--- license: cc-by-4.0 language: - en task_categories: - text-generation tags: - code - distillation - synthetic - reasoning - sft size_categories: - n<1K configs: - config_name: default data_files: - split: train path: code-reasoning-distillation.parquet --- # code-reasoning-distillation 178 SFT / distillation coding samples for small language models, in one train split: - 150 single-turn (user → assistant) reasoning-focused coding samples - 28 multi-turn (user ↔ assistant × 2) browser-game samples Every assistant reply starts with a `` block that derives the solution from first principles (zero-knowledge style, no template phases), followed by a concise explanation and a complete, runnable program. ## Format Single Parquet file (`code-reasoning-distillation.parquet`, zstd compression), one row per sample, schema: ``` messages: list> ``` Each `messages` is `[user, assistant]` for the 150 single-turn samples and `[user, assistant, user, assistant]` for the 28 multi-turn games. Single-turn rows: the user turn is a coding task/brief and the assistant turn is one complete program. Multi-turn rows: the first pair builds a complete browser game, the second pair adds a feature or fixes a bug and returns the full updated file. ``` We need ... Let's figure out ... (first-person derivation, no section headers) ... state transitions written with real values, e.g. dq: [] -> [0] ... ... at least two explicit "if I had done X instead, here is the wrong result" fixes ... <2-4 sentence explanation> ``` ### Think-block style (zero-knowledge derivation) The think block is written as if the author has no memorized solution and derives everything from the problem statement: - First person, exploratory voice ("Let's figure out...", "Wait - ..."). No numbered phases, no headings, no fixed DECONSTRUCTION / ARCHITECTURE template. - Every constant, coordinate, index, and boundary is derived from literal arithmetic on the concrete demo input, not asserted. - Loop boundaries and off-by-one cases are tested with real numbers (first iteration, last iteration, empty input). - State changes are spelled out as `before -> after` with actual values; each block contains at least six such transitions. - At least two explicit wrong-behaviour corrections: what a plausible wrong implementation would return, and why that is wrong. - Every variable, function, and DOM id mentioned is defined in the code that follows. - 350-550 words, plain ASCII. ## Games: 28 multi-turn game samples Every row in the `games` slice is a four-message conversation that builds a playable browser game and then extends or repairs it: ``` user -> build brief for a single-file HTML/CSS/JS game assistant -> think block + explanation + complete game file user -> one feature request or bug report assistant -> think block + explanation + complete updated game file ``` | Slice | Games | |---|---| | Retro action | snake, tetris, pong, breakout, space-invaders, asteroids | | Arcade | flappy-bird, doodle-jump, frogger, pac-man-lite, bomberman-lite | | Board | chess, checkers, connect-four-ai, tic-tac-toe-ai | | Puzzle/logic | sudoku, 2048, minesweeper, memory-match, lights-out, sokoban | | Misc | blackjack, simon, whack-a-mole, tower-defense-lite | | 3D / simulation | maze-escape-3d (ray caster), solar-system-3d (software projection), stack-3d (orthographic projection) | All games are vanilla, single-file, dependency-free, and expose a small `window.__game` debug API (`state()`, `start()`, `reset()`, `tick(ms)`, plus game actions) so the core rules can be exercised without a browser driver. Every game was loaded in Chromium with zero console errors and smoke-tested through the debug API (input, ticks, scoring, lives, persistence). Think blocks follow the same zero-knowledge style as the single-turn samples. ## Composition | Slice | Count | Language | Delivery | |---|---|---|---| | Games | 53 | HTML/JS + 3D/canvas | 25 single-turn games + 28 multi-turn browser games | | Apps | 50 | HTML/JS (single file, vanilla) | timers, calculators, converters, localStorage tools | | Interactive tools/viz | 25 | HTML/JS + Canvas + Web Audio | sort/pathfinding visualizers, Web Audio synths | | Algorithms | 50 | Python 3 (stdlib only) | DP, parsing, graphs, heaps, with `if __name__ == "__main__"` demos | No external libraries, fonts, images, CDNs, or assets anywhere in the samples. `localStorage` access is wrapped in `try/catch`; `preventDefault` on game keys. ## Loading ```python from datasets import load_dataset ds = load_dataset("bunnycore/code-reasoning-distillation", split="train") print(ds) # Dataset({features: ['messages'], num_rows: 178}) print(ds[0]["messages"][0]["content"][:200]) ``` Rows with exactly 2 messages are the single-turn coding tasks; rows with exactly 4 are the multi-turn browser games. Filter with `ds.filter(lambda r: len(r["messages"]) == 4)`. Or directly: ```python import pandas as pd df = pd.read_parquet("code-reasoning-distillation.parquet") ``` ## Verification performed Every row was machine-checked before upload: - `…` tags present; exactly one fenced code block per assistant turn; no `TODO`/`FIXME` markers in code. - HTML entries: all `