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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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