Video-Arena / tasks /go /instruction.md
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Task: Reconstruct a Go game from a board-only video AND judge the strategy

You are given ONE video: a real 19×19 Go game replayed on a clean digital board at the players' real per-move pace (long thinks and quick exchanges are preserved), played back at 1:1 speed — one video second is one real game second. The board shows only stones being placed and removed. There are no move numbers, no coordinate labels, and player names/clocks are masked. Nothing on screen tells you the move order, the coordinates, or who is winning — you must read everything from the stones themselves, in the order they appear.

For every event you must also report game_clock_s: the video timestamp (in seconds, from the start of the video) at which that stone appears on the board. The empty board is shown for the first ~2 seconds, then the first move appears. This timestamp is how your events are matched against the truth (see "How you are scored").

This task has three tiers over the same video, each needing a wider window of reasoning than the last:

  • T1 — Localize the events. Read every placed stone and every captured stone, in order. (Smallest window: look at what just changed on the board.)
  • T2 — Judge each move's impact. For every move, decide whether that move meaningfully shifted who is winning. (Medium window: compare the position just before and just after the move.)
  • T3 — Judge the cumulative situation. For every move, decide who is ahead after that move lands. (Largest window: integrate this move together with the whole game so far.)

Coordinate convention (fixed — the board is shown in this orientation)

  • Columns: letters A–T left→right, skipping I (so A,B,…,H,J,…,T = 19 files).
  • Rows: numbers 1–19 bottom→top.
  • Therefore A1 is the bottom-left intersection, T19 the top-right.
  • A move is written as column-letter + row-number, e.g. Q16, D4, T19.
  • A pass (no stone placed) is written pass.

The two strategy labels (T2 / T3)

Both labels are functions of one objective quantity: Black's win probability p ∈ [0,1] for a position — the share of games Black would win from it if both sides then played at the same near-optimal strength. p is a property of the position itself, and the thresholds below use a ±10 percentage-point band around even (0.50). None of this is shown on screen; you must infer it from the stones.

  • leader_after (T3, one per move) — who is ahead after this move lands, using Black's win probability p_after of the resulting position (this move fused with the whole game so far):

    • "B" if p_after > 0.60 (Black clearly ahead)
    • "W" if p_after < 0.40 (White clearly ahead)
    • "equal" otherwise (within ±10 points of even)

    (leader is accepted as a synonym; leader_before — the situation entering the move — is not accepted and earns no T3 credit.)

  • wr_swing (T2, one per move) — did this move meaningfully shift the balance, using the change Δ = p_after − p_before:

    • "B" if Δ ≥ +0.10 (the move helped Black by ≥10 points)
    • "W" if Δ ≤ −0.10 (the move helped White by ≥10 points)
    • "equal" otherwise (no big shift)

    wr_swing is who benefited, not who played. A strong Black move that gains ≥10 points is "B"; a White blunder that hands Black ≥10 points is also "B"; likewise a White move that gains White ≥10 points, or a Black blunder that gives it away, is "W". Most quiet moves are "equal" — big swings are rare and cluster around fights, captures, and life-and-death.

Capture rows never carry strategy fields.

What to produce: ONE ordered sequence of moves AND captures

Reconstruct the game as a single chronological list where each placed stone and each captured stone is its own row, and every move row also carries the two strategy labels. Write answer.json:The answer is one JSON object:

{
  "events": [
    {"type": "move",    "idx": 1, "color": "B", "coord": "Q4",  "game_clock_s": 2.0,   "leader_after": "equal", "wr_swing": "equal"},
    {"type": "move",    "idx": 2, "color": "W", "coord": "D16", "game_clock_s": 4.7,   "leader_after": "equal", "wr_swing": "equal"},
    {"type": "move",    "idx": 3, "color": "B", "coord": "C17", "game_clock_s": 7.1,   "leader_after": "equal", "wr_swing": "equal"},
    {"type": "capture", "idx": 1, "color": "W", "coord": "C18", "game_clock_s": 7.1},
    {"type": "move",    "idx": 4, "color": "W", "coord": "Q17", "game_clock_s": 16.6,  "leader_after": "equal", "wr_swing": "W"},
    ...
  ]
}

Row fields:

  • type: "move" (a stone was placed) or "capture" (a stone was removed).
  • idx: for a move, the move number (1, 2, 3, … over the whole game). For a capture, the capture ordinal — every removed stone counts as one capture, numbered 1, 2, 3, … over the whole game.
  • color: for a move, the color placed. For a capture, the color of the stone that was removed.
  • coord: the intersection (a move's played point, or a captured stone's point), in the convention above; pass for a pass.
  • game_clock_s: the video second at which this stone appears (for a capture, the same instant as the move that removed it). Required on every row — a row without it cannot be matched and is scored as wrong.
  • leader_after, wr_swing: move rows only — the two strategy labels above, each one of "B", "W", "equal".

Ordering rules (important)

  • Rows are in game order. Emit each move as a move row.
  • The instant a move captures, immediately after that move's row, emit one capture row per removed stone — before the next move.
  • If one move captures several stones, order those capture rows top→bottom, then left→right (i.e. top-left first, then along the top, then next rows down, to bottom-right). Example: a move capturing stones at T19, S18 emits T19 then S18.

Write answer.json as you go (required)

./answer.json is already in the sandbox — the harness created it before your first turn, with the schema above and an empty list:

{"events": []}

Do not delete it, do not rename it, and do not change the root key. Overwrite it in place — in full, valid JSON every time — as soon as you have something to put in it.

Then rewrite the whole file every time you finish a stretch of the video, adding the rows you just read — do not save it all for the end.

  • The file must be valid JSON at every moment: rewrite it in full each time (read → add → write back), never leave it half-written.
  • Whatever is in answer.json when the run stops is what gets scored. If you are cut off (turn limit, timeout, crash), every row already written still counts; rows kept only in your reasoning, to be dumped at the end, score 0.
  • Each rewrite should contain everything the previous one had, plus the new rows. If you are deep into the video and the file is not getting longer, you are overwriting instead of appending.
  • Keep the rows in game order (ascending game_clock_s, captures right after the move that caused them). Do not delete a row you already wrote just because you are unsure — revise it in place if a later pass changes your mind.
  • leader_after and wr_swing need more of the game than the move itself. Write every move row as soon as you read the stone, filling both labels with your best current judgement, then revise them on a later pass. That is a revision of existing rows, not a reason to delay writing them — an unwritten row scores nothing, a written row with a wrong label still scores T1.

How you are scored

Scoring is time-matched F1, not a positional cascade. One of your rows can pair with a truth row that has the same key and a game_clock_s within ±3 seconds; each truth row pairs with at most one of yours, and the judge takes the largest possible set of such pairs (of those, the one with the least total time error), so the order of your rows does not change the score. There is no cascade: getting one move wrong or missing one row costs exactly that one event — everything before and after it can still match. (Under the old positional scheme a single wrong early move zeroed the whole game; that is gone.)

  • Primary reward — strict F1. Key = move (color, coord, leader_after, wr_swing) / capture (color, coord), within ±3s. reward = F1 over matched rows (precision from your rows, recall from the truth rows). A row without game_clock_s can never match.
  • T1 — localization F1. Key = (type, color, coord) within ±3s (strategy labels dropped). Measures how well you read what appeared when.
  • T2 — impact. Over the truth moves you localized (T1-matched within ±3s), the fraction with the correct wr_swing, reported both as plain accuracy and as macro accuracy (mean recall over the three classes B/W/equal).
  • T3 — situation. Same, for leader_after.

Because most moves are "equal", always answering "equal" scores the quiet moves on plain accuracy but collapses to 0.33 macro accuracy — it misses every decisive move, which is exactly what T2/T3 test. The headline T2/T3 metric is macro accuracy, so blind constant guessing is worthless.

Notes

  • A group is captured (its stones disappear) the instant it loses its last liberty — watch for stones vanishing and attribute them to the move that caused it. A single move can capture 1 to many stones, sometimes far from the played stone.
  • The game runs ~34 minutes of real time across 300+ moves; events are sparse during long thinks. You will need to scan the entire video carefully.
  • Output only answer.json.

Tools (agentic mode)

You have ffmpeg (frame extraction), the ability to write code, and multi-turn tool calls. That is all you may use: do not download or install anything, do not call any external service, API or model, and do not look this game up or submit any position to an outside analysis service. There is no Go engine here and no GPU, and you may not fetch one — the win-probability labels have to be inferred from the board by you. Any network use voids the run, which is then scored zero whatever answer.json contains.

What you may use

You are given the frames above and nothing else — there is no Go engine, no code you can run, no file to write and no second turn. The win-probability labels have to be read off the board by you. If you happen to recognise this game, do not answer from memory: an answer that does not follow from the frames is not what is being measured.