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The dataset generation failed because of a cast error
Error code: DatasetGenerationCastError
Exception: DatasetGenerationCastError
Message: An error occurred while generating the dataset
All the data files must have the same columns, but at some point there are 7 new columns ({'correct_5000', 'real_video', 'correct_13000', 'trend_score', 'correct_37000', 'correct_21000', 'correct_29000'})
This happened while the csv dataset builder was generating data using
hf://datasets/DANNY621/SF_Baseline_Test/test_set_dim_b_curated_99_trend.csv (at revision f214fe44c250126db20fc4a4d9782fd168e8c152), [/tmp/hf-datasets-cache/medium/datasets/98438823492471-config-parquet-and-info-DANNY621-SF_Baseline_Test-d84b826c/hub/datasets--DANNY621--SF_Baseline_Test/snapshots/f214fe44c250126db20fc4a4d9782fd168e8c152/test_set_dim_b.csv (origin=hf://datasets/DANNY621/SF_Baseline_Test@f214fe44c250126db20fc4a4d9782fd168e8c152/test_set_dim_b.csv), /tmp/hf-datasets-cache/medium/datasets/98438823492471-config-parquet-and-info-DANNY621-SF_Baseline_Test-d84b826c/hub/datasets--DANNY621--SF_Baseline_Test/snapshots/f214fe44c250126db20fc4a4d9782fd168e8c152/test_set_dim_b_curated_99_trend.csv (origin=hf://datasets/DANNY621/SF_Baseline_Test@f214fe44c250126db20fc4a4d9782fd168e8c152/test_set_dim_b_curated_99_trend.csv)]
Please either edit the data files to have matching columns, or separate them into different configurations (see docs at https://hf.co/docs/hub/datasets-manual-configuration#multiple-configurations)
Traceback: Traceback (most recent call last):
File "/usr/local/lib/python3.12/site-packages/datasets/builder.py", line 1800, in _prepare_split_single
writer.write_table(table)
File "/usr/local/lib/python3.12/site-packages/datasets/arrow_writer.py", line 765, in write_table
self._write_table(pa_table, writer_batch_size=writer_batch_size)
File "/usr/local/lib/python3.12/site-packages/datasets/arrow_writer.py", line 773, in _write_table
pa_table = table_cast(pa_table, self._schema)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/usr/local/lib/python3.12/site-packages/datasets/table.py", line 2321, in table_cast
return cast_table_to_schema(table, schema)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/usr/local/lib/python3.12/site-packages/datasets/table.py", line 2249, in cast_table_to_schema
raise CastError(
datasets.table.CastError: Couldn't cast
run_id: string
category: string
first_frame_png: string
actions: string
prompt: string
strategy: string
num_frames: int64
trend_score: int64
correct_5000: int64
correct_13000: int64
correct_21000: int64
correct_29000: int64
correct_37000: int64
real_video: string
-- schema metadata --
pandas: '{"index_columns": [{"kind": "range", "name": null, "start": 0, "' + 1929
to
{'run_id': Value('string'), 'category': Value('string'), 'first_frame_png': Value('string'), 'actions': Value('string'), 'prompt': Value('string'), 'strategy': Value('string'), 'num_frames': Value('int64')}
because column names don't match
During handling of the above exception, another exception occurred:
Traceback (most recent call last):
File "/src/services/worker/src/worker/job_runners/config/parquet_and_info.py", line 1347, in compute_config_parquet_and_info_response
parquet_operations = convert_to_parquet(builder)
^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/src/services/worker/src/worker/job_runners/config/parquet_and_info.py", line 980, in convert_to_parquet
builder.download_and_prepare(
File "/usr/local/lib/python3.12/site-packages/datasets/builder.py", line 882, in download_and_prepare
self._download_and_prepare(
File "/usr/local/lib/python3.12/site-packages/datasets/builder.py", line 943, in _download_and_prepare
self._prepare_split(split_generator, **prepare_split_kwargs)
File "/usr/local/lib/python3.12/site-packages/datasets/builder.py", line 1646, in _prepare_split
for job_id, done, content in self._prepare_split_single(
^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/usr/local/lib/python3.12/site-packages/datasets/builder.py", line 1802, in _prepare_split_single
raise DatasetGenerationCastError.from_cast_error(
datasets.exceptions.DatasetGenerationCastError: An error occurred while generating the dataset
All the data files must have the same columns, but at some point there are 7 new columns ({'correct_5000', 'real_video', 'correct_13000', 'trend_score', 'correct_37000', 'correct_21000', 'correct_29000'})
This happened while the csv dataset builder was generating data using
hf://datasets/DANNY621/SF_Baseline_Test/test_set_dim_b_curated_99_trend.csv (at revision f214fe44c250126db20fc4a4d9782fd168e8c152), [/tmp/hf-datasets-cache/medium/datasets/98438823492471-config-parquet-and-info-DANNY621-SF_Baseline_Test-d84b826c/hub/datasets--DANNY621--SF_Baseline_Test/snapshots/f214fe44c250126db20fc4a4d9782fd168e8c152/test_set_dim_b.csv (origin=hf://datasets/DANNY621/SF_Baseline_Test@f214fe44c250126db20fc4a4d9782fd168e8c152/test_set_dim_b.csv), /tmp/hf-datasets-cache/medium/datasets/98438823492471-config-parquet-and-info-DANNY621-SF_Baseline_Test-d84b826c/hub/datasets--DANNY621--SF_Baseline_Test/snapshots/f214fe44c250126db20fc4a4d9782fd168e8c152/test_set_dim_b_curated_99_trend.csv (origin=hf://datasets/DANNY621/SF_Baseline_Test@f214fe44c250126db20fc4a4d9782fd168e8c152/test_set_dim_b_curated_99_trend.csv)]
Please either edit the data files to have matching columns, or separate them into different configurations (see docs at https://hf.co/docs/hub/datasets-manual-configuration#multiple-configurations)Need help to make the dataset viewer work? Make sure to review how to configure the dataset viewer, and open a discussion for direct support.
run_id string | category string | first_frame_png string | actions string | prompt string | strategy string | num_frames int64 |
|---|---|---|---|---|---|---|
Control_clip_0000 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0000.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0000/actions.parquet | NPC: Active_Behavior(Jump Left: Executes an aerial jump towards the left side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block:... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0001 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0001.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0001/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Co... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0002 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0002.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0002/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Evade: Passively avoids an incoming attack or projectile.), Strategy(Control: Manages spa... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0003 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0003.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0003/actions.parquet | NPC: Active_Behavior(Walk Right: Moves character towards the right side of the screen.; Walk Left: Moves character towards the left side of the screen.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Evade: Passively avoids an incoming attack or projectile.; Id... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0004 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0004.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0004/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Co... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0005 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0005.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0005/actions.parquet | NPC: Active_Behavior(Walk Right: Moves character towards the right side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0006 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0006.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0006/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Jump Right: Executes an aerial jump towards the right side of the screen.; Walk Left: Moves character towar... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0007 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0007.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0007/actions.parquet | NPC: Active_Behavior(Walk Right: Moves character towards the right side of the screen.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Uses range and zoning tools to... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0008 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0008.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0008/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Co... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0009 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0009.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0009/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Idl... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0010 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0010.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0010/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Walk Right: Moves character towards the right side of the screen.), Passive_Behavior(Evade: Passively avoid... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0011 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0011.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0011/actions.parquet | NPC: Active_Behavior(Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Walk Right: Moves character towards the right side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Idle: Stands perfectly... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0012 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0012.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0012/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Co... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0013 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0013.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0013/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Walk Right: Moves character towards the right side of the screen.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0014 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0014.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0014/actions.parquet | NPC: Active_Behavior(Jump In Place: Executes a neutral vertical jump into the air without horizontal movement.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Uses r... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0015 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0015.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0015/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.; Crouching Bl... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0016 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0016.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0016/actions.parquet | NPC: Active_Behavior(Jump In Place: Executes a neutral vertical jump into the air without horizontal movement.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavio... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0017 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0017.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0017/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Co... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0018 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0018.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0018/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Co... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0019 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0019.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0019/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Idl... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0020 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0020.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0020/actions.parquet | NPC: Active_Behavior(Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Walk Right: Moves character towards the right side of the screen.), Passive_Behavior(Standing Block: Passively guards against high or mid attacks while standing.; Idle: Stands perfectly still without any input, ... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0021 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0021.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0021/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Jump Right: Executes an aerial jump towards the right side of the screen.), Passive_Behavior(Evade: Passive... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0022 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0022.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0022/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Walk Right: Moves character towards the right side of the screen.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block: Passi... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0023 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0023.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0023/actions.parquet | NPC: Active_Behavior(Walk Right: Moves character towards the right side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0024 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0024.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0024/actions.parquet | NPC: Active_Behavior(Jump Right: Executes an aerial jump towards the right side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Bloc... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0025 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0025.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0025/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Walk Right: Moves character towards the right side of the screen.), Passive_Behavior(Idle: Stands perfectly... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0026 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0026.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0026/actions.parquet | NPC: Active_Behavior(Walk Left: Moves character towards the left side of the screen.; Walk Right: Moves character towards the right side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizont... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0027 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0027.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0027/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Idl... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0028 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0028.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0028/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Co... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0029 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0029.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0029/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Co... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0030 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0030.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0030/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Co... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0031 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0031.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0031/actions.parquet | NPC: Active_Behavior(Jump In Place: Executes a neutral vertical jump into the air without horizontal movement.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavio... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0032 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0032.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0032/actions.parquet | NPC: Active_Behavior(Jump Left: Executes an aerial jump towards the left side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Evade: Passively... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0033 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0033.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0033/actions.parquet | NPC: Active_Behavior(Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Wake Up: The recovery animation of standing back up after being knocked down.), Strategy(Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.) | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0034 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0034.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0034/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Idl... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0035 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0035.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0035/actions.parquet | NPC: Active_Behavior(Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Co... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0036 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0036.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0036/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(N/A), Strategy(Control: Balances offense and defense by controlling distance, neither rus... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0037 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0037.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0037/actions.parquet | NPC: Active_Behavior(Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Walk Right: Moves character towards the right side of the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Manages spacing with projectil... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0038 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0038.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0038/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.), St... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0039 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0039.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0039/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Idl... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0040 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0040.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0040/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.), St... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0041 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0041.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0041/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Idl... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0042 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0042.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0042/actions.parquet | NPC: Active_Behavior(Walk Left: Moves character towards the left side of the screen.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Balances offense and defense by ... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0043 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0043.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0043/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Walk Right: Moves character towards the right side of the screen.), Passive_Behavior(Crouching Block: Passi... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0044 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0044.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0044/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Co... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0045 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0045.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0045/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Jump In Place: Executes a neutral vertical jump into the air without horizontal movement.), Passive_Behavio... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0046 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0046.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0046/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Idl... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0047 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0047.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0047/actions.parquet | NPC: Active_Behavior(Jump In Place: Executes a neutral vertical jump into the air without horizontal movement.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavio... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0048 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0048.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0048/actions.parquet | NPC: Active_Behavior(Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions.) | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0049 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0049.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0049/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Walk Left: Moves character towards the left side of the screen.), Passive_Behavior(Idle: Stands perfectly s... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0050 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0050.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0050/actions.parquet | NPC: Active_Behavior(Walk Left: Moves character towards the left side of the screen.; Walk Right: Moves character towards the right side of the screen.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for a... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0051 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0051.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0051/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Walk Right: Moves character towards the right side of the screen.), Passive_Behavior(Evade: Passively avoid... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0052 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0052.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0052/actions.parquet | NPC: Active_Behavior(Walk Right: Moves character towards the right side of the screen.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Walk Left: Moves character towards the left side of the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for a... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0053 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0053.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0053/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Walk Right: Moves character towards the right side of the screen.), Passive_Behavior(Crouching Block: Passi... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0054 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0054.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0054/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Co... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0055 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0055.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0055/actions.parquet | NPC: Active_Behavior(Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions.) | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0056 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0056.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0056/actions.parquet | NPC: Active_Behavior(Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Walk Right: Moves character towards the right side of the screen.; Walk Left: Moves character towards the left side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0057 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0057.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0057/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Co... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0058 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0058.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0058/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.; Standing Blo... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0059 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0059.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0059/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Walk Left: Moves character towards the left side of the screen.), Passive_Behavior(Idle: Stands perfectly s... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0060 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0060.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0060/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.), St... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0061 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0061.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0061/actions.parquet | NPC: Active_Behavior(Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement.) | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0062 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0062.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0062/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Idl... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0063 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0063.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0063/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.), St... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0064 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0064.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0064/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Idl... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0065 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0065.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0065/actions.parquet | NPC: Active_Behavior(Walk Right: Moves character towards the right side of the screen.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(N/A), Strategy(Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.) | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0066 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0066.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0066/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Jump Right: Executes an aerial jump towards the right side of the screen.; Walk Left: Moves character towar... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0067 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0067.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0067/actions.parquet | NPC: Active_Behavior(Walk Right: Moves character towards the right side of the screen.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Balances offense and defense b... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0068 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0068.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0068/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Idl... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0069 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0069.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0069/actions.parquet | NPC: Active_Behavior(Walk Right: Moves character towards the right side of the screen.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Manages spacing with projectil... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0070 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0070.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0070/actions.parquet | NPC: Active_Behavior(Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.) | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0071 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0071.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0071/actions.parquet | NPC: Active_Behavior(Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Co... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0072 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0072.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0072/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Co... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0073 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0073.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0073/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.), St... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0074 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0074.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0074/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Walk Right: Moves character towards the right side of the screen.), Passive_Behavior(Idle: Stands perfectly... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0075 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0075.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0075/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Standing Block: Passively guards against high or mid attacks while standing.; Knockback: ... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0076 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0076.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0076/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Co... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0077 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0077.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0077/actions.parquet | NPC: Active_Behavior(Jump Left: Executes an aerial jump towards the left side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block:... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0078 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0078.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0078/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Idl... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0079 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0079.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0079/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Jump Right: Executes an aerial jump towards the right side of the screen.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Bloc... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0080 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0080.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0080/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Jump In Place: Executes a neutral vertical jump into the air without horizontal movement.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavio... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0081 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0081.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0081/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Evade: Passively avoids an incoming attack or projectile.), Strategy(Control: Manages spa... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0082 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0082.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0082/actions.parquet | NPC: Active_Behavior(Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions.) | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0083 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0083.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0083/actions.parquet | NPC: Active_Behavior(Walk Right: Moves character towards the right side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Evade: Passively avoid... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0084 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0084.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0084/actions.parquet | NPC: Active_Behavior(Walk Right: Moves character towards the right side of the screen.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Uses range and zoning tools to... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0085 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0085.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0085/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Walk Right: Moves character towards the right side of the screen.; Jump Right: Executes an aerial jump towa... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0086 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0086.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0086/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Idl... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0087 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0087.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0087/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Walk Right: Moves character towards the right side of the screen.), Passive_Behavior(Standing Block: Passiv... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0088 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0088.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0088/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Co... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0089 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0089.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0089/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Co... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0090 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0090.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0090/actions.parquet | NPC: Active_Behavior(Walk Left: Moves character towards the left side of the screen.; Walk Right: Moves character towards the right side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizont... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0091 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0091.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0091/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Walk Left: Moves character towards the left side of the screen.), Passive_Behavior(Idle: Stands perfectly s... | Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions. | 101 |
Control_clip_0092 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0092.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0092/actions.parquet | NPC: Active_Behavior(Walk Right: Moves character towards the right side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0093 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0093.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0093/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Walk Left: Moves character towards the left side of the screen.), Passive_Behavior(Idle: Stands perfectly s... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0094 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0094.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0094/actions.parquet | NPC: Active_Behavior(Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement.) | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0095 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0095.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0095/actions.parquet | NPC: Active_Behavior(Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Walk Right: Moves character towards the right side of the screen.; Walk Left: Moves character towards the left side of the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for a... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0096 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0096.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0096/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Idl... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0097 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0097.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0097/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Co... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
Control_clip_0098 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0098.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0098/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Co... | Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement. | 101 |
Control_clip_0099 | Control | /nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0099.png | /home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0099/actions.parquet | NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Idl... | Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling. | 101 |
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