task_id
stringlengths
3
7
engine
stringclasses
2 values
environment
stringclasses
13 values
category
stringclasses
5 values
subcategory
stringclasses
15 values
input
dict
map
stringlengths
36
87
rubric
dict
S01
unreal
subway
Static physics
G1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "An open-air subway entrance with benches, bins and station access routes. No interactive objects." }
/Game/Auditor/Subway/Concourse?Task=S01
{ "anomaly": "The entire bench floats about 60 cm above its support surface.", "expected": "A waiting bench rests on the floor with supported legs." }
S02
unreal
subway
Static physics
G2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A platform beside the trains, with a walkway, benches and bins. No interactive objects." }
/Game/Auditor/Subway/Trackside?Task=S02
{ "anomaly": "Two solid bench frames and seats overlap and intersect.", "expected": "A single complete bench occupies the waiting area." }
S03
unreal
subway
Static physics
G3
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A platform beside the trains, with a walkway, benches and bins. No interactive objects." }
/Game/Auditor/Subway/Trackside?Task=S03
{ "anomaly": "The bench is stretched vertically to roughly three times its height; its seat is about 135 cm high.", "expected": "An adult waiting seat has a usable seat height, about 45 cm." }
S04
unreal
subway
Static physics
G2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A subway waiting area with benches, vending machines and escalators. Some tasks include an interactive...
/Game/Auditor/Subway/Platform?Task=S04
{ "anomaly": "The legs and lower structure are embedded about 30 cm into the solid floor.", "expected": "Bench legs rest on top of the platform floor." }
S06
unreal
subway
Interactive physics
C1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A subway waiting area with benches, vending machines and escalators. Some tasks include an interactive...
/Game/Auditor/Subway/Platform?Task=S06
{ "anomaly": "The player can pass through the visible machine.", "expected": "The solid vending machine blocks the player." }
S07
unreal
subway
Interactive physics
C2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "An open-air subway entrance with benches, bins and station access routes. No interactive objects." }
/Game/Auditor/Subway/Concourse?Task=S07
{ "anomaly": "An invisible obstruction blocks the interior corridor, away from the environment boundary.", "expected": "An open corridor wide enough for the player is traversable." }
S08
unreal
subway
Interactive physics
C2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A platform beside the trains, with a walkway, benches and bins. No interactive objects." }
/Game/Auditor/Subway/Trackside?Task=S08
{ "anomaly": "An invisible wall blocks movement without matching visible geometry; it is not the task boundary.", "expected": "The open trackside walkway is traversable." }
S09
unreal
subway
Spatial consistency
V1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "An open-air subway entrance with benches, bins and station access routes. No interactive objects." }
/Game/Auditor/Subway/Concourse?Task=S09
{ "anomaly": "The bench disappears when viewed directly and reappears at a slightly different angle.", "expected": "An unobstructed bench remains visible as the viewing angle changes." }
S10
unreal
subway
Spatial consistency
V2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A platform beside the trains, with a walkway, benches and bins. No interactive objects." }
/Game/Auditor/Subway/Trackside?Task=S10
{ "anomaly": "Its visible size jumps abruptly at the distance threshold while its collision shape stays unchanged.", "expected": "The bin maintains a consistent shape across nearby viewing distances." }
S11
unreal
subway
Spatial consistency
V1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A subway waiting area with benches, vending machines and escalators. Some tasks include an interactive...
/Game/Auditor/Subway/Platform?Task=S11
{ "anomaly": "The machine disappears prematurely at the threshold and reappears when approached.", "expected": "A vending machine remains visible from a few metres away." }
S12
unreal
subway
Spatial consistency
V3
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "An open-air subway entrance with benches, bins and station access routes. No interactive objects." }
/Game/Auditor/Subway/Concourse?Task=S12
{ "anomaly": "The shadow is displaced by about 180 cm while the physical bench stays in place.", "expected": "The bench and its shadow align consistently with the fixed lighting." }
S13
unreal
subway
Temporal consistency
T1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A platform beside the trains, with a walkway, benches and bins. No interactive objects." }
/Game/Auditor/Subway/Trackside?Task=S13
{ "anomaly": "The trackside bench disappears when you walk away.", "expected": "The bench should remain in place without being removed." }
S14
unreal
subway
Temporal consistency
T2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "An open-air subway entrance with benches, bins and station access routes. No interactive objects." }
/Game/Auditor/Subway/Concourse?Task=S14
{ "anomaly": "The concourse bin moves by itself when you walk away.", "expected": "The bin should remain in its original position without being moved." }
S16
unreal
subway
Temporal consistency
T1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A subway waiting area with benches, vending machines and escalators. Some tasks include an interactive...
/Game/Auditor/Subway/Platform?Task=S16
{ "anomaly": "One wall poster disappears after a short time without anyone touching it.", "expected": "Posters fixed to the wall should remain present." }
S18
unreal
subway
Semantic consistency
S2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A subway waiting area with benches, vending machines and escalators. Some tasks include an interactive...
/Game/Auditor/Subway/Platform?Task=S18
{ "anomaly": "The vending machine lies on its back, with its controls, display and collection opening facing upwards.", "expected": "The machine should stand upright with its operating face accessible to passengers." }
S19
unreal
subway
Semantic consistency
S2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A subway waiting area with benches, vending machines and escalators. Some tasks include an interactive...
/Game/Auditor/Subway/Platform?Task=S19
{ "anomaly": "All escalators run upwards, leaving no down escalator. Check motion over time, not a single still frame.", "expected": "This station uses fixed pairs of up and down escalators." }
H01
unreal
indoor
Static physics
G1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A living room with seating, a television and plants, together with the house’s entrance passage and fr...
/Game/Auditor/Regions/LivingRoom?Task=H01
{ "anomaly": "The armchair floats about 45 cm above the floor without support.", "expected": "The armchair rests on the living-room floor." }
H07
unreal
indoor
Spatial consistency
V1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A living room with seating, a television and plants, together with the house’s entrance passage and fr...
/Game/Auditor/Regions/LivingRoom?Task=H07
{ "anomaly": "The television disappears and reappears depending on the angle, without being occluded.", "expected": "The unobstructed television stays visible from nearby viewing angles." }
H09
unreal
indoor
Spatial consistency
V3
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A living room with seating, a television and plants, together with the house’s entrance passage and fr...
/Game/Auditor/Regions/LivingRoom?Task=H09
{ "anomaly": "The vase and foliage on the cabinet beside the fireplace cast no shadow onto the cabinet top or the wall behind them.", "expected": "Under the room light, the vase and foliage should cast corresponding shadows onto the cabinet top and wall." }
H10
unreal
indoor
Temporal consistency
T1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A living room with seating, a television and plants, together with the house’s entrance passage and fr...
/Game/Auditor/Regions/LivingRoom?Task=H10
{ "anomaly": "The floor plant disappears when you walk away.", "expected": "The plant should remain in place without being moved." }
H02
unreal
indoor
Static physics
G2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A kitchen and dining area with a refrigerator, table, chairs and tableware. Interactive object: cup." ...
/Game/Auditor/Regions/KitchenDining?Task=H02
{ "anomaly": "The chair back passes through the solid tabletop.", "expected": "The dining chair and tabletop do not intersect." }
H03
unreal
indoor
Static physics
G3
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A kitchen and dining area with a refrigerator, table, chairs and tableware. Interactive object: cup." ...
/Game/Auditor/Regions/KitchenDining?Task=H03
{ "anomaly": "The pot is oversized for its stove burner, extending beyond one cooking position and into the space needed by the adjacent burner.", "expected": "The pot should fit its burner and leave room to use the neighboring burner." }
H04
unreal
indoor
Interactive physics
C1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A kitchen and dining area with a refrigerator, table, chairs and tableware. Interactive object: cup." ...
/Game/Auditor/Regions/KitchenDining?Task=H04
{ "anomaly": "The player passes through the visible refrigerator.", "expected": "The refrigerator blocks the player as a solid object." }
H05
unreal
indoor
Interactive physics
C2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A kitchen and dining area with a refrigerator, table, chairs and tableware. Interactive object: cup." ...
/Game/Auditor/Regions/KitchenDining?Task=H05
{ "anomaly": "An invisible wall blocks an otherwise open passage away from the task boundary.", "expected": "The open kitchen passage allows the player through." }
H06
unreal
indoor
Interactive physics
C3
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A kitchen and dining area with a refrigerator, table, chairs and tableware. Interactive object: cup." ...
/Game/Auditor/Regions/KitchenDining?Task=H06
{ "anomaly": "After actual contact with the table, the cup repeatedly bounces without further input; compare with the cup settling in the clean control.", "expected": "A released cup lands on the table and settles." }
H08
unreal
indoor
Spatial consistency
V2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A kitchen and dining area with a refrigerator, table, chairs and tableware. Interactive object: cup." ...
/Game/Auditor/Regions/KitchenDining?Task=H08
{ "anomaly": "The pot abruptly changes visible size at the distance threshold.", "expected": "The pot keeps its physical proportions as viewing distance changes." }
H11
unreal
indoor
Temporal consistency
T2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A kitchen and dining area with a refrigerator, table, chairs and tableware. Interactive object: cup." ...
/Game/Auditor/Regions/KitchenDining?Task=H11
{ "anomaly": "The cup changes colour when you walk away.", "expected": "The cup should keep its original colour without repainting or replacement." }
H12
unreal
indoor
Temporal consistency
T3
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A bedroom with an adjoining bathroom. Interactive objects: the bedroom door and the brown wardrobe by ...
/Game/Auditor/Regions/BedroomSuite?Task=H12
{ "anomaly": "The fan has started rotating without any fan-control input; sustained motion is required as evidence.", "expected": "The bedroom fan starts switched off and stays off without an operation." }
H13
unreal
indoor
Semantic consistency
S2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A kitchen and dining area with a refrigerator, table, chairs and tableware. Interactive object: cup." ...
/Game/Auditor/Regions/KitchenDining?Task=H13
{ "anomaly": "The kitchen refrigerator is upside down, with its top on the floor and its feet pointing upwards.", "expected": "The refrigerator should stand upright on its feet." }
U011
unreal
urban
Static physics
G2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A rear courtyard with bins, boxes and building entrances." }
/Game/Auditor/Tasks/U011/R03/TaskMap
{ "anomaly": "The northern of two metal wastebins is tilted, with the pavement cutting diagonally through its lower body.", "expected": "A bin may lean, but its body should not intersect the pavement." }
U014
unreal
urban
Static physics
G1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A shopfront street with outdoor seating, mailboxes and trees." }
/Game/Auditor/Migration/UE561/U014/R02/TaskMap_Candidate02
{ "anomaly": "The café table floats above the pavement, with visible gaps beneath its feet.", "expected": "The table’s feet should rest on the pavement." }
U015
unreal
urban
Interactive physics
C1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A city intersection with surrounding shops." }
/Game/Auditor/Migration/UE561/U015/R01/TaskMap_Candidate02
{ "anomaly": "You can walk through the solid sections at both ends of the construction barrier, while its centre still blocks movement.", "expected": "The barrier’s solid centre and ends should all block movement." }
U017
unreal
urban
Spatial consistency
V1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A service lane beside buildings, with trees, fences and dumpsters." }
/Game/Auditor/Migration/UE561/U017/R02/TaskMap_Candidate02
{ "anomaly": "The tree’s main foliage disappears when viewed from the opposite side and returns when you walk back; its trunk and branches remain visible.", "expected": "The foliage should remain visible from both sides." }
U018
unreal
urban
Spatial consistency
V4
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A city intersection with surrounding shops." }
/Game/Auditor/Tasks/U018/R03/TaskMap
{ "anomaly": "The northern of two adjacent metal wastebins has lost its metal texture and appears uniformly matte magenta.", "expected": "The metal wastebin should retain its metal texture and surface appearance." }
U020
unreal
urban
Spatial consistency
V3
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A city intersection with surrounding shops." }
/Game/Auditor/Migration/UE561/U020/R04/TaskMap_Candidate02
{ "anomaly": "A band of sunlight stops abruptly at a pavement seam, creating a hard lighting edge with no corresponding obstruction.", "expected": "Sunlight should continue across pavement seams when there is no change in obstruction." }
U021
unreal
urban
Spatial consistency
V1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A shopfront street with outdoor seating, mailboxes and trees." }
/Game/Auditor/Migration/UE561/U021/R04/TaskMap_Candidate02
{ "anomaly": "The shopfront glass appears over solid window frames and walls that should obscure it, with the overlap changing as you sidestep.", "expected": "Solid frames and walls in front of the glass should obscure it." }
U023
unreal
urban
Temporal consistency
T1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A city intersection with surrounding shops." }
/Game/Auditor/Migration/UE561/U023/R02/TaskMap_Candidate02
{ "anomaly": "A café chair disappears after you look away and does not return when you look back.", "expected": "The chair should remain in place and visible." }
U024
unreal
urban
Temporal consistency
T2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A rear courtyard with bins, boxes and building entrances." }
/Game/Auditor/Tasks/U024/R02/TaskMap
{ "anomaly": "The stack of cardboard boxes moves about four metres after you walk away and return, without being touched.", "expected": "The boxes should remain in place when nobody moves them." }
U028
unreal
urban
Semantic consistency
S2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A shopfront street with outdoor seating, mailboxes and trees." }
/Game/Auditor/Migration/UE561/U028/R01/TaskMap_Candidate02
{ "anomaly": "The tree guard is displaced from its tree and surrounds an empty patch of pavement.", "expected": "The guard should surround its tree." }
U032
unreal
urban
Interactive physics
C1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A city intersection with surrounding shops." }
/Game/Auditor/Tasks/U032/R03/TaskMap
{ "anomaly": "The entire construction fence on the east side of the junction looks intact, but you can walk straight through its orange panels and the metal barriers behind them.", "expected": "The visible construction fence and metal barriers should block the player." }
U033
unreal
urban
Interactive physics
C2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A service lane beside buildings, with trees, fences and dumpsters." }
/Game/Auditor/Migration/UE561/U033/R01/TaskMap_Candidate02
{ "anomaly": "An invisible obstacle blocks a seemingly clear passage in the service lane; stepping sideways lets you pass.", "expected": "A passage with no visible obstruction should allow movement." }
U041
unreal
urban
Interactive physics
C1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A rear courtyard with bins, boxes and building entrances." }
/Game/Auditor/Migration/UE561/U041/R02/TaskMap_Candidate02
{ "anomaly": "You can walk into one side of the dumpster, while empty space beside the opposite side blocks your movement.", "expected": "The dumpster should block movement within its visible body, not in the surrounding empty space." }
U043
unreal
urban
Temporal consistency
T2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A rear courtyard with bins, boxes and building entrances." }
/Game/Auditor/Migration/UE561/U043/R03/TaskMap_Candidate02
{ "anomaly": "A metal wastebin becomes see-through after you walk away and return.", "expected": "The metal bin should remain opaque." }
A01
unreal
ancient
Static physics
G1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A market street in an ancient Chinese city, lined with wooden stalls, tables and paper umbrellas. Inte...
/Game/Auditor/AncientCity/Market?Task=A01
{ "anomaly": "The market bench floats above the ground without support.", "expected": "Its legs should rest on the ground." }
A04
unreal
ancient
Static physics
G2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A market street in an ancient Chinese city, lined with wooden stalls, tables and paper umbrellas. Inte...
/Game/Auditor/AncientCity/Market?Task=A04
{ "anomaly": "Two misaligned canopy frames overlap on one stall.", "expected": "The stall should have one aligned canopy frame." }
A06
unreal
ancient
Static physics
G3
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A market street in an ancient Chinese city, lined with wooden stalls, tables and paper umbrellas. Inte...
/Game/Auditor/AncientCity/Market?Task=A06
{ "anomaly": "The market tabletop is lower than the surrounding bench seats.", "expected": "It should be above the seats at a usable dining height." }
A07
unreal
ancient
Interactive physics
C1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A market street in an ancient Chinese city, lined with wooden stalls, tables and paper umbrellas. Inte...
/Game/Auditor/AncientCity/Market?Task=A07
{ "anomaly": "The player can walk through the market table.", "expected": "The solid table should block the player." }
A09
unreal
ancient
Interactive physics
C3
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A market street in an ancient Chinese city, lined with wooden stalls, tables and paper umbrellas. Inte...
/Game/Auditor/AncientCity/Market?Task=A09
{ "anomaly": "After a gentle push, the wicker basket repeatedly bounces upward without further input.", "expected": "Normally, it should move a short distance along the ground and stop." }
A11
unreal
ancient
Spatial consistency
V1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A market street in an ancient Chinese city, lined with wooden stalls, tables and paper umbrellas. Inte...
/Game/Auditor/AncientCity/Market?Task=A11
{ "anomaly": "The stall canopy disappears a few metres away and returns up close.", "expected": "It should stay visible at these distances." }
A14
unreal
ancient
Temporal consistency
T1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A market street in an ancient Chinese city, lined with wooden stalls, tables and paper umbrellas. Inte...
/Game/Auditor/AncientCity/Market?Task=A14
{ "anomaly": "The untouched wicker basket disappears when you walk away.", "expected": "The basket should remain in place without being moved." }
A20
unreal
ancient
Semantic consistency
S3
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A market street in an ancient Chinese city, lined with wooden stalls, tables and paper umbrellas. Inte...
/Game/Auditor/AncientCity/Market?Task=A20
{ "anomaly": "A modern vending machine appears in the ancient Chinese market.", "expected": "Objects should fit the ancient setting." }
A03
unreal
ancient
Static physics
G2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A tea house in an ancient Chinese city, furnished with wooden tables, benches and hanging lanterns. It...
/Game/Auditor/AncientCity/TeaHouse?Task=A03
{ "anomaly": "Two tea tables overlap and intersect.", "expected": "Each table should occupy its own space." }
A05
unreal
ancient
Static physics
G3
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A tea house in an ancient Chinese city, furnished with wooden tables, benches and hanging lanterns. It...
/Game/Auditor/AncientCity/TeaHouse?Task=A05
{ "anomaly": "The bench seat is higher than its matching table.", "expected": "It should sit below the tabletop at a usable seating height." }
A08
unreal
ancient
Interactive physics
C2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A tea house in an ancient Chinese city, furnished with wooden tables, benches and hanging lanterns. It...
/Game/Auditor/AncientCity/TeaHouse?Task=A08
{ "anomaly": "An invisible barrier blocks the clear tea-house passage.", "expected": "The empty passage should be walkable." }
A12
unreal
ancient
Spatial consistency
V2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A tea house in an ancient Chinese city, furnished with wooden tables, benches and hanging lanterns. It...
/Game/Auditor/AncientCity/TeaHouse?Task=A12
{ "anomaly": "The tea-house bench doubles in size at a distance and returns to normal up close.", "expected": "Its size should stay constant." }
A15
unreal
ancient
Temporal consistency
T2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A tea house in an ancient Chinese city, furnished with wooden tables, benches and hanging lanterns. It...
/Game/Auditor/AncientCity/TeaHouse?Task=A15
{ "anomaly": "The tea-house bench moves by itself when you walk away.", "expected": "The bench should retain its position when nobody moves it." }
A18
unreal
ancient
Semantic consistency
S2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A residence entrance in an ancient Chinese city, with stone lions, hanging lanterns and two wooden doo...
/Game/Auditor/AncientCity/Courtyard?Task=A18
{ "anomaly": "The residence name plaque is mounted upside down, inverting its lettering.", "expected": "The entrance plaque should be mounted with its lettering upright." }
A02
unreal
ancient
Static physics
G1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A residence entrance in an ancient Chinese city, with stone lions, hanging lanterns and two wooden doo...
/Game/Auditor/AncientCity/Courtyard?Task=A02
{ "anomaly": "The left stone lion floats without support.", "expected": "It should rest on its supporting surface." }
A10
unreal
ancient
Spatial consistency
V1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A residence entrance in an ancient Chinese city, with stone lions, hanging lanterns and two wooden doo...
/Game/Auditor/AncientCity/Courtyard?Task=A10
{ "anomaly": "When facing the residence entrance from outside, the right-hand stone lion disappears when centered in view and reappears when the camera turns.", "expected": "It should remain visible." }
A16
unreal
ancient
Temporal consistency
T2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A residence entrance in an ancient Chinese city, with stone lions, hanging lanterns and two wooden doo...
/Game/Auditor/AncientCity/Courtyard?Task=A16
{ "anomaly": "The entrance lantern changes from red to blue when you walk away.", "expected": "The lantern should keep its original colour." }
A17
unreal
ancient
Temporal consistency
T3
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A residence entrance in an ancient Chinese city, with stone lions, hanging lanterns and two wooden doo...
/Game/Auditor/AncientCity/Courtyard?Task=A17
{ "anomaly": "The open entrance door closes by itself while being observed, without anyone operating it.", "expected": "The door should retain its open or closed state until someone operates it." }
A19
unreal
ancient
Semantic consistency
S2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A residence entrance in an ancient Chinese city, with stone lions, hanging lanterns and two wooden doo...
/Game/Auditor/AncientCity/Courtyard?Task=A19
{ "anomaly": "There are two stone lions at the residence entrance, but one occupies the center of the doorway while the other remains at the side.", "expected": "The pair should flank the entrance, leaving the central passage clear." }
I02
unreal
industrial
Static physics
G2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A factory hall with an assembly line, lockers, boxes and chairs. No interactive objects." }
/Game/Auditor/Industrial/AssemblyHall?Task=I02
{ "anomaly": "Two chairs beside the lockers intersect through their backs and seats.", "expected": "The chairs should occupy separate spaces." }
I03
unreal
industrial
Static physics
G3
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A factory hall with an assembly line, lockers, boxes and chairs. No interactive objects." }
/Game/Auditor/Industrial/AssemblyHall?Task=I03
{ "anomaly": "One locker is enlarged far beyond the proportions of the matching lockers beside it.", "expected": "Matching lockers should have comparable dimensions." }
I04
unreal
industrial
Interactive physics
C1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A factory hall with an assembly line, lockers, boxes and chairs. No interactive objects." }
/Game/Auditor/Industrial/AssemblyHall?Task=I04
{ "anomaly": "The player can walk into a visibly solid locker.", "expected": "The solid locker door and body should block the player." }
I05
unreal
industrial
Interactive physics
C2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A factory hall with an assembly line, lockers, boxes and chairs. No interactive objects." }
/Game/Auditor/Industrial/AssemblyHall?Task=I05
{ "anomaly": "An apparently clear section of the assembly aisle is blocked by an invisible obstacle.", "expected": "The unobstructed aisle should allow normal passage." }
I06
unreal
industrial
Interactive physics
C3
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A factory hall with an assembly line, lockers, boxes and chairs. No interactive objects." }
/Game/Auditor/Industrial/AssemblyHall?Task=I06
{ "anomaly": "After the player bumps the chair beside the aisle, it rapidly jitters sideways and continues after contact ends.", "expected": "An ordinary bump should not make a chair jitter indefinitely." }
I07
unreal
industrial
Spatial consistency
V1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A vehicle testing and loading area with equipment, rails, bumpers and metal drums. No interactive obje...
/Game/Auditor/Industrial/VehicleTest?Task=I07
{ "anomaly": "The water container disappears at the center of the view and reappears toward its edge.", "expected": "An unobstructed container should remain visible as the camera turns." }
I08
unreal
industrial
Spatial consistency
V1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A vehicle testing and loading area with equipment, rails, bumpers and metal drums. No interactive obje...
/Game/Auditor/Industrial/VehicleTest?Task=I08
{ "anomaly": "A front-row metal drum abruptly disappears when the player backs away along the clear aisle and returns on approach.", "expected": "The unobstructed drum should stay visible over this distance range." }
I10
unreal
industrial
Temporal consistency
T1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A vehicle testing and loading area with equipment, rails, bumpers and metal drums. No interactive obje...
/Game/Auditor/Industrial/VehicleTest?Task=I10
{ "anomaly": "The metal drum directly ahead disappears when you walk away.", "expected": "The drum should remain in place when nobody moves it." }
I11
unreal
industrial
Temporal consistency
T2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A vehicle testing and loading area with equipment, rails, bumpers and metal drums. No interactive obje...
/Game/Auditor/Industrial/VehicleTest?Task=I11
{ "anomaly": "The metal drum directly ahead turns magenta when you walk away.", "expected": "The drum should retain its surface appearance without repainting or replacement." }
I12
unreal
industrial
Temporal consistency
T2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A vehicle testing and loading area with equipment, rails, bumpers and metal drums. No interactive obje...
/Game/Auditor/Industrial/VehicleTest?Task=I12
{ "anomaly": "The chair beside the aisle moves by itself when you walk away.", "expected": "The chair should remain in its original position without being pushed." }
I13
unreal
industrial
Static physics
G1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A control room overlooking the factory floor, with lighting, monitoring consoles, chairs and a coffee ...
/Game/Auditor/Industrial/ControlRoom?Task=I13
{ "anomaly": "A chair in the middle of the control room floats with a clear gap between its wheels and the floor.", "expected": "The chair wheels should rest on the floor." }
I14
unreal
industrial
Static physics
G2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A control room overlooking the factory floor, with lighting, monitoring consoles, chairs and a coffee ...
/Game/Auditor/Industrial/ControlRoom?Task=I14
{ "anomaly": "Two chairs intersect through their backs, seats and wheel bases.", "expected": "The chairs should occupy separate spaces." }
I15
unreal
industrial
Static physics
G3
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A control room overlooking the factory floor, with lighting, monitoring consoles, chairs and a coffee ...
/Game/Auditor/Industrial/ControlRoom?Task=I15
{ "anomaly": "The coffee table is oversized relative to the chairs and magazines.", "expected": "The coffee table should have proportions consistent with the surrounding furniture." }
I16
unreal
industrial
Interactive physics
C1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A control room overlooking the factory floor, with lighting, monitoring consoles, chairs and a coffee ...
/Game/Auditor/Industrial/ControlRoom?Task=I16
{ "anomaly": "The player can walk straight through the visible chair seat and back.", "expected": "The solid parts of the chair should block the player." }
I17
unreal
industrial
Spatial consistency
V1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A control room overlooking the factory floor, with lighting, monitoring consoles, chairs and a coffee ...
/Game/Auditor/Industrial/ControlRoom?Task=I17
{ "anomaly": "The chair beside the wall disappears at the center of the view and reappears when the camera turns slightly.", "expected": "The unobstructed chair should remain visible across these viewpoints." }
I18
unreal
industrial
Temporal consistency
T2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A control room overlooking the factory floor, with lighting, monitoring consoles, chairs and a coffee ...
/Game/Auditor/Industrial/ControlRoom?Task=I18
{ "anomaly": "The coffee table turns magenta when you walk away.", "expected": "The table should retain its surface appearance without repainting or replacement." }
R01
unreal
rural
Static physics
G1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "An Australian bush road bend with wire fences, trees, fallen logs, rocks and wildlife signs. No intera...
/Game/Auditor/RuralAustralia/RoadBend?Task=R01
{ "anomaly": "The wildlife sign floats above the ground without support.", "expected": "Its post should be anchored in the ground." }
R02
unreal
rural
Static physics
G2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "An Australian bush road bend with wire fences, trees, fallen logs, rocks and wildlife signs. No intera...
/Game/Auditor/RuralAustralia/RoadBend?Task=R02
{ "anomaly": "Two roadside logs intersect, with overlapping wooden surfaces.", "expected": "Solid logs should not penetrate one another." }
R03
unreal
rural
Static physics
G3
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "An Australian bush road bend with wire fences, trees, fallen logs, rocks and wildlife signs. No intera...
/Game/Auditor/RuralAustralia/RoadBend?Task=R03
{ "anomaly": "The sign is stretched to three times its height, distorting its panel and post.", "expected": "Its proportions should match the same type of sign across the road." }
R05
unreal
rural
Spatial consistency
V1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "An Australian bush road bend with wire fences, trees, fallen logs, rocks and wildlife signs. No intera...
/Game/Auditor/RuralAustralia/RoadBend?Task=R05
{ "anomaly": "The roadside tree disappears when centered in view and returns when the view shifts.", "expected": "A nearby unobstructed tree should remain visible." }
R06
unreal
rural
Spatial consistency
V3
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "An Australian bush road bend with wire fences, trees, fallen logs, rocks and wildlife signs. No intera...
/Game/Auditor/RuralAustralia/RoadBend?Task=R06
{ "anomaly": "The sign remains in place while its shadow is displaced.", "expected": "Its shadow should agree with the sign position and sunlight." }
R07
unreal
rural
Static physics
G1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "An Australian country road with signs, trees, fallen logs and fences. No interactive objects." }
/Game/Auditor/RuralAustralia/Roadside?Task=R07
{ "anomaly": "The roadside log floats above the ground.", "expected": "A fallen log should rest on the ground." }
R08
unreal
rural
Interactive physics
C1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "An Australian country road with signs, trees, fallen logs and fences. No interactive objects." }
/Game/Auditor/RuralAustralia/Roadside?Task=R08
{ "anomaly": "The player can walk into and through the visible tree trunk.", "expected": "A solid trunk should block the player." }
R10
unreal
rural
Spatial consistency
V2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "An Australian country road with signs, trees, fallen logs and fences. No interactive objects." }
/Game/Auditor/RuralAustralia/Roadside?Task=R10
{ "anomaly": "The same log suddenly grows when viewed from farther away and returns to normal nearby.", "expected": "Viewing distance should not change its physical dimensions." }
R11
unreal
rural
Temporal consistency
T1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "An Australian country road with signs, trees, fallen logs and fences. No interactive objects." }
/Game/Auditor/RuralAustralia/Roadside?Task=R11
{ "anomaly": "The warning sign disappears when you walk away.", "expected": "The sign should remain in place without being removed." }
R12
unreal
rural
Semantic consistency
S2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "An Australian country road with signs, trees, fallen logs and fences. No interactive objects." }
/Game/Auditor/RuralAustralia/Roadside?Task=R12
{ "anomaly": "A tree is placed in the middle of an intact road lane, obstructing its use.", "expected": "The roadway should remain clear, with trees at the roadside." }
R13
unreal
rural
Static physics
G1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "An Australian creek canyon with rocks, fallen logs and trees. No interactive objects." }
/Game/Auditor/RuralAustralia/Canyon?Task=R13
{ "anomaly": "A creek rock floats above the ground without support.", "expected": "It should rest on the ground." }
R14
unreal
rural
Static physics
G2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "An Australian creek canyon with rocks, fallen logs and trees. No interactive objects." }
/Game/Auditor/RuralAustralia/Canyon?Task=R14
{ "anomaly": "Two fallen logs intersect at the same position, with overlapping wooden surfaces.", "expected": "Solid logs should not penetrate one another." }
R15
unreal
rural
Spatial consistency
V1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "An Australian creek canyon with rocks, fallen logs and trees. No interactive objects." }
/Game/Auditor/RuralAustralia/Canyon?Task=R15
{ "anomaly": "The small rock beside the creek log disappears when centered in view and returns when the view shifts.", "expected": "A nearby unobstructed rock should remain visible." }
R16
unreal
rural
Temporal consistency
T2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "An Australian creek canyon with rocks, fallen logs and trees. No interactive objects." }
/Game/Auditor/RuralAustralia/Canyon?Task=R16
{ "anomaly": "The fallen log moves by itself when you walk away.", "expected": "The log should remain in its original position without being moved." }
R17
unreal
rural
Temporal consistency
T2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "An Australian creek canyon with rocks, fallen logs and trees. No interactive objects." }
/Game/Auditor/RuralAustralia/Canyon?Task=R17
{ "anomaly": "The rock turns blue when you walk away.", "expected": "The rock should retain its original appearance." }
R18
unreal
rural
Spatial consistency
V1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "An Australian creek canyon with rocks, fallen logs and trees. No interactive objects." }
/Game/Auditor/RuralAustralia/Canyon?Task=R18
{ "anomaly": "A nearby tree abruptly disappears when stepping back and returns on approach.", "expected": "A nearby, unobstructed tree should remain visible." }
MV01
unreal
medieval
Static physics
G1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A medieval village market with wooden stalls, benches, barrels and grain sacks. Interactive object: ba...
/Game/Auditor/MedievalVillage/Market?Task=MV01
{ "anomaly": "The grain sacks float above the ground without support.", "expected": "They should rest on the ground." }
MV02
unreal
medieval
Static physics
G2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A medieval village market with wooden stalls, benches, barrels and grain sacks. Interactive object: ba...
/Game/Auditor/MedievalVillage/Market?Task=MV02
{ "anomaly": "Two sets of crates intersect with overlapping solid surfaces.", "expected": "Each crate should occupy its own space." }
MV03
unreal
medieval
Static physics
G3
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A medieval village market with wooden stalls, benches, barrels and grain sacks. Interactive object: ba...
/Game/Auditor/MedievalVillage/Market?Task=MV03
{ "anomaly": "The barrel is stretched to two and a half times its height, distorting its proportions.", "expected": "Its proportions should match nearby barrels of the same type." }
MV04
unreal
medieval
Interactive physics
C1
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A medieval village market with wooden stalls, benches, barrels and grain sacks. Interactive object: ba...
/Game/Auditor/MedievalVillage/Market?Task=MV04
{ "anomaly": "The player can walk through the visible wooden bench.", "expected": "A solid bench should block the player." }
MV05
unreal
medieval
Interactive physics
C2
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A medieval village market with wooden stalls, benches, barrels and grain sacks. Interactive object: ba...
/Game/Auditor/MedievalVillage/Market?Task=MV05
{ "anomaly": "An invisible barrier blocks an open part of the market aisle.", "expected": "An unobstructed aisle should allow passage." }
MV06
unreal
medieval
Interactive physics
C3
{ "instruction": "Inspect the assigned 3D environment for anomalies. Explore and gather visual evidence. Report each distinct anomaly with a clear description and evidence frame references.", "scene_description": "A medieval village market with wooden stalls, benches, barrels and grain sacks. Interactive object: ba...
/Game/Auditor/MedievalVillage/Market?Task=MV06
{ "anomaly": "After an E-key push, the basket repeatedly bounces upward.", "expected": "A gentle push should move it a short distance along the ground and let it settle." }