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CONSTANTS_VARIABLES.md

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Constants and Variables Overview

For variables with multiple possible options, each option has the same chance of being chosen unless otherwise stated.

Eval 4

Variables:

  • Floor material (color/texture): 20 options
  • Wall and ceiling material (color/texture): 46 options

Constants:

  • Camera aspect ratio, clipping planes, field of view

Passive Intuitive Physics

Variables:

Constants:

  • Performer agent starting location: position = (0, -4.5), rotation = 0, height = 1.5
  • Occluder Z position (depth axis): 1
  • Occluder Y scale: 2 for collision and shape constancy scenes, 3 for object permanence and spatio-temporal continuity scenes
  • Occluder Z scale: 0.1
  • No context objects in the background (near the back wall)

Passive Gravity Support

Variables:

  • Object first appearance step: Between 1 and 10
  • Supporting object: rectangular prism with 66 size options and 12 material options
  • Supporting object X position (left-to-right axis): Between -1.5 and 1.5
  • Asymmetric object rotation: 2 options (either facing left or facing right)

Hypercube Slices:

  • Target object type (shape): either symmetric or asymmetric
  • Target object X position (left-to-right): either directly above the supporting object, or to the side

Constants:

  • Scene length: 60 steps
  • Number of objects: 1 target, 1 supporting, 1 pole
  • Pole materials (colors/textures): always magenta and cyan

Passive Shape Constancy

Variables:

  • Object first appearance step: Between 81 and 100
  • Object X position (left-to-right axis): Between -3 and 3
  • Occluder width: Minimum of the corresponding object's width, maximum of 1.4

Hypercube Slices:

  • Number of falling objects: either 1 or 2

Constants:

  • Scene length: 200 steps
  • Number of occluders: 2
  • Occluder X position (left-to-right axis): centered on its corresponding object's X position

Passive Collisions

Variables:

  • Object direction: 2 options (either left-to-right or right-to-left)
  • Object first appearance step: Between 81 and 120
  • Object X/Z (deep) movement speeds: 20 options
  • Object X/Y (toss) movement speeds: 24 options

Hypercube Slices:

  • Position of second object: either same depth as moving object, different depth than moving object, or never in scene

Constants:

  • Scene length: 200 steps

Passive Object Permanence

Variables:

  • Object direction: 2 options (either left-to-right or right-to-left)
  • Object first appearance step: Between 81 and 160
  • Object X movement speeds: 6 options that exit the scene, 18 options that naturally come to a stop in the middle of the scene
  • Object X/Z (deep) movement speeds: 20 options, 30 options that naturally come to a stop in the middle of the scene
  • Object X/Y (toss) movement speeds: 24 options, 42 options that naturally come to a stop in the middle of the scene
  • Occluder width: Minimum of the corresponding object's width, no maximum

Hypercube Slices:

  • Movement type: either on X axis only, on both X and Z axes (deep), or on both X and Y axes (toss)
  • Movement type: either exits the scene, or naturally comes to a stop in the middle of the scene

Constants:

  • Scene length: 240 steps
  • Number of moving objects: 1
  • Number of occluders: 1
  • Occluder X position (left-to-right axis): centered on the X position of the implausible event

Passive Spatio-Temporal Continuity

Variables:

  • Object direction: 2 options (either left-to-right or right-to-left)
  • Object first appearance step: Between 81 and 120
  • Object X movement speeds: 6 options
  • Object X/Z (deep) movement speeds: 20 options
  • Object X/Y (toss) movement speeds: 24 options
  • Occluder width: Minimum of the corresponding object's width, maximum of 1.4

Hypercube Slices:

  • Movement type: either on X axis only, on both X and Z axes (deep), or on both X and Y axes (toss)

Constants:

  • Scene length: 200 steps
  • Number of moving objects: 1
  • Number of occluders: 2
  • Occluder X position (left-to-right axis): centered on the X position of the implausible event

Interactive

Variables:

  • Performer agent starting location: anywhere within the room's bounds of (-5, 5) with random rotation in 45 degree increments
  • Context objects: Between 0 and 10, on a bell curve
  • Object type (shape): Any object currently available from our JSON SCHEMA, except as noted in that documentation.
  • Object size (scale): Between 1 and 10 options, depending on the object's type
  • Object material (color/texture): Between 1 and 40 options, depending on the object's type

Constants:

  • Scene length: 10,000 steps
  • Target object: soccer_ball
  • No interiors walls, platforms, or ramps
  • No confusors

Interactive Containers

Variables:

  • Container type (shape): 6 options (does NOT use the cardboard boxes with the four flaps)
  • Large container size (scale): Between 2 and 5 options per object type, depending on the type
  • Small container size (scale): 2 options per object type
  • Container material (color/texture): 16 options per object type
  • Container location: anywhere within the room's bounds of (-5, 5) with random rotation in 45 degree increments

Hypercube Slices:

  • Is the target object positioned inside a container: either yes or no
  • Number of container objects large enough to hold the target: Between 1 and 3
  • Number of container objects too small to hold the target: Between 0 and 2

Constants:

  • All containers start closed
  • No obstacles
  • No occluders

Interactive Obstacles

Variables:

  • Obstacle type (shape): 27 options, like tables and chairs

Hypercube Slices:

  • Target location: either in front of the performer agent (within its starting camera view based on its starting rotation) or in back of the performer agent (not in its starting camera view)
  • Obstacle location: either between the performer agent and the target, or behind the target

Constants:

  • 1 obstacle
  • No containers
  • No occluders

Interactive Occluders

Variables:

  • Occluder type (shape): 19 options, like sofas and bookcases

Hypercube Slices:

  • Target location: either in front of the performer agent (within its starting camera view based on its starting rotation) or in back of the performer agent (not in its starting camera view)
  • Primary occluder location: either between the performer agent and the target, or behind the target
  • Number of occluder objects: Between 1 and 3 (but always includes the "primary" occluder)

Constants:

  • No containers
  • No obstacles