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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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