{
  "title": "WorldState-Bench: Curated Project-Page Examples",
  "scope": "Ten illustrative pairs. This showcase does not replace the full benchmark or its reported aggregate scores.",
  "fullBenchmark": {
    "pairs": 50,
    "themes": 21,
    "hiddenVariables": 49
  },
  "cases": [
    {
      "id": "B01",
      "name": "Elemental Orb",
      "theme": "magic academy",
      "variable": "element_mode",
      "values": [
        "RED_FLAME",
        "BLUE_FLAME"
      ],
      "action": "The wizard stays in place and raises the wand clearly above the head.",
      "rule": "If the element_mode is RED_FLAME, the magic orb erupts with large red flames; if it is BLUE_FLAME, the magic orb erupts with large blue flames.",
      "endings": [
        "the magic orb erupts with large red flames",
        "the magic orb erupts with large blue flames"
      ],
      "forbidden": [
        "the orb erupts with large bright blue flames",
        "the orb erupts with large bright red flames"
      ],
      "program": {
        "text": "If the element_mode is RED_FLAME, the magic orb erupts with large red flames; if it is BLUE_FLAME, the magic orb erupts with large blue flames.",
        "precondition": "element_mode == 'RED_FLAME'",
        "effect": "orb.flame = 'red'",
        "else_effect": "orb.flame = 'blue'",
        "mapping": {
          "RED_FLAME": "orb.flame = 'red'",
          "BLUE_FLAME": "orb.flame = 'blue'"
        }
      },
      "image": "static/images/benchmark/B01.webp",
      "failureCase": false
    },
    {
      "id": "B02",
      "name": "Gate or Brazier",
      "theme": "dungeon",
      "variable": "shrine_mode",
      "values": [
        "GATE",
        "BRAZIER"
      ],
      "action": "The player stays in place and clearly raises the right arm.",
      "rule": "If the shrine_mode is GATE, the stone door rises fully open; if it is BRAZIER, the large brazier bursts into tall flames.",
      "endings": [
        "the stone door rises fully open",
        "the large brazier bursts into tall flames"
      ],
      "forbidden": [
        "the large brazier burns with tall bright flames",
        "the stone door is raised fully open, the passage clear"
      ],
      "program": {
        "text": "If the shrine_mode is GATE, the stone door rises fully open; if it is BRAZIER, the large brazier bursts into tall flames.",
        "precondition": "shrine_mode == 'GATE'",
        "effect": "door.up = true",
        "else_effect": "brazier.lit = true",
        "mapping": {
          "GATE": "door.up = true",
          "BRAZIER": "brazier.lit = true"
        }
      },
      "image": "static/images/benchmark/B02.webp",
      "failureCase": false
    },
    {
      "id": "B08",
      "name": "Signal at the Camp",
      "theme": "survival",
      "variable": "signal_mode",
      "values": [
        "FIRE",
        "FLAG"
      ],
      "action": "The player stays in place and raises both arms into a clear V shape.",
      "rule": "If the signal_mode is FIRE, the campfire bursts into tall flames; if it is FLAG, the red signal flag rises high on its pole.",
      "endings": [
        "the campfire bursts into tall flames",
        "the red signal flag rises high on its pole"
      ],
      "forbidden": [
        "the large red signal flag is raised high on its pole",
        "the campfire burns with tall bright flames"
      ],
      "program": {
        "text": "If the signal_mode is FIRE, the campfire bursts into tall flames; if it is FLAG, the red signal flag rises high on its pole.",
        "precondition": "signal_mode == 'FIRE'",
        "effect": "fire.lit = true",
        "else_effect": "flag.up = true",
        "mapping": {
          "FIRE": "fire.lit = true",
          "FLAG": "flag.up = true"
        }
      },
      "image": "static/images/benchmark/B08.webp",
      "failureCase": false
    },
    {
      "id": "B19",
      "name": "Ice or Fire",
      "theme": "magic academy",
      "variable": "element",
      "values": [
        "ICE",
        "FIRE"
      ],
      "action": "The wizard stays in place and makes one clear wand-casting sweep.",
      "rule": "If the element is ICE, the stone fountain freezes over with blue ice; if it is FIRE, the iron brazier bursts into red flames.",
      "endings": [
        "the stone fountain freezes over with blue ice",
        "the iron brazier bursts into red flames"
      ],
      "forbidden": [
        "the heavy iron brazier burns with large bright red flames",
        "the wide fountain is frozen over with solid blue ice"
      ],
      "program": {
        "text": "If the element is ICE, the stone fountain freezes over with blue ice; if it is FIRE, the iron brazier bursts into red flames.",
        "precondition": "element == 'ICE'",
        "effect": "fountain.frozen = true",
        "else_effect": "brazier.lit = true",
        "mapping": {
          "ICE": "fountain.frozen = true",
          "FIRE": "brazier.lit = true"
        }
      },
      "image": "static/images/benchmark/B19.webp",
      "failureCase": false
    },
    {
      "id": "B20",
      "name": "Shield or Armor",
      "theme": "turn combat",
      "variable": "enemy_reaction",
      "values": [
        "SHIELD",
        "ARMOR"
      ],
      "action": "The player stays in place and performs one large, clear sword-swing attack.",
      "rule": "If the enemy_reaction is SHIELD, the enemy's large shield cracks apart and breaks; if it is ARMOR, the enemy's armor is covered by thick blue ice.",
      "endings": [
        "the enemy's large shield cracks apart and breaks",
        "the enemy's armor is covered by thick blue ice"
      ],
      "forbidden": [
        "the enemy's plate armor is covered with a thick layer of blue ice",
        "the enemy's large round shield is cracked apart and broken"
      ],
      "program": {
        "text": "If the enemy_reaction is SHIELD, the enemy's large shield cracks apart and breaks; if it is ARMOR, the enemy's armor is covered by thick blue ice.",
        "precondition": "enemy_reaction == 'SHIELD'",
        "effect": "shield.state = 'broken'",
        "else_effect": "armor.state = 'frozen'",
        "mapping": {
          "SHIELD": "shield.state = 'broken'",
          "ARMOR": "armor.state = 'frozen'"
        }
      },
      "image": "static/images/benchmark/B20.webp",
      "failureCase": false
    },
    {
      "id": "B26",
      "name": "Guard or Alarm",
      "theme": "stealth",
      "variable": "security_mode",
      "values": [
        "GUARD",
        "ALARM"
      ],
      "action": "The player stays behind the cover and performs one clear whistling gesture.",
      "rule": "If the security_mode is GUARD, the guard walks up to the near foreground; if it is ALARM, the alarm lamp flashes bright red.",
      "endings": [
        "the guard walks up to the near foreground",
        "the alarm lamp flashes bright red"
      ],
      "forbidden": [
        "the large alarm lamp flashes bright red",
        "the guard stands in the near foreground beside the cover"
      ],
      "program": {
        "text": "If the security_mode is GUARD, the guard walks up to the near foreground; if it is ALARM, the alarm lamp flashes bright red.",
        "precondition": "security_mode == 'GUARD'",
        "effect": "guard.near = true",
        "else_effect": "alarm.red = true",
        "mapping": {
          "GUARD": "guard.near = true",
          "ALARM": "alarm.red = true"
        }
      },
      "image": "static/images/benchmark/B26.webp",
      "failureCase": false
    },
    {
      "id": "B29",
      "name": "A Kitchen Trigger",
      "theme": "cooking",
      "variable": "kitchen_mode",
      "values": [
        "OVEN",
        "POT"
      ],
      "action": "The player presses the large kitchen service bell once.",
      "rule": "If the kitchen_mode is OVEN, the big oven door swings wide open; if it is POT, the broth in the pot turns vivid red.",
      "endings": [
        "the big oven door swings wide open",
        "the broth in the pot turns vivid red"
      ],
      "forbidden": [
        "the broth in the large pot is vivid fresh red",
        "the big oven door is wide open"
      ],
      "program": {
        "text": "If the kitchen_mode is OVEN, the big oven door swings wide open; if it is POT, the broth in the pot turns vivid red.",
        "precondition": "kitchen_mode == 'OVEN'",
        "effect": "oven.open = true",
        "else_effect": "soup.red = true",
        "mapping": {
          "OVEN": "oven.open = true",
          "POT": "soup.red = true"
        }
      },
      "image": "static/images/benchmark/B29.webp",
      "failureCase": false
    },
    {
      "id": "B41",
      "name": "A Garden Encounter",
      "theme": "dating",
      "variable": "date_mode",
      "values": [
        "NPC",
        "FOUNTAIN"
      ],
      "action": "The player stays in place and gives one clear wave.",
      "rule": "If the date_mode is NPC, the NPC sits down on the bench; if it is FOUNTAIN, the fountain jets a tall plume of water.",
      "endings": [
        "the NPC sits down on the bench",
        "the fountain jets a tall plume of water"
      ],
      "forbidden": [
        "the fountain jets a tall plume of water",
        "the NPC sits down on the bench"
      ],
      "program": {
        "text": "If the date_mode is NPC, the NPC sits down on the bench; if it is FOUNTAIN, the fountain jets a tall plume of water.",
        "precondition": "date_mode == 'NPC'",
        "effect": "npc.seated = true",
        "else_effect": "fountain.running = true",
        "mapping": {
          "NPC": "npc.seated = true",
          "FOUNTAIN": "fountain.running = true"
        }
      },
      "image": "static/images/benchmark/B41.webp",
      "failureCase": false
    },
    {
      "id": "B50",
      "name": "Left or Right",
      "theme": "magic academy",
      "variable": "target_route",
      "values": [
        "VIEWER_LEFT",
        "VIEWER_RIGHT"
      ],
      "action": "The wizard stays in place, raises the wand high, and makes one clear forward casting sweep.",
      "rule": "If the target_route is VIEWER_LEFT, the brazier on the viewer's left burns with large green flames while the right one stays dark; if it is VIEWER_RIGHT, the brazier on the viewer's right burns with large green flames while the left one stays dark.",
      "endings": [
        "the brazier on the viewer's left burns with large green flames while the right one stays dark",
        "the brazier on the viewer's right burns with large green flames while the left one stays dark"
      ],
      "forbidden": [
        "the viewer's right brazier burns with large green flames",
        "the viewer's left brazier burns with large green flames"
      ],
      "program": {
        "text": "If the target_route is VIEWER_LEFT, the brazier on the viewer's left burns with large green flames while the right one stays dark; if it is VIEWER_RIGHT, the brazier on the viewer's right burns with large green flames while the left one stays dark.",
        "precondition": "target_route == 'VIEWER_LEFT'",
        "effect": "left.lit = true",
        "else_effect": "right.lit = true",
        "mapping": {
          "VIEWER_LEFT": "left.lit = true",
          "VIEWER_RIGHT": "right.lit = true"
        }
      },
      "image": "static/images/benchmark/B50.webp",
      "failureCase": false
    },
    {
      "id": "B35",
      "name": "The Gallery · Failure Case",
      "theme": "museum",
      "variable": "gallery_mode",
      "values": [
        "STATUE",
        "CURTAIN"
      ],
      "action": "The player takes one short step forward onto the large gallery floor marker.",
      "rule": "If the gallery_mode is STATUE, the statue rotates a quarter turn; if it is CURTAIN, the back curtain pulls fully open.",
      "endings": [
        "the statue rotates a quarter turn",
        "the back curtain pulls fully open"
      ],
      "forbidden": [
        "the curtain is pulled fully open to the sides",
        "the statue is rotated a quarter turn to the side"
      ],
      "program": {
        "text": "If the gallery_mode is STATUE, the statue rotates a quarter turn; if it is CURTAIN, the back curtain pulls fully open.",
        "precondition": "gallery_mode == 'STATUE'",
        "effect": "statue.turned = true",
        "else_effect": "curtain.open = true",
        "mapping": {
          "STATUE": "statue.turned = true",
          "CURTAIN": "curtain.open = true"
        }
      },
      "image": "static/images/benchmark/B35.webp",
      "failureCase": true
    }
  ]
}
