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Target Perception
2
Choose how the given 3D structure's projections match with the target projections.
Easy
Medium
This is a state in a 3D reconstruction game. Given: - A 3x3x3 grid structure containing voxels - A image containing the voxel structure and its target projections (possibly not the projections of the given structure) Game Rules: 1. Grid Space: The game is played on a 3x3x3 cube grid. 2. Coordinates: Position (x,y,z) ranges from 1 to 3, with (1,1,1) at front-left-bottom. 3. Position Rule: Each position can contain at most one voxel. 4. Connectivity: All voxels must be connected face-to-face. 5. Front View (Y-Z): Shows structure when viewed along the negative X-axis direction (front to back), with Y as horizontal axis and Z as vertical axis. Projection coordinates are in (y,z) format. 6. Side View (X-Z): Shows structure when viewed along the positive Y-axis direction (left to right), with X as horizontal axis and Z as vertical axis. Projection coordinates are in (x,z) format. 7. Projection Rule: A cell shows '1' if any voxel exists along that line of sight, and '0' if no voxel exists along that line. Question: How does the voxel structure's projections match with the target projections? Choose the correct description from the options below. Options: 1: Neither Y-Z projection nor X-Z projection matches the target 2: Only Y-Z projection matches the target 3: Only X-Z projection matches the target 4: Both Y-Z and X-Z projections match the target
4
[ "Neither Y-Z projection nor X-Z projection matches the target", "Only Y-Z projection matches the target", "Only X-Z projection matches the target", "Both Y-Z and X-Z projections match the target" ]
3d_reconstruction
3D Spatial Perception & Reasoning
Target Perception
2
Ask the number of enemies in a row
Medium
Easy
The given image represents a simplified interface of the game Space Invaders. The enemy area is implicitly divided into a grid of cells, with the row and column numbers shown on the left and top sides of the grid respectively which you should strictly follow. Each cell is either empty or occupied by an incoming enemy which can be purple, blue or green. The ship is at the bottom row, aligned with one of the columns, which shoots the enemies using laser while dodging possible lasers from the enemies. How many enemies are on row 5? Give the number of the correct option. Options: 1: 0 2: 1 3: 2 4: 3 5: 4 6: 5 7: 6 8: 7
5
[ "0", "1", "2", "3", "4", "5", "6", "7" ]
space_invaders
Strategy Planning
State Prediction
2
Questions about predicting the number of live cells after 1 iteration
Medium
Medium
Conway's Game of Life is a cellular automaton where each cell in the grid can be either alive (black) or dead (white). Each cell interacts with its eight neighbors, which are the cells that are horizontally, vertically, or diagonally adjacent. For a cell at position (r,c), its neighbors are: - (r-1,c-1) (r-1,c) (r-1,c+1) [above row] - (r,c-1) (r,c) (r,c+1) [same row] - (r+1,c-1) (r+1,c) (r+1,c+1) [below row] Region boundaries wrap around to the opposite side: - A cell at the top edge connects to cells at the bottom edge - A cell at the left edge connects to cells at the right edge - Corner cells connect to the diagonally opposite corner For example, in a 3x3 region: - Cell (0,0)'s top neighbor is (2,0) - Cell (0,0)'s left neighbor is (0,2) - Cell (0,0)'s top-left neighbor is (2,2) The game evolves in discrete steps according to these rules: 1. Any live cell with fewer than two live neighbors dies (underpopulation) 2. Any live cell with two or three live neighbors lives on to the next generation 3. Any live cell with more than three live neighbors dies (overpopulation) 4. Any dead cell with exactly three live neighbors becomes alive (reproduction) In the image, black squares represent live cells, white squares represent dead cells, and the grid lines help visualize the cell boundaries. In this grid, we use (row, col) coordinates where: - row increases from top to bottom (0 at top) - col increases from left to right (0 at left) For example, the top-left cell is at (0, 0), and the cell below it is at (1, 0). After 1 iterations, how many live cells will remain in the grid? Options: A: 7 B: 9 C: 14 D: 5 E: 12 F: 6 G: 11 H: 0
D
[ "A: 7", "B: 9", "C: 14", "D: 5", "E: 12", "F: 6", "G: 11", "H: 0" ]
lifegame
Multi-step Reasoning
Target Perception
3
Check cell state
Medium
Easy
This is a Minesweeper game. The size of the chessboard is 5x5, and there are a total of 5 mines hidden on the board. The numbers on the board indicate how many mines are adjacent to that cell, including diagonals. Cells marked with "F" (flagged) are identified as potential locations of mines based on logical deduction or prior knowledge. These flagged cells play a critical role in guiding your reasoning for answering the questions. Cells with no numbers and no flags are safe and contain no adjacent mines. The board uses a coordinate system where the top-left cell corresponds to (0,0), and the rows and columns are numbered starting from 0. Please use the provided board configuration and logical reasoning to deduce the correct answers to the following questions: **Question**: What is the state of the cell at (2,4)? **Options:** A. It is revealed and shows a number. B. It is flagged as mine. C. It is still hidden. D. It is revealed and shows no more information.
C
[ "A. It is revealed and shows a number. ", "B. It is flagged as mine. ", "C. It is still hidden. ", "D. It is revealed and shows no more information." ]
minesweeper
Multi-step Reasoning
State Prediction
3
main_path
Medium
Medium
Rules: 1. Player can only walk on top of cubes 2. Player can climb ladders if they can reach the cube under the ladder 3. From a ladder, player can reach the top of the last cube with the ladder 4. Blue cube is start position, red cube is goal position 5. Numbered cubes are branch points Which numbered blocks are passed through when following the most direct path from start to goal? Options: 1: 1 2: 1, 2, 3, 4 3: 1, 4 4: 1, 3, 4 5: 2 6: None 7: 1, 2, 3 8: 2, 3, 4
5
[ "1", "1, 2, 3, 4", "1, 4", "1, 3, 4", "2", "None", "1, 2, 3", "2, 3, 4" ]
3d_maze
3D Spatial Perception & Reasoning
State Prediction
1
sequence_finding
Easy
Medium
Rules: 1. Player can only walk on top of cubes 2. Player can climb ladders if they can reach the cube under the ladder 3. From a ladder, player can reach the top of the last cube with the ladder 4. Blue cube is start position, red cube is goal position 5. Green cubes are numbered checkpoints What is the correct sequence of numbered checkpoints when following the path from start to goal? Options: 1: Start -> 1 -> 4 -> 2 -> 3 -> Goal 2: Start -> 2 -> 4 -> 1 -> 3 -> Goal 3: Start -> 3 -> 1 -> 2 -> 4 -> Goal 4: Start -> 3 -> 1 -> 4 -> 2 -> Goal 5: Start -> 1 -> 3 -> 4 -> 2 -> Goal 6: Start -> 3 -> 2 -> 4 -> 1 -> Goal
2
[ "Start -> 1 -> 4 -> 2 -> 3 -> Goal", "Start -> 2 -> 4 -> 1 -> 3 -> Goal", "Start -> 3 -> 1 -> 2 -> 4 -> Goal", "Start -> 3 -> 1 -> 4 -> 2 -> Goal", "Start -> 1 -> 3 -> 4 -> 2 -> Goal", "Start -> 3 -> 2 -> 4 -> 1 -> Goal" ]
3d_maze
3D Spatial Perception & Reasoning
Strategy Optimization
5
Determine optimal move
Easy
Hard
This is a Minesweeper game. The size of the chessboard is 4x4, and there are a total of 3 mines hidden on the board. The numbers on the board indicate how many mines are adjacent to that cell, including diagonals. Cells marked with "F" (flagged) are identified as potential locations of mines based on logical deduction or prior knowledge. These flagged cells play a critical role in guiding your reasoning for answering the questions. Cells with no numbers and no flags are safe and contain no adjacent mines. The board uses a coordinate system where the top-left cell corresponds to (0,0), and the rows and columns are numbered starting from 0. Please use the provided board configuration and logical reasoning to deduce the correct answers to the following questions: **Question:** What is the best next move at (0,2)? **Options:** A. Flag this cell as a mine. B. Reveal this cell. C. Analyze adjacent cells for potential mines according to the number on it. D. Skip this move and wait for more information. E. This cell has already been revealed, and no further action is required. F. This cell has already been flagged as a mine, and no further action is needed.
E
[ "A. Flag this cell as a mine. ", "B. Reveal this cell. ", "C. Analyze adjacent cells for potential mines according to the number on it. ", "D. Skip this move and wait for more information. ", "E. This cell has already been revealed, and no further action is required. ", "F. This cell has already been flagged as a mine, and no further action is needed." ]
minesweeper
Multi-step Reasoning
Target Perception
1
Identify the current position and direction of the ant
Medium
Easy
In Langton's Ant, we have a grid where each cell is either white or black. A red arrow represents an ant, showing its current position and direction. The ant follows these simple rules: 1. If the ant is on a white cell, it turns right 90 degrees, changes the cell to black, and moves forward one step 2. If the ant is on a black cell, it turns left 90 degrees, changes the cell to white, and moves forward one step 3. If the ant would move off the grid, it wraps around to the opposite side (using modulo with grid size) The coordinates system: The top-left cell is (0,0), with x increasing downward and y increasing rightward. What is the current position and direction of the ant in the image? Answer using one of the following options with its corresponding letter: A: Position (8, 5), facing up B: Position (7, 5), facing up C: Position (0, 3), facing left D: Position (7, 4), facing up E: Position (1, 2), facing left F: Position (0, 0), facing right G: Position (8, 7), facing up H: Position (7, 1), facing left
H
[ "Position (8, 5), facing up", "Position (7, 5), facing up", "Position (0, 3), facing left", "Position (7, 4), facing up", "Position (1, 2), facing left", "Position (0, 0), facing right", "Position (8, 7), facing up", "Position (7, 1), facing left" ]
langton_ant
Multi-step Reasoning
Target Perception
2
Given current state and an index of a region.You should idectify which cell provided in the options belongs the region.
Medium
Easy
We have a 6*6 grid.The grid is divided into 6 regions. Cells with the same color belong to the same region. Region with index 0 has the color of light pink. Region with index 1 has the color of powder blue. Region with index 2 has the color of light green. Region with index 3 has the color of peach. Region with index 4 has the color of red. Region with index 5 has the color of yellow. In the image,a star is represented by a black dot. If a cell has been placed a star,a black dot will be shown on this cell. We should place the star in this Star Battle Puzzle according to the following rules: Each row must contain exactly 1 star(s). Each column must contain 1 star(s). Each region must contain exactly 1 star(s). Stars cannot be adjacent to each other, including diagonally. The cells in the grid are labeled with row and column numbers starting from 0. The top-left corner of the grid is (0, 0). (x,y) means a cell at row x and column y. Now we have placed some stars in the grid. The region with index 4 is represented by the color red in the grid.Given the current state, which cell in the following options belong to region 4? Options: 1.(1,3) 2.(2,1) 3.(3,5) 4.(3,2) 5.(5,4) 6.(4,3) 7.(4,4) 8.(5,3)
2
[ "(1,3)", "(2,1)", "(3,5)", "(3,2)", "(5,4)", "(4,3)", "(4,4)", "(5,3)" ]
star_battle
Multi-step Reasoning
Strategy Optimization
2
Questions about the optimal strategy to take a move of the current player of the board.
Hard
Medium
Principles: Tic-Tac-Toe is a classic two-player game played on a 3x3 grid, (row, col) from (0, 0) to (2, 2). Players take turns marking a space in the grid, one using **O** (the red block) and the other using **X** (the blue block). In each game, player **O** starts first. The objective is to be the first to get three of your marks in a row (horizontally, vertically, or diagonally). If all nine squares are filled without either player achieving this, the game ends in a draw. Notice: the current player to make a move should be inferred from the number of pieces for each players on the board. When inferring the optimal move, if optimal move can be inferred by some rules, choose the optimal move. Otherwise, choose the first move. (The order of choices is (0, 0), (0, 1), (0, 2), (1, 0), ..., (2, 2), choose the first move that is not occupied) Question: What is the optimal move for the current player? If no move exists, choose the answer "None". Options: ['A.None', 'B.(0, 0)', 'C.(0, 1)', 'D.(0, 2)', 'E.(1, 0)', 'F.(1, 1)', 'G.(1, 2)', 'H.(2, 0) or (2, 1) or (2, 2)']
A
[ "A.None", "B.(0, 0)", "C.(0, 1)", "D.(0, 2)", "E.(1, 0)", "F.(1, 1)", "G.(1, 2)", "H.(2, 0) or (2, 1) or (2, 2)" ]
tictactoe
Strategy Planning
State Prediction
2
A deadlock question about the current state of Klondike Solitaire
Hard
Medium
The given image represents the interface of the game Klondike Solitaire. The user interface consists of a board with 52 playing cards divided into four distinct areas: 1. **Stock Pile (Draw Pile):** Initially composed of 24 face-down cards. The player can draw one card at a time to reveal its face. 2. **Waste Pile (Dump Pile):** This pile holds the cards drawn from the Stock Pile that have not been moved to other areas. Only the topmost card in the Waste Pile is available for play. 3. **Foundation Piles:** These four piles are designated for each suit (hearts, diamonds, clubs, and spades, but not necessarily following this order). From left to right, they are referred to as foundation 1 through foundation 4. Players must build up the foundation starting with the Ace and then place cards in ascending order (2 through King) of the same suit. 4. **Tableau Piles:** There are seven tableau piles. From left to right, these piles are referred to as Tab 1 through Tab 7, and initially contain an increasing number of cards from 1 to 7. Only the topmost cards in each pile are face-up and built in descending order, alternating colors (red and black suits). Only when the topmost cards are removed to some other place (e.g. another tableau pile or the foundation pile) will the hidden card beneath be revealed. Only a King can be placed on an empty tableau pile unless it starts there at the beginning of the game. **Objective:** The goal of Klondike Solitaire is to move all cards to the Foundation Piles, organized by suit in ascending order from Ace to King. A deadlock occurs in Klondike Solitaire when the player reaches a state where no more effective moves can be made. To be more specific, certain moves are not considered deadlocks: - **Draw Pile**: Drawing a new card from the draw pile can always break a deadlock. - **Waste Pile**: Moving a card from the waste pile to the tableau or foundation can break a deadlock. - **Foundation Pile**: Moving a card to the foundation pile can always break a deadlock. - **Tableau Pile**: A move within the tableau pile can break a deadlock only if it relocates a card to another tableau pile while revealing a hidden card or create an empty tableau pile where a King can be placed. If none of these moves are possible, the game is in a deadlock state. Analyze the current game state and select the most appropriate reason for why the game is or is not in a deadlock. Choose the correct option and give the analysis. Options: 1. Draw pile and waste pile are NOT both empty AND Existing cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock. 2. Draw pile and waste pile are both empty AND No cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is in a deadlock. 3. Draw pile and waste pile are both empty AND No cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock. 4. Draw pile and waste pile are NOT both empty AND No cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock. 5. Draw pile and waste pile are NOT both empty AND No cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock. 6. Draw pile and waste pile are NOT both empty AND Existing cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock. 7. Draw pile and waste pile are both empty AND Existing cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock. 8. Draw pile and waste pile are both empty AND Existing cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.
6
[ "Draw pile and waste pile are NOT both empty AND Existing cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.", "Draw pile and waste pile are both empty AND No cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is in a deadlock.", "Draw pile and waste pile are both empty AND No cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.", "Draw pile and waste pile are NOT both empty AND No cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.", "Draw pile and waste pile are NOT both empty AND No cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.", "Draw pile and waste pile are NOT both empty AND Existing cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.", "Draw pile and waste pile are both empty AND Existing cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.", "Draw pile and waste pile are both empty AND Existing cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock." ]
klondike
Pattern Recognition & Matching
State Prediction
2
Questions about predicting the number of live cells after 1 iteration
Hard
Medium
Conway's Game of Life is a cellular automaton where each cell in the grid can be either alive (black) or dead (white). Each cell interacts with its eight neighbors, which are the cells that are horizontally, vertically, or diagonally adjacent. For a cell at position (r,c), its neighbors are: - (r-1,c-1) (r-1,c) (r-1,c+1) [above row] - (r,c-1) (r,c) (r,c+1) [same row] - (r+1,c-1) (r+1,c) (r+1,c+1) [below row] Region boundaries wrap around to the opposite side: - A cell at the top edge connects to cells at the bottom edge - A cell at the left edge connects to cells at the right edge - Corner cells connect to the diagonally opposite corner For example, in a 3x3 region: - Cell (0,0)'s top neighbor is (2,0) - Cell (0,0)'s left neighbor is (0,2) - Cell (0,0)'s top-left neighbor is (2,2) The game evolves in discrete steps according to these rules: 1. Any live cell with fewer than two live neighbors dies (underpopulation) 2. Any live cell with two or three live neighbors lives on to the next generation 3. Any live cell with more than three live neighbors dies (overpopulation) 4. Any dead cell with exactly three live neighbors becomes alive (reproduction) In the image, black squares represent live cells, white squares represent dead cells, and the grid lines help visualize the cell boundaries. In this grid, we use (row, col) coordinates where: - row increases from top to bottom (0 at top) - col increases from left to right (0 at left) For example, the top-left cell is at (0, 0), and the cell below it is at (1, 0). After 1 iterations, how many live cells will remain in the grid? Options: A: 22 B: 15 C: 2 D: 5 E: 11 F: 7 G: 3 H: 6
D
[ "A: 22", "B: 15", "C: 2", "D: 5", "E: 11", "F: 7", "G: 3", "H: 6" ]
lifegame
Multi-step Reasoning
State Prediction
9
which of the following positions is available to place a new tent?
Hard
Medium
This is a Tents puzzle. In this game, you will start with a grid that only marks the positions of the trees, the number of tents that should be in each row, and the number of tents that should be in each column. Your goal is to place the tents step by step on the grid according to the following rules until there are no more missing tents in the grid: 1. **Valid Cell States**: Each cell in the grid can only be in one of the following three states, which are empty, containing a tree, and containing a tent. 2. **Equal Number of Tents and Trees**: The total number of tents you place must be equal to the number of trees present on the grid. 3. **Tent Placement Restrictions**: Tents can only be placed horizontally or vertically (diagonally does not count) adjacent to at least one tree. 4. **No Adjacent Tents**: No two tents can be adjacent, including diagonally. 5. **Row and Column Constraints**: The number of tents that should be placed in each row or column is given by the numbers on the left and top of the grid. The positions of the trees and the tents are represented by their icons on the grid respectively. The blue numbers on the left and top of the grid indicate the number of tents that should be placed in each row or column finally. The black numbers on the left and top of the grid are the row numbers and column numbers, respectively. In the coordinates (x, y), x corresponds to the row number, and y corresponds to the column number. The row and column numbering both start from 0, meaning that the first row is actually row 0. The origin (0,0) is in the upper-left corner of the grid. In the current state, only some of the correct positions of the tents are marked in the grid.Given the current state, which of the following positions is allowed to place a new tent without breaking the game rules immediately (it does not have to be a part of a whole solution to the puzzle)? Options: 1: (7, 10) 2: (11, 9) 3: (3, 10) 4: (12, 0) 5: (5, 11) 6: (12, 11) 7: (1, 3) 8: (5, 8)
1
[ "[7, 10]", "[11, 9]", "[3, 10]", "[12, 0]", "[5, 11]", "[12, 11]", "[1, 3]", "[5, 8]" ]
tents
Multi-step Reasoning
Target Perception
1
Check color state at position
Hard
Easy
This is a sudoku game in which the board is filled with a total number of colours equal to the length of the board's sides, and no rows, columns or squares are allowed to have duplicate colours.You should fill the empty cells on the board with following 9 colors: red, green, blue, magenta, yellow, aqua, gray, purple, forest green.In this Sudoku board, the row coordinates are 1-9 from top to bottom, and the column coordinates are 1-9 from left to right.What color is at position (9,4)(note that on the board the position (9,4) has already been filled with a certain color)?Choose from following options:A.red, B.green, C.blue, D.magenta, E.yellow, F.aqua, G.gray, H.purple, I.forest green
I
[ "A.red", "B.green", "C.blue", "D.magenta", "E.yellow", "F.aqua", "G.gray", "H.purple", "I.forest green" ]
sudoku
Multi-step Reasoning
Target Perception
3
Given current state and a region,Your task is to indentify which cell provided by options belongs to this region and has been placed a star.
Hard
Easy
We have a 8*8 grid.The grid is divided into 8 regions. Cells with the same color belong to the same region. Region with index 0 has the color of light pink. Region with index 1 has the color of powder blue. Region with index 2 has the color of light green. Region with index 3 has the color of peach. Region with index 4 has the color of red. Region with index 5 has the color of yellow. Region with index 6 has the color of cyan. Region with index 7 has the color of orange. In the image,a star is represented by a black dot. If a cell has been placed a star,a black dot will be shown on this cell. We should place the star in this Star Battle Puzzle according to the following rules: Each row must contain exactly 1 star(s). Each column must contain 1 star(s). Each region must contain exactly 1 star(s). Stars cannot be adjacent to each other, including diagonally. The cells in the grid are labeled with row and column numbers starting from 0. The top-left corner of the grid is (0, 0). (x,y) means a cell at row x and column y. Now we have placed some stars in the grid. In the current puzzle state, region 5 is associated with color yellow. Please identify which of the following cells in this region that contains a star? Note that:If no stars have been placed in the target region,please choose the option "null" Options: 1.(5,1) 2.(0,1) 3.(6,2) 4.(1,0) 5.(7,1) 6.(4,5) 7.(4,2) 8.null
8
[ "(5,1)", "(0,1)", "(6,2)", "(1,0)", "(7,1)", "(4,5)", "(4,2)", "null" ]
star_battle
Multi-step Reasoning
Strategy Optimization
3
Find the path to the goal
Easy
Medium
**Rules:** 1. This is a maze mini-game.The player needs to navigate around obstacles to reach the destination and achieve victory. 2. The red circle represents the player, the green block is the goal and the blue blocks are obstacles. 3. The player can only move within the white blocks. **Question:** Which sequence of movements will allow the player to reach the destination? **Options:** A. right, up, left, right, left, left, right, up, up, right, down, left, down B. right, right, down, down, down, down, down, down, left, left, left, left C. right, up, up, up, down, left, right, up, right, up, right, left, down D. down, down, up, down, left, down, down, left, down, right, up, down, down E. up, right, right, left, left, right, right, down, right, left, down, down, left
B
[ "A. right, up, left, right, left, left, right, up, up, right, down, left, down", "B. right, right, down, down, down, down, down, down, left, left, left, left", "C. right, up, up, up, down, left, right, up, right, up, right, left, down", "D. down, down, up, down, left, down, down, left, down, right, up, down, down", "E. up, right, right, left, left, right, right, down, right, left, down, down, left" ]
maze
Strategy Planning
Target Perception
1
color_description
Hard
Easy
Rules: 1. Colors change gradually along rows or columns. 2. A gradient transitions between two colors. 3. Each row or column can have its own independent gradient pattern. 4. Row and column indexes begin from 1 at the top-left corner. Question: What color is the cell at row 2, column 4? Options: 1: vivid red 2: pale purple 3: vivid cyan 4: vivid bright red 5: vivid purple 6: red 7: purple 8: black
6
[ "vivid red", "pale purple", "vivid cyan", "vivid bright red", "vivid purple", "red", "purple", "black" ]
hue
Pattern Recognition & Matching
State Prediction
1
Select a coordinate and determine whether a ball can be placed at this coordinate. If so, what would happen after the place of the ball.
Hard
Medium
Pyramid Chess Rules: 0.Game Board: The game board is square and comes in various sizes: 3x3, 4x4, or 5x5. On an nxn board, there are n levels (0 to n-1). At each level k, the x and y coordinates range from 0 to n-1-k, resulting in (n-k)**2 slots per level. The slots in the lower levels act as the base for the slots in the upper levels. Slots at level 0 have no base, while slots at level j (j!=0) with coordinates (m,n) are supported by four base slots (m,n),(m+1,n),(m,n+1),(m+1,n+1) from level j-1. 1.Players and Initial Setup: The game is played between two players, designated as PLAYER_0 and PLAYER_1, each using balls of a distinct color from their color pool, blue balls for PLAYER_0 and red balls for PLAYER_1. Players take turns placing their balls on a square game board. The number of balls available to each player depends on the size of the board: on a 3x3 board, each player has 7 balls; on a 4x4 board, each has 15 balls; and on a 5x5 board, PLAYER_0 (the first player to place a ball) has 28 balls, while PLAYER_1 has 27 balls. 2.Placing Balls and Creating New Slots: At the start of the game, the lowest level of the board (Level 0) is completely open and balls can be placed in any available slot on this level(since there is no base for slots in level 0, slots in level 0 have full base). After a ball is placed in a slot, that slot is no longer available for placing another ball. A ball can only be placed on the upper level if it is supported by a fully completed 2x2 block of balls on the level directly beneath, which means all the base of the slot is full(there is a ball in each of these slots). 3.Take-back mechnism: If a player places a ball that completes a 2x2 block of the same color (all four balls belonging to that player), they may return up to two balls from the block to their color pool. A ball can only be removed if it does not have another ball directly above it, as removing a "base" ball would collapse the pyramid. Returning a ball reopens the slot it occupied, allowing it to be used for future placements, but the rule requiring a full 2x2 block as a base for placing balls on upper levels still applies. 4.Winning the Game: The game ends when one player successfully places the last ball on top of the pyramid. The player who place the ball on the top of the pyramid wins. Question: Can a ball be placed at coordinate [1, 1] on Level 1? If a red ball is placed there, what would be the outcome? Options: 1. Can place and no balls taken 2. Can place and then balls can be taken 3. Cannot place, position already occupied 4. Cannot place, ball not ready below
3
[ "Can place and no balls taken", "Can place and then balls can be taken", "Cannot place, position already occupied", "Cannot place, ball not ready below" ]
pyramidchess
3D Spatial Perception & Reasoning
State Prediction
2
Given the current game state, identify which of the following moves is valid according to FreeCell rules.
Hard
Medium
In this FreeCell game: we have 4 cascade piles at sum, and their indexes are [0, 1, 2, 3]We have 4 freecell on the left top, and their indexes are 0,1,2,3.We have 4 foundation piles on the right top, and their indexes are 0,1,2,3.In FreeCell, cards must be moved according to specific rules: 1. Cards in cascade piles must be stacked in descending order with alternating colors 2. Only one card can be moved at a time (unless using free cells) 3. Foundation piles must be built up by suit from Ace to King 4. Free cells can hold only one card each Which of the following moves is valid in the current game state?the options are as follows: 1.Move (Club,1) from FreeCell 1 to Cascade 2 2.Move (Club,9) from FreeCell 1 to FreeCell 2 3.Move (Club,10) from Cascade 0 to FreeCell 3 4.Move (Diamond,10) from FreeCell 0 to Cascade 1
3
[ "Move (Club,1) from FreeCell 1 to Cascade 2", "Move (Club,9) from FreeCell 1 to FreeCell 2", "Move (Club,10) from Cascade 0 to FreeCell 3", "Move (Diamond,10) from FreeCell 0 to Cascade 1" ]
freecell
Pattern Recognition & Matching
Target Perception
3
Given current state and a region,Your task is to indentify which cell provided by options belongs to this region and has been placed a star.
Hard
Easy
We have a 8*8 grid.The grid is divided into 8 regions. Cells with the same color belong to the same region. Region with index 0 has the color of light pink. Region with index 1 has the color of powder blue. Region with index 2 has the color of light green. Region with index 3 has the color of peach. Region with index 4 has the color of red. Region with index 5 has the color of yellow. Region with index 6 has the color of cyan. Region with index 7 has the color of orange. In the image,a star is represented by a black dot. If a cell has been placed a star,a black dot will be shown on this cell. We should place the star in this Star Battle Puzzle according to the following rules: Each row must contain exactly 1 star(s). Each column must contain 1 star(s). Each region must contain exactly 1 star(s). Stars cannot be adjacent to each other, including diagonally. The cells in the grid are labeled with row and column numbers starting from 0. The top-left corner of the grid is (0, 0). (x,y) means a cell at row x and column y. Now we have placed some stars in the grid. In the current puzzle state, region 2 is associated with color light green. Please identify which of the following cells in this region that contains a star? Note that:If no stars have been placed in the target region,please choose the option "null" Options: 1.(3,1) 2.(4,0) 3.(3,2) 4.(2,2) 5.(3,0) 6.(2,1) 7.(4,2) 8.(2,3)
3
[ "(3,1)", "(4,0)", "(3,2)", "(2,2)", "(3,0)", "(2,1)", "(4,2)", "(2,3)" ]
star_battle
Multi-step Reasoning
State Prediction
3
Given a particular game state,a selected move and a selected cascade pile, the puzzle will present a question about which card is at the top of the cascade pile. Your task is to indentify the card in the options.
Medium
Hard
In this FreeCell game: we have 6 cascade piles, and their indexes are [0, 1, 2, 3, 4, 5]We have 4 freecell on the left top, and their indexes are 0,1,2,3.We have 4 foundation piles on the right top, and their indexes are 0,1,2,3.In FreeCell, cards can be moved according to specific rules: A card can be moved to a free cell if available, stacked in descending order alternating colors in cascade piles, or placed in foundation piles starting from Ace. Now, find the top card from cascade pile 0 after moving the card (Diamond,1) from Cascade 0 to FreeCell 0.the options are as follows: 1.(Diamond, J) 2.(Spade, 2) 3.(Club, 7) 4.(Heart, 5) 5.(Diamond, 2) 6.(Heart, J) 7.(Heart, A) 8.(Diamond, K)
5
[ "(Diamond, J)", "(Spade, 2)", "(Club, 7)", "(Heart, 5)", "(Diamond, 2)", "(Heart, J)", "(Heart, A)", "(Diamond, K)" ]
freecell
Pattern Recognition & Matching
Strategy Optimization
5
Asking the next move that can lead to solving the puzzle
Medium
Hard
This game is called Chess Ranger. The rules are as follows:Pieces move like in standard chess.You can only perform capture moves.The king is allowed to be captured.The goal is to end up with a single piece remaining on the board.The possible first step to be tried is the following 4 steps: 1.move Rook in d7 to capture Knight in d4,2.move Bishop in c3 to capture Bishop in a5,3.move Bishop in c3 to capture Knight in d4,4.move Bishop in a5 to capture Bishop in c3.What is the first step to be tried now in order to finally solve the puzzle?Choose the number combination from the following options:A.24,B.1,C.2,D.12,E.14,F.13,G.134,H.None
E
[ "A.24", "B.1", "C.2", "D.12", "E.14", "F.13", "G.134", "H.None" ]
chess_ranger
Strategy Planning
Target Perception
4
piece_adjacency
Medium
Medium
Rules: 1. Each numbered region represents a piece on the board. 2. Pieces are considered adjacent if they share at least one edge. 3. Pieces that only touch at corners are not considered adjacent. Question: How many different pieces are adjacent to Piece 3? Options: 1: 0 2: 7 3: 3 4: 2 5: 4 6: 5 7: 6 8: 1
4
[ "0", "7", "3", "2", "4", "5", "6", "1" ]
tengram
Pattern Recognition & Matching
State Prediction
5
Ask the points gained by shooting once where the ship is
Easy
Easy
The given image represents a simplified interface of the game Space Invaders. The enemy area is implicitly divided into a grid of cells, with the row and column numbers shown on the left and top sides of the grid respectively which you should strictly follow. Each cell is either empty or occupied by an incoming enemy which can be purple, blue or green. The ship is at the bottom row, aligned with one of the columns, which shoots the enemies using laser while dodging possible lasers from the enemies. If the ship shoots, the enemy closest to the ship (i.e. the lowermost one) on the same column as the ship, if any, will be destroyed and disappear, adding points to the player's score and exposing the enemy behind (if any). Purple enemies are worth 30 points, blue enemies are worth 20 points, and green enemies are worth 10 points. If the ship shoots at the current position, how many points will the player get? Give the number of the correct option. Options: 1: 10 2: 20 3: 30 4: 0
1
[ "10", "20", "30", "0" ]
space_invaders
Strategy Planning
State Prediction
2
Predict the cube state after performing specific moves
Medium
Medium
Rules: As shown in the figure, the Rubik's cube consists of both 3D views and an unfolded view. The 3D views show the cube from two angles: left-tilted 30 degrees looking down, and right-tilted ,30 degrees looking up. The cube has six faces: Upper (U), Down (D), Left (L), Right (R), Front (F), and Back (B). Each face can be rotated clockwise or counterclockwise.And for each face, the coordinates are determined based on the unfolded view: column number increases from left to right (0,1,2) and row number increases from bottom to top (0,1,2). Legend shown in the bottom left corner.Handedness issues in the 3D views can be ignored.An uppercase letter indicates which face to rotate ('F' for Front, 'B' for Back, 'L' for Left, 'R' for Right, 'U' for Upper, 'D' for Down), with a prime symbol (') denoting counterclockwise rotation and no prime symbol denoting clockwise rotation.After the sequence L, what color will be at position (2, 1) on the Front face face?Options: [1] white, [2] blue, [3] orange, [4] red, [5] gray, [6] green, [7] purple, [8] magenta
2
[ "white", "blue", "orange", "red", "gray", "green", "purple", "magenta" ]
rubiks_cube
3D Spatial Perception & Reasoning
State Prediction
4
Predict card move result
Medium
Medium
Spider Solitaire # OBJECTIVE Spider is played with eight decks of 13 spade cards each, totaling 104 unique cards. The goal is to arrange all cards in a King-to-Ace sequence in the same suit and move them to the foundation piles. Once all sequences are moved to the foundations, the game is won. # SETUP The game features waste piles, a stock pile, and foundation piles. Waste piles are where the action happens, and the stock pile provides new cards when necessary. **Waste Pile Numbering**: Waste piles are numbered from left to right starting with `0`. The cards within each waste pile are also numbered starting from the bottom card. # GAME BOARD COMPONENTS ## **Stock Pile** The **Stock Pile** holds all remaining cards and is used to deal new cards into the waste piles. Stock Pile is in the top left corner of the board. - **Staggered Card Stacking**: Cards are stacked in layers, and the number of layers indicates how many more times you can deal cards to the waste piles. Each deal moves one card face-up to each waste pile. ## **Waste Piles** The **Waste Piles** are where cards are played and organized. Waste Piles are on the bottom of the chessboard - **Face-Up vs. Face-Down Cards**: Cards are stacked with face-up cards visible and face-down cards hidden. Only face-up cards can be played. When a face-down card becomes the top card of a pile, it is turned face-up and can be played. - **Staggered Cards**: Cards in each waste pile are arranged so that face-up cards are on top, and face-down cards are beneath. As you move cards, new face-down cards are revealed. - **Card Numbering and Screen Position**: - **Waste Pile Numbering**: Piles are numbered from left to right starting with `0` for the leftmost pile. - The card at the bottom of each waste pile (usually face-down) is numbered **0** and is the **topmost visible card** in the pile. - As you move upward in the pile, the next cards are numbered **1**, **2**, **3**, and so on. - Visually, the bottom card (number **0**) is the one closest to the top of the screen, and the cards above it are stacked above in the pile, going downwards. ## **Foundation Pile** Foundation pile stores all the arranged suit. When a suit is arranged in sequence, it may be removed to a foundation pile. If all suits are moved to the foundations, the game is won. Foundation Pile is in the top right corner of the board. # MOVING CARDS - **Movement Conditions**: Cards can be moved to another pile as long as they form a **descending sequence of the same suit**, i.e., a King-to-Ace sequence. When moving cards, the new sequence must be a **same-suit sequence** and follow the **descending order** from K, Q, J, 10, 9, ..., 2, A. - **Same-Suit Sequence Requirement**: The card being moved must be placed on a top card that is of the **same suit** and has a **higher rank** (e.g., a Q can be placed on a K). The top card of the target pile must be larger in rank than the card being moved, and both must be of the same suit. - **Moving a Sequence**: A complete **descending sequence** of cards (such as K, Q, J, 10, etc.) can be moved from one pile to another, as long as the sequence is in **descending order** and all the cards in the sequence are of the **same suit**. - **Face-Down Cards**: If the sequence you are moving includes face-down cards, they will be flipped face-up once they are moved. After flipping, the newly face-up cards can continue to be moved or interacted with. - **Example**: If you have a sequence of K-Q-J-10-9-8-7 in the same suit, you can move a card 6 that has the same suit to the top of this pile, resulting in a new sequence K-Q-J-10-9-8-7-6. - **Empty Pile Rule**: An empty waste pile can accept any card. After placing the card, you can continue adding a descending same-suit sequence to that pile. - **Reveal Cards**: If a move leaves a face-down card on top, it will be turned face-up. # DEALING Click the stock to deal a new row of face-up cards to the waste piles. You may not deal if there is an empty waste pile. # STRATEGY - Turn face-down cards face-up. - Form runs of the same suit in descending order. - Use empty waste piles strategically. # VARIANTS In **circular spider solitaire**, a King can be placed on an Ace, allowing for extended sequences. # **NOTE: Important Numbering Reminder** - **Waste Pile Numbering**: Waste piles are numbered from **left to right** starting with `0` for the leftmost pile. - **Card Numbering within Waste Piles**: The **bottom-most card** of each pile (usually face-down) is numbered **0**, and the cards above it are numbered **1**, **2**, **3**, etc., moving upwards in the pile. - **Please Pay Attention** to both the waste pile and card numbering methods, as they will help you navigate and make strategic decisions effectively. **Question:** What will happen if I want to move the number 2 card of pile 4 to pile 0? **Options:** A. The move will be successful, and the cards will be in descending order, following the rules of movement. B. The move cannot be made because this card is face-down and its value is unknown. C. The move cannot be made because there is a card above it, and that card does not form a descending order with the selected card. D. The move cannot be made because the top card of the target pile does not have a rank equal to this card's rank plus one. E. The move cannot be made because the pile has too few cards, and this card does not exist.
B
[ "A. The move will be successful, and the cards will be in descending order, following the rules of movement.", "B. The move cannot be made because this card is face-down and its value is unknown.", "C. The move cannot be made because there is a card above it, and that card does not form a descending order with the selected card.", "D. The move cannot be made because the top card of the target pile does not have a rank equal to this card's rank plus one.", "E. The move cannot be made because the pile has too few cards, and this card does not exist." ]
spider_solitaire
Pattern Recognition & Matching
Target Perception
5
Count specific colors on a face
Easy
Easy
Rules: As shown in the figure, the Rubik's cube consists of both 3D views and an unfolded view. The 3D views show the cube from two angles: left-tilted 30 degrees looking down, and right-tilted ,30 degrees looking up. The cube has six faces: Upper (U), Down (D), Left (L), Right (R), Front (F), and Back (B). Each face can be rotated clockwise or counterclockwise.And for each face, the coordinates are determined based on the unfolded view: column number increases from left to right (0,1,2) and row number increases from bottom to top (0,1,2). Legend shown in the bottom left corner.Handedness issues in the 3D views can be ignored.An uppercase letter indicates which face to rotate ('F' for Front, 'B' for Back, 'L' for Left, 'R' for Right, 'U' for Upper, 'D' for Down), with a prime symbol (') denoting counterclockwise rotation and no prime symbol denoting clockwise rotation. How many blue squares are there on the Front face? Options: [1] 0, [2] 8, [3] 1, [4] 7, [5] 2, [6] 9, [7] 5, [8] 6
6
[ "0", "8", "1", "7", "2", "9", "5", "6" ]
rubiks_cube
3D Spatial Perception & Reasoning
Strategy Optimization
3
Find the path to the goal
Hard
Medium
**Rules:** 1. This is a maze mini-game.The player needs to navigate around obstacles to reach the destination and achieve victory. 2. The red circle represents the player, the green block is the goal and the blue blocks are obstacles. 3. The player can only move within the white blocks. **Question:** Which sequence of movements will allow the player to reach the destination? **Options:** A. up, right, down, left, up, right, up, right, left, down, left, left, up, down, right, left, down, up, down, up, down B. right, down, down, left, right, down, right, left, up, up, down, right, up, down, left, up, right, right, up, left, left C. down, down, left, left, down, down, right, right, right, right, up, up, right, right, down, down, right, right, right, right D. right, right, down, right, down, left, up, down, left, left, left, left, down, up, right, up, down, up, up, down, left E. up, right, left, down, up, right, left, right, up, left, left, up, down, down, right, up, up, down, right, down, right
C
[ "A. up, right, down, left, up, right, up, right, left, down, left, left, up, down, right, left, down, up, down, up, down", "B. right, down, down, left, right, down, right, left, up, up, down, right, up, down, left, up, right, right, up, left, left", "C. down, down, left, left, down, down, right, right, right, right, up, up, right, right, down, down, right, right, right, right", "D. right, right, down, right, down, left, up, down, left, left, left, left, down, up, right, up, down, up, up, down, left", "E. up, right, left, down, up, right, left, right, up, left, left, up, down, down, right, up, up, down, right, down, right" ]
maze
Strategy Planning
State Prediction
1
sequence_finding
Easy
Medium
Rules: 1. Player can only walk on top of cubes 2. Player can climb ladders if they can reach the cube under the ladder 3. From a ladder, player can reach the top of the last cube with the ladder 4. Blue cube is start position, red cube is goal position 5. Green cubes are numbered checkpoints What is the correct sequence of numbered checkpoints when following the path from start to goal? Options: 1: Start -> 3 -> 2 -> 4 -> 1 -> Goal 2: Start -> 2 -> 4 -> 1 -> 3 -> Goal 3: Start -> 4 -> 2 -> 3 -> 1 -> Goal 4: Start -> 4 -> 3 -> 2 -> 1 -> Goal 5: Start -> 3 -> 4 -> 1 -> 2 -> Goal 6: Start -> 3 -> 2 -> 1 -> 4 -> Goal
2
[ "Start -> 3 -> 2 -> 4 -> 1 -> Goal", "Start -> 2 -> 4 -> 1 -> 3 -> Goal", "Start -> 4 -> 2 -> 3 -> 1 -> Goal", "Start -> 4 -> 3 -> 2 -> 1 -> Goal", "Start -> 3 -> 4 -> 1 -> 2 -> Goal", "Start -> 3 -> 2 -> 1 -> 4 -> Goal" ]
3d_maze
3D Spatial Perception & Reasoning
Strategy Optimization
2
Questions about the optimal strategy to take a move of the current player of the board.
Easy
Medium
Principles: Tic-Tac-Toe is a classic two-player game played on a 3x3 grid, (row, col) from (0, 0) to (2, 2). Players take turns marking a space in the grid, one using **O** (the red block) and the other using **X** (the blue block). In each game, player **O** starts first. The objective is to be the first to get three of your marks in a row (horizontally, vertically, or diagonally). If all nine squares are filled without either player achieving this, the game ends in a draw. Notice: the current player to make a move should be inferred from the number of pieces for each players on the board. When inferring the optimal move, if optimal move can be inferred by some rules, choose the optimal move. Otherwise, choose the first move. (The order of choices is (0, 0), (0, 1), (0, 2), (1, 0), ..., (2, 2), choose the first move that is not occupied) Question: What is the optimal move for the current player? If no move exists, choose the answer "None". Options: ['A.None', 'B.(0, 0)', 'C.(0, 1)', 'D.(0, 2)', 'E.(1, 0)', 'F.(1, 1)', 'G.(1, 2)', 'H.(2, 0) or (2, 1) or (2, 2)']
D
[ "A.None", "B.(0, 0)", "C.(0, 1)", "D.(0, 2)", "E.(1, 0)", "F.(1, 1)", "G.(1, 2)", "H.(2, 0) or (2, 1) or (2, 2)" ]
tictactoe
Strategy Planning
State Prediction
2
symbol_at_position
Easy
Medium
Rules: State 0, Symbol 0 -> Write 2, Move right, New State 0 State 0, Symbol 1 -> Write 1, Move up, New State 1 State 0, Symbol 2 -> Write 0, Move right, New State 0 State 0, Symbol 3 -> Write 3, Move left, New State 0 State 0, Symbol 4 -> Write 4, Move right, New State 0 State 1, Symbol 0 -> Write 2, Move right, New State 0 State 1, Symbol 1 -> Write 4, Move up, New State 2 State 1, Symbol 2 -> Write 2, Move right, New State 1 State 1, Symbol 3 -> Write 0, Move right, New State 0 State 1, Symbol 4 -> Write 2, Move left, New State 1 State 2, Symbol 0 -> Write 4, Move left, New State 0 State 2, Symbol 1 -> Write 1, Move right, New State 2 State 2, Symbol 2 -> Write 2, Move up, New State 2 State 2, Symbol 3 -> Write 2, Move right, New State 1 State 2, Symbol 4 -> Write 4, Move right, New State 2 Color Legend for Symbols: Symbol 0: Color = red Symbol 1: Color = green Symbol 2: Color = blue Symbol 3: Color = magenta Bracket Legend for States: State 0: Bracket = ( ) State 1: Bracket = [ ] State 2: Bracket = { } State 3: Bracket = < > Current head position is (2, 0) with State 1 on Symbol 3 that is [3]. Question: how does the symbol at position (2, 1) change after 6 steps? Writing the same symbol needs to be tracked. Options: 1: 3->1(at step 2)->1(at step 3)->3(at step 4)->2(at step 5) 2: 3->1(at step 4) 3: 3->0(at step 2) 4: 3->3(at step 3) 5: 3->2(at step 1)->3(at step 4)->1(at step 5) 6: 3->0(at step 2)->1(at step 4)->1(at step 5) 7: 3->3(at step 2)->3(at step 4)->3(at step 6) 8: 3->2(at step 1)->2(at step 3)->2(at step 4)
7
[ "3->1(at step 2)->1(at step 3)->3(at step 4)->2(at step 5)", "3->1(at step 4)", "3->0(at step 2)", "3->3(at step 3)", "3->2(at step 1)->3(at step 4)->1(at step 5)", "3->0(at step 2)->1(at step 4)->1(at step 5)", "3->3(at step 2)->3(at step 4)->3(at step 6)", "3->2(at step 1)->2(at step 3)->2(at step 4)" ]
2d_turing_machine
Multi-step Reasoning
State Prediction
6
Predict change in Blinky's movement
Hard
Medium
# Game Overview Pac-Man is a maze arcade game where the player controls Pac-Man to eat as many beans as possible while avoiding ghosts. If a ghost catches Pac-Man, the game ends. # Basic Elements - **Pac-Man**: The yellow circular character that the player controls - **Beans**: Yellow dots that Pac-Man can eat to score points - **Walls**: Blue barriers that restrict movement - **Ghosts**: Two ghosts (Pinky and Blinky) that chase Pac-Man # Game Rules - Pac-Man must eat beans while avoiding ghosts - Each bean eaten adds 1 point to the score - The game ends if a ghost catches Pac-Man - Movement is restricted by walls # Movement and Direction - Pac-Man's mouth opening indicates its current direction - The direction can be UP, DOWN, LEFT, or RIGHT - Neither Pac-Man nor ghosts can move through walls # **Ghost Behavior** - **Pinky** (Pink Ghost): Targets up to 4 spaces ahead of Pac-Man's current position and direction (stops at walls) - **Blinky** (Red Ghost): Directly targets Pac-Man's current position - Both ghosts follow a movement priority system based on the direction they are trying to move: - When moving in more than one direction is optimal, the priority order for both ghosts is **UP > DOWN > LEFT > RIGHT**. - This means if a ghost has multiple possible directions to move in, it will first attempt to move **UP** if possible, then **DOWN**, followed by **LEFT**, and finally **RIGHT** if all other directions are blocked. # Board Layout - The board is surrounded by walls on all four sides - Position (0,0) is located at the top-left corner wall - Movement grid uses (row, column) coordinates # Scoring The score equals the total number of beans eaten by Pac-Man **Question:** Assuming Blinky doesn't move, if Pac-Man moves UP 1 times, will Blinky's next movement direction change? **Options:** A. Blinky's direction remains unchanged, still DOWN B. Blinky's direction changes to LEFT C. Blinky's direction changes to UP D. Blinky's direction changes to RIGHT
A
[ "A. Blinky's direction remains unchanged, still DOWN", "B. Blinky's direction changes to LEFT", "C. Blinky's direction changes to UP", "D. Blinky's direction changes to RIGHT" ]
pacman
Strategy Planning
State Prediction
6
The position after moving.
Easy
Medium
**Rules:** 1. This is a maze mini-game.The player needs to navigate around obstacles to reach the destination and achieve victory. 2. The red circle represents the player, the green block is the goal and the blue blocks are obstacles. 3. The player can only move within the white blocks. **Question:** What are the coordinates of player after moving up? **Options:** A. (4, 6) B. (4, 7) C. (5, 7) D. (4, 8) E. (3, 7)
E
[ "A. (4, 6)", "B. (4, 7)", "C. (5, 7)", "D. (4, 8)", "E. (3, 7)" ]
maze
Strategy Planning
Target Perception
1
A board_state question about the current state of Klondike Solitaire
Hard
Easy
The given image represents the interface of the game Klondike Solitaire. The user interface consists of a board with 52 playing cards divided into four distinct areas: 1. **Stock Pile (Draw Pile):** Initially composed of 24 face-down cards. The player can draw one card at a time to reveal its face. 2. **Waste Pile (Dump Pile):** This pile holds the cards drawn from the Stock Pile that have not been moved to other areas. Only the topmost card in the Waste Pile is available for play. 3. **Foundation Piles:** These four piles are designated for each suit (hearts, diamonds, clubs, and spades, but not necessarily following this order). From left to right, they are referred to as foundation 1 through foundation 4. Players must build up the foundation starting with the Ace and then place cards in ascending order (2 through King) of the same suit. 4. **Tableau Piles:** There are seven tableau piles. From left to right, these piles are referred to as Tab 1 through Tab 7, and initially contain an increasing number of cards from 1 to 7. Only the topmost cards in each pile are face-up and built in descending order, alternating colors (red and black suits). Only when the topmost cards are removed to some other place (e.g. another tableau pile or the foundation pile) will the hidden card beneath be revealed. Only a King can be placed on an empty tableau pile unless it starts there at the beginning of the game. **Objective:** The goal of Klondike Solitaire is to move all cards to the Foundation Piles, organized by suit in ascending order from Ace to King. Analyze the current state of the board and possible moves. Choose the correct move or choose option 8 if there are no possible moves from the options Options: 1. Move from Tab6 to Foundation 3 2. Move from Waste Pile to Foundation 4 3. Move from Tab5 to Foundation 1 4. Move from Tab6 to Foundation 4 5. Move from Tab5 to Foundation 3 6. Move from Tab1 to Foundation 2 7. Move from Waste Pile to Foundation 2 8. No possible moves from the options
6
[ "Move from Tab6 to Foundation 3", "Move from Waste Pile to Foundation 4", "Move from Tab5 to Foundation 1", "Move from Tab6 to Foundation 4", "Move from Tab5 to Foundation 3", "Move from Tab1 to Foundation 2", "Move from Waste Pile to Foundation 2", "No possible moves from the options" ]
klondike
Pattern Recognition & Matching
Target Perception
0
cell_letter
Medium
Easy
Rules: 1. The grid contains uppercase letters. 2. Row and column indexes begin from 1 at the top-left corner. Question: What letter is at row 2, column 6? Options: 1: N 2: O 3: G 4: S 5: Y 6: J 7: Q 8: H
5
[ "N", "O", "G", "S", "Y", "J", "Q", "H" ]
word_search
Multi-step Reasoning
Strategy Optimization
2
Questions about the optimal strategy to take a move of the current player of the board.
Medium
Medium
Principles: Tic-Tac-Toe is a classic two-player game played on a 3x3 grid, (row, col) from (0, 0) to (2, 2). Players take turns marking a space in the grid, one using **O** (the red block) and the other using **X** (the blue block). In each game, player **O** starts first. The objective is to be the first to get three of your marks in a row (horizontally, vertically, or diagonally). If all nine squares are filled without either player achieving this, the game ends in a draw. Notice: the current player to make a move should be inferred from the number of pieces for each players on the board. When inferring the optimal move, if optimal move can be inferred by some rules, choose the optimal move. Otherwise, choose the first move. (The order of choices is (0, 0), (0, 1), (0, 2), (1, 0), ..., (2, 2), choose the first move that is not occupied) Question: What is the optimal move for the current player? If no move exists, choose the answer "None". Options: ['A.None', 'B.(0, 0)', 'C.(0, 1)', 'D.(0, 2)', 'E.(1, 0)', 'F.(1, 1)', 'G.(1, 2)', 'H.(2, 0) or (2, 1) or (2, 2)']
F
[ "A.None", "B.(0, 0)", "C.(0, 1)", "D.(0, 2)", "E.(1, 0)", "F.(1, 1)", "G.(1, 2)", "H.(2, 0) or (2, 1) or (2, 2)" ]
tictactoe
Strategy Planning
Target Perception
4
Identify the current position of the player on the board
Hard
Easy
This is a Sokoban puzzle where black figure is player, green X is target, brown box with X is box to push, brown tiles are walls, and light brown areas are movable spaces.The coordinates (x, y) in this puzzle represent the matrix format.What is the current position of the player (row, column)? Options: [1] (9, 4) [2] (6, 5) [3] (6, 2) [4] (4, 9) [5] (10, 3) [6] (4, 3) [7] (3, 6) [8] (9, 8)
5
[ "(9, 4)", "(6, 5)", "(6, 2)", "(4, 9)", "(10, 3)", "(4, 3)", "(3, 6)", "(9, 8)" ]
sokoban
Strategy Planning
State Prediction
2
symbol_at_position
Hard
Medium
Rules: State 0, Symbol 0 -> Write 1, Move down, New State 0 State 0, Symbol 1 -> Write 2, Move right, New State 1 State 0, Symbol 2 -> Write 1, Move left, New State 0 State 0, Symbol 3 -> Write 4, Move up, New State 1 State 0, Symbol 4 -> Write 3, Move down, New State 1 State 1, Symbol 0 -> Write 1, Move left, New State 1 State 1, Symbol 1 -> Write 4, Move up, New State 1 State 1, Symbol 2 -> Write 0, Move up, New State 0 State 1, Symbol 3 -> Write 2, Move down, New State 1 State 1, Symbol 4 -> Write 3, Move left, New State 0 Color Legend for Symbols: Symbol 0: Color = red Symbol 1: Color = green Symbol 2: Color = blue Symbol 3: Color = magenta Symbol 4: Color = cyan Bracket Legend for States: State 0: Bracket = ( ) State 1: Bracket = [ ] State 2: Bracket = { } Current head position is (1, 2) with State 1 on Symbol 1 that is [1]. Question: how does the symbol at position (2, 2) change after 6 steps? Writing the same symbol needs to be tracked. Options: 1: 1->2(at step 3)->0(at step 5) 2: 1->2(at step 1)->1(at step 2) 3: 1->1(at step 1)->4(at step 4)->0(at step 5) 4: 1->1(at step 1)->1(at step 2)->1(at step 4) 5: 1->4(at step 6) 6: 1->3(at step 1)->0(at step 2)->1(at step 3)->0(at step 5) 7: 1->1(at step 1)->2(at step 2)->1(at step 3)->2(at step 5) 8: 1->3(at step 2)->2(at step 3)->2(at step 5)
5
[ "1->2(at step 3)->0(at step 5)", "1->2(at step 1)->1(at step 2)", "1->1(at step 1)->4(at step 4)->0(at step 5)", "1->1(at step 1)->1(at step 2)->1(at step 4)", "1->4(at step 6)", "1->3(at step 1)->0(at step 2)->1(at step 3)->0(at step 5)", "1->1(at step 1)->2(at step 2)->1(at step 3)->2(at step 5)", "1->3(at step 2)->2(at step 3)->2(at step 5)" ]
2d_turing_machine
Multi-step Reasoning
Target Perception
2
height_comparison
Easy
Easy
Rules: 1. Player can only walk on top of cubes 2. Player can climb ladders if they can reach the cube under the ladder 3. From a ladder, player can reach the top of the last cube with the ladder 4. Blue cube is start position, red cube is goal position 5. Green cubes are numbered points (1, 2, and 3) What is the correct height relationship between the three numbered points? Use '<' for 'lower than' and '=' for 'same height as'. Options: 1: 2 < 3 < 1 2: 2 < 1 < 3 3: 1 < 2 = 3 4: 1 = 2 = 3 5: 3 < 1 < 2 6: 1 = 2 < 3 7: 2 < 1 = 3 8: 1 < 3 < 2
6
[ "2 < 3 < 1", "2 < 1 < 3", "1 < 2 = 3", "1 = 2 = 3", "3 < 1 < 2", "1 = 2 < 3", "2 < 1 = 3", "1 < 3 < 2" ]
3d_maze
3D Spatial Perception & Reasoning
State Prediction
2
Given a sequence of moves, predict the final position of the box
Easy
Medium
This is a Sokoban puzzle where black figure is player, green X is target, brown box with X is box to push, brown tiles are walls, and light brown areas are movable spaces.The coordinates (x, y) in this puzzle represent the matrix format.Treat boxes as objects that can move by themselves, and treat people as floor (movable areas),After the moves down, up, right, down, left, where will the box that started at position (2, 2) end up? Options: [1] (3, 3) [2] (1, 3) [3] (1, 1) [4] (3, 2) [5] (2, 3) [6] (3, 1) [7] (1, 2) [8] (2, 1)
4
[ "(3, 3)", "(1, 3)", "(1, 1)", "(3, 2)", "(2, 3)", "(3, 1)", "(1, 2)", "(2, 1)" ]
sokoban
Strategy Planning
Target Perception
1
Given a particular game state, the puzzle will present a question about which card is at a specific position in one of the cascade piles.Your task is to indentify the card in the options.
Easy
Easy
In this FreeCell game: we have 8 cascade piles at sum, and their indexes are [0, 1, 2, 3, 4, 5, 6, 7]We have 4 freecell on the left top, and their indexes are 0,1,2,3.We have 4 foundation piles on the right top, and their indexes are 0,1,2,3.In FreeCell, cards can be moved according to specific rules: A card can be moved to a free cell if available, stacked in descending order alternating colors in cascade piles, or placed in foundation piles starting from Ace. Now, find the 2-th card from the top of cascade pile 4.the options are as follows: 1.(Spade, 1) 2.(Heart, A) 3.(Diamond, 1) 4.(Club, J) 5.(Spade, 5) 6.(Heart, 7) 7.(Club, 6) 8.(Club, 5)
8
[ "(Spade, 1)", "(Heart, A)", "(Diamond, 1)", "(Club, J)", "(Spade, 5)", "(Heart, 7)", "(Club, 6)", "(Club, 5)" ]
freecell
Pattern Recognition & Matching
State Prediction
2
Questions about predicting the number of live cells after 1 iteration
Hard
Medium
Conway's Game of Life is a cellular automaton where each cell in the grid can be either alive (black) or dead (white). Each cell interacts with its eight neighbors, which are the cells that are horizontally, vertically, or diagonally adjacent. For a cell at position (r,c), its neighbors are: - (r-1,c-1) (r-1,c) (r-1,c+1) [above row] - (r,c-1) (r,c) (r,c+1) [same row] - (r+1,c-1) (r+1,c) (r+1,c+1) [below row] Region boundaries wrap around to the opposite side: - A cell at the top edge connects to cells at the bottom edge - A cell at the left edge connects to cells at the right edge - Corner cells connect to the diagonally opposite corner For example, in a 3x3 region: - Cell (0,0)'s top neighbor is (2,0) - Cell (0,0)'s left neighbor is (0,2) - Cell (0,0)'s top-left neighbor is (2,2) The game evolves in discrete steps according to these rules: 1. Any live cell with fewer than two live neighbors dies (underpopulation) 2. Any live cell with two or three live neighbors lives on to the next generation 3. Any live cell with more than three live neighbors dies (overpopulation) 4. Any dead cell with exactly three live neighbors becomes alive (reproduction) In the image, black squares represent live cells, white squares represent dead cells, and the grid lines help visualize the cell boundaries. In this grid, we use (row, col) coordinates where: - row increases from top to bottom (0 at top) - col increases from left to right (0 at left) For example, the top-left cell is at (0, 0), and the cell below it is at (1, 0). After 1 iterations, how many live cells will remain in the grid? Options: A: 11 B: 7 C: 14 D: 21 E: 10 F: 4 G: 3 H: 17
E
[ "A: 11", "B: 7", "C: 14", "D: 21", "E: 10", "F: 4", "G: 3", "H: 17" ]
lifegame
Multi-step Reasoning
Target Perception
2
Identify the closest ghost
Easy
Easy
# Game Overview Pac-Man is a maze arcade game where the player controls Pac-Man to eat as many beans as possible while avoiding ghosts. If a ghost catches Pac-Man, the game ends. # Basic Elements - **Pac-Man**: The yellow circular character that the player controls - **Beans**: Yellow dots that Pac-Man can eat to score points - **Walls**: Blue barriers that restrict movement - **Ghosts**: Two ghosts (Pinky and Blinky) that chase Pac-Man # Game Rules - Pac-Man must eat beans while avoiding ghosts - Each bean eaten adds 1 point to the score - The game ends if a ghost catches Pac-Man - Movement is restricted by walls # Movement and Direction - Pac-Man's mouth opening indicates its current direction - The direction can be UP, DOWN, LEFT, or RIGHT - Neither Pac-Man nor ghosts can move through walls # **Ghost Behavior** - **Pinky** (Pink Ghost): Targets up to 4 spaces ahead of Pac-Man's current position and direction (stops at walls) - **Blinky** (Red Ghost): Directly targets Pac-Man's current position - Both ghosts follow a movement priority system based on the direction they are trying to move: - When moving in more than one direction is optimal, the priority order for both ghosts is **UP > DOWN > LEFT > RIGHT**. - This means if a ghost has multiple possible directions to move in, it will first attempt to move **UP** if possible, then **DOWN**, followed by **LEFT**, and finally **RIGHT** if all other directions are blocked. # Board Layout - The board is surrounded by walls on all four sides - Position (0,0) is located at the top-left corner wall - Movement grid uses (row, column) coordinates # Scoring The score equals the total number of beans eaten by Pac-Man **Question:** Which ghost is closer to Pac-Man, Pinky or Blinky? **Options:** A. Pinky is closer to Pac-Man B. Blinky is closer to Pac-Man C. Both ghosts are equidistant from Pac-Man
A. Pinky is closer to Pac-Man
[ "A. Pinky is closer to Pac-Man", "B. Blinky is closer to Pac-Man", "C. Both ghosts are equidistant from Pac-Man" ]
pacman
Strategy Planning
Target Perception
1
Questions about the current state of a specific block of the board.
Easy
Easy
Principles: Tic-Tac-Toe is a classic two-player game played on a 3x3 grid, (row, col) from (0, 0) to (2, 2). Players take turns marking a space in the grid, one using **O** (the red block) and the other using **X** (the blue block). In each game, player **O** starts first. The objective is to be the first to get three of your marks in a row (horizontally, vertically, or diagonally). If all nine squares are filled without either player achieving this, the game ends in a draw. Notice: the current player to make a move should be inferred from the number of pieces for each players on the board. When inferring the optimal move, if optimal move can be inferred by some rules, choose the optimal move. Otherwise, choose the first move. (The order of choices is (0, 0), (0, 1), (0, 2), (1, 0), ..., (2, 2), choose the first move that is not occupied) Question: What is the color of the block at (1, 0)? Options: ['A.red', 'B.blue', 'C.white']
C
[ "A.red", "B.blue", "C.white" ]
tictactoe
Strategy Planning
Target Perception
1
Questions about the current state of a specific block of the board.
Easy
Easy
Principles: Tic-Tac-Toe is a classic two-player game played on a 3x3 grid, (row, col) from (0, 0) to (2, 2). Players take turns marking a space in the grid, one using **O** (the red block) and the other using **X** (the blue block). In each game, player **O** starts first. The objective is to be the first to get three of your marks in a row (horizontally, vertically, or diagonally). If all nine squares are filled without either player achieving this, the game ends in a draw. Notice: the current player to make a move should be inferred from the number of pieces for each players on the board. When inferring the optimal move, if optimal move can be inferred by some rules, choose the optimal move. Otherwise, choose the first move. (The order of choices is (0, 0), (0, 1), (0, 2), (1, 0), ..., (2, 2), choose the first move that is not occupied) Question: What is the color of the block at (0, 2)? Options: ['A.red', 'B.blue', 'C.white']
B
[ "A.red", "B.blue", "C.white" ]
tictactoe
Strategy Planning
State Prediction
2
symbol_at_position
Hard
Medium
Rules: State 0, Symbol 0 -> Write 0, Move right, New State 0 State 0, Symbol 1 -> Write 1, Move left, New State 0 State 0, Symbol 2 -> Write 1, Move down, New State 0 State 0, Symbol 3 -> Write 3, Move right, New State 0 State 0, Symbol 4 -> Write 1, Move up, New State 1 State 1, Symbol 0 -> Write 1, Move right, New State 0 State 1, Symbol 1 -> Write 3, Move down, New State 0 State 1, Symbol 2 -> Write 0, Move left, New State 2 State 1, Symbol 3 -> Write 1, Move right, New State 2 State 1, Symbol 4 -> Write 0, Move left, New State 0 State 2, Symbol 0 -> Write 4, Move right, New State 0 State 2, Symbol 1 -> Write 4, Move right, New State 0 State 2, Symbol 2 -> Write 0, Move up, New State 2 State 2, Symbol 3 -> Write 2, Move down, New State 0 State 2, Symbol 4 -> Write 1, Move down, New State 1 Color Legend for Symbols: Symbol 0: Color = red Symbol 1: Color = green Symbol 2: Color = blue Symbol 3: Color = magenta Symbol 4: Color = cyan Bracket Legend for States: State 0: Bracket = ( ) State 1: Bracket = [ ] State 2: Bracket = { } State 3: Bracket = < > Current head position is (3, 3) with State 0 on Symbol 1 that is (1). Question: how does the symbol at position (3, 3) change after 8 steps? Writing the same symbol needs to be tracked. Options: 1: 1->4(at step 1)->2(at step 2) 2: 1->0(at step 6)->2(at step 7) 3: 1->4(at step 3)->1(at step 6)->1(at step 7) 4: 1->4(at step 1)->3(at step 4)->3(at step 6)->2(at step 7) 5: 1->1(at step 5)->0(at step 6) 6: 1->2(at step 1)->2(at step 2)->4(at step 4)->3(at step 6) 7: 1->2(at step 2) 8: 1->1(at step 1)
8
[ "1->4(at step 1)->2(at step 2)", "1->0(at step 6)->2(at step 7)", "1->4(at step 3)->1(at step 6)->1(at step 7)", "1->4(at step 1)->3(at step 4)->3(at step 6)->2(at step 7)", "1->1(at step 5)->0(at step 6)", "1->2(at step 1)->2(at step 2)->4(at step 4)->3(at step 6)", "1->2(at step 2)", "1->1(at step 1)" ]
2d_turing_machine
Multi-step Reasoning
Strategy Optimization
3
A move_effectiveness question about the current state of Klondike Solitaire
Easy
Hard
The given image represents the interface of the game Klondike Solitaire. The user interface consists of a board with 52 playing cards divided into four distinct areas: 1. **Stock Pile (Draw Pile):** Initially composed of 24 face-down cards. The player can draw one card at a time to reveal its face. 2. **Waste Pile (Dump Pile):** This pile holds the cards drawn from the Stock Pile that have not been moved to other areas. Only the topmost card in the Waste Pile is available for play. 3. **Foundation Piles:** These four piles are designated for each suit (hearts, diamonds, clubs, and spades, but not necessarily following this order). From left to right, they are referred to as foundation 1 through foundation 4. Players must build up the foundation starting with the Ace and then place cards in ascending order (2 through King) of the same suit. 4. **Tableau Piles:** There are seven tableau piles. From left to right, these piles are referred to as Tab 1 through Tab 7, and initially contain an increasing number of cards from 1 to 7. Only the topmost cards in each pile are face-up and built in descending order, alternating colors (red and black suits). Only when the topmost cards are removed to some other place (e.g. another tableau pile or the foundation pile) will the hidden card beneath be revealed. Only a King can be placed on an empty tableau pile unless it starts there at the beginning of the game. **Objective:** The goal of Klondike Solitaire is to move all cards to the Foundation Piles, organized by suit in ascending order from Ace to King. In the game of Klondike Solitaire, making effective moves is crucial to successfully completing the game. An effective move is one that maximizes the number of cards that can be moved to the Foundation Piles or can reveal hidden cards in tableau piles, stock pile or waste pile. This involves strategic planning and considering the current game state to make the best move possible. Which of the following moves is both valid and effective? A move is effective if it either reveals a hidden card, enables a foundation move, or creates an empty tableau spot. Choose the correct option and give the analysis. Options: 1. Move from Tab2 to Tab7 2. Move from Tab5 to Tab6 3. Move from Tab2 to Tab3 4. Move from Tab5 to Tab4 5. Move from Tab3 to Tab1 6. Move from Tab1 to Tab1 7. Move from Tab7 to Tab7 8. None of these moves are both valid and effective
8
[ "Move from Tab2 to Tab7", "Move from Tab5 to Tab6", "Move from Tab2 to Tab3", "Move from Tab5 to Tab4", "Move from Tab3 to Tab1", "Move from Tab1 to Tab1", "Move from Tab7 to Tab7", "None of these moves are both valid and effective" ]
klondike
Pattern Recognition & Matching
Target Perception
1
Given a particular game state, the puzzle will present a question about which card is at a specific position in one of the cascade piles.Your task is to indentify the card in the options.
Medium
Easy
In this FreeCell game: we have 6 cascade piles at sum, and their indexes are [0, 1, 2, 3, 4, 5]We have 4 freecell on the left top, and their indexes are 0,1,2,3.We have 4 foundation piles on the right top, and their indexes are 0,1,2,3.In FreeCell, cards can be moved according to specific rules: A card can be moved to a free cell if available, stacked in descending order alternating colors in cascade piles, or placed in foundation piles starting from Ace. Now, find the 3-th card from the top of cascade pile 0.the options are as follows: 1.(Diamond, 9) 2.(Spade, J) 3.(Diamond, A) 4.(Diamond, 5) 5.(Spade, 3) 6.(Diamond, 7) 7.(Heart, J) 8.(Spade, 6)
3
[ "(Diamond, 9)", "(Spade, J)", "(Diamond, A)", "(Diamond, 5)", "(Spade, 3)", "(Diamond, 7)", "(Heart, J)", "(Spade, 6)" ]
freecell
Pattern Recognition & Matching
State Prediction
4
Questions about predicting steps needed to reach stability
Medium
Hard
Conway's Game of Life is a cellular automaton where each cell in the grid can be either alive (black) or dead (white). Each cell interacts with its eight neighbors, which are the cells that are horizontally, vertically, or diagonally adjacent. For a cell at position (r,c), its neighbors are: - (r-1,c-1) (r-1,c) (r-1,c+1) [above row] - (r,c-1) (r,c) (r,c+1) [same row] - (r+1,c-1) (r+1,c) (r+1,c+1) [below row] Region boundaries wrap around to the opposite side: - A cell at the top edge connects to cells at the bottom edge - A cell at the left edge connects to cells at the right edge - Corner cells connect to the diagonally opposite corner For example, in a 3x3 region: - Cell (0,0)'s top neighbor is (2,0) - Cell (0,0)'s left neighbor is (0,2) - Cell (0,0)'s top-left neighbor is (2,2) The game evolves in discrete steps according to these rules: 1. Any live cell with fewer than two live neighbors dies (underpopulation) 2. Any live cell with two or three live neighbors lives on to the next generation 3. Any live cell with more than three live neighbors dies (overpopulation) 4. Any dead cell with exactly three live neighbors becomes alive (reproduction) In the image, black squares represent live cells, white squares represent dead cells, and the grid lines help visualize the cell boundaries. In this grid, we use (row, col) coordinates where: - row increases from top to bottom (0 at top) - col increases from left to right (0 at left) For example, the top-left cell is at (0, 0), and the cell below it is at (1, 0). Consider the 3x3 region starting at cell (3,0). When analyzing this region's stability: • We treat it as an independent Game of Life system • The region is stable when either: - All cells maintain their current states, or - The cells form a repeating pattern How many iterations will it take for this region to reach a stable state? Options: A: 5 B: 3 C: 4 D: 2 E: 7 F: 8 G: 6 H: 1
H
[ "A: 5", "B: 3", "C: 4", "D: 2", "E: 7", "F: 8", "G: 6", "H: 1" ]
lifegame
Multi-step Reasoning
Target Perception
3
Ask the total number of enemies
Easy
Medium
The given image represents a simplified interface of the game Space Invaders. The enemy area is implicitly divided into a grid of cells, with the row and column numbers shown on the left and top sides of the grid respectively which you should strictly follow. Each cell is either empty or occupied by an incoming enemy which can be purple, blue or green. The ship is at the bottom row, aligned with one of the columns, which shoots the enemies using laser while dodging possible lasers from the enemies. How many enemies are there in total? Give the number of the correct option. Options: 1: 9 2: 10 3: 11 4: 12 5: 13 6: 14 7: 15 8: 16
6
[ "9", "10", "11", "12", "13", "14", "15", "16" ]
space_invaders
Strategy Planning
Target Perception
1
Questions about the current state of a specific block of the board.
Easy
Easy
Principles: Tic-Tac-Toe is a classic two-player game played on a 3x3 grid, (row, col) from (0, 0) to (2, 2). Players take turns marking a space in the grid, one using **O** (the red block) and the other using **X** (the blue block). In each game, player **O** starts first. The objective is to be the first to get three of your marks in a row (horizontally, vertically, or diagonally). If all nine squares are filled without either player achieving this, the game ends in a draw. Notice: the current player to make a move should be inferred from the number of pieces for each players on the board. When inferring the optimal move, if optimal move can be inferred by some rules, choose the optimal move. Otherwise, choose the first move. (The order of choices is (0, 0), (0, 1), (0, 2), (1, 0), ..., (2, 2), choose the first move that is not occupied) Question: What is the color of the block at (0, 2)? Options: ['A.red', 'B.blue', 'C.white']
A
[ "A.red", "B.blue", "C.white" ]
tictactoe
Strategy Planning
State Prediction
1
head_state
Easy
Medium
Rules: State 0, Symbol 0 -> Write 1, Move down, New State 0 State 0, Symbol 1 -> Write 1, Move down, New State 0 State 0, Symbol 2 -> Write 2, Move left, New State 1 State 1, Symbol 0 -> Write 2, Move up, New State 1 State 1, Symbol 1 -> Write 0, Move left, New State 2 State 1, Symbol 2 -> Write 2, Move right, New State 2 State 2, Symbol 0 -> Write 0, Move up, New State 2 State 2, Symbol 1 -> Write 1, Move down, New State 2 State 2, Symbol 2 -> Write 1, Move right, New State 2 State 3, Symbol 0 -> Write 2, Move down, New State 2 State 3, Symbol 1 -> Write 1, Move left, New State 1 State 3, Symbol 2 -> Write 2, Move left, New State 2 Color Legend for Symbols: Symbol 0: Color = red Symbol 1: Color = green Symbol 2: Color = blue Bracket Legend for States: State 0: Bracket = ( ) State 1: Bracket = [ ] State 2: Bracket = { } State 3: Bracket = < > Current head position is (3, 1) with State 2 on Symbol 0 that is {0}. Question: what will be the head state and symbol under it after 6 steps? Options: 1: <2> 2: (1) 3: [2] 4: [1] 5: {2} 6: <0> 7: {0} 8: [0]
7
[ "<2>", "(1)", "[2]", "[1]", "{2}", "<0>", "{0}", "[0]" ]
2d_turing_machine
Multi-step Reasoning
State Prediction
2
A deadlock question about the current state of Klondike Solitaire
Medium
Medium
The given image represents the interface of the game Klondike Solitaire. The user interface consists of a board with 52 playing cards divided into four distinct areas: 1. **Stock Pile (Draw Pile):** Initially composed of 24 face-down cards. The player can draw one card at a time to reveal its face. 2. **Waste Pile (Dump Pile):** This pile holds the cards drawn from the Stock Pile that have not been moved to other areas. Only the topmost card in the Waste Pile is available for play. 3. **Foundation Piles:** These four piles are designated for each suit (hearts, diamonds, clubs, and spades, but not necessarily following this order). From left to right, they are referred to as foundation 1 through foundation 4. Players must build up the foundation starting with the Ace and then place cards in ascending order (2 through King) of the same suit. 4. **Tableau Piles:** There are seven tableau piles. From left to right, these piles are referred to as Tab 1 through Tab 7, and initially contain an increasing number of cards from 1 to 7. Only the topmost cards in each pile are face-up and built in descending order, alternating colors (red and black suits). Only when the topmost cards are removed to some other place (e.g. another tableau pile or the foundation pile) will the hidden card beneath be revealed. Only a King can be placed on an empty tableau pile unless it starts there at the beginning of the game. **Objective:** The goal of Klondike Solitaire is to move all cards to the Foundation Piles, organized by suit in ascending order from Ace to King. A deadlock occurs in Klondike Solitaire when the player reaches a state where no more effective moves can be made. To be more specific, certain moves are not considered deadlocks: - **Draw Pile**: Drawing a new card from the draw pile can always break a deadlock. - **Waste Pile**: Moving a card from the waste pile to the tableau or foundation can break a deadlock. - **Foundation Pile**: Moving a card to the foundation pile can always break a deadlock. - **Tableau Pile**: A move within the tableau pile can break a deadlock only if it relocates a card to another tableau pile while revealing a hidden card or create an empty tableau pile where a King can be placed. If none of these moves are possible, the game is in a deadlock state. Analyze the current game state and select the most appropriate reason for why the game is or is not in a deadlock. Choose the correct option and give the analysis. Options: 1. Draw pile and waste pile are NOT both empty AND Existing cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock. 2. Draw pile and waste pile are NOT both empty AND No cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock. 3. Draw pile and waste pile are both empty AND Existing cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock. 4. Draw pile and waste pile are both empty AND No cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is in a deadlock. 5. Draw pile and waste pile are NOT both empty AND Existing cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock. 6. Draw pile and waste pile are both empty AND Existing cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock. 7. Draw pile and waste pile are NOT both empty AND No cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock. 8. Draw pile and waste pile are both empty AND No cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.
5
[ "Draw pile and waste pile are NOT both empty AND Existing cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.", "Draw pile and waste pile are NOT both empty AND No cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.", "Draw pile and waste pile are both empty AND Existing cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.", "Draw pile and waste pile are both empty AND No cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is in a deadlock.", "Draw pile and waste pile are NOT both empty AND Existing cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.", "Draw pile and waste pile are both empty AND Existing cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.", "Draw pile and waste pile are NOT both empty AND No cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.", "Draw pile and waste pile are both empty AND No cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock." ]
klondike
Pattern Recognition & Matching
State Prediction
2
A deadlock question about the current state of Klondike Solitaire
Medium
Medium
The given image represents the interface of the game Klondike Solitaire. The user interface consists of a board with 52 playing cards divided into four distinct areas: 1. **Stock Pile (Draw Pile):** Initially composed of 24 face-down cards. The player can draw one card at a time to reveal its face. 2. **Waste Pile (Dump Pile):** This pile holds the cards drawn from the Stock Pile that have not been moved to other areas. Only the topmost card in the Waste Pile is available for play. 3. **Foundation Piles:** These four piles are designated for each suit (hearts, diamonds, clubs, and spades, but not necessarily following this order). From left to right, they are referred to as foundation 1 through foundation 4. Players must build up the foundation starting with the Ace and then place cards in ascending order (2 through King) of the same suit. 4. **Tableau Piles:** There are seven tableau piles. From left to right, these piles are referred to as Tab 1 through Tab 7, and initially contain an increasing number of cards from 1 to 7. Only the topmost cards in each pile are face-up and built in descending order, alternating colors (red and black suits). Only when the topmost cards are removed to some other place (e.g. another tableau pile or the foundation pile) will the hidden card beneath be revealed. Only a King can be placed on an empty tableau pile unless it starts there at the beginning of the game. **Objective:** The goal of Klondike Solitaire is to move all cards to the Foundation Piles, organized by suit in ascending order from Ace to King. A deadlock occurs in Klondike Solitaire when the player reaches a state where no more effective moves can be made. To be more specific, certain moves are not considered deadlocks: - **Draw Pile**: Drawing a new card from the draw pile can always break a deadlock. - **Waste Pile**: Moving a card from the waste pile to the tableau or foundation can break a deadlock. - **Foundation Pile**: Moving a card to the foundation pile can always break a deadlock. - **Tableau Pile**: A move within the tableau pile can break a deadlock only if it relocates a card to another tableau pile while revealing a hidden card or create an empty tableau pile where a King can be placed. If none of these moves are possible, the game is in a deadlock state. Analyze the current game state and select the most appropriate reason for why the game is or is not in a deadlock. Choose the correct option and give the analysis. Options: 1. Draw pile and waste pile are NOT both empty AND No cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock. 2. Draw pile and waste pile are both empty AND No cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock. 3. Draw pile and waste pile are both empty AND Existing cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock. 4. Draw pile and waste pile are both empty AND Existing cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock. 5. Draw pile and waste pile are NOT both empty AND Existing cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock. 6. Draw pile and waste pile are NOT both empty AND Existing cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock. 7. Draw pile and waste pile are NOT both empty AND No cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock. 8. Draw pile and waste pile are both empty AND No cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is in a deadlock.
6
[ "Draw pile and waste pile are NOT both empty AND No cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.", "Draw pile and waste pile are both empty AND No cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.", "Draw pile and waste pile are both empty AND Existing cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.", "Draw pile and waste pile are both empty AND Existing cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.", "Draw pile and waste pile are NOT both empty AND Existing cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.", "Draw pile and waste pile are NOT both empty AND Existing cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.", "Draw pile and waste pile are NOT both empty AND No cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.", "Draw pile and waste pile are both empty AND No cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is in a deadlock." ]
klondike
Pattern Recognition & Matching
Target Perception
1
Find the type of the block in a given coordinate.
Hard
Easy
Now I'll give you a picture, which shows a screenshot of a rhythm game, in which there are operation blocks of various colors. In this game, the operation blocks will fall at a speed of 1 cell/second. At the same time, you can select a column to place your finger (you cannot move your finger after selecting it), and click the operation blocks in the column that fall to the first row to score points (of course, you can also choose not to click any column, which will not affect the falling of the operation blocks). For the operation blocks, we divide them into 3 categories, including Click blocks, Reverse blocks, and Snake blocks, as follows: 1. Click blocks are yellow, occupy 1 cell, and you can get 10 points by clicking them. 2. Reverse blocks are green, occupy 1 cell, and you can get 15 points by clicking them. It should be noted that after you click the Reverse block, the entire game situation will **reverse left and right**, but your finger position **will not** change accordingly. 3. A Snake block occupies 2 or more consecutive cells in a column, and its first cell (called Snake Head block) is pink, its last cell (called Snake Tail block) is grey, and the middle cells (called Snake Body blocks, if any) are blue. Only when you click on **all cells** occupied by the snake block can you score points. The score is related to the length $l$ (including the head and tail) of the snake block. The specific score is $l \cdot (2l + 7)$. Now I will give you a question about the game. Please extract information from the picture I give you, think carefully, reason and answer: Which type of block does row 20 and column 6 in the image belong to? Options: 1. Non-type 2. Click 3. Reverse 4. Snake Head 5. Snake Body 6. Snake Tail
2
[ "Non-type", "Click", "Reverse", "Snake Head", "Snake Body", "Snake Tail" ]
rhythm_game
Strategy Planning
Target Perception
5
Provide the higher level status of a coordinate: Is the coordinate legal? Does it contain a ball? Can the ball be taken? Can a ball be placed?
Medium
Medium
Pyramid Chess Rules: 0.Game Board: The game board is square and comes in various sizes: 3x3, 4x4, or 5x5. On an nxn board, there are n levels (0 to n-1). At each level k, the x and y coordinates range from 0 to n-1-k, resulting in (n-k)**2 slots per level. The slots in the lower levels act as the base for the slots in the upper levels. Slots at level 0 have no base, while slots at level j (j!=0) with coordinates (m,n) are supported by four base slots (m,n),(m+1,n),(m,n+1),(m+1,n+1) from level j-1. 1.Players and Initial Setup: The game is played between two players, designated as PLAYER_0 and PLAYER_1, each using balls of a distinct color from their color pool, blue balls for PLAYER_0 and red balls for PLAYER_1. Players take turns placing their balls on a square game board. The number of balls available to each player depends on the size of the board: on a 3x3 board, each player has 7 balls; on a 4x4 board, each has 15 balls; and on a 5x5 board, PLAYER_0 (the first player to place a ball) has 28 balls, while PLAYER_1 has 27 balls. 2.Placing Balls and Creating New Slots: At the start of the game, the lowest level of the board (Level 0) is completely open and balls can be placed in any available slot on this level(since there is no base for slots in level 0, slots in level 0 have full base). After a ball is placed in a slot, that slot is no longer available for placing another ball. A ball can only be placed on the upper level if it is supported by a fully completed 2x2 block of balls on the level directly beneath, which means all the base of the slot is full(there is a ball in each of these slots). 3.Take-back mechnism: If a player places a ball that completes a 2x2 block of the same color (all four balls belonging to that player), they may return up to two balls from the block to their color pool. A ball can only be removed if it does not have another ball directly above it, as removing a "base" ball would collapse the pyramid. Returning a ball reopens the slot it occupied, allowing it to be used for future placements, but the rule requiring a full 2x2 block as a base for placing balls on upper levels still applies. 4.Winning the Game: The game ends when one player successfully places the last ball on top of the pyramid. The player who place the ball on the top of the pyramid wins. Question: What is the status of the ball on Level 0, which has coordinate ([2, 1])? Is the coordinate legal? Does it contain a ball? Can the ball be taken(has no ball directly above it)? Can a ball be placed?Options: 1. The coordinate is out of bound 2. It contain a ball and the ball can't be taken 3. It contain a ball and can be taken 4. It doesn't contain a ball and a ball can't be put here 5.It doesn't contain a ball and a ball can be put here
2
[ "The coordinate is out of bound", "It contain a ball and the ball can't be taken", "It contain a ball and can be taken", "It doesn't contain a ball and the player can put a ball here this turn", "It doesn't contain a ball and the player can't put a ball here this turn" ]
pyramidchess
3D Spatial Perception & Reasoning
State Prediction
3
Find the sequence of moves between two cube states
Medium
Hard
Rules: As shown in the figure, the Rubik's cube consists of both 3D views and an unfolded view. The 3D views show the cube from two angles: left-tilted 30 degrees looking down, and right-tilted ,30 degrees looking up. The cube has six faces: Upper (U), Down (D), Left (L), Right (R), Front (F), and Back (B). Each face can be rotated clockwise or counterclockwise.And for each face, the coordinates are determined based on the unfolded view: column number increases from left to right (0,1,2) and row number increases from bottom to top (0,1,2). Legend shown in the bottom left corner.Handedness issues in the 3D views can be ignored.An uppercase letter indicates which face to rotate ('F' for Front, 'B' for Back, 'L' for Left, 'R' for Right, 'U' for Upper, 'D' for Down), with a prime symbol (') denoting counterclockwise rotation and no prime symbol denoting clockwise rotation.How many moves are needed to solve the Front face face?Options: [1] 6, [2] 2, [3] 9, [4] 3, [5] 7, [6] 11, [7] 8, [8] 5
2
[ "6", "2", "9", "3", "7", "11", "8", "5" ]
rubiks_cube
3D Spatial Perception & Reasoning
Target Perception
4
Find the number of pieces in the image.
Easy
Medium
Now I'll give you a picture, which shows a screenshot of Ultra TicTacToe. The introduction of Ultra TicTacToe is as follows: 1. Board and coordinate representation: In this game, the board is divided into 9 3*3 squares(called Nine-grids). At the same time, we use $(i, j, row, col)$ to represent the coordinates of a cell: $(i, j)$ represents the coordinates of the Nine-grid; $(row, col)$ represents the coordinate of the cell within the Nine-grid; $i, j, row, col$ all range from 1 to 3. Two players take turns placing pieces on the board to mark the cells on the board, with the first player using "X" and the second player using "O" (this is the same as traditional TicTacToe). 2. Rules for placing chess pieces: After the game starts, the first player places a chess piece in any cell in the Nine-grid in the middle (i.e., the Nine-grid (2, 2)). After that, the coordinates of each chess piece placed in the Nine-grid are the same as the coordinates of the Nine-grid in which the opponent's last chess piece was placed; for example, if the first player places a chess piece at the coordinates (2, 2, 3, 1) in the first step, then the second player needs to choose a chess piece in the Nine-grid (3, 1) in the second step. 3. Scoring rules: For each player, each "Straight" (i.e., three identical chess pieces connected in a line, such as in the same row, the same column, or a diagonal line) in each Nine-grid is counted as 1 point. More than 1 point can be counted in each Nine-grid. Now I will give you a question about the game. Please extract information from the picture I give you, think carefully, reason, and answer: How many pieces are there in the image? Options: 1. 0 2. 20 3. 9 4. 5 5. 18 6. 17 7. 24 8. 1
3
[ "0", "20", "9", "5", "18", "17", "24", "1" ]
ultra_tictactoe
Strategy Planning
Strategy Optimization
3
Find the path to the goal
Easy
Medium
**Rules:** 1. This is a maze mini-game.The player needs to navigate around obstacles to reach the destination and achieve victory. 2. The red circle represents the player, the green block is the goal and the blue blocks are obstacles. 3. The player can only move within the white blocks. **Question:** Which sequence of movements will allow the player to reach the destination? **Options:** A. down, right, down, up, right, down, down, up, down B. left, left, left, left, up, up, up, up C. up, up, right, down, down, up, right, left, up D. left, up, right, left, up, right, right, left, right E. right, down, left, down, right, up, left, right, up
B
[ "A. down, right, down, up, right, down, down, up, down", "B. left, left, left, left, up, up, up, up", "C. up, up, right, down, down, up, right, left, up", "D. left, up, right, left, up, right, right, left, right", "E. right, down, left, down, right, up, left, right, up" ]
maze
Strategy Planning
State Prediction
4
Choose the correct sequence of voxel additions that will make the structure match the target projection(s) while following game rules.
Hard
Hard
You are in the middle of a 3D reconstruction puzzle. The current structure has some initial voxels, and your goal is to complete it as the game rules. Game Rules: 1. Goal: Reconstruct a 3D structure by adding voxels to match given projections. 2. Grid Space: The game is played on a 3x3x3 cube grid. 3. Coordinates: Position (x,y,z) ranges from 1 to 3, with (1,1,1) at front-left-bottom. 4. Position Rule: Each position can contain at most one voxel. 5. Connectivity: All voxels must be connected face-to-face. 6. Voxel Limit: You have a maximum of n additional voxels available. 7. Placement Rule: New voxels can only be placed adjacent to existing ones. 8. Front View (Y-Z): Shows structure when viewed along the negative X-axis direction (front to back), with Y as horizontal axis and Z as vertical axis. Projection coordinates are in (y,z) format. 9. Side View (X-Z): Shows structure when viewed along the positive Y-axis direction (left to right), with X as horizontal axis and Z as vertical axis. Projection coordinates are in (x,z) format. 10. Projection Rule: A cell shows '1' if any voxel exists along that line of sight, and '0' if no voxel exists along that line. Question: Which sequence of voxel additions will make the structure match the both target projections? Choose the correct sequence from the options below. Options: 1: Add voxels at positions: [(3, 3, 1)] 2: Add voxels at positions: [(1, 2, 2), (1, 2, 3), (1, 3, 1), (1, 3, 2), (2, 2, 3), (2, 3, 1), (2, 3, 3), (3, 1, 1), (3, 1, 2), (3, 1, 3), (3, 2, 2), (3, 3, 1)] 3: Add voxels at positions: [(2, 3, 3)] 4: Add voxels at positions: [(1, 3, 2)] 5: Add voxels at positions: [(3, 1, 2)] 6: Add voxels at positions: [(1, 2, 2)] 7: Add voxels at positions: [(1, 2, 3), (2, 3, 1)] 8: Add voxels at positions: [(2, 3, 1)]
1
[ "Add voxels at positions: [(3, 3, 1)]", "Add voxels at positions: [(1, 2, 2), (1, 2, 3), (1, 3, 1), (1, 3, 2), (2, 2, 3), (2, 3, 1), (2, 3, 3), (3, 1, 1), (3, 1, 2), (3, 1, 3), (3, 2, 2), (3, 3, 1)]", "Add voxels at positions: [(2, 3, 3)]", "Add voxels at positions: [(1, 3, 2)]", "Add voxels at positions: [(3, 1, 2)]", "Add voxels at positions: [(1, 2, 2)]", "Add voxels at positions: [(1, 2, 3), (2, 3, 1)]", "Add voxels at positions: [(2, 3, 1)]" ]
3d_reconstruction
3D Spatial Perception & Reasoning
State Prediction
7
Ask the points gained by continually shooting where the ship is with the enemies keeping on moving
Medium
Hard
The given image represents a simplified interface of the game Space Invaders. The enemy area is implicitly divided into a grid of cells, with the row and column numbers shown on the left and top sides of the grid respectively which you should strictly follow. Each cell is either empty or occupied by an incoming enemy which can be purple, blue or green. The ship is at the bottom row, aligned with one of the columns, which shoots the enemies using laser while dodging possible lasers from the enemies. If the ship shoots, the enemy closest to the ship (i.e. the lowermost one) on the same column as the ship, if any, will be destroyed and disappear, adding points to the player's score and exposing the enemy behind (if any). Purple enemies are worth 30 points, blue enemies are worth 20 points, and green enemies are worth 10 points. The enemies keep on uniformly moving in a certain direction (left or right). Carefully understand the time sequence rules below. - Consider the consecutive time intervals, denoted by t, t+1, t+2, ... - During each time interval t: - The ship can shoot at most once. - The ship can move to another column before shooting. - The enemies keep still. - At the very end of this time interval t, the enemies move one step in the direction they are moving, thus changing the columns they are on. Given that the image depicts the scene at the beginning of time interval t, and the enemies keep on moving left. How many points will the player get in total at the end of time interval t+1 if the ship stays at the current position and shoots once during each time interval? Give the number of the correct option. Options: 1: 35 2: 40 3: 45 4: 50 5: 55 6: 60 7: 65 8: 70
2
[ "35", "40", "45", "50", "55", "60", "65", "70" ]
space_invaders
Strategy Planning
Target Perception
1
Find the type of the block in a given coordinate.
Medium
Easy
Now I'll give you a picture, which shows a screenshot of a rhythm game, in which there are operation blocks of various colors. In this game, the operation blocks will fall at a speed of 1 cell/second. At the same time, you can select a column to place your finger (you cannot move your finger after selecting it), and click the operation blocks in the column that fall to the first row to score points (of course, you can also choose not to click any column, which will not affect the falling of the operation blocks). For the operation blocks, we divide them into 3 categories, including Click blocks, Reverse blocks, and Snake blocks, as follows: 1. Click blocks are yellow, occupy 1 cell, and you can get 10 points by clicking them. 2. Reverse blocks are green, occupy 1 cell, and you can get 15 points by clicking them. It should be noted that after you click the Reverse block, the entire game situation will **reverse left and right**, but your finger position **will not** change accordingly. 3. A Snake block occupies 2 or more consecutive cells in a column, and its first cell (called Snake Head block) is pink, its last cell (called Snake Tail block) is grey, and the middle cells (called Snake Body blocks, if any) are blue. Only when you click on **all cells** occupied by the snake block can you score points. The score is related to the length $l$ (including the head and tail) of the snake block. The specific score is $l \cdot (2l + 7)$. Now I will give you a question about the game. Please extract information from the picture I give you, think carefully, reason and answer: Which type of block does row 2 and column 6 in the image belong to? Options: 1. Non-type 2. Click 3. Reverse 4. Snake Head 5. Snake Body 6. Snake Tail
2
[ "Non-type", "Click", "Reverse", "Snake Head", "Snake Body", "Snake Tail" ]
rhythm_game
Strategy Planning
Target Perception
1
Questions about the current state of a specific block of the board.
Hard
Easy
Principles: Tic-Tac-Toe is a classic two-player game played on a 3x3 grid, (row, col) from (0, 0) to (2, 2). Players take turns marking a space in the grid, one using **O** (the red block) and the other using **X** (the blue block). In each game, player **O** starts first. The objective is to be the first to get three of your marks in a row (horizontally, vertically, or diagonally). If all nine squares are filled without either player achieving this, the game ends in a draw. Notice: the current player to make a move should be inferred from the number of pieces for each players on the board. When inferring the optimal move, if optimal move can be inferred by some rules, choose the optimal move. Otherwise, choose the first move. (The order of choices is (0, 0), (0, 1), (0, 2), (1, 0), ..., (2, 2), choose the first move that is not occupied) Question: What is the color of the block at (2, 0)? Options: ['A.red', 'B.blue', 'C.white']
C
[ "A.red", "B.blue", "C.white" ]
tictactoe
Strategy Planning
Strategy Optimization
3
Find the path to the goal
Hard
Medium
**Rules:** 1. This is a maze mini-game.The player needs to navigate around obstacles to reach the destination and achieve victory. 2. The red circle represents the player, the green block is the goal and the blue blocks are obstacles. 3. The player can only move within the white blocks. **Question:** Which sequence of movements will allow the player to reach the destination? **Options:** A. down, left, right, right, down, down, right, up, right, up, up, up, down, right, right, up, up, up, right, up, left, up, down, up, left, up B. right, left, right, up, left, right, left, up, right, right, right, down, left, down, right, down, down, right, right, down, down, up, right, right, left, up C. left, down, up, down, left, right, right, left, down, down, left, up, down, up, down, right, up, up, right, up, down, right, up, down, left, up D. up, left, left, left, down, down, down, up, up, right, left, right, down, up, left, right, up, up, left, up, right, left, right, up, left, down E. down, down, down, right, right, right, right, up, up, right, right, up, up, up, up, right, right, right, right, up, up, left, left, up, up
E
[ "A. down, left, right, right, down, down, right, up, right, up, up, up, down, right, right, up, up, up, right, up, left, up, down, up, left, up", "B. right, left, right, up, left, right, left, up, right, right, right, down, left, down, right, down, down, right, right, down, down, up, right, right, left, up", "C. left, down, up, down, left, right, right, left, down, down, left, up, down, up, down, right, up, up, right, up, down, right, up, down, left, up", "D. up, left, left, left, down, down, down, up, up, right, left, right, down, up, left, right, up, up, left, up, right, left, right, up, left, down", "E. down, down, down, right, right, right, right, up, up, right, right, up, up, up, up, right, right, right, right, up, up, left, left, up, up" ]
maze
Strategy Planning
Target Perception
3
Find the number of marked middle cells in the image.
Hard
Easy
Now I'll give you a picture, which shows a screenshot of Ultra TicTacToe. The introduction of Ultra TicTacToe is as follows: 1. Board and coordinate representation: In this game, the board is divided into 9 3*3 squares(called Nine-grids). At the same time, we use $(i, j, row, col)$ to represent the coordinates of a cell: $(i, j)$ represents the coordinates of the Nine-grid; $(row, col)$ represents the coordinate of the cell within the Nine-grid; $i, j, row, col$ all range from 1 to 3. Two players take turns placing pieces on the board to mark the cells on the board, with the first player using "X" and the second player using "O" (this is the same as traditional TicTacToe). 2. Rules for placing chess pieces: After the game starts, the first player places a chess piece in any cell in the Nine-grid in the middle (i.e., the Nine-grid (2, 2)). After that, the coordinates of each chess piece placed in the Nine-grid are the same as the coordinates of the Nine-grid in which the opponent's last chess piece was placed; for example, if the first player places a chess piece at the coordinates (2, 2, 3, 1) in the first step, then the second player needs to choose a chess piece in the Nine-grid (3, 1) in the second step. 3. Scoring rules: For each player, each "Straight" (i.e., three identical chess pieces connected in a line, such as in the same row, the same column, or a diagonal line) in each Nine-grid is counted as 1 point. More than 1 point can be counted in each Nine-grid. Now I will give you a question about the game. Please extract information from the picture I give you, think carefully, reason, and answer: How many middle cells in the image are marked? Options: 1. 0 2. 1 3. 2 4. 3 5. 4 6. 5 7. 6 8. 7 9. 8 10. 9
9
[ "0", "1", "2", "3", "4", "5", "6", "7", "8", "9" ]
ultra_tictactoe
Strategy Planning
State Prediction
4
Questions about predicting steps needed to reach stability
Medium
Hard
Conway's Game of Life is a cellular automaton where each cell in the grid can be either alive (black) or dead (white). Each cell interacts with its eight neighbors, which are the cells that are horizontally, vertically, or diagonally adjacent. For a cell at position (r,c), its neighbors are: - (r-1,c-1) (r-1,c) (r-1,c+1) [above row] - (r,c-1) (r,c) (r,c+1) [same row] - (r+1,c-1) (r+1,c) (r+1,c+1) [below row] Region boundaries wrap around to the opposite side: - A cell at the top edge connects to cells at the bottom edge - A cell at the left edge connects to cells at the right edge - Corner cells connect to the diagonally opposite corner For example, in a 3x3 region: - Cell (0,0)'s top neighbor is (2,0) - Cell (0,0)'s left neighbor is (0,2) - Cell (0,0)'s top-left neighbor is (2,2) The game evolves in discrete steps according to these rules: 1. Any live cell with fewer than two live neighbors dies (underpopulation) 2. Any live cell with two or three live neighbors lives on to the next generation 3. Any live cell with more than three live neighbors dies (overpopulation) 4. Any dead cell with exactly three live neighbors becomes alive (reproduction) In the image, black squares represent live cells, white squares represent dead cells, and the grid lines help visualize the cell boundaries. In this grid, we use (row, col) coordinates where: - row increases from top to bottom (0 at top) - col increases from left to right (0 at left) For example, the top-left cell is at (0, 0), and the cell below it is at (1, 0). Consider the 3x3 region starting at cell (0,1). When analyzing this region's stability: • We treat it as an independent Game of Life system • The region is stable when either: - All cells maintain their current states, or - The cells form a repeating pattern How many iterations will it take for this region to reach a stable state? Options: A: 7 B: 8 C: 2 D: 1 E: 6 F: 5 G: 4 H: 3
C
[ "A: 7", "B: 8", "C: 2", "D: 1", "E: 6", "F: 5", "G: 4", "H: 3" ]
lifegame
Multi-step Reasoning
Target Perception
1
Identify colors on specific positions
Medium
Easy
Rules: As shown in the figure, the Rubik's cube consists of both 3D views and an unfolded view. The 3D views show the cube from two angles: left-tilted 30 degrees looking down, and right-tilted ,30 degrees looking up. The cube has six faces: Upper (U), Down (D), Left (L), Right (R), Front (F), and Back (B). Each face can be rotated clockwise or counterclockwise.And for each face, the coordinates are determined based on the unfolded view: column number increases from left to right (0,1,2) and row number increases from bottom to top (0,1,2). Legend shown in the bottom left corner.Handedness issues in the 3D views can be ignored.An uppercase letter indicates which face to rotate ('F' for Front, 'B' for Back, 'L' for Left, 'R' for Right, 'U' for Upper, 'D' for Down), with a prime symbol (') denoting counterclockwise rotation and no prime symbol denoting clockwise rotation.What color is at position (1, 1) on the Right face face?Options: [1] magenta, [2] blue, [3] gray, [4] orange, [5] black, [6] pink, [7] red, [8] green
7
[ "magenta", "blue", "gray", "orange", "black", "pink", "red", "green" ]
rubiks_cube
3D Spatial Perception & Reasoning
Target Perception
4
piece_adjacency
Hard
Medium
Rules: 1. Each numbered region represents a piece on the board. 2. Pieces are considered adjacent if they share at least one edge. 3. Pieces that only touch at corners are not considered adjacent. Question: How many different pieces are adjacent to Piece 1? Options: 1: 7 2: 1 3: 2 4: 4 5: 3 6: 6 7: 5 8: 0
3
[ "7", "1", "2", "4", "3", "6", "5", "0" ]
tengram
Pattern Recognition & Matching
State Prediction
5
Multi-step deductive reasoning with constraints analysis
Hard
Hard
This is a sudoku game in which the board is filled with a total number of colours equal to the length of the board's sides, and no rows, columns or squares are allowed to have duplicate colours.You should fill the empty cells on the board with following 9 colors:red, green, blue, magenta, yellow, aqua, gray, purple, forest green.In this Sudoku board, the row coordinates are 1-9 from top to bottom, and the column coordinates are 1-9 from left to right.After determining colors at positions (1,3), (2,5), what color should be at position (3,3)?Choose from following options:A.red, B.green, C.blue, D.magenta, E.yellow, F.aqua, G.gray, H.purple, I.forest green
C
[ "A.red", "B.green", "C.blue", "D.magenta", "E.yellow", "F.aqua", "G.gray", "H.purple", "I.forest green" ]
sudoku
Multi-step Reasoning
Target Perception
1
letter_count
Medium
Medium
Rules: 1. The grid contains uppercase letters. 2. Count all occurrences of the specified letter. Question: How many times does the letter 'A' appear in the grid? Options: 1: 2 2: 3 3: 11 4: 10 5: 0 6: 1 7: 4 8: 5
6
[ "2", "3", "11", "10", "0", "1", "4", "5" ]
word_search
Multi-step Reasoning
Target Perception
1
Ask the position of player.
Easy
Easy
**Rules:** 1. This is a maze mini-game.The player needs to navigate around obstacles to reach the destination and achieve victory. 2. The red circle represents the player, the green block is the goal and the blue blocks are obstacles. 3. The player can only move within the white blocks. **Question:** Which of the following are the coordinates of the player? **Options:** A. (4, 6) B. (4, 7) C. (5, 7) D. (4, 8) E. (3, 7)
B
[ "A. (4, 6)", "B. (4, 7)", "C. (5, 7)", "D. (4, 8)", "E. (3, 7)" ]
maze
Strategy Planning
Target Perception
0
cell_letter
Easy
Easy
Rules: 1. The grid contains uppercase letters. 2. Row and column indexes begin from 1 at the top-left corner. Question: What letter is at row 2, column 4? Options: 1: Q 2: L 3: S 4: J 5: E 6: P 7: C 8: W
1
[ "Q", "L", "S", "J", "E", "P", "C", "W" ]
word_search
Multi-step Reasoning
Target Perception
0
cell_letter
Hard
Easy
Rules: 1. The grid contains uppercase letters. 2. Row and column indexes begin from 1 at the top-left corner. Question: What letter is at row 8, column 1? Options: 1: L 2: J 3: D 4: I 5: B 6: F 7: A 8: U
2
[ "L", "J", "D", "I", "B", "F", "A", "U" ]
word_search
Multi-step Reasoning
Target Perception
1
Given a particular game state, the puzzle will present a question about which card is at a specific position in one of the cascade piles.Your task is to indentify the card in the options.
Easy
Easy
In this FreeCell game: we have 8 cascade piles at sum, and their indexes are [0, 1, 2, 3, 4, 5, 6, 7]We have 4 freecell on the left top, and their indexes are 0,1,2,3.We have 4 foundation piles on the right top, and their indexes are 0,1,2,3.In FreeCell, cards can be moved according to specific rules: A card can be moved to a free cell if available, stacked in descending order alternating colors in cascade piles, or placed in foundation piles starting from Ace. Now, find the 3-th card from the top of cascade pile 6.the options are as follows: 1.(Heart, A) 2.(Diamond, 1) 3.(Club, 6) 4.(Club, 9) 5.(Heart, 7) 6.(Club, 5) 7.(Club, A) 8.(Diamond, Q)
8
[ "(Heart, A)", "(Diamond, 1)", "(Club, 6)", "(Club, 9)", "(Heart, 7)", "(Club, 5)", "(Club, A)", "(Diamond, Q)" ]
freecell
Pattern Recognition & Matching
State Prediction
0
color_matching
Easy
Hard
Rules: 1. Colors change gradually along rows or columns. 2. A gradient transitions between two colors. 3. Each row or column can have its own independent gradient pattern. 4. Row and column indexes begin from 1 at the top-left corner. Question: Which color should be put in cell F? Options: Colors are numbered from 1 to 6 in the palette below
3
[ "1", "2", "3", "4", "5", "6" ]
hue
Pattern Recognition & Matching
Target Perception
0
Identify Pacman location
Medium
Easy
# Game Overview Pac-Man is a maze arcade game where the player controls Pac-Man to eat as many beans as possible while avoiding ghosts. If a ghost catches Pac-Man, the game ends. # Basic Elements - **Pac-Man**: The yellow circular character that the player controls - **Beans**: Yellow dots that Pac-Man can eat to score points - **Walls**: Blue barriers that restrict movement - **Ghosts**: Two ghosts (Pinky and Blinky) that chase Pac-Man # Game Rules - Pac-Man must eat beans while avoiding ghosts - Each bean eaten adds 1 point to the score - The game ends if a ghost catches Pac-Man - Movement is restricted by walls # Movement and Direction - Pac-Man's mouth opening indicates its current direction - The direction can be UP, DOWN, LEFT, or RIGHT - Neither Pac-Man nor ghosts can move through walls # **Ghost Behavior** - **Pinky** (Pink Ghost): Targets up to 4 spaces ahead of Pac-Man's current position and direction (stops at walls) - **Blinky** (Red Ghost): Directly targets Pac-Man's current position - Both ghosts follow a movement priority system based on the direction they are trying to move: - When moving in more than one direction is optimal, the priority order for both ghosts is **UP > DOWN > LEFT > RIGHT**. - This means if a ghost has multiple possible directions to move in, it will first attempt to move **UP** if possible, then **DOWN**, followed by **LEFT**, and finally **RIGHT** if all other directions are blocked. # Board Layout - The board is surrounded by walls on all four sides - Position (0,0) is located at the top-left corner wall - Movement grid uses (row, column) coordinates # Scoring The score equals the total number of beans eaten by Pac-Man **Question:** What is Pac-Man's position and direction? **Options:** A. (15, 15), UP B. (15, 1), LEFT C. (1, 0), LEFT D. (4, 8), DOWN E. (16, 0), DOWN F. (1, 8), UP G. (14, 16), UP H. (0, 13), UP
G
[ "A. (15, 15), UP", "B. (15, 1), LEFT", "C. (1, 0), LEFT", "D. (4, 8), DOWN", "E. (16, 0), DOWN", "F. (1, 8), UP", "G. (14, 16), UP", "H. (0, 13), UP" ]
pacman
Strategy Planning
State Prediction
4
Predict cell reveal outcome
Easy
Hard
This is a Minesweeper game. The size of the chessboard is 4x4, and there are a total of 3 mines hidden on the board. The numbers on the board indicate how many mines are adjacent to that cell, including diagonals. Cells marked with "F" (flagged) are identified as potential locations of mines based on logical deduction or prior knowledge. These flagged cells play a critical role in guiding your reasoning for answering the questions. Cells with no numbers and no flags are safe and contain no adjacent mines. The board uses a coordinate system where the top-left cell corresponds to (0,0), and the rows and columns are numbered starting from 0. Please use the provided board configuration and logical reasoning to deduce the correct answers to the following questions: **Question:** What will happen if the player reveals the cell at (0,3)? **Options:** A: The game will end because the cell contains a mine. B: The cell will reveal an empty area, and adjacent cells will also be revealed. C: The cell will reveal the number 0. D: The cell will reveal the number 1.
D
[ "A: The game will end because the cell contains a mine. ", "B: The cell will reveal an empty area, and adjacent cells will also be revealed. ", "C: The cell will reveal the number 0. ", "D: The cell will reveal the number 1." ]
minesweeper
Multi-step Reasoning
Target Perception
0
cell_letter
Hard
Easy
Rules: 1. The grid contains uppercase letters. 2. Row and column indexes begin from 1 at the top-left corner. Question: What letter is at row 3, column 2? Options: 1: A 2: K 3: G 4: J 5: N 6: F 7: Q 8: E
4
[ "A", "K", "G", "J", "N", "F", "Q", "E" ]
word_search
Multi-step Reasoning
Target Perception
1
Ask the position of player.
Hard
Easy
**Rules:** 1. This is a maze mini-game.The player needs to navigate around obstacles to reach the destination and achieve victory. 2. The red circle represents the player, the green block is the goal and the blue blocks are obstacles. 3. The player can only move within the white blocks. **Question:** Which of the following are the coordinates of the player? **Options:** A. (3, 3) B. (3, 4) C. (2, 3) D. (3, 2) E. (4, 3)
A
[ "A. (3, 3)", "B. (3, 4)", "C. (2, 3)", "D. (3, 2)", "E. (4, 3)" ]
maze
Strategy Planning
State Prediction
3
Given a particular game state,a selected move and a selected cascade pile, the puzzle will present a question about which card is at the top of the cascade pile. Your task is to indentify the card in the options.
Medium
Hard
In this FreeCell game: we have 6 cascade piles, and their indexes are [0, 1, 2, 3, 4, 5]We have 4 freecell on the left top, and their indexes are 0,1,2,3.We have 4 foundation piles on the right top, and their indexes are 0,1,2,3.In FreeCell, cards can be moved according to specific rules: A card can be moved to a free cell if available, stacked in descending order alternating colors in cascade piles, or placed in foundation piles starting from Ace. Now, find the top card from cascade pile 1 after moving the card (Heart,6) from Cascade 1 to FreeCell 0.the options are as follows: 1.(Club, A) 2.(Heart, Q) 3.(Spade, 5) 4.(Club, 9) 5.(Diamond, K) 6.(Heart, 7) 7.(Diamond, 7) 8.(Heart, K)
8
[ "(Club, A)", "(Heart, Q)", "(Spade, 5)", "(Club, 9)", "(Diamond, K)", "(Heart, 7)", "(Diamond, 7)", "(Heart, K)" ]
freecell
Pattern Recognition & Matching
Target Perception
5
Count specific colors on a face
Easy
Easy
Rules: As shown in the figure, the Rubik's cube consists of both 3D views and an unfolded view. The 3D views show the cube from two angles: left-tilted 30 degrees looking down, and right-tilted ,30 degrees looking up. The cube has six faces: Upper (U), Down (D), Left (L), Right (R), Front (F), and Back (B). Each face can be rotated clockwise or counterclockwise.And for each face, the coordinates are determined based on the unfolded view: column number increases from left to right (0,1,2) and row number increases from bottom to top (0,1,2). Legend shown in the bottom left corner.Handedness issues in the 3D views can be ignored.An uppercase letter indicates which face to rotate ('F' for Front, 'B' for Back, 'L' for Left, 'R' for Right, 'U' for Upper, 'D' for Down), with a prime symbol (') denoting counterclockwise rotation and no prime symbol denoting clockwise rotation. How many green squares are there on the Back face? Options: [1] 9, [2] 2, [3] 0, [4] 1, [5] 8, [6] 6, [7] 5, [8] 7
1
[ "9", "2", "0", "1", "8", "6", "5", "7" ]
rubiks_cube
3D Spatial Perception & Reasoning
State Prediction
2
piece_rotation
Medium
Medium
Rules: 1. Each numbered region represents a piece on the board. 2. Pieces are considered adjacent if they share at least one edge. 3. Pieces that only touch at corners are not considered adjacent. 4. One piece is removed from main board and shown below. It has been rotated and may have been flipped. Question: Can the removed piece fit back into the main board by only rotation? If yes, what rotation(s) would work? Options: 1: rotate 90 degrees counterclockwise 2: rotate 90 degrees clockwise 3: rotate 90 degrees by both direction 4: no matter what degrees rotated, it always can fit 5: both rotate 0 and 180 degrees 6: can't put inside (flipped) 7: rotate 180 degrees 8: rotate 0 degrees
1
[ "rotate 90 degrees counterclockwise", "rotate 90 degrees clockwise", "rotate 90 degrees by both direction", "no matter what degrees rotated, it always can fit", "both rotate 0 and 180 degrees", "can't put inside (flipped)", "rotate 180 degrees", "rotate 0 degrees" ]
tengram
Pattern Recognition & Matching
Target Perception
1
Given a particular game state, the puzzle will present a question about which card is at a specific position in one of the cascade piles.Your task is to indentify the card in the options.
Hard
Easy
In this FreeCell game: we have 4 cascade piles at sum, and their indexes are [0, 1, 2, 3]We have 4 freecell on the left top, and their indexes are 0,1,2,3.We have 4 foundation piles on the right top, and their indexes are 0,1,2,3.In FreeCell, cards can be moved according to specific rules: A card can be moved to a free cell if available, stacked in descending order alternating colors in cascade piles, or placed in foundation piles starting from Ace. Now, find the 2-th card from the top of cascade pile 2.the options are as follows: 1.(Club, 7) 2.(Heart, 2) 3.(Heart, K) 4.(Club, 8) 5.(Heart, 1) 6.(Spade, 5) 7.(Spade, A) 8.(Club, K)
1
[ "(Club, 7)", "(Heart, 2)", "(Heart, K)", "(Club, 8)", "(Heart, 1)", "(Spade, 5)", "(Spade, A)", "(Club, K)" ]
freecell
Pattern Recognition & Matching
Strategy Optimization
5
Asking the next move that can lead to solving the puzzle
Easy
Hard
This game is called Chess Ranger. The rules are as follows:Pieces move like in standard chess.You can only perform capture moves.The king is allowed to be captured.The goal is to end up with a single piece remaining on the board.The possible first step to be tried is the following 4 steps: 1.move Rook in h5 to capture Pawn in h4,2.move Queen in e4 to capture Pawn in h4,3.move Rook in h5 to capture Queen in c5,4.move Queen in c5 to capture Rook in h5.What is the first step to be tried now in order to finally solve the puzzle?Choose the number combination from the following options:A.14,B.2,C.3,D.1,E.234,F.24,G.12,H.None
F
[ "A.14", "B.2", "C.3", "D.1", "E.234", "F.24", "G.12", "H.None" ]
chess_ranger
Strategy Planning
Target Perception
1
Check color state at position
Easy
Easy
This is a sudoku game in which the board is filled with a total number of colours equal to the length of the board's sides, and no rows, columns or squares are allowed to have duplicate colours.You should fill the empty cells on the board with following 4 colors: red, green, blue, magenta.In this Sudoku board, the row coordinates are 1-4 from top to bottom, and the column coordinates are 1-4 from left to right.What color is at position (1,1)(note that on the board the position (1,1) has already been filled with a certain color)?Choose from following options:A.red, B.green, C.blue, D.magenta
C
[ "A.red", "B.green", "C.blue", "D.magenta" ]
sudoku
Multi-step Reasoning
State Prediction
2
A deadlock question about the current state of Klondike Solitaire
Hard
Medium
The given image represents the interface of the game Klondike Solitaire. The user interface consists of a board with 52 playing cards divided into four distinct areas: 1. **Stock Pile (Draw Pile):** Initially composed of 24 face-down cards. The player can draw one card at a time to reveal its face. 2. **Waste Pile (Dump Pile):** This pile holds the cards drawn from the Stock Pile that have not been moved to other areas. Only the topmost card in the Waste Pile is available for play. 3. **Foundation Piles:** These four piles are designated for each suit (hearts, diamonds, clubs, and spades, but not necessarily following this order). From left to right, they are referred to as foundation 1 through foundation 4. Players must build up the foundation starting with the Ace and then place cards in ascending order (2 through King) of the same suit. 4. **Tableau Piles:** There are seven tableau piles. From left to right, these piles are referred to as Tab 1 through Tab 7, and initially contain an increasing number of cards from 1 to 7. Only the topmost cards in each pile are face-up and built in descending order, alternating colors (red and black suits). Only when the topmost cards are removed to some other place (e.g. another tableau pile or the foundation pile) will the hidden card beneath be revealed. Only a King can be placed on an empty tableau pile unless it starts there at the beginning of the game. **Objective:** The goal of Klondike Solitaire is to move all cards to the Foundation Piles, organized by suit in ascending order from Ace to King. A deadlock occurs in Klondike Solitaire when the player reaches a state where no more effective moves can be made. To be more specific, certain moves are not considered deadlocks: - **Draw Pile**: Drawing a new card from the draw pile can always break a deadlock. - **Waste Pile**: Moving a card from the waste pile to the tableau or foundation can break a deadlock. - **Foundation Pile**: Moving a card to the foundation pile can always break a deadlock. - **Tableau Pile**: A move within the tableau pile can break a deadlock only if it relocates a card to another tableau pile while revealing a hidden card or create an empty tableau pile where a King can be placed. If none of these moves are possible, the game is in a deadlock state. Analyze the current game state and select the most appropriate reason for why the game is or is not in a deadlock. Choose the correct option and give the analysis. Options: 1. Draw pile and waste pile are NOT both empty AND No cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock. 2. Draw pile and waste pile are both empty AND Existing cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock. 3. Draw pile and waste pile are both empty AND No cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock. 4. Draw pile and waste pile are NOT both empty AND No cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock. 5. Draw pile and waste pile are both empty AND Existing cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock. 6. Draw pile and waste pile are both empty AND No cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is in a deadlock. 7. Draw pile and waste pile are NOT both empty AND Existing cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock. 8. Draw pile and waste pile are NOT both empty AND Existing cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.
7
[ "Draw pile and waste pile are NOT both empty AND No cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.", "Draw pile and waste pile are both empty AND Existing cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.", "Draw pile and waste pile are both empty AND No cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.", "Draw pile and waste pile are NOT both empty AND No cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.", "Draw pile and waste pile are both empty AND Existing cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.", "Draw pile and waste pile are both empty AND No cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is in a deadlock.", "Draw pile and waste pile are NOT both empty AND Existing cards can be moved to foundation piles AND No tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock.", "Draw pile and waste pile are NOT both empty AND Existing cards can be moved to foundation piles AND Some tableau pile move can reveal a hidden card or empty a tableau pile, so the game is NOT in a deadlock." ]
klondike
Pattern Recognition & Matching
State Prediction
4
Predict card move result
Medium
Medium
Spider Solitaire # OBJECTIVE Spider is played with eight decks of 13 spade cards each, totaling 104 unique cards. The goal is to arrange all cards in a King-to-Ace sequence in the same suit and move them to the foundation piles. Once all sequences are moved to the foundations, the game is won. # SETUP The game features waste piles, a stock pile, and foundation piles. Waste piles are where the action happens, and the stock pile provides new cards when necessary. **Waste Pile Numbering**: Waste piles are numbered from left to right starting with `0`. The cards within each waste pile are also numbered starting from the bottom card. # GAME BOARD COMPONENTS ## **Stock Pile** The **Stock Pile** holds all remaining cards and is used to deal new cards into the waste piles. Stock Pile is in the top left corner of the board. - **Staggered Card Stacking**: Cards are stacked in layers, and the number of layers indicates how many more times you can deal cards to the waste piles. Each deal moves one card face-up to each waste pile. ## **Waste Piles** The **Waste Piles** are where cards are played and organized. Waste Piles are on the bottom of the chessboard - **Face-Up vs. Face-Down Cards**: Cards are stacked with face-up cards visible and face-down cards hidden. Only face-up cards can be played. When a face-down card becomes the top card of a pile, it is turned face-up and can be played. - **Staggered Cards**: Cards in each waste pile are arranged so that face-up cards are on top, and face-down cards are beneath. As you move cards, new face-down cards are revealed. - **Card Numbering and Screen Position**: - **Waste Pile Numbering**: Piles are numbered from left to right starting with `0` for the leftmost pile. - The card at the bottom of each waste pile (usually face-down) is numbered **0** and is the **topmost visible card** in the pile. - As you move upward in the pile, the next cards are numbered **1**, **2**, **3**, and so on. - Visually, the bottom card (number **0**) is the one closest to the top of the screen, and the cards above it are stacked above in the pile, going downwards. ## **Foundation Pile** Foundation pile stores all the arranged suit. When a suit is arranged in sequence, it may be removed to a foundation pile. If all suits are moved to the foundations, the game is won. Foundation Pile is in the top right corner of the board. # MOVING CARDS - **Movement Conditions**: Cards can be moved to another pile as long as they form a **descending sequence of the same suit**, i.e., a King-to-Ace sequence. When moving cards, the new sequence must be a **same-suit sequence** and follow the **descending order** from K, Q, J, 10, 9, ..., 2, A. - **Same-Suit Sequence Requirement**: The card being moved must be placed on a top card that is of the **same suit** and has a **higher rank** (e.g., a Q can be placed on a K). The top card of the target pile must be larger in rank than the card being moved, and both must be of the same suit. - **Moving a Sequence**: A complete **descending sequence** of cards (such as K, Q, J, 10, etc.) can be moved from one pile to another, as long as the sequence is in **descending order** and all the cards in the sequence are of the **same suit**. - **Face-Down Cards**: If the sequence you are moving includes face-down cards, they will be flipped face-up once they are moved. After flipping, the newly face-up cards can continue to be moved or interacted with. - **Example**: If you have a sequence of K-Q-J-10-9-8-7 in the same suit, you can move a card 6 that has the same suit to the top of this pile, resulting in a new sequence K-Q-J-10-9-8-7-6. - **Empty Pile Rule**: An empty waste pile can accept any card. After placing the card, you can continue adding a descending same-suit sequence to that pile. - **Reveal Cards**: If a move leaves a face-down card on top, it will be turned face-up. # DEALING Click the stock to deal a new row of face-up cards to the waste piles. You may not deal if there is an empty waste pile. # STRATEGY - Turn face-down cards face-up. - Form runs of the same suit in descending order. - Use empty waste piles strategically. # VARIANTS In **circular spider solitaire**, a King can be placed on an Ace, allowing for extended sequences. # **NOTE: Important Numbering Reminder** - **Waste Pile Numbering**: Waste piles are numbered from **left to right** starting with `0` for the leftmost pile. - **Card Numbering within Waste Piles**: The **bottom-most card** of each pile (usually face-down) is numbered **0**, and the cards above it are numbered **1**, **2**, **3**, etc., moving upwards in the pile. - **Please Pay Attention** to both the waste pile and card numbering methods, as they will help you navigate and make strategic decisions effectively. **Question:** What will happen if I want to move the number 7 card of pile 2 to pile 0? **Options:** A. The move will be successful, and the cards will be in descending order, following the rules of movement. B. The move cannot be made because this card is face-down and its value is unknown. C. The move cannot be made because there is a card above it, and that card does not form a descending order with the selected card. D. The move cannot be made because the top card of the target pile does not have a rank equal to this card's rank plus one. E. The move cannot be made because the pile has too few cards, and this card does not exist.
A
[ "A. The move will be successful, and the cards will be in descending order, following the rules of movement.", "B. The move cannot be made because this card is face-down and its value is unknown.", "C. The move cannot be made because there is a card above it, and that card does not form a descending order with the selected card.", "D. The move cannot be made because the top card of the target pile does not have a rank equal to this card's rank plus one.", "E. The move cannot be made because the pile has too few cards, and this card does not exist." ]
spider_solitaire
Pattern Recognition & Matching
State Prediction
3
first_state_entry
Medium
Medium
Rules: State 0, Symbol 0 -> Write 1, Move right, New State 1 State 0, Symbol 1 -> Write 2, Move right, New State 3 State 0, Symbol 2 -> Write 1, Move left, New State 0 State 1, Symbol 0 -> Write 1, Move up, New State 0 State 1, Symbol 1 -> Write 0, Move down, New State 1 State 1, Symbol 2 -> Write 0, Move down, New State 2 State 2, Symbol 0 -> Write 0, Move down, New State 0 State 2, Symbol 1 -> Write 1, Move up, New State 0 State 2, Symbol 2 -> Write 0, Move left, New State 3 State 3, Symbol 0 -> Write 2, Move down, New State 3 State 3, Symbol 1 -> Write 0, Move right, New State 0 State 3, Symbol 2 -> Write 0, Move up, New State 2 Color Legend for Symbols: Symbol 0: Color = red Symbol 1: Color = green Symbol 2: Color = blue Bracket Legend for States: State 0: Bracket = ( ) State 1: Bracket = [ ] State 2: Bracket = { } State 3: Bracket = < > Current head position is (0, 1) with State 3 on Symbol 1 that is <1>. Question: after how many steps will the head first enter state 0? Options: 1: 2 2: 7 3: 8 4: 3 5: 5 6: 6 7: 1 8: 4
7
[ "2", "7", "8", "3", "5", "6", "1", "4" ]
2d_turing_machine
Multi-step Reasoning
Target Perception
0
Choose a random coordinate and ask what status is the cooradinate
Medium
Easy
Pyramid Chess Rules: 0.Game Board: The game board is square and comes in various sizes: 3x3, 4x4, or 5x5. On an nxn board, there are n levels (0 to n-1). At each level k, the x and y coordinates range from 0 to n-1-k, resulting in (n-k)**2 slots per level. The slots in the lower levels act as the base for the slots in the upper levels. Slots at level 0 have no base, while slots at level j (j!=0) with coordinates (m,n) are supported by four base slots (m,n),(m+1,n),(m,n+1),(m+1,n+1) from level j-1. 1.Players and Initial Setup: The game is played between two players, designated as PLAYER_0 and PLAYER_1, each using balls of a distinct color from their color pool, blue balls for PLAYER_0 and red balls for PLAYER_1. Players take turns placing their balls on a square game board. The number of balls available to each player depends on the size of the board: on a 3x3 board, each player has 7 balls; on a 4x4 board, each has 15 balls; and on a 5x5 board, PLAYER_0 (the first player to place a ball) has 28 balls, while PLAYER_1 has 27 balls. 2.Placing Balls and Creating New Slots: At the start of the game, the lowest level of the board (Level 0) is completely open and balls can be placed in any available slot on this level(since there is no base for slots in level 0, slots in level 0 have full base). After a ball is placed in a slot, that slot is no longer available for placing another ball. A ball can only be placed on the upper level if it is supported by a fully completed 2x2 block of balls on the level directly beneath, which means all the base of the slot is full(there is a ball in each of these slots). 3.Take-back mechnism: If a player places a ball that completes a 2x2 block of the same color (all four balls belonging to that player), they may return up to two balls from the block to their color pool. A ball can only be removed if it does not have another ball directly above it, as removing a "base" ball would collapse the pyramid. Returning a ball reopens the slot it occupied, allowing it to be used for future placements, but the rule requiring a full 2x2 block as a base for placing balls on upper levels still applies. 4.Winning the Game: The game ends when one player successfully places the last ball on top of the pyramid. The player who place the ball on the top of the pyramid wins. Question: What is the status of the ball on Level 0, which has coordinate ([5, 15])? Options: 1. PLAYER_0 2. PLAYER_1 3. Empty 4. Index out of bound
4
[ "PLAYER_0", "PLAYER_1", "Empty", "Index out of bound" ]
pyramidchess
3D Spatial Perception & Reasoning
Target Perception
2
height_comparison
Easy
Easy
Rules: 1. Player can only walk on top of cubes 2. Player can climb ladders if they can reach the cube under the ladder 3. From a ladder, player can reach the top of the last cube with the ladder 4. Blue cube is start position, red cube is goal position 5. Green cubes are numbered points (1, 2, and 3) What is the correct height relationship between the three numbered points? Use '<' for 'lower than' and '=' for 'same height as'. Options: 1: 2 = 3 < 1 2: 1 = 2 = 3 3: 2 < 1 < 3 4: 1 < 2 = 3 5: 1 = 3 < 2 6: 3 < 2 < 1 7: 3 < 1 = 2 8: 1 < 2 < 3
1
[ "2 = 3 < 1", "1 = 2 = 3", "2 < 1 < 3", "1 < 2 = 3", "1 = 3 < 2", "3 < 2 < 1", "3 < 1 = 2", "1 < 2 < 3" ]
3d_maze
3D Spatial Perception & Reasoning
State Prediction
4
Based on the current puzzle state, your task is to identify which of the following cells provided by the options can a star be placed in?
Hard
Medium
We have a 8*8 grid.The grid is divided into 8 regions. Cells with the same color belong to the same region. Region with index 0 has the color of light pink. Region with index 1 has the color of powder blue. Region with index 2 has the color of light green. Region with index 3 has the color of peach. Region with index 4 has the color of red. Region with index 5 has the color of yellow. Region with index 6 has the color of cyan. Region with index 7 has the color of orange. In the image,a star is represented by a black dot. If a cell has been placed a star,a black dot will be shown on this cell. We should place the star in this Star Battle Puzzle according to the following rules: Each row must contain exactly 1 star(s). Each column must contain 1 star(s). Each region must contain exactly 1 star(s). Stars cannot be adjacent to each other, including diagonally. The cells in the grid are labeled with row and column numbers starting from 0. The top-left corner of the grid is (0, 0). (x,y) means a cell at row x and column y. Now we have placed some stars in the grid. Based on the current puzzle state, which of the following cells can a star be placed in? Options: 1.(4,3) 2.(7,0) 3.(5,0) 4.(5,2) 5.(3,0) 6.(2,5) 7.(1,7) 8.(2,6)
1
[ "(4,3)", "(7,0)", "(5,0)", "(5,2)", "(3,0)", "(2,5)", "(1,7)", "(2,6)" ]
star_battle
Multi-step Reasoning
Target Perception
4
Identify the current position of the player on the board
Medium
Easy
This is a Sokoban puzzle where black figure is player, green X is target, brown box with X is box to push, brown tiles are walls, and light brown areas are movable spaces.The coordinates (x, y) in this puzzle represent the matrix format.What is the current position of the player (row, column)? Options: [1] (1, 2) [2] (4, 2) [3] (6, 2) [4] (3, 1) [5] (3, 5) [6] (6, 5) [7] (3, 6) [8] (6, 4)
6
[ "(1, 2)", "(4, 2)", "(6, 2)", "(3, 1)", "(3, 5)", "(6, 5)", "(3, 6)", "(6, 4)" ]
sokoban
Strategy Planning
Target Perception
0
cell_letter
Medium
Easy
Rules: 1. The grid contains uppercase letters. 2. Row and column indexes begin from 1 at the top-left corner. Question: What letter is at row 4, column 2? Options: 1: V 2: H 3: I 4: X 5: Y 6: D 7: L 8: M
8
[ "V", "H", "I", "X", "Y", "D", "L", "M" ]
word_search
Multi-step Reasoning
Target Perception
1
color_description
Hard
Easy
Rules: 1. Colors change gradually along rows or columns. 2. A gradient transitions between two colors. 3. Each row or column can have its own independent gradient pattern. 4. Row and column indexes begin from 1 at the top-left corner. Question: What color is the cell at row 8, column 1? Options: 1: vivid bright purple 2: bright cyan 3: vivid purple 4: dark green 5: vivid bright green 6: yellow 7: pale orange 8: pale bright red
8
[ "vivid bright purple", "bright cyan", "vivid purple", "dark green", "vivid bright green", "yellow", "pale orange", "pale bright red" ]
hue
Pattern Recognition & Matching
Strategy Optimization
3
A move_effectiveness question about the current state of Klondike Solitaire
Medium
Hard
The given image represents the interface of the game Klondike Solitaire. The user interface consists of a board with 52 playing cards divided into four distinct areas: 1. **Stock Pile (Draw Pile):** Initially composed of 24 face-down cards. The player can draw one card at a time to reveal its face. 2. **Waste Pile (Dump Pile):** This pile holds the cards drawn from the Stock Pile that have not been moved to other areas. Only the topmost card in the Waste Pile is available for play. 3. **Foundation Piles:** These four piles are designated for each suit (hearts, diamonds, clubs, and spades, but not necessarily following this order). From left to right, they are referred to as foundation 1 through foundation 4. Players must build up the foundation starting with the Ace and then place cards in ascending order (2 through King) of the same suit. 4. **Tableau Piles:** There are seven tableau piles. From left to right, these piles are referred to as Tab 1 through Tab 7, and initially contain an increasing number of cards from 1 to 7. Only the topmost cards in each pile are face-up and built in descending order, alternating colors (red and black suits). Only when the topmost cards are removed to some other place (e.g. another tableau pile or the foundation pile) will the hidden card beneath be revealed. Only a King can be placed on an empty tableau pile unless it starts there at the beginning of the game. **Objective:** The goal of Klondike Solitaire is to move all cards to the Foundation Piles, organized by suit in ascending order from Ace to King. In the game of Klondike Solitaire, making effective moves is crucial to successfully completing the game. An effective move is one that maximizes the number of cards that can be moved to the Foundation Piles or can reveal hidden cards in tableau piles, stock pile or waste pile. This involves strategic planning and considering the current game state to make the best move possible. Which of the following moves is both valid and effective? A move is effective if it either reveals a hidden card, enables a foundation move, or creates an empty tableau spot. Choose the correct option and give the analysis. Options: 1. Move from Tab2 to Tab3 2. Move from Tab5 to Tab7 3. Move from Tab4 to Tab7 4. Move from Tab3 to Foundation 3 5. Move from Tab1 to Tab5 6. Move from Tab6 to Tab7 7. Move from Tab5 to Tab6 8. None of these moves are both valid and effective
4
[ "Move from Tab2 to Tab3", "Move from Tab5 to Tab7", "Move from Tab4 to Tab7", "Move from Tab3 to Foundation 3", "Move from Tab1 to Tab5", "Move from Tab6 to Tab7", "Move from Tab5 to Tab6", "None of these moves are both valid and effective" ]
klondike
Pattern Recognition & Matching
Strategy Optimization
5
Asking the next move that can lead to solving the puzzle
Medium
Hard
This game is called Chess Ranger. The rules are as follows:Pieces move like in standard chess.You can only perform capture moves.The king is allowed to be captured.The goal is to end up with a single piece remaining on the board.The possible first step to be tried is the following 4 steps: 1.move Queen in h8 to capture Bishop in h5,2.move King in g6 to capture Bishop in h5,3.move Rook in c5 to capture Bishop in h5,4.move Bishop in h5 to capture King in g6.What is the first step to be tried now in order to finally solve the puzzle?Choose the number combination from the following options:A.124,B.234,C.123,D.24,E.134,F.14,G.13,H.None
C
[ "A.124", "B.234", "C.123", "D.24", "E.134", "F.14", "G.13", "H.None" ]
chess_ranger
Strategy Planning
Target Perception
0
Identify Pacman location
Medium
Easy
# Game Overview Pac-Man is a maze arcade game where the player controls Pac-Man to eat as many beans as possible while avoiding ghosts. If a ghost catches Pac-Man, the game ends. # Basic Elements - **Pac-Man**: The yellow circular character that the player controls - **Beans**: Yellow dots that Pac-Man can eat to score points - **Walls**: Blue barriers that restrict movement - **Ghosts**: Two ghosts (Pinky and Blinky) that chase Pac-Man # Game Rules - Pac-Man must eat beans while avoiding ghosts - Each bean eaten adds 1 point to the score - The game ends if a ghost catches Pac-Man - Movement is restricted by walls # Movement and Direction - Pac-Man's mouth opening indicates its current direction - The direction can be UP, DOWN, LEFT, or RIGHT - Neither Pac-Man nor ghosts can move through walls # **Ghost Behavior** - **Pinky** (Pink Ghost): Targets up to 4 spaces ahead of Pac-Man's current position and direction (stops at walls) - **Blinky** (Red Ghost): Directly targets Pac-Man's current position - Both ghosts follow a movement priority system based on the direction they are trying to move: - When moving in more than one direction is optimal, the priority order for both ghosts is **UP > DOWN > LEFT > RIGHT**. - This means if a ghost has multiple possible directions to move in, it will first attempt to move **UP** if possible, then **DOWN**, followed by **LEFT**, and finally **RIGHT** if all other directions are blocked. # Board Layout - The board is surrounded by walls on all four sides - Position (0,0) is located at the top-left corner wall - Movement grid uses (row, column) coordinates # Scoring The score equals the total number of beans eaten by Pac-Man **Question:** What is Pac-Man's position and direction? **Options:** A. (5, 9), LEFT B. (4, 10), LEFT C. (17, 14), RIGHT D. (16, 4), RIGHT E. (11, 8), DOWN F. (1, 7), UP G. (6, 2), UP H. (9, 11), UP
B
[ "A. (5, 9), LEFT", "B. (4, 10), LEFT", "C. (17, 14), RIGHT", "D. (16, 4), RIGHT", "E. (11, 8), DOWN", "F. (1, 7), UP", "G. (6, 2), UP", "H. (9, 11), UP" ]
pacman
Strategy Planning
Strategy Optimization
4
Determine optimal move sequence to solve the cube
Easy
Hard
Rules: As shown in the figure, the Rubik's cube consists of both 3D views and an unfolded view. The 3D views show the cube from two angles: left-tilted 30 degrees looking down, and right-tilted ,30 degrees looking up. The cube has six faces: Upper (U), Down (D), Left (L), Right (R), Front (F), and Back (B). Each face can be rotated clockwise or counterclockwise.And for each face, the coordinates are determined based on the unfolded view: column number increases from left to right (0,1,2) and row number increases from bottom to top (0,1,2). Legend shown in the bottom left corner.Handedness issues in the 3D views can be ignored.An uppercase letter indicates which face to rotate ('F' for Front, 'B' for Back, 'L' for Left, 'R' for Right, 'U' for Upper, 'D' for Down), with a prime symbol (') denoting counterclockwise rotation and no prime symbol denoting clockwise rotation.How many moves are needed to solve the entire cube?Options: [1] 5, [2] 1, [3] 9, [4] 7, [5] 11, [6] 4, [7] 10, [8] 3
2
[ "5", "1", "9", "7", "11", "4", "10", "3" ]
rubiks_cube
3D Spatial Perception & Reasoning
State Prediction
2
piece_rotation
Hard
Medium
Rules: 1. Each numbered region represents a piece on the board. 2. Pieces are considered adjacent if they share at least one edge. 3. Pieces that only touch at corners are not considered adjacent. 4. One piece is removed from main board and shown below. It has been rotated and may have been flipped. Question: Can the removed piece fit back into the main board by only rotation? If yes, what rotation(s) would work? Options: 1: no matter what degrees rotated, it always can fit 2: can't put inside (flipped) 3: rotate 0 degrees 4: rotate 180 degrees 5: rotate 90 degrees by both direction 6: both rotate 0 and 180 degrees 7: rotate 90 degrees counterclockwise 8: rotate 90 degrees clockwise
8
[ "no matter what degrees rotated, it always can fit", "can't put inside (flipped)", "rotate 0 degrees", "rotate 180 degrees", "rotate 90 degrees by both direction", "both rotate 0 and 180 degrees", "rotate 90 degrees counterclockwise", "rotate 90 degrees clockwise" ]
tengram
Pattern Recognition & Matching
State Prediction
0
position
Easy
Medium
Rules: State 0, Symbol 0 -> Write 3, Move down, New State 2 State 0, Symbol 1 -> Write 2, Move right, New State 1 State 0, Symbol 2 -> Write 0, Move right, New State 1 State 0, Symbol 3 -> Write 3, Move right, New State 1 State 1, Symbol 0 -> Write 2, Move up, New State 0 State 1, Symbol 1 -> Write 2, Move up, New State 1 State 1, Symbol 2 -> Write 1, Move left, New State 2 State 1, Symbol 3 -> Write 3, Move right, New State 1 State 2, Symbol 0 -> Write 3, Move down, New State 1 State 2, Symbol 1 -> Write 2, Move up, New State 0 State 2, Symbol 2 -> Write 1, Move right, New State 1 State 2, Symbol 3 -> Write 1, Move up, New State 1 Color Legend for Symbols: Symbol 0: Color = red Symbol 1: Color = green Symbol 2: Color = blue Symbol 3: Color = magenta Bracket Legend for States: State 0: Bracket = ( ) State 1: Bracket = [ ] State 2: Bracket = { } State 3: Bracket = < > Current head position is (2, 1) with State 2 on Symbol 2 that is {2}. Question: where will the head be after 5 steps? Options: 1: (1, 1) 2: (0, 1) 3: (2, 2) 4: (0, 2) 5: (2, 1) 6: (1, 2) 7: (1, 0) 8: (2, 0)
3
[ "(1, 1)", "(0, 1)", "(2, 2)", "(0, 2)", "(2, 1)", "(1, 2)", "(1, 0)", "(2, 0)" ]
2d_turing_machine
Multi-step Reasoning