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-* ```