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A GAME RECORDING WITH ITS OWN ANSWER KEY

One complete gameplay episode where every simulation tick (60/s) ships the full machine-readable world state and a log of every game rule that fired. The video is what a player sees; the data is what was actually true. Nothing is inferred from pixels.

ACTION → CONSEQUENCE, TRACED

The player pulls the trigger and the simulator records the whole cascade on one clock: input fire → rule Shot → rule Damage → the target's Health ticks down → rule Death. Every arrow below is a fact from the engine, not a guess.

ONE ID, EVERY MODALITY

A pixel in the segmentation mask resolves to an entity id; that same id keys the state row, the event log, and the bounding box. Cause and effect are linked to specific objects with no detection or labeling step in between.

WHY A WORLD MODEL WANTS THIS

Learning that actions have results, that damage follows a shot, that state changes are caused — this is the counterfactual, causal supervision real footage can't give. The same engine that generates it can also score a model's predictions.

SAMPLE EPISODE
ep001 · Urban Block
32.4 s · 60 ticks/s · 1,946 frames · 47 entities · on-foot + vehicle + ranged combat. Every file keyed to the same tick.
COMBAT IN THIS EPISODE · click an engagement to jump
Read like this
input fireShotDamageHealth ↓ → Death. Watch the overlay mark the target and the chain below assemble itself, tick by tick.
SIM OVERLAY · from events + state tick 0 / 1946
ACTION → CONSEQUENCEno active engagement — playhead is between combat
INPUT
RULE · SHOT
RULE · DAMAGE
STATE Δ · HEALTH
RULE · DEATH
00:00 / 00:00