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README.md
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- benchmark
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pretty_name: Reasoning-Structured Videos
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size_categories:
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---
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# Reasoning-Structured Videos
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|---|---|
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| Engine | Unreal Engine 5 |
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| Scenes | ~30 independently authored indoor / outdoor / mixed environments |
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| Resolution / FPS | 1280 × 720, 16 fps |
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| Trajectory length | 40 actions × 9 frames/action = **360 frames** (~22.5 s) per trajectory |
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| Action space | 9 discrete primitives: `move_{forward, backward, left, right}`, `turn_{left, right}`, `look_{up, down}`, `no_op` |
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| Action grid | translation Δ = 100 cm, yaw Δ = 15°, pitch Δ = 7.5° |
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| FOV | 79° (Habitat convention) |
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---
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- **Loop paths.** Two complementary constructions: (i) sampled exploration plus a five-stage discrete return (yaw → pitch → forward/backward → lateral) accepted only when residuals fall below 0.45 Δ horizontal / 0.3 Δ vertical; (ii) **topologically closed polygons** (rectangle / triangle / hexagon) whose closure is exact by polygon geometry.
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- **Equivalent paths.** Stage 1 — Fisher–Yates shuffle within each maximal mono-type segment of consecutive translations or consecutive rotations (commutative shuffle); Stage 2 fallback — matched **L-shape** `Uᵐ Vⁿ` vs. **zig-zag** `(UV)ᵏ Uᵐ⁻ᵏ Vⁿ⁻ᵏ` pairs (`m, n ∈ [3, 6]`) with self-inverse rotation pairs filling remaining slots, sharing only origin and terminus with disjoint interiors.
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To make the rendering function `g: S → X` effectively deterministic — required for any cross-path pixel comparison to be attributable to the model rather than to scene drift — the renderer applies:
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- frozen directional lighting, HDR capture path, clamped auto-exposure;
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- 15 warm-up frames discarded after every teleport (Lumen GI / auto-exposure settling);
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- temporally unstable effects disabled (motion blur, depth-of-field, lens flares, ray tracing);
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- rigid capsule embodiment (radius 34 cm, half-height 88 cm) with the camera 60 cm above its centre.
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---
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##
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```
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├──
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│ ├── run_<TIMESTAMP>__traj_<ID>.mp4
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│
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├── loop/
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│ └── ...
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├──
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│ ├── run_<TIMESTAMP>__traj_<ID>.mp4 # path A
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│ ├── run_<TIMESTAMP>__traj_<ID+1>.mp4 # path B (paired)
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│ └── ...
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├──
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└──
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```
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---
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### Reference results
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Baselines reported in the companion paper, scored on the
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| Model | Inv PSNR ↑ | Loop PSNR ↑ | Equiv PSNR ↑ |
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|---|---|---|---|
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## Loading
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```python
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```
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---
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**Out of scope.** Static, single-agent, human-scale navigation under a 9-action discrete vocabulary. Dynamic subjects, physics, multi-agent interaction, and non-human-scale navigation are covered by complementary benchmarks (HM-World, MIND, WildWorld). The GT-anchored tier under pixel metrics conflates algebraic violation with per-action scale mismatch when a model's interface differs from the released grid; cross-framework claims should be anchored on the action-scale-invariant self-consistency tier.
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---
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## License
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Released under **CC BY 4.0**. The UE5 capture code (`AutoRenderingUE5/`) is released alongside under the same terms; please refer to the repository for any third-party scene asset licences.
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- benchmark
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pretty_name: Reasoning-Structured Videos
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size_categories:
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- 1K<n<10K
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---
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# Reasoning-Structured Videos
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|---|---|
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| Engine | Unreal Engine 5 |
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| Scenes | ~30 independently authored indoor / outdoor / mixed environments |
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| Modality | RGB (mp4, H.264) + per-frame action labels + relation metadata + per-step pose & collision records |
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| Resolution / FPS | 1280 × 720, 16 fps |
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| Trajectory length | 40 actions × 9 frames/action = **360 frames** (~22.5 s) per trajectory |
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| Action space | 9 discrete primitives: `move_{forward, backward, left, right}`, `turn_{left, right}`, `look_{up, down}`, `no_op` |
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| Action grid | translation Δ = 100 cm, yaw Δ = 15°, pitch Δ = 7.5° |
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| FOV | 79° (Habitat convention) |
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| Release format | 5 zip files (one per split), ≈ 14 GB total |
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| Total trajectories released | **1,377** (passing the two-layer pixel validator) |
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This release is the **pixel-validated test corpus** used in the companion paper's Tables 1–2 (Easy tier) and the Hard-tier supplement. Trajectories whose realised pose deviated from the expected pose by > 1 cm at any step were routed to a `random_walk/` split during rendering and are **not included** here — every released trajectory has its algebraic identity holding exactly (Layer 1: pose check) and validated to MSE tolerance on captured frames (Layer 2: pixel check).
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### Per-split breakdown
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| Split | Tier | # trajectories | # mp4 files | Size (compressed) | Construction |
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| `inverse_easy` | Easy | 246 | 246 | 2.09 GB | Sampled `A` ‖ `no_op`-pad ‖ `A⁻¹` |
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| `inverse_hard` | Hard | 202 | 202 | 1.99 GB | `A·A⁻¹` mixing rotations (non-abelian witness) |
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| `loop_easy` | Easy | 247 | 247 | 2.17 GB | Five-stage discrete return |
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| `loop_hard` | Hard | 198 | 198 | 2.27 GB | Topologically closed polygons (rectangle / triangle / hexagon) |
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| `equivalence_easy` | Easy | 484 (= 242 paired pairs) | 484 | 4.56 GB | Stage-1 commutative shuffle / Stage-2 L-shape vs. zig-zag |
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Equivalence trajectories are released as `(A, B)` pairs; both halves of each pair are present in `equivalence_easy`. Hard-tier Equivalence is held back for a future release.
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---
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- **Loop paths.** Two complementary constructions: (i) sampled exploration plus a five-stage discrete return (yaw → pitch → forward/backward → lateral) accepted only when residuals fall below 0.45 Δ horizontal / 0.3 Δ vertical; (ii) **topologically closed polygons** (rectangle / triangle / hexagon) whose closure is exact by polygon geometry.
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- **Equivalent paths.** Stage 1 — Fisher–Yates shuffle within each maximal mono-type segment of consecutive translations or consecutive rotations (commutative shuffle); Stage 2 fallback — matched **L-shape** `Uᵐ Vⁿ` vs. **zig-zag** `(UV)ᵏ Uᵐ⁻ᵏ Vⁿ⁻ᵏ` pairs (`m, n ∈ [3, 6]`) with self-inverse rotation pairs filling remaining slots, sharing only origin and terminus with disjoint interiors.
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### Easy tier vs. Hard tier
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The paper distinguishes two tiers per relation (paper §3.2, §4.3):
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- **Easy tier** — the constructions above. These are the constructions used to render the original Easy-tier corpus and form the bulk of this release (`*_easy`).
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- **Hard tier** — defended against shortcut attacks (e.g. MIND-style symmetric round-trip baselines). Released splits:
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- `inverse_hard` — `A·A⁻¹` whose `A` mixes translations *and* rotations, providing a **non-abelian witness** that cannot be solved by treating the inverse half as a literal time-reversal.
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- `loop_hard` — pure geometric polygon templates (rectangle / triangle / hexagon) that are *not* decomposable into Inverse, so a model cannot pass Loop simply by passing Inverse.
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---
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## Deterministic Capture Pipeline
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To make the rendering function `g: S → X` effectively deterministic — required for any cross-path pixel comparison to be attributable to the model rather than to scene drift — the renderer applies:
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- frozen directional lighting, HDR capture path (`SCS_FinalColorHDR` + RGBA16F), clamped auto-exposure;
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- 15 warm-up frames discarded after every teleport (Lumen GI / auto-exposure settling);
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- temporally unstable effects disabled (motion blur, depth-of-field, lens flares, ray tracing);
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- rigid capsule embodiment (radius 34 cm, half-height 88 cm) with the camera 60 cm above its centre.
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---
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## File Layout
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The release ships as five zip files. After decompression:
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```
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result_dataset/
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├── inverse_easy/
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│ ├── run_<TIMESTAMP>__traj_<ID>.mp4 # RGB rollout, 360 frames
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│ └── run_<TIMESTAMP>__traj_<ID>_meta.json # actions, root state, per-step pose, relation
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├── inverse_hard/
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│ └── ...
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├── loop_easy/
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│ └── ...
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├── loop_hard/
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│ └── ...
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└── equivalence_easy/
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├── run_<TIMESTAMP>__pair_<PID>_A_traj_<TID>.mp4 # path A
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├── run_<TIMESTAMP>__pair_<PID>_A_traj_<TID>_meta.json
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├── run_<TIMESTAMP>__pair_<PID>_B_traj_<TID+1>.mp4 # path B (paired)
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└── run_<TIMESTAMP>__pair_<PID>_B_traj_<TID+1>_meta.json
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```
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### Filename schema
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- **Single-trajectory splits** (`*_easy` for Inverse / Loop, `*_hard`): `run_<RUN_TIMESTAMP>__traj_<TRAJ_ID>.mp4` paired with `..._meta.json`.
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- **Equivalence pairs**: `run_<RUN_TIMESTAMP>__pair_<PAIR_ID>_<A|B>_traj_<TRAJ_ID>.mp4` — the `pair_<PID>` token uniquely identifies the (A, B) pair across the split, and the `_A_` / `_B_` token disambiguates the two halves. The two halves' `TRAJ_ID`s are always consecutive.
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### `_meta.json` schema (key fields)
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```json
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{
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"trajectory_id": 353,
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"data_type": "reasoning",
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"trajectory_type": "inverse",
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"algebraic_property": "inverse: A ∘ A⁻¹ = id (explore then reverse)",
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"paired_trajectory": {
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"is_paired": false
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},
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"has_collision": false,
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"collision_count": 0,
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"total_steps": 40,
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"frames_per_step": 9,
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"total_frames": 360,
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"render_config": {
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"resolution": [1280, 720],
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"fov": 79.0,
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"image_format": "jpeg",
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"modalities": ["rgb", "depth"]
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},
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"root_state": {
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"position": [-2490.0, 1200.0, 400.0],
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"rotation": [0.0, 240.0, 0.0]
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},
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"action_sequence": ["move_right", "turn_right", "look_down", "...", "move_left"],
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"collision_mask": [0, 0, 0, "..."],
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"steps": [
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{
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"step": 0,
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"action": "move_right",
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"action_id": 3,
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"start_pos": [-2490.0, 1200.0, 400.0],
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"start_rot": [0.0, -120.0, 0.0],
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"expected_end_pos": [-2403.4, 1150.0, 400.0],
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"actual_end_pos": [-2403.4, 1150.0, 400.0],
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"actual_end_rot": [0.0, -120.0, 0.0],
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"collision": false,
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"collision_displacement": 0.0,
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"frame_dir": "step_00"
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}
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],
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"video_encoding": {"fps": 16.0, "crf": 28, "resolution": "1280x720", "codec": "libx264"}
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}
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```
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For Equivalence pairs, `paired_trajectory` is populated:
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```json
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"paired_trajectory": {
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"is_paired": true,
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"role": "path_A",
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"primary_trajectory_id": 23,
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"partner_trajectory_id": 24,
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"relation": "path_A and path_B are commutative shuffles, should reach same final state"
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}
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```
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> **Note on the `modalities` field.** Some `_meta.json` files list `"depth"` in `render_config.modalities` because depth was captured during rendering. The current public release contains **RGB only** — no `_depth.mp4` files are shipped. The depth-modality release is scheduled for a follow-up upload.
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---
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### Reference results
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Baselines reported in the companion paper, scored on the pixel-validated test set (Easy tier; see paper for exact split sizes):
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| Model | Inv PSNR ↑ | Loop PSNR ↑ | Equiv PSNR ↑ |
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## Loading
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The five zip splits unpack into flat directories of `.mp4` + `_meta.json` pairs, so the simplest loader is plain Python:
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```python
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import json
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from glob import glob
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from pathlib import Path
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ROOT = Path("result_dataset") # decompressed root
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def load_split(split_name):
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"""Return a list of (mp4_path, metadata_dict) tuples."""
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out = []
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for meta_path in sorted(glob(str(ROOT / split_name / "*_meta.json"))):
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with open(meta_path, "r", encoding="utf-8") as f:
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meta = json.load(f)
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mp4_path = meta_path.replace("_meta.json", ".mp4")
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out.append((mp4_path, meta))
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return out
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inv_easy = load_split("inverse_easy") # 246 trajectories
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inv_hard = load_split("inverse_hard") # 202 trajectories
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loop_easy = load_split("loop_easy") # 247 trajectories
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loop_hard = load_split("loop_hard") # 198 trajectories
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equiv_easy = load_split("equivalence_easy") # 484 trajectories = 242 (A,B) pairs
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# Reconstruct Equivalence (A, B) pairs by partner_trajectory_id
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pairs = {}
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for mp4, meta in equiv_easy:
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pid = meta["paired_trajectory"]["primary_trajectory_id"]
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+
pairs.setdefault(pid, {})[meta["paired_trajectory"]["role"]] = (mp4, meta)
|
| 244 |
+
# now pairs[pid] = {"path_A": (mp4, meta), "path_B": (mp4, meta)}
|
| 245 |
```
|
| 246 |
|
| 247 |
+
Decoding the videos (any of OpenCV / `decord` / `torchvision.io.read_video` works):
|
| 248 |
+
|
| 249 |
+
```python
|
| 250 |
+
import decord # pip install decord
|
| 251 |
+
vr = decord.VideoReader(mp4_path)
|
| 252 |
+
frames = vr.get_batch(range(len(vr))).asnumpy() # (360, 720, 1280, 3) uint8
|
| 253 |
+
actions = meta["action_sequence"] # length 40
|
| 254 |
+
# Frame i belongs to action floor(i / 9); per-step pose lives in meta["steps"][i // 9].
|
| 255 |
+
```
|
| 256 |
+
|
| 257 |
+
For `datasets`-library users, a thin wrapper that yields `{video, actions, trajectory_type, paired_trajectory_id, root_state}` records is straightforward; we plan to add a `loading_script.py` in the next revision.
|
| 258 |
|
| 259 |
---
|
| 260 |
|
|
|
|
| 264 |
|
| 265 |
**Out of scope.** Static, single-agent, human-scale navigation under a 9-action discrete vocabulary. Dynamic subjects, physics, multi-agent interaction, and non-human-scale navigation are covered by complementary benchmarks (HM-World, MIND, WildWorld). The GT-anchored tier under pixel metrics conflates algebraic violation with per-action scale mismatch when a model's interface differs from the released grid; cross-framework claims should be anchored on the action-scale-invariant self-consistency tier.
|
| 266 |
|
| 267 |
+
**Held-out from this release.** Trajectories that collided during rendering (the `random_walk/` split) and `equivalence_hard` are not included; only pixel-validated, collision-free trajectories are released here. Depth-modality `mp4` files were captured but are scheduled for a follow-up upload.
|
| 268 |
+
|
| 269 |
---
|
| 270 |
|
| 271 |
## License
|
| 272 |
|
| 273 |
Released under **CC BY 4.0**. The UE5 capture code (`AutoRenderingUE5/`) is released alongside under the same terms; please refer to the repository for any third-party scene asset licences.
|
| 274 |
|
| 275 |
+
## Citation
|
| 276 |
|
| 277 |
+
```bibtex
|
| 278 |
+
@inproceedings{reasoningstructuredvideos2026,
|
| 279 |
+
title = {Reasoning-Structured Videos: A Stratified Diagnostic Suite for Compositional Consistency in World Models},
|
| 280 |
+
author = {Anonymous},
|
| 281 |
+
booktitle = {Advances in Neural Information Processing Systems (NeurIPS) Datasets and Benchmarks Track},
|
| 282 |
+
year = {2026},
|
| 283 |
+
note = {Under review}
|
| 284 |
+
}
|
| 285 |
+
```
|