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@@ -25,4 +25,182 @@ configs:
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  path: data/train-*
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  - split: validation
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  path: data/validation-*
 
 
 
 
 
 
 
 
 
 
 
 
 
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  ---
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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  path: data/train-*
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  - split: validation
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  path: data/validation-*
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+ license: mit
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+ task_categories:
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+ - question-answering
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+ - text-generation
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+ language:
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+ - en
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+ tags:
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+ - state-tracking
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+ - textworld
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+ - language-models
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+ - evaluation
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+ size_categories:
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+ - 10K<n<100K
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  ---
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+
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+ # TextWorld State Tracking Dataset
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+
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+ ## Dataset Description
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+
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+ This dataset contains **27,145 examples** for evaluating language models' ability to track object states across narrative contexts. The data is derived from [TextWorld](https://github.com/microsoft/TextWorld), an interactive text-based game environment, and formatted for state tracking evaluation.
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+
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+ ### Dataset Summary
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+
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+ Each example presents a narrative context (a sequence of game observations and actions) along with:
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+ - An **entity** (object) being tracked
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+ - Its **positive_state** (the true current state)
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+ - A **negative_state** (a mutually exclusive contrastive state)
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+
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+ The task is to determine which state correctly describes the entity given the context.
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+
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+ **Key Statistics:**
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+ - **Total examples:** 27,145
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+ - Train: 24,076 examples
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+ - Dev: 3,069 examples
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+ - **Tracked properties:** 3 (open, closed, eaten)
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+ - **Average context length:** ~2,850 words (median: 2,064 words)
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+ - **Context length range:** 53 - 12,855 words (25th-75th percentile: 950 - 4,180 words)
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+ - **Unique entities:** 13 distinct objects tracked
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+ - **Entities tracked:** Various objects from TextWorld environments (doors, containers, food items, etc.)
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+
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+ ### Supported Tasks
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+
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+ 1. **Binary State Classification:** Given context and entity, predict which of two states is correct
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+ 2. **State Tracking:** Track state changes of entities across narrative sequences
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+ 3. **Reading Comprehension:** Understanding implicit and explicit state information from text
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+
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+ ### Languages
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+
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+ The dataset is in English.
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+
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+ ## Dataset Structure
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+
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+ ### Data Instances
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+
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+ Each instance contains:
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+
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+ ```json
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+ {
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+ "context": "Text describing the game state and actions taken",
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+ "entity": "Name of the object being tracked",
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+ "positive_state": "The correct current state (e.g., 'closed', 'eaten', 'open')",
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+ "negative_state": "A contrastive incorrect state (e.g., 'open', 'not eaten', 'closed')"
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+ }
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+ ```
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+
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+ **Example:**
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+
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+ ```json
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+ {
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+ "context": "-= Bedroom =-\nYou see a closed chest drawer. You see an antique trunk...\n> open chest drawer\nYou open the chest drawer.",
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+ "entity": "chest drawer",
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+ "positive_state": "open",
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+ "negative_state": "closed"
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+ }
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+ ```
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+
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+ ### Data Fields
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+
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+ - `context` (string): Progressive narrative showing the game state, observations, and actions taken. Includes room descriptions and action-response pairs.
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+ - `entity` (string): The specific object whose state is being tracked (e.g., "wooden door", "apple", "refrigerator")
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+ - `positive_state` (string): The ground truth current state of the entity. One of: "open", "closed", or "eaten"
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+ - `negative_state` (string): A mutually exclusive state that does NOT describe the entity. One of: "closed", "open", or "not eaten"
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+
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+ ### Data Splits
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+
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+ | | Train | Dev |
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+ |-------------|--------|-------|
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+ | **Examples**| 24,076 | 3,069 |
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+
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+ The splits are based on distinct TextWorld game traces, ensuring no overlap in source trajectories.
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+
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+ ## Dataset Creation
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+
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+ ### Source Data
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+
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+ The dataset is derived from TextWorld game traces generated using the TextWorld framework. TextWorld creates procedurally generated text-based games with consistent world states.
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+
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+ #### Initial Data Collection
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+
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+ 1. **Game Generation:** TextWorld environments were generated with various objects and properties
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+ 2. **Trace Collection:** Agent trajectories were collected, capturing sequences of actions and observations
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+ 3. **State Extraction:** Ground truth entity states were extracted from the game engine's internal state
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+
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+ #### Data Processing
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+
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+ The raw TextWorld traces underwent several processing steps:
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+
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+ 1. **State Annotation:** Each game step was annotated with the current states of all entities
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+ 2. **Context Assembly:** Progressive contexts were built by accumulating observations and actions
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+ 3. **Quality Filtering:**
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+ - Minimum context length: 50 words (ensures non-trivial examples)
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+ - Entity mention verification: Entity must be mentioned in context
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+ - Property mention verification: State must be mentioned in context
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+ - State balance filtering: Entities must appear with multiple states (prevents trivial learning)
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+
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+ 4. **Contrastive Pair Creation:** For each entity-state pair, a mutually exclusive contrastive state was assigned
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+
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+ ### Annotations
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+
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+ #### Annotation process
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+
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+ Annotations are automatically extracted from TextWorld's game engine, which maintains perfect ground truth about entity states. No human annotation was required.
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+
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+ #### Who are the annotators?
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+
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+ N/A - Automatically generated from game engine state.
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+
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+ ### Personal and Sensitive Information
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+
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+ The dataset contains only synthetic text from procedurally generated games. No personal or sensitive information is present.
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+
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+ ## Considerations for Using the Data
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+
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+ ### Social Impact of Dataset
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+
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+ This is a synthetic dataset for research purposes, with no direct social impact concerns.
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+
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+ ### Discussion of Biases
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+
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+ The dataset reflects the structure and vocabulary of TextWorld environments:
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+ - Limited to household/indoor settings
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+ - Stereotypical room layouts and object placements
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+ - Formulaic language patterns from the text generation templates
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+
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+ ### Other Known Limitations
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+
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+ 1. **Limited Property Types:** Only tracks 3 property types (open/closed/eaten)
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+ 2. **Limited Entity Diversity:** Only 13 unique entities across all 27K examples
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+ 3. **Synthetic Language:** Generated text has repetitive patterns and is not representative of natural language
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+ 4. **Domain-Specific:** Focused on household objects and simple spatial relations
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+ 5. **State Simplicity:** Real-world states are more complex and nuanced
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+ 6. **Long Contexts:** Average of ~2,850 words may exceed context windows of smaller models
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+ 7. **Context Redundancy:** Progressive contexts include many repeated observations and may allow shortcuts without full state tracking
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+
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+ ## Additional Information
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+
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+ ### Dataset Curators
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+
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+ Created as part of research on language model state tracking capabilities.
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+
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+ ### Licensing Information
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+
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+ MIT License
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+
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+ ### Citation Information
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+
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+ ```bibtex
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+ @dataset{textworld_state_tracking_2024,
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+ title={TextWorld State Tracking Dataset},
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+ author={Anonymous},
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+ year={2024},
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+ publisher={Hugging Face},
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+ howpublished={\url{https://huggingface.co/datasets/YOUR_USERNAME/textworld-state-tracking}}
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+ }
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+ ```
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+
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+ ### Contributions
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+
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+ Built using the [TextWorld](https://github.com/microsoft/TextWorld) framework by Microsoft Research.