Datasets:
case_id stringlengths 5 5 | preview imagewidth (px) 640 640 | counterpart stringlengths 5 5 | image_path stringlengths 24 24 | theme stringlengths 5 13 | interaction_family stringclasses 4
values | initial_scene dict | hidden_variable stringlengths 7 18 | hidden_value stringlengths 3 12 | hidden_value_other stringlengths 3 12 | rule_text stringlengths 107 248 | shared_action stringlengths 39 101 | instruction stringlengths 537 750 | ending_occurs stringlengths 25 65 | ending_not_occurs stringlengths 25 65 | outcome_question stringlengths 47 103 | outcome_expected stringlengths 10 30 | counter_question stringclasses 1
value | gold_end_state stringlengths 20 51 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
B01-A | B01-B | data/cases/B01/input.png | magic_academy | trigger_gesture | {
"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":... | element_mode | RED_FLAME | BLUE_FLAME | 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. | The wizard stays in place and raises the wand clearly above the head. | 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 h... | the orb erupts with large bright red flames | the orb erupts with large bright blue flames | At the end, does the orb burn with red flames or blue flames? | red flames | {"orb.flame": "red"} | ||
B01-B | B01-A | data/cases/B01/input.png | magic_academy | trigger_gesture | {
"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":... | element_mode | BLUE_FLAME | RED_FLAME | 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. | The wizard stays in place and raises the wand clearly above the head. | 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 NO... | the orb erupts with large bright blue flames | the orb erupts with large bright red flames | At the end, does the orb burn with red flames or blue flames? | blue flames | {"orb.flame": "blue"} | ||
B02-A | B02-B | data/cases/B02/input.png | dungeon | trigger_gesture | {
"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_pers... | shrine_mode | GATE | BRAZIER | If the shrine_mode is GATE, the stone door rises fully open; if it is BRAZIER, the large brazier bursts into tall flames. | The player stays in place and clearly raises the right arm. | 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 ... | the stone door is raised fully open, the passage clear | the large brazier burns with tall bright flames | At the end, is the stone door open, or the brazier burning? | the stone door is open | {"door.up": true, "brazier.lit": false} | ||
B02-B | B02-A | data/cases/B02/input.png | dungeon | trigger_gesture | {
"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_pers... | shrine_mode | BRAZIER | GATE | If the shrine_mode is GATE, the stone door rises fully open; if it is BRAZIER, the large brazier bursts into tall flames. | The player stays in place and clearly raises the right arm. | 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 po... | the large brazier burns with tall bright flames | the stone door is raised fully open, the passage clear | At the end, is the stone door open, or the brazier burning? | the brazier burns | {"door.up": false, "brazier.lit": true} | ||
B03-A | B03-B | data/cases/B03/input.png | open_world | trigger_gesture | {
"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 ... | relic_mode | TOWER | FOUNTAIN | 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. | The player stays in place and raises both hands above the head. | 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 happe... | a strong golden beam of light shoots from the top of the tower | the stone fountain jets a tall plume of water | At the end, does the tower show a golden beam, or does the fountain jet water? | a golden beam on the tower | {"tower.beam": true, "fountain.running": false} | ||
B03-B | B03-A | data/cases/B03/input.png | open_world | trigger_gesture | {
"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 ... | relic_mode | FOUNTAIN | TOWER | 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. | The player stays in place and raises both hands above the head. | 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 po... | the stone fountain jets a tall plume of water | a strong golden beam of light shoots from the top of the tower | At the end, does the tower show a golden beam, or does the fountain jet water? | the fountain jets water | {"tower.beam": false, "fountain.running": true} | ||
B04-A | B04-B | data/cases/B04/input.png | healer | trigger_gesture | {
"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 uprigh... | healing_mode | PATIENT | CRYSTAL | 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. | The healer stays in place and clearly spreads both arms. | 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 happ... | the patient is surrounded by a large bright green glowing aura | the large healing crystal rises up glowing bright white | At the end, does the patient have a green aura, or does the crystal rise glowing white? | a green aura on the patient | {"patient.aura": true, "crystal.up": false} | ||
B04-B | B04-A | data/cases/B04/input.png | healer | trigger_gesture | {
"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 uprigh... | healing_mode | CRYSTAL | PATIENT | 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. | The healer stays in place and clearly spreads both arms. | 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 ha... | the large healing crystal rises up glowing bright white | the patient is surrounded by a large bright green glowing aura | At the end, does the patient have a green aura, or does the crystal rise glowing white? | the crystal rises glowing | {"patient.aura": false, "crystal.up": true} | ||
B05-A | B05-B | data/cases/B05/input.png | visual_novel | trigger_gesture | {
"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 ... | scene_flag | CURTAIN | LIGHTS | If the scene_flag is CURTAIN, the red curtain pulls fully open; if it is LIGHTS, all the stage lanterns light up. | The player stays in place and gives one clear wave. | 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... | the red curtain is pulled fully open to the sides | the stage lanterns all shine bright | At the end, is the curtain open, or the stage lanterns lit? | the curtain is open | {"curtain.open": true, "lights.lit": false} | ||
B05-B | B05-A | data/cases/B05/input.png | visual_novel | trigger_gesture | {
"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 ... | scene_flag | LIGHTS | CURTAIN | If the scene_flag is CURTAIN, the red curtain pulls fully open; if it is LIGHTS, all the stage lanterns light up. | The player stays in place and gives one clear wave. | 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... | the stage lanterns all shine bright | the red curtain is pulled fully open to the sides | At the end, is the curtain open, or the stage lanterns lit? | the lanterns are lit | {"curtain.open": false, "lights.lit": true} | ||
B06-A | B06-B | data/cases/B06/input.png | dating | trigger_gesture | {
"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 pl... | date_scene | CANOPY | LIGHTS | If the date_scene is CANOPY, the pergola canopy spreads fully out overhead; if it is LIGHTS, the heart lanterns glow bright pink. | The player stays in place and performs one clear clap. | 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 p... | the pergola canopy is fully spread out overhead | the heart-shaped lanterns all glow bright pink | At the end, is the canopy spread out, or the heart lanterns glowing pink? | the canopy is spread | {"canopy.out": true, "hearts.lit": false} | ||
B06-B | B06-A | data/cases/B06/input.png | dating | trigger_gesture | {
"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 pl... | date_scene | LIGHTS | CANOPY | If the date_scene is CANOPY, the pergola canopy spreads fully out overhead; if it is LIGHTS, the heart lanterns glow bright pink. | The player stays in place and performs one clear clap. | 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 ca... | the heart-shaped lanterns all glow bright pink | the pergola canopy is fully spread out overhead | At the end, is the canopy spread out, or the heart lanterns glowing pink? | the heart lanterns glow | {"canopy.out": false, "hearts.lit": true} | ||
B07-A | B07-B | data/cases/B07/input.png | museum | trigger_gesture | {
"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 sing... | exhibit_mode | STATUE | CURTAIN | If the exhibit_mode is STATUE, bright blue tracery covers the statue; if it is CURTAIN, the back curtain pulls fully open. | The player raises one arm and clearly points toward the statue. | 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 statue surface is covered with bright blue glowing tracery | the curtain is pulled fully open to the sides | At the end, does the statue show blue tracery, or is the curtain open? | blue tracery on the statue | {"statue.pattern": true, "curtain.open": false} | ||
B07-B | B07-A | data/cases/B07/input.png | museum | trigger_gesture | {
"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 sing... | exhibit_mode | CURTAIN | STATUE | If the exhibit_mode is STATUE, bright blue tracery covers the statue; if it is CURTAIN, the back curtain pulls fully open. | The player raises one arm and clearly points toward the statue. | 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 st... | the curtain is pulled fully open to the sides | the statue surface is covered with bright blue glowing tracery | At the end, does the statue show blue tracery, or is the curtain open? | the curtain is open | {"statue.pattern": false, "curtain.open": true} | ||
B08-A | B08-B | data/cases/B08/input.png | survival | trigger_gesture | {
"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 ... | signal_mode | FIRE | FLAG | 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. | The player stays in place and raises both arms into a clear V shape. | 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 campfire burns with tall bright flames | the large red signal flag is raised high on its pole | At the end, is the campfire burning, or the red flag raised? | the campfire burns | {"fire.lit": true, "flag.up": false} | ||
B08-B | B08-A | data/cases/B08/input.png | survival | trigger_gesture | {
"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 ... | signal_mode | FLAG | FIRE | 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. | The player stays in place and raises both arms into a clear V shape. | 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 a... | the large red signal flag is raised high on its pole | the campfire burns with tall bright flames | At the end, is the campfire burning, or the red flag raised? | the flag is raised | {"fire.lit": false, "flag.up": true} | ||
B09-A | B09-B | data/cases/B09/input.png | escape_room | trigger_mechanism | {
"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_per... | mechanism_mode | DOOR | DRAWER | If the mechanism_mode is DOOR, the stone door rises fully open; if it is DRAWER, the large wall drawer pops clearly out. | The large wall lever moves clearly from the upper position to the lower position. | 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 ... | the stone door is raised fully open, the passage clear | the large wall drawer is popped clearly out of the wall | At the end, is the stone door open, or the drawer popped out? | the stone door is open | {"door.up": true, "drawer.out": false} | ||
B09-B | B09-A | data/cases/B09/input.png | escape_room | trigger_mechanism | {
"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_per... | mechanism_mode | DRAWER | DOOR | If the mechanism_mode is DOOR, the stone door rises fully open; if it is DRAWER, the large wall drawer pops clearly out. | The large wall lever moves clearly from the upper position to the lower position. | 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 NO... | the large wall drawer is popped clearly out of the wall | the stone door is raised fully open, the passage clear | At the end, is the stone door open, or the drawer popped out? | the drawer is popped out | {"door.up": false, "drawer.out": true} | ||
B10-A | B10-B | data/cases/B10/input.png | dungeon | trigger_mechanism | {
"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 fla... | lever_mode | BRIDGE | FIRE | If the lever_mode is BRIDGE, the stone drawbridge drops flat across the gap; if it is FIRE, both braziers burst into tall flames. | The stone lever is clearly pushed down. | 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 la... | the stone drawbridge lies flat across the gap | both large braziers burn with tall bright flames | At the end, is the drawbridge flat across the gap, or both braziers burning? | the drawbridge is down | {"bridge.down": true, "braziers.lit": false} | ||
B10-B | B10-A | data/cases/B10/input.png | dungeon | trigger_mechanism | {
"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 fla... | lever_mode | FIRE | BRIDGE | If the lever_mode is BRIDGE, the stone drawbridge drops flat across the gap; if it is FIRE, both braziers burst into tall flames. | The stone lever is clearly pushed down. | 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 fla... | both large braziers burn with tall bright flames | the stone drawbridge lies flat across the gap | At the end, is the drawbridge flat across the gap, or both braziers burning? | the braziers burn | {"bridge.down": false, "braziers.lit": true} | ||
B11-A | B11-B | data/cases/B11/input.png | sailing | trigger_mechanism | {
"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 wi... | nav_mode | SAIL | BEACON | If the nav_mode is SAIL, the main sail spreads fully out; if it is BEACON, the bow beacon glows strong green. | The large ship wheel clearly rotates clockwise by about a quarter turn. | 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 b... | the main sail is fully spread | the bow beacon glows strong green | At the end, is the main sail spread, or the beacon glowing green? | the sail is spread | {"sail.unfurled": true, "beacon.green": false} | ||
B11-B | B11-A | data/cases/B11/input.png | sailing | trigger_mechanism | {
"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 wi... | nav_mode | BEACON | SAIL | If the nav_mode is SAIL, the main sail spreads fully out; if it is BEACON, the bow beacon glows strong green. | The large ship wheel clearly rotates clockwise by about a quarter turn. | 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... | the bow beacon glows strong green | the main sail is fully spread | At the end, is the main sail spread, or the beacon glowing green? | the beacon glows green | {"sail.unfurled": false, "beacon.green": true} | ||
B12-A | B12-B | data/cases/B12/input.png | board_game | trigger_mechanism | {
"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",
... | board_mode | BRIDGE | TOWER | 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. | The large central board dial clearly rotates by about half a turn. | 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 ta... | the board bridge rises up over the board | a tall tower rises from the board corner | At the end, does the bridge rise, or the corner tower? | the bridge rises | {"bridge.up": true, "tower.up": false} | ||
B12-B | B12-A | data/cases/B12/input.png | board_game | trigger_mechanism | {
"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",
... | board_mode | TOWER | BRIDGE | 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. | The large central board dial clearly rotates by about half a turn. | 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 ... | a tall tower rises from the board corner | the board bridge rises up over the board | At the end, does the bridge rise, or the corner tower? | the tower rises | {"bridge.up": false, "tower.up": true} | ||
B13-A | B13-B | data/cases/B13/input.png | farming | trigger_mechanism | {
"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... | irrigation_mode | DOOR | LANTERN | If the irrigation_mode is DOOR, the greenhouse door swings wide open; if it is LANTERN, the barn lantern bursts into warm yellow light. | The large irrigation valve clearly rotates by about ninety degrees. | 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 poi... | the greenhouse door is wide open | the barn lantern burns with a bright warm yellow flame | At the end, is the greenhouse door open, or the barn lantern lit? | the greenhouse door is open | {"greenhouse.open": true, "lantern.lit": false} | ||
B13-B | B13-A | data/cases/B13/input.png | farming | trigger_mechanism | {
"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... | irrigation_mode | LANTERN | DOOR | If the irrigation_mode is DOOR, the greenhouse door swings wide open; if it is LANTERN, the barn lantern bursts into warm yellow light. | The large irrigation valve clearly rotates by about ninety degrees. | 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 mus... | the barn lantern burns with a bright warm yellow flame | the greenhouse door is wide open | At the end, is the greenhouse door open, or the barn lantern lit? | the barn lantern is lit | {"greenhouse.open": false, "lantern.lit": true} | ||
B14-A | B14-B | data/cases/B14/input.png | ranch | trigger_mechanism | {
"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... | ranch_signal | ANIMALS | GATE | 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. | The player stays in place and strikes the large ranch bell once. | 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... | the two sheep stand right beside the front feed trough | the pen gate is wide open | At the end, are the sheep at the trough, or the pen gate open? | the sheep are at the trough | {"sheep.near": true, "gate.open": false} | ||
B14-B | B14-A | data/cases/B14/input.png | ranch | trigger_mechanism | {
"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... | ranch_signal | GATE | ANIMALS | 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. | The player stays in place and strikes the large ranch bell once. | 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 st... | the pen gate is wide open | the two sheep stand right beside the front feed trough | At the end, are the sheep at the trough, or the pen gate open? | the pen gate is open | {"sheep.near": false, "gate.open": true} | ||
B15-A | B15-B | data/cases/B15/input.png | camping | trigger_mechanism | {
"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,
... | camp_mode | TENT | LIGHTS | If the camp_mode is TENT, the tent entrance flap opens wide; if it is LIGHTS, all three camp lamps light up. | The large crank clearly rotates through one full turn. | 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 ... | the tent entrance flap is wide open | all three camp lamps glow bright | At the end, is the tent open, or the camp lamps lit? | the tent is open | {"tent.open": true, "lamps.lit": false} | ||
B15-B | B15-A | data/cases/B15/input.png | camping | trigger_mechanism | {
"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,
... | camp_mode | LIGHTS | TENT | If the camp_mode is TENT, the tent entrance flap opens wide; if it is LIGHTS, all three camp lamps light up. | The large crank clearly rotates through one full turn. | 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 w... | all three camp lamps glow bright | the tent entrance flap is wide open | At the end, is the tent open, or the camp lamps lit? | the lamps are lit | {"tent.open": false, "lamps.lit": true} | ||
B16-A | B16-B | data/cases/B16/input.png | shopkeeping | trigger_mechanism | {
"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_pl... | shop_mode | SHELF | SIGN | If the shop_mode is SHELF, the big shelf slides out toward the front; if it is SIGN, the shop sign glows bright yellow. | The player stays in place and presses the large floor pedal down. | 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 ... | the big shelf is slid out toward the front | the hanging shop sign glows bright yellow | At the end, is the shelf slid out, or the sign glowing yellow? | the shelf is out | {"shelf.out": true, "sign.yellow": false} | ||
B16-B | B16-A | data/cases/B16/input.png | shopkeeping | trigger_mechanism | {
"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_pl... | shop_mode | SIGN | SHELF | If the shop_mode is SHELF, the big shelf slides out toward the front; if it is SIGN, the shop sign glows bright yellow. | The player stays in place and presses the large floor pedal down. | 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 sh... | the hanging shop sign glows bright yellow | the big shelf is slid out toward the front | At the end, is the shelf slid out, or the sign glowing yellow? | the sign glows yellow | {"shelf.out": false, "sign.yellow": true} | ||
B17-A | B17-B | data/cases/B17/input.png | card_game | trigger_mechanism | {
"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... | table_mode | CARD | FLAG | If the table_mode is CARD, the giant card flips face up; if it is FLAG, the red flag rises high on the flagpole. | The player presses the large button on the edge of the card table. | 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... | the giant card lies face up showing its illustrated front | the large red flag is raised high on the side flagpole | At the end, is the giant card face up, or the red flag raised? | the card is face up | {"card.face": "up", "flag.up": false} | ||
B17-B | B17-A | data/cases/B17/input.png | card_game | trigger_mechanism | {
"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... | table_mode | FLAG | CARD | If the table_mode is CARD, the giant card flips face up; if it is FLAG, the red flag rises high on the flagpole. | The player presses the large button on the edge of the card table. | 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 poi... | the large red flag is raised high on the side flagpole | the giant card lies face up showing its illustrated front | At the end, is the giant card face up, or the red flag raised? | the flag is raised | {"card.face": "down", "flag.up": true} | ||
B18-A | B18-B | data/cases/B18/input.png | detective | trigger_mechanism | {
"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,
... | evidence_mode | CABINET | LAMP | If the evidence_mode is CABINET, both evidence cabinet doors open wide; if it is LAMP, the desk lamp glows strong blue. | The large evidence-room dial clearly rotates by about half a turn. | 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 p... | the evidence cabinet doors are both wide open | the large desk lamp glows strong blue | At the end, is the cabinet open, or the desk lamp glowing blue? | the cabinet is open | {"cabinet.open": true, "lamp.blue": false} | ||
B18-B | B18-A | data/cases/B18/input.png | detective | trigger_mechanism | {
"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,
... | evidence_mode | LAMP | CABINET | If the evidence_mode is CABINET, both evidence cabinet doors open wide; if it is LAMP, the desk lamp glows strong blue. | The large evidence-room dial clearly rotates by about half a turn. | 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 evide... | the large desk lamp glows strong blue | the evidence cabinet doors are both wide open | At the end, is the cabinet open, or the desk lamp glowing blue? | the lamp glows blue | {"cabinet.open": false, "lamp.blue": true} | ||
B19-A | B19-B | data/cases/B19/input.png | magic_academy | trigger_cast | {
"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_play... | element | ICE | FIRE | If the element is ICE, the stone fountain freezes over with blue ice; if it is FIRE, the iron brazier bursts into red flames. | The wizard stays in place and makes one clear wand-casting sweep. | 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 ... | the wide fountain is frozen over with solid blue ice | the heavy iron brazier burns with large bright red flames | At the end, is the fountain frozen in blue ice, or the brazier burning? | blue ice covers the fountain | {"fountain.frozen": true, "brazier.lit": false} | ||
B19-B | B19-A | data/cases/B19/input.png | magic_academy | trigger_cast | {
"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_play... | element | FIRE | ICE | If the element is ICE, the stone fountain freezes over with blue ice; if it is FIRE, the iron brazier bursts into red flames. | The wizard stays in place and makes one clear wand-casting sweep. | 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 heavy iron brazier burns with large bright red flames | the wide fountain is frozen over with solid blue ice | At the end, is the fountain frozen in blue ice, or the brazier burning? | red flames in the brazier | {"fountain.frozen": false, "brazier.lit": true} | ||
B20-A | B20-B | data/cases/B20/input.png | turn_combat | trigger_cast | {
"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 rai... | enemy_reaction | SHIELD | ARMOR | 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. | The player stays in place and performs one large, clear sword-swing attack. | 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-o... | the enemy's large round shield is cracked apart and broken | the enemy's plate armor is covered with a thick layer of blue ice | At the end, is the shield broken, or the armor ice-covered? | the shield is broken | {"shield.state": "broken", "armor.state": "normal"} | ||
B20-B | B20-A | data/cases/B20/input.png | turn_combat | trigger_cast | {
"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 rai... | enemy_reaction | ARMOR | SHIELD | 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. | The player stays in place and performs one large, clear sword-swing attack. | 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-outcom... | the enemy's plate armor is covered with a thick layer of blue ice | the enemy's large round shield is cracked apart and broken | At the end, is the shield broken, or the armor ice-covered? | the armor is ice-covered | {"shield.state": "whole", "armor.state": "frozen"} | ||
B21-A | B21-B | data/cases/B21/input.png | dungeon | trigger_cast | {
"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": tru... | curse_mode | STATUE | GATE | 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. | The player raises the staff and makes one clear downward casting sweep. | 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 NO... | the skull statue is cracked apart into two pieces | the big stone door is wide open | At the end, is the statue cracked apart, or the stone door open? | the statue is cracked | {"statue.state": "cracked", "door.open": false} | ||
B21-B | B21-A | data/cases/B21/input.png | dungeon | trigger_cast | {
"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": tru... | curse_mode | GATE | STATUE | 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. | The player raises the staff and makes one clear downward casting sweep. | 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 an... | the big stone door is wide open | the skull statue is cracked apart into two pieces | At the end, is the statue cracked apart, or the stone door open? | the door is open | {"statue.state": "whole", "door.open": true} | ||
B22-A | B22-B | data/cases/B22/input.png | healer | trigger_cast | {
"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 heale... | heal_route | PATIENT | PLANT | 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. | The healer raises the healing staff and releases one clearly visible pulse of energy. | 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 co... | the patient is surrounded by a large bright green glowing aura | the potted plant bears one large open white flower | At the end, does the patient have a green aura, or a white flower on the plant? | a green aura on the patient | {"patient.aura": true, "plant.bloomed": false} | ||
B22-B | B22-A | data/cases/B22/input.png | healer | trigger_cast | {
"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 heale... | heal_route | PLANT | PATIENT | 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. | The healer raises the healing staff and releases one clearly visible pulse of energy. | 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... | the potted plant bears one large open white flower | the patient is surrounded by a large bright green glowing aura | At the end, does the patient have a green aura, or a white flower on the plant? | a white flower on the plant | {"patient.aura": false, "plant.bloomed": true} | ||
B23-A | B23-B | data/cases/B23/input.png | survival | trigger_cast | {
"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... | survival_mode | LOG | FIRE | If the survival_mode is LOG, the stump splits into two halves; if it is FIRE, the campfire behind bursts into tall flames. | The player stays in place and performs one clear downward axe swing. | 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 ca... | the large wood stump is split into two halves | the campfire burns with tall bright flames | At the end, is the stump split, or the campfire burning? | the stump is split | {"stump.state": "split", "fire.lit": false} | ||
B23-B | B23-A | data/cases/B23/input.png | survival | trigger_cast | {
"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... | survival_mode | FIRE | LOG | If the survival_mode is LOG, the stump splits into two halves; if it is FIRE, the campfire behind bursts into tall flames. | The player stays in place and performs one clear downward axe swing. | 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 happ... | the campfire burns with tall bright flames | the large wood stump is split into two halves | At the end, is the stump split, or the campfire burning? | the campfire burns | {"stump.state": "whole", "fire.lit": true} | ||
B24-A | B24-B | data/cases/B24/input.png | museum | trigger_cast | {
"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_per... | scan_mode | PATTERN | CASE | If the scan_mode is PATTERN, large blue tracery covers the statue; if it is CASE, the glass case rises high and open. | The player raises the scanner toward the statue and emits one clearly visible scanning beam. | 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... | the statue surface is covered with large blue glowing tracery | the glass display case is raised high and open above its base | At the end, does the statue show blue tracery, or is the case raised open? | blue tracery on the statue | {"statue.pattern": true, "case.up": false} | ||
B24-B | B24-A | data/cases/B24/input.png | museum | trigger_cast | {
"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_per... | scan_mode | CASE | PATTERN | If the scan_mode is PATTERN, large blue tracery covers the statue; if it is CASE, the glass case rises high and open. | The player raises the scanner toward the statue and emits one clearly visible scanning beam. | 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 ha... | the glass display case is raised high and open above its base | the statue surface is covered with large blue glowing tracery | At the end, does the statue show blue tracery, or is the case raised open? | the case is raised open | {"statue.pattern": false, "case.up": true} | ||
B25-A | B25-B | data/cases/B25/input.png | open_world | trigger_cast | {
"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_p... | relic_mode | MONOLITH | TORCHES | If the relic_mode is MONOLITH, the whole monolith glows strong purple; if it is TORCHES, both fire towers burst into large flames. | The player stays in place, clearly draws the bow, and releases once. | 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... | the whole monolith glows strong purple | both fire towers burn with large bright flames | At the end, does the monolith glow purple, or do both towers burn? | the monolith glows purple | {"monolith.lit": true, "towers.lit": false} | ||
B25-B | B25-A | data/cases/B25/input.png | open_world | trigger_cast | {
"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_p... | relic_mode | TORCHES | MONOLITH | If the relic_mode is MONOLITH, the whole monolith glows strong purple; if it is TORCHES, both fire towers burst into large flames. | The player stays in place, clearly draws the bow, and releases once. | 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 ... | both fire towers burn with large bright flames | the whole monolith glows strong purple | At the end, does the monolith glow purple, or do both towers burn? | both towers burn | {"monolith.lit": false, "towers.lit": true} | ||
B26-A | B26-B | data/cases/B26/input.png | stealth | trigger_gesture | {
"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: t... | security_mode | GUARD | ALARM | If the security_mode is GUARD, the guard walks up to the near foreground; if it is ALARM, the alarm lamp flashes bright red. | The player stays behind the cover and performs one clear whistling gesture. | 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 ... | the guard stands in the near foreground beside the cover | the large alarm lamp flashes bright red | At the end, is the guard in the foreground, or the alarm lamp flashing red? | the guard is in the foreground | {"guard.near": true, "alarm.red": false} | ||
B26-B | B26-A | data/cases/B26/input.png | stealth | trigger_gesture | {
"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: t... | security_mode | ALARM | GUARD | If the security_mode is GUARD, the guard walks up to the near foreground; if it is ALARM, the alarm lamp flashes bright red. | The player stays behind the cover and performs one clear whistling gesture. | 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 po... | the large alarm lamp flashes bright red | the guard stands in the near foreground beside the cover | At the end, is the guard in the foreground, or the alarm lamp flashing red? | the alarm flashes red | {"guard.near": false, "alarm.red": true} | ||
B27-A | B27-B | data/cases/B27/input.png | ranch | trigger_gesture | {
"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 ra... | whistle_mode | HERD | BARN | 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. | The player stays in place and performs one clear whistling gesture. | 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... | the two sheep stand close beside the player | the big barn door is wide open | At the end, are the sheep close to the player, or the barn door open? | the sheep are close | {"sheep.near": true, "barn.open": false} | ||
B27-B | B27-A | data/cases/B27/input.png | ranch | trigger_gesture | {
"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 ra... | whistle_mode | BARN | HERD | 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. | The player stays in place and performs one clear whistling gesture. | 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... | the big barn door is wide open | the two sheep stand close beside the player | At the end, are the sheep close to the player, or the barn door open? | the barn door is open | {"sheep.near": false, "barn.open": true} | ||
B28-A | B28-B | data/cases/B28/input.png | sailing | trigger_mechanism | {
"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,
... | ship_signal | SAIL | LIGHT | If the ship_signal is SAIL, the main sail spreads fully out; if it is LIGHT, the stern signal lamp glows bright red. | The player strikes the large deck bell once. | 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 brigh... | the main sail is fully spread | the stern signal lamp glows bright red | At the end, is the main sail spread, or the stern lamp glowing red? | the sail is spread | {"sail.unfurled": true, "lamp.red": false} | ||
B28-B | B28-A | data/cases/B28/input.png | sailing | trigger_mechanism | {
"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,
... | ship_signal | LIGHT | SAIL | If the ship_signal is SAIL, the main sail spreads fully out; if it is LIGHT, the stern signal lamp glows bright red. | The player strikes the large deck bell once. | 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 f... | the stern signal lamp glows bright red | the main sail is fully spread | At the end, is the main sail spread, or the stern lamp glowing red? | the stern lamp glows red | {"sail.unfurled": false, "lamp.red": true} | ||
B29-A | B29-B | data/cases/B29/input.png | cooking | trigger_mechanism | {
"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... | kitchen_mode | OVEN | POT | 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. | The player presses the large kitchen service bell once. | 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 th... | the big oven door is wide open | the broth in the large pot is vivid fresh red | At the end, is the oven open, or the broth red? | the oven is open | {"oven.open": true, "soup.red": false} | ||
B29-B | B29-A | data/cases/B29/input.png | cooking | trigger_mechanism | {
"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... | kitchen_mode | POT | OVEN | 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. | The player presses the large kitchen service bell once. | 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... | the broth in the large pot is vivid fresh red | the big oven door is wide open | At the end, is the oven open, or the broth red? | the broth is red | {"oven.open": false, "soup.red": true} | ||
B30-A | B30-B | data/cases/B30/input.png | shopkeeping | trigger_gesture | {
"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... | store_scene | SHELF | SIGN | If the store_scene is SHELF, the large shelf slides out toward the front; if it is SIGN, the top sign glows bright green. | The player stays in place and performs one clear clap. | 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 large shelf is slid out toward the front | the top sign panel glows bright green | At the end, is the shelf slid out, or the sign glowing green? | the shelf is out | {"shelf.out": true, "sign.green": false} | ||
B30-B | B30-A | data/cases/B30/input.png | shopkeeping | trigger_gesture | {
"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... | store_scene | SIGN | SHELF | If the store_scene is SHELF, the large shelf slides out toward the front; if it is SIGN, the top sign glows bright green. | The player stays in place and performs one clear clap. | 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... | the top sign panel glows bright green | the large shelf is slid out toward the front | At the end, is the shelf slid out, or the sign glowing green? | the sign glows green | {"shelf.out": false, "sign.green": true} | ||
B31-A | B31-B | data/cases/B31/input.png | farming | trigger_zone | {
"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 thir... | field_mode | WATER | SCARECROW | 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. | The player stays in place and presses the large floor pedal down. | 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 sc... | fast flowing water fills the field channel | the scarecrow's arms stick out level and horizontal | At the end, does the channel flow with water, or do the scarecrow's arms stick out horizontal? | water fills the channel | {"channel.flowing": true, "scarecrow.arms": false} | ||
B31-B | B31-A | data/cases/B31/input.png | farming | trigger_zone | {
"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 thir... | field_mode | SCARECROW | WATER | 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. | The player stays in place and presses the large floor pedal down. | 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-outcom... | the scarecrow's arms stick out level and horizontal | fast flowing water fills the field channel | At the end, does the channel flow with water, or do the scarecrow's arms stick out horizontal? | the scarecrow's arms are out | {"channel.flowing": false, "scarecrow.arms": true} | ||
B32-A | B32-B | data/cases/B32/input.png | escape_room | trigger_zone | {
"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_pers... | floor_mode | DOOR | PANEL | If the floor_mode is DOOR, the stone door rises fully open; if it is PANEL, the wall panel rotates half a turn. | The player takes one short step forward onto the center of the large pressure plate. | 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 p... | the stone door is raised fully open, the passage clear | the wall panel is rotated half a turn onto its side | At the end, is the stone door open, or the wall panel rotated? | the stone door is open | {"door.up": true, "panel.turned": false} | ||
B32-B | B32-A | data/cases/B32/input.png | escape_room | trigger_zone | {
"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_pers... | floor_mode | PANEL | DOOR | If the floor_mode is DOOR, the stone door rises fully open; if it is PANEL, the wall panel rotates half a turn. | The player takes one short step forward onto the center of the large pressure plate. | 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 a... | the wall panel is rotated half a turn onto its side | the stone door is raised fully open, the passage clear | At the end, is the stone door open, or the wall panel rotated? | the panel is rotated | {"door.up": false, "panel.turned": true} | ||
B33-A | B33-B | data/cases/B33/input.png | magic_academy | trigger_zone | {
"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... | circle_mode | CRYSTAL | BOOKS | If the circle_mode is CRYSTAL, the large crystal floats up glowing blue; if it is BOOKS, all the shelf books flip open. | The player takes one short step forward into the magic circle. | 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 p... | the large crystal floats high in the air glowing blue | the books on the shelves are all open with spread pages | At the end, does the crystal float glowing, or are the books open? | the crystal floats glowing | {"crystal.up": true, "books.open": false} | ||
B33-B | B33-A | data/cases/B33/input.png | magic_academy | trigger_zone | {
"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... | circle_mode | BOOKS | CRYSTAL | If the circle_mode is CRYSTAL, the large crystal floats up glowing blue; if it is BOOKS, all the shelf books flip open. | The player takes one short step forward into the magic circle. | 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 ... | the books on the shelves are all open with spread pages | the large crystal floats high in the air glowing blue | At the end, does the crystal float glowing, or are the books open? | the books are open | {"crystal.up": false, "books.open": true} | ||
B34-A | B34-B | data/cases/B34/input.png | camping | trigger_zone | {
"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": tru... | camp_trigger | FIRE | TENT | If the camp_trigger is FIRE, the campfire bursts into tall flames; if it is TENT, the tent entrance flap opens wide. | The player takes one short step forward into the circular campsite marker. | 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... | the campfire burns with tall bright flames | the tent entrance flap is wide open | At the end, is the campfire burning, or the tent open? | the campfire burns | {"fire.lit": true, "tent.open": false} | ||
B34-B | B34-A | data/cases/B34/input.png | camping | trigger_zone | {
"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": tru... | camp_trigger | TENT | FIRE | If the camp_trigger is FIRE, the campfire bursts into tall flames; if it is TENT, the tent entrance flap opens wide. | The player takes one short step forward into the circular campsite marker. | 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 tent entrance flap is wide open | the campfire burns with tall bright flames | At the end, is the campfire burning, or the tent open? | the tent is open | {"fire.lit": false, "tent.open": true} | ||
B35-A | B35-B | data/cases/B35/input.png | museum | trigger_zone | {
"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"... | gallery_mode | STATUE | CURTAIN | If the gallery_mode is STATUE, the statue rotates a quarter turn; if it is CURTAIN, the back curtain pulls fully open. | The player takes one short step forward onto the large gallery floor marker. | 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 p... | the statue is rotated a quarter turn to the side | the curtain is pulled fully open to the sides | At the end, is the statue rotated, or the curtain open? | the statue is rotated | {"statue.turned": true, "curtain.open": false} | ||
B35-B | B35-A | data/cases/B35/input.png | museum | trigger_zone | {
"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"... | gallery_mode | CURTAIN | STATUE | If the gallery_mode is STATUE, the statue rotates a quarter turn; if it is CURTAIN, the back curtain pulls fully open. | The player takes one short step forward onto the large gallery floor marker. | 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 ... | the curtain is pulled fully open to the sides | the statue is rotated a quarter turn to the side | At the end, is the statue rotated, or the curtain open? | the curtain is open | {"statue.turned": false, "curtain.open": true} | ||
B36-A | B36-B | data/cases/B36/input.png | open_world | trigger_zone | {
"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_pl... | zone_mode | PILLARS | FOUNTAIN | 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. | The player takes one short step forward across the ruin entrance line. | 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 h... | both stone pillars stand tall, risen from the ground | the fountain jets a tall plume of water | At the end, are the pillars risen tall, or the fountain jetting water? | the pillars are risen | {"pillars.up": true, "fountain.running": false} | ||
B36-B | B36-A | data/cases/B36/input.png | open_world | trigger_zone | {
"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_pl... | zone_mode | FOUNTAIN | PILLARS | 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. | The player takes one short step forward across the ruin entrance line. | 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 ... | the fountain jets a tall plume of water | both stone pillars stand tall, risen from the ground | At the end, are the pillars risen tall, or the fountain jetting water? | the fountain jets water | {"pillars.up": false, "fountain.running": true} | ||
B37-A | B37-B | data/cases/B37/input.png | cooking | trigger_gesture | {
"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_... | recipe_mode | SOUP | OVEN | 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. | The chef stays in place and raises one hand in a clear start gesture. | 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 p... | the broth in the large pot is vivid green | bright orange flames rise from the oven top | At the end, is the broth green, or orange flames on the oven top? | the broth is green | {"soup.green": true, "oven.flame": false} |
End of preview. Expand in Data Studio
StateWorldModel — assets & benchmark dataset
Companion data for the code release of "State World Models: Execute the Rules, Generate the Pixels" (StatefulHarness + WorldState-Bench). One repo, two independent subtrees — download only what you need:
| Subtree | Size | What it is |
|---|---|---|
assets/ |
~94 MB | First-frame images for the 20 games of StatefulHarness (agentic_game/): assets/adv/<character>/ (story games), assets/duel/ (combat), assets/openworld/ (6 scenes) — consumed by the game code, fetched via download_assets.py |
data/cases/ |
~63 MB | WorldState-Bench: 50 counterfactual hidden-state twin pairs (B01–B50, 100 clips) — shared FLUX.2 first frame + executable rule program + pre-written judge questions per twin |
data/cases.parquet |
4 MB | Flattened metadata table (one row per twin, 100 rows) with an embedded 640px first-frame preview per row (preview); the full-resolution frame is at image_path — the dataset-viewer table |
Both subtrees mirror the layout of the code repository, so the in-repo downloaders place files where the code expects them:
# inside a checkout of the code repository
cd agentic_game && python download_assets.py # → agentic_game/assets/
cd worldstate_bench && python download_data.py # → worldstate_bench/data/cases/
Mirrored on ModelScope: Louis0411/StateWorldModel
(same layout; download with the modelscope SDK if that is more convenient).
Dataset structure (WorldState-Bench)
Each data/cases/B*/ folder is one counterfactual pair:
input.png— the shared first frame (FLUX.2, 1280×720, audited so that no visual cue reveals the hidden value; EXIF carries seed/steps/gate)case_A.json/case_B.json— the two twin records: instruction, hidden state, executable rule (DSL), gold endings, and the pre-written fixed-choice judge questions. Expected outcomes are derived mechanically from the rule program (no human-written gold).card_A.txt/card_B.txt— human/model-readable cards
Field-by-field schema, the generation pipeline, and the evaluation protocol:
see README.md / USAGE.md in the worldstate_bench/ folder of the code
repository.
License / terms
- Code (the companion repository): Apache-2.0.
- The first frames in
data/cases/(and the adv/openworld images inassets/) are generated with FLUX.2-dev; the FLUX.2 [dev] Non-Commercial License governs these derived images. - Baseline wrapper code in the repository that adapts HunyuanVideo-1.5 retains the Tencent Hunyuan community license header.
Citation
@inproceedings{stateworldmodels2027,
title = {State World Models: Execute the Rules, Generate the Pixels},
author = {Anonymous},
booktitle = {Under review at ICLR 2027},
year = {2027}
}
TODO: replace with the camera-ready entry on acceptance.
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