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JevSpatial v1 (evaluation only)

Games and spatial relations where code computes the consequences and the model decides: the game code words what each move would do, the model answers one yes/no question per move, the move with the highest P(yes) is played. Every gold label is computed by code (spatial_bench.py).

Skills (2,040 items, 5,674 questions, seed 0)

skill items what it measures
game_q 440 facts INSIDE the question ("Moving up: the snake moves closer to the food. Should the snake move up?"), minimal status state, one noul per move, gold true for the best move(s)
game_s 440 same situations, consequences in the STATE ({"if the snake moves up": ...}), plain questions ("Is moving up a good move?" per move + a choice over the moves when one is strictly best)
game_rule 320 situation in the state, rule in the question ("... a cactus closer than 60 px must be jumped over ... Should the dinosaur jump now?"): a noul per option and a choice
spatial_coord 420 coordinates in the state: left/right/above/below, nearer (Manhattan or Euclidean stated), inside a rectangle, does a step reduce the distance, best step, within a distance (70 each)
spatial_grid 420 ASCII grids 5x5 to 9x9 + legend: relative position, is a cell empty, count in a row (score) / column (choice), adjacency (84 each)

Games and split tags (every game item carries "split"; spatial_* items are "generic"): seen_game = Snake, Dino ); unseen_game = Breakout, Whac-A-Mole, Knife Hit, 2048, Tetris, Pac-Man (games whose mechanics differ from the common ones: a generalisation split). Counts: game_q / game_s 200 seen + 240 unseen; game_rule 110 Dino + 70 each Breakout / Whac-A-Mole / Pac-Man.

Gold: for every move the consequence class is computed (Snake: eats / closer by BFS path / farther / cut off / dies; Dino: obstacle kind x phase far|now; Breakout: paddle catches / closer / away; 2048: biggest merge / smaller / slide / nothing; Tetris: lines cleared / flat / holes with a real drop simulation; Knife Hit: free slot vs stuck knife; Pac-Man: dot / empty / wall / ghost; Whac-A-Mole: mole / empty / bomb). The best moves share the top rank, so a question's gold does not depend on the other moves. Balanced by construction: the best move is spread evenly over the move positions; 37.8% of all noul gold is true, so the scorer also reports balanced accuracy.

Metrics (skill ids in the dataset: game_q = games_spatial/game_moves_facts_in_question, game_s = ...facts_in_state, game_rule = game_rules, spatial_coord = spatial_coordinates, spatial_grid = spatial_grids)

score.py reports per skill accuracy / Brier / ECE, per_split (skill/seen_game vs skill/unseen_game), extras: balanced_accuracy (yes/no skills) and pick_accuracy/<split> for items with "pick": true (game_q, game_s, game_rule): argmax of P(yes) over the item's moves is a best move (ties share credit).

Files and how to run

  • Build: python spatial_bench.py --out DIR writes jevspatial_v1_items.json.gz (a few seconds, no network).
  • Closed loop: play_bench.py (Snake 12x12, Dino, Breakout, Whac-A-Mole; both framings; fixed seeds; --decider mlx|http|oracle|random). The simulators are toy physics, so numbers compare deciders, not game skill.