Datasets:
docs: render inline math with \\( \\) (HF KaTeX does not support single-$ inline math)
Browse files- README.md +2 -2
- docs/GROUND_TRUTH.md +19 -19
- docs/PROTOCOLS.md +1 -1
README.md
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@@ -59,9 +59,9 @@ Zirong Chen<sup>2</sup> Run Luo<sup>1,5,‡</sup> Tao Tan<sup>1</s
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## Overview
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Video-Arena asks a model to watch a full recording of a real game and reconstruct a **hidden game
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state variable**
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Scoreboards, clocks, evaluation bars, kill feeds and names are removed when the video is rendered,
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so the only way to report
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- **180 cases, 9 games, 6 genres**: Go, Chess and Gomoku (board), Doudizhu (card), CS2 (FPS),
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DOTA 2 (MOBA), StarCraft II (RTS), and Google Research Football and Badminton (sports). There are 20 cases per
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## Overview
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Video-Arena asks a model to watch a full recording of a real game and reconstruct a **hidden game
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state variable** \\(V_t\\) (a win probability, a net-worth lead, a score) that is never drawn on screen.
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Scoreboards, clocks, evaluation bars, kill feeds and names are removed when the video is rendered,
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so the only way to report \\(V_t\\) is to have followed the whole match.
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- **180 cases, 9 games, 6 genres**: Go, Chess and Gomoku (board), Doudizhu (card), CS2 (FPS),
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DOTA 2 (MOBA), StarCraft II (RTS), and Google Research Football and Badminton (sports). There are 20 cases per
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docs/GROUND_TRUTH.md
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@@ -7,7 +7,7 @@ environment can be refreshed without renegotiating what a label means.
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Two mechanisms:
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-
| | How
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|---|---|---|
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| **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 |
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| **Evaluator** | the game does not define a win probability, so a pinned engine supplies one for every prefix | Go, Chess, Gomoku, Doudizhu |
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@@ -53,7 +53,7 @@ Row counts, which are also the strict-F1 denominators:
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### Two conventions that are easy to misread
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**A T1-only row is not a missing label.** Go and Chess emit `capture` rows alongside `move` rows. A
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capture is a perception event with no
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carries that — so its `wr_swing` and `leader_after` are `null` by design (378 of 5,516 rows in Go,
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331 of 1,761 in Chess). Those rows are scored at T1 and excluded from the T2/T3 denominators.
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@@ -69,7 +69,7 @@ easier.
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## T3 is not one metric
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T3 asks the same question everywhere — *where does this leave the match* — but what counts as an
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answer follows the
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| T3 answer | Metric | Environments |
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|---|---|---|
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| the cumulative score pair after the round | exact fraction | CS2 |
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`score.py` prints all three in one T3 column and each judge records which it computed. A class
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label where the score is the state would be a weaker question, and an exact pair where
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win probability would be unanswerable.
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T2's class vocabulary is not uniform either — it is whatever a change in that
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`{A, B, equal}` on a win probability, four classes (`taken` / `extended` / `levelled` / `narrowed`)
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on a score differential, two (`T` / `CT`) on a CS2 round. Chance level therefore differs by game:
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0.333 on three classes, 0.25 on four, 0.5 on two. Every judge macro-averages over per-class recall
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Cases are not a random sample of matches. Each environment selects 20 from a larger pool so the
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corpus contains matches that are hard for different reasons, and so no single class dominates the
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T2/T3 labels. Eight of the nine environments stratify by **trajectory shape**, derived from the
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trajectory itself:
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- **blowout** — one side ahead essentially throughout
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(A 568 / B 531 / equal 259 across 1,358 events).
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**The rule that assigns a trajectory type is per-environment, not shared.** It depends on the shape
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of that
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(GFootball uses "winner ever trailed" plus a peak threshold), while a win-probability
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*blowout* the fragile one (Doudizhu keys on the winner-perspective trough at 0.12 / 0.22). Always
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smooth before taking an extremum.
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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
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---
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| **Source** | SGF records via the OGS public API, fixture game 27400000 — <https://online-go.com> |
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| **GT mechanism** | evaluator. The adapter replays each move and evaluates **every prefix** |
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| **Engine pin** | KataGo, network `b18c384nbt`, **1600 visits** per position |
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-
| **
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| **Render** | plain 19×19 board, 612², 25 fps. No coordinates, move numbers, names, clocks, capture counters, komi, or evaluation bar |
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T1 is the move or capture with its time, colour, and board coordinate. T2 is the quantized signed
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| **Source** | public Lichess game export, fixture `cZWtZEBE` — <https://lichess.org> |
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| **GT mechanism** | evaluator, per-ply, with real per-ply timing |
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| **Engine pin** | **Stockfish 18, depth 20**, value function `white_expected_score_wdl` |
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| **
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| **Render** | plain 8×8 board, 548², 1 fps. No coordinates, move numbers, names, clocks, result text, captured-piece tray, or evaluation bar |
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T1 records the **destination square only**, not the origin — the released contract is deliberately
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| **Source** | competition PSQ records (Gomocup) |
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| **GT mechanism** | evaluator |
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| **Engine pin** | **Rapfi**, 1000 ms per turn, freestyle rule, `black_winrate_sigmoid_eval` (scaling factor 200) — <https://github.com/dhbloo/rapfi> |
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| **
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| **Render** | plain 15×15 board, 504², 25 fps. No coordinates, move numbers, names, clocks, or engine annotations |
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**Why the smoothing matters.** Gomoku is attack-dominant, so a raw side-to-move win rate swings
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| **Source** | DouZero-WP greedy self-play deals (τ=0) — <https://github.com/kwai/DouZero>, weights at <https://huggingface.co/palemoky/douzero-baselines> |
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| **GT mechanism** | evaluator: **hidden-hand PIMC** — determinize, then roll out |
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| **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 |
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| **
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| **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 |
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**Hiding the farmer hands is what makes
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close to a deterministic function of the cards, and the task collapses into card counting. The
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evaluator is given exactly the landlord's information set — own hand, the bottom three, all plays
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so far, and both farmer card *counts* — and samples uniformly from the deals consistent with it.
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|---|---|
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| **Source** | public professional-match demo (`.dem`) files published on HLTV; the game is <https://www.counter-strike.net> |
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| **GT mechanism** | parser, our own, at the demo's **native 64 Hz** tick rate; positions resampled to 4 Hz for the render |
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| **
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| **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 |
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T1 covers six event types — `kill`, `bomb_planted`, `bomb_defused`, `bomb_exploded`, `elimination`,
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|---|---|
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| **Source** | Valve replays plus OpenDota match records — <https://www.opendota.com>, <https://github.com/odota> |
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| **GT mechanism** | parser (manta-based) for events, OpenDota's minute-level gold curve for the state |
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| **
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| **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 |
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T1 covers six event types — first blood, teamfight, tower, barracks, Roshan, ancient — each with
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| **Source** | engine-generated AI-vs-AI replays (difficulty *Harder*, 6 matchups, 2017 ladder maps). Replay protocol: <https://github.com/Blizzard/s2client-proto> |
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| **GT mechanism** | parser — the replay **tracker stream**, read during a `disable_fog` god-view replay pass; deaths from raw `dead_units` (morph-free) |
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| **Engine** | SC2 **4.10, base build 75689** (Blizzard Linux research build) via PySC2, rendered with EGL |
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| **
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| **Render** | full-map isometric observer god-view, 1536², **5.6 fps**, real time. Resource counters, production panels, minimap, names, and other direct readouts removed |
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T1 is a `battle` or `building_destroyed` event with its time and **coarse map region**: the playable
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|---|---|
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| **Source** | randomized Google Research Football simulator episodes (bot vs bot) — <https://github.com/google-research/football> |
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| **GT mechanism** | parser. Score transitions from the engine's `obs['score']`; the scorer name from the engine's own goal log |
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-
| **
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| **Render** | the engine's default inclined 3D broadcast view, full **1280×720, 24 fps**, uncropped, real time (1 engine step = 1 frame) |
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T1 is the goal with its time, scoring side (`L` / `R`), scorer surname, and own-goal flag. T2 is the
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|---|---|
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| **Source** | **ShuttleSet** stroke records (KDD-23) — <https://github.com/wywyWang/CoachAI-Projects>, <https://arxiv.org/abs/2306.04948> |
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| **GT mechanism** | parser: strokes grouped into points, the native score carried through each rally |
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-
| **
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| **Render** | fixed-camera **synthetic 3D**, 1280×720, 15 fps. A synthetic render built from real trajectories, **not** a source replay |
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| **Granularity** | one set of a singles match |
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Two mechanisms:
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+
| | How \\(V_t\\) is obtained | Environments |
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|---|---|---|
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| **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 |
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| **Evaluator** | the game does not define a win probability, so a pinned engine supplies one for every prefix | Go, Chess, Gomoku, Doudizhu |
|
|
|
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### Two conventions that are easy to misread
|
| 54 |
|
| 55 |
**A T1-only row is not a missing label.** Go and Chess emit `capture` rows alongside `move` rows. A
|
| 56 |
+
capture is a perception event with no \\(V_t\\) update of its own — the move that caused it already
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| 57 |
carries that — so its `wr_swing` and `leader_after` are `null` by design (378 of 5,516 rows in Go,
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331 of 1,761 in Chess). Those rows are scored at T1 and excluded from the T2/T3 denominators.
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|
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## T3 is not one metric
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T3 asks the same question everywhere — *where does this leave the match* — but what counts as an
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+
answer follows the \\(V_t\\) of the environment:
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| 74 |
| T3 answer | Metric | Environments |
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|---|---|---|
|
|
|
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| the cumulative score pair after the round | exact fraction | CS2 |
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`score.py` prints all three in one T3 column and each judge records which it computed. A class
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+
label where the score is the state would be a weaker question, and an exact pair where \\(V_t\\) is a
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win probability would be unanswerable.
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+
T2's class vocabulary is not uniform either — it is whatever a change in that \\(V_t\\) can be:
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| 85 |
`{A, B, equal}` on a win probability, four classes (`taken` / `extended` / `levelled` / `narrowed`)
|
| 86 |
on a score differential, two (`T` / `CT`) on a CS2 round. Chance level therefore differs by game:
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| 87 |
0.333 on three classes, 0.25 on four, 0.5 on two. Every judge macro-averages over per-class recall
|
|
|
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| 95 |
Cases are not a random sample of matches. Each environment selects 20 from a larger pool so the
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| 96 |
corpus contains matches that are hard for different reasons, and so no single class dominates the
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| 97 |
+
T2/T3 labels. Eight of the nine environments stratify by **trajectory shape**, derived from the \\(V_t\\)
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| 98 |
trajectory itself:
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- **blowout** — one side ahead essentially throughout
|
|
|
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(A 568 / B 531 / equal 259 across 1,358 events).
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**The rule that assigns a trajectory type is per-environment, not shared.** It depends on the shape
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+
of that \\(V_t\\): a score-difference \\(V_t\\) makes *reversal* nearly impossible to detect from a trough
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+
(GFootball uses "winner ever trailed" plus a peak threshold), while a win-probability \\(V_t\\) makes
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*blowout* the fragile one (Doudizhu keys on the winner-perspective trough at 0.12 / 0.22). Always
|
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smooth before taking an extremum.
|
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|
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+
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.
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---
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| **Source** | SGF records via the OGS public API, fixture game 27400000 — <https://online-go.com> |
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| **GT mechanism** | evaluator. The adapter replays each move and evaluates **every prefix** |
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| **Engine pin** | KataGo, network `b18c384nbt`, **1600 visits** per position |
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+
| **\\(V_t\\)** | Black win probability, **±10 pp** dead band around 0.50 |
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| **Render** | plain 19×19 board, 612², 25 fps. No coordinates, move numbers, names, clocks, capture counters, komi, or evaluation bar |
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T1 is the move or capture with its time, colour, and board coordinate. T2 is the quantized signed
|
|
|
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| **Source** | public Lichess game export, fixture `cZWtZEBE` — <https://lichess.org> |
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| **GT mechanism** | evaluator, per-ply, with real per-ply timing |
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| **Engine pin** | **Stockfish 18, depth 20**, value function `white_expected_score_wdl` |
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+
| **\\(V_t\\)** | White-oriented expected score / WDL, **±10 pp** band. Draws map to the neutral label |
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| **Render** | plain 8×8 board, 548², 1 fps. No coordinates, move numbers, names, clocks, result text, captured-piece tray, or evaluation bar |
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T1 records the **destination square only**, not the origin — the released contract is deliberately
|
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| **Source** | competition PSQ records (Gomocup) |
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| **GT mechanism** | evaluator |
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| **Engine pin** | **Rapfi**, 1000 ms per turn, freestyle rule, `black_winrate_sigmoid_eval` (scaling factor 200) — <https://github.com/dhbloo/rapfi> |
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+
| **\\(V_t\\)** | **tempo-neutral** smoothed Black win probability, ±10 pp band |
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| **Render** | plain 15×15 board, 504², 25 fps. No coordinates, move numbers, names, clocks, or engine annotations |
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**Why the smoothing matters.** Gomoku is attack-dominant, so a raw side-to-move win rate swings
|
|
|
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| 188 |
| **Source** | DouZero-WP greedy self-play deals (τ=0) — <https://github.com/kwai/DouZero>, weights at <https://huggingface.co/palemoky/douzero-baselines> |
|
| 189 |
| **GT mechanism** | evaluator: **hidden-hand PIMC** — determinize, then roll out |
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| 190 |
| **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 |
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+
| **\\(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 |
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| **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 |
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|
| 194 |
+
**Hiding the farmer hands is what makes \\(V_t\\) non-degenerate.** With every hand visible the value is
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| 195 |
close to a deterministic function of the cards, and the task collapses into card counting. The
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| 196 |
evaluator is given exactly the landlord's information set — own hand, the bottom three, all plays
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| 197 |
so far, and both farmer card *counts* — and samples uniformly from the deals consistent with it.
|
|
|
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|---|---|
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| **Source** | public professional-match demo (`.dem`) files published on HLTV; the game is <https://www.counter-strike.net> |
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| **GT mechanism** | parser, our own, at the demo's **native 64 Hz** tick rate; positions resampled to 4 Hz for the render |
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+
| **\\(V_t\\)** | the **cumulative round score**, by persistent team (A / B) across the halftime side swap |
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| **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 |
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T1 covers six event types — `kill`, `bomb_planted`, `bomb_defused`, `bomb_exploded`, `elimination`,
|
|
|
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|---|---|
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| 243 |
| **Source** | Valve replays plus OpenDota match records — <https://www.opendota.com>, <https://github.com/odota> |
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| **GT mechanism** | parser (manta-based) for events, OpenDota's minute-level gold curve for the state |
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+
| **\\(V_t\\)** | the **parsed net-worth advantage** — explicitly *not* a learned win-probability model. `even` = within **±1000 gold** |
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| **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 |
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| 248 |
T1 covers six event types — first blood, teamfight, tower, barracks, Roshan, ancient — each with
|
|
|
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| 272 |
| **Source** | engine-generated AI-vs-AI replays (difficulty *Harder*, 6 matchups, 2017 ladder maps). Replay protocol: <https://github.com/Blizzard/s2client-proto> |
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| **GT mechanism** | parser — the replay **tracker stream**, read during a `disable_fog` god-view replay pass; deaths from raw `dead_units` (morph-free) |
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| **Engine** | SC2 **4.10, base build 75689** (Blizzard Linux research build) via PySC2, rendered with EGL |
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+
| **\\(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 |
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| **Render** | full-map isometric observer god-view, 1536², **5.6 fps**, real time. Resource counters, production panels, minimap, names, and other direct readouts removed |
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T1 is a `battle` or `building_destroyed` event with its time and **coarse map region**: the playable
|
|
|
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|---|---|
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| **Source** | randomized Google Research Football simulator episodes (bot vs bot) — <https://github.com/google-research/football> |
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| **GT mechanism** | parser. Score transitions from the engine's `obs['score']`; the scorer name from the engine's own goal log |
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+
| **\\(V_t\\)** | `left_goals - right_goals`, the engine's native score. No evaluator |
|
| 300 |
| **Render** | the engine's default inclined 3D broadcast view, full **1280×720, 24 fps**, uncropped, real time (1 engine step = 1 frame) |
|
| 301 |
|
| 302 |
T1 is the goal with its time, scoring side (`L` / `R`), scorer surname, and own-goal flag. T2 is the
|
|
|
|
| 323 |
|---|---|
|
| 324 |
| **Source** | **ShuttleSet** stroke records (KDD-23) — <https://github.com/wywyWang/CoachAI-Projects>, <https://arxiv.org/abs/2306.04948> |
|
| 325 |
| **GT mechanism** | parser: strokes grouped into points, the native score carried through each rally |
|
| 326 |
+
| **\\(V_t\\)** | `pts_near - pts_far` within the set. No evaluator |
|
| 327 |
| **Render** | fixed-camera **synthetic 3D**, 1280×720, 15 fps. A synthetic render built from real trajectories, **not** a source replay |
|
| 328 |
| **Granularity** | one set of a singles match |
|
| 329 |
|
docs/PROTOCOLS.md
CHANGED
|
@@ -10,7 +10,7 @@ beyond delivery breaks the comparison.
|
|
| 10 |
## What is shared
|
| 11 |
|
| 12 |
**One instruction per game, rendered per protocol.** `tasks/<game>/instruction.md` carries the
|
| 13 |
-
event vocabulary, coordinate and zone conventions, the
|
| 14 |
row schema, and the ±3 s matching rule. That is 70–85% of each file and it is byte-identical
|
| 15 |
across the two protocols — otherwise the two result tables are not the same question asked twice.
|
| 16 |
|
|
|
|
| 10 |
## What is shared
|
| 11 |
|
| 12 |
**One instruction per game, rendered per protocol.** `tasks/<game>/instruction.md` carries the
|
| 13 |
+
event vocabulary, coordinate and zone conventions, the \\(V_t\\) definition with its dead band, the
|
| 14 |
row schema, and the ±3 s matching rule. That is 70–85% of each file and it is byte-identical
|
| 15 |
across the two protocols — otherwise the two result tables are not the same question asked twice.
|
| 16 |
|