{"group_id":"snake-v1:2232308eeca6b250025a01d6","id":"snake-v1:2232308eeca6b250025a01d6:action","kind":"choice","metadata":{"case_name":"snake","family":"policy","provenance":{"generator_version":"snake-v1","group_index":"snake-v1:2232308eeca6b250025a01d6","license":"CC0-1.0","seed":42,"split_policy":"identical_board_grouped; tic_tac_toe_rotations_and_reflections_grouped; snake_ood_grid_size","type":"synthetic","variant":"action"},"target_basis":"Choice: visible-state BFS/flood-fill heuristic, not optimal. Noul: exact one-step collision rule.","template_id":"snake-v1-id"},"options":["up","down","left"],"question":"Choose a direction to keep the snake alive and collect food. The tail vacates on a move unless food is eaten; reversing direction is forbidden.","source":"snake-v1","split":"test","state":{"coordinates":"x increases right; y increases down; walls are outside the board","direction":"left","food":[1,5],"game":"snake","height":6,"snake_head_first":[[2,5],[3,5],[4,5],[4,4],[4,3],[4,2],[4,1],[4,0]],"width":6},"target":[0.0,0.0,1.0]}
{"group_id":"snake-v1:9930ff3d86da448b0c2fd68b","id":"snake-v1:9930ff3d86da448b0c2fd68b:action","kind":"choice","metadata":{"case_name":"snake","family":"policy","provenance":{"generator_version":"snake-v1","group_index":"snake-v1:9930ff3d86da448b0c2fd68b","license":"CC0-1.0","seed":42,"split_policy":"identical_board_grouped; tic_tac_toe_rotations_and_reflections_grouped; snake_ood_grid_size","type":"synthetic","variant":"action"},"target_basis":"Choice: visible-state BFS/flood-fill heuristic, not optimal. Noul: exact one-step collision rule.","template_id":"snake-v1-id"},"options":["up","down","left"],"question":"Choose a direction to keep the snake alive and collect food. The tail vacates on a move unless food is eaten; reversing direction is forbidden.","source":"snake-v1","split":"test","state":{"coordinates":"x increases right; y increases down; walls are outside the board","direction":"left","food":[5,3],"game":"snake","height":6,"snake_head_first":[[0,0],[1,0],[1,1],[0,1]],"width":6},"target":[0.0,1.0,0.0]}
{"group_id":"snake-v1:387034bf44684f2125901475","id":"snake-v1:387034bf44684f2125901475:action","kind":"choice","metadata":{"case_name":"snake","family":"policy","provenance":{"generator_version":"snake-v1","group_index":"snake-v1:387034bf44684f2125901475","license":"CC0-1.0","seed":42,"split_policy":"identical_board_grouped; tic_tac_toe_rotations_and_reflections_grouped; snake_ood_grid_size","type":"synthetic","variant":"action"},"target_basis":"Choice: visible-state BFS/flood-fill heuristic, not optimal. Noul: exact one-step collision rule.","template_id":"snake-v1-ood"},"options":["up","right","down"],"question":"Choose a direction to keep the snake alive and collect food. The tail vacates on a move unless food is eaten; reversing direction is forbidden.","source":"snake-v1","split":"ood","state":{"coordinates":"x increases right; y increases down; walls are outside the board","direction":"right","food":[3,2],"game":"snake","height":8,"snake_head_first":[[4,4],[3,4]],"width":8},"target":[1.0,0.0,0.0]}
{"group_id":"snake-v1:934ea7b2e7baf881098c1bf4","id":"snake-v1:934ea7b2e7baf881098c1bf4:action","kind":"choice","metadata":{"case_name":"snake","family":"policy","provenance":{"generator_version":"snake-v1","group_index":"snake-v1:934ea7b2e7baf881098c1bf4","license":"CC0-1.0","seed":42,"split_policy":"identical_board_grouped; tic_tac_toe_rotations_and_reflections_grouped; snake_ood_grid_size","type":"synthetic","variant":"action"},"target_basis":"Choice: visible-state BFS/flood-fill heuristic, not optimal. Noul: exact one-step collision rule.","template_id":"snake-v1-ood"},"options":["up","right","left"],"question":"Choose a direction to keep the snake alive and collect food. The tail vacates on a move unless food is eaten; reversing direction is forbidden.","source":"snake-v1","split":"ood","state":{"coordinates":"x increases right; y increases down; walls are outside the board","direction":"up","food":[4,4],"game":"snake","height":8,"snake_head_first":[[2,0],[2,1],[2,2],[2,3],[3,3],[4,3],[5,3],[5,4],[5,5],[5,6],[6,6],[6,5]],"width":8},"target":[0.0,0.0,1.0]}
{"group_id":"tic_tac_toe-v1:..O.XXXOO","id":"tic_tac_toe-v1:..O.XXXOO:..O.XXXOO","kind":"choice","metadata":{"case_name":"tic_tac_toe","family":"policy","provenance":{"generator_version":"tic_tac_toe-v1","group_index":"tic_tac_toe-v1:..O.XXXOO","license":"CC0-1.0","seed":42,"split_policy":"identical_board_grouped; tic_tac_toe_rotations_and_reflections_grouped; snake_ood_grid_size","type":"synthetic","variant":"..O.XXXOO"},"target_basis":"exact minimax; ties are uniform optimal actions, not win probabilities","template_id":"tic_tac_toe-v1-id"},"options":["0","1","3"],"question":"Choose a legal square to maximize the current player's result against optimal opposition: win, then draw, then loss.","source":"tic_tac_toe-v1","split":"test","state":{"board":["..O",".XX","XOO"],"current_player":"X","game":"tic_tac_toe","rules":"X starts; alternate placing a mark; three in a row wins. Squares 0..8 are row-major; . is empty."},"target":[0.0,0.0,1.0]}
{"group_id":"tic_tac_toe-v1:...O.XXOX","id":"tic_tac_toe-v1:...O.XXOX:...O.XXOX","kind":"choice","metadata":{"case_name":"tic_tac_toe","family":"policy","provenance":{"generator_version":"tic_tac_toe-v1","group_index":"tic_tac_toe-v1:...O.XXOX","license":"CC0-1.0","seed":42,"split_policy":"identical_board_grouped; tic_tac_toe_rotations_and_reflections_grouped; snake_ood_grid_size","type":"synthetic","variant":"...O.XXOX"},"target_basis":"exact minimax; ties are uniform optimal actions, not win probabilities","template_id":"tic_tac_toe-v1-id"},"options":["0","1","2","4"],"question":"Choose a legal square to maximize the current player's result against optimal opposition: win, then draw, then loss.","source":"tic_tac_toe-v1","split":"test","state":{"board":["...","O.X","XOX"],"current_player":"O","game":"tic_tac_toe","rules":"X starts; alternate placing a mark; three in a row wins. Squares 0..8 are row-major; . is empty."},"target":[0.0,0.0,1.0,0.0]}
{"group_id":"tic_tac_toe-v1:.......OX","id":"tic_tac_toe-v1:.......OX:.......OX","kind":"choice","metadata":{"case_name":"tic_tac_toe","family":"policy","provenance":{"generator_version":"tic_tac_toe-v1","group_index":"tic_tac_toe-v1:.......OX","license":"CC0-1.0","seed":42,"split_policy":"identical_board_grouped; tic_tac_toe_rotations_and_reflections_grouped; snake_ood_grid_size","type":"synthetic","variant":".......OX"},"target_basis":"exact minimax; ties are uniform optimal actions, not win probabilities","template_id":"tic_tac_toe-v1-id"},"options":["0","1","2","3","4","5","6"],"question":"Choose a legal square to maximize the current player's result against optimal opposition: win, then draw, then loss.","source":"tic_tac_toe-v1","split":"test","state":{"board":["...","...",".OX"],"current_player":"X","game":"tic_tac_toe","rules":"X starts; alternate placing a mark; three in a row wins. Squares 0..8 are row-major; . is empty."},"target":[0.0,0.0,0.3333333333333333,0.0,0.3333333333333333,0.3333333333333333,0.0]}
{"group_id":"tic_tac_toe-v1:....OXXOX","id":"tic_tac_toe-v1:....OXXOX:....OXXOX","kind":"choice","metadata":{"case_name":"tic_tac_toe","family":"policy","provenance":{"generator_version":"tic_tac_toe-v1","group_index":"tic_tac_toe-v1:....OXXOX","license":"CC0-1.0","seed":42,"split_policy":"identical_board_grouped; tic_tac_toe_rotations_and_reflections_grouped; snake_ood_grid_size","type":"synthetic","variant":"....OXXOX"},"target_basis":"exact minimax; ties are uniform optimal actions, not win probabilities","template_id":"tic_tac_toe-v1-id"},"options":["0","1","2","3"],"question":"Choose a legal square to maximize the current player's result against optimal opposition: win, then draw, then loss.","source":"tic_tac_toe-v1","split":"test","state":{"board":["...",".OX","XOX"],"current_player":"O","game":"tic_tac_toe","rules":"X starts; alternate placing a mark; three in a row wins. Squares 0..8 are row-major; . is empty."},"target":[0.0,1.0,0.0,0.0]}
{"group_id":"trex_runner-v1:41a55bc1ce4dd405a9592b41","id":"trex_runner-v1:41a55bc1ce4dd405a9592b41:50c0724eb53ca15f5e7e8029","kind":"choice","metadata":{"behavior_policy":"trex_one_obstacle_physics_oracle_baseline","case_name":"trex_runner","episode_step":1,"family":"policy","provenance":{"episode_index":0,"episode_seed":42,"generator_version":"trex_runner-v1","group_index":"trex_runner-v1:41a55bc1ce4dd405a9592b41","label_scope":"current_visible_observation_only","license":"CC0-1.0","observed_request_sha256":"50c0724eb53ca15f5e7e8029d369c0420add6262b0fd9292d4b84de3946443ef","seed":42,"split_policy":"identical_visible_observation_grouped_hash_v1; no_ood","type":"synthetic","variant":"50c0724eb53ca15f5e7e8029"},"runtime_config":{"name":"trex_runner","obstacles":12,"physics":"open-jev-box-runner-v1"},"target_basis":"One-obstacle box-physics simulation with declared maneuver preference using current visible geometry; no future obstacle or RNG access; not Chrome physics.","teacher":"trex_one_obstacle_physics_oracle_baseline","template_id":"trex_runner-v1-id"},"options":["jump_short","jump_full","duck","keep_running"],"question":"Choose a maneuver to pass the obstacle. Prefer keep_running when it clears a standing dinosaur, duck when only standing is blocked, and a jump otherwise. Use jump_short only for one small cactus; use jump_full for larger obstacles. The controller handles launch timing using the supplied box geometry.","source":"trex_runner-v1","split":"test","state":{"current_speed":10,"dinosaur_motion_when_observed":"running","objective":"Pass every obstacle without a collision.","runner_geometry":{"duck_height":0.8,"obstacle_start_x":12,"player_width":1,"standing_height":2},"speed_mode":"normal","target_obstacle":{"bottom":0,"flight_path":"ground_hazard","group_size":"single","height":1.0,"kind":"small_cactus","width":0.8},"timing_policy":"One choice per obstacle; controller centers the jump apex on horizontal overlap. Local box physics, not Chrome physics."},"target":[1.0,0.0,0.0,0.0]}
{"group_id":"trex_runner-v1:ad8321dcce9fb837b59c4fab","id":"trex_runner-v1:ad8321dcce9fb837b59c4fab:fb0f0fed6de2a42329534319","kind":"choice","metadata":{"behavior_policy":"trex_one_obstacle_physics_oracle_baseline","case_name":"trex_runner","episode_step":7,"family":"policy","provenance":{"episode_index":0,"episode_seed":42,"generator_version":"trex_runner-v1","group_index":"trex_runner-v1:ad8321dcce9fb837b59c4fab","label_scope":"current_visible_observation_only","license":"CC0-1.0","observed_request_sha256":"fb0f0fed6de2a42329534319fc9bc77ff50c668a06367f5eef64542566f870ef","seed":42,"split_policy":"identical_visible_observation_grouped_hash_v1; no_ood","type":"synthetic","variant":"fb0f0fed6de2a42329534319"},"runtime_config":{"name":"trex_runner","obstacles":12,"physics":"open-jev-box-runner-v1"},"target_basis":"One-obstacle box-physics simulation with declared maneuver preference using current visible geometry; no future obstacle or RNG access; not Chrome physics.","teacher":"trex_one_obstacle_physics_oracle_baseline","template_id":"trex_runner-v1-id"},"options":["jump_short","jump_full","duck","keep_running"],"question":"Choose a maneuver to pass the obstacle. Prefer keep_running when it clears a standing dinosaur, duck when only standing is blocked, and a jump otherwise. Use jump_short only for one small cactus; use jump_full for larger obstacles. The controller handles launch timing using the supplied box geometry.","source":"trex_runner-v1","split":"test","state":{"current_speed":12,"dinosaur_motion_when_observed":"running","objective":"Pass every obstacle without a collision.","runner_geometry":{"duck_height":0.8,"obstacle_start_x":12,"player_width":1,"standing_height":2},"speed_mode":"normal","target_obstacle":{"bottom":0,"flight_path":"ground_hazard","group_size":"double","height":1.0,"kind":"small_cactus","width":1.6},"timing_policy":"One choice per obstacle; controller centers the jump apex on horizontal overlap. Local box physics, not Chrome physics."},"target":[0.0,1.0,0.0,0.0]}
{"group_id":"trex_runner-v1:9d0a92c041e0101c7ef112e6","id":"trex_runner-v1:9d0a92c041e0101c7ef112e6:9d81d6999de692efac12a02d","kind":"choice","metadata":{"behavior_policy":"trex_one_obstacle_physics_oracle_baseline","case_name":"trex_runner","episode_step":6,"family":"policy","provenance":{"episode_index":2,"episode_seed":44,"generator_version":"trex_runner-v1","group_index":"trex_runner-v1:9d0a92c041e0101c7ef112e6","label_scope":"current_visible_observation_only","license":"CC0-1.0","observed_request_sha256":"9d81d6999de692efac12a02d2febb3f5907476be7e719452f0008cd070bca721","seed":42,"split_policy":"identical_visible_observation_grouped_hash_v1; no_ood","type":"synthetic","variant":"9d81d6999de692efac12a02d"},"runtime_config":{"name":"trex_runner","obstacles":12,"physics":"open-jev-box-runner-v1"},"target_basis":"One-obstacle box-physics simulation with declared maneuver preference using current visible geometry; no future obstacle or RNG access; not Chrome physics.","teacher":"trex_one_obstacle_physics_oracle_baseline","template_id":"trex_runner-v1-id"},"options":["jump_short","jump_full","duck","keep_running"],"question":"Choose a maneuver to pass the obstacle. Prefer keep_running when it clears a standing dinosaur, duck when only standing is blocked, and a jump otherwise. Use jump_short only for one small cactus; use jump_full for larger obstacles. The controller handles launch timing using the supplied box geometry.","source":"trex_runner-v1","split":"test","state":{"current_speed":12,"dinosaur_motion_when_observed":"running","objective":"Pass every obstacle without a collision.","runner_geometry":{"duck_height":0.8,"obstacle_start_x":12,"player_width":1,"standing_height":2},"speed_mode":"normal","target_obstacle":{"bottom":1.1,"flight_path":"blocks_running_only","group_size":"single","height":1.0,"kind":"pterodactyl","width":1.1},"timing_policy":"One choice per obstacle; controller centers the jump apex on horizontal overlap. Local box physics, not Chrome physics."},"target":[0.0,0.0,1.0,0.0]}
{"group_id":"trex_runner-v1:c8cacd5e1c60fcc4d00ab054","id":"trex_runner-v1:c8cacd5e1c60fcc4d00ab054:c5ad1272bf9285c97b76fb3d","kind":"choice","metadata":{"behavior_policy":"trex_one_obstacle_physics_oracle_baseline","case_name":"trex_runner","episode_step":2,"family":"policy","provenance":{"episode_index":6,"episode_seed":48,"generator_version":"trex_runner-v1","group_index":"trex_runner-v1:c8cacd5e1c60fcc4d00ab054","label_scope":"current_visible_observation_only","license":"CC0-1.0","observed_request_sha256":"c5ad1272bf9285c97b76fb3da169667a092492669f7fa58e499a54c82090eb83","seed":42,"split_policy":"identical_visible_observation_grouped_hash_v1; no_ood","type":"synthetic","variant":"c5ad1272bf9285c97b76fb3d"},"runtime_config":{"name":"trex_runner","obstacles":12,"physics":"open-jev-box-runner-v1"},"target_basis":"One-obstacle box-physics simulation with declared maneuver preference using current visible geometry; no future obstacle or RNG access; not Chrome physics.","teacher":"trex_one_obstacle_physics_oracle_baseline","template_id":"trex_runner-v1-id"},"options":["jump_short","jump_full","duck","keep_running"],"question":"Choose a maneuver to pass the obstacle. Prefer keep_running when it clears a standing dinosaur, duck when only standing is blocked, and a jump otherwise. Use jump_short only for one small cactus; use jump_full for larger obstacles. The controller handles launch timing using the supplied box geometry.","source":"trex_runner-v1","split":"test","state":{"current_speed":12,"dinosaur_motion_when_observed":"running","objective":"Pass every obstacle without a collision.","runner_geometry":{"duck_height":0.8,"obstacle_start_x":12,"player_width":1,"standing_height":2},"speed_mode":"normal","target_obstacle":{"bottom":0,"flight_path":"ground_hazard","group_size":"single","height":1.0,"kind":"small_cactus","width":0.8},"timing_policy":"One choice per obstacle; controller centers the jump apex on horizontal overlap. Local box physics, not Chrome physics."},"target":[1.0,0.0,0.0,0.0]}
{"group_id":"tile_platformer-v1:984ae29afd20293f996bc58d","id":"tile_platformer-v1:984ae29afd20293f996bc58d:604e73e42fb0bc2b5b935c65","kind":"choice","metadata":{"behavior_policy":"random_baseline","case_name":"tile_platformer","episode_step":4,"family":"policy","provenance":{"episode_index":5,"episode_seed":47,"generator_version":"tile_platformer-v1","group_index":"tile_platformer-v1:984ae29afd20293f996bc58d","label_scope":"current_visible_observation_only","license":"CC0-1.0","observed_request_sha256":"604e73e42fb0bc2b5b935c658753ea3d18e40df97d1664f227b99818ff9d569e","seed":42,"split_policy":"full_visible_terrain_layout_grouped_hash_v1; no_ood","type":"synthetic","variant":"604e73e42fb0bc2b5b935c65"},"runtime_config":{"length":48,"name":"tile_platformer","physics":"open-jev-tile-platformer-v1"},"target_basis":"Deterministic BFS first action on a shortest successful path in the disclosed local tile physics and full visible terrain; not NES gameplay.","teacher":"tile_platformer_bfs_baseline","template_id":"tile_platformer-v1-id"},"options":["noop","right","right_jump","right_run","right_run_jump","jump","left"],"question":"Choose a controller macro to reach the right-hand flag without falling into a gap. Walking moves one tile; running moves two. A jump from the ground follows the four-tick heights 2, 3, 2, 0 above its starting height; airborne jump requests do not restart it. Solid columns block horizontal movement below their top. Read the terrain and trajectory.","source":"tile_platformer-v1","split":"test","state":{"episode":{"dead":false,"stage_clear":false},"hazard":{"jump_must_start_this_decision":true},"objective":"Reach the flag without falling into a gap.","physics":"Original discrete tile simulator; no emulator, enemies, momentum or sprites. Full terrain is visible.","player":{"grounded":true,"jump_phase":"grounded","x":7,"y":0},"reaction_timing":{"action_horizon_ticks":1,"inference_delay_ticks":0},"terrain":{"columns":[0,0,0,0,0,0,0,0,null,null,0,0,0,1,0,0,0,0,null,null,0,0,0,2,0,0,0,0,null,null,0,0,0,2,0,0,0,0,null,null,0,0,0,2,0,0,0,0],"flag_x":46,"gap_distance_tiles":1,"null_means":"gap","observation_reliability":"exact_local_engine","obstacle_distance_tiles":6},"trajectory":{"crossing_known_gap":false,"jump_tick":-1,"launch_height":0}},"target":[0.0,0.0,0.0,0.0,1.0,0.0,0.0]}
{"group_id":"tile_platformer-v1:a59cb34cb85a12253407de3f","id":"tile_platformer-v1:a59cb34cb85a12253407de3f:0e4780cfff646b525f151560","kind":"choice","metadata":{"behavior_policy":"tile_platformer_bfs_baseline","case_name":"tile_platformer","episode_step":4,"family":"policy","provenance":{"episode_index":16,"episode_seed":58,"generator_version":"tile_platformer-v1","group_index":"tile_platformer-v1:a59cb34cb85a12253407de3f","label_scope":"current_visible_observation_only","license":"CC0-1.0","observed_request_sha256":"0e4780cfff646b525f1515608299675b97f777c65def7cd275f1125a440cdc25","seed":42,"split_policy":"full_visible_terrain_layout_grouped_hash_v1; no_ood","type":"synthetic","variant":"0e4780cfff646b525f151560"},"runtime_config":{"length":48,"name":"tile_platformer","physics":"open-jev-tile-platformer-v1"},"target_basis":"Deterministic BFS first action on a shortest successful path in the disclosed local tile physics and full visible terrain; not NES gameplay.","teacher":"tile_platformer_bfs_baseline","template_id":"tile_platformer-v1-id"},"options":["noop","right","right_jump","right_run","right_run_jump","jump","left"],"question":"Choose a controller macro to reach the right-hand flag without falling into a gap. Walking moves one tile; running moves two. A jump from the ground follows the four-tick heights 2, 3, 2, 0 above its starting height; airborne jump requests do not restart it. Solid columns block horizontal movement below their top. Read the terrain and trajectory.","source":"tile_platformer-v1","split":"test","state":{"episode":{"dead":false,"stage_clear":false},"hazard":{"jump_must_start_this_decision":true},"objective":"Reach the flag without falling into a gap.","physics":"Original discrete tile simulator; no emulator, enemies, momentum or sprites. Full terrain is visible.","player":{"grounded":true,"jump_phase":"grounded","x":10,"y":0},"reaction_timing":{"action_horizon_ticks":1,"inference_delay_ticks":0},"terrain":{"columns":[0,0,0,0,0,0,0,0,null,0,0,0,0,1,0,0,0,0,null,0,0,0,0,1,0,0,0,0,null,0,0,0,0,2,0,0,0,0,null,null,0,0,0,2,0,0,0,0],"flag_x":46,"gap_distance_tiles":8,"null_means":"gap","observation_reliability":"exact_local_engine","obstacle_distance_tiles":3},"trajectory":{"crossing_known_gap":false,"jump_tick":-1,"launch_height":0}},"target":[0.0,0.0,0.0,1.0,0.0,0.0,0.0]}
{"group_id":"tile_platformer-v1:a59cb34cb85a12253407de3f","id":"tile_platformer-v1:a59cb34cb85a12253407de3f:462aa3bb07eeff921b767553","kind":"choice","metadata":{"behavior_policy":"tile_platformer_bfs_baseline","case_name":"tile_platformer","episode_step":21,"family":"policy","provenance":{"episode_index":16,"episode_seed":58,"generator_version":"tile_platformer-v1","group_index":"tile_platformer-v1:a59cb34cb85a12253407de3f","label_scope":"current_visible_observation_only","license":"CC0-1.0","observed_request_sha256":"462aa3bb07eeff921b7675538a714be3103f2fc1f1669c190a9f2037819371b6","seed":42,"split_policy":"full_visible_terrain_layout_grouped_hash_v1; no_ood","type":"synthetic","variant":"462aa3bb07eeff921b767553"},"runtime_config":{"length":48,"name":"tile_platformer","physics":"open-jev-tile-platformer-v1"},"target_basis":"Deterministic BFS first action on a shortest successful path in the disclosed local tile physics and full visible terrain; not NES gameplay.","teacher":"tile_platformer_bfs_baseline","template_id":"tile_platformer-v1-id"},"options":["noop","right","right_jump","right_run","right_run_jump","jump","left"],"question":"Choose a controller macro to reach the right-hand flag without falling into a gap. Walking moves one tile; running moves two. A jump from the ground follows the four-tick heights 2, 3, 2, 0 above its starting height; airborne jump requests do not restart it. Solid columns block horizontal movement below their top. Read the terrain and trajectory.","source":"tile_platformer-v1","split":"test","state":{"episode":{"dead":false,"stage_clear":false},"hazard":{"jump_must_start_this_decision":false},"objective":"Reach the flag without falling into a gap.","physics":"Original discrete tile simulator; no emulator, enemies, momentum or sprites. Full terrain is visible.","player":{"grounded":false,"jump_phase":"rising","x":44,"y":3},"reaction_timing":{"action_horizon_ticks":1,"inference_delay_ticks":0},"terrain":{"columns":[0,0,0,0,0,0,0,0,null,0,0,0,0,1,0,0,0,0,null,0,0,0,0,1,0,0,0,0,null,0,0,0,0,2,0,0,0,0,null,null,0,0,0,2,0,0,0,0],"flag_x":46,"gap_distance_tiles":null,"null_means":"gap","observation_reliability":"exact_local_engine","obstacle_distance_tiles":null},"trajectory":{"crossing_known_gap":false,"jump_tick":1,"launch_height":0}},"target":[0.0,0.0,0.0,0.0,1.0,0.0,0.0]}
{"group_id":"tile_platformer-v1:2f3351ec9a89e19e77109c84","id":"tile_platformer-v1:2f3351ec9a89e19e77109c84:7fc4644ca12c21c8b48b46f1","kind":"choice","metadata":{"behavior_policy":"random_baseline","case_name":"tile_platformer","episode_step":12,"family":"policy","provenance":{"episode_index":61,"episode_seed":103,"generator_version":"tile_platformer-v1","group_index":"tile_platformer-v1:2f3351ec9a89e19e77109c84","label_scope":"current_visible_observation_only","license":"CC0-1.0","observed_request_sha256":"7fc4644ca12c21c8b48b46f1e402c01262fbb088ff99d2b9cb2733b56f7369a3","seed":42,"split_policy":"full_visible_terrain_layout_grouped_hash_v1; no_ood","type":"synthetic","variant":"7fc4644ca12c21c8b48b46f1"},"runtime_config":{"length":48,"name":"tile_platformer","physics":"open-jev-tile-platformer-v1"},"target_basis":"Deterministic BFS first action on a shortest successful path in the disclosed local tile physics and full visible terrain; not NES gameplay.","teacher":"tile_platformer_bfs_baseline","template_id":"tile_platformer-v1-id"},"options":["noop","right","right_jump","right_run","right_run_jump","jump","left"],"question":"Choose a controller macro to reach the right-hand flag without falling into a gap. Walking moves one tile; running moves two. A jump from the ground follows the four-tick heights 2, 3, 2, 0 above its starting height; airborne jump requests do not restart it. Solid columns block horizontal movement below their top. Read the terrain and trajectory.","source":"tile_platformer-v1","split":"test","state":{"episode":{"dead":false,"stage_clear":false},"hazard":{"jump_must_start_this_decision":false},"objective":"Reach the flag without falling into a gap.","physics":"Original discrete tile simulator; no emulator, enemies, momentum or sprites. Full terrain is visible.","player":{"grounded":false,"jump_phase":"falling","x":6,"y":2},"reaction_timing":{"action_horizon_ticks":1,"inference_delay_ticks":0},"terrain":{"columns":[0,0,0,0,0,0,0,0,null,null,0,0,0,1,0,0,0,0,null,0,0,0,0,1,0,0,0,0,null,null,0,0,0,2,0,0,0,0,null,null,0,0,0,1,0,0,0,0],"flag_x":46,"gap_distance_tiles":2,"null_means":"gap","observation_reliability":"exact_local_engine","obstacle_distance_tiles":null},"trajectory":{"crossing_known_gap":false,"jump_tick":2,"launch_height":0}},"target":[0.0,0.0,1.0,0.0,0.0,0.0,0.0]}
