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Dataset of images, text captions (and their CLIP embeddings), and variables for a fantasy RPG battle scene.

Each row in the dataset contains an image, a list of captions describing the image (and their CLIP embeddings), and a list of variables describing the scene.

The images are in PIL.Image.Image format, captions are a list of strings, CLIP embeddings are a tensor, and the variables are in a Python dictionary.

The dataset is intended for use in training models for generating counterfactuals for the fantasy RPG battle scene.

Variables that currently affect the outcome of the scene

Player attributes:

  • name: element, dtype: string, description: the element of character, cardinality: 3, values: ['fire', 'ice', 'neutral']
  • name: weapon_element, dtype: string, description: the element of the weapon of character, cardinality: 3, values: ['fire', 'ice', 'neutral']

Player Scene Frame State variables:

  • name: action, dtype: string, description: the action taken by character in the scene, cardinality: 5, values: ['attack', 'idle', 'dead', 'defend', 'counter-attack'] (note "counter-attack" is not currently used)
  • name: alive, dtype: bool, description: whether character is alive in the scene, cardinality: 2, values: [False, True]
  • name: blocked, dtype: bool, description: whether character successfully blocked at attack in the scene, cardinality: 2, values: [False, True]
  • name: dmg_received, dtype: int64, description: the amount of damage received by character in the scene, cardinality: N/A, values: range([0, attributes_max_hp]) (intermediate variable)
  • name: hp, dtype: int64, description: the current hit points of character in the scene, cardinality: N/A, values: range([0, attributes_max_hp]) (intermediate variable)

Variables that DO NOT currently affect the outcome of the scene

Player attributes:

  • name: weapon, dtype: string, description: the weapon of character, cardinality: 1, values: ['sword'] (everyone gets a sword)
  • name: weapon_damage, dtype: int64, description: the damage of character's weapon, dependent on weapon, cardinality: N/A, values: {'sword': 25, 'dagger': 5, 'throwing knives': 3, 'crossbow': 15, 'greatsword': 20, 'halberd': 25, 'longbow': 18, 'magic staff': 30}) (everyone gets a sword)
  • name: character_class, dtype: string, description: the class of character, cardinality: 2, values: ['knight', 'bandit'] (weapon attack damage is always greater than max_hp)
  • name: max_hp, dtype: int64, description: the maximum hit points of character, dependent on character_class, cardinality: N/A, values: {'knight': 20, 'bandit': 15})
  • name: id, dtype: int64, description: the unique identifier of character (irrelevant to outcome, just used for tracking in causal model)
  • name: position_type, dtype: string, description: the position type of character, cardinality: 2, values: ['left', 'right'] (irrelevant to the model outcome)
  • name: has_shield, dtype: bool, description: whether character has a shield, cardinality: 2, values: [False, True] (irrelevant to the model outcome)

Player Scene Frame State variables:

  • name: position_id, dtype: int64, description: the position identifier of character in the scene, cardinality: 4, values: [0, 1, 2, 3] (irrelevant to the model outcome)
  • name: parried, dtype: bool, description: whether character successfully parried, cardinality: 2, values: [False, True] ("counter-attack" is not currently used as an action)
dataset_info:
features:
- name: image
        dtype: image
- name: captions
        sequence: string
- name: captions_embedded
        sequence:
        sequence: float32
- name: variables
        struct:
        - name: character_1_attributes_character_class
        dtype: string
        - name: character_1_attributes_character_position_type
        dtype: string
        - name: character_1_attributes_element
        dtype: string
        - name: character_1_attributes_has_shield
        dtype: bool
        - name: character_1_attributes_id
        dtype: int64
        - name: character_1_attributes_max_hp
        dtype: int64
        - name: character_1_attributes_name
        dtype: string
        - name: character_1_attributes_weapon
        dtype: string
        - name: character_1_attributes_weapon_class
        dtype: string
        - name: character_1_attributes_weapon_element
        dtype: string
        - name: character_1_attributes_weapon_range
        dtype: string
        - name: character_2_attributes_character_class
        dtype: string
        - name: character_2_attributes_character_position_type
        dtype: string
        - name: character_2_attributes_element
        dtype: string
        - name: character_2_attributes_has_shield
        dtype: bool
        - name: character_2_attributes_id
        dtype: int64
        - name: character_2_attributes_max_hp
        dtype: int64
        - name: character_2_attributes_name
        dtype: string
        - name: character_2_attributes_weapon
        dtype: string
        - name: character_2_attributes_weapon_class
        dtype: string
        - name: character_2_attributes_weapon_element
        dtype: string
        - name: character_2_attributes_weapon_range
        dtype: string
        - name: frame_0_character_1_state_action
        dtype: string
        - name: frame_0_character_1_state_alive
        dtype: bool
        - name: frame_0_character_1_state_blocked
        dtype: bool
        - name: frame_0_character_1_state_dmg_received
        dtype: int64
        - name: frame_0_character_1_state_hp
        dtype: int64
        - name: frame_0_character_1_state_parried
        dtype: bool
        - name: frame_0_character_1_state_position_id
        dtype: int64
        - name: frame_0_character_1_state_role
        dtype: string
        - name: frame_0_character_2_state_action
        dtype: string
        - name: frame_0_character_2_state_alive
        dtype: bool
        - name: frame_0_character_2_state_blocked
        dtype: bool
        - name: frame_0_character_2_state_dmg_received
        dtype: int64
        - name: frame_0_character_2_state_hp
        dtype: int64
        - name: frame_0_character_2_state_parried
        dtype: bool
        - name: frame_0_character_2_state_position_id
        dtype: int64
        - name: frame_0_character_2_state_role
        dtype: string
        - name: frame_1_character_1_state_action
        dtype: string
        - name: frame_1_character_1_state_alive
        dtype: bool
        - name: frame_1_character_1_state_blocked
        dtype: bool
        - name: frame_1_character_1_state_dmg_received
        dtype: int64
        - name: frame_1_character_1_state_hp
        dtype: int64
        - name: frame_1_character_1_state_parried
        dtype: bool
        - name: frame_1_character_1_state_position_id
        dtype: int64
        - name: frame_1_character_1_state_role
        dtype: string
        - name: frame_1_character_2_state_action
        dtype: string
        - name: frame_1_character_2_state_alive
        dtype: bool
        - name: frame_1_character_2_state_blocked
        dtype: bool
        - name: frame_1_character_2_state_dmg_received
        dtype: int64
        - name: frame_1_character_2_state_hp
        dtype: int64
        - name: frame_1_character_2_state_parried
        dtype: bool
        - name: frame_1_character_2_state_position_id
        dtype: int64
        - name: frame_1_character_2_state_role
        dtype: string
splits:
- name: train
        num_bytes: 9934988.0
        num_examples: 100
download_size: 5589581
dataset_size: 9934988.0
configs:
- config_name: default
data_files:
- split: train
        path: data/train-*
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