diff --git a/data/cases/B01/card_A.txt b/data/cases/B01/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..8fc4b08994ee9566207f9cfa89c06ad4a236e156 --- /dev/null +++ b/data/cases/B01/card_A.txt @@ -0,0 +1,41 @@ +[B01-A] genre: magic_academy family: trigger_gesture counterpart: B01-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: element_mode = RED_FLAME (runtime only, not visible in the frame) +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. +shared action: The wizard stays in place and raises the wand clearly above the head. +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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the magic orb erupts with large red flames +gold_B: the magic orb erupts with large blue flames +gold_end_state (this twin): orb.flame=red +delta (this twin): orb.flame=red + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the orb erupts with large bright red flames [orb.flame=red] + not_occurs (final frame: NO) : the orb erupts with large bright blue flames [orb.flame=blue] + instead remains: the orb erupts with large bright red flames +outcome not_expected: blue flames + +── Judges ── +initial questions: + Q: Is it true that a wizard stands in the room holding a wand? answers=['yes', 'no'] expected=yes + Q: Is it true that the large white orb is completely unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the wizard raise the wand clearly above the head? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the orb burn with red flames or blue flames? answers=['red flames', 'blue flames', 'unclear'] expected=red flames + +── Visual vocab (for auditing the shared first frame) ── + - the large white orb is plain matte white, completely dark with no glow + - the orb erupts with large bright red flames + - the orb erupts with large bright blue flames + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[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 diff --git a/data/cases/B01/card_B.txt b/data/cases/B01/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..b1f0ae2f24abc0809c1430dda9aebbbb9fa41470 --- /dev/null +++ b/data/cases/B01/card_B.txt @@ -0,0 +1,41 @@ +[B01-B] genre: magic_academy family: trigger_gesture counterpart: B01-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: element_mode = BLUE_FLAME (runtime only, not visible in the frame) +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. +shared action: The wizard stays in place and raises the wand clearly above the head. +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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the magic orb erupts with large red flames +gold_B: the magic orb erupts with large blue flames +gold_end_state (this twin): orb.flame=blue +delta (this twin): orb.flame=blue + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the orb erupts with large bright blue flames [orb.flame=blue] + not_occurs (final frame: NO) : the orb erupts with large bright red flames [orb.flame=red] + instead remains: the orb erupts with large bright blue flames +outcome not_expected: red flames + +── Judges ── +initial questions: + Q: Is it true that a wizard stands in the room holding a wand? answers=['yes', 'no'] expected=yes + Q: Is it true that the large white orb is completely unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the wizard raise the wand clearly above the head? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the orb burn with red flames or blue flames? answers=['red flames', 'blue flames', 'unclear'] expected=blue flames + +── Visual vocab (for auditing the shared first frame) ── + - the large white orb is plain matte white, completely dark with no glow + - the orb erupts with large bright red flames + - the orb erupts with large bright blue flames + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[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 diff --git a/data/cases/B01/case_A.json b/data/cases/B01/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..9948b5c2c62f72cf9cd2fe3d9004e456dc659192 --- /dev/null +++ b/data/cases/B01/case_A.json @@ -0,0 +1,128 @@ +{ + "id": "B01-A", + "counterpart": "B01-B", + "genre": "magic_academy", + "interaction_family": "trigger_gesture", + "initial_scene": { + "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", + "third_person_player": true, + "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", + "action_target": "the wizard's wand raise", + "other_key_objects": [ + "magic_orb", + "pedestal" + ], + "shared_visual_state": [ + "the large white orb is plain matte white, completely dark with no glow" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B01.png" + }, + "hidden_state": { + "variable": "element_mode", + "A": "RED_FLAME", + "B": "BLUE_FLAME", + "visible_in_initial_frame": false + }, + "rule": { + "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.", + "precondition": "element_mode == 'RED_FLAME'", + "effect": "orb.flame = 'red'", + "else_effect": "orb.flame = 'blue'", + "mapping": { + "RED_FLAME": "orb.flame = 'red'", + "BLUE_FLAME": "orb.flame = 'blue'" + } + }, + "shared_action": "The wizard stays in place and raises the wand clearly above the head.", + "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.", + "initial_state": { + "orb": { + "flame": "none" + }, + "element_mode": "RED_FLAME" + }, + "gold_end_state": { + "orb.flame": "red" + }, + "delta": { + "orb.flame": "red" + }, + "visual_vocab": { + "orb.flame": { + "none": "the large white orb is plain matte white, completely dark with no glow", + "red": "the orb erupts with large bright red flames", + "blue": "the orb erupts with large bright blue flames" + } + }, + "gold_A": "the magic orb erupts with large red flames", + "gold_B": "the magic orb erupts with large blue flames", + "terminal_visual_states": { + "occurs": { + "variable": "orb.flame", + "value": "red", + "phrase": "the orb erupts with large bright red flames", + "judge_label": "red flames", + "in_final_frame": true + }, + "not_occurs": { + "variable": "orb.flame", + "value": "blue", + "phrase": "the orb erupts with large bright blue flames", + "judge_label": "blue flames", + "in_final_frame": false, + "instead_remains": "the orb erupts with large bright red flames" + } + }, + "prompt_ok": [], + "judge": { + "initial_questions": [ + { + "question": "Is it true that a wizard stands in the room holding a wand?", + "statement": "a wizard stands in the room holding a wand", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the large white orb is completely unlit?", + "statement": "the large white orb is completely unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the wizard raise the wand clearly above the head?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the orb burn with red flames or blue flames?", + "answers": [ + "red flames", + "blue flames", + "unclear" + ], + "expected": "red flames", + "not_expected": "blue flames" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B01/case_B.json b/data/cases/B01/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..57c7f8b1ea829c15ca6a56783aa5813f96a2db04 --- /dev/null +++ b/data/cases/B01/case_B.json @@ -0,0 +1,128 @@ +{ + "id": "B01-B", + "counterpart": "B01-A", + "genre": "magic_academy", + "interaction_family": "trigger_gesture", + "initial_scene": { + "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", + "third_person_player": true, + "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", + "action_target": "the wizard's wand raise", + "other_key_objects": [ + "magic_orb", + "pedestal" + ], + "shared_visual_state": [ + "the large white orb is plain matte white, completely dark with no glow" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B01.png" + }, + "hidden_state": { + "variable": "element_mode", + "A": "RED_FLAME", + "B": "BLUE_FLAME", + "visible_in_initial_frame": false + }, + "rule": { + "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.", + "precondition": "element_mode == 'RED_FLAME'", + "effect": "orb.flame = 'red'", + "else_effect": "orb.flame = 'blue'", + "mapping": { + "RED_FLAME": "orb.flame = 'red'", + "BLUE_FLAME": "orb.flame = 'blue'" + } + }, + "shared_action": "The wizard stays in place and raises the wand clearly above the head.", + "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.", + "initial_state": { + "orb": { + "flame": "none" + }, + "element_mode": "BLUE_FLAME" + }, + "gold_end_state": { + "orb.flame": "blue" + }, + "delta": { + "orb.flame": "blue" + }, + "visual_vocab": { + "orb.flame": { + "none": "the large white orb is plain matte white, completely dark with no glow", + "red": "the orb erupts with large bright red flames", + "blue": "the orb erupts with large bright blue flames" + } + }, + "gold_A": "the magic orb erupts with large red flames", + "gold_B": "the magic orb erupts with large blue flames", + "terminal_visual_states": { + "occurs": { + "variable": "orb.flame", + "value": "blue", + "phrase": "the orb erupts with large bright blue flames", + "judge_label": "blue flames", + "in_final_frame": true + }, + "not_occurs": { + "variable": "orb.flame", + "value": "red", + "phrase": "the orb erupts with large bright red flames", + "judge_label": "red flames", + "in_final_frame": false, + "instead_remains": "the orb erupts with large bright blue flames" + } + }, + "prompt_ok": [], + "judge": { + "initial_questions": [ + { + "question": "Is it true that a wizard stands in the room holding a wand?", + "statement": "a wizard stands in the room holding a wand", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the large white orb is completely unlit?", + "statement": "the large white orb is completely unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the wizard raise the wand clearly above the head?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the orb burn with red flames or blue flames?", + "answers": [ + "red flames", + "blue flames", + "unclear" + ], + "expected": "blue flames", + "not_expected": "red flames" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B01/input.png b/data/cases/B01/input.png new file mode 100644 index 0000000000000000000000000000000000000000..8d4452df861c9f6b2225d3ff2ea67bc55d480413 --- /dev/null +++ b/data/cases/B01/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:f36a9048bd108774824a065158bc80bfd53ba05da6b442c7f7c220142ae37510 +size 1242381 diff --git a/data/cases/B02/card_A.txt b/data/cases/B02/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..59aa81ac8f58f23dcd05ee3dbbf211e282b1b91e --- /dev/null +++ b/data/cases/B02/card_A.txt @@ -0,0 +1,42 @@ +[B02-A] genre: dungeon family: trigger_gesture counterpart: B02-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: shrine_mode = GATE (runtime only, not visible in the frame) +rule: If the shrine_mode is GATE, the stone door rises fully open; if it is BRAZIER, the large brazier bursts into tall flames. +shared action: The player stays in place and clearly raises the right arm. +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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the stone door rises fully open +gold_B: the large brazier bursts into tall flames +gold_end_state (this twin): door.up=true; brazier.lit=false +delta (this twin): door.up=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the stone door is raised fully open, the passage clear [door.up=true] + not_occurs (final frame: NO) : the large brazier burns with tall bright flames [brazier.lit=true] + instead remains: the large brazier holds only pale grey cold ash, dark and smokeless +outcome not_expected: the brazier burns + +── Judges ── +initial questions: + Q: Is it true that the player stands facing the distant statue? answers=['yes', 'no'] expected=yes + Q: Is it true that the stone door is shut and the brazier holds only cold ash? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player clearly raise the right arm? answers=['yes', 'no'] expected=yes +outcome question: + 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 + +── Visual vocab (for auditing the shared first frame) ── + - the stone door is fully lowered shut across its doorway + - the stone door is raised fully open, the passage clear + - the large brazier holds only pale grey cold ash, dark and smokeless + - the large brazier burns with tall bright flames + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[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 diff --git a/data/cases/B02/card_B.txt b/data/cases/B02/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..3df2601bb04a522afddcee37ab9cd08767db3525 --- /dev/null +++ b/data/cases/B02/card_B.txt @@ -0,0 +1,42 @@ +[B02-B] genre: dungeon family: trigger_gesture counterpart: B02-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: shrine_mode = BRAZIER (runtime only, not visible in the frame) +rule: If the shrine_mode is GATE, the stone door rises fully open; if it is BRAZIER, the large brazier bursts into tall flames. +shared action: The player stays in place and clearly raises the right arm. +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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the stone door rises fully open +gold_B: the large brazier bursts into tall flames +gold_end_state (this twin): door.up=false; brazier.lit=true +delta (this twin): brazier.lit=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the large brazier burns with tall bright flames [brazier.lit=true] + not_occurs (final frame: NO) : the stone door is raised fully open, the passage clear [door.up=true] + instead remains: the stone door is fully lowered shut across its doorway +outcome not_expected: the stone door is open + +── Judges ── +initial questions: + Q: Is it true that the player stands facing the distant statue? answers=['yes', 'no'] expected=yes + Q: Is it true that the stone door is shut and the brazier holds only cold ash? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player clearly raise the right arm? answers=['yes', 'no'] expected=yes +outcome question: + 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 + +── Visual vocab (for auditing the shared first frame) ── + - the stone door is fully lowered shut across its doorway + - the stone door is raised fully open, the passage clear + - the large brazier holds only pale grey cold ash, dark and smokeless + - the large brazier burns with tall bright flames + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[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 diff --git a/data/cases/B02/case_A.json b/data/cases/B02/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..287b2aa5f93e42643cfcc0c6f8a12e4462fa3c9e --- /dev/null +++ b/data/cases/B02/case_A.json @@ -0,0 +1,139 @@ +{ + "id": "B02-A", + "counterpart": "B02-B", + "genre": "dungeon", + "interaction_family": "trigger_gesture", + "initial_scene": { + "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", + "third_person_player": true, + "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", + "action_target": "the player's right-arm raise", + "other_key_objects": [ + "statue", + "stone_door", + "brazier" + ], + "shared_visual_state": [ + "the stone door is fully lowered shut across its doorway", + "the large brazier holds only pale grey cold ash, dark and smokeless" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B02.png" + }, + "hidden_state": { + "variable": "shrine_mode", + "A": "GATE", + "B": "BRAZIER", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the shrine_mode is GATE, the stone door rises fully open; if it is BRAZIER, the large brazier bursts into tall flames.", + "precondition": "shrine_mode == 'GATE'", + "effect": "door.up = true", + "else_effect": "brazier.lit = true", + "mapping": { + "GATE": "door.up = true", + "BRAZIER": "brazier.lit = true" + } + }, + "shared_action": "The player stays in place and clearly raises the right arm.", + "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.", + "initial_state": { + "door": { + "up": false + }, + "brazier": { + "lit": false + }, + "shrine_mode": "GATE" + }, + "gold_end_state": { + "door.up": true, + "brazier.lit": false + }, + "delta": { + "door.up": true + }, + "visual_vocab": { + "door.up": { + "false": "the stone door is fully lowered shut across its doorway", + "true": "the stone door is raised fully open, the passage clear" + }, + "brazier.lit": { + "false": "the large brazier holds only pale grey cold ash, dark and smokeless", + "true": "the large brazier burns with tall bright flames" + } + }, + "gold_A": "the stone door rises fully open", + "gold_B": "the large brazier bursts into tall flames", + "terminal_visual_states": { + "occurs": { + "variable": "door.up", + "value": true, + "phrase": "the stone door is raised fully open, the passage clear", + "judge_label": "the stone door is open", + "in_final_frame": true + }, + "not_occurs": { + "variable": "brazier.lit", + "value": true, + "phrase": "the large brazier burns with tall bright flames", + "judge_label": "the brazier burns", + "in_final_frame": false, + "instead_remains": "the large brazier holds only pale grey cold ash, dark and smokeless" + } + }, + "prompt_ok": [ + "BRAZIER" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands facing the distant statue?", + "statement": "the player stands facing the distant statue", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the stone door is shut and the brazier holds only cold ash?", + "statement": "the stone door is shut and the brazier holds only cold ash", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player clearly raise the right arm?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "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", + "not_expected": "the brazier burns" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B02/case_B.json b/data/cases/B02/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..290362e10d28c5e795f7886712dc21ba6769daf5 --- /dev/null +++ b/data/cases/B02/case_B.json @@ -0,0 +1,139 @@ +{ + "id": "B02-B", + "counterpart": "B02-A", + "genre": "dungeon", + "interaction_family": "trigger_gesture", + "initial_scene": { + "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", + "third_person_player": true, + "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", + "action_target": "the player's right-arm raise", + "other_key_objects": [ + "statue", + "stone_door", + "brazier" + ], + "shared_visual_state": [ + "the stone door is fully lowered shut across its doorway", + "the large brazier holds only pale grey cold ash, dark and smokeless" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B02.png" + }, + "hidden_state": { + "variable": "shrine_mode", + "A": "GATE", + "B": "BRAZIER", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the shrine_mode is GATE, the stone door rises fully open; if it is BRAZIER, the large brazier bursts into tall flames.", + "precondition": "shrine_mode == 'GATE'", + "effect": "door.up = true", + "else_effect": "brazier.lit = true", + "mapping": { + "GATE": "door.up = true", + "BRAZIER": "brazier.lit = true" + } + }, + "shared_action": "The player stays in place and clearly raises the right arm.", + "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.", + "initial_state": { + "door": { + "up": false + }, + "brazier": { + "lit": false + }, + "shrine_mode": "BRAZIER" + }, + "gold_end_state": { + "door.up": false, + "brazier.lit": true + }, + "delta": { + "brazier.lit": true + }, + "visual_vocab": { + "door.up": { + "false": "the stone door is fully lowered shut across its doorway", + "true": "the stone door is raised fully open, the passage clear" + }, + "brazier.lit": { + "false": "the large brazier holds only pale grey cold ash, dark and smokeless", + "true": "the large brazier burns with tall bright flames" + } + }, + "gold_A": "the stone door rises fully open", + "gold_B": "the large brazier bursts into tall flames", + "terminal_visual_states": { + "occurs": { + "variable": "brazier.lit", + "value": true, + "phrase": "the large brazier burns with tall bright flames", + "judge_label": "the brazier burns", + "in_final_frame": true + }, + "not_occurs": { + "variable": "door.up", + "value": true, + "phrase": "the stone door is raised fully open, the passage clear", + "judge_label": "the stone door is open", + "in_final_frame": false, + "instead_remains": "the stone door is fully lowered shut across its doorway" + } + }, + "prompt_ok": [ + "BRAZIER" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands facing the distant statue?", + "statement": "the player stands facing the distant statue", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the stone door is shut and the brazier holds only cold ash?", + "statement": "the stone door is shut and the brazier holds only cold ash", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player clearly raise the right arm?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "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", + "not_expected": "the stone door is open" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B02/input.png b/data/cases/B02/input.png new file mode 100644 index 0000000000000000000000000000000000000000..bfeacbf2eef7553ef3095798e60eb141baa12ad0 --- /dev/null +++ b/data/cases/B02/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:2087541a94475d784539ffce390a8532aa4b5fc6ffb1cda24de6bb9b7d74645f +size 1265815 diff --git a/data/cases/B03/card_A.txt b/data/cases/B03/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..bdff5c3972a8104c5c8284914b4ad566afcc6c67 --- /dev/null +++ b/data/cases/B03/card_A.txt @@ -0,0 +1,42 @@ +[B03-A] genre: open_world family: trigger_gesture counterpart: B03-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: relic_mode = TOWER (runtime only, not visible in the frame) +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. +shared action: The player stays in place and raises both hands above the head. +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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: a strong golden beam shoots from the tower top +gold_B: the fountain jets a tall plume of water +gold_end_state (this twin): tower.beam=true; fountain.running=false +delta (this twin): tower.beam=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): a strong golden beam of light shoots from the top of the tower [tower.beam=true] + not_occurs (final frame: NO) : the stone fountain jets a tall plume of water [fountain.running=true] + instead remains: the stone fountain is dry and still +outcome not_expected: the fountain jets water + +── Judges ── +initial questions: + Q: Is it true that the player stands at the ruin plaza? answers=['yes', 'no'] expected=yes + Q: Is it true that the fountain is dry and the tower is plain? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player raise both hands above the head? answers=['yes', 'no'] expected=yes +outcome question: + 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 + +── Visual vocab (for auditing the shared first frame) ── + - the stone tower stands plain against the sky + - a strong golden beam of light shoots from the top of the tower + - the stone fountain is dry and still + - the stone fountain jets a tall plume of water + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[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 diff --git a/data/cases/B03/card_B.txt b/data/cases/B03/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..d1821584140e941fcf6ea85c1163574cbac9a8e8 --- /dev/null +++ b/data/cases/B03/card_B.txt @@ -0,0 +1,42 @@ +[B03-B] genre: open_world family: trigger_gesture counterpart: B03-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: relic_mode = FOUNTAIN (runtime only, not visible in the frame) +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. +shared action: The player stays in place and raises both hands above the head. +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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: a strong golden beam shoots from the tower top +gold_B: the fountain jets a tall plume of water +gold_end_state (this twin): tower.beam=false; fountain.running=true +delta (this twin): fountain.running=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the stone fountain jets a tall plume of water [fountain.running=true] + not_occurs (final frame: NO) : a strong golden beam of light shoots from the top of the tower [tower.beam=true] + instead remains: the stone tower stands plain against the sky +outcome not_expected: a golden beam on the tower + +── Judges ── +initial questions: + Q: Is it true that the player stands at the ruin plaza? answers=['yes', 'no'] expected=yes + Q: Is it true that the fountain is dry and the tower is plain? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player raise both hands above the head? answers=['yes', 'no'] expected=yes +outcome question: + 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 + +── Visual vocab (for auditing the shared first frame) ── + - the stone tower stands plain against the sky + - a strong golden beam of light shoots from the top of the tower + - the stone fountain is dry and still + - the stone fountain jets a tall plume of water + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[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 diff --git a/data/cases/B03/case_A.json b/data/cases/B03/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..2f6ae3da0978eb3c50612d8030fd79541596c28a --- /dev/null +++ b/data/cases/B03/case_A.json @@ -0,0 +1,139 @@ +{ + "id": "B03-A", + "counterpart": "B03-B", + "genre": "open_world", + "interaction_family": "trigger_gesture", + "initial_scene": { + "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", + "third_person_player": true, + "player_pose_and_item": "a single adventurer seen in third person from behind, standing in place at the plaza edge, arms at the sides", + "action_target": "the player's two-hand raise", + "other_key_objects": [ + "stone_tower", + "fountain" + ], + "shared_visual_state": [ + "the stone tower stands plain against the sky", + "the stone fountain is dry and still" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B03.png" + }, + "hidden_state": { + "variable": "relic_mode", + "A": "TOWER", + "B": "FOUNTAIN", + "visible_in_initial_frame": false + }, + "rule": { + "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.", + "precondition": "relic_mode == 'TOWER'", + "effect": "tower.beam = true", + "else_effect": "fountain.running = true", + "mapping": { + "TOWER": "tower.beam = true", + "FOUNTAIN": "fountain.running = true" + } + }, + "shared_action": "The player stays in place and raises both hands above the head.", + "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.", + "initial_state": { + "tower": { + "beam": false + }, + "fountain": { + "running": false + }, + "relic_mode": "TOWER" + }, + "gold_end_state": { + "tower.beam": true, + "fountain.running": false + }, + "delta": { + "tower.beam": true + }, + "visual_vocab": { + "tower.beam": { + "false": "the stone tower stands plain against the sky", + "true": "a strong golden beam of light shoots from the top of the tower" + }, + "fountain.running": { + "false": "the stone fountain is dry and still", + "true": "the stone fountain jets a tall plume of water" + } + }, + "gold_A": "a strong golden beam shoots from the tower top", + "gold_B": "the fountain jets a tall plume of water", + "terminal_visual_states": { + "occurs": { + "variable": "tower.beam", + "value": true, + "phrase": "a strong golden beam of light shoots from the top of the tower", + "judge_label": "a golden beam on the tower", + "in_final_frame": true + }, + "not_occurs": { + "variable": "fountain.running", + "value": true, + "phrase": "the stone fountain jets a tall plume of water", + "judge_label": "the fountain jets water", + "in_final_frame": false, + "instead_remains": "the stone fountain is dry and still" + } + }, + "prompt_ok": [ + "TOWER", + "FOUNTAIN" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at the ruin plaza?", + "statement": "the player stands at the ruin plaza", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the fountain is dry and the tower is plain?", + "statement": "the fountain is dry and the tower is plain", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player raise both hands above the head?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "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", + "not_expected": "the fountain jets water" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B03/case_B.json b/data/cases/B03/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..fbc6077f7e70c38deec8c6e6233f4bcbadaff1c4 --- /dev/null +++ b/data/cases/B03/case_B.json @@ -0,0 +1,139 @@ +{ + "id": "B03-B", + "counterpart": "B03-A", + "genre": "open_world", + "interaction_family": "trigger_gesture", + "initial_scene": { + "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", + "third_person_player": true, + "player_pose_and_item": "a single adventurer seen in third person from behind, standing in place at the plaza edge, arms at the sides", + "action_target": "the player's two-hand raise", + "other_key_objects": [ + "stone_tower", + "fountain" + ], + "shared_visual_state": [ + "the stone tower stands plain against the sky", + "the stone fountain is dry and still" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B03.png" + }, + "hidden_state": { + "variable": "relic_mode", + "A": "TOWER", + "B": "FOUNTAIN", + "visible_in_initial_frame": false + }, + "rule": { + "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.", + "precondition": "relic_mode == 'TOWER'", + "effect": "tower.beam = true", + "else_effect": "fountain.running = true", + "mapping": { + "TOWER": "tower.beam = true", + "FOUNTAIN": "fountain.running = true" + } + }, + "shared_action": "The player stays in place and raises both hands above the head.", + "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.", + "initial_state": { + "tower": { + "beam": false + }, + "fountain": { + "running": false + }, + "relic_mode": "FOUNTAIN" + }, + "gold_end_state": { + "tower.beam": false, + "fountain.running": true + }, + "delta": { + "fountain.running": true + }, + "visual_vocab": { + "tower.beam": { + "false": "the stone tower stands plain against the sky", + "true": "a strong golden beam of light shoots from the top of the tower" + }, + "fountain.running": { + "false": "the stone fountain is dry and still", + "true": "the stone fountain jets a tall plume of water" + } + }, + "gold_A": "a strong golden beam shoots from the tower top", + "gold_B": "the fountain jets a tall plume of water", + "terminal_visual_states": { + "occurs": { + "variable": "fountain.running", + "value": true, + "phrase": "the stone fountain jets a tall plume of water", + "judge_label": "the fountain jets water", + "in_final_frame": true + }, + "not_occurs": { + "variable": "tower.beam", + "value": true, + "phrase": "a strong golden beam of light shoots from the top of the tower", + "judge_label": "a golden beam on the tower", + "in_final_frame": false, + "instead_remains": "the stone tower stands plain against the sky" + } + }, + "prompt_ok": [ + "TOWER", + "FOUNTAIN" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at the ruin plaza?", + "statement": "the player stands at the ruin plaza", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the fountain is dry and the tower is plain?", + "statement": "the fountain is dry and the tower is plain", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player raise both hands above the head?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "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", + "not_expected": "a golden beam on the tower" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B03/input.png b/data/cases/B03/input.png new file mode 100644 index 0000000000000000000000000000000000000000..45f6bb7bbbdbb0a2a149594028c44c0243126536 --- /dev/null +++ b/data/cases/B03/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:404ee65492b1710609e18d38a57b0e24aab0f3b8c848f6f23318e90d20ade15d +size 1326790 diff --git a/data/cases/B04/card_A.txt b/data/cases/B04/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..997f591fba1c27d54ae2ce64b97477c2fe90171c --- /dev/null +++ b/data/cases/B04/card_A.txt @@ -0,0 +1,42 @@ +[B04-A] genre: healer family: trigger_gesture counterpart: B04-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: healing_mode = PATIENT (runtime only, not visible in the frame) +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. +shared action: The healer stays in place and clearly spreads both arms. +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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: a large green glowing aura surrounds the patient +gold_B: the healing crystal rises up glowing bright white +gold_end_state (this twin): patient.aura=true; crystal.up=false +delta (this twin): patient.aura=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the patient is surrounded by a large bright green glowing aura [patient.aura=true] + not_occurs (final frame: NO) : the large healing crystal rises up glowing bright white [crystal.up=true] + instead remains: the large healing crystal rests low on its stand, dull matte glass +outcome not_expected: the crystal rises glowing + +── Judges ── +initial questions: + Q: Is it true that a healer and a standing patient are both beside the bed? answers=['yes', 'no'] expected=yes + Q: Is it true that the healing crystal is dull and resting low? answers=['yes', 'no'] expected=yes +action question: + Q: Did the healer clearly spread both arms? answers=['yes', 'no'] expected=yes +outcome question: + 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 + +── Visual vocab (for auditing the shared first frame) ── + - the patient stands beside the bed with no glow around them + - the patient is surrounded by a large bright green glowing aura + - the large healing crystal rests low on its stand, dull matte glass + - the large healing crystal rises up glowing bright white + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[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 diff --git a/data/cases/B04/card_B.txt b/data/cases/B04/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..927ab5f253979370b3aace9fec2614cf615d6519 --- /dev/null +++ b/data/cases/B04/card_B.txt @@ -0,0 +1,42 @@ +[B04-B] genre: healer family: trigger_gesture counterpart: B04-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: healing_mode = CRYSTAL (runtime only, not visible in the frame) +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. +shared action: The healer stays in place and clearly spreads both arms. +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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: a large green glowing aura surrounds the patient +gold_B: the healing crystal rises up glowing bright white +gold_end_state (this twin): patient.aura=false; crystal.up=true +delta (this twin): crystal.up=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the large healing crystal rises up glowing bright white [crystal.up=true] + not_occurs (final frame: NO) : the patient is surrounded by a large bright green glowing aura [patient.aura=true] + instead remains: the patient stands beside the bed with no glow around them +outcome not_expected: a green aura on the patient + +── Judges ── +initial questions: + Q: Is it true that a healer and a standing patient are both beside the bed? answers=['yes', 'no'] expected=yes + Q: Is it true that the healing crystal is dull and resting low? answers=['yes', 'no'] expected=yes +action question: + Q: Did the healer clearly spread both arms? answers=['yes', 'no'] expected=yes +outcome question: + 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 + +── Visual vocab (for auditing the shared first frame) ── + - the patient stands beside the bed with no glow around them + - the patient is surrounded by a large bright green glowing aura + - the large healing crystal rests low on its stand, dull matte glass + - the large healing crystal rises up glowing bright white + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[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 diff --git a/data/cases/B04/case_A.json b/data/cases/B04/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..38d015165f036302347582483b44219e924c2c9c --- /dev/null +++ b/data/cases/B04/case_A.json @@ -0,0 +1,139 @@ +{ + "id": "B04-A", + "counterpart": "B04-B", + "genre": "healer", + "interaction_family": "trigger_gesture", + "initial_scene": { + "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", + "third_person_player": true, + "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", + "action_target": "the healer's arm spread", + "other_key_objects": [ + "patient_bed", + "healing_crystal" + ], + "shared_visual_state": [ + "the patient stands beside the bed with no glow around them", + "the large healing crystal rests low on its stand, dull matte glass" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B04.png" + }, + "hidden_state": { + "variable": "healing_mode", + "A": "PATIENT", + "B": "CRYSTAL", + "visible_in_initial_frame": false + }, + "rule": { + "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.", + "precondition": "healing_mode == 'PATIENT'", + "effect": "patient.aura = true", + "else_effect": "crystal.up = true", + "mapping": { + "PATIENT": "patient.aura = true", + "CRYSTAL": "crystal.up = true" + } + }, + "shared_action": "The healer stays in place and clearly spreads both arms.", + "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.", + "initial_state": { + "patient": { + "aura": false + }, + "crystal": { + "up": false + }, + "healing_mode": "PATIENT" + }, + "gold_end_state": { + "patient.aura": true, + "crystal.up": false + }, + "delta": { + "patient.aura": true + }, + "visual_vocab": { + "patient.aura": { + "false": "the patient stands beside the bed with no glow around them", + "true": "the patient is surrounded by a large bright green glowing aura" + }, + "crystal.up": { + "false": "the large healing crystal rests low on its stand, dull matte glass", + "true": "the large healing crystal rises up glowing bright white" + } + }, + "gold_A": "a large green glowing aura surrounds the patient", + "gold_B": "the healing crystal rises up glowing bright white", + "terminal_visual_states": { + "occurs": { + "variable": "patient.aura", + "value": true, + "phrase": "the patient is surrounded by a large bright green glowing aura", + "judge_label": "a green aura on the patient", + "in_final_frame": true + }, + "not_occurs": { + "variable": "crystal.up", + "value": true, + "phrase": "the large healing crystal rises up glowing bright white", + "judge_label": "the crystal rises glowing", + "in_final_frame": false, + "instead_remains": "the large healing crystal rests low on its stand, dull matte glass" + } + }, + "prompt_ok": [ + "PATIENT", + "CRYSTAL" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that a healer and a standing patient are both beside the bed?", + "statement": "a healer and a standing patient are both beside the bed", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the healing crystal is dull and resting low?", + "statement": "the healing crystal is dull and resting low", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the healer clearly spread both arms?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "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", + "not_expected": "the crystal rises glowing" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B04/case_B.json b/data/cases/B04/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..845d0d6e65a25e1f9e83bb472ba9b960b371d2b3 --- /dev/null +++ b/data/cases/B04/case_B.json @@ -0,0 +1,139 @@ +{ + "id": "B04-B", + "counterpart": "B04-A", + "genre": "healer", + "interaction_family": "trigger_gesture", + "initial_scene": { + "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", + "third_person_player": true, + "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", + "action_target": "the healer's arm spread", + "other_key_objects": [ + "patient_bed", + "healing_crystal" + ], + "shared_visual_state": [ + "the patient stands beside the bed with no glow around them", + "the large healing crystal rests low on its stand, dull matte glass" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B04.png" + }, + "hidden_state": { + "variable": "healing_mode", + "A": "PATIENT", + "B": "CRYSTAL", + "visible_in_initial_frame": false + }, + "rule": { + "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.", + "precondition": "healing_mode == 'PATIENT'", + "effect": "patient.aura = true", + "else_effect": "crystal.up = true", + "mapping": { + "PATIENT": "patient.aura = true", + "CRYSTAL": "crystal.up = true" + } + }, + "shared_action": "The healer stays in place and clearly spreads both arms.", + "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.", + "initial_state": { + "patient": { + "aura": false + }, + "crystal": { + "up": false + }, + "healing_mode": "CRYSTAL" + }, + "gold_end_state": { + "patient.aura": false, + "crystal.up": true + }, + "delta": { + "crystal.up": true + }, + "visual_vocab": { + "patient.aura": { + "false": "the patient stands beside the bed with no glow around them", + "true": "the patient is surrounded by a large bright green glowing aura" + }, + "crystal.up": { + "false": "the large healing crystal rests low on its stand, dull matte glass", + "true": "the large healing crystal rises up glowing bright white" + } + }, + "gold_A": "a large green glowing aura surrounds the patient", + "gold_B": "the healing crystal rises up glowing bright white", + "terminal_visual_states": { + "occurs": { + "variable": "crystal.up", + "value": true, + "phrase": "the large healing crystal rises up glowing bright white", + "judge_label": "the crystal rises glowing", + "in_final_frame": true + }, + "not_occurs": { + "variable": "patient.aura", + "value": true, + "phrase": "the patient is surrounded by a large bright green glowing aura", + "judge_label": "a green aura on the patient", + "in_final_frame": false, + "instead_remains": "the patient stands beside the bed with no glow around them" + } + }, + "prompt_ok": [ + "PATIENT", + "CRYSTAL" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that a healer and a standing patient are both beside the bed?", + "statement": "a healer and a standing patient are both beside the bed", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the healing crystal is dull and resting low?", + "statement": "the healing crystal is dull and resting low", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the healer clearly spread both arms?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "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", + "not_expected": "a green aura on the patient" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B04/input.png b/data/cases/B04/input.png new file mode 100644 index 0000000000000000000000000000000000000000..c2677815db26ee04c5a305e2423753f115e86c73 --- /dev/null +++ b/data/cases/B04/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:5ba5d5ff51ed588da96cc8e6887a99d0a12241fddc6f10f4baffda602c94e7d4 +size 1036350 diff --git a/data/cases/B05/card_A.txt b/data/cases/B05/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..5c2871b5f59cd45433eb7312dbd70df59761eebb --- /dev/null +++ b/data/cases/B05/card_A.txt @@ -0,0 +1,42 @@ +[B05-A] genre: visual_novel family: trigger_gesture counterpart: B05-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: scene_flag = CURTAIN (runtime only, not visible in the frame) +rule: If the scene_flag is CURTAIN, the red curtain pulls fully open; if it is LIGHTS, all the stage lanterns light up. +shared action: The player stays in place and gives one clear wave. +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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the red curtain pulls fully open +gold_B: all the stage lanterns light up +gold_end_state (this twin): curtain.open=true; lights.lit=false +delta (this twin): curtain.open=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the red curtain is pulled fully open to the sides [curtain.open=true] + not_occurs (final frame: NO) : the stage lanterns all shine bright [lights.lit=true] + instead remains: the stage lanterns hang dark and unlit +outcome not_expected: the lanterns are lit + +── Judges ── +initial questions: + Q: Is it true that the player and an NPC stand on the stage? answers=['yes', 'no'] expected=yes + Q: Is it true that the red curtain is closed and the lanterns are unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player give one clear wave? answers=['yes', 'no'] expected=yes +outcome question: + 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 + +── Visual vocab (for auditing the shared first frame) ── + - the red curtain is drawn fully closed across the stage + - the red curtain is pulled fully open to the sides + - the stage lanterns hang dark and unlit + - the stage lanterns all shine bright + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[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 diff --git a/data/cases/B05/card_B.txt b/data/cases/B05/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..ac502f81939f712e7b60b88909b1a4c30a6ac83b --- /dev/null +++ b/data/cases/B05/card_B.txt @@ -0,0 +1,42 @@ +[B05-B] genre: visual_novel family: trigger_gesture counterpart: B05-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: scene_flag = LIGHTS (runtime only, not visible in the frame) +rule: If the scene_flag is CURTAIN, the red curtain pulls fully open; if it is LIGHTS, all the stage lanterns light up. +shared action: The player stays in place and gives one clear wave. +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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the red curtain pulls fully open +gold_B: all the stage lanterns light up +gold_end_state (this twin): curtain.open=false; lights.lit=true +delta (this twin): lights.lit=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the stage lanterns all shine bright [lights.lit=true] + not_occurs (final frame: NO) : the red curtain is pulled fully open to the sides [curtain.open=true] + instead remains: the red curtain is drawn fully closed across the stage +outcome not_expected: the curtain is open + +── Judges ── +initial questions: + Q: Is it true that the player and an NPC stand on the stage? answers=['yes', 'no'] expected=yes + Q: Is it true that the red curtain is closed and the lanterns are unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player give one clear wave? answers=['yes', 'no'] expected=yes +outcome question: + 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 + +── Visual vocab (for auditing the shared first frame) ── + - the red curtain is drawn fully closed across the stage + - the red curtain is pulled fully open to the sides + - the stage lanterns hang dark and unlit + - the stage lanterns all shine bright + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[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 diff --git a/data/cases/B05/case_A.json b/data/cases/B05/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..d00dd77ae10051db4d4f4571db9cd050dd2dff07 --- /dev/null +++ b/data/cases/B05/case_A.json @@ -0,0 +1,139 @@ +{ + "id": "B05-A", + "counterpart": "B05-B", + "genre": "visual_novel", + "interaction_family": "trigger_gesture", + "initial_scene": { + "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", + "third_person_player": true, + "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", + "action_target": "the player's wave", + "other_key_objects": [ + "red_curtain", + "stage_lanterns" + ], + "shared_visual_state": [ + "the red curtain is drawn fully closed across the stage", + "the stage lanterns hang dark and unlit" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B05.png" + }, + "hidden_state": { + "variable": "scene_flag", + "A": "CURTAIN", + "B": "LIGHTS", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the scene_flag is CURTAIN, the red curtain pulls fully open; if it is LIGHTS, all the stage lanterns light up.", + "precondition": "scene_flag == 'CURTAIN'", + "effect": "curtain.open = true", + "else_effect": "lights.lit = true", + "mapping": { + "CURTAIN": "curtain.open = true", + "LIGHTS": "lights.lit = true" + } + }, + "shared_action": "The player stays in place and gives one clear wave.", + "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.", + "initial_state": { + "curtain": { + "open": false + }, + "lights": { + "lit": false + }, + "scene_flag": "CURTAIN" + }, + "gold_end_state": { + "curtain.open": true, + "lights.lit": false + }, + "delta": { + "curtain.open": true + }, + "visual_vocab": { + "curtain.open": { + "false": "the red curtain is drawn fully closed across the stage", + "true": "the red curtain is pulled fully open to the sides" + }, + "lights.lit": { + "false": "the stage lanterns hang dark and unlit", + "true": "the stage lanterns all shine bright" + } + }, + "gold_A": "the red curtain pulls fully open", + "gold_B": "all the stage lanterns light up", + "terminal_visual_states": { + "occurs": { + "variable": "curtain.open", + "value": true, + "phrase": "the red curtain is pulled fully open to the sides", + "judge_label": "the curtain is open", + "in_final_frame": true + }, + "not_occurs": { + "variable": "lights.lit", + "value": true, + "phrase": "the stage lanterns all shine bright", + "judge_label": "the lanterns are lit", + "in_final_frame": false, + "instead_remains": "the stage lanterns hang dark and unlit" + } + }, + "prompt_ok": [ + "CURTAIN", + "LIGHTS" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player and an NPC stand on the stage?", + "statement": "the player and an NPC stand on the stage", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the red curtain is closed and the lanterns are unlit?", + "statement": "the red curtain is closed and the lanterns are unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player give one clear wave?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "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", + "not_expected": "the lanterns are lit" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B05/case_B.json b/data/cases/B05/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..b27602cffcd8ade53971363c24aa103651081a04 --- /dev/null +++ b/data/cases/B05/case_B.json @@ -0,0 +1,139 @@ +{ + "id": "B05-B", + "counterpart": "B05-A", + "genre": "visual_novel", + "interaction_family": "trigger_gesture", + "initial_scene": { + "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", + "third_person_player": true, + "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", + "action_target": "the player's wave", + "other_key_objects": [ + "red_curtain", + "stage_lanterns" + ], + "shared_visual_state": [ + "the red curtain is drawn fully closed across the stage", + "the stage lanterns hang dark and unlit" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B05.png" + }, + "hidden_state": { + "variable": "scene_flag", + "A": "CURTAIN", + "B": "LIGHTS", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the scene_flag is CURTAIN, the red curtain pulls fully open; if it is LIGHTS, all the stage lanterns light up.", + "precondition": "scene_flag == 'CURTAIN'", + "effect": "curtain.open = true", + "else_effect": "lights.lit = true", + "mapping": { + "CURTAIN": "curtain.open = true", + "LIGHTS": "lights.lit = true" + } + }, + "shared_action": "The player stays in place and gives one clear wave.", + "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.", + "initial_state": { + "curtain": { + "open": false + }, + "lights": { + "lit": false + }, + "scene_flag": "LIGHTS" + }, + "gold_end_state": { + "curtain.open": false, + "lights.lit": true + }, + "delta": { + "lights.lit": true + }, + "visual_vocab": { + "curtain.open": { + "false": "the red curtain is drawn fully closed across the stage", + "true": "the red curtain is pulled fully open to the sides" + }, + "lights.lit": { + "false": "the stage lanterns hang dark and unlit", + "true": "the stage lanterns all shine bright" + } + }, + "gold_A": "the red curtain pulls fully open", + "gold_B": "all the stage lanterns light up", + "terminal_visual_states": { + "occurs": { + "variable": "lights.lit", + "value": true, + "phrase": "the stage lanterns all shine bright", + "judge_label": "the lanterns are lit", + "in_final_frame": true + }, + "not_occurs": { + "variable": "curtain.open", + "value": true, + "phrase": "the red curtain is pulled fully open to the sides", + "judge_label": "the curtain is open", + "in_final_frame": false, + "instead_remains": "the red curtain is drawn fully closed across the stage" + } + }, + "prompt_ok": [ + "CURTAIN", + "LIGHTS" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player and an NPC stand on the stage?", + "statement": "the player and an NPC stand on the stage", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the red curtain is closed and the lanterns are unlit?", + "statement": "the red curtain is closed and the lanterns are unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player give one clear wave?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "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", + "not_expected": "the curtain is open" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B05/input.png b/data/cases/B05/input.png new file mode 100644 index 0000000000000000000000000000000000000000..10c5592a6b675446c3235bc9227cb778f26741cf --- /dev/null +++ b/data/cases/B05/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4d19d2a7c6fa57f42a795f72be1621ec92bb1886f2bdb50a6d06d43de3cf331c +size 945974 diff --git a/data/cases/B06/card_A.txt b/data/cases/B06/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..17746b6b7732e532b03864c9885e56c99e15b18b --- /dev/null +++ b/data/cases/B06/card_A.txt @@ -0,0 +1,42 @@ +[B06-A] genre: dating family: trigger_gesture counterpart: B06-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: date_scene = CANOPY (runtime only, not visible in the frame) +rule: If the date_scene is CANOPY, the pergola canopy spreads fully out overhead; if it is LIGHTS, the heart lanterns glow bright pink. +shared action: The player stays in place and performs one clear clap. +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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the pergola canopy spreads fully out overhead +gold_B: the heart lanterns glow bright pink +gold_end_state (this twin): canopy.out=true; hearts.lit=false +delta (this twin): canopy.out=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the pergola canopy is fully spread out overhead [canopy.out=true] + not_occurs (final frame: NO) : the heart-shaped lanterns all glow bright pink [hearts.lit=true] + instead remains: the heart-shaped lanterns hang dark and unlit +outcome not_expected: the heart lanterns glow + +── Judges ── +initial questions: + Q: Is it true that the player and an NPC stand on the garden terrace? answers=['yes', 'no'] expected=yes + Q: Is it true that the heart lanterns are unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player perform one clear clap? answers=['yes', 'no'] expected=yes +outcome question: + 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 + +── Visual vocab (for auditing the shared first frame) ── + - the pergola canopy is folded and retracted against its frame + - the pergola canopy is fully spread out overhead + - the heart-shaped lanterns hang dark and unlit + - the heart-shaped lanterns all glow bright pink + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[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 diff --git a/data/cases/B06/card_B.txt b/data/cases/B06/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..ec4245ddad178eeb8e71e37112c11985ced54a8a --- /dev/null +++ b/data/cases/B06/card_B.txt @@ -0,0 +1,42 @@ +[B06-B] genre: dating family: trigger_gesture counterpart: B06-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: date_scene = LIGHTS (runtime only, not visible in the frame) +rule: If the date_scene is CANOPY, the pergola canopy spreads fully out overhead; if it is LIGHTS, the heart lanterns glow bright pink. +shared action: The player stays in place and performs one clear clap. +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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the pergola canopy spreads fully out overhead +gold_B: the heart lanterns glow bright pink +gold_end_state (this twin): canopy.out=false; hearts.lit=true +delta (this twin): hearts.lit=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the heart-shaped lanterns all glow bright pink [hearts.lit=true] + not_occurs (final frame: NO) : the pergola canopy is fully spread out overhead [canopy.out=true] + instead remains: the pergola canopy is folded and retracted against its frame +outcome not_expected: the canopy is spread + +── Judges ── +initial questions: + Q: Is it true that the player and an NPC stand on the garden terrace? answers=['yes', 'no'] expected=yes + Q: Is it true that the heart lanterns are unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player perform one clear clap? answers=['yes', 'no'] expected=yes +outcome question: + 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 + +── Visual vocab (for auditing the shared first frame) ── + - the pergola canopy is folded and retracted against its frame + - the pergola canopy is fully spread out overhead + - the heart-shaped lanterns hang dark and unlit + - the heart-shaped lanterns all glow bright pink + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[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 diff --git a/data/cases/B06/case_A.json b/data/cases/B06/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..9f18ef5cbc7d1295e73d3bb340c44f2890221039 --- /dev/null +++ b/data/cases/B06/case_A.json @@ -0,0 +1,138 @@ +{ + "id": "B06-A", + "counterpart": "B06-B", + "genre": "dating", + "interaction_family": "trigger_gesture", + "initial_scene": { + "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", + "third_person_player": true, + "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", + "action_target": "the player's clap", + "other_key_objects": [ + "pergola_canopy", + "heart_lanterns" + ], + "shared_visual_state": [ + "the pergola canopy is folded and retracted against its frame", + "the heart-shaped lanterns hang dark and unlit" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B06.png" + }, + "hidden_state": { + "variable": "date_scene", + "A": "CANOPY", + "B": "LIGHTS", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the date_scene is CANOPY, the pergola canopy spreads fully out overhead; if it is LIGHTS, the heart lanterns glow bright pink.", + "precondition": "date_scene == 'CANOPY'", + "effect": "canopy.out = true", + "else_effect": "hearts.lit = true", + "mapping": { + "CANOPY": "canopy.out = true", + "LIGHTS": "hearts.lit = true" + } + }, + "shared_action": "The player stays in place and performs one clear clap.", + "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.", + "initial_state": { + "canopy": { + "out": false + }, + "hearts": { + "lit": false + }, + "date_scene": "CANOPY" + }, + "gold_end_state": { + "canopy.out": true, + "hearts.lit": false + }, + "delta": { + "canopy.out": true + }, + "visual_vocab": { + "canopy.out": { + "false": "the pergola canopy is folded and retracted against its frame", + "true": "the pergola canopy is fully spread out overhead" + }, + "hearts.lit": { + "false": "the heart-shaped lanterns hang dark and unlit", + "true": "the heart-shaped lanterns all glow bright pink" + } + }, + "gold_A": "the pergola canopy spreads fully out overhead", + "gold_B": "the heart lanterns glow bright pink", + "terminal_visual_states": { + "occurs": { + "variable": "canopy.out", + "value": true, + "phrase": "the pergola canopy is fully spread out overhead", + "judge_label": "the canopy is spread", + "in_final_frame": true + }, + "not_occurs": { + "variable": "hearts.lit", + "value": true, + "phrase": "the heart-shaped lanterns all glow bright pink", + "judge_label": "the heart lanterns glow", + "in_final_frame": false, + "instead_remains": "the heart-shaped lanterns hang dark and unlit" + } + }, + "prompt_ok": [ + "CANOPY" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player and an NPC stand on the garden terrace?", + "statement": "the player and an NPC stand on the garden terrace", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the heart lanterns are unlit?", + "statement": "the heart lanterns are unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player perform one clear clap?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "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", + "not_expected": "the heart lanterns glow" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B06/case_B.json b/data/cases/B06/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..62e66bb50f797aff1758cda0e3cba6718fe5b757 --- /dev/null +++ b/data/cases/B06/case_B.json @@ -0,0 +1,138 @@ +{ + "id": "B06-B", + "counterpart": "B06-A", + "genre": "dating", + "interaction_family": "trigger_gesture", + "initial_scene": { + "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", + "third_person_player": true, + "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", + "action_target": "the player's clap", + "other_key_objects": [ + "pergola_canopy", + "heart_lanterns" + ], + "shared_visual_state": [ + "the pergola canopy is folded and retracted against its frame", + "the heart-shaped lanterns hang dark and unlit" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B06.png" + }, + "hidden_state": { + "variable": "date_scene", + "A": "CANOPY", + "B": "LIGHTS", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the date_scene is CANOPY, the pergola canopy spreads fully out overhead; if it is LIGHTS, the heart lanterns glow bright pink.", + "precondition": "date_scene == 'CANOPY'", + "effect": "canopy.out = true", + "else_effect": "hearts.lit = true", + "mapping": { + "CANOPY": "canopy.out = true", + "LIGHTS": "hearts.lit = true" + } + }, + "shared_action": "The player stays in place and performs one clear clap.", + "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.", + "initial_state": { + "canopy": { + "out": false + }, + "hearts": { + "lit": false + }, + "date_scene": "LIGHTS" + }, + "gold_end_state": { + "canopy.out": false, + "hearts.lit": true + }, + "delta": { + "hearts.lit": true + }, + "visual_vocab": { + "canopy.out": { + "false": "the pergola canopy is folded and retracted against its frame", + "true": "the pergola canopy is fully spread out overhead" + }, + "hearts.lit": { + "false": "the heart-shaped lanterns hang dark and unlit", + "true": "the heart-shaped lanterns all glow bright pink" + } + }, + "gold_A": "the pergola canopy spreads fully out overhead", + "gold_B": "the heart lanterns glow bright pink", + "terminal_visual_states": { + "occurs": { + "variable": "hearts.lit", + "value": true, + "phrase": "the heart-shaped lanterns all glow bright pink", + "judge_label": "the heart lanterns glow", + "in_final_frame": true + }, + "not_occurs": { + "variable": "canopy.out", + "value": true, + "phrase": "the pergola canopy is fully spread out overhead", + "judge_label": "the canopy is spread", + "in_final_frame": false, + "instead_remains": "the pergola canopy is folded and retracted against its frame" + } + }, + "prompt_ok": [ + "CANOPY" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player and an NPC stand on the garden terrace?", + "statement": "the player and an NPC stand on the garden terrace", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the heart lanterns are unlit?", + "statement": "the heart lanterns are unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player perform one clear clap?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "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", + "not_expected": "the canopy is spread" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B06/input.png b/data/cases/B06/input.png new file mode 100644 index 0000000000000000000000000000000000000000..e20b33a5d4d336b97f5fd56f84e01b6296addca4 --- /dev/null +++ b/data/cases/B06/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:0809753b8a03231c25a884b58c9cf1b113cddec2ea7ca4d2d89f1b6e43551a8c +size 1358544 diff --git a/data/cases/B07/card_A.txt b/data/cases/B07/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..a15fa90e30b03082ad0eb6b0e6389f6ef3c97aab --- /dev/null +++ b/data/cases/B07/card_A.txt @@ -0,0 +1,42 @@ +[B07-A] genre: museum family: trigger_gesture counterpart: B07-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: exhibit_mode = STATUE (runtime only, not visible in the frame) +rule: If the exhibit_mode is STATUE, bright blue tracery covers the statue; if it is CURTAIN, the back curtain pulls fully open. +shared action: The player raises one arm and clearly points toward the statue. +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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: bright blue tracery covers the statue +gold_B: the back curtain pulls fully open +gold_end_state (this twin): statue.pattern=true; curtain.open=false +delta (this twin): statue.pattern=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the statue surface is covered with bright blue glowing tracery [statue.pattern=true] + not_occurs (final frame: NO) : the curtain is pulled fully open to the sides [curtain.open=true] + instead remains: the curtain is drawn fully closed across the wall +outcome not_expected: the curtain is open + +── Judges ── +initial questions: + Q: Is it true that the player stands facing the large statue? answers=['yes', 'no'] expected=yes + Q: Is it true that the statue is plain and the curtain is closed? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player raise one arm and point at the statue? answers=['yes', 'no'] expected=yes +outcome question: + 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 + +── Visual vocab (for auditing the shared first frame) ── + - the statue surface is plain carved stone + - the statue surface is covered with bright blue glowing tracery + - the curtain is drawn fully closed across the wall + - the curtain is pulled fully open to the sides + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[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 diff --git a/data/cases/B07/card_B.txt b/data/cases/B07/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..3d29fed6ea52d3b98fa5bdbee00ebd2d1904b229 --- /dev/null +++ b/data/cases/B07/card_B.txt @@ -0,0 +1,42 @@ +[B07-B] genre: museum family: trigger_gesture counterpart: B07-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: exhibit_mode = CURTAIN (runtime only, not visible in the frame) +rule: If the exhibit_mode is STATUE, bright blue tracery covers the statue; if it is CURTAIN, the back curtain pulls fully open. +shared action: The player raises one arm and clearly points toward the statue. +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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: bright blue tracery covers the statue +gold_B: the back curtain pulls fully open +gold_end_state (this twin): statue.pattern=false; curtain.open=true +delta (this twin): curtain.open=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the curtain is pulled fully open to the sides [curtain.open=true] + not_occurs (final frame: NO) : the statue surface is covered with bright blue glowing tracery [statue.pattern=true] + instead remains: the statue surface is plain carved stone +outcome not_expected: blue tracery on the statue + +── Judges ── +initial questions: + Q: Is it true that the player stands facing the large statue? answers=['yes', 'no'] expected=yes + Q: Is it true that the statue is plain and the curtain is closed? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player raise one arm and point at the statue? answers=['yes', 'no'] expected=yes +outcome question: + 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 + +── Visual vocab (for auditing the shared first frame) ── + - the statue surface is plain carved stone + - the statue surface is covered with bright blue glowing tracery + - the curtain is drawn fully closed across the wall + - the curtain is pulled fully open to the sides + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[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 diff --git a/data/cases/B07/case_A.json b/data/cases/B07/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..c48c30e6486070e1acb4f2cd9e0d61472c269b3f --- /dev/null +++ b/data/cases/B07/case_A.json @@ -0,0 +1,139 @@ +{ + "id": "B07-A", + "counterpart": "B07-B", + "genre": "museum", + "interaction_family": "trigger_gesture", + "initial_scene": { + "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", + "third_person_player": true, + "player_pose_and_item": "a single visitor seen in third person from behind, standing in place facing the statue, arms at the sides", + "action_target": "the player's pointing arm", + "other_key_objects": [ + "large_statue", + "gallery_curtain" + ], + "shared_visual_state": [ + "the statue surface is plain carved stone", + "the curtain is drawn fully closed across the wall" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B07.png" + }, + "hidden_state": { + "variable": "exhibit_mode", + "A": "STATUE", + "B": "CURTAIN", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the exhibit_mode is STATUE, bright blue tracery covers the statue; if it is CURTAIN, the back curtain pulls fully open.", + "precondition": "exhibit_mode == 'STATUE'", + "effect": "statue.pattern = true", + "else_effect": "curtain.open = true", + "mapping": { + "STATUE": "statue.pattern = true", + "CURTAIN": "curtain.open = true" + } + }, + "shared_action": "The player raises one arm and clearly points toward the statue.", + "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.", + "initial_state": { + "statue": { + "pattern": false + }, + "curtain": { + "open": false + }, + "exhibit_mode": "STATUE" + }, + "gold_end_state": { + "statue.pattern": true, + "curtain.open": false + }, + "delta": { + "statue.pattern": true + }, + "visual_vocab": { + "statue.pattern": { + "false": "the statue surface is plain carved stone", + "true": "the statue surface is covered with bright blue glowing tracery" + }, + "curtain.open": { + "false": "the curtain is drawn fully closed across the wall", + "true": "the curtain is pulled fully open to the sides" + } + }, + "gold_A": "bright blue tracery covers the statue", + "gold_B": "the back curtain pulls fully open", + "terminal_visual_states": { + "occurs": { + "variable": "statue.pattern", + "value": true, + "phrase": "the statue surface is covered with bright blue glowing tracery", + "judge_label": "blue tracery on the statue", + "in_final_frame": true + }, + "not_occurs": { + "variable": "curtain.open", + "value": true, + "phrase": "the curtain is pulled fully open to the sides", + "judge_label": "the curtain is open", + "in_final_frame": false, + "instead_remains": "the curtain is drawn fully closed across the wall" + } + }, + "prompt_ok": [ + "STATUE", + "CURTAIN" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands facing the large statue?", + "statement": "the player stands facing the large statue", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the statue is plain and the curtain is closed?", + "statement": "the statue is plain and the curtain is closed", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player raise one arm and point at the statue?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "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", + "not_expected": "the curtain is open" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B07/case_B.json b/data/cases/B07/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..52a404690fa7af24ffbc3596f63336db2602587b --- /dev/null +++ b/data/cases/B07/case_B.json @@ -0,0 +1,139 @@ +{ + "id": "B07-B", + "counterpart": "B07-A", + "genre": "museum", + "interaction_family": "trigger_gesture", + "initial_scene": { + "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", + "third_person_player": true, + "player_pose_and_item": "a single visitor seen in third person from behind, standing in place facing the statue, arms at the sides", + "action_target": "the player's pointing arm", + "other_key_objects": [ + "large_statue", + "gallery_curtain" + ], + "shared_visual_state": [ + "the statue surface is plain carved stone", + "the curtain is drawn fully closed across the wall" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B07.png" + }, + "hidden_state": { + "variable": "exhibit_mode", + "A": "STATUE", + "B": "CURTAIN", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the exhibit_mode is STATUE, bright blue tracery covers the statue; if it is CURTAIN, the back curtain pulls fully open.", + "precondition": "exhibit_mode == 'STATUE'", + "effect": "statue.pattern = true", + "else_effect": "curtain.open = true", + "mapping": { + "STATUE": "statue.pattern = true", + "CURTAIN": "curtain.open = true" + } + }, + "shared_action": "The player raises one arm and clearly points toward the statue.", + "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.", + "initial_state": { + "statue": { + "pattern": false + }, + "curtain": { + "open": false + }, + "exhibit_mode": "CURTAIN" + }, + "gold_end_state": { + "statue.pattern": false, + "curtain.open": true + }, + "delta": { + "curtain.open": true + }, + "visual_vocab": { + "statue.pattern": { + "false": "the statue surface is plain carved stone", + "true": "the statue surface is covered with bright blue glowing tracery" + }, + "curtain.open": { + "false": "the curtain is drawn fully closed across the wall", + "true": "the curtain is pulled fully open to the sides" + } + }, + "gold_A": "bright blue tracery covers the statue", + "gold_B": "the back curtain pulls fully open", + "terminal_visual_states": { + "occurs": { + "variable": "curtain.open", + "value": true, + "phrase": "the curtain is pulled fully open to the sides", + "judge_label": "the curtain is open", + "in_final_frame": true + }, + "not_occurs": { + "variable": "statue.pattern", + "value": true, + "phrase": "the statue surface is covered with bright blue glowing tracery", + "judge_label": "blue tracery on the statue", + "in_final_frame": false, + "instead_remains": "the statue surface is plain carved stone" + } + }, + "prompt_ok": [ + "STATUE", + "CURTAIN" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands facing the large statue?", + "statement": "the player stands facing the large statue", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the statue is plain and the curtain is closed?", + "statement": "the statue is plain and the curtain is closed", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player raise one arm and point at the statue?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "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", + "not_expected": "blue tracery on the statue" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B07/input.png b/data/cases/B07/input.png new file mode 100644 index 0000000000000000000000000000000000000000..6669e532f881a8210cc3eb5a39f6a44e9c8ba5a6 --- /dev/null +++ b/data/cases/B07/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:8c87bec2e82c7d132a435bd0cda9d240834faa95f6aac4ddd603b20a919a16cd +size 1157163 diff --git a/data/cases/B08/card_A.txt b/data/cases/B08/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..ebeeee713b4bd25a8bc3da42e13f15c1a4234aa2 --- /dev/null +++ b/data/cases/B08/card_A.txt @@ -0,0 +1,42 @@ +[B08-A] genre: survival family: trigger_gesture counterpart: B08-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: signal_mode = FIRE (runtime only, not visible in the frame) +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. +shared action: The player stays in place and raises both arms into a clear V shape. +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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the campfire bursts into tall flames +gold_B: the red signal flag rises high on its pole +gold_end_state (this twin): fire.lit=true; flag.up=false +delta (this twin): fire.lit=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the campfire burns with tall bright flames [fire.lit=true] + not_occurs (final frame: NO) : the large red signal flag is raised high on its pole [flag.up=true] + instead remains: the red signal flag is furled down around its pole +outcome not_expected: the flag is raised + +── Judges ── +initial questions: + Q: Is it true that the player stands at the camp center? answers=['yes', 'no'] expected=yes + Q: Is it true that the campfire ring holds only cold ash? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player raise both arms into a clear V shape? answers=['yes', 'no'] expected=yes +outcome question: + 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 + +── Visual vocab (for auditing the shared first frame) ── + - the campfire ring holds only pale grey cold ash and charred black logs + - the campfire burns with tall bright flames + - the red signal flag is furled down around its pole + - the large red signal flag is raised high on its pole + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[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 diff --git a/data/cases/B08/card_B.txt b/data/cases/B08/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..941f0d1fe97359900851ca963e59ab128f59eda3 --- /dev/null +++ b/data/cases/B08/card_B.txt @@ -0,0 +1,42 @@ +[B08-B] genre: survival family: trigger_gesture counterpart: B08-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: signal_mode = FLAG (runtime only, not visible in the frame) +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. +shared action: The player stays in place and raises both arms into a clear V shape. +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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the campfire bursts into tall flames +gold_B: the red signal flag rises high on its pole +gold_end_state (this twin): fire.lit=false; flag.up=true +delta (this twin): flag.up=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the large red signal flag is raised high on its pole [flag.up=true] + not_occurs (final frame: NO) : the campfire burns with tall bright flames [fire.lit=true] + instead remains: the campfire ring holds only pale grey cold ash and charred black logs +outcome not_expected: the campfire burns + +── Judges ── +initial questions: + Q: Is it true that the player stands at the camp center? answers=['yes', 'no'] expected=yes + Q: Is it true that the campfire ring holds only cold ash? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player raise both arms into a clear V shape? answers=['yes', 'no'] expected=yes +outcome question: + 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 + +── Visual vocab (for auditing the shared first frame) ── + - the campfire ring holds only pale grey cold ash and charred black logs + - the campfire burns with tall bright flames + - the red signal flag is furled down around its pole + - the large red signal flag is raised high on its pole + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[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 diff --git a/data/cases/B08/case_A.json b/data/cases/B08/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..5b981139d80d4ef25a7bf24d2c3672ef1a6709a4 --- /dev/null +++ b/data/cases/B08/case_A.json @@ -0,0 +1,138 @@ +{ + "id": "B08-A", + "counterpart": "B08-B", + "genre": "survival", + "interaction_family": "trigger_gesture", + "initial_scene": { + "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", + "third_person_player": true, + "player_pose_and_item": "a single adventurer seen in third person from behind, standing in place at the camp center, arms at the sides", + "action_target": "the player's V-arm gesture", + "other_key_objects": [ + "campfire_ring", + "signal_pole" + ], + "shared_visual_state": [ + "the campfire ring holds only pale grey cold ash and charred black logs", + "the red signal flag is furled down around its pole" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B08.png" + }, + "hidden_state": { + "variable": "signal_mode", + "A": "FIRE", + "B": "FLAG", + "visible_in_initial_frame": false + }, + "rule": { + "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.", + "precondition": "signal_mode == 'FIRE'", + "effect": "fire.lit = true", + "else_effect": "flag.up = true", + "mapping": { + "FIRE": "fire.lit = true", + "FLAG": "flag.up = true" + } + }, + "shared_action": "The player stays in place and raises both arms into a clear V shape.", + "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.", + "initial_state": { + "fire": { + "lit": false + }, + "flag": { + "up": false + }, + "signal_mode": "FIRE" + }, + "gold_end_state": { + "fire.lit": true, + "flag.up": false + }, + "delta": { + "fire.lit": true + }, + "visual_vocab": { + "fire.lit": { + "false": "the campfire ring holds only pale grey cold ash and charred black logs", + "true": "the campfire burns with tall bright flames" + }, + "flag.up": { + "false": "the red signal flag is furled down around its pole", + "true": "the large red signal flag is raised high on its pole" + } + }, + "gold_A": "the campfire bursts into tall flames", + "gold_B": "the red signal flag rises high on its pole", + "terminal_visual_states": { + "occurs": { + "variable": "fire.lit", + "value": true, + "phrase": "the campfire burns with tall bright flames", + "judge_label": "the campfire burns", + "in_final_frame": true + }, + "not_occurs": { + "variable": "flag.up", + "value": true, + "phrase": "the large red signal flag is raised high on its pole", + "judge_label": "the flag is raised", + "in_final_frame": false, + "instead_remains": "the red signal flag is furled down around its pole" + } + }, + "prompt_ok": [ + "FLAG" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at the camp center?", + "statement": "the player stands at the camp center", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the campfire ring holds only cold ash?", + "statement": "the campfire ring holds only cold ash", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player raise both arms into a clear V shape?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "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", + "not_expected": "the flag is raised" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B08/case_B.json b/data/cases/B08/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..9c1b7a79cb3e3d022ecd19cf9c4d11569ce9610d --- /dev/null +++ b/data/cases/B08/case_B.json @@ -0,0 +1,138 @@ +{ + "id": "B08-B", + "counterpart": "B08-A", + "genre": "survival", + "interaction_family": "trigger_gesture", + "initial_scene": { + "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", + "third_person_player": true, + "player_pose_and_item": "a single adventurer seen in third person from behind, standing in place at the camp center, arms at the sides", + "action_target": "the player's V-arm gesture", + "other_key_objects": [ + "campfire_ring", + "signal_pole" + ], + "shared_visual_state": [ + "the campfire ring holds only pale grey cold ash and charred black logs", + "the red signal flag is furled down around its pole" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B08.png" + }, + "hidden_state": { + "variable": "signal_mode", + "A": "FIRE", + "B": "FLAG", + "visible_in_initial_frame": false + }, + "rule": { + "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.", + "precondition": "signal_mode == 'FIRE'", + "effect": "fire.lit = true", + "else_effect": "flag.up = true", + "mapping": { + "FIRE": "fire.lit = true", + "FLAG": "flag.up = true" + } + }, + "shared_action": "The player stays in place and raises both arms into a clear V shape.", + "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.", + "initial_state": { + "fire": { + "lit": false + }, + "flag": { + "up": false + }, + "signal_mode": "FLAG" + }, + "gold_end_state": { + "fire.lit": false, + "flag.up": true + }, + "delta": { + "flag.up": true + }, + "visual_vocab": { + "fire.lit": { + "false": "the campfire ring holds only pale grey cold ash and charred black logs", + "true": "the campfire burns with tall bright flames" + }, + "flag.up": { + "false": "the red signal flag is furled down around its pole", + "true": "the large red signal flag is raised high on its pole" + } + }, + "gold_A": "the campfire bursts into tall flames", + "gold_B": "the red signal flag rises high on its pole", + "terminal_visual_states": { + "occurs": { + "variable": "flag.up", + "value": true, + "phrase": "the large red signal flag is raised high on its pole", + "judge_label": "the flag is raised", + "in_final_frame": true + }, + "not_occurs": { + "variable": "fire.lit", + "value": true, + "phrase": "the campfire burns with tall bright flames", + "judge_label": "the campfire burns", + "in_final_frame": false, + "instead_remains": "the campfire ring holds only pale grey cold ash and charred black logs" + } + }, + "prompt_ok": [ + "FLAG" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at the camp center?", + "statement": "the player stands at the camp center", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the campfire ring holds only cold ash?", + "statement": "the campfire ring holds only cold ash", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player raise both arms into a clear V shape?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "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", + "not_expected": "the campfire burns" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B08/input.png b/data/cases/B08/input.png new file mode 100644 index 0000000000000000000000000000000000000000..8f21eacc8dec3e592614197f5d12465923cfdd02 --- /dev/null +++ b/data/cases/B08/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d70d9925b95c559c664f23ba13bd27b7bbe10c7a6bae61469bc67095289a6edb +size 1078234 diff --git a/data/cases/B09/card_A.txt b/data/cases/B09/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..f35a26d2ee5a9ab9703969ec390e7d761818baf9 --- /dev/null +++ b/data/cases/B09/card_A.txt @@ -0,0 +1,42 @@ +[B09-A] genre: escape_room family: trigger_mechanism counterpart: B09-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: mechanism_mode = DOOR (runtime only, not visible in the frame) +rule: If the mechanism_mode is DOOR, the stone door rises fully open; if it is DRAWER, the large wall drawer pops clearly out. +shared action: The large wall lever moves clearly from the upper position to the lower position. +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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the stone door rises fully open +gold_B: the large wall drawer pops clearly out +gold_end_state (this twin): door.up=true; drawer.out=false +delta (this twin): door.up=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the stone door is raised fully open, the passage clear [door.up=true] + not_occurs (final frame: NO) : the large wall drawer is popped clearly out of the wall [drawer.out=true] + instead remains: the large wall drawer is pushed flush shut into the wall +outcome not_expected: the drawer is popped out + +── Judges ── +initial questions: + Q: Is it true that the player stands beside the wall lever? answers=['yes', 'no'] expected=yes + Q: Is it true that the stone door and the wall drawer are both shut? answers=['yes', 'no'] expected=yes +action question: + Q: Was the large wall lever pulled down to the lower position? answers=['yes', 'no'] expected=yes +outcome question: + 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 + +── Visual vocab (for auditing the shared first frame) ── + - the stone door is fully lowered shut across its doorway + - the stone door is raised fully open, the passage clear + - the large wall drawer is pushed flush shut into the wall + - the large wall drawer is popped clearly out of the wall + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[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 diff --git a/data/cases/B09/card_B.txt b/data/cases/B09/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..13f46fc463d32f41ec5d35a38de589d059cd186c --- /dev/null +++ b/data/cases/B09/card_B.txt @@ -0,0 +1,42 @@ +[B09-B] genre: escape_room family: trigger_mechanism counterpart: B09-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: mechanism_mode = DRAWER (runtime only, not visible in the frame) +rule: If the mechanism_mode is DOOR, the stone door rises fully open; if it is DRAWER, the large wall drawer pops clearly out. +shared action: The large wall lever moves clearly from the upper position to the lower position. +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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the stone door rises fully open +gold_B: the large wall drawer pops clearly out +gold_end_state (this twin): door.up=false; drawer.out=true +delta (this twin): drawer.out=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the large wall drawer is popped clearly out of the wall [drawer.out=true] + not_occurs (final frame: NO) : the stone door is raised fully open, the passage clear [door.up=true] + instead remains: the stone door is fully lowered shut across its doorway +outcome not_expected: the stone door is open + +── Judges ── +initial questions: + Q: Is it true that the player stands beside the wall lever? answers=['yes', 'no'] expected=yes + Q: Is it true that the stone door and the wall drawer are both shut? answers=['yes', 'no'] expected=yes +action question: + Q: Was the large wall lever pulled down to the lower position? answers=['yes', 'no'] expected=yes +outcome question: + 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 + +── Visual vocab (for auditing the shared first frame) ── + - the stone door is fully lowered shut across its doorway + - the stone door is raised fully open, the passage clear + - the large wall drawer is pushed flush shut into the wall + - the large wall drawer is popped clearly out of the wall + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[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 diff --git a/data/cases/B09/case_A.json b/data/cases/B09/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..4a97ac6a93a7918585d36e3e4de85d8822621efd --- /dev/null +++ b/data/cases/B09/case_A.json @@ -0,0 +1,140 @@ +{ + "id": "B09-A", + "counterpart": "B09-B", + "genre": "escape_room", + "interaction_family": "trigger_mechanism", + "initial_scene": { + "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", + "third_person_player": true, + "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", + "action_target": "the large wall lever", + "other_key_objects": [ + "wall_lever", + "stone_door", + "wall_drawer" + ], + "shared_visual_state": [ + "the stone door is fully lowered shut across its doorway", + "the large wall drawer is pushed flush shut into the wall" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B09.png" + }, + "hidden_state": { + "variable": "mechanism_mode", + "A": "DOOR", + "B": "DRAWER", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the mechanism_mode is DOOR, the stone door rises fully open; if it is DRAWER, the large wall drawer pops clearly out.", + "precondition": "mechanism_mode == 'DOOR'", + "effect": "door.up = true", + "else_effect": "drawer.out = true", + "mapping": { + "DOOR": "door.up = true", + "DRAWER": "drawer.out = true" + } + }, + "shared_action": "The large wall lever moves clearly from the upper position to the lower position.", + "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.", + "initial_state": { + "door": { + "up": false + }, + "drawer": { + "out": false + }, + "mechanism_mode": "DOOR" + }, + "gold_end_state": { + "door.up": true, + "drawer.out": false + }, + "delta": { + "door.up": true + }, + "visual_vocab": { + "door.up": { + "false": "the stone door is fully lowered shut across its doorway", + "true": "the stone door is raised fully open, the passage clear" + }, + "drawer.out": { + "false": "the large wall drawer is pushed flush shut into the wall", + "true": "the large wall drawer is popped clearly out of the wall" + } + }, + "gold_A": "the stone door rises fully open", + "gold_B": "the large wall drawer pops clearly out", + "terminal_visual_states": { + "occurs": { + "variable": "door.up", + "value": true, + "phrase": "the stone door is raised fully open, the passage clear", + "judge_label": "the stone door is open", + "in_final_frame": true + }, + "not_occurs": { + "variable": "drawer.out", + "value": true, + "phrase": "the large wall drawer is popped clearly out of the wall", + "judge_label": "the drawer is popped out", + "in_final_frame": false, + "instead_remains": "the large wall drawer is pushed flush shut into the wall" + } + }, + "prompt_ok": [ + "DOOR", + "DRAWER" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands beside the wall lever?", + "statement": "the player stands beside the wall lever", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the stone door and the wall drawer are both shut?", + "statement": "the stone door and the wall drawer are both shut", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Was the large wall lever pulled down to the lower position?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "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", + "not_expected": "the drawer is popped out" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B09/case_B.json b/data/cases/B09/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..1da378a4f1bf86071d1d6d9a3dfde0da23eb0479 --- /dev/null +++ b/data/cases/B09/case_B.json @@ -0,0 +1,140 @@ +{ + "id": "B09-B", + "counterpart": "B09-A", + "genre": "escape_room", + "interaction_family": "trigger_mechanism", + "initial_scene": { + "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", + "third_person_player": true, + "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", + "action_target": "the large wall lever", + "other_key_objects": [ + "wall_lever", + "stone_door", + "wall_drawer" + ], + "shared_visual_state": [ + "the stone door is fully lowered shut across its doorway", + "the large wall drawer is pushed flush shut into the wall" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B09.png" + }, + "hidden_state": { + "variable": "mechanism_mode", + "A": "DOOR", + "B": "DRAWER", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the mechanism_mode is DOOR, the stone door rises fully open; if it is DRAWER, the large wall drawer pops clearly out.", + "precondition": "mechanism_mode == 'DOOR'", + "effect": "door.up = true", + "else_effect": "drawer.out = true", + "mapping": { + "DOOR": "door.up = true", + "DRAWER": "drawer.out = true" + } + }, + "shared_action": "The large wall lever moves clearly from the upper position to the lower position.", + "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.", + "initial_state": { + "door": { + "up": false + }, + "drawer": { + "out": false + }, + "mechanism_mode": "DRAWER" + }, + "gold_end_state": { + "door.up": false, + "drawer.out": true + }, + "delta": { + "drawer.out": true + }, + "visual_vocab": { + "door.up": { + "false": "the stone door is fully lowered shut across its doorway", + "true": "the stone door is raised fully open, the passage clear" + }, + "drawer.out": { + "false": "the large wall drawer is pushed flush shut into the wall", + "true": "the large wall drawer is popped clearly out of the wall" + } + }, + "gold_A": "the stone door rises fully open", + "gold_B": "the large wall drawer pops clearly out", + "terminal_visual_states": { + "occurs": { + "variable": "drawer.out", + "value": true, + "phrase": "the large wall drawer is popped clearly out of the wall", + "judge_label": "the drawer is popped out", + "in_final_frame": true + }, + "not_occurs": { + "variable": "door.up", + "value": true, + "phrase": "the stone door is raised fully open, the passage clear", + "judge_label": "the stone door is open", + "in_final_frame": false, + "instead_remains": "the stone door is fully lowered shut across its doorway" + } + }, + "prompt_ok": [ + "DOOR", + "DRAWER" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands beside the wall lever?", + "statement": "the player stands beside the wall lever", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the stone door and the wall drawer are both shut?", + "statement": "the stone door and the wall drawer are both shut", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Was the large wall lever pulled down to the lower position?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "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", + "not_expected": "the stone door is open" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B09/input.png b/data/cases/B09/input.png new file mode 100644 index 0000000000000000000000000000000000000000..0109be86219a9da79237ab65da30bbd33396c602 --- /dev/null +++ b/data/cases/B09/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4fb53b31f562aa4c33e787d602bea11a734632b02c0469e6f028b896c89f89ab +size 1340031 diff --git a/data/cases/B10/card_A.txt b/data/cases/B10/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..c7c20e32f244ac1f9c33f9439c0fb0095f5bd59d --- /dev/null +++ b/data/cases/B10/card_A.txt @@ -0,0 +1,42 @@ +[B10-A] genre: dungeon family: trigger_mechanism counterpart: B10-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: lever_mode = BRIDGE (runtime only, not visible in the frame) +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. +shared action: The stone lever is clearly pushed down. +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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the stone drawbridge drops flat across the gap +gold_B: both braziers burst into tall flames +gold_end_state (this twin): bridge.down=true; braziers.lit=false +delta (this twin): bridge.down=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the stone drawbridge lies flat across the gap [bridge.down=true] + not_occurs (final frame: NO) : both large braziers burn with tall bright flames [braziers.lit=true] + instead remains: both large braziers hold only pale grey cold ash with dark dead coals, no embers and no smoke +outcome not_expected: the braziers burn + +── Judges ── +initial questions: + Q: Is it true that the player stands beside the stone lever? answers=['yes', 'no'] expected=yes + Q: Is it true that the drawbridge stands vertical against the wall and both braziers are dead cold? answers=['yes', 'no'] expected=yes +action question: + Q: Was the stone lever clearly pushed down? answers=['yes', 'no'] expected=yes +outcome question: + 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 + +── Visual vocab (for auditing the shared first frame) ── + - the stone drawbridge stands fully vertical, flush against the far wall above the open gap + - the stone drawbridge lies flat across the gap + - both large braziers hold only pale grey cold ash with dark dead coals, no embers and no smoke + - both large braziers burn with tall bright flames + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[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 diff --git a/data/cases/B10/card_B.txt b/data/cases/B10/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..3aa5c1b349a80a3975554347faa6ddcfc0d64323 --- /dev/null +++ b/data/cases/B10/card_B.txt @@ -0,0 +1,42 @@ +[B10-B] genre: dungeon family: trigger_mechanism counterpart: B10-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: lever_mode = FIRE (runtime only, not visible in the frame) +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. +shared action: The stone lever is clearly pushed down. +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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the stone drawbridge drops flat across the gap +gold_B: both braziers burst into tall flames +gold_end_state (this twin): bridge.down=false; braziers.lit=true +delta (this twin): braziers.lit=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): both large braziers burn with tall bright flames [braziers.lit=true] + not_occurs (final frame: NO) : the stone drawbridge lies flat across the gap [bridge.down=true] + instead remains: the stone drawbridge stands fully vertical, flush against the far wall above the open gap +outcome not_expected: the drawbridge is down + +── Judges ── +initial questions: + Q: Is it true that the player stands beside the stone lever? answers=['yes', 'no'] expected=yes + Q: Is it true that the drawbridge stands vertical against the wall and both braziers are dead cold? answers=['yes', 'no'] expected=yes +action question: + Q: Was the stone lever clearly pushed down? answers=['yes', 'no'] expected=yes +outcome question: + 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 + +── Visual vocab (for auditing the shared first frame) ── + - the stone drawbridge stands fully vertical, flush against the far wall above the open gap + - the stone drawbridge lies flat across the gap + - both large braziers hold only pale grey cold ash with dark dead coals, no embers and no smoke + - both large braziers burn with tall bright flames + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[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 diff --git a/data/cases/B10/case_A.json b/data/cases/B10/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..922a1852435e6811d5367fd7745e169e9a29e107 --- /dev/null +++ b/data/cases/B10/case_A.json @@ -0,0 +1,139 @@ +{ + "id": "B10-A", + "counterpart": "B10-B", + "genre": "dungeon", + "interaction_family": "trigger_mechanism", + "initial_scene": { + "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", + "third_person_player": true, + "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", + "action_target": "the stone lever", + "other_key_objects": [ + "stone_lever", + "drawbridge", + "braziers" + ], + "shared_visual_state": [ + "the stone drawbridge stands fully vertical, flush against the far wall above the open gap", + "both large braziers hold only pale grey cold ash with dark dead coals, no embers and no smoke" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B10.png" + }, + "hidden_state": { + "variable": "lever_mode", + "A": "BRIDGE", + "B": "FIRE", + "visible_in_initial_frame": false + }, + "rule": { + "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.", + "precondition": "lever_mode == 'BRIDGE'", + "effect": "bridge.down = true", + "else_effect": "braziers.lit = true", + "mapping": { + "BRIDGE": "bridge.down = true", + "FIRE": "braziers.lit = true" + } + }, + "shared_action": "The stone lever is clearly pushed down.", + "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.", + "initial_state": { + "bridge": { + "down": false + }, + "braziers": { + "lit": false + }, + "lever_mode": "BRIDGE" + }, + "gold_end_state": { + "bridge.down": true, + "braziers.lit": false + }, + "delta": { + "bridge.down": true + }, + "visual_vocab": { + "bridge.down": { + "false": "the stone drawbridge stands fully vertical, flush against the far wall above the open gap", + "true": "the stone drawbridge lies flat across the gap" + }, + "braziers.lit": { + "false": "both large braziers hold only pale grey cold ash with dark dead coals, no embers and no smoke", + "true": "both large braziers burn with tall bright flames" + } + }, + "gold_A": "the stone drawbridge drops flat across the gap", + "gold_B": "both braziers burst into tall flames", + "terminal_visual_states": { + "occurs": { + "variable": "bridge.down", + "value": true, + "phrase": "the stone drawbridge lies flat across the gap", + "judge_label": "the drawbridge is down", + "in_final_frame": true + }, + "not_occurs": { + "variable": "braziers.lit", + "value": true, + "phrase": "both large braziers burn with tall bright flames", + "judge_label": "the braziers burn", + "in_final_frame": false, + "instead_remains": "both large braziers hold only pale grey cold ash with dark dead coals, no embers and no smoke" + } + }, + "prompt_ok": [ + "BRIDGE" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands beside the stone lever?", + "statement": "the player stands beside the stone lever", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the drawbridge stands vertical against the wall and both braziers are dead cold?", + "statement": "the drawbridge stands vertical against the wall and both braziers are dead cold", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Was the stone lever clearly pushed down?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "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", + "not_expected": "the braziers burn" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B10/case_B.json b/data/cases/B10/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..0eb8cc3b7c7e8ffcc51bedf4005d96cea5b41cd9 --- /dev/null +++ b/data/cases/B10/case_B.json @@ -0,0 +1,139 @@ +{ + "id": "B10-B", + "counterpart": "B10-A", + "genre": "dungeon", + "interaction_family": "trigger_mechanism", + "initial_scene": { + "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", + "third_person_player": true, + "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", + "action_target": "the stone lever", + "other_key_objects": [ + "stone_lever", + "drawbridge", + "braziers" + ], + "shared_visual_state": [ + "the stone drawbridge stands fully vertical, flush against the far wall above the open gap", + "both large braziers hold only pale grey cold ash with dark dead coals, no embers and no smoke" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B10.png" + }, + "hidden_state": { + "variable": "lever_mode", + "A": "BRIDGE", + "B": "FIRE", + "visible_in_initial_frame": false + }, + "rule": { + "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.", + "precondition": "lever_mode == 'BRIDGE'", + "effect": "bridge.down = true", + "else_effect": "braziers.lit = true", + "mapping": { + "BRIDGE": "bridge.down = true", + "FIRE": "braziers.lit = true" + } + }, + "shared_action": "The stone lever is clearly pushed down.", + "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.", + "initial_state": { + "bridge": { + "down": false + }, + "braziers": { + "lit": false + }, + "lever_mode": "FIRE" + }, + "gold_end_state": { + "bridge.down": false, + "braziers.lit": true + }, + "delta": { + "braziers.lit": true + }, + "visual_vocab": { + "bridge.down": { + "false": "the stone drawbridge stands fully vertical, flush against the far wall above the open gap", + "true": "the stone drawbridge lies flat across the gap" + }, + "braziers.lit": { + "false": "both large braziers hold only pale grey cold ash with dark dead coals, no embers and no smoke", + "true": "both large braziers burn with tall bright flames" + } + }, + "gold_A": "the stone drawbridge drops flat across the gap", + "gold_B": "both braziers burst into tall flames", + "terminal_visual_states": { + "occurs": { + "variable": "braziers.lit", + "value": true, + "phrase": "both large braziers burn with tall bright flames", + "judge_label": "the braziers burn", + "in_final_frame": true + }, + "not_occurs": { + "variable": "bridge.down", + "value": true, + "phrase": "the stone drawbridge lies flat across the gap", + "judge_label": "the drawbridge is down", + "in_final_frame": false, + "instead_remains": "the stone drawbridge stands fully vertical, flush against the far wall above the open gap" + } + }, + "prompt_ok": [ + "BRIDGE" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands beside the stone lever?", + "statement": "the player stands beside the stone lever", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the drawbridge stands vertical against the wall and both braziers are dead cold?", + "statement": "the drawbridge stands vertical against the wall and both braziers are dead cold", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Was the stone lever clearly pushed down?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "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", + "not_expected": "the drawbridge is down" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B10/input.png b/data/cases/B10/input.png new file mode 100644 index 0000000000000000000000000000000000000000..b084edd5df0f3402def3ef5827f49e022dd39d54 --- /dev/null +++ b/data/cases/B10/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:453c5fa33e9f296888c25fbc66c7efa8996e6707a3a61516056959101d208499 +size 1391600 diff --git a/data/cases/B11/card_A.txt b/data/cases/B11/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..e76e457f7e76fc31b18510d1494f816541db58d3 --- /dev/null +++ b/data/cases/B11/card_A.txt @@ -0,0 +1,42 @@ +[B11-A] genre: sailing family: trigger_mechanism counterpart: B11-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: nav_mode = SAIL (runtime only, not visible in the frame) +rule: If the nav_mode is SAIL, the main sail spreads fully out; if it is BEACON, the bow beacon glows strong green. +shared action: The large ship wheel clearly rotates clockwise by about a quarter turn. +instruction: Preserve the first frame. nav_mode = SAIL, so the resolved rule is: the main sail spreads fully out. Action: The large ship wheel clearly rotates clockwise by about a quarter turn. Show the action, then exactly this consequence: the main sail spreads fully out The counter-outcome must NOT happen at any point: the bow beacon glows strong green. Instead, the bow beacon lamp is dark matte glass with no glow 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the main sail spreads fully out +gold_B: the bow beacon glows strong green +gold_end_state (this twin): sail.unfurled=true; beacon.green=false +delta (this twin): sail.unfurled=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the main sail is fully spread [sail.unfurled=true] + not_occurs (final frame: NO) : the bow beacon glows strong green [beacon.green=true] + instead remains: the bow beacon lamp is dark matte glass with no glow +outcome not_expected: the beacon glows green + +── Judges ── +initial questions: + Q: Is it true that the player stands with both hands on the ship wheel? answers=['yes', 'no'] expected=yes + Q: Is it true that the rolled-up sail bundle is lashed to the yard arm? answers=['yes', 'no'] expected=yes +action question: + Q: Did the ship wheel clearly rotate? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the main sail spread, or the beacon glowing green? answers=['the sail is spread', 'the beacon glows green', 'unclear'] expected=the sail is spread + +── Visual vocab (for auditing the shared first frame) ── + - the main sail is a thick rolled-up canvas bundle lashed to the yard arm + - the main sail is fully spread + - the bow beacon lamp is dark matte glass with no glow + - the bow beacon glows strong green + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B11-A(航海/trigger_mechanism):hidden nav_mode=SAIL → gold [A 支线] the main sail spreads fully out;终态: 发生「the main sail is fully spread」且不发生「the bow beacon glows strong green」;outcome 判定期望: the sail is spread diff --git a/data/cases/B11/card_B.txt b/data/cases/B11/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..a54f27133d6a91a8f6f7e81e9638759e0dd41db0 --- /dev/null +++ b/data/cases/B11/card_B.txt @@ -0,0 +1,42 @@ +[B11-B] genre: sailing family: trigger_mechanism counterpart: B11-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: nav_mode = BEACON (runtime only, not visible in the frame) +rule: If the nav_mode is SAIL, the main sail spreads fully out; if it is BEACON, the bow beacon glows strong green. +shared action: The large ship wheel clearly rotates clockwise by about a quarter turn. +instruction: Preserve the first frame. nav_mode = BEACON, so the resolved rule is: the bow beacon glows strong green. Action: The large ship wheel clearly rotates clockwise by about a quarter turn. Show the action, then exactly this consequence: the bow beacon glows strong green The counter-outcome must NOT happen at any point: the main sail is fully spread. Instead, the main sail is a thick rolled-up canvas bundle lashed to the yard arm 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the main sail spreads fully out +gold_B: the bow beacon glows strong green +gold_end_state (this twin): sail.unfurled=false; beacon.green=true +delta (this twin): beacon.green=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the bow beacon glows strong green [beacon.green=true] + not_occurs (final frame: NO) : the main sail is fully spread [sail.unfurled=true] + instead remains: the main sail is a thick rolled-up canvas bundle lashed to the yard arm +outcome not_expected: the sail is spread + +── Judges ── +initial questions: + Q: Is it true that the player stands with both hands on the ship wheel? answers=['yes', 'no'] expected=yes + Q: Is it true that the rolled-up sail bundle is lashed to the yard arm? answers=['yes', 'no'] expected=yes +action question: + Q: Did the ship wheel clearly rotate? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the main sail spread, or the beacon glowing green? answers=['the sail is spread', 'the beacon glows green', 'unclear'] expected=the beacon glows green + +── Visual vocab (for auditing the shared first frame) ── + - the main sail is a thick rolled-up canvas bundle lashed to the yard arm + - the main sail is fully spread + - the bow beacon lamp is dark matte glass with no glow + - the bow beacon glows strong green + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B11-B(航海/trigger_mechanism):hidden nav_mode=BEACON → gold [B 支线] the bow beacon glows strong green;终态: 发生「the bow beacon glows strong green」且不发生「the main sail is fully spread」;outcome 判定期望: the beacon glows green diff --git a/data/cases/B11/case_A.json b/data/cases/B11/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..3de7ef56ef57cafd6e4880d27de4f475645d27d6 --- /dev/null +++ b/data/cases/B11/case_A.json @@ -0,0 +1,140 @@ +{ + "id": "B11-A", + "counterpart": "B11-B", + "genre": "sailing", + "interaction_family": "trigger_mechanism", + "initial_scene": { + "description": "a ship helm deck in steady daylight, a large wooden ship wheel on its stand, a thick rolled-up canvas sail bundle firmly lashed to the horizontal yard arm high on the mast, and a bow beacon lamp with dark matte glass a single sailor seen in third person from behind, standing in place at the wheel with both hands on the spokes", + "third_person_player": true, + "player_pose_and_item": "a single sailor seen in third person from behind, standing in place at the wheel with both hands on the spokes", + "action_target": "the large ship wheel", + "other_key_objects": [ + "ship_wheel", + "main_sail", + "bow_beacon" + ], + "shared_visual_state": [ + "the main sail is a thick rolled-up canvas bundle lashed to the yard arm", + "the bow beacon lamp is dark matte glass with no glow" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B11.png" + }, + "hidden_state": { + "variable": "nav_mode", + "A": "SAIL", + "B": "BEACON", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the nav_mode is SAIL, the main sail spreads fully out; if it is BEACON, the bow beacon glows strong green.", + "precondition": "nav_mode == 'SAIL'", + "effect": "sail.unfurled = true", + "else_effect": "beacon.green = true", + "mapping": { + "SAIL": "sail.unfurled = true", + "BEACON": "beacon.green = true" + } + }, + "shared_action": "The large ship wheel clearly rotates clockwise by about a quarter turn.", + "instruction": "Preserve the first frame. nav_mode = SAIL, so the resolved rule is: the main sail spreads fully out. Action: The large ship wheel clearly rotates clockwise by about a quarter turn. Show the action, then exactly this consequence: the main sail spreads fully out The counter-outcome must NOT happen at any point: the bow beacon glows strong green. Instead, the bow beacon lamp is dark matte glass with no glow throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "sail": { + "unfurled": false + }, + "beacon": { + "green": false + }, + "nav_mode": "SAIL" + }, + "gold_end_state": { + "sail.unfurled": true, + "beacon.green": false + }, + "delta": { + "sail.unfurled": true + }, + "visual_vocab": { + "sail.unfurled": { + "false": "the main sail is a thick rolled-up canvas bundle lashed to the yard arm", + "true": "the main sail is fully spread" + }, + "beacon.green": { + "false": "the bow beacon lamp is dark matte glass with no glow", + "true": "the bow beacon glows strong green" + } + }, + "gold_A": "the main sail spreads fully out", + "gold_B": "the bow beacon glows strong green", + "terminal_visual_states": { + "occurs": { + "variable": "sail.unfurled", + "value": true, + "phrase": "the main sail is fully spread", + "judge_label": "the sail is spread", + "in_final_frame": true + }, + "not_occurs": { + "variable": "beacon.green", + "value": true, + "phrase": "the bow beacon glows strong green", + "judge_label": "the beacon glows green", + "in_final_frame": false, + "instead_remains": "the bow beacon lamp is dark matte glass with no glow" + } + }, + "prompt_ok": [ + "SAIL", + "BEACON" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands with both hands on the ship wheel?", + "statement": "the player stands with both hands on the ship wheel", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the rolled-up sail bundle is lashed to the yard arm?", + "statement": "the rolled-up sail bundle is lashed to the yard arm", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the ship wheel clearly rotate?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the main sail spread, or the beacon glowing green?", + "answers": [ + "the sail is spread", + "the beacon glows green", + "unclear" + ], + "expected": "the sail is spread", + "not_expected": "the beacon glows green" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B11/case_B.json b/data/cases/B11/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..7bdad0758f6249efd167bf2af3dbc2f9956700a6 --- /dev/null +++ b/data/cases/B11/case_B.json @@ -0,0 +1,140 @@ +{ + "id": "B11-B", + "counterpart": "B11-A", + "genre": "sailing", + "interaction_family": "trigger_mechanism", + "initial_scene": { + "description": "a ship helm deck in steady daylight, a large wooden ship wheel on its stand, a thick rolled-up canvas sail bundle firmly lashed to the horizontal yard arm high on the mast, and a bow beacon lamp with dark matte glass a single sailor seen in third person from behind, standing in place at the wheel with both hands on the spokes", + "third_person_player": true, + "player_pose_and_item": "a single sailor seen in third person from behind, standing in place at the wheel with both hands on the spokes", + "action_target": "the large ship wheel", + "other_key_objects": [ + "ship_wheel", + "main_sail", + "bow_beacon" + ], + "shared_visual_state": [ + "the main sail is a thick rolled-up canvas bundle lashed to the yard arm", + "the bow beacon lamp is dark matte glass with no glow" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B11.png" + }, + "hidden_state": { + "variable": "nav_mode", + "A": "SAIL", + "B": "BEACON", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the nav_mode is SAIL, the main sail spreads fully out; if it is BEACON, the bow beacon glows strong green.", + "precondition": "nav_mode == 'SAIL'", + "effect": "sail.unfurled = true", + "else_effect": "beacon.green = true", + "mapping": { + "SAIL": "sail.unfurled = true", + "BEACON": "beacon.green = true" + } + }, + "shared_action": "The large ship wheel clearly rotates clockwise by about a quarter turn.", + "instruction": "Preserve the first frame. nav_mode = BEACON, so the resolved rule is: the bow beacon glows strong green. Action: The large ship wheel clearly rotates clockwise by about a quarter turn. Show the action, then exactly this consequence: the bow beacon glows strong green The counter-outcome must NOT happen at any point: the main sail is fully spread. Instead, the main sail is a thick rolled-up canvas bundle lashed to the yard arm throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "sail": { + "unfurled": false + }, + "beacon": { + "green": false + }, + "nav_mode": "BEACON" + }, + "gold_end_state": { + "sail.unfurled": false, + "beacon.green": true + }, + "delta": { + "beacon.green": true + }, + "visual_vocab": { + "sail.unfurled": { + "false": "the main sail is a thick rolled-up canvas bundle lashed to the yard arm", + "true": "the main sail is fully spread" + }, + "beacon.green": { + "false": "the bow beacon lamp is dark matte glass with no glow", + "true": "the bow beacon glows strong green" + } + }, + "gold_A": "the main sail spreads fully out", + "gold_B": "the bow beacon glows strong green", + "terminal_visual_states": { + "occurs": { + "variable": "beacon.green", + "value": true, + "phrase": "the bow beacon glows strong green", + "judge_label": "the beacon glows green", + "in_final_frame": true + }, + "not_occurs": { + "variable": "sail.unfurled", + "value": true, + "phrase": "the main sail is fully spread", + "judge_label": "the sail is spread", + "in_final_frame": false, + "instead_remains": "the main sail is a thick rolled-up canvas bundle lashed to the yard arm" + } + }, + "prompt_ok": [ + "SAIL", + "BEACON" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands with both hands on the ship wheel?", + "statement": "the player stands with both hands on the ship wheel", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the rolled-up sail bundle is lashed to the yard arm?", + "statement": "the rolled-up sail bundle is lashed to the yard arm", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the ship wheel clearly rotate?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the main sail spread, or the beacon glowing green?", + "answers": [ + "the sail is spread", + "the beacon glows green", + "unclear" + ], + "expected": "the beacon glows green", + "not_expected": "the sail is spread" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B11/input.png b/data/cases/B11/input.png new file mode 100644 index 0000000000000000000000000000000000000000..5b2e8d8a51eabd4de5fdbc0736d36d083d7dc004 --- /dev/null +++ b/data/cases/B11/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:1bac4e1cb976b93cc49ab2ad406f6169ac796ab95a70949ceac161f5a6becc5e +size 1331312 diff --git a/data/cases/B12/card_A.txt b/data/cases/B12/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..562beb019f32b6f56154e997deeaed5292163a25 --- /dev/null +++ b/data/cases/B12/card_A.txt @@ -0,0 +1,42 @@ +[B12-A] genre: board_game family: trigger_mechanism counterpart: B12-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: board_mode = BRIDGE (runtime only, not visible in the frame) +rule: If the board_mode is BRIDGE, the bridge rises up over the board; if it is TOWER, a tall tower rises from the board corner. +shared action: The large central board dial clearly rotates by about half a turn. +instruction: Preserve the first frame. board_mode = BRIDGE, so the resolved rule is: the bridge rises up over the board. Action: The large central board dial clearly rotates by about half a turn. Show the action, then exactly this consequence: the bridge rises up over the board The counter-outcome must NOT happen at any point: a tall tower rises from the board corner. Instead, the board corner is bare flat polished wood with nothing built on it 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the bridge rises up over the board +gold_B: a tall tower rises from the board corner +gold_end_state (this twin): bridge.up=true; tower.up=false +delta (this twin): bridge.up=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the board bridge rises up over the board [bridge.up=true] + not_occurs (final frame: NO) : a tall tower rises from the board corner [tower.up=true] + instead remains: the board corner is bare flat polished wood with nothing built on it +outcome not_expected: the tower rises + +── Judges ── +initial questions: + Q: Is it true that the player stands with a hand on the board dial? answers=['yes', 'no'] expected=yes + Q: Is it true that the board middle and corner are both bare flat wood with nothing built? answers=['yes', 'no'] expected=yes +action question: + Q: Did the central dial clearly rotate? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the bridge rise, or the corner tower? answers=['the bridge rises', 'the tower rises', 'unclear'] expected=the bridge rises + +── Visual vocab (for auditing the shared first frame) ── + - the middle strip of the board is bare flat polished wood with nothing built on it + - the board bridge rises up over the board + - the board corner is bare flat polished wood with nothing built on it + - a tall tower rises from the board corner + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B12-A(桌游/trigger_mechanism):hidden board_mode=BRIDGE → gold [A 支线] the bridge rises up over the board;终态: 发生「the board bridge rises up over the board」且不发生「a tall tower rises from the board corner」;outcome 判定期望: the bridge rises diff --git a/data/cases/B12/card_B.txt b/data/cases/B12/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..3042d071f27ddd7b847a5b202835f1cd509ae9bf --- /dev/null +++ b/data/cases/B12/card_B.txt @@ -0,0 +1,42 @@ +[B12-B] genre: board_game family: trigger_mechanism counterpart: B12-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: board_mode = TOWER (runtime only, not visible in the frame) +rule: If the board_mode is BRIDGE, the bridge rises up over the board; if it is TOWER, a tall tower rises from the board corner. +shared action: The large central board dial clearly rotates by about half a turn. +instruction: Preserve the first frame. board_mode = TOWER, so the resolved rule is: a tall tower rises from the board corner. Action: The large central board dial clearly rotates by about half a turn. Show the action, then exactly this consequence: a tall tower rises from the board corner The counter-outcome must NOT happen at any point: the board bridge rises up over the board. Instead, the middle strip of the board is bare flat polished wood with nothing built on it 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the bridge rises up over the board +gold_B: a tall tower rises from the board corner +gold_end_state (this twin): bridge.up=false; tower.up=true +delta (this twin): tower.up=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): a tall tower rises from the board corner [tower.up=true] + not_occurs (final frame: NO) : the board bridge rises up over the board [bridge.up=true] + instead remains: the middle strip of the board is bare flat polished wood with nothing built on it +outcome not_expected: the bridge rises + +── Judges ── +initial questions: + Q: Is it true that the player stands with a hand on the board dial? answers=['yes', 'no'] expected=yes + Q: Is it true that the board middle and corner are both bare flat wood with nothing built? answers=['yes', 'no'] expected=yes +action question: + Q: Did the central dial clearly rotate? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the bridge rise, or the corner tower? answers=['the bridge rises', 'the tower rises', 'unclear'] expected=the tower rises + +── Visual vocab (for auditing the shared first frame) ── + - the middle strip of the board is bare flat polished wood with nothing built on it + - the board bridge rises up over the board + - the board corner is bare flat polished wood with nothing built on it + - a tall tower rises from the board corner + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B12-B(桌游/trigger_mechanism):hidden board_mode=TOWER → gold [B 支线] a tall tower rises from the board corner;终态: 发生「a tall tower rises from the board corner」且不发生「the board bridge rises up over the board」;outcome 判定期望: the tower rises diff --git a/data/cases/B12/case_A.json b/data/cases/B12/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..73366c61d616d2e920e67eb8a1e7c577680130e4 --- /dev/null +++ b/data/cases/B12/case_A.json @@ -0,0 +1,141 @@ +{ + "id": "B12-A", + "counterpart": "B12-B", + "genre": "board_game", + "interaction_family": "trigger_mechanism", + "initial_scene": { + "description": "a game parlor with a large wooden board on the table, a brass central dial on the board, the middle strip of the board bare flat polished wood, and the board corner also bare flat polished wood a single player seen in third person from behind, standing at the table with a hand on the central dial", + "third_person_player": true, + "player_pose_and_item": "a single player seen in third person from behind, standing at the table with a hand on the central dial", + "action_target": "the large central dial", + "other_key_objects": [ + "game_board", + "central_dial", + "board_bridge", + "corner_tower" + ], + "shared_visual_state": [ + "the middle strip of the board is bare flat polished wood with nothing built on it", + "the board corner is bare flat polished wood with nothing built on it" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B12.png" + }, + "hidden_state": { + "variable": "board_mode", + "A": "BRIDGE", + "B": "TOWER", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the board_mode is BRIDGE, the bridge rises up over the board; if it is TOWER, a tall tower rises from the board corner.", + "precondition": "board_mode == 'BRIDGE'", + "effect": "bridge.up = true", + "else_effect": "tower.up = true", + "mapping": { + "BRIDGE": "bridge.up = true", + "TOWER": "tower.up = true" + } + }, + "shared_action": "The large central board dial clearly rotates by about half a turn.", + "instruction": "Preserve the first frame. board_mode = BRIDGE, so the resolved rule is: the bridge rises up over the board. Action: The large central board dial clearly rotates by about half a turn. Show the action, then exactly this consequence: the bridge rises up over the board The counter-outcome must NOT happen at any point: a tall tower rises from the board corner. Instead, the board corner is bare flat polished wood with nothing built on it throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "bridge": { + "up": false + }, + "tower": { + "up": false + }, + "board_mode": "BRIDGE" + }, + "gold_end_state": { + "bridge.up": true, + "tower.up": false + }, + "delta": { + "bridge.up": true + }, + "visual_vocab": { + "bridge.up": { + "false": "the middle strip of the board is bare flat polished wood with nothing built on it", + "true": "the board bridge rises up over the board" + }, + "tower.up": { + "false": "the board corner is bare flat polished wood with nothing built on it", + "true": "a tall tower rises from the board corner" + } + }, + "gold_A": "the bridge rises up over the board", + "gold_B": "a tall tower rises from the board corner", + "terminal_visual_states": { + "occurs": { + "variable": "bridge.up", + "value": true, + "phrase": "the board bridge rises up over the board", + "judge_label": "the bridge rises", + "in_final_frame": true + }, + "not_occurs": { + "variable": "tower.up", + "value": true, + "phrase": "a tall tower rises from the board corner", + "judge_label": "the tower rises", + "in_final_frame": false, + "instead_remains": "the board corner is bare flat polished wood with nothing built on it" + } + }, + "prompt_ok": [ + "BRIDGE", + "TOWER" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands with a hand on the board dial?", + "statement": "the player stands with a hand on the board dial", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the board middle and corner are both bare flat wood with nothing built?", + "statement": "the board middle and corner are both bare flat wood with nothing built", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the central dial clearly rotate?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the bridge rise, or the corner tower?", + "answers": [ + "the bridge rises", + "the tower rises", + "unclear" + ], + "expected": "the bridge rises", + "not_expected": "the tower rises" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B12/case_B.json b/data/cases/B12/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..11003a764f897bd1e83832487251f348282423a1 --- /dev/null +++ b/data/cases/B12/case_B.json @@ -0,0 +1,141 @@ +{ + "id": "B12-B", + "counterpart": "B12-A", + "genre": "board_game", + "interaction_family": "trigger_mechanism", + "initial_scene": { + "description": "a game parlor with a large wooden board on the table, a brass central dial on the board, the middle strip of the board bare flat polished wood, and the board corner also bare flat polished wood a single player seen in third person from behind, standing at the table with a hand on the central dial", + "third_person_player": true, + "player_pose_and_item": "a single player seen in third person from behind, standing at the table with a hand on the central dial", + "action_target": "the large central dial", + "other_key_objects": [ + "game_board", + "central_dial", + "board_bridge", + "corner_tower" + ], + "shared_visual_state": [ + "the middle strip of the board is bare flat polished wood with nothing built on it", + "the board corner is bare flat polished wood with nothing built on it" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B12.png" + }, + "hidden_state": { + "variable": "board_mode", + "A": "BRIDGE", + "B": "TOWER", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the board_mode is BRIDGE, the bridge rises up over the board; if it is TOWER, a tall tower rises from the board corner.", + "precondition": "board_mode == 'BRIDGE'", + "effect": "bridge.up = true", + "else_effect": "tower.up = true", + "mapping": { + "BRIDGE": "bridge.up = true", + "TOWER": "tower.up = true" + } + }, + "shared_action": "The large central board dial clearly rotates by about half a turn.", + "instruction": "Preserve the first frame. board_mode = TOWER, so the resolved rule is: a tall tower rises from the board corner. Action: The large central board dial clearly rotates by about half a turn. Show the action, then exactly this consequence: a tall tower rises from the board corner The counter-outcome must NOT happen at any point: the board bridge rises up over the board. Instead, the middle strip of the board is bare flat polished wood with nothing built on it throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "bridge": { + "up": false + }, + "tower": { + "up": false + }, + "board_mode": "TOWER" + }, + "gold_end_state": { + "bridge.up": false, + "tower.up": true + }, + "delta": { + "tower.up": true + }, + "visual_vocab": { + "bridge.up": { + "false": "the middle strip of the board is bare flat polished wood with nothing built on it", + "true": "the board bridge rises up over the board" + }, + "tower.up": { + "false": "the board corner is bare flat polished wood with nothing built on it", + "true": "a tall tower rises from the board corner" + } + }, + "gold_A": "the bridge rises up over the board", + "gold_B": "a tall tower rises from the board corner", + "terminal_visual_states": { + "occurs": { + "variable": "tower.up", + "value": true, + "phrase": "a tall tower rises from the board corner", + "judge_label": "the tower rises", + "in_final_frame": true + }, + "not_occurs": { + "variable": "bridge.up", + "value": true, + "phrase": "the board bridge rises up over the board", + "judge_label": "the bridge rises", + "in_final_frame": false, + "instead_remains": "the middle strip of the board is bare flat polished wood with nothing built on it" + } + }, + "prompt_ok": [ + "BRIDGE", + "TOWER" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands with a hand on the board dial?", + "statement": "the player stands with a hand on the board dial", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the board middle and corner are both bare flat wood with nothing built?", + "statement": "the board middle and corner are both bare flat wood with nothing built", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the central dial clearly rotate?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the bridge rise, or the corner tower?", + "answers": [ + "the bridge rises", + "the tower rises", + "unclear" + ], + "expected": "the tower rises", + "not_expected": "the bridge rises" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B12/input.png b/data/cases/B12/input.png new file mode 100644 index 0000000000000000000000000000000000000000..9336bb2c39548a7719ea95a139aac696478c3879 --- /dev/null +++ b/data/cases/B12/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:0bad0037d63d77de6e8bde26c0025c93901ce1498eaf07efdaeb7a27a50502e7 +size 1268350 diff --git a/data/cases/B13/card_A.txt b/data/cases/B13/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..4ade0e4fc6a08951cf055645b4c90122e5f793eb --- /dev/null +++ b/data/cases/B13/card_A.txt @@ -0,0 +1,42 @@ +[B13-A] genre: farming family: trigger_mechanism counterpart: B13-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: irrigation_mode = DOOR (runtime only, not visible in the frame) +rule: If the irrigation_mode is DOOR, the greenhouse door swings wide open; if it is LANTERN, the barn lantern bursts into warm yellow light. +shared action: The large irrigation valve clearly rotates by about ninety degrees. +instruction: Preserve the first frame. irrigation_mode = DOOR, so the resolved rule is: the greenhouse door swings wide open. Action: The large irrigation valve clearly rotates by about ninety degrees. Show the action, then exactly this consequence: the greenhouse door swings wide open The counter-outcome must NOT happen at any point: the barn lantern burns with a bright warm yellow flame. Instead, the barn lantern hangs unlit with dark dead 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the greenhouse door swings wide open +gold_B: the barn lantern bursts into warm yellow light +gold_end_state (this twin): greenhouse.open=true; lantern.lit=false +delta (this twin): greenhouse.open=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the greenhouse door is wide open [greenhouse.open=true] + not_occurs (final frame: NO) : the barn lantern burns with a bright warm yellow flame [lantern.lit=true] + instead remains: the barn lantern hangs unlit with dark dead glass +outcome not_expected: the barn lantern is lit + +── Judges ── +initial questions: + Q: Is it true that the player stands with both hands on the valve wheel? answers=['yes', 'no'] expected=yes + Q: Is it true that the greenhouse door is shut and the barn lantern is unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the large valve clearly rotate? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the greenhouse door open, or the barn lantern lit? answers=['the greenhouse door is open', 'the barn lantern is lit', 'unclear'] expected=the greenhouse door is open + +── Visual vocab (for auditing the shared first frame) ── + - the greenhouse door is shut + - the greenhouse door is wide open + - the barn lantern hangs unlit with dark dead glass + - the barn lantern burns with a bright warm yellow flame + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B13-A(农耕/trigger_mechanism):hidden irrigation_mode=DOOR → gold [A 支线] the greenhouse door swings wide open;终态: 发生「the greenhouse door is wide open」且不发生「the barn lantern burns with a bright warm yellow flame」;outcome 判定期望: the greenhouse door is open diff --git a/data/cases/B13/card_B.txt b/data/cases/B13/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..d0a6f5b75310622c6f2075371f0a5e8dd0b0c71e --- /dev/null +++ b/data/cases/B13/card_B.txt @@ -0,0 +1,42 @@ +[B13-B] genre: farming family: trigger_mechanism counterpart: B13-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: irrigation_mode = LANTERN (runtime only, not visible in the frame) +rule: If the irrigation_mode is DOOR, the greenhouse door swings wide open; if it is LANTERN, the barn lantern bursts into warm yellow light. +shared action: The large irrigation valve clearly rotates by about ninety degrees. +instruction: Preserve the first frame. irrigation_mode = LANTERN, so the resolved rule is: the barn lantern bursts into warm yellow light. Action: The large irrigation valve clearly rotates by about ninety degrees. Show the action, then exactly this consequence: the barn lantern bursts into warm yellow light The counter-outcome must NOT happen at any point: the greenhouse door is wide open. Instead, the greenhouse door is shut throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the greenhouse door swings wide open +gold_B: the barn lantern bursts into warm yellow light +gold_end_state (this twin): greenhouse.open=false; lantern.lit=true +delta (this twin): lantern.lit=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the barn lantern burns with a bright warm yellow flame [lantern.lit=true] + not_occurs (final frame: NO) : the greenhouse door is wide open [greenhouse.open=true] + instead remains: the greenhouse door is shut +outcome not_expected: the greenhouse door is open + +── Judges ── +initial questions: + Q: Is it true that the player stands with both hands on the valve wheel? answers=['yes', 'no'] expected=yes + Q: Is it true that the greenhouse door is shut and the barn lantern is unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the large valve clearly rotate? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the greenhouse door open, or the barn lantern lit? answers=['the greenhouse door is open', 'the barn lantern is lit', 'unclear'] expected=the barn lantern is lit + +── Visual vocab (for auditing the shared first frame) ── + - the greenhouse door is shut + - the greenhouse door is wide open + - the barn lantern hangs unlit with dark dead glass + - the barn lantern burns with a bright warm yellow flame + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B13-B(农耕/trigger_mechanism):hidden irrigation_mode=LANTERN → gold [B 支线] the barn lantern bursts into warm yellow light;终态: 发生「the barn lantern burns with a bright warm yellow flame」且不发生「the greenhouse door is wide open」;outcome 判定期望: the barn lantern is lit diff --git a/data/cases/B13/case_A.json b/data/cases/B13/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..fcf15894300712eaa6f0e97901b105a679683691 --- /dev/null +++ b/data/cases/B13/case_A.json @@ -0,0 +1,140 @@ +{ + "id": "B13-A", + "counterpart": "B13-B", + "genre": "farming", + "interaction_family": "trigger_mechanism", + "initial_scene": { + "description": "a field headgate in flat morning light, a large metal irrigation valve wheel on a pipe, a greenhouse with its door shut, and a barn lantern hanging unlit on a post beside the gate a single farmer seen in third person from behind, standing in place at the valve with both hands on the wheel", + "third_person_player": true, + "player_pose_and_item": "a single farmer seen in third person from behind, standing in place at the valve with both hands on the wheel", + "action_target": "the large irrigation valve", + "other_key_objects": [ + "irrigation_valve", + "greenhouse", + "barn_lantern" + ], + "shared_visual_state": [ + "the greenhouse door is shut", + "the barn lantern hangs unlit with dark dead glass" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B13.png" + }, + "hidden_state": { + "variable": "irrigation_mode", + "A": "DOOR", + "B": "LANTERN", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the irrigation_mode is DOOR, the greenhouse door swings wide open; if it is LANTERN, the barn lantern bursts into warm yellow light.", + "precondition": "irrigation_mode == 'DOOR'", + "effect": "greenhouse.open = true", + "else_effect": "lantern.lit = true", + "mapping": { + "DOOR": "greenhouse.open = true", + "LANTERN": "lantern.lit = true" + } + }, + "shared_action": "The large irrigation valve clearly rotates by about ninety degrees.", + "instruction": "Preserve the first frame. irrigation_mode = DOOR, so the resolved rule is: the greenhouse door swings wide open. Action: The large irrigation valve clearly rotates by about ninety degrees. Show the action, then exactly this consequence: the greenhouse door swings wide open The counter-outcome must NOT happen at any point: the barn lantern burns with a bright warm yellow flame. Instead, the barn lantern hangs unlit with dark dead 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.", + "initial_state": { + "greenhouse": { + "open": false + }, + "lantern": { + "lit": false + }, + "irrigation_mode": "DOOR" + }, + "gold_end_state": { + "greenhouse.open": true, + "lantern.lit": false + }, + "delta": { + "greenhouse.open": true + }, + "visual_vocab": { + "greenhouse.open": { + "false": "the greenhouse door is shut", + "true": "the greenhouse door is wide open" + }, + "lantern.lit": { + "false": "the barn lantern hangs unlit with dark dead glass", + "true": "the barn lantern burns with a bright warm yellow flame" + } + }, + "gold_A": "the greenhouse door swings wide open", + "gold_B": "the barn lantern bursts into warm yellow light", + "terminal_visual_states": { + "occurs": { + "variable": "greenhouse.open", + "value": true, + "phrase": "the greenhouse door is wide open", + "judge_label": "the greenhouse door is open", + "in_final_frame": true + }, + "not_occurs": { + "variable": "lantern.lit", + "value": true, + "phrase": "the barn lantern burns with a bright warm yellow flame", + "judge_label": "the barn lantern is lit", + "in_final_frame": false, + "instead_remains": "the barn lantern hangs unlit with dark dead glass" + } + }, + "prompt_ok": [ + "DOOR", + "LANTERN" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands with both hands on the valve wheel?", + "statement": "the player stands with both hands on the valve wheel", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the greenhouse door is shut and the barn lantern is unlit?", + "statement": "the greenhouse door is shut and the barn lantern is unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the large valve clearly rotate?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the greenhouse door open, or the barn lantern lit?", + "answers": [ + "the greenhouse door is open", + "the barn lantern is lit", + "unclear" + ], + "expected": "the greenhouse door is open", + "not_expected": "the barn lantern is lit" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B13/case_B.json b/data/cases/B13/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..aeaf2608d0491012beb289bc68757d2fd8e69b05 --- /dev/null +++ b/data/cases/B13/case_B.json @@ -0,0 +1,140 @@ +{ + "id": "B13-B", + "counterpart": "B13-A", + "genre": "farming", + "interaction_family": "trigger_mechanism", + "initial_scene": { + "description": "a field headgate in flat morning light, a large metal irrigation valve wheel on a pipe, a greenhouse with its door shut, and a barn lantern hanging unlit on a post beside the gate a single farmer seen in third person from behind, standing in place at the valve with both hands on the wheel", + "third_person_player": true, + "player_pose_and_item": "a single farmer seen in third person from behind, standing in place at the valve with both hands on the wheel", + "action_target": "the large irrigation valve", + "other_key_objects": [ + "irrigation_valve", + "greenhouse", + "barn_lantern" + ], + "shared_visual_state": [ + "the greenhouse door is shut", + "the barn lantern hangs unlit with dark dead glass" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B13.png" + }, + "hidden_state": { + "variable": "irrigation_mode", + "A": "DOOR", + "B": "LANTERN", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the irrigation_mode is DOOR, the greenhouse door swings wide open; if it is LANTERN, the barn lantern bursts into warm yellow light.", + "precondition": "irrigation_mode == 'DOOR'", + "effect": "greenhouse.open = true", + "else_effect": "lantern.lit = true", + "mapping": { + "DOOR": "greenhouse.open = true", + "LANTERN": "lantern.lit = true" + } + }, + "shared_action": "The large irrigation valve clearly rotates by about ninety degrees.", + "instruction": "Preserve the first frame. irrigation_mode = LANTERN, so the resolved rule is: the barn lantern bursts into warm yellow light. Action: The large irrigation valve clearly rotates by about ninety degrees. Show the action, then exactly this consequence: the barn lantern bursts into warm yellow light The counter-outcome must NOT happen at any point: the greenhouse door is wide open. Instead, the greenhouse door is shut throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "greenhouse": { + "open": false + }, + "lantern": { + "lit": false + }, + "irrigation_mode": "LANTERN" + }, + "gold_end_state": { + "greenhouse.open": false, + "lantern.lit": true + }, + "delta": { + "lantern.lit": true + }, + "visual_vocab": { + "greenhouse.open": { + "false": "the greenhouse door is shut", + "true": "the greenhouse door is wide open" + }, + "lantern.lit": { + "false": "the barn lantern hangs unlit with dark dead glass", + "true": "the barn lantern burns with a bright warm yellow flame" + } + }, + "gold_A": "the greenhouse door swings wide open", + "gold_B": "the barn lantern bursts into warm yellow light", + "terminal_visual_states": { + "occurs": { + "variable": "lantern.lit", + "value": true, + "phrase": "the barn lantern burns with a bright warm yellow flame", + "judge_label": "the barn lantern is lit", + "in_final_frame": true + }, + "not_occurs": { + "variable": "greenhouse.open", + "value": true, + "phrase": "the greenhouse door is wide open", + "judge_label": "the greenhouse door is open", + "in_final_frame": false, + "instead_remains": "the greenhouse door is shut" + } + }, + "prompt_ok": [ + "DOOR", + "LANTERN" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands with both hands on the valve wheel?", + "statement": "the player stands with both hands on the valve wheel", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the greenhouse door is shut and the barn lantern is unlit?", + "statement": "the greenhouse door is shut and the barn lantern is unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the large valve clearly rotate?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the greenhouse door open, or the barn lantern lit?", + "answers": [ + "the greenhouse door is open", + "the barn lantern is lit", + "unclear" + ], + "expected": "the barn lantern is lit", + "not_expected": "the greenhouse door is open" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B13/input.png b/data/cases/B13/input.png new file mode 100644 index 0000000000000000000000000000000000000000..db5aa1d583310201736bc84fb66b11864a731e5f --- /dev/null +++ b/data/cases/B13/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:14a50408cecfc2bb30f415da288c2406141d061d23996147824e03de70499ae3 +size 1397000 diff --git a/data/cases/B14/card_A.txt b/data/cases/B14/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..9c8efedf5c3d67cd234cef7263fcaf05354e03d5 --- /dev/null +++ b/data/cases/B14/card_A.txt @@ -0,0 +1,42 @@ +[B14-A] genre: ranch family: trigger_mechanism counterpart: B14-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: ranch_signal = ANIMALS (runtime only, not visible in the frame) +rule: If the ranch_signal is ANIMALS, the two sheep come to stand beside the front trough; if it is GATE, the pen gate swings wide open. +shared action: The player stays in place and strikes the large ranch bell once. +instruction: Preserve the first frame. ranch_signal = ANIMALS, so the resolved rule is: the two sheep come to stand beside the front trough. Action: The player stays in place and strikes the large ranch bell once. Show the action, then exactly this consequence: the two sheep come to stand beside the front trough The counter-outcome must NOT happen at any point: the pen gate is wide open. Instead, the pen gate is closed 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the two sheep come to stand beside the front trough +gold_B: the pen gate swings wide open +gold_end_state (this twin): sheep.near=true; gate.open=false +delta (this twin): sheep.near=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the two sheep stand right beside the front feed trough [sheep.near=true] + not_occurs (final frame: NO) : the pen gate is wide open [gate.open=true] + instead remains: the pen gate is closed +outcome not_expected: the pen gate is open + +── Judges ── +initial questions: + Q: Is it true that the player stands at the large bell with a hammer? answers=['yes', 'no'] expected=yes + Q: Is it true that the sheep are far away and the pen gate is closed? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player strike the large bell once? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, are the sheep at the trough, or the pen gate open? answers=['the sheep are at the trough', 'the pen gate is open', 'unclear'] expected=the sheep are at the trough + +── Visual vocab (for auditing the shared first frame) ── + - the two sheep stand far away across the pen + - the two sheep stand right beside the front feed trough + - the pen gate is closed + - the pen gate is wide open + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B14-A(牧场/trigger_mechanism):hidden ranch_signal=ANIMALS → gold [A 支线] the two sheep come to stand beside the front trough;终态: 发生「the two sheep stand right beside the front feed trough」且不发生「the pen gate is wide open」;outcome 判定期望: the sheep are at the trough diff --git a/data/cases/B14/card_B.txt b/data/cases/B14/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..8aa44b3fc86f3248df6757ac8079c183bfe14383 --- /dev/null +++ b/data/cases/B14/card_B.txt @@ -0,0 +1,42 @@ +[B14-B] genre: ranch family: trigger_mechanism counterpart: B14-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: ranch_signal = GATE (runtime only, not visible in the frame) +rule: If the ranch_signal is ANIMALS, the two sheep come to stand beside the front trough; if it is GATE, the pen gate swings wide open. +shared action: The player stays in place and strikes the large ranch bell once. +instruction: Preserve the first frame. ranch_signal = GATE, so the resolved rule is: the pen gate swings wide open. Action: The player stays in place and strikes the large ranch bell once. Show the action, then exactly this consequence: the pen gate swings wide open The counter-outcome must NOT happen at any point: the two sheep stand right beside the front feed trough. Instead, the two sheep stand far away across the pen 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the two sheep come to stand beside the front trough +gold_B: the pen gate swings wide open +gold_end_state (this twin): sheep.near=false; gate.open=true +delta (this twin): gate.open=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the pen gate is wide open [gate.open=true] + not_occurs (final frame: NO) : the two sheep stand right beside the front feed trough [sheep.near=true] + instead remains: the two sheep stand far away across the pen +outcome not_expected: the sheep are at the trough + +── Judges ── +initial questions: + Q: Is it true that the player stands at the large bell with a hammer? answers=['yes', 'no'] expected=yes + Q: Is it true that the sheep are far away and the pen gate is closed? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player strike the large bell once? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, are the sheep at the trough, or the pen gate open? answers=['the sheep are at the trough', 'the pen gate is open', 'unclear'] expected=the pen gate is open + +── Visual vocab (for auditing the shared first frame) ── + - the two sheep stand far away across the pen + - the two sheep stand right beside the front feed trough + - the pen gate is closed + - the pen gate is wide open + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B14-B(牧场/trigger_mechanism):hidden ranch_signal=GATE → gold [B 支线] the pen gate swings wide open;终态: 发生「the pen gate is wide open」且不发生「the two sheep stand right beside the front feed trough」;outcome 判定期望: the pen gate is open diff --git a/data/cases/B14/case_A.json b/data/cases/B14/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..001368c73eeaa8875a6d75f8be4b957aefdb77a3 --- /dev/null +++ b/data/cases/B14/case_A.json @@ -0,0 +1,140 @@ +{ + "id": "B14-A", + "counterpart": "B14-B", + "genre": "ranch", + "interaction_family": "trigger_mechanism", + "initial_scene": { + "description": "a ranch yard with a large bronze bell hanging from a wooden frame, a feed trough in the near foreground, two sheep standing far away across the pen, and the pen gate closed a single rancher seen in third person from behind, standing in place at the bell with a hammer in hand", + "third_person_player": true, + "player_pose_and_item": "a single rancher seen in third person from behind, standing in place at the bell with a hammer in hand", + "action_target": "the large ranch bell", + "other_key_objects": [ + "ranch_bell", + "feed_trough", + "sheep", + "pen_gate" + ], + "shared_visual_state": [ + "the two sheep stand far away across the pen", + "the pen gate is closed" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B14.png" + }, + "hidden_state": { + "variable": "ranch_signal", + "A": "ANIMALS", + "B": "GATE", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the ranch_signal is ANIMALS, the two sheep come to stand beside the front trough; if it is GATE, the pen gate swings wide open.", + "precondition": "ranch_signal == 'ANIMALS'", + "effect": "sheep.near = true", + "else_effect": "gate.open = true", + "mapping": { + "ANIMALS": "sheep.near = true", + "GATE": "gate.open = true" + } + }, + "shared_action": "The player stays in place and strikes the large ranch bell once.", + "instruction": "Preserve the first frame. ranch_signal = ANIMALS, so the resolved rule is: the two sheep come to stand beside the front trough. Action: The player stays in place and strikes the large ranch bell once. Show the action, then exactly this consequence: the two sheep come to stand beside the front trough The counter-outcome must NOT happen at any point: the pen gate is wide open. Instead, the pen gate is closed throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "sheep": { + "near": false + }, + "gate": { + "open": false + }, + "ranch_signal": "ANIMALS" + }, + "gold_end_state": { + "sheep.near": true, + "gate.open": false + }, + "delta": { + "sheep.near": true + }, + "visual_vocab": { + "sheep.near": { + "false": "the two sheep stand far away across the pen", + "true": "the two sheep stand right beside the front feed trough" + }, + "gate.open": { + "false": "the pen gate is closed", + "true": "the pen gate is wide open" + } + }, + "gold_A": "the two sheep come to stand beside the front trough", + "gold_B": "the pen gate swings wide open", + "terminal_visual_states": { + "occurs": { + "variable": "sheep.near", + "value": true, + "phrase": "the two sheep stand right beside the front feed trough", + "judge_label": "the sheep are at the trough", + "in_final_frame": true + }, + "not_occurs": { + "variable": "gate.open", + "value": true, + "phrase": "the pen gate is wide open", + "judge_label": "the pen gate is open", + "in_final_frame": false, + "instead_remains": "the pen gate is closed" + } + }, + "prompt_ok": [ + "GATE" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at the large bell with a hammer?", + "statement": "the player stands at the large bell with a hammer", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the sheep are far away and the pen gate is closed?", + "statement": "the sheep are far away and the pen gate is closed", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player strike the large bell once?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, are the sheep at the trough, or the pen gate open?", + "answers": [ + "the sheep are at the trough", + "the pen gate is open", + "unclear" + ], + "expected": "the sheep are at the trough", + "not_expected": "the pen gate is open" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B14/case_B.json b/data/cases/B14/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..25c48a666bd19792df60034e3c4d499a78f2cc1e --- /dev/null +++ b/data/cases/B14/case_B.json @@ -0,0 +1,140 @@ +{ + "id": "B14-B", + "counterpart": "B14-A", + "genre": "ranch", + "interaction_family": "trigger_mechanism", + "initial_scene": { + "description": "a ranch yard with a large bronze bell hanging from a wooden frame, a feed trough in the near foreground, two sheep standing far away across the pen, and the pen gate closed a single rancher seen in third person from behind, standing in place at the bell with a hammer in hand", + "third_person_player": true, + "player_pose_and_item": "a single rancher seen in third person from behind, standing in place at the bell with a hammer in hand", + "action_target": "the large ranch bell", + "other_key_objects": [ + "ranch_bell", + "feed_trough", + "sheep", + "pen_gate" + ], + "shared_visual_state": [ + "the two sheep stand far away across the pen", + "the pen gate is closed" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B14.png" + }, + "hidden_state": { + "variable": "ranch_signal", + "A": "ANIMALS", + "B": "GATE", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the ranch_signal is ANIMALS, the two sheep come to stand beside the front trough; if it is GATE, the pen gate swings wide open.", + "precondition": "ranch_signal == 'ANIMALS'", + "effect": "sheep.near = true", + "else_effect": "gate.open = true", + "mapping": { + "ANIMALS": "sheep.near = true", + "GATE": "gate.open = true" + } + }, + "shared_action": "The player stays in place and strikes the large ranch bell once.", + "instruction": "Preserve the first frame. ranch_signal = GATE, so the resolved rule is: the pen gate swings wide open. Action: The player stays in place and strikes the large ranch bell once. Show the action, then exactly this consequence: the pen gate swings wide open The counter-outcome must NOT happen at any point: the two sheep stand right beside the front feed trough. Instead, the two sheep stand far away across the pen throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "sheep": { + "near": false + }, + "gate": { + "open": false + }, + "ranch_signal": "GATE" + }, + "gold_end_state": { + "sheep.near": false, + "gate.open": true + }, + "delta": { + "gate.open": true + }, + "visual_vocab": { + "sheep.near": { + "false": "the two sheep stand far away across the pen", + "true": "the two sheep stand right beside the front feed trough" + }, + "gate.open": { + "false": "the pen gate is closed", + "true": "the pen gate is wide open" + } + }, + "gold_A": "the two sheep come to stand beside the front trough", + "gold_B": "the pen gate swings wide open", + "terminal_visual_states": { + "occurs": { + "variable": "gate.open", + "value": true, + "phrase": "the pen gate is wide open", + "judge_label": "the pen gate is open", + "in_final_frame": true + }, + "not_occurs": { + "variable": "sheep.near", + "value": true, + "phrase": "the two sheep stand right beside the front feed trough", + "judge_label": "the sheep are at the trough", + "in_final_frame": false, + "instead_remains": "the two sheep stand far away across the pen" + } + }, + "prompt_ok": [ + "GATE" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at the large bell with a hammer?", + "statement": "the player stands at the large bell with a hammer", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the sheep are far away and the pen gate is closed?", + "statement": "the sheep are far away and the pen gate is closed", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player strike the large bell once?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, are the sheep at the trough, or the pen gate open?", + "answers": [ + "the sheep are at the trough", + "the pen gate is open", + "unclear" + ], + "expected": "the pen gate is open", + "not_expected": "the sheep are at the trough" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B14/input.png b/data/cases/B14/input.png new file mode 100644 index 0000000000000000000000000000000000000000..899977bba6489f803c3669074dfa0fa4368a571d --- /dev/null +++ b/data/cases/B14/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:13266bce749d7f577857eba8278a24c14c2bdbf61a4af4d4b9c02c3665494b3a +size 1444806 diff --git a/data/cases/B15/card_A.txt b/data/cases/B15/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..30b98a7042d9edc54f183ac1eb59bc9c8e17c959 --- /dev/null +++ b/data/cases/B15/card_A.txt @@ -0,0 +1,42 @@ +[B15-A] genre: camping family: trigger_mechanism counterpart: B15-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: camp_mode = TENT (runtime only, not visible in the frame) +rule: If the camp_mode is TENT, the tent entrance flap opens wide; if it is LIGHTS, all three camp lamps light up. +shared action: The large crank clearly rotates through one full turn. +instruction: Preserve the first frame. camp_mode = TENT, so the resolved rule is: the tent entrance flap opens wide. Action: The large crank clearly rotates through one full turn. Show the action, then exactly this consequence: the tent entrance flap opens wide The counter-outcome must NOT happen at any point: all three camp lamps glow bright. Instead, all three camp lamps hang with dark dead 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the tent entrance flap opens wide +gold_B: all three camp lamps light up +gold_end_state (this twin): tent.open=true; lamps.lit=false +delta (this twin): tent.open=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the tent entrance flap is wide open [tent.open=true] + not_occurs (final frame: NO) : all three camp lamps glow bright [lamps.lit=true] + instead remains: all three camp lamps hang with dark dead glass +outcome not_expected: the lamps are lit + +── Judges ── +initial questions: + Q: Is it true that the player stands with a hand on the crank? answers=['yes', 'no'] expected=yes + Q: Is it true that the tent is closed and the camp lamps are unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the crank clearly rotate through a full turn? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the tent open, or the camp lamps lit? answers=['the tent is open', 'the lamps are lit', 'unclear'] expected=the tent is open + +── Visual vocab (for auditing the shared first frame) ── + - the tent entrance flap is closed + - the tent entrance flap is wide open + - all three camp lamps hang with dark dead glass + - all three camp lamps glow bright + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B15-A(露营/trigger_mechanism):hidden camp_mode=TENT → gold [A 支线] the tent entrance flap opens wide;终态: 发生「the tent entrance flap is wide open」且不发生「all three camp lamps glow bright」;outcome 判定期望: the tent is open diff --git a/data/cases/B15/card_B.txt b/data/cases/B15/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..81c01b776eef7d28920ecbf2a73d87a084332ee4 --- /dev/null +++ b/data/cases/B15/card_B.txt @@ -0,0 +1,42 @@ +[B15-B] genre: camping family: trigger_mechanism counterpart: B15-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: camp_mode = LIGHTS (runtime only, not visible in the frame) +rule: If the camp_mode is TENT, the tent entrance flap opens wide; if it is LIGHTS, all three camp lamps light up. +shared action: The large crank clearly rotates through one full turn. +instruction: Preserve the first frame. camp_mode = LIGHTS, so the resolved rule is: all three camp lamps light up. Action: The large crank clearly rotates through one full turn. Show the action, then exactly this consequence: all three camp lamps light up The counter-outcome must NOT happen at any point: the tent entrance flap is wide open. Instead, the tent entrance flap is closed 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the tent entrance flap opens wide +gold_B: all three camp lamps light up +gold_end_state (this twin): tent.open=false; lamps.lit=true +delta (this twin): lamps.lit=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): all three camp lamps glow bright [lamps.lit=true] + not_occurs (final frame: NO) : the tent entrance flap is wide open [tent.open=true] + instead remains: the tent entrance flap is closed +outcome not_expected: the tent is open + +── Judges ── +initial questions: + Q: Is it true that the player stands with a hand on the crank? answers=['yes', 'no'] expected=yes + Q: Is it true that the tent is closed and the camp lamps are unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the crank clearly rotate through a full turn? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the tent open, or the camp lamps lit? answers=['the tent is open', 'the lamps are lit', 'unclear'] expected=the lamps are lit + +── Visual vocab (for auditing the shared first frame) ── + - the tent entrance flap is closed + - the tent entrance flap is wide open + - all three camp lamps hang with dark dead glass + - all three camp lamps glow bright + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B15-B(露营/trigger_mechanism):hidden camp_mode=LIGHTS → gold [B 支线] all three camp lamps light up;终态: 发生「all three camp lamps glow bright」且不发生「the tent entrance flap is wide open」;outcome 判定期望: the lamps are lit diff --git a/data/cases/B15/case_A.json b/data/cases/B15/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..ca79903c5016ec9e73b78d10c8b69e80de6f98f6 --- /dev/null +++ b/data/cases/B15/case_A.json @@ -0,0 +1,139 @@ +{ + "id": "B15-A", + "counterpart": "B15-B", + "genre": "camping", + "interaction_family": "trigger_mechanism", + "initial_scene": { + "description": "a campsite in mild daylight, a large metal hand crank on a post, a canvas tent with its entrance flap closed, and three camp lamps hanging with dark dead glass a single camper seen in third person from behind, standing in place at the crank with a hand on the handle", + "third_person_player": true, + "player_pose_and_item": "a single camper seen in third person from behind, standing in place at the crank with a hand on the handle", + "action_target": "the large crank", + "other_key_objects": [ + "hand_crank", + "tent", + "camp_lamps" + ], + "shared_visual_state": [ + "the tent entrance flap is closed", + "all three camp lamps hang with dark dead glass" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B15.png" + }, + "hidden_state": { + "variable": "camp_mode", + "A": "TENT", + "B": "LIGHTS", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the camp_mode is TENT, the tent entrance flap opens wide; if it is LIGHTS, all three camp lamps light up.", + "precondition": "camp_mode == 'TENT'", + "effect": "tent.open = true", + "else_effect": "lamps.lit = true", + "mapping": { + "TENT": "tent.open = true", + "LIGHTS": "lamps.lit = true" + } + }, + "shared_action": "The large crank clearly rotates through one full turn.", + "instruction": "Preserve the first frame. camp_mode = TENT, so the resolved rule is: the tent entrance flap opens wide. Action: The large crank clearly rotates through one full turn. Show the action, then exactly this consequence: the tent entrance flap opens wide The counter-outcome must NOT happen at any point: all three camp lamps glow bright. Instead, all three camp lamps hang with dark dead 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.", + "initial_state": { + "tent": { + "open": false + }, + "lamps": { + "lit": false + }, + "camp_mode": "TENT" + }, + "gold_end_state": { + "tent.open": true, + "lamps.lit": false + }, + "delta": { + "tent.open": true + }, + "visual_vocab": { + "tent.open": { + "false": "the tent entrance flap is closed", + "true": "the tent entrance flap is wide open" + }, + "lamps.lit": { + "false": "all three camp lamps hang with dark dead glass", + "true": "all three camp lamps glow bright" + } + }, + "gold_A": "the tent entrance flap opens wide", + "gold_B": "all three camp lamps light up", + "terminal_visual_states": { + "occurs": { + "variable": "tent.open", + "value": true, + "phrase": "the tent entrance flap is wide open", + "judge_label": "the tent is open", + "in_final_frame": true + }, + "not_occurs": { + "variable": "lamps.lit", + "value": true, + "phrase": "all three camp lamps glow bright", + "judge_label": "the lamps are lit", + "in_final_frame": false, + "instead_remains": "all three camp lamps hang with dark dead glass" + } + }, + "prompt_ok": [ + "TENT" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands with a hand on the crank?", + "statement": "the player stands with a hand on the crank", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the tent is closed and the camp lamps are unlit?", + "statement": "the tent is closed and the camp lamps are unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the crank clearly rotate through a full turn?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the tent open, or the camp lamps lit?", + "answers": [ + "the tent is open", + "the lamps are lit", + "unclear" + ], + "expected": "the tent is open", + "not_expected": "the lamps are lit" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B15/case_B.json b/data/cases/B15/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..dc9fe6f10e24d18ba5d8b2825488cf0ecccc5a55 --- /dev/null +++ b/data/cases/B15/case_B.json @@ -0,0 +1,139 @@ +{ + "id": "B15-B", + "counterpart": "B15-A", + "genre": "camping", + "interaction_family": "trigger_mechanism", + "initial_scene": { + "description": "a campsite in mild daylight, a large metal hand crank on a post, a canvas tent with its entrance flap closed, and three camp lamps hanging with dark dead glass a single camper seen in third person from behind, standing in place at the crank with a hand on the handle", + "third_person_player": true, + "player_pose_and_item": "a single camper seen in third person from behind, standing in place at the crank with a hand on the handle", + "action_target": "the large crank", + "other_key_objects": [ + "hand_crank", + "tent", + "camp_lamps" + ], + "shared_visual_state": [ + "the tent entrance flap is closed", + "all three camp lamps hang with dark dead glass" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B15.png" + }, + "hidden_state": { + "variable": "camp_mode", + "A": "TENT", + "B": "LIGHTS", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the camp_mode is TENT, the tent entrance flap opens wide; if it is LIGHTS, all three camp lamps light up.", + "precondition": "camp_mode == 'TENT'", + "effect": "tent.open = true", + "else_effect": "lamps.lit = true", + "mapping": { + "TENT": "tent.open = true", + "LIGHTS": "lamps.lit = true" + } + }, + "shared_action": "The large crank clearly rotates through one full turn.", + "instruction": "Preserve the first frame. camp_mode = LIGHTS, so the resolved rule is: all three camp lamps light up. Action: The large crank clearly rotates through one full turn. Show the action, then exactly this consequence: all three camp lamps light up The counter-outcome must NOT happen at any point: the tent entrance flap is wide open. Instead, the tent entrance flap is closed throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "tent": { + "open": false + }, + "lamps": { + "lit": false + }, + "camp_mode": "LIGHTS" + }, + "gold_end_state": { + "tent.open": false, + "lamps.lit": true + }, + "delta": { + "lamps.lit": true + }, + "visual_vocab": { + "tent.open": { + "false": "the tent entrance flap is closed", + "true": "the tent entrance flap is wide open" + }, + "lamps.lit": { + "false": "all three camp lamps hang with dark dead glass", + "true": "all three camp lamps glow bright" + } + }, + "gold_A": "the tent entrance flap opens wide", + "gold_B": "all three camp lamps light up", + "terminal_visual_states": { + "occurs": { + "variable": "lamps.lit", + "value": true, + "phrase": "all three camp lamps glow bright", + "judge_label": "the lamps are lit", + "in_final_frame": true + }, + "not_occurs": { + "variable": "tent.open", + "value": true, + "phrase": "the tent entrance flap is wide open", + "judge_label": "the tent is open", + "in_final_frame": false, + "instead_remains": "the tent entrance flap is closed" + } + }, + "prompt_ok": [ + "TENT" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands with a hand on the crank?", + "statement": "the player stands with a hand on the crank", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the tent is closed and the camp lamps are unlit?", + "statement": "the tent is closed and the camp lamps are unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the crank clearly rotate through a full turn?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the tent open, or the camp lamps lit?", + "answers": [ + "the tent is open", + "the lamps are lit", + "unclear" + ], + "expected": "the lamps are lit", + "not_expected": "the tent is open" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B15/input.png b/data/cases/B15/input.png new file mode 100644 index 0000000000000000000000000000000000000000..c85e18c4db839abcdb93e56a96e7c5b3dd1677bf --- /dev/null +++ b/data/cases/B15/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:7e0a22baa2472b8e24764cb00374e7512d71b93ba14e275a32620d607730b198 +size 1290762 diff --git a/data/cases/B16/card_A.txt b/data/cases/B16/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..f2bded9f4e59a3b0b1ee26f5e3a159aa2e9aa0b3 --- /dev/null +++ b/data/cases/B16/card_A.txt @@ -0,0 +1,42 @@ +[B16-A] genre: shopkeeping family: trigger_mechanism counterpart: B16-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: shop_mode = SHELF (runtime only, not visible in the frame) +rule: If the shop_mode is SHELF, the big shelf slides out toward the front; if it is SIGN, the shop sign glows bright yellow. +shared action: The player stays in place and presses the large floor pedal down. +instruction: Preserve the first frame. shop_mode = SHELF, so the resolved rule is: the big shelf slides out toward the front. Action: The player stays in place and presses the large floor pedal down. Show the action, then exactly this consequence: the big shelf slides out toward the front The counter-outcome must NOT happen at any point: the hanging shop sign glows bright yellow. Instead, the hanging shop sign is 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the big shelf slides out toward the front +gold_B: the shop sign glows bright yellow +gold_end_state (this twin): shelf.out=true; sign.yellow=false +delta (this twin): shelf.out=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the big shelf is slid out toward the front [shelf.out=true] + not_occurs (final frame: NO) : the hanging shop sign glows bright yellow [sign.yellow=true] + instead remains: the hanging shop sign is dark and unlit +outcome not_expected: the sign glows yellow + +── Judges ── +initial questions: + Q: Is it true that the player stands beside the floor pedal? answers=['yes', 'no'] expected=yes + Q: Is it true that the shelf is flush in the wall and the sign is unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Was the large floor pedal pressed down? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the shelf slid out, or the sign glowing yellow? answers=['the shelf is out', 'the sign glows yellow', 'unclear'] expected=the shelf is out + +── Visual vocab (for auditing the shared first frame) ── + - the big shelf is pushed flush into the wall + - the big shelf is slid out toward the front + - the hanging shop sign is dark and unlit + - the hanging shop sign glows bright yellow + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B16-A(经营/trigger_mechanism):hidden shop_mode=SHELF → gold [A 支线] the big shelf slides out toward the front;终态: 发生「the big shelf is slid out toward the front」且不发生「the hanging shop sign glows bright yellow」;outcome 判定期望: the shelf is out diff --git a/data/cases/B16/card_B.txt b/data/cases/B16/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..9a15e9796b139d960ff693b93c949c3ff8e40c0e --- /dev/null +++ b/data/cases/B16/card_B.txt @@ -0,0 +1,42 @@ +[B16-B] genre: shopkeeping family: trigger_mechanism counterpart: B16-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: shop_mode = SIGN (runtime only, not visible in the frame) +rule: If the shop_mode is SHELF, the big shelf slides out toward the front; if it is SIGN, the shop sign glows bright yellow. +shared action: The player stays in place and presses the large floor pedal down. +instruction: Preserve the first frame. shop_mode = SIGN, so the resolved rule is: the shop sign glows bright yellow. Action: The player stays in place and presses the large floor pedal down. Show the action, then exactly this consequence: the shop sign glows bright yellow The counter-outcome must NOT happen at any point: the big shelf is slid out toward the front. Instead, the big shelf is pushed flush 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the big shelf slides out toward the front +gold_B: the shop sign glows bright yellow +gold_end_state (this twin): shelf.out=false; sign.yellow=true +delta (this twin): sign.yellow=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the hanging shop sign glows bright yellow [sign.yellow=true] + not_occurs (final frame: NO) : the big shelf is slid out toward the front [shelf.out=true] + instead remains: the big shelf is pushed flush into the wall +outcome not_expected: the shelf is out + +── Judges ── +initial questions: + Q: Is it true that the player stands beside the floor pedal? answers=['yes', 'no'] expected=yes + Q: Is it true that the shelf is flush in the wall and the sign is unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Was the large floor pedal pressed down? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the shelf slid out, or the sign glowing yellow? answers=['the shelf is out', 'the sign glows yellow', 'unclear'] expected=the sign glows yellow + +── Visual vocab (for auditing the shared first frame) ── + - the big shelf is pushed flush into the wall + - the big shelf is slid out toward the front + - the hanging shop sign is dark and unlit + - the hanging shop sign glows bright yellow + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B16-B(经营/trigger_mechanism):hidden shop_mode=SIGN → gold [B 支线] the shop sign glows bright yellow;终态: 发生「the hanging shop sign glows bright yellow」且不发生「the big shelf is slid out toward the front」;outcome 判定期望: the sign glows yellow diff --git a/data/cases/B16/case_A.json b/data/cases/B16/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..b80cd1d0e338ea86d4c20b80554d7cf14995317f --- /dev/null +++ b/data/cases/B16/case_A.json @@ -0,0 +1,140 @@ +{ + "id": "B16-A", + "counterpart": "B16-B", + "genre": "shopkeeping", + "interaction_family": "trigger_mechanism", + "initial_scene": { + "description": "a shop interior behind the counter, a large floor pedal in its raised position, a big shelf pushed flush into the back wall, and a hanging shop sign that is dark and unlit a single shopkeeper seen in third person from behind, standing in place behind the counter beside the pedal", + "third_person_player": true, + "player_pose_and_item": "a single shopkeeper seen in third person from behind, standing in place behind the counter beside the pedal", + "action_target": "the large floor pedal", + "other_key_objects": [ + "floor_pedal", + "back_shelf", + "shop_sign" + ], + "shared_visual_state": [ + "the big shelf is pushed flush into the wall", + "the hanging shop sign is dark and unlit" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B16.png" + }, + "hidden_state": { + "variable": "shop_mode", + "A": "SHELF", + "B": "SIGN", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the shop_mode is SHELF, the big shelf slides out toward the front; if it is SIGN, the shop sign glows bright yellow.", + "precondition": "shop_mode == 'SHELF'", + "effect": "shelf.out = true", + "else_effect": "sign.yellow = true", + "mapping": { + "SHELF": "shelf.out = true", + "SIGN": "sign.yellow = true" + } + }, + "shared_action": "The player stays in place and presses the large floor pedal down.", + "instruction": "Preserve the first frame. shop_mode = SHELF, so the resolved rule is: the big shelf slides out toward the front. Action: The player stays in place and presses the large floor pedal down. Show the action, then exactly this consequence: the big shelf slides out toward the front The counter-outcome must NOT happen at any point: the hanging shop sign glows bright yellow. Instead, the hanging shop sign is 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.", + "initial_state": { + "shelf": { + "out": false + }, + "sign": { + "yellow": false + }, + "shop_mode": "SHELF" + }, + "gold_end_state": { + "shelf.out": true, + "sign.yellow": false + }, + "delta": { + "shelf.out": true + }, + "visual_vocab": { + "shelf.out": { + "false": "the big shelf is pushed flush into the wall", + "true": "the big shelf is slid out toward the front" + }, + "sign.yellow": { + "false": "the hanging shop sign is dark and unlit", + "true": "the hanging shop sign glows bright yellow" + } + }, + "gold_A": "the big shelf slides out toward the front", + "gold_B": "the shop sign glows bright yellow", + "terminal_visual_states": { + "occurs": { + "variable": "shelf.out", + "value": true, + "phrase": "the big shelf is slid out toward the front", + "judge_label": "the shelf is out", + "in_final_frame": true + }, + "not_occurs": { + "variable": "sign.yellow", + "value": true, + "phrase": "the hanging shop sign glows bright yellow", + "judge_label": "the sign glows yellow", + "in_final_frame": false, + "instead_remains": "the hanging shop sign is dark and unlit" + } + }, + "prompt_ok": [ + "SHELF", + "SIGN" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands beside the floor pedal?", + "statement": "the player stands beside the floor pedal", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the shelf is flush in the wall and the sign is unlit?", + "statement": "the shelf is flush in the wall and the sign is unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Was the large floor pedal pressed down?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the shelf slid out, or the sign glowing yellow?", + "answers": [ + "the shelf is out", + "the sign glows yellow", + "unclear" + ], + "expected": "the shelf is out", + "not_expected": "the sign glows yellow" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B16/case_B.json b/data/cases/B16/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..1f3e0bd28546803ae7587a7398de6985111379d8 --- /dev/null +++ b/data/cases/B16/case_B.json @@ -0,0 +1,140 @@ +{ + "id": "B16-B", + "counterpart": "B16-A", + "genre": "shopkeeping", + "interaction_family": "trigger_mechanism", + "initial_scene": { + "description": "a shop interior behind the counter, a large floor pedal in its raised position, a big shelf pushed flush into the back wall, and a hanging shop sign that is dark and unlit a single shopkeeper seen in third person from behind, standing in place behind the counter beside the pedal", + "third_person_player": true, + "player_pose_and_item": "a single shopkeeper seen in third person from behind, standing in place behind the counter beside the pedal", + "action_target": "the large floor pedal", + "other_key_objects": [ + "floor_pedal", + "back_shelf", + "shop_sign" + ], + "shared_visual_state": [ + "the big shelf is pushed flush into the wall", + "the hanging shop sign is dark and unlit" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B16.png" + }, + "hidden_state": { + "variable": "shop_mode", + "A": "SHELF", + "B": "SIGN", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the shop_mode is SHELF, the big shelf slides out toward the front; if it is SIGN, the shop sign glows bright yellow.", + "precondition": "shop_mode == 'SHELF'", + "effect": "shelf.out = true", + "else_effect": "sign.yellow = true", + "mapping": { + "SHELF": "shelf.out = true", + "SIGN": "sign.yellow = true" + } + }, + "shared_action": "The player stays in place and presses the large floor pedal down.", + "instruction": "Preserve the first frame. shop_mode = SIGN, so the resolved rule is: the shop sign glows bright yellow. Action: The player stays in place and presses the large floor pedal down. Show the action, then exactly this consequence: the shop sign glows bright yellow The counter-outcome must NOT happen at any point: the big shelf is slid out toward the front. Instead, the big shelf is pushed flush 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.", + "initial_state": { + "shelf": { + "out": false + }, + "sign": { + "yellow": false + }, + "shop_mode": "SIGN" + }, + "gold_end_state": { + "shelf.out": false, + "sign.yellow": true + }, + "delta": { + "sign.yellow": true + }, + "visual_vocab": { + "shelf.out": { + "false": "the big shelf is pushed flush into the wall", + "true": "the big shelf is slid out toward the front" + }, + "sign.yellow": { + "false": "the hanging shop sign is dark and unlit", + "true": "the hanging shop sign glows bright yellow" + } + }, + "gold_A": "the big shelf slides out toward the front", + "gold_B": "the shop sign glows bright yellow", + "terminal_visual_states": { + "occurs": { + "variable": "sign.yellow", + "value": true, + "phrase": "the hanging shop sign glows bright yellow", + "judge_label": "the sign glows yellow", + "in_final_frame": true + }, + "not_occurs": { + "variable": "shelf.out", + "value": true, + "phrase": "the big shelf is slid out toward the front", + "judge_label": "the shelf is out", + "in_final_frame": false, + "instead_remains": "the big shelf is pushed flush into the wall" + } + }, + "prompt_ok": [ + "SHELF", + "SIGN" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands beside the floor pedal?", + "statement": "the player stands beside the floor pedal", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the shelf is flush in the wall and the sign is unlit?", + "statement": "the shelf is flush in the wall and the sign is unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Was the large floor pedal pressed down?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the shelf slid out, or the sign glowing yellow?", + "answers": [ + "the shelf is out", + "the sign glows yellow", + "unclear" + ], + "expected": "the sign glows yellow", + "not_expected": "the shelf is out" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B16/input.png b/data/cases/B16/input.png new file mode 100644 index 0000000000000000000000000000000000000000..706d4836070d72c5ad8802239734088fc236ac97 --- /dev/null +++ b/data/cases/B16/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:40b748265e84249faad79bf40a842413ce52173fa12805f141779d2611aa2cfd +size 995398 diff --git a/data/cases/B17/card_A.txt b/data/cases/B17/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..dda288260cd7b9aca01ed73d3777c9536ea4116f --- /dev/null +++ b/data/cases/B17/card_A.txt @@ -0,0 +1,42 @@ +[B17-A] genre: card_game family: trigger_mechanism counterpart: B17-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: table_mode = CARD (runtime only, not visible in the frame) +rule: If the table_mode is CARD, the giant card flips face up; if it is FLAG, the red flag rises high on the flagpole. +shared action: The player presses the large button on the edge of the card table. +instruction: Preserve the first frame. table_mode = CARD, so the resolved rule is: the giant card flips face up. Action: The player presses the large button on the edge of the card table. Show the action, then exactly this consequence: the giant card flips face up The counter-outcome must NOT happen at any point: the large red flag is raised high on the side flagpole. Instead, the red flag is furled down around the side flagpole 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the giant card flips face up +gold_B: the red flag rises high on the flagpole +gold_end_state (this twin): card.face=up; flag.up=false +delta (this twin): card.face=up + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the giant card lies face up showing its illustrated front [card.face=up] + not_occurs (final frame: NO) : the large red flag is raised high on the side flagpole [flag.up=true] + instead remains: the red flag is furled down around the side flagpole +outcome not_expected: the flag is raised + +── Judges ── +initial questions: + Q: Is it true that the player stands with a hand over the table button? answers=['yes', 'no'] expected=yes + Q: Is it true that the giant card is face down and the flag is furled? answers=['yes', 'no'] expected=yes +action question: + Q: Was the large table button pressed? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the giant card face up, or the red flag raised? answers=['the card is face up', 'the flag is raised', 'unclear'] expected=the card is face up + +── Visual vocab (for auditing the shared first frame) ── + - the giant card lies face down showing its ornate back + - the giant card lies face up showing its illustrated front + - the red flag is furled down around the side flagpole + - the large red flag is raised high on the side flagpole + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B17-A(卡牌/trigger_mechanism):hidden table_mode=CARD → gold [A 支线] the giant card flips face up;终态: 发生「the giant card lies face up showing its illustrated front」且不发生「the large red flag is raised high on the side flagpole」;outcome 判定期望: the card is face up diff --git a/data/cases/B17/card_B.txt b/data/cases/B17/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..73cc3ed9c3834b134ec0d107f7d44a2b99d7574f --- /dev/null +++ b/data/cases/B17/card_B.txt @@ -0,0 +1,42 @@ +[B17-B] genre: card_game family: trigger_mechanism counterpart: B17-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: table_mode = FLAG (runtime only, not visible in the frame) +rule: If the table_mode is CARD, the giant card flips face up; if it is FLAG, the red flag rises high on the flagpole. +shared action: The player presses the large button on the edge of the card table. +instruction: Preserve the first frame. table_mode = FLAG, so the resolved rule is: the red flag rises high on the flagpole. Action: The player presses the large button on the edge of the card table. Show the action, then exactly this consequence: the red flag rises high on the flagpole The counter-outcome must NOT happen at any point: the giant card lies face up showing its illustrated front. Instead, the giant card lies face down showing its ornate back 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the giant card flips face up +gold_B: the red flag rises high on the flagpole +gold_end_state (this twin): card.face=down; flag.up=true +delta (this twin): flag.up=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the large red flag is raised high on the side flagpole [flag.up=true] + not_occurs (final frame: NO) : the giant card lies face up showing its illustrated front [card.face=up] + instead remains: the giant card lies face down showing its ornate back +outcome not_expected: the card is face up + +── Judges ── +initial questions: + Q: Is it true that the player stands with a hand over the table button? answers=['yes', 'no'] expected=yes + Q: Is it true that the giant card is face down and the flag is furled? answers=['yes', 'no'] expected=yes +action question: + Q: Was the large table button pressed? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the giant card face up, or the red flag raised? answers=['the card is face up', 'the flag is raised', 'unclear'] expected=the flag is raised + +── Visual vocab (for auditing the shared first frame) ── + - the giant card lies face down showing its ornate back + - the giant card lies face up showing its illustrated front + - the red flag is furled down around the side flagpole + - the large red flag is raised high on the side flagpole + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B17-B(卡牌/trigger_mechanism):hidden table_mode=FLAG → gold [B 支线] the red flag rises high on the flagpole;终态: 发生「the large red flag is raised high on the side flagpole」且不发生「the giant card lies face up showing its illustrated front」;outcome 判定期望: the flag is raised diff --git a/data/cases/B17/case_A.json b/data/cases/B17/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..2579fb1dcb08920a96386b226653468a8cc153ca --- /dev/null +++ b/data/cases/B17/case_A.json @@ -0,0 +1,140 @@ +{ + "id": "B17-A", + "counterpart": "B17-B", + "genre": "card_game", + "interaction_family": "trigger_mechanism", + "initial_scene": { + "description": "a card parlor with a large game table, a giant card lying face down showing its ornate back at the table center, a side flagpole with a red flag furled down, and a large button on the table edge a single player seen in third person from behind, standing at the table with a hand over the large button", + "third_person_player": true, + "player_pose_and_item": "a single player seen in third person from behind, standing at the table with a hand over the large button", + "action_target": "the large table button", + "other_key_objects": [ + "giant_card", + "side_flagpole", + "table_button" + ], + "shared_visual_state": [ + "the giant card lies face down showing its ornate back", + "the red flag is furled down around the side flagpole" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B17.png" + }, + "hidden_state": { + "variable": "table_mode", + "A": "CARD", + "B": "FLAG", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the table_mode is CARD, the giant card flips face up; if it is FLAG, the red flag rises high on the flagpole.", + "precondition": "table_mode == 'CARD'", + "effect": "card.face = 'up'", + "else_effect": "flag.up = true", + "mapping": { + "CARD": "card.face = 'up'", + "FLAG": "flag.up = true" + } + }, + "shared_action": "The player presses the large button on the edge of the card table.", + "instruction": "Preserve the first frame. table_mode = CARD, so the resolved rule is: the giant card flips face up. Action: The player presses the large button on the edge of the card table. Show the action, then exactly this consequence: the giant card flips face up The counter-outcome must NOT happen at any point: the large red flag is raised high on the side flagpole. Instead, the red flag is furled down around the side flagpole throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "card": { + "face": "down" + }, + "flag": { + "up": false + }, + "table_mode": "CARD" + }, + "gold_end_state": { + "card.face": "up", + "flag.up": false + }, + "delta": { + "card.face": "up" + }, + "visual_vocab": { + "card.face": { + "down": "the giant card lies face down showing its ornate back", + "up": "the giant card lies face up showing its illustrated front" + }, + "flag.up": { + "false": "the red flag is furled down around the side flagpole", + "true": "the large red flag is raised high on the side flagpole" + } + }, + "gold_A": "the giant card flips face up", + "gold_B": "the red flag rises high on the flagpole", + "terminal_visual_states": { + "occurs": { + "variable": "card.face", + "value": "up", + "phrase": "the giant card lies face up showing its illustrated front", + "judge_label": "the card is face up", + "in_final_frame": true + }, + "not_occurs": { + "variable": "flag.up", + "value": true, + "phrase": "the large red flag is raised high on the side flagpole", + "judge_label": "the flag is raised", + "in_final_frame": false, + "instead_remains": "the red flag is furled down around the side flagpole" + } + }, + "prompt_ok": [ + "CARD", + "FLAG" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands with a hand over the table button?", + "statement": "the player stands with a hand over the table button", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the giant card is face down and the flag is furled?", + "statement": "the giant card is face down and the flag is furled", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Was the large table button pressed?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the giant card face up, or the red flag raised?", + "answers": [ + "the card is face up", + "the flag is raised", + "unclear" + ], + "expected": "the card is face up", + "not_expected": "the flag is raised" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B17/case_B.json b/data/cases/B17/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..9dd7528902ab978fa335f9dcb5fb4dd78c51882e --- /dev/null +++ b/data/cases/B17/case_B.json @@ -0,0 +1,140 @@ +{ + "id": "B17-B", + "counterpart": "B17-A", + "genre": "card_game", + "interaction_family": "trigger_mechanism", + "initial_scene": { + "description": "a card parlor with a large game table, a giant card lying face down showing its ornate back at the table center, a side flagpole with a red flag furled down, and a large button on the table edge a single player seen in third person from behind, standing at the table with a hand over the large button", + "third_person_player": true, + "player_pose_and_item": "a single player seen in third person from behind, standing at the table with a hand over the large button", + "action_target": "the large table button", + "other_key_objects": [ + "giant_card", + "side_flagpole", + "table_button" + ], + "shared_visual_state": [ + "the giant card lies face down showing its ornate back", + "the red flag is furled down around the side flagpole" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B17.png" + }, + "hidden_state": { + "variable": "table_mode", + "A": "CARD", + "B": "FLAG", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the table_mode is CARD, the giant card flips face up; if it is FLAG, the red flag rises high on the flagpole.", + "precondition": "table_mode == 'CARD'", + "effect": "card.face = 'up'", + "else_effect": "flag.up = true", + "mapping": { + "CARD": "card.face = 'up'", + "FLAG": "flag.up = true" + } + }, + "shared_action": "The player presses the large button on the edge of the card table.", + "instruction": "Preserve the first frame. table_mode = FLAG, so the resolved rule is: the red flag rises high on the flagpole. Action: The player presses the large button on the edge of the card table. Show the action, then exactly this consequence: the red flag rises high on the flagpole The counter-outcome must NOT happen at any point: the giant card lies face up showing its illustrated front. Instead, the giant card lies face down showing its ornate back throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "card": { + "face": "down" + }, + "flag": { + "up": false + }, + "table_mode": "FLAG" + }, + "gold_end_state": { + "card.face": "down", + "flag.up": true + }, + "delta": { + "flag.up": true + }, + "visual_vocab": { + "card.face": { + "down": "the giant card lies face down showing its ornate back", + "up": "the giant card lies face up showing its illustrated front" + }, + "flag.up": { + "false": "the red flag is furled down around the side flagpole", + "true": "the large red flag is raised high on the side flagpole" + } + }, + "gold_A": "the giant card flips face up", + "gold_B": "the red flag rises high on the flagpole", + "terminal_visual_states": { + "occurs": { + "variable": "flag.up", + "value": true, + "phrase": "the large red flag is raised high on the side flagpole", + "judge_label": "the flag is raised", + "in_final_frame": true + }, + "not_occurs": { + "variable": "card.face", + "value": "up", + "phrase": "the giant card lies face up showing its illustrated front", + "judge_label": "the card is face up", + "in_final_frame": false, + "instead_remains": "the giant card lies face down showing its ornate back" + } + }, + "prompt_ok": [ + "CARD", + "FLAG" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands with a hand over the table button?", + "statement": "the player stands with a hand over the table button", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the giant card is face down and the flag is furled?", + "statement": "the giant card is face down and the flag is furled", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Was the large table button pressed?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the giant card face up, or the red flag raised?", + "answers": [ + "the card is face up", + "the flag is raised", + "unclear" + ], + "expected": "the flag is raised", + "not_expected": "the card is face up" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B17/input.png b/data/cases/B17/input.png new file mode 100644 index 0000000000000000000000000000000000000000..9c4ba93952d831e7f7397efa62ad0dcf71e21212 --- /dev/null +++ b/data/cases/B17/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:288c942d52ce227cc739d8988d6a8b2de186a554c4eb9334d2bd853a75f20cde +size 1287434 diff --git a/data/cases/B18/card_A.txt b/data/cases/B18/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..413fc52b042375d9a005fe3f05ec235af9e57d12 --- /dev/null +++ b/data/cases/B18/card_A.txt @@ -0,0 +1,42 @@ +[B18-A] genre: detective family: trigger_mechanism counterpart: B18-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: evidence_mode = CABINET (runtime only, not visible in the frame) +rule: If the evidence_mode is CABINET, both evidence cabinet doors open wide; if it is LAMP, the desk lamp glows strong blue. +shared action: The large evidence-room dial clearly rotates by about half a turn. +instruction: Preserve the first frame. evidence_mode = CABINET, so the resolved rule is: both evidence cabinet doors open wide. Action: The large evidence-room dial clearly rotates by about half a turn. Show the action, then exactly this consequence: both evidence cabinet doors open wide The counter-outcome must NOT happen at any point: the large desk lamp glows strong blue. Instead, the large desk lamp is dark with a dead bulb 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: both evidence cabinet doors open wide +gold_B: the desk lamp glows strong blue +gold_end_state (this twin): cabinet.open=true; lamp.blue=false +delta (this twin): cabinet.open=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the evidence cabinet doors are both wide open [cabinet.open=true] + not_occurs (final frame: NO) : the large desk lamp glows strong blue [lamp.blue=true] + instead remains: the large desk lamp is dark with a dead bulb +outcome not_expected: the lamp glows blue + +── Judges ── +initial questions: + Q: Is it true that the player stands with a hand on the wall dial? answers=['yes', 'no'] expected=yes + Q: Is it true that the cabinet is shut and the desk lamp is unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the large dial clearly rotate? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the cabinet open, or the desk lamp glowing blue? answers=['the cabinet is open', 'the lamp glows blue', 'unclear'] expected=the cabinet is open + +── Visual vocab (for auditing the shared first frame) ── + - the evidence cabinet doors are shut + - the evidence cabinet doors are both wide open + - the large desk lamp is dark with a dead bulb + - the large desk lamp glows strong blue + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B18-A(侦探/trigger_mechanism):hidden evidence_mode=CABINET → gold [A 支线] both evidence cabinet doors open wide;终态: 发生「the evidence cabinet doors are both wide open」且不发生「the large desk lamp glows strong blue」;outcome 判定期望: the cabinet is open diff --git a/data/cases/B18/card_B.txt b/data/cases/B18/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..5fe507b8d10fe6ac0caafb0567508eeb73cefcf9 --- /dev/null +++ b/data/cases/B18/card_B.txt @@ -0,0 +1,42 @@ +[B18-B] genre: detective family: trigger_mechanism counterpart: B18-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: evidence_mode = LAMP (runtime only, not visible in the frame) +rule: If the evidence_mode is CABINET, both evidence cabinet doors open wide; if it is LAMP, the desk lamp glows strong blue. +shared action: The large evidence-room dial clearly rotates by about half a turn. +instruction: Preserve the first frame. evidence_mode = LAMP, so the resolved rule is: the desk lamp glows strong blue. Action: The large evidence-room dial clearly rotates by about half a turn. Show the action, then exactly this consequence: the desk lamp glows strong blue The counter-outcome must NOT happen at any point: the evidence cabinet doors are both wide open. Instead, the evidence cabinet doors are shut throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: both evidence cabinet doors open wide +gold_B: the desk lamp glows strong blue +gold_end_state (this twin): cabinet.open=false; lamp.blue=true +delta (this twin): lamp.blue=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the large desk lamp glows strong blue [lamp.blue=true] + not_occurs (final frame: NO) : the evidence cabinet doors are both wide open [cabinet.open=true] + instead remains: the evidence cabinet doors are shut +outcome not_expected: the cabinet is open + +── Judges ── +initial questions: + Q: Is it true that the player stands with a hand on the wall dial? answers=['yes', 'no'] expected=yes + Q: Is it true that the cabinet is shut and the desk lamp is unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the large dial clearly rotate? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the cabinet open, or the desk lamp glowing blue? answers=['the cabinet is open', 'the lamp glows blue', 'unclear'] expected=the lamp glows blue + +── Visual vocab (for auditing the shared first frame) ── + - the evidence cabinet doors are shut + - the evidence cabinet doors are both wide open + - the large desk lamp is dark with a dead bulb + - the large desk lamp glows strong blue + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B18-B(侦探/trigger_mechanism):hidden evidence_mode=LAMP → gold [B 支线] the desk lamp glows strong blue;终态: 发生「the large desk lamp glows strong blue」且不发生「the evidence cabinet doors are both wide open」;outcome 判定期望: the lamp glows blue diff --git a/data/cases/B18/case_A.json b/data/cases/B18/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..0ca1065762f4cb404cfe5f6006435b6167cc6ad9 --- /dev/null +++ b/data/cases/B18/case_A.json @@ -0,0 +1,140 @@ +{ + "id": "B18-A", + "counterpart": "B18-B", + "genre": "detective", + "interaction_family": "trigger_mechanism", + "initial_scene": { + "description": "an evidence room in cool daylight, a steel evidence cabinet with both doors shut, a large desk lamp with a dark dead bulb, and a large rotating dial knob on the wall a single detective seen in third person from behind, standing in place with a hand on the large dial", + "third_person_player": true, + "player_pose_and_item": "a single detective seen in third person from behind, standing in place with a hand on the large dial", + "action_target": "the large dial", + "other_key_objects": [ + "evidence_cabinet", + "desk_lamp", + "wall_dial" + ], + "shared_visual_state": [ + "the evidence cabinet doors are shut", + "the large desk lamp is dark with a dead bulb" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B18.png" + }, + "hidden_state": { + "variable": "evidence_mode", + "A": "CABINET", + "B": "LAMP", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the evidence_mode is CABINET, both evidence cabinet doors open wide; if it is LAMP, the desk lamp glows strong blue.", + "precondition": "evidence_mode == 'CABINET'", + "effect": "cabinet.open = true", + "else_effect": "lamp.blue = true", + "mapping": { + "CABINET": "cabinet.open = true", + "LAMP": "lamp.blue = true" + } + }, + "shared_action": "The large evidence-room dial clearly rotates by about half a turn.", + "instruction": "Preserve the first frame. evidence_mode = CABINET, so the resolved rule is: both evidence cabinet doors open wide. Action: The large evidence-room dial clearly rotates by about half a turn. Show the action, then exactly this consequence: both evidence cabinet doors open wide The counter-outcome must NOT happen at any point: the large desk lamp glows strong blue. Instead, the large desk lamp is dark with a dead bulb throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "cabinet": { + "open": false + }, + "lamp": { + "blue": false + }, + "evidence_mode": "CABINET" + }, + "gold_end_state": { + "cabinet.open": true, + "lamp.blue": false + }, + "delta": { + "cabinet.open": true + }, + "visual_vocab": { + "cabinet.open": { + "false": "the evidence cabinet doors are shut", + "true": "the evidence cabinet doors are both wide open" + }, + "lamp.blue": { + "false": "the large desk lamp is dark with a dead bulb", + "true": "the large desk lamp glows strong blue" + } + }, + "gold_A": "both evidence cabinet doors open wide", + "gold_B": "the desk lamp glows strong blue", + "terminal_visual_states": { + "occurs": { + "variable": "cabinet.open", + "value": true, + "phrase": "the evidence cabinet doors are both wide open", + "judge_label": "the cabinet is open", + "in_final_frame": true + }, + "not_occurs": { + "variable": "lamp.blue", + "value": true, + "phrase": "the large desk lamp glows strong blue", + "judge_label": "the lamp glows blue", + "in_final_frame": false, + "instead_remains": "the large desk lamp is dark with a dead bulb" + } + }, + "prompt_ok": [ + "CABINET", + "LAMP" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands with a hand on the wall dial?", + "statement": "the player stands with a hand on the wall dial", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the cabinet is shut and the desk lamp is unlit?", + "statement": "the cabinet is shut and the desk lamp is unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the large dial clearly rotate?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the cabinet open, or the desk lamp glowing blue?", + "answers": [ + "the cabinet is open", + "the lamp glows blue", + "unclear" + ], + "expected": "the cabinet is open", + "not_expected": "the lamp glows blue" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B18/case_B.json b/data/cases/B18/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..90b22cb8b7059866c50796b3546e31438b09d7c0 --- /dev/null +++ b/data/cases/B18/case_B.json @@ -0,0 +1,140 @@ +{ + "id": "B18-B", + "counterpart": "B18-A", + "genre": "detective", + "interaction_family": "trigger_mechanism", + "initial_scene": { + "description": "an evidence room in cool daylight, a steel evidence cabinet with both doors shut, a large desk lamp with a dark dead bulb, and a large rotating dial knob on the wall a single detective seen in third person from behind, standing in place with a hand on the large dial", + "third_person_player": true, + "player_pose_and_item": "a single detective seen in third person from behind, standing in place with a hand on the large dial", + "action_target": "the large dial", + "other_key_objects": [ + "evidence_cabinet", + "desk_lamp", + "wall_dial" + ], + "shared_visual_state": [ + "the evidence cabinet doors are shut", + "the large desk lamp is dark with a dead bulb" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B18.png" + }, + "hidden_state": { + "variable": "evidence_mode", + "A": "CABINET", + "B": "LAMP", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the evidence_mode is CABINET, both evidence cabinet doors open wide; if it is LAMP, the desk lamp glows strong blue.", + "precondition": "evidence_mode == 'CABINET'", + "effect": "cabinet.open = true", + "else_effect": "lamp.blue = true", + "mapping": { + "CABINET": "cabinet.open = true", + "LAMP": "lamp.blue = true" + } + }, + "shared_action": "The large evidence-room dial clearly rotates by about half a turn.", + "instruction": "Preserve the first frame. evidence_mode = LAMP, so the resolved rule is: the desk lamp glows strong blue. Action: The large evidence-room dial clearly rotates by about half a turn. Show the action, then exactly this consequence: the desk lamp glows strong blue The counter-outcome must NOT happen at any point: the evidence cabinet doors are both wide open. Instead, the evidence cabinet doors are shut throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "cabinet": { + "open": false + }, + "lamp": { + "blue": false + }, + "evidence_mode": "LAMP" + }, + "gold_end_state": { + "cabinet.open": false, + "lamp.blue": true + }, + "delta": { + "lamp.blue": true + }, + "visual_vocab": { + "cabinet.open": { + "false": "the evidence cabinet doors are shut", + "true": "the evidence cabinet doors are both wide open" + }, + "lamp.blue": { + "false": "the large desk lamp is dark with a dead bulb", + "true": "the large desk lamp glows strong blue" + } + }, + "gold_A": "both evidence cabinet doors open wide", + "gold_B": "the desk lamp glows strong blue", + "terminal_visual_states": { + "occurs": { + "variable": "lamp.blue", + "value": true, + "phrase": "the large desk lamp glows strong blue", + "judge_label": "the lamp glows blue", + "in_final_frame": true + }, + "not_occurs": { + "variable": "cabinet.open", + "value": true, + "phrase": "the evidence cabinet doors are both wide open", + "judge_label": "the cabinet is open", + "in_final_frame": false, + "instead_remains": "the evidence cabinet doors are shut" + } + }, + "prompt_ok": [ + "CABINET", + "LAMP" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands with a hand on the wall dial?", + "statement": "the player stands with a hand on the wall dial", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the cabinet is shut and the desk lamp is unlit?", + "statement": "the cabinet is shut and the desk lamp is unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the large dial clearly rotate?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the cabinet open, or the desk lamp glowing blue?", + "answers": [ + "the cabinet is open", + "the lamp glows blue", + "unclear" + ], + "expected": "the lamp glows blue", + "not_expected": "the cabinet is open" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B18/input.png b/data/cases/B18/input.png new file mode 100644 index 0000000000000000000000000000000000000000..2873a891c3497760caa9c699fbba007afeab3073 --- /dev/null +++ b/data/cases/B18/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4f5228d1624377f845f25c98072edae53800d172938d5ec71d532e4f5925d264 +size 1093774 diff --git a/data/cases/B19/card_A.txt b/data/cases/B19/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..4b12bb8db9ce23cc9d35d561a8bdebd3d188dc25 --- /dev/null +++ b/data/cases/B19/card_A.txt @@ -0,0 +1,42 @@ +[B19-A] genre: magic_academy family: trigger_cast counterpart: B19-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: element = ICE (runtime only, not visible in the frame) +rule: If the element is ICE, the stone fountain freezes over with blue ice; if it is FIRE, the iron brazier bursts into red flames. +shared action: The wizard stays in place and makes one clear wand-casting sweep. +instruction: Preserve the first frame. element = ICE, so the resolved rule is: the stone fountain freezes over with blue ice. Action: The wizard stays in place and makes one clear wand-casting sweep. Show the action, then exactly this consequence: the stone fountain freezes over with blue ice The counter-outcome must NOT happen at any point: the heavy iron brazier burns with large bright red flames. Instead, the heavy iron 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the stone fountain freezes over with blue ice +gold_B: the iron brazier bursts into red flames +gold_end_state (this twin): fountain.frozen=true; brazier.lit=false +delta (this twin): fountain.frozen=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the wide fountain is frozen over with solid blue ice [fountain.frozen=true] + not_occurs (final frame: NO) : the heavy iron brazier burns with large bright red flames [brazier.lit=true] + instead remains: the heavy iron brazier holds only pale grey cold ash, dark and smokeless +outcome not_expected: red flames in the brazier + +── Judges ── +initial questions: + Q: Is it true that a wizard stands in the courtyard holding a wand? answers=['yes', 'no'] expected=yes + Q: Is it true that the fountain basin is dry plain stone and the brazier holds only cold ash? answers=['yes', 'no'] expected=yes +action question: + Q: Did the wizard make one clear wand-casting sweep? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the fountain frozen in blue ice, or the brazier burning? answers=['blue ice covers the fountain', 'red flames in the brazier', 'unclear'] expected=blue ice covers the fountain + +── Visual vocab (for auditing the shared first frame) ── + - the wide stone fountain is dry, its basin empty plain stone + - the wide fountain is frozen over with solid blue ice + - the heavy iron brazier holds only pale grey cold ash, dark and smokeless + - the heavy iron brazier burns with large bright red flames + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B19-A(魔法学院/trigger_cast):hidden element=ICE → gold [A 支线] the stone fountain freezes over with blue ice;终态: 发生「the wide fountain is frozen over with solid blue ice」且不发生「the heavy iron brazier burns with large bright red flames」;outcome 判定期望: blue ice covers the fountain diff --git a/data/cases/B19/card_B.txt b/data/cases/B19/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..5ef80128d04a06f834c063c307d89911486e984f --- /dev/null +++ b/data/cases/B19/card_B.txt @@ -0,0 +1,42 @@ +[B19-B] genre: magic_academy family: trigger_cast counterpart: B19-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: element = FIRE (runtime only, not visible in the frame) +rule: If the element is ICE, the stone fountain freezes over with blue ice; if it is FIRE, the iron brazier bursts into red flames. +shared action: The wizard stays in place and makes one clear wand-casting sweep. +instruction: Preserve the first frame. element = FIRE, so the resolved rule is: the iron brazier bursts into red flames. Action: The wizard stays in place and makes one clear wand-casting sweep. Show the action, then exactly this consequence: the iron brazier bursts into red flames The counter-outcome must NOT happen at any point: the wide fountain is frozen over with solid blue ice. Instead, the wide stone fountain is dry, its basin empty plain 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the stone fountain freezes over with blue ice +gold_B: the iron brazier bursts into red flames +gold_end_state (this twin): fountain.frozen=false; brazier.lit=true +delta (this twin): brazier.lit=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the heavy iron brazier burns with large bright red flames [brazier.lit=true] + not_occurs (final frame: NO) : the wide fountain is frozen over with solid blue ice [fountain.frozen=true] + instead remains: the wide stone fountain is dry, its basin empty plain stone +outcome not_expected: blue ice covers the fountain + +── Judges ── +initial questions: + Q: Is it true that a wizard stands in the courtyard holding a wand? answers=['yes', 'no'] expected=yes + Q: Is it true that the fountain basin is dry plain stone and the brazier holds only cold ash? answers=['yes', 'no'] expected=yes +action question: + Q: Did the wizard make one clear wand-casting sweep? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the fountain frozen in blue ice, or the brazier burning? answers=['blue ice covers the fountain', 'red flames in the brazier', 'unclear'] expected=red flames in the brazier + +── Visual vocab (for auditing the shared first frame) ── + - the wide stone fountain is dry, its basin empty plain stone + - the wide fountain is frozen over with solid blue ice + - the heavy iron brazier holds only pale grey cold ash, dark and smokeless + - the heavy iron brazier burns with large bright red flames + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B19-B(魔法学院/trigger_cast):hidden element=FIRE → gold [B 支线] the iron brazier bursts into red flames;终态: 发生「the heavy iron brazier burns with large bright red flames」且不发生「the wide fountain is frozen over with solid blue ice」;outcome 判定期望: red flames in the brazier diff --git a/data/cases/B19/case_A.json b/data/cases/B19/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..83d982b8425f48afb59cd51f754732a6494bbaf4 --- /dev/null +++ b/data/cases/B19/case_A.json @@ -0,0 +1,136 @@ +{ + "id": "B19-A", + "counterpart": "B19-B", + "genre": "magic_academy", + "interaction_family": "trigger_cast", + "initial_scene": { + "description": "a mage academy courtyard in plain daylight, a wide stone fountain with a dry empty basin, and a heavy iron brazier holding pale grey cold ash a single wizard in a grey robe seen in third person from behind, standing in place at mid-courtyard, holding a slender wand at the side", + "third_person_player": true, + "player_pose_and_item": "a single wizard in a grey robe seen in third person from behind, standing in place at mid-courtyard, holding a slender wand at the side", + "action_target": "the wizard's wand sweep", + "other_key_objects": [ + "stone_fountain", + "brazier" + ], + "shared_visual_state": [ + "the wide stone fountain is dry, its basin empty plain stone", + "the heavy iron brazier holds only pale grey cold ash, dark and smokeless" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B19.png" + }, + "hidden_state": { + "variable": "element", + "A": "ICE", + "B": "FIRE", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the element is ICE, the stone fountain freezes over with blue ice; if it is FIRE, the iron brazier bursts into red flames.", + "precondition": "element == 'ICE'", + "effect": "fountain.frozen = true", + "else_effect": "brazier.lit = true", + "mapping": { + "ICE": "fountain.frozen = true", + "FIRE": "brazier.lit = true" + } + }, + "shared_action": "The wizard stays in place and makes one clear wand-casting sweep.", + "instruction": "Preserve the first frame. element = ICE, so the resolved rule is: the stone fountain freezes over with blue ice. Action: The wizard stays in place and makes one clear wand-casting sweep. Show the action, then exactly this consequence: the stone fountain freezes over with blue ice The counter-outcome must NOT happen at any point: the heavy iron brazier burns with large bright red flames. Instead, the heavy iron 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.", + "initial_state": { + "fountain": { + "frozen": false + }, + "brazier": { + "lit": false + }, + "element": "ICE" + }, + "gold_end_state": { + "fountain.frozen": true, + "brazier.lit": false + }, + "delta": { + "fountain.frozen": true + }, + "visual_vocab": { + "fountain.frozen": { + "false": "the wide stone fountain is dry, its basin empty plain stone", + "true": "the wide fountain is frozen over with solid blue ice" + }, + "brazier.lit": { + "false": "the heavy iron brazier holds only pale grey cold ash, dark and smokeless", + "true": "the heavy iron brazier burns with large bright red flames" + } + }, + "gold_A": "the stone fountain freezes over with blue ice", + "gold_B": "the iron brazier bursts into red flames", + "terminal_visual_states": { + "occurs": { + "variable": "fountain.frozen", + "value": true, + "phrase": "the wide fountain is frozen over with solid blue ice", + "judge_label": "blue ice covers the fountain", + "in_final_frame": true + }, + "not_occurs": { + "variable": "brazier.lit", + "value": true, + "phrase": "the heavy iron brazier burns with large bright red flames", + "judge_label": "red flames in the brazier", + "in_final_frame": false, + "instead_remains": "the heavy iron brazier holds only pale grey cold ash, dark and smokeless" + } + }, + "prompt_ok": [], + "judge": { + "initial_questions": [ + { + "question": "Is it true that a wizard stands in the courtyard holding a wand?", + "statement": "a wizard stands in the courtyard holding a wand", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the fountain basin is dry plain stone and the brazier holds only cold ash?", + "statement": "the fountain basin is dry plain stone and the brazier holds only cold ash", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the wizard make one clear wand-casting sweep?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the fountain frozen in blue ice, or the brazier burning?", + "answers": [ + "blue ice covers the fountain", + "red flames in the brazier", + "unclear" + ], + "expected": "blue ice covers the fountain", + "not_expected": "red flames in the brazier" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B19/case_B.json b/data/cases/B19/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..a105cad5641694c025fcc6ba833353f2a9ebd205 --- /dev/null +++ b/data/cases/B19/case_B.json @@ -0,0 +1,136 @@ +{ + "id": "B19-B", + "counterpart": "B19-A", + "genre": "magic_academy", + "interaction_family": "trigger_cast", + "initial_scene": { + "description": "a mage academy courtyard in plain daylight, a wide stone fountain with a dry empty basin, and a heavy iron brazier holding pale grey cold ash a single wizard in a grey robe seen in third person from behind, standing in place at mid-courtyard, holding a slender wand at the side", + "third_person_player": true, + "player_pose_and_item": "a single wizard in a grey robe seen in third person from behind, standing in place at mid-courtyard, holding a slender wand at the side", + "action_target": "the wizard's wand sweep", + "other_key_objects": [ + "stone_fountain", + "brazier" + ], + "shared_visual_state": [ + "the wide stone fountain is dry, its basin empty plain stone", + "the heavy iron brazier holds only pale grey cold ash, dark and smokeless" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B19.png" + }, + "hidden_state": { + "variable": "element", + "A": "ICE", + "B": "FIRE", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the element is ICE, the stone fountain freezes over with blue ice; if it is FIRE, the iron brazier bursts into red flames.", + "precondition": "element == 'ICE'", + "effect": "fountain.frozen = true", + "else_effect": "brazier.lit = true", + "mapping": { + "ICE": "fountain.frozen = true", + "FIRE": "brazier.lit = true" + } + }, + "shared_action": "The wizard stays in place and makes one clear wand-casting sweep.", + "instruction": "Preserve the first frame. element = FIRE, so the resolved rule is: the iron brazier bursts into red flames. Action: The wizard stays in place and makes one clear wand-casting sweep. Show the action, then exactly this consequence: the iron brazier bursts into red flames The counter-outcome must NOT happen at any point: the wide fountain is frozen over with solid blue ice. Instead, the wide stone fountain is dry, its basin empty plain 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.", + "initial_state": { + "fountain": { + "frozen": false + }, + "brazier": { + "lit": false + }, + "element": "FIRE" + }, + "gold_end_state": { + "fountain.frozen": false, + "brazier.lit": true + }, + "delta": { + "brazier.lit": true + }, + "visual_vocab": { + "fountain.frozen": { + "false": "the wide stone fountain is dry, its basin empty plain stone", + "true": "the wide fountain is frozen over with solid blue ice" + }, + "brazier.lit": { + "false": "the heavy iron brazier holds only pale grey cold ash, dark and smokeless", + "true": "the heavy iron brazier burns with large bright red flames" + } + }, + "gold_A": "the stone fountain freezes over with blue ice", + "gold_B": "the iron brazier bursts into red flames", + "terminal_visual_states": { + "occurs": { + "variable": "brazier.lit", + "value": true, + "phrase": "the heavy iron brazier burns with large bright red flames", + "judge_label": "red flames in the brazier", + "in_final_frame": true + }, + "not_occurs": { + "variable": "fountain.frozen", + "value": true, + "phrase": "the wide fountain is frozen over with solid blue ice", + "judge_label": "blue ice covers the fountain", + "in_final_frame": false, + "instead_remains": "the wide stone fountain is dry, its basin empty plain stone" + } + }, + "prompt_ok": [], + "judge": { + "initial_questions": [ + { + "question": "Is it true that a wizard stands in the courtyard holding a wand?", + "statement": "a wizard stands in the courtyard holding a wand", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the fountain basin is dry plain stone and the brazier holds only cold ash?", + "statement": "the fountain basin is dry plain stone and the brazier holds only cold ash", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the wizard make one clear wand-casting sweep?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the fountain frozen in blue ice, or the brazier burning?", + "answers": [ + "blue ice covers the fountain", + "red flames in the brazier", + "unclear" + ], + "expected": "red flames in the brazier", + "not_expected": "blue ice covers the fountain" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B19/input.png b/data/cases/B19/input.png new file mode 100644 index 0000000000000000000000000000000000000000..fccd3a97bff136c7aff3b1d7866791ac966ca211 --- /dev/null +++ b/data/cases/B19/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:2f2b975dfb58f9be4b788c186c376c88afb5d0d47cb4634008e1e4c49354ab97 +size 1449898 diff --git a/data/cases/B20/card_A.txt b/data/cases/B20/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..d37a822dbabd0146c706d67811081ff2f4767f1d --- /dev/null +++ b/data/cases/B20/card_A.txt @@ -0,0 +1,42 @@ +[B20-A] genre: turn_combat family: trigger_cast counterpart: B20-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: enemy_reaction = SHIELD (runtime only, not visible in the frame) +rule: If the enemy_reaction is SHIELD, the enemy's large shield cracks apart and breaks; if it is ARMOR, the enemy's armor is covered by thick blue ice. +shared action: The player stays in place and performs one large, clear sword-swing attack. +instruction: Preserve the first frame. enemy_reaction = SHIELD, so the resolved rule is: the enemy's large shield cracks apart and breaks. Action: The player stays in place and performs one large, clear sword-swing attack. Show the action, then exactly this consequence: the enemy's large shield cracks apart and breaks The counter-outcome must NOT happen at any point: the enemy's plate armor is covered with a thick layer of blue ice. Instead, the enemy's plate armor is plain grey metal throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the enemy's large shield cracks apart and breaks +gold_B: the enemy's armor is covered by thick blue ice +gold_end_state (this twin): shield.state=broken; armor.state=normal +delta (this twin): shield.state=broken + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the enemy's large round shield is cracked apart and broken [shield.state=broken] + not_occurs (final frame: NO) : the enemy's plate armor is covered with a thick layer of blue ice [armor.state=frozen] + instead remains: the enemy's plate armor is plain grey metal +outcome not_expected: the armor is ice-covered + +── Judges ── +initial questions: + Q: Is it true that the player faces an armored enemy holding a shield? answers=['yes', 'no'] expected=yes + Q: Is it true that the shield is whole and the armor is plain? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player perform one large clear sword swing? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the shield broken, or the armor ice-covered? answers=['the shield is broken', 'the armor is ice-covered', 'unclear'] expected=the shield is broken + +── Visual vocab (for auditing the shared first frame) ── + - the enemy's large round shield is whole and intact + - the enemy's large round shield is cracked apart and broken + - the enemy's plate armor is plain grey metal + - the enemy's plate armor is covered with a thick layer of blue ice + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B20-A(回合战斗/trigger_cast):hidden enemy_reaction=SHIELD → gold [A 支线] the enemy's large shield cracks apart and breaks;终态: 发生「the enemy's large round shield is cracked apart and broken」且不发生「the enemy's plate armor is covered with a thick layer of blue ice」;outcome 判定期望: the shield is broken diff --git a/data/cases/B20/card_B.txt b/data/cases/B20/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..a054ddf1b78f8ac662dbf00821127d7704a37e3a --- /dev/null +++ b/data/cases/B20/card_B.txt @@ -0,0 +1,42 @@ +[B20-B] genre: turn_combat family: trigger_cast counterpart: B20-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: enemy_reaction = ARMOR (runtime only, not visible in the frame) +rule: If the enemy_reaction is SHIELD, the enemy's large shield cracks apart and breaks; if it is ARMOR, the enemy's armor is covered by thick blue ice. +shared action: The player stays in place and performs one large, clear sword-swing attack. +instruction: Preserve the first frame. enemy_reaction = ARMOR, so the resolved rule is: the enemy's armor is covered by thick blue ice. Action: The player stays in place and performs one large, clear sword-swing attack. Show the action, then exactly this consequence: the enemy's armor is covered by thick blue ice The counter-outcome must NOT happen at any point: the enemy's large round shield is cracked apart and broken. Instead, the enemy's large round shield is whole and intact 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the enemy's large shield cracks apart and breaks +gold_B: the enemy's armor is covered by thick blue ice +gold_end_state (this twin): shield.state=whole; armor.state=frozen +delta (this twin): armor.state=frozen + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the enemy's plate armor is covered with a thick layer of blue ice [armor.state=frozen] + not_occurs (final frame: NO) : the enemy's large round shield is cracked apart and broken [shield.state=broken] + instead remains: the enemy's large round shield is whole and intact +outcome not_expected: the shield is broken + +── Judges ── +initial questions: + Q: Is it true that the player faces an armored enemy holding a shield? answers=['yes', 'no'] expected=yes + Q: Is it true that the shield is whole and the armor is plain? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player perform one large clear sword swing? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the shield broken, or the armor ice-covered? answers=['the shield is broken', 'the armor is ice-covered', 'unclear'] expected=the armor is ice-covered + +── Visual vocab (for auditing the shared first frame) ── + - the enemy's large round shield is whole and intact + - the enemy's large round shield is cracked apart and broken + - the enemy's plate armor is plain grey metal + - the enemy's plate armor is covered with a thick layer of blue ice + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B20-B(回合战斗/trigger_cast):hidden enemy_reaction=ARMOR → gold [B 支线] the enemy's armor is covered by thick blue ice;终态: 发生「the enemy's plate armor is covered with a thick layer of blue ice」且不发生「the enemy's large round shield is cracked apart and broken」;outcome 判定期望: the armor is ice-covered diff --git a/data/cases/B20/case_A.json b/data/cases/B20/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..22114b0ce2cfd709548cd0b34ff97d727bb7d5ae --- /dev/null +++ b/data/cases/B20/case_A.json @@ -0,0 +1,140 @@ +{ + "id": "B20-A", + "counterpart": "B20-B", + "genre": "turn_combat", + "interaction_family": "trigger_cast", + "initial_scene": { + "description": "a duel arena in cool overcast light, an enemy soldier in full plate armor facing the player, holding a large round shield exactly two people, both fully visible and large in the frame: the player at combat distance from the enemy with a sword held ready, and an armored enemy standing with shield raised", + "third_person_player": true, + "player_pose_and_item": "exactly two people, both fully visible and large in the frame: the player at combat distance from the enemy with a sword held ready, and an armored enemy standing with shield raised", + "action_target": "the player's sword swing", + "other_key_objects": [ + "enemy_soldier", + "enemy_shield", + "enemy_armor" + ], + "shared_visual_state": [ + "the enemy's large round shield is whole and intact", + "the enemy's plate armor is plain grey metal" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B20.png" + }, + "hidden_state": { + "variable": "enemy_reaction", + "A": "SHIELD", + "B": "ARMOR", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the enemy_reaction is SHIELD, the enemy's large shield cracks apart and breaks; if it is ARMOR, the enemy's armor is covered by thick blue ice.", + "precondition": "enemy_reaction == 'SHIELD'", + "effect": "shield.state = 'broken'", + "else_effect": "armor.state = 'frozen'", + "mapping": { + "SHIELD": "shield.state = 'broken'", + "ARMOR": "armor.state = 'frozen'" + } + }, + "shared_action": "The player stays in place and performs one large, clear sword-swing attack.", + "instruction": "Preserve the first frame. enemy_reaction = SHIELD, so the resolved rule is: the enemy's large shield cracks apart and breaks. Action: The player stays in place and performs one large, clear sword-swing attack. Show the action, then exactly this consequence: the enemy's large shield cracks apart and breaks The counter-outcome must NOT happen at any point: the enemy's plate armor is covered with a thick layer of blue ice. Instead, the enemy's plate armor is plain grey metal throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "shield": { + "state": "whole" + }, + "armor": { + "state": "normal" + }, + "enemy_reaction": "SHIELD" + }, + "gold_end_state": { + "shield.state": "broken", + "armor.state": "normal" + }, + "delta": { + "shield.state": "broken" + }, + "visual_vocab": { + "shield.state": { + "whole": "the enemy's large round shield is whole and intact", + "broken": "the enemy's large round shield is cracked apart and broken" + }, + "armor.state": { + "normal": "the enemy's plate armor is plain grey metal", + "frozen": "the enemy's plate armor is covered with a thick layer of blue ice" + } + }, + "gold_A": "the enemy's large shield cracks apart and breaks", + "gold_B": "the enemy's armor is covered by thick blue ice", + "terminal_visual_states": { + "occurs": { + "variable": "shield.state", + "value": "broken", + "phrase": "the enemy's large round shield is cracked apart and broken", + "judge_label": "the shield is broken", + "in_final_frame": true + }, + "not_occurs": { + "variable": "armor.state", + "value": "frozen", + "phrase": "the enemy's plate armor is covered with a thick layer of blue ice", + "judge_label": "the armor is ice-covered", + "in_final_frame": false, + "instead_remains": "the enemy's plate armor is plain grey metal" + } + }, + "prompt_ok": [ + "SHIELD", + "ARMOR" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player faces an armored enemy holding a shield?", + "statement": "the player faces an armored enemy holding a shield", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the shield is whole and the armor is plain?", + "statement": "the shield is whole and the armor is plain", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player perform one large clear sword swing?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the shield broken, or the armor ice-covered?", + "answers": [ + "the shield is broken", + "the armor is ice-covered", + "unclear" + ], + "expected": "the shield is broken", + "not_expected": "the armor is ice-covered" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B20/case_B.json b/data/cases/B20/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..ff13d2bd1c9a2a8e5850f27c0ea1538360455308 --- /dev/null +++ b/data/cases/B20/case_B.json @@ -0,0 +1,140 @@ +{ + "id": "B20-B", + "counterpart": "B20-A", + "genre": "turn_combat", + "interaction_family": "trigger_cast", + "initial_scene": { + "description": "a duel arena in cool overcast light, an enemy soldier in full plate armor facing the player, holding a large round shield exactly two people, both fully visible and large in the frame: the player at combat distance from the enemy with a sword held ready, and an armored enemy standing with shield raised", + "third_person_player": true, + "player_pose_and_item": "exactly two people, both fully visible and large in the frame: the player at combat distance from the enemy with a sword held ready, and an armored enemy standing with shield raised", + "action_target": "the player's sword swing", + "other_key_objects": [ + "enemy_soldier", + "enemy_shield", + "enemy_armor" + ], + "shared_visual_state": [ + "the enemy's large round shield is whole and intact", + "the enemy's plate armor is plain grey metal" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B20.png" + }, + "hidden_state": { + "variable": "enemy_reaction", + "A": "SHIELD", + "B": "ARMOR", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the enemy_reaction is SHIELD, the enemy's large shield cracks apart and breaks; if it is ARMOR, the enemy's armor is covered by thick blue ice.", + "precondition": "enemy_reaction == 'SHIELD'", + "effect": "shield.state = 'broken'", + "else_effect": "armor.state = 'frozen'", + "mapping": { + "SHIELD": "shield.state = 'broken'", + "ARMOR": "armor.state = 'frozen'" + } + }, + "shared_action": "The player stays in place and performs one large, clear sword-swing attack.", + "instruction": "Preserve the first frame. enemy_reaction = ARMOR, so the resolved rule is: the enemy's armor is covered by thick blue ice. Action: The player stays in place and performs one large, clear sword-swing attack. Show the action, then exactly this consequence: the enemy's armor is covered by thick blue ice The counter-outcome must NOT happen at any point: the enemy's large round shield is cracked apart and broken. Instead, the enemy's large round shield is whole and intact throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "shield": { + "state": "whole" + }, + "armor": { + "state": "normal" + }, + "enemy_reaction": "ARMOR" + }, + "gold_end_state": { + "shield.state": "whole", + "armor.state": "frozen" + }, + "delta": { + "armor.state": "frozen" + }, + "visual_vocab": { + "shield.state": { + "whole": "the enemy's large round shield is whole and intact", + "broken": "the enemy's large round shield is cracked apart and broken" + }, + "armor.state": { + "normal": "the enemy's plate armor is plain grey metal", + "frozen": "the enemy's plate armor is covered with a thick layer of blue ice" + } + }, + "gold_A": "the enemy's large shield cracks apart and breaks", + "gold_B": "the enemy's armor is covered by thick blue ice", + "terminal_visual_states": { + "occurs": { + "variable": "armor.state", + "value": "frozen", + "phrase": "the enemy's plate armor is covered with a thick layer of blue ice", + "judge_label": "the armor is ice-covered", + "in_final_frame": true + }, + "not_occurs": { + "variable": "shield.state", + "value": "broken", + "phrase": "the enemy's large round shield is cracked apart and broken", + "judge_label": "the shield is broken", + "in_final_frame": false, + "instead_remains": "the enemy's large round shield is whole and intact" + } + }, + "prompt_ok": [ + "SHIELD", + "ARMOR" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player faces an armored enemy holding a shield?", + "statement": "the player faces an armored enemy holding a shield", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the shield is whole and the armor is plain?", + "statement": "the shield is whole and the armor is plain", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player perform one large clear sword swing?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the shield broken, or the armor ice-covered?", + "answers": [ + "the shield is broken", + "the armor is ice-covered", + "unclear" + ], + "expected": "the armor is ice-covered", + "not_expected": "the shield is broken" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B20/input.png b/data/cases/B20/input.png new file mode 100644 index 0000000000000000000000000000000000000000..2e95e242d8e206565d6bf62307a86f4cb1a1c4ad --- /dev/null +++ b/data/cases/B20/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:552e967793fab5cec6d4d3ead800cad5effee5d173f9f767027aa3720ea7fecd +size 1318320 diff --git a/data/cases/B21/card_A.txt b/data/cases/B21/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..66a64381636cb5f589ac3935936e31116a053937 --- /dev/null +++ b/data/cases/B21/card_A.txt @@ -0,0 +1,42 @@ +[B21-A] genre: dungeon family: trigger_cast counterpart: B21-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: curse_mode = STATUE (runtime only, not visible in the frame) +rule: If the curse_mode is STATUE, the skull statue cracks apart into two pieces; if it is GATE, the big stone door behind it opens wide. +shared action: The player raises the staff and makes one clear downward casting sweep. +instruction: Preserve the first frame. curse_mode = STATUE, so the resolved rule is: the skull statue cracks apart into two pieces. Action: The player raises the staff and makes one clear downward casting sweep. Show the action, then exactly this consequence: the skull statue cracks apart into two pieces The counter-outcome must NOT happen at any point: the big stone door is wide open. Instead, the big stone door is shut in 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the skull statue cracks apart into two pieces +gold_B: the big stone door behind it opens wide +gold_end_state (this twin): statue.state=cracked; door.open=false +delta (this twin): statue.state=cracked + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the skull statue is cracked apart into two pieces [statue.state=cracked] + not_occurs (final frame: NO) : the big stone door is wide open [door.open=true] + instead remains: the big stone door is shut in the wall +outcome not_expected: the door is open + +── Judges ── +initial questions: + Q: Is it true that the player stands facing a skull statue? answers=['yes', 'no'] expected=yes + Q: Is it true that the statue is whole and the stone door is shut? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player raise the staff and sweep it down once? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the statue cracked apart, or the stone door open? answers=['the statue is cracked', 'the door is open', 'unclear'] expected=the statue is cracked + +── Visual vocab (for auditing the shared first frame) ── + - the large skull statue is whole and intact + - the skull statue is cracked apart into two pieces + - the big stone door is shut in the wall + - the big stone door is wide open + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B21-A(地牢/trigger_cast):hidden curse_mode=STATUE → gold [A 支线] the skull statue cracks apart into two pieces;终态: 发生「the skull statue is cracked apart into two pieces」且不发生「the big stone door is wide open」;outcome 判定期望: the statue is cracked diff --git a/data/cases/B21/card_B.txt b/data/cases/B21/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..e25ec045743237b062387e177107738b168e2607 --- /dev/null +++ b/data/cases/B21/card_B.txt @@ -0,0 +1,42 @@ +[B21-B] genre: dungeon family: trigger_cast counterpart: B21-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: curse_mode = GATE (runtime only, not visible in the frame) +rule: If the curse_mode is STATUE, the skull statue cracks apart into two pieces; if it is GATE, the big stone door behind it opens wide. +shared action: The player raises the staff and makes one clear downward casting sweep. +instruction: Preserve the first frame. curse_mode = GATE, so the resolved rule is: the big stone door behind it opens wide. Action: The player raises the staff and makes one clear downward casting sweep. Show the action, then exactly this consequence: the big stone door behind it opens wide The counter-outcome must NOT happen at any point: the skull statue is cracked apart into two pieces. Instead, the large skull statue is whole and intact 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the skull statue cracks apart into two pieces +gold_B: the big stone door behind it opens wide +gold_end_state (this twin): statue.state=whole; door.open=true +delta (this twin): door.open=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the big stone door is wide open [door.open=true] + not_occurs (final frame: NO) : the skull statue is cracked apart into two pieces [statue.state=cracked] + instead remains: the large skull statue is whole and intact +outcome not_expected: the statue is cracked + +── Judges ── +initial questions: + Q: Is it true that the player stands facing a skull statue? answers=['yes', 'no'] expected=yes + Q: Is it true that the statue is whole and the stone door is shut? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player raise the staff and sweep it down once? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the statue cracked apart, or the stone door open? answers=['the statue is cracked', 'the door is open', 'unclear'] expected=the door is open + +── Visual vocab (for auditing the shared first frame) ── + - the large skull statue is whole and intact + - the skull statue is cracked apart into two pieces + - the big stone door is shut in the wall + - the big stone door is wide open + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B21-B(地牢/trigger_cast):hidden curse_mode=GATE → gold [B 支线] the big stone door behind it opens wide;终态: 发生「the big stone door is wide open」且不发生「the skull statue is cracked apart into two pieces」;outcome 判定期望: the door is open diff --git a/data/cases/B21/case_A.json b/data/cases/B21/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..c81d42bf4ca1be9a56e20736d77b4666c1423684 --- /dev/null +++ b/data/cases/B21/case_A.json @@ -0,0 +1,138 @@ +{ + "id": "B21-A", + "counterpart": "B21-B", + "genre": "dungeon", + "interaction_family": "trigger_cast", + "initial_scene": { + "description": "a crypt hall in cold stone light, a large carved skull statue standing at the center, and a big stone door shut in the wall behind the statue a single adventurer seen in third person from behind, standing in place facing the skull statue, holding a wooden staff upright", + "third_person_player": true, + "player_pose_and_item": "a single adventurer seen in third person from behind, standing in place facing the skull statue, holding a wooden staff upright", + "action_target": "the player's staff sweep", + "other_key_objects": [ + "skull_statue", + "stone_door" + ], + "shared_visual_state": [ + "the large skull statue is whole and intact", + "the big stone door is shut in the wall" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B21.png" + }, + "hidden_state": { + "variable": "curse_mode", + "A": "STATUE", + "B": "GATE", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the curse_mode is STATUE, the skull statue cracks apart into two pieces; if it is GATE, the big stone door behind it opens wide.", + "precondition": "curse_mode == 'STATUE'", + "effect": "statue.state = 'cracked'", + "else_effect": "door.open = true", + "mapping": { + "STATUE": "statue.state = 'cracked'", + "GATE": "door.open = true" + } + }, + "shared_action": "The player raises the staff and makes one clear downward casting sweep.", + "instruction": "Preserve the first frame. curse_mode = STATUE, so the resolved rule is: the skull statue cracks apart into two pieces. Action: The player raises the staff and makes one clear downward casting sweep. Show the action, then exactly this consequence: the skull statue cracks apart into two pieces The counter-outcome must NOT happen at any point: the big stone door is wide open. Instead, the big stone door is shut in 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.", + "initial_state": { + "statue": { + "state": "whole" + }, + "door": { + "open": false + }, + "curse_mode": "STATUE" + }, + "gold_end_state": { + "statue.state": "cracked", + "door.open": false + }, + "delta": { + "statue.state": "cracked" + }, + "visual_vocab": { + "statue.state": { + "whole": "the large skull statue is whole and intact", + "cracked": "the skull statue is cracked apart into two pieces" + }, + "door.open": { + "false": "the big stone door is shut in the wall", + "true": "the big stone door is wide open" + } + }, + "gold_A": "the skull statue cracks apart into two pieces", + "gold_B": "the big stone door behind it opens wide", + "terminal_visual_states": { + "occurs": { + "variable": "statue.state", + "value": "cracked", + "phrase": "the skull statue is cracked apart into two pieces", + "judge_label": "the statue is cracked", + "in_final_frame": true + }, + "not_occurs": { + "variable": "door.open", + "value": true, + "phrase": "the big stone door is wide open", + "judge_label": "the door is open", + "in_final_frame": false, + "instead_remains": "the big stone door is shut in the wall" + } + }, + "prompt_ok": [ + "STATUE" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands facing a skull statue?", + "statement": "the player stands facing a skull statue", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the statue is whole and the stone door is shut?", + "statement": "the statue is whole and the stone door is shut", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player raise the staff and sweep it down once?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the statue cracked apart, or the stone door open?", + "answers": [ + "the statue is cracked", + "the door is open", + "unclear" + ], + "expected": "the statue is cracked", + "not_expected": "the door is open" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B21/case_B.json b/data/cases/B21/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..19700ce127b8a7e503666f2057394511266fef9b --- /dev/null +++ b/data/cases/B21/case_B.json @@ -0,0 +1,138 @@ +{ + "id": "B21-B", + "counterpart": "B21-A", + "genre": "dungeon", + "interaction_family": "trigger_cast", + "initial_scene": { + "description": "a crypt hall in cold stone light, a large carved skull statue standing at the center, and a big stone door shut in the wall behind the statue a single adventurer seen in third person from behind, standing in place facing the skull statue, holding a wooden staff upright", + "third_person_player": true, + "player_pose_and_item": "a single adventurer seen in third person from behind, standing in place facing the skull statue, holding a wooden staff upright", + "action_target": "the player's staff sweep", + "other_key_objects": [ + "skull_statue", + "stone_door" + ], + "shared_visual_state": [ + "the large skull statue is whole and intact", + "the big stone door is shut in the wall" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B21.png" + }, + "hidden_state": { + "variable": "curse_mode", + "A": "STATUE", + "B": "GATE", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the curse_mode is STATUE, the skull statue cracks apart into two pieces; if it is GATE, the big stone door behind it opens wide.", + "precondition": "curse_mode == 'STATUE'", + "effect": "statue.state = 'cracked'", + "else_effect": "door.open = true", + "mapping": { + "STATUE": "statue.state = 'cracked'", + "GATE": "door.open = true" + } + }, + "shared_action": "The player raises the staff and makes one clear downward casting sweep.", + "instruction": "Preserve the first frame. curse_mode = GATE, so the resolved rule is: the big stone door behind it opens wide. Action: The player raises the staff and makes one clear downward casting sweep. Show the action, then exactly this consequence: the big stone door behind it opens wide The counter-outcome must NOT happen at any point: the skull statue is cracked apart into two pieces. Instead, the large skull statue is whole and intact throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "statue": { + "state": "whole" + }, + "door": { + "open": false + }, + "curse_mode": "GATE" + }, + "gold_end_state": { + "statue.state": "whole", + "door.open": true + }, + "delta": { + "door.open": true + }, + "visual_vocab": { + "statue.state": { + "whole": "the large skull statue is whole and intact", + "cracked": "the skull statue is cracked apart into two pieces" + }, + "door.open": { + "false": "the big stone door is shut in the wall", + "true": "the big stone door is wide open" + } + }, + "gold_A": "the skull statue cracks apart into two pieces", + "gold_B": "the big stone door behind it opens wide", + "terminal_visual_states": { + "occurs": { + "variable": "door.open", + "value": true, + "phrase": "the big stone door is wide open", + "judge_label": "the door is open", + "in_final_frame": true + }, + "not_occurs": { + "variable": "statue.state", + "value": "cracked", + "phrase": "the skull statue is cracked apart into two pieces", + "judge_label": "the statue is cracked", + "in_final_frame": false, + "instead_remains": "the large skull statue is whole and intact" + } + }, + "prompt_ok": [ + "STATUE" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands facing a skull statue?", + "statement": "the player stands facing a skull statue", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the statue is whole and the stone door is shut?", + "statement": "the statue is whole and the stone door is shut", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player raise the staff and sweep it down once?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the statue cracked apart, or the stone door open?", + "answers": [ + "the statue is cracked", + "the door is open", + "unclear" + ], + "expected": "the door is open", + "not_expected": "the statue is cracked" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B21/input.png b/data/cases/B21/input.png new file mode 100644 index 0000000000000000000000000000000000000000..133d1a066db83fab52c965695dbfd65fda5df5e3 --- /dev/null +++ b/data/cases/B21/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:0a3112ae6a5208b057a47fe0ab1ce1daede386f2f205a39395fd268e08f9ed41 +size 1367436 diff --git a/data/cases/B22/card_A.txt b/data/cases/B22/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..1ce5c01f56fa70711dc64253d298c773782fe248 --- /dev/null +++ b/data/cases/B22/card_A.txt @@ -0,0 +1,42 @@ +[B22-A] genre: healer family: trigger_cast counterpart: B22-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: heal_route = PATIENT (runtime only, not visible in the frame) +rule: If the heal_route is PATIENT, a large green glowing aura surrounds the patient; if it is PLANT, the plant opens one large white flower. +shared action: The healer raises the healing staff and releases one clearly visible pulse of energy. +instruction: Preserve the first frame. heal_route = PATIENT, so the resolved rule is: a large green glowing aura surrounds the patient. Action: The healer raises the healing staff and releases one clearly visible pulse of energy. 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 potted plant bears one large open white flower. Instead, the potted plant bears only a closed tight bud 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: a large green glowing aura surrounds the patient +gold_B: the plant opens one large white flower +gold_end_state (this twin): patient.aura=true; plant.bloomed=false +delta (this twin): patient.aura=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the patient is surrounded by a large bright green glowing aura [patient.aura=true] + not_occurs (final frame: NO) : the potted plant bears one large open white flower [plant.bloomed=true] + instead remains: the potted plant bears only a closed tight bud +outcome not_expected: a white flower on the plant + +── Judges ── +initial questions: + Q: Is it true that a healer with a staff stands near a patient? answers=['yes', 'no'] expected=yes + Q: Is it true that the potted plant has only a closed bud? answers=['yes', 'no'] expected=yes +action question: + Q: Did the healer release one visible pulse of light from the staff? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the patient have a green aura, or a white flower on the plant? answers=['a green aura on the patient', 'a white flower on the plant', 'unclear'] expected=a green aura on the patient + +── Visual vocab (for auditing the shared first frame) ── + - the patient stands with no glow around them + - the patient is surrounded by a large bright green glowing aura + - the potted plant bears only a closed tight bud + - the potted plant bears one large open white flower + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B22-A(治疗/trigger_cast):hidden heal_route=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 potted plant bears one large open white flower」;outcome 判定期望: a green aura on the patient diff --git a/data/cases/B22/card_B.txt b/data/cases/B22/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..b1b6bf9d70a14a8cd99ce5f45e84273bf48d9dff --- /dev/null +++ b/data/cases/B22/card_B.txt @@ -0,0 +1,42 @@ +[B22-B] genre: healer family: trigger_cast counterpart: B22-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: heal_route = PLANT (runtime only, not visible in the frame) +rule: If the heal_route is PATIENT, a large green glowing aura surrounds the patient; if it is PLANT, the plant opens one large white flower. +shared action: The healer raises the healing staff and releases one clearly visible pulse of energy. +instruction: Preserve the first frame. heal_route = PLANT, so the resolved rule is: the plant opens one large white flower. Action: The healer raises the healing staff and releases one clearly visible pulse of energy. Show the action, then exactly this consequence: the plant opens one large white flower The counter-outcome must NOT happen at any point: the patient is surrounded by a large bright green glowing aura. Instead, the patient stands 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: a large green glowing aura surrounds the patient +gold_B: the plant opens one large white flower +gold_end_state (this twin): patient.aura=false; plant.bloomed=true +delta (this twin): plant.bloomed=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the potted plant bears one large open white flower [plant.bloomed=true] + not_occurs (final frame: NO) : the patient is surrounded by a large bright green glowing aura [patient.aura=true] + instead remains: the patient stands with no glow around them +outcome not_expected: a green aura on the patient + +── Judges ── +initial questions: + Q: Is it true that a healer with a staff stands near a patient? answers=['yes', 'no'] expected=yes + Q: Is it true that the potted plant has only a closed bud? answers=['yes', 'no'] expected=yes +action question: + Q: Did the healer release one visible pulse of light from the staff? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the patient have a green aura, or a white flower on the plant? answers=['a green aura on the patient', 'a white flower on the plant', 'unclear'] expected=a white flower on the plant + +── Visual vocab (for auditing the shared first frame) ── + - the patient stands with no glow around them + - the patient is surrounded by a large bright green glowing aura + - the potted plant bears only a closed tight bud + - the potted plant bears one large open white flower + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B22-B(治疗/trigger_cast):hidden heal_route=PLANT → gold [B 支线] the plant opens one large white flower;终态: 发生「the potted plant bears one large open white flower」且不发生「the patient is surrounded by a large bright green glowing aura」;outcome 判定期望: a white flower on the plant diff --git a/data/cases/B22/case_A.json b/data/cases/B22/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..1f5fc84bfc5e999b3b896c93f7ba18b39e48b784 --- /dev/null +++ b/data/cases/B22/case_A.json @@ -0,0 +1,139 @@ +{ + "id": "B22-A", + "counterpart": "B22-B", + "genre": "healer", + "interaction_family": "trigger_cast", + "initial_scene": { + "description": "a bright infirmary room, a patient standing by a bed, and a potted plant beside the window bearing only a closed bud exactly two people, both fully visible and large in the frame: a healer in white robes standing at arm's length holding a healing staff, and a patient standing calmly facing the healer", + "third_person_player": true, + "player_pose_and_item": "exactly two people, both fully visible and large in the frame: a healer in white robes standing at arm's length holding a healing staff, and a patient standing calmly facing the healer", + "action_target": "the healer's staff pulse", + "other_key_objects": [ + "patient", + "potted_plant" + ], + "shared_visual_state": [ + "the patient stands with no glow around them", + "the potted plant bears only a closed tight bud" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B22.png" + }, + "hidden_state": { + "variable": "heal_route", + "A": "PATIENT", + "B": "PLANT", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the heal_route is PATIENT, a large green glowing aura surrounds the patient; if it is PLANT, the plant opens one large white flower.", + "precondition": "heal_route == 'PATIENT'", + "effect": "patient.aura = true", + "else_effect": "plant.bloomed = true", + "mapping": { + "PATIENT": "patient.aura = true", + "PLANT": "plant.bloomed = true" + } + }, + "shared_action": "The healer raises the healing staff and releases one clearly visible pulse of energy.", + "instruction": "Preserve the first frame. heal_route = PATIENT, so the resolved rule is: a large green glowing aura surrounds the patient. Action: The healer raises the healing staff and releases one clearly visible pulse of energy. 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 potted plant bears one large open white flower. Instead, the potted plant bears only a closed tight bud throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "patient": { + "aura": false + }, + "plant": { + "bloomed": false + }, + "heal_route": "PATIENT" + }, + "gold_end_state": { + "patient.aura": true, + "plant.bloomed": false + }, + "delta": { + "patient.aura": true + }, + "visual_vocab": { + "patient.aura": { + "false": "the patient stands with no glow around them", + "true": "the patient is surrounded by a large bright green glowing aura" + }, + "plant.bloomed": { + "false": "the potted plant bears only a closed tight bud", + "true": "the potted plant bears one large open white flower" + } + }, + "gold_A": "a large green glowing aura surrounds the patient", + "gold_B": "the plant opens one large white flower", + "terminal_visual_states": { + "occurs": { + "variable": "patient.aura", + "value": true, + "phrase": "the patient is surrounded by a large bright green glowing aura", + "judge_label": "a green aura on the patient", + "in_final_frame": true + }, + "not_occurs": { + "variable": "plant.bloomed", + "value": true, + "phrase": "the potted plant bears one large open white flower", + "judge_label": "a white flower on the plant", + "in_final_frame": false, + "instead_remains": "the potted plant bears only a closed tight bud" + } + }, + "prompt_ok": [ + "PATIENT", + "PLANT" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that a healer with a staff stands near a patient?", + "statement": "a healer with a staff stands near a patient", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the potted plant has only a closed bud?", + "statement": "the potted plant has only a closed bud", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the healer release one visible pulse of light from the staff?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the patient have a green aura, or a white flower on the plant?", + "answers": [ + "a green aura on the patient", + "a white flower on the plant", + "unclear" + ], + "expected": "a green aura on the patient", + "not_expected": "a white flower on the plant" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B22/case_B.json b/data/cases/B22/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..12bc27775309bd7ffe583381ff4befdb3bfa2bc6 --- /dev/null +++ b/data/cases/B22/case_B.json @@ -0,0 +1,139 @@ +{ + "id": "B22-B", + "counterpart": "B22-A", + "genre": "healer", + "interaction_family": "trigger_cast", + "initial_scene": { + "description": "a bright infirmary room, a patient standing by a bed, and a potted plant beside the window bearing only a closed bud exactly two people, both fully visible and large in the frame: a healer in white robes standing at arm's length holding a healing staff, and a patient standing calmly facing the healer", + "third_person_player": true, + "player_pose_and_item": "exactly two people, both fully visible and large in the frame: a healer in white robes standing at arm's length holding a healing staff, and a patient standing calmly facing the healer", + "action_target": "the healer's staff pulse", + "other_key_objects": [ + "patient", + "potted_plant" + ], + "shared_visual_state": [ + "the patient stands with no glow around them", + "the potted plant bears only a closed tight bud" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B22.png" + }, + "hidden_state": { + "variable": "heal_route", + "A": "PATIENT", + "B": "PLANT", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the heal_route is PATIENT, a large green glowing aura surrounds the patient; if it is PLANT, the plant opens one large white flower.", + "precondition": "heal_route == 'PATIENT'", + "effect": "patient.aura = true", + "else_effect": "plant.bloomed = true", + "mapping": { + "PATIENT": "patient.aura = true", + "PLANT": "plant.bloomed = true" + } + }, + "shared_action": "The healer raises the healing staff and releases one clearly visible pulse of energy.", + "instruction": "Preserve the first frame. heal_route = PLANT, so the resolved rule is: the plant opens one large white flower. Action: The healer raises the healing staff and releases one clearly visible pulse of energy. Show the action, then exactly this consequence: the plant opens one large white flower The counter-outcome must NOT happen at any point: the patient is surrounded by a large bright green glowing aura. Instead, the patient stands 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.", + "initial_state": { + "patient": { + "aura": false + }, + "plant": { + "bloomed": false + }, + "heal_route": "PLANT" + }, + "gold_end_state": { + "patient.aura": false, + "plant.bloomed": true + }, + "delta": { + "plant.bloomed": true + }, + "visual_vocab": { + "patient.aura": { + "false": "the patient stands with no glow around them", + "true": "the patient is surrounded by a large bright green glowing aura" + }, + "plant.bloomed": { + "false": "the potted plant bears only a closed tight bud", + "true": "the potted plant bears one large open white flower" + } + }, + "gold_A": "a large green glowing aura surrounds the patient", + "gold_B": "the plant opens one large white flower", + "terminal_visual_states": { + "occurs": { + "variable": "plant.bloomed", + "value": true, + "phrase": "the potted plant bears one large open white flower", + "judge_label": "a white flower on the plant", + "in_final_frame": true + }, + "not_occurs": { + "variable": "patient.aura", + "value": true, + "phrase": "the patient is surrounded by a large bright green glowing aura", + "judge_label": "a green aura on the patient", + "in_final_frame": false, + "instead_remains": "the patient stands with no glow around them" + } + }, + "prompt_ok": [ + "PATIENT", + "PLANT" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that a healer with a staff stands near a patient?", + "statement": "a healer with a staff stands near a patient", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the potted plant has only a closed bud?", + "statement": "the potted plant has only a closed bud", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the healer release one visible pulse of light from the staff?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the patient have a green aura, or a white flower on the plant?", + "answers": [ + "a green aura on the patient", + "a white flower on the plant", + "unclear" + ], + "expected": "a white flower on the plant", + "not_expected": "a green aura on the patient" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B22/input.png b/data/cases/B22/input.png new file mode 100644 index 0000000000000000000000000000000000000000..ce8217d5379602a860dec93a883277da26b33d38 --- /dev/null +++ b/data/cases/B22/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:0a12e15a5f9df8978ca922c90abd7f3ff958340fe946daea11e5b58282e2a5dd +size 1083535 diff --git a/data/cases/B23/card_A.txt b/data/cases/B23/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..852e9fec2f0b6ebd5a2e137d835a14874272209c --- /dev/null +++ b/data/cases/B23/card_A.txt @@ -0,0 +1,42 @@ +[B23-A] genre: survival family: trigger_cast counterpart: B23-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: survival_mode = LOG (runtime only, not visible in the frame) +rule: If the survival_mode is LOG, the stump splits into two halves; if it is FIRE, the campfire behind bursts into tall flames. +shared action: The player stays in place and performs one clear downward axe swing. +instruction: Preserve the first frame. survival_mode = LOG, so the resolved rule is: the stump splits into two halves. Action: The player stays in place and performs one clear downward axe swing. Show the action, then exactly this consequence: the stump splits into two halves 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the stump splits into two halves +gold_B: the campfire behind bursts into tall flames +gold_end_state (this twin): stump.state=split; fire.lit=false +delta (this twin): stump.state=split + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the large wood stump is split into two halves [stump.state=split] + not_occurs (final frame: NO) : the campfire burns with tall bright flames [fire.lit=true] + instead remains: the campfire ring holds only pale grey cold ash and charred black logs +outcome not_expected: the campfire burns + +── Judges ── +initial questions: + Q: Is it true that the player stands beside a whole wood stump with an axe? answers=['yes', 'no'] expected=yes + Q: Is it true that the campfire ring holds only cold ash? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player perform one clear downward axe swing? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the stump split, or the campfire burning? answers=['the stump is split', 'the campfire burns', 'unclear'] expected=the stump is split + +── Visual vocab (for auditing the shared first frame) ── + - the large wood stump is whole, a single solid round log + - the large wood stump is split into two halves + - the campfire ring holds only pale grey cold ash and charred black logs + - the campfire burns with tall bright flames + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B23-A(生存/trigger_cast):hidden survival_mode=LOG → gold [A 支线] the stump splits into two halves;终态: 发生「the large wood stump is split into two halves」且不发生「the campfire burns with tall bright flames」;outcome 判定期望: the stump is split diff --git a/data/cases/B23/card_B.txt b/data/cases/B23/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..792c654ba927eb69ad03081957b526672f2aae1d --- /dev/null +++ b/data/cases/B23/card_B.txt @@ -0,0 +1,42 @@ +[B23-B] genre: survival family: trigger_cast counterpart: B23-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: survival_mode = FIRE (runtime only, not visible in the frame) +rule: If the survival_mode is LOG, the stump splits into two halves; if it is FIRE, the campfire behind bursts into tall flames. +shared action: The player stays in place and performs one clear downward axe swing. +instruction: Preserve the first frame. survival_mode = FIRE, so the resolved rule is: the campfire behind bursts into tall flames. Action: The player stays in place and performs one clear downward axe swing. Show the action, then exactly this consequence: the campfire behind bursts into tall flames The counter-outcome must NOT happen at any point: the large wood stump is split into two halves. Instead, the large wood stump is whole, a single solid round log 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the stump splits into two halves +gold_B: the campfire behind bursts into tall flames +gold_end_state (this twin): stump.state=whole; fire.lit=true +delta (this twin): fire.lit=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the campfire burns with tall bright flames [fire.lit=true] + not_occurs (final frame: NO) : the large wood stump is split into two halves [stump.state=split] + instead remains: the large wood stump is whole, a single solid round log +outcome not_expected: the stump is split + +── Judges ── +initial questions: + Q: Is it true that the player stands beside a whole wood stump with an axe? answers=['yes', 'no'] expected=yes + Q: Is it true that the campfire ring holds only cold ash? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player perform one clear downward axe swing? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the stump split, or the campfire burning? answers=['the stump is split', 'the campfire burns', 'unclear'] expected=the campfire burns + +── Visual vocab (for auditing the shared first frame) ── + - the large wood stump is whole, a single solid round log + - the large wood stump is split into two halves + - the campfire ring holds only pale grey cold ash and charred black logs + - the campfire burns with tall bright flames + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B23-B(生存/trigger_cast):hidden survival_mode=FIRE → gold [B 支线] the campfire behind bursts into tall flames;终态: 发生「the campfire burns with tall bright flames」且不发生「the large wood stump is split into two halves」;outcome 判定期望: the campfire burns diff --git a/data/cases/B23/case_A.json b/data/cases/B23/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..f568cb0090742166f2adf26538c8b87319c94458 --- /dev/null +++ b/data/cases/B23/case_A.json @@ -0,0 +1,138 @@ +{ + "id": "B23-A", + "counterpart": "B23-B", + "genre": "survival", + "interaction_family": "trigger_cast", + "initial_scene": { + "description": "a forest clearing in grey afternoon light, a large whole wood stump at the center, and a stone campfire ring with pale grey cold ash behind it a single woodsman seen in third person from behind, standing in place beside the stump with an axe held ready", + "third_person_player": true, + "player_pose_and_item": "a single woodsman seen in third person from behind, standing in place beside the stump with an axe held ready", + "action_target": "the player's axe swing", + "other_key_objects": [ + "wood_stump", + "campfire_ring" + ], + "shared_visual_state": [ + "the large wood stump is whole, a single solid round log", + "the campfire ring holds only pale grey cold ash and charred black logs" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B23.png" + }, + "hidden_state": { + "variable": "survival_mode", + "A": "LOG", + "B": "FIRE", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the survival_mode is LOG, the stump splits into two halves; if it is FIRE, the campfire behind bursts into tall flames.", + "precondition": "survival_mode == 'LOG'", + "effect": "stump.state = 'split'", + "else_effect": "fire.lit = true", + "mapping": { + "LOG": "stump.state = 'split'", + "FIRE": "fire.lit = true" + } + }, + "shared_action": "The player stays in place and performs one clear downward axe swing.", + "instruction": "Preserve the first frame. survival_mode = LOG, so the resolved rule is: the stump splits into two halves. Action: The player stays in place and performs one clear downward axe swing. Show the action, then exactly this consequence: the stump splits into two halves 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.", + "initial_state": { + "stump": { + "state": "whole" + }, + "fire": { + "lit": false + }, + "survival_mode": "LOG" + }, + "gold_end_state": { + "stump.state": "split", + "fire.lit": false + }, + "delta": { + "stump.state": "split" + }, + "visual_vocab": { + "stump.state": { + "whole": "the large wood stump is whole, a single solid round log", + "split": "the large wood stump is split into two halves" + }, + "fire.lit": { + "false": "the campfire ring holds only pale grey cold ash and charred black logs", + "true": "the campfire burns with tall bright flames" + } + }, + "gold_A": "the stump splits into two halves", + "gold_B": "the campfire behind bursts into tall flames", + "terminal_visual_states": { + "occurs": { + "variable": "stump.state", + "value": "split", + "phrase": "the large wood stump is split into two halves", + "judge_label": "the stump is split", + "in_final_frame": true + }, + "not_occurs": { + "variable": "fire.lit", + "value": true, + "phrase": "the campfire burns with tall bright flames", + "judge_label": "the campfire burns", + "in_final_frame": false, + "instead_remains": "the campfire ring holds only pale grey cold ash and charred black logs" + } + }, + "prompt_ok": [ + "LOG" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands beside a whole wood stump with an axe?", + "statement": "the player stands beside a whole wood stump with an axe", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the campfire ring holds only cold ash?", + "statement": "the campfire ring holds only cold ash", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player perform one clear downward axe swing?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the stump split, or the campfire burning?", + "answers": [ + "the stump is split", + "the campfire burns", + "unclear" + ], + "expected": "the stump is split", + "not_expected": "the campfire burns" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B23/case_B.json b/data/cases/B23/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..773f4b115f9ee8aed16a94fd9374fc330a0692b2 --- /dev/null +++ b/data/cases/B23/case_B.json @@ -0,0 +1,138 @@ +{ + "id": "B23-B", + "counterpart": "B23-A", + "genre": "survival", + "interaction_family": "trigger_cast", + "initial_scene": { + "description": "a forest clearing in grey afternoon light, a large whole wood stump at the center, and a stone campfire ring with pale grey cold ash behind it a single woodsman seen in third person from behind, standing in place beside the stump with an axe held ready", + "third_person_player": true, + "player_pose_and_item": "a single woodsman seen in third person from behind, standing in place beside the stump with an axe held ready", + "action_target": "the player's axe swing", + "other_key_objects": [ + "wood_stump", + "campfire_ring" + ], + "shared_visual_state": [ + "the large wood stump is whole, a single solid round log", + "the campfire ring holds only pale grey cold ash and charred black logs" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B23.png" + }, + "hidden_state": { + "variable": "survival_mode", + "A": "LOG", + "B": "FIRE", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the survival_mode is LOG, the stump splits into two halves; if it is FIRE, the campfire behind bursts into tall flames.", + "precondition": "survival_mode == 'LOG'", + "effect": "stump.state = 'split'", + "else_effect": "fire.lit = true", + "mapping": { + "LOG": "stump.state = 'split'", + "FIRE": "fire.lit = true" + } + }, + "shared_action": "The player stays in place and performs one clear downward axe swing.", + "instruction": "Preserve the first frame. survival_mode = FIRE, so the resolved rule is: the campfire behind bursts into tall flames. Action: The player stays in place and performs one clear downward axe swing. Show the action, then exactly this consequence: the campfire behind bursts into tall flames The counter-outcome must NOT happen at any point: the large wood stump is split into two halves. Instead, the large wood stump is whole, a single solid round log throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "stump": { + "state": "whole" + }, + "fire": { + "lit": false + }, + "survival_mode": "FIRE" + }, + "gold_end_state": { + "stump.state": "whole", + "fire.lit": true + }, + "delta": { + "fire.lit": true + }, + "visual_vocab": { + "stump.state": { + "whole": "the large wood stump is whole, a single solid round log", + "split": "the large wood stump is split into two halves" + }, + "fire.lit": { + "false": "the campfire ring holds only pale grey cold ash and charred black logs", + "true": "the campfire burns with tall bright flames" + } + }, + "gold_A": "the stump splits into two halves", + "gold_B": "the campfire behind bursts into tall flames", + "terminal_visual_states": { + "occurs": { + "variable": "fire.lit", + "value": true, + "phrase": "the campfire burns with tall bright flames", + "judge_label": "the campfire burns", + "in_final_frame": true + }, + "not_occurs": { + "variable": "stump.state", + "value": "split", + "phrase": "the large wood stump is split into two halves", + "judge_label": "the stump is split", + "in_final_frame": false, + "instead_remains": "the large wood stump is whole, a single solid round log" + } + }, + "prompt_ok": [ + "LOG" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands beside a whole wood stump with an axe?", + "statement": "the player stands beside a whole wood stump with an axe", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the campfire ring holds only cold ash?", + "statement": "the campfire ring holds only cold ash", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player perform one clear downward axe swing?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the stump split, or the campfire burning?", + "answers": [ + "the stump is split", + "the campfire burns", + "unclear" + ], + "expected": "the campfire burns", + "not_expected": "the stump is split" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B23/input.png b/data/cases/B23/input.png new file mode 100644 index 0000000000000000000000000000000000000000..e60d3840f4aef6f34ed3d0b2b65c6d08f3055b33 --- /dev/null +++ b/data/cases/B23/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:44db4c42621ad14961e2e215c5934a59d357fd94492f9604a0f163f752d9a633 +size 1456320 diff --git a/data/cases/B24/card_A.txt b/data/cases/B24/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..764de5972f61152a78fdfd7dc5c4bef1a9d827fa --- /dev/null +++ b/data/cases/B24/card_A.txt @@ -0,0 +1,42 @@ +[B24-A] genre: museum family: trigger_cast counterpart: B24-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: scan_mode = PATTERN (runtime only, not visible in the frame) +rule: If the scan_mode is PATTERN, large blue tracery covers the statue; if it is CASE, the glass case rises high and open. +shared action: The player raises the scanner toward the statue and emits one clearly visible scanning beam. +instruction: Preserve the first frame. scan_mode = PATTERN, so the resolved rule is: large blue tracery covers the statue. Action: The player raises the scanner toward the statue and emits one clearly visible scanning beam. Show the action, then exactly this consequence: large blue tracery covers the statue The counter-outcome must NOT happen at any point: the glass display case is raised high and open above its base. Instead, the glass display case sits low over its base 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: large blue tracery covers the statue +gold_B: the glass case rises high and open +gold_end_state (this twin): statue.pattern=true; case.up=false +delta (this twin): statue.pattern=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the statue surface is covered with large blue glowing tracery [statue.pattern=true] + not_occurs (final frame: NO) : the glass display case is raised high and open above its base [case.up=true] + instead remains: the glass display case sits low over its base +outcome not_expected: the case is raised open + +── Judges ── +initial questions: + Q: Is it true that the player faces the statue holding a scanner? answers=['yes', 'no'] expected=yes + Q: Is it true that the statue is plain and the case sits low? answers=['yes', 'no'] expected=yes +action question: + Q: Did a scanning beam sweep toward the statue? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the statue show blue tracery, or is the case raised open? answers=['blue tracery on the statue', 'the case is raised open', 'unclear'] expected=blue tracery on the statue + +── Visual vocab (for auditing the shared first frame) ── + - the statue surface is plain carved stone + - the statue surface is covered with large blue glowing tracery + - the glass display case sits low over its base + - the glass display case is raised high and open above its base + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B24-A(博物馆/trigger_cast):hidden scan_mode=PATTERN → gold [A 支线] large blue tracery covers the statue;终态: 发生「the statue surface is covered with large blue glowing tracery」且不发生「the glass display case is raised high and open above its base」;outcome 判定期望: blue tracery on the statue diff --git a/data/cases/B24/card_B.txt b/data/cases/B24/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..1f53c56f611b523a0ad09e9a2dac1af0e905ffe3 --- /dev/null +++ b/data/cases/B24/card_B.txt @@ -0,0 +1,42 @@ +[B24-B] genre: museum family: trigger_cast counterpart: B24-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: scan_mode = CASE (runtime only, not visible in the frame) +rule: If the scan_mode is PATTERN, large blue tracery covers the statue; if it is CASE, the glass case rises high and open. +shared action: The player raises the scanner toward the statue and emits one clearly visible scanning beam. +instruction: Preserve the first frame. scan_mode = CASE, so the resolved rule is: the glass case rises high and open. Action: The player raises the scanner toward the statue and emits one clearly visible scanning beam. Show the action, then exactly this consequence: the glass case rises high and open The counter-outcome must NOT happen at any point: the statue surface is covered with large 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: large blue tracery covers the statue +gold_B: the glass case rises high and open +gold_end_state (this twin): statue.pattern=false; case.up=true +delta (this twin): case.up=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the glass display case is raised high and open above its base [case.up=true] + not_occurs (final frame: NO) : the statue surface is covered with large blue glowing tracery [statue.pattern=true] + instead remains: the statue surface is plain carved stone +outcome not_expected: blue tracery on the statue + +── Judges ── +initial questions: + Q: Is it true that the player faces the statue holding a scanner? answers=['yes', 'no'] expected=yes + Q: Is it true that the statue is plain and the case sits low? answers=['yes', 'no'] expected=yes +action question: + Q: Did a scanning beam sweep toward the statue? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the statue show blue tracery, or is the case raised open? answers=['blue tracery on the statue', 'the case is raised open', 'unclear'] expected=the case is raised open + +── Visual vocab (for auditing the shared first frame) ── + - the statue surface is plain carved stone + - the statue surface is covered with large blue glowing tracery + - the glass display case sits low over its base + - the glass display case is raised high and open above its base + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B24-B(博物馆/trigger_cast):hidden scan_mode=CASE → gold [B 支线] the glass case rises high and open;终态: 发生「the glass display case is raised high and open above its base」且不发生「the statue surface is covered with large blue glowing tracery」;outcome 判定期望: the case is raised open diff --git a/data/cases/B24/case_A.json b/data/cases/B24/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..1653116e8c42922763f2d565df25ed67875b9358 --- /dev/null +++ b/data/cases/B24/case_A.json @@ -0,0 +1,138 @@ +{ + "id": "B24-A", + "counterpart": "B24-B", + "genre": "museum", + "interaction_family": "trigger_cast", + "initial_scene": { + "description": "a conservation hall in cool even light, a large stone statue on a plinth, and a transparent glass display case sitting low over its base beside the statue a single conservator seen in third person from behind, standing in place facing the statue, holding a handheld scanner at the side", + "third_person_player": true, + "player_pose_and_item": "a single conservator seen in third person from behind, standing in place facing the statue, holding a handheld scanner at the side", + "action_target": "the scanner beam", + "other_key_objects": [ + "stone_statue", + "glass_case" + ], + "shared_visual_state": [ + "the statue surface is plain carved stone", + "the glass display case sits low over its base" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B24.png" + }, + "hidden_state": { + "variable": "scan_mode", + "A": "PATTERN", + "B": "CASE", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the scan_mode is PATTERN, large blue tracery covers the statue; if it is CASE, the glass case rises high and open.", + "precondition": "scan_mode == 'PATTERN'", + "effect": "statue.pattern = true", + "else_effect": "case.up = true", + "mapping": { + "PATTERN": "statue.pattern = true", + "CASE": "case.up = true" + } + }, + "shared_action": "The player raises the scanner toward the statue and emits one clearly visible scanning beam.", + "instruction": "Preserve the first frame. scan_mode = PATTERN, so the resolved rule is: large blue tracery covers the statue. Action: The player raises the scanner toward the statue and emits one clearly visible scanning beam. Show the action, then exactly this consequence: large blue tracery covers the statue The counter-outcome must NOT happen at any point: the glass display case is raised high and open above its base. Instead, the glass display case sits low over its base throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "statue": { + "pattern": false + }, + "case": { + "up": false + }, + "scan_mode": "PATTERN" + }, + "gold_end_state": { + "statue.pattern": true, + "case.up": false + }, + "delta": { + "statue.pattern": true + }, + "visual_vocab": { + "statue.pattern": { + "false": "the statue surface is plain carved stone", + "true": "the statue surface is covered with large blue glowing tracery" + }, + "case.up": { + "false": "the glass display case sits low over its base", + "true": "the glass display case is raised high and open above its base" + } + }, + "gold_A": "large blue tracery covers the statue", + "gold_B": "the glass case rises high and open", + "terminal_visual_states": { + "occurs": { + "variable": "statue.pattern", + "value": true, + "phrase": "the statue surface is covered with large blue glowing tracery", + "judge_label": "blue tracery on the statue", + "in_final_frame": true + }, + "not_occurs": { + "variable": "case.up", + "value": true, + "phrase": "the glass display case is raised high and open above its base", + "judge_label": "the case is raised open", + "in_final_frame": false, + "instead_remains": "the glass display case sits low over its base" + } + }, + "prompt_ok": [ + "CASE" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player faces the statue holding a scanner?", + "statement": "the player faces the statue holding a scanner", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the statue is plain and the case sits low?", + "statement": "the statue is plain and the case sits low", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did a scanning beam sweep toward the statue?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the statue show blue tracery, or is the case raised open?", + "answers": [ + "blue tracery on the statue", + "the case is raised open", + "unclear" + ], + "expected": "blue tracery on the statue", + "not_expected": "the case is raised open" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B24/case_B.json b/data/cases/B24/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..6c6a2ac0e67c99d2435a3ea14510b81f144a2046 --- /dev/null +++ b/data/cases/B24/case_B.json @@ -0,0 +1,138 @@ +{ + "id": "B24-B", + "counterpart": "B24-A", + "genre": "museum", + "interaction_family": "trigger_cast", + "initial_scene": { + "description": "a conservation hall in cool even light, a large stone statue on a plinth, and a transparent glass display case sitting low over its base beside the statue a single conservator seen in third person from behind, standing in place facing the statue, holding a handheld scanner at the side", + "third_person_player": true, + "player_pose_and_item": "a single conservator seen in third person from behind, standing in place facing the statue, holding a handheld scanner at the side", + "action_target": "the scanner beam", + "other_key_objects": [ + "stone_statue", + "glass_case" + ], + "shared_visual_state": [ + "the statue surface is plain carved stone", + "the glass display case sits low over its base" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B24.png" + }, + "hidden_state": { + "variable": "scan_mode", + "A": "PATTERN", + "B": "CASE", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the scan_mode is PATTERN, large blue tracery covers the statue; if it is CASE, the glass case rises high and open.", + "precondition": "scan_mode == 'PATTERN'", + "effect": "statue.pattern = true", + "else_effect": "case.up = true", + "mapping": { + "PATTERN": "statue.pattern = true", + "CASE": "case.up = true" + } + }, + "shared_action": "The player raises the scanner toward the statue and emits one clearly visible scanning beam.", + "instruction": "Preserve the first frame. scan_mode = CASE, so the resolved rule is: the glass case rises high and open. Action: The player raises the scanner toward the statue and emits one clearly visible scanning beam. Show the action, then exactly this consequence: the glass case rises high and open The counter-outcome must NOT happen at any point: the statue surface is covered with large 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.", + "initial_state": { + "statue": { + "pattern": false + }, + "case": { + "up": false + }, + "scan_mode": "CASE" + }, + "gold_end_state": { + "statue.pattern": false, + "case.up": true + }, + "delta": { + "case.up": true + }, + "visual_vocab": { + "statue.pattern": { + "false": "the statue surface is plain carved stone", + "true": "the statue surface is covered with large blue glowing tracery" + }, + "case.up": { + "false": "the glass display case sits low over its base", + "true": "the glass display case is raised high and open above its base" + } + }, + "gold_A": "large blue tracery covers the statue", + "gold_B": "the glass case rises high and open", + "terminal_visual_states": { + "occurs": { + "variable": "case.up", + "value": true, + "phrase": "the glass display case is raised high and open above its base", + "judge_label": "the case is raised open", + "in_final_frame": true + }, + "not_occurs": { + "variable": "statue.pattern", + "value": true, + "phrase": "the statue surface is covered with large blue glowing tracery", + "judge_label": "blue tracery on the statue", + "in_final_frame": false, + "instead_remains": "the statue surface is plain carved stone" + } + }, + "prompt_ok": [ + "CASE" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player faces the statue holding a scanner?", + "statement": "the player faces the statue holding a scanner", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the statue is plain and the case sits low?", + "statement": "the statue is plain and the case sits low", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did a scanning beam sweep toward the statue?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the statue show blue tracery, or is the case raised open?", + "answers": [ + "blue tracery on the statue", + "the case is raised open", + "unclear" + ], + "expected": "the case is raised open", + "not_expected": "blue tracery on the statue" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B24/input.png b/data/cases/B24/input.png new file mode 100644 index 0000000000000000000000000000000000000000..d6f6b3136e32c527bf5605d88251106483eab42b --- /dev/null +++ b/data/cases/B24/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:791e4b88930fbb73e84f227516f835bfed5a8a33b98081e2eca748717a0531f3 +size 1060438 diff --git a/data/cases/B25/card_A.txt b/data/cases/B25/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..0f0adf60e58053a3b3b1a1342b3dc3adc63a804a --- /dev/null +++ b/data/cases/B25/card_A.txt @@ -0,0 +1,42 @@ +[B25-A] genre: open_world family: trigger_cast counterpart: B25-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: relic_mode = MONOLITH (runtime only, not visible in the frame) +rule: If the relic_mode is MONOLITH, the whole monolith glows strong purple; if it is TORCHES, both fire towers burst into large flames. +shared action: The player stays in place, clearly draws the bow, and releases once. +instruction: Preserve the first frame. relic_mode = MONOLITH, so the resolved rule is: the whole monolith glows strong purple. Action: The player stays in place, clearly draws the bow, and releases once. Show the action, then exactly this consequence: the whole monolith glows strong purple The counter-outcome must NOT happen at any point: both fire towers burn with large bright flames. Instead, both fire towers hold only dark cold ash 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the whole monolith glows strong purple +gold_B: both fire towers burst into large flames +gold_end_state (this twin): monolith.lit=true; towers.lit=false +delta (this twin): monolith.lit=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the whole monolith glows strong purple [monolith.lit=true] + not_occurs (final frame: NO) : both fire towers burn with large bright flames [towers.lit=true] + instead remains: both fire towers hold only dark cold ash +outcome not_expected: both towers burn + +── Judges ── +initial questions: + Q: Is it true that the player stands facing the tall monolith? answers=['yes', 'no'] expected=yes + Q: Is it true that both fire towers hold only cold ash? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player clearly draw the bow and release once? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the monolith glow purple, or do both towers burn? answers=['the monolith glows purple', 'both towers burn', 'unclear'] expected=the monolith glows purple + +── Visual vocab (for auditing the shared first frame) ── + - the tall stone monolith is plain grey rock + - the whole monolith glows strong purple + - both fire towers hold only dark cold ash + - both fire towers burn with large bright flames + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B25-A(开放世界/trigger_cast):hidden relic_mode=MONOLITH → gold [A 支线] the whole monolith glows strong purple;终态: 发生「the whole monolith glows strong purple」且不发生「both fire towers burn with large bright flames」;outcome 判定期望: the monolith glows purple diff --git a/data/cases/B25/card_B.txt b/data/cases/B25/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..1b24542ee4ba38b0b92402e69929fefa15179fcc --- /dev/null +++ b/data/cases/B25/card_B.txt @@ -0,0 +1,42 @@ +[B25-B] genre: open_world family: trigger_cast counterpart: B25-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: relic_mode = TORCHES (runtime only, not visible in the frame) +rule: If the relic_mode is MONOLITH, the whole monolith glows strong purple; if it is TORCHES, both fire towers burst into large flames. +shared action: The player stays in place, clearly draws the bow, and releases once. +instruction: Preserve the first frame. relic_mode = TORCHES, so the resolved rule is: both fire towers burst into large flames. Action: The player stays in place, clearly draws the bow, and releases once. Show the action, then exactly this consequence: both fire towers burst into large flames The counter-outcome must NOT happen at any point: the whole monolith glows strong purple. Instead, the tall stone monolith is plain grey rock 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the whole monolith glows strong purple +gold_B: both fire towers burst into large flames +gold_end_state (this twin): monolith.lit=false; towers.lit=true +delta (this twin): towers.lit=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): both fire towers burn with large bright flames [towers.lit=true] + not_occurs (final frame: NO) : the whole monolith glows strong purple [monolith.lit=true] + instead remains: the tall stone monolith is plain grey rock +outcome not_expected: the monolith glows purple + +── Judges ── +initial questions: + Q: Is it true that the player stands facing the tall monolith? answers=['yes', 'no'] expected=yes + Q: Is it true that both fire towers hold only cold ash? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player clearly draw the bow and release once? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the monolith glow purple, or do both towers burn? answers=['the monolith glows purple', 'both towers burn', 'unclear'] expected=both towers burn + +── Visual vocab (for auditing the shared first frame) ── + - the tall stone monolith is plain grey rock + - the whole monolith glows strong purple + - both fire towers hold only dark cold ash + - both fire towers burn with large bright flames + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B25-B(开放世界/trigger_cast):hidden relic_mode=TORCHES → gold [B 支线] both fire towers burst into large flames;终态: 发生「both fire towers burn with large bright flames」且不发生「the whole monolith glows strong purple」;outcome 判定期望: both towers burn diff --git a/data/cases/B25/case_A.json b/data/cases/B25/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..72c7967be8c052eb16041f9dc71e3a56cc39f7cc --- /dev/null +++ b/data/cases/B25/case_A.json @@ -0,0 +1,138 @@ +{ + "id": "B25-A", + "counterpart": "B25-B", + "genre": "open_world", + "interaction_family": "trigger_cast", + "initial_scene": { + "description": "an ancient field under a pale sky, a tall stone monolith at the center, and two fire towers flanking it holding only dark cold ash a single ranger seen in third person from behind, standing in place facing the monolith, holding an unstrung bow at the side", + "third_person_player": true, + "player_pose_and_item": "a single ranger seen in third person from behind, standing in place facing the monolith, holding an unstrung bow at the side", + "action_target": "the player's bow release", + "other_key_objects": [ + "monolith", + "fire_towers" + ], + "shared_visual_state": [ + "the tall stone monolith is plain grey rock", + "both fire towers hold only dark cold ash" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B25.png" + }, + "hidden_state": { + "variable": "relic_mode", + "A": "MONOLITH", + "B": "TORCHES", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the relic_mode is MONOLITH, the whole monolith glows strong purple; if it is TORCHES, both fire towers burst into large flames.", + "precondition": "relic_mode == 'MONOLITH'", + "effect": "monolith.lit = true", + "else_effect": "towers.lit = true", + "mapping": { + "MONOLITH": "monolith.lit = true", + "TORCHES": "towers.lit = true" + } + }, + "shared_action": "The player stays in place, clearly draws the bow, and releases once.", + "instruction": "Preserve the first frame. relic_mode = MONOLITH, so the resolved rule is: the whole monolith glows strong purple. Action: The player stays in place, clearly draws the bow, and releases once. Show the action, then exactly this consequence: the whole monolith glows strong purple The counter-outcome must NOT happen at any point: both fire towers burn with large bright flames. Instead, both fire towers hold only dark cold ash throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "monolith": { + "lit": false + }, + "towers": { + "lit": false + }, + "relic_mode": "MONOLITH" + }, + "gold_end_state": { + "monolith.lit": true, + "towers.lit": false + }, + "delta": { + "monolith.lit": true + }, + "visual_vocab": { + "monolith.lit": { + "false": "the tall stone monolith is plain grey rock", + "true": "the whole monolith glows strong purple" + }, + "towers.lit": { + "false": "both fire towers hold only dark cold ash", + "true": "both fire towers burn with large bright flames" + } + }, + "gold_A": "the whole monolith glows strong purple", + "gold_B": "both fire towers burst into large flames", + "terminal_visual_states": { + "occurs": { + "variable": "monolith.lit", + "value": true, + "phrase": "the whole monolith glows strong purple", + "judge_label": "the monolith glows purple", + "in_final_frame": true + }, + "not_occurs": { + "variable": "towers.lit", + "value": true, + "phrase": "both fire towers burn with large bright flames", + "judge_label": "both towers burn", + "in_final_frame": false, + "instead_remains": "both fire towers hold only dark cold ash" + } + }, + "prompt_ok": [ + "MONOLITH" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands facing the tall monolith?", + "statement": "the player stands facing the tall monolith", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that both fire towers hold only cold ash?", + "statement": "both fire towers hold only cold ash", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player clearly draw the bow and release once?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the monolith glow purple, or do both towers burn?", + "answers": [ + "the monolith glows purple", + "both towers burn", + "unclear" + ], + "expected": "the monolith glows purple", + "not_expected": "both towers burn" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B25/case_B.json b/data/cases/B25/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..2e494c8ed3219ca5519bd7d7b9e9e17680ef7e0f --- /dev/null +++ b/data/cases/B25/case_B.json @@ -0,0 +1,138 @@ +{ + "id": "B25-B", + "counterpart": "B25-A", + "genre": "open_world", + "interaction_family": "trigger_cast", + "initial_scene": { + "description": "an ancient field under a pale sky, a tall stone monolith at the center, and two fire towers flanking it holding only dark cold ash a single ranger seen in third person from behind, standing in place facing the monolith, holding an unstrung bow at the side", + "third_person_player": true, + "player_pose_and_item": "a single ranger seen in third person from behind, standing in place facing the monolith, holding an unstrung bow at the side", + "action_target": "the player's bow release", + "other_key_objects": [ + "monolith", + "fire_towers" + ], + "shared_visual_state": [ + "the tall stone monolith is plain grey rock", + "both fire towers hold only dark cold ash" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B25.png" + }, + "hidden_state": { + "variable": "relic_mode", + "A": "MONOLITH", + "B": "TORCHES", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the relic_mode is MONOLITH, the whole monolith glows strong purple; if it is TORCHES, both fire towers burst into large flames.", + "precondition": "relic_mode == 'MONOLITH'", + "effect": "monolith.lit = true", + "else_effect": "towers.lit = true", + "mapping": { + "MONOLITH": "monolith.lit = true", + "TORCHES": "towers.lit = true" + } + }, + "shared_action": "The player stays in place, clearly draws the bow, and releases once.", + "instruction": "Preserve the first frame. relic_mode = TORCHES, so the resolved rule is: both fire towers burst into large flames. Action: The player stays in place, clearly draws the bow, and releases once. Show the action, then exactly this consequence: both fire towers burst into large flames The counter-outcome must NOT happen at any point: the whole monolith glows strong purple. Instead, the tall stone monolith is plain grey rock throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "monolith": { + "lit": false + }, + "towers": { + "lit": false + }, + "relic_mode": "TORCHES" + }, + "gold_end_state": { + "monolith.lit": false, + "towers.lit": true + }, + "delta": { + "towers.lit": true + }, + "visual_vocab": { + "monolith.lit": { + "false": "the tall stone monolith is plain grey rock", + "true": "the whole monolith glows strong purple" + }, + "towers.lit": { + "false": "both fire towers hold only dark cold ash", + "true": "both fire towers burn with large bright flames" + } + }, + "gold_A": "the whole monolith glows strong purple", + "gold_B": "both fire towers burst into large flames", + "terminal_visual_states": { + "occurs": { + "variable": "towers.lit", + "value": true, + "phrase": "both fire towers burn with large bright flames", + "judge_label": "both towers burn", + "in_final_frame": true + }, + "not_occurs": { + "variable": "monolith.lit", + "value": true, + "phrase": "the whole monolith glows strong purple", + "judge_label": "the monolith glows purple", + "in_final_frame": false, + "instead_remains": "the tall stone monolith is plain grey rock" + } + }, + "prompt_ok": [ + "MONOLITH" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands facing the tall monolith?", + "statement": "the player stands facing the tall monolith", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that both fire towers hold only cold ash?", + "statement": "both fire towers hold only cold ash", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player clearly draw the bow and release once?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the monolith glow purple, or do both towers burn?", + "answers": [ + "the monolith glows purple", + "both towers burn", + "unclear" + ], + "expected": "both towers burn", + "not_expected": "the monolith glows purple" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B25/input.png b/data/cases/B25/input.png new file mode 100644 index 0000000000000000000000000000000000000000..5e6944ce756d73d55bdd84a54d937cc385ea4638 --- /dev/null +++ b/data/cases/B25/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:db06256a58ac0ae592d3f036cd34e9ad76053842833182dff0efa0ac5dedb04b +size 1225602 diff --git a/data/cases/B26/card_A.txt b/data/cases/B26/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..d279ec84696870ccabf32ce137d217060e84c40b --- /dev/null +++ b/data/cases/B26/card_A.txt @@ -0,0 +1,42 @@ +[B26-A] genre: stealth family: trigger_gesture counterpart: B26-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: security_mode = GUARD (runtime only, not visible in the frame) +rule: If the security_mode is GUARD, the guard walks up to the near foreground; if it is ALARM, the alarm lamp flashes bright red. +shared action: The player stays behind the cover and performs one clear whistling gesture. +instruction: Preserve the first frame. security_mode = GUARD, so the resolved rule is: the guard walks up to the near foreground. Action: The player stays behind the cover and performs one clear whistling gesture. Show the action, then exactly this consequence: the guard walks up to the near foreground The counter-outcome must NOT happen at any point: the large alarm lamp flashes bright red. Instead, the large alarm lamp is dark with a dead lens throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the guard walks up to the near foreground +gold_B: the alarm lamp flashes bright red +gold_end_state (this twin): guard.near=true; alarm.red=false +delta (this twin): guard.near=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the guard stands in the near foreground beside the cover [guard.near=true] + not_occurs (final frame: NO) : the large alarm lamp flashes bright red [alarm.red=true] + instead remains: the large alarm lamp is dark with a dead lens +outcome not_expected: the alarm flashes red + +── Judges ── +initial questions: + Q: Is it true that the player crouches beside a cover with a guard visible at mid-distance? answers=['yes', 'no'] expected=yes + Q: Is it true that the alarm lamp is unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player perform one clear whistling gesture? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the guard in the foreground, or the alarm lamp flashing red? answers=['the guard is in the foreground', 'the alarm flashes red', 'unclear'] expected=the guard is in the foreground + +── Visual vocab (for auditing the shared first frame) ── + - the guard stands at mid-distance across the yard, full-body visible + - the guard stands in the near foreground beside the cover + - the large alarm lamp is dark with a dead lens + - the large alarm lamp flashes bright red + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B26-A(潜行/trigger_gesture):hidden security_mode=GUARD → gold [A 支线] the guard walks up to the near foreground;终态: 发生「the guard stands in the near foreground beside the cover」且不发生「the large alarm lamp flashes bright red」;outcome 判定期望: the guard is in the foreground diff --git a/data/cases/B26/card_B.txt b/data/cases/B26/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..743922102b12dbcf23208de501451cd6e653c766 --- /dev/null +++ b/data/cases/B26/card_B.txt @@ -0,0 +1,42 @@ +[B26-B] genre: stealth family: trigger_gesture counterpart: B26-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: security_mode = ALARM (runtime only, not visible in the frame) +rule: If the security_mode is GUARD, the guard walks up to the near foreground; if it is ALARM, the alarm lamp flashes bright red. +shared action: The player stays behind the cover and performs one clear whistling gesture. +instruction: Preserve the first frame. security_mode = ALARM, so the resolved rule is: the alarm lamp flashes bright red. Action: The player stays behind the cover and performs one clear whistling gesture. Show the action, then exactly this consequence: the alarm lamp flashes bright red The counter-outcome must NOT happen at any point: the guard stands in the near foreground beside the cover. Instead, the guard stands at mid-distance across the yard, full-body visible 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the guard walks up to the near foreground +gold_B: the alarm lamp flashes bright red +gold_end_state (this twin): guard.near=false; alarm.red=true +delta (this twin): alarm.red=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the large alarm lamp flashes bright red [alarm.red=true] + not_occurs (final frame: NO) : the guard stands in the near foreground beside the cover [guard.near=true] + instead remains: the guard stands at mid-distance across the yard, full-body visible +outcome not_expected: the guard is in the foreground + +── Judges ── +initial questions: + Q: Is it true that the player crouches beside a cover with a guard visible at mid-distance? answers=['yes', 'no'] expected=yes + Q: Is it true that the alarm lamp is unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player perform one clear whistling gesture? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the guard in the foreground, or the alarm lamp flashing red? answers=['the guard is in the foreground', 'the alarm flashes red', 'unclear'] expected=the alarm flashes red + +── Visual vocab (for auditing the shared first frame) ── + - the guard stands at mid-distance across the yard, full-body visible + - the guard stands in the near foreground beside the cover + - the large alarm lamp is dark with a dead lens + - the large alarm lamp flashes bright red + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B26-B(潜行/trigger_gesture):hidden security_mode=ALARM → gold [B 支线] the alarm lamp flashes bright red;终态: 发生「the large alarm lamp flashes bright red」且不发生「the guard stands in the near foreground beside the cover」;outcome 判定期望: the alarm flashes red diff --git a/data/cases/B26/case_A.json b/data/cases/B26/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..bdd8d978015348e15072f30a55ebcfb3a323fca0 --- /dev/null +++ b/data/cases/B26/case_A.json @@ -0,0 +1,140 @@ +{ + "id": "B26-A", + "counterpart": "B26-B", + "genre": "stealth", + "interaction_family": "trigger_gesture", + "initial_scene": { + "description": "a guarded courtyard in cold blue-grey light, a low cover crate beside the player, a guard standing at mid-distance across the yard full-body and clearly visible head to toe, and a large alarm lamp high on the wall with a dark dead lens exactly two people, both fully visible and large in the frame: the player crouched in place beside the cover, and a guard standing at mid-distance across the yard, full-body and clearly visible head to toe", + "third_person_player": true, + "player_pose_and_item": "exactly two people, both fully visible and large in the frame: the player crouched in place beside the cover, and a guard standing at mid-distance across the yard, full-body and clearly visible head to toe", + "action_target": "the player's whistle gesture", + "other_key_objects": [ + "cover_crate", + "guard", + "alarm_lamp" + ], + "shared_visual_state": [ + "the guard stands at mid-distance across the yard, full-body visible", + "the large alarm lamp is dark with a dead lens" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B26.png" + }, + "hidden_state": { + "variable": "security_mode", + "A": "GUARD", + "B": "ALARM", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the security_mode is GUARD, the guard walks up to the near foreground; if it is ALARM, the alarm lamp flashes bright red.", + "precondition": "security_mode == 'GUARD'", + "effect": "guard.near = true", + "else_effect": "alarm.red = true", + "mapping": { + "GUARD": "guard.near = true", + "ALARM": "alarm.red = true" + } + }, + "shared_action": "The player stays behind the cover and performs one clear whistling gesture.", + "instruction": "Preserve the first frame. security_mode = GUARD, so the resolved rule is: the guard walks up to the near foreground. Action: The player stays behind the cover and performs one clear whistling gesture. Show the action, then exactly this consequence: the guard walks up to the near foreground The counter-outcome must NOT happen at any point: the large alarm lamp flashes bright red. Instead, the large alarm lamp is dark with a dead lens throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "guard": { + "near": false + }, + "alarm": { + "red": false + }, + "security_mode": "GUARD" + }, + "gold_end_state": { + "guard.near": true, + "alarm.red": false + }, + "delta": { + "guard.near": true + }, + "visual_vocab": { + "guard.near": { + "false": "the guard stands at mid-distance across the yard, full-body visible", + "true": "the guard stands in the near foreground beside the cover" + }, + "alarm.red": { + "false": "the large alarm lamp is dark with a dead lens", + "true": "the large alarm lamp flashes bright red" + } + }, + "gold_A": "the guard walks up to the near foreground", + "gold_B": "the alarm lamp flashes bright red", + "terminal_visual_states": { + "occurs": { + "variable": "guard.near", + "value": true, + "phrase": "the guard stands in the near foreground beside the cover", + "judge_label": "the guard is in the foreground", + "in_final_frame": true + }, + "not_occurs": { + "variable": "alarm.red", + "value": true, + "phrase": "the large alarm lamp flashes bright red", + "judge_label": "the alarm flashes red", + "in_final_frame": false, + "instead_remains": "the large alarm lamp is dark with a dead lens" + } + }, + "prompt_ok": [ + "GUARD", + "ALARM" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player crouches beside a cover with a guard visible at mid-distance?", + "statement": "the player crouches beside a cover with a guard visible at mid-distance", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the alarm lamp is unlit?", + "statement": "the alarm lamp is unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player perform one clear whistling gesture?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the guard in the foreground, or the alarm lamp flashing red?", + "answers": [ + "the guard is in the foreground", + "the alarm flashes red", + "unclear" + ], + "expected": "the guard is in the foreground", + "not_expected": "the alarm flashes red" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B26/case_B.json b/data/cases/B26/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..eb27f1e21c5477fd3ec9cb0d25471b4ae2c1af35 --- /dev/null +++ b/data/cases/B26/case_B.json @@ -0,0 +1,140 @@ +{ + "id": "B26-B", + "counterpart": "B26-A", + "genre": "stealth", + "interaction_family": "trigger_gesture", + "initial_scene": { + "description": "a guarded courtyard in cold blue-grey light, a low cover crate beside the player, a guard standing at mid-distance across the yard full-body and clearly visible head to toe, and a large alarm lamp high on the wall with a dark dead lens exactly two people, both fully visible and large in the frame: the player crouched in place beside the cover, and a guard standing at mid-distance across the yard, full-body and clearly visible head to toe", + "third_person_player": true, + "player_pose_and_item": "exactly two people, both fully visible and large in the frame: the player crouched in place beside the cover, and a guard standing at mid-distance across the yard, full-body and clearly visible head to toe", + "action_target": "the player's whistle gesture", + "other_key_objects": [ + "cover_crate", + "guard", + "alarm_lamp" + ], + "shared_visual_state": [ + "the guard stands at mid-distance across the yard, full-body visible", + "the large alarm lamp is dark with a dead lens" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B26.png" + }, + "hidden_state": { + "variable": "security_mode", + "A": "GUARD", + "B": "ALARM", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the security_mode is GUARD, the guard walks up to the near foreground; if it is ALARM, the alarm lamp flashes bright red.", + "precondition": "security_mode == 'GUARD'", + "effect": "guard.near = true", + "else_effect": "alarm.red = true", + "mapping": { + "GUARD": "guard.near = true", + "ALARM": "alarm.red = true" + } + }, + "shared_action": "The player stays behind the cover and performs one clear whistling gesture.", + "instruction": "Preserve the first frame. security_mode = ALARM, so the resolved rule is: the alarm lamp flashes bright red. Action: The player stays behind the cover and performs one clear whistling gesture. Show the action, then exactly this consequence: the alarm lamp flashes bright red The counter-outcome must NOT happen at any point: the guard stands in the near foreground beside the cover. Instead, the guard stands at mid-distance across the yard, full-body visible throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "guard": { + "near": false + }, + "alarm": { + "red": false + }, + "security_mode": "ALARM" + }, + "gold_end_state": { + "guard.near": false, + "alarm.red": true + }, + "delta": { + "alarm.red": true + }, + "visual_vocab": { + "guard.near": { + "false": "the guard stands at mid-distance across the yard, full-body visible", + "true": "the guard stands in the near foreground beside the cover" + }, + "alarm.red": { + "false": "the large alarm lamp is dark with a dead lens", + "true": "the large alarm lamp flashes bright red" + } + }, + "gold_A": "the guard walks up to the near foreground", + "gold_B": "the alarm lamp flashes bright red", + "terminal_visual_states": { + "occurs": { + "variable": "alarm.red", + "value": true, + "phrase": "the large alarm lamp flashes bright red", + "judge_label": "the alarm flashes red", + "in_final_frame": true + }, + "not_occurs": { + "variable": "guard.near", + "value": true, + "phrase": "the guard stands in the near foreground beside the cover", + "judge_label": "the guard is in the foreground", + "in_final_frame": false, + "instead_remains": "the guard stands at mid-distance across the yard, full-body visible" + } + }, + "prompt_ok": [ + "GUARD", + "ALARM" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player crouches beside a cover with a guard visible at mid-distance?", + "statement": "the player crouches beside a cover with a guard visible at mid-distance", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the alarm lamp is unlit?", + "statement": "the alarm lamp is unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player perform one clear whistling gesture?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the guard in the foreground, or the alarm lamp flashing red?", + "answers": [ + "the guard is in the foreground", + "the alarm flashes red", + "unclear" + ], + "expected": "the alarm flashes red", + "not_expected": "the guard is in the foreground" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B26/input.png b/data/cases/B26/input.png new file mode 100644 index 0000000000000000000000000000000000000000..cc079cd82b201269ff6c208826b0b2b5294d986e --- /dev/null +++ b/data/cases/B26/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:c90eed8b56466e5d2d8df5a544cf29c4a03b7f37031e7d368bbf2160ed82a530 +size 1312821 diff --git a/data/cases/B27/card_A.txt b/data/cases/B27/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..11ce5d76dd14db0001c77f467c27764d9c4113b0 --- /dev/null +++ b/data/cases/B27/card_A.txt @@ -0,0 +1,42 @@ +[B27-A] genre: ranch family: trigger_gesture counterpart: B27-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: whistle_mode = HERD (runtime only, not visible in the frame) +rule: If the whistle_mode is HERD, the two sheep come to stand close beside the player; if it is BARN, the big barn door swings wide open. +shared action: The player stays in place and performs one clear whistling gesture. +instruction: Preserve the first frame. whistle_mode = HERD, so the resolved rule is: the two sheep come to stand close beside the player. Action: The player stays in place and performs one clear whistling gesture. Show the action, then exactly this consequence: the two sheep come to stand close beside the player The counter-outcome must NOT happen at any point: the big barn door is wide open. Instead, the big barn door is shut throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the two sheep come to stand close beside the player +gold_B: the big barn door swings wide open +gold_end_state (this twin): sheep.near=true; barn.open=false +delta (this twin): sheep.near=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the two sheep stand close beside the player [sheep.near=true] + not_occurs (final frame: NO) : the big barn door is wide open [barn.open=true] + instead remains: the big barn door is shut +outcome not_expected: the barn door is open + +── Judges ── +initial questions: + Q: Is it true that the player stands at the pasture center? answers=['yes', 'no'] expected=yes + Q: Is it true that the sheep are far away and the barn door is shut? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player perform one clear whistling gesture? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, are the sheep close to the player, or the barn door open? answers=['the sheep are close', 'the barn door is open', 'unclear'] expected=the sheep are close + +── Visual vocab (for auditing the shared first frame) ── + - the two sheep graze far away across the pasture + - the two sheep stand close beside the player + - the big barn door is shut + - the big barn door is wide open + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B27-A(牧场/trigger_gesture):hidden whistle_mode=HERD → gold [A 支线] the two sheep come to stand close beside the player;终态: 发生「the two sheep stand close beside the player」且不发生「the big barn door is wide open」;outcome 判定期望: the sheep are close diff --git a/data/cases/B27/card_B.txt b/data/cases/B27/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..b145d18b6ccb9055b65ba12375ab84814a9d6f1f --- /dev/null +++ b/data/cases/B27/card_B.txt @@ -0,0 +1,42 @@ +[B27-B] genre: ranch family: trigger_gesture counterpart: B27-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: whistle_mode = BARN (runtime only, not visible in the frame) +rule: If the whistle_mode is HERD, the two sheep come to stand close beside the player; if it is BARN, the big barn door swings wide open. +shared action: The player stays in place and performs one clear whistling gesture. +instruction: Preserve the first frame. whistle_mode = BARN, so the resolved rule is: the big barn door swings wide open. Action: The player stays in place and performs one clear whistling gesture. Show the action, then exactly this consequence: the big barn door swings wide open The counter-outcome must NOT happen at any point: the two sheep stand close beside the player. Instead, the two sheep graze far away across the pasture 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the two sheep come to stand close beside the player +gold_B: the big barn door swings wide open +gold_end_state (this twin): sheep.near=false; barn.open=true +delta (this twin): barn.open=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the big barn door is wide open [barn.open=true] + not_occurs (final frame: NO) : the two sheep stand close beside the player [sheep.near=true] + instead remains: the two sheep graze far away across the pasture +outcome not_expected: the sheep are close + +── Judges ── +initial questions: + Q: Is it true that the player stands at the pasture center? answers=['yes', 'no'] expected=yes + Q: Is it true that the sheep are far away and the barn door is shut? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player perform one clear whistling gesture? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, are the sheep close to the player, or the barn door open? answers=['the sheep are close', 'the barn door is open', 'unclear'] expected=the barn door is open + +── Visual vocab (for auditing the shared first frame) ── + - the two sheep graze far away across the pasture + - the two sheep stand close beside the player + - the big barn door is shut + - the big barn door is wide open + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B27-B(牧场/trigger_gesture):hidden whistle_mode=BARN → gold [B 支线] the big barn door swings wide open;终态: 发生「the big barn door is wide open」且不发生「the two sheep stand close beside the player」;outcome 判定期望: the barn door is open diff --git a/data/cases/B27/case_A.json b/data/cases/B27/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..0bfd49e3feedc22e6673a1bbd1023be9d6af702f --- /dev/null +++ b/data/cases/B27/case_A.json @@ -0,0 +1,138 @@ +{ + "id": "B27-A", + "counterpart": "B27-B", + "genre": "ranch", + "interaction_family": "trigger_gesture", + "initial_scene": { + "description": "a ranch pasture in flat daylight, the player at the center, two sheep grazing far away, and a big barn door shut a single rancher seen in third person from behind, standing in place at the pasture center with a hand at the mouth", + "third_person_player": true, + "player_pose_and_item": "a single rancher seen in third person from behind, standing in place at the pasture center with a hand at the mouth", + "action_target": "the player's whistle gesture", + "other_key_objects": [ + "sheep", + "barn_door" + ], + "shared_visual_state": [ + "the two sheep graze far away across the pasture", + "the big barn door is shut" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B27.png" + }, + "hidden_state": { + "variable": "whistle_mode", + "A": "HERD", + "B": "BARN", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the whistle_mode is HERD, the two sheep come to stand close beside the player; if it is BARN, the big barn door swings wide open.", + "precondition": "whistle_mode == 'HERD'", + "effect": "sheep.near = true", + "else_effect": "barn.open = true", + "mapping": { + "HERD": "sheep.near = true", + "BARN": "barn.open = true" + } + }, + "shared_action": "The player stays in place and performs one clear whistling gesture.", + "instruction": "Preserve the first frame. whistle_mode = HERD, so the resolved rule is: the two sheep come to stand close beside the player. Action: The player stays in place and performs one clear whistling gesture. Show the action, then exactly this consequence: the two sheep come to stand close beside the player The counter-outcome must NOT happen at any point: the big barn door is wide open. Instead, the big barn door is shut throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "sheep": { + "near": false + }, + "barn": { + "open": false + }, + "whistle_mode": "HERD" + }, + "gold_end_state": { + "sheep.near": true, + "barn.open": false + }, + "delta": { + "sheep.near": true + }, + "visual_vocab": { + "sheep.near": { + "false": "the two sheep graze far away across the pasture", + "true": "the two sheep stand close beside the player" + }, + "barn.open": { + "false": "the big barn door is shut", + "true": "the big barn door is wide open" + } + }, + "gold_A": "the two sheep come to stand close beside the player", + "gold_B": "the big barn door swings wide open", + "terminal_visual_states": { + "occurs": { + "variable": "sheep.near", + "value": true, + "phrase": "the two sheep stand close beside the player", + "judge_label": "the sheep are close", + "in_final_frame": true + }, + "not_occurs": { + "variable": "barn.open", + "value": true, + "phrase": "the big barn door is wide open", + "judge_label": "the barn door is open", + "in_final_frame": false, + "instead_remains": "the big barn door is shut" + } + }, + "prompt_ok": [ + "BARN" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at the pasture center?", + "statement": "the player stands at the pasture center", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the sheep are far away and the barn door is shut?", + "statement": "the sheep are far away and the barn door is shut", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player perform one clear whistling gesture?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, are the sheep close to the player, or the barn door open?", + "answers": [ + "the sheep are close", + "the barn door is open", + "unclear" + ], + "expected": "the sheep are close", + "not_expected": "the barn door is open" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B27/case_B.json b/data/cases/B27/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..c116d2294040337d883795879e57b342cc932de7 --- /dev/null +++ b/data/cases/B27/case_B.json @@ -0,0 +1,138 @@ +{ + "id": "B27-B", + "counterpart": "B27-A", + "genre": "ranch", + "interaction_family": "trigger_gesture", + "initial_scene": { + "description": "a ranch pasture in flat daylight, the player at the center, two sheep grazing far away, and a big barn door shut a single rancher seen in third person from behind, standing in place at the pasture center with a hand at the mouth", + "third_person_player": true, + "player_pose_and_item": "a single rancher seen in third person from behind, standing in place at the pasture center with a hand at the mouth", + "action_target": "the player's whistle gesture", + "other_key_objects": [ + "sheep", + "barn_door" + ], + "shared_visual_state": [ + "the two sheep graze far away across the pasture", + "the big barn door is shut" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B27.png" + }, + "hidden_state": { + "variable": "whistle_mode", + "A": "HERD", + "B": "BARN", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the whistle_mode is HERD, the two sheep come to stand close beside the player; if it is BARN, the big barn door swings wide open.", + "precondition": "whistle_mode == 'HERD'", + "effect": "sheep.near = true", + "else_effect": "barn.open = true", + "mapping": { + "HERD": "sheep.near = true", + "BARN": "barn.open = true" + } + }, + "shared_action": "The player stays in place and performs one clear whistling gesture.", + "instruction": "Preserve the first frame. whistle_mode = BARN, so the resolved rule is: the big barn door swings wide open. Action: The player stays in place and performs one clear whistling gesture. Show the action, then exactly this consequence: the big barn door swings wide open The counter-outcome must NOT happen at any point: the two sheep stand close beside the player. Instead, the two sheep graze far away across the pasture throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "sheep": { + "near": false + }, + "barn": { + "open": false + }, + "whistle_mode": "BARN" + }, + "gold_end_state": { + "sheep.near": false, + "barn.open": true + }, + "delta": { + "barn.open": true + }, + "visual_vocab": { + "sheep.near": { + "false": "the two sheep graze far away across the pasture", + "true": "the two sheep stand close beside the player" + }, + "barn.open": { + "false": "the big barn door is shut", + "true": "the big barn door is wide open" + } + }, + "gold_A": "the two sheep come to stand close beside the player", + "gold_B": "the big barn door swings wide open", + "terminal_visual_states": { + "occurs": { + "variable": "barn.open", + "value": true, + "phrase": "the big barn door is wide open", + "judge_label": "the barn door is open", + "in_final_frame": true + }, + "not_occurs": { + "variable": "sheep.near", + "value": true, + "phrase": "the two sheep stand close beside the player", + "judge_label": "the sheep are close", + "in_final_frame": false, + "instead_remains": "the two sheep graze far away across the pasture" + } + }, + "prompt_ok": [ + "BARN" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at the pasture center?", + "statement": "the player stands at the pasture center", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the sheep are far away and the barn door is shut?", + "statement": "the sheep are far away and the barn door is shut", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player perform one clear whistling gesture?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, are the sheep close to the player, or the barn door open?", + "answers": [ + "the sheep are close", + "the barn door is open", + "unclear" + ], + "expected": "the barn door is open", + "not_expected": "the sheep are close" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B27/input.png b/data/cases/B27/input.png new file mode 100644 index 0000000000000000000000000000000000000000..8c603ce8887470157b95b293e2b576c41ba17558 --- /dev/null +++ b/data/cases/B27/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:1d85b9a25aa7efb076b21165819f4ec6ab0152a5316e23e7709aff648ad3bd33 +size 1326141 diff --git a/data/cases/B28/card_A.txt b/data/cases/B28/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..22373284944ae2f2585b5268704b286d77f92d41 --- /dev/null +++ b/data/cases/B28/card_A.txt @@ -0,0 +1,42 @@ +[B28-A] genre: sailing family: trigger_mechanism counterpart: B28-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: ship_signal = SAIL (runtime only, not visible in the frame) +rule: If the ship_signal is SAIL, the main sail spreads fully out; if it is LIGHT, the stern signal lamp glows bright red. +shared action: The player strikes the large deck bell once. +instruction: Preserve the first frame. ship_signal = SAIL, so the resolved rule is: the main sail spreads fully out. Action: The player strikes the large deck bell once. Show the action, then exactly this consequence: the main sail spreads fully out The counter-outcome must NOT happen at any point: the stern signal lamp glows bright red. Instead, the stern signal lamp is dark with a dead bulb 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the main sail spreads fully out +gold_B: the stern signal lamp glows bright red +gold_end_state (this twin): sail.unfurled=true; lamp.red=false +delta (this twin): sail.unfurled=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the main sail is fully spread [sail.unfurled=true] + not_occurs (final frame: NO) : the stern signal lamp glows bright red [lamp.red=true] + instead remains: the stern signal lamp is dark with a dead bulb +outcome not_expected: the stern lamp glows red + +── Judges ── +initial questions: + Q: Is it true that the player stands at the deck bell with a striker? answers=['yes', 'no'] expected=yes + Q: Is it true that the sail is furled and the stern lamp is unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player strike the large bell once? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the main sail spread, or the stern lamp glowing red? answers=['the sail is spread', 'the stern lamp glows red', 'unclear'] expected=the sail is spread + +── Visual vocab (for auditing the shared first frame) ── + - the main sail is furled and tied to the yard + - the main sail is fully spread + - the stern signal lamp is dark with a dead bulb + - the stern signal lamp glows bright red + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B28-A(航海/trigger_mechanism):hidden ship_signal=SAIL → gold [A 支线] the main sail spreads fully out;终态: 发生「the main sail is fully spread」且不发生「the stern signal lamp glows bright red」;outcome 判定期望: the sail is spread diff --git a/data/cases/B28/card_B.txt b/data/cases/B28/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..5c9cbdb3b17db2b31534e6c0d63541062d9305f7 --- /dev/null +++ b/data/cases/B28/card_B.txt @@ -0,0 +1,42 @@ +[B28-B] genre: sailing family: trigger_mechanism counterpart: B28-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: ship_signal = LIGHT (runtime only, not visible in the frame) +rule: If the ship_signal is SAIL, the main sail spreads fully out; if it is LIGHT, the stern signal lamp glows bright red. +shared action: The player strikes the large deck bell once. +instruction: Preserve the first frame. ship_signal = LIGHT, so the resolved rule is: the stern signal lamp glows bright red. Action: The player strikes the large deck bell once. Show the action, then exactly this consequence: the stern signal lamp glows bright red The counter-outcome must NOT happen at any point: the main sail is fully spread. Instead, the main sail is furled and tied to the yard 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the main sail spreads fully out +gold_B: the stern signal lamp glows bright red +gold_end_state (this twin): sail.unfurled=false; lamp.red=true +delta (this twin): lamp.red=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the stern signal lamp glows bright red [lamp.red=true] + not_occurs (final frame: NO) : the main sail is fully spread [sail.unfurled=true] + instead remains: the main sail is furled and tied to the yard +outcome not_expected: the sail is spread + +── Judges ── +initial questions: + Q: Is it true that the player stands at the deck bell with a striker? answers=['yes', 'no'] expected=yes + Q: Is it true that the sail is furled and the stern lamp is unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player strike the large bell once? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the main sail spread, or the stern lamp glowing red? answers=['the sail is spread', 'the stern lamp glows red', 'unclear'] expected=the stern lamp glows red + +── Visual vocab (for auditing the shared first frame) ── + - the main sail is furled and tied to the yard + - the main sail is fully spread + - the stern signal lamp is dark with a dead bulb + - the stern signal lamp glows bright red + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B28-B(航海/trigger_mechanism):hidden ship_signal=LIGHT → gold [B 支线] the stern signal lamp glows bright red;终态: 发生「the stern signal lamp glows bright red」且不发生「the main sail is fully spread」;outcome 判定期望: the stern lamp glows red diff --git a/data/cases/B28/case_A.json b/data/cases/B28/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..7c1d1fd788b2262574b1cf452c7a34406dd4535e --- /dev/null +++ b/data/cases/B28/case_A.json @@ -0,0 +1,139 @@ +{ + "id": "B28-A", + "counterpart": "B28-B", + "genre": "sailing", + "interaction_family": "trigger_mechanism", + "initial_scene": { + "description": "a ship deck in steady daylight, a large bronze bell on a frame at the bow, the main sail furled and tied to its yard, and a stern signal lamp with dark dead glass a single sailor seen in third person from behind, standing in place at the bell with a striker in hand", + "third_person_player": true, + "player_pose_and_item": "a single sailor seen in third person from behind, standing in place at the bell with a striker in hand", + "action_target": "the large deck bell", + "other_key_objects": [ + "deck_bell", + "main_sail", + "stern_lamp" + ], + "shared_visual_state": [ + "the main sail is furled and tied to the yard", + "the stern signal lamp is dark with a dead bulb" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B28.png" + }, + "hidden_state": { + "variable": "ship_signal", + "A": "SAIL", + "B": "LIGHT", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the ship_signal is SAIL, the main sail spreads fully out; if it is LIGHT, the stern signal lamp glows bright red.", + "precondition": "ship_signal == 'SAIL'", + "effect": "sail.unfurled = true", + "else_effect": "lamp.red = true", + "mapping": { + "SAIL": "sail.unfurled = true", + "LIGHT": "lamp.red = true" + } + }, + "shared_action": "The player strikes the large deck bell once.", + "instruction": "Preserve the first frame. ship_signal = SAIL, so the resolved rule is: the main sail spreads fully out. Action: The player strikes the large deck bell once. Show the action, then exactly this consequence: the main sail spreads fully out The counter-outcome must NOT happen at any point: the stern signal lamp glows bright red. Instead, the stern signal lamp is dark with a dead bulb throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "sail": { + "unfurled": false + }, + "lamp": { + "red": false + }, + "ship_signal": "SAIL" + }, + "gold_end_state": { + "sail.unfurled": true, + "lamp.red": false + }, + "delta": { + "sail.unfurled": true + }, + "visual_vocab": { + "sail.unfurled": { + "false": "the main sail is furled and tied to the yard", + "true": "the main sail is fully spread" + }, + "lamp.red": { + "false": "the stern signal lamp is dark with a dead bulb", + "true": "the stern signal lamp glows bright red" + } + }, + "gold_A": "the main sail spreads fully out", + "gold_B": "the stern signal lamp glows bright red", + "terminal_visual_states": { + "occurs": { + "variable": "sail.unfurled", + "value": true, + "phrase": "the main sail is fully spread", + "judge_label": "the sail is spread", + "in_final_frame": true + }, + "not_occurs": { + "variable": "lamp.red", + "value": true, + "phrase": "the stern signal lamp glows bright red", + "judge_label": "the stern lamp glows red", + "in_final_frame": false, + "instead_remains": "the stern signal lamp is dark with a dead bulb" + } + }, + "prompt_ok": [ + "SAIL" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at the deck bell with a striker?", + "statement": "the player stands at the deck bell with a striker", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the sail is furled and the stern lamp is unlit?", + "statement": "the sail is furled and the stern lamp is unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player strike the large bell once?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the main sail spread, or the stern lamp glowing red?", + "answers": [ + "the sail is spread", + "the stern lamp glows red", + "unclear" + ], + "expected": "the sail is spread", + "not_expected": "the stern lamp glows red" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B28/case_B.json b/data/cases/B28/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..2b6961eb43151f371dbcbec61aac22f392f58891 --- /dev/null +++ b/data/cases/B28/case_B.json @@ -0,0 +1,139 @@ +{ + "id": "B28-B", + "counterpart": "B28-A", + "genre": "sailing", + "interaction_family": "trigger_mechanism", + "initial_scene": { + "description": "a ship deck in steady daylight, a large bronze bell on a frame at the bow, the main sail furled and tied to its yard, and a stern signal lamp with dark dead glass a single sailor seen in third person from behind, standing in place at the bell with a striker in hand", + "third_person_player": true, + "player_pose_and_item": "a single sailor seen in third person from behind, standing in place at the bell with a striker in hand", + "action_target": "the large deck bell", + "other_key_objects": [ + "deck_bell", + "main_sail", + "stern_lamp" + ], + "shared_visual_state": [ + "the main sail is furled and tied to the yard", + "the stern signal lamp is dark with a dead bulb" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B28.png" + }, + "hidden_state": { + "variable": "ship_signal", + "A": "SAIL", + "B": "LIGHT", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the ship_signal is SAIL, the main sail spreads fully out; if it is LIGHT, the stern signal lamp glows bright red.", + "precondition": "ship_signal == 'SAIL'", + "effect": "sail.unfurled = true", + "else_effect": "lamp.red = true", + "mapping": { + "SAIL": "sail.unfurled = true", + "LIGHT": "lamp.red = true" + } + }, + "shared_action": "The player strikes the large deck bell once.", + "instruction": "Preserve the first frame. ship_signal = LIGHT, so the resolved rule is: the stern signal lamp glows bright red. Action: The player strikes the large deck bell once. Show the action, then exactly this consequence: the stern signal lamp glows bright red The counter-outcome must NOT happen at any point: the main sail is fully spread. Instead, the main sail is furled and tied to the yard throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "sail": { + "unfurled": false + }, + "lamp": { + "red": false + }, + "ship_signal": "LIGHT" + }, + "gold_end_state": { + "sail.unfurled": false, + "lamp.red": true + }, + "delta": { + "lamp.red": true + }, + "visual_vocab": { + "sail.unfurled": { + "false": "the main sail is furled and tied to the yard", + "true": "the main sail is fully spread" + }, + "lamp.red": { + "false": "the stern signal lamp is dark with a dead bulb", + "true": "the stern signal lamp glows bright red" + } + }, + "gold_A": "the main sail spreads fully out", + "gold_B": "the stern signal lamp glows bright red", + "terminal_visual_states": { + "occurs": { + "variable": "lamp.red", + "value": true, + "phrase": "the stern signal lamp glows bright red", + "judge_label": "the stern lamp glows red", + "in_final_frame": true + }, + "not_occurs": { + "variable": "sail.unfurled", + "value": true, + "phrase": "the main sail is fully spread", + "judge_label": "the sail is spread", + "in_final_frame": false, + "instead_remains": "the main sail is furled and tied to the yard" + } + }, + "prompt_ok": [ + "SAIL" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at the deck bell with a striker?", + "statement": "the player stands at the deck bell with a striker", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the sail is furled and the stern lamp is unlit?", + "statement": "the sail is furled and the stern lamp is unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player strike the large bell once?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the main sail spread, or the stern lamp glowing red?", + "answers": [ + "the sail is spread", + "the stern lamp glows red", + "unclear" + ], + "expected": "the stern lamp glows red", + "not_expected": "the sail is spread" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B28/input.png b/data/cases/B28/input.png new file mode 100644 index 0000000000000000000000000000000000000000..ff8d25d8985d087856be4cc585ea8b50eb2838fc --- /dev/null +++ b/data/cases/B28/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:f149f0d326c028032d2e5eaaf38da3644fa2d06bf116795eef0f2ef54d28c45a +size 1342992 diff --git a/data/cases/B29/card_A.txt b/data/cases/B29/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..eabee594e1734fad907e81b5a3033f77ac56d956 --- /dev/null +++ b/data/cases/B29/card_A.txt @@ -0,0 +1,42 @@ +[B29-A] genre: cooking family: trigger_mechanism counterpart: B29-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: kitchen_mode = OVEN (runtime only, not visible in the frame) +rule: If the kitchen_mode is OVEN, the big oven door swings wide open; if it is POT, the broth in the pot turns vivid red. +shared action: The player presses the large kitchen service bell once. +instruction: Preserve the first frame. kitchen_mode = OVEN, so the resolved rule is: the big oven door swings wide open. Action: The player presses the large kitchen service bell once. Show the action, then exactly this consequence: the big oven door swings wide open The counter-outcome must NOT happen at any point: the broth in the large pot is vivid fresh red. Instead, the broth in the large pot is plain pale 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the big oven door swings wide open +gold_B: the broth in the pot turns vivid red +gold_end_state (this twin): oven.open=true; soup.red=false +delta (this twin): oven.open=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the big oven door is wide open [oven.open=true] + not_occurs (final frame: NO) : the broth in the large pot is vivid fresh red [soup.red=true] + instead remains: the broth in the large pot is plain pale +outcome not_expected: the broth is red + +── Judges ── +initial questions: + Q: Is it true that the player stands with a hand over the service bell? answers=['yes', 'no'] expected=yes + Q: Is it true that the oven is shut and the broth is pale? answers=['yes', 'no'] expected=yes +action question: + Q: Was the large service bell pressed once? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the oven open, or the broth red? answers=['the oven is open', 'the broth is red', 'unclear'] expected=the oven is open + +── Visual vocab (for auditing the shared first frame) ── + - the big oven door is shut + - the big oven door is wide open + - the broth in the large pot is plain pale + - the broth in the large pot is vivid fresh red + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B29-A(烹饪/trigger_mechanism):hidden kitchen_mode=OVEN → gold [A 支线] the big oven door swings wide open;终态: 发生「the big oven door is wide open」且不发生「the broth in the large pot is vivid fresh red」;outcome 判定期望: the oven is open diff --git a/data/cases/B29/card_B.txt b/data/cases/B29/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..31b5a3ed698eaf085a88e794f04183a5eab7b64e --- /dev/null +++ b/data/cases/B29/card_B.txt @@ -0,0 +1,42 @@ +[B29-B] genre: cooking family: trigger_mechanism counterpart: B29-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: kitchen_mode = POT (runtime only, not visible in the frame) +rule: If the kitchen_mode is OVEN, the big oven door swings wide open; if it is POT, the broth in the pot turns vivid red. +shared action: The player presses the large kitchen service bell once. +instruction: Preserve the first frame. kitchen_mode = POT, so the resolved rule is: the broth in the pot turns vivid red. Action: The player presses the large kitchen service bell once. Show the action, then exactly this consequence: the broth in the pot turns vivid red The counter-outcome must NOT happen at any point: the big oven door is wide open. Instead, the big oven door is shut throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the big oven door swings wide open +gold_B: the broth in the pot turns vivid red +gold_end_state (this twin): oven.open=false; soup.red=true +delta (this twin): soup.red=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the broth in the large pot is vivid fresh red [soup.red=true] + not_occurs (final frame: NO) : the big oven door is wide open [oven.open=true] + instead remains: the big oven door is shut +outcome not_expected: the oven is open + +── Judges ── +initial questions: + Q: Is it true that the player stands with a hand over the service bell? answers=['yes', 'no'] expected=yes + Q: Is it true that the oven is shut and the broth is pale? answers=['yes', 'no'] expected=yes +action question: + Q: Was the large service bell pressed once? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the oven open, or the broth red? answers=['the oven is open', 'the broth is red', 'unclear'] expected=the broth is red + +── Visual vocab (for auditing the shared first frame) ── + - the big oven door is shut + - the big oven door is wide open + - the broth in the large pot is plain pale + - the broth in the large pot is vivid fresh red + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B29-B(烹饪/trigger_mechanism):hidden kitchen_mode=POT → gold [B 支线] the broth in the pot turns vivid red;终态: 发生「the broth in the large pot is vivid fresh red」且不发生「the big oven door is wide open」;outcome 判定期望: the broth is red diff --git a/data/cases/B29/case_A.json b/data/cases/B29/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..b422995196019abe18e6eaf798d194894f7291a6 --- /dev/null +++ b/data/cases/B29/case_A.json @@ -0,0 +1,140 @@ +{ + "id": "B29-A", + "counterpart": "B29-B", + "genre": "cooking", + "interaction_family": "trigger_mechanism", + "initial_scene": { + "description": "a rustic kitchen in mild daylight, a large service bell on the prep counter, a big oven with its door shut, and a large pot of pale broth on the stove a single cook seen in third person from behind, standing in place at the counter with a hand over the bell", + "third_person_player": true, + "player_pose_and_item": "a single cook seen in third person from behind, standing in place at the counter with a hand over the bell", + "action_target": "the large service bell", + "other_key_objects": [ + "service_bell", + "oven", + "soup_pot" + ], + "shared_visual_state": [ + "the big oven door is shut", + "the broth in the large pot is plain pale" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B29.png" + }, + "hidden_state": { + "variable": "kitchen_mode", + "A": "OVEN", + "B": "POT", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the kitchen_mode is OVEN, the big oven door swings wide open; if it is POT, the broth in the pot turns vivid red.", + "precondition": "kitchen_mode == 'OVEN'", + "effect": "oven.open = true", + "else_effect": "soup.red = true", + "mapping": { + "OVEN": "oven.open = true", + "POT": "soup.red = true" + } + }, + "shared_action": "The player presses the large kitchen service bell once.", + "instruction": "Preserve the first frame. kitchen_mode = OVEN, so the resolved rule is: the big oven door swings wide open. Action: The player presses the large kitchen service bell once. Show the action, then exactly this consequence: the big oven door swings wide open The counter-outcome must NOT happen at any point: the broth in the large pot is vivid fresh red. Instead, the broth in the large pot is plain pale throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "oven": { + "open": false + }, + "soup": { + "red": false + }, + "kitchen_mode": "OVEN" + }, + "gold_end_state": { + "oven.open": true, + "soup.red": false + }, + "delta": { + "oven.open": true + }, + "visual_vocab": { + "oven.open": { + "false": "the big oven door is shut", + "true": "the big oven door is wide open" + }, + "soup.red": { + "false": "the broth in the large pot is plain pale", + "true": "the broth in the large pot is vivid fresh red" + } + }, + "gold_A": "the big oven door swings wide open", + "gold_B": "the broth in the pot turns vivid red", + "terminal_visual_states": { + "occurs": { + "variable": "oven.open", + "value": true, + "phrase": "the big oven door is wide open", + "judge_label": "the oven is open", + "in_final_frame": true + }, + "not_occurs": { + "variable": "soup.red", + "value": true, + "phrase": "the broth in the large pot is vivid fresh red", + "judge_label": "the broth is red", + "in_final_frame": false, + "instead_remains": "the broth in the large pot is plain pale" + } + }, + "prompt_ok": [ + "OVEN", + "POT" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands with a hand over the service bell?", + "statement": "the player stands with a hand over the service bell", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the oven is shut and the broth is pale?", + "statement": "the oven is shut and the broth is pale", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Was the large service bell pressed once?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the oven open, or the broth red?", + "answers": [ + "the oven is open", + "the broth is red", + "unclear" + ], + "expected": "the oven is open", + "not_expected": "the broth is red" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B29/case_B.json b/data/cases/B29/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..43ceae2d186a3eb8ad346e5956bf18e58aa9cfe0 --- /dev/null +++ b/data/cases/B29/case_B.json @@ -0,0 +1,140 @@ +{ + "id": "B29-B", + "counterpart": "B29-A", + "genre": "cooking", + "interaction_family": "trigger_mechanism", + "initial_scene": { + "description": "a rustic kitchen in mild daylight, a large service bell on the prep counter, a big oven with its door shut, and a large pot of pale broth on the stove a single cook seen in third person from behind, standing in place at the counter with a hand over the bell", + "third_person_player": true, + "player_pose_and_item": "a single cook seen in third person from behind, standing in place at the counter with a hand over the bell", + "action_target": "the large service bell", + "other_key_objects": [ + "service_bell", + "oven", + "soup_pot" + ], + "shared_visual_state": [ + "the big oven door is shut", + "the broth in the large pot is plain pale" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B29.png" + }, + "hidden_state": { + "variable": "kitchen_mode", + "A": "OVEN", + "B": "POT", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the kitchen_mode is OVEN, the big oven door swings wide open; if it is POT, the broth in the pot turns vivid red.", + "precondition": "kitchen_mode == 'OVEN'", + "effect": "oven.open = true", + "else_effect": "soup.red = true", + "mapping": { + "OVEN": "oven.open = true", + "POT": "soup.red = true" + } + }, + "shared_action": "The player presses the large kitchen service bell once.", + "instruction": "Preserve the first frame. kitchen_mode = POT, so the resolved rule is: the broth in the pot turns vivid red. Action: The player presses the large kitchen service bell once. Show the action, then exactly this consequence: the broth in the pot turns vivid red The counter-outcome must NOT happen at any point: the big oven door is wide open. Instead, the big oven door is shut throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "oven": { + "open": false + }, + "soup": { + "red": false + }, + "kitchen_mode": "POT" + }, + "gold_end_state": { + "oven.open": false, + "soup.red": true + }, + "delta": { + "soup.red": true + }, + "visual_vocab": { + "oven.open": { + "false": "the big oven door is shut", + "true": "the big oven door is wide open" + }, + "soup.red": { + "false": "the broth in the large pot is plain pale", + "true": "the broth in the large pot is vivid fresh red" + } + }, + "gold_A": "the big oven door swings wide open", + "gold_B": "the broth in the pot turns vivid red", + "terminal_visual_states": { + "occurs": { + "variable": "soup.red", + "value": true, + "phrase": "the broth in the large pot is vivid fresh red", + "judge_label": "the broth is red", + "in_final_frame": true + }, + "not_occurs": { + "variable": "oven.open", + "value": true, + "phrase": "the big oven door is wide open", + "judge_label": "the oven is open", + "in_final_frame": false, + "instead_remains": "the big oven door is shut" + } + }, + "prompt_ok": [ + "OVEN", + "POT" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands with a hand over the service bell?", + "statement": "the player stands with a hand over the service bell", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the oven is shut and the broth is pale?", + "statement": "the oven is shut and the broth is pale", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Was the large service bell pressed once?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the oven open, or the broth red?", + "answers": [ + "the oven is open", + "the broth is red", + "unclear" + ], + "expected": "the broth is red", + "not_expected": "the oven is open" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B29/input.png b/data/cases/B29/input.png new file mode 100644 index 0000000000000000000000000000000000000000..034cdf2cb24266e7b3efde648c705990dfd3eaac --- /dev/null +++ b/data/cases/B29/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:f4cbcc96c088e1c94bf8830b65393c9930136995290a47dc6aa43af3fb8d2798 +size 1181621 diff --git a/data/cases/B30/card_A.txt b/data/cases/B30/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..d5b8dfc1b41c962e0f950d79b951e1416c2f9b80 --- /dev/null +++ b/data/cases/B30/card_A.txt @@ -0,0 +1,42 @@ +[B30-A] genre: shopkeeping family: trigger_gesture counterpart: B30-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: store_scene = SHELF (runtime only, not visible in the frame) +rule: If the store_scene is SHELF, the large shelf slides out toward the front; if it is SIGN, the top sign glows bright green. +shared action: The player stays in place and performs one clear clap. +instruction: Preserve the first frame. store_scene = SHELF, so the resolved rule is: the large shelf slides out toward the front. Action: The player stays in place and performs one clear clap. Show the action, then exactly this consequence: the large shelf slides out toward the front The counter-outcome must NOT happen at any point: the top sign panel glows bright green. Instead, the top sign panel is 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the large shelf slides out toward the front +gold_B: the top sign glows bright green +gold_end_state (this twin): shelf.out=true; sign.green=false +delta (this twin): shelf.out=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the large shelf is slid out toward the front [shelf.out=true] + not_occurs (final frame: NO) : the top sign panel glows bright green [sign.green=true] + instead remains: the top sign panel is dark and unlit +outcome not_expected: the sign glows green + +── Judges ── +initial questions: + Q: Is it true that the player stands behind the shop counter? answers=['yes', 'no'] expected=yes + Q: Is it true that the shelf is flush and the top sign is unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player perform one clear clap? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the shelf slid out, or the sign glowing green? answers=['the shelf is out', 'the sign glows green', 'unclear'] expected=the shelf is out + +── Visual vocab (for auditing the shared first frame) ── + - the large shelf is pushed flush into the wall + - the large shelf is slid out toward the front + - the top sign panel is dark and unlit + - the top sign panel glows bright green + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B30-A(经营/trigger_gesture):hidden store_scene=SHELF → gold [A 支线] the large shelf slides out toward the front;终态: 发生「the large shelf is slid out toward the front」且不发生「the top sign panel glows bright green」;outcome 判定期望: the shelf is out diff --git a/data/cases/B30/card_B.txt b/data/cases/B30/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..52ceaf9354d9641cca93a76911e675fdc3ca678c --- /dev/null +++ b/data/cases/B30/card_B.txt @@ -0,0 +1,42 @@ +[B30-B] genre: shopkeeping family: trigger_gesture counterpart: B30-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: store_scene = SIGN (runtime only, not visible in the frame) +rule: If the store_scene is SHELF, the large shelf slides out toward the front; if it is SIGN, the top sign glows bright green. +shared action: The player stays in place and performs one clear clap. +instruction: Preserve the first frame. store_scene = SIGN, so the resolved rule is: the top sign glows bright green. Action: The player stays in place and performs one clear clap. Show the action, then exactly this consequence: the top sign glows bright green The counter-outcome must NOT happen at any point: the large shelf is slid out toward the front. Instead, the large shelf is pushed flush 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the large shelf slides out toward the front +gold_B: the top sign glows bright green +gold_end_state (this twin): shelf.out=false; sign.green=true +delta (this twin): sign.green=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the top sign panel glows bright green [sign.green=true] + not_occurs (final frame: NO) : the large shelf is slid out toward the front [shelf.out=true] + instead remains: the large shelf is pushed flush into the wall +outcome not_expected: the shelf is out + +── Judges ── +initial questions: + Q: Is it true that the player stands behind the shop counter? answers=['yes', 'no'] expected=yes + Q: Is it true that the shelf is flush and the top sign is unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player perform one clear clap? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the shelf slid out, or the sign glowing green? answers=['the shelf is out', 'the sign glows green', 'unclear'] expected=the sign glows green + +── Visual vocab (for auditing the shared first frame) ── + - the large shelf is pushed flush into the wall + - the large shelf is slid out toward the front + - the top sign panel is dark and unlit + - the top sign panel glows bright green + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B30-B(经营/trigger_gesture):hidden store_scene=SIGN → gold [B 支线] the top sign glows bright green;终态: 发生「the top sign panel glows bright green」且不发生「the large shelf is slid out toward the front」;outcome 判定期望: the sign glows green diff --git a/data/cases/B30/case_A.json b/data/cases/B30/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..2bff15ebb07cfb1313a1bcd3dc328821d62da8a5 --- /dev/null +++ b/data/cases/B30/case_A.json @@ -0,0 +1,139 @@ +{ + "id": "B30-A", + "counterpart": "B30-B", + "genre": "shopkeeping", + "interaction_family": "trigger_gesture", + "initial_scene": { + "description": "a shop interior, the player behind the counter, a large shelf pushed flush into the back wall, and a top sign panel that is dark and unlit a single shopkeeper seen in third person from behind, standing in place behind the counter, arms at the sides", + "third_person_player": true, + "player_pose_and_item": "a single shopkeeper seen in third person from behind, standing in place behind the counter, arms at the sides", + "action_target": "the player's clap", + "other_key_objects": [ + "back_shelf", + "top_sign" + ], + "shared_visual_state": [ + "the large shelf is pushed flush into the wall", + "the top sign panel is dark and unlit" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B30.png" + }, + "hidden_state": { + "variable": "store_scene", + "A": "SHELF", + "B": "SIGN", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the store_scene is SHELF, the large shelf slides out toward the front; if it is SIGN, the top sign glows bright green.", + "precondition": "store_scene == 'SHELF'", + "effect": "shelf.out = true", + "else_effect": "sign.green = true", + "mapping": { + "SHELF": "shelf.out = true", + "SIGN": "sign.green = true" + } + }, + "shared_action": "The player stays in place and performs one clear clap.", + "instruction": "Preserve the first frame. store_scene = SHELF, so the resolved rule is: the large shelf slides out toward the front. Action: The player stays in place and performs one clear clap. Show the action, then exactly this consequence: the large shelf slides out toward the front The counter-outcome must NOT happen at any point: the top sign panel glows bright green. Instead, the top sign panel is 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.", + "initial_state": { + "shelf": { + "out": false + }, + "sign": { + "green": false + }, + "store_scene": "SHELF" + }, + "gold_end_state": { + "shelf.out": true, + "sign.green": false + }, + "delta": { + "shelf.out": true + }, + "visual_vocab": { + "shelf.out": { + "false": "the large shelf is pushed flush into the wall", + "true": "the large shelf is slid out toward the front" + }, + "sign.green": { + "false": "the top sign panel is dark and unlit", + "true": "the top sign panel glows bright green" + } + }, + "gold_A": "the large shelf slides out toward the front", + "gold_B": "the top sign glows bright green", + "terminal_visual_states": { + "occurs": { + "variable": "shelf.out", + "value": true, + "phrase": "the large shelf is slid out toward the front", + "judge_label": "the shelf is out", + "in_final_frame": true + }, + "not_occurs": { + "variable": "sign.green", + "value": true, + "phrase": "the top sign panel glows bright green", + "judge_label": "the sign glows green", + "in_final_frame": false, + "instead_remains": "the top sign panel is dark and unlit" + } + }, + "prompt_ok": [ + "SHELF", + "SIGN" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands behind the shop counter?", + "statement": "the player stands behind the shop counter", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the shelf is flush and the top sign is unlit?", + "statement": "the shelf is flush and the top sign is unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player perform one clear clap?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the shelf slid out, or the sign glowing green?", + "answers": [ + "the shelf is out", + "the sign glows green", + "unclear" + ], + "expected": "the shelf is out", + "not_expected": "the sign glows green" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B30/case_B.json b/data/cases/B30/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..2c3db0585948dac1ab0ce061b804165c93918ac3 --- /dev/null +++ b/data/cases/B30/case_B.json @@ -0,0 +1,139 @@ +{ + "id": "B30-B", + "counterpart": "B30-A", + "genre": "shopkeeping", + "interaction_family": "trigger_gesture", + "initial_scene": { + "description": "a shop interior, the player behind the counter, a large shelf pushed flush into the back wall, and a top sign panel that is dark and unlit a single shopkeeper seen in third person from behind, standing in place behind the counter, arms at the sides", + "third_person_player": true, + "player_pose_and_item": "a single shopkeeper seen in third person from behind, standing in place behind the counter, arms at the sides", + "action_target": "the player's clap", + "other_key_objects": [ + "back_shelf", + "top_sign" + ], + "shared_visual_state": [ + "the large shelf is pushed flush into the wall", + "the top sign panel is dark and unlit" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B30.png" + }, + "hidden_state": { + "variable": "store_scene", + "A": "SHELF", + "B": "SIGN", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the store_scene is SHELF, the large shelf slides out toward the front; if it is SIGN, the top sign glows bright green.", + "precondition": "store_scene == 'SHELF'", + "effect": "shelf.out = true", + "else_effect": "sign.green = true", + "mapping": { + "SHELF": "shelf.out = true", + "SIGN": "sign.green = true" + } + }, + "shared_action": "The player stays in place and performs one clear clap.", + "instruction": "Preserve the first frame. store_scene = SIGN, so the resolved rule is: the top sign glows bright green. Action: The player stays in place and performs one clear clap. Show the action, then exactly this consequence: the top sign glows bright green The counter-outcome must NOT happen at any point: the large shelf is slid out toward the front. Instead, the large shelf is pushed flush 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.", + "initial_state": { + "shelf": { + "out": false + }, + "sign": { + "green": false + }, + "store_scene": "SIGN" + }, + "gold_end_state": { + "shelf.out": false, + "sign.green": true + }, + "delta": { + "sign.green": true + }, + "visual_vocab": { + "shelf.out": { + "false": "the large shelf is pushed flush into the wall", + "true": "the large shelf is slid out toward the front" + }, + "sign.green": { + "false": "the top sign panel is dark and unlit", + "true": "the top sign panel glows bright green" + } + }, + "gold_A": "the large shelf slides out toward the front", + "gold_B": "the top sign glows bright green", + "terminal_visual_states": { + "occurs": { + "variable": "sign.green", + "value": true, + "phrase": "the top sign panel glows bright green", + "judge_label": "the sign glows green", + "in_final_frame": true + }, + "not_occurs": { + "variable": "shelf.out", + "value": true, + "phrase": "the large shelf is slid out toward the front", + "judge_label": "the shelf is out", + "in_final_frame": false, + "instead_remains": "the large shelf is pushed flush into the wall" + } + }, + "prompt_ok": [ + "SHELF", + "SIGN" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands behind the shop counter?", + "statement": "the player stands behind the shop counter", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the shelf is flush and the top sign is unlit?", + "statement": "the shelf is flush and the top sign is unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player perform one clear clap?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the shelf slid out, or the sign glowing green?", + "answers": [ + "the shelf is out", + "the sign glows green", + "unclear" + ], + "expected": "the sign glows green", + "not_expected": "the shelf is out" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B30/input.png b/data/cases/B30/input.png new file mode 100644 index 0000000000000000000000000000000000000000..74d6759f4c5c5634fe49ad3b16f0887eeeead71c --- /dev/null +++ b/data/cases/B30/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:75aab65b6e8b4b651ff28eb65b32b91bb0258998e2487898bad8c7da29286489 +size 936457 diff --git a/data/cases/B31/card_A.txt b/data/cases/B31/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..ca459ae14fb2bee818c9a7cc6bf8cca2bd27f998 --- /dev/null +++ b/data/cases/B31/card_A.txt @@ -0,0 +1,42 @@ +[B31-A] genre: farming family: trigger_zone counterpart: B31-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: field_mode = WATER (runtime only, not visible in the frame) +rule: If the field_mode is WATER, fast water fills the field channel; if it is SCARECROW, the scarecrow's arms stick out level and horizontal. +shared action: The player stays in place and presses the large floor pedal down. +instruction: Preserve the first frame. field_mode = WATER, so the resolved rule is: fast water fills the field channel. Action: The player stays in place and presses the large floor pedal down. Show the action, then exactly this consequence: fast water fills the field channel The counter-outcome must NOT happen at any point: the scarecrow's arms stick out level and horizontal. Instead, the scarecrow's cloth arms hang down slack 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: fast water fills the field channel +gold_B: the scarecrow's arms stick out level and horizontal +gold_end_state (this twin): channel.flowing=true; scarecrow.arms=false +delta (this twin): channel.flowing=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): fast flowing water fills the field channel [channel.flowing=true] + not_occurs (final frame: NO) : the scarecrow's arms stick out level and horizontal [scarecrow.arms=true] + instead remains: the scarecrow's cloth arms hang down slack +outcome not_expected: the scarecrow's arms are out + +── Judges ── +initial questions: + Q: Is it true that exactly one real person stands beside the floor pedal? answers=['yes', 'no'] expected=yes + Q: Is it true that the scarecrow is a rag figure on a wooden cross with arms hanging down? answers=['yes', 'no'] expected=yes +action question: + Q: Was the large floor pedal pressed down? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the channel flow with water, or do the scarecrow's arms stick out horizontal? answers=['water fills the channel', "the scarecrow's arms are out", 'unclear'] expected=water fills the channel + +── Visual vocab (for auditing the shared first frame) ── + - the irrigation channel is dry and empty + - fast flowing water fills the field channel + - the scarecrow's cloth arms hang down slack + - the scarecrow's arms stick out level and horizontal + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B31-A(农耕/trigger_zone):hidden field_mode=WATER → gold [A 支线] fast water fills the field channel;终态: 发生「fast flowing water fills the field channel」且不发生「the scarecrow's arms stick out level and horizontal」;outcome 判定期望: water fills the channel diff --git a/data/cases/B31/card_B.txt b/data/cases/B31/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..1f1b0887c7d48f6d440f16e071e9594d41bd8a0e --- /dev/null +++ b/data/cases/B31/card_B.txt @@ -0,0 +1,42 @@ +[B31-B] genre: farming family: trigger_zone counterpart: B31-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: field_mode = SCARECROW (runtime only, not visible in the frame) +rule: If the field_mode is WATER, fast water fills the field channel; if it is SCARECROW, the scarecrow's arms stick out level and horizontal. +shared action: The player stays in place and presses the large floor pedal down. +instruction: Preserve the first frame. field_mode = SCARECROW, so the resolved rule is: the scarecrow's arms stick out level and horizontal. Action: The player stays in place and presses the large floor pedal down. Show the action, then exactly this consequence: the scarecrow's arms stick out level and horizontal The counter-outcome must NOT happen at any point: fast flowing water fills the field channel. Instead, the irrigation channel is dry and empty 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: fast water fills the field channel +gold_B: the scarecrow's arms stick out level and horizontal +gold_end_state (this twin): channel.flowing=false; scarecrow.arms=true +delta (this twin): scarecrow.arms=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the scarecrow's arms stick out level and horizontal [scarecrow.arms=true] + not_occurs (final frame: NO) : fast flowing water fills the field channel [channel.flowing=true] + instead remains: the irrigation channel is dry and empty +outcome not_expected: water fills the channel + +── Judges ── +initial questions: + Q: Is it true that exactly one real person stands beside the floor pedal? answers=['yes', 'no'] expected=yes + Q: Is it true that the scarecrow is a rag figure on a wooden cross with arms hanging down? answers=['yes', 'no'] expected=yes +action question: + Q: Was the large floor pedal pressed down? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the channel flow with water, or do the scarecrow's arms stick out horizontal? answers=['water fills the channel', "the scarecrow's arms are out", 'unclear'] expected=the scarecrow's arms are out + +── Visual vocab (for auditing the shared first frame) ── + - the irrigation channel is dry and empty + - fast flowing water fills the field channel + - the scarecrow's cloth arms hang down slack + - the scarecrow's arms stick out level and horizontal + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B31-B(农耕/trigger_zone):hidden field_mode=SCARECROW → gold [B 支线] the scarecrow's arms stick out level and horizontal;终态: 发生「the scarecrow's arms stick out level and horizontal」且不发生「fast flowing water fills the field channel」;outcome 判定期望: the scarecrow's arms are out diff --git a/data/cases/B31/case_A.json b/data/cases/B31/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..c52194d433db0793cd66d4288448d1f48aef92e8 --- /dev/null +++ b/data/cases/B31/case_A.json @@ -0,0 +1,139 @@ +{ + "id": "B31-A", + "counterpart": "B31-B", + "genre": "farming", + "interaction_family": "trigger_zone", + "initial_scene": { + "description": "a farm field edge in flat morning light, a large stone floor pedal, a dry empty irrigation channel, and a big scarecrow built of a bare wooden cross frame with a crossbar, sagging rag clothes, sack head, and no real face, hands, feet, or skin, its cloth arms hanging down a single farmer seen in third person from behind, standing in place beside the floor pedal", + "third_person_player": true, + "player_pose_and_item": "a single farmer seen in third person from behind, standing in place beside the floor pedal", + "action_target": "the large floor pedal", + "other_key_objects": [ + "floor_pedal", + "channel", + "scarecrow" + ], + "shared_visual_state": [ + "the irrigation channel is dry and empty", + "the scarecrow's cloth arms hang down slack" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B31.png" + }, + "hidden_state": { + "variable": "field_mode", + "A": "WATER", + "B": "SCARECROW", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the field_mode is WATER, fast water fills the field channel; if it is SCARECROW, the scarecrow's arms stick out level and horizontal.", + "precondition": "field_mode == 'WATER'", + "effect": "channel.flowing = true", + "else_effect": "scarecrow.arms = true", + "mapping": { + "WATER": "channel.flowing = true", + "SCARECROW": "scarecrow.arms = true" + } + }, + "shared_action": "The player stays in place and presses the large floor pedal down.", + "instruction": "Preserve the first frame. field_mode = WATER, so the resolved rule is: fast water fills the field channel. Action: The player stays in place and presses the large floor pedal down. Show the action, then exactly this consequence: fast water fills the field channel The counter-outcome must NOT happen at any point: the scarecrow's arms stick out level and horizontal. Instead, the scarecrow's cloth arms hang down slack throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "channel": { + "flowing": false + }, + "scarecrow": { + "arms": false + }, + "field_mode": "WATER" + }, + "gold_end_state": { + "channel.flowing": true, + "scarecrow.arms": false + }, + "delta": { + "channel.flowing": true + }, + "visual_vocab": { + "channel.flowing": { + "false": "the irrigation channel is dry and empty", + "true": "fast flowing water fills the field channel" + }, + "scarecrow.arms": { + "false": "the scarecrow's cloth arms hang down slack", + "true": "the scarecrow's arms stick out level and horizontal" + } + }, + "gold_A": "fast water fills the field channel", + "gold_B": "the scarecrow's arms stick out level and horizontal", + "terminal_visual_states": { + "occurs": { + "variable": "channel.flowing", + "value": true, + "phrase": "fast flowing water fills the field channel", + "judge_label": "water fills the channel", + "in_final_frame": true + }, + "not_occurs": { + "variable": "scarecrow.arms", + "value": true, + "phrase": "the scarecrow's arms stick out level and horizontal", + "judge_label": "the scarecrow's arms are out", + "in_final_frame": false, + "instead_remains": "the scarecrow's cloth arms hang down slack" + } + }, + "prompt_ok": [ + "SCARECROW" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that exactly one real person stands beside the floor pedal?", + "statement": "exactly one real person stands beside the floor pedal", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the scarecrow is a rag figure on a wooden cross with arms hanging down?", + "statement": "the scarecrow is a rag figure on a wooden cross with arms hanging down", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Was the large floor pedal pressed down?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the channel flow with water, or do the scarecrow's arms stick out horizontal?", + "answers": [ + "water fills the channel", + "the scarecrow's arms are out", + "unclear" + ], + "expected": "water fills the channel", + "not_expected": "the scarecrow's arms are out" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B31/case_B.json b/data/cases/B31/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..f15be29c9392eb9f8a36af4061f13e818b1b623f --- /dev/null +++ b/data/cases/B31/case_B.json @@ -0,0 +1,139 @@ +{ + "id": "B31-B", + "counterpart": "B31-A", + "genre": "farming", + "interaction_family": "trigger_zone", + "initial_scene": { + "description": "a farm field edge in flat morning light, a large stone floor pedal, a dry empty irrigation channel, and a big scarecrow built of a bare wooden cross frame with a crossbar, sagging rag clothes, sack head, and no real face, hands, feet, or skin, its cloth arms hanging down a single farmer seen in third person from behind, standing in place beside the floor pedal", + "third_person_player": true, + "player_pose_and_item": "a single farmer seen in third person from behind, standing in place beside the floor pedal", + "action_target": "the large floor pedal", + "other_key_objects": [ + "floor_pedal", + "channel", + "scarecrow" + ], + "shared_visual_state": [ + "the irrigation channel is dry and empty", + "the scarecrow's cloth arms hang down slack" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B31.png" + }, + "hidden_state": { + "variable": "field_mode", + "A": "WATER", + "B": "SCARECROW", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the field_mode is WATER, fast water fills the field channel; if it is SCARECROW, the scarecrow's arms stick out level and horizontal.", + "precondition": "field_mode == 'WATER'", + "effect": "channel.flowing = true", + "else_effect": "scarecrow.arms = true", + "mapping": { + "WATER": "channel.flowing = true", + "SCARECROW": "scarecrow.arms = true" + } + }, + "shared_action": "The player stays in place and presses the large floor pedal down.", + "instruction": "Preserve the first frame. field_mode = SCARECROW, so the resolved rule is: the scarecrow's arms stick out level and horizontal. Action: The player stays in place and presses the large floor pedal down. Show the action, then exactly this consequence: the scarecrow's arms stick out level and horizontal The counter-outcome must NOT happen at any point: fast flowing water fills the field channel. Instead, the irrigation channel is dry and empty throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "channel": { + "flowing": false + }, + "scarecrow": { + "arms": false + }, + "field_mode": "SCARECROW" + }, + "gold_end_state": { + "channel.flowing": false, + "scarecrow.arms": true + }, + "delta": { + "scarecrow.arms": true + }, + "visual_vocab": { + "channel.flowing": { + "false": "the irrigation channel is dry and empty", + "true": "fast flowing water fills the field channel" + }, + "scarecrow.arms": { + "false": "the scarecrow's cloth arms hang down slack", + "true": "the scarecrow's arms stick out level and horizontal" + } + }, + "gold_A": "fast water fills the field channel", + "gold_B": "the scarecrow's arms stick out level and horizontal", + "terminal_visual_states": { + "occurs": { + "variable": "scarecrow.arms", + "value": true, + "phrase": "the scarecrow's arms stick out level and horizontal", + "judge_label": "the scarecrow's arms are out", + "in_final_frame": true + }, + "not_occurs": { + "variable": "channel.flowing", + "value": true, + "phrase": "fast flowing water fills the field channel", + "judge_label": "water fills the channel", + "in_final_frame": false, + "instead_remains": "the irrigation channel is dry and empty" + } + }, + "prompt_ok": [ + "SCARECROW" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that exactly one real person stands beside the floor pedal?", + "statement": "exactly one real person stands beside the floor pedal", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the scarecrow is a rag figure on a wooden cross with arms hanging down?", + "statement": "the scarecrow is a rag figure on a wooden cross with arms hanging down", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Was the large floor pedal pressed down?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the channel flow with water, or do the scarecrow's arms stick out horizontal?", + "answers": [ + "water fills the channel", + "the scarecrow's arms are out", + "unclear" + ], + "expected": "the scarecrow's arms are out", + "not_expected": "water fills the channel" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B31/input.png b/data/cases/B31/input.png new file mode 100644 index 0000000000000000000000000000000000000000..f54694b4256bfd7ff05f83a99be135913a40007f --- /dev/null +++ b/data/cases/B31/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:fdbd6839526a4aae07141523d403382796522a165e144cc55317c3bcf5b11928 +size 1516608 diff --git a/data/cases/B32/card_A.txt b/data/cases/B32/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..d4fbadb7dd8edbebad49bc3233ffbddde757c7ce --- /dev/null +++ b/data/cases/B32/card_A.txt @@ -0,0 +1,42 @@ +[B32-A] genre: escape_room family: trigger_zone counterpart: B32-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: floor_mode = DOOR (runtime only, not visible in the frame) +rule: If the floor_mode is DOOR, the stone door rises fully open; if it is PANEL, the wall panel rotates half a turn. +shared action: The player takes one short step forward onto the center of the large pressure plate. +instruction: Preserve the first frame. floor_mode = DOOR, so the resolved rule is: the stone door rises fully open. Action: The player takes one short step forward onto the center of the large pressure plate. Show the action, then exactly this consequence: the stone door rises fully open The counter-outcome must NOT happen at any point: the wall panel is rotated half a turn onto its side. Instead, the wall panel shows its plain flat front 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the stone door rises fully open +gold_B: the wall panel rotates half a turn +gold_end_state (this twin): door.up=true; panel.turned=false +delta (this twin): door.up=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the stone door is raised fully open, the passage clear [door.up=true] + not_occurs (final frame: NO) : the wall panel is rotated half a turn onto its side [panel.turned=true] + instead remains: the wall panel shows its plain flat front +outcome not_expected: the panel is rotated + +── Judges ── +initial questions: + Q: Is it true that the player stands at the edge of the circular pressure plate? answers=['yes', 'no'] expected=yes + Q: Is it true that the stone door is shut and the panel shows its flat front? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player step onto the center of the pressure plate? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the stone door open, or the wall panel rotated? answers=['the stone door is open', 'the panel is rotated', 'unclear'] expected=the stone door is open + +── Visual vocab (for auditing the shared first frame) ── + - the stone door is fully lowered shut across its doorway + - the stone door is raised fully open, the passage clear + - the wall panel shows its plain flat front + - the wall panel is rotated half a turn onto its side + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B32-A(密室/trigger_zone):hidden floor_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 wall panel is rotated half a turn onto its side」;outcome 判定期望: the stone door is open diff --git a/data/cases/B32/card_B.txt b/data/cases/B32/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..2724d7106d514913a8c7cb9c21f26c6dd1c4069f --- /dev/null +++ b/data/cases/B32/card_B.txt @@ -0,0 +1,42 @@ +[B32-B] genre: escape_room family: trigger_zone counterpart: B32-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: floor_mode = PANEL (runtime only, not visible in the frame) +rule: If the floor_mode is DOOR, the stone door rises fully open; if it is PANEL, the wall panel rotates half a turn. +shared action: The player takes one short step forward onto the center of the large pressure plate. +instruction: Preserve the first frame. floor_mode = PANEL, so the resolved rule is: the wall panel rotates half a turn. Action: The player takes one short step forward onto the center of the large pressure plate. Show the action, then exactly this consequence: the wall panel rotates half a turn 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the stone door rises fully open +gold_B: the wall panel rotates half a turn +gold_end_state (this twin): door.up=false; panel.turned=true +delta (this twin): panel.turned=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the wall panel is rotated half a turn onto its side [panel.turned=true] + not_occurs (final frame: NO) : the stone door is raised fully open, the passage clear [door.up=true] + instead remains: the stone door is fully lowered shut across its doorway +outcome not_expected: the stone door is open + +── Judges ── +initial questions: + Q: Is it true that the player stands at the edge of the circular pressure plate? answers=['yes', 'no'] expected=yes + Q: Is it true that the stone door is shut and the panel shows its flat front? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player step onto the center of the pressure plate? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the stone door open, or the wall panel rotated? answers=['the stone door is open', 'the panel is rotated', 'unclear'] expected=the panel is rotated + +── Visual vocab (for auditing the shared first frame) ── + - the stone door is fully lowered shut across its doorway + - the stone door is raised fully open, the passage clear + - the wall panel shows its plain flat front + - the wall panel is rotated half a turn onto its side + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B32-B(密室/trigger_zone):hidden floor_mode=PANEL → gold [B 支线] the wall panel rotates half a turn;终态: 发生「the wall panel is rotated half a turn onto its side」且不发生「the stone door is raised fully open, the passage clear」;outcome 判定期望: the panel is rotated diff --git a/data/cases/B32/case_A.json b/data/cases/B32/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..a547f8f82deac09c4f280e4690430ec565708531 --- /dev/null +++ b/data/cases/B32/case_A.json @@ -0,0 +1,140 @@ +{ + "id": "B32-A", + "counterpart": "B32-B", + "genre": "escape_room", + "interaction_family": "trigger_zone", + "initial_scene": { + "description": "a puzzle corridor in cold dim light, a large circular pressure plate on the floor, a stone door shut at the corridor end, and a big square wall panel showing its plain flat front a single adventurer seen in third person from behind, standing in place at the edge of the pressure plate", + "third_person_player": true, + "player_pose_and_item": "a single adventurer seen in third person from behind, standing in place at the edge of the pressure plate", + "action_target": "the large pressure plate", + "other_key_objects": [ + "pressure_plate", + "stone_door", + "wall_panel" + ], + "shared_visual_state": [ + "the stone door is fully lowered shut across its doorway", + "the wall panel shows its plain flat front" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B32.png" + }, + "hidden_state": { + "variable": "floor_mode", + "A": "DOOR", + "B": "PANEL", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the floor_mode is DOOR, the stone door rises fully open; if it is PANEL, the wall panel rotates half a turn.", + "precondition": "floor_mode == 'DOOR'", + "effect": "door.up = true", + "else_effect": "panel.turned = true", + "mapping": { + "DOOR": "door.up = true", + "PANEL": "panel.turned = true" + } + }, + "shared_action": "The player takes one short step forward onto the center of the large pressure plate.", + "instruction": "Preserve the first frame. floor_mode = DOOR, so the resolved rule is: the stone door rises fully open. Action: The player takes one short step forward onto the center of the large pressure plate. Show the action, then exactly this consequence: the stone door rises fully open The counter-outcome must NOT happen at any point: the wall panel is rotated half a turn onto its side. Instead, the wall panel shows its plain flat front throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "door": { + "up": false + }, + "panel": { + "turned": false + }, + "floor_mode": "DOOR" + }, + "gold_end_state": { + "door.up": true, + "panel.turned": false + }, + "delta": { + "door.up": true + }, + "visual_vocab": { + "door.up": { + "false": "the stone door is fully lowered shut across its doorway", + "true": "the stone door is raised fully open, the passage clear" + }, + "panel.turned": { + "false": "the wall panel shows its plain flat front", + "true": "the wall panel is rotated half a turn onto its side" + } + }, + "gold_A": "the stone door rises fully open", + "gold_B": "the wall panel rotates half a turn", + "terminal_visual_states": { + "occurs": { + "variable": "door.up", + "value": true, + "phrase": "the stone door is raised fully open, the passage clear", + "judge_label": "the stone door is open", + "in_final_frame": true + }, + "not_occurs": { + "variable": "panel.turned", + "value": true, + "phrase": "the wall panel is rotated half a turn onto its side", + "judge_label": "the panel is rotated", + "in_final_frame": false, + "instead_remains": "the wall panel shows its plain flat front" + } + }, + "prompt_ok": [ + "DOOR", + "PANEL" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at the edge of the circular pressure plate?", + "statement": "the player stands at the edge of the circular pressure plate", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the stone door is shut and the panel shows its flat front?", + "statement": "the stone door is shut and the panel shows its flat front", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player step onto the center of the pressure plate?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the stone door open, or the wall panel rotated?", + "answers": [ + "the stone door is open", + "the panel is rotated", + "unclear" + ], + "expected": "the stone door is open", + "not_expected": "the panel is rotated" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B32/case_B.json b/data/cases/B32/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..7412c5ef7f18728c6377fcdb3d97ffbc4d6cbb5c --- /dev/null +++ b/data/cases/B32/case_B.json @@ -0,0 +1,140 @@ +{ + "id": "B32-B", + "counterpart": "B32-A", + "genre": "escape_room", + "interaction_family": "trigger_zone", + "initial_scene": { + "description": "a puzzle corridor in cold dim light, a large circular pressure plate on the floor, a stone door shut at the corridor end, and a big square wall panel showing its plain flat front a single adventurer seen in third person from behind, standing in place at the edge of the pressure plate", + "third_person_player": true, + "player_pose_and_item": "a single adventurer seen in third person from behind, standing in place at the edge of the pressure plate", + "action_target": "the large pressure plate", + "other_key_objects": [ + "pressure_plate", + "stone_door", + "wall_panel" + ], + "shared_visual_state": [ + "the stone door is fully lowered shut across its doorway", + "the wall panel shows its plain flat front" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B32.png" + }, + "hidden_state": { + "variable": "floor_mode", + "A": "DOOR", + "B": "PANEL", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the floor_mode is DOOR, the stone door rises fully open; if it is PANEL, the wall panel rotates half a turn.", + "precondition": "floor_mode == 'DOOR'", + "effect": "door.up = true", + "else_effect": "panel.turned = true", + "mapping": { + "DOOR": "door.up = true", + "PANEL": "panel.turned = true" + } + }, + "shared_action": "The player takes one short step forward onto the center of the large pressure plate.", + "instruction": "Preserve the first frame. floor_mode = PANEL, so the resolved rule is: the wall panel rotates half a turn. Action: The player takes one short step forward onto the center of the large pressure plate. Show the action, then exactly this consequence: the wall panel rotates half a turn 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.", + "initial_state": { + "door": { + "up": false + }, + "panel": { + "turned": false + }, + "floor_mode": "PANEL" + }, + "gold_end_state": { + "door.up": false, + "panel.turned": true + }, + "delta": { + "panel.turned": true + }, + "visual_vocab": { + "door.up": { + "false": "the stone door is fully lowered shut across its doorway", + "true": "the stone door is raised fully open, the passage clear" + }, + "panel.turned": { + "false": "the wall panel shows its plain flat front", + "true": "the wall panel is rotated half a turn onto its side" + } + }, + "gold_A": "the stone door rises fully open", + "gold_B": "the wall panel rotates half a turn", + "terminal_visual_states": { + "occurs": { + "variable": "panel.turned", + "value": true, + "phrase": "the wall panel is rotated half a turn onto its side", + "judge_label": "the panel is rotated", + "in_final_frame": true + }, + "not_occurs": { + "variable": "door.up", + "value": true, + "phrase": "the stone door is raised fully open, the passage clear", + "judge_label": "the stone door is open", + "in_final_frame": false, + "instead_remains": "the stone door is fully lowered shut across its doorway" + } + }, + "prompt_ok": [ + "DOOR", + "PANEL" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at the edge of the circular pressure plate?", + "statement": "the player stands at the edge of the circular pressure plate", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the stone door is shut and the panel shows its flat front?", + "statement": "the stone door is shut and the panel shows its flat front", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player step onto the center of the pressure plate?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the stone door open, or the wall panel rotated?", + "answers": [ + "the stone door is open", + "the panel is rotated", + "unclear" + ], + "expected": "the panel is rotated", + "not_expected": "the stone door is open" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B32/input.png b/data/cases/B32/input.png new file mode 100644 index 0000000000000000000000000000000000000000..796e03bc8ec634e316dac562551c3dc85a4ea918 --- /dev/null +++ b/data/cases/B32/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:489ff995cfe7f113b1c1a1204ebe850fd795efd989a266e9664850e3baca88c2 +size 1432402 diff --git a/data/cases/B33/card_A.txt b/data/cases/B33/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..6c8a0820404fa20ea8f27387af9a4337b55cfe06 --- /dev/null +++ b/data/cases/B33/card_A.txt @@ -0,0 +1,42 @@ +[B33-A] genre: magic_academy family: trigger_zone counterpart: B33-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: circle_mode = CRYSTAL (runtime only, not visible in the frame) +rule: If the circle_mode is CRYSTAL, the large crystal floats up glowing blue; if it is BOOKS, all the shelf books flip open. +shared action: The player takes one short step forward into the magic circle. +instruction: Preserve the first frame. circle_mode = CRYSTAL, so the resolved rule is: the large crystal floats up glowing blue. Action: The player takes one short step forward into the magic circle. Show the action, then exactly this consequence: the large crystal floats up glowing blue The counter-outcome must NOT happen at any point: the books on the shelves are all open with spread pages. Instead, the books on the shelves are all closed 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the large crystal floats up glowing blue +gold_B: all the shelf books flip open +gold_end_state (this twin): crystal.up=true; books.open=false +delta (this twin): crystal.up=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the large crystal floats high in the air glowing blue [crystal.up=true] + not_occurs (final frame: NO) : the books on the shelves are all open with spread pages [books.open=true] + instead remains: the books on the shelves are all closed +outcome not_expected: the books are open + +── Judges ── +initial questions: + Q: Is it true that the player stands at the magic circle's edge? answers=['yes', 'no'] expected=yes + Q: Is it true that the crystal rests low and the shelf books are closed? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player step into the magic circle? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the crystal float glowing, or are the books open? answers=['the crystal floats glowing', 'the books are open', 'unclear'] expected=the crystal floats glowing + +── Visual vocab (for auditing the shared first frame) ── + - the large crystal rests low on its pedestal, dull matte glass + - the large crystal floats high in the air glowing blue + - the books on the shelves are all closed + - the books on the shelves are all open with spread pages + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B33-A(魔法学院/trigger_zone):hidden circle_mode=CRYSTAL → gold [A 支线] the large crystal floats up glowing blue;终态: 发生「the large crystal floats high in the air glowing blue」且不发生「the books on the shelves are all open with spread pages」;outcome 判定期望: the crystal floats glowing diff --git a/data/cases/B33/card_B.txt b/data/cases/B33/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..3dc9d1c1a04fd9fec990aef2941dbd61b81c88eb --- /dev/null +++ b/data/cases/B33/card_B.txt @@ -0,0 +1,42 @@ +[B33-B] genre: magic_academy family: trigger_zone counterpart: B33-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: circle_mode = BOOKS (runtime only, not visible in the frame) +rule: If the circle_mode is CRYSTAL, the large crystal floats up glowing blue; if it is BOOKS, all the shelf books flip open. +shared action: The player takes one short step forward into the magic circle. +instruction: Preserve the first frame. circle_mode = BOOKS, so the resolved rule is: all the shelf books flip open. Action: The player takes one short step forward into the magic circle. Show the action, then exactly this consequence: all the shelf books flip open The counter-outcome must NOT happen at any point: the large crystal floats high in the air glowing blue. Instead, the large crystal rests low on its pedestal, 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the large crystal floats up glowing blue +gold_B: all the shelf books flip open +gold_end_state (this twin): crystal.up=false; books.open=true +delta (this twin): books.open=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the books on the shelves are all open with spread pages [books.open=true] + not_occurs (final frame: NO) : the large crystal floats high in the air glowing blue [crystal.up=true] + instead remains: the large crystal rests low on its pedestal, dull matte glass +outcome not_expected: the crystal floats glowing + +── Judges ── +initial questions: + Q: Is it true that the player stands at the magic circle's edge? answers=['yes', 'no'] expected=yes + Q: Is it true that the crystal rests low and the shelf books are closed? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player step into the magic circle? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the crystal float glowing, or are the books open? answers=['the crystal floats glowing', 'the books are open', 'unclear'] expected=the books are open + +── Visual vocab (for auditing the shared first frame) ── + - the large crystal rests low on its pedestal, dull matte glass + - the large crystal floats high in the air glowing blue + - the books on the shelves are all closed + - the books on the shelves are all open with spread pages + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B33-B(魔法学院/trigger_zone):hidden circle_mode=BOOKS → gold [B 支线] all the shelf books flip open;终态: 发生「the books on the shelves are all open with spread pages」且不发生「the large crystal floats high in the air glowing blue」;outcome 判定期望: the books are open diff --git a/data/cases/B33/case_A.json b/data/cases/B33/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..037868699c81d9a10a2e94b45184131ece9750eb --- /dev/null +++ b/data/cases/B33/case_A.json @@ -0,0 +1,140 @@ +{ + "id": "B33-A", + "counterpart": "B33-B", + "genre": "magic_academy", + "interaction_family": "trigger_zone", + "initial_scene": { + "description": "an arcane study in cold blue-white light, a magic circle of faint carved lines on the floor, a large dull crystal resting low on a pedestal at the circle center, and bookshelves of closed volumes around the walls a single apprentice seen in third person from behind, standing in place at the circle's edge", + "third_person_player": true, + "player_pose_and_item": "a single apprentice seen in third person from behind, standing in place at the circle's edge", + "action_target": "the magic circle", + "other_key_objects": [ + "magic_circle", + "crystal", + "bookshelves" + ], + "shared_visual_state": [ + "the large crystal rests low on its pedestal, dull matte glass", + "the books on the shelves are all closed" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B33.png" + }, + "hidden_state": { + "variable": "circle_mode", + "A": "CRYSTAL", + "B": "BOOKS", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the circle_mode is CRYSTAL, the large crystal floats up glowing blue; if it is BOOKS, all the shelf books flip open.", + "precondition": "circle_mode == 'CRYSTAL'", + "effect": "crystal.up = true", + "else_effect": "books.open = true", + "mapping": { + "CRYSTAL": "crystal.up = true", + "BOOKS": "books.open = true" + } + }, + "shared_action": "The player takes one short step forward into the magic circle.", + "instruction": "Preserve the first frame. circle_mode = CRYSTAL, so the resolved rule is: the large crystal floats up glowing blue. Action: The player takes one short step forward into the magic circle. Show the action, then exactly this consequence: the large crystal floats up glowing blue The counter-outcome must NOT happen at any point: the books on the shelves are all open with spread pages. Instead, the books on the shelves are all closed throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "crystal": { + "up": false + }, + "books": { + "open": false + }, + "circle_mode": "CRYSTAL" + }, + "gold_end_state": { + "crystal.up": true, + "books.open": false + }, + "delta": { + "crystal.up": true + }, + "visual_vocab": { + "crystal.up": { + "false": "the large crystal rests low on its pedestal, dull matte glass", + "true": "the large crystal floats high in the air glowing blue" + }, + "books.open": { + "false": "the books on the shelves are all closed", + "true": "the books on the shelves are all open with spread pages" + } + }, + "gold_A": "the large crystal floats up glowing blue", + "gold_B": "all the shelf books flip open", + "terminal_visual_states": { + "occurs": { + "variable": "crystal.up", + "value": true, + "phrase": "the large crystal floats high in the air glowing blue", + "judge_label": "the crystal floats glowing", + "in_final_frame": true + }, + "not_occurs": { + "variable": "books.open", + "value": true, + "phrase": "the books on the shelves are all open with spread pages", + "judge_label": "the books are open", + "in_final_frame": false, + "instead_remains": "the books on the shelves are all closed" + } + }, + "prompt_ok": [ + "CRYSTAL", + "BOOKS" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at the magic circle's edge?", + "statement": "the player stands at the magic circle's edge", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the crystal rests low and the shelf books are closed?", + "statement": "the crystal rests low and the shelf books are closed", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player step into the magic circle?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the crystal float glowing, or are the books open?", + "answers": [ + "the crystal floats glowing", + "the books are open", + "unclear" + ], + "expected": "the crystal floats glowing", + "not_expected": "the books are open" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B33/case_B.json b/data/cases/B33/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..0753a0ed57baf3df3d5d63109effc5c26adb54d2 --- /dev/null +++ b/data/cases/B33/case_B.json @@ -0,0 +1,140 @@ +{ + "id": "B33-B", + "counterpart": "B33-A", + "genre": "magic_academy", + "interaction_family": "trigger_zone", + "initial_scene": { + "description": "an arcane study in cold blue-white light, a magic circle of faint carved lines on the floor, a large dull crystal resting low on a pedestal at the circle center, and bookshelves of closed volumes around the walls a single apprentice seen in third person from behind, standing in place at the circle's edge", + "third_person_player": true, + "player_pose_and_item": "a single apprentice seen in third person from behind, standing in place at the circle's edge", + "action_target": "the magic circle", + "other_key_objects": [ + "magic_circle", + "crystal", + "bookshelves" + ], + "shared_visual_state": [ + "the large crystal rests low on its pedestal, dull matte glass", + "the books on the shelves are all closed" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B33.png" + }, + "hidden_state": { + "variable": "circle_mode", + "A": "CRYSTAL", + "B": "BOOKS", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the circle_mode is CRYSTAL, the large crystal floats up glowing blue; if it is BOOKS, all the shelf books flip open.", + "precondition": "circle_mode == 'CRYSTAL'", + "effect": "crystal.up = true", + "else_effect": "books.open = true", + "mapping": { + "CRYSTAL": "crystal.up = true", + "BOOKS": "books.open = true" + } + }, + "shared_action": "The player takes one short step forward into the magic circle.", + "instruction": "Preserve the first frame. circle_mode = BOOKS, so the resolved rule is: all the shelf books flip open. Action: The player takes one short step forward into the magic circle. Show the action, then exactly this consequence: all the shelf books flip open The counter-outcome must NOT happen at any point: the large crystal floats high in the air glowing blue. Instead, the large crystal rests low on its pedestal, 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.", + "initial_state": { + "crystal": { + "up": false + }, + "books": { + "open": false + }, + "circle_mode": "BOOKS" + }, + "gold_end_state": { + "crystal.up": false, + "books.open": true + }, + "delta": { + "books.open": true + }, + "visual_vocab": { + "crystal.up": { + "false": "the large crystal rests low on its pedestal, dull matte glass", + "true": "the large crystal floats high in the air glowing blue" + }, + "books.open": { + "false": "the books on the shelves are all closed", + "true": "the books on the shelves are all open with spread pages" + } + }, + "gold_A": "the large crystal floats up glowing blue", + "gold_B": "all the shelf books flip open", + "terminal_visual_states": { + "occurs": { + "variable": "books.open", + "value": true, + "phrase": "the books on the shelves are all open with spread pages", + "judge_label": "the books are open", + "in_final_frame": true + }, + "not_occurs": { + "variable": "crystal.up", + "value": true, + "phrase": "the large crystal floats high in the air glowing blue", + "judge_label": "the crystal floats glowing", + "in_final_frame": false, + "instead_remains": "the large crystal rests low on its pedestal, dull matte glass" + } + }, + "prompt_ok": [ + "CRYSTAL", + "BOOKS" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at the magic circle's edge?", + "statement": "the player stands at the magic circle's edge", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the crystal rests low and the shelf books are closed?", + "statement": "the crystal rests low and the shelf books are closed", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player step into the magic circle?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the crystal float glowing, or are the books open?", + "answers": [ + "the crystal floats glowing", + "the books are open", + "unclear" + ], + "expected": "the books are open", + "not_expected": "the crystal floats glowing" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B33/input.png b/data/cases/B33/input.png new file mode 100644 index 0000000000000000000000000000000000000000..538a067426b86b841ca07e1f0155a40bbe26c95e --- /dev/null +++ b/data/cases/B33/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:13e4e402ad0d75549f0b9a1e2fb7bf994a73024ca8531c6553d696af6382cf6e +size 1493633 diff --git a/data/cases/B34/card_A.txt b/data/cases/B34/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..33624c6d17066f433b82c5f9cdc2852f9dd231ce --- /dev/null +++ b/data/cases/B34/card_A.txt @@ -0,0 +1,42 @@ +[B34-A] genre: camping family: trigger_zone counterpart: B34-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: camp_trigger = FIRE (runtime only, not visible in the frame) +rule: If the camp_trigger is FIRE, the campfire bursts into tall flames; if it is TENT, the tent entrance flap opens wide. +shared action: The player takes one short step forward into the circular campsite marker. +instruction: Preserve the first frame. camp_trigger = FIRE, so the resolved rule is: the campfire bursts into tall flames. Action: The player takes one short step forward into the circular campsite marker. Show the action, then exactly this consequence: the campfire bursts into tall flames The counter-outcome must NOT happen at any point: the tent entrance flap is wide open. Instead, the tent entrance flap is closed 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the campfire bursts into tall flames +gold_B: the tent entrance flap opens wide +gold_end_state (this twin): fire.lit=true; tent.open=false +delta (this twin): fire.lit=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the campfire burns with tall bright flames [fire.lit=true] + not_occurs (final frame: NO) : the tent entrance flap is wide open [tent.open=true] + instead remains: the tent entrance flap is closed +outcome not_expected: the tent is open + +── Judges ── +initial questions: + Q: Is it true that the player stands at the circular camp marker? answers=['yes', 'no'] expected=yes + Q: Is it true that the campfire ring holds only cold ash? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player step into the circular marker? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the campfire burning, or the tent open? answers=['the campfire burns', 'the tent is open', 'unclear'] expected=the campfire burns + +── Visual vocab (for auditing the shared first frame) ── + - the campfire ring holds only pale grey cold ash and charred black logs + - the campfire burns with tall bright flames + - the tent entrance flap is closed + - the tent entrance flap is wide open + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B34-A(露营/trigger_zone):hidden camp_trigger=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 tent entrance flap is wide open」;outcome 判定期望: the campfire burns diff --git a/data/cases/B34/card_B.txt b/data/cases/B34/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..2001be7ccd102781eb8c14c03d991b3279a059fe --- /dev/null +++ b/data/cases/B34/card_B.txt @@ -0,0 +1,42 @@ +[B34-B] genre: camping family: trigger_zone counterpart: B34-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: camp_trigger = TENT (runtime only, not visible in the frame) +rule: If the camp_trigger is FIRE, the campfire bursts into tall flames; if it is TENT, the tent entrance flap opens wide. +shared action: The player takes one short step forward into the circular campsite marker. +instruction: Preserve the first frame. camp_trigger = TENT, so the resolved rule is: the tent entrance flap opens wide. Action: The player takes one short step forward into the circular campsite marker. Show the action, then exactly this consequence: the tent entrance flap opens wide 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the campfire bursts into tall flames +gold_B: the tent entrance flap opens wide +gold_end_state (this twin): fire.lit=false; tent.open=true +delta (this twin): tent.open=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the tent entrance flap is wide open [tent.open=true] + not_occurs (final frame: NO) : the campfire burns with tall bright flames [fire.lit=true] + instead remains: the campfire ring holds only pale grey cold ash and charred black logs +outcome not_expected: the campfire burns + +── Judges ── +initial questions: + Q: Is it true that the player stands at the circular camp marker? answers=['yes', 'no'] expected=yes + Q: Is it true that the campfire ring holds only cold ash? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player step into the circular marker? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the campfire burning, or the tent open? answers=['the campfire burns', 'the tent is open', 'unclear'] expected=the tent is open + +── Visual vocab (for auditing the shared first frame) ── + - the campfire ring holds only pale grey cold ash and charred black logs + - the campfire burns with tall bright flames + - the tent entrance flap is closed + - the tent entrance flap is wide open + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B34-B(露营/trigger_zone):hidden camp_trigger=TENT → gold [B 支线] the tent entrance flap opens wide;终态: 发生「the tent entrance flap is wide open」且不发生「the campfire burns with tall bright flames」;outcome 判定期望: the tent is open diff --git a/data/cases/B34/case_A.json b/data/cases/B34/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..bb2da5a828f5e967d9ead3c7574f7d768dbb19ec --- /dev/null +++ b/data/cases/B34/case_A.json @@ -0,0 +1,139 @@ +{ + "id": "B34-A", + "counterpart": "B34-B", + "genre": "camping", + "interaction_family": "trigger_zone", + "initial_scene": { + "description": "a campsite in fading dusk light, a circular stone marker on the ground, a stone campfire ring with pale grey cold ash, and a canvas tent with its entrance flap closed a single camper seen in third person from behind, standing in place at the edge of the circular marker", + "third_person_player": true, + "player_pose_and_item": "a single camper seen in third person from behind, standing in place at the edge of the circular marker", + "action_target": "the circular campsite marker", + "other_key_objects": [ + "circular_marker", + "campfire_ring", + "tent" + ], + "shared_visual_state": [ + "the campfire ring holds only pale grey cold ash and charred black logs", + "the tent entrance flap is closed" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B34.png" + }, + "hidden_state": { + "variable": "camp_trigger", + "A": "FIRE", + "B": "TENT", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the camp_trigger is FIRE, the campfire bursts into tall flames; if it is TENT, the tent entrance flap opens wide.", + "precondition": "camp_trigger == 'FIRE'", + "effect": "fire.lit = true", + "else_effect": "tent.open = true", + "mapping": { + "FIRE": "fire.lit = true", + "TENT": "tent.open = true" + } + }, + "shared_action": "The player takes one short step forward into the circular campsite marker.", + "instruction": "Preserve the first frame. camp_trigger = FIRE, so the resolved rule is: the campfire bursts into tall flames. Action: The player takes one short step forward into the circular campsite marker. Show the action, then exactly this consequence: the campfire bursts into tall flames The counter-outcome must NOT happen at any point: the tent entrance flap is wide open. Instead, the tent entrance flap is closed throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "fire": { + "lit": false + }, + "tent": { + "open": false + }, + "camp_trigger": "FIRE" + }, + "gold_end_state": { + "fire.lit": true, + "tent.open": false + }, + "delta": { + "fire.lit": true + }, + "visual_vocab": { + "fire.lit": { + "false": "the campfire ring holds only pale grey cold ash and charred black logs", + "true": "the campfire burns with tall bright flames" + }, + "tent.open": { + "false": "the tent entrance flap is closed", + "true": "the tent entrance flap is wide open" + } + }, + "gold_A": "the campfire bursts into tall flames", + "gold_B": "the tent entrance flap opens wide", + "terminal_visual_states": { + "occurs": { + "variable": "fire.lit", + "value": true, + "phrase": "the campfire burns with tall bright flames", + "judge_label": "the campfire burns", + "in_final_frame": true + }, + "not_occurs": { + "variable": "tent.open", + "value": true, + "phrase": "the tent entrance flap is wide open", + "judge_label": "the tent is open", + "in_final_frame": false, + "instead_remains": "the tent entrance flap is closed" + } + }, + "prompt_ok": [ + "TENT" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at the circular camp marker?", + "statement": "the player stands at the circular camp marker", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the campfire ring holds only cold ash?", + "statement": "the campfire ring holds only cold ash", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player step into the circular marker?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the campfire burning, or the tent open?", + "answers": [ + "the campfire burns", + "the tent is open", + "unclear" + ], + "expected": "the campfire burns", + "not_expected": "the tent is open" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B34/case_B.json b/data/cases/B34/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..f77159314abab99662e5ff986e0097342155f74a --- /dev/null +++ b/data/cases/B34/case_B.json @@ -0,0 +1,139 @@ +{ + "id": "B34-B", + "counterpart": "B34-A", + "genre": "camping", + "interaction_family": "trigger_zone", + "initial_scene": { + "description": "a campsite in fading dusk light, a circular stone marker on the ground, a stone campfire ring with pale grey cold ash, and a canvas tent with its entrance flap closed a single camper seen in third person from behind, standing in place at the edge of the circular marker", + "third_person_player": true, + "player_pose_and_item": "a single camper seen in third person from behind, standing in place at the edge of the circular marker", + "action_target": "the circular campsite marker", + "other_key_objects": [ + "circular_marker", + "campfire_ring", + "tent" + ], + "shared_visual_state": [ + "the campfire ring holds only pale grey cold ash and charred black logs", + "the tent entrance flap is closed" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B34.png" + }, + "hidden_state": { + "variable": "camp_trigger", + "A": "FIRE", + "B": "TENT", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the camp_trigger is FIRE, the campfire bursts into tall flames; if it is TENT, the tent entrance flap opens wide.", + "precondition": "camp_trigger == 'FIRE'", + "effect": "fire.lit = true", + "else_effect": "tent.open = true", + "mapping": { + "FIRE": "fire.lit = true", + "TENT": "tent.open = true" + } + }, + "shared_action": "The player takes one short step forward into the circular campsite marker.", + "instruction": "Preserve the first frame. camp_trigger = TENT, so the resolved rule is: the tent entrance flap opens wide. Action: The player takes one short step forward into the circular campsite marker. Show the action, then exactly this consequence: the tent entrance flap opens wide 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.", + "initial_state": { + "fire": { + "lit": false + }, + "tent": { + "open": false + }, + "camp_trigger": "TENT" + }, + "gold_end_state": { + "fire.lit": false, + "tent.open": true + }, + "delta": { + "tent.open": true + }, + "visual_vocab": { + "fire.lit": { + "false": "the campfire ring holds only pale grey cold ash and charred black logs", + "true": "the campfire burns with tall bright flames" + }, + "tent.open": { + "false": "the tent entrance flap is closed", + "true": "the tent entrance flap is wide open" + } + }, + "gold_A": "the campfire bursts into tall flames", + "gold_B": "the tent entrance flap opens wide", + "terminal_visual_states": { + "occurs": { + "variable": "tent.open", + "value": true, + "phrase": "the tent entrance flap is wide open", + "judge_label": "the tent is open", + "in_final_frame": true + }, + "not_occurs": { + "variable": "fire.lit", + "value": true, + "phrase": "the campfire burns with tall bright flames", + "judge_label": "the campfire burns", + "in_final_frame": false, + "instead_remains": "the campfire ring holds only pale grey cold ash and charred black logs" + } + }, + "prompt_ok": [ + "TENT" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at the circular camp marker?", + "statement": "the player stands at the circular camp marker", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the campfire ring holds only cold ash?", + "statement": "the campfire ring holds only cold ash", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player step into the circular marker?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the campfire burning, or the tent open?", + "answers": [ + "the campfire burns", + "the tent is open", + "unclear" + ], + "expected": "the tent is open", + "not_expected": "the campfire burns" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B34/input.png b/data/cases/B34/input.png new file mode 100644 index 0000000000000000000000000000000000000000..fbc65279fc2c791b296bd7fb85fea8a84836352d --- /dev/null +++ b/data/cases/B34/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:f1c40344b832e5188678d60e94785ba84fe928f6870d20eb41d17b2e068314b8 +size 1387996 diff --git a/data/cases/B35/card_A.txt b/data/cases/B35/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..b8469dfb5f60ce9ea3ac9597412247f902f68684 --- /dev/null +++ b/data/cases/B35/card_A.txt @@ -0,0 +1,42 @@ +[B35-A] genre: museum family: trigger_zone counterpart: B35-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: gallery_mode = STATUE (runtime only, not visible in the frame) +rule: If the gallery_mode is STATUE, the statue rotates a quarter turn; if it is CURTAIN, the back curtain pulls fully open. +shared action: The player takes one short step forward onto the large gallery floor marker. +instruction: Preserve the first frame. gallery_mode = STATUE, so the resolved rule is: the statue rotates a quarter turn. Action: The player takes one short step forward onto the large gallery floor marker. Show the action, then exactly this consequence: the statue rotates a quarter turn 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the statue rotates a quarter turn +gold_B: the back curtain pulls fully open +gold_end_state (this twin): statue.turned=true; curtain.open=false +delta (this twin): statue.turned=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the statue is rotated a quarter turn to the side [statue.turned=true] + not_occurs (final frame: NO) : the curtain is pulled fully open to the sides [curtain.open=true] + instead remains: the curtain is drawn fully closed across the wall +outcome not_expected: the curtain is open + +── Judges ── +initial questions: + Q: Is it true that the player stands before the brass floor marker? answers=['yes', 'no'] expected=yes + Q: Is it true that the statue faces forward and the curtain is closed? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player step onto the floor marker? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the statue rotated, or the curtain open? answers=['the statue is rotated', 'the curtain is open', 'unclear'] expected=the statue is rotated + +── Visual vocab (for auditing the shared first frame) ── + - the statue faces straight forward + - the statue is rotated a quarter turn to the side + - the curtain is drawn fully closed across the wall + - the curtain is pulled fully open to the sides + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B35-A(博物馆/trigger_zone):hidden gallery_mode=STATUE → gold [A 支线] the statue rotates a quarter turn;终态: 发生「the statue is rotated a quarter turn to the side」且不发生「the curtain is pulled fully open to the sides」;outcome 判定期望: the statue is rotated diff --git a/data/cases/B35/card_B.txt b/data/cases/B35/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..d127bd1d3bdbea5b11ad6328ecc08d35e9124bef --- /dev/null +++ b/data/cases/B35/card_B.txt @@ -0,0 +1,42 @@ +[B35-B] genre: museum family: trigger_zone counterpart: B35-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: gallery_mode = CURTAIN (runtime only, not visible in the frame) +rule: If the gallery_mode is STATUE, the statue rotates a quarter turn; if it is CURTAIN, the back curtain pulls fully open. +shared action: The player takes one short step forward onto the large gallery floor marker. +instruction: Preserve the first frame. gallery_mode = CURTAIN, so the resolved rule is: the back curtain pulls fully open. Action: The player takes one short step forward onto the large gallery floor marker. Show the action, then exactly this consequence: the back curtain pulls fully open The counter-outcome must NOT happen at any point: the statue is rotated a quarter turn to the side. Instead, the statue faces straight forward 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the statue rotates a quarter turn +gold_B: the back curtain pulls fully open +gold_end_state (this twin): statue.turned=false; curtain.open=true +delta (this twin): curtain.open=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the curtain is pulled fully open to the sides [curtain.open=true] + not_occurs (final frame: NO) : the statue is rotated a quarter turn to the side [statue.turned=true] + instead remains: the statue faces straight forward +outcome not_expected: the statue is rotated + +── Judges ── +initial questions: + Q: Is it true that the player stands before the brass floor marker? answers=['yes', 'no'] expected=yes + Q: Is it true that the statue faces forward and the curtain is closed? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player step onto the floor marker? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the statue rotated, or the curtain open? answers=['the statue is rotated', 'the curtain is open', 'unclear'] expected=the curtain is open + +── Visual vocab (for auditing the shared first frame) ── + - the statue faces straight forward + - the statue is rotated a quarter turn to the side + - the curtain is drawn fully closed across the wall + - the curtain is pulled fully open to the sides + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B35-B(博物馆/trigger_zone):hidden gallery_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 is rotated a quarter turn to the side」;outcome 判定期望: the curtain is open diff --git a/data/cases/B35/case_A.json b/data/cases/B35/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..ab7ef532694824489191299347fe60c9b9641a28 --- /dev/null +++ b/data/cases/B35/case_A.json @@ -0,0 +1,140 @@ +{ + "id": "B35-A", + "counterpart": "B35-B", + "genre": "museum", + "interaction_family": "trigger_zone", + "initial_scene": { + "description": "a gallery hall in cool even light, a large brass floor marker before the center statue which faces straight forward, and a heavy curtain drawn fully closed across the back wall a single visitor seen in third person from behind, standing in place just before the floor marker", + "third_person_player": true, + "player_pose_and_item": "a single visitor seen in third person from behind, standing in place just before the floor marker", + "action_target": "the gallery floor marker", + "other_key_objects": [ + "floor_marker", + "center_statue", + "curtain" + ], + "shared_visual_state": [ + "the statue faces straight forward", + "the curtain is drawn fully closed across the wall" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B35.png" + }, + "hidden_state": { + "variable": "gallery_mode", + "A": "STATUE", + "B": "CURTAIN", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the gallery_mode is STATUE, the statue rotates a quarter turn; if it is CURTAIN, the back curtain pulls fully open.", + "precondition": "gallery_mode == 'STATUE'", + "effect": "statue.turned = true", + "else_effect": "curtain.open = true", + "mapping": { + "STATUE": "statue.turned = true", + "CURTAIN": "curtain.open = true" + } + }, + "shared_action": "The player takes one short step forward onto the large gallery floor marker.", + "instruction": "Preserve the first frame. gallery_mode = STATUE, so the resolved rule is: the statue rotates a quarter turn. Action: The player takes one short step forward onto the large gallery floor marker. Show the action, then exactly this consequence: the statue rotates a quarter turn 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.", + "initial_state": { + "statue": { + "turned": false + }, + "curtain": { + "open": false + }, + "gallery_mode": "STATUE" + }, + "gold_end_state": { + "statue.turned": true, + "curtain.open": false + }, + "delta": { + "statue.turned": true + }, + "visual_vocab": { + "statue.turned": { + "false": "the statue faces straight forward", + "true": "the statue is rotated a quarter turn to the side" + }, + "curtain.open": { + "false": "the curtain is drawn fully closed across the wall", + "true": "the curtain is pulled fully open to the sides" + } + }, + "gold_A": "the statue rotates a quarter turn", + "gold_B": "the back curtain pulls fully open", + "terminal_visual_states": { + "occurs": { + "variable": "statue.turned", + "value": true, + "phrase": "the statue is rotated a quarter turn to the side", + "judge_label": "the statue is rotated", + "in_final_frame": true + }, + "not_occurs": { + "variable": "curtain.open", + "value": true, + "phrase": "the curtain is pulled fully open to the sides", + "judge_label": "the curtain is open", + "in_final_frame": false, + "instead_remains": "the curtain is drawn fully closed across the wall" + } + }, + "prompt_ok": [ + "STATUE", + "CURTAIN" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands before the brass floor marker?", + "statement": "the player stands before the brass floor marker", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the statue faces forward and the curtain is closed?", + "statement": "the statue faces forward and the curtain is closed", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player step onto the floor marker?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the statue rotated, or the curtain open?", + "answers": [ + "the statue is rotated", + "the curtain is open", + "unclear" + ], + "expected": "the statue is rotated", + "not_expected": "the curtain is open" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B35/case_B.json b/data/cases/B35/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..2ff7bb507d04bae2de15ec33c063838f5f247450 --- /dev/null +++ b/data/cases/B35/case_B.json @@ -0,0 +1,140 @@ +{ + "id": "B35-B", + "counterpart": "B35-A", + "genre": "museum", + "interaction_family": "trigger_zone", + "initial_scene": { + "description": "a gallery hall in cool even light, a large brass floor marker before the center statue which faces straight forward, and a heavy curtain drawn fully closed across the back wall a single visitor seen in third person from behind, standing in place just before the floor marker", + "third_person_player": true, + "player_pose_and_item": "a single visitor seen in third person from behind, standing in place just before the floor marker", + "action_target": "the gallery floor marker", + "other_key_objects": [ + "floor_marker", + "center_statue", + "curtain" + ], + "shared_visual_state": [ + "the statue faces straight forward", + "the curtain is drawn fully closed across the wall" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B35.png" + }, + "hidden_state": { + "variable": "gallery_mode", + "A": "STATUE", + "B": "CURTAIN", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the gallery_mode is STATUE, the statue rotates a quarter turn; if it is CURTAIN, the back curtain pulls fully open.", + "precondition": "gallery_mode == 'STATUE'", + "effect": "statue.turned = true", + "else_effect": "curtain.open = true", + "mapping": { + "STATUE": "statue.turned = true", + "CURTAIN": "curtain.open = true" + } + }, + "shared_action": "The player takes one short step forward onto the large gallery floor marker.", + "instruction": "Preserve the first frame. gallery_mode = CURTAIN, so the resolved rule is: the back curtain pulls fully open. Action: The player takes one short step forward onto the large gallery floor marker. Show the action, then exactly this consequence: the back curtain pulls fully open The counter-outcome must NOT happen at any point: the statue is rotated a quarter turn to the side. Instead, the statue faces straight forward throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "statue": { + "turned": false + }, + "curtain": { + "open": false + }, + "gallery_mode": "CURTAIN" + }, + "gold_end_state": { + "statue.turned": false, + "curtain.open": true + }, + "delta": { + "curtain.open": true + }, + "visual_vocab": { + "statue.turned": { + "false": "the statue faces straight forward", + "true": "the statue is rotated a quarter turn to the side" + }, + "curtain.open": { + "false": "the curtain is drawn fully closed across the wall", + "true": "the curtain is pulled fully open to the sides" + } + }, + "gold_A": "the statue rotates a quarter turn", + "gold_B": "the back curtain pulls fully open", + "terminal_visual_states": { + "occurs": { + "variable": "curtain.open", + "value": true, + "phrase": "the curtain is pulled fully open to the sides", + "judge_label": "the curtain is open", + "in_final_frame": true + }, + "not_occurs": { + "variable": "statue.turned", + "value": true, + "phrase": "the statue is rotated a quarter turn to the side", + "judge_label": "the statue is rotated", + "in_final_frame": false, + "instead_remains": "the statue faces straight forward" + } + }, + "prompt_ok": [ + "STATUE", + "CURTAIN" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands before the brass floor marker?", + "statement": "the player stands before the brass floor marker", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the statue faces forward and the curtain is closed?", + "statement": "the statue faces forward and the curtain is closed", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player step onto the floor marker?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the statue rotated, or the curtain open?", + "answers": [ + "the statue is rotated", + "the curtain is open", + "unclear" + ], + "expected": "the curtain is open", + "not_expected": "the statue is rotated" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B35/input.png b/data/cases/B35/input.png new file mode 100644 index 0000000000000000000000000000000000000000..fb458f03ec7d39f072460ba2fff35e6e061c4006 --- /dev/null +++ b/data/cases/B35/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:6ac3d6aa6c2b4ddabd974f85276fa4267e896d04cfb5df224f78c521b9556cba +size 1234880 diff --git a/data/cases/B36/card_A.txt b/data/cases/B36/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..e209b46a8d4f972570d882c6110953920c4407b1 --- /dev/null +++ b/data/cases/B36/card_A.txt @@ -0,0 +1,42 @@ +[B36-A] genre: open_world family: trigger_zone counterpart: B36-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: zone_mode = PILLARS (runtime only, not visible in the frame) +rule: If the zone_mode is PILLARS, both stone pillars rise tall from the ground; if it is FOUNTAIN, the fountain jets a tall plume of water. +shared action: The player takes one short step forward across the ruin entrance line. +instruction: Preserve the first frame. zone_mode = PILLARS, so the resolved rule is: both stone pillars rise tall from the ground. Action: The player takes one short step forward across the ruin entrance line. Show the action, then exactly this consequence: both stone pillars rise tall from the ground The counter-outcome must NOT happen at any point: the 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: both stone pillars rise tall from the ground +gold_B: the fountain jets a tall plume of water +gold_end_state (this twin): pillars.up=true; fountain.running=false +delta (this twin): pillars.up=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): both stone pillars stand tall, risen from the ground [pillars.up=true] + not_occurs (final frame: NO) : the fountain jets a tall plume of water [fountain.running=true] + instead remains: the stone fountain is dry and still +outcome not_expected: the fountain jets water + +── Judges ── +initial questions: + Q: Is it true that the player stands one step before the entrance line? answers=['yes', 'no'] expected=yes + Q: Is it true that the pillars are sunk low and the fountain is dry? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player step across the entrance line? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, are the pillars risen tall, or the fountain jetting water? answers=['the pillars are risen', 'the fountain jets water', 'unclear'] expected=the pillars are risen + +── Visual vocab (for auditing the shared first frame) ── + - both stone pillars are sunk low into the ground + - both stone pillars stand tall, risen from the ground + - the stone fountain is dry and still + - the fountain jets a tall plume of water + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B36-A(开放世界/trigger_zone):hidden zone_mode=PILLARS → gold [A 支线] both stone pillars rise tall from the ground;终态: 发生「both stone pillars stand tall, risen from the ground」且不发生「the fountain jets a tall plume of water」;outcome 判定期望: the pillars are risen diff --git a/data/cases/B36/card_B.txt b/data/cases/B36/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..dd70990f76fcadcc06cc7a39f5e6af9eb901f6ab --- /dev/null +++ b/data/cases/B36/card_B.txt @@ -0,0 +1,42 @@ +[B36-B] genre: open_world family: trigger_zone counterpart: B36-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: zone_mode = FOUNTAIN (runtime only, not visible in the frame) +rule: If the zone_mode is PILLARS, both stone pillars rise tall from the ground; if it is FOUNTAIN, the fountain jets a tall plume of water. +shared action: The player takes one short step forward across the ruin entrance line. +instruction: Preserve the first frame. zone_mode = FOUNTAIN, so the resolved rule is: the fountain jets a tall plume of water. Action: The player takes one short step forward across the ruin entrance line. Show the action, then exactly this consequence: the fountain jets a tall plume of water The counter-outcome must NOT happen at any point: both stone pillars stand tall, risen from the ground. Instead, both stone pillars are sunk low into the ground 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: both stone pillars rise tall from the ground +gold_B: the fountain jets a tall plume of water +gold_end_state (this twin): pillars.up=false; fountain.running=true +delta (this twin): fountain.running=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the fountain jets a tall plume of water [fountain.running=true] + not_occurs (final frame: NO) : both stone pillars stand tall, risen from the ground [pillars.up=true] + instead remains: both stone pillars are sunk low into the ground +outcome not_expected: the pillars are risen + +── Judges ── +initial questions: + Q: Is it true that the player stands one step before the entrance line? answers=['yes', 'no'] expected=yes + Q: Is it true that the pillars are sunk low and the fountain is dry? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player step across the entrance line? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, are the pillars risen tall, or the fountain jetting water? answers=['the pillars are risen', 'the fountain jets water', 'unclear'] expected=the fountain jets water + +── Visual vocab (for auditing the shared first frame) ── + - both stone pillars are sunk low into the ground + - both stone pillars stand tall, risen from the ground + - the stone fountain is dry and still + - the fountain jets a tall plume of water + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B36-B(开放世界/trigger_zone):hidden zone_mode=FOUNTAIN → gold [B 支线] the fountain jets a tall plume of water;终态: 发生「the fountain jets a tall plume of water」且不发生「both stone pillars stand tall, risen from the ground」;outcome 判定期望: the fountain jets water diff --git a/data/cases/B36/case_A.json b/data/cases/B36/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..4121d95011ba7e937f901088f7687b767d9c96ea --- /dev/null +++ b/data/cases/B36/case_A.json @@ -0,0 +1,140 @@ +{ + "id": "B36-A", + "counterpart": "B36-B", + "genre": "open_world", + "interaction_family": "trigger_zone", + "initial_scene": { + "description": "a ruin entrance under a pale sky, a low stone line marking the threshold, two stone pillars sunk low into the ground inside, and a wide stone fountain standing dry and still a single adventurer seen in third person from behind, standing in place one step before the entrance line", + "third_person_player": true, + "player_pose_and_item": "a single adventurer seen in third person from behind, standing in place one step before the entrance line", + "action_target": "the ruin entrance line", + "other_key_objects": [ + "entrance_line", + "stone_pillars", + "fountain" + ], + "shared_visual_state": [ + "both stone pillars are sunk low into the ground", + "the stone fountain is dry and still" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B36.png" + }, + "hidden_state": { + "variable": "zone_mode", + "A": "PILLARS", + "B": "FOUNTAIN", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the zone_mode is PILLARS, both stone pillars rise tall from the ground; if it is FOUNTAIN, the fountain jets a tall plume of water.", + "precondition": "zone_mode == 'PILLARS'", + "effect": "pillars.up = true", + "else_effect": "fountain.running = true", + "mapping": { + "PILLARS": "pillars.up = true", + "FOUNTAIN": "fountain.running = true" + } + }, + "shared_action": "The player takes one short step forward across the ruin entrance line.", + "instruction": "Preserve the first frame. zone_mode = PILLARS, so the resolved rule is: both stone pillars rise tall from the ground. Action: The player takes one short step forward across the ruin entrance line. Show the action, then exactly this consequence: both stone pillars rise tall from the ground The counter-outcome must NOT happen at any point: the 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.", + "initial_state": { + "pillars": { + "up": false + }, + "fountain": { + "running": false + }, + "zone_mode": "PILLARS" + }, + "gold_end_state": { + "pillars.up": true, + "fountain.running": false + }, + "delta": { + "pillars.up": true + }, + "visual_vocab": { + "pillars.up": { + "false": "both stone pillars are sunk low into the ground", + "true": "both stone pillars stand tall, risen from the ground" + }, + "fountain.running": { + "false": "the stone fountain is dry and still", + "true": "the fountain jets a tall plume of water" + } + }, + "gold_A": "both stone pillars rise tall from the ground", + "gold_B": "the fountain jets a tall plume of water", + "terminal_visual_states": { + "occurs": { + "variable": "pillars.up", + "value": true, + "phrase": "both stone pillars stand tall, risen from the ground", + "judge_label": "the pillars are risen", + "in_final_frame": true + }, + "not_occurs": { + "variable": "fountain.running", + "value": true, + "phrase": "the fountain jets a tall plume of water", + "judge_label": "the fountain jets water", + "in_final_frame": false, + "instead_remains": "the stone fountain is dry and still" + } + }, + "prompt_ok": [ + "PILLARS", + "FOUNTAIN" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands one step before the entrance line?", + "statement": "the player stands one step before the entrance line", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the pillars are sunk low and the fountain is dry?", + "statement": "the pillars are sunk low and the fountain is dry", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player step across the entrance line?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, are the pillars risen tall, or the fountain jetting water?", + "answers": [ + "the pillars are risen", + "the fountain jets water", + "unclear" + ], + "expected": "the pillars are risen", + "not_expected": "the fountain jets water" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B36/case_B.json b/data/cases/B36/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..ce263ae5d64f7187d288caeb751e4e7cb05b1fd6 --- /dev/null +++ b/data/cases/B36/case_B.json @@ -0,0 +1,140 @@ +{ + "id": "B36-B", + "counterpart": "B36-A", + "genre": "open_world", + "interaction_family": "trigger_zone", + "initial_scene": { + "description": "a ruin entrance under a pale sky, a low stone line marking the threshold, two stone pillars sunk low into the ground inside, and a wide stone fountain standing dry and still a single adventurer seen in third person from behind, standing in place one step before the entrance line", + "third_person_player": true, + "player_pose_and_item": "a single adventurer seen in third person from behind, standing in place one step before the entrance line", + "action_target": "the ruin entrance line", + "other_key_objects": [ + "entrance_line", + "stone_pillars", + "fountain" + ], + "shared_visual_state": [ + "both stone pillars are sunk low into the ground", + "the stone fountain is dry and still" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B36.png" + }, + "hidden_state": { + "variable": "zone_mode", + "A": "PILLARS", + "B": "FOUNTAIN", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the zone_mode is PILLARS, both stone pillars rise tall from the ground; if it is FOUNTAIN, the fountain jets a tall plume of water.", + "precondition": "zone_mode == 'PILLARS'", + "effect": "pillars.up = true", + "else_effect": "fountain.running = true", + "mapping": { + "PILLARS": "pillars.up = true", + "FOUNTAIN": "fountain.running = true" + } + }, + "shared_action": "The player takes one short step forward across the ruin entrance line.", + "instruction": "Preserve the first frame. zone_mode = FOUNTAIN, so the resolved rule is: the fountain jets a tall plume of water. Action: The player takes one short step forward across the ruin entrance line. Show the action, then exactly this consequence: the fountain jets a tall plume of water The counter-outcome must NOT happen at any point: both stone pillars stand tall, risen from the ground. Instead, both stone pillars are sunk low into the ground throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "pillars": { + "up": false + }, + "fountain": { + "running": false + }, + "zone_mode": "FOUNTAIN" + }, + "gold_end_state": { + "pillars.up": false, + "fountain.running": true + }, + "delta": { + "fountain.running": true + }, + "visual_vocab": { + "pillars.up": { + "false": "both stone pillars are sunk low into the ground", + "true": "both stone pillars stand tall, risen from the ground" + }, + "fountain.running": { + "false": "the stone fountain is dry and still", + "true": "the fountain jets a tall plume of water" + } + }, + "gold_A": "both stone pillars rise tall from the ground", + "gold_B": "the fountain jets a tall plume of water", + "terminal_visual_states": { + "occurs": { + "variable": "fountain.running", + "value": true, + "phrase": "the fountain jets a tall plume of water", + "judge_label": "the fountain jets water", + "in_final_frame": true + }, + "not_occurs": { + "variable": "pillars.up", + "value": true, + "phrase": "both stone pillars stand tall, risen from the ground", + "judge_label": "the pillars are risen", + "in_final_frame": false, + "instead_remains": "both stone pillars are sunk low into the ground" + } + }, + "prompt_ok": [ + "PILLARS", + "FOUNTAIN" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands one step before the entrance line?", + "statement": "the player stands one step before the entrance line", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the pillars are sunk low and the fountain is dry?", + "statement": "the pillars are sunk low and the fountain is dry", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player step across the entrance line?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, are the pillars risen tall, or the fountain jetting water?", + "answers": [ + "the pillars are risen", + "the fountain jets water", + "unclear" + ], + "expected": "the fountain jets water", + "not_expected": "the pillars are risen" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B36/input.png b/data/cases/B36/input.png new file mode 100644 index 0000000000000000000000000000000000000000..9b6fda1a282ef6880e242a1f398a3c24baec8e5e --- /dev/null +++ b/data/cases/B36/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:cf0d9d8c69a4fe5773b958502fece240889e727dafd293fa3af34b9ffc8bc76b +size 1376021 diff --git a/data/cases/B37/card_A.txt b/data/cases/B37/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..a9e64fe54c032bad092082bca5fd55af739c0156 --- /dev/null +++ b/data/cases/B37/card_A.txt @@ -0,0 +1,42 @@ +[B37-A] genre: cooking family: trigger_gesture counterpart: B37-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: recipe_mode = SOUP (runtime only, not visible in the frame) +rule: If the recipe_mode is SOUP, the broth in the pot turns vivid green; if it is OVEN, orange flames rise from the oven top. +shared action: The chef stays in place and raises one hand in a clear start gesture. +instruction: Preserve the first frame. recipe_mode = SOUP, so the resolved rule is: the broth in the pot turns vivid green. Action: The chef stays in place and raises one hand in a clear start gesture. Show the action, then exactly this consequence: the broth in the pot turns vivid green The counter-outcome must NOT happen at any point: bright orange flames rise from the oven top. Instead, the oven top is cold dark metal with no fire 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the broth in the pot turns vivid green +gold_B: orange flames rise from the oven top +gold_end_state (this twin): soup.green=true; oven.flame=false +delta (this twin): soup.green=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the broth in the large pot is vivid green [soup.green=true] + not_occurs (final frame: NO) : bright orange flames rise from the oven top [oven.flame=true] + instead remains: the oven top is cold dark metal with no fire +outcome not_expected: flames on the oven + +── Judges ── +initial questions: + Q: Is it true that a chef stands at the kitchen control station? answers=['yes', 'no'] expected=yes + Q: Is it true that the broth is pale and the oven top is cold? answers=['yes', 'no'] expected=yes +action question: + Q: Did the chef raise one hand in a clear start gesture? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the broth green, or orange flames on the oven top? answers=['the broth is green', 'flames on the oven', 'unclear'] expected=the broth is green + +── Visual vocab (for auditing the shared first frame) ── + - the broth in the large pot is plain pale + - the broth in the large pot is vivid green + - the oven top is cold dark metal with no fire + - bright orange flames rise from the oven top + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B37-A(烹饪/trigger_gesture):hidden recipe_mode=SOUP → gold [A 支线] the broth in the pot turns vivid green;终态: 发生「the broth in the large pot is vivid green」且不发生「bright orange flames rise from the oven top」;outcome 判定期望: the broth is green diff --git a/data/cases/B37/card_B.txt b/data/cases/B37/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..7cd048c097378882001ecf8699fcfd962cca49b7 --- /dev/null +++ b/data/cases/B37/card_B.txt @@ -0,0 +1,42 @@ +[B37-B] genre: cooking family: trigger_gesture counterpart: B37-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: recipe_mode = OVEN (runtime only, not visible in the frame) +rule: If the recipe_mode is SOUP, the broth in the pot turns vivid green; if it is OVEN, orange flames rise from the oven top. +shared action: The chef stays in place and raises one hand in a clear start gesture. +instruction: Preserve the first frame. recipe_mode = OVEN, so the resolved rule is: orange flames rise from the oven top. Action: The chef stays in place and raises one hand in a clear start gesture. Show the action, then exactly this consequence: orange flames rise from the oven top The counter-outcome must NOT happen at any point: the broth in the large pot is vivid green. Instead, the broth in the large pot is plain pale 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the broth in the pot turns vivid green +gold_B: orange flames rise from the oven top +gold_end_state (this twin): soup.green=false; oven.flame=true +delta (this twin): oven.flame=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): bright orange flames rise from the oven top [oven.flame=true] + not_occurs (final frame: NO) : the broth in the large pot is vivid green [soup.green=true] + instead remains: the broth in the large pot is plain pale +outcome not_expected: the broth is green + +── Judges ── +initial questions: + Q: Is it true that a chef stands at the kitchen control station? answers=['yes', 'no'] expected=yes + Q: Is it true that the broth is pale and the oven top is cold? answers=['yes', 'no'] expected=yes +action question: + Q: Did the chef raise one hand in a clear start gesture? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the broth green, or orange flames on the oven top? answers=['the broth is green', 'flames on the oven', 'unclear'] expected=flames on the oven + +── Visual vocab (for auditing the shared first frame) ── + - the broth in the large pot is plain pale + - the broth in the large pot is vivid green + - the oven top is cold dark metal with no fire + - bright orange flames rise from the oven top + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B37-B(烹饪/trigger_gesture):hidden recipe_mode=OVEN → gold [B 支线] orange flames rise from the oven top;终态: 发生「bright orange flames rise from the oven top」且不发生「the broth in the large pot is vivid green」;outcome 判定期望: flames on the oven diff --git a/data/cases/B37/case_A.json b/data/cases/B37/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..8d67786145cc4c6bdd85bb112e9e196902c2ad53 --- /dev/null +++ b/data/cases/B37/case_A.json @@ -0,0 +1,139 @@ +{ + "id": "B37-A", + "counterpart": "B37-B", + "genre": "cooking", + "interaction_family": "trigger_gesture", + "initial_scene": { + "description": "a rustic kitchen control station in mild daylight, a large pot of pale broth on the stove, and a big stone bake oven whose top is cold dark metal a single chef in a white apron seen in third person from behind, standing in place at the control station", + "third_person_player": true, + "player_pose_and_item": "a single chef in a white apron seen in third person from behind, standing in place at the control station", + "action_target": "the chef's start gesture", + "other_key_objects": [ + "soup_pot", + "bake_oven" + ], + "shared_visual_state": [ + "the broth in the large pot is plain pale", + "the oven top is cold dark metal with no fire" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B37.png" + }, + "hidden_state": { + "variable": "recipe_mode", + "A": "SOUP", + "B": "OVEN", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the recipe_mode is SOUP, the broth in the pot turns vivid green; if it is OVEN, orange flames rise from the oven top.", + "precondition": "recipe_mode == 'SOUP'", + "effect": "soup.green = true", + "else_effect": "oven.flame = true", + "mapping": { + "SOUP": "soup.green = true", + "OVEN": "oven.flame = true" + } + }, + "shared_action": "The chef stays in place and raises one hand in a clear start gesture.", + "instruction": "Preserve the first frame. recipe_mode = SOUP, so the resolved rule is: the broth in the pot turns vivid green. Action: The chef stays in place and raises one hand in a clear start gesture. Show the action, then exactly this consequence: the broth in the pot turns vivid green The counter-outcome must NOT happen at any point: bright orange flames rise from the oven top. Instead, the oven top is cold dark metal with no fire throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "soup": { + "green": false + }, + "oven": { + "flame": false + }, + "recipe_mode": "SOUP" + }, + "gold_end_state": { + "soup.green": true, + "oven.flame": false + }, + "delta": { + "soup.green": true + }, + "visual_vocab": { + "soup.green": { + "false": "the broth in the large pot is plain pale", + "true": "the broth in the large pot is vivid green" + }, + "oven.flame": { + "false": "the oven top is cold dark metal with no fire", + "true": "bright orange flames rise from the oven top" + } + }, + "gold_A": "the broth in the pot turns vivid green", + "gold_B": "orange flames rise from the oven top", + "terminal_visual_states": { + "occurs": { + "variable": "soup.green", + "value": true, + "phrase": "the broth in the large pot is vivid green", + "judge_label": "the broth is green", + "in_final_frame": true + }, + "not_occurs": { + "variable": "oven.flame", + "value": true, + "phrase": "bright orange flames rise from the oven top", + "judge_label": "flames on the oven", + "in_final_frame": false, + "instead_remains": "the oven top is cold dark metal with no fire" + } + }, + "prompt_ok": [ + "SOUP", + "OVEN" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that a chef stands at the kitchen control station?", + "statement": "a chef stands at the kitchen control station", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the broth is pale and the oven top is cold?", + "statement": "the broth is pale and the oven top is cold", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the chef raise one hand in a clear start gesture?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the broth green, or orange flames on the oven top?", + "answers": [ + "the broth is green", + "flames on the oven", + "unclear" + ], + "expected": "the broth is green", + "not_expected": "flames on the oven" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B37/case_B.json b/data/cases/B37/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..b3f564c920bf30f6ddb22b7a37115ccb2e76602d --- /dev/null +++ b/data/cases/B37/case_B.json @@ -0,0 +1,139 @@ +{ + "id": "B37-B", + "counterpart": "B37-A", + "genre": "cooking", + "interaction_family": "trigger_gesture", + "initial_scene": { + "description": "a rustic kitchen control station in mild daylight, a large pot of pale broth on the stove, and a big stone bake oven whose top is cold dark metal a single chef in a white apron seen in third person from behind, standing in place at the control station", + "third_person_player": true, + "player_pose_and_item": "a single chef in a white apron seen in third person from behind, standing in place at the control station", + "action_target": "the chef's start gesture", + "other_key_objects": [ + "soup_pot", + "bake_oven" + ], + "shared_visual_state": [ + "the broth in the large pot is plain pale", + "the oven top is cold dark metal with no fire" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B37.png" + }, + "hidden_state": { + "variable": "recipe_mode", + "A": "SOUP", + "B": "OVEN", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the recipe_mode is SOUP, the broth in the pot turns vivid green; if it is OVEN, orange flames rise from the oven top.", + "precondition": "recipe_mode == 'SOUP'", + "effect": "soup.green = true", + "else_effect": "oven.flame = true", + "mapping": { + "SOUP": "soup.green = true", + "OVEN": "oven.flame = true" + } + }, + "shared_action": "The chef stays in place and raises one hand in a clear start gesture.", + "instruction": "Preserve the first frame. recipe_mode = OVEN, so the resolved rule is: orange flames rise from the oven top. Action: The chef stays in place and raises one hand in a clear start gesture. Show the action, then exactly this consequence: orange flames rise from the oven top The counter-outcome must NOT happen at any point: the broth in the large pot is vivid green. Instead, the broth in the large pot is plain pale throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "soup": { + "green": false + }, + "oven": { + "flame": false + }, + "recipe_mode": "OVEN" + }, + "gold_end_state": { + "soup.green": false, + "oven.flame": true + }, + "delta": { + "oven.flame": true + }, + "visual_vocab": { + "soup.green": { + "false": "the broth in the large pot is plain pale", + "true": "the broth in the large pot is vivid green" + }, + "oven.flame": { + "false": "the oven top is cold dark metal with no fire", + "true": "bright orange flames rise from the oven top" + } + }, + "gold_A": "the broth in the pot turns vivid green", + "gold_B": "orange flames rise from the oven top", + "terminal_visual_states": { + "occurs": { + "variable": "oven.flame", + "value": true, + "phrase": "bright orange flames rise from the oven top", + "judge_label": "flames on the oven", + "in_final_frame": true + }, + "not_occurs": { + "variable": "soup.green", + "value": true, + "phrase": "the broth in the large pot is vivid green", + "judge_label": "the broth is green", + "in_final_frame": false, + "instead_remains": "the broth in the large pot is plain pale" + } + }, + "prompt_ok": [ + "SOUP", + "OVEN" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that a chef stands at the kitchen control station?", + "statement": "a chef stands at the kitchen control station", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the broth is pale and the oven top is cold?", + "statement": "the broth is pale and the oven top is cold", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the chef raise one hand in a clear start gesture?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the broth green, or orange flames on the oven top?", + "answers": [ + "the broth is green", + "flames on the oven", + "unclear" + ], + "expected": "flames on the oven", + "not_expected": "the broth is green" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B37/input.png b/data/cases/B37/input.png new file mode 100644 index 0000000000000000000000000000000000000000..9d7be74633da89a69be7b4dce22dc5bdd6c792fc --- /dev/null +++ b/data/cases/B37/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:9d7a8a9d93d6f627206ab564237ee621688cf25b5567846bad578eec0a44a725 +size 1373168 diff --git a/data/cases/B38/card_A.txt b/data/cases/B38/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..d02070268e5256836a80b2838ec16d00f45171b8 --- /dev/null +++ b/data/cases/B38/card_A.txt @@ -0,0 +1,42 @@ +[B38-A] genre: fishing family: trigger_mechanism counterpart: B38-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: fishing_mode = FLOAT (runtime only, not visible in the frame) +rule: If the fishing_mode is FLOAT, the large float is pulled up high out of the water; if it is LIGHT, the shore lamp glows bright blue. +shared action: The player raises the right arm in a clear reel-in command while the fixed reel visibly rotates. +instruction: Preserve the first frame. fishing_mode = FLOAT, so the resolved rule is: the large float is pulled up high out of the water. Action: The player raises the right arm in a clear reel-in command while the fixed reel visibly rotates. Show the action, then exactly this consequence: the large float is pulled up high out of the water The counter-outcome must NOT happen at any point: the shore lamp glows bright blue. Instead, the shore lamp is dark with a dead bulb 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the large float is pulled up high out of the water +gold_B: the shore lamp glows bright blue +gold_end_state (this twin): float.up=true; lamp.blue=false +delta (this twin): float.up=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the large red float is pulled up high out of the water [float.up=true] + not_occurs (final frame: NO) : the shore lamp glows bright blue [lamp.blue=true] + instead remains: the shore lamp is dark with a dead bulb +outcome not_expected: the shore lamp glows blue + +── Judges ── +initial questions: + Q: Is it true that the player stands on the shore beside the rod rack? answers=['yes', 'no'] expected=yes + Q: Is it true that the float rests on the water and the shore lamp is unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player raise the arm while the reel visibly rotated? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the float pulled up out of the water, or the shore lamp blue? answers=['the float is up', 'the shore lamp glows blue', 'unclear'] expected=the float is up + +── Visual vocab (for auditing the shared first frame) ── + - the large red float rests flat on the water surface + - the large red float is pulled up high out of the water + - the shore lamp is dark with a dead bulb + - the shore lamp glows bright blue + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B38-A(钓鱼/trigger_mechanism):hidden fishing_mode=FLOAT → gold [A 支线] the large float is pulled up high out of the water;终态: 发生「the large red float is pulled up high out of the water」且不发生「the shore lamp glows bright blue」;outcome 判定期望: the float is up diff --git a/data/cases/B38/card_B.txt b/data/cases/B38/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..6e8d2c05d158951d552c92a3593fff7cfd97f437 --- /dev/null +++ b/data/cases/B38/card_B.txt @@ -0,0 +1,42 @@ +[B38-B] genre: fishing family: trigger_mechanism counterpart: B38-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: fishing_mode = LIGHT (runtime only, not visible in the frame) +rule: If the fishing_mode is FLOAT, the large float is pulled up high out of the water; if it is LIGHT, the shore lamp glows bright blue. +shared action: The player raises the right arm in a clear reel-in command while the fixed reel visibly rotates. +instruction: Preserve the first frame. fishing_mode = LIGHT, so the resolved rule is: the shore lamp glows bright blue. Action: The player raises the right arm in a clear reel-in command while the fixed reel visibly rotates. Show the action, then exactly this consequence: the shore lamp glows bright blue The counter-outcome must NOT happen at any point: the large red float is pulled up high out of the water. Instead, the large red float rests flat on the water surface 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the large float is pulled up high out of the water +gold_B: the shore lamp glows bright blue +gold_end_state (this twin): float.up=false; lamp.blue=true +delta (this twin): lamp.blue=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the shore lamp glows bright blue [lamp.blue=true] + not_occurs (final frame: NO) : the large red float is pulled up high out of the water [float.up=true] + instead remains: the large red float rests flat on the water surface +outcome not_expected: the float is up + +── Judges ── +initial questions: + Q: Is it true that the player stands on the shore beside the rod rack? answers=['yes', 'no'] expected=yes + Q: Is it true that the float rests on the water and the shore lamp is unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player raise the arm while the reel visibly rotated? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the float pulled up out of the water, or the shore lamp blue? answers=['the float is up', 'the shore lamp glows blue', 'unclear'] expected=the shore lamp glows blue + +── Visual vocab (for auditing the shared first frame) ── + - the large red float rests flat on the water surface + - the large red float is pulled up high out of the water + - the shore lamp is dark with a dead bulb + - the shore lamp glows bright blue + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B38-B(钓鱼/trigger_mechanism):hidden fishing_mode=LIGHT → gold [B 支线] the shore lamp glows bright blue;终态: 发生「the shore lamp glows bright blue」且不发生「the large red float is pulled up high out of the water」;outcome 判定期望: the shore lamp glows blue diff --git a/data/cases/B38/case_A.json b/data/cases/B38/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..5e94780d665aad0837f658be1947beedf5b62c4a --- /dev/null +++ b/data/cases/B38/case_A.json @@ -0,0 +1,141 @@ +{ + "id": "B38-A", + "counterpart": "B38-B", + "genre": "fishing", + "interaction_family": "trigger_mechanism", + "initial_scene": { + "description": "a lakeshore in soft morning light, a fishing rod fixed on a rod rack with its line out on the water, a large red float resting flat on the surface, a reel on the rod standing still, and a shore lamp with dark dead glass a single angler seen in third person from behind, standing in place on the shore beside the rod rack", + "third_person_player": true, + "player_pose_and_item": "a single angler seen in third person from behind, standing in place on the shore beside the rod rack", + "action_target": "the reel-in command", + "other_key_objects": [ + "rod_rack", + "reel", + "float", + "shore_lamp" + ], + "shared_visual_state": [ + "the large red float rests flat on the water surface", + "the shore lamp is dark with a dead bulb" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B38.png" + }, + "hidden_state": { + "variable": "fishing_mode", + "A": "FLOAT", + "B": "LIGHT", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the fishing_mode is FLOAT, the large float is pulled up high out of the water; if it is LIGHT, the shore lamp glows bright blue.", + "precondition": "fishing_mode == 'FLOAT'", + "effect": "float.up = true", + "else_effect": "lamp.blue = true", + "mapping": { + "FLOAT": "float.up = true", + "LIGHT": "lamp.blue = true" + } + }, + "shared_action": "The player raises the right arm in a clear reel-in command while the fixed reel visibly rotates.", + "instruction": "Preserve the first frame. fishing_mode = FLOAT, so the resolved rule is: the large float is pulled up high out of the water. Action: The player raises the right arm in a clear reel-in command while the fixed reel visibly rotates. Show the action, then exactly this consequence: the large float is pulled up high out of the water The counter-outcome must NOT happen at any point: the shore lamp glows bright blue. Instead, the shore lamp is dark with a dead bulb throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "float": { + "up": false + }, + "lamp": { + "blue": false + }, + "fishing_mode": "FLOAT" + }, + "gold_end_state": { + "float.up": true, + "lamp.blue": false + }, + "delta": { + "float.up": true + }, + "visual_vocab": { + "float.up": { + "false": "the large red float rests flat on the water surface", + "true": "the large red float is pulled up high out of the water" + }, + "lamp.blue": { + "false": "the shore lamp is dark with a dead bulb", + "true": "the shore lamp glows bright blue" + } + }, + "gold_A": "the large float is pulled up high out of the water", + "gold_B": "the shore lamp glows bright blue", + "terminal_visual_states": { + "occurs": { + "variable": "float.up", + "value": true, + "phrase": "the large red float is pulled up high out of the water", + "judge_label": "the float is up", + "in_final_frame": true + }, + "not_occurs": { + "variable": "lamp.blue", + "value": true, + "phrase": "the shore lamp glows bright blue", + "judge_label": "the shore lamp glows blue", + "in_final_frame": false, + "instead_remains": "the shore lamp is dark with a dead bulb" + } + }, + "prompt_ok": [ + "FLOAT", + "LIGHT" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands on the shore beside the rod rack?", + "statement": "the player stands on the shore beside the rod rack", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the float rests on the water and the shore lamp is unlit?", + "statement": "the float rests on the water and the shore lamp is unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player raise the arm while the reel visibly rotated?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the float pulled up out of the water, or the shore lamp blue?", + "answers": [ + "the float is up", + "the shore lamp glows blue", + "unclear" + ], + "expected": "the float is up", + "not_expected": "the shore lamp glows blue" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B38/case_B.json b/data/cases/B38/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..70256ab46b707a445997fccd539621e0fed5d7fc --- /dev/null +++ b/data/cases/B38/case_B.json @@ -0,0 +1,141 @@ +{ + "id": "B38-B", + "counterpart": "B38-A", + "genre": "fishing", + "interaction_family": "trigger_mechanism", + "initial_scene": { + "description": "a lakeshore in soft morning light, a fishing rod fixed on a rod rack with its line out on the water, a large red float resting flat on the surface, a reel on the rod standing still, and a shore lamp with dark dead glass a single angler seen in third person from behind, standing in place on the shore beside the rod rack", + "third_person_player": true, + "player_pose_and_item": "a single angler seen in third person from behind, standing in place on the shore beside the rod rack", + "action_target": "the reel-in command", + "other_key_objects": [ + "rod_rack", + "reel", + "float", + "shore_lamp" + ], + "shared_visual_state": [ + "the large red float rests flat on the water surface", + "the shore lamp is dark with a dead bulb" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B38.png" + }, + "hidden_state": { + "variable": "fishing_mode", + "A": "FLOAT", + "B": "LIGHT", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the fishing_mode is FLOAT, the large float is pulled up high out of the water; if it is LIGHT, the shore lamp glows bright blue.", + "precondition": "fishing_mode == 'FLOAT'", + "effect": "float.up = true", + "else_effect": "lamp.blue = true", + "mapping": { + "FLOAT": "float.up = true", + "LIGHT": "lamp.blue = true" + } + }, + "shared_action": "The player raises the right arm in a clear reel-in command while the fixed reel visibly rotates.", + "instruction": "Preserve the first frame. fishing_mode = LIGHT, so the resolved rule is: the shore lamp glows bright blue. Action: The player raises the right arm in a clear reel-in command while the fixed reel visibly rotates. Show the action, then exactly this consequence: the shore lamp glows bright blue The counter-outcome must NOT happen at any point: the large red float is pulled up high out of the water. Instead, the large red float rests flat on the water surface throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "float": { + "up": false + }, + "lamp": { + "blue": false + }, + "fishing_mode": "LIGHT" + }, + "gold_end_state": { + "float.up": false, + "lamp.blue": true + }, + "delta": { + "lamp.blue": true + }, + "visual_vocab": { + "float.up": { + "false": "the large red float rests flat on the water surface", + "true": "the large red float is pulled up high out of the water" + }, + "lamp.blue": { + "false": "the shore lamp is dark with a dead bulb", + "true": "the shore lamp glows bright blue" + } + }, + "gold_A": "the large float is pulled up high out of the water", + "gold_B": "the shore lamp glows bright blue", + "terminal_visual_states": { + "occurs": { + "variable": "lamp.blue", + "value": true, + "phrase": "the shore lamp glows bright blue", + "judge_label": "the shore lamp glows blue", + "in_final_frame": true + }, + "not_occurs": { + "variable": "float.up", + "value": true, + "phrase": "the large red float is pulled up high out of the water", + "judge_label": "the float is up", + "in_final_frame": false, + "instead_remains": "the large red float rests flat on the water surface" + } + }, + "prompt_ok": [ + "FLOAT", + "LIGHT" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands on the shore beside the rod rack?", + "statement": "the player stands on the shore beside the rod rack", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the float rests on the water and the shore lamp is unlit?", + "statement": "the float rests on the water and the shore lamp is unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player raise the arm while the reel visibly rotated?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the float pulled up out of the water, or the shore lamp blue?", + "answers": [ + "the float is up", + "the shore lamp glows blue", + "unclear" + ], + "expected": "the shore lamp glows blue", + "not_expected": "the float is up" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B38/input.png b/data/cases/B38/input.png new file mode 100644 index 0000000000000000000000000000000000000000..92fc4bfc85b206cb0eac144fd89087f07657b2c3 --- /dev/null +++ b/data/cases/B38/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4fc6a2a04b97f3f17b3b3cd35bf12250ed93d147787fc80ce768c323816d00bd +size 1366864 diff --git a/data/cases/B39/card_A.txt b/data/cases/B39/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..8922004faf1c9802ba57b9c3bb2de8e425d5102e --- /dev/null +++ b/data/cases/B39/card_A.txt @@ -0,0 +1,42 @@ +[B39-A] genre: detective family: trigger_gesture counterpart: B39-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: investigation_mode = WALL (runtime only, not visible in the frame) +rule: If the investigation_mode is WALL, blue glowing outlines appear on the evidence wall; if it is CABINET, the evidence cabinet doors open wide. +shared action: The player stays in place and raises one arm in a clear command gesture. +instruction: Preserve the first frame. investigation_mode = WALL, so the resolved rule is: blue glowing outlines appear on the evidence wall. Action: The player stays in place and raises one arm in a clear command gesture. Show the action, then exactly this consequence: blue glowing outlines appear on the evidence wall The counter-outcome must NOT happen at any point: the large evidence cabinet doors are wide open. Instead, the large evidence cabinet doors are shut throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: blue glowing outlines appear on the evidence wall +gold_B: the evidence cabinet doors open wide +gold_end_state (this twin): wall.mark=true; cabinet.open=false +delta (this twin): wall.mark=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): large blue glowing outlines mark items on the evidence wall [wall.mark=true] + not_occurs (final frame: NO) : the large evidence cabinet doors are wide open [cabinet.open=true] + instead remains: the large evidence cabinet doors are shut +outcome not_expected: the cabinet is open + +── Judges ── +initial questions: + Q: Is it true that the player stands facing the evidence wall? answers=['yes', 'no'] expected=yes + Q: Is it true that the wall is plain and the cabinet is shut? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player raise one arm in a clear command gesture? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, do blue outlines mark the wall, or is the cabinet open? answers=['blue outlines on the wall', 'the cabinet is open', 'unclear'] expected=blue outlines on the wall + +── Visual vocab (for auditing the shared first frame) ── + - the evidence wall is plain corkboard with pinned notes + - large blue glowing outlines mark items on the evidence wall + - the large evidence cabinet doors are shut + - the large evidence cabinet doors are wide open + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B39-A(侦探/trigger_gesture):hidden investigation_mode=WALL → gold [A 支线] blue glowing outlines appear on the evidence wall;终态: 发生「large blue glowing outlines mark items on the evidence wall」且不发生「the large evidence cabinet doors are wide open」;outcome 判定期望: blue outlines on the wall diff --git a/data/cases/B39/card_B.txt b/data/cases/B39/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..aa7b68f8d320ea3578aeb9dc22ecdb9fb8178b7f --- /dev/null +++ b/data/cases/B39/card_B.txt @@ -0,0 +1,42 @@ +[B39-B] genre: detective family: trigger_gesture counterpart: B39-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: investigation_mode = CABINET (runtime only, not visible in the frame) +rule: If the investigation_mode is WALL, blue glowing outlines appear on the evidence wall; if it is CABINET, the evidence cabinet doors open wide. +shared action: The player stays in place and raises one arm in a clear command gesture. +instruction: Preserve the first frame. investigation_mode = CABINET, so the resolved rule is: the evidence cabinet doors open wide. Action: The player stays in place and raises one arm in a clear command gesture. Show the action, then exactly this consequence: the evidence cabinet doors open wide The counter-outcome must NOT happen at any point: large blue glowing outlines mark items on the evidence wall. Instead, the evidence wall is plain corkboard with pinned notes 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: blue glowing outlines appear on the evidence wall +gold_B: the evidence cabinet doors open wide +gold_end_state (this twin): wall.mark=false; cabinet.open=true +delta (this twin): cabinet.open=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the large evidence cabinet doors are wide open [cabinet.open=true] + not_occurs (final frame: NO) : large blue glowing outlines mark items on the evidence wall [wall.mark=true] + instead remains: the evidence wall is plain corkboard with pinned notes +outcome not_expected: blue outlines on the wall + +── Judges ── +initial questions: + Q: Is it true that the player stands facing the evidence wall? answers=['yes', 'no'] expected=yes + Q: Is it true that the wall is plain and the cabinet is shut? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player raise one arm in a clear command gesture? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, do blue outlines mark the wall, or is the cabinet open? answers=['blue outlines on the wall', 'the cabinet is open', 'unclear'] expected=the cabinet is open + +── Visual vocab (for auditing the shared first frame) ── + - the evidence wall is plain corkboard with pinned notes + - large blue glowing outlines mark items on the evidence wall + - the large evidence cabinet doors are shut + - the large evidence cabinet doors are wide open + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B39-B(侦探/trigger_gesture):hidden investigation_mode=CABINET → gold [B 支线] the evidence cabinet doors open wide;终态: 发生「the large evidence cabinet doors are wide open」且不发生「large blue glowing outlines mark items on the evidence wall」;outcome 判定期望: the cabinet is open diff --git a/data/cases/B39/case_A.json b/data/cases/B39/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..0d98572f410c600bfbc0d82cdb138961c9e5665d --- /dev/null +++ b/data/cases/B39/case_A.json @@ -0,0 +1,139 @@ +{ + "id": "B39-A", + "counterpart": "B39-B", + "genre": "detective", + "interaction_family": "trigger_gesture", + "initial_scene": { + "description": "an investigation room in cool daylight, a wide evidence wall of plain corkboard with pinned notes, and a large steel evidence cabinet with both doors shut a single detective seen in third person from behind, standing in place facing the evidence wall", + "third_person_player": true, + "player_pose_and_item": "a single detective seen in third person from behind, standing in place facing the evidence wall", + "action_target": "the player's command gesture", + "other_key_objects": [ + "evidence_wall", + "evidence_cabinet" + ], + "shared_visual_state": [ + "the evidence wall is plain corkboard with pinned notes", + "the large evidence cabinet doors are shut" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B39.png" + }, + "hidden_state": { + "variable": "investigation_mode", + "A": "WALL", + "B": "CABINET", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the investigation_mode is WALL, blue glowing outlines appear on the evidence wall; if it is CABINET, the evidence cabinet doors open wide.", + "precondition": "investigation_mode == 'WALL'", + "effect": "wall.mark = true", + "else_effect": "cabinet.open = true", + "mapping": { + "WALL": "wall.mark = true", + "CABINET": "cabinet.open = true" + } + }, + "shared_action": "The player stays in place and raises one arm in a clear command gesture.", + "instruction": "Preserve the first frame. investigation_mode = WALL, so the resolved rule is: blue glowing outlines appear on the evidence wall. Action: The player stays in place and raises one arm in a clear command gesture. Show the action, then exactly this consequence: blue glowing outlines appear on the evidence wall The counter-outcome must NOT happen at any point: the large evidence cabinet doors are wide open. Instead, the large evidence cabinet doors are shut throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "wall": { + "mark": false + }, + "cabinet": { + "open": false + }, + "investigation_mode": "WALL" + }, + "gold_end_state": { + "wall.mark": true, + "cabinet.open": false + }, + "delta": { + "wall.mark": true + }, + "visual_vocab": { + "wall.mark": { + "false": "the evidence wall is plain corkboard with pinned notes", + "true": "large blue glowing outlines mark items on the evidence wall" + }, + "cabinet.open": { + "false": "the large evidence cabinet doors are shut", + "true": "the large evidence cabinet doors are wide open" + } + }, + "gold_A": "blue glowing outlines appear on the evidence wall", + "gold_B": "the evidence cabinet doors open wide", + "terminal_visual_states": { + "occurs": { + "variable": "wall.mark", + "value": true, + "phrase": "large blue glowing outlines mark items on the evidence wall", + "judge_label": "blue outlines on the wall", + "in_final_frame": true + }, + "not_occurs": { + "variable": "cabinet.open", + "value": true, + "phrase": "the large evidence cabinet doors are wide open", + "judge_label": "the cabinet is open", + "in_final_frame": false, + "instead_remains": "the large evidence cabinet doors are shut" + } + }, + "prompt_ok": [ + "WALL", + "CABINET" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands facing the evidence wall?", + "statement": "the player stands facing the evidence wall", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the wall is plain and the cabinet is shut?", + "statement": "the wall is plain and the cabinet is shut", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player raise one arm in a clear command gesture?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, do blue outlines mark the wall, or is the cabinet open?", + "answers": [ + "blue outlines on the wall", + "the cabinet is open", + "unclear" + ], + "expected": "blue outlines on the wall", + "not_expected": "the cabinet is open" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B39/case_B.json b/data/cases/B39/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..cd9d9c219430f1d2ca04517134ecf796e8d0d19d --- /dev/null +++ b/data/cases/B39/case_B.json @@ -0,0 +1,139 @@ +{ + "id": "B39-B", + "counterpart": "B39-A", + "genre": "detective", + "interaction_family": "trigger_gesture", + "initial_scene": { + "description": "an investigation room in cool daylight, a wide evidence wall of plain corkboard with pinned notes, and a large steel evidence cabinet with both doors shut a single detective seen in third person from behind, standing in place facing the evidence wall", + "third_person_player": true, + "player_pose_and_item": "a single detective seen in third person from behind, standing in place facing the evidence wall", + "action_target": "the player's command gesture", + "other_key_objects": [ + "evidence_wall", + "evidence_cabinet" + ], + "shared_visual_state": [ + "the evidence wall is plain corkboard with pinned notes", + "the large evidence cabinet doors are shut" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B39.png" + }, + "hidden_state": { + "variable": "investigation_mode", + "A": "WALL", + "B": "CABINET", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the investigation_mode is WALL, blue glowing outlines appear on the evidence wall; if it is CABINET, the evidence cabinet doors open wide.", + "precondition": "investigation_mode == 'WALL'", + "effect": "wall.mark = true", + "else_effect": "cabinet.open = true", + "mapping": { + "WALL": "wall.mark = true", + "CABINET": "cabinet.open = true" + } + }, + "shared_action": "The player stays in place and raises one arm in a clear command gesture.", + "instruction": "Preserve the first frame. investigation_mode = CABINET, so the resolved rule is: the evidence cabinet doors open wide. Action: The player stays in place and raises one arm in a clear command gesture. Show the action, then exactly this consequence: the evidence cabinet doors open wide The counter-outcome must NOT happen at any point: large blue glowing outlines mark items on the evidence wall. Instead, the evidence wall is plain corkboard with pinned notes throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "wall": { + "mark": false + }, + "cabinet": { + "open": false + }, + "investigation_mode": "CABINET" + }, + "gold_end_state": { + "wall.mark": false, + "cabinet.open": true + }, + "delta": { + "cabinet.open": true + }, + "visual_vocab": { + "wall.mark": { + "false": "the evidence wall is plain corkboard with pinned notes", + "true": "large blue glowing outlines mark items on the evidence wall" + }, + "cabinet.open": { + "false": "the large evidence cabinet doors are shut", + "true": "the large evidence cabinet doors are wide open" + } + }, + "gold_A": "blue glowing outlines appear on the evidence wall", + "gold_B": "the evidence cabinet doors open wide", + "terminal_visual_states": { + "occurs": { + "variable": "cabinet.open", + "value": true, + "phrase": "the large evidence cabinet doors are wide open", + "judge_label": "the cabinet is open", + "in_final_frame": true + }, + "not_occurs": { + "variable": "wall.mark", + "value": true, + "phrase": "large blue glowing outlines mark items on the evidence wall", + "judge_label": "blue outlines on the wall", + "in_final_frame": false, + "instead_remains": "the evidence wall is plain corkboard with pinned notes" + } + }, + "prompt_ok": [ + "WALL", + "CABINET" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands facing the evidence wall?", + "statement": "the player stands facing the evidence wall", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the wall is plain and the cabinet is shut?", + "statement": "the wall is plain and the cabinet is shut", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player raise one arm in a clear command gesture?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, do blue outlines mark the wall, or is the cabinet open?", + "answers": [ + "blue outlines on the wall", + "the cabinet is open", + "unclear" + ], + "expected": "the cabinet is open", + "not_expected": "blue outlines on the wall" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B39/input.png b/data/cases/B39/input.png new file mode 100644 index 0000000000000000000000000000000000000000..2827784e65bfea6f3f8f36074915cf836a7a777c --- /dev/null +++ b/data/cases/B39/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:f30a8b9b405241f4857fcc718c5107f0143d2eaf64dcb69772539deb47ae7072 +size 1320443 diff --git a/data/cases/B40/card_A.txt b/data/cases/B40/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..215b4d684a1d3931d975b9aae53f4608d208fea5 --- /dev/null +++ b/data/cases/B40/card_A.txt @@ -0,0 +1,42 @@ +[B40-A] genre: visual_novel family: trigger_gesture counterpart: B40-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: scene_mode = NPC (runtime only, not visible in the frame) +rule: If the scene_mode is NPC, the NPC sits down on the chair; if it is LIGHTS, all the stage lanterns glow purple. +shared action: The player stays in place and performs one clear bow. +instruction: Preserve the first frame. scene_mode = NPC, so the resolved rule is: the NPC sits down on the chair. Action: The player stays in place and performs one clear bow. Show the action, then exactly this consequence: the NPC sits down on the chair The counter-outcome must NOT happen at any point: the stage lanterns all glow purple. 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the NPC sits down on the chair +gold_B: all the stage lanterns glow purple +gold_end_state (this twin): npc.seated=true; lights.purple=false +delta (this twin): npc.seated=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the NPC sits down on the chair [npc.seated=true] + not_occurs (final frame: NO) : the stage lanterns all glow purple [lights.purple=true] + instead remains: the stage lanterns hang dark and unlit +outcome not_expected: the lanterns glow purple + +── Judges ── +initial questions: + Q: Is it true that the player and an NPC both stand on the stage? answers=['yes', 'no'] expected=yes + Q: Is it true that the stage lanterns are unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player perform one clear bow? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the NPC sit down, or the lanterns glow purple? answers=['the NPC sits down', 'the lanterns glow purple', 'unclear'] expected=the NPC sits down + +── Visual vocab (for auditing the shared first frame) ── + - the NPC stands upright beside the empty chair + - the NPC sits down on the chair + - the stage lanterns hang dark and unlit + - the stage lanterns all glow purple + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B40-A(视觉小说/trigger_gesture):hidden scene_mode=NPC → gold [A 支线] the NPC sits down on the chair;终态: 发生「the NPC sits down on the chair」且不发生「the stage lanterns all glow purple」;outcome 判定期望: the NPC sits down diff --git a/data/cases/B40/card_B.txt b/data/cases/B40/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..2cba57aa67604ee6a3b7791ce67f491594685919 --- /dev/null +++ b/data/cases/B40/card_B.txt @@ -0,0 +1,42 @@ +[B40-B] genre: visual_novel family: trigger_gesture counterpart: B40-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: scene_mode = LIGHTS (runtime only, not visible in the frame) +rule: If the scene_mode is NPC, the NPC sits down on the chair; if it is LIGHTS, all the stage lanterns glow purple. +shared action: The player stays in place and performs one clear bow. +instruction: Preserve the first frame. scene_mode = LIGHTS, so the resolved rule is: all the stage lanterns glow purple. Action: The player stays in place and performs one clear bow. Show the action, then exactly this consequence: all the stage lanterns glow purple The counter-outcome must NOT happen at any point: the NPC sits down on the chair. Instead, the NPC stands upright beside the empty chair 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the NPC sits down on the chair +gold_B: all the stage lanterns glow purple +gold_end_state (this twin): npc.seated=false; lights.purple=true +delta (this twin): lights.purple=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the stage lanterns all glow purple [lights.purple=true] + not_occurs (final frame: NO) : the NPC sits down on the chair [npc.seated=true] + instead remains: the NPC stands upright beside the empty chair +outcome not_expected: the NPC sits down + +── Judges ── +initial questions: + Q: Is it true that the player and an NPC both stand on the stage? answers=['yes', 'no'] expected=yes + Q: Is it true that the stage lanterns are unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player perform one clear bow? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the NPC sit down, or the lanterns glow purple? answers=['the NPC sits down', 'the lanterns glow purple', 'unclear'] expected=the lanterns glow purple + +── Visual vocab (for auditing the shared first frame) ── + - the NPC stands upright beside the empty chair + - the NPC sits down on the chair + - the stage lanterns hang dark and unlit + - the stage lanterns all glow purple + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B40-B(视觉小说/trigger_gesture):hidden scene_mode=LIGHTS → gold [B 支线] all the stage lanterns glow purple;终态: 发生「the stage lanterns all glow purple」且不发生「the NPC sits down on the chair」;outcome 判定期望: the lanterns glow purple diff --git a/data/cases/B40/case_A.json b/data/cases/B40/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..5b1a3f220415033119b493b9900e48eb32ce9158 --- /dev/null +++ b/data/cases/B40/case_A.json @@ -0,0 +1,140 @@ +{ + "id": "B40-A", + "counterpart": "B40-B", + "genre": "visual_novel", + "interaction_family": "trigger_gesture", + "initial_scene": { + "description": "a small theater stage in cool light, an empty wooden chair at the side of the stage, and rows of stage lanterns hanging dark overhead exactly two people, both fully visible and large in the frame: the player standing upright at center stage, and one NPC standing upright beside the empty chair", + "third_person_player": true, + "player_pose_and_item": "exactly two people, both fully visible and large in the frame: the player standing upright at center stage, and one NPC standing upright beside the empty chair", + "action_target": "the player's bow", + "other_key_objects": [ + "npc", + "chair", + "stage_lanterns" + ], + "shared_visual_state": [ + "the NPC stands upright beside the empty chair", + "the stage lanterns hang dark and unlit" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B40.png" + }, + "hidden_state": { + "variable": "scene_mode", + "A": "NPC", + "B": "LIGHTS", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the scene_mode is NPC, the NPC sits down on the chair; if it is LIGHTS, all the stage lanterns glow purple.", + "precondition": "scene_mode == 'NPC'", + "effect": "npc.seated = true", + "else_effect": "lights.purple = true", + "mapping": { + "NPC": "npc.seated = true", + "LIGHTS": "lights.purple = true" + } + }, + "shared_action": "The player stays in place and performs one clear bow.", + "instruction": "Preserve the first frame. scene_mode = NPC, so the resolved rule is: the NPC sits down on the chair. Action: The player stays in place and performs one clear bow. Show the action, then exactly this consequence: the NPC sits down on the chair The counter-outcome must NOT happen at any point: the stage lanterns all glow purple. 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.", + "initial_state": { + "npc": { + "seated": false + }, + "lights": { + "purple": false + }, + "scene_mode": "NPC" + }, + "gold_end_state": { + "npc.seated": true, + "lights.purple": false + }, + "delta": { + "npc.seated": true + }, + "visual_vocab": { + "npc.seated": { + "false": "the NPC stands upright beside the empty chair", + "true": "the NPC sits down on the chair" + }, + "lights.purple": { + "false": "the stage lanterns hang dark and unlit", + "true": "the stage lanterns all glow purple" + } + }, + "gold_A": "the NPC sits down on the chair", + "gold_B": "all the stage lanterns glow purple", + "terminal_visual_states": { + "occurs": { + "variable": "npc.seated", + "value": true, + "phrase": "the NPC sits down on the chair", + "judge_label": "the NPC sits down", + "in_final_frame": true + }, + "not_occurs": { + "variable": "lights.purple", + "value": true, + "phrase": "the stage lanterns all glow purple", + "judge_label": "the lanterns glow purple", + "in_final_frame": false, + "instead_remains": "the stage lanterns hang dark and unlit" + } + }, + "prompt_ok": [ + "NPC", + "LIGHTS" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player and an NPC both stand on the stage?", + "statement": "the player and an NPC both stand on the stage", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the stage lanterns are unlit?", + "statement": "the stage lanterns are unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player perform one clear bow?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the NPC sit down, or the lanterns glow purple?", + "answers": [ + "the NPC sits down", + "the lanterns glow purple", + "unclear" + ], + "expected": "the NPC sits down", + "not_expected": "the lanterns glow purple" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B40/case_B.json b/data/cases/B40/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..218ac8845ac20e18542071ea9c98ed6bf1ec6040 --- /dev/null +++ b/data/cases/B40/case_B.json @@ -0,0 +1,140 @@ +{ + "id": "B40-B", + "counterpart": "B40-A", + "genre": "visual_novel", + "interaction_family": "trigger_gesture", + "initial_scene": { + "description": "a small theater stage in cool light, an empty wooden chair at the side of the stage, and rows of stage lanterns hanging dark overhead exactly two people, both fully visible and large in the frame: the player standing upright at center stage, and one NPC standing upright beside the empty chair", + "third_person_player": true, + "player_pose_and_item": "exactly two people, both fully visible and large in the frame: the player standing upright at center stage, and one NPC standing upright beside the empty chair", + "action_target": "the player's bow", + "other_key_objects": [ + "npc", + "chair", + "stage_lanterns" + ], + "shared_visual_state": [ + "the NPC stands upright beside the empty chair", + "the stage lanterns hang dark and unlit" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B40.png" + }, + "hidden_state": { + "variable": "scene_mode", + "A": "NPC", + "B": "LIGHTS", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the scene_mode is NPC, the NPC sits down on the chair; if it is LIGHTS, all the stage lanterns glow purple.", + "precondition": "scene_mode == 'NPC'", + "effect": "npc.seated = true", + "else_effect": "lights.purple = true", + "mapping": { + "NPC": "npc.seated = true", + "LIGHTS": "lights.purple = true" + } + }, + "shared_action": "The player stays in place and performs one clear bow.", + "instruction": "Preserve the first frame. scene_mode = LIGHTS, so the resolved rule is: all the stage lanterns glow purple. Action: The player stays in place and performs one clear bow. Show the action, then exactly this consequence: all the stage lanterns glow purple The counter-outcome must NOT happen at any point: the NPC sits down on the chair. Instead, the NPC stands upright beside the empty chair throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "npc": { + "seated": false + }, + "lights": { + "purple": false + }, + "scene_mode": "LIGHTS" + }, + "gold_end_state": { + "npc.seated": false, + "lights.purple": true + }, + "delta": { + "lights.purple": true + }, + "visual_vocab": { + "npc.seated": { + "false": "the NPC stands upright beside the empty chair", + "true": "the NPC sits down on the chair" + }, + "lights.purple": { + "false": "the stage lanterns hang dark and unlit", + "true": "the stage lanterns all glow purple" + } + }, + "gold_A": "the NPC sits down on the chair", + "gold_B": "all the stage lanterns glow purple", + "terminal_visual_states": { + "occurs": { + "variable": "lights.purple", + "value": true, + "phrase": "the stage lanterns all glow purple", + "judge_label": "the lanterns glow purple", + "in_final_frame": true + }, + "not_occurs": { + "variable": "npc.seated", + "value": true, + "phrase": "the NPC sits down on the chair", + "judge_label": "the NPC sits down", + "in_final_frame": false, + "instead_remains": "the NPC stands upright beside the empty chair" + } + }, + "prompt_ok": [ + "NPC", + "LIGHTS" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player and an NPC both stand on the stage?", + "statement": "the player and an NPC both stand on the stage", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the stage lanterns are unlit?", + "statement": "the stage lanterns are unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player perform one clear bow?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the NPC sit down, or the lanterns glow purple?", + "answers": [ + "the NPC sits down", + "the lanterns glow purple", + "unclear" + ], + "expected": "the lanterns glow purple", + "not_expected": "the NPC sits down" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B40/input.png b/data/cases/B40/input.png new file mode 100644 index 0000000000000000000000000000000000000000..f61b857731c82ab31400c9940c81dc37b494d179 --- /dev/null +++ b/data/cases/B40/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:5e517baad77a3788e267af34c61905db91c490e0bc9f5b702caec5f155d440dd +size 897113 diff --git a/data/cases/B41/card_A.txt b/data/cases/B41/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..ca07ccb9bb45222943aea2e7421ac58a22a0e600 --- /dev/null +++ b/data/cases/B41/card_A.txt @@ -0,0 +1,42 @@ +[B41-A] genre: dating family: trigger_gesture counterpart: B41-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: date_mode = NPC (runtime only, not visible in the frame) +rule: If the date_mode is NPC, the NPC sits down on the bench; if it is FOUNTAIN, the fountain jets a tall plume of water. +shared action: The player stays in place and gives one clear wave. +instruction: Preserve the first frame. date_mode = NPC, so the resolved rule is: the NPC sits down on the bench. Action: The player stays in place and gives one clear wave. Show the action, then exactly this consequence: the NPC sits down on the bench The counter-outcome must NOT happen at any point: the fountain jets a tall plume of water. Instead, the wide 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the NPC sits down on the bench +gold_B: the fountain jets a tall plume of water +gold_end_state (this twin): npc.seated=true; fountain.running=false +delta (this twin): npc.seated=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the NPC sits down on the bench [npc.seated=true] + not_occurs (final frame: NO) : the fountain jets a tall plume of water [fountain.running=true] + instead remains: the wide stone fountain is dry and still +outcome not_expected: the fountain jets water + +── Judges ── +initial questions: + Q: Is it true that the player and an NPC stand in the garden? answers=['yes', 'no'] expected=yes + Q: Is it true that the NPC is standing and the fountain is still? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player give one clear wave? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the NPC sit down, or the fountain jet water? answers=['the NPC sits down', 'the fountain jets water', 'unclear'] expected=the NPC sits down + +── Visual vocab (for auditing the shared first frame) ── + - the NPC stands upright beside the empty bench + - the NPC sits down on the bench + - the wide stone fountain is dry and still + - the fountain jets a tall plume of water + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B41-A(恋爱/trigger_gesture):hidden date_mode=NPC → gold [A 支线] the NPC sits down on the bench;终态: 发生「the NPC sits down on the bench」且不发生「the fountain jets a tall plume of water」;outcome 判定期望: the NPC sits down diff --git a/data/cases/B41/card_B.txt b/data/cases/B41/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..c7c43d290c2640d719ec42071b0ec7ef681770b8 --- /dev/null +++ b/data/cases/B41/card_B.txt @@ -0,0 +1,42 @@ +[B41-B] genre: dating family: trigger_gesture counterpart: B41-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: date_mode = FOUNTAIN (runtime only, not visible in the frame) +rule: If the date_mode is NPC, the NPC sits down on the bench; if it is FOUNTAIN, the fountain jets a tall plume of water. +shared action: The player stays in place and gives one clear wave. +instruction: Preserve the first frame. date_mode = FOUNTAIN, so the resolved rule is: the fountain jets a tall plume of water. Action: The player stays in place and gives one clear wave. Show the action, then exactly this consequence: the fountain jets a tall plume of water The counter-outcome must NOT happen at any point: the NPC sits down on the bench. Instead, the NPC stands upright beside the empty bench 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the NPC sits down on the bench +gold_B: the fountain jets a tall plume of water +gold_end_state (this twin): npc.seated=false; fountain.running=true +delta (this twin): fountain.running=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the fountain jets a tall plume of water [fountain.running=true] + not_occurs (final frame: NO) : the NPC sits down on the bench [npc.seated=true] + instead remains: the NPC stands upright beside the empty bench +outcome not_expected: the NPC sits down + +── Judges ── +initial questions: + Q: Is it true that the player and an NPC stand in the garden? answers=['yes', 'no'] expected=yes + Q: Is it true that the NPC is standing and the fountain is still? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player give one clear wave? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the NPC sit down, or the fountain jet water? answers=['the NPC sits down', 'the fountain jets water', 'unclear'] expected=the fountain jets water + +── Visual vocab (for auditing the shared first frame) ── + - the NPC stands upright beside the empty bench + - the NPC sits down on the bench + - the wide stone fountain is dry and still + - the fountain jets a tall plume of water + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B41-B(恋爱/trigger_gesture):hidden date_mode=FOUNTAIN → gold [B 支线] the fountain jets a tall plume of water;终态: 发生「the fountain jets a tall plume of water」且不发生「the NPC sits down on the bench」;outcome 判定期望: the fountain jets water diff --git a/data/cases/B41/case_A.json b/data/cases/B41/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..7251166bcf4064f5ea462e8ce07dd695b9d7485b --- /dev/null +++ b/data/cases/B41/case_A.json @@ -0,0 +1,140 @@ +{ + "id": "B41-A", + "counterpart": "B41-B", + "genre": "dating", + "interaction_family": "trigger_gesture", + "initial_scene": { + "description": "a garden plaza in soft afternoon light, an empty stone bench beside a flowerbed, and a wide stone fountain standing dry and still exactly two people, both fully visible and large in the frame: the player standing upright at the plaza center, and one NPC standing upright beside the empty bench", + "third_person_player": true, + "player_pose_and_item": "exactly two people, both fully visible and large in the frame: the player standing upright at the plaza center, and one NPC standing upright beside the empty bench", + "action_target": "the player's wave", + "other_key_objects": [ + "npc", + "bench", + "fountain" + ], + "shared_visual_state": [ + "the NPC stands upright beside the empty bench", + "the wide stone fountain is dry and still" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B41.png" + }, + "hidden_state": { + "variable": "date_mode", + "A": "NPC", + "B": "FOUNTAIN", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the date_mode is NPC, the NPC sits down on the bench; if it is FOUNTAIN, the fountain jets a tall plume of water.", + "precondition": "date_mode == 'NPC'", + "effect": "npc.seated = true", + "else_effect": "fountain.running = true", + "mapping": { + "NPC": "npc.seated = true", + "FOUNTAIN": "fountain.running = true" + } + }, + "shared_action": "The player stays in place and gives one clear wave.", + "instruction": "Preserve the first frame. date_mode = NPC, so the resolved rule is: the NPC sits down on the bench. Action: The player stays in place and gives one clear wave. Show the action, then exactly this consequence: the NPC sits down on the bench The counter-outcome must NOT happen at any point: the fountain jets a tall plume of water. Instead, the wide 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.", + "initial_state": { + "npc": { + "seated": false + }, + "fountain": { + "running": false + }, + "date_mode": "NPC" + }, + "gold_end_state": { + "npc.seated": true, + "fountain.running": false + }, + "delta": { + "npc.seated": true + }, + "visual_vocab": { + "npc.seated": { + "false": "the NPC stands upright beside the empty bench", + "true": "the NPC sits down on the bench" + }, + "fountain.running": { + "false": "the wide stone fountain is dry and still", + "true": "the fountain jets a tall plume of water" + } + }, + "gold_A": "the NPC sits down on the bench", + "gold_B": "the fountain jets a tall plume of water", + "terminal_visual_states": { + "occurs": { + "variable": "npc.seated", + "value": true, + "phrase": "the NPC sits down on the bench", + "judge_label": "the NPC sits down", + "in_final_frame": true + }, + "not_occurs": { + "variable": "fountain.running", + "value": true, + "phrase": "the fountain jets a tall plume of water", + "judge_label": "the fountain jets water", + "in_final_frame": false, + "instead_remains": "the wide stone fountain is dry and still" + } + }, + "prompt_ok": [ + "NPC", + "FOUNTAIN" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player and an NPC stand in the garden?", + "statement": "the player and an NPC stand in the garden", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the NPC is standing and the fountain is still?", + "statement": "the NPC is standing and the fountain is still", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player give one clear wave?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the NPC sit down, or the fountain jet water?", + "answers": [ + "the NPC sits down", + "the fountain jets water", + "unclear" + ], + "expected": "the NPC sits down", + "not_expected": "the fountain jets water" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B41/case_B.json b/data/cases/B41/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..2c5be7524380751a71c9e86ffc30d776dab08cff --- /dev/null +++ b/data/cases/B41/case_B.json @@ -0,0 +1,140 @@ +{ + "id": "B41-B", + "counterpart": "B41-A", + "genre": "dating", + "interaction_family": "trigger_gesture", + "initial_scene": { + "description": "a garden plaza in soft afternoon light, an empty stone bench beside a flowerbed, and a wide stone fountain standing dry and still exactly two people, both fully visible and large in the frame: the player standing upright at the plaza center, and one NPC standing upright beside the empty bench", + "third_person_player": true, + "player_pose_and_item": "exactly two people, both fully visible and large in the frame: the player standing upright at the plaza center, and one NPC standing upright beside the empty bench", + "action_target": "the player's wave", + "other_key_objects": [ + "npc", + "bench", + "fountain" + ], + "shared_visual_state": [ + "the NPC stands upright beside the empty bench", + "the wide stone fountain is dry and still" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B41.png" + }, + "hidden_state": { + "variable": "date_mode", + "A": "NPC", + "B": "FOUNTAIN", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the date_mode is NPC, the NPC sits down on the bench; if it is FOUNTAIN, the fountain jets a tall plume of water.", + "precondition": "date_mode == 'NPC'", + "effect": "npc.seated = true", + "else_effect": "fountain.running = true", + "mapping": { + "NPC": "npc.seated = true", + "FOUNTAIN": "fountain.running = true" + } + }, + "shared_action": "The player stays in place and gives one clear wave.", + "instruction": "Preserve the first frame. date_mode = FOUNTAIN, so the resolved rule is: the fountain jets a tall plume of water. Action: The player stays in place and gives one clear wave. Show the action, then exactly this consequence: the fountain jets a tall plume of water The counter-outcome must NOT happen at any point: the NPC sits down on the bench. Instead, the NPC stands upright beside the empty bench throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "npc": { + "seated": false + }, + "fountain": { + "running": false + }, + "date_mode": "FOUNTAIN" + }, + "gold_end_state": { + "npc.seated": false, + "fountain.running": true + }, + "delta": { + "fountain.running": true + }, + "visual_vocab": { + "npc.seated": { + "false": "the NPC stands upright beside the empty bench", + "true": "the NPC sits down on the bench" + }, + "fountain.running": { + "false": "the wide stone fountain is dry and still", + "true": "the fountain jets a tall plume of water" + } + }, + "gold_A": "the NPC sits down on the bench", + "gold_B": "the fountain jets a tall plume of water", + "terminal_visual_states": { + "occurs": { + "variable": "fountain.running", + "value": true, + "phrase": "the fountain jets a tall plume of water", + "judge_label": "the fountain jets water", + "in_final_frame": true + }, + "not_occurs": { + "variable": "npc.seated", + "value": true, + "phrase": "the NPC sits down on the bench", + "judge_label": "the NPC sits down", + "in_final_frame": false, + "instead_remains": "the NPC stands upright beside the empty bench" + } + }, + "prompt_ok": [ + "NPC", + "FOUNTAIN" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player and an NPC stand in the garden?", + "statement": "the player and an NPC stand in the garden", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the NPC is standing and the fountain is still?", + "statement": "the NPC is standing and the fountain is still", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player give one clear wave?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the NPC sit down, or the fountain jet water?", + "answers": [ + "the NPC sits down", + "the fountain jets water", + "unclear" + ], + "expected": "the fountain jets water", + "not_expected": "the NPC sits down" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B41/input.png b/data/cases/B41/input.png new file mode 100644 index 0000000000000000000000000000000000000000..044b497461588c56108d04a004680a3dbfbab7ca --- /dev/null +++ b/data/cases/B41/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:9d5fa510370756dcb3d4420357d9f5965e53a15e5287d90dc91bc46e8729e46e +size 1587067 diff --git a/data/cases/B42/card_A.txt b/data/cases/B42/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..8939750bbfa3edc02b37b6cfbce34967f93ee094 --- /dev/null +++ b/data/cases/B42/card_A.txt @@ -0,0 +1,42 @@ +[B42-A] genre: card_game family: trigger_gesture counterpart: B42-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: card_effect = CARD (runtime only, not visible in the frame) +rule: If the card_effect is CARD, the giant card flips face up; if it is FIRE, both braziers burst into blue flames. +shared action: The player stays in place and raises one hand high above the head. +instruction: Preserve the first frame. card_effect = CARD, so the resolved rule is: the giant card flips face up. Action: The player stays in place and raises one hand high above the head. Show the action, then exactly this consequence: the giant card flips face up The counter-outcome must NOT happen at any point: both braziers burn with large blue flames. Instead, both braziers hold only dark cold ash 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the giant card flips face up +gold_B: both braziers burst into blue flames +gold_end_state (this twin): card.face=up; braziers.blue=false +delta (this twin): card.face=up + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the giant card lies face up showing its illustrated front [card.face=up] + not_occurs (final frame: NO) : both braziers burn with large blue flames [braziers.blue=true] + instead remains: both braziers hold only dark cold ash +outcome not_expected: the braziers burn blue + +── Judges ── +initial questions: + Q: Is it true that the player stands behind the card table? answers=['yes', 'no'] expected=yes + Q: Is it true that the giant card is face down and the braziers are unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player raise one hand high above the head? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the giant card face up, or both braziers burning blue? answers=['the card is face up', 'the braziers burn blue', 'unclear'] expected=the card is face up + +── Visual vocab (for auditing the shared first frame) ── + - the giant card lies face down showing its ornate back + - the giant card lies face up showing its illustrated front + - both braziers hold only dark cold ash + - both braziers burn with large blue flames + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B42-A(卡牌/trigger_gesture):hidden card_effect=CARD → gold [A 支线] the giant card flips face up;终态: 发生「the giant card lies face up showing its illustrated front」且不发生「both braziers burn with large blue flames」;outcome 判定期望: the card is face up diff --git a/data/cases/B42/card_B.txt b/data/cases/B42/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..18d1d8fa58fa9ee774f9c7a9b20f22c9ef1ddaed --- /dev/null +++ b/data/cases/B42/card_B.txt @@ -0,0 +1,42 @@ +[B42-B] genre: card_game family: trigger_gesture counterpart: B42-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: card_effect = FIRE (runtime only, not visible in the frame) +rule: If the card_effect is CARD, the giant card flips face up; if it is FIRE, both braziers burst into blue flames. +shared action: The player stays in place and raises one hand high above the head. +instruction: Preserve the first frame. card_effect = FIRE, so the resolved rule is: both braziers burst into blue flames. Action: The player stays in place and raises one hand high above the head. Show the action, then exactly this consequence: both braziers burst into blue flames The counter-outcome must NOT happen at any point: the giant card lies face up showing its illustrated front. Instead, the giant card lies face down showing its ornate back 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the giant card flips face up +gold_B: both braziers burst into blue flames +gold_end_state (this twin): card.face=down; braziers.blue=true +delta (this twin): braziers.blue=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): both braziers burn with large blue flames [braziers.blue=true] + not_occurs (final frame: NO) : the giant card lies face up showing its illustrated front [card.face=up] + instead remains: the giant card lies face down showing its ornate back +outcome not_expected: the card is face up + +── Judges ── +initial questions: + Q: Is it true that the player stands behind the card table? answers=['yes', 'no'] expected=yes + Q: Is it true that the giant card is face down and the braziers are unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player raise one hand high above the head? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the giant card face up, or both braziers burning blue? answers=['the card is face up', 'the braziers burn blue', 'unclear'] expected=the braziers burn blue + +── Visual vocab (for auditing the shared first frame) ── + - the giant card lies face down showing its ornate back + - the giant card lies face up showing its illustrated front + - both braziers hold only dark cold ash + - both braziers burn with large blue flames + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B42-B(卡牌/trigger_gesture):hidden card_effect=FIRE → gold [B 支线] both braziers burst into blue flames;终态: 发生「both braziers burn with large blue flames」且不发生「the giant card lies face up showing its illustrated front」;outcome 判定期望: the braziers burn blue diff --git a/data/cases/B42/case_A.json b/data/cases/B42/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..79f7f23993b65502f66a6240703f1ee62dd34db9 --- /dev/null +++ b/data/cases/B42/case_A.json @@ -0,0 +1,138 @@ +{ + "id": "B42-A", + "counterpart": "B42-B", + "genre": "card_game", + "interaction_family": "trigger_gesture", + "initial_scene": { + "description": "a card parlor with a large game table, a giant card lying face down showing its ornate back at the center, and two iron braziers flanking the table holding only dark cold ash a single player seen in third person from behind, standing in place behind the table, arms at the sides", + "third_person_player": true, + "player_pose_and_item": "a single player seen in third person from behind, standing in place behind the table, arms at the sides", + "action_target": "the player's raised hand", + "other_key_objects": [ + "giant_card", + "braziers" + ], + "shared_visual_state": [ + "the giant card lies face down showing its ornate back", + "both braziers hold only dark cold ash" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B42.png" + }, + "hidden_state": { + "variable": "card_effect", + "A": "CARD", + "B": "FIRE", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the card_effect is CARD, the giant card flips face up; if it is FIRE, both braziers burst into blue flames.", + "precondition": "card_effect == 'CARD'", + "effect": "card.face = 'up'", + "else_effect": "braziers.blue = true", + "mapping": { + "CARD": "card.face = 'up'", + "FIRE": "braziers.blue = true" + } + }, + "shared_action": "The player stays in place and raises one hand high above the head.", + "instruction": "Preserve the first frame. card_effect = CARD, so the resolved rule is: the giant card flips face up. Action: The player stays in place and raises one hand high above the head. Show the action, then exactly this consequence: the giant card flips face up The counter-outcome must NOT happen at any point: both braziers burn with large blue flames. Instead, both braziers hold only dark cold ash throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "card": { + "face": "down" + }, + "braziers": { + "blue": false + }, + "card_effect": "CARD" + }, + "gold_end_state": { + "card.face": "up", + "braziers.blue": false + }, + "delta": { + "card.face": "up" + }, + "visual_vocab": { + "card.face": { + "down": "the giant card lies face down showing its ornate back", + "up": "the giant card lies face up showing its illustrated front" + }, + "braziers.blue": { + "false": "both braziers hold only dark cold ash", + "true": "both braziers burn with large blue flames" + } + }, + "gold_A": "the giant card flips face up", + "gold_B": "both braziers burst into blue flames", + "terminal_visual_states": { + "occurs": { + "variable": "card.face", + "value": "up", + "phrase": "the giant card lies face up showing its illustrated front", + "judge_label": "the card is face up", + "in_final_frame": true + }, + "not_occurs": { + "variable": "braziers.blue", + "value": true, + "phrase": "both braziers burn with large blue flames", + "judge_label": "the braziers burn blue", + "in_final_frame": false, + "instead_remains": "both braziers hold only dark cold ash" + } + }, + "prompt_ok": [ + "CARD" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands behind the card table?", + "statement": "the player stands behind the card table", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the giant card is face down and the braziers are unlit?", + "statement": "the giant card is face down and the braziers are unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player raise one hand high above the head?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the giant card face up, or both braziers burning blue?", + "answers": [ + "the card is face up", + "the braziers burn blue", + "unclear" + ], + "expected": "the card is face up", + "not_expected": "the braziers burn blue" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B42/case_B.json b/data/cases/B42/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..33e775a00562d9aaee94903de439d878f860aa64 --- /dev/null +++ b/data/cases/B42/case_B.json @@ -0,0 +1,138 @@ +{ + "id": "B42-B", + "counterpart": "B42-A", + "genre": "card_game", + "interaction_family": "trigger_gesture", + "initial_scene": { + "description": "a card parlor with a large game table, a giant card lying face down showing its ornate back at the center, and two iron braziers flanking the table holding only dark cold ash a single player seen in third person from behind, standing in place behind the table, arms at the sides", + "third_person_player": true, + "player_pose_and_item": "a single player seen in third person from behind, standing in place behind the table, arms at the sides", + "action_target": "the player's raised hand", + "other_key_objects": [ + "giant_card", + "braziers" + ], + "shared_visual_state": [ + "the giant card lies face down showing its ornate back", + "both braziers hold only dark cold ash" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B42.png" + }, + "hidden_state": { + "variable": "card_effect", + "A": "CARD", + "B": "FIRE", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the card_effect is CARD, the giant card flips face up; if it is FIRE, both braziers burst into blue flames.", + "precondition": "card_effect == 'CARD'", + "effect": "card.face = 'up'", + "else_effect": "braziers.blue = true", + "mapping": { + "CARD": "card.face = 'up'", + "FIRE": "braziers.blue = true" + } + }, + "shared_action": "The player stays in place and raises one hand high above the head.", + "instruction": "Preserve the first frame. card_effect = FIRE, so the resolved rule is: both braziers burst into blue flames. Action: The player stays in place and raises one hand high above the head. Show the action, then exactly this consequence: both braziers burst into blue flames The counter-outcome must NOT happen at any point: the giant card lies face up showing its illustrated front. Instead, the giant card lies face down showing its ornate back throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "card": { + "face": "down" + }, + "braziers": { + "blue": false + }, + "card_effect": "FIRE" + }, + "gold_end_state": { + "card.face": "down", + "braziers.blue": true + }, + "delta": { + "braziers.blue": true + }, + "visual_vocab": { + "card.face": { + "down": "the giant card lies face down showing its ornate back", + "up": "the giant card lies face up showing its illustrated front" + }, + "braziers.blue": { + "false": "both braziers hold only dark cold ash", + "true": "both braziers burn with large blue flames" + } + }, + "gold_A": "the giant card flips face up", + "gold_B": "both braziers burst into blue flames", + "terminal_visual_states": { + "occurs": { + "variable": "braziers.blue", + "value": true, + "phrase": "both braziers burn with large blue flames", + "judge_label": "the braziers burn blue", + "in_final_frame": true + }, + "not_occurs": { + "variable": "card.face", + "value": "up", + "phrase": "the giant card lies face up showing its illustrated front", + "judge_label": "the card is face up", + "in_final_frame": false, + "instead_remains": "the giant card lies face down showing its ornate back" + } + }, + "prompt_ok": [ + "CARD" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands behind the card table?", + "statement": "the player stands behind the card table", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the giant card is face down and the braziers are unlit?", + "statement": "the giant card is face down and the braziers are unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player raise one hand high above the head?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the giant card face up, or both braziers burning blue?", + "answers": [ + "the card is face up", + "the braziers burn blue", + "unclear" + ], + "expected": "the braziers burn blue", + "not_expected": "the card is face up" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B42/input.png b/data/cases/B42/input.png new file mode 100644 index 0000000000000000000000000000000000000000..21ef45e338811377f06bcfcdce507e10c71a7d2d --- /dev/null +++ b/data/cases/B42/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:ec6360ab92b97117bcc9bf1d71ab262d0324bcd2700e520ec4f4743264f2a671 +size 1361609 diff --git a/data/cases/B43/card_A.txt b/data/cases/B43/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..9d70da24557235c8054e59538601b5affa482f28 --- /dev/null +++ b/data/cases/B43/card_A.txt @@ -0,0 +1,42 @@ +[B43-A] genre: turn_combat family: trigger_cast counterpart: B43-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: combat_effect = ENEMY (runtime only, not visible in the frame) +rule: If the combat_effect is ENEMY, the enemy kneels down and stays kneeling; if it is PILLAR, the magic pillar behind burns with red flames. +shared action: The player stays in place and performs one clear forward sword swing without requiring blade contact. +instruction: Preserve the first frame. combat_effect = ENEMY, so the resolved rule is: the enemy kneels down and stays kneeling. Action: The player stays in place and performs one clear forward sword swing without requiring blade contact. Show the action, then exactly this consequence: the enemy kneels down and stays kneeling The counter-outcome must NOT happen at any point: the large magic pillar burns with red flames. Instead, the large magic pillar is dark stone with no glow 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the enemy kneels down and stays kneeling +gold_B: the magic pillar behind burns with red flames +gold_end_state (this twin): enemy.kneeling=true; pillar.red=false +delta (this twin): enemy.kneeling=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the enemy kneels down on one knee and stays kneeling [enemy.kneeling=true] + not_occurs (final frame: NO) : the large magic pillar burns with red flames [pillar.red=true] + instead remains: the large magic pillar is dark stone with no glow +outcome not_expected: the pillar burns red + +── Judges ── +initial questions: + Q: Is it true that the player faces a standing enemy? answers=['yes', 'no'] expected=yes + Q: Is it true that the magic pillar behind the enemy is dark? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player perform one clear forward sword swing? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the enemy kneel, or the pillar burn red? answers=['the enemy kneels', 'the pillar burns red', 'unclear'] expected=the enemy kneels + +── Visual vocab (for auditing the shared first frame) ── + - the enemy stands upright on both feet + - the enemy kneels down on one knee and stays kneeling + - the large magic pillar is dark stone with no glow + - the large magic pillar burns with red flames + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B43-A(回合战斗/trigger_cast):hidden combat_effect=ENEMY → gold [A 支线] the enemy kneels down and stays kneeling;终态: 发生「the enemy kneels down on one knee and stays kneeling」且不发生「the large magic pillar burns with red flames」;outcome 判定期望: the enemy kneels diff --git a/data/cases/B43/card_B.txt b/data/cases/B43/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..5b9ed4797c23aba8c362085af987cef76c32bda3 --- /dev/null +++ b/data/cases/B43/card_B.txt @@ -0,0 +1,42 @@ +[B43-B] genre: turn_combat family: trigger_cast counterpart: B43-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: combat_effect = PILLAR (runtime only, not visible in the frame) +rule: If the combat_effect is ENEMY, the enemy kneels down and stays kneeling; if it is PILLAR, the magic pillar behind burns with red flames. +shared action: The player stays in place and performs one clear forward sword swing without requiring blade contact. +instruction: Preserve the first frame. combat_effect = PILLAR, so the resolved rule is: the magic pillar behind burns with red flames. Action: The player stays in place and performs one clear forward sword swing without requiring blade contact. Show the action, then exactly this consequence: the magic pillar behind burns with red flames The counter-outcome must NOT happen at any point: the enemy kneels down on one knee and stays kneeling. Instead, the enemy stands upright on both feet 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the enemy kneels down and stays kneeling +gold_B: the magic pillar behind burns with red flames +gold_end_state (this twin): enemy.kneeling=false; pillar.red=true +delta (this twin): pillar.red=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the large magic pillar burns with red flames [pillar.red=true] + not_occurs (final frame: NO) : the enemy kneels down on one knee and stays kneeling [enemy.kneeling=true] + instead remains: the enemy stands upright on both feet +outcome not_expected: the enemy kneels + +── Judges ── +initial questions: + Q: Is it true that the player faces a standing enemy? answers=['yes', 'no'] expected=yes + Q: Is it true that the magic pillar behind the enemy is dark? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player perform one clear forward sword swing? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the enemy kneel, or the pillar burn red? answers=['the enemy kneels', 'the pillar burns red', 'unclear'] expected=the pillar burns red + +── Visual vocab (for auditing the shared first frame) ── + - the enemy stands upright on both feet + - the enemy kneels down on one knee and stays kneeling + - the large magic pillar is dark stone with no glow + - the large magic pillar burns with red flames + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B43-B(回合战斗/trigger_cast):hidden combat_effect=PILLAR → gold [B 支线] the magic pillar behind burns with red flames;终态: 发生「the large magic pillar burns with red flames」且不发生「the enemy kneels down on one knee and stays kneeling」;outcome 判定期望: the pillar burns red diff --git a/data/cases/B43/case_A.json b/data/cases/B43/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..a0023a6d433d87e5e1ec6d0aaf1101ab614eba7a --- /dev/null +++ b/data/cases/B43/case_A.json @@ -0,0 +1,139 @@ +{ + "id": "B43-A", + "counterpart": "B43-B", + "genre": "turn_combat", + "interaction_family": "trigger_cast", + "initial_scene": { + "description": "a duel arena in cool overcast light, an enemy soldier facing the player at combat distance, and a large stone magic pillar standing dark behind the enemy exactly two people, both fully visible and large in the frame: the player at combat distance holding a sword ready, and an enemy standing upright on both feet", + "third_person_player": true, + "player_pose_and_item": "exactly two people, both fully visible and large in the frame: the player at combat distance holding a sword ready, and an enemy standing upright on both feet", + "action_target": "the player's sword swing", + "other_key_objects": [ + "enemy", + "magic_pillar" + ], + "shared_visual_state": [ + "the enemy stands upright on both feet", + "the large magic pillar is dark stone with no glow" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B43.png" + }, + "hidden_state": { + "variable": "combat_effect", + "A": "ENEMY", + "B": "PILLAR", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the combat_effect is ENEMY, the enemy kneels down and stays kneeling; if it is PILLAR, the magic pillar behind burns with red flames.", + "precondition": "combat_effect == 'ENEMY'", + "effect": "enemy.kneeling = true", + "else_effect": "pillar.red = true", + "mapping": { + "ENEMY": "enemy.kneeling = true", + "PILLAR": "pillar.red = true" + } + }, + "shared_action": "The player stays in place and performs one clear forward sword swing without requiring blade contact.", + "instruction": "Preserve the first frame. combat_effect = ENEMY, so the resolved rule is: the enemy kneels down and stays kneeling. Action: The player stays in place and performs one clear forward sword swing without requiring blade contact. Show the action, then exactly this consequence: the enemy kneels down and stays kneeling The counter-outcome must NOT happen at any point: the large magic pillar burns with red flames. Instead, the large magic pillar is dark stone with no glow throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "enemy": { + "kneeling": false + }, + "pillar": { + "red": false + }, + "combat_effect": "ENEMY" + }, + "gold_end_state": { + "enemy.kneeling": true, + "pillar.red": false + }, + "delta": { + "enemy.kneeling": true + }, + "visual_vocab": { + "enemy.kneeling": { + "false": "the enemy stands upright on both feet", + "true": "the enemy kneels down on one knee and stays kneeling" + }, + "pillar.red": { + "false": "the large magic pillar is dark stone with no glow", + "true": "the large magic pillar burns with red flames" + } + }, + "gold_A": "the enemy kneels down and stays kneeling", + "gold_B": "the magic pillar behind burns with red flames", + "terminal_visual_states": { + "occurs": { + "variable": "enemy.kneeling", + "value": true, + "phrase": "the enemy kneels down on one knee and stays kneeling", + "judge_label": "the enemy kneels", + "in_final_frame": true + }, + "not_occurs": { + "variable": "pillar.red", + "value": true, + "phrase": "the large magic pillar burns with red flames", + "judge_label": "the pillar burns red", + "in_final_frame": false, + "instead_remains": "the large magic pillar is dark stone with no glow" + } + }, + "prompt_ok": [ + "ENEMY", + "PILLAR" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player faces a standing enemy?", + "statement": "the player faces a standing enemy", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the magic pillar behind the enemy is dark?", + "statement": "the magic pillar behind the enemy is dark", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player perform one clear forward sword swing?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the enemy kneel, or the pillar burn red?", + "answers": [ + "the enemy kneels", + "the pillar burns red", + "unclear" + ], + "expected": "the enemy kneels", + "not_expected": "the pillar burns red" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B43/case_B.json b/data/cases/B43/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..c5d793bf07973c6e311a7a4889ce2f373d64bedd --- /dev/null +++ b/data/cases/B43/case_B.json @@ -0,0 +1,139 @@ +{ + "id": "B43-B", + "counterpart": "B43-A", + "genre": "turn_combat", + "interaction_family": "trigger_cast", + "initial_scene": { + "description": "a duel arena in cool overcast light, an enemy soldier facing the player at combat distance, and a large stone magic pillar standing dark behind the enemy exactly two people, both fully visible and large in the frame: the player at combat distance holding a sword ready, and an enemy standing upright on both feet", + "third_person_player": true, + "player_pose_and_item": "exactly two people, both fully visible and large in the frame: the player at combat distance holding a sword ready, and an enemy standing upright on both feet", + "action_target": "the player's sword swing", + "other_key_objects": [ + "enemy", + "magic_pillar" + ], + "shared_visual_state": [ + "the enemy stands upright on both feet", + "the large magic pillar is dark stone with no glow" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B43.png" + }, + "hidden_state": { + "variable": "combat_effect", + "A": "ENEMY", + "B": "PILLAR", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the combat_effect is ENEMY, the enemy kneels down and stays kneeling; if it is PILLAR, the magic pillar behind burns with red flames.", + "precondition": "combat_effect == 'ENEMY'", + "effect": "enemy.kneeling = true", + "else_effect": "pillar.red = true", + "mapping": { + "ENEMY": "enemy.kneeling = true", + "PILLAR": "pillar.red = true" + } + }, + "shared_action": "The player stays in place and performs one clear forward sword swing without requiring blade contact.", + "instruction": "Preserve the first frame. combat_effect = PILLAR, so the resolved rule is: the magic pillar behind burns with red flames. Action: The player stays in place and performs one clear forward sword swing without requiring blade contact. Show the action, then exactly this consequence: the magic pillar behind burns with red flames The counter-outcome must NOT happen at any point: the enemy kneels down on one knee and stays kneeling. Instead, the enemy stands upright on both feet throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "enemy": { + "kneeling": false + }, + "pillar": { + "red": false + }, + "combat_effect": "PILLAR" + }, + "gold_end_state": { + "enemy.kneeling": false, + "pillar.red": true + }, + "delta": { + "pillar.red": true + }, + "visual_vocab": { + "enemy.kneeling": { + "false": "the enemy stands upright on both feet", + "true": "the enemy kneels down on one knee and stays kneeling" + }, + "pillar.red": { + "false": "the large magic pillar is dark stone with no glow", + "true": "the large magic pillar burns with red flames" + } + }, + "gold_A": "the enemy kneels down and stays kneeling", + "gold_B": "the magic pillar behind burns with red flames", + "terminal_visual_states": { + "occurs": { + "variable": "pillar.red", + "value": true, + "phrase": "the large magic pillar burns with red flames", + "judge_label": "the pillar burns red", + "in_final_frame": true + }, + "not_occurs": { + "variable": "enemy.kneeling", + "value": true, + "phrase": "the enemy kneels down on one knee and stays kneeling", + "judge_label": "the enemy kneels", + "in_final_frame": false, + "instead_remains": "the enemy stands upright on both feet" + } + }, + "prompt_ok": [ + "ENEMY", + "PILLAR" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player faces a standing enemy?", + "statement": "the player faces a standing enemy", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the magic pillar behind the enemy is dark?", + "statement": "the magic pillar behind the enemy is dark", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player perform one clear forward sword swing?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the enemy kneel, or the pillar burn red?", + "answers": [ + "the enemy kneels", + "the pillar burns red", + "unclear" + ], + "expected": "the pillar burns red", + "not_expected": "the enemy kneels" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B43/input.png b/data/cases/B43/input.png new file mode 100644 index 0000000000000000000000000000000000000000..bfa74ee29b5c40991cc8cefac8eecf941babf274 --- /dev/null +++ b/data/cases/B43/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:7bb4a6ea58450cc769525ffbe0f797b26e852b07b10ed9d00a17e5518668117c +size 1207604 diff --git a/data/cases/B44/card_A.txt b/data/cases/B44/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..5063623c189675f0970cfcb46ac25c49772e7c55 --- /dev/null +++ b/data/cases/B44/card_A.txt @@ -0,0 +1,42 @@ +[B44-A] genre: survival family: trigger_gesture counterpart: B44-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: power_mode = BLAZE (runtime only, not visible in the frame) +rule: If the power_mode is BLAZE, the fire pit logs burst into orange flames; if it is LIGHTS, all three camp lamps glow white. +shared action: The player stays in place and extends one arm straight upward. +instruction: Preserve the first frame. power_mode = BLAZE, so the resolved rule is: the fire pit logs burst into orange flames. Action: The player stays in place and extends one arm straight upward. Show the action, then exactly this consequence: the fire pit logs burst into orange flames The counter-outcome must NOT happen at any point: all three camp lamps glow bright white. Instead, all three camp lamps hang with dark dead 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the fire pit logs burst into orange flames +gold_B: all three camp lamps glow white +gold_end_state (this twin): fire.lit=true; lamps.on=false +delta (this twin): fire.lit=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the log stack burns with large bright orange flames [fire.lit=true] + not_occurs (final frame: NO) : all three camp lamps glow bright white [lamps.on=true] + instead remains: all three camp lamps hang with dark dead glass +outcome not_expected: the lamps glow + +── Judges ── +initial questions: + Q: Is it true that the player stands at the camp center? answers=['yes', 'no'] expected=yes + Q: Is it true that the fire pit logs are unlit and the camp lamps are dark? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player extend one arm straight upward? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the campfire burn, or the camp lamps glow? answers=['the campfire burns', 'the lamps glow', 'unclear'] expected=the campfire burns + +── Visual vocab (for auditing the shared first frame) ── + - the stack of pale grey logs sits unlit in the fire pit + - the log stack burns with large bright orange flames + - all three camp lamps hang with dark dead glass + - all three camp lamps glow bright white + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B44-A(生存/trigger_gesture):hidden power_mode=BLAZE → gold [A 支线] the fire pit logs burst into orange flames;终态: 发生「the log stack burns with large bright orange flames」且不发生「all three camp lamps glow bright white」;outcome 判定期望: the campfire burns diff --git a/data/cases/B44/card_B.txt b/data/cases/B44/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..44284abb4f48258f73e9d438181905b3757e4f80 --- /dev/null +++ b/data/cases/B44/card_B.txt @@ -0,0 +1,42 @@ +[B44-B] genre: survival family: trigger_gesture counterpart: B44-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: power_mode = LIGHTS (runtime only, not visible in the frame) +rule: If the power_mode is BLAZE, the fire pit logs burst into orange flames; if it is LIGHTS, all three camp lamps glow white. +shared action: The player stays in place and extends one arm straight upward. +instruction: Preserve the first frame. power_mode = LIGHTS, so the resolved rule is: all three camp lamps glow white. Action: The player stays in place and extends one arm straight upward. Show the action, then exactly this consequence: all three camp lamps glow white The counter-outcome must NOT happen at any point: the log stack burns with large bright orange flames. Instead, the stack of pale grey logs sits unlit in the fire pit 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the fire pit logs burst into orange flames +gold_B: all three camp lamps glow white +gold_end_state (this twin): fire.lit=false; lamps.on=true +delta (this twin): lamps.on=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): all three camp lamps glow bright white [lamps.on=true] + not_occurs (final frame: NO) : the log stack burns with large bright orange flames [fire.lit=true] + instead remains: the stack of pale grey logs sits unlit in the fire pit +outcome not_expected: the campfire burns + +── Judges ── +initial questions: + Q: Is it true that the player stands at the camp center? answers=['yes', 'no'] expected=yes + Q: Is it true that the fire pit logs are unlit and the camp lamps are dark? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player extend one arm straight upward? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the campfire burn, or the camp lamps glow? answers=['the campfire burns', 'the lamps glow', 'unclear'] expected=the lamps glow + +── Visual vocab (for auditing the shared first frame) ── + - the stack of pale grey logs sits unlit in the fire pit + - the log stack burns with large bright orange flames + - all three camp lamps hang with dark dead glass + - all three camp lamps glow bright white + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B44-B(生存/trigger_gesture):hidden power_mode=LIGHTS → gold [B 支线] all three camp lamps glow white;终态: 发生「all three camp lamps glow bright white」且不发生「the log stack burns with large bright orange flames」;outcome 判定期望: the lamps glow diff --git a/data/cases/B44/case_A.json b/data/cases/B44/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..b309f122213401e194b0f01b8bcdd43f7001635c --- /dev/null +++ b/data/cases/B44/case_A.json @@ -0,0 +1,136 @@ +{ + "id": "B44-A", + "counterpart": "B44-B", + "genre": "survival", + "interaction_family": "trigger_gesture", + "initial_scene": { + "description": "a survival camp in grey dawn light, a fire pit with a neat stack of pale grey logs, and three camp lamps hanging with dark dead glass a single survivor seen in third person from behind, standing in place at the camp center", + "third_person_player": true, + "player_pose_and_item": "a single survivor seen in third person from behind, standing in place at the camp center", + "action_target": "the player's raised arm", + "other_key_objects": [ + "fire_pit", + "camp_lamps" + ], + "shared_visual_state": [ + "the stack of pale grey logs sits unlit in the fire pit", + "all three camp lamps hang with dark dead glass" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B44.png" + }, + "hidden_state": { + "variable": "power_mode", + "A": "BLAZE", + "B": "LIGHTS", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the power_mode is BLAZE, the fire pit logs burst into orange flames; if it is LIGHTS, all three camp lamps glow white.", + "precondition": "power_mode == 'BLAZE'", + "effect": "fire.lit = true", + "else_effect": "lamps.on = true", + "mapping": { + "BLAZE": "fire.lit = true", + "LIGHTS": "lamps.on = true" + } + }, + "shared_action": "The player stays in place and extends one arm straight upward.", + "instruction": "Preserve the first frame. power_mode = BLAZE, so the resolved rule is: the fire pit logs burst into orange flames. Action: The player stays in place and extends one arm straight upward. Show the action, then exactly this consequence: the fire pit logs burst into orange flames The counter-outcome must NOT happen at any point: all three camp lamps glow bright white. Instead, all three camp lamps hang with dark dead 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.", + "initial_state": { + "fire": { + "lit": false + }, + "lamps": { + "on": false + }, + "power_mode": "BLAZE" + }, + "gold_end_state": { + "fire.lit": true, + "lamps.on": false + }, + "delta": { + "fire.lit": true + }, + "visual_vocab": { + "fire.lit": { + "false": "the stack of pale grey logs sits unlit in the fire pit", + "true": "the log stack burns with large bright orange flames" + }, + "lamps.on": { + "false": "all three camp lamps hang with dark dead glass", + "true": "all three camp lamps glow bright white" + } + }, + "gold_A": "the fire pit logs burst into orange flames", + "gold_B": "all three camp lamps glow white", + "terminal_visual_states": { + "occurs": { + "variable": "fire.lit", + "value": true, + "phrase": "the log stack burns with large bright orange flames", + "judge_label": "the campfire burns", + "in_final_frame": true + }, + "not_occurs": { + "variable": "lamps.on", + "value": true, + "phrase": "all three camp lamps glow bright white", + "judge_label": "the lamps glow", + "in_final_frame": false, + "instead_remains": "all three camp lamps hang with dark dead glass" + } + }, + "prompt_ok": [], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at the camp center?", + "statement": "the player stands at the camp center", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the fire pit logs are unlit and the camp lamps are dark?", + "statement": "the fire pit logs are unlit and the camp lamps are dark", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player extend one arm straight upward?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the campfire burn, or the camp lamps glow?", + "answers": [ + "the campfire burns", + "the lamps glow", + "unclear" + ], + "expected": "the campfire burns", + "not_expected": "the lamps glow" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B44/case_B.json b/data/cases/B44/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..c3ff9d026b41354a2bdc496a356ae1ff2d1ba11d --- /dev/null +++ b/data/cases/B44/case_B.json @@ -0,0 +1,136 @@ +{ + "id": "B44-B", + "counterpart": "B44-A", + "genre": "survival", + "interaction_family": "trigger_gesture", + "initial_scene": { + "description": "a survival camp in grey dawn light, a fire pit with a neat stack of pale grey logs, and three camp lamps hanging with dark dead glass a single survivor seen in third person from behind, standing in place at the camp center", + "third_person_player": true, + "player_pose_and_item": "a single survivor seen in third person from behind, standing in place at the camp center", + "action_target": "the player's raised arm", + "other_key_objects": [ + "fire_pit", + "camp_lamps" + ], + "shared_visual_state": [ + "the stack of pale grey logs sits unlit in the fire pit", + "all three camp lamps hang with dark dead glass" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B44.png" + }, + "hidden_state": { + "variable": "power_mode", + "A": "BLAZE", + "B": "LIGHTS", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the power_mode is BLAZE, the fire pit logs burst into orange flames; if it is LIGHTS, all three camp lamps glow white.", + "precondition": "power_mode == 'BLAZE'", + "effect": "fire.lit = true", + "else_effect": "lamps.on = true", + "mapping": { + "BLAZE": "fire.lit = true", + "LIGHTS": "lamps.on = true" + } + }, + "shared_action": "The player stays in place and extends one arm straight upward.", + "instruction": "Preserve the first frame. power_mode = LIGHTS, so the resolved rule is: all three camp lamps glow white. Action: The player stays in place and extends one arm straight upward. Show the action, then exactly this consequence: all three camp lamps glow white The counter-outcome must NOT happen at any point: the log stack burns with large bright orange flames. Instead, the stack of pale grey logs sits unlit in the fire pit throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "fire": { + "lit": false + }, + "lamps": { + "on": false + }, + "power_mode": "LIGHTS" + }, + "gold_end_state": { + "fire.lit": false, + "lamps.on": true + }, + "delta": { + "lamps.on": true + }, + "visual_vocab": { + "fire.lit": { + "false": "the stack of pale grey logs sits unlit in the fire pit", + "true": "the log stack burns with large bright orange flames" + }, + "lamps.on": { + "false": "all three camp lamps hang with dark dead glass", + "true": "all three camp lamps glow bright white" + } + }, + "gold_A": "the fire pit logs burst into orange flames", + "gold_B": "all three camp lamps glow white", + "terminal_visual_states": { + "occurs": { + "variable": "lamps.on", + "value": true, + "phrase": "all three camp lamps glow bright white", + "judge_label": "the lamps glow", + "in_final_frame": true + }, + "not_occurs": { + "variable": "fire.lit", + "value": true, + "phrase": "the log stack burns with large bright orange flames", + "judge_label": "the campfire burns", + "in_final_frame": false, + "instead_remains": "the stack of pale grey logs sits unlit in the fire pit" + } + }, + "prompt_ok": [], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at the camp center?", + "statement": "the player stands at the camp center", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the fire pit logs are unlit and the camp lamps are dark?", + "statement": "the fire pit logs are unlit and the camp lamps are dark", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player extend one arm straight upward?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the campfire burn, or the camp lamps glow?", + "answers": [ + "the campfire burns", + "the lamps glow", + "unclear" + ], + "expected": "the lamps glow", + "not_expected": "the campfire burns" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B44/input.png b/data/cases/B44/input.png new file mode 100644 index 0000000000000000000000000000000000000000..7f457a7e8fac837dc7aacbd96308624dcb574f26 --- /dev/null +++ b/data/cases/B44/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:60bcebf9242b4d54c27831055e514bf55d8be27915d25ccb562a6cec3349efa4 +size 1376402 diff --git a/data/cases/B45/card_A.txt b/data/cases/B45/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..8f604b8f597824886f56e3753d4876f927a9b229 --- /dev/null +++ b/data/cases/B45/card_A.txt @@ -0,0 +1,42 @@ +[B45-A] genre: shopkeeping family: trigger_gesture counterpart: B45-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: opening_mode = CURTAIN (runtime only, not visible in the frame) +rule: If the opening_mode is CURTAIN, the window curtain pulls fully open; if it is SIGN, the big top sign glows bright red. +shared action: The player stays in place and clearly spreads both arms sideways. +instruction: Preserve the first frame. opening_mode = CURTAIN, so the resolved rule is: the window curtain pulls fully open. Action: The player stays in place and clearly spreads both arms sideways. Show the action, then exactly this consequence: the window curtain pulls fully open The counter-outcome must NOT happen at any point: the big top sign panel glows bright red. Instead, the big top sign panel is 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the window curtain pulls fully open +gold_B: the big top sign glows bright red +gold_end_state (this twin): curtain.open=true; sign.red=false +delta (this twin): curtain.open=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the window curtain is pulled fully open to the sides [curtain.open=true] + not_occurs (final frame: NO) : the big top sign panel glows bright red [sign.red=true] + instead remains: the big top sign panel is dark and unlit +outcome not_expected: the sign glows red + +── Judges ── +initial questions: + Q: Is it true that the player stands at the shop center? answers=['yes', 'no'] expected=yes + Q: Is it true that the window curtain is closed and the sign is unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player clearly spread both arms sideways? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the window curtain open, or the top sign glowing red? answers=['the curtain is open', 'the sign glows red', 'unclear'] expected=the curtain is open + +── Visual vocab (for auditing the shared first frame) ── + - the window curtain is drawn fully closed + - the window curtain is pulled fully open to the sides + - the big top sign panel is dark and unlit + - the big top sign panel glows bright red + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B45-A(经营/trigger_gesture):hidden opening_mode=CURTAIN → gold [A 支线] the window curtain pulls fully open;终态: 发生「the window curtain is pulled fully open to the sides」且不发生「the big top sign panel glows bright red」;outcome 判定期望: the curtain is open diff --git a/data/cases/B45/card_B.txt b/data/cases/B45/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..d397b43b30bbe35a2a76ba861e164f839b964fbc --- /dev/null +++ b/data/cases/B45/card_B.txt @@ -0,0 +1,42 @@ +[B45-B] genre: shopkeeping family: trigger_gesture counterpart: B45-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: opening_mode = SIGN (runtime only, not visible in the frame) +rule: If the opening_mode is CURTAIN, the window curtain pulls fully open; if it is SIGN, the big top sign glows bright red. +shared action: The player stays in place and clearly spreads both arms sideways. +instruction: Preserve the first frame. opening_mode = SIGN, so the resolved rule is: the big top sign glows bright red. Action: The player stays in place and clearly spreads both arms sideways. Show the action, then exactly this consequence: the big top sign glows bright red The counter-outcome must NOT happen at any point: the window curtain is pulled fully open to the sides. Instead, the window curtain is drawn fully closed 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the window curtain pulls fully open +gold_B: the big top sign glows bright red +gold_end_state (this twin): curtain.open=false; sign.red=true +delta (this twin): sign.red=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the big top sign panel glows bright red [sign.red=true] + not_occurs (final frame: NO) : the window curtain is pulled fully open to the sides [curtain.open=true] + instead remains: the window curtain is drawn fully closed +outcome not_expected: the curtain is open + +── Judges ── +initial questions: + Q: Is it true that the player stands at the shop center? answers=['yes', 'no'] expected=yes + Q: Is it true that the window curtain is closed and the sign is unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player clearly spread both arms sideways? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the window curtain open, or the top sign glowing red? answers=['the curtain is open', 'the sign glows red', 'unclear'] expected=the sign glows red + +── Visual vocab (for auditing the shared first frame) ── + - the window curtain is drawn fully closed + - the window curtain is pulled fully open to the sides + - the big top sign panel is dark and unlit + - the big top sign panel glows bright red + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B45-B(经营/trigger_gesture):hidden opening_mode=SIGN → gold [B 支线] the big top sign glows bright red;终态: 发生「the big top sign panel glows bright red」且不发生「the window curtain is pulled fully open to the sides」;outcome 判定期望: the sign glows red diff --git a/data/cases/B45/case_A.json b/data/cases/B45/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..39661cfa8f735eb21756998f94612734585ccf49 --- /dev/null +++ b/data/cases/B45/case_A.json @@ -0,0 +1,139 @@ +{ + "id": "B45-A", + "counterpart": "B45-B", + "genre": "shopkeeping", + "interaction_family": "trigger_gesture", + "initial_scene": { + "description": "a boutique interior, a large display window covered by a curtain drawn fully closed, and a big top sign panel that is dark and unlit a single shopkeeper seen in third person from behind, standing in place at the shop center, arms at the sides", + "third_person_player": true, + "player_pose_and_item": "a single shopkeeper seen in third person from behind, standing in place at the shop center, arms at the sides", + "action_target": "the player's arm spread", + "other_key_objects": [ + "window_curtain", + "top_sign" + ], + "shared_visual_state": [ + "the window curtain is drawn fully closed", + "the big top sign panel is dark and unlit" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B45.png" + }, + "hidden_state": { + "variable": "opening_mode", + "A": "CURTAIN", + "B": "SIGN", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the opening_mode is CURTAIN, the window curtain pulls fully open; if it is SIGN, the big top sign glows bright red.", + "precondition": "opening_mode == 'CURTAIN'", + "effect": "curtain.open = true", + "else_effect": "sign.red = true", + "mapping": { + "CURTAIN": "curtain.open = true", + "SIGN": "sign.red = true" + } + }, + "shared_action": "The player stays in place and clearly spreads both arms sideways.", + "instruction": "Preserve the first frame. opening_mode = CURTAIN, so the resolved rule is: the window curtain pulls fully open. Action: The player stays in place and clearly spreads both arms sideways. Show the action, then exactly this consequence: the window curtain pulls fully open The counter-outcome must NOT happen at any point: the big top sign panel glows bright red. Instead, the big top sign panel is 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.", + "initial_state": { + "curtain": { + "open": false + }, + "sign": { + "red": false + }, + "opening_mode": "CURTAIN" + }, + "gold_end_state": { + "curtain.open": true, + "sign.red": false + }, + "delta": { + "curtain.open": true + }, + "visual_vocab": { + "curtain.open": { + "false": "the window curtain is drawn fully closed", + "true": "the window curtain is pulled fully open to the sides" + }, + "sign.red": { + "false": "the big top sign panel is dark and unlit", + "true": "the big top sign panel glows bright red" + } + }, + "gold_A": "the window curtain pulls fully open", + "gold_B": "the big top sign glows bright red", + "terminal_visual_states": { + "occurs": { + "variable": "curtain.open", + "value": true, + "phrase": "the window curtain is pulled fully open to the sides", + "judge_label": "the curtain is open", + "in_final_frame": true + }, + "not_occurs": { + "variable": "sign.red", + "value": true, + "phrase": "the big top sign panel glows bright red", + "judge_label": "the sign glows red", + "in_final_frame": false, + "instead_remains": "the big top sign panel is dark and unlit" + } + }, + "prompt_ok": [ + "CURTAIN", + "SIGN" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at the shop center?", + "statement": "the player stands at the shop center", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the window curtain is closed and the sign is unlit?", + "statement": "the window curtain is closed and the sign is unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player clearly spread both arms sideways?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the window curtain open, or the top sign glowing red?", + "answers": [ + "the curtain is open", + "the sign glows red", + "unclear" + ], + "expected": "the curtain is open", + "not_expected": "the sign glows red" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B45/case_B.json b/data/cases/B45/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..cc33d50794d6c5bd9305682f247e7253ec487808 --- /dev/null +++ b/data/cases/B45/case_B.json @@ -0,0 +1,139 @@ +{ + "id": "B45-B", + "counterpart": "B45-A", + "genre": "shopkeeping", + "interaction_family": "trigger_gesture", + "initial_scene": { + "description": "a boutique interior, a large display window covered by a curtain drawn fully closed, and a big top sign panel that is dark and unlit a single shopkeeper seen in third person from behind, standing in place at the shop center, arms at the sides", + "third_person_player": true, + "player_pose_and_item": "a single shopkeeper seen in third person from behind, standing in place at the shop center, arms at the sides", + "action_target": "the player's arm spread", + "other_key_objects": [ + "window_curtain", + "top_sign" + ], + "shared_visual_state": [ + "the window curtain is drawn fully closed", + "the big top sign panel is dark and unlit" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B45.png" + }, + "hidden_state": { + "variable": "opening_mode", + "A": "CURTAIN", + "B": "SIGN", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the opening_mode is CURTAIN, the window curtain pulls fully open; if it is SIGN, the big top sign glows bright red.", + "precondition": "opening_mode == 'CURTAIN'", + "effect": "curtain.open = true", + "else_effect": "sign.red = true", + "mapping": { + "CURTAIN": "curtain.open = true", + "SIGN": "sign.red = true" + } + }, + "shared_action": "The player stays in place and clearly spreads both arms sideways.", + "instruction": "Preserve the first frame. opening_mode = SIGN, so the resolved rule is: the big top sign glows bright red. Action: The player stays in place and clearly spreads both arms sideways. Show the action, then exactly this consequence: the big top sign glows bright red The counter-outcome must NOT happen at any point: the window curtain is pulled fully open to the sides. Instead, the window curtain is drawn fully closed throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "curtain": { + "open": false + }, + "sign": { + "red": false + }, + "opening_mode": "SIGN" + }, + "gold_end_state": { + "curtain.open": false, + "sign.red": true + }, + "delta": { + "sign.red": true + }, + "visual_vocab": { + "curtain.open": { + "false": "the window curtain is drawn fully closed", + "true": "the window curtain is pulled fully open to the sides" + }, + "sign.red": { + "false": "the big top sign panel is dark and unlit", + "true": "the big top sign panel glows bright red" + } + }, + "gold_A": "the window curtain pulls fully open", + "gold_B": "the big top sign glows bright red", + "terminal_visual_states": { + "occurs": { + "variable": "sign.red", + "value": true, + "phrase": "the big top sign panel glows bright red", + "judge_label": "the sign glows red", + "in_final_frame": true + }, + "not_occurs": { + "variable": "curtain.open", + "value": true, + "phrase": "the window curtain is pulled fully open to the sides", + "judge_label": "the curtain is open", + "in_final_frame": false, + "instead_remains": "the window curtain is drawn fully closed" + } + }, + "prompt_ok": [ + "CURTAIN", + "SIGN" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at the shop center?", + "statement": "the player stands at the shop center", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the window curtain is closed and the sign is unlit?", + "statement": "the window curtain is closed and the sign is unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player clearly spread both arms sideways?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the window curtain open, or the top sign glowing red?", + "answers": [ + "the curtain is open", + "the sign glows red", + "unclear" + ], + "expected": "the sign glows red", + "not_expected": "the curtain is open" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B45/input.png b/data/cases/B45/input.png new file mode 100644 index 0000000000000000000000000000000000000000..6afaa21ff79316dc9d12a902ae858ba67b41b785 --- /dev/null +++ b/data/cases/B45/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:17b2c109212fd43a59e64ee2d74b81fbc035fe4d94175030ca824b77ebe42b66 +size 1084401 diff --git a/data/cases/B46/card_A.txt b/data/cases/B46/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..aff119f53ed03a94f431ad553dc35bc56ccd6310 --- /dev/null +++ b/data/cases/B46/card_A.txt @@ -0,0 +1,42 @@ +[B46-A] genre: farming family: trigger_gesture counterpart: B46-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: growth_mode = FLOWER (runtime only, not visible in the frame) +rule: If the growth_mode is FLOWER, the central plant opens one large yellow flower; if it is WATER, all the sprinklers spray wide water jets. +shared action: The player stays in place and raises both hands in one clear casting-like gesture. +instruction: Preserve the first frame. growth_mode = FLOWER, so the resolved rule is: the central plant opens one large yellow flower. Action: The player stays in place and raises both hands in one clear casting-like gesture. Show the action, then exactly this consequence: the central plant opens one large yellow flower The counter-outcome must NOT happen at any point: all the sprinkler heads spray wide water jets. Instead, the sprinkler heads stand 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the central plant opens one large yellow flower +gold_B: all the sprinklers spray wide water jets +gold_end_state (this twin): plant.flower=true; sprinklers.on=false +delta (this twin): plant.flower=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the central plant bears one large yellow flower [plant.flower=true] + not_occurs (final frame: NO) : all the sprinkler heads spray wide water jets [sprinklers.on=true] + instead remains: the sprinkler heads stand dry and still +outcome not_expected: the sprinklers spray + +── Judges ── +initial questions: + Q: Is it true that the player stands at the field edge? answers=['yes', 'no'] expected=yes + Q: Is it true that the plant has only leaves and the sprinklers are still? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player raise both hands? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the plant flower yellow, or the sprinklers spray? answers=['a yellow flower', 'the sprinklers spray', 'unclear'] expected=a yellow flower + +── Visual vocab (for auditing the shared first frame) ── + - the central plant bears only green leaves + - the central plant bears one large yellow flower + - the sprinkler heads stand dry and still + - all the sprinkler heads spray wide water jets + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B46-A(农耕/trigger_gesture):hidden growth_mode=FLOWER → gold [A 支线] the central plant opens one large yellow flower;终态: 发生「the central plant bears one large yellow flower」且不发生「all the sprinkler heads spray wide water jets」;outcome 判定期望: a yellow flower diff --git a/data/cases/B46/card_B.txt b/data/cases/B46/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..4e932b71a087646b1bbfc21a87e1db4185d6a5a4 --- /dev/null +++ b/data/cases/B46/card_B.txt @@ -0,0 +1,42 @@ +[B46-B] genre: farming family: trigger_gesture counterpart: B46-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: growth_mode = WATER (runtime only, not visible in the frame) +rule: If the growth_mode is FLOWER, the central plant opens one large yellow flower; if it is WATER, all the sprinklers spray wide water jets. +shared action: The player stays in place and raises both hands in one clear casting-like gesture. +instruction: Preserve the first frame. growth_mode = WATER, so the resolved rule is: all the sprinklers spray wide water jets. Action: The player stays in place and raises both hands in one clear casting-like gesture. Show the action, then exactly this consequence: all the sprinklers spray wide water jets The counter-outcome must NOT happen at any point: the central plant bears one large yellow flower. Instead, the central plant bears only green leaves 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the central plant opens one large yellow flower +gold_B: all the sprinklers spray wide water jets +gold_end_state (this twin): plant.flower=false; sprinklers.on=true +delta (this twin): sprinklers.on=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): all the sprinkler heads spray wide water jets [sprinklers.on=true] + not_occurs (final frame: NO) : the central plant bears one large yellow flower [plant.flower=true] + instead remains: the central plant bears only green leaves +outcome not_expected: a yellow flower + +── Judges ── +initial questions: + Q: Is it true that the player stands at the field edge? answers=['yes', 'no'] expected=yes + Q: Is it true that the plant has only leaves and the sprinklers are still? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player raise both hands? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the plant flower yellow, or the sprinklers spray? answers=['a yellow flower', 'the sprinklers spray', 'unclear'] expected=the sprinklers spray + +── Visual vocab (for auditing the shared first frame) ── + - the central plant bears only green leaves + - the central plant bears one large yellow flower + - the sprinkler heads stand dry and still + - all the sprinkler heads spray wide water jets + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B46-B(农耕/trigger_gesture):hidden growth_mode=WATER → gold [B 支线] all the sprinklers spray wide water jets;终态: 发生「all the sprinkler heads spray wide water jets」且不发生「the central plant bears one large yellow flower」;outcome 判定期望: the sprinklers spray diff --git a/data/cases/B46/case_A.json b/data/cases/B46/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..d678ee3bd724792fcad8ed27454d67216c67134c --- /dev/null +++ b/data/cases/B46/case_A.json @@ -0,0 +1,136 @@ +{ + "id": "B46-A", + "counterpart": "B46-B", + "genre": "farming", + "interaction_family": "trigger_gesture", + "initial_scene": { + "description": "a farm field in mild morning light, a central potted plant bearing only green leaves, and a row of irrigation sprinkler heads standing dry and still a single farmer seen in third person from behind, standing in place at the field edge", + "third_person_player": true, + "player_pose_and_item": "a single farmer seen in third person from behind, standing in place at the field edge", + "action_target": "the player's two-hand raise", + "other_key_objects": [ + "central_plant", + "sprinklers" + ], + "shared_visual_state": [ + "the central plant bears only green leaves", + "the sprinkler heads stand dry and still" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B46.png" + }, + "hidden_state": { + "variable": "growth_mode", + "A": "FLOWER", + "B": "WATER", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the growth_mode is FLOWER, the central plant opens one large yellow flower; if it is WATER, all the sprinklers spray wide water jets.", + "precondition": "growth_mode == 'FLOWER'", + "effect": "plant.flower = true", + "else_effect": "sprinklers.on = true", + "mapping": { + "FLOWER": "plant.flower = true", + "WATER": "sprinklers.on = true" + } + }, + "shared_action": "The player stays in place and raises both hands in one clear casting-like gesture.", + "instruction": "Preserve the first frame. growth_mode = FLOWER, so the resolved rule is: the central plant opens one large yellow flower. Action: The player stays in place and raises both hands in one clear casting-like gesture. Show the action, then exactly this consequence: the central plant opens one large yellow flower The counter-outcome must NOT happen at any point: all the sprinkler heads spray wide water jets. Instead, the sprinkler heads stand 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.", + "initial_state": { + "plant": { + "flower": false + }, + "sprinklers": { + "on": false + }, + "growth_mode": "FLOWER" + }, + "gold_end_state": { + "plant.flower": true, + "sprinklers.on": false + }, + "delta": { + "plant.flower": true + }, + "visual_vocab": { + "plant.flower": { + "false": "the central plant bears only green leaves", + "true": "the central plant bears one large yellow flower" + }, + "sprinklers.on": { + "false": "the sprinkler heads stand dry and still", + "true": "all the sprinkler heads spray wide water jets" + } + }, + "gold_A": "the central plant opens one large yellow flower", + "gold_B": "all the sprinklers spray wide water jets", + "terminal_visual_states": { + "occurs": { + "variable": "plant.flower", + "value": true, + "phrase": "the central plant bears one large yellow flower", + "judge_label": "a yellow flower", + "in_final_frame": true + }, + "not_occurs": { + "variable": "sprinklers.on", + "value": true, + "phrase": "all the sprinkler heads spray wide water jets", + "judge_label": "the sprinklers spray", + "in_final_frame": false, + "instead_remains": "the sprinkler heads stand dry and still" + } + }, + "prompt_ok": [], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at the field edge?", + "statement": "the player stands at the field edge", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the plant has only leaves and the sprinklers are still?", + "statement": "the plant has only leaves and the sprinklers are still", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player raise both hands?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the plant flower yellow, or the sprinklers spray?", + "answers": [ + "a yellow flower", + "the sprinklers spray", + "unclear" + ], + "expected": "a yellow flower", + "not_expected": "the sprinklers spray" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B46/case_B.json b/data/cases/B46/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..86480d9832baa025362d499a827b94099b917285 --- /dev/null +++ b/data/cases/B46/case_B.json @@ -0,0 +1,136 @@ +{ + "id": "B46-B", + "counterpart": "B46-A", + "genre": "farming", + "interaction_family": "trigger_gesture", + "initial_scene": { + "description": "a farm field in mild morning light, a central potted plant bearing only green leaves, and a row of irrigation sprinkler heads standing dry and still a single farmer seen in third person from behind, standing in place at the field edge", + "third_person_player": true, + "player_pose_and_item": "a single farmer seen in third person from behind, standing in place at the field edge", + "action_target": "the player's two-hand raise", + "other_key_objects": [ + "central_plant", + "sprinklers" + ], + "shared_visual_state": [ + "the central plant bears only green leaves", + "the sprinkler heads stand dry and still" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B46.png" + }, + "hidden_state": { + "variable": "growth_mode", + "A": "FLOWER", + "B": "WATER", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the growth_mode is FLOWER, the central plant opens one large yellow flower; if it is WATER, all the sprinklers spray wide water jets.", + "precondition": "growth_mode == 'FLOWER'", + "effect": "plant.flower = true", + "else_effect": "sprinklers.on = true", + "mapping": { + "FLOWER": "plant.flower = true", + "WATER": "sprinklers.on = true" + } + }, + "shared_action": "The player stays in place and raises both hands in one clear casting-like gesture.", + "instruction": "Preserve the first frame. growth_mode = WATER, so the resolved rule is: all the sprinklers spray wide water jets. Action: The player stays in place and raises both hands in one clear casting-like gesture. Show the action, then exactly this consequence: all the sprinklers spray wide water jets The counter-outcome must NOT happen at any point: the central plant bears one large yellow flower. Instead, the central plant bears only green leaves throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "plant": { + "flower": false + }, + "sprinklers": { + "on": false + }, + "growth_mode": "WATER" + }, + "gold_end_state": { + "plant.flower": false, + "sprinklers.on": true + }, + "delta": { + "sprinklers.on": true + }, + "visual_vocab": { + "plant.flower": { + "false": "the central plant bears only green leaves", + "true": "the central plant bears one large yellow flower" + }, + "sprinklers.on": { + "false": "the sprinkler heads stand dry and still", + "true": "all the sprinkler heads spray wide water jets" + } + }, + "gold_A": "the central plant opens one large yellow flower", + "gold_B": "all the sprinklers spray wide water jets", + "terminal_visual_states": { + "occurs": { + "variable": "sprinklers.on", + "value": true, + "phrase": "all the sprinkler heads spray wide water jets", + "judge_label": "the sprinklers spray", + "in_final_frame": true + }, + "not_occurs": { + "variable": "plant.flower", + "value": true, + "phrase": "the central plant bears one large yellow flower", + "judge_label": "a yellow flower", + "in_final_frame": false, + "instead_remains": "the central plant bears only green leaves" + } + }, + "prompt_ok": [], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at the field edge?", + "statement": "the player stands at the field edge", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the plant has only leaves and the sprinklers are still?", + "statement": "the plant has only leaves and the sprinklers are still", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player raise both hands?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the plant flower yellow, or the sprinklers spray?", + "answers": [ + "a yellow flower", + "the sprinklers spray", + "unclear" + ], + "expected": "the sprinklers spray", + "not_expected": "a yellow flower" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B46/input.png b/data/cases/B46/input.png new file mode 100644 index 0000000000000000000000000000000000000000..b9c4b99e6de5de17a7c9ad35b55871ca97ac169f --- /dev/null +++ b/data/cases/B46/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d882b333c603b6d1b68a60e7a724006e0a12a8a6bf8e846399214cffb97ee626 +size 1439703 diff --git a/data/cases/B47/card_A.txt b/data/cases/B47/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..5fa799e6be05e51b236c1105deeb64dbd070e52b --- /dev/null +++ b/data/cases/B47/card_A.txt @@ -0,0 +1,42 @@ +[B47-A] genre: ranch family: trigger_gesture counterpart: B47-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: ranch_mode = WINDMILL (runtime only, not visible in the frame) +rule: If the ranch_mode is WINDMILL, the windmill blades start spinning fast; if it is BARN, the big barn door swings wide open. +shared action: The player stays in place and raises one arm high. +instruction: Preserve the first frame. ranch_mode = WINDMILL, so the resolved rule is: the windmill blades start spinning fast. Action: The player stays in place and raises one arm high. Show the action, then exactly this consequence: the windmill blades start spinning fast The counter-outcome must NOT happen at any point: the big barn door is wide open. Instead, the big barn door is shut throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the windmill blades start spinning fast +gold_B: the big barn door swings wide open +gold_end_state (this twin): windmill.spinning=true; barn.open=false +delta (this twin): windmill.spinning=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the large windmill blades spin fast [windmill.spinning=true] + not_occurs (final frame: NO) : the big barn door is wide open [barn.open=true] + instead remains: the big barn door is shut +outcome not_expected: the barn door is open + +── Judges ── +initial questions: + Q: Is it true that the player stands at the ranch entrance? answers=['yes', 'no'] expected=yes + Q: Is it true that the windmill is still and the barn door is shut? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player raise one arm high? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the windmill spin, or the barn door open? answers=['the windmill spins', 'the barn door is open', 'unclear'] expected=the windmill spins + +── Visual vocab (for auditing the shared first frame) ── + - the large windmill blades stand completely still + - the large windmill blades spin fast + - the big barn door is shut + - the big barn door is wide open + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B47-A(牧场/trigger_gesture):hidden ranch_mode=WINDMILL → gold [A 支线] the windmill blades start spinning fast;终态: 发生「the large windmill blades spin fast」且不发生「the big barn door is wide open」;outcome 判定期望: the windmill spins diff --git a/data/cases/B47/card_B.txt b/data/cases/B47/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..024ea68eed8d14b905d18480c73e791e9b4d77b1 --- /dev/null +++ b/data/cases/B47/card_B.txt @@ -0,0 +1,42 @@ +[B47-B] genre: ranch family: trigger_gesture counterpart: B47-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: ranch_mode = BARN (runtime only, not visible in the frame) +rule: If the ranch_mode is WINDMILL, the windmill blades start spinning fast; if it is BARN, the big barn door swings wide open. +shared action: The player stays in place and raises one arm high. +instruction: Preserve the first frame. ranch_mode = BARN, so the resolved rule is: the big barn door swings wide open. Action: The player stays in place and raises one arm high. Show the action, then exactly this consequence: the big barn door swings wide open The counter-outcome must NOT happen at any point: the large windmill blades spin fast. Instead, the large windmill blades stand completely 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the windmill blades start spinning fast +gold_B: the big barn door swings wide open +gold_end_state (this twin): windmill.spinning=false; barn.open=true +delta (this twin): barn.open=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the big barn door is wide open [barn.open=true] + not_occurs (final frame: NO) : the large windmill blades spin fast [windmill.spinning=true] + instead remains: the large windmill blades stand completely still +outcome not_expected: the windmill spins + +── Judges ── +initial questions: + Q: Is it true that the player stands at the ranch entrance? answers=['yes', 'no'] expected=yes + Q: Is it true that the windmill is still and the barn door is shut? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player raise one arm high? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the windmill spin, or the barn door open? answers=['the windmill spins', 'the barn door is open', 'unclear'] expected=the barn door is open + +── Visual vocab (for auditing the shared first frame) ── + - the large windmill blades stand completely still + - the large windmill blades spin fast + - the big barn door is shut + - the big barn door is wide open + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B47-B(牧场/trigger_gesture):hidden ranch_mode=BARN → gold [B 支线] the big barn door swings wide open;终态: 发生「the big barn door is wide open」且不发生「the large windmill blades spin fast」;outcome 判定期望: the barn door is open diff --git a/data/cases/B47/case_A.json b/data/cases/B47/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..ed5c6378b41b5691428bfdc646ba12f19f21b028 --- /dev/null +++ b/data/cases/B47/case_A.json @@ -0,0 +1,139 @@ +{ + "id": "B47-A", + "counterpart": "B47-B", + "genre": "ranch", + "interaction_family": "trigger_gesture", + "initial_scene": { + "description": "a ranch entrance in flat daylight, a large wooden windmill with its blades standing still, and a big barn door shut a single rancher seen in third person from behind, standing in place at the entrance", + "third_person_player": true, + "player_pose_and_item": "a single rancher seen in third person from behind, standing in place at the entrance", + "action_target": "the player's raised arm", + "other_key_objects": [ + "windmill", + "barn_door" + ], + "shared_visual_state": [ + "the large windmill blades stand completely still", + "the big barn door is shut" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B47.png" + }, + "hidden_state": { + "variable": "ranch_mode", + "A": "WINDMILL", + "B": "BARN", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the ranch_mode is WINDMILL, the windmill blades start spinning fast; if it is BARN, the big barn door swings wide open.", + "precondition": "ranch_mode == 'WINDMILL'", + "effect": "windmill.spinning = true", + "else_effect": "barn.open = true", + "mapping": { + "WINDMILL": "windmill.spinning = true", + "BARN": "barn.open = true" + } + }, + "shared_action": "The player stays in place and raises one arm high.", + "instruction": "Preserve the first frame. ranch_mode = WINDMILL, so the resolved rule is: the windmill blades start spinning fast. Action: The player stays in place and raises one arm high. Show the action, then exactly this consequence: the windmill blades start spinning fast The counter-outcome must NOT happen at any point: the big barn door is wide open. Instead, the big barn door is shut throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "windmill": { + "spinning": false + }, + "barn": { + "open": false + }, + "ranch_mode": "WINDMILL" + }, + "gold_end_state": { + "windmill.spinning": true, + "barn.open": false + }, + "delta": { + "windmill.spinning": true + }, + "visual_vocab": { + "windmill.spinning": { + "false": "the large windmill blades stand completely still", + "true": "the large windmill blades spin fast" + }, + "barn.open": { + "false": "the big barn door is shut", + "true": "the big barn door is wide open" + } + }, + "gold_A": "the windmill blades start spinning fast", + "gold_B": "the big barn door swings wide open", + "terminal_visual_states": { + "occurs": { + "variable": "windmill.spinning", + "value": true, + "phrase": "the large windmill blades spin fast", + "judge_label": "the windmill spins", + "in_final_frame": true + }, + "not_occurs": { + "variable": "barn.open", + "value": true, + "phrase": "the big barn door is wide open", + "judge_label": "the barn door is open", + "in_final_frame": false, + "instead_remains": "the big barn door is shut" + } + }, + "prompt_ok": [ + "WINDMILL", + "BARN" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at the ranch entrance?", + "statement": "the player stands at the ranch entrance", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the windmill is still and the barn door is shut?", + "statement": "the windmill is still and the barn door is shut", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player raise one arm high?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the windmill spin, or the barn door open?", + "answers": [ + "the windmill spins", + "the barn door is open", + "unclear" + ], + "expected": "the windmill spins", + "not_expected": "the barn door is open" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B47/case_B.json b/data/cases/B47/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..02fa92d35c514e8995a0745e466b9b42d4a71720 --- /dev/null +++ b/data/cases/B47/case_B.json @@ -0,0 +1,139 @@ +{ + "id": "B47-B", + "counterpart": "B47-A", + "genre": "ranch", + "interaction_family": "trigger_gesture", + "initial_scene": { + "description": "a ranch entrance in flat daylight, a large wooden windmill with its blades standing still, and a big barn door shut a single rancher seen in third person from behind, standing in place at the entrance", + "third_person_player": true, + "player_pose_and_item": "a single rancher seen in third person from behind, standing in place at the entrance", + "action_target": "the player's raised arm", + "other_key_objects": [ + "windmill", + "barn_door" + ], + "shared_visual_state": [ + "the large windmill blades stand completely still", + "the big barn door is shut" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B47.png" + }, + "hidden_state": { + "variable": "ranch_mode", + "A": "WINDMILL", + "B": "BARN", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the ranch_mode is WINDMILL, the windmill blades start spinning fast; if it is BARN, the big barn door swings wide open.", + "precondition": "ranch_mode == 'WINDMILL'", + "effect": "windmill.spinning = true", + "else_effect": "barn.open = true", + "mapping": { + "WINDMILL": "windmill.spinning = true", + "BARN": "barn.open = true" + } + }, + "shared_action": "The player stays in place and raises one arm high.", + "instruction": "Preserve the first frame. ranch_mode = BARN, so the resolved rule is: the big barn door swings wide open. Action: The player stays in place and raises one arm high. Show the action, then exactly this consequence: the big barn door swings wide open The counter-outcome must NOT happen at any point: the large windmill blades spin fast. Instead, the large windmill blades stand completely 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.", + "initial_state": { + "windmill": { + "spinning": false + }, + "barn": { + "open": false + }, + "ranch_mode": "BARN" + }, + "gold_end_state": { + "windmill.spinning": false, + "barn.open": true + }, + "delta": { + "barn.open": true + }, + "visual_vocab": { + "windmill.spinning": { + "false": "the large windmill blades stand completely still", + "true": "the large windmill blades spin fast" + }, + "barn.open": { + "false": "the big barn door is shut", + "true": "the big barn door is wide open" + } + }, + "gold_A": "the windmill blades start spinning fast", + "gold_B": "the big barn door swings wide open", + "terminal_visual_states": { + "occurs": { + "variable": "barn.open", + "value": true, + "phrase": "the big barn door is wide open", + "judge_label": "the barn door is open", + "in_final_frame": true + }, + "not_occurs": { + "variable": "windmill.spinning", + "value": true, + "phrase": "the large windmill blades spin fast", + "judge_label": "the windmill spins", + "in_final_frame": false, + "instead_remains": "the large windmill blades stand completely still" + } + }, + "prompt_ok": [ + "WINDMILL", + "BARN" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at the ranch entrance?", + "statement": "the player stands at the ranch entrance", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the windmill is still and the barn door is shut?", + "statement": "the windmill is still and the barn door is shut", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player raise one arm high?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the windmill spin, or the barn door open?", + "answers": [ + "the windmill spins", + "the barn door is open", + "unclear" + ], + "expected": "the barn door is open", + "not_expected": "the windmill spins" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B47/input.png b/data/cases/B47/input.png new file mode 100644 index 0000000000000000000000000000000000000000..75111ee1886d4494271500508fc6ab65f015a939 --- /dev/null +++ b/data/cases/B47/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:0207297ae253b49e44e219e0059758cbaafbbd0f777be8043ab4ebd466dd814d +size 1231553 diff --git a/data/cases/B48/card_A.txt b/data/cases/B48/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..4dac02948eb538ec1ae872601923a9c7e703822b --- /dev/null +++ b/data/cases/B48/card_A.txt @@ -0,0 +1,42 @@ +[B48-A] genre: sailing family: trigger_gesture counterpart: B48-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: ship_mode = SAIL (runtime only, not visible in the frame) +rule: If the ship_mode is SAIL, the main sail spreads fully out; if it is WHEEL, the side water wheel spins fast. +shared action: The player stays in place and makes one clear forward command gesture with both arms. +instruction: Preserve the first frame. ship_mode = SAIL, so the resolved rule is: the main sail spreads fully out. Action: The player stays in place and makes one clear forward command gesture with both arms. Show the action, then exactly this consequence: the main sail spreads fully out The counter-outcome must NOT happen at any point: the large side water wheel spins fast. Instead, the large side water wheel stands 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the main sail spreads fully out +gold_B: the side water wheel spins fast +gold_end_state (this twin): sail.unfurled=true; wheel.spinning=false +delta (this twin): sail.unfurled=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the main sail is fully spread [sail.unfurled=true] + not_occurs (final frame: NO) : the large side water wheel spins fast [wheel.spinning=true] + instead remains: the large side water wheel stands still +outcome not_expected: the wheel spins + +── Judges ── +initial questions: + Q: Is it true that the player stands at mid-deck? answers=['yes', 'no'] expected=yes + Q: Is it true that the sail is furled and the water wheel is still? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player make one clear two-arm command gesture? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the sail spread, or the water wheel spinning? answers=['the sail is spread', 'the wheel spins', 'unclear'] expected=the sail is spread + +── Visual vocab (for auditing the shared first frame) ── + - the main sail is furled and tied to the yard + - the main sail is fully spread + - the large side water wheel stands still + - the large side water wheel spins fast + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B48-A(航海/trigger_gesture):hidden ship_mode=SAIL → gold [A 支线] the main sail spreads fully out;终态: 发生「the main sail is fully spread」且不发生「the large side water wheel spins fast」;outcome 判定期望: the sail is spread diff --git a/data/cases/B48/card_B.txt b/data/cases/B48/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..0c7edb1bd73f254f683363069de73ca455760e39 --- /dev/null +++ b/data/cases/B48/card_B.txt @@ -0,0 +1,42 @@ +[B48-B] genre: sailing family: trigger_gesture counterpart: B48-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: ship_mode = WHEEL (runtime only, not visible in the frame) +rule: If the ship_mode is SAIL, the main sail spreads fully out; if it is WHEEL, the side water wheel spins fast. +shared action: The player stays in place and makes one clear forward command gesture with both arms. +instruction: Preserve the first frame. ship_mode = WHEEL, so the resolved rule is: the side water wheel spins fast. Action: The player stays in place and makes one clear forward command gesture with both arms. Show the action, then exactly this consequence: the side water wheel spins fast The counter-outcome must NOT happen at any point: the main sail is fully spread. Instead, the main sail is furled and tied to the yard 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the main sail spreads fully out +gold_B: the side water wheel spins fast +gold_end_state (this twin): sail.unfurled=false; wheel.spinning=true +delta (this twin): wheel.spinning=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the large side water wheel spins fast [wheel.spinning=true] + not_occurs (final frame: NO) : the main sail is fully spread [sail.unfurled=true] + instead remains: the main sail is furled and tied to the yard +outcome not_expected: the sail is spread + +── Judges ── +initial questions: + Q: Is it true that the player stands at mid-deck? answers=['yes', 'no'] expected=yes + Q: Is it true that the sail is furled and the water wheel is still? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player make one clear two-arm command gesture? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, is the sail spread, or the water wheel spinning? answers=['the sail is spread', 'the wheel spins', 'unclear'] expected=the wheel spins + +── Visual vocab (for auditing the shared first frame) ── + - the main sail is furled and tied to the yard + - the main sail is fully spread + - the large side water wheel stands still + - the large side water wheel spins fast + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B48-B(航海/trigger_gesture):hidden ship_mode=WHEEL → gold [B 支线] the side water wheel spins fast;终态: 发生「the large side water wheel spins fast」且不发生「the main sail is fully spread」;outcome 判定期望: the wheel spins diff --git a/data/cases/B48/case_A.json b/data/cases/B48/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..725df96cc0198b346bbbae580f81835bd9aac3c5 --- /dev/null +++ b/data/cases/B48/case_A.json @@ -0,0 +1,139 @@ +{ + "id": "B48-A", + "counterpart": "B48-B", + "genre": "sailing", + "interaction_family": "trigger_gesture", + "initial_scene": { + "description": "a ship deck in steady daylight, the main sail furled and tied to its yard, and a large wooden water wheel on the ship's side standing still in the water a single sailor seen in third person from behind, standing in place at mid-deck", + "third_person_player": true, + "player_pose_and_item": "a single sailor seen in third person from behind, standing in place at mid-deck", + "action_target": "the player's two-arm command", + "other_key_objects": [ + "main_sail", + "side_water_wheel" + ], + "shared_visual_state": [ + "the main sail is furled and tied to the yard", + "the large side water wheel stands still" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B48.png" + }, + "hidden_state": { + "variable": "ship_mode", + "A": "SAIL", + "B": "WHEEL", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the ship_mode is SAIL, the main sail spreads fully out; if it is WHEEL, the side water wheel spins fast.", + "precondition": "ship_mode == 'SAIL'", + "effect": "sail.unfurled = true", + "else_effect": "wheel.spinning = true", + "mapping": { + "SAIL": "sail.unfurled = true", + "WHEEL": "wheel.spinning = true" + } + }, + "shared_action": "The player stays in place and makes one clear forward command gesture with both arms.", + "instruction": "Preserve the first frame. ship_mode = SAIL, so the resolved rule is: the main sail spreads fully out. Action: The player stays in place and makes one clear forward command gesture with both arms. Show the action, then exactly this consequence: the main sail spreads fully out The counter-outcome must NOT happen at any point: the large side water wheel spins fast. Instead, the large side water wheel stands 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.", + "initial_state": { + "sail": { + "unfurled": false + }, + "wheel": { + "spinning": false + }, + "ship_mode": "SAIL" + }, + "gold_end_state": { + "sail.unfurled": true, + "wheel.spinning": false + }, + "delta": { + "sail.unfurled": true + }, + "visual_vocab": { + "sail.unfurled": { + "false": "the main sail is furled and tied to the yard", + "true": "the main sail is fully spread" + }, + "wheel.spinning": { + "false": "the large side water wheel stands still", + "true": "the large side water wheel spins fast" + } + }, + "gold_A": "the main sail spreads fully out", + "gold_B": "the side water wheel spins fast", + "terminal_visual_states": { + "occurs": { + "variable": "sail.unfurled", + "value": true, + "phrase": "the main sail is fully spread", + "judge_label": "the sail is spread", + "in_final_frame": true + }, + "not_occurs": { + "variable": "wheel.spinning", + "value": true, + "phrase": "the large side water wheel spins fast", + "judge_label": "the wheel spins", + "in_final_frame": false, + "instead_remains": "the large side water wheel stands still" + } + }, + "prompt_ok": [ + "SAIL", + "WHEEL" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at mid-deck?", + "statement": "the player stands at mid-deck", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the sail is furled and the water wheel is still?", + "statement": "the sail is furled and the water wheel is still", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player make one clear two-arm command gesture?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the sail spread, or the water wheel spinning?", + "answers": [ + "the sail is spread", + "the wheel spins", + "unclear" + ], + "expected": "the sail is spread", + "not_expected": "the wheel spins" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B48/case_B.json b/data/cases/B48/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..31f171c3f061e3bb07bc386f086e033729e1b521 --- /dev/null +++ b/data/cases/B48/case_B.json @@ -0,0 +1,139 @@ +{ + "id": "B48-B", + "counterpart": "B48-A", + "genre": "sailing", + "interaction_family": "trigger_gesture", + "initial_scene": { + "description": "a ship deck in steady daylight, the main sail furled and tied to its yard, and a large wooden water wheel on the ship's side standing still in the water a single sailor seen in third person from behind, standing in place at mid-deck", + "third_person_player": true, + "player_pose_and_item": "a single sailor seen in third person from behind, standing in place at mid-deck", + "action_target": "the player's two-arm command", + "other_key_objects": [ + "main_sail", + "side_water_wheel" + ], + "shared_visual_state": [ + "the main sail is furled and tied to the yard", + "the large side water wheel stands still" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B48.png" + }, + "hidden_state": { + "variable": "ship_mode", + "A": "SAIL", + "B": "WHEEL", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the ship_mode is SAIL, the main sail spreads fully out; if it is WHEEL, the side water wheel spins fast.", + "precondition": "ship_mode == 'SAIL'", + "effect": "sail.unfurled = true", + "else_effect": "wheel.spinning = true", + "mapping": { + "SAIL": "sail.unfurled = true", + "WHEEL": "wheel.spinning = true" + } + }, + "shared_action": "The player stays in place and makes one clear forward command gesture with both arms.", + "instruction": "Preserve the first frame. ship_mode = WHEEL, so the resolved rule is: the side water wheel spins fast. Action: The player stays in place and makes one clear forward command gesture with both arms. Show the action, then exactly this consequence: the side water wheel spins fast The counter-outcome must NOT happen at any point: the main sail is fully spread. Instead, the main sail is furled and tied to the yard throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "sail": { + "unfurled": false + }, + "wheel": { + "spinning": false + }, + "ship_mode": "WHEEL" + }, + "gold_end_state": { + "sail.unfurled": false, + "wheel.spinning": true + }, + "delta": { + "wheel.spinning": true + }, + "visual_vocab": { + "sail.unfurled": { + "false": "the main sail is furled and tied to the yard", + "true": "the main sail is fully spread" + }, + "wheel.spinning": { + "false": "the large side water wheel stands still", + "true": "the large side water wheel spins fast" + } + }, + "gold_A": "the main sail spreads fully out", + "gold_B": "the side water wheel spins fast", + "terminal_visual_states": { + "occurs": { + "variable": "wheel.spinning", + "value": true, + "phrase": "the large side water wheel spins fast", + "judge_label": "the wheel spins", + "in_final_frame": true + }, + "not_occurs": { + "variable": "sail.unfurled", + "value": true, + "phrase": "the main sail is fully spread", + "judge_label": "the sail is spread", + "in_final_frame": false, + "instead_remains": "the main sail is furled and tied to the yard" + } + }, + "prompt_ok": [ + "SAIL", + "WHEEL" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at mid-deck?", + "statement": "the player stands at mid-deck", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the sail is furled and the water wheel is still?", + "statement": "the sail is furled and the water wheel is still", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player make one clear two-arm command gesture?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, is the sail spread, or the water wheel spinning?", + "answers": [ + "the sail is spread", + "the wheel spins", + "unclear" + ], + "expected": "the wheel spins", + "not_expected": "the sail is spread" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B48/input.png b/data/cases/B48/input.png new file mode 100644 index 0000000000000000000000000000000000000000..4d5b3573383c8e4c5a135f1eaef611c84227a789 --- /dev/null +++ b/data/cases/B48/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:108356e93d479929930c38db998db92d1d4afe4ae284b5f12d75920ea85ecf5f +size 1349368 diff --git a/data/cases/B49/card_A.txt b/data/cases/B49/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..0cc22a8d1db16b087f15b8febd3be018c83ce538 --- /dev/null +++ b/data/cases/B49/card_A.txt @@ -0,0 +1,42 @@ +[B49-A] genre: dungeon family: trigger_cast counterpart: B49-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: hall_mode = DOOR (runtime only, not visible in the frame) +rule: If the hall_mode is DOOR, the left stone door rises fully open; if it is STATUE, the statue's wings spread fully open. +shared action: The player stays in place and raises the staff vertically. +instruction: Preserve the first frame. hall_mode = DOOR, so the resolved rule is: the left stone door rises fully open. Action: The player stays in place and raises the staff vertically. Show the action, then exactly this consequence: the left stone door rises fully open The counter-outcome must NOT happen at any point: the statue's wings spread fully open. Instead, the statue's wings are folded closed against its body 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the left stone door rises fully open +gold_B: the statue's wings spread fully open +gold_end_state (this twin): door.up=true; wings.open=false +delta (this twin): door.up=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the left stone door is raised fully open [door.up=true] + not_occurs (final frame: NO) : the statue's wings spread fully open [wings.open=true] + instead remains: the statue's wings are folded closed against its body +outcome not_expected: the wings are spread + +── Judges ── +initial questions: + Q: Is it true that the player stands at the hall center with a staff? answers=['yes', 'no'] expected=yes + Q: Is it true that the left door is shut and the statue's wings are folded? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player raise the staff vertically? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the left door rise open, or the statue's wings spread? answers=['the left door is open', 'the wings are spread', 'unclear'] expected=the left door is open + +── Visual vocab (for auditing the shared first frame) ── + - the left stone door is fully lowered shut + - the left stone door is raised fully open + - the statue's wings are folded closed against its body + - the statue's wings spread fully open + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B49-A(地牢/trigger_cast):hidden hall_mode=DOOR → gold [A 支线] the left stone door rises fully open;终态: 发生「the left stone door is raised fully open」且不发生「the statue's wings spread fully open」;outcome 判定期望: the left door is open diff --git a/data/cases/B49/card_B.txt b/data/cases/B49/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..05b929cf926b5d9ee0fcf241802218eef8dd8813 --- /dev/null +++ b/data/cases/B49/card_B.txt @@ -0,0 +1,42 @@ +[B49-B] genre: dungeon family: trigger_cast counterpart: B49-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: hall_mode = STATUE (runtime only, not visible in the frame) +rule: If the hall_mode is DOOR, the left stone door rises fully open; if it is STATUE, the statue's wings spread fully open. +shared action: The player stays in place and raises the staff vertically. +instruction: Preserve the first frame. hall_mode = STATUE, so the resolved rule is: the statue's wings spread fully open. Action: The player stays in place and raises the staff vertically. Show the action, then exactly this consequence: the statue's wings spread fully open The counter-outcome must NOT happen at any point: the left stone door is raised fully open. Instead, the left stone door is fully lowered shut throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the left stone door rises fully open +gold_B: the statue's wings spread fully open +gold_end_state (this twin): door.up=false; wings.open=true +delta (this twin): wings.open=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the statue's wings spread fully open [wings.open=true] + not_occurs (final frame: NO) : the left stone door is raised fully open [door.up=true] + instead remains: the left stone door is fully lowered shut +outcome not_expected: the left door is open + +── Judges ── +initial questions: + Q: Is it true that the player stands at the hall center with a staff? answers=['yes', 'no'] expected=yes + Q: Is it true that the left door is shut and the statue's wings are folded? answers=['yes', 'no'] expected=yes +action question: + Q: Did the player raise the staff vertically? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, does the left door rise open, or the statue's wings spread? answers=['the left door is open', 'the wings are spread', 'unclear'] expected=the wings are spread + +── Visual vocab (for auditing the shared first frame) ── + - the left stone door is fully lowered shut + - the left stone door is raised fully open + - the statue's wings are folded closed against its body + - the statue's wings spread fully open + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B49-B(地牢/trigger_cast):hidden hall_mode=STATUE → gold [B 支线] the statue's wings spread fully open;终态: 发生「the statue's wings spread fully open」且不发生「the left stone door is raised fully open」;outcome 判定期望: the wings are spread diff --git a/data/cases/B49/case_A.json b/data/cases/B49/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..fd06fd6d99bcbe374f1915f284d87f834301e51b --- /dev/null +++ b/data/cases/B49/case_A.json @@ -0,0 +1,139 @@ +{ + "id": "B49-A", + "counterpart": "B49-B", + "genre": "dungeon", + "interaction_family": "trigger_cast", + "initial_scene": { + "description": "a grand hall in cold stone light, a large stone door shut in the left wall, and a winged stone statue on the right with its wings folded closed against its body a single adventurer seen in third person from behind, standing in place at the hall center, holding a wooden staff upright", + "third_person_player": true, + "player_pose_and_item": "a single adventurer seen in third person from behind, standing in place at the hall center, holding a wooden staff upright", + "action_target": "the player's vertical staff raise", + "other_key_objects": [ + "left_stone_door", + "winged_statue" + ], + "shared_visual_state": [ + "the left stone door is fully lowered shut", + "the statue's wings are folded closed against its body" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B49.png" + }, + "hidden_state": { + "variable": "hall_mode", + "A": "DOOR", + "B": "STATUE", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the hall_mode is DOOR, the left stone door rises fully open; if it is STATUE, the statue's wings spread fully open.", + "precondition": "hall_mode == 'DOOR'", + "effect": "door.up = true", + "else_effect": "wings.open = true", + "mapping": { + "DOOR": "door.up = true", + "STATUE": "wings.open = true" + } + }, + "shared_action": "The player stays in place and raises the staff vertically.", + "instruction": "Preserve the first frame. hall_mode = DOOR, so the resolved rule is: the left stone door rises fully open. Action: The player stays in place and raises the staff vertically. Show the action, then exactly this consequence: the left stone door rises fully open The counter-outcome must NOT happen at any point: the statue's wings spread fully open. Instead, the statue's wings are folded closed against its body throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "door": { + "up": false + }, + "wings": { + "open": false + }, + "hall_mode": "DOOR" + }, + "gold_end_state": { + "door.up": true, + "wings.open": false + }, + "delta": { + "door.up": true + }, + "visual_vocab": { + "door.up": { + "false": "the left stone door is fully lowered shut", + "true": "the left stone door is raised fully open" + }, + "wings.open": { + "false": "the statue's wings are folded closed against its body", + "true": "the statue's wings spread fully open" + } + }, + "gold_A": "the left stone door rises fully open", + "gold_B": "the statue's wings spread fully open", + "terminal_visual_states": { + "occurs": { + "variable": "door.up", + "value": true, + "phrase": "the left stone door is raised fully open", + "judge_label": "the left door is open", + "in_final_frame": true + }, + "not_occurs": { + "variable": "wings.open", + "value": true, + "phrase": "the statue's wings spread fully open", + "judge_label": "the wings are spread", + "in_final_frame": false, + "instead_remains": "the statue's wings are folded closed against its body" + } + }, + "prompt_ok": [ + "DOOR", + "STATUE" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at the hall center with a staff?", + "statement": "the player stands at the hall center with a staff", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the left door is shut and the statue's wings are folded?", + "statement": "the left door is shut and the statue's wings are folded", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player raise the staff vertically?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the left door rise open, or the statue's wings spread?", + "answers": [ + "the left door is open", + "the wings are spread", + "unclear" + ], + "expected": "the left door is open", + "not_expected": "the wings are spread" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B49/case_B.json b/data/cases/B49/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..b9ea0632c294a266fa167107dcf598ae18de8b45 --- /dev/null +++ b/data/cases/B49/case_B.json @@ -0,0 +1,139 @@ +{ + "id": "B49-B", + "counterpart": "B49-A", + "genre": "dungeon", + "interaction_family": "trigger_cast", + "initial_scene": { + "description": "a grand hall in cold stone light, a large stone door shut in the left wall, and a winged stone statue on the right with its wings folded closed against its body a single adventurer seen in third person from behind, standing in place at the hall center, holding a wooden staff upright", + "third_person_player": true, + "player_pose_and_item": "a single adventurer seen in third person from behind, standing in place at the hall center, holding a wooden staff upright", + "action_target": "the player's vertical staff raise", + "other_key_objects": [ + "left_stone_door", + "winged_statue" + ], + "shared_visual_state": [ + "the left stone door is fully lowered shut", + "the statue's wings are folded closed against its body" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B49.png" + }, + "hidden_state": { + "variable": "hall_mode", + "A": "DOOR", + "B": "STATUE", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the hall_mode is DOOR, the left stone door rises fully open; if it is STATUE, the statue's wings spread fully open.", + "precondition": "hall_mode == 'DOOR'", + "effect": "door.up = true", + "else_effect": "wings.open = true", + "mapping": { + "DOOR": "door.up = true", + "STATUE": "wings.open = true" + } + }, + "shared_action": "The player stays in place and raises the staff vertically.", + "instruction": "Preserve the first frame. hall_mode = STATUE, so the resolved rule is: the statue's wings spread fully open. Action: The player stays in place and raises the staff vertically. Show the action, then exactly this consequence: the statue's wings spread fully open The counter-outcome must NOT happen at any point: the left stone door is raised fully open. Instead, the left stone door is fully lowered shut throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "door": { + "up": false + }, + "wings": { + "open": false + }, + "hall_mode": "STATUE" + }, + "gold_end_state": { + "door.up": false, + "wings.open": true + }, + "delta": { + "wings.open": true + }, + "visual_vocab": { + "door.up": { + "false": "the left stone door is fully lowered shut", + "true": "the left stone door is raised fully open" + }, + "wings.open": { + "false": "the statue's wings are folded closed against its body", + "true": "the statue's wings spread fully open" + } + }, + "gold_A": "the left stone door rises fully open", + "gold_B": "the statue's wings spread fully open", + "terminal_visual_states": { + "occurs": { + "variable": "wings.open", + "value": true, + "phrase": "the statue's wings spread fully open", + "judge_label": "the wings are spread", + "in_final_frame": true + }, + "not_occurs": { + "variable": "door.up", + "value": true, + "phrase": "the left stone door is raised fully open", + "judge_label": "the left door is open", + "in_final_frame": false, + "instead_remains": "the left stone door is fully lowered shut" + } + }, + "prompt_ok": [ + "DOOR", + "STATUE" + ], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the player stands at the hall center with a staff?", + "statement": "the player stands at the hall center with a staff", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that the left door is shut and the statue's wings are folded?", + "statement": "the left door is shut and the statue's wings are folded", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the player raise the staff vertically?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, does the left door rise open, or the statue's wings spread?", + "answers": [ + "the left door is open", + "the wings are spread", + "unclear" + ], + "expected": "the wings are spread", + "not_expected": "the left door is open" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B49/input.png b/data/cases/B49/input.png new file mode 100644 index 0000000000000000000000000000000000000000..e62ed29363ab73eb94ecdadcf2580d984b095d18 --- /dev/null +++ b/data/cases/B49/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:1196f518499390f3255d8f62c4db162887eac506e596bcb0a5a04654975ff980 +size 1345218 diff --git a/data/cases/B50/card_A.txt b/data/cases/B50/card_A.txt new file mode 100644 index 0000000000000000000000000000000000000000..92098937c56c87ae8cdf84c73613de590cd81bd0 --- /dev/null +++ b/data/cases/B50/card_A.txt @@ -0,0 +1,42 @@ +[B50-A] genre: magic_academy family: trigger_cast counterpart: B50-B +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: target_route = VIEWER_LEFT (runtime only, not visible in the frame) +rule: If the target_route is VIEWER_LEFT, the brazier on the viewer's left burns with large green flames while the right one stays dark; if it is VIEWER_RIGHT, the brazier on the viewer's right burns with large green flames while the left one stays dark. +shared action: The wizard stays in place, raises the wand high, and makes one clear forward casting sweep. +instruction: Preserve the first frame. target_route = VIEWER_LEFT, so the resolved rule is: the brazier on the viewer's left burns with large green flames while the right one stays dark. Action: The wizard stays in place, raises the wand high, and makes one clear forward casting sweep. Show the action, then exactly this consequence: the brazier on the viewer's left burns with large green flames while the right one stays dark The counter-outcome must NOT happen at any point: the viewer's right brazier burns with large green flames. Instead, the viewer's right brazier holds only dark cold ash 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the brazier on the viewer's left burns with large green flames while the right one stays dark +gold_B: the brazier on the viewer's right burns with large green flames while the left one stays dark +gold_end_state (this twin): left.lit=true; right.lit=false +delta (this twin): left.lit=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the viewer's left brazier burns with large green flames [left.lit=true] + not_occurs (final frame: NO) : the viewer's right brazier burns with large green flames [right.lit=true] + instead remains: the viewer's right brazier holds only dark cold ash +outcome not_expected: viewer's right brazier + +── Judges ── +initial questions: + Q: Is it true that the wizard stands between two identical braziers? answers=['yes', 'no'] expected=yes + Q: Is it true that both braziers are completely unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the wizard raise the wand high and sweep it forward? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, which brazier burns with green flames — the one on the viewer's left or the viewer's right? answers=["viewer's left brazier", "viewer's right brazier", 'unclear'] expected=viewer's left brazier + +── Visual vocab (for auditing the shared first frame) ── + - the viewer's left brazier holds only dark cold ash + - the viewer's left brazier burns with large green flames + - the viewer's right brazier holds only dark cold ash + - the viewer's right brazier burns with large green flames + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B50-A(魔法学院/trigger_cast):hidden target_route=VIEWER_LEFT → gold [A 支线] the brazier on the viewer's left burns with large green flames while the right one stays dark;终态: 发生「the viewer's left brazier burns with large green flames」且不发生「the viewer's right brazier burns with large green flames」;outcome 判定期望: viewer's left brazier diff --git a/data/cases/B50/card_B.txt b/data/cases/B50/card_B.txt new file mode 100644 index 0000000000000000000000000000000000000000..0162ff53161c56e6931464924125e23b8f19c2d6 --- /dev/null +++ b/data/cases/B50/card_B.txt @@ -0,0 +1,42 @@ +[B50-B] genre: magic_academy family: trigger_cast counterpart: B50-A +input image: input.png (shared by both twins) + +── Inputs to the video model ── +hidden state: target_route = VIEWER_RIGHT (runtime only, not visible in the frame) +rule: If the target_route is VIEWER_LEFT, the brazier on the viewer's left burns with large green flames while the right one stays dark; if it is VIEWER_RIGHT, the brazier on the viewer's right burns with large green flames while the left one stays dark. +shared action: The wizard stays in place, raises the wand high, and makes one clear forward casting sweep. +instruction: Preserve the first frame. target_route = VIEWER_RIGHT, so the resolved rule is: the brazier on the viewer's right burns with large green flames while the left one stays dark. Action: The wizard stays in place, raises the wand high, and makes one clear forward casting sweep. Show the action, then exactly this consequence: the brazier on the viewer's right burns with large green flames while the left one stays dark The counter-outcome must NOT happen at any point: the viewer's left brazier burns with large green flames. Instead, the viewer's left brazier holds only dark cold ash 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. +chunk: one action-consequence transition, 2-5 s + +── Gold ── +gold_A: the brazier on the viewer's left burns with large green flames while the right one stays dark +gold_B: the brazier on the viewer's right burns with large green flames while the left one stays dark +gold_end_state (this twin): left.lit=false; right.lit=true +delta (this twin): right.lit=true + +── Terminal visual states (both, explicit) ── + occurs (final frame: YES): the viewer's right brazier burns with large green flames [right.lit=true] + not_occurs (final frame: NO) : the viewer's left brazier burns with large green flames [left.lit=true] + instead remains: the viewer's left brazier holds only dark cold ash +outcome not_expected: viewer's left brazier + +── Judges ── +initial questions: + Q: Is it true that the wizard stands between two identical braziers? answers=['yes', 'no'] expected=yes + Q: Is it true that both braziers are completely unlit? answers=['yes', 'no'] expected=yes +action question: + Q: Did the wizard raise the wand high and sweep it forward? answers=['yes', 'no'] expected=yes +outcome question: + Q: At the end, which brazier burns with green flames — the one on the viewer's left or the viewer's right? answers=["viewer's left brazier", "viewer's right brazier", 'unclear'] expected=viewer's right brazier + +── Visual vocab (for auditing the shared first frame) ── + - the viewer's left brazier holds only dark cold ash + - the viewer's left brazier burns with large green flames + - the viewer's right brazier holds only dark cold ash + - the viewer's right brazier burns with large green flames + +── Constraints ── +identical_initial_frame=True hidden_state_not_visually_leaked=True same_action_across_twins=True +both_outcomes_change=True one_action_per_chunk=True duration_seconds=2-5 + +[zh] B50-B(魔法学院/trigger_cast):hidden target_route=VIEWER_RIGHT → gold [B 支线] the brazier on the viewer's right burns with large green flames while the left one stays dark;终态: 发生「the viewer's right brazier burns with large green flames」且不发生「the viewer's left brazier burns with large green flames」;outcome 判定期望: viewer's right brazier diff --git a/data/cases/B50/case_A.json b/data/cases/B50/case_A.json new file mode 100644 index 0000000000000000000000000000000000000000..6d8f8242b7202e664bd99ffce23905ae5c62ba44 --- /dev/null +++ b/data/cases/B50/case_A.json @@ -0,0 +1,136 @@ +{ + "id": "B50-A", + "counterpart": "B50-B", + "genre": "magic_academy", + "interaction_family": "trigger_cast", + "initial_scene": { + "description": "a mage training ground under a pale sky, two identical large stone braziers standing far apart, one on the viewer's left and one on the viewer's right of the wizard, both holding only dark cold ash a single wizard in a grey robe seen in third person from behind, standing in place at the center between the two braziers, holding a slender wand at the side", + "third_person_player": true, + "player_pose_and_item": "a single wizard in a grey robe seen in third person from behind, standing in place at the center between the two braziers, holding a slender wand at the side", + "action_target": "the wizard's wand sweep", + "other_key_objects": [ + "viewer_left_brazier", + "viewer_right_brazier" + ], + "shared_visual_state": [ + "the viewer's left brazier holds only dark cold ash", + "the viewer's right brazier holds only dark cold ash" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B50.png" + }, + "hidden_state": { + "variable": "target_route", + "A": "VIEWER_LEFT", + "B": "VIEWER_RIGHT", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the target_route is VIEWER_LEFT, the brazier on the viewer's left burns with large green flames while the right one stays dark; if it is VIEWER_RIGHT, the brazier on the viewer's right burns with large green flames while the left one stays dark.", + "precondition": "target_route == 'VIEWER_LEFT'", + "effect": "left.lit = true", + "else_effect": "right.lit = true", + "mapping": { + "VIEWER_LEFT": "left.lit = true", + "VIEWER_RIGHT": "right.lit = true" + } + }, + "shared_action": "The wizard stays in place, raises the wand high, and makes one clear forward casting sweep.", + "instruction": "Preserve the first frame. target_route = VIEWER_LEFT, so the resolved rule is: the brazier on the viewer's left burns with large green flames while the right one stays dark. Action: The wizard stays in place, raises the wand high, and makes one clear forward casting sweep. Show the action, then exactly this consequence: the brazier on the viewer's left burns with large green flames while the right one stays dark The counter-outcome must NOT happen at any point: the viewer's right brazier burns with large green flames. Instead, the viewer's right brazier holds only dark cold ash throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "left": { + "lit": false + }, + "right": { + "lit": false + }, + "target_route": "VIEWER_LEFT" + }, + "gold_end_state": { + "left.lit": true, + "right.lit": false + }, + "delta": { + "left.lit": true + }, + "visual_vocab": { + "left.lit": { + "false": "the viewer's left brazier holds only dark cold ash", + "true": "the viewer's left brazier burns with large green flames" + }, + "right.lit": { + "false": "the viewer's right brazier holds only dark cold ash", + "true": "the viewer's right brazier burns with large green flames" + } + }, + "gold_A": "the brazier on the viewer's left burns with large green flames while the right one stays dark", + "gold_B": "the brazier on the viewer's right burns with large green flames while the left one stays dark", + "terminal_visual_states": { + "occurs": { + "variable": "left.lit", + "value": true, + "phrase": "the viewer's left brazier burns with large green flames", + "judge_label": "viewer's left brazier", + "in_final_frame": true + }, + "not_occurs": { + "variable": "right.lit", + "value": true, + "phrase": "the viewer's right brazier burns with large green flames", + "judge_label": "viewer's right brazier", + "in_final_frame": false, + "instead_remains": "the viewer's right brazier holds only dark cold ash" + } + }, + "prompt_ok": [], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the wizard stands between two identical braziers?", + "statement": "the wizard stands between two identical braziers", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that both braziers are completely unlit?", + "statement": "both braziers are completely unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the wizard raise the wand high and sweep it forward?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, which brazier burns with green flames — the one on the viewer's left or the viewer's right?", + "answers": [ + "viewer's left brazier", + "viewer's right brazier", + "unclear" + ], + "expected": "viewer's left brazier", + "not_expected": "viewer's right brazier" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B50/case_B.json b/data/cases/B50/case_B.json new file mode 100644 index 0000000000000000000000000000000000000000..486e6a37645d70ffade56a1cd9675040f3244e8a --- /dev/null +++ b/data/cases/B50/case_B.json @@ -0,0 +1,136 @@ +{ + "id": "B50-B", + "counterpart": "B50-A", + "genre": "magic_academy", + "interaction_family": "trigger_cast", + "initial_scene": { + "description": "a mage training ground under a pale sky, two identical large stone braziers standing far apart, one on the viewer's left and one on the viewer's right of the wizard, both holding only dark cold ash a single wizard in a grey robe seen in third person from behind, standing in place at the center between the two braziers, holding a slender wand at the side", + "third_person_player": true, + "player_pose_and_item": "a single wizard in a grey robe seen in third person from behind, standing in place at the center between the two braziers, holding a slender wand at the side", + "action_target": "the wizard's wand sweep", + "other_key_objects": [ + "viewer_left_brazier", + "viewer_right_brazier" + ], + "shared_visual_state": [ + "the viewer's left brazier holds only dark cold ash", + "the viewer's right brazier holds only dark cold ash" + ], + "camera": "locked third-person, fixed framing", + "style": "stylized 3D third-person adventure game environment, clean uncluttered composition, readable silhouettes, medium-wide fixed gameplay camera, soft cool-neutral ambient lighting, restrained materials, no HUD, no subtitles, no readable text", + "keyframe": "frames/B50.png" + }, + "hidden_state": { + "variable": "target_route", + "A": "VIEWER_LEFT", + "B": "VIEWER_RIGHT", + "visible_in_initial_frame": false + }, + "rule": { + "text": "If the target_route is VIEWER_LEFT, the brazier on the viewer's left burns with large green flames while the right one stays dark; if it is VIEWER_RIGHT, the brazier on the viewer's right burns with large green flames while the left one stays dark.", + "precondition": "target_route == 'VIEWER_LEFT'", + "effect": "left.lit = true", + "else_effect": "right.lit = true", + "mapping": { + "VIEWER_LEFT": "left.lit = true", + "VIEWER_RIGHT": "right.lit = true" + } + }, + "shared_action": "The wizard stays in place, raises the wand high, and makes one clear forward casting sweep.", + "instruction": "Preserve the first frame. target_route = VIEWER_RIGHT, so the resolved rule is: the brazier on the viewer's right burns with large green flames while the left one stays dark. Action: The wizard stays in place, raises the wand high, and makes one clear forward casting sweep. Show the action, then exactly this consequence: the brazier on the viewer's right burns with large green flames while the left one stays dark The counter-outcome must NOT happen at any point: the viewer's left brazier burns with large green flames. Instead, the viewer's left brazier holds only dark cold ash throughout the clip. Hold the final state for about the last second. One continuous 3-second third-person clip, fixed camera, no HUD, no subtitles, no readable text.", + "initial_state": { + "left": { + "lit": false + }, + "right": { + "lit": false + }, + "target_route": "VIEWER_RIGHT" + }, + "gold_end_state": { + "left.lit": false, + "right.lit": true + }, + "delta": { + "right.lit": true + }, + "visual_vocab": { + "left.lit": { + "false": "the viewer's left brazier holds only dark cold ash", + "true": "the viewer's left brazier burns with large green flames" + }, + "right.lit": { + "false": "the viewer's right brazier holds only dark cold ash", + "true": "the viewer's right brazier burns with large green flames" + } + }, + "gold_A": "the brazier on the viewer's left burns with large green flames while the right one stays dark", + "gold_B": "the brazier on the viewer's right burns with large green flames while the left one stays dark", + "terminal_visual_states": { + "occurs": { + "variable": "right.lit", + "value": true, + "phrase": "the viewer's right brazier burns with large green flames", + "judge_label": "viewer's right brazier", + "in_final_frame": true + }, + "not_occurs": { + "variable": "left.lit", + "value": true, + "phrase": "the viewer's left brazier burns with large green flames", + "judge_label": "viewer's left brazier", + "in_final_frame": false, + "instead_remains": "the viewer's left brazier holds only dark cold ash" + } + }, + "prompt_ok": [], + "judge": { + "initial_questions": [ + { + "question": "Is it true that the wizard stands between two identical braziers?", + "statement": "the wizard stands between two identical braziers", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + { + "question": "Is it true that both braziers are completely unlit?", + "statement": "both braziers are completely unlit", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + } + ], + "action_question": { + "question": "Did the wizard raise the wand high and sweep it forward?", + "answers": [ + "yes", + "no" + ], + "expected": "yes" + }, + "outcome_question": { + "question": "At the end, which brazier burns with green flames — the one on the viewer's left or the viewer's right?", + "answers": [ + "viewer's left brazier", + "viewer's right brazier", + "unclear" + ], + "expected": "viewer's right brazier", + "not_expected": "viewer's left brazier" + } + }, + "constraints": { + "identical_initial_frame": true, + "hidden_state_not_visually_leaked": true, + "same_action_across_twins": true, + "both_outcomes_change": true, + "one_action_per_chunk": true, + "duration_seconds": "2-5" + }, + "input_image": "input.png" +} \ No newline at end of file diff --git a/data/cases/B50/input.png b/data/cases/B50/input.png new file mode 100644 index 0000000000000000000000000000000000000000..4a62acf1b26efdfdccaf153f41397eb70487e2d9 --- /dev/null +++ b/data/cases/B50/input.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:e3c15f5d3aa5ca85ede635cf220a148057082c8006442d0f65639520447add05 +size 949847