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euca-dataset is the data face of the engine: it extracts the world’s exact state as structured, canonical data, hashes it for reproducibility, and — through the render path — emits aligned ground-truth channels. Because the truth is read from the authoritative CPU state, generated appearance never changes it, which is what lets Euca double as a world-model answer key. This page reads what’s visible over the local server, then explains the offline pieces that aren’t HTTP routes — with the boundary drawn honestly. Every command is real and runnable, with output captured from one server.

Read the machine-readable state

POST /observe returns the full world as a flat table of entities and their typed components — the structured form behind the observe verb. Reset (a fresh server holds one component-less bootstrap entity), build a small typed world, and read it:
Every value is exact and typed — positions, [current, max] health, team, role — not a rendered approximation. For a higher-level rollup, GET /game/summary aggregates the same state by team, role, and phase without a snapshot:

The state digest — replay and eval

The reproducibility oracle is the state digest: a 64-bit FNV-1a hash over the observable state in a canonical ordering (entities by id, components by name, fields in declaration order). Equal digests ⇔ equal observable state — so two AI-generated visual skins of the same world produce a byte-identical digest, and a replay is verified by digest equality rather than pixel comparison. This is the mechanism behind Determinism. The digest is computed in-process from the WorldStateGraph (euca-dataset’s object-centric state_t); it is not a bare HTTP route on the local server:
What the HTTP server does expose for replay-style handoffs is labeled snapshots and structural diffs. Capture a snapshot, advance, capture another, and diff them:
Snapshots summarize state (counts, roles, phase, assertion verdicts); the byte-exact digest lives in the in-process dataset path described next.

Ground-truth modalities

When rendered, the render path emits aligned ground-truth channels into euca-dataset — not the color image, but exact labels:
  • ShippedEntity-id segmentation — a per-pixel entity index (index + 1; 0 = background), so a pixel maps deterministically to an entity_id.
  • ShippedMetric depth — a per-pixel depth in world units.
These are a render/dataset-extraction feature, produced by the GPU render path into the dataset crate — not something the bare headless HTTP server exposes as a route. The broader spatial suite — semantic segmentation, surface normals, camera pose, optical flow, multi-camera — is the Tier-1 build target and is not all present yet; don’t assume the full modality set.

Aligned bundles

The offline data face exports a deterministic rollout as aligned layers — video plus object / field / graph / causal projections, actions, and counterfactuals — each example addressable by (episode_id | stream_id, tick, entity_id), with deterministic tick↔frame and pixel→entity mappings. The structured projection, causal projection, counterfactual harness, action logging, and Parquet/manifest export are in place; the full GT modality suite and a few adapters are still being built.
Bundle extraction and the digest are primarily an offline / in-process capability (see the world_model_capabilities and experiment examples in the repo), not plain :3917 HTTP routes. Over HTTP you read the live structured state (/observe, /game/summary) and snapshot/diff; the digest and aligned bundles are produced from euca-dataset in-process. The online path — a live world an agent learns against step by step — is covered in Evaluation.

Endpoints

The byte-exact state_digest and aligned-bundle export are in-process euca-dataset APIs, not HTTP routes.

Status

  • ShippedWorldStateGraph, canonical JSON, state_digest (FNV-1a), entity-id segmentation + metric depth channels, aligned-bundle export (object/causal projection, counterfactuals, actions, Parquet/manifest). HTTP exposes /observe, /game/summary, and snapshot/diff.
  • Partial — the full spatial GT suite (normals, semantic-seg, camera pose, optical flow, multi-camera) and some scoring adapters are in progress. The digest and bundles are in-process, not HTTP routes.

Evaluation

How exact state + the answer key become a model score.