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:
[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 theWorldStateGraph (euca-dataset’s object-centric
state_t); it is not a bare HTTP route on the local server:
Ground-truth modalities
When rendered, the render path emits aligned ground-truth channels intoeuca-dataset — not the color image, but exact labels:
- Shipped — Entity-id segmentation — a per-pixel entity index (
index + 1;0= background), so a pixel maps deterministically to anentity_id. - Shipped — Metric depth — a per-pixel depth in world units.
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
- Shipped —
WorldStateGraph, 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.