emoji_quest_RL / README.md
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metadata
license: mit
task_categories:
  - reinforcement-learning
  - tabular-classification
  - text-classification
  - tabular-to-text
tags:
  - decision-making
  - reinforcement-learning
  - games
  - rpg
  - RL
  - gym
  - human-gameplay
task_ids:
  - emoji_quest_rl
pretty_name: Emoji Quest RL Dataset
dataset_info:
  configs:
    - config_name: game_states
      data_files:
        - split: train
          path: game_states.csv
      features:
        - name: timestamp
          dtype: int64
        - name: action
          dtype: string
        - name: reward
          dtype: float64
        - name: outcome
          dtype: string
        - name: decision_type
          dtype: string
        - name: player_state_snapshot
          dtype: string
        - name: enemy_info
          dtype: string
        - name: player_state
          dtype: string
        - name: enemy_state
          dtype: string
        - name: enemy_count
          dtype: int64
        - name: game_state
          dtype: string
    - config_name: decisions
      data_files:
        - split: train
          path: decisions.csv
      features:
        - name: timestamp
          dtype: int64
        - name: action
          dtype: string
        - name: reward
          dtype: float64
        - name: outcome
          dtype: string
        - name: decision_type
          dtype: string
        - name: player_state_snapshot
          dtype: string
        - name: enemy_info
          dtype: string
        - name: player_state
          dtype: string
        - name: enemy_state
          dtype: string
        - name: enemy_count
          dtype: int64
        - name: game_state
          dtype: string
default: game_states

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        \/      \/      \______|           \__>           \/     \/        

Emoji Quest RL Dataset

Reinforcement learning dataset from Emoji Quest RL gameplay. Single human playthrough of Emoji Quest RL — turn-based emoji RPG with combat, stat upgrades, resting & crafting. The game is available for download in the /gym/ folder of the repo so players can create their own datasets.

It contains 85 decision points / states → full session: lvl 1→8, 13 enemies defeated, 1451 gold earned, ~169s playtime. Two splits / files (Parquet + CSV):

  • game_states — snapshots at every decision point (default)
  • decisions — focused on player choices + immediate results

Key Columns (all rows):

  • timestamp — event time
  • action — what happened (e.g. "Spell", "enemy_attack", "upgrade_int", "inn_rest", "craft_armor_1")
  • reward — shaped signal (-100..500): + for damage/victory/progression, - for taken damage
  • outcome — result type (damage_dealt, damage_taken, victory, progression, etc.)
  • decision_type — category (Spell, enemy_attack, upgrade_stat, rest_inn, craft_armor)
  • player_state / player_state_snapshot — JSON: level, hp/mp, str/int/vit/def, gold, skillPoints, exp, equipment flags
  • enemy_info / enemy_state — JSON: emoji enemy name (💾 Datavore etc.), hp, attack, boss/eliteness
  • enemy_count — 1–13
  • game_state — always "playing"

Files

game_states.csv

Game state snapshots at each decision point. Contains player and enemy stats.

decisions.csv

Player decisions with rewards and outcomes. Contains action choices and results.

Summary

  • Total states: 85
  • Total decisions: 85
  • Total enemies defeated: 13
  • Total gold earned: 1451
  • Total XP earned: 121
  • Play time: 169 seconds
  • Final level: 8
  • Final gold: 1451
  • Final HP: 210
  • Final MP: 20