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  1. test/42d24426-9fd3-51d1-abfb-da5df3e4f428/metadata.jsonl +1 -0
  2. test/42d24426-9fd3-51d1-abfb-da5df3e4f428/output.mp4 +3 -0
  3. test/42d24426-9fd3-51d1-abfb-da5df3e4f428/q4_options/opt_0_keep_gravity_zero.mp4 +3 -0
  4. test/42d24426-9fd3-51d1-abfb-da5df3e4f428/q4_options/opt_1_reality_full.mp4 +3 -0
  5. test/42d24426-9fd3-51d1-abfb-da5df3e4f428/q4_options/opt_2_reality_alt.mp4 +3 -0
  6. test/42d24426-9fd3-51d1-abfb-da5df3e4f428/q4_options/opt_3_unreal_wrong_1_gravity_reverse.mp4 +3 -0
  7. test/42d24426-9fd3-51d1-abfb-da5df3e4f428/q4_options/opt_4_unreal_wrong_2_collision_scale_change.mp4 +3 -0
  8. test/42d24426-9fd3-51d1-abfb-da5df3e4f428/q4_options/render_1.log +0 -0
  9. test/42d24426-9fd3-51d1-abfb-da5df3e4f428/q4_options/render_2.log +0 -0
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  12. test/e3326d28-a99b-53a3-b634-230d9902a177/metadata.jsonl +1 -0
  13. test/e3326d28-a99b-53a3-b634-230d9902a177/output.mp4 +3 -0
  14. test/e3326d28-a99b-53a3-b634-230d9902a177/q4_options/opt_0_keep_gravity_zero.mp4 +3 -0
  15. test/e3326d28-a99b-53a3-b634-230d9902a177/q4_options/opt_1_reality_full.mp4 +3 -0
  16. test/e3326d28-a99b-53a3-b634-230d9902a177/q4_options/opt_2_reality_alt.mp4 +3 -0
  17. test/e3326d28-a99b-53a3-b634-230d9902a177/q4_options/opt_3_unreal_wrong_1_gravity_reverse.mp4 +3 -0
  18. test/e3326d28-a99b-53a3-b634-230d9902a177/q4_options/opt_4_unreal_wrong_2_timed_color_cycle.mp4 +3 -0
  19. test/e3326d28-a99b-53a3-b634-230d9902a177/q4_options/render_1.log +0 -0
  20. test/e3326d28-a99b-53a3-b634-230d9902a177/q4_options/render_2.log +0 -0
  21. test/e3326d28-a99b-53a3-b634-230d9902a177/q4_options/render_3.log +0 -0
  22. test/e3326d28-a99b-53a3-b634-230d9902a177/q4_options/render_4.log +0 -0
test/42d24426-9fd3-51d1-abfb-da5df3e4f428/metadata.jsonl ADDED
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(Select ALL that apply.)", "q1_options": ["There is no gravity: objects float instead of falling.", "Objects grow larger after collision.", "Objects swap colors after collision.", "Standard gravity: objects accelerate at a constant rate.", "Objects pulse in size over time."], "q1_metadata_reference": "{\"version\": \"v2.2\", \"total_options\": 5, \"option_categories\": [\"required_unreal\", \"irrelevant_unreal\", \"irrelevant_unreal\", \"baseline_physics\", \"irrelevant_unreal\"], \"required_rule_ids\": [\"gravity_zero\"], \"grading_rule\": \"required_unreal \\u2286 selected\"}", "q1_correct_answers": [0], "q1_is_multiselect": true, "q2_type": "rule_description", "q2_question": "Describe the governing physics in this video. For each unusual behavior, explain: (1) affected entities, (2) trigger condition, (3) state transition, and (4) how it differs from real physics.", "q2_options": [], "q2_metadata_reference": "Applied: ['gravity_zero']", "q2_correct_answers": [], "q2_correct_answer": "{\"version\": \"v2.1\", \"applied_rule_ids\": [\"gravity_zero\"], \"structured_descriptions\": [{\"affected_entities\": \"All objects in the scene\", \"trigger_condition\": \"Always active\", \"state_transition\": \"Objects maintain their velocity without gravitational acceleration\", \"contrast_to_real_physics\": \"In real physics, objects accelerate downward due to gravity\", \"rule_id\": \"gravity_zero\"}]}", "q2_is_multiselect": false, "q2_max_new_tokens": 256, "q3_type": "explanatory_reasoning", "q3_question": "Why are objects floating? 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