GameAgent-Recovery-100K / generator.py
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Initial release: GameAgent-Recovery-100K v1
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from __future__ import annotations
import argparse
import hashlib
import json
import random
from pathlib import Path
FAMILIES = [
"wrong_target",
"navigation_loop",
"missing_prerequisite",
"premature_interaction",
"resource_exhaustion",
"low_health_attack",
"locked_door",
"missing_tool",
"failed_extraction",
"wrong_sequence",
]
def canon(x):
return json.dumps(x, sort_keys=True, separators=(",", ":"), ensure_ascii=False)
def sha(x):
return hashlib.sha256(canon(x).encode()).hexdigest()
def split_for(i):
b = i % 10
return "train" if b < 8 else "validation" if b == 8 else "test"
def build(family, r):
if family == "wrong_target":
state = {"target":"objective_A","selected":"objective_B","distance":r.randint(1,5)}
failure = "interact_wrong_target"
failed = dict(state)
failed["progress"] = False
recovery = "select_objective_A"
recovered = dict(state)
recovered["selected"] = "objective_A"
return state,failure,failed,recovery,recovered
if family == "navigation_loop":
state = {"x":2,"y":2,"visited_same_cell":r.randint(3,8),"goal_x":5,"goal_y":2}
failure = "move_west"
failed = dict(state)
failed["x"] = 1
recovery = "move_east"
recovered = dict(state)
recovered["x"] = 3
recovered["visited_same_cell"] = 0
return state,failure,failed,recovery,recovered
if family == "missing_prerequisite":
state = {"has_key":False,"door_locked":True,"key_visible":True}
failure = "open_door"
failed = dict(state)
recovery = "pickup_key"
recovered = dict(state)
recovered["has_key"] = True
recovered["key_visible"] = False
return state,failure,failed,recovery,recovered
if family == "premature_interaction":
state = {"distance_to_terminal":r.randint(2,5),"terminal_ready":True}
failure = "interact"
failed = dict(state)
recovery = "move_closer"
recovered = dict(state)
recovered["distance_to_terminal"] -= 1
return state,failure,failed,recovery,recovered
if family == "resource_exhaustion":
state = {"ammo":0,"enemy_present":True,"reserve_ammo":r.randint(1,5)}
failure = "attack"
failed = dict(state)
recovery = "reload"
recovered = dict(state)
recovered["ammo"] = recovered["reserve_ammo"]
recovered["reserve_ammo"] = 0
return state,failure,failed,recovery,recovered
if family == "low_health_attack":
hp = r.randint(5,30)
state = {"hp":hp,"medkits":1,"enemy_present":True}
failure = "attack"
failed = dict(state)
failed["hp"] = max(0,hp-15)
recovery = "heal"
recovered = dict(state)
recovered["hp"] = min(100,hp+35)
recovered["medkits"] = 0
return state,failure,failed,recovery,recovered
if family == "locked_door":
state = {"door_locked":True,"has_key":True}
failure = "move_through_door"
failed = dict(state)
recovery = "unlock_door"
recovered = dict(state)
recovered["door_locked"] = False
return state,failure,failed,recovery,recovered
if family == "missing_tool":
state = {"has_tool":False,"machine_damaged":True,"tool_visible":True}
failure = "repair"
failed = dict(state)
recovery = "pickup_tool"
recovered = dict(state)
recovered["has_tool"] = True
recovered["tool_visible"] = False
return state,failure,failed,recovery,recovered
if family == "failed_extraction":
required = r.randint(3,6)
collected = required-1
state = {"required":required,"collected":collected,"at_extraction":True}
failure = "extract"
failed = dict(state)
recovery = "collect_remaining_item"
recovered = dict(state)
recovered["collected"] = required
return state,failure,failed,recovery,recovered
if family == "wrong_sequence":
stage = r.randint(0,2)
state = {
"stage":stage,
"token":stage>=1,
"terminal":stage>=2,
"vault":False
}
failed = dict(state)
if stage == 0:
failure = "open_vault"
recovery = "pickup_token"
recovered = dict(state)
recovered["token"] = True
recovered["stage"] = 1
elif stage == 1:
failure = "open_vault"
recovery = "unlock_terminal"
recovered = dict(state)
recovered["terminal"] = True
recovered["stage"] = 2
else:
# At stage 2 opening the vault is correct.
# Use premature extraction as the actual failure.
failure = "extract"
recovery = "open_vault"
recovered = dict(state)
recovered["vault"] = True
recovered["stage"] = 3
return state,failure,failed,recovery,recovered
raise ValueError(family)
def make_record(i, seed):
family = FAMILIES[i % len(FAMILIES)]
local_seed = seed + i*12007
r = random.Random(local_seed)
state, failure_action, failed_state, recovery_action, recovered_state = build(family,r)
body = {
"seed":local_seed,
"family":family,
"split":split_for(i),
"state_before_failure":state,
"failed_action":failure_action,
"state_after_failure":failed_state,
"failure_detected":True,
"recovery_action":recovery_action,
"state_after_recovery":recovered_state,
"labels":{
"failed_action_correct":False,
"recovery_action_correct":True
},
"provenance":{
"synthetic":True,
"copied_records":0,
"copyrighted_gameplay":False,
"contains_pii":False,
"llm_generated_ground_truth":False,
"oracle":"deterministic recovery state machine"
}
}
rid=sha(body)[:32]
w=dict(body)
w["id"]=rid
return {
"id":rid,
**body,
"fingerprint_sha256":sha(w)
}
def main():
ap=argparse.ArgumentParser()
ap.add_argument("--output",type=Path,required=True)
ap.add_argument("--records",type=int,default=100000)
ap.add_argument("--seed",type=int,default=20260930)
a=ap.parse_args()
a.output.parent.mkdir(parents=True,exist_ok=True)
h=hashlib.sha256()
with a.output.open("w",encoding="utf-8",newline="\n") as f:
for i in range(a.records):
row=make_record(i,a.seed)
line=json.dumps(row,ensure_ascii=False,sort_keys=True)+"\n"
f.write(line)
h.update(line.encode())
print(json.dumps({
"status":"GENERATED",
"records":a.records,
"families":len(FAMILIES),
"sha256":h.hexdigest()
}))
if __name__=="__main__":
main()