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| # Ground truth | |
| Every reference tuple in this benchmark comes from the game itself — a replay parser or a pinned | |
| engine — never from a human annotator and never from a model. That is the property that makes the | |
| corpus extensible: a new held-out case costs compute, not labelling, so the 20 published cases per | |
| environment can be refreshed without renegotiating what a label means. | |
| Two mechanisms: | |
| | | How \\(V_t\\) is obtained | Environments | | |
| |---|---|---| | |
| | **Parser** | the game already computes the quantity; the adapter reads it out of the replay, demo, trace, or annotation | CS2, DOTA 2, SC2, GFootball, Badminton | | |
| | **Evaluator** | the game does not define a win probability, so a pinned engine supplies one for every prefix | Go, Chess, Gomoku, Doudizhu | | |
| A parser environment has no engine to pin and no evaluator noise — `score_after` in GFootball is | |
| the engine's own score. An evaluator environment has to pin the engine **and** its search budget, | |
| because a win probability is only reproducible at a fixed configuration; those pins are listed per | |
| environment below. | |
| Sources were last accessed **2026-09-04**. | |
| --- | |
| ## What every GT file contains | |
| ``` | |
| tasks/<game>/gt/<case_id>_gt.json | |
| ``` | |
| One file per case. The reference tuples live under `events` — **the same root key in all nine | |
| games**, and the same key an answer file uses — and each row carries T1's perception fields, T2's | |
| update label, and T3's resulting state side by side. Everything else in the | |
| file is provenance and is not scored: engine pins, thresholds, case type, per-class counts, audits. | |
| Each file also carries a top-level `_canary` string. Please keep it: it is how contamination gets | |
| detected later, and it costs a training pipeline nothing to drop these files. | |
| Row counts, which are also the strict-F1 denominators: | |
| | Game | Cases | Reference tuples | per case | | |
| |---|---|---|---| | |
| | Go | 20 | 5,516 | 276 | | |
| | CS2 | 20 | 3,703 | 185 | | |
| | Chess | 20 | 1,761 | 88 | | |
| | SC2 | 20 | 1,358 | 68 | | |
| | Badminton | 20 | 701 | 35 | | |
| | Gomoku | 20 | 808 | 40 | | |
| | DOTA 2 | 20 | 597 | 30 | | |
| | Doudizhu | 20 | 429 | 21 | | |
| | GFootball | 20 | 405 | 20 | | |
| | **Total** | **180** | **15,278** | | | |
| ### Two conventions that are easy to misread | |
| **A T1-only row is not a missing label.** Go and Chess emit `capture` rows alongside `move` rows. A | |
| capture is a perception event with no \\(V_t\\) update of its own — the move that caused it already | |
| carries that — so its `wr_swing` and `leader_after` are `null` by design (378 of 5,516 rows in Go, | |
| 331 of 1,761 in Chess). Those rows are scored at T1 and excluded from the T2/T3 denominators. | |
| **Doudizhu abstains near a band boundary.** A row whose label sits within 2σ of its band edge | |
| carries `null` on that tier and `t2_unresolved` / `t3_unresolved` set (79 rows at T2, 47 at T3, out | |
| of 429). The PIMC estimate cannot separate those from the other side of the band, so scoring them | |
| would be scoring sampling noise. The model **cannot tell which rows those are** and must answer | |
| every row — abstention removes undecidable labels from the numerator; it does not make the task | |
| easier. | |
| --- | |
| ## T3 is not one metric | |
| T3 asks the same question everywhere — *where does this leave the match* — but what counts as an | |
| answer follows the \\(V_t\\) of the environment: | |
| | T3 answer | Metric | Environments | | |
| |---|---|---| | |
| | a three-way class label | macro accuracy | Go, Chess, Gomoku, Doudizhu, DOTA 2, SC2 | | |
| | an exact integer score pair | exact-pair accuracy | GFootball, Badminton | | |
| | the cumulative score pair after the round | exact fraction | CS2 | | |
| `score.py` prints all three in one T3 column and each judge records which it computed. A class | |
| label where the score is the state would be a weaker question, and an exact pair where \\(V_t\\) is a | |
| win probability would be unanswerable. | |
| T2's class vocabulary is not uniform either — it is whatever a change in that \\(V_t\\) can be: | |
| `{A, B, equal}` on a win probability, four classes (`taken` / `extended` / `levelled` / `narrowed`) | |
| on a score differential, two (`T` / `CT`) on a CS2 round. Chance level therefore differs by game: | |
| 0.333 on three classes, 0.25 on four, 0.5 on two. Every judge macro-averages over per-class recall | |
| precisely so a constant answer lands on chance instead of on the majority share — which on Go's T2 | |
| would otherwise read **0.87** (4,481 of the 5,138 labelled rows are `equal`). | |
| --- | |
| ## Case stratification | |
| Cases are not a random sample of matches. Each environment selects 20 from a larger pool so the | |
| corpus contains matches that are hard for different reasons, and so no single class dominates the | |
| T2/T3 labels. Eight of the nine environments stratify by **trajectory shape**, derived from the \\(V_t\\) | |
| trajectory itself: | |
| - **blowout** — one side ahead essentially throughout | |
| - **tense** — repeated lead changes | |
| - **reversal** (CS2 and DOTA 2 call it **comeback**) — the eventual winner trailed | |
| | Game | blowout | tense | reversal / comeback | | |
| |---|---|---|---| | |
| | Go | 5 | 10 | 5 | | |
| | Chess | 3 | 11 | 6 | | |
| | Gomoku | 6 | 10 | 4 | | |
| | Doudizhu | 7 | 7 | 6 | | |
| | CS2 | 8 | 5 | 7 | | |
| | DOTA 2 | 7 | 6 | 7 | | |
| | GFootball | 7 | 6 | 7 | | |
| | Badminton | 6 | 7 | 7 | | |
| **SC2 is the exception** and its `CASE_TYPES.json` carries no trajectory label: resource-equivalent | |
| value rarely reverses inside a game, so within one match `leader_after` is effectively two-class | |
| {leader, equal} and a reversal class would be empty. It balances on **which side led** instead — 10 | |
| A-led and 10 B-led — which is what keeps its dataset-pooled T3 from collapsing onto one class | |
| (A 568 / B 531 / equal 259 across 1,358 events). | |
| **The rule that assigns a trajectory type is per-environment, not shared.** It depends on the shape | |
| of that \\(V_t\\): a score-difference \\(V_t\\) makes *reversal* nearly impossible to detect from a trough | |
| (GFootball uses "winner ever trailed" plus a peak threshold), while a win-probability \\(V_t\\) makes | |
| *blowout* the fragile one (Doudizhu keys on the winner-perspective trough at 0.12 / 0.22). Always | |
| smooth before taking an extremum. | |
| Six `CASE_TYPES.json` files carry numeric thresholds — Go, Chess, Gomoku, CS2, and DOTA 2 the stratification thresholds they used, SC2 its event-segmentation ones. Doudizhu carries the note that its thresholds are *fixed* across the corpus (re-tuning ε per case would stop macro accuracy being comparable between cases), and GFootball and Badminton record only the resulting distribution. All nine carry the per-case label (SC2's is `leading_side`). The \\(V_t\\) definition is in every game's `instruction.md` and in the per-environment sections below; `CASE_TYPES.json` repeats it for Doudizhu, GFootball, Badminton, and SC2. | |
| --- | |
| ## Per environment | |
| ### Go — board · evaluator | |
| | | | | |
| |---|---| | |
| | **Source** | SGF records via the OGS public API, fixture game 27400000 — <https://online-go.com> | | |
| | **GT mechanism** | evaluator. The adapter replays each move and evaluates **every prefix** | | |
| | **Engine pin** | KataGo, network `b18c384nbt`, **1600 visits** per position | | |
| | **\\(V_t\\)** | Black win probability, **±10 pp** dead band around 0.50 | | |
| | **Render** | plain 19×19 board, 612², 25 fps. No coordinates, move numbers, names, clocks, capture counters, komi, or evaluation bar | | |
| T1 is the move or capture with its time, colour, and board coordinate. T2 is the quantized signed | |
| change in Black's win rate caused by the move (`wr_swing`). T3 is the win-rate leader immediately | |
| after it (`leader_after`). Selection balances the winning colour 10 B / 10 W. | |
| Go is the largest environment by tuples per case (276), so it is where a model's ability to hold a | |
| whole match in view is most exposed — and where Protocol A's frame grid bites hardest. | |
| ### Chess — board · evaluator | |
| | | | | |
| |---|---| | |
| | **Source** | public Lichess game export, fixture `cZWtZEBE` — <https://lichess.org> | | |
| | **GT mechanism** | evaluator, per-ply, with real per-ply timing | | |
| | **Engine pin** | **Stockfish 18, depth 20**, value function `white_expected_score_wdl` | | |
| | **\\(V_t\\)** | White-oriented expected score / WDL, **±10 pp** band. Draws map to the neutral label | | |
| | **Render** | plain 8×8 board, 548², 1 fps. No coordinates, move numbers, names, clocks, result text, captured-piece tray, or evaluation bar | | |
| T1 records the **destination square only**, not the origin — the released contract is deliberately | |
| weaker than full move notation. T2 is the quantized change in the White-oriented value; T3 is the | |
| post-ply leader. | |
| The video is natively 1 fps because a ply is a discrete event; Protocol A's sampler is clamped by | |
| the container rate, so it never asks ffmpeg to fabricate frames here. | |
| ### Gomoku — board · evaluator | |
| | | | | |
| |---|---| | |
| | **Source** | competition PSQ records (Gomocup) | | |
| | **GT mechanism** | evaluator | | |
| | **Engine pin** | **Rapfi**, 1000 ms per turn, freestyle rule, `black_winrate_sigmoid_eval` (scaling factor 200) — <https://github.com/dhbloo/rapfi> | | |
| | **\\(V_t\\)** | **tempo-neutral** smoothed Black win probability, ±10 pp band | | |
| | **Render** | plain 15×15 board, 504², 25 fps. No coordinates, move numbers, names, clocks, or engine annotations | | |
| **Why the smoothing matters.** Gomoku is attack-dominant, so a raw side-to-move win rate swings | |
| back and forth with whose turn it is — a square wave that has nothing to do with who is actually | |
| ahead. Left alone it turns "who leads" into "who moves next", which is a **move-parity shortcut**, | |
| readable off the stone count with no understanding of the position. The release applies | |
| `v_smooth[t] = (v[t] + v[t-1]) / 2` (`trailing2_movepair`) to cancel it, then gates on terminal | |
| consistency. All 20 cases share that pin. | |
| ### Doudizhu — card · evaluator | |
| | | | | |
| |---|---| | |
| | **Source** | DouZero-WP greedy self-play deals (τ=0) — <https://github.com/kwai/DouZero>, weights at <https://huggingface.co/palemoky/douzero-baselines> | | |
| | **GT mechanism** | evaluator: **hidden-hand PIMC** — determinize, then roll out | | |
| | **Estimator** | adaptive **400–4000 worlds** per state, greedy rollouts with the released DouZero-WP policy. The PIMC estimator is part of this benchmark, not a DouZero component | | |
| | **\\(V_t\\)** | landlord win probability = fraction of sampled deals the landlord wins. Bands: landlord > 0.55, farmers < 0.45, else equal. T2 impact ε = 0.034, T3 band = 0.05 | | |
| | **Render** | tabletop, 1280×720, 24 fps. Landlord hand and the three bottom cards face up; **farmer hands face down**, showing only their counts. No numeric score, timer, move counter, or probability display | | |
| **Hiding the farmer hands is what makes \\(V_t\\) non-degenerate.** With every hand visible the value is | |
| close to a deterministic function of the cards, and the task collapses into card counting. The | |
| evaluator is given exactly the landlord's information set — own hand, the bottom three, all plays | |
| so far, and both farmer card *counts* — and samples uniformly from the deals consistent with it. | |
| That leaves one shortcut worth naming, because it is the one a model will find: *"whoever holds | |
| fewer cards is ahead."* Card counts are public, so it is tempting. Measured over 9,954 events, it | |
| buys only **+0.05–0.09** macro accuracy and is at its worst in the endgame — exactly when the | |
| landlord's hand is also small but the outcome runs the other way. Across this corpus it is capped | |
| at **macro_acc ≤ 0.45**. | |
| T1 is every move that plays ≥1 card, with the player, combination type, and card count; passes are | |
| shown on screen but never reported. Each play occupies a 6 s display window and `game_clock_s` is | |
| its midpoint, so the ±3 s tolerance is exactly half a window — any time inside the window pairs up, | |
| with no ambiguity across plays. | |
| ### Counter-Strike 2 — FPS · parser | |
| | | | | |
| |---|---| | |
| | **Source** | public professional-match demo (`.dem`) files published on HLTV; the game is <https://www.counter-strike.net> | | |
| | **GT mechanism** | parser, our own, at the demo's **native 64 Hz** tick rate; positions resampled to 4 Hz for the render | | |
| | **\\(V_t\\)** | the **cumulative round score**, by persistent team (A / B) across the halftime side swap | | |
| | **Render** | clean top-down radar, 768², 15 fps, 1:1 real pace. Map geometry, player motion, bomb state, and event-relevant effects preserved; HUD, scoreboard, round counter, kill feed, economy, names, and audio removed | | |
| T1 covers six event types — `kill`, `bomb_planted`, `bomb_defused`, `bomb_exploded`, `elimination`, | |
| `save` — with their time and type-specific attributes. **On a `kill`, the side and the dot number | |
| 1–10 identify the victim, not the killer**, because the death marker is rendered without team colour | |
| or number. A `kill` row therefore carries `side` and `number`; the four conclusion types carry | |
| `winner_side` instead, and `bomb_planted` carries the planter's `side`. | |
| T2 is the winner of the round containing the event; T3 is the cumulative score right after that | |
| round. Both are carried **on every event row** and are round-constant, rather than exposed as | |
| separate per-round fields. | |
| The retained bomb/countdown corner clock is the only on-screen number in the whole corpus, and it is | |
| deliberate: it is the round timer, not the state. | |
| > **`score_after` is cumulative, so its errors propagate.** One early round mis-attributed shifts | |
| > every later row's `score_after`, and because strict F1 voids a tuple on any wrong field, a single | |
| > early mistake can cost the rest of the match. This is the intended difficulty — tracking means | |
| > tracking — but read a near-zero CS2 strict F1 against its T1, which is scored independently. | |
| **20 cases**: 8 blowout / 5 tense / 7 comeback, listed in `tasks/cs2/CASE_TYPES.json`. | |
| ### DOTA 2 — MOBA · parser | |
| | | | | |
| |---|---| | |
| | **Source** | Valve replays plus OpenDota match records — <https://www.opendota.com>, <https://github.com/odota> | | |
| | **GT mechanism** | parser (manta-based) for events, OpenDota's minute-level gold curve for the state | | |
| | **\\(V_t\\)** | the **parsed net-worth advantage** — explicitly *not* a learned win-probability model. `even` = within **±1000 gold** | | |
| | **Render** | the real minimap terrain art with GT-anchored coordinates and real game sprites, 768², 15 fps. HUD, scoreboard, clock, net-worth graph, names, and objective counters removed | | |
| T1 covers six event types — first blood, teamfight, tower, barracks, Roshan, ancient — each with | |
| its own attributes (side, killer or winner, death counts, tier, lane, objective type). T2 quantizes | |
| the change in net-worth advantage over the aligned **minute-level** interval (`minute_gain`); T3 is | |
| the net-worth leader at that interval's end (`leader_after`). | |
| **Time axis.** Every DOTA 2 video starts **8 s before the horn** (`video.preroll_s = 8.0`, speed 1.0, in all 20 cases), so `video_ts = max(0, game_s) + 8` and the event's minute is `m = floor(max(0, video_ts − 8) / 60)` — this reproduces the GT minute for all 597 events, where the older `floor(video_ts / 60)` agreed on only 521. Events the parser dates **before** the horn are clamped to the horn, `video_ts` = 8.0, even when they fall before the video's first frame (game second −8) — eight rows: first blood in dota-02/03/04/05/06/07, plus a pre-game teamfight in dota-04 and dota-06. The dota-04 teamfight (game second −47) carries `deaths: 0` and `winner_side: even`; it is kept as the parser emitted it rather than edited by hand, so read a miss on that one row with this in mind. | |
| Using the parsed gold curve rather than a win model is a deliberate choice: a learned win | |
| probability would make the reference depend on a model, and then the benchmark would be scoring | |
| agreement with that model rather than with the game. | |
| > **Its T2/T3 macro is computed over *matched* events only** (as is SC2's). Low T1 recall therefore | |
| > shrinks the T2/T3 denominator and can **delete the hard classes — especially `equal` — from it**, | |
| > so a T3 number backed by one surviving class is not comparable to one backed by three. The other | |
| > seven judges count an unlocalized event as wrong instead. `score.py` prints T1 next to T2/T3 so | |
| > the two can be read together. | |
| DOTA 2 is the longest environment (47.8 ± 15.4 min), which is why its Protocol A recall ceiling is | |
| the lowest in the corpus at **0.597**. | |
| ### StarCraft II — RTS · parser | |
| | | | | |
| |---|---| | |
| | **Source** | engine-generated AI-vs-AI replays (difficulty *Harder*, 6 matchups, 2017 ladder maps). Replay protocol: <https://github.com/Blizzard/s2client-proto> | | |
| | **GT mechanism** | parser — the replay **tracker stream**, read during a `disable_fog` god-view replay pass; deaths from raw `dead_units` (morph-free) | | |
| | **Engine** | SC2 **4.10, base build 75689** (Blizzard Linux research build) via PySC2, rendered with EGL | | |
| | **\\(V_t\\)** | **resource-equivalent advantage share** \\(s=(V_A-V_B)/(V_A+V_B)\in[-1,1]\\), band **±0.10**. \\(V\\) = banked minerals + gas, live army value, economy value, technology value | | |
| | **Render** | full-map isometric observer god-view, 1536², **5.6 fps**, real time. Resource counters, production panels, minimap, names, and other direct readouts removed | | |
| T1 is a `battle` or `building_destroyed` event with its time and **coarse map region**: the playable | |
| area is quantized into a 3×3 grid written `r{row}c{col}`, so the label names the region a viewer | |
| would point at rather than a pixel. Thresholds: battles merge deaths within 2.5 s and need ≥150 | |
| resource value; a building death needs ≥80. T2 (`fight_result`) is the banded net army value | |
| traded; T3 (`leader_after`) is the banded share 3 s after the event resolves. | |
| Because the source games are engine-generated they were **never public**, which makes this | |
| environment contamination-free by construction. | |
| > **Each released case is ONE 1536² full-map video.** The 3×3 `tile_r{r}c{c}.mp4` files are internal | |
| > to the render pipeline and are not part of the release — and the `entity` grid is a quantization | |
| > of the playable *area*, not a reference to a video tile. Frames are captured every 4 game loops | |
| > (≈0.18 s) so the ±3 s tolerance is physically achievable; the container fps is cosmetic, since | |
| > event timing comes from the tracker stream. | |
| ### GFootball — sports · parser | |
| | | | | |
| |---|---| | |
| | **Source** | randomized Google Research Football simulator episodes (bot vs bot) — <https://github.com/google-research/football> | | |
| | **GT mechanism** | parser. Score transitions from the engine's `obs['score']`; the scorer name from the engine's own goal log | | |
| | **\\(V_t\\)** | `left_goals - right_goals`, the engine's native score. No evaluator | | |
| | **Render** | the engine's default inclined 3D broadcast view, full **1280×720, 24 fps**, uncropped, real time (1 engine step = 1 frame) | | |
| T1 is the goal with its time, scoring side (`L` / `R`), scorer surname, and own-goal flag. T2 is the | |
| four-class score-differential change — `taken`, `extended`, `levelled`, `narrowed` — from the | |
| pre-goal difference. T3 is the **exact score pair** after the goal. | |
| **The HUD is suppressed inside the engine**, in a patched wheel (`GFOOTBALL_HIDE_HUD=1`), not | |
| painted over afterwards. The minimap and the floating scorer-surname label above the ball carrier | |
| **remain visible** and are part of the released visual contract — the surname label is the only | |
| readable source for `scorer_name`. | |
| Own goals are admitted rather than filtered, so `scoring_side` is the side that *benefits*, which | |
| is not always the side that touched the ball last. | |
| > Reading the scorer correctly took three attempts, and the two failures are instructive about | |
| > trusting an engine field: `ball_owned_player` on the goal frame is `-1` (nobody owns the ball at | |
| > that instant), and "last owner" attributes a one-touch shot to the passer. The release reads the | |
| > engine's own `VA_GOAL_LOG` line, pairs it in order, and **fails rather than falls back** if the | |
| > `score=` in that line disagrees with the score chain. | |
| ### Badminton — sports · parser | |
| | | | | |
| |---|---| | |
| | **Source** | **ShuttleSet** stroke records (KDD-23) — <https://github.com/wywyWang/CoachAI-Projects>, <https://arxiv.org/abs/2306.04948> | | |
| | **GT mechanism** | parser: strokes grouped into points, the native score carried through each rally | | |
| | **\\(V_t\\)** | `pts_near - pts_far` within the set. No evaluator | | |
| | **Render** | fixed-camera **synthetic 3D**, 1280×720, 15 fps. A synthetic render built from real trajectories, **not** a source replay | | |
| | **Granularity** | one set of a singles match | | |
| T1 is the point with its time, scoring side (`near` / `far`, relative to the fixed camera), and the | |
| terminal landing zone — one of `net`, `out`, `in_front`, `in_mid`, `in_back`. T2 is the four-class | |
| score-differential change; T3 is the exact score pair after the point. | |
| Two properties of this environment shape the task more than the schema does: | |
| - **Two thirds of the video is dead time** (`dead_frac` 0.54–0.72, mean 0.66). Between rallies the | |
| two figures simply walk to the next serving position. It looks exactly like live play apart from | |
| the shuttle not being struck, and there is no visual marker for the end of a rally — so the point | |
| boundary has to be read from the players' actions. Consecutive points are ≥13 s apart across all | |
| 681 intervals in the corpus, so a ±3 s window can never straddle two of them. | |
| - **`in_back` is a 0.76 m band.** All three dividing lines for the `in_*` classes are painted lines | |
| (the front service line and the doubles back service line, which is on the court even in | |
| singles). `in_back` is rare; answering it because a shot "looks deep" is wrong unless the shuttle | |
| actually crossed that line. | |
| Because the renderer is synthetic, its HUD guarantee is **structural** rather than measured: this | |
| module never reads a score column, so no flag can turn one on, and no font is ever loaded, so there | |
| are no glyphs to render. | |
| > **Licence notice travels with the data.** ShuttleSet ships no `LICENSE` of its own; it inherits | |
| > MIT (© 2022 Wei-Yao Wang) from the CoachAI-Projects repository root, which is what makes these | |
| > derived renders redistributable. The full notice is in `tasks/badminton/ATTRIBUTION.md` and must | |
| > accompany any redistribution. | |