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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 in assets/) 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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