task_illustrations__rpg_dungeon__safe_reachable_chest_count¶
Summary¶
- Domain:
illustrations - Scene id:
rpg_dungeon - Implementation source scene:
rpg_dungeon - Implementation source:
src/trace_tasks/tasks/illustrations/rpg_dungeon/safe_reachable_chest_count.py
Task Contract¶
Counts treasure chests that are reachable from the player through unblocked dungeon paths and are not located in a chamber containing a monster.
Program Contract¶
Program: count(chest, reachable(chest_tile, player_tile, passable_tile=open_floor) and not exists(monster in chest.chamber)); scene=rpg_dungeon; scope=safe_reachable_chest_count
Candidate set: the visible illustrated scene objects, people, regions, tiles, patches, labels, and option panels inside the safe_reachable_chest_count objective scope.
Operands: visible scene state and prompt-bound operands named by chest, reachable, chest_tile, player_tile, passable_tile, open_floor, exists, monster, chamber, rpg_dungeon, safe_reachable_chest_count.
Operation: evaluate count over the candidate set using the visible illustrated objects, regions, layout relationships, counts, patch/tile transforms, or option-selection constraints encoded in the program expression; generation enforces a unique final answer.
Output binding: answer uses the integer schema; generation binds a unique final answer.
Annotation witnesses: annotation uses the bbox_set schema; the prompt/annotation contract defines the minimal visual witnesses.
Query ids: single.
Reasoning Operations¶
Families: filtering, counting, logical_composition, topology
Query Branches¶
| Query id | Program schema |
|---|---|
single |
count(chest, reachable(chest_tile, player_tile, passable_tile=open_floor) and not exists(monster in chest.chamber)); scene=rpg_dungeon; scope=safe_reachable_chest_count |
Program Metadata¶
- Program signatures:
count.filtered_reachable_graph_objects - Base program contract:
count(chest, reachable(chest_tile, player_tile, passable_tile=open_floor) and not exists(monster in chest.chamber)); scene=rpg_dungeon; scope=safe_reachable_chest_count - Parameter axes:
total_chest_count,safe_reachable_chest_count,reachable_chest_count,monster_chamber_count,reachable_monster_chamber_count,layout_orientation,side_counts,canvas_profile - Arguments:
chest: treasure_chest; allowed visible generated treasure chests; sourcescene_ir.entitiesplayer_tile: tile coordinate containing the visible player; sourcescene_ir.entitiespassable_tile: floor tile not occupied by a blocker; allowed open floor and corridors; sourceprogram_schema_concretemonster: visible RPG dungeon monster; sourcescene_ir.entitiessafe_reachable_chest_count: integer; allowed0|1|2|3|4|5and never greater thantotal_chest_count - 1; sourceparameter_axes- Argument metadata status:
curated - Supported query ids:
single
Answer Contract¶
- Answer schema:
integer - Generator
answer_gt.type:integer - The answer is the number of reachable visible treasure chests whose chamber does not contain a monster.
- Each generated instance contains at least one boulder blocker and at least one monster, so the task requires both path reachability and chamber filtering.
Annotation Contract¶
- Annotation schema:
bbox_set - Generator
annotation_gt.type:bbox_set - Annotation contains one bounding box around each counted reachable treasure chest and is empty when the answer is zero.
- Annotation excludes excluded reachable chests in monster chambers, unreachable chests, monsters, blockers, walls, floors, corridors, and background stone.
Prompt And Trace Requirements¶
- Prompt text must come from
src/trace_tasks/resources/prompts/illustrations/rpg_dungeon/illustrations_rpg_dungeon_v0.json. - Public prompts must mention both unblocked/boulder-free reachability and excluding monster chambers.
- Public prompts use
chambers, notrooms, for this scene. - Render-only attributes such as palette, monster type, chamber positions, layout orientation, side counts, blocker type, and canvas profile must not be query ids.
- Floor tiles, graph edge ids, blocked edge ids, blocked tiles, layout orientation, side counts, total chest count, player entity, reachable chest ids, monster chamber ids, counted chest ids, projected bbox-set annotation, and diagnostic blocker/entity bboxes must be recorded in the trace.