome_question": {
|
| 119 |
+
"question": "At the end, is the canopy spread out, or the heart lanterns glowing pink?",
|
| 120 |
+
"answers": [
|
| 121 |
+
"the canopy is spread",
|
| 122 |
+
"the heart lanterns glow",
|
| 123 |
+
"unclear"
|
| 124 |
+
],
|
| 125 |
+
"expected": "the heart lanterns glow",
|
| 126 |
+
"not_expected": "the canopy is spread"
|
| 127 |
+
}
|
| 128 |
+
},
|
| 129 |
+
"constraints": {
|
| 130 |
+
"identical_initial_frame": true,
|
| 131 |
+
"hidden_state_not_visually_leaked": true,
|
| 132 |
+
"same_action_across_twins": true,
|
| 133 |
+
"both_outcomes_change": true,
|
| 134 |
+
"one_action_per_chunk": true,
|
| 135 |
+
"duration_seconds": "2-5"
|
| 136 |
+
},
|
| 137 |
+
"input_image": "input.png"
|
| 138 |
+
}
|
data/cases/B06/input.png
ADDED
|
Git LFS Details
|
data/cases/B07/card_A.txt
ADDED
|
@@ -0,0 +1,42 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
[B07-A] genre: museum family: trigger_gesture counterpart: B07-B
|
| 2 |
+
input image: input.png (shared by both twins)
|
| 3 |
+
|
| 4 |
+
── Inputs to the video model ──
|
| 5 |
+
hidden state: exhibit_mode = STATUE (runtime only, not visible in the frame)
|
| 6 |
+
rule: If the exhibit_mode is STATUE, bright blue tracery covers the statue; if it is CURTAIN, the back curtain pulls fully open.
|
| 7 |
+
shared action: The player raises one arm and clearly points toward the statue.
|
| 8 |
+
instruction: Preserve the first frame. exhibit_mode = STATUE, so the resolved rule is: bright blue tracery covers the statue. Action: The player raises one arm and clearly points toward the statue. Show the action, then exactly this consequence: bright blue tracery covers the statue The counter-outcome must NOT happen at any point: the curtain is pulled fully open to the sides. Instead, the curtain is drawn fully closed across the wall 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.
|
| 9 |
+
chunk: one action-consequence transition, 2-5 s
|
| 10 |
+
|
| 11 |
+
── Gold ──
|
| 12 |
+
gold_A: bright blue tracery covers the statue
|
| 13 |
+
gold_B: the back curtain pulls fully open
|
| 14 |
+
gold_end_state (this twin): statue.pattern=true; curtain.open=false
|
| 15 |
+
delta (this twin): statue.pattern=true
|
| 16 |
+
|
| 17 |
+
── Terminal visual states (both, explicit) ──
|
| 18 |
+
occurs (final frame: YES): the statue surface is covered with bright blue glowing tracery [statue.pattern=true]
|
| 19 |
+
not_occurs (final frame: NO) : the curtain is pulled fully open to the sides [curtain.open=true]
|
| 20 |
+
instead remains: the curtain is drawn fully closed across the wall
|
| 21 |
+
outcome not_expected: the curtain is open
|
| 22 |
+
|
| 23 |
+
── Judges ──
|
| 24 |
+
initial questions:
|
| 25 |
+
Q: Is it true that the player stands facing the large statue? answers=['yes', 'no'] expected=yes
|
| 26 |
+
Q: Is it true that the statue is plain and the curtain is closed? answers=['yes', 'no'] expected=yes
|
| 27 |
+
action question:
|
| 28 |
+
Q: Did the player raise one arm and point at the statue? answers=['yes', 'no'] expected=yes
|
| 29 |
+
outcome question:
|
| 30 |
+
Q: At the end, does the statue show blue tracery, or is the curtain open? answers=['blue tracery on the statue', 'the curtain is open', 'unclear'] expected=blue tracery on the statue
|
| 31 |
+
|
| 32 |
+
── Visual vocab (for auditing the shared first frame) ──
|
| 33 |
+
- the statue surface is plain carved stone
|
| 34 |
+
- the statue surface is covered with bright blue glowing tracery
|
| 35 |
+
- the curtain is drawn fully closed across the wall
|
| 36 |
+
- the curtain is pulled fully open to the sides
|
| 37 |
+
|
| 38 |
+
── Constraints ──
|
| 39 |
+
identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True
|
| 40 |
+
both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5
|
| 41 |
+
|
| 42 |
+
[zh] B07-A(博物馆/trigger_gesture):hidden exhibit_mode=STATUE → gold [A 支线] bright blue tracery covers the statue;终态: 发生「the statue surface is covered with bright blue glowing tracery」且不发生「the curtain is pulled fully open to the sides」;outcome 判定期望: blue tracery on the statue
|
data/cases/B07/card_B.txt
ADDED
|
@@ -0,0 +1,42 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
[B07-B] genre: museum family: trigger_gesture counterpart: B07-A
|
| 2 |
+
input image: input.png (shared by both twins)
|
| 3 |
+
|
| 4 |
+
── Inputs to the video model ──
|
| 5 |
+
hidden state: exhibit_mode = CURTAIN (runtime only, not visible in the frame)
|
| 6 |
+
rule: If the exhibit_mode is STATUE, bright blue tracery covers the statue; if it is CURTAIN, the back curtain pulls fully open.
|
| 7 |
+
shared action: The player raises one arm and clearly points toward the statue.
|
| 8 |
+
instruction: Preserve the first frame. exhibit_mode = CURTAIN, so the resolved rule is: the back curtain pulls fully open. Action: The player raises one arm and clearly points toward the statue. Show the action, then exactly this consequence: the back curtain pulls fully open The counter-outcome must NOT happen at any point: the statue surface is covered with bright blue glowing tracery. Instead, the statue surface is plain carved stone 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.
|
| 9 |
+
chunk: one action-consequence transition, 2-5 s
|
| 10 |
+
|
| 11 |
+
── Gold ──
|
| 12 |
+
gold_A: bright blue tracery covers the statue
|
| 13 |
+
gold_B: the back curtain pulls fully open
|
| 14 |
+
gold_end_state (this twin): statue.pattern=false; curtain.open=true
|
| 15 |
+
delta (this twin): curtain.open=true
|
| 16 |
+
|
| 17 |
+
── Terminal visual states (both, explicit) ──
|
| 18 |
+
occurs (final frame: YES): the curtain is pulled fully open to the sides [curtain.open=true]
|
| 19 |
+
not_occurs (final frame: NO) : the statue surface is covered with bright blue glowing tracery [statue.pattern=true]
|
| 20 |
+
instead remains: the statue surface is plain carved stone
|
| 21 |
+
outcome not_expected: blue tracery on the statue
|
| 22 |
+
|
| 23 |
+
── Judges ──
|
| 24 |
+
initial questions:
|
| 25 |
+
Q: Is it true that the player stands facing the large statue? answers=['yes', 'no'] expected=yes
|
| 26 |
+
Q: Is it true that the statue is plain and the curtain is closed? answers=['yes', 'no'] expected=yes
|
| 27 |
+
action question:
|
| 28 |
+
Q: Did the player raise one arm and point at the statue? answers=['yes', 'no'] expected=yes
|
| 29 |
+
outcome question:
|
| 30 |
+
Q: At the end, does the statue show blue tracery, or is the curtain open? answers=['blue tracery on the statue', 'the curtain is open', 'unclear'] expected=the curtain is open
|
| 31 |
+
|
| 32 |
+
── Visual vocab (for auditing the shared first frame) ──
|
| 33 |
+
- the statue surface is plain carved stone
|
| 34 |
+
- the statue surface is covered with bright blue glowing tracery
|
| 35 |
+
- the curtain is drawn fully closed across the wall
|
| 36 |
+
- the curtain is pulled fully open to the sides
|
| 37 |
+
|
| 38 |
+
── Constraints ──
|
| 39 |
+
identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True
|
| 40 |
+
both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5
|
| 41 |
+
|
| 42 |
+
[zh] B07-B(博物馆/trigger_gesture):hidden exhibit_mode=CURTAIN → gold [B 支线] the back curtain pulls fully open;终态: 发生「the curtain is pulled fully open to the sides」且不发生「the statue surface is covered with bright blue glowing tracery」;outcome 判定期望: the curtain is open
|
data/cases/B07/case_A.json
ADDED
|
@@ -0,0 +1,139 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"id": "B07-A",
|
| 3 |
+
"counterpart": "B07-B",
|
| 4 |
+
"genre": "museum",
|
| 5 |
+
"interaction_family": "trigger_gesture",
|
| 6 |
+
"initial_scene": {
|
| 7 |
+
"description": "a gallery hall with a large stone statue on a plinth at the center, and a heavy curtain drawn fully closed across the back wall a single visitor seen in third person from behind, standing in place facing the statue, arms at the sides",
|
| 8 |
+
"third_person_player": true,
|
| 9 |
+
"player_pose_and_item": "a single visitor seen in third person from behind, standing in place facing the statue, arms at the sides",
|
| 10 |
+
"action_target": "the player's pointing arm",
|
| 11 |
+
"other_key_objects": [
|
| 12 |
+
"large_statue",
|
| 13 |
+
"gallery_curtain"
|
| 14 |
+
],
|
| 15 |
+
"shared_visual_state": [
|
| 16 |
+
"the statue surface is plain carved stone",
|
| 17 |
+
"the curtain is drawn fully closed across the wall"
|
| 18 |
+
],
|
| 19 |
+
"camera": "locked third-person, fixed framing",
|
| 20 |
+
"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",
|
| 21 |
+
"keyframe": "frames/B07.png"
|
| 22 |
+
},
|
| 23 |
+
"hidden_state": {
|
| 24 |
+
"variable": "exhibit_mode",
|
| 25 |
+
"A": "STATUE",
|
| 26 |
+
"B": "CURTAIN",
|
| 27 |
+
"visible_in_initial_frame": false
|
| 28 |
+
},
|
| 29 |
+
"rule": {
|
| 30 |
+
"text": "If the exhibit_mode is STATUE, bright blue tracery covers the statue; if it is CURTAIN, the back curtain pulls fully open.",
|
| 31 |
+
"precondition": "exhibit_mode == 'STATUE'",
|
| 32 |
+
"effect": "statue.pattern = true",
|
| 33 |
+
"else_effect": "curtain.open = true",
|
| 34 |
+
"mapping": {
|
| 35 |
+
"STATUE": "statue.pattern = true",
|
| 36 |
+
"CURTAIN": "curtain.open = true"
|
| 37 |
+
}
|
| 38 |
+
},
|
| 39 |
+
"shared_action": "The player raises one arm and clearly points toward the statue.",
|
| 40 |
+
"instruction": "Preserve the first frame. exhibit_mode = STATUE, so the resolved rule is: bright blue tracery covers the statue. Action: The player raises one arm and clearly points toward the statue. Show the action, then exactly this consequence: bright blue tracery covers the statue The counter-outcome must NOT happen at any point: the curtain is pulled fully open to the sides. Instead, the curtain is drawn fully closed across the wall 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.",
|
| 41 |
+
"initial_state": {
|
| 42 |
+
"statue": {
|
| 43 |
+
"pattern": false
|
| 44 |
+
},
|
| 45 |
+
"curtain": {
|
| 46 |
+
"open": false
|
| 47 |
+
},
|
| 48 |
+
"exhibit_mode": "STATUE"
|
| 49 |
+
},
|
| 50 |
+
"gold_end_state": {
|
| 51 |
+
"statue.pattern": true,
|
| 52 |
+
"curtain.open": false
|
| 53 |
+
},
|
| 54 |
+
"delta": {
|
| 55 |
+
"statue.pattern": true
|
| 56 |
+
},
|
| 57 |
+
"visual_vocab": {
|
| 58 |
+
"statue.pattern": {
|
| 59 |
+
"false": "the statue surface is plain carved stone",
|
| 60 |
+
"true": "the statue surface is covered with bright blue glowing tracery"
|
| 61 |
+
},
|
| 62 |
+
"curtain.open": {
|
| 63 |
+
"false": "the curtain is drawn fully closed across the wall",
|
| 64 |
+
"true": "the curtain is pulled fully open to the sides"
|
| 65 |
+
}
|
| 66 |
+
},
|
| 67 |
+
"gold_A": "bright blue tracery covers the statue",
|
| 68 |
+
"gold_B": "the back curtain pulls fully open",
|
| 69 |
+
"terminal_visual_states": {
|
| 70 |
+
"occurs": {
|
| 71 |
+
"variable": "statue.pattern",
|
| 72 |
+
"value": true,
|
| 73 |
+
"phrase": "the statue surface is covered with bright blue glowing tracery",
|
| 74 |
+
"judge_label": "blue tracery on the statue",
|
| 75 |
+
"in_final_frame": true
|
| 76 |
+
},
|
| 77 |
+
"not_occurs": {
|
| 78 |
+
"variable": "curtain.open",
|
| 79 |
+
"value": true,
|
| 80 |
+
"phrase": "the curtain is pulled fully open to the sides",
|
| 81 |
+
"judge_label": "the curtain is open",
|
| 82 |
+
"in_final_frame": false,
|
| 83 |
+
"instead_remains": "the curtain is drawn fully closed across the wall"
|
| 84 |
+
}
|
| 85 |
+
},
|
| 86 |
+
"prompt_ok": [
|
| 87 |
+
"STATUE",
|
| 88 |
+
"CURTAIN"
|
| 89 |
+
],
|
| 90 |
+
"judge": {
|
| 91 |
+
"initial_questions": [
|
| 92 |
+
{
|
| 93 |
+
"question": "Is it true that the player stands facing the large statue?",
|
| 94 |
+
"statement": "the player stands facing the large statue",
|
| 95 |
+
"answers": [
|
| 96 |
+
"yes",
|
| 97 |
+
"no"
|
| 98 |
+
],
|
| 99 |
+
"expected": "yes"
|
| 100 |
+
},
|
| 101 |
+
{
|
| 102 |
+
"question": "Is it true that the statue is plain and the curtain is closed?",
|
| 103 |
+
"statement": "the statue is plain and the curtain is closed",
|
| 104 |
+
"answers": [
|
| 105 |
+
"yes",
|
| 106 |
+
"no"
|
| 107 |
+
],
|
| 108 |
+
"expected": "yes"
|
| 109 |
+
}
|
| 110 |
+
],
|
| 111 |
+
"action_question": {
|
| 112 |
+
"question": "Did the player raise one arm and point at the statue?",
|
| 113 |
+
"answers": [
|
| 114 |
+
"yes",
|
| 115 |
+
"no"
|
| 116 |
+
],
|
| 117 |
+
"expected": "yes"
|
| 118 |
+
},
|
| 119 |
+
"outcome_question": {
|
| 120 |
+
"question": "At the end, does the statue show blue tracery, or is the curtain open?",
|
| 121 |
+
"answers": [
|
| 122 |
+
"blue tracery on the statue",
|
| 123 |
+
"the curtain is open",
|
| 124 |
+
"unclear"
|
| 125 |
+
],
|
| 126 |
+
"expected": "blue tracery on the statue",
|
| 127 |
+
"not_expected": "the curtain is open"
|
| 128 |
+
}
|
| 129 |
+
},
|
| 130 |
+
"constraints": {
|
| 131 |
+
"identical_initial_frame": true,
|
| 132 |
+
"hidden_state_not_visually_leaked": true,
|
| 133 |
+
"same_action_across_twins": true,
|
| 134 |
+
"both_outcomes_change": true,
|
| 135 |
+
"one_action_per_chunk": true,
|
| 136 |
+
"duration_seconds": "2-5"
|
| 137 |
+
},
|
| 138 |
+
"input_image": "input.png"
|
| 139 |
+
}
|
data/cases/B07/case_B.json
ADDED
|
@@ -0,0 +1,139 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
|
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|
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|
|
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|
|
|
|
|
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"id": "B07-B",
|
| 3 |
+
"counterpart": "B07-A",
|
| 4 |
+
"genre": "museum",
|
| 5 |
+
"interaction_family": "trigger_gesture",
|
| 6 |
+
"initial_scene": {
|
| 7 |
+
"description": "a gallery hall with a large stone statue on a plinth at the center, and a heavy curtain drawn fully closed across the back wall a single visitor seen in third person from behind, standing in place facing the statue, arms at the sides",
|
| 8 |
+
"third_person_player": true,
|
| 9 |
+
"player_pose_and_item": "a single visitor seen in third person from behind, standing in place facing the statue, arms at the sides",
|
| 10 |
+
"action_target": "the player's pointing arm",
|
| 11 |
+
"other_key_objects": [
|
| 12 |
+
"large_statue",
|
| 13 |
+
"gallery_curtain"
|
| 14 |
+
],
|
| 15 |
+
"shared_visual_state": [
|
| 16 |
+
"the statue surface is plain carved stone",
|
| 17 |
+
"the curtain is drawn fully closed across the wall"
|
| 18 |
+
],
|
| 19 |
+
"camera": "locked third-person, fixed framing",
|
| 20 |
+
"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",
|
| 21 |
+
"keyframe": "frames/B07.png"
|
| 22 |
+
},
|
| 23 |
+
"hidden_state": {
|
| 24 |
+
"variable": "exhibit_mode",
|
| 25 |
+
"A": "STATUE",
|
| 26 |
+
"B": "CURTAIN",
|
| 27 |
+
"visible_in_initial_frame": false
|
| 28 |
+
},
|
| 29 |
+
"rule": {
|
| 30 |
+
"text": "If the exhibit_mode is STATUE, bright blue tracery covers the statue; if it is CURTAIN, the back curtain pulls fully open.",
|
| 31 |
+
"precondition": "exhibit_mode == 'STATUE'",
|
| 32 |
+
"effect": "statue.pattern = true",
|
| 33 |
+
"else_effect": "curtain.open = true",
|
| 34 |
+
"mapping": {
|
| 35 |
+
"STATUE": "statue.pattern = true",
|
| 36 |
+
"CURTAIN": "curtain.open = true"
|
| 37 |
+
}
|
| 38 |
+
},
|
| 39 |
+
"shared_action": "The player raises one arm and clearly points toward the statue.",
|
| 40 |
+
"instruction": "Preserve the first frame. exhibit_mode = CURTAIN, so the resolved rule is: the back curtain pulls fully open. Action: The player raises one arm and clearly points toward the statue. Show the action, then exactly this consequence: the back curtain pulls fully open The counter-outcome must NOT happen at any point: the statue surface is covered with bright blue glowing tracery. Instead, the statue surface is plain carved stone 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.",
|
| 41 |
+
"initial_state": {
|
| 42 |
+
"statue": {
|
| 43 |
+
"pattern": false
|
| 44 |
+
},
|
| 45 |
+
"curtain": {
|
| 46 |
+
"open": false
|
| 47 |
+
},
|
| 48 |
+
"exhibit_mode": "CURTAIN"
|
| 49 |
+
},
|
| 50 |
+
"gold_end_state": {
|
| 51 |
+
"statue.pattern": false,
|
| 52 |
+
"curtain.open": true
|
| 53 |
+
},
|
| 54 |
+
"delta": {
|
| 55 |
+
"curtain.open": true
|
| 56 |
+
},
|
| 57 |
+
"visual_vocab": {
|
| 58 |
+
"statue.pattern": {
|
| 59 |
+
"false": "the statue surface is plain carved stone",
|
| 60 |
+
"true": "the statue surface is covered with bright blue glowing tracery"
|
| 61 |
+
},
|
| 62 |
+
"curtain.open": {
|
| 63 |
+
"false": "the curtain is drawn fully closed across the wall",
|
| 64 |
+
"true": "the curtain is pulled fully open to the sides"
|
| 65 |
+
}
|
| 66 |
+
},
|
| 67 |
+
"gold_A": "bright blue tracery covers the statue",
|
| 68 |
+
"gold_B": "the back curtain pulls fully open",
|
| 69 |
+
"terminal_visual_states": {
|
| 70 |
+
"occurs": {
|
| 71 |
+
"variable": "curtain.open",
|
| 72 |
+
"value": true,
|
| 73 |
+
"phrase": "the curtain is pulled fully open to the sides",
|
| 74 |
+
"judge_label": "the curtain is open",
|
| 75 |
+
"in_final_frame": true
|
| 76 |
+
},
|
| 77 |
+
"not_occurs": {
|
| 78 |
+
"variable": "statue.pattern",
|
| 79 |
+
"value": true,
|
| 80 |
+
"phrase": "the statue surface is covered with bright blue glowing tracery",
|
| 81 |
+
"judge_label": "blue tracery on the statue",
|
| 82 |
+
"in_final_frame": false,
|
| 83 |
+
"instead_remains": "the statue surface is plain carved stone"
|
| 84 |
+
}
|
| 85 |
+
},
|
| 86 |
+
"prompt_ok": [
|
| 87 |
+
"STATUE",
|
| 88 |
+
"CURTAIN"
|
| 89 |
+
],
|
| 90 |
+
"judge": {
|
| 91 |
+
"initial_questions": [
|
| 92 |
+
{
|
| 93 |
+
"question": "Is it true that the player stands facing the large statue?",
|
| 94 |
+
"statement": "the player stands facing the large statue",
|
| 95 |
+
"answers": [
|
| 96 |
+
"yes",
|
| 97 |
+
"no"
|
| 98 |
+
],
|
| 99 |
+
"expected": "yes"
|
| 100 |
+
},
|
| 101 |
+
{
|
| 102 |
+
"question": "Is it true that the statue is plain and the curtain is closed?",
|
| 103 |
+
"statement": "the statue is plain and the curtain is closed",
|
| 104 |
+
"answers": [
|
| 105 |
+
"yes",
|
| 106 |
+
"no"
|
| 107 |
+
],
|
| 108 |
+
"expected": "yes"
|
| 109 |
+
}
|
| 110 |
+
],
|
| 111 |
+
"action_question": {
|
| 112 |
+
"question": "Did the player raise one arm and point at the statue?",
|
| 113 |
+
"answers": [
|
| 114 |
+
"yes",
|
| 115 |
+
"no"
|
| 116 |
+
],
|
| 117 |
+
"expected": "yes"
|
| 118 |
+
},
|
| 119 |
+
"outcome_question": {
|
| 120 |
+
"question": "At the end, does the statue show blue tracery, or is the curtain open?",
|
| 121 |
+
"answers": [
|
| 122 |
+
"blue tracery on the statue",
|
| 123 |
+
"the curtain is open",
|
| 124 |
+
"unclear"
|
| 125 |
+
],
|
| 126 |
+
"expected": "the curtain is open",
|
| 127 |
+
"not_expected": "blue tracery on the statue"
|
| 128 |
+
}
|
| 129 |
+
},
|
| 130 |
+
"constraints": {
|
| 131 |
+
"identical_initial_frame": true,
|
| 132 |
+
"hidden_state_not_visually_leaked": true,
|
| 133 |
+
"same_action_across_twins": true,
|
| 134 |
+
"both_outcomes_change": true,
|
| 135 |
+
"one_action_per_chunk": true,
|
| 136 |
+
"duration_seconds": "2-5"
|
| 137 |
+
},
|
| 138 |
+
"input_image": "input.png"
|
| 139 |
+
}
|
data/cases/B07/input.png
ADDED
|
Git LFS Details
|
data/cases/B08/card_A.txt
ADDED
|
@@ -0,0 +1,42 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
[B08-A] genre: survival family: trigger_gesture counterpart: B08-B
|
| 2 |
+
input image: input.png (shared by both twins)
|
| 3 |
+
|
| 4 |
+
── Inputs to the video model ──
|
| 5 |
+
hidden state: signal_mode = FIRE (runtime only, not visible in the frame)
|
| 6 |
+
rule: If the signal_mode is FIRE, the campfire bursts into tall flames; if it is FLAG, the red signal flag rises high on its pole.
|
| 7 |
+
shared action: The player stays in place and raises both arms into a clear V shape.
|
| 8 |
+
instruction: Preserve the first frame. signal_mode = FIRE, so the resolved rule is: the campfire bursts into tall flames. Action: The player stays in place and raises both arms into a clear V shape. Show the action, then exactly this consequence: the campfire bursts into tall flames The counter-outcome must NOT happen at any point: the large red signal flag is raised high on its pole. Instead, the red signal flag is furled down around its pole 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.
|
| 9 |
+
chunk: one action-consequence transition, 2-5 s
|
| 10 |
+
|
| 11 |
+
── Gold ──
|
| 12 |
+
gold_A: the campfire bursts into tall flames
|
| 13 |
+
gold_B: the red signal flag rises high on its pole
|
| 14 |
+
gold_end_state (this twin): fire.lit=true; flag.up=false
|
| 15 |
+
delta (this twin): fire.lit=true
|
| 16 |
+
|
| 17 |
+
── Terminal visual states (both, explicit) ──
|
| 18 |
+
occurs (final frame: YES): the campfire burns with tall bright flames [fire.lit=true]
|
| 19 |
+
not_occurs (final frame: NO) : the large red signal flag is raised high on its pole [flag.up=true]
|
| 20 |
+
instead remains: the red signal flag is furled down around its pole
|
| 21 |
+
outcome not_expected: the flag is raised
|
| 22 |
+
|
| 23 |
+
── Judges ──
|
| 24 |
+
initial questions:
|
| 25 |
+
Q: Is it true that the player stands at the camp center? answers=['yes', 'no'] expected=yes
|
| 26 |
+
Q: Is it true that the campfire ring holds only cold ash? answers=['yes', 'no'] expected=yes
|
| 27 |
+
action question:
|
| 28 |
+
Q: Did the player raise both arms into a clear V shape? answers=['yes', 'no'] expected=yes
|
| 29 |
+
outcome question:
|
| 30 |
+
Q: At the end, is the campfire burning, or the red flag raised? answers=['the campfire burns', 'the flag is raised', 'unclear'] expected=the campfire burns
|
| 31 |
+
|
| 32 |
+
── Visual vocab (for auditing the shared first frame) ──
|
| 33 |
+
- the campfire ring holds only pale grey cold ash and charred black logs
|
| 34 |
+
- the campfire burns with tall bright flames
|
| 35 |
+
- the red signal flag is furled down around its pole
|
| 36 |
+
- the large red signal flag is raised high on its pole
|
| 37 |
+
|
| 38 |
+
── Constraints ──
|
| 39 |
+
identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True
|
| 40 |
+
both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5
|
| 41 |
+
|
| 42 |
+
[zh] B08-A(生存/trigger_gesture):hidden signal_mode=FIRE → gold [A 支线] the campfire bursts into tall flames;终态: 发生「the campfire burns with tall bright flames」且不发生「the large red signal flag is raised high on its pole」;outcome 判定期望: the campfire burns
|
data/cases/B08/card_B.txt
ADDED
|
@@ -0,0 +1,42 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
[B08-B] genre: survival family: trigger_gesture counterpart: B08-A
|
| 2 |
+
input image: input.png (shared by both twins)
|
| 3 |
+
|
| 4 |
+
── Inputs to the video model ──
|
| 5 |
+
hidden state: signal_mode = FLAG (runtime only, not visible in the frame)
|
| 6 |
+
rule: If the signal_mode is FIRE, the campfire bursts into tall flames; if it is FLAG, the red signal flag rises high on its pole.
|
| 7 |
+
shared action: The player stays in place and raises both arms into a clear V shape.
|
| 8 |
+
instruction: Preserve the first frame. signal_mode = FLAG, so the resolved rule is: the red signal flag rises high on its pole. Action: The player stays in place and raises both arms into a clear V shape. Show the action, then exactly this consequence: the red signal flag rises high on its pole The counter-outcome must NOT happen at any point: the campfire burns with tall bright flames. Instead, the campfire ring holds only pale grey cold ash and charred black logs 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.
|
| 9 |
+
chunk: one action-consequence transition, 2-5 s
|
| 10 |
+
|
| 11 |
+
── Gold ──
|
| 12 |
+
gold_A: the campfire bursts into tall flames
|
| 13 |
+
gold_B: the red signal flag rises high on its pole
|
| 14 |
+
gold_end_state (this twin): fire.lit=false; flag.up=true
|
| 15 |
+
delta (this twin): flag.up=true
|
| 16 |
+
|
| 17 |
+
── Terminal visual states (both, explicit) ──
|
| 18 |
+
occurs (final frame: YES): the large red signal flag is raised high on its pole [flag.up=true]
|
| 19 |
+
not_occurs (final frame: NO) : the campfire burns with tall bright flames [fire.lit=true]
|
| 20 |
+
instead remains: the campfire ring holds only pale grey cold ash and charred black logs
|
| 21 |
+
outcome not_expected: the campfire burns
|
| 22 |
+
|
| 23 |
+
── Judges ──
|
| 24 |
+
initial questions:
|
| 25 |
+
Q: Is it true that the player stands at the camp center? answers=['yes', 'no'] expected=yes
|
| 26 |
+
Q: Is it true that the campfire ring holds only cold ash? answers=['yes', 'no'] expected=yes
|
| 27 |
+
action question:
|
| 28 |
+
Q: Did the player raise both arms into a clear V shape? answers=['yes', 'no'] expected=yes
|
| 29 |
+
outcome question:
|
| 30 |
+
Q: At the end, is the campfire burning, or the red flag raised? answers=['the campfire burns', 'the flag is raised', 'unclear'] expected=the flag is raised
|
| 31 |
+
|
| 32 |
+
── Visual vocab (for auditing the shared first frame) ──
|
| 33 |
+
- the campfire ring holds only pale grey cold ash and charred black logs
|
| 34 |
+
- the campfire burns with tall bright flames
|
| 35 |
+
- the red signal flag is furled down around its pole
|
| 36 |
+
- the large red signal flag is raised high on its pole
|
| 37 |
+
|
| 38 |
+
── Constraints ──
|
| 39 |
+
identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True
|
| 40 |
+
both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5
|
| 41 |
+
|
| 42 |
+
[zh] B08-B(生存/trigger_gesture):hidden signal_mode=FLAG → gold [B 支线] the red signal flag rises high on its pole;终态: 发生「the large red signal flag is raised high on its pole」且不发生「the campfire burns with tall bright flames」;outcome 判定期望: the flag is raised
|
data/cases/B08/case_A.json
ADDED
|
@@ -0,0 +1,138 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
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|
|
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|
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|
|
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|
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|
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|
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|
|
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|
|
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|
|
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|
|
|
|
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|
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|
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|
|
|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"id": "B08-A",
|
| 3 |
+
"counterpart": "B08-B",
|
| 4 |
+
"genre": "survival",
|
| 5 |
+
"interaction_family": "trigger_gesture",
|
| 6 |
+
"initial_scene": {
|
| 7 |
+
"description": "a survival camp in flat grey daylight, a stone campfire ring and a tall pole with a red signal flag furled down around the pole a single adventurer seen in third person from behind, standing in place at the camp center, arms at the sides",
|
| 8 |
+
"third_person_player": true,
|
| 9 |
+
"player_pose_and_item": "a single adventurer seen in third person from behind, standing in place at the camp center, arms at the sides",
|
| 10 |
+
"action_target": "the player's V-arm gesture",
|
| 11 |
+
"other_key_objects": [
|
| 12 |
+
"campfire_ring",
|
| 13 |
+
"signal_pole"
|
| 14 |
+
],
|
| 15 |
+
"shared_visual_state": [
|
| 16 |
+
"the campfire ring holds only pale grey cold ash and charred black logs",
|
| 17 |
+
"the red signal flag is furled down around its pole"
|
| 18 |
+
],
|
| 19 |
+
"camera": "locked third-person, fixed framing",
|
| 20 |
+
"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",
|
| 21 |
+
"keyframe": "frames/B08.png"
|
| 22 |
+
},
|
| 23 |
+
"hidden_state": {
|
| 24 |
+
"variable": "signal_mode",
|
| 25 |
+
"A": "FIRE",
|
| 26 |
+
"B": "FLAG",
|
| 27 |
+
"visible_in_initial_frame": false
|
| 28 |
+
},
|
| 29 |
+
"rule": {
|
| 30 |
+
"text": "If the signal_mode is FIRE, the campfire bursts into tall flames; if it is FLAG, the red signal flag rises high on its pole.",
|
| 31 |
+
"precondition": "signal_mode == 'FIRE'",
|
| 32 |
+
"effect": "fire.lit = true",
|
| 33 |
+
"else_effect": "flag.up = true",
|
| 34 |
+
"mapping": {
|
| 35 |
+
"FIRE": "fire.lit = true",
|
| 36 |
+
"FLAG": "flag.up = true"
|
| 37 |
+
}
|
| 38 |
+
},
|
| 39 |
+
"shared_action": "The player stays in place and raises both arms into a clear V shape.",
|
| 40 |
+
"instruction": "Preserve the first frame. signal_mode = FIRE, so the resolved rule is: the campfire bursts into tall flames. Action: The player stays in place and raises both arms into a clear V shape. Show the action, then exactly this consequence: the campfire bursts into tall flames The counter-outcome must NOT happen at any point: the large red signal flag is raised high on its pole. Instead, the red signal flag is furled down around its pole 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.",
|
| 41 |
+
"initial_state": {
|
| 42 |
+
"fire": {
|
| 43 |
+
"lit": false
|
| 44 |
+
},
|
| 45 |
+
"flag": {
|
| 46 |
+
"up": false
|
| 47 |
+
},
|
| 48 |
+
"signal_mode": "FIRE"
|
| 49 |
+
},
|
| 50 |
+
"gold_end_state": {
|
| 51 |
+
"fire.lit": true,
|
| 52 |
+
"flag.up": false
|
| 53 |
+
},
|
| 54 |
+
"delta": {
|
| 55 |
+
"fire.lit": true
|
| 56 |
+
},
|
| 57 |
+
"visual_vocab": {
|
| 58 |
+
"fire.lit": {
|
| 59 |
+
"false": "the campfire ring holds only pale grey cold ash and charred black logs",
|
| 60 |
+
"true": "the campfire burns with tall bright flames"
|
| 61 |
+
},
|
| 62 |
+
"flag.up": {
|
| 63 |
+
"false": "the red signal flag is furled down around its pole",
|
| 64 |
+
"true": "the large red signal flag is raised high on its pole"
|
| 65 |
+
}
|
| 66 |
+
},
|
| 67 |
+
"gold_A": "the campfire bursts into tall flames",
|
| 68 |
+
"gold_B": "the red signal flag rises high on its pole",
|
| 69 |
+
"terminal_visual_states": {
|
| 70 |
+
"occurs": {
|
| 71 |
+
"variable": "fire.lit",
|
| 72 |
+
"value": true,
|
| 73 |
+
"phrase": "the campfire burns with tall bright flames",
|
| 74 |
+
"judge_label": "the campfire burns",
|
| 75 |
+
"in_final_frame": true
|
| 76 |
+
},
|
| 77 |
+
"not_occurs": {
|
| 78 |
+
"variable": "flag.up",
|
| 79 |
+
"value": true,
|
| 80 |
+
"phrase": "the large red signal flag is raised high on its pole",
|
| 81 |
+
"judge_label": "the flag is raised",
|
| 82 |
+
"in_final_frame": false,
|
| 83 |
+
"instead_remains": "the red signal flag is furled down around its pole"
|
| 84 |
+
}
|
| 85 |
+
},
|
| 86 |
+
"prompt_ok": [
|
| 87 |
+
"FLAG"
|
| 88 |
+
],
|
| 89 |
+
"judge": {
|
| 90 |
+
"initial_questions": [
|
| 91 |
+
{
|
| 92 |
+
"question": "Is it true that the player stands at the camp center?",
|
| 93 |
+
"statement": "the player stands at the camp center",
|
| 94 |
+
"answers": [
|
| 95 |
+
"yes",
|
| 96 |
+
"no"
|
| 97 |
+
],
|
| 98 |
+
"expected": "yes"
|
| 99 |
+
},
|
| 100 |
+
{
|
| 101 |
+
"question": "Is it true that the campfire ring holds only cold ash?",
|
| 102 |
+
"statement": "the campfire ring holds only cold ash",
|
| 103 |
+
"answers": [
|
| 104 |
+
"yes",
|
| 105 |
+
"no"
|
| 106 |
+
],
|
| 107 |
+
"expected": "yes"
|
| 108 |
+
}
|
| 109 |
+
],
|
| 110 |
+
"action_question": {
|
| 111 |
+
"question": "Did the player raise both arms into a clear V shape?",
|
| 112 |
+
"answers": [
|
| 113 |
+
"yes",
|
| 114 |
+
"no"
|
| 115 |
+
],
|
| 116 |
+
"expected": "yes"
|
| 117 |
+
},
|
| 118 |
+
"outcome_question": {
|
| 119 |
+
"question": "At the end, is the campfire burning, or the red flag raised?",
|
| 120 |
+
"answers": [
|
| 121 |
+
"the campfire burns",
|
| 122 |
+
"the flag is raised",
|
| 123 |
+
"unclear"
|
| 124 |
+
],
|
| 125 |
+
"expected": "the campfire burns",
|
| 126 |
+
"not_expected": "the flag is raised"
|
| 127 |
+
}
|
| 128 |
+
},
|
| 129 |
+
"constraints": {
|
| 130 |
+
"identical_initial_frame": true,
|
| 131 |
+
"hidden_state_not_visually_leaked": true,
|
| 132 |
+
"same_action_across_twins": true,
|
| 133 |
+
"both_outcomes_change": true,
|
| 134 |
+
"one_action_per_chunk": true,
|
| 135 |
+
"duration_seconds": "2-5"
|
| 136 |
+
},
|
| 137 |
+
"input_image": "input.png"
|
| 138 |
+
}
|
data/cases/B08/case_B.json
ADDED
|
@@ -0,0 +1,138 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"id": "B08-B",
|
| 3 |
+
"counterpart": "B08-A",
|
| 4 |
+
"genre": "survival",
|
| 5 |
+
"interaction_family": "trigger_gesture",
|
| 6 |
+
"initial_scene": {
|
| 7 |
+
"description": "a survival camp in flat grey daylight, a stone campfire ring and a tall pole with a red signal flag furled down around the pole a single adventurer seen in third person from behind, standing in place at the camp center, arms at the sides",
|
| 8 |
+
"third_person_player": true,
|
| 9 |
+
"player_pose_and_item": "a single adventurer seen in third person from behind, standing in place at the camp center, arms at the sides",
|
| 10 |
+
"action_target": "the player's V-arm gesture",
|
| 11 |
+
"other_key_objects": [
|
| 12 |
+
"campfire_ring",
|
| 13 |
+
"signal_pole"
|
| 14 |
+
],
|
| 15 |
+
"shared_visual_state": [
|
| 16 |
+
"the campfire ring holds only pale grey cold ash and charred black logs",
|
| 17 |
+
"the red signal flag is furled down around its pole"
|
| 18 |
+
],
|
| 19 |
+
"camera": "locked third-person, fixed framing",
|
| 20 |
+
"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",
|
| 21 |
+
"keyframe": "frames/B08.png"
|
| 22 |
+
},
|
| 23 |
+
"hidden_state": {
|
| 24 |
+
"variable": "signal_mode",
|
| 25 |
+
"A": "FIRE",
|
| 26 |
+
"B": "FLAG",
|
| 27 |
+
"visible_in_initial_frame": false
|
| 28 |
+
},
|
| 29 |
+
"rule": {
|
| 30 |
+
"text": "If the signal_mode is FIRE, the campfire bursts into tall flames; if it is FLAG, the red signal flag rises high on its pole.",
|
| 31 |
+
"precondition": "signal_mode == 'FIRE'",
|
| 32 |
+
"effect": "fire.lit = true",
|
| 33 |
+
"else_effect": "flag.up = true",
|
| 34 |
+
"mapping": {
|
| 35 |
+
"FIRE": "fire.lit = true",
|
| 36 |
+
"FLAG": "flag.up = true"
|
| 37 |
+
}
|
| 38 |
+
},
|
| 39 |
+
"shared_action": "The player stays in place and raises both arms into a clear V shape.",
|
| 40 |
+
"instruction": "Preserve the first frame. signal_mode = FLAG, so the resolved rule is: the red signal flag rises high on its pole. Action: The player stays in place and raises both arms into a clear V shape. Show the action, then exactly this consequence: the red signal flag rises high on its pole The counter-outcome must NOT happen at any point: the campfire burns with tall bright flames. Instead, the campfire ring holds only pale grey cold ash and charred black logs 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.",
|
| 41 |
+
"initial_state": {
|
| 42 |
+
"fire": {
|
| 43 |
+
"lit": false
|
| 44 |
+
},
|
| 45 |
+
"flag": {
|
| 46 |
+
"up": false
|
| 47 |
+
},
|
| 48 |
+
"signal_mode": "FLAG"
|
| 49 |
+
},
|
| 50 |
+
"gold_end_state": {
|
| 51 |
+
"fire.lit": false,
|
| 52 |
+
"flag.up": true
|
| 53 |
+
},
|
| 54 |
+
"delta": {
|
| 55 |
+
"flag.up": true
|
| 56 |
+
},
|
| 57 |
+
"visual_vocab": {
|
| 58 |
+
"fire.lit": {
|
| 59 |
+
"false": "the campfire ring holds only pale grey cold ash and charred black logs",
|
| 60 |
+
"true": "the campfire burns with tall bright flames"
|
| 61 |
+
},
|
| 62 |
+
"flag.up": {
|
| 63 |
+
"false": "the red signal flag is furled down around its pole",
|
| 64 |
+
"true": "the large red signal flag is raised high on its pole"
|
| 65 |
+
}
|
| 66 |
+
},
|
| 67 |
+
"gold_A": "the campfire bursts into tall flames",
|
| 68 |
+
"gold_B": "the red signal flag rises high on its pole",
|
| 69 |
+
"terminal_visual_states": {
|
| 70 |
+
"occurs": {
|
| 71 |
+
"variable": "flag.up",
|
| 72 |
+
"value": true,
|
| 73 |
+
"phrase": "the large red signal flag is raised high on its pole",
|
| 74 |
+
"judge_label": "the flag is raised",
|
| 75 |
+
"in_final_frame": true
|
| 76 |
+
},
|
| 77 |
+
"not_occurs": {
|
| 78 |
+
"variable": "fire.lit",
|
| 79 |
+
"value": true,
|
| 80 |
+
"phrase": "the campfire burns with tall bright flames",
|
| 81 |
+
"judge_label": "the campfire burns",
|
| 82 |
+
"in_final_frame": false,
|
| 83 |
+
"instead_remains": "the campfire ring holds only pale grey cold ash and charred black logs"
|
| 84 |
+
}
|
| 85 |
+
},
|
| 86 |
+
"prompt_ok": [
|
| 87 |
+
"FLAG"
|
| 88 |
+
],
|
| 89 |
+
"judge": {
|
| 90 |
+
"initial_questions": [
|
| 91 |
+
{
|
| 92 |
+
"question": "Is it true that the player stands at the camp center?",
|
| 93 |
+
"statement": "the player stands at the camp center",
|
| 94 |
+
"answers": [
|
| 95 |
+
"yes",
|
| 96 |
+
"no"
|
| 97 |
+
],
|
| 98 |
+
"expected": "yes"
|
| 99 |
+
},
|
| 100 |
+
{
|
| 101 |
+
"question": "Is it true that the campfire ring holds only cold ash?",
|
| 102 |
+
"statement": "the campfire ring holds only cold ash",
|
| 103 |
+
"answers": [
|
| 104 |
+
"yes",
|
| 105 |
+
"no"
|
| 106 |
+
],
|
| 107 |
+
"expected": "yes"
|
| 108 |
+
}
|
| 109 |
+
],
|
| 110 |
+
"action_question": {
|
| 111 |
+
"question": "Did the player raise both arms into a clear V shape?",
|
| 112 |
+
"answers": [
|
| 113 |
+
"yes",
|
| 114 |
+
"no"
|
| 115 |
+
],
|
| 116 |
+
"expected": "yes"
|
| 117 |
+
},
|
| 118 |
+
"outcome_question": {
|
| 119 |
+
"question": "At the end, is the campfire burning, or the red flag raised?",
|
| 120 |
+
"answers": [
|
| 121 |
+
"the campfire burns",
|
| 122 |
+
"the flag is raised",
|
| 123 |
+
"unclear"
|
| 124 |
+
],
|
| 125 |
+
"expected": "the flag is raised",
|
| 126 |
+
"not_expected": "the campfire burns"
|
| 127 |
+
}
|
| 128 |
+
},
|
| 129 |
+
"constraints": {
|
| 130 |
+
"identical_initial_frame": true,
|
| 131 |
+
"hidden_state_not_visually_leaked": true,
|
| 132 |
+
"same_action_across_twins": true,
|
| 133 |
+
"both_outcomes_change": true,
|
| 134 |
+
"one_action_per_chunk": true,
|
| 135 |
+
"duration_seconds": "2-5"
|
| 136 |
+
},
|
| 137 |
+
"input_image": "input.png"
|
| 138 |
+
}
|
data/cases/B08/input.png
ADDED
|
Git LFS Details
|
data/cases/B09/card_A.txt
ADDED
|
@@ -0,0 +1,42 @@
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| 1 |
+
[B09-A] genre: escape_room family: trigger_mechanism counterpart: B09-B
|
| 2 |
+
input image: input.png (shared by both twins)
|
| 3 |
+
|
| 4 |
+
── Inputs to the video model ──
|
| 5 |
+
hidden state: mechanism_mode = DOOR (runtime only, not visible in the frame)
|
| 6 |
+
rule: If the mechanism_mode is DOOR, the stone door rises fully open; if it is DRAWER, the large wall drawer pops clearly out.
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| 7 |
+
shared action: The large wall lever moves clearly from the upper position to the lower position.
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| 8 |
+
instruction: Preserve the first frame. mechanism_mode = DOOR, so the resolved rule is: the stone door rises fully open. Action: The large wall lever moves clearly from the upper position to the lower position. Show the action, then exactly this consequence: the stone door rises fully open The counter-outcome must NOT happen at any point: the large wall drawer is popped clearly out of the wall. Instead, the large wall drawer is pushed flush shut into the wall 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.
|
| 9 |
+
chunk: one action-consequence transition, 2-5 s
|
| 10 |
+
|
| 11 |
+
── Gold ──
|
| 12 |
+
gold_A: the stone door rises fully open
|
| 13 |
+
gold_B: the large wall drawer pops clearly out
|
| 14 |
+
gold_end_state (this twin): door.up=true; drawer.out=false
|
| 15 |
+
delta (this twin): door.up=true
|
| 16 |
+
|
| 17 |
+
── Terminal visual states (both, explicit) ──
|
| 18 |
+
occurs (final frame: YES): the stone door is raised fully open, the passage clear [door.up=true]
|
| 19 |
+
not_occurs (final frame: NO) : the large wall drawer is popped clearly out of the wall [drawer.out=true]
|
| 20 |
+
instead remains: the large wall drawer is pushed flush shut into the wall
|
| 21 |
+
outcome not_expected: the drawer is popped out
|
| 22 |
+
|
| 23 |
+
── Judges ──
|
| 24 |
+
initial questions:
|
| 25 |
+
Q: Is it true that the player stands beside the wall lever? answers=['yes', 'no'] expected=yes
|
| 26 |
+
Q: Is it true that the stone door and the wall drawer are both shut? answers=['yes', 'no'] expected=yes
|
| 27 |
+
action question:
|
| 28 |
+
Q: Was the large wall lever pulled down to the lower position? answers=['yes', 'no'] expected=yes
|
| 29 |
+
outcome question:
|
| 30 |
+
Q: At the end, is the stone door open, or the drawer popped out? answers=['the stone door is open', 'the drawer is popped out', 'unclear'] expected=the stone door is open
|
| 31 |
+
|
| 32 |
+
── Visual vocab (for auditing the shared first frame) ──
|
| 33 |
+
- the stone door is fully lowered shut across its doorway
|
| 34 |
+
- the stone door is raised fully open, the passage clear
|
| 35 |
+
- the large wall drawer is pushed flush shut into the wall
|
| 36 |
+
- the large wall drawer is popped clearly out of the wall
|
| 37 |
+
|
| 38 |
+
── Constraints ──
|
| 39 |
+
identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True
|
| 40 |
+
both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5
|
| 41 |
+
|
| 42 |
+
[zh] B09-A(密室/trigger_mechanism):hidden mechanism_mode=DOOR → gold [A 支线] the stone door rises fully open;终态: 发生「the stone door is raised fully open, the passage clear」且不发生「the large wall drawer is popped clearly out of the wall」;outcome 判定期望: the stone door is open
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data/cases/B09/card_B.txt
ADDED
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@@ -0,0 +1,42 @@
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|
| 1 |
+
[B09-B] genre: escape_room family: trigger_mechanism counterpart: B09-A
|
| 2 |
+
input image: input.png (shared by both twins)
|
| 3 |
+
|
| 4 |
+
── Inputs to the video model ──
|
| 5 |
+
hidden state: mechanism_mode = DRAWER (runtime only, not visible in the frame)
|
| 6 |
+
rule: If the mechanism_mode is DOOR, the stone door rises fully open; if it is DRAWER, the large wall drawer pops clearly out.
|
| 7 |
+
shared action: The large wall lever moves clearly from the upper position to the lower position.
|
| 8 |
+
instruction: Preserve the first frame. mechanism_mode = DRAWER, so the resolved rule is: the large wall drawer pops clearly out. Action: The large wall lever moves clearly from the upper position to the lower position. Show the action, then exactly this consequence: the large wall drawer pops clearly out The counter-outcome must NOT happen at any point: the stone door is raised fully open, the passage clear. Instead, the stone door is fully lowered shut across its doorway 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.
|
| 9 |
+
chunk: one action-consequence transition, 2-5 s
|
| 10 |
+
|
| 11 |
+
── Gold ──
|
| 12 |
+
gold_A: the stone door rises fully open
|
| 13 |
+
gold_B: the large wall drawer pops clearly out
|
| 14 |
+
gold_end_state (this twin): door.up=false; drawer.out=true
|
| 15 |
+
delta (this twin): drawer.out=true
|
| 16 |
+
|
| 17 |
+
── Terminal visual states (both, explicit) ──
|
| 18 |
+
occurs (final frame: YES): the large wall drawer is popped clearly out of the wall [drawer.out=true]
|
| 19 |
+
not_occurs (final frame: NO) : the stone door is raised fully open, the passage clear [door.up=true]
|
| 20 |
+
instead remains: the stone door is fully lowered shut across its doorway
|
| 21 |
+
outcome not_expected: the stone door is open
|
| 22 |
+
|
| 23 |
+
── Judges ──
|
| 24 |
+
initial questions:
|
| 25 |
+
Q: Is it true that the player stands beside the wall lever? answers=['yes', 'no'] expected=yes
|
| 26 |
+
Q: Is it true that the stone door and the wall drawer are both shut? answers=['yes', 'no'] expected=yes
|
| 27 |
+
action question:
|
| 28 |
+
Q: Was the large wall lever pulled down to the lower position? answers=['yes', 'no'] expected=yes
|
| 29 |
+
outcome question:
|
| 30 |
+
Q: At the end, is the stone door open, or the drawer popped out? answers=['the stone door is open', 'the drawer is popped out', 'unclear'] expected=the drawer is popped out
|
| 31 |
+
|
| 32 |
+
── Visual vocab (for auditing the shared first frame) ──
|
| 33 |
+
- the stone door is fully lowered shut across its doorway
|
| 34 |
+
- the stone door is raised fully open, the passage clear
|
| 35 |
+
- the large wall drawer is pushed flush shut into the wall
|
| 36 |
+
- the large wall drawer is popped clearly out of the wall
|
| 37 |
+
|
| 38 |
+
── Constraints ──
|
| 39 |
+
identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True
|
| 40 |
+
both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5
|
| 41 |
+
|
| 42 |
+
[zh] B09-B(密室/trigger_mechanism):hidden mechanism_mode=DRAWER → gold [B 支线] the large wall drawer pops clearly out;终态: 发生「the large wall drawer is popped clearly out of the wall」且不发生「the stone door is raised fully open, the passage clear」;outcome 判定期望: the drawer is popped out
|
data/cases/B09/case_A.json
ADDED
|
@@ -0,0 +1,140 @@
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|
| 1 |
+
{
|
| 2 |
+
"id": "B09-A",
|
| 3 |
+
"counterpart": "B09-B",
|
| 4 |
+
"genre": "escape_room",
|
| 5 |
+
"interaction_family": "trigger_mechanism",
|
| 6 |
+
"initial_scene": {
|
| 7 |
+
"description": "a puzzle chamber with a large iron wall lever set at chest height in its upper position, a stone door in the far wall, and a large wooden drawer set flush into the side wall a single adventurer seen in third person from behind, standing in place beside the wall lever with a hand at it",
|
| 8 |
+
"third_person_player": true,
|
| 9 |
+
"player_pose_and_item": "a single adventurer seen in third person from behind, standing in place beside the wall lever with a hand at it",
|
| 10 |
+
"action_target": "the large wall lever",
|
| 11 |
+
"other_key_objects": [
|
| 12 |
+
"wall_lever",
|
| 13 |
+
"stone_door",
|
| 14 |
+
"wall_drawer"
|
| 15 |
+
],
|
| 16 |
+
"shared_visual_state": [
|
| 17 |
+
"the stone door is fully lowered shut across its doorway",
|
| 18 |
+
"the large wall drawer is pushed flush shut into the wall"
|
| 19 |
+
],
|
| 20 |
+
"camera": "locked third-person, fixed framing",
|
| 21 |
+
"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",
|
| 22 |
+
"keyframe": "frames/B09.png"
|
| 23 |
+
},
|
| 24 |
+
"hidden_state": {
|
| 25 |
+
"variable": "mechanism_mode",
|
| 26 |
+
"A": "DOOR",
|
| 27 |
+
"B": "DRAWER",
|
| 28 |
+
"visible_in_initial_frame": false
|
| 29 |
+
},
|
| 30 |
+
"rule": {
|
| 31 |
+
"text": "If the mechanism_mode is DOOR, the stone door rises fully open; if it is DRAWER, the large wall drawer pops clearly out.",
|
| 32 |
+
"precondition": "mechanism_mode == 'DOOR'",
|
| 33 |
+
"effect": "door.up = true",
|
| 34 |
+
"else_effect": "drawer.out = true",
|
| 35 |
+
"mapping": {
|
| 36 |
+
"DOOR": "door.up = true",
|
| 37 |
+
"DRAWER": "drawer.out = true"
|
| 38 |
+
}
|
| 39 |
+
},
|
| 40 |
+
"shared_action": "The large wall lever moves clearly from the upper position to the lower position.",
|
| 41 |
+
"instruction": "Preserve the first frame. mechanism_mode = DOOR, so the resolved rule is: the stone door rises fully open. Action: The large wall lever moves clearly from the upper position to the lower position. Show the action, then exactly this consequence: the stone door rises fully open The counter-outcome must NOT happen at any point: the large wall drawer is popped clearly out of the wall. Instead, the large wall drawer is pushed flush shut into the wall 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.",
|
| 42 |
+
"initial_state": {
|
| 43 |
+
"door": {
|
| 44 |
+
"up": false
|
| 45 |
+
},
|
| 46 |
+
"drawer": {
|
| 47 |
+
"out": false
|
| 48 |
+
},
|
| 49 |
+
"mechanism_mode": "DOOR"
|
| 50 |
+
},
|
| 51 |
+
"gold_end_state": {
|
| 52 |
+
"door.up": true,
|
| 53 |
+
"drawer.out": false
|
| 54 |
+
},
|
| 55 |
+
"delta": {
|
| 56 |
+
"door.up": true
|
| 57 |
+
},
|
| 58 |
+
"visual_vocab": {
|
| 59 |
+
"door.up": {
|
| 60 |
+
"false": "the stone door is fully lowered shut across its doorway",
|
| 61 |
+
"true": "the stone door is raised fully open, the passage clear"
|
| 62 |
+
},
|
| 63 |
+
"drawer.out": {
|
| 64 |
+
"false": "the large wall drawer is pushed flush shut into the wall",
|
| 65 |
+
"true": "the large wall drawer is popped clearly out of the wall"
|
| 66 |
+
}
|
| 67 |
+
},
|
| 68 |
+
"gold_A": "the stone door rises fully open",
|
| 69 |
+
"gold_B": "the large wall drawer pops clearly out",
|
| 70 |
+
"terminal_visual_states": {
|
| 71 |
+
"occurs": {
|
| 72 |
+
"variable": "door.up",
|
| 73 |
+
"value": true,
|
| 74 |
+
"phrase": "the stone door is raised fully open, the passage clear",
|
| 75 |
+
"judge_label": "the stone door is open",
|
| 76 |
+
"in_final_frame": true
|
| 77 |
+
},
|
| 78 |
+
"not_occurs": {
|
| 79 |
+
"variable": "drawer.out",
|
| 80 |
+
"value": true,
|
| 81 |
+
"phrase": "the large wall drawer is popped clearly out of the wall",
|
| 82 |
+
"judge_label": "the drawer is popped out",
|
| 83 |
+
"in_final_frame": false,
|
| 84 |
+
"instead_remains": "the large wall drawer is pushed flush shut into the wall"
|
| 85 |
+
}
|
| 86 |
+
},
|
| 87 |
+
"prompt_ok": [
|
| 88 |
+
"DOOR",
|
| 89 |
+
"DRAWER"
|
| 90 |
+
],
|
| 91 |
+
"judge": {
|
| 92 |
+
"initial_questions": [
|
| 93 |
+
{
|
| 94 |
+
"question": "Is it true that the player stands beside the wall lever?",
|
| 95 |
+
"statement": "the player stands beside the wall lever",
|
| 96 |
+
"answers": [
|
| 97 |
+
"yes",
|
| 98 |
+
"no"
|
| 99 |
+
],
|
| 100 |
+
"expected": "yes"
|
| 101 |
+
},
|
| 102 |
+
{
|
| 103 |
+
"question": "Is it true that the stone door and the wall drawer are both shut?",
|
| 104 |
+
"statement": "the stone door and the wall drawer are both shut",
|
| 105 |
+
"answers": [
|
| 106 |
+
"yes",
|
| 107 |
+
"no"
|
| 108 |
+
],
|
| 109 |
+
"expected": "yes"
|
| 110 |
+
}
|
| 111 |
+
],
|
| 112 |
+
"action_question": {
|
| 113 |
+
"question": "Was the large wall lever pulled down to the lower position?",
|
| 114 |
+
"answers": [
|
| 115 |
+
"yes",
|
| 116 |
+
"no"
|
| 117 |
+
],
|
| 118 |
+
"expected": "yes"
|
| 119 |
+
},
|
| 120 |
+
"outcome_question": {
|
| 121 |
+
"question": "At the end, is the stone door open, or the drawer popped out?",
|
| 122 |
+
"answers": [
|
| 123 |
+
"the stone door is open",
|
| 124 |
+
"the drawer is popped out",
|
| 125 |
+
"unclear"
|
| 126 |
+
],
|
| 127 |
+
"expected": "the stone door is open",
|
| 128 |
+
"not_expected": "the drawer is popped out"
|
| 129 |
+
}
|
| 130 |
+
},
|
| 131 |
+
"constraints": {
|
| 132 |
+
"identical_initial_frame": true,
|
| 133 |
+
"hidden_state_not_visually_leaked": true,
|
| 134 |
+
"same_action_across_twins": true,
|
| 135 |
+
"both_outcomes_change": true,
|
| 136 |
+
"one_action_per_chunk": true,
|
| 137 |
+
"duration_seconds": "2-5"
|
| 138 |
+
},
|
| 139 |
+
"input_image": "input.png"
|
| 140 |
+
}
|
data/cases/B09/case_B.json
ADDED
|
@@ -0,0 +1,140 @@
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|
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|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
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|
|
|
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|
|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"id": "B09-B",
|
| 3 |
+
"counterpart": "B09-A",
|
| 4 |
+
"genre": "escape_room",
|
| 5 |
+
"interaction_family": "trigger_mechanism",
|
| 6 |
+
"initial_scene": {
|
| 7 |
+
"description": "a puzzle chamber with a large iron wall lever set at chest height in its upper position, a stone door in the far wall, and a large wooden drawer set flush into the side wall a single adventurer seen in third person from behind, standing in place beside the wall lever with a hand at it",
|
| 8 |
+
"third_person_player": true,
|
| 9 |
+
"player_pose_and_item": "a single adventurer seen in third person from behind, standing in place beside the wall lever with a hand at it",
|
| 10 |
+
"action_target": "the large wall lever",
|
| 11 |
+
"other_key_objects": [
|
| 12 |
+
"wall_lever",
|
| 13 |
+
"stone_door",
|
| 14 |
+
"wall_drawer"
|
| 15 |
+
],
|
| 16 |
+
"shared_visual_state": [
|
| 17 |
+
"the stone door is fully lowered shut across its doorway",
|
| 18 |
+
"the large wall drawer is pushed flush shut into the wall"
|
| 19 |
+
],
|
| 20 |
+
"camera": "locked third-person, fixed framing",
|
| 21 |
+
"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",
|
| 22 |
+
"keyframe": "frames/B09.png"
|
| 23 |
+
},
|
| 24 |
+
"hidden_state": {
|
| 25 |
+
"variable": "mechanism_mode",
|
| 26 |
+
"A": "DOOR",
|
| 27 |
+
"B": "DRAWER",
|
| 28 |
+
"visible_in_initial_frame": false
|
| 29 |
+
},
|
| 30 |
+
"rule": {
|
| 31 |
+
"text": "If the mechanism_mode is DOOR, the stone door rises fully open; if it is DRAWER, the large wall drawer pops clearly out.",
|
| 32 |
+
"precondition": "mechanism_mode == 'DOOR'",
|
| 33 |
+
"effect": "door.up = true",
|
| 34 |
+
"else_effect": "drawer.out = true",
|
| 35 |
+
"mapping": {
|
| 36 |
+
"DOOR": "door.up = true",
|
| 37 |
+
"DRAWER": "drawer.out = true"
|
| 38 |
+
}
|
| 39 |
+
},
|
| 40 |
+
"shared_action": "The large wall lever moves clearly from the upper position to the lower position.",
|
| 41 |
+
"instruction": "Preserve the first frame. mechanism_mode = DRAWER, so the resolved rule is: the large wall drawer pops clearly out. Action: The large wall lever moves clearly from the upper position to the lower position. Show the action, then exactly this consequence: the large wall drawer pops clearly out The counter-outcome must NOT happen at any point: the stone door is raised fully open, the passage clear. Instead, the stone door is fully lowered shut across its doorway 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.",
|
| 42 |
+
"initial_state": {
|
| 43 |
+
"door": {
|
| 44 |
+
"up": false
|
| 45 |
+
},
|
| 46 |
+
"drawer": {
|
| 47 |
+
"out": false
|
| 48 |
+
},
|
| 49 |
+
"mechanism_mode": "DRAWER"
|
| 50 |
+
},
|
| 51 |
+
"gold_end_state": {
|
| 52 |
+
"door.up": false,
|
| 53 |
+
"drawer.out": true
|
| 54 |
+
},
|
| 55 |
+
"delta": {
|
| 56 |
+
"drawer.out": true
|
| 57 |
+
},
|
| 58 |
+
"visual_vocab": {
|
| 59 |
+
"door.up": {
|
| 60 |
+
"false": "the stone door is fully lowered shut across its doorway",
|
| 61 |
+
"true": "the stone door is raised fully open, the passage clear"
|
| 62 |
+
},
|
| 63 |
+
"drawer.out": {
|
| 64 |
+
"false": "the large wall drawer is pushed flush shut into the wall",
|
| 65 |
+
"true": "the large wall drawer is popped clearly out of the wall"
|
| 66 |
+
}
|
| 67 |
+
},
|
| 68 |
+
"gold_A": "the stone door rises fully open",
|
| 69 |
+
"gold_B": "the large wall drawer pops clearly out",
|
| 70 |
+
"terminal_visual_states": {
|
| 71 |
+
"occurs": {
|
| 72 |
+
"variable": "drawer.out",
|
| 73 |
+
"value": true,
|
| 74 |
+
"phrase": "the large wall drawer is popped clearly out of the wall",
|
| 75 |
+
"judge_label": "the drawer is popped out",
|
| 76 |
+
"in_final_frame": true
|
| 77 |
+
},
|
| 78 |
+
"not_occurs": {
|
| 79 |
+
"variable": "door.up",
|
| 80 |
+
"value": true,
|
| 81 |
+
"phrase": "the stone door is raised fully open, the passage clear",
|
| 82 |
+
"judge_label": "the stone door is open",
|
| 83 |
+
"in_final_frame": false,
|
| 84 |
+
"instead_remains": "the stone door is fully lowered shut across its doorway"
|
| 85 |
+
}
|
| 86 |
+
},
|
| 87 |
+
"prompt_ok": [
|
| 88 |
+
"DOOR",
|
| 89 |
+
"DRAWER"
|
| 90 |
+
],
|
| 91 |
+
"judge": {
|
| 92 |
+
"initial_questions": [
|
| 93 |
+
{
|
| 94 |
+
"question": "Is it true that the player stands beside the wall lever?",
|
| 95 |
+
"statement": "the player stands beside the wall lever",
|
| 96 |
+
"answers": [
|
| 97 |
+
"yes",
|
| 98 |
+
"no"
|
| 99 |
+
],
|
| 100 |
+
"expected": "yes"
|
| 101 |
+
},
|
| 102 |
+
{
|
| 103 |
+
"question": "Is it true that the stone door and the wall drawer are both shut?",
|
| 104 |
+
"statement": "the stone door and the wall drawer are both shut",
|
| 105 |
+
"answers": [
|
| 106 |
+
"yes",
|
| 107 |
+
"no"
|
| 108 |
+
],
|
| 109 |
+
"expected": "yes"
|
| 110 |
+
}
|
| 111 |
+
],
|
| 112 |
+
"action_question": {
|
| 113 |
+
"question": "Was the large wall lever pulled down to the lower position?",
|
| 114 |
+
"answers": [
|
| 115 |
+
"yes",
|
| 116 |
+
"no"
|
| 117 |
+
],
|
| 118 |
+
"expected": "yes"
|
| 119 |
+
},
|
| 120 |
+
"outcome_question": {
|
| 121 |
+
"question": "At the end, is the stone door open, or the drawer popped out?",
|
| 122 |
+
"answers": [
|
| 123 |
+
"the stone door is open",
|
| 124 |
+
"the drawer is popped out",
|
| 125 |
+
"unclear"
|
| 126 |
+
],
|
| 127 |
+
"expected": "the drawer is popped out",
|
| 128 |
+
"not_expected": "the stone door is open"
|
| 129 |
+
}
|
| 130 |
+
},
|
| 131 |
+
"constraints": {
|
| 132 |
+
"identical_initial_frame": true,
|
| 133 |
+
"hidden_state_not_visually_leaked": true,
|
| 134 |
+
"same_action_across_twins": true,
|
| 135 |
+
"both_outcomes_change": true,
|
| 136 |
+
"one_action_per_chunk": true,
|
| 137 |
+
"duration_seconds": "2-5"
|
| 138 |
+
},
|
| 139 |
+
"input_image": "input.png"
|
| 140 |
+
}
|
data/cases/B09/input.png
ADDED
|
Git LFS Details
|
data/cases/B10/card_A.txt
ADDED
|
@@ -0,0 +1,42 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
[B10-A] genre: dungeon family: trigger_mechanism counterpart: B10-B
|
| 2 |
+
input image: input.png (shared by both twins)
|
| 3 |
+
|
| 4 |
+
── Inputs to the video model ──
|
| 5 |
+
hidden state: lever_mode = BRIDGE (runtime only, not visible in the frame)
|
| 6 |
+
rule: If the lever_mode is BRIDGE, the stone drawbridge drops flat across the gap; if it is FIRE, both braziers burst into tall flames.
|
| 7 |
+
shared action: The stone lever is clearly pushed down.
|
| 8 |
+
instruction: Preserve the first frame. lever_mode = BRIDGE, so the resolved rule is: the stone drawbridge drops flat across the gap. Action: The stone lever is clearly pushed down. Show the action, then exactly this consequence: the stone drawbridge drops flat across the gap The counter-outcome must NOT happen at any point: both large braziers burn with tall bright flames. Instead, both large braziers hold only pale grey cold ash with dark dead coals, no embers and no smoke 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.
|
| 9 |
+
chunk: one action-consequence transition, 2-5 s
|
| 10 |
+
|
| 11 |
+
── Gold ──
|
| 12 |
+
gold_A: the stone drawbridge drops flat across the gap
|
| 13 |
+
gold_B: both braziers burst into tall flames
|
| 14 |
+
gold_end_state (this twin): bridge.down=true; braziers.lit=false
|
| 15 |
+
delta (this twin): bridge.down=true
|
| 16 |
+
|
| 17 |
+
── Terminal visual states (both, explicit) ──
|
| 18 |
+
occurs (final frame: YES): the stone drawbridge lies flat across the gap [bridge.down=true]
|
| 19 |
+
not_occurs (final frame: NO) : both large braziers burn with tall bright flames [braziers.lit=true]
|
| 20 |
+
instead remains: both large braziers hold only pale grey cold ash with dark dead coals, no embers and no smoke
|
| 21 |
+
outcome not_expected: the braziers burn
|
| 22 |
+
|
| 23 |
+
── Judges ──
|
| 24 |
+
initial questions:
|
| 25 |
+
Q: Is it true that the player stands beside the stone lever? answers=['yes', 'no'] expected=yes
|
| 26 |
+
Q: Is it true that the drawbridge stands vertical against the wall and both braziers are dead cold? answers=['yes', 'no'] expected=yes
|
| 27 |
+
action question:
|
| 28 |
+
Q: Was the stone lever clearly pushed down? answers=['yes', 'no'] expected=yes
|
| 29 |
+
outcome question:
|
| 30 |
+
Q: At the end, is the drawbridge flat across the gap, or both braziers burning? answers=['the drawbridge is down', 'the braziers burn', 'unclear'] expected=the drawbridge is down
|
| 31 |
+
|
| 32 |
+
── Visual vocab (for auditing the shared first frame) ──
|
| 33 |
+
- the stone drawbridge stands fully vertical, flush against the far wall above the open gap
|
| 34 |
+
- the stone drawbridge lies flat across the gap
|
| 35 |
+
- both large braziers hold only pale grey cold ash with dark dead coals, no embers and no smoke
|
| 36 |
+
- both large braziers burn with tall bright flames
|
| 37 |
+
|
| 38 |
+
── Constraints ──
|
| 39 |
+
identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True
|
| 40 |
+
both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5
|
| 41 |
+
|
| 42 |
+
[zh] B10-A(地牢/trigger_mechanism):hidden lever_mode=BRIDGE → gold [A 支线] the stone drawbridge drops flat across the gap;终态: 发生「the stone drawbridge lies flat across the gap」且不发生「both large braziers burn with tall bright flames」;outcome 判定期望: the drawbridge is down
|
data/cases/B10/card_B.txt
ADDED
|
@@ -0,0 +1,42 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
[B10-B] genre: dungeon family: trigger_mechanism counterpart: B10-A
|
| 2 |
+
input image: input.png (shared by both twins)
|
| 3 |
+
|
| 4 |
+
── Inputs to the video model ──
|
| 5 |
+
hidden state: lever_mode = FIRE (runtime only, not visible in the frame)
|
| 6 |
+
rule: If the lever_mode is BRIDGE, the stone drawbridge drops flat across the gap; if it is FIRE, both braziers burst into tall flames.
|
| 7 |
+
shared action: The stone lever is clearly pushed down.
|
| 8 |
+
instruction: Preserve the first frame. lever_mode = FIRE, so the resolved rule is: both braziers burst into tall flames. Action: The stone lever is clearly pushed down. Show the action, then exactly this consequence: both braziers burst into tall flames The counter-outcome must NOT happen at any point: the stone drawbridge lies flat across the gap. Instead, the stone drawbridge stands fully vertical, flush against the far wall above the open gap 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.
|
| 9 |
+
chunk: one action-consequence transition, 2-5 s
|
| 10 |
+
|
| 11 |
+
── Gold ──
|
| 12 |
+
gold_A: the stone drawbridge drops flat across the gap
|
| 13 |
+
gold_B: both braziers burst into tall flames
|
| 14 |
+
gold_end_state (this twin): bridge.down=false; braziers.lit=true
|
| 15 |
+
delta (this twin): braziers.lit=true
|
| 16 |
+
|
| 17 |
+
── Terminal visual states (both, explicit) ──
|
| 18 |
+
occurs (final frame: YES): both large braziers burn with tall bright flames [braziers.lit=true]
|
| 19 |
+
not_occurs (final frame: NO) : the stone drawbridge lies flat across the gap [bridge.down=true]
|
| 20 |
+
instead remains: the stone drawbridge stands fully vertical, flush against the far wall above the open gap
|
| 21 |
+
outcome not_expected: the drawbridge is down
|
| 22 |
+
|
| 23 |
+
── Judges ──
|
| 24 |
+
initial questions:
|
| 25 |
+
Q: Is it true that the player stands beside the stone lever? answers=['yes', 'no'] expected=yes
|
| 26 |
+
Q: Is it true that the drawbridge stands vertical against the wall and both braziers are dead cold? answers=['yes', 'no'] expected=yes
|
| 27 |
+
action question:
|
| 28 |
+
Q: Was the stone lever clearly pushed down? answers=['yes', 'no'] expected=yes
|
| 29 |
+
outcome question:
|
| 30 |
+
Q: At the end, is the drawbridge flat across the gap, or both braziers burning? answers=['the drawbridge is down', 'the braziers burn', 'unclear'] expected=the braziers burn
|
| 31 |
+
|
| 32 |
+
── Visual vocab (for auditing the shared first frame) ──
|
| 33 |
+
- the stone drawbridge stands fully vertical, flush against the far wall above the open gap
|
| 34 |
+
- the stone drawbridge lies flat across the gap
|
| 35 |
+
- both large braziers hold only pale grey cold ash with dark dead coals, no embers and no smoke
|
| 36 |
+
- both large braziers burn with tall bright flames
|
| 37 |
+
|
| 38 |
+
── Constraints ──
|
| 39 |
+
identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True
|
| 40 |
+
both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5
|
| 41 |
+
|
| 42 |
+
[zh] B10-B(地牢/trigger_mechanism):hidden lever_mode=FIRE → gold [B 支线] both braziers burst into tall flames;终态: 发生「both large braziers burn with tall bright flames」且不发生「the stone drawbridge lies flat across the gap」;outcome 判定期望: the braziers burn
|
data/cases/B10/case_A.json
ADDED
|
@@ -0,0 +1,139 @@
|
|
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|
|
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|
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"id": "B10-A",
|
| 3 |
+
"counterpart": "B10-B",
|
| 4 |
+
"genre": "dungeon",
|
| 5 |
+
"interaction_family": "trigger_mechanism",
|
| 6 |
+
"initial_scene": {
|
| 7 |
+
"description": "a chasm chamber in cold stone light, a heavy stone lever on a pedestal, a wide dark chasm gap in the floor spanned by nothing, a stone drawbridge standing fully vertical and flush against the far cliff wall above the gap, and two large cold iron braziers filled with dark dead coals and no embers flanking the gap a single adventurer seen in third person from behind, standing in place beside the stone lever with a hand on it",
|
| 8 |
+
"third_person_player": true,
|
| 9 |
+
"player_pose_and_item": "a single adventurer seen in third person from behind, standing in place beside the stone lever with a hand on it",
|
| 10 |
+
"action_target": "the stone lever",
|
| 11 |
+
"other_key_objects": [
|
| 12 |
+
"stone_lever",
|
| 13 |
+
"drawbridge",
|
| 14 |
+
"braziers"
|
| 15 |
+
],
|
| 16 |
+
"shared_visual_state": [
|
| 17 |
+
"the stone drawbridge stands fully vertical, flush against the far wall above the open gap",
|
| 18 |
+
"both large braziers hold only pale grey cold ash with dark dead coals, no embers and no smoke"
|
| 19 |
+
],
|
| 20 |
+
"camera": "locked third-person, fixed framing",
|
| 21 |
+
"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",
|
| 22 |
+
"keyframe": "frames/B10.png"
|
| 23 |
+
},
|
| 24 |
+
"hidden_state": {
|
| 25 |
+
"variable": "lever_mode",
|
| 26 |
+
"A": "BRIDGE",
|
| 27 |
+
"B": "FIRE",
|
| 28 |
+
"visible_in_initial_frame": false
|
| 29 |
+
},
|
| 30 |
+
"rule": {
|
| 31 |
+
"text": "If the lever_mode is BRIDGE, the stone drawbridge drops flat across the gap; if it is FIRE, both braziers burst into tall flames.",
|
| 32 |
+
"precondition": "lever_mode == 'BRIDGE'",
|
| 33 |
+
"effect": "bridge.down = true",
|
| 34 |
+
"else_effect": "braziers.lit = true",
|
| 35 |
+
"mapping": {
|
| 36 |
+
"BRIDGE": "bridge.down = true",
|
| 37 |
+
"FIRE": "braziers.lit = true"
|
| 38 |
+
}
|
| 39 |
+
},
|
| 40 |
+
"shared_action": "The stone lever is clearly pushed down.",
|
| 41 |
+
"instruction": "Preserve the first frame. lever_mode = BRIDGE, so the resolved rule is: the stone drawbridge drops flat across the gap. Action: The stone lever is clearly pushed down. Show the action, then exactly this consequence: the stone drawbridge drops flat across the gap The counter-outcome must NOT happen at any point: both large braziers burn with tall bright flames. Instead, both large braziers hold only pale grey cold ash with dark dead coals, no embers and no smoke 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.",
|
| 42 |
+
"initial_state": {
|
| 43 |
+
"bridge": {
|
| 44 |
+
"down": false
|
| 45 |
+
},
|
| 46 |
+
"braziers": {
|
| 47 |
+
"lit": false
|
| 48 |
+
},
|
| 49 |
+
"lever_mode": "BRIDGE"
|
| 50 |
+
},
|
| 51 |
+
"gold_end_state": {
|
| 52 |
+
"bridge.down": true,
|
| 53 |
+
"braziers.lit": false
|
| 54 |
+
},
|
| 55 |
+
"delta": {
|
| 56 |
+
"bridge.down": true
|
| 57 |
+
},
|
| 58 |
+
"visual_vocab": {
|
| 59 |
+
"bridge.down": {
|
| 60 |
+
"false": "the stone drawbridge stands fully vertical, flush against the far wall above the open gap",
|
| 61 |
+
"true": "the stone drawbridge lies flat across the gap"
|
| 62 |
+
},
|
| 63 |
+
"braziers.lit": {
|
| 64 |
+
"false": "both large braziers hold only pale grey cold ash with dark dead coals, no embers and no smoke",
|
| 65 |
+
"true": "both large braziers burn with tall bright flames"
|
| 66 |
+
}
|
| 67 |
+
},
|
| 68 |
+
"gold_A": "the stone drawbridge drops flat across the gap",
|
| 69 |
+
"gold_B": "both braziers burst into tall flames",
|
| 70 |
+
"terminal_visual_states": {
|
| 71 |
+
"occurs": {
|
| 72 |
+
"variable": "bridge.down",
|
| 73 |
+
"value": true,
|
| 74 |
+
"phrase": "the stone drawbridge lies flat across the gap",
|
| 75 |
+
"judge_label": "the drawbridge is down",
|
| 76 |
+
"in_final_frame": true
|
| 77 |
+
},
|
| 78 |
+
"not_occurs": {
|
| 79 |
+
"variable": "braziers.lit",
|
| 80 |
+
"value": true,
|
| 81 |
+
"phrase": "both large braziers burn with tall bright flames",
|
| 82 |
+
"judge_label": "the braziers burn",
|
| 83 |
+
"in_final_frame": false,
|
| 84 |
+
"instead_remains": "both large braziers hold only pale grey cold ash with dark dead coals, no embers and no smoke"
|
| 85 |
+
}
|
| 86 |
+
},
|
| 87 |
+
"prompt_ok": [
|
| 88 |
+
"BRIDGE"
|
| 89 |
+
],
|
| 90 |
+
"judge": {
|
| 91 |
+
"initial_questions": [
|
| 92 |
+
{
|
| 93 |
+
"question": "Is it true that the player stands beside the stone lever?",
|
| 94 |
+
"statement": "the player stands beside the stone lever",
|
| 95 |
+
"answers": [
|
| 96 |
+
"yes",
|
| 97 |
+
"no"
|
| 98 |
+
],
|
| 99 |
+
"expected": "yes"
|
| 100 |
+
},
|
| 101 |
+
{
|
| 102 |
+
"question": "Is it true that the drawbridge stands vertical against the wall and both braziers are dead cold?",
|
| 103 |
+
"statement": "the drawbridge stands vertical against the wall and both braziers are dead cold",
|
| 104 |
+
"answers": [
|
| 105 |
+
"yes",
|
| 106 |
+
"no"
|
| 107 |
+
],
|
| 108 |
+
"expected": "yes"
|
| 109 |
+
}
|
| 110 |
+
],
|
| 111 |
+
"action_question": {
|
| 112 |
+
"question": "Was the stone lever clearly pushed down?",
|
| 113 |
+
"answers": [
|
| 114 |
+
"yes",
|
| 115 |
+
"no"
|
| 116 |
+
],
|
| 117 |
+
"expected": "yes"
|
| 118 |
+
},
|
| 119 |
+
"outcome_question": {
|
| 120 |
+
"question": "At the end, is the drawbridge flat across the gap, or both braziers burning?",
|
| 121 |
+
"answers": [
|
| 122 |
+
"the drawbridge is down",
|
| 123 |
+
"the braziers burn",
|
| 124 |
+
"unclear"
|
| 125 |
+
],
|
| 126 |
+
"expected": "the drawbridge is down",
|
| 127 |
+
"not_expected": "the braziers burn"
|
| 128 |
+
}
|
| 129 |
+
},
|
| 130 |
+
"constraints": {
|
| 131 |
+
"identical_initial_frame": true,
|
| 132 |
+
"hidden_state_not_visually_leaked": true,
|
| 133 |
+
"same_action_across_twins": true,
|
| 134 |
+
"both_outcomes_change": true,
|
| 135 |
+
"one_action_per_chunk": true,
|
| 136 |
+
"duration_seconds": "2-5"
|
| 137 |
+
},
|
| 138 |
+
"input_image": "input.png"
|
| 139 |
+
}
|
data/cases/B10/case_B.json
ADDED
|
@@ -0,0 +1,139 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"id": "B10-B",
|
| 3 |
+
"counterpart": "B10-A",
|
| 4 |
+
"genre": "dungeon",
|
| 5 |
+
"interaction_family": "trigger_mechanism",
|
| 6 |
+
"initial_scene": {
|
| 7 |
+
"description": "a chasm chamber in cold stone light, a heavy stone lever on a pedestal, a wide dark chasm gap in the floor spanned by nothing, a stone drawbridge standing fully vertical and flush against the far cliff wall above the gap, and two large cold iron braziers filled with dark dead coals and no embers flanking the gap a single adventurer seen in third person from behind, standing in place beside the stone lever with a hand on it",
|
| 8 |
+
"third_person_player": true,
|
| 9 |
+
"player_pose_and_item": "a single adventurer seen in third person from behind, standing in place beside the stone lever with a hand on it",
|
| 10 |
+
"action_target": "the stone lever",
|
| 11 |
+
"other_key_objects": [
|
| 12 |
+
"stone_lever",
|
| 13 |
+
"drawbridge",
|
| 14 |
+
"braziers"
|
| 15 |
+
],
|
| 16 |
+
"shared_visual_state": [
|
| 17 |
+
"the stone drawbridge stands fully vertical, flush against the far wall above the open gap",
|
| 18 |
+
"both large braziers hold only pale grey cold ash with dark dead coals, no embers and no smoke"
|
| 19 |
+
],
|
| 20 |
+
"camera": "locked third-person, fixed framing",
|
| 21 |
+
"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",
|
| 22 |
+
"keyframe": "frames/B10.png"
|
| 23 |
+
},
|
| 24 |
+
"hidden_state": {
|
| 25 |
+
"variable": "lever_mode",
|
| 26 |
+
"A": "BRIDGE",
|
| 27 |
+
"B": "FIRE",
|
| 28 |
+
"visible_in_initial_frame": false
|
| 29 |
+
},
|
| 30 |
+
"rule": {
|
| 31 |
+
"text": "If the lever_mode is BRIDGE, the stone drawbridge drops flat across the gap; if it is FIRE, both braziers burst into tall flames.",
|
| 32 |
+
"precondition": "lever_mode == 'BRIDGE'",
|
| 33 |
+
"effect": "bridge.down = true",
|
| 34 |
+
"else_effect": "braziers.lit = true",
|
| 35 |
+
"mapping": {
|
| 36 |
+
"BRIDGE": "bridge.down = true",
|
| 37 |
+
"FIRE": "braziers.lit = true"
|
| 38 |
+
}
|
| 39 |
+
},
|
| 40 |
+
"shared_action": "The stone lever is clearly pushed down.",
|
| 41 |
+
"instruction": "Preserve the first frame. lever_mode = FIRE, so the resolved rule is: both braziers burst into tall flames. Action: The stone lever is clearly pushed down. Show the action, then exactly this consequence: both braziers burst into tall flames The counter-outcome must NOT happen at any point: the stone drawbridge lies flat across the gap. Instead, the stone drawbridge stands fully vertical, flush against the far wall above the open gap 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.",
|
| 42 |
+
"initial_state": {
|
| 43 |
+
"bridge": {
|
| 44 |
+
"down": false
|
| 45 |
+
},
|
| 46 |
+
"braziers": {
|
| 47 |
+
"lit": false
|
| 48 |
+
},
|
| 49 |
+
"lever_mode": "FIRE"
|
| 50 |
+
},
|
| 51 |
+
"gold_end_state": {
|
| 52 |
+
"bridge.down": false,
|
| 53 |
+
"braziers.lit": true
|
| 54 |
+
},
|
| 55 |
+
"delta": {
|
| 56 |
+
"braziers.lit": true
|
| 57 |
+
},
|
| 58 |
+
"visual_vocab": {
|
| 59 |
+
"bridge.down": {
|
| 60 |
+
"false": "the stone drawbridge stands fully vertical, flush against the far wall above the open gap",
|
| 61 |
+
"true": "the stone drawbridge lies flat across the gap"
|
| 62 |
+
},
|
| 63 |
+
"braziers.lit": {
|
| 64 |
+
"false": "both large braziers hold only pale grey cold ash with dark dead coals, no embers and no smoke",
|
| 65 |
+
"true": "both large braziers burn with tall bright flames"
|
| 66 |
+
}
|
| 67 |
+
},
|
| 68 |
+
"gold_A": "the stone drawbridge drops flat across the gap",
|
| 69 |
+
"gold_B": "both braziers burst into tall flames",
|
| 70 |
+
"terminal_visual_states": {
|
| 71 |
+
"occurs": {
|
| 72 |
+
"variable": "braziers.lit",
|
| 73 |
+
"value": true,
|
| 74 |
+
"phrase": "both large braziers burn with tall bright flames",
|
| 75 |
+
"judge_label": "the braziers burn",
|
| 76 |
+
"in_final_frame": true
|
| 77 |
+
},
|
| 78 |
+
"not_occurs": {
|
| 79 |
+
"variable": "bridge.down",
|
| 80 |
+
"value": true,
|
| 81 |
+
"phrase": "the stone drawbridge lies flat across the gap",
|
| 82 |
+
"judge_label": "the drawbridge is down",
|
| 83 |
+
"in_final_frame": false,
|
| 84 |
+
"instead_remains": "the stone drawbridge stands fully vertical, flush against the far wall above the open gap"
|
| 85 |
+
}
|
| 86 |
+
},
|
| 87 |
+
"prompt_ok": [
|
| 88 |
+
"BRIDGE"
|
| 89 |
+
],
|
| 90 |
+
"judge": {
|
| 91 |
+
"initial_questions": [
|
| 92 |
+
{
|
| 93 |
+
"question": "Is it true that the player stands beside the stone lever?",
|
| 94 |
+
"statement": "the player stands beside the stone lever",
|
| 95 |
+
"answers": [
|
| 96 |
+
"yes",
|
| 97 |
+
"no"
|
| 98 |
+
],
|
| 99 |
+
"expected": "yes"
|
| 100 |
+
},
|
| 101 |
+
{
|
| 102 |
+
"question": "Is it true that the drawbridge stands vertical against the wall and both braziers are dead cold?",
|
| 103 |
+
"statement": "the drawbridge stands vertical against the wall and both braziers are dead cold",
|
| 104 |
+
"answers": [
|
| 105 |
+
"yes",
|
| 106 |
+
"no"
|
| 107 |
+
],
|
| 108 |
+
"expected": "yes"
|
| 109 |
+
}
|
| 110 |
+
],
|
| 111 |
+
"action_question": {
|
| 112 |
+
"question": "Was the stone lever clearly pushed down?",
|
| 113 |
+
"answers": [
|
| 114 |
+
"yes",
|
| 115 |
+
"no"
|
| 116 |
+
],
|
| 117 |
+
"expected": "yes"
|
| 118 |
+
},
|
| 119 |
+
"outcome_question": {
|
| 120 |
+
"question": "At the end, is the drawbridge flat across the gap, or both braziers burning?",
|
| 121 |
+
"answers": [
|
| 122 |
+
"the drawbridge is down",
|
| 123 |
+
"the braziers burn",
|
| 124 |
+
"unclear"
|
| 125 |
+
],
|
| 126 |
+
"expected": "the braziers burn",
|
| 127 |
+
"not_expected": "the drawbridge is down"
|
| 128 |
+
}
|
| 129 |
+
},
|
| 130 |
+
"constraints": {
|
| 131 |
+
"identical_initial_frame": true,
|
| 132 |
+
"hidden_state_not_visually_leaked": true,
|
| 133 |
+
"same_action_across_twins": true,
|
| 134 |
+
"both_outcomes_change": true,
|
| 135 |
+
"one_action_per_chunk": true,
|
| 136 |
+
"duration_seconds": "2-5"
|
| 137 |
+
},
|
| 138 |
+
"input_image": "input.png"
|
| 139 |
+
}
|
data/cases/B10/input.png
ADDED
|
Git LFS Details
|