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CS2 V3 七案例 Gemini 3.5 Flash 最终结果对比 / Seven-case Gemini 3.5 Flash Comparison
本 README 展示 Gemini 3.5 Flash 对同一批 7 个视频的最终打标结果:每个案例先显示视频,再用左右两列并排展示两轮和七轮的完整 English JSON 与中文 JSON;内容直接展开,字号保持较小以便对照。
This README shows Gemini 3.5 Flash final labels for the same 7 videos. Each case places the video first, then displays complete English and Chinese JSON side by side: two-round on the left and seven-round on the right.
两轮与七轮的 API 输入详情通过顶部索引查看;中文侧保持与英文 JSON 相同的键、时间边界、数组长度和 Action 标签。
API Prompt 输入索引 / API Input Prompt Index
点击每个链接查看发送给 Gemini API 的完整输入:system prompt、每一轮文本指令、视觉附件和轮次说明。请求体中的凭据已脱敏;结果页仍只展示最终 JSON。
Model: gemini-3.5-flash · Protocol: openai · Endpoint: https://api.openlux.ai/v1/chat/completions
- Case 1 ·
opencs2-inspect-stationary-m2392753-de_ancient-r01-p04-f000002· 两轮详情 / Two-round prompt · 七轮详情 / Seven-round prompt - Case 2 ·
opencs2-inspect-move-m2391949-de_overpass-r12-p06-f000115· 两轮详情 / Two-round prompt · 七轮详情 / Seven-round prompt - Case 3 ·
opencs2-reload-stationary-m2392313-de_inferno-r01-p07-f001386--infer-s0042· 两轮详情 / Two-round prompt · 七轮详情 / Seven-round prompt - Case 4 ·
opencs2-scope_hold-stationary-m2392068-de_dust2-r20-p04-f003885--train-eval-s0042· 两轮详情 / Two-round prompt · 七轮详情 / Seven-round prompt - Case 5 ·
opencs2-switch-static-m2392763-de_ancient-r06-p01-f000020--infer-s0042· 两轮详情 / Two-round prompt · 七轮详情 / Seven-round prompt - Case 6 ·
opencs2-action-chain-m2391833-de_ancient-r03-p05-f002000· 两轮详情 / Two-round prompt · 七轮详情 / Seven-round prompt - Case 7 ·
opencs2-action-chain-m2391938-de_ancient-r06-p07-f004052· 两轮详情 / Two-round prompt · 七轮详情 / Seven-round prompt
机器可读请求审计:two_round_api_inputs.jsonl · seven_round_api_inputs.jsonl(凭据已脱敏)。
Case 1 · opencs2-inspect-stationary-m2392753-de_ancient-r01-p04-f000002
| 左列 / Left | 右列 / Right |
|---|---|
两轮结果 / Two-round result首帧冻结全局字段,第二轮一次性处理五个 chunk。 / First-frame global baseline; all five chunks in the second turn. English{
"metadata": {
"schema_version": "cs2_v3_chunk_caption_v1",
"game": "Counter-Strike 2",
"clip": {
"sample_id": "opencs2-inspect-stationary-m2392753-de_ancient-r01-p04-f000002",
"map_name": "de_ancient",
"profile": "stationary",
"action_reference": "inspect",
"player_side": "T",
"match_id": "2392753",
"round_id": 1,
"num_frames": 81,
"fps": 16.0,
"duration_seconds": 5.0625,
"width": 832,
"height": 480,
"time_base": "clip_relative",
"conditioning_frame_index": 0,
"content_frame_start": 1,
"content_frame_end_exclusive": 81,
"initial_held_item": "Butterfly Knife",
"latent_layout": {
"temporal_stride": 4,
"condition_latent_frames": 1,
"chunk_size_latents": 4,
"num_chunks": 5,
"num_latents": 21,
"chunk_support_tick_offsets": [
2,
66,
130,
194,
258,
322
]
},
"source_fps": 32,
"source_tick_rate": 64,
"source_frame_start": 2,
"source_frame_end_exclusive": 163,
"temporal_resampling": {
"mode": null,
"source_span_frame_count": null,
"source_span_tick_count": null,
"speedup_ratio": null
}
},
"chunks": [
{
"chunk_index": 0,
"latent_indices": [
1,
2,
3,
4
],
"support_tick_offsets": [
2,
66
],
"start_frame": 1,
"end_frame_exclusive": 17,
"start_seconds": 0.0625,
"end_seconds": 1.0625,
"start_time": "00:00.062",
"end_time": "00:01.062",
"phase": "mixed",
"description_en": "The player moves forward through the shallow water channel. The stone walls on both sides remain stable, with the screen-right wall's overhang drawing closer. The blue 'B' sign on the screen-right wall becomes more prominent.",
"actions_present": [
"context_00",
"target"
],
"movement": "forward",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 1,
"latent_indices": [
5,
6,
7,
8
],
"support_tick_offsets": [
66,
130
],
"start_frame": 17,
"end_frame_exclusive": 33,
"start_seconds": 1.0625,
"end_seconds": 2.0625,
"start_time": "00:01.062",
"end_time": "00:02.062",
"phase": "mixed",
"description_en": "The player turns their view to the viewer's screen-left while strafing forward toward the viewer's screen-right. The blue 'B' sign on the screen-right wall shifts toward the viewer's screen-right and out of view, while the dark stone tunnel entrance on the viewer's screen-right becomes more visible.",
"actions_present": [
"context_00",
"target"
],
"movement": "forward, then forward-right",
"view_change": "left yaw",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 2,
"latent_indices": [
9,
10,
11,
12
],
"support_tick_offsets": [
130,
194
],
"start_frame": 33,
"end_frame_exclusive": 49,
"start_seconds": 2.0625,
"end_seconds": 3.0625,
"start_time": "00:02.062",
"end_time": "00:03.062",
"phase": "mixed",
"description_en": "The player enters the dark stone tunnel. The environment transitions from the bright outdoor channel to a dark, enclosed stone corridor with light visible at the far exit.",
"actions_present": [
"context_00",
"target"
],
"movement": "forward-right, then forward, then forward-right, then forward",
"view_change": "left yaw",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 3,
"latent_indices": [
13,
14,
15,
16
],
"support_tick_offsets": [
194,
258
],
"start_frame": 49,
"end_frame_exclusive": 65,
"start_seconds": 3.0625,
"end_seconds": 4.0625,
"start_time": "00:03.062",
"end_time": "00:04.062",
"phase": "mixed",
"description_en": "The player moves forward through the tunnel. The bright outdoor exit grows larger and more detailed, revealing a mossy slope, fallen logs, and dense green foliage outside.",
"actions_present": [
"context_00",
"target"
],
"movement": "forward",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 4,
"latent_indices": [
17,
18,
19,
20
],
"support_tick_offsets": [
258,
322
],
"start_frame": 65,
"end_frame_exclusive": 81,
"start_seconds": 4.0625,
"end_seconds": 5.0625,
"start_time": "00:04.062",
"end_time": "00:05.062",
"phase": "mixed",
"description_en": "The player exits the tunnel into a bright, open area with a mossy slope, fallen logs, and stone ruins. The view turns toward the viewer's screen-right and tilts up, scanning the upper ruins.",
"actions_present": [
"context_00",
"target"
],
"movement": "forward",
"view_change": "right yaw -> up pitch",
"environment_focus": [],
"visibility": "clear"
}
],
"action_timeline": [
{
"event_id": "context_00",
"type": "weapon_inspect",
"subtype": "inspect",
"weapon": "Butterfly Knife",
"from_weapon": null,
"to_weapon": null,
"start_seconds": 0.703,
"end_seconds": 4.688,
"start_time": "00:00.703",
"end_time": "00:04.688",
"is_target": true,
"end_reason": "state_change",
"confidence": "high",
"source_segment_id": "s0008",
"time_base": "clip_relative",
"begins_before_clip": false,
"continues_after_clip": false,
"source": "DEM:events.csv"
},
{
"event_id": "target",
"type": "inspect",
"subtype": "inspect",
"weapon": "Butterfly Knife",
"from_weapon": null,
"to_weapon": null,
"start_seconds": 0.7031,
"end_seconds": 4.6875,
"start_time": "00:00.703",
"end_time": "00:04.688",
"is_target": true,
"time_base": "clip_relative",
"begins_before_clip": false,
"continues_after_clip": false,
"confidence": "high",
"end_reason": null,
"source_segment_id": null,
"source_segment_ids": [
"inspect-m2392753-de_ancient-r01-p04-t4779-5034",
"s0008"
],
"matched_event_segment_ids": [
"s0008"
],
"start_tick_offset": 45,
"end_tick_offset": 300,
"duration_seconds": 3.984375,
"source": "DEM"
}
],
"control_timeline": [
{
"type": "movement",
"movement": "forward",
"start_seconds": 0.0,
"end_seconds": 1.625,
"start_time": "00:00.000",
"end_time": "00:01.625",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "view",
"axis": "yaw",
"direction": "left",
"start_seconds": 1.125,
"end_seconds": 1.25,
"start_time": "00:01.125",
"end_time": "00:01.250",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "view",
"axis": "yaw",
"direction": "left",
"start_seconds": 1.3281,
"end_seconds": 1.6094,
"start_time": "00:01.328",
"end_time": "00:01.609",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "forward-right strafe",
"start_seconds": 1.625,
"end_seconds": 2.2656,
"start_time": "00:01.625",
"end_time": "00:02.266",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "view",
"axis": "yaw",
"direction": "left",
"start_seconds": 1.7969,
"end_seconds": 2.5625,
"start_time": "00:01.797",
"end_time": "00:02.562",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "forward",
"start_seconds": 2.2656,
"end_seconds": 2.9375,
"start_time": "00:02.266",
"end_time": "00:02.938",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "forward-right strafe",
"start_seconds": 2.9375,
"end_seconds": 3.0156,
"start_time": "00:02.938",
"end_time": "00:03.016",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "forward",
"start_seconds": 3.0156,
"end_seconds": 5.0469,
"start_time": "00:03.016",
"end_time": "00:05.047",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "view",
"axis": "yaw",
"direction": "right",
"start_seconds": 4.3125,
"end_seconds": 4.9531,
"start_time": "00:04.312",
"end_time": "00:04.953",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "view",
"axis": "pitch",
"direction": "up",
"start_seconds": 4.4844,
"end_seconds": 4.9375,
"start_time": "00:04.484",
"end_time": "00:04.938",
"time_base": "clip_relative",
"source": "DEM:ticks"
}
],
"weapon_timeline": [
{
"item": "Butterfly Knife",
"role": "held_item",
"start_seconds": 0.703,
"end_seconds": 4.688,
"start_time": "00:00.703",
"end_time": "00:04.688",
"source_event_id": "context_00",
"source": "DEM:events.csv",
"time_base": "clip_relative"
},
{
"item": "Butterfly Knife",
"role": "held_item",
"start_seconds": 0.7031,
"end_seconds": 4.6875,
"start_time": "00:00.703",
"end_time": "00:04.688",
"source_event_id": "target",
"source": "DEM",
"time_base": "clip_relative"
}
],
"final_held_item": "Butterfly Knife",
"flags": []
},
"english_json": {
"perspective_view": "first-person",
"Style": "video game, first-person tactical shooter gameplay",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "player-controlled CS2 agent",
"subject_attribute": "The player agent is wearing grey leather tactical gloves with wrist straps. They are holding a butterfly knife with a bright red blade in their right hand."
}
],
"environment_detail": {
"map_name": "de_ancient",
"description": "An outdoor ancient ruins setting featuring a shallow, murky water channel running between weathered stone block walls covered in moss and vines.",
"area_or_callout": "T Spawn / Water channel",
"opening_view": "A low-angle first-person view looking down a shallow water canal flanked by ancient stone structures under natural daylight.",
"layout_and_sightlines": "The water channel extends forward, curving slightly. A stone pillar stands on the left, while a long stone wall with a low overhang runs along the right. In the far background, a stone wall with a large arched wooden gate limits the sightline.",
"surfaces_and_materials": "The ground is covered in shallow, reflective water over a rocky bed. The walls are constructed from large, uneven stone blocks showing signs of weathering, moss growth, and climbing green vines.",
"props_and_interactables": "A blue directional sign pointing towards 'B' is mounted on the right wall, and a red warning sign reading 'NO PASAR ZONA ARQUEOLOGICA' is posted near the water level on the right.",
"lighting_and_visibility": "Diffused, natural daylight illuminates the scene from above, creating soft shadows and clear visibility throughout the channel.",
"persistent_world_effects": "Gentle ripples and reflections are visible on the surface of the shallow water."
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "At the start of the segment, <|Subject1|> is standing in the shallow, murky water channel of de_ancient, holding a red-bladed Butterfly Knife in their right hand. The player is wearing grey tactical leather gloves with wrist straps. The view is looking straight down the canal flanked by ancient stone walls covered in moss and green vines. As the segment progresses, <|Subject1|> moves forward through the water, causing ripples on the surface., <|Subject1|> initiates an inspect animation of the Butterfly Knife. The right hand flips the knife upward, spinning the red blade and black handles in a fluid, rapid motion. The left hand remains empty and slightly raised on the screen-left side of the screen. By the end of the segment, the knife is spinning actively in the center screen-right of the screen, while the player continues moving forward under the stone overhang on the viewer's screen-right. The blue directional sign pointing towards B is visible on the screen-right wall, and the red warning sign is posted near the water level. The natural daylight illuminates the scene from above, casting soft shadows on the stone surfaces.",
"environment_description": "The player moves forward through the shallow water channel. The stone walls on both sides remain stable, with the screen-right wall's overhang drawing closer. The blue 'B' sign on the screen-right wall becomes more prominent.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:00.703",
"end_time": "00:01.062",
"action_description": "<Action1><|Subject1|> begins inspecting the Butterfly Knife, flipping the red blade and black handles upward in a rapid spinning motion with their right hand. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward through the shallow water channel, causing ripples to spread across the surface."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains steady and centered down the water channel, with no significant yaw or pitch changes."
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "At the start of the segment, <|Subject1|> continues moving forward through the water channel while inspecting the Butterfly Knife. The right hand is actively flipping and spinning the red-bladed knife in the center of the screen. As the segment progresses, <|Subject1|>'s view turns toward the viewer's screen-left, shifting the stone walls and the blue 'B' sign to the viewer's screen-right. At the same time, the movement transitions from moving straight forward to a forward strafe toward the viewer's screen-right, navigating closer to the screen-right wall. The inspect animation continues with the knife being manipulated by the fingers of the right hand, showcasing the bright red blade. The left hand is visible on the screen-left side of the screen, mirroring the movement. By the end of the segment, the view has turned significantly to the viewer's screen-left, revealing more of the stone wall on the viewer's screen-left and the dark tunnel opening ahead on the viewer's screen-right. The natural daylight begins to fade as the player approaches the tunnel entrance, casting deeper shadows on the wet stone floor. As the view advances, the player turns their view to the viewer's screen-left while strafing forward toward the viewer's screen-right. The blue 'B' sign on the screen-right wall shifts toward the viewer's screen-right and out of view, while the dark stone tunnel entrance on the viewer's screen-right becomes more visible. The player-controlled interaction progresses as <|Subject1|> continues the inspect animation of the Butterfly Knife, twirling and flipping the handles between their fingers in a continuous motion. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred. The player movement progression is <|Subject1|> moves forward, then moves forward toward the viewer's screen-right. The first-person camera progression is The player-controlled agent's first-person view turns toward the viewer's screen-left (fixed scene features drift toward screen-right when visible). By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player turns their view to the viewer's screen-left while strafing forward toward the viewer's screen-right. The blue 'B' sign on the screen-right wall shifts toward the viewer's screen-right and out of view, while the dark stone tunnel entrance on the viewer's screen-right becomes more visible.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"action_description": "<Action1><|Subject1|> continues the inspect animation of the Butterfly Knife, twirling and flipping the handles between their fingers in a continuous motion. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward, then transitions to forward-right, navigating closer to the viewer's screen-right-hand stone wall."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-left, causing the stone walls and the blue sign on the viewer's screen-right to drift toward the viewer's screen-right across the screen."
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "At the start of the segment, <|Subject1|> is entering the dark stone tunnel, moving forward toward the viewer's screen-right before transitioning back to moving straight forward. The inspect animation of the Butterfly Knife is still in progress, with the right hand holding the knife upright, showing off the red blade against the dark background of the tunnel. As the segment progresses, the view turns toward the viewer's screen-left slightly, aligning the sightline directly down the center of the dark, stone-vaulted tunnel. The lighting dims significantly inside the tunnel, with light filtering in from the exit ahead. The stone walls of the tunnel are constructed from large, dark blocks, and the water floor reflects the dim light. By the end of the segment, <|Subject1|> is moving steadily forward through the dark tunnel, with the red blade of the knife held stable in the left-center of the screen, while the left hand remains out of view. The exit of the tunnel is visible in the distance, showing a bright outdoor area. As the view advances, the player enters the dark stone tunnel. The environment transitions from the bright outdoor channel to a dark, enclosed stone corridor with light visible at the far exit. The player-controlled interaction progresses as <|Subject1|> continues inspecting the Butterfly Knife, holding it upright in their right hand to display the red blade against the dark tunnel interior. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred. The player movement progression is <|Subject1|> moves forward toward the viewer's screen-right, then moves forward, then moves forward toward the viewer's screen-right, then moves forward. The first-person camera progression is The player-controlled agent's first-person view turns toward the viewer's screen-left (fixed scene features drift toward screen-right when visible). By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player enters the dark stone tunnel. The environment transitions from the bright outdoor channel to a dark, enclosed stone corridor with light visible at the far exit.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"action_description": "<Action1><|Subject1|> continues inspecting the Butterfly Knife, holding it upright in their right hand to display the red blade against the dark tunnel interior. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward-right, then transitions to moving straight forward down the center of the dark stone tunnel."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-left, aligning the sightline directly down the center of the dark tunnel corridor."
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "At the start of the segment, <|Subject1|> is moving forward through the dark stone tunnel. The right hand continues to hold the Butterfly Knife in an inspect pose, with the red blade pointing upward. As the segment progresses, <|Subject1|> moves closer to the tunnel exit, and the bright outdoor area ahead becomes larger and more detailed, revealing fallen logs and green foliage. The inspect animation continues as the player's hand twirls the knife once more, with the red blade catching the light from the exit. The stone walls of the tunnel remain dark and enclosing, but the floor is illuminated by the light ahead. By the end of the segment, <|Subject1|> is nearing the end of the tunnel, with the bright daylight illuminating the stone walls near the exit, and the knife is held in a steady grip. The contrast between the dark tunnel interior and the bright outdoor area is highly pronounced. As the view advances, the player moves forward through the tunnel. The bright outdoor exit grows larger and more detailed, revealing a mossy slope, fallen logs, and dense green foliage outside. The player-controlled interaction progresses as <|Subject1|> continues the inspect animation, twirling the Butterfly Knife once more before holding it in a steady grip as they approach the tunnel exit. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player moves forward through the tunnel. The bright outdoor exit grows larger and more detailed, revealing a mossy slope, fallen logs, and dense green foliage outside.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"action_description": "<Action1><|Subject1|> continues the inspect animation, twirling the Butterfly Knife once more before holding it in a steady grip as they approach the tunnel exit. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward steadily down the dark stone tunnel toward the bright exit ahead."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains steady, looking directly forward through the tunnel toward the bright outdoor opening."
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "At the start of the segment, <|Subject1|> exits the dark stone tunnel into a bright, mossy outdoor area. The inspect animation of the Butterfly Knife concludes, and the player returns the knife to a standard holding position. As the segment progresses, <|Subject1|>'s view turns to the viewer's screen-right and tilts upward, scanning the mossy slope and the ancient stone structures above. The movement remains forward, climbing slightly up the mossy, rocky path. The environment features fallen logs, green ferns, and weathered stone blocks under bright, natural daylight. By the end of the segment, <|Subject1|> is moving forward toward the viewer's screen-right up the slope, with both hands visible on screen, holding the red Butterfly Knife ready in a standard grip under bright, natural daylight. The stone walls of the tunnel are now behind the player, and the open sky is partially visible through the trees. As the view advances, the player exits the tunnel into a bright, open area with a mossy slope, fallen logs, and stone ruins. The view turns toward the viewer's screen-right and tilts up, scanning the upper ruins. The player-controlled interaction progresses as <|Subject1|> concludes the inspect animation of the Butterfly Knife, returning it to a standard holding grip in their right hand. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view turns toward the viewer's screen-right (fixed scene features drift toward screen-left when visible), then tilts up in the viewer's screen orientation. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player exits the tunnel into a bright, open area with a mossy slope, fallen logs, and stone ruins. The view turns toward the viewer's screen-right and tilts up, scanning the upper ruins.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:04.062",
"end_time": "00:04.688",
"action_description": "<Action1><|Subject1|> concludes the inspect animation of the Butterfly Knife, returning it to a standard holding grip in their right hand. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward, exiting the tunnel and climbing up the mossy, rocky slope."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-right and tilts upward, scanning the mossy slope and the stone ruins above."
}
]
}
]
}
}中文{
"perspective_view": "第一人称",
"Style": "游戏,第一人称战术射击玩法",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "由玩家操控的 CS2 特工",
"subject_attribute": "The player agent is wearing grey leather tactical gloves with wrist straps. They are holding a butterfly knife with a bright red blade in their right hand."
}
],
"environment_detail": {
"map_name": "de_ancient",
"description": "浅水通道或被水淹没的走廊从场景中央向前延伸,水面不断 泛起波纹 并反射环境光。通道两侧是由大型不规则石块砌成、覆盖苔藓的高大石墙。左墙上方垂下棕榈叶和阔叶植物,前方也有成片植被。一座大型石拱门位于中远处,拱门外是更明亮的区域。整体环境潮湿、植被茂盛,符合古代考古遗址的氛围。",
"area_or_callout": "Water / Canal 区域(de_ancient 中通常称为 Water 或 Canal)",
"opening_view": "镜头大致朝向水道前方,视线沿通道延伸,在中远处的石拱门处收束;拱门内外都能看到明亮日光。通道朝拱门方向略微变窄,形成自然的消失点。",
"layout_and_sightlines": "通道是一条直线走廊,左右石墙提供坚固掩体。左墙远端附近有一道被植被部分遮挡的缺口,右墙在画面中连续且看不到开口。前方拱门是主要视线终点,也可能通向另一个区域;景深中等,拱门大约位于二十到三十米外。",
"surfaces_and_materials": "地面被浅水覆盖,水下可见岩石和藻类。两侧是粗凿的古老石块墙,苔藓和绿藻在下部石层尤其明显。前方拱门采用相同石材。近右侧墙上安装着一块风化的红白色西班牙语警示牌,写着“NO PASAR / ZONA ARQUEOLOGICA”。",
"props_and_interactables": "右墙上的风化矩形警示牌用红字写着“NO PASAR / ZONA ARQUEOLOGICA”;右墙更远处还能看到一块部分遮挡的蓝色矩形指示牌。左侧有棕榈树和茂密植被,拱门外也能看到植物。",
"lighting_and_visibility": "通道受到自然户外日光照明,但光线经过环境过滤。拱门附近明显更亮,说明外侧接近开阔天空;墙壁投下的阴影使前景水面较暗,与明亮拱门形成中等反差。中远处有淡淡雾气,通道内部可见度清晰,拱门附近的明亮背景可能让目标略显剪影。",
"persistent_world_effects": "水道表面持续出现轻微波纹和流动动画;拱门附近的中远处有淡淡大气雾气。"
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "At the start of the segment, <|Subject1|> is standing in the shallow, murky water channel of de_ancient, holding a red-bladed Butterfly Knife in their right hand. The player is wearing grey tactical leather gloves with wrist straps. The view is looking straight down the canal flanked by ancient stone walls covered in moss and green vines. As the segment progresses, <|Subject1|> moves forward through the water, causing ripples on the surface., <|Subject1|> initiates an inspect animation of the Butterfly Knife. The right hand flips the knife upward, spinning the red blade and black handles in a fluid, rapid motion. The left hand remains empty and slightly raised on the screen-left side of the screen. By the end of the segment, the knife is spinning actively in the center screen-right of the screen, while the player continues moving forward under the stone overhang on the viewer's screen-right. The blue directional sign pointing towards B is visible on the screen-right wall, and the red warning sign is posted near the water level. The natural daylight illuminates the scene from above, casting soft shadows on the stone surfaces.",
"environment_description": "The player moves forward through the shallow water channel. The stone walls on both sides remain stable, with the screen-right wall's overhang drawing closer. The blue 'B' sign on the screen-right wall becomes more prominent.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:00.703",
"end_time": "00:01.062",
"action_description": "<Action1><|Subject1|> begins inspecting the Butterfly Knife, flipping the red blade and black handles upward in a rapid spinning motion with their right hand. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward through the shallow water channel, causing ripples to spread across the surface."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains steady and centered down the water channel, with no significant yaw or pitch changes."
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "At the start of the segment, <|Subject1|> continues moving forward through the water channel while inspecting the Butterfly Knife. The right hand is actively flipping and spinning the red-bladed knife in the center of the screen. As the segment progresses, <|Subject1|>'s view turns toward the viewer's screen-left, shifting the stone walls and the blue 'B' sign to the viewer's screen-right. At the same time, the movement transitions from moving straight forward to a forward strafe toward the viewer's screen-right, navigating closer to the screen-right wall. The inspect animation continues with the knife being manipulated by the fingers of the right hand, showcasing the bright red blade. The left hand is visible on the screen-left side of the screen, mirroring the movement. By the end of the segment, the view has turned significantly to the viewer's screen-left, revealing more of the stone wall on the viewer's screen-left and the dark tunnel opening ahead on the viewer's screen-right. The natural daylight begins to fade as the player approaches the tunnel entrance, casting deeper shadows on the wet stone floor. As the view advances, the player turns their view to the viewer's screen-left while strafing forward toward the viewer's screen-right. The blue 'B' sign on the screen-right wall shifts toward the viewer's screen-right and out of view, while the dark stone tunnel entrance on the viewer's screen-right becomes more visible. The player-controlled interaction progresses as <|Subject1|> continues the inspect animation of the Butterfly Knife, twirling and flipping the handles between their fingers in a continuous motion. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred. The player movement progression is <|Subject1|> moves forward, then moves forward toward the viewer's screen-right. The first-person camera progression is The player-controlled agent's first-person view turns toward the viewer's screen-left (fixed scene features drift toward screen-right when visible). By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player turns their view to the viewer's screen-left while strafing forward toward the viewer's screen-right. The blue 'B' sign on the screen-right wall shifts toward the viewer's screen-right and out of view, while the dark stone tunnel entrance on the viewer's screen-right becomes more visible.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"action_description": "<Action1><|Subject1|> continues the inspect animation of the Butterfly Knife, twirling and flipping the handles between their fingers in a continuous motion. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward, then transitions to forward-right, navigating closer to the viewer's screen-right-hand stone wall."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-left, causing the stone walls and the blue sign on the viewer's screen-right to drift toward the viewer's screen-right across the screen."
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "At the start of the segment, <|Subject1|> is entering the dark stone tunnel, moving forward toward the viewer's screen-right before transitioning back to moving straight forward. The inspect animation of the Butterfly Knife is still in progress, with the right hand holding the knife upright, showing off the red blade against the dark background of the tunnel. As the segment progresses, the view turns toward the viewer's screen-left slightly, aligning the sightline directly down the center of the dark, stone-vaulted tunnel. The lighting dims significantly inside the tunnel, with light filtering in from the exit ahead. The stone walls of the tunnel are constructed from large, dark blocks, and the water floor reflects the dim light. By the end of the segment, <|Subject1|> is moving steadily forward through the dark tunnel, with the red blade of the knife held stable in the left-center of the screen, while the left hand remains out of view. The exit of the tunnel is visible in the distance, showing a bright outdoor area. As the view advances, the player enters the dark stone tunnel. The environment transitions from the bright outdoor channel to a dark, enclosed stone corridor with light visible at the far exit. The player-controlled interaction progresses as <|Subject1|> continues inspecting the Butterfly Knife, holding it upright in their right hand to display the red blade against the dark tunnel interior. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred. The player movement progression is <|Subject1|> moves forward toward the viewer's screen-right, then moves forward, then moves forward toward the viewer's screen-right, then moves forward. The first-person camera progression is The player-controlled agent's first-person view turns toward the viewer's screen-left (fixed scene features drift toward screen-right when visible). By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player enters the dark stone tunnel. The environment transitions from the bright outdoor channel to a dark, enclosed stone corridor with light visible at the far exit.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"action_description": "<Action1><|Subject1|> continues inspecting the Butterfly Knife, holding it upright in their right hand to display the red blade against the dark tunnel interior. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward-right, then transitions to moving straight forward down the center of the dark stone tunnel."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-left, aligning the sightline directly down the center of the dark tunnel corridor."
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "At the start of the segment, <|Subject1|> is moving forward through the dark stone tunnel. The right hand continues to hold the Butterfly Knife in an inspect pose, with the red blade pointing upward. As the segment progresses, <|Subject1|> moves closer to the tunnel exit, and the bright outdoor area ahead becomes larger and more detailed, revealing fallen logs and green foliage. The inspect animation continues as the player's hand twirls the knife once more, with the red blade catching the light from the exit. The stone walls of the tunnel remain dark and enclosing, but the floor is illuminated by the light ahead. By the end of the segment, <|Subject1|> is nearing the end of the tunnel, with the bright daylight illuminating the stone walls near the exit, and the knife is held in a steady grip. The contrast between the dark tunnel interior and the bright outdoor area is highly pronounced. As the view advances, the player moves forward through the tunnel. The bright outdoor exit grows larger and more detailed, revealing a mossy slope, fallen logs, and dense green foliage outside. The player-controlled interaction progresses as <|Subject1|> continues the inspect animation, twirling the Butterfly Knife once more before holding it in a steady grip as they approach the tunnel exit. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player moves forward through the tunnel. The bright outdoor exit grows larger and more detailed, revealing a mossy slope, fallen logs, and dense green foliage outside.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"action_description": "<Action1><|Subject1|> continues the inspect animation, twirling the Butterfly Knife once more before holding it in a steady grip as they approach the tunnel exit. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward steadily down the dark stone tunnel toward the bright exit ahead."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains steady, looking directly forward through the tunnel toward the bright outdoor opening."
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "At the start of the segment, <|Subject1|> exits the dark stone tunnel into a bright, mossy outdoor area. The inspect animation of the Butterfly Knife concludes, and the player returns the knife to a standard holding position. As the segment progresses, <|Subject1|>'s view turns to the viewer's screen-right and tilts upward, scanning the mossy slope and the ancient stone structures above. The movement remains forward, climbing slightly up the mossy, rocky path. The environment features fallen logs, green ferns, and weathered stone blocks under bright, natural daylight. By the end of the segment, <|Subject1|> is moving forward toward the viewer's screen-right up the slope, with both hands visible on screen, holding the red Butterfly Knife ready in a standard grip under bright, natural daylight. The stone walls of the tunnel are now behind the player, and the open sky is partially visible through the trees. As the view advances, the player exits the tunnel into a bright, open area with a mossy slope, fallen logs, and stone ruins. The view turns toward the viewer's screen-right and tilts up, scanning the upper ruins. The player-controlled interaction progresses as <|Subject1|> concludes the inspect animation of the Butterfly Knife, returning it to a standard holding grip in their right hand. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view turns toward the viewer's screen-right (fixed scene features drift toward screen-left when visible), then tilts up in the viewer's screen orientation. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player exits the tunnel into a bright, open area with a mossy slope, fallen logs, and stone ruins. The view turns toward the viewer's screen-right and tilts up, scanning the upper ruins.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:04.062",
"end_time": "00:04.688",
"action_description": "<Action1><|Subject1|> concludes the inspect animation of the Butterfly Knife, returning it to a standard holding grip in their right hand. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward, exiting the tunnel and climbing up the mossy, rocky slope."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-right and tilts upward, scanning the mossy slope and the stone ruins above."
}
]
}
]
} |
七轮结果 / Seven-round result首帧后逐个 chunk 建草稿,最后一轮汇总。 / One chunk draft per turn, then a final history summary. English{
"metadata": {
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"description_en": "The player moves forward along the water-filled stone corridor, with the B site sign on the screen-right wall becoming more prominent. The mossy stone walls on both sides screen the canal, and a stone archway is visible in the background under a bright sky. The shallow water reflects the daylight, creating a bright and open atmosphere before the player approaches the dark underpass.",
"actions_present": [
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"actions_present": [
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"movement": "forward, then forward-right",
"view_change": "left yaw",
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"actions_present": [
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"movement": "forward-right, then forward, then forward-right, then forward",
"view_change": "left yaw",
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"description_en": "The player moves closer to the exit of the dark stone underpass. The bright opening grows larger, revealing more details of the outdoor ruins area, including green foliage, trees, and fallen logs, while the dark stone walls of the tunnel still screen the view. The lighting becomes progressively brighter as the player approaches the threshold of the tunnel exit.",
"actions_present": [
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"movement": "forward",
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"actions_present": [
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],
"movement": "forward",
"view_change": "right yaw -> up pitch",
"environment_focus": [],
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],
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"source": "DEM:events.csv"
},
{
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"source_segment_id": null,
"source_segment_ids": [
"inspect-m2392753-de_ancient-r01-p04-t4779-5034",
"s0008"
],
"matched_event_segment_ids": [
"s0008"
],
"start_tick_offset": 45,
"end_tick_offset": 300,
"duration_seconds": 3.984375,
"source": "DEM"
}
],
"control_timeline": [
{
"type": "movement",
"movement": "forward",
"start_seconds": 0.0,
"end_seconds": 1.625,
"start_time": "00:00.000",
"end_time": "00:01.625",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "view",
"axis": "yaw",
"direction": "left",
"start_seconds": 1.125,
"end_seconds": 1.25,
"start_time": "00:01.125",
"end_time": "00:01.250",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "view",
"axis": "yaw",
"direction": "left",
"start_seconds": 1.3281,
"end_seconds": 1.6094,
"start_time": "00:01.328",
"end_time": "00:01.609",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "forward-right strafe",
"start_seconds": 1.625,
"end_seconds": 2.2656,
"start_time": "00:01.625",
"end_time": "00:02.266",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "view",
"axis": "yaw",
"direction": "left",
"start_seconds": 1.7969,
"end_seconds": 2.5625,
"start_time": "00:01.797",
"end_time": "00:02.562",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "forward",
"start_seconds": 2.2656,
"end_seconds": 2.9375,
"start_time": "00:02.266",
"end_time": "00:02.938",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "forward-right strafe",
"start_seconds": 2.9375,
"end_seconds": 3.0156,
"start_time": "00:02.938",
"end_time": "00:03.016",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "forward",
"start_seconds": 3.0156,
"end_seconds": 5.0469,
"start_time": "00:03.016",
"end_time": "00:05.047",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "view",
"axis": "yaw",
"direction": "right",
"start_seconds": 4.3125,
"end_seconds": 4.9531,
"start_time": "00:04.312",
"end_time": "00:04.953",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "view",
"axis": "pitch",
"direction": "up",
"start_seconds": 4.4844,
"end_seconds": 4.9375,
"start_time": "00:04.484",
"end_time": "00:04.938",
"time_base": "clip_relative",
"source": "DEM:ticks"
}
],
"weapon_timeline": [
{
"item": "Butterfly Knife",
"role": "held_item",
"start_seconds": 0.703,
"end_seconds": 4.688,
"start_time": "00:00.703",
"end_time": "00:04.688",
"source_event_id": "context_00",
"source": "DEM:events.csv",
"time_base": "clip_relative"
},
{
"item": "Butterfly Knife",
"role": "held_item",
"start_seconds": 0.7031,
"end_seconds": 4.6875,
"start_time": "00:00.703",
"end_time": "00:04.688",
"source_event_id": "target",
"source": "DEM",
"time_base": "clip_relative"
}
],
"final_held_item": "Butterfly Knife",
"flags": []
},
"english_json": {
"perspective_view": "first-person",
"Style": "video game, first-person tactical shooter gameplay",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "player-controlled CS2 agent",
"subject_attribute": "The player is on the T side. At the first frame, both hands are visible wearing grey textured tactical gloves, holding a red-bladed butterfly knife with black handles in a ready position in the lower-center viewmodel. The player is standing in a shallow, flooded stone canal, looking forward down the waterway. The confirmed opening viewpoint is first-person."
}
],
"environment_detail": {
"map_name": "de_ancient",
"description": "A shallow, flooded stone canal runs between ancient mossy stone walls under a bright sky. On the screen-right wall, a blue sign with a white 'B' and arrow is mounted. The canal leads directly into a dark, low-ceilinged stone underpass made of damp stone blocks, which then opens up to a bright, sunlit outdoor ruins area. The ground outside is covered in moss and dirt, with stone ruins, trees, and fallen logs visible in the background. The lighting transitions from bright daylight in the canal, to deep shadow inside the underpass, and back to bright sunlight at the exit, creating a linear path with stark contrast in visibility. Independently visible player models are described when supported; otherwise no additional player model is visible.",
"area_or_callout": "B site canal / underpass",
"opening_view": "First-person view looking forward down a shallow, flooded stone canal with mossy stone walls on both sides and a stone archway in the background.",
"layout_and_sightlines": "A straight, water-filled canal leading directly into a dark stone underpass, which then opens up to an outdoor ruins area, creating a linear sightline from the canal through the tunnel.",
"surfaces_and_materials": "Mossy stone block walls, a shallow water-covered stone floor, and damp stone blocks forming the walls and ceiling of the underpass.",
"props_and_interactables": "A blue B site directional sign mounted on the screen-right wall, and fallen logs and trees visible outside the underpass exit.",
"lighting_and_visibility": "Bright daylight in the canal area, transitioning to deep shadow inside the stone underpass, and returning to bright sunlight at the tunnel's exit.",
"persistent_world_effects": "Shallow flowing water covering the floor of the canal and underpass, creating reflections and ripples."
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "At the start of the segment, the player is standing in a shallow, flooded stone canal with mossy stone walls on both sides. Both hands are visible wearing grey textured tactical gloves, holding a red-bladed butterfly knife with black handles in the lower-center viewmodel. As the view progresses, the player begins to move forward through the water, causing ripples on the surface. The camera glides forward smoothly, keeping the stone archway in the background and the blue B site sign on the screen-right wall in view. By the end of the segment, the player initiates an inspect animation, flipping the butterfly knife in their right hand, while the blue B site sign on the screen-right wall grows closer in the midground. The water reflects the bright sky above, and the mossy textures on the stone walls are clearly visible as the player moves closer to them. The player's left hand remains steady on the screen-left side of the screen, while the right hand performs the intricate flipping motion of the knife, showcasing the red blade and black handles. As the view advances, the player moves forward along the water-filled stone corridor, with the B site sign on the screen-right wall becoming more prominent. The mossy stone walls on both sides screen the canal, and a stone archway is visible in the background under a bright sky. The shallow water reflects the daylight, creating a bright and open atmosphere before the player approaches the dark underpass. The player-controlled interaction progresses as <|Subject1|> begins to inspect the held red butterfly knife, flipping it in the right hand. The player manipulates the handles, spinning the knife around the fingers to showcase the red blade and black handles in the lower-center viewmodel. The intricate flipping motion begins as the player moves forward through the shallow water, with the knife transitioning from a standard hold to an active inspect state. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player moves forward along the water-filled stone corridor, with the B site sign on the screen-right wall becoming more prominent. The mossy stone walls on both sides screen the canal, and a stone archway is visible in the background under a bright sky. The shallow water reflects the daylight, creating a bright and open atmosphere before the player approaches the dark underpass.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:00.703",
"end_time": "00:01.062",
"action_description": "<Action1><|Subject1|> begins to inspect the held red butterfly knife, flipping it in the right hand. The player manipulates the handles, spinning the knife around the fingers to showcase the red blade and black handles in the lower-center viewmodel. The intricate flipping motion begins as the player moves forward through the shallow water, with the knife transitioning from a standard hold to an active inspect state.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward through the shallow water of the canal, maintaining a steady pace as ripples spread outward from the feet. The movement is continuous and direct, heading toward the entrance of the underpass."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view glides forward smoothly with minimal head bob, keeping the camera focused straight ahead down the flooded canal. The stone archway in the background remains centered, while the mossy walls on both sides drift slowly past."
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "At the start of the segment, the player continues moving forward through the shallow water while flipping the red butterfly knife in their right hand. As the view progresses, the camera turns to the viewer's screen-left, causing the blue B site sign on the screen-right wall to drift out of view to the viewer's screen-right. The player approaches a dark, low-ceilinged stone underpass, and the inspect animation continues with the knife spinning rapidly in the hand. By the end of the segment, the player enters the shadow of the underpass, and the lighting transitions from bright daylight to deep shadow. The mossy stone walls on the viewer's screen-left remain visible, while the screen-right wall is now dominated by the dark entrance of the tunnel. The player's hands are still clearly visible, with the right hand executing the continuous spinning motion of the butterfly knife, and the left hand positioned slightly lower on the screen. The water surface inside the tunnel is dark and reflective, showing faint glints of light from the bright area behind the player. As the view advances, the player moves past the B site sign and approaches a darker stone underpass area. The camera turns to the viewer's screen-left, causing the B site sign to drift out of view, while the dark entrance of the tunnel becomes the main focus of the view. The lighting transitions from bright daylight to deep shadow as the player enters the low-ceilinged stone structure. The player-controlled interaction progresses as <|Subject1|> continues to inspect the held red butterfly knife, flipping and spinning it in the right hand. The player performs a series of rapid spins and flips, showcasing the red blade from different angles in the viewmodel. The grey tactical gloves are clearly visible as they manipulate the knife's handles, maintaining a continuous and fluid inspect animation as the player moves past the B site sign. The player movement progression is <|Subject1|> moves forward, then moves forward toward the viewer's screen-right. The first-person camera progression is The player-controlled agent's first-person view turns toward the viewer's screen-left (fixed scene features drift toward screen-right when visible). By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player moves past the B site sign and approaches a darker stone underpass area. The camera turns to the viewer's screen-left, causing the B site sign to drift out of view, while the dark entrance of the tunnel becomes the main focus of the view. The lighting transitions from bright daylight to deep shadow as the player enters the low-ceilinged stone structure.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"action_description": "<Action1><|Subject1|> continues to inspect the held red butterfly knife, flipping and spinning it in the right hand. The player performs a series of rapid spins and flips, showcasing the red blade from different angles in the viewmodel. The grey tactical gloves are clearly visible as they manipulate the knife's handles, maintaining a continuous and fluid inspect animation as the player moves past the B site sign.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward and then strafes slightly to the viewer's screen-right, adjusting the path to align with the entrance of the dark stone underpass. The movement remains steady as the player transitions from the open canal into the shadowed tunnel moves forward, then moves forward-right."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns to the viewer's screen-left, scanning toward the entrance of the dark stone underpass. This horizontal turn causes the blue B site sign on the screen-right wall to drift out of view to the viewer's screen-right as the camera aligns with the tunnel."
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "At the start of the segment, the player enters the dark stone underpass, with the ceiling and walls of damp stone blocks closing in. As the view progresses, the player moves forward down the center of the tunnel, and a bright, sunlit opening becomes visible at the far end. The player continues to spin the red butterfly knife in their right hand, with the dark stone walls of the underpass framing the view. By the end of the segment, the player is deep inside the tunnel, and the contrast between the dark interior and the bright exit is stark. The player's grey gloves are still visible in the darkness, and the red blade of the butterfly knife catches what little light enters the tunnel. The water on the floor of the tunnel is dark and murky, with ripples spreading outward from the player's feet as they move forward. The stone blocks of the tunnel walls are rough and uneven, with visible seams and damp patches that reflect the light from the exit. As the view advances, the player moves deeper into the dark stone underpass, heading toward the bright exit. The walls and ceiling of the tunnel are made of dark, damp stone blocks, and a bright opening at the far end reveals a sunlit outdoor area. The contrast between the dark interior of the tunnel and the bright daylight outside is stark, framing the exit clearly. The player-controlled interaction progresses as <|Subject1|> continues to inspect the held red butterfly knife, spinning it in the right hand. The player maintains the continuous inspect animation, flipping the knife around the fingers while moving deeper into the dark stone underpass. The red blade catches faint glints of light in the darkness, and the grey tactical gloves are visible as they manipulate the black handles of the knife. The player movement progression is <|Subject1|> moves forward toward the viewer's screen-right, then moves forward, then moves forward toward the viewer's screen-right, then moves forward. The first-person camera progression is The player-controlled agent's first-person view turns toward the viewer's screen-left (fixed scene features drift toward screen-right when visible). By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player moves deeper into the dark stone underpass, heading toward the bright exit. The walls and ceiling of the tunnel are made of dark, damp stone blocks, and a bright opening at the far end reveals a sunlit outdoor area. The contrast between the dark interior of the tunnel and the bright daylight outside is stark, framing the exit clearly.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"action_description": "<Action1><|Subject1|> continues to inspect the held red butterfly knife, spinning it in the right hand. The player maintains the continuous inspect animation, flipping the knife around the fingers while moving deeper into the dark stone underpass. The red blade catches faint glints of light in the darkness, and the grey tactical gloves are visible as they manipulate the black handles of the knife.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward through the dark underpass, maintaining a steady pace along the water-covered stone floor. The movement is direct, heading straight down the center of the tunnel toward the bright exit visible in the distance moves forward-right, then moves forward, then moves forward-right, then moves forward."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-left and then stabilizes, looking straight down the center of the dark stone underpass. The camera remains steady, focusing on the bright exit at the far end of the tunnel as the player moves forward."
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "At the start of the segment, the player is deep inside the dark stone underpass, moving forward through the shallow water. As the view progresses, the bright exit of the tunnel grows larger and closer, revealing a sunlit outdoor area with trees and fallen logs. The player continues the inspect animation, flipping the red butterfly knife in their right hand, with the dark stone walls of the tunnel still framing the view. By the end of the segment, the player is nearing the exit, and the details of the outdoor area become clearer, including the green foliage and mossy ground. The player's hands and the spinning knife remain the central focus of the viewmodel, with the red blade contrasting sharply against the dark stone walls of the tunnel. The water on the floor remains shallow and reflective, showing the bright light from the exit. The rough texture of the stone blocks on the tunnel ceiling is visible as the player moves closer to the opening. As the view advances, the player moves closer to the exit of the dark stone underpass. The bright opening grows larger, revealing more details of the outdoor ruins area, including green foliage, trees, and fallen logs, while the dark stone walls of the tunnel still screen the view. The lighting becomes progressively brighter as the player approaches the threshold of the tunnel exit. The player-controlled interaction progresses as <|Subject1|> continues to inspect the held red butterfly knife, spinning and flipping it in the right hand. The player performs another series of rapid spins, showcasing the red blade against the dark background of the tunnel. The grey tactical gloves continue to manipulate the black handles, keeping the inspect animation active as the player approaches the bright exit of the underpass. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player moves closer to the exit of the dark stone underpass. The bright opening grows larger, revealing more details of the outdoor ruins area, including green foliage, trees, and fallen logs, while the dark stone walls of the tunnel still screen the view. The lighting becomes progressively brighter as the player approaches the threshold of the tunnel exit.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"action_description": "<Action1><|Subject1|> continues to inspect the held red butterfly knife, spinning and flipping it in the right hand. The player performs another series of rapid spins, showcasing the red blade against the dark background of the tunnel. The grey tactical gloves continue to manipulate the black handles, keeping the inspect animation active as the player approaches the bright exit of the underpass.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward through the dark underpass, continuing at a steady pace as the bright exit grows closer. The movement remains direct and uninterrupted, carrying the player toward the threshold of the outdoor ruins area."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view glides forward smoothly down the center of the tunnel, keeping the bright exit centered in the screen. The dark stone walls and ceiling of the underpass remain stable on the periphery as the camera approaches the light."
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "At the start of the segment, the player is about to exit the dark stone underpass. As the view progresses, the player steps out into the bright, sunlit outdoor ruins area, causing the dark tunnel walls to recede. The player's view turns slightly to the viewer's screen-right and tilts upward, looking toward a mossy stone wall and trees, while the inspect animation finishes and the red butterfly knife returns to a standard idle hold. By the end of the segment, the player is standing in the bright outdoor area, with the mossy ground, stone ruins, and trees fully visible. The player's hands are now illuminated by the bright sunlight, and the red butterfly knife is held steady in the right hand. The transition from the dark tunnel to the bright outdoor area is complete, and the player's view is now focused on the ruins ahead. The mossy ground is covered in patches of grass and dirt, and a large fallen log lies across the path in the midground. As the view advances, the player exits the dark stone underpass into a bright, sunlit outdoor ruins area. The ground is covered in moss and dirt, with stone ruins, trees, and fallen logs visible in the background, and the dark tunnel is now behind the player. The camera turns slightly to the viewer's screen-right and tilts upward, scanning the sunlit ruins and foliage. The player-controlled interaction progresses as <|Subject1|> finishes inspecting the held red butterfly knife, bringing it back to a standard idle hold. The player completes the final flips of the inspect animation, catching the handles and holding the knife steady in the right hand. The red blade is positioned diagonally across the screen in a ready stance as the player exits the tunnel into the bright outdoor area. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view turns toward the viewer's screen-right (fixed scene features drift toward screen-left when visible), then tilts up in the viewer's screen orientation. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player exits the dark stone underpass into a bright, sunlit outdoor ruins area. The ground is covered in moss and dirt, with stone ruins, trees, and fallen logs visible in the background, and the dark tunnel is now behind the player. The camera turns slightly to the viewer's screen-right and tilts upward, scanning the sunlit ruins and foliage.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:04.062",
"end_time": "00:04.688",
"action_description": "<Action1><|Subject1|> finishes inspecting the held red butterfly knife, bringing it back to a standard idle hold. The player completes the final flips of the inspect animation, catching the handles and holding the knife steady in the right hand. The red blade is positioned diagonally across the screen in a ready stance as the player exits the tunnel into the bright outdoor area.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward out of the underpass, stepping from the dark tunnel onto the mossy ground of the bright outdoor ruins area. The movement is continuous, carrying the player fully into the sunlit environment."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns slightly to the viewer's screen-right and tilts upward as it exits the tunnel. This diagonal camera movement shifts the focus toward the mossy stone ruins and trees in the bright outdoor area, scanning the new environment."
}
]
}
]
}
}中文{
"perspective_view": "第一人称",
"Style": "游戏,第一人称战术射击玩法",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "由玩家操控的 CS2 特工",
"subject_attribute": "The player is on the T side. At the first frame, both hands are visible wearing grey textured tactical gloves, holding a red-bladed butterfly knife with black handles in a ready position in the lower-center viewmodel. The player is standing in a shallow, flooded stone canal, looking forward down the waterway. The confirmed opening viewpoint is first-person."
}
],
"environment_detail": {
"map_name": "de_ancient",
"description": "片段发生在 de_ancient 的一条狭窄室外水道上;水道穿过石拱门,进入一段较短的黑暗隧道,随后通向阳光照耀的古代遗迹庭院。通道两侧是高大的长满苔藓的石墙,石块表面磨损并有藻类生长。浅而缓慢流动的水道贯穿整个通道,水面在漫射日光下反光。开场视野中,一座大型石拱门横跨中距离处的通道。拱门附近,观察者屏幕右侧和左侧的墙上分别安装着褪色的红色西班牙语警告牌和蓝色 B 点方向标记。隧道内部昏暗,粗凿的石质天花板和墙壁贴得很近。走出隧道后,环境变为明亮的室外遗迹区域,观察者屏幕右侧有装饰性雕刻石结构墙,地面长满苔藓,散落着倒塌石柱、茂密的热带蕨类和高树。整个片段中没有任何独立可见的其他玩家模型。",
"area_or_callout": "从 de_ancient 开阔石质通道,经隧道通向 B 点区域的水道通路",
"opening_view": "第一人称视角朝向一条狭窄的浅水道;两侧是高大的苔藓石墙,中距离前方可见大型石拱门,热带植被从屏幕左侧墙顶垂下,屏幕右侧墙上安装着褪色的红色警告牌",
"layout_and_sightlines": "通道从开场位置向前呈直线延伸,先穿过石拱门,再进入一段短而封闭的黑暗隧道,最后从隧道出口进入开阔的室外遗迹庭院;在出口之前,狭窄的侧墙和隧道天花板限制了视线,走出后视野明显打开。远端左侧墙上有一个被植被部分遮挡的缺口或开口,右侧墙体在画面中连续且没有可见开口;前方拱门是主要视线终点,也可能是通往其他区域的过渡点;空间深度中等,拱门大约位于前方 20–30 米处。",
"surfaces_and_materials": "两侧是磨损、长满苔藓且带有藻类和风化痕迹的石块墙;浅而反光的水道覆盖整个通道地面,水下可见岩石和藻类覆盖的沟床;隧道内是粗凿的深色石质天花板和墙壁;隧道外庭院是长满苔藓的泥土和石地,散落着蕨类植物与倒塌石构件",
"props_and_interactables": "拱门附近屏幕右侧墙上的褪色红色西班牙语警告牌(“NO PASAR / ZONA ARQUEOLOGICA”);拱门之后屏幕左侧墙上的蓝色 B 点方向标记,带白色向上箭头和“B”字;隧道出口拱门处悬挂的生锈金属链;隧道外庭院地面上横放的倒塌石柱或木头",
"lighting_and_visibility": "开阔通道内是带大气雾的漫射室外日光;隧道内部明显更暗,只有明亮的矩形出口提供照明;墙体投下的阴影使通道前景的水面与明亮拱门开口之间形成中等对比;走出隧道后的外部庭院受到明亮开放日光和温暖环境光照射。通道内视野清楚,拱门附近的明亮背景可能使目标出现轻微剪影。",
"persistent_world_effects": "开阔通道区域有轻微水面涟漪和流动动画,并有靠近拱门的淡淡大气雾;任何时候都未见烟雾、火焰、闪光或尘土效果"
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "At the start of the segment, the player is standing in a shallow, flooded stone canal with mossy stone walls on both sides. Both hands are visible wearing grey textured tactical gloves, holding a red-bladed butterfly knife with black handles in the lower-center viewmodel. As the view progresses, the player begins to move forward through the water, causing ripples on the surface. The camera glides forward smoothly, keeping the stone archway in the background and the blue B site sign on the screen-right wall in view. By the end of the segment, the player initiates an inspect animation, flipping the butterfly knife in their right hand, while the blue B site sign on the screen-right wall grows closer in the midground. The water reflects the bright sky above, and the mossy textures on the stone walls are clearly visible as the player moves closer to them. The player's left hand remains steady on the screen-left side of the screen, while the right hand performs the intricate flipping motion of the knife, showcasing the red blade and black handles. As the view advances, the player moves forward along the water-filled stone corridor, with the B site sign on the screen-right wall becoming more prominent. The mossy stone walls on both sides screen the canal, and a stone archway is visible in the background under a bright sky. The shallow water reflects the daylight, creating a bright and open atmosphere before the player approaches the dark underpass. The player-controlled interaction progresses as <|Subject1|> begins to inspect the held red butterfly knife, flipping it in the right hand. The player manipulates the handles, spinning the knife around the fingers to showcase the red blade and black handles in the lower-center viewmodel. The intricate flipping motion begins as the player moves forward through the shallow water, with the knife transitioning from a standard hold to an active inspect state. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player moves forward along the water-filled stone corridor, with the B site sign on the screen-right wall becoming more prominent. The mossy stone walls on both sides screen the canal, and a stone archway is visible in the background under a bright sky. The shallow water reflects the daylight, creating a bright and open atmosphere before the player approaches the dark underpass.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:00.703",
"end_time": "00:01.062",
"action_description": "<Action1><|Subject1|> begins to inspect the held red butterfly knife, flipping it in the right hand. The player manipulates the handles, spinning the knife around the fingers to showcase the red blade and black handles in the lower-center viewmodel. The intricate flipping motion begins as the player moves forward through the shallow water, with the knife transitioning from a standard hold to an active inspect state.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward through the shallow water of the canal, maintaining a steady pace as ripples spread outward from the feet. The movement is continuous and direct, heading toward the entrance of the underpass."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view glides forward smoothly with minimal head bob, keeping the camera focused straight ahead down the flooded canal. The stone archway in the background remains centered, while the mossy walls on both sides drift slowly past."
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "At the start of the segment, the player continues moving forward through the shallow water while flipping the red butterfly knife in their right hand. As the view progresses, the camera turns to the viewer's screen-left, causing the blue B site sign on the screen-right wall to drift out of view to the viewer's screen-right. The player approaches a dark, low-ceilinged stone underpass, and the inspect animation continues with the knife spinning rapidly in the hand. By the end of the segment, the player enters the shadow of the underpass, and the lighting transitions from bright daylight to deep shadow. The mossy stone walls on the viewer's screen-left remain visible, while the screen-right wall is now dominated by the dark entrance of the tunnel. The player's hands are still clearly visible, with the right hand executing the continuous spinning motion of the butterfly knife, and the left hand positioned slightly lower on the screen. The water surface inside the tunnel is dark and reflective, showing faint glints of light from the bright area behind the player. As the view advances, the player moves past the B site sign and approaches a darker stone underpass area. The camera turns to the viewer's screen-left, causing the B site sign to drift out of view, while the dark entrance of the tunnel becomes the main focus of the view. The lighting transitions from bright daylight to deep shadow as the player enters the low-ceilinged stone structure. The player-controlled interaction progresses as <|Subject1|> continues to inspect the held red butterfly knife, flipping and spinning it in the right hand. The player performs a series of rapid spins and flips, showcasing the red blade from different angles in the viewmodel. The grey tactical gloves are clearly visible as they manipulate the knife's handles, maintaining a continuous and fluid inspect animation as the player moves past the B site sign. The player movement progression is <|Subject1|> moves forward, then moves forward toward the viewer's screen-right. The first-person camera progression is The player-controlled agent's first-person view turns toward the viewer's screen-left (fixed scene features drift toward screen-right when visible). By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player moves past the B site sign and approaches a darker stone underpass area. The camera turns to the viewer's screen-left, causing the B site sign to drift out of view, while the dark entrance of the tunnel becomes the main focus of the view. The lighting transitions from bright daylight to deep shadow as the player enters the low-ceilinged stone structure.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"action_description": "<Action1><|Subject1|> continues to inspect the held red butterfly knife, flipping and spinning it in the right hand. The player performs a series of rapid spins and flips, showcasing the red blade from different angles in the viewmodel. The grey tactical gloves are clearly visible as they manipulate the knife's handles, maintaining a continuous and fluid inspect animation as the player moves past the B site sign.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward and then strafes slightly to the viewer's screen-right, adjusting the path to align with the entrance of the dark stone underpass. The movement remains steady as the player transitions from the open canal into the shadowed tunnel moves forward, then moves forward-right."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns to the viewer's screen-left, scanning toward the entrance of the dark stone underpass. This horizontal turn causes the blue B site sign on the screen-right wall to drift out of view to the viewer's screen-right as the camera aligns with the tunnel."
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "At the start of the segment, the player enters the dark stone underpass, with the ceiling and walls of damp stone blocks closing in. As the view progresses, the player moves forward down the center of the tunnel, and a bright, sunlit opening becomes visible at the far end. The player continues to spin the red butterfly knife in their right hand, with the dark stone walls of the underpass framing the view. By the end of the segment, the player is deep inside the tunnel, and the contrast between the dark interior and the bright exit is stark. The player's grey gloves are still visible in the darkness, and the red blade of the butterfly knife catches what little light enters the tunnel. The water on the floor of the tunnel is dark and murky, with ripples spreading outward from the player's feet as they move forward. The stone blocks of the tunnel walls are rough and uneven, with visible seams and damp patches that reflect the light from the exit. As the view advances, the player moves deeper into the dark stone underpass, heading toward the bright exit. The walls and ceiling of the tunnel are made of dark, damp stone blocks, and a bright opening at the far end reveals a sunlit outdoor area. The contrast between the dark interior of the tunnel and the bright daylight outside is stark, framing the exit clearly. The player-controlled interaction progresses as <|Subject1|> continues to inspect the held red butterfly knife, spinning it in the right hand. The player maintains the continuous inspect animation, flipping the knife around the fingers while moving deeper into the dark stone underpass. The red blade catches faint glints of light in the darkness, and the grey tactical gloves are visible as they manipulate the black handles of the knife. The player movement progression is <|Subject1|> moves forward toward the viewer's screen-right, then moves forward, then moves forward toward the viewer's screen-right, then moves forward. The first-person camera progression is The player-controlled agent's first-person view turns toward the viewer's screen-left (fixed scene features drift toward screen-right when visible). By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player moves deeper into the dark stone underpass, heading toward the bright exit. The walls and ceiling of the tunnel are made of dark, damp stone blocks, and a bright opening at the far end reveals a sunlit outdoor area. The contrast between the dark interior of the tunnel and the bright daylight outside is stark, framing the exit clearly.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"action_description": "<Action1><|Subject1|> continues to inspect the held red butterfly knife, spinning it in the right hand. The player maintains the continuous inspect animation, flipping the knife around the fingers while moving deeper into the dark stone underpass. The red blade catches faint glints of light in the darkness, and the grey tactical gloves are visible as they manipulate the black handles of the knife.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward through the dark underpass, maintaining a steady pace along the water-covered stone floor. The movement is direct, heading straight down the center of the tunnel toward the bright exit visible in the distance moves forward-right, then moves forward, then moves forward-right, then moves forward."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-left and then stabilizes, looking straight down the center of the dark stone underpass. The camera remains steady, focusing on the bright exit at the far end of the tunnel as the player moves forward."
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "At the start of the segment, the player is deep inside the dark stone underpass, moving forward through the shallow water. As the view progresses, the bright exit of the tunnel grows larger and closer, revealing a sunlit outdoor area with trees and fallen logs. The player continues the inspect animation, flipping the red butterfly knife in their right hand, with the dark stone walls of the tunnel still framing the view. By the end of the segment, the player is nearing the exit, and the details of the outdoor area become clearer, including the green foliage and mossy ground. The player's hands and the spinning knife remain the central focus of the viewmodel, with the red blade contrasting sharply against the dark stone walls of the tunnel. The water on the floor remains shallow and reflective, showing the bright light from the exit. The rough texture of the stone blocks on the tunnel ceiling is visible as the player moves closer to the opening. As the view advances, the player moves closer to the exit of the dark stone underpass. The bright opening grows larger, revealing more details of the outdoor ruins area, including green foliage, trees, and fallen logs, while the dark stone walls of the tunnel still screen the view. The lighting becomes progressively brighter as the player approaches the threshold of the tunnel exit. The player-controlled interaction progresses as <|Subject1|> continues to inspect the held red butterfly knife, spinning and flipping it in the right hand. The player performs another series of rapid spins, showcasing the red blade against the dark background of the tunnel. The grey tactical gloves continue to manipulate the black handles, keeping the inspect animation active as the player approaches the bright exit of the underpass. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player moves closer to the exit of the dark stone underpass. The bright opening grows larger, revealing more details of the outdoor ruins area, including green foliage, trees, and fallen logs, while the dark stone walls of the tunnel still screen the view. The lighting becomes progressively brighter as the player approaches the threshold of the tunnel exit.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"action_description": "<Action1><|Subject1|> continues to inspect the held red butterfly knife, spinning and flipping it in the right hand. The player performs another series of rapid spins, showcasing the red blade against the dark background of the tunnel. The grey tactical gloves continue to manipulate the black handles, keeping the inspect animation active as the player approaches the bright exit of the underpass.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward through the dark underpass, continuing at a steady pace as the bright exit grows closer. The movement remains direct and uninterrupted, carrying the player toward the threshold of the outdoor ruins area."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view glides forward smoothly down the center of the tunnel, keeping the bright exit centered in the screen. The dark stone walls and ceiling of the underpass remain stable on the periphery as the camera approaches the light."
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "At the start of the segment, the player is about to exit the dark stone underpass. As the view progresses, the player steps out into the bright, sunlit outdoor ruins area, causing the dark tunnel walls to recede. The player's view turns slightly to the viewer's screen-right and tilts upward, looking toward a mossy stone wall and trees, while the inspect animation finishes and the red butterfly knife returns to a standard idle hold. By the end of the segment, the player is standing in the bright outdoor area, with the mossy ground, stone ruins, and trees fully visible. The player's hands are now illuminated by the bright sunlight, and the red butterfly knife is held steady in the right hand. The transition from the dark tunnel to the bright outdoor area is complete, and the player's view is now focused on the ruins ahead. The mossy ground is covered in patches of grass and dirt, and a large fallen log lies across the path in the midground. As the view advances, the player exits the dark stone underpass into a bright, sunlit outdoor ruins area. The ground is covered in moss and dirt, with stone ruins, trees, and fallen logs visible in the background, and the dark tunnel is now behind the player. The camera turns slightly to the viewer's screen-right and tilts upward, scanning the sunlit ruins and foliage. The player-controlled interaction progresses as <|Subject1|> finishes inspecting the held red butterfly knife, bringing it back to a standard idle hold. The player completes the final flips of the inspect animation, catching the handles and holding the knife steady in the right hand. The red blade is positioned diagonally across the screen in a ready stance as the player exits the tunnel into the bright outdoor area. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view turns toward the viewer's screen-right (fixed scene features drift toward screen-left when visible), then tilts up in the viewer's screen orientation. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player exits the dark stone underpass into a bright, sunlit outdoor ruins area. The ground is covered in moss and dirt, with stone ruins, trees, and fallen logs visible in the background, and the dark tunnel is now behind the player. The camera turns slightly to the viewer's screen-right and tilts upward, scanning the sunlit ruins and foliage.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:04.062",
"end_time": "00:04.688",
"action_description": "<Action1><|Subject1|> finishes inspecting the held red butterfly knife, bringing it back to a standard idle hold. The player completes the final flips of the inspect animation, catching the handles and holding the knife steady in the right hand. The red blade is positioned diagonally across the screen in a ready stance as the player exits the tunnel into the bright outdoor area.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward out of the underpass, stepping from the dark tunnel onto the mossy ground of the bright outdoor ruins area. The movement is continuous, carrying the player fully into the sunlit environment."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns slightly to the viewer's screen-right and tilts upward as it exits the tunnel. This diagonal camera movement shifts the focus toward the mossy stone ruins and trees in the bright outdoor area, scanning the new environment."
}
]
}
]
} |
Case 2 · opencs2-inspect-move-m2391949-de_overpass-r12-p06-f000115
| 左列 / Left | 右列 / Right |
|---|---|
两轮结果 / Two-round result首帧冻结全局字段,第二轮一次性处理五个 chunk。 / First-frame global baseline; all five chunks in the second turn. English{
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"game": "Counter-Strike 2",
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}
},
"chunks": [
{
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"start_frame": 1,
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"start_seconds": 0.0625,
"end_seconds": 1.0625,
"start_time": "00:00.062",
"end_time": "00:01.062",
"phase": "mixed",
"description_en": "The player moves forward along the asphalt road, causing the yellow garbage truck on the viewer's screen-left to recede and exit the screen. The green military crates on the viewer's screen-right draw closer, and the Biergarten archway in the background becomes more centered in the view under the bright daylight, while the distant buildings and trees remain visible in the background as the player advances.",
"actions_present": [
"context_00",
"target"
],
"movement": "forward-right, then forward",
"view_change": "left yaw -> up pitch -> left yaw",
"environment_focus": [],
"visibility": "clear"
},
{
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"start_time": "00:01.062",
"end_time": "00:02.062",
"phase": "mixed",
"description_en": "As the player moves forward and turns toward the viewer's screen-right, the green military crates shift to the viewer's screen-left of the screen. A blue armored vehicle parked on the screen-right side of the road comes into view, and the Biergarten archway and its wooden fences draw closer, revealing more of the stone pillars and the pathway leading inside under the clear sky.",
"actions_present": [
"context_00",
"target"
],
"movement": "forward",
"view_change": "right yaw",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 2,
"latent_indices": [
9,
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"support_tick_offsets": [
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"start_frame": 33,
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"start_seconds": 2.0625,
"end_seconds": 3.0625,
"start_time": "00:02.062",
"end_time": "00:03.062",
"phase": "mixed",
"description_en": "The player enters the Biergarten area, causing the blue armored vehicle to exit the screen on the viewer's screen-right. The view is now framed by tall wooden fences on both sides of a paved pathway leading towards a set of stone stairs, with the green foliage of the trees visible above the fences and the bright sun casting soft shadows along the path.",
"actions_present": [
"context_00",
"target"
],
"movement": "forward",
"view_change": "right yaw",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 3,
"latent_indices": [
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"start_frame": 49,
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"end_seconds": 4.0625,
"start_time": "00:03.062",
"end_time": "00:04.062",
"phase": "mixed",
"description_en": "The player moves forward along the pathway between the wooden fences. The stone stairs ahead draw closer, and the shadows cast by the trees and fences shift slightly as the player advances, while a small white building and more trees become visible in the background beyond the top of the stairs under the bright sky.",
"actions_present": [
"context_00",
"target"
],
"movement": "forward",
"view_change": "right yaw",
"environment_focus": [],
"visibility": "clear"
},
{
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"latent_indices": [
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"start_time": "00:04.062",
"end_time": "00:05.062",
"phase": "mixed",
"description_en": "The player climbs the stone stairs, causing the wooden fences on both sides to descend relative to the view. A small white building and trees in the background become more prominent as the player reaches the top of the stairs, with the bright daylight illuminating the entire outdoor area and casting soft shadows on the steps as they ascend.",
"actions_present": [
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"target"
],
"movement": "forward",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
}
],
"action_timeline": [
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"event_id": "context_00",
"type": "weapon_inspect",
"subtype": "inspect",
"weapon": "Butterfly Knife",
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"confidence": "high",
"source_segment_id": "s0006",
"time_base": "clip_relative",
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"source": "DEM:events.csv"
},
{
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],
"control_timeline": [
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"movement": "forward-right strafe",
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{
"type": "view",
"axis": "yaw",
"direction": "right",
"start_seconds": 2.9062,
"end_seconds": 3.4219,
"start_time": "00:02.906",
"end_time": "00:03.422",
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},
{
"type": "view",
"axis": "yaw",
"direction": "right",
"start_seconds": 3.4375,
"end_seconds": 3.6562,
"start_time": "00:03.438",
"end_time": "00:03.656",
"time_base": "clip_relative",
"source": "DEM:ticks"
}
],
"weapon_timeline": [
{
"item": "Butterfly Knife",
"role": "held_item",
"start_seconds": 0.359,
"end_seconds": 4.344,
"start_time": "00:00.359",
"end_time": "00:04.344",
"source_event_id": "context_00",
"source": "DEM:events.csv",
"time_base": "clip_relative"
},
{
"item": "Butterfly Knife",
"role": "held_item",
"start_seconds": 0.3594,
"end_seconds": 4.3438,
"start_time": "00:00.359",
"end_time": "00:04.344",
"source_event_id": "target",
"source": "DEM",
"time_base": "clip_relative"
}
],
"final_held_item": "Butterfly Knife",
"flags": []
},
"english_json": {
"perspective_view": "first-person",
"Style": "video game, first-person tactical shooter gameplay",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "player-controlled CS2 agent",
"subject_attribute": "The player wears blue fingerless hand wraps decorated with dark skull patterns. They are holding a Butterfly Knife with a vibrant cyan and green blade (Gamma Doppler finish)."
}
],
"environment_detail": {
"map_name": "de_overpass",
"description": "An outdoor street scene on the Overpass map, featuring a large yellow garbage truck parked on the left and green military crates on the right. An orange spray-painted 'A' inside a circle is visible on the asphalt road in the foreground, with a 'Biergarten' archway sign in the background on the right.",
"area_or_callout": "A Site / Truck",
"opening_view": "A first-person view looking across a paved asphalt road towards a parked yellow truck on the left and green crates on the right under a bright, clear sky.",
"layout_and_sightlines": "The asphalt road runs horizontally across the frame. The large truck on the left and crates on the right restrict immediate sightlines, creating a central lane that leads towards a distant doorway and a pathway to the Biergarten area on the right.",
"surfaces_and_materials": "The ground is made of dark asphalt with painted white lines and orange spray paint. The truck has a painted metal body, the crates are made of painted metal or wood, and the background structures feature stone, brick, and concrete walls.",
"props_and_interactables": "A large yellow garbage truck, green military crates, a decorative 'Biergarten' archway sign, streetlights, and leafy green trees in the background.",
"lighting_and_visibility": "Bright, direct daylight under a blue sky with scattered clouds, casting distinct, sharp shadows from the truck and crates onto the road surface.",
"persistent_world_effects": "None observed."
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "At the start of this segment, <|Subject1|> is moving forward toward the viewer's screen-right on the asphalt road, holding the Butterfly Knife in a ready position with both hands visible at the bottom of the screen. The large yellow garbage truck is parked on the viewer's screen-left, and the green military crates are on the viewer's screen-right. As the view progresses, <|Subject1|>'s view turns toward the viewer's screen-left and tilts up, causing the truck on the viewer's screen-left to shift out of view while the green crates on the viewer's screen-right and the Biergarten archway in the background become more prominent., <|Subject1|> initiates an inspect animation, flipping the Butterfly Knife with the right hand. The vibrant cyan and green Gamma Doppler blade catches the bright daylight as it spins. By the end of this segment, the left hand has retreated from the screen, and the right hand is actively spinning the knife, while <|Subject1|> continues to move forward along the road, approaching the green crates. The sharp shadows of the crates and the truck are cast onto the dark asphalt road, and the clear blue sky is visible above the distant buildings. The player's blue skull-patterned hand wraps are highly visible against the dark asphalt and the bright green blade of the knife. The movement is smooth as the player transitions from a diagonal strafe to a direct forward path.",
"environment_description": "The player moves forward along the asphalt road, causing the yellow garbage truck on the viewer's screen-left to recede and exit the screen. The green military crates on the viewer's screen-right draw closer, and the Biergarten archway in the background becomes more centered in the view under the bright daylight, while the distant buildings and trees remain visible in the background as the player advances.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:00.359",
"end_time": "00:01.062",
"action_description": "<Action1><|Subject1|> begins inspecting the Butterfly Knife, initiating a series of rapid flips and spins of the green and cyan Gamma Doppler blade using the right hand, while the left hand retreats from the viewmodel to allow a full view of the weapon's unique finish as the player moves forward along the street.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward-right briefly at the very start, then transitions to a steady forward movement along the asphalt road, causing the parked yellow garbage truck on the viewer's screen-left and the green military crates on the viewer's screen-right to draw closer as the player advances."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-left and tilts up slightly at the start, shifting the yellow truck out of screen on the viewer's screen-left, and then turns slightly toward the viewer's screen-left again, centering the path ahead and bringing the Biergarten archway and the green crates into a clearer view."
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "At the start of this segment, <|Subject1|> continues moving forward along the road, holding the Butterfly Knife in the right hand as the inspect animation progresses. The green military crates are now on the screen-left side of the screen, and a blue armored vehicle is visible on the screen-right side of the road. As the view progresses, <|Subject1|>'s view turns toward the viewer's screen-right, shifting the blue vehicle towards the center and revealing more of the Biergarten entrance area. The right hand continues to hold the Butterfly Knife in an upright, vertical position, showcasing the vibrant cyan and green Gamma Doppler blade. The player's blue skull-patterned hand wraps are clearly visible holding the handle of the knife. By the end of the segment, <|Subject1|> is moving directly towards the Biergarten archway, with the wooden fences and stone pillars of the entrance becoming clearly visible in the background under the bright sun. The asphalt road beneath shows painted white lines and red markings, and the shadows of the surrounding structures stretch across the path. The camera turn is smooth, keeping the focus on the upcoming entrance while the knife remains held high in the center screen-left of the screen. The trees in the background sway slightly, and the brick buildings behind the Biergarten add depth to the scene.",
"environment_description": "As the player moves forward and turns toward the viewer's screen-right, the green military crates shift to the viewer's screen-left of the screen. A blue armored vehicle parked on the screen-right side of the road comes into view, and the Biergarten archway and its wooden fences draw closer, revealing more of the stone pillars and the pathway leading inside under the clear sky.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"action_description": "<Action1><|Subject1|> continues inspecting the Butterfly Knife, holding the weapon vertically in the right hand to display the vibrant green and cyan Gamma Doppler blade pattern, keeping the knife centered in the view while the left hand remains off-screen during the steady forward movement towards the Biergarten entrance under the bright sun, showcasing the detailed skull-patterned wraps.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> continues moving forward along the street at a steady pace, passing the green military crates on the viewer's screen-left and approaching the Biergarten entrance, with the surrounding buildings and trees slowly shifting in the background as the distance decreases."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-right, shifting the blue armored vehicle and the Biergarten archway towards the center of the screen, while the green military crates on the viewer's screen-left drift out of the screen, revealing more of the pathway ahead under the bright sky."
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "At the start of this segment, <|Subject1|> is moving forward towards the Biergarten entrance, holding the Butterfly Knife vertically in the right hand. The blue armored vehicle is now on the viewer's screen-right, and the wooden fence of the Biergarten is directly ahead. As the view progresses, <|Subject1|>'s view continues its toward the viewer's screen-right turn before stabilizing, and then begins turning toward the viewer's screen-right again. This camera movement shifts the blue vehicle out of the screen on the viewer's screen-right and aligns <|Subject1|>'s view with the pathway leading into the Biergarten. The right hand remains steady, holding the knife in the center screen-left of the screen to display the blade. The blue skull-patterned hand wraps are prominent against the wooden textures of the fence. By the end of the segment, <|Subject1|> is entering the Biergarten pathway, with the wooden fences on both sides of the path framing the view. The ground transitions from asphalt to concrete pavers, and the stone pillars of the archway are visible on the viewer's screen-left and screen-right. The bright daylight casts soft shadows along the pathway, and the green foliage of the trees is visible above the fences. The player's forward movement is continuous, maintaining a steady pace as they navigate the turn into the pathway.",
"environment_description": "The player enters the Biergarten area, causing the blue armored vehicle to exit the screen on the viewer's screen-right. The view is now framed by tall wooden fences on both sides of a paved pathway leading towards a set of stone stairs, with the green foliage of the trees visible above the fences and the bright sun casting soft shadows along the path.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"action_description": "<Action1><|Subject1|> continues the inspect animation, holding the Butterfly Knife in a stable vertical position in the right hand to showcase the blade's vibrant green and cyan finish, maintaining this steady display as the player navigates the turn into the Biergarten pathway with the left hand still positioned off-screen and the wraps clearly visible under the daylight.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward, transitioning from the main asphalt street into the paved concrete pathway of the Biergarten, walking between the tall wooden fences that screen the path and heading towards the stone stairs as the surrounding environment shifts."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-right, then stabilizes briefly, and then turns toward the viewer's screen-right again, aligning the camera with the wooden-fenced pathway and centering the stone stairs ahead, while the blue armored vehicle on the viewer's screen-right is shifted completely out of the screen."
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "At the start of this segment, <|Subject1|> is moving forward along the wooden-fenced pathway inside the Biergarten, holding the Butterfly Knife vertically in the right hand. As the view progresses, <|Subject1|>'s view turns toward the viewer's screen-right and then stabilizes, centering the pathway and the stone stairs ahead. The inspect animation begins to wind down as the segment progresses. <|Subject1|> flips the Butterfly Knife downward, and the left hand, also wearing the blue skull-patterned wrap, reappears from the bottom-left of the screen to assist in catching and securing the weapon. By the end of the segment, the inspect animation is complete, and <|Subject1|> holds the Butterfly Knife in a standard two-handed ready position at the bottom of the screen while continuing to walk forward towards the stairs. The wooden fences on both sides of the path are highly detailed, with vertical slats casting parallel shadows on the paved ground. The stone stairs ahead are clearly visible, leading up to an open area with trees and a small white building in the distance under the clear blue sky. The transition of the knife from the vertical inspect hold to the two-handed ready grip is smooth and fluid, marking the end of the active inspection.",
"environment_description": "The player moves forward along the pathway between the wooden fences. The stone stairs ahead draw closer, and the shadows cast by the trees and fences shift slightly as the player advances, while a small white building and more trees become visible in the background beyond the top of the stairs under the bright sky.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.062",
"end_time": "00:04.000",
"action_description": "<Action1><|Subject1|> begins to conclude the inspect animation, flipping the Butterfly Knife downward in a smooth motion as the left hand reappears from the bottom-left of the screen, allowing the player to catch the handle and transition back to a stable, two-handed ready grip while walking along the pathway towards the stairs under the trees.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward along the paved pathway, approaching the stone stairs under the shade of the trees, with the wooden fences on both sides remaining stable as the player maintains a steady walking pace towards the steps."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-right slightly and then remains steady, keeping the stone stairs centered in the screen, while the wooden fences on both sides of the pathway screen the view symmetrically as the player advances forward."
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "At the start of this final segment, <|Subject1|> is moving forward and begins to climb the stone stairs inside the Biergarten. The Butterfly Knife is held in a stable, two-handed ready position at the bottom of the screen, with the blue skull-patterned hand wraps clearly visible. As the view progresses, <|Subject1|>'s view remains steady, with no further horizontal or vertical rotations. The wooden fences on both sides of the pathway screen the screen, and a small white building is visible in the background beyond the stairs. By the end of the segment, <|Subject1|> has climbed several steps, bringing the upper landing of the stairs and the open area beyond into closer view under the bright daylight. The stone texture of the stairs is detailed, and the shadows of the wooden fences stretch across the steps. The player's movement is steady as they ascend, with the viewmodel bobbing slightly to reflect the climbing motion. The green trees and blue sky in the background remain clear and unobstructed. The knife remains held in both hands, ready for action, with the cyan and green blade pointing forward toward the viewer's screen-left. The overall lighting remains bright and consistent, illuminating the entire outdoor scene.",
"environment_description": "The player climbs the stone stairs, causing the wooden fences on both sides to descend relative to the view. A small white building and trees in the background become more prominent as the player reaches the top of the stairs, with the bright daylight illuminating the entire outdoor area and casting soft shadows on the steps as they ascend.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:04.062",
"end_time": "00:04.344",
"action_description": "<Action1><|Subject1|> completes the inspect animation, returning the Butterfly Knife to a stable, two-handed ready hold at the bottom of the screen, keeping the green and cyan blade pointed forward toward the viewer's screen-left as the player climbs the stone stairs, with both hands wrapped in the blue skull-patterned wraps visible in the viewmodel under the bright daylight of the outdoor area.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward, climbing the stone stairs to reach the upper level of the Biergarten area, causing the steps to pass beneath the player's view while the wooden fences on both sides descend relative to the camera as the ascent continues."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains steady, with no horizontal or vertical rotations as the player ascends the stairs, keeping the small white building and the trees in the background centered in the screen as they draw closer under the bright sky."
}
]
}
]
}
}中文{
"perspective_view": "第一人称",
"Style": "游戏,第一人称战术射击玩法",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "由玩家操控的 CS2 特工",
"subject_attribute": "The player wears blue fingerless hand wraps decorated with dark skull patterns. They are holding a Butterfly Knife with a vibrant cyan and green blade (Gamma Doppler finish)."
}
],
"environment_detail": {
"map_name": "de_overpass",
"description": "de_overpass 的户外城市区域,处于明亮日光下。宽阔铺装道路左侧停着一辆大型黄褐色半挂卡车车头,右侧有木箱或集装箱道具。更右侧是一座带木制拱门的入口,深色字样写着 Biergarten,旁边有一棵绿叶树。路面绘有带 X 的橙色禁停或限制区域圆圈标记。中景背景有一堵低矮的混凝土或砖墙,卡车与墙之间的远处缝隙里隐约站着一个穿深色衣服的人影。",
"area_or_callout": "de_overpass 的 Short / Truck 区域,靠近 B 点入口,或中路与 B 点之间的连接道路。",
"opening_view": "镜头大致朝前并略向左,画面左中部由大型黄色卡车车头占据;右侧可见 Biergarten 拱门。武器视图模型占据画面下方约三分之一。",
"layout_and_sightlines": "车道宽阔开阔。卡车提供左侧重要掩体,并阻挡向左的视线;右侧 Biergarten 拱门形成入口或瓶颈。卡车与右侧结构之间的空隙提供中距离视线,可看到远处人影。道路向前延伸,景深中等。",
"surfaces_and_materials": "地面是平整沥青,带白色车道线和橙色限制区域圆圈标记。卡车车头为哑光黄褐色喷漆金属。右侧木箱使用有金属箍的风化木板。背景墙看起来由混凝土或砖砌成。",
"props_and_interactables": "左侧大型黄色半挂卡车车头;右中部木制运输箱;最右侧带 Biergarten 标牌的木制拱门入口;远右背景有一棵绿叶落叶树。",
"lighting_and_visibility": "晴朗正午阳光,蓝天中有零散白云。光线明亮均匀,卡车和结构投下轻微阴影。画面各距离可见度都很好,色彩温暖且饱和。",
"persistent_world_effects": "未观察到持续性世界效果。"
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "At the start of this segment, <|Subject1|> is moving forward toward the viewer's screen-right on the asphalt road, holding the Butterfly Knife in a ready position with both hands visible at the bottom of the screen. The large yellow garbage truck is parked on the viewer's screen-left, and the green military crates are on the viewer's screen-right. As the view progresses, <|Subject1|>'s view turns toward the viewer's screen-left and tilts up, causing the truck on the viewer's screen-left to shift out of view while the green crates on the viewer's screen-right and the Biergarten archway in the background become more prominent., <|Subject1|> initiates an inspect animation, flipping the Butterfly Knife with the right hand. The vibrant cyan and green Gamma Doppler blade catches the bright daylight as it spins. By the end of this segment, the left hand has retreated from the screen, and the right hand is actively spinning the knife, while <|Subject1|> continues to move forward along the road, approaching the green crates. The sharp shadows of the crates and the truck are cast onto the dark asphalt road, and the clear blue sky is visible above the distant buildings. The player's blue skull-patterned hand wraps are highly visible against the dark asphalt and the bright green blade of the knife. The movement is smooth as the player transitions from a diagonal strafe to a direct forward path.",
"environment_description": "The player moves forward along the asphalt road, causing the yellow garbage truck on the viewer's screen-left to recede and exit the screen. The green military crates on the viewer's screen-right draw closer, and the Biergarten archway in the background becomes more centered in the view under the bright daylight, while the distant buildings and trees remain visible in the background as the player advances.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:00.359",
"end_time": "00:01.062",
"action_description": "<Action1><|Subject1|> begins inspecting the Butterfly Knife, initiating a series of rapid flips and spins of the green and cyan Gamma Doppler blade using the right hand, while the left hand retreats from the viewmodel to allow a full view of the weapon's unique finish as the player moves forward along the street.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward-right briefly at the very start, then transitions to a steady forward movement along the asphalt road, causing the parked yellow garbage truck on the viewer's screen-left and the green military crates on the viewer's screen-right to draw closer as the player advances."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-left and tilts up slightly at the start, shifting the yellow truck out of screen on the viewer's screen-left, and then turns slightly toward the viewer's screen-left again, centering the path ahead and bringing the Biergarten archway and the green crates into a clearer view."
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "At the start of this segment, <|Subject1|> continues moving forward along the road, holding the Butterfly Knife in the right hand as the inspect animation progresses. The green military crates are now on the screen-left side of the screen, and a blue armored vehicle is visible on the screen-right side of the road. As the view progresses, <|Subject1|>'s view turns toward the viewer's screen-right, shifting the blue vehicle towards the center and revealing more of the Biergarten entrance area. The right hand continues to hold the Butterfly Knife in an upright, vertical position, showcasing the vibrant cyan and green Gamma Doppler blade. The player's blue skull-patterned hand wraps are clearly visible holding the handle of the knife. By the end of the segment, <|Subject1|> is moving directly towards the Biergarten archway, with the wooden fences and stone pillars of the entrance becoming clearly visible in the background under the bright sun. The asphalt road beneath shows painted white lines and red markings, and the shadows of the surrounding structures stretch across the path. The camera turn is smooth, keeping the focus on the upcoming entrance while the knife remains held high in the center screen-left of the screen. The trees in the background sway slightly, and the brick buildings behind the Biergarten add depth to the scene.",
"environment_description": "As the player moves forward and turns toward the viewer's screen-right, the green military crates shift to the viewer's screen-left of the screen. A blue armored vehicle parked on the screen-right side of the road comes into view, and the Biergarten archway and its wooden fences draw closer, revealing more of the stone pillars and the pathway leading inside under the clear sky.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"action_description": "<Action1><|Subject1|> continues inspecting the Butterfly Knife, holding the weapon vertically in the right hand to display the vibrant green and cyan Gamma Doppler blade pattern, keeping the knife centered in the view while the left hand remains off-screen during the steady forward movement towards the Biergarten entrance under the bright sun, showcasing the detailed skull-patterned wraps.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> continues moving forward along the street at a steady pace, passing the green military crates on the viewer's screen-left and approaching the Biergarten entrance, with the surrounding buildings and trees slowly shifting in the background as the distance decreases."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-right, shifting the blue armored vehicle and the Biergarten archway towards the center of the screen, while the green military crates on the viewer's screen-left drift out of the screen, revealing more of the pathway ahead under the bright sky."
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "At the start of this segment, <|Subject1|> is moving forward towards the Biergarten entrance, holding the Butterfly Knife vertically in the right hand. The blue armored vehicle is now on the viewer's screen-right, and the wooden fence of the Biergarten is directly ahead. As the view progresses, <|Subject1|>'s view continues its toward the viewer's screen-right turn before stabilizing, and then begins turning toward the viewer's screen-right again. This camera movement shifts the blue vehicle out of the screen on the viewer's screen-right and aligns <|Subject1|>'s view with the pathway leading into the Biergarten. The right hand remains steady, holding the knife in the center screen-left of the screen to display the blade. The blue skull-patterned hand wraps are prominent against the wooden textures of the fence. By the end of the segment, <|Subject1|> is entering the Biergarten pathway, with the wooden fences on both sides of the path framing the view. The ground transitions from asphalt to concrete pavers, and the stone pillars of the archway are visible on the viewer's screen-left and screen-right. The bright daylight casts soft shadows along the pathway, and the green foliage of the trees is visible above the fences. The player's forward movement is continuous, maintaining a steady pace as they navigate the turn into the pathway.",
"environment_description": "The player enters the Biergarten area, causing the blue armored vehicle to exit the screen on the viewer's screen-right. The view is now framed by tall wooden fences on both sides of a paved pathway leading towards a set of stone stairs, with the green foliage of the trees visible above the fences and the bright sun casting soft shadows along the path.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"action_description": "<Action1><|Subject1|> continues the inspect animation, holding the Butterfly Knife in a stable vertical position in the right hand to showcase the blade's vibrant green and cyan finish, maintaining this steady display as the player navigates the turn into the Biergarten pathway with the left hand still positioned off-screen and the wraps clearly visible under the daylight.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward, transitioning from the main asphalt street into the paved concrete pathway of the Biergarten, walking between the tall wooden fences that screen the path and heading towards the stone stairs as the surrounding environment shifts."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-right, then stabilizes briefly, and then turns toward the viewer's screen-right again, aligning the camera with the wooden-fenced pathway and centering the stone stairs ahead, while the blue armored vehicle on the viewer's screen-right is shifted completely out of the screen."
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "At the start of this segment, <|Subject1|> is moving forward along the wooden-fenced pathway inside the Biergarten, holding the Butterfly Knife vertically in the right hand. As the view progresses, <|Subject1|>'s view turns toward the viewer's screen-right and then stabilizes, centering the pathway and the stone stairs ahead. The inspect animation begins to wind down as the segment progresses. <|Subject1|> flips the Butterfly Knife downward, and the left hand, also wearing the blue skull-patterned wrap, reappears from the bottom-left of the screen to assist in catching and securing the weapon. By the end of the segment, the inspect animation is complete, and <|Subject1|> holds the Butterfly Knife in a standard two-handed ready position at the bottom of the screen while continuing to walk forward towards the stairs. The wooden fences on both sides of the path are highly detailed, with vertical slats casting parallel shadows on the paved ground. The stone stairs ahead are clearly visible, leading up to an open area with trees and a small white building in the distance under the clear blue sky. The transition of the knife from the vertical inspect hold to the two-handed ready grip is smooth and fluid, marking the end of the active inspection.",
"environment_description": "The player moves forward along the pathway between the wooden fences. The stone stairs ahead draw closer, and the shadows cast by the trees and fences shift slightly as the player advances, while a small white building and more trees become visible in the background beyond the top of the stairs under the bright sky.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.062",
"end_time": "00:04.000",
"action_description": "<Action1><|Subject1|> begins to conclude the inspect animation, flipping the Butterfly Knife downward in a smooth motion as the left hand reappears from the bottom-left of the screen, allowing the player to catch the handle and transition back to a stable, two-handed ready grip while walking along the pathway towards the stairs under the trees.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward along the paved pathway, approaching the stone stairs under the shade of the trees, with the wooden fences on both sides remaining stable as the player maintains a steady walking pace towards the steps."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-right slightly and then remains steady, keeping the stone stairs centered in the screen, while the wooden fences on both sides of the pathway screen the view symmetrically as the player advances forward."
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "At the start of this final segment, <|Subject1|> is moving forward and begins to climb the stone stairs inside the Biergarten. The Butterfly Knife is held in a stable, two-handed ready position at the bottom of the screen, with the blue skull-patterned hand wraps clearly visible. As the view progresses, <|Subject1|>'s view remains steady, with no further horizontal or vertical rotations. The wooden fences on both sides of the pathway screen the screen, and a small white building is visible in the background beyond the stairs. By the end of the segment, <|Subject1|> has climbed several steps, bringing the upper landing of the stairs and the open area beyond into closer view under the bright daylight. The stone texture of the stairs is detailed, and the shadows of the wooden fences stretch across the steps. The player's movement is steady as they ascend, with the viewmodel bobbing slightly to reflect the climbing motion. The green trees and blue sky in the background remain clear and unobstructed. The knife remains held in both hands, ready for action, with the cyan and green blade pointing forward toward the viewer's screen-left. The overall lighting remains bright and consistent, illuminating the entire outdoor scene.",
"environment_description": "The player climbs the stone stairs, causing the wooden fences on both sides to descend relative to the view. A small white building and trees in the background become more prominent as the player reaches the top of the stairs, with the bright daylight illuminating the entire outdoor area and casting soft shadows on the steps as they ascend.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:04.062",
"end_time": "00:04.344",
"action_description": "<Action1><|Subject1|> completes the inspect animation, returning the Butterfly Knife to a stable, two-handed ready hold at the bottom of the screen, keeping the green and cyan blade pointed forward toward the viewer's screen-left as the player climbs the stone stairs, with both hands wrapped in the blue skull-patterned wraps visible in the viewmodel under the bright daylight of the outdoor area.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward, climbing the stone stairs to reach the upper level of the Biergarten area, causing the steps to pass beneath the player's view while the wooden fences on both sides descend relative to the camera as the ascent continues."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains steady, with no horizontal or vertical rotations as the player ascends the stairs, keeping the small white building and the trees in the background centered in the screen as they draw closer under the bright sky."
}
]
}
]
} |
七轮结果 / Seven-round result首帧后逐个 chunk 建草稿,最后一轮汇总。 / One chunk draft per turn, then a final history summary. English{
"metadata": {
"schema_version": "cs2_v3_chunk_caption_v1",
"game": "Counter-Strike 2",
"clip": {
"sample_id": "opencs2-inspect-move-m2391949-de_overpass-r12-p06-f000115",
"map_name": "de_overpass",
"profile": "move",
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"player_side": "CT",
"match_id": "2391949",
"round_id": 12,
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"width": 832,
"height": 480,
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"content_frame_end_exclusive": 81,
"initial_held_item": "Butterfly Knife",
"latent_layout": {
"temporal_stride": 4,
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"source_fps": 32,
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"mode": null,
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}
},
"chunks": [
{
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"end_seconds": 1.0625,
"start_time": "00:00.062",
"end_time": "00:01.062",
"phase": "mixed",
"description_en": "The player moves forward along the street, passing the yellow truck on the viewer's screen-left.",
"actions_present": [
"context_00",
"target"
],
"movement": "forward-right, then forward",
"view_change": "left yaw -> up pitch -> left yaw",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 1,
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5,
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"start_time": "00:01.062",
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"phase": "mixed",
"description_en": "The player continues forward, passing the green container on the viewer's screen-left.",
"actions_present": [
"context_00",
"target"
],
"movement": "forward",
"view_change": "right yaw",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 2,
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9,
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],
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"start_frame": 33,
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"start_seconds": 2.0625,
"end_seconds": 3.0625,
"start_time": "00:02.062",
"end_time": "00:03.062",
"phase": "mixed",
"description_en": "The player approaches and turns toward the viewer's screen-right toward the Biergarten entrance.",
"actions_present": [
"context_00",
"target"
],
"movement": "forward",
"view_change": "right yaw",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 3,
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13,
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],
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"start_frame": 49,
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"start_seconds": 3.0625,
"end_seconds": 4.0625,
"start_time": "00:03.062",
"end_time": "00:04.062",
"phase": "mixed",
"description_en": "The player enters the Biergarten, walking down the wooden path.",
"actions_present": [
"context_00",
"target"
],
"movement": "forward",
"view_change": "right yaw",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 4,
"latent_indices": [
17,
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19,
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],
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"start_frame": 65,
"end_frame_exclusive": 81,
"start_seconds": 4.0625,
"end_seconds": 5.0625,
"start_time": "00:04.062",
"end_time": "00:05.062",
"phase": "mixed",
"description_en": "The player walks toward the stone steps at the end of the wooden path.",
"actions_present": [
"context_00",
"target"
],
"movement": "forward",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
}
],
"action_timeline": [
{
"event_id": "context_00",
"type": "weapon_inspect",
"subtype": "inspect",
"weapon": "Butterfly Knife",
"from_weapon": null,
"to_weapon": null,
"start_seconds": 0.359,
"end_seconds": 4.344,
"start_time": "00:00.359",
"end_time": "00:04.344",
"is_target": true,
"end_reason": "state_change",
"confidence": "high",
"source_segment_id": "s0006",
"time_base": "clip_relative",
"begins_before_clip": false,
"continues_after_clip": false,
"source": "DEM:events.csv"
},
{
"event_id": "target",
"type": "inspect",
"subtype": "inspect",
"weapon": "Butterfly Knife",
"from_weapon": null,
"to_weapon": null,
"start_seconds": 0.3594,
"end_seconds": 4.3438,
"start_time": "00:00.359",
"end_time": "00:04.344",
"is_target": true,
"time_base": "clip_relative",
"begins_before_clip": false,
"continues_after_clip": false,
"confidence": "high",
"end_reason": null,
"source_segment_id": null,
"source_segment_ids": [
"inspect-m2391949-de_overpass-r12-p06-t80183-80438",
"s0006"
],
"matched_event_segment_ids": [
"s0006"
],
"start_tick_offset": 23,
"end_tick_offset": 278,
"duration_seconds": 3.984375,
"source": "DEM"
}
],
"control_timeline": [
{
"type": "movement",
"movement": "forward-right strafe",
"start_seconds": 0.0,
"end_seconds": 0.0781,
"start_time": "00:00.000",
"end_time": "00:00.078",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "view",
"axis": "yaw",
"direction": "left",
"start_seconds": 0.0,
"end_seconds": 0.2656,
"start_time": "00:00.000",
"end_time": "00:00.266",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "view",
"axis": "pitch",
"direction": "up",
"start_seconds": 0.0,
"end_seconds": 0.2188,
"start_time": "00:00.000",
"end_time": "00:00.219",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "forward",
"start_seconds": 0.0781,
"end_seconds": 5.0469,
"start_time": "00:00.078",
"end_time": "00:05.047",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "view",
"axis": "yaw",
"direction": "left",
"start_seconds": 0.6094,
"end_seconds": 0.7031,
"start_time": "00:00.609",
"end_time": "00:00.703",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "view",
"axis": "yaw",
"direction": "right",
"start_seconds": 1.4531,
"end_seconds": 2.4688,
"start_time": "00:01.453",
"end_time": "00:02.469",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "view",
"axis": "yaw",
"direction": "right",
"start_seconds": 2.9062,
"end_seconds": 3.4219,
"start_time": "00:02.906",
"end_time": "00:03.422",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "view",
"axis": "yaw",
"direction": "right",
"start_seconds": 3.4375,
"end_seconds": 3.6562,
"start_time": "00:03.438",
"end_time": "00:03.656",
"time_base": "clip_relative",
"source": "DEM:ticks"
}
],
"weapon_timeline": [
{
"item": "Butterfly Knife",
"role": "held_item",
"start_seconds": 0.359,
"end_seconds": 4.344,
"start_time": "00:00.359",
"end_time": "00:04.344",
"source_event_id": "context_00",
"source": "DEM:events.csv",
"time_base": "clip_relative"
},
{
"item": "Butterfly Knife",
"role": "held_item",
"start_seconds": 0.3594,
"end_seconds": 4.3438,
"start_time": "00:00.359",
"end_time": "00:04.344",
"source_event_id": "target",
"source": "DEM",
"time_base": "clip_relative"
}
],
"final_held_item": "Butterfly Knife",
"flags": []
},
"english_json": {
"perspective_view": "first-person",
"Style": "video game, first-person tactical shooter gameplay",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "player-controlled CS2 agent",
"subject_attribute": "The player is on the CT side. At the first frame, Subject1 holds a cyan-and-green butterfly knife in both hands, wearing blue patterned hand wraps, standing on an asphalt street facing a yellow truck The screen anchor is not identified. The confirmed opening viewpoint is first-person."
}
],
"environment_detail": {
"map_name": "de_overpass",
"description": "An outdoor street area Overpass leading to a Biergarten. Features a yellow truck, a green container, a blue armored vehicle, and a wooden-fenced path with stone steps. Independently visible player models are described when supported; otherwise no additional player model is visible.",
"area_or_callout": "A-site / Street / Biergarten",
"opening_view": "Facing down an asphalt street with a yellow truck on the viewer's screen-left and a green container on the viewer's screen-right.",
"layout_and_sightlines": "Open street transitioning into a narrow wooden-fenced path with a short flight of steps.",
"surfaces_and_materials": "Asphalt road, wooden fences, wooden plank path, and stone steps.",
"props_and_interactables": "Yellow truck, green container, blue armored vehicle, Biergarten archway, and wooden fences.",
"lighting_and_visibility": "Bright daylight under a clear blue sky.",
"persistent_world_effects": "None"
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "At the start, Subject1 stands on the asphalt street holding a cyan-and-green butterfly knife. As the view progresses, Subject1 moves forward, passing a yellow truck on the viewer's screen-left. By the end, Subject1 begins to inspect the knife, flipping it in their hands while the camera tilts up and pans toward the viewer's screen-left. As the view advances, the player moves forward along the street, passing the yellow truck on the viewer's screen-left. The player-controlled interaction progresses as <|Subject1|> begins inspecting the held butterfly knife, flipping and spinning it. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred. The player movement progression is <|Subject1|> moves forward toward the viewer's screen-right, then moves forward. The first-person camera progression is The player-controlled agent's first-person view tilts up in the viewer's screen orientation, then turns toward the viewer's screen-left (fixed scene features drift toward screen-right when visible). By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player moves forward along the street, passing the yellow truck on the viewer's screen-left.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:00.359",
"end_time": "00:01.062",
"action_description": "<Action1><|Subject1|> begins inspecting the held butterfly knife, flipping and spinning it. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward and slightly right along the street moves forward-right, then moves forward."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-left and tilts up, shifting the background elements."
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "At the start, Subject1 continues moving forward along the street. As the view progresses, the green container on the viewer's screen-left grows closer while the yellow truck disappears from view. By the end, Subject1 continues the knife inspection, spinning it continuously as the camera turns toward the viewer's screen-right. As the view advances, the player continues forward, passing the green container on the viewer's screen-left. The player-controlled interaction progresses as <|Subject1|> continues inspecting the butterfly knife, spinning it in their hands. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view turns toward the viewer's screen-right (fixed scene features drift toward screen-left when visible). By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player continues forward, passing the green container on the viewer's screen-left.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"action_description": "<Action1><|Subject1|> continues inspecting the butterfly knife, spinning it in their hands. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward along the street."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-right, centering the path ahead."
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "At the start, Subject1 approaches the Biergarten archway. As the view progresses, the green container is left behind, and a green sign on the viewer's screen-left becomes visible. By the end, Subject1 continues the knife inspection while turning toward the viewer's screen-right toward the entrance. As the view advances, the player approaches and turns toward the viewer's screen-right toward the Biergarten entrance. The player-controlled interaction progresses as <|Subject1|> continues inspecting the butterfly knife, flipping it between their fingers. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view turns toward the viewer's screen-right (fixed scene features drift toward screen-left when visible). By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player approaches and turns toward the viewer's screen-right toward the Biergarten entrance.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"action_description": "<Action1><|Subject1|> continues inspecting the butterfly knife, flipping it between their fingers. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward and turns right toward the entrance."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-right to face the Biergarten entrance."
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "At the start, Subject1 enters the Biergarten archway. As the view progresses, they walk down a wooden-planked path lined with wooden fences. By the end, Subject1 continues the knife inspection as the camera turns toward the viewer's screen-right. As the view advances, the player enters the Biergarten, walking down the wooden path. The player-controlled interaction progresses as <|Subject1|> continues inspecting the butterfly knife, performing the final spins. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view turns toward the viewer's screen-right (fixed scene features drift toward screen-left when visible). By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory. The resulting account remains chronological: the opening foreground establishes the visible hands and item, the middle records the supported transition through the scene, and the ending preserves the settled pose and the visible, middle, and far geometry. Screen-left, center, and screen-right relations are viewer-relative, while cropped or occluded details remain unspecified.",
"environment_description": "The player enters the Biergarten, walking down the wooden path.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"action_description": "<Action1><|Subject1|> continues inspecting the butterfly knife, performing the final spins. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward along the wooden path."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-right, following the path."
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "At the start, Subject1 continues down the wooden path. As the view progresses, a short flight of stone steps comes into view ahead. By the end, Subject1 finishes the knife inspection, holding it in a steady idle grip while moving forward. As the view advances, the player walks toward the stone steps at the end of the wooden path. The player-controlled interaction progresses as <|Subject1|> finishes inspecting the butterfly knife, returning it to a steady ready hold. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory. The resulting account remains chronological: the opening foreground establishes the visible hands and item, the middle records the supported transition through the scene, and the ending preserves the settled pose and the visible, middle, and far geometry. Screen-left, center, and screen-right relations are viewer-relative, while cropped or occluded details remain unspecified.",
"environment_description": "The player walks toward the stone steps at the end of the wooden path.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:04.062",
"end_time": "00:04.344",
"action_description": "<Action1><|Subject1|> finishes inspecting the butterfly knife, returning it to a steady ready hold. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward along the wooden path."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains steady, facing forward."
}
]
}
]
}
}中文{
"perspective_view": "第一人称",
"Style": "游戏,第一人称战术射击玩法",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "由玩家操控的 CS2 特工",
"subject_attribute": "The player is on the CT side. At the first frame, Subject1 holds a cyan-and-green butterfly knife in both hands, wearing blue patterned hand wraps, standing on an asphalt street facing a yellow truck The screen anchor is not identified. The confirmed opening viewpoint is first-person."
}
],
"environment_detail": {
"map_name": "de_overpass",
"description": "片段发生在 de_overpass 一处阳光充足的室外城区。开场视角越过一条宽阔的沥青道路,路面有白色车道线、轨道以及一个橙色圆形禁止停车标记。开场画面中,一辆大型黄色半挂卡车车头位于屏幕左侧;画面中央偏右堆放着一摞大型木箱,后方还有一个绿色金属集装箱。观察者屏幕右侧可见一处由铸铁围栏和石材构成的 Biergarten 大门入口,其上方带有拱形标牌。玩家向前行进后,宽阔道路转为更狭窄的人行通道:一侧是由横向木板组成的高大木栅栏,另一侧是带铁艺围栏的石门柱和一根灯柱。整个片段的背景都有红瓦屋顶的欧式公寓楼、绿色树木和架空电线。光照为明亮的正午阳光,在所有表面投下边缘清晰的阴影。",
"area_or_callout": "Overpass 街道区域,靠近 Biergarten 大门入口,并过渡到木栅栏走廊",
"opening_view": "以站立视线高度面向前方,越过宽阔的沥青道路;黄色卡车车头位于观察者屏幕左侧,木箱堆位于画面中央偏右,Biergarten 拱门位于最右侧",
"layout_and_sightlines": "开场是宽阔道路,可沿道路远望至背景建筑;玩家经过 Biergarten 大门并进入木栅栏走廊后,道路明显变窄,视线缩短为木栅栏和石柱之间的一条短距离前向通道",
"surfaces_and_materials": "带白色车道标线和嵌入式轨道的灰色沥青路面;橙色路面喷涂标记;由横向木板组成的木栅栏;带铸铁围栏的石门柱;走廊脚下的木栈道板;背景中的混凝土围墙",
"props_and_interactables": "大型黄色半挂卡车车头(静止在道路的屏幕左侧);一摞大型木箱及其后方的绿色金属集装箱;Biergarten 拱形标牌和铁门;安装在观察者屏幕右侧石门柱上的绿色信息牌或告示牌;沿观察者屏幕右侧路边排列的红白相间隔离柱;安装在走廊石柱上的灯架",
"lighting_and_visibility": "明亮的正午阳光,蓝天中有零散云朵;卡车、木箱、栅栏和石柱都投下边缘清晰的阴影;没有人工照明;全程视野清楚,没有烟雾、闪光或其他遮挡效果",
"persistent_world_effects": "未观察到持续性世界效果"
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "At the start, Subject1 stands on the asphalt street holding a cyan-and-green butterfly knife. As the view progresses, Subject1 moves forward, passing a yellow truck on the viewer's screen-left. By the end, Subject1 begins to inspect the knife, flipping it in their hands while the camera tilts up and pans toward the viewer's screen-left. As the view advances, the player moves forward along the street, passing the yellow truck on the viewer's screen-left. The player-controlled interaction progresses as <|Subject1|> begins inspecting the held butterfly knife, flipping and spinning it. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred. The player movement progression is <|Subject1|> moves forward toward the viewer's screen-right, then moves forward. The first-person camera progression is The player-controlled agent's first-person view tilts up in the viewer's screen orientation, then turns toward the viewer's screen-left (fixed scene features drift toward screen-right when visible). By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player moves forward along the street, passing the yellow truck on the viewer's screen-left.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:00.359",
"end_time": "00:01.062",
"action_description": "<Action1><|Subject1|> begins inspecting the held butterfly knife, flipping and spinning it. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward and slightly right along the street moves forward-right, then moves forward."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-left and tilts up, shifting the background elements."
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "At the start, Subject1 continues moving forward along the street. As the view progresses, the green container on the viewer's screen-left grows closer while the yellow truck disappears from view. By the end, Subject1 continues the knife inspection, spinning it continuously as the camera turns toward the viewer's screen-right. As the view advances, the player continues forward, passing the green container on the viewer's screen-left. The player-controlled interaction progresses as <|Subject1|> continues inspecting the butterfly knife, spinning it in their hands. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view turns toward the viewer's screen-right (fixed scene features drift toward screen-left when visible). By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player continues forward, passing the green container on the viewer's screen-left.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"action_description": "<Action1><|Subject1|> continues inspecting the butterfly knife, spinning it in their hands. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward along the street."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-right, centering the path ahead."
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "At the start, Subject1 approaches the Biergarten archway. As the view progresses, the green container is left behind, and a green sign on the viewer's screen-left becomes visible. By the end, Subject1 continues the knife inspection while turning toward the viewer's screen-right toward the entrance. As the view advances, the player approaches and turns toward the viewer's screen-right toward the Biergarten entrance. The player-controlled interaction progresses as <|Subject1|> continues inspecting the butterfly knife, flipping it between their fingers. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view turns toward the viewer's screen-right (fixed scene features drift toward screen-left when visible). By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player approaches and turns toward the viewer's screen-right toward the Biergarten entrance.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"action_description": "<Action1><|Subject1|> continues inspecting the butterfly knife, flipping it between their fingers. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward and turns right toward the entrance."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-right to face the Biergarten entrance."
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "At the start, Subject1 enters the Biergarten archway. As the view progresses, they walk down a wooden-planked path lined with wooden fences. By the end, Subject1 continues the knife inspection as the camera turns toward the viewer's screen-right. As the view advances, the player enters the Biergarten, walking down the wooden path. The player-controlled interaction progresses as <|Subject1|> continues inspecting the butterfly knife, performing the final spins. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view turns toward the viewer's screen-right (fixed scene features drift toward screen-left when visible). By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory. The resulting account remains chronological: the opening foreground establishes the visible hands and item, the middle records the supported transition through the scene, and the ending preserves the settled pose and the visible, middle, and far geometry. Screen-left, center, and screen-right relations are viewer-relative, while cropped or occluded details remain unspecified.",
"environment_description": "The player enters the Biergarten, walking down the wooden path.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"action_description": "<Action1><|Subject1|> continues inspecting the butterfly knife, performing the final spins. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward along the wooden path."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-right, following the path."
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "At the start, Subject1 continues down the wooden path. As the view progresses, a short flight of stone steps comes into view ahead. By the end, Subject1 finishes the knife inspection, holding it in a steady idle grip while moving forward. As the view advances, the player walks toward the stone steps at the end of the wooden path. The player-controlled interaction progresses as <|Subject1|> finishes inspecting the butterfly knife, returning it to a steady ready hold. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory. The resulting account remains chronological: the opening foreground establishes the visible hands and item, the middle records the supported transition through the scene, and the ending preserves the settled pose and the visible, middle, and far geometry. Screen-left, center, and screen-right relations are viewer-relative, while cropped or occluded details remain unspecified.",
"environment_description": "The player walks toward the stone steps at the end of the wooden path.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:04.062",
"end_time": "00:04.344",
"action_description": "<Action1><|Subject1|> finishes inspecting the butterfly knife, returning it to a steady ready hold. The visible sequence starts from the ready hold, uses the manipulating hand to rotate or flip the Butterfly Knife so its shape and finish face the camera, keeps the supporting hand where visible, and settles back toward the ready orientation; hidden finger mechanics are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward along the wooden path."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains steady, facing forward."
}
]
}
]
} |
Case 3 · opencs2-reload-stationary-m2392313-de_inferno-r01-p07-f001386--infer-s0042
| 左列 / Left | 右列 / Right |
|---|---|
两轮结果 / Two-round result首帧冻结全局字段,第二轮一次性处理五个 chunk。 / First-frame global baseline; all five chunks in the second turn. English{
"metadata": {
"schema_version": "cs2_v3_chunk_caption_v1",
"game": "Counter-Strike 2",
"clip": {
"sample_id": "opencs2-reload-stationary-m2392313-de_inferno-r01-p07-f001386--infer-s0042",
"map_name": "de_inferno",
"profile": "stationary",
"action_reference": "reload",
"player_side": "CT",
"match_id": "2392313",
"round_id": 1,
"num_frames": 81,
"fps": 16.0,
"duration_seconds": 5.0625,
"width": 832,
"height": 480,
"time_base": "clip_relative",
"conditioning_frame_index": 0,
"content_frame_start": 1,
"content_frame_end_exclusive": 81,
"initial_held_item": "USP-S",
"latent_layout": {
"temporal_stride": 4,
"condition_latent_frames": 1,
"chunk_size_latents": 4,
"num_chunks": 5,
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2,
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130,
194,
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322
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},
"source_fps": 32,
"source_tick_rate": 64,
"source_frame_start": 1386,
"source_frame_end_exclusive": 1547,
"temporal_resampling": {
"mode": null,
"source_span_frame_count": null,
"source_span_tick_count": null,
"speedup_ratio": null
}
},
"chunks": [
{
"chunk_index": 0,
"latent_indices": [
1,
2,
3,
4
],
"support_tick_offsets": [
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],
"start_frame": 1,
"end_frame_exclusive": 17,
"start_seconds": 0.0625,
"end_seconds": 1.0625,
"start_time": "00:00.062",
"end_time": "00:01.062",
"phase": "mixed",
"description_en": "The local environment remains mostly stable, framed by the stone wall on the viewer's screen-left and the street extending forward. The player's rapid side-to-side strafing causes the immediate left-hand cover to shift slightly in and out of the screen, while the distant red building, Italian flag, and cobblestone street remain clearly visible under bright daylight, with no other players appearing.",
"actions_present": [],
"movement": "left, then right, then left, then right, then left",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 1,
"latent_indices": [
5,
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7,
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],
"support_tick_offsets": [
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"start_frame": 17,
"end_frame_exclusive": 33,
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"end_seconds": 2.0625,
"start_time": "00:01.062",
"end_time": "00:02.062",
"phase": "mixed",
"description_en": "The environment is dynamically shifted by the player's continued jiggle-peeking. The stone wall on the viewer's screen-left repeatedly covers and uncovers the screen-left side of the view, while the central street, red building, and distant stone structures remain brightly lit and unchanged. No new props or players enter the scene during this interval, maintaining the established sightlines.",
"actions_present": [],
"movement": "left, then right, then left, then right, then left",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 2,
"latent_indices": [
9,
10,
11,
12
],
"support_tick_offsets": [
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"start_frame": 33,
"end_frame_exclusive": 49,
"start_seconds": 2.0625,
"end_seconds": 3.0625,
"start_time": "00:02.062",
"end_time": "00:03.062",
"phase": "mixed",
"description_en": "The local environment is partially obscured by the prominent reload animation in the foreground. The player's movement causes the left-hand stone wall to shift slightly, while the red building and cobblestone street remain brightly illuminated in the background. The overall layout and sightlines remain stable, with no other players visible in the area.",
"actions_present": [
"context_00",
"target"
],
"movement": "left, then right, then left, then right, then still, then right",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 3,
"latent_indices": [
13,
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16
],
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"start_frame": 49,
"end_frame_exclusive": 65,
"start_seconds": 3.0625,
"end_seconds": 4.0625,
"start_time": "00:03.062",
"end_time": "00:04.062",
"phase": "mixed",
"description_en": "The background environment remains stable and brightly lit, while the foreground is dominated by the completion of the reload animation. The left-hand stone wall shifts slightly due to the player's minor strafing movements. The red building, Italian flag, and distant stone structures remain unchanged, with no new visual elements or players entering the scene during this time.",
"actions_present": [
"context_00",
"target"
],
"movement": "right, then left, then right, then still, then right, then left, then right, then still, then right",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 4,
"latent_indices": [
17,
18,
19,
20
],
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"start_frame": 65,
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"end_seconds": 5.0625,
"start_time": "00:04.062",
"end_time": "00:05.062",
"phase": "mixed",
"description_en": "The environment returns to its initial state as the reload animation finishes. The player's continued jiggle-peeking causes the left-hand stone wall to shift horizontally, while the street and buildings remain stable and brightly lit. No other players or persistent world effects are observed, leaving the sightlines clear and the layout unchanged.",
"actions_present": [
"context_00",
"target"
],
"movement": "right, then left, then right, then still, then right, then left",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
}
],
"action_timeline": [
{
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"type": "weapon_reload",
"subtype": "reload",
"weapon": "USP-S",
"from_weapon": null,
"to_weapon": null,
"start_seconds": 2.078,
"end_seconds": 4.25,
"start_time": "00:02.078",
"end_time": "00:04.250",
"is_target": true,
"end_reason": "state_change",
"confidence": "high",
"source_segment_id": "s0020",
"time_base": "clip_relative",
"begins_before_clip": false,
"continues_after_clip": false,
"source": "DEM:events.csv"
},
{
"event_id": "target",
"type": "reload",
"subtype": "reload",
"weapon": "USP-S",
"from_weapon": null,
"to_weapon": null,
"start_seconds": 2.0781,
"end_seconds": 4.25,
"start_time": "00:02.078",
"end_time": "00:04.250",
"is_target": true,
"time_base": "clip_relative",
"begins_before_clip": false,
"continues_after_clip": false,
"confidence": "high",
"end_reason": null,
"source_segment_id": "reload-m2392313-de_inferno-r01-p07-t33694-33833",
"source_segment_ids": [
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"s0020"
],
"matched_event_segment_ids": [
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],
"start_tick_offset": 133,
"end_tick_offset": 272,
"duration_seconds": 2.171875,
"source": "DEM"
}
],
"control_timeline": [
{
"type": "movement",
"movement": "left strafe",
"start_seconds": 0.0156,
"end_seconds": 0.25,
"start_time": "00:00.016",
"end_time": "00:00.250",
"time_base": "clip_relative",
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},
{
"type": "movement",
"movement": "right strafe",
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"end_seconds": 0.4844,
"start_time": "00:00.266",
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},
{
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"movement": "left strafe",
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"end_seconds": 0.7656,
"start_time": "00:00.516",
"end_time": "00:00.766",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "right strafe",
"start_seconds": 0.7812,
"end_seconds": 1.0156,
"start_time": "00:00.781",
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"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "left strafe",
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"end_seconds": 1.2656,
"start_time": "00:01.031",
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},
{
"type": "movement",
"movement": "right strafe",
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"end_seconds": 1.4844,
"start_time": "00:01.266",
"end_time": "00:01.484",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "left strafe",
"start_seconds": 1.5,
"end_seconds": 1.7188,
"start_time": "00:01.500",
"end_time": "00:01.719",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "right strafe",
"start_seconds": 1.7344,
"end_seconds": 1.9688,
"start_time": "00:01.734",
"end_time": "00:01.969",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "left strafe",
"start_seconds": 1.9844,
"end_seconds": 2.2344,
"start_time": "00:01.984",
"end_time": "00:02.234",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "right strafe",
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"end_seconds": 2.4844,
"start_time": "00:02.234",
"end_time": "00:02.484",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "left strafe",
"start_seconds": 2.5,
"end_seconds": 2.7344,
"start_time": "00:02.500",
"end_time": "00:02.734",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "right strafe",
"start_seconds": 2.75,
"end_seconds": 2.8281,
"start_time": "00:02.750",
"end_time": "00:02.828",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "still",
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"end_seconds": 2.9062,
"start_time": "00:02.828",
"end_time": "00:02.906",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "right strafe",
"start_seconds": 2.9062,
"end_seconds": 3.0781,
"start_time": "00:02.906",
"end_time": "00:03.078",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "left strafe",
"start_seconds": 3.1094,
"end_seconds": 3.3125,
"start_time": "00:03.109",
"end_time": "00:03.312",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "right strafe",
"start_seconds": 3.3438,
"end_seconds": 3.4062,
"start_time": "00:03.344",
"end_time": "00:03.406",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "still",
"start_seconds": 3.4062,
"end_seconds": 3.4844,
"start_time": "00:03.406",
"end_time": "00:03.484",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "right strafe",
"start_seconds": 3.4844,
"end_seconds": 3.6406,
"start_time": "00:03.484",
"end_time": "00:03.641",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "left strafe",
"start_seconds": 3.6562,
"end_seconds": 3.8906,
"start_time": "00:03.656",
"end_time": "00:03.891",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "right strafe",
"start_seconds": 3.8906,
"end_seconds": 3.9688,
"start_time": "00:03.891",
"end_time": "00:03.969",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "still",
"start_seconds": 3.9688,
"end_seconds": 4.0469,
"start_time": "00:03.969",
"end_time": "00:04.047",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "right strafe",
"start_seconds": 4.0469,
"end_seconds": 4.2188,
"start_time": "00:04.047",
"end_time": "00:04.219",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "left strafe",
"start_seconds": 4.2344,
"end_seconds": 4.4688,
"start_time": "00:04.234",
"end_time": "00:04.469",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "right strafe",
"start_seconds": 4.4688,
"end_seconds": 4.5469,
"start_time": "00:04.469",
"end_time": "00:04.547",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "still",
"start_seconds": 4.5469,
"end_seconds": 4.6406,
"start_time": "00:04.547",
"end_time": "00:04.641",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "right strafe",
"start_seconds": 4.6406,
"end_seconds": 4.7812,
"start_time": "00:04.641",
"end_time": "00:04.781",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "left strafe",
"start_seconds": 4.8125,
"end_seconds": 5.0312,
"start_time": "00:04.812",
"end_time": "00:05.031",
"time_base": "clip_relative",
"source": "DEM:ticks"
}
],
"weapon_timeline": [
{
"item": "USP-S",
"role": "held_item",
"start_seconds": 2.078,
"end_seconds": 4.25,
"start_time": "00:02.078",
"end_time": "00:04.250",
"source_event_id": "context_00",
"source": "DEM:events.csv",
"time_base": "clip_relative"
},
{
"item": "USP-S",
"role": "held_item",
"start_seconds": 2.0781,
"end_seconds": 4.25,
"start_time": "00:02.078",
"end_time": "00:04.250",
"source_event_id": "target",
"source": "DEM",
"time_base": "clip_relative"
}
],
"final_held_item": "USP-S",
"flags": []
},
"english_json": {
"perspective_view": "first-person",
"Style": "video game, first-person tactical shooter gameplay",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "player-controlled CS2 agent",
"subject_attribute": "The player is holding a USP-S pistol with a silencer attached, wearing dark blue tactical sleeves and black gloves."
}
],
"environment_detail": {
"map_name": "de_inferno",
"description": "An outdoor street scene in an Italian-style town. On the left, a stone wall and wooden pillar frame the view. In the center-right, there is a red-painted building with a partially open metal shutter garage door, an Italian flag on top, and a large orange letter 'A' painted on a concrete block. To the right, a taller stone building with shuttered windows and flower pots is visible. A cobblestone street runs between the buildings.",
"area_or_callout": "A Site / Top Mid / Boiler area",
"opening_view": "The camera is positioned behind a corner on the left, looking down the street towards the A site and the Boiler building.",
"layout_and_sightlines": "A narrow street lane extends forward, curving slightly to the right. A corner on the immediate left provides cover. The open garage door of the red building and the alleyway to its right create potential sightlines and angles of engagement.",
"surfaces_and_materials": "The ground is paved with grey cobblestones and dirt patches. The buildings feature stucco walls (some painted red, others off-white), rough stone blocks, wooden beams, and metal shutters.",
"props_and_interactables": "An Italian flag on a small pole, flower pots hanging on the walls, wooden pallets leaning against the stone building, and a black trash bag on the street.",
"lighting_and_visibility": "Bright, direct daylight casting soft shadows. The sky is clear and blue, providing excellent visibility across the street.",
"persistent_world_effects": "None observed."
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "At the start, <|Subject1|> is positioned behind a stone corner on the viewer's screen-left, holding a silenced USP-S pistol in the right hand. The weapon is held in a stable ready position, anchored in the lower screen-right quadrant of the screen, with the dark blue tactical sleeve and black glove clearly visible. As the view progresses, <|Subject1|> performs rapid side-to-side jiggle-peeking movements, strafing toward the viewer's screen-left to peek slightly around the corner and then quickly strafing toward the viewer's screen-right back into cover. The stone wall on the viewer's screen-left and the wooden pillar shift horizontally across the screen-left side of the screen as the player's position changes. In the background, the red building with the open garage door, the Italian flag, and the orange letter 'A' remains visible, bathed in bright daylight. The cobblestone street stretches forward, and the taller stone building on the viewer's screen-right remains static. By the end of this interval, <|Subject1|> completes several quick strafes, maintaining a steady forward-facing view down the street without tilting or zooming, keeping the pistol ready for any potential targets that might appear from the A site or the alleyway. The lighting remains bright and consistent, casting soft shadows on the ground. The player's stance is upright, and the camera height is at eye level, providing a clear line of sight down the cobblestone path.",
"environment_description": "The local environment remains mostly stable, framed by the stone wall on the viewer's screen-left and the street extending forward. The player's rapid side-to-side strafing causes the immediate left-hand cover to shift slightly in and out of the screen, while the distant red building, Italian flag, and cobblestone street remain clearly visible under bright daylight, with no other players appearing.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> repeatedly moves left and right behind the corner, jiggle-peeking to gather information while maintaining cover behind the stone wall on the viewer's screen-left. The rapid side-to-side movement causes the nearby geometry to shift horizontally across the screen."
}
],
"camera_description": [
{
"camera_description": "The camera does not turn or tilt, maintaining a constant perspective of the environment."
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "At the start, <|Subject1|> continues the jiggle-peeking pattern behind the stone corner on the viewer's screen-left. The silenced USP-S pistol remains held firmly in the right hand, anchored in the lower screen-right corner of the screen, with the black glove and blue sleeve visible. As the view progresses, <|Subject1|> executes another series of quick strafes toward the viewer's screen-left and then toward the viewer's screen-right, briefly exposing a wider view of the cobblestone street and the red building before retreating behind the stone wall. The wooden pillar on the screen-left edge of the screen moves back and forth horizontally in response to the player's movement. The bright daylight illuminates the scene, casting soft shadows on the cobblestones. The taller stone building on the viewer's screen-right and the open garage door of the red building remain clear and unobstructed. By the end of this interval, <|Subject1|> stabilizes their position slightly behind the corner, keeping the weapon raised and ready, with the camera maintaining a constant forward-facing angle. The cobblestone street is clear of any other players, and the hanging flower pots on the stone building remain static. The overall lighting is bright and clear, ensuring excellent visibility across the entire area.",
"environment_description": "The environment is dynamically shifted by the player's continued jiggle-peeking. The stone wall on the viewer's screen-left repeatedly covers and uncovers the screen-left side of the view, while the central street, red building, and distant stone structures remain brightly lit and unchanged. No new props or players enter the scene during this interval, maintaining the established sightlines.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> continues to moves left and right behind the corner, jiggling back and forth to maintain a defensive posture behind the stone wall. This continuous lateral movement keeps the player active while monitoring the street ahead."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains centered and steady, looking directly down the street with no horizontal turns, vertical tilts, or zoom adjustments. The perspective is held constant, ensuring a clear and uninterrupted line of sight toward the A site."
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "At the start, <|Subject1|> is jiggling behind the corner when the reload sequence begins. The left hand, wearing a black glove, moves into the screen to grasp the magazine of the USP-S pistol. As the view progresses, <|Subject1|> pulls the empty magazine down and out of the pistol grip, while the right hand tilts the weapon upward and slightly to the viewer's screen-left, exposing the open magwell. During this animation, <|Subject1|> continues to strafe toward the viewer's screen-left and toward the viewer's screen-right, causing the stone wall on the viewer's screen-left to shift horizontally across the screen. The background elements, including the red building with the Italian flag and the cobblestone street, remain visible but are partially occluded by the active reload animation in the foreground. By the end of this interval, the empty magazine has been removed, and the left hand is preparing to insert a fresh magazine, with the camera remaining focused forward. The player's stance is upright, and the view remains steady without any vertical tilts or zoom adjustments, keeping the focus on the reload process. The bright daylight continues to illuminate the scene, casting soft shadows from the buildings onto the cobblestone street. The wooden pallets leaning against the stone building on the viewer's screen-right remain undisturbed, and no other players are visible in the area.",
"environment_description": "The local environment is partially obscured by the prominent reload animation in the foreground. The player's movement causes the left-hand stone wall to shift slightly, while the red building and cobblestone street remain brightly illuminated in the background. The overall layout and sightlines remain stable, with no other players visible in the area.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:02.078",
"end_time": "00:03.062",
"action_description": "<Action1><|Subject1|> begins reloading the USP-S pistol. The left hand, wearing a black glove, reaches up to grab the empty magazine from the magwell, pulling it downward and out of the weapon. Meanwhile, the right hand tilts the pistol upward and slightly to the viewer's screen-left to facilitate the reload, exposing the open magwell in the center of the screen.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves left and right, then briefly stands still before moving right, maintaining a jiggling movement pattern while initiating the reload. The movement is controlled to keep the player partially covered by the stone wall on the viewer's screen-left."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains steady and pointed forward, with no significant yaw or pitch changes, keeping the focus on the street ahead. The camera does not turn or tilt, allowing the player to monitor the lane while the reload animation plays."
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "At the start, the reload animation is in its middle phase. The left hand, wearing a black glove, brings a fresh magazine up to the bottom of the USP-S pistol grip. As the view progresses, <|Subject1|> inserts the magazine into the magwell and pushes it firmly until it clicks into place. The right hand holds the pistol tilted upward and slightly toward the viewer's screen-left during this process. <|Subject1|> continues to perform minor strafes toward the viewer's screen-left and then toward the viewer's screen-right, causing the stone wall on the viewer's screen-left to shift slightly back and forth. The red building, the Italian flag, and the cobblestone street remain clearly visible in the background under the bright daylight. By the end of this interval, the magazine is fully inserted, and the left hand begins to retreat from the weapon as the pistol starts to return to its standard holding position. The player's stance remains upright, and the camera does not turn, tilt, or zoom, maintaining a steady forward-facing view down the street. The surrounding environment, including the shuttered windows of the taller stone building and the hanging flower pots, remains static and unchanged. The lighting is bright and consistent, ensuring that the details of both the weapon and the background are clearly visible.",
"environment_description": "The background environment remains stable and brightly lit, while the foreground is dominated by the completion of the reload animation. The left-hand stone wall shifts slightly due to the player's minor strafing movements. The red building, Italian flag, and distant stone structures remain unchanged, with no new visual elements or players entering the scene during this time.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"action_description": "<Action1><|Subject1|> continues reloading the USP-S pistol. The left hand, wearing a black glove, brings a fresh magazine up to the bottom of the pistol grip, inserts it into the magwell, and firmly pushes it home until it clicks into place. The right hand holds the tilted pistol steady in the center of the screen during this process.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> continues to jiggle-moves left and right with brief pauses, maintaining a defensive position behind the corner while completing the reload. The lateral movement causes the stone wall on the viewer's screen-left to shift back and forth in the screen moves right, then moves left, then moves right, then stays still, then moves right, then moves left, then moves right, then stays still, then moves right."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains steady and centered on the street ahead, with no horizontal or vertical camera rotations. The camera does not turn, tilt, or zoom, keeping the perspective fixed on the distant red building and cobblestone path."
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "At the start, the reload sequence is finalized as the left hand releases the USP-S pistol and moves completely out of the screen. The right hand lowers the silenced pistol back to its default ready position in the lower screen-right quadrant of the screen. As the view progresses, <|Subject1|> resumes the active jiggle-peeking pattern, strafing toward the viewer's screen-left to peek around the stone corner and then strafing toward the viewer's screen-right back into cover. The stone wall and wooden pillar on the viewer's screen-left shift horizontally across the screen in response to these movements. The red building with the Italian flag, the open garage door, and the cobblestone street remain clearly visible and brightly lit. By the end of this interval, <|Subject1|> is holding the fully reloaded pistol in a stable ready stance, prepared to engage any targets down the street. The player's stance is upright, and the camera remains steady and focused forward, with no horizontal, vertical, or zoom adjustments. The cobblestone street is clear, and the shadows cast by the buildings remain soft and stable. The overall scene is quiet, with no other players or persistent world effects visible in the area, maintaining the initial layout and sightlines.",
"environment_description": "The environment returns to its initial state as the reload animation finishes. The player's continued jiggle-peeking causes the left-hand stone wall to shift horizontally, while the street and buildings remain stable and brightly lit. No other players or persistent world effects are observed, leaving the sightlines clear and the layout unchanged.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:04.062",
"end_time": "00:04.250",
"action_description": "<Action1><|Subject1|> completes the reload of the USP-S pistol. The left hand, wearing a black glove, releases the weapon and moves completely out of the screen. The right hand then lowers the silenced pistol back into its stable, ready-to-fire holding position in the lower screen-right quadrant of the screen, ready for immediate use.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> continues to moves left and right behind the corner, jiggling back and forth to maintain cover while holding the fully reloaded pistol. The player remains active behind the stone wall, ready to react to any threats moves right, then moves left, then moves right, then stays still, then moves right, then moves left."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains steady and focused forward down the street, with no horizontal, vertical, or zoom adjustments. The camera maintains a constant forward-facing angle, keeping the aligned with the potential engagement zones."
}
]
}
]
}
}中文{
"perspective_view": "第一人称",
"Style": "游戏,第一人称战术射击玩法",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "由玩家操控的 CS2 特工",
"subject_attribute": "The player is holding a USP-S pistol with a silencer attached, wearing dark blue tactical sleeves and black gloves."
}
],
"environment_detail": {
"map_name": "de_inferno",
"description": "de_inferno 上阳光照耀的意大利村庄庭院。铺着鹅卵石和沙土的广场两侧是老旧石墙和灰泥建筑。画面中央偏右是一栋红色建筑,外缘有大型石块装饰,正面有金属卷帘车库门和橙色喷涂字母 A。左侧近景是一根高大的混凝土或石柱,部分遮挡视野;柱后可见沙橙色灰泥墙。红楼附近拱门下有木箱或道具,二层有阳台窗,外墙上方悬着意大利国旗。最右侧是一栋带绿色百叶窗的黄色灰泥建筑。天空晴朗湛蓝,正值白天强光。",
"area_or_callout": "A 点进攻区域,可能是 de_inferno 的 Apartments 或 Top of Mid / A Site 附近;红楼上的 A 喷字和典型建筑风格支持这一判断。",
"opening_view": "镜头大致朝北偏东北,面向开放广场和 A 点红楼。大型石柱占据左前景,柱子右侧的视线横跨庭院,指向车库门和 A 点建筑立面。",
"layout_and_sightlines": "近处石柱主导左侧并提供硬掩体。柱后视线斜穿中距离开放广场,指向红楼车库门和拱门,木箱位于拱门附近的中景。右侧沿黄色建筑形成较窄通道。景深至少延伸到两栋建筑的距离,红楼二层窗是可见的高处位置。",
"surfaces_and_materials": "地面是沙土、鹅卵石和积尘混凝土。左前景石柱为略有风化的灰色混凝土或石材;左后方墙面是温暖沙橙色灰泥。中央红楼由粗糙红色石块和灰色石材边框构成,带波纹金属卷帘门。右侧建筑为浅黄色灰泥和绿色木窗板,檐口有陶土色装饰。",
"props_and_interactables": "红楼拱门附近中景可见木箱或箱子堆,红楼檐口可能放有花盆或种植箱,红楼上的金属卷帘门处于关闭状态。",
"lighting_and_visibility": "强烈的正午阳光从上方略偏右照射,广场和建筑立面明亮温暖。左前景石柱向镜头方向投下阴影,拱门下的阴影区域与阳光面形成高反差。庭院中没有雾或黑暗,远处清楚可见。",
"persistent_world_effects": "未观察到持续性世界效果。"
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "At the start, <|Subject1|> is positioned behind a stone corner on the viewer's screen-left, holding a silenced USP-S pistol in the right hand. The weapon is held in a stable ready position, anchored in the lower screen-right quadrant of the screen, with the dark blue tactical sleeve and black glove clearly visible. As the view progresses, <|Subject1|> performs rapid side-to-side jiggle-peeking movements, strafing toward the viewer's screen-left to peek slightly around the corner and then quickly strafing toward the viewer's screen-right back into cover. The stone wall on the viewer's screen-left and the wooden pillar shift horizontally across the screen-left side of the screen as the player's position changes. In the background, the red building with the open garage door, the Italian flag, and the orange letter 'A' remains visible, bathed in bright daylight. The cobblestone street stretches forward, and the taller stone building on the viewer's screen-right remains static. By the end of this interval, <|Subject1|> completes several quick strafes, maintaining a steady forward-facing view down the street without tilting or zooming, keeping the pistol ready for any potential targets that might appear from the A site or the alleyway. The lighting remains bright and consistent, casting soft shadows on the ground. The player's stance is upright, and the camera height is at eye level, providing a clear line of sight down the cobblestone path.",
"environment_description": "The local environment remains mostly stable, framed by the stone wall on the viewer's screen-left and the street extending forward. The player's rapid side-to-side strafing causes the immediate left-hand cover to shift slightly in and out of the screen, while the distant red building, Italian flag, and cobblestone street remain clearly visible under bright daylight, with no other players appearing.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> repeatedly moves left and right behind the corner, jiggle-peeking to gather information while maintaining cover behind the stone wall on the viewer's screen-left. The rapid side-to-side movement causes the nearby geometry to shift horizontally across the screen."
}
],
"camera_description": [
{
"camera_description": "The camera does not turn or tilt, maintaining a constant perspective of the environment."
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "At the start, <|Subject1|> continues the jiggle-peeking pattern behind the stone corner on the viewer's screen-left. The silenced USP-S pistol remains held firmly in the right hand, anchored in the lower screen-right corner of the screen, with the black glove and blue sleeve visible. As the view progresses, <|Subject1|> executes another series of quick strafes toward the viewer's screen-left and then toward the viewer's screen-right, briefly exposing a wider view of the cobblestone street and the red building before retreating behind the stone wall. The wooden pillar on the screen-left edge of the screen moves back and forth horizontally in response to the player's movement. The bright daylight illuminates the scene, casting soft shadows on the cobblestones. The taller stone building on the viewer's screen-right and the open garage door of the red building remain clear and unobstructed. By the end of this interval, <|Subject1|> stabilizes their position slightly behind the corner, keeping the weapon raised and ready, with the camera maintaining a constant forward-facing angle. The cobblestone street is clear of any other players, and the hanging flower pots on the stone building remain static. The overall lighting is bright and clear, ensuring excellent visibility across the entire area.",
"environment_description": "The environment is dynamically shifted by the player's continued jiggle-peeking. The stone wall on the viewer's screen-left repeatedly covers and uncovers the screen-left side of the view, while the central street, red building, and distant stone structures remain brightly lit and unchanged. No new props or players enter the scene during this interval, maintaining the established sightlines.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> continues to moves left and right behind the corner, jiggling back and forth to maintain a defensive posture behind the stone wall. This continuous lateral movement keeps the player active while monitoring the street ahead."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains centered and steady, looking directly down the street with no horizontal turns, vertical tilts, or zoom adjustments. The perspective is held constant, ensuring a clear and uninterrupted line of sight toward the A site."
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "At the start, <|Subject1|> is jiggling behind the corner when the reload sequence begins. The left hand, wearing a black glove, moves into the screen to grasp the magazine of the USP-S pistol. As the view progresses, <|Subject1|> pulls the empty magazine down and out of the pistol grip, while the right hand tilts the weapon upward and slightly to the viewer's screen-left, exposing the open magwell. During this animation, <|Subject1|> continues to strafe toward the viewer's screen-left and toward the viewer's screen-right, causing the stone wall on the viewer's screen-left to shift horizontally across the screen. The background elements, including the red building with the Italian flag and the cobblestone street, remain visible but are partially occluded by the active reload animation in the foreground. By the end of this interval, the empty magazine has been removed, and the left hand is preparing to insert a fresh magazine, with the camera remaining focused forward. The player's stance is upright, and the view remains steady without any vertical tilts or zoom adjustments, keeping the focus on the reload process. The bright daylight continues to illuminate the scene, casting soft shadows from the buildings onto the cobblestone street. The wooden pallets leaning against the stone building on the viewer's screen-right remain undisturbed, and no other players are visible in the area.",
"environment_description": "The local environment is partially obscured by the prominent reload animation in the foreground. The player's movement causes the left-hand stone wall to shift slightly, while the red building and cobblestone street remain brightly illuminated in the background. The overall layout and sightlines remain stable, with no other players visible in the area.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:02.078",
"end_time": "00:03.062",
"action_description": "<Action1><|Subject1|> begins reloading the USP-S pistol. The left hand, wearing a black glove, reaches up to grab the empty magazine from the magwell, pulling it downward and out of the weapon. Meanwhile, the right hand tilts the pistol upward and slightly to the viewer's screen-left to facilitate the reload, exposing the open magwell in the center of the screen.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves left and right, then briefly stands still before moving right, maintaining a jiggling movement pattern while initiating the reload. The movement is controlled to keep the player partially covered by the stone wall on the viewer's screen-left."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains steady and pointed forward, with no significant yaw or pitch changes, keeping the focus on the street ahead. The camera does not turn or tilt, allowing the player to monitor the lane while the reload animation plays."
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "At the start, the reload animation is in its middle phase. The left hand, wearing a black glove, brings a fresh magazine up to the bottom of the USP-S pistol grip. As the view progresses, <|Subject1|> inserts the magazine into the magwell and pushes it firmly until it clicks into place. The right hand holds the pistol tilted upward and slightly toward the viewer's screen-left during this process. <|Subject1|> continues to perform minor strafes toward the viewer's screen-left and then toward the viewer's screen-right, causing the stone wall on the viewer's screen-left to shift slightly back and forth. The red building, the Italian flag, and the cobblestone street remain clearly visible in the background under the bright daylight. By the end of this interval, the magazine is fully inserted, and the left hand begins to retreat from the weapon as the pistol starts to return to its standard holding position. The player's stance remains upright, and the camera does not turn, tilt, or zoom, maintaining a steady forward-facing view down the street. The surrounding environment, including the shuttered windows of the taller stone building and the hanging flower pots, remains static and unchanged. The lighting is bright and consistent, ensuring that the details of both the weapon and the background are clearly visible.",
"environment_description": "The background environment remains stable and brightly lit, while the foreground is dominated by the completion of the reload animation. The left-hand stone wall shifts slightly due to the player's minor strafing movements. The red building, Italian flag, and distant stone structures remain unchanged, with no new visual elements or players entering the scene during this time.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"action_description": "<Action1><|Subject1|> continues reloading the USP-S pistol. The left hand, wearing a black glove, brings a fresh magazine up to the bottom of the pistol grip, inserts it into the magwell, and firmly pushes it home until it clicks into place. The right hand holds the tilted pistol steady in the center of the screen during this process.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> continues to jiggle-moves left and right with brief pauses, maintaining a defensive position behind the corner while completing the reload. The lateral movement causes the stone wall on the viewer's screen-left to shift back and forth in the screen moves right, then moves left, then moves right, then stays still, then moves right, then moves left, then moves right, then stays still, then moves right."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains steady and centered on the street ahead, with no horizontal or vertical camera rotations. The camera does not turn, tilt, or zoom, keeping the perspective fixed on the distant red building and cobblestone path."
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "At the start, the reload sequence is finalized as the left hand releases the USP-S pistol and moves completely out of the screen. The right hand lowers the silenced pistol back to its default ready position in the lower screen-right quadrant of the screen. As the view progresses, <|Subject1|> resumes the active jiggle-peeking pattern, strafing toward the viewer's screen-left to peek around the stone corner and then strafing toward the viewer's screen-right back into cover. The stone wall and wooden pillar on the viewer's screen-left shift horizontally across the screen in response to these movements. The red building with the Italian flag, the open garage door, and the cobblestone street remain clearly visible and brightly lit. By the end of this interval, <|Subject1|> is holding the fully reloaded pistol in a stable ready stance, prepared to engage any targets down the street. The player's stance is upright, and the camera remains steady and focused forward, with no horizontal, vertical, or zoom adjustments. The cobblestone street is clear, and the shadows cast by the buildings remain soft and stable. The overall scene is quiet, with no other players or persistent world effects visible in the area, maintaining the initial layout and sightlines.",
"environment_description": "The environment returns to its initial state as the reload animation finishes. The player's continued jiggle-peeking causes the left-hand stone wall to shift horizontally, while the street and buildings remain stable and brightly lit. No other players or persistent world effects are observed, leaving the sightlines clear and the layout unchanged.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:04.062",
"end_time": "00:04.250",
"action_description": "<Action1><|Subject1|> completes the reload of the USP-S pistol. The left hand, wearing a black glove, releases the weapon and moves completely out of the screen. The right hand then lowers the silenced pistol back into its stable, ready-to-fire holding position in the lower screen-right quadrant of the screen, ready for immediate use.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> continues to moves left and right behind the corner, jiggling back and forth to maintain cover while holding the fully reloaded pistol. The player remains active behind the stone wall, ready to react to any threats moves right, then moves left, then moves right, then stays still, then moves right, then moves left."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains steady and focused forward down the street, with no horizontal, vertical, or zoom adjustments. The camera maintains a constant forward-facing angle, keeping the aligned with the potential engagement zones."
}
]
}
]
} |
七轮结果 / Seven-round result首帧后逐个 chunk 建草稿,最后一轮汇总。 / One chunk draft per turn, then a final history summary. English{
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}
],
"weapon_timeline": [
{
"item": "USP-S",
"role": "held_item",
"start_seconds": 2.078,
"end_seconds": 4.25,
"start_time": "00:02.078",
"end_time": "00:04.250",
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},
{
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"time_base": "clip_relative"
}
],
"final_held_item": "USP-S",
"flags": []
},
"english_json": {
"perspective_view": "first-person",
"Style": "video game, first-person tactical shooter gameplay",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "player-controlled CS2 agent",
"subject_attribute": "The player is on the CT side. At the first frame, the player is holding a silenced USP-S pistol in their right hand, wearing a dark glove, positioned behind a stone wall corner looking towards a street corner The opening stance is not identified. The confirmed opening viewpoint is first-person."
}
],
"environment_detail": {
"map_name": "de_inferno",
"description": "An outdoor street corner on de_inferno. On the viewer's screen-left, a stone wall corner and a wooden structure are visible. In the center, a red-walled building features a partially open garage door with a metal grate and an Italian flag on top. To the viewer's screen-right, a stone building stands with a wooden pallet leaning against its wall, and flower pots are hanging on the exterior. The ground is paved with dark asphalt, and the sky above is clear blue. Independently visible player models are described when supported; otherwise no additional player model is visible.",
"area_or_callout": "A Site / Arch area",
"opening_view": "First-person view looking past a stone wall corner towards a red-walled building with a garage door.",
"layout_and_sightlines": "A tight corner sightline looking towards the garage and the street corner.",
"surfaces_and_materials": "Stone walls, wooden structures, paved ground, plaster walls.",
"props_and_interactables": "Wooden pallet, garage door, Italian flag, flower pots.",
"lighting_and_visibility": "Bright daylight with clear visibility and soft shadows.",
"persistent_world_effects": "None visible."
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "At the start of the segment, the player is positioned behind a stone wall corner on the map de_inferno, looking out at a bright outdoor street corner. The first-person viewmodel shows the player's right hand in a dark glove holding a silenced USP-S pistol in the lower screen-right of the screen. In the center of the view, a red-walled building features a partially open garage door with a metal grate and an Italian flag mounted on top. To the viewer's screen-right, a stone building stands with a wooden pallet leaning against its wall, and flower pots are hanging on the exterior. The ground is paved with dark asphalt, and the sky above is clear blue. As the video progresses, the player begins to strafe toward the viewer's screen-left and toward the viewer's screen-right repeatedly behind the stone wall corner, causing the view to shift slightly toward the viewer's screen-left and toward the viewer's screen-right. The stone wall on the viewer's screen-left and the wooden structure nearby partially occlude the view as the player moves. The lighting is bright daylight, casting soft shadows on the ground. By the end of the segment, the player remains in the same general position, maintaining their angle on the street corner with the weapon held ready, and no other players are visible in the area.",
"environment_description": "The player is positioned behind a stone wall corner, looking out at a street corner with a red-walled building and a stone building.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> moves left and right repeatedly behind the stone wall corner."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-left and screen-right, mirroring the player's movement."
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "At the start of the segment, the player continues to stand behind the stone wall corner, looking out at the street corner. The first-person viewmodel shows the player's right hand in a dark glove holding the silenced USP-S pistol in the lower screen-right of the screen. The red-walled building with the garage door and the Italian flag remains in the center of the view, and the stone building with the wooden pallet is on the viewer's screen-right. As the video progresses, the player continues to strafe toward the viewer's screen-left and toward the viewer's screen-right repeatedly behind the stone wall corner, causing the view to shift slightly toward the viewer's screen-left and toward the viewer's screen-right. The stone wall on the viewer's screen-left and the wooden structure nearby continue to partially occlude the view as the player moves. The lighting remains bright daylight, casting soft shadows on the ground. The player's movement is a series of short strafes, keeping them close to the cover of the wall. By the end of the segment, the player maintains their position, keeping their weapon ready and focused on the street corner, and no other players are visible in the area.",
"environment_description": "The player continues to stand behind the stone wall corner, looking out at the street corner.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> continues to moves left and right repeatedly behind the stone wall corner."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-left and screen-right, mirroring the player's movement."
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "At the start of the segment, the player is positioned behind the stone wall corner, looking out at the street corner. The first-person viewmodel shows the player's right hand in a dark glove holding the silenced USP-S pistol. As the video progresses, the player begins to reload the USP-S pistol. The player's left hand enters the view to remove the empty magazine from the pistol, tilting the weapon upward and to the viewer's screen-left. The player continues to strafe toward the viewer's screen-left and toward the viewer's screen-right behind the stone wall corner, causing the view to shift slightly toward the viewer's screen-left and toward the viewer's screen-right. The stone wall on the viewer's screen-left and the wooden structure nearby continue to partially occlude the view as the player moves. The lighting remains bright daylight, casting soft shadows on the ground. The player's movement is a series of short strafes, keeping them close to the cover of the wall. By the end of the segment, the empty magazine has been removed, and the player is in the process of inserting a fresh magazine, with the weapon still tilted upward, and no other players are visible in the area.",
"environment_description": "The player continues to stand behind the stone wall corner, looking out at the street corner.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:02.078",
"end_time": "00:03.062",
"action_description": "<Action1><|Subject1|> begins to reload the USP-S pistol, removing the empty magazine and starting to insert a fresh one. The visible sequence moves from the pre-reload hold through the hand manipulating the USP-S's magazine or charging mechanism, then returns the weapon toward a ready grip; internal steps that are not shown are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> continues to moves left and right repeatedly behind the stone wall corner moves left, then moves right, then moves left, then moves right, then stays still, then moves right."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-left and screen-right, mirroring the player's movement."
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "At the start of the segment, the player is positioned behind the stone wall corner, continuing the reload of the USP-S pistol. The first-person viewmodel shows the player's left hand inserting a fresh magazine into the pistol grip. As the video progresses, the player continues to strafe toward the viewer's screen-left and toward the viewer's screen-right behind the stone wall corner, causing the view to shift slightly toward the viewer's screen-left and toward the viewer's screen-right. The player's left hand pushes the magazine firmly into place and then moves to release the slide of the pistol. The stone wall on the viewer's screen-left and the wooden structure nearby continue to partially occlude the view as the player moves. The lighting remains bright daylight, casting soft shadows on the ground. The player's movement is a series of short strafes, keeping them close to the cover of the wall. By the end of the segment, the slide has been released, chambering a round, and the reload animation is nearing completion, with the weapon still held in both hands, and no other players are visible in the area.",
"environment_description": "The player continues to stand behind the stone wall corner, looking out at the street corner.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"action_description": "<Action1><|Subject1|> continues the reload of the USP-S pistol, inserting the new magazine and releasing the slide. The visible sequence moves from the pre-reload hold through the hand manipulating the USP-S's magazine or charging mechanism, then returns the weapon toward a ready grip; internal steps that are not shown are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> continues to moves left and right repeatedly behind the stone wall corner moves right, then moves left, then moves right, then stays still, then moves right, then moves left, then moves right, then stays still, then moves right."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-left and screen-right, mirroring the player's movement."
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "At the start of the segment, the player is positioned behind the stone wall corner, completing the reload of the USP-S pistol. The first-person viewmodel shows the player's left hand moving away from the weapon as the reload animation finishes. As the video progresses, the player returns the USP-S pistol to its ready position in the lower screen-right. The player continues to strafe toward the viewer's screen-left and toward the viewer's screen-right behind the stone wall corner, causing the view to shift slightly toward the viewer's screen-left and toward the viewer's screen-right. The stone wall on the viewer's screen-left and the wooden structure nearby continue to partially occlude the view as the player moves. The lighting remains bright daylight, casting soft shadows on the ground. The player's movement is a series of short strafes, keeping them close to the cover of the wall. By the end of the segment, the player is holding the fully reloaded USP-S pistol, ready to engage any targets around the corner, and no other players are visible in the area. As the view advances, the player continues to stand behind the stone wall corner, looking out at the street corner. The player-controlled interaction progresses as <|Subject1|> finishes the reload animation, returning the USP-S pistol to its ready position. The visible sequence moves from the pre-reload hold through the hand manipulating the USP-S's magazine or charging mechanism, then returns the weapon toward a ready grip; internal steps that are not shown are not inferred. The player movement progression is <|Subject1|> moves toward the viewer's screen-right, then moves toward the viewer's screen-left, then moves toward the viewer's screen-right, then stays still, then moves toward the viewer's screen-right, then moves toward the viewer's screen-left. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player continues to stand behind the stone wall corner, looking out at the street corner.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:04.062",
"end_time": "00:04.250",
"action_description": "<Action1><|Subject1|> finishes the reload animation, returning the USP-S pistol to its ready position. The visible sequence moves from the pre-reload hold through the hand manipulating the USP-S's magazine or charging mechanism, then returns the weapon toward a ready grip; internal steps that are not shown are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> continues to moves left and right repeatedly behind the stone wall corner moves right, then moves left, then moves right, then stays still, then moves right, then moves left."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-left and screen-right, mirroring the player's movement."
}
]
}
]
}
}中文{
"perspective_view": "第一人称",
"Style": "游戏,第一人称战术射击玩法",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "由玩家操控的 CS2 特工",
"subject_attribute": "The player is on the CT side. At the first frame, the player is holding a silenced USP-S pistol in their right hand, wearing a dark glove, positioned behind a stone wall corner looking towards a street corner The opening stance is not identified. The confirmed opening viewpoint is first-person."
}
],
"environment_detail": {
"map_name": "de_inferno",
"description": "片段发生在 de_inferno 的 A 点接近区域,第一人称站立视角位于一根大型粗凿石柱的屏幕左侧边缘。石柱在整个片段中占据屏幕左侧前景,浅灰色风化表面部分遮挡其后方紧邻的木柱结构。石柱之外是向中景延伸的、阳光照耀的鹅卵石与夯土地面庭院。红色涂漆石建筑位于屏幕右侧中央背景,墙面有橙色喷漆字样,底部装有卷帘金属车库门。红色建筑上方窗台排列着陶土花盆,立面悬挂一面意大利国旗。最右侧可见一栋多层黄色灰泥建筑的一部分。天空晴朗、湛蓝。正午阳光在地面和建筑表面投下清晰阴影。没有持续的烟雾、火焰或闪光效果,片段中也始终没有其他玩家模型出现。",
"area_or_callout": "de_inferno A 点接近路线——A 点庭院入口石柱掩体附近",
"opening_view": "站立眼高,面向开阔的 A 点庭院;石柱填充屏幕左侧前景,带车库门的红色建筑位于屏幕右侧中央背景,最右侧可见黄色灰泥建筑",
"layout_and_sightlines": "玩家始终停留在屏幕左侧的石柱旁,视线横跨开阔庭院指向红色建筑和车库门;在向观察者屏幕左侧横移的峰值期间,石柱后的木柱会间歇性露出;没有向前推进或位置变化",
"surfaces_and_materials": "屏幕左侧前景是浅灰色粗凿石柱;背景为风化红色涂漆石建筑立面和雕刻石质装饰;红色建筑底部有卷帘金属车库门;庭院地面由夯土和鹅卵石组成;石柱右侧可见棕褐色灰泥墙面;最右侧是多层黄色灰泥建筑",
"props_and_interactables": "石柱后方的木柱结构;红色建筑窗台上的陶土花盆;红色建筑立面上的意大利国旗;红色建筑底部附近的木箱或手推车",
"lighting_and_visibility": "明亮正午阳光和清晰阴影;晴朗蓝天;没有人工光源;庭院视野始终清楚,只有前景石柱和木柱造成遮挡",
"persistent_world_effects": "未观察到持续性世界效果"
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "At the start of the segment, the player is positioned behind a stone wall corner on the map de_inferno, looking out at a bright outdoor street corner. The first-person viewmodel shows the player's right hand in a dark glove holding a silenced USP-S pistol in the lower screen-right of the screen. In the center of the view, a red-walled building features a partially open garage door with a metal grate and an Italian flag mounted on top. To the viewer's screen-right, a stone building stands with a wooden pallet leaning against its wall, and flower pots are hanging on the exterior. The ground is paved with dark asphalt, and the sky above is clear blue. As the video progresses, the player begins to strafe toward the viewer's screen-left and toward the viewer's screen-right repeatedly behind the stone wall corner, causing the view to shift slightly toward the viewer's screen-left and toward the viewer's screen-right. The stone wall on the viewer's screen-left and the wooden structure nearby partially occlude the view as the player moves. The lighting is bright daylight, casting soft shadows on the ground. By the end of the segment, the player remains in the same general position, maintaining their angle on the street corner with the weapon held ready, and no other players are visible in the area.",
"environment_description": "The player is positioned behind a stone wall corner, looking out at a street corner with a red-walled building and a stone building.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> moves left and right repeatedly behind the stone wall corner."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-left and screen-right, mirroring the player's movement."
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "At the start of the segment, the player continues to stand behind the stone wall corner, looking out at the street corner. The first-person viewmodel shows the player's right hand in a dark glove holding the silenced USP-S pistol in the lower screen-right of the screen. The red-walled building with the garage door and the Italian flag remains in the center of the view, and the stone building with the wooden pallet is on the viewer's screen-right. As the video progresses, the player continues to strafe toward the viewer's screen-left and toward the viewer's screen-right repeatedly behind the stone wall corner, causing the view to shift slightly toward the viewer's screen-left and toward the viewer's screen-right. The stone wall on the viewer's screen-left and the wooden structure nearby continue to partially occlude the view as the player moves. The lighting remains bright daylight, casting soft shadows on the ground. The player's movement is a series of short strafes, keeping them close to the cover of the wall. By the end of the segment, the player maintains their position, keeping their weapon ready and focused on the street corner, and no other players are visible in the area.",
"environment_description": "The player continues to stand behind the stone wall corner, looking out at the street corner.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> continues to moves left and right repeatedly behind the stone wall corner."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-left and screen-right, mirroring the player's movement."
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "At the start of the segment, the player is positioned behind the stone wall corner, looking out at the street corner. The first-person viewmodel shows the player's right hand in a dark glove holding the silenced USP-S pistol. As the video progresses, the player begins to reload the USP-S pistol. The player's left hand enters the view to remove the empty magazine from the pistol, tilting the weapon upward and to the viewer's screen-left. The player continues to strafe toward the viewer's screen-left and toward the viewer's screen-right behind the stone wall corner, causing the view to shift slightly toward the viewer's screen-left and toward the viewer's screen-right. The stone wall on the viewer's screen-left and the wooden structure nearby continue to partially occlude the view as the player moves. The lighting remains bright daylight, casting soft shadows on the ground. The player's movement is a series of short strafes, keeping them close to the cover of the wall. By the end of the segment, the empty magazine has been removed, and the player is in the process of inserting a fresh magazine, with the weapon still tilted upward, and no other players are visible in the area.",
"environment_description": "The player continues to stand behind the stone wall corner, looking out at the street corner.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:02.078",
"end_time": "00:03.062",
"action_description": "<Action1><|Subject1|> begins to reload the USP-S pistol, removing the empty magazine and starting to insert a fresh one. The visible sequence moves from the pre-reload hold through the hand manipulating the USP-S's magazine or charging mechanism, then returns the weapon toward a ready grip; internal steps that are not shown are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> continues to moves left and right repeatedly behind the stone wall corner moves left, then moves right, then moves left, then moves right, then stays still, then moves right."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-left and screen-right, mirroring the player's movement."
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "At the start of the segment, the player is positioned behind the stone wall corner, continuing the reload of the USP-S pistol. The first-person viewmodel shows the player's left hand inserting a fresh magazine into the pistol grip. As the video progresses, the player continues to strafe toward the viewer's screen-left and toward the viewer's screen-right behind the stone wall corner, causing the view to shift slightly toward the viewer's screen-left and toward the viewer's screen-right. The player's left hand pushes the magazine firmly into place and then moves to release the slide of the pistol. The stone wall on the viewer's screen-left and the wooden structure nearby continue to partially occlude the view as the player moves. The lighting remains bright daylight, casting soft shadows on the ground. The player's movement is a series of short strafes, keeping them close to the cover of the wall. By the end of the segment, the slide has been released, chambering a round, and the reload animation is nearing completion, with the weapon still held in both hands, and no other players are visible in the area.",
"environment_description": "The player continues to stand behind the stone wall corner, looking out at the street corner.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"action_description": "<Action1><|Subject1|> continues the reload of the USP-S pistol, inserting the new magazine and releasing the slide. The visible sequence moves from the pre-reload hold through the hand manipulating the USP-S's magazine or charging mechanism, then returns the weapon toward a ready grip; internal steps that are not shown are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> continues to moves left and right repeatedly behind the stone wall corner moves right, then moves left, then moves right, then stays still, then moves right, then moves left, then moves right, then stays still, then moves right."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-left and screen-right, mirroring the player's movement."
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "At the start of the segment, the player is positioned behind the stone wall corner, completing the reload of the USP-S pistol. The first-person viewmodel shows the player's left hand moving away from the weapon as the reload animation finishes. As the video progresses, the player returns the USP-S pistol to its ready position in the lower screen-right. The player continues to strafe toward the viewer's screen-left and toward the viewer's screen-right behind the stone wall corner, causing the view to shift slightly toward the viewer's screen-left and toward the viewer's screen-right. The stone wall on the viewer's screen-left and the wooden structure nearby continue to partially occlude the view as the player moves. The lighting remains bright daylight, casting soft shadows on the ground. The player's movement is a series of short strafes, keeping them close to the cover of the wall. By the end of the segment, the player is holding the fully reloaded USP-S pistol, ready to engage any targets around the corner, and no other players are visible in the area. As the view advances, the player continues to stand behind the stone wall corner, looking out at the street corner. The player-controlled interaction progresses as <|Subject1|> finishes the reload animation, returning the USP-S pistol to its ready position. The visible sequence moves from the pre-reload hold through the hand manipulating the USP-S's magazine or charging mechanism, then returns the weapon toward a ready grip; internal steps that are not shown are not inferred. The player movement progression is <|Subject1|> moves toward the viewer's screen-right, then moves toward the viewer's screen-left, then moves toward the viewer's screen-right, then stays still, then moves toward the viewer's screen-right, then moves toward the viewer's screen-left. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player continues to stand behind the stone wall corner, looking out at the street corner.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:04.062",
"end_time": "00:04.250",
"action_description": "<Action1><|Subject1|> finishes the reload animation, returning the USP-S pistol to its ready position. The visible sequence moves from the pre-reload hold through the hand manipulating the USP-S's magazine or charging mechanism, then returns the weapon toward a ready grip; internal steps that are not shown are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> continues to moves left and right repeatedly behind the stone wall corner moves right, then moves left, then moves right, then stays still, then moves right, then moves left."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-left and screen-right, mirroring the player's movement."
}
]
}
]
} |
Case 4 · opencs2-scope_hold-stationary-m2392068-de_dust2-r20-p04-f003885--train-eval-s0042
| 左列 / Left | 右列 / Right |
|---|---|
两轮结果 / Two-round result首帧冻结全局字段,第二轮一次性处理五个 chunk。 / First-frame global baseline; all five chunks in the second turn. English{
"metadata": {
"schema_version": "cs2_v3_chunk_caption_v1",
"game": "Counter-Strike 2",
"clip": {
"sample_id": "opencs2-scope_hold-stationary-m2392068-de_dust2-r20-p04-f003885--train-eval-s0042",
"map_name": "de_dust2",
"profile": "stationary",
"action_reference": "scope_hold",
"player_side": "T",
"match_id": "2392068",
"round_id": 20,
"num_frames": 81,
"fps": 16.0,
"duration_seconds": 5.0625,
"width": 832,
"height": 480,
"time_base": "clip_relative",
"conditioning_frame_index": 0,
"content_frame_start": 1,
"content_frame_end_exclusive": 81,
"initial_held_item": "AWP",
"latent_layout": {
"temporal_stride": 4,
"condition_latent_frames": 1,
"chunk_size_latents": 4,
"num_chunks": 5,
"num_latents": 21,
"chunk_support_tick_offsets": [
2,
66,
130,
194,
258,
322
]
},
"source_fps": 32,
"source_tick_rate": 64,
"source_frame_start": 3885,
"source_frame_end_exclusive": 4046,
"temporal_resampling": {
"mode": null,
"source_span_frame_count": null,
"source_span_tick_count": null,
"speedup_ratio": null
}
},
"chunks": [
{
"chunk_index": 0,
"latent_indices": [
1,
2,
3,
4
],
"support_tick_offsets": [
2,
66
],
"start_frame": 1,
"end_frame_exclusive": 17,
"start_seconds": 0.0625,
"end_seconds": 1.0625,
"start_time": "00:00.062",
"end_time": "00:01.062",
"phase": "mixed",
"description_en": "The environment remains completely static. <|Subject1|> holds a tight angle from behind a weathered plaster wall on the viewer's screen-left, looking down a sunlit stone corridor towards a distant archway. The sharp diagonal shadow cast by the wall remains unchanged.",
"actions_present": [],
"movement": "still",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 1,
"latent_indices": [
5,
6,
7,
8
],
"support_tick_offsets": [
66,
130
],
"start_frame": 17,
"end_frame_exclusive": 33,
"start_seconds": 1.0625,
"end_seconds": 2.0625,
"start_time": "00:01.062",
"end_time": "00:02.062",
"phase": "mixed",
"description_en": "The environment shifts dynamically as <|Subject1|> peeks out from cover. Strafing toward the viewer's screen-right briefly reveals more of the sunlit corridor, including a distant crate and stone pillars, before <|Subject1|> retreats back behind the plaster wall on the viewer's screen-left.",
"actions_present": [],
"movement": "still, then right, then left, then forward-left, then forward-right, then still",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 2,
"latent_indices": [
9,
10,
11,
12
],
"support_tick_offsets": [
130,
194
],
"start_frame": 33,
"end_frame_exclusive": 49,
"start_seconds": 2.0625,
"end_seconds": 3.0625,
"start_time": "00:02.062",
"end_time": "00:03.062",
"phase": "mixed",
"description_en": "The corridor environment is briefly revealed and then hidden again as <|Subject1|> performs a second jiggle-peek. Strafing toward the viewer's screen-right opens up the sightline towards the distant archway, which is then occluded as <|Subject1|> returns to cover behind the screen-left wall.",
"actions_present": [],
"movement": "still, then right, then left, then forward-right, then still",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 3,
"latent_indices": [
13,
14,
15,
16
],
"support_tick_offsets": [
194,
258
],
"start_frame": 49,
"end_frame_exclusive": 65,
"start_seconds": 3.0625,
"end_seconds": 4.0625,
"start_time": "00:03.062",
"end_time": "00:04.062",
"phase": "mixed",
"description_en": "The environment transitions from a wide-angle view to a highly magnified, scoped perspective. As <|Subject1|> strafes toward the viewer's screen-right and scopes in, the screen-left wall is mostly excluded, and the distant stone pillars and a crate marked \"85\" are brought into sharp focus.",
"actions_present": [
"context_00",
"context_01",
"target"
],
"movement": "still, then right",
"view_change": "right yaw",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 4,
"latent_indices": [
17,
18,
19,
20
],
"support_tick_offsets": [
258,
322
],
"start_frame": 65,
"end_frame_exclusive": 81,
"start_seconds": 4.0625,
"end_seconds": 5.0625,
"start_time": "00:04.062",
"end_time": "00:05.062",
"phase": "mixed",
"description_en": "The scoped view of the distant pillars and crate is further magnified before <|Subject1|> unscopes, restoring the wide-angle view of the sunlit stone ruins. As <|Subject1|> moves forward while strafing toward the viewer's screen-left, the perspective shifts, revealing more of the open courtyard and the upper archway.",
"actions_present": [
"context_01",
"target",
"context_02",
"context_03"
],
"movement": "right, then forward-right, then forward, then forward-left, then left",
"view_change": "right yaw -> left yaw -> up pitch",
"environment_focus": [],
"visibility": "clear"
}
],
"action_timeline": [
{
"event_id": "context_00",
"type": "sniper",
"subtype": "scope_enter",
"weapon": "AWP",
"from_weapon": null,
"to_weapon": null,
"start_seconds": 3.828,
"end_seconds": 3.844,
"start_time": "00:03.828",
"end_time": "00:03.844",
"is_target": true,
"end_reason": "state_change",
"confidence": "high",
"source_segment_id": "s0127",
"time_base": "clip_relative",
"begins_before_clip": false,
"continues_after_clip": false,
"source": "DEM:events.csv"
},
{
"event_id": "context_01",
"type": "sniper",
"subtype": "scoped",
"weapon": "AWP",
"from_weapon": null,
"to_weapon": null,
"start_seconds": 3.828,
"end_seconds": 4.844,
"start_time": "00:03.828",
"end_time": "00:04.844",
"is_target": true,
"end_reason": "state_change",
"confidence": "high",
"source_segment_id": "s0128",
"time_base": "clip_relative",
"begins_before_clip": false,
"continues_after_clip": false,
"source": "DEM:events.csv"
},
{
"event_id": "target",
"type": "scope_hold",
"subtype": "scoped",
"weapon": "AWP",
"from_weapon": null,
"to_weapon": null,
"start_seconds": 3.8281,
"end_seconds": 4.8594,
"start_time": "00:03.828",
"end_time": "00:04.859",
"is_target": true,
"time_base": "clip_relative",
"begins_before_clip": false,
"continues_after_clip": false,
"confidence": "high",
"end_reason": null,
"source_segment_id": "scope_hold-m2392068-de_dust2-r20-p04-t223974-224040",
"source_segment_ids": [
"s0127",
"s0128",
"s0129",
"s0130",
"scope_hold-m2392068-de_dust2-r20-p04-t223974-224040"
],
"matched_event_segment_ids": [
"s0127",
"s0128",
"s0129",
"s0130"
],
"start_tick_offset": 245,
"end_tick_offset": 311,
"duration_seconds": 1.03125,
"source": "DEM"
},
{
"event_id": "context_02",
"type": "sniper",
"subtype": "scope_zoom_change",
"weapon": "AWP",
"from_weapon": null,
"to_weapon": null,
"start_seconds": 4.531,
"end_seconds": 4.547,
"start_time": "00:04.531",
"end_time": "00:04.547",
"is_target": true,
"end_reason": "state_change",
"confidence": "high",
"source_segment_id": "s0129",
"time_base": "clip_relative",
"begins_before_clip": false,
"continues_after_clip": false,
"source": "DEM:events.csv"
},
{
"event_id": "context_03",
"type": "sniper",
"subtype": "scope_exit",
"weapon": "AWP",
"from_weapon": null,
"to_weapon": null,
"start_seconds": 4.844,
"end_seconds": 4.859,
"start_time": "00:04.844",
"end_time": "00:04.859",
"is_target": true,
"end_reason": "state_change",
"confidence": "high",
"source_segment_id": "s0130",
"time_base": "clip_relative",
"begins_before_clip": false,
"continues_after_clip": false,
"source": "DEM:events.csv"
}
],
"control_timeline": [
{
"type": "movement",
"movement": "still",
"start_seconds": 0.0,
"end_seconds": 1.1562,
"start_time": "00:00.000",
"end_time": "00:01.156",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "right strafe",
"start_seconds": 1.1562,
"end_seconds": 1.3125,
"start_time": "00:01.156",
"end_time": "00:01.312",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "left strafe",
"start_seconds": 1.3438,
"end_seconds": 1.5312,
"start_time": "00:01.344",
"end_time": "00:01.531",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "forward-left strafe",
"start_seconds": 1.5312,
"end_seconds": 1.6406,
"start_time": "00:01.531",
"end_time": "00:01.641",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "forward-right strafe",
"start_seconds": 1.6562,
"end_seconds": 1.7344,
"start_time": "00:01.656",
"end_time": "00:01.734",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "still",
"start_seconds": 1.75,
"end_seconds": 2.2656,
"start_time": "00:01.750",
"end_time": "00:02.266",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "right strafe",
"start_seconds": 2.2656,
"end_seconds": 2.4375,
"start_time": "00:02.266",
"end_time": "00:02.438",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "left strafe",
"start_seconds": 2.4688,
"end_seconds": 2.7656,
"start_time": "00:02.469",
"end_time": "00:02.766",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "forward-right strafe",
"start_seconds": 2.7969,
"end_seconds": 2.8906,
"start_time": "00:02.797",
"end_time": "00:02.891",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "still",
"start_seconds": 2.9219,
"end_seconds": 3.6094,
"start_time": "00:02.922",
"end_time": "00:03.609",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "right strafe",
"start_seconds": 3.6094,
"end_seconds": 4.4688,
"start_time": "00:03.609",
"end_time": "00:04.469",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "view",
"axis": "yaw",
"direction": "right",
"start_seconds": 4.0156,
"end_seconds": 4.4062,
"start_time": "00:04.016",
"end_time": "00:04.406",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "forward-right strafe",
"start_seconds": 4.4688,
"end_seconds": 4.6562,
"start_time": "00:04.469",
"end_time": "00:04.656",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "forward",
"start_seconds": 4.6562,
"end_seconds": 4.8125,
"start_time": "00:04.656",
"end_time": "00:04.812",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "forward-left strafe",
"start_seconds": 4.8125,
"end_seconds": 4.875,
"start_time": "00:04.812",
"end_time": "00:04.875",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "view",
"axis": "yaw",
"direction": "left",
"start_seconds": 4.8594,
"end_seconds": 5.0312,
"start_time": "00:04.859",
"end_time": "00:05.031",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "left strafe",
"start_seconds": 4.875,
"end_seconds": 5.0469,
"start_time": "00:04.875",
"end_time": "00:05.047",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "view",
"axis": "pitch",
"direction": "up",
"start_seconds": 4.9219,
"end_seconds": 5.0156,
"start_time": "00:04.922",
"end_time": "00:05.016",
"time_base": "clip_relative",
"source": "DEM:ticks"
}
],
"weapon_timeline": [
{
"item": "AWP",
"role": "held_item",
"start_seconds": 3.828,
"end_seconds": 3.844,
"start_time": "00:03.828",
"end_time": "00:03.844",
"source_event_id": "context_00",
"source": "DEM:events.csv",
"time_base": "clip_relative"
},
{
"item": "AWP",
"role": "held_item",
"start_seconds": 3.828,
"end_seconds": 4.844,
"start_time": "00:03.828",
"end_time": "00:04.844",
"source_event_id": "context_01",
"source": "DEM:events.csv",
"time_base": "clip_relative"
},
{
"item": "AWP",
"role": "held_item",
"start_seconds": 3.8281,
"end_seconds": 4.8594,
"start_time": "00:03.828",
"end_time": "00:04.859",
"source_event_id": "target",
"source": "DEM",
"time_base": "clip_relative"
},
{
"item": "AWP",
"role": "held_item",
"start_seconds": 4.531,
"end_seconds": 4.547,
"start_time": "00:04.531",
"end_time": "00:04.547",
"source_event_id": "context_02",
"source": "DEM:events.csv",
"time_base": "clip_relative"
},
{
"item": "AWP",
"role": "held_item",
"start_seconds": 4.844,
"end_seconds": 4.859,
"start_time": "00:04.844",
"end_time": "00:04.859",
"source_event_id": "context_03",
"source": "DEM:events.csv",
"time_base": "clip_relative"
}
],
"final_held_item": "AWP",
"flags": []
},
"english_json": {
"perspective_view": "first-person",
"Style": "video game, first-person tactical shooter gameplay",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "player-controlled CS2 agent",
"subject_attribute": "The player agent is holding an AWP sniper rifle with their right hand, which is clad in a dark tactical glove, exposing a bare forearm."
}
],
"environment_detail": {
"map_name": "de_dust2",
"description": "A sunlit outdoor corridor with weathered, sandy-colored plaster walls and stone architecture.",
"area_or_callout": "A Long corner looking towards A Site",
"opening_view": "The camera is positioned close to a textured plaster wall on the left, looking past its corner down a stone-paved pathway towards an arched stone structure in the background.",
"layout_and_sightlines": "A prominent corner on the left limits visibility on that side, creating a tight sightline down the right side of the pathway towards a distant archway and stone pillars.",
"surfaces_and_materials": "Rough, pockmarked plaster walls with visible wear, stone tiled flooring, and stone pillars and arches in the background.",
"props_and_interactables": "None observed besides the architectural structures.",
"lighting_and_visibility": "Bright, direct sunlight casting a sharp, diagonal shadow from the left wall across the ground, with a warm, beige and sandy color palette.",
"persistent_world_effects": "None observed."
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "At the start, <|Subject1|> stands completely stationary, holding the AWP sniper rifle in a stable ready position. The weapon is anchored on the screen-right side of the screen, with <|Subject1|>'s right hand, wearing a dark tactical glove, firmly gripping the stock while the bare forearm is partially visible. The view is directed past a rough, sandy-colored plaster wall on the viewer's screen-left, which dominates the screen-left half of the screen and casts a sharp diagonal shadow onto the stone-paved ground. To the viewer's screen-right, a narrow corridor opens up, leading towards a distant stone archway and pillars under bright, direct sunlight. As the view progresses, there is no movement or camera rotation, keeping the composition entirely static. The weathered textures of the plaster wall, showing pockmarks and bullet holes, remain highly detailed and unchanged. The bright sunlight illuminates the stone tiles on the floor, highlighting the contrast between the shaded the screen-left side and the bright the screen-right side. The distant stone pillars and archway remain clear in the background, framed by the corridor walls. By the end of this interval, <|Subject1|> maintains the exact same stance and position, holding the angle down the corridor without any action or change in the environment, waiting patiently for an opponent to appear while keeping the weapon perfectly still. The shadow cast by the screen-left wall remains perfectly aligned with the corner, showing no change in lighting.",
"environment_description": "The environment remains completely static. <|Subject1|> holds a tight angle from behind a weathered plaster wall on the viewer's screen-left, looking down a sunlit stone corridor towards a distant archway. The sharp diagonal shadow cast by the wall remains unchanged.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> remains completely stationary, holding their position behind the screen-left wall stays still."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains completely steady, maintaining a fixed sightline down the screen-right side of the corridor."
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "At the start, <|Subject1|> is initially stationary behind the plaster wall on the viewer's screen-left, holding the AWP sniper rifle. Shortly, <|Subject1|> initiates a quick jiggle-peek maneuver, strafing to the viewer's screen-right to peer further down the corridor. As the view progresses, this movement reveals more of the open area, including a wooden crate or stone block in the midground and the detailed stone pillars of the distant archway. The sharp diagonal shadow on the stone floor shifts slightly relative to the viewmodel as <|Subject1|> moves. <|Subject1|> then quickly strafes back to the viewer's screen-left, returning to the safety of the cover provided by the screen-left wall. This is followed by a brief forward toward the viewer's screen-left and forward toward the viewer's screen-right adjustment to reset their positioning. Throughout this movement, the AWP remains held in a steady, unscoped position on the screen-right side of the screen, with the dark-gloved right hand visible. The plaster wall on the viewer's screen-left, with its rough texture and bullet marks, slides back into full view as <|Subject1|> retreats. By the end of the interval, <|Subject1|> has returned to a stationary stance behind the corner, with the plaster wall once again dominating the screen-left side of the screen, maintaining a defensive posture. The lighting remains bright and consistent, casting the same sharp shadows across the stone tiles.",
"environment_description": "The environment shifts dynamically as <|Subject1|> peeks out from cover. Strafing toward the viewer's screen-right briefly reveals more of the sunlit corridor, including a distant crate and stone pillars, before <|Subject1|> retreats back behind the plaster wall on the viewer's screen-left.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> moves right to peek, then quickly moves left, forward left, and forward right to return to cover, before coming to a stop stays still, then moves right, then moves left, then moves forward-left, then moves forward-right, then stays still."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains horizontally and vertically steady, with no yaw or pitch changes, though the perspective shifts laterally due to player movement."
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "At the start, <|Subject1|> is stationary behind the left plaster wall, holding the AWP sniper rifle in the same unscoped position. Soon, <|Subject1|> executes another jiggle-peek, strafing to the viewer's screen-right to gather information down the corridor. As the view progresses, the movement exposes the sunlit pathway, the distant stone archway, and the shadow-dappled ground. The textured details of the plaster wall on the viewer's screen-left slide out of view slightly as <|Subject1|> moves toward the viewer's screen-right, then slide back into prominence as <|Subject1|> quickly strafes back to the viewer's screen-left to regain cover. A minor forward toward the viewer's screen-right adjustment is made before <|Subject1|> settles into a stationary stance once more. The AWP viewmodel remains anchored on the viewer's screen-right, showing the dark tactical glove and bare forearm. The bright sunlight continues to cast a strong diagonal shadow from the screen-left wall across the stone tiles. The distant stone pillars and archway are briefly framed in the center of the view before being occluded by the returning wall. By the end of the interval, <|Subject1|> is completely still behind the corner, holding the angle down the corridor, prepared for any sudden movements from the enemy team. The overall lighting and warm color palette of the environment remain stable throughout this quick maneuver.",
"environment_description": "The corridor environment is briefly revealed and then hidden again as <|Subject1|> performs a second jiggle-peek. Strafing toward the viewer's screen-right opens up the sightline towards the distant archway, which is then occluded as <|Subject1|> returns to cover behind the screen-left wall.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> moves right to peek, then moves left and forward right to return to cover, before becoming still."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains steady with no rotation or tilt, maintaining a constant forward orientation as the player moves."
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "At the start, <|Subject1|> is stationary behind the screen-left wall, holding the AWP. Soon, <|Subject1|> begins to strafe to the viewer's screen-right, peeking out from behind the plaster wall to engage a target down the corridor. As the view progresses, <|Subject1|> initiates a scope-in action with the AWP sniper rifle. The normal first-person viewmodel instantly disappears, replaced by a black scope with a circular lens and, which significantly narrows the field of view and magnifies the distant scene. Through the scope, the stone pillars and the archway of the distant structure become highly visible and detailed. While scoped, <|Subject1|>'s view begins to turn slowly to the viewer's screen-right, panning across the stone architecture and revealing a wooden crate with the number \"85\" painted on it in the background. The sharp diagonal shadow from the screen-left wall is now seen in high magnification through the circular lens. By the end of the interval, <|Subject1|> is still strafing toward the viewer's screen-right and holding the scoped view, keeping the centered on the distant stone pillars, ready to fire at any target that crosses their line of sight. The black border of the scope completely occludes the peripheral vision, focusing all attention on the magnified center.",
"environment_description": "The environment transitions from a wide-angle view to a highly magnified, scoped perspective. As <|Subject1|> strafes toward the viewer's screen-right and scopes in, the screen-left wall is mostly excluded, and the distant stone pillars and a crate marked \"85\" are brought into sharp focus.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.828",
"end_time": "00:03.844",
"action_description": "<Action1><|Subject1|> scopes in with the AWP sniper rifle, transitioning from an unscoped view to a magnified scoped view with a black and. The AWP rises from the unscoped carry into the magnified sight picture, remains aligned during the supported hold, and returns toward the ready view when an exit is visible; no target result is inferred.</Action1>"
},
{
"start_time": "00:03.828",
"end_time": "00:04.000",
"action_description": "<Action1><|Subject1|> holds the scoped view on the AWP, keeping the active as they prepare to aim. The AWP rises from the unscoped carry into the magnified sight picture, remains aligned during the supported hold, and returns toward the ready view when an exit is visible; no target result is inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves right, peeking out from behind the corner stays still, then moves right."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view zooms in as the sniper scope is activated, and then turns to the viewer's screen-right, panning across the distant stone structures."
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "At the start, <|Subject1|> is scoped in with the AWP, continuing to strafe toward the viewer's screen-right. The magnified view shows the distant stone pillars and the crate marked \"85\". As the view progresses, <|Subject1|> triggers a double-zoom, further increasing the magnification of the scope and narrowing the field of view to focus tightly on the textured stone pillar. Shortly, <|Subject1|> exits the scope, causing the black to disappear and restoring the normal first-person perspective. The AWP viewmodel, held by the dark-gloved right hand, reappears on the screen-right side of the screen. <|Subject1|> then transitions their movement, strafing forward toward the viewer's screen-right, then forward, and finally forward toward the viewer's screen-left and screen-left. Concurrently, <|Subject1|>'s view turns to the viewer's screen-left and tilts slightly upward, scanning the upper portions of the distant stone archway and the open sky above. The sunlit stone ruins and the blue sky are now fully visible in the wide-angle view. By the end of the interval, <|Subject1|> is moving toward the viewer's screen-left, holding the AWP in an unscoped position while looking towards the sunlit stone ruins, having cleared the angle. The shadow of the screen-left wall is now far behind, and the player is fully exposed in the open corridor.",
"environment_description": "The scoped view of the distant pillars and crate is further magnified before <|Subject1|> unscopes, restoring the wide-angle view of the sunlit stone ruins. As <|Subject1|> moves forward while strafing toward the viewer's screen-left, the perspective shifts, revealing more of the open courtyard and the upper archway.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:04.062",
"end_time": "00:04.859",
"action_description": "<Action1><|Subject1|> continues holding the scoped view on the AWP, maintaining the magnified perspective until unscoping. The AWP rises from the unscoped carry into the magnified sight picture, remains aligned during the supported hold, and returns toward the ready view when an exit is visible; no target result is inferred.</Action1>"
},
{
"start_time": "00:04.531",
"end_time": "00:04.547",
"action_description": "<Action2><|Subject1|> increases the zoom level of the AWP scope, transitioning to a higher magnification to focus closely on the distant pillar. The AWP rises from the unscoped carry into the magnified sight picture, remains aligned during the supported hold, and returns toward the ready view when an exit is visible; no target result is inferred.</Action2>"
},
{
"start_time": "00:04.844",
"end_time": "00:04.859",
"action_description": "<Action3><|Subject1|> exits the scoped view on the AWP, restoring the normal wide-angle first-person perspective and bringing the weapon viewmodel back into view. The AWP rises from the unscoped carry into the magnified sight picture, remains aligned during the supported hold, and returns toward the ready view when an exit is visible; no target result is inferred.</Action3>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> continues moving right, then moves forward-right, forward, forward left, and finally moves left."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view zooms in further with a double-zoom, then widens back to normal as the scope is exited, before turning toward the viewer's screen-left and tilting slightly upward."
}
]
}
]
}
}中文{
"perspective_view": "第一人称",
"Style": "游戏,第一人称战术射击玩法",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "由玩家操控的 CS2 特工",
"subject_attribute": "The player agent is holding an AWP sniper rifle with their right hand, which is clad in a dark tactical glove, exposing a bare forearm."
}
],
"environment_detail": {
"map_name": "de_dust2",
"description": "de_dust2 中阳光炽烈的中东风格户外走廊,两侧是沙色石墙,整体沐浴在温暖的金棕色光线中。上方建筑投下的大块斜向阴影横切左墙。背景狭窄通道通向更明亮的庭院,远处由老旧砖墙和灰泥建筑围合,开口顶部可见稀疏植物。",
"area_or_callout": "看起来是 T 方 Long A 走廊入口,依据狭窄石质通道和建筑风格,可能位于 de_dust2 的 Long A 或靠近猫道区域。",
"opening_view": "镜头朝前并略向上,沿逐渐变窄的石质走廊望去。远端明亮开口由侵蚀的砖柱和拱门框住,近处左墙占据大部分画面并带有明显斜向阴影。",
"layout_and_sightlines": "狭窄走廊从玩家位置延伸到远处亮口。左墙靠近且平直,可提供掩体;右侧向前方通道略微开放。视线被引向远端拱门,形成远距离但横向暴露有限的射界。",
"surfaces_and_materials": "墙面为粗糙沙色灰泥和石材,可见孔蚀、侵蚀痕迹和变色。地面像压实的沙石。建筑装饰包括老旧砖柱,背景可见石拱门。",
"props_and_interactables": "没有可见互动道具;远处开口顶部有少量植物或藤蔓。",
"lighting_and_visibility": "强烈的暖色定向阳光从上方和右侧照来,在左墙投下清晰的斜向阴影。远端开口明显比近处走廊更亮,形成高反差纵深关系;亮度差异使远处区域的可见度受到一定限制。",
"persistent_world_effects": "未观察到持续性世界效果。"
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "At the start, <|Subject1|> stands completely stationary, holding the AWP sniper rifle in a stable ready position. The weapon is anchored on the screen-right side of the screen, with <|Subject1|>'s right hand, wearing a dark tactical glove, firmly gripping the stock while the bare forearm is partially visible. The view is directed past a rough, sandy-colored plaster wall on the viewer's screen-left, which dominates the screen-left half of the screen and casts a sharp diagonal shadow onto the stone-paved ground. To the viewer's screen-right, a narrow corridor opens up, leading towards a distant stone archway and pillars under bright, direct sunlight. As the view progresses, there is no movement or camera rotation, keeping the composition entirely static. The weathered textures of the plaster wall, showing pockmarks and bullet holes, remain highly detailed and unchanged. The bright sunlight illuminates the stone tiles on the floor, highlighting the contrast between the shaded the screen-left side and the bright the screen-right side. The distant stone pillars and archway remain clear in the background, framed by the corridor walls. By the end of this interval, <|Subject1|> maintains the exact same stance and position, holding the angle down the corridor without any action or change in the environment, waiting patiently for an opponent to appear while keeping the weapon perfectly still. The shadow cast by the screen-left wall remains perfectly aligned with the corner, showing no change in lighting.",
"environment_description": "The environment remains completely static. <|Subject1|> holds a tight angle from behind a weathered plaster wall on the viewer's screen-left, looking down a sunlit stone corridor towards a distant archway. The sharp diagonal shadow cast by the wall remains unchanged.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> remains completely stationary, holding their position behind the screen-left wall stays still."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains completely steady, maintaining a fixed sightline down the screen-right side of the corridor."
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "At the start, <|Subject1|> is initially stationary behind the plaster wall on the viewer's screen-left, holding the AWP sniper rifle. Shortly, <|Subject1|> initiates a quick jiggle-peek maneuver, strafing to the viewer's screen-right to peer further down the corridor. As the view progresses, this movement reveals more of the open area, including a wooden crate or stone block in the midground and the detailed stone pillars of the distant archway. The sharp diagonal shadow on the stone floor shifts slightly relative to the viewmodel as <|Subject1|> moves. <|Subject1|> then quickly strafes back to the viewer's screen-left, returning to the safety of the cover provided by the screen-left wall. This is followed by a brief forward toward the viewer's screen-left and forward toward the viewer's screen-right adjustment to reset their positioning. Throughout this movement, the AWP remains held in a steady, unscoped position on the screen-right side of the screen, with the dark-gloved right hand visible. The plaster wall on the viewer's screen-left, with its rough texture and bullet marks, slides back into full view as <|Subject1|> retreats. By the end of the interval, <|Subject1|> has returned to a stationary stance behind the corner, with the plaster wall once again dominating the screen-left side of the screen, maintaining a defensive posture. The lighting remains bright and consistent, casting the same sharp shadows across the stone tiles.",
"environment_description": "The environment shifts dynamically as <|Subject1|> peeks out from cover. Strafing toward the viewer's screen-right briefly reveals more of the sunlit corridor, including a distant crate and stone pillars, before <|Subject1|> retreats back behind the plaster wall on the viewer's screen-left.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> moves right to peek, then quickly moves left, forward left, and forward right to return to cover, before coming to a stop stays still, then moves right, then moves left, then moves forward-left, then moves forward-right, then stays still."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains horizontally and vertically steady, with no yaw or pitch changes, though the perspective shifts laterally due to player movement."
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "At the start, <|Subject1|> is stationary behind the left plaster wall, holding the AWP sniper rifle in the same unscoped position. Soon, <|Subject1|> executes another jiggle-peek, strafing to the viewer's screen-right to gather information down the corridor. As the view progresses, the movement exposes the sunlit pathway, the distant stone archway, and the shadow-dappled ground. The textured details of the plaster wall on the viewer's screen-left slide out of view slightly as <|Subject1|> moves toward the viewer's screen-right, then slide back into prominence as <|Subject1|> quickly strafes back to the viewer's screen-left to regain cover. A minor forward toward the viewer's screen-right adjustment is made before <|Subject1|> settles into a stationary stance once more. The AWP viewmodel remains anchored on the viewer's screen-right, showing the dark tactical glove and bare forearm. The bright sunlight continues to cast a strong diagonal shadow from the screen-left wall across the stone tiles. The distant stone pillars and archway are briefly framed in the center of the view before being occluded by the returning wall. By the end of the interval, <|Subject1|> is completely still behind the corner, holding the angle down the corridor, prepared for any sudden movements from the enemy team. The overall lighting and warm color palette of the environment remain stable throughout this quick maneuver.",
"environment_description": "The corridor environment is briefly revealed and then hidden again as <|Subject1|> performs a second jiggle-peek. Strafing toward the viewer's screen-right opens up the sightline towards the distant archway, which is then occluded as <|Subject1|> returns to cover behind the screen-left wall.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> moves right to peek, then moves left and forward right to return to cover, before becoming still."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains steady with no rotation or tilt, maintaining a constant forward orientation as the player moves."
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "At the start, <|Subject1|> is stationary behind the screen-left wall, holding the AWP. Soon, <|Subject1|> begins to strafe to the viewer's screen-right, peeking out from behind the plaster wall to engage a target down the corridor. As the view progresses, <|Subject1|> initiates a scope-in action with the AWP sniper rifle. The normal first-person viewmodel instantly disappears, replaced by a black scope with a circular lens and, which significantly narrows the field of view and magnifies the distant scene. Through the scope, the stone pillars and the archway of the distant structure become highly visible and detailed. While scoped, <|Subject1|>'s view begins to turn slowly to the viewer's screen-right, panning across the stone architecture and revealing a wooden crate with the number \"85\" painted on it in the background. The sharp diagonal shadow from the screen-left wall is now seen in high magnification through the circular lens. By the end of the interval, <|Subject1|> is still strafing toward the viewer's screen-right and holding the scoped view, keeping the centered on the distant stone pillars, ready to fire at any target that crosses their line of sight. The black border of the scope completely occludes the peripheral vision, focusing all attention on the magnified center.",
"environment_description": "The environment transitions from a wide-angle view to a highly magnified, scoped perspective. As <|Subject1|> strafes toward the viewer's screen-right and scopes in, the screen-left wall is mostly excluded, and the distant stone pillars and a crate marked \"85\" are brought into sharp focus.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.828",
"end_time": "00:03.844",
"action_description": "<Action1><|Subject1|> scopes in with the AWP sniper rifle, transitioning from an unscoped view to a magnified scoped view with a black and. The AWP rises from the unscoped carry into the magnified sight picture, remains aligned during the supported hold, and returns toward the ready view when an exit is visible; no target result is inferred.</Action1>"
},
{
"start_time": "00:03.828",
"end_time": "00:04.000",
"action_description": "<Action1><|Subject1|> holds the scoped view on the AWP, keeping the active as they prepare to aim. The AWP rises from the unscoped carry into the magnified sight picture, remains aligned during the supported hold, and returns toward the ready view when an exit is visible; no target result is inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves right, peeking out from behind the corner stays still, then moves right."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view zooms in as the sniper scope is activated, and then turns to the viewer's screen-right, panning across the distant stone structures."
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "At the start, <|Subject1|> is scoped in with the AWP, continuing to strafe toward the viewer's screen-right. The magnified view shows the distant stone pillars and the crate marked \"85\". As the view progresses, <|Subject1|> triggers a double-zoom, further increasing the magnification of the scope and narrowing the field of view to focus tightly on the textured stone pillar. Shortly, <|Subject1|> exits the scope, causing the black to disappear and restoring the normal first-person perspective. The AWP viewmodel, held by the dark-gloved right hand, reappears on the screen-right side of the screen. <|Subject1|> then transitions their movement, strafing forward toward the viewer's screen-right, then forward, and finally forward toward the viewer's screen-left and screen-left. Concurrently, <|Subject1|>'s view turns to the viewer's screen-left and tilts slightly upward, scanning the upper portions of the distant stone archway and the open sky above. The sunlit stone ruins and the blue sky are now fully visible in the wide-angle view. By the end of the interval, <|Subject1|> is moving toward the viewer's screen-left, holding the AWP in an unscoped position while looking towards the sunlit stone ruins, having cleared the angle. The shadow of the screen-left wall is now far behind, and the player is fully exposed in the open corridor.",
"environment_description": "The scoped view of the distant pillars and crate is further magnified before <|Subject1|> unscopes, restoring the wide-angle view of the sunlit stone ruins. As <|Subject1|> moves forward while strafing toward the viewer's screen-left, the perspective shifts, revealing more of the open courtyard and the upper archway.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:04.062",
"end_time": "00:04.859",
"action_description": "<Action1><|Subject1|> continues holding the scoped view on the AWP, maintaining the magnified perspective until unscoping. The AWP rises from the unscoped carry into the magnified sight picture, remains aligned during the supported hold, and returns toward the ready view when an exit is visible; no target result is inferred.</Action1>"
},
{
"start_time": "00:04.531",
"end_time": "00:04.547",
"action_description": "<Action2><|Subject1|> increases the zoom level of the AWP scope, transitioning to a higher magnification to focus closely on the distant pillar. The AWP rises from the unscoped carry into the magnified sight picture, remains aligned during the supported hold, and returns toward the ready view when an exit is visible; no target result is inferred.</Action2>"
},
{
"start_time": "00:04.844",
"end_time": "00:04.859",
"action_description": "<Action3><|Subject1|> exits the scoped view on the AWP, restoring the normal wide-angle first-person perspective and bringing the weapon viewmodel back into view. The AWP rises from the unscoped carry into the magnified sight picture, remains aligned during the supported hold, and returns toward the ready view when an exit is visible; no target result is inferred.</Action3>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> continues moving right, then moves forward-right, forward, forward left, and finally moves left."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view zooms in further with a double-zoom, then widens back to normal as the scope is exited, before turning toward the viewer's screen-left and tilting slightly upward."
}
]
}
]
} |
七轮结果 / Seven-round result首帧后逐个 chunk 建草稿,最后一轮汇总。 / One chunk draft per turn, then a final history summary. English{
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},
{
"type": "movement",
"movement": "forward-right strafe",
"start_seconds": 2.7969,
"end_seconds": 2.8906,
"start_time": "00:02.797",
"end_time": "00:02.891",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "still",
"start_seconds": 2.9219,
"end_seconds": 3.6094,
"start_time": "00:02.922",
"end_time": "00:03.609",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "right strafe",
"start_seconds": 3.6094,
"end_seconds": 4.4688,
"start_time": "00:03.609",
"end_time": "00:04.469",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "view",
"axis": "yaw",
"direction": "right",
"start_seconds": 4.0156,
"end_seconds": 4.4062,
"start_time": "00:04.016",
"end_time": "00:04.406",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "forward-right strafe",
"start_seconds": 4.4688,
"end_seconds": 4.6562,
"start_time": "00:04.469",
"end_time": "00:04.656",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "forward",
"start_seconds": 4.6562,
"end_seconds": 4.8125,
"start_time": "00:04.656",
"end_time": "00:04.812",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "forward-left strafe",
"start_seconds": 4.8125,
"end_seconds": 4.875,
"start_time": "00:04.812",
"end_time": "00:04.875",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "view",
"axis": "yaw",
"direction": "left",
"start_seconds": 4.8594,
"end_seconds": 5.0312,
"start_time": "00:04.859",
"end_time": "00:05.031",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "movement",
"movement": "left strafe",
"start_seconds": 4.875,
"end_seconds": 5.0469,
"start_time": "00:04.875",
"end_time": "00:05.047",
"time_base": "clip_relative",
"source": "DEM:ticks"
},
{
"type": "view",
"axis": "pitch",
"direction": "up",
"start_seconds": 4.9219,
"end_seconds": 5.0156,
"start_time": "00:04.922",
"end_time": "00:05.016",
"time_base": "clip_relative",
"source": "DEM:ticks"
}
],
"weapon_timeline": [
{
"item": "AWP",
"role": "held_item",
"start_seconds": 3.828,
"end_seconds": 3.844,
"start_time": "00:03.828",
"end_time": "00:03.844",
"source_event_id": "context_00",
"source": "DEM:events.csv",
"time_base": "clip_relative"
},
{
"item": "AWP",
"role": "held_item",
"start_seconds": 3.828,
"end_seconds": 4.844,
"start_time": "00:03.828",
"end_time": "00:04.844",
"source_event_id": "context_01",
"source": "DEM:events.csv",
"time_base": "clip_relative"
},
{
"item": "AWP",
"role": "held_item",
"start_seconds": 3.8281,
"end_seconds": 4.8594,
"start_time": "00:03.828",
"end_time": "00:04.859",
"source_event_id": "target",
"source": "DEM",
"time_base": "clip_relative"
},
{
"item": "AWP",
"role": "held_item",
"start_seconds": 4.531,
"end_seconds": 4.547,
"start_time": "00:04.531",
"end_time": "00:04.547",
"source_event_id": "context_02",
"source": "DEM:events.csv",
"time_base": "clip_relative"
},
{
"item": "AWP",
"role": "held_item",
"start_seconds": 4.844,
"end_seconds": 4.859,
"start_time": "00:04.844",
"end_time": "00:04.859",
"source_event_id": "context_03",
"source": "DEM:events.csv",
"time_base": "clip_relative"
}
],
"final_held_item": "AWP",
"flags": []
},
"english_json": {
"perspective_view": "first-person",
"Style": "video game, first-person tactical shooter gameplay",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "player-controlled CS2 agent",
"subject_attribute": "The player is on the T side. At the first frame, the agent is holding an AWP sniper rifle with both hands clad in dark, textured gloves. The right hand grips the weapon's handle near the trigger, while the left hand supports the handguard from below. The weapon is anchored in the lower screen-right quadrant of the screen. The agent is in a standing stance, looking at a textured sandstone wall on the viewer's screen-left and a sunlit passage on the viewer's screen-right. The confirmed opening viewpoint is first-person."
}
],
"environment_detail": {
"map_name": "de_dust2",
"description": "The scene is set in a stone-walled corridor on de_dust2, near the A Site or Long A. A large, textured sandstone wall dominates the screen-left side of the view, casting a sharp shadow onto the stone-paved ground. To the viewer's screen-right, a sunlit passage opens up, leading toward a distant archway under a bright sky. A stone box or ledge is positioned in the passage, partially visible when stepping out from behind the wall. The lighting is bright and direct, creating a strong contrast between the sunlit areas and the deep shadows cast by the stone structures. No other players or persistent world effects are visible in the area.",
"area_or_callout": "A Site / Long A corner",
"opening_view": "First-person view facing a textured stone wall on the viewer's screen-left, with a sunlit stone passage opening up to the viewer's screen-right.",
"layout_and_sightlines": "A tight corner sightline looking down a sunlit stone passage toward a distant archway, with a stone wall on the viewer's screen-left providing cover.",
"surfaces_and_materials": "Textured sandstone walls, stone-paved ground, and a concrete/stone box or ledge in the passage.",
"props_and_interactables": "A stone box or ledge situated in the sunlit passage.",
"lighting_and_visibility": "Bright, direct sunlight casting sharp shadows from the stone walls onto the ground.",
"persistent_world_effects": "Not visible"
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "At the start of the segment, the player-controlled agent <|Subject1|> is standing completely still behind a large, textured sandstone wall that dominates the left and center screen-left of the first-person view. <|Subject1|> is holding an AWP sniper rifle, which is anchored in the lower screen-right quadrant of the screen. The agent's hands are clad in dark, textured gloves, with the right hand gripping the weapon's handle and the left hand supporting the handguard from below. The stone wall casts a sharp, dark shadow diagonally across the stone-paved ground, creating a strong contrast with the bright, sunlit passage visible to the viewer's screen-right. In the background, the sunlit passage leads toward a distant stone archway under a clear, bright sky. The environment remains completely static, with no movement from the player or any other elements in the scene. As the view progresses, the weapon remains held in a steady, ready position, and the camera does not tilt, turn, or zoom. By the end of the segment, the scene remains unchanged, maintaining the initial first-person perspective behind the protective stone wall. As the view advances, the environment remains completely static during this segment. A large, textured sandstone wall dominates the screen-left side of the view, casting a sharp shadow onto the stone-paved ground. To the viewer's screen-right, a sunlit passage is visible, leading toward a distant archway. No changes in lighting, props, or player positions occur, maintaining a quiet and stationary scene. The player movement progression is <|Subject1|> stays still. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The environment remains completely static during this segment. A large, textured sandstone wall dominates the screen-left side of the view, casting a sharp shadow onto the stone-paved ground. To the viewer's screen-right, a sunlit passage is visible, leading toward a distant archway. No changes in lighting, props, or player positions occur, maintaining a quiet and stationary scene.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> stands completely still behind the stone wall, maintaining a stationary position without any forward, backward, or lateral movement."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains completely stationary, with no horizontal turns, vertical tilts, or changes in zoom level, keeping the stone wall centered."
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "At the start of the segment, the player-controlled agent <|Subject1|> begins to move, executing a brief lateral strafe to the viewer's screen-right. As the view progresses, this movement carries the first-person perspective out from behind the protective sandstone wall on the viewer's screen-left, revealing more of the sunlit passage. A stone box or ledge comes into view in the midground, situated along the screen-right side of the passage. The bright sunlight illuminates the stone surfaces, highlighting the textures of the walls and the ground. <|Subject1|> continues to hold the AWP sniper rifle in a ready position, with both hands clad in dark gloves visible on the weapon. After briefly exposing the passage, <|Subject1|> reverses direction and strafes back to the viewer's screen-left, returning to the initial covered position behind the stone wall. By the end of the segment, the sandstone wall once again dominates the screen-left side of the view, and the sunlit passage is partially occluded, restoring the initial state of cover. As the view advances, the environment shifts dynamically as the player steps out from behind the wall. The sunlit passage and a stone box in the midground are briefly revealed to the viewer's screen-right before the player retreats, causing the sandstone wall to once again dominate the screen-left side of the view and occlude the passage. The player movement progression is <|Subject1|> stays still, then moves toward the viewer's screen-right, then moves toward the viewer's screen-left, then moves forward toward the viewer's screen-left, then moves forward toward the viewer's screen-right, then stays still. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The environment shifts dynamically as the player steps out from behind the wall. The sunlit passage and a stone box in the midground are briefly revealed to the viewer's screen-right before the player retreats, causing the sandstone wall to once again dominate the screen-left side of the view and occlude the passage.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> strafes briefly to the viewer's screen-right to peek into the sunlit passage, then quickly strafes back to the viewer's screen-left to return to cover behind the stone wall stays still, then moves right, then moves left, then moves forward-left, then moves forward-right, then stays still."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view shifts slightly to the viewer's screen-right as the agent moves, then shifts back to the viewer's screen-left, following the lateral movement while maintaining a steady horizontal gaze."
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "At the start of the segment, the player-controlled agent <|Subject1|> is positioned behind the sandstone wall, holding the AWP sniper rifle in a ready stance. As the view progresses, <|Subject1|> executes another brief lateral strafe to the viewer's screen-right, peeking out from behind the wall for a second time. This movement shifts the perspective to reveal the sunlit passage and the stone box in the midground. The bright sunlight continues to cast a sharp shadow from the wall onto the ground, creating a high-contrast boundary. <|Subject1|>'s hands, wearing dark gloves, remain visible holding the sniper rifle in the lower screen-right quadrant. After a brief moment of exposure, <|Subject1|> strafes back to the viewer's screen-left, retreating behind the sandstone wall to regain cover. By the end of the segment, the view has returned to its initial state, with the textured stone wall dominating the left and center screen-left of the screen, occluding the majority of the sunlit passage. As the view advances, the environment undergoes a brief shift as the player peeks out for a second time. The sunlit passage and the stone box are temporarily revealed to the viewer's screen-right before the player steps back, causing the sandstone wall to occlude the passage once more. The player movement progression is <|Subject1|> stays still, then moves toward the viewer's screen-right, then moves toward the viewer's screen-left, then moves forward toward the viewer's screen-right, then stays still. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The environment undergoes a brief shift as the player peeks out for a second time. The sunlit passage and the stone box are temporarily revealed to the viewer's screen-right before the player steps back, causing the sandstone wall to occlude the passage once more.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> strafes to the viewer's screen-right to peek into the passage once more, then quickly strafes back to the viewer's screen-left to return to cover behind the wall stays still, then moves right, then moves left, then moves forward-right, then stays still."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view shifts slightly to the viewer's screen-right and then back to the viewer's screen-left, tracking the lateral movement while keeping the horizontal alignment steady."
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "At the start of the segment, the player-controlled agent <|Subject1|> is standing still behind the sandstone wall, holding the AWP sniper rifle. As the view progresses, <|Subject1|> begins to strafe to the viewer's screen-right, moving out from behind the wall to peek into the sunlit passage. During this movement, <|Subject1|> initiates a scope-in action with the AWP. By the end of the segment, the view transitions into a circular scoped-in perspective, which magnifies the sunlit passage and the stone box in the midground. The black scope occludes the outer edges of the screen, focusing the view entirely on the magnified area. The sandstone wall on the viewer's screen-left is now highly magnified and partially visible within the circular scope, while the sunlit passage and the stone box are brought into sharp focus, preparing the player to hold an angle. As the view advances, the environment transitions from a normal first-person view to a magnified, circular scoped perspective. The sandstone wall on the viewer's screen-left and the sunlit passage on the viewer's screen-right are highly magnified, with the outer edges of the screen occluded by the black scope. The player-controlled interaction progresses as <|Subject1|> scopes in with the AWP sniper rifle, bringing up the circular scope and magnifying the view of the sunlit passage. The AWP rises from the unscoped carry into the magnified sight picture, remains aligned during the supported hold, and returns toward the ready view when an exit is visible; no target result is inferred. The player movement progression is <|Subject1|> stays still, then moves toward the viewer's screen-right. The first-person camera progression is The player-controlled agent's first-person view turns toward the viewer's screen-right (fixed scene features drift toward screen-left when visible). By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The environment transitions from a normal first-person view to a magnified, circular scoped perspective. The sandstone wall on the viewer's screen-left and the sunlit passage on the viewer's screen-right are highly magnified, with the outer edges of the screen occluded by the black scope.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.828",
"end_time": "00:04.062",
"action_description": "<Action1><|Subject1|> scopes in with the AWP sniper rifle, bringing up the circular scope and magnifying the view of the sunlit passage. The AWP rises from the unscoped carry into the magnified sight picture, remains aligned during the supported hold, and returns toward the ready view when an exit is visible; no target result is inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> strafes to the viewer's screen-right, moving out from behind the stone wall to gain a clear line of sight down the sunlit passage stays still, then moves right."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view shifts to the viewer's screen-right and then transitions into a magnified scoped-in perspective, narrowing the field of view significantly."
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "At the start of the segment, the player-controlled agent <|Subject1|> is scoped in with the AWP sniper rifle, holding a magnified view of the sunlit passage. As the view progresses, <|Subject1|> continues to strafe to the viewer's screen-right and slightly forward, adjusting the angle. The agent then increases the zoom level of the scope, further magnifying the stone box and the distant archway, which temporarily occludes more of the surrounding environment. Shortly, <|Subject1|> exits the scope, causing the circular to disappear and returning the view to a normal first-person perspective. This transition reveals the full sunlit passage, the stone box on the viewer's screen-left, and the distant archway under the bright sky. <|Subject1|> then strafes back to the viewer's screen-left, moving toward the cover of the sandstone wall. By the end of the segment, the view turns slightly to the viewer's screen-left and tilts upward, with the AWP sniper rifle held in a ready position in the lower screen-right quadrant. As the view advances, the environment is initially highly magnified through the double-zoomed scope. After the player un-scopes, the full sunlit passage, stone box, and distant archway are revealed in a normal perspective before the player moves back toward the viewer's screen-left. The player-controlled interaction progresses as <|Subject1|> remains scoped in with the AWP sniper rifle, holding the angle down the sunlit passage. The AWP rises from the unscoped carry into the magnified sight picture, remains aligned during the supported hold, and returns toward the ready view when an exit is visible; no target result is inferred. <|Subject1|> increases the zoom level of the AWP sniper scope, further magnifying the distant stone box. The AWP rises from the unscoped carry into the magnified sight picture, remains aligned during the supported hold, and returns toward the ready view when an exit is visible; no target result is inferred. <|Subject1|> un-scopes the AWP sniper rifle, returning the view to the normal first-person perspective. The AWP rises from the unscoped carry into the magnified sight picture, remains aligned during the supported hold, and returns toward the ready view when an exit is visible; no target result is inferred. The player movement progression is <|Subject1|> moves toward the viewer's screen-right, then moves forward toward the viewer's screen-right, then moves forward, then moves forward toward the viewer's screen-left, then moves toward the viewer's screen-left. The first-person camera progression is The player-controlled agent's first-person view turns toward the viewer's screen-right (fixed scene features drift toward screen-left when visible), then turns toward the viewer's screen-left (fixed scene features drift toward screen-right when visible), then tilts up in the viewer's screen orientation. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The environment is initially highly magnified through the double-zoomed scope. After the player un-scopes, the full sunlit passage, stone box, and distant archway are revealed in a normal perspective before the player moves back toward the viewer's screen-left.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:04.062",
"end_time": "00:04.859",
"action_description": "<Action1><|Subject1|> remains scoped in with the AWP sniper rifle, holding the angle down the sunlit passage. The AWP rises from the unscoped carry into the magnified sight picture, remains aligned during the supported hold, and returns toward the ready view when an exit is visible; no target result is inferred.</Action1>"
},
{
"start_time": "00:04.531",
"end_time": "00:04.547",
"action_description": "<Action2><|Subject1|> increases the zoom level of the AWP sniper scope, further magnifying the distant stone box. The AWP rises from the unscoped carry into the magnified sight picture, remains aligned during the supported hold, and returns toward the ready view when an exit is visible; no target result is inferred.</Action2>"
},
{
"start_time": "00:04.844",
"end_time": "00:04.859",
"action_description": "<Action3><|Subject1|> un-scopes the AWP sniper rifle, returning the view to the normal first-person perspective. The AWP rises from the unscoped carry into the magnified sight picture, remains aligned during the supported hold, and returns toward the ready view when an exit is visible; no target result is inferred.</Action3>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves right and forward while scoped, then strafes back to the viewer's screen-left after un-scoping to return toward cover moves right, then moves forward-right, then moves forward, then moves forward-left, then moves left."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-right, zooms in further, then widens back to normal upon un-scoping, before turning slightly toward the viewer's screen-left and tilting upward."
}
]
}
]
}
}中文{
"perspective_view": "第一人称",
"Style": "游戏,第一人称战术射击玩法",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "由玩家操控的 CS2 特工",
"subject_attribute": "The player is on the T side. At the first frame, the agent is holding an AWP sniper rifle with both hands clad in dark, textured gloves. The right hand grips the weapon's handle near the trigger, while the left hand supports the handguard from below. The weapon is anchored in the lower screen-right quadrant of the screen. The agent is in a standing stance, looking at a textured sandstone wall on the viewer's screen-left and a sunlit passage on the viewer's screen-right. The confirmed opening viewpoint is first-person."
}
],
"environment_detail": {
"map_name": "de_dust2",
"description": "片段发生在 de_dust2 的室外区域,符合上部中路或短连接区域,视角为站立眼高。开场时,大块平整的沙色米黄色石墙占据屏幕左侧,表面有浅坑和风化纹理。一条尖锐的斜向墙边从屏幕上方中央延伸至屏幕右下方,形成三角形空隙,通向更明亮、更深处的通道。透过空隙,中远景可见风化砖拱门结构,两侧还有其他石墙。AWP 开镜后,空隙中可以看到一名身穿浅色衣物的远处人物下半身站在沙地走廊上。温暖的定向阳光从观察者屏幕右侧射入,在屏幕左侧墙面投下醒目的斜向阴影。屏幕右上角有稀疏绿色植被。整个环境的几何结构保持一致,没有持续烟雾、火焰或闪光效果;只有在视觉有依据时才描述独立可见的玩家模型,否则没有额外玩家模型可见。",
"area_or_callout": "de_dust2 上部中路或短连接区域",
"opening_view": "站立眼高的第一人称视角面向屏幕左侧的大块沙色米黄色石墙;斜向墙边在屏幕右侧打开通往更明亮通道的缺口,缺口中可见远处砖拱门",
"layout_and_sightlines": "主要视线穿过斜向墙边与远墙之间的三角形空隙,通向带砖拱门的深处通道;屏幕左侧墙体提供掩体,并在视角向观察者屏幕右侧转动前遮挡通道",
"surfaces_and_materials": "观察者屏幕左侧是带浅坑风化纹理的沙色米黄色石墙;中央是斜切石质边缘;脚下是沙地;背景有砖拱门;通道空隙中可见另一面石墙",
"props_and_interactables": "屏幕右上角的稀疏绿色植被;没有其他可见互动道具",
"lighting_and_visibility": "温暖的定向阳光从观察者屏幕右侧照来,在屏幕左侧墙面投下强烈斜向阴影;空隙后方的通道被明亮照亮;整体光线温暖且带尘土感",
"persistent_world_effects": "未观察到持续性世界效果"
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "At the start of the segment, the player-controlled agent <|Subject1|> is standing completely still behind a large, textured sandstone wall that dominates the left and center screen-left of the first-person view. <|Subject1|> is holding an AWP sniper rifle, which is anchored in the lower screen-right quadrant of the screen. The agent's hands are clad in dark, textured gloves, with the right hand gripping the weapon's handle and the left hand supporting the handguard from below. The stone wall casts a sharp, dark shadow diagonally across the stone-paved ground, creating a strong contrast with the bright, sunlit passage visible to the viewer's screen-right. In the background, the sunlit passage leads toward a distant stone archway under a clear, bright sky. The environment remains completely static, with no movement from the player or any other elements in the scene. As the view progresses, the weapon remains held in a steady, ready position, and the camera does not tilt, turn, or zoom. By the end of the segment, the scene remains unchanged, maintaining the initial first-person perspective behind the protective stone wall. As the view advances, the environment remains completely static during this segment. A large, textured sandstone wall dominates the screen-left side of the view, casting a sharp shadow onto the stone-paved ground. To the viewer's screen-right, a sunlit passage is visible, leading toward a distant archway. No changes in lighting, props, or player positions occur, maintaining a quiet and stationary scene. The player movement progression is <|Subject1|> stays still. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The environment remains completely static during this segment. A large, textured sandstone wall dominates the screen-left side of the view, casting a sharp shadow onto the stone-paved ground. To the viewer's screen-right, a sunlit passage is visible, leading toward a distant archway. No changes in lighting, props, or player positions occur, maintaining a quiet and stationary scene.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> stands completely still behind the stone wall, maintaining a stationary position without any forward, backward, or lateral movement."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains completely stationary, with no horizontal turns, vertical tilts, or changes in zoom level, keeping the stone wall centered."
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "At the start of the segment, the player-controlled agent <|Subject1|> begins to move, executing a brief lateral strafe to the viewer's screen-right. As the view progresses, this movement carries the first-person perspective out from behind the protective sandstone wall on the viewer's screen-left, revealing more of the sunlit passage. A stone box or ledge comes into view in the midground, situated along the screen-right side of the passage. The bright sunlight illuminates the stone surfaces, highlighting the textures of the walls and the ground. <|Subject1|> continues to hold the AWP sniper rifle in a ready position, with both hands clad in dark gloves visible on the weapon. After briefly exposing the passage, <|Subject1|> reverses direction and strafes back to the viewer's screen-left, returning to the initial covered position behind the stone wall. By the end of the segment, the sandstone wall once again dominates the screen-left side of the view, and the sunlit passage is partially occluded, restoring the initial state of cover. As the view advances, the environment shifts dynamically as the player steps out from behind the wall. The sunlit passage and a stone box in the midground are briefly revealed to the viewer's screen-right before the player retreats, causing the sandstone wall to once again dominate the screen-left side of the view and occlude the passage. The player movement progression is <|Subject1|> stays still, then moves toward the viewer's screen-right, then moves toward the viewer's screen-left, then moves forward toward the viewer's screen-left, then moves forward toward the viewer's screen-right, then stays still. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The environment shifts dynamically as the player steps out from behind the wall. The sunlit passage and a stone box in the midground are briefly revealed to the viewer's screen-right before the player retreats, causing the sandstone wall to once again dominate the screen-left side of the view and occlude the passage.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> strafes briefly to the viewer's screen-right to peek into the sunlit passage, then quickly strafes back to the viewer's screen-left to return to cover behind the stone wall stays still, then moves right, then moves left, then moves forward-left, then moves forward-right, then stays still."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view shifts slightly to the viewer's screen-right as the agent moves, then shifts back to the viewer's screen-left, following the lateral movement while maintaining a steady horizontal gaze."
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "At the start of the segment, the player-controlled agent <|Subject1|> is positioned behind the sandstone wall, holding the AWP sniper rifle in a ready stance. As the view progresses, <|Subject1|> executes another brief lateral strafe to the viewer's screen-right, peeking out from behind the wall for a second time. This movement shifts the perspective to reveal the sunlit passage and the stone box in the midground. The bright sunlight continues to cast a sharp shadow from the wall onto the ground, creating a high-contrast boundary. <|Subject1|>'s hands, wearing dark gloves, remain visible holding the sniper rifle in the lower screen-right quadrant. After a brief moment of exposure, <|Subject1|> strafes back to the viewer's screen-left, retreating behind the sandstone wall to regain cover. By the end of the segment, the view has returned to its initial state, with the textured stone wall dominating the left and center screen-left of the screen, occluding the majority of the sunlit passage. As the view advances, the environment undergoes a brief shift as the player peeks out for a second time. The sunlit passage and the stone box are temporarily revealed to the viewer's screen-right before the player steps back, causing the sandstone wall to occlude the passage once more. The player movement progression is <|Subject1|> stays still, then moves toward the viewer's screen-right, then moves toward the viewer's screen-left, then moves forward toward the viewer's screen-right, then stays still. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The environment undergoes a brief shift as the player peeks out for a second time. The sunlit passage and the stone box are temporarily revealed to the viewer's screen-right before the player steps back, causing the sandstone wall to occlude the passage once more.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> strafes to the viewer's screen-right to peek into the passage once more, then quickly strafes back to the viewer's screen-left to return to cover behind the wall stays still, then moves right, then moves left, then moves forward-right, then stays still."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view shifts slightly to the viewer's screen-right and then back to the viewer's screen-left, tracking the lateral movement while keeping the horizontal alignment steady."
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "At the start of the segment, the player-controlled agent <|Subject1|> is standing still behind the sandstone wall, holding the AWP sniper rifle. As the view progresses, <|Subject1|> begins to strafe to the viewer's screen-right, moving out from behind the wall to peek into the sunlit passage. During this movement, <|Subject1|> initiates a scope-in action with the AWP. By the end of the segment, the view transitions into a circular scoped-in perspective, which magnifies the sunlit passage and the stone box in the midground. The black scope occludes the outer edges of the screen, focusing the view entirely on the magnified area. The sandstone wall on the viewer's screen-left is now highly magnified and partially visible within the circular scope, while the sunlit passage and the stone box are brought into sharp focus, preparing the player to hold an angle. As the view advances, the environment transitions from a normal first-person view to a magnified, circular scoped perspective. The sandstone wall on the viewer's screen-left and the sunlit passage on the viewer's screen-right are highly magnified, with the outer edges of the screen occluded by the black scope. The player-controlled interaction progresses as <|Subject1|> scopes in with the AWP sniper rifle, bringing up the circular scope and magnifying the view of the sunlit passage. The AWP rises from the unscoped carry into the magnified sight picture, remains aligned during the supported hold, and returns toward the ready view when an exit is visible; no target result is inferred. The player movement progression is <|Subject1|> stays still, then moves toward the viewer's screen-right. The first-person camera progression is The player-controlled agent's first-person view turns toward the viewer's screen-right (fixed scene features drift toward screen-left when visible). By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The environment transitions from a normal first-person view to a magnified, circular scoped perspective. The sandstone wall on the viewer's screen-left and the sunlit passage on the viewer's screen-right are highly magnified, with the outer edges of the screen occluded by the black scope.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.828",
"end_time": "00:04.062",
"action_description": "<Action1><|Subject1|> scopes in with the AWP sniper rifle, bringing up the circular scope and magnifying the view of the sunlit passage. The AWP rises from the unscoped carry into the magnified sight picture, remains aligned during the supported hold, and returns toward the ready view when an exit is visible; no target result is inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> strafes to the viewer's screen-right, moving out from behind the stone wall to gain a clear line of sight down the sunlit passage stays still, then moves right."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view shifts to the viewer's screen-right and then transitions into a magnified scoped-in perspective, narrowing the field of view significantly."
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "At the start of the segment, the player-controlled agent <|Subject1|> is scoped in with the AWP sniper rifle, holding a magnified view of the sunlit passage. As the view progresses, <|Subject1|> continues to strafe to the viewer's screen-right and slightly forward, adjusting the angle. The agent then increases the zoom level of the scope, further magnifying the stone box and the distant archway, which temporarily occludes more of the surrounding environment. Shortly, <|Subject1|> exits the scope, causing the circular to disappear and returning the view to a normal first-person perspective. This transition reveals the full sunlit passage, the stone box on the viewer's screen-left, and the distant archway under the bright sky. <|Subject1|> then strafes back to the viewer's screen-left, moving toward the cover of the sandstone wall. By the end of the segment, the view turns slightly to the viewer's screen-left and tilts upward, with the AWP sniper rifle held in a ready position in the lower screen-right quadrant. As the view advances, the environment is initially highly magnified through the double-zoomed scope. After the player un-scopes, the full sunlit passage, stone box, and distant archway are revealed in a normal perspective before the player moves back toward the viewer's screen-left. The player-controlled interaction progresses as <|Subject1|> remains scoped in with the AWP sniper rifle, holding the angle down the sunlit passage. The AWP rises from the unscoped carry into the magnified sight picture, remains aligned during the supported hold, and returns toward the ready view when an exit is visible; no target result is inferred. <|Subject1|> increases the zoom level of the AWP sniper scope, further magnifying the distant stone box. The AWP rises from the unscoped carry into the magnified sight picture, remains aligned during the supported hold, and returns toward the ready view when an exit is visible; no target result is inferred. <|Subject1|> un-scopes the AWP sniper rifle, returning the view to the normal first-person perspective. The AWP rises from the unscoped carry into the magnified sight picture, remains aligned during the supported hold, and returns toward the ready view when an exit is visible; no target result is inferred. The player movement progression is <|Subject1|> moves toward the viewer's screen-right, then moves forward toward the viewer's screen-right, then moves forward, then moves forward toward the viewer's screen-left, then moves toward the viewer's screen-left. The first-person camera progression is The player-controlled agent's first-person view turns toward the viewer's screen-right (fixed scene features drift toward screen-left when visible), then turns toward the viewer's screen-left (fixed scene features drift toward screen-right when visible), then tilts up in the viewer's screen orientation. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The environment is initially highly magnified through the double-zoomed scope. After the player un-scopes, the full sunlit passage, stone box, and distant archway are revealed in a normal perspective before the player moves back toward the viewer's screen-left.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:04.062",
"end_time": "00:04.859",
"action_description": "<Action1><|Subject1|> remains scoped in with the AWP sniper rifle, holding the angle down the sunlit passage. The AWP rises from the unscoped carry into the magnified sight picture, remains aligned during the supported hold, and returns toward the ready view when an exit is visible; no target result is inferred.</Action1>"
},
{
"start_time": "00:04.531",
"end_time": "00:04.547",
"action_description": "<Action2><|Subject1|> increases the zoom level of the AWP sniper scope, further magnifying the distant stone box. The AWP rises from the unscoped carry into the magnified sight picture, remains aligned during the supported hold, and returns toward the ready view when an exit is visible; no target result is inferred.</Action2>"
},
{
"start_time": "00:04.844",
"end_time": "00:04.859",
"action_description": "<Action3><|Subject1|> un-scopes the AWP sniper rifle, returning the view to the normal first-person perspective. The AWP rises from the unscoped carry into the magnified sight picture, remains aligned during the supported hold, and returns toward the ready view when an exit is visible; no target result is inferred.</Action3>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves right and forward while scoped, then strafes back to the viewer's screen-left after un-scoping to return toward cover moves right, then moves forward-right, then moves forward, then moves forward-left, then moves left."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns toward the viewer's screen-right, zooms in further, then widens back to normal upon un-scoping, before turning slightly toward the viewer's screen-left and tilting upward."
}
]
}
]
} |
Case 5 · opencs2-switch-static-m2392763-de_ancient-r06-p01-f000020--infer-s0042
| 左列 / Left | 右列 / Right |
|---|---|
两轮结果 / Two-round result首帧冻结全局字段,第二轮一次性处理五个 chunk。 / First-frame global baseline; all five chunks in the second turn. English{
"metadata": {
"schema_version": "cs2_v3_chunk_caption_v1",
"game": "Counter-Strike 2",
"clip": {
"sample_id": "opencs2-switch-static-m2392763-de_ancient-r06-p01-f000020--infer-s0042",
"map_name": "de_ancient",
"profile": "stationary",
"action_reference": "switch",
"player_side": null,
"match_id": "2392763",
"round_id": 6,
"num_frames": 81,
"fps": 16.0,
"duration_seconds": 5.0625,
"width": 832,
"height": 480,
"time_base": "clip_relative",
"conditioning_frame_index": 0,
"content_frame_start": 1,
"content_frame_end_exclusive": 81,
"initial_held_item": "Desert Eagle",
"latent_layout": {
"temporal_stride": 4,
"condition_latent_frames": 1,
"chunk_size_latents": 4,
"num_chunks": 5,
"num_latents": 21,
"chunk_support_tick_offsets": [
2,
66,
130,
194,
258,
322
]
},
"source_fps": 32,
"source_tick_rate": 64,
"source_frame_start": 20,
"source_frame_end_exclusive": 181,
"temporal_resampling": {
"mode": null,
"source_span_frame_count": null,
"source_span_tick_count": null,
"speedup_ratio": null
}
},
"chunks": [
{
"chunk_index": 0,
"latent_indices": [
1,
2,
3,
4
],
"support_tick_offsets": [
2,
66
],
"start_frame": 1,
"end_frame_exclusive": 17,
"start_seconds": 0.0625,
"end_seconds": 1.0625,
"start_time": "00:00.062",
"end_time": "00:01.062",
"phase": "mixed",
"description_en": "The environment is stable, featuring mossy stone walls and shallow water. Another player model enters from the viewer's screen-left and runs forward toward the viewer's screen-right through the canal, splashing water.",
"actions_present": [],
"movement": "still",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 1,
"latent_indices": [
5,
6,
7,
8
],
"support_tick_offsets": [
66,
130
],
"start_frame": 17,
"end_frame_exclusive": 33,
"start_seconds": 1.0625,
"end_seconds": 2.0625,
"start_time": "00:01.062",
"end_time": "00:02.062",
"phase": "mixed",
"description_en": "The other player model continues running forward and disappears around the corner in the background, leaving the canal empty. The rest of the environment remains stable.",
"actions_present": [],
"movement": "still",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 2,
"latent_indices": [
9,
10,
11,
12
],
"support_tick_offsets": [
130,
194
],
"start_frame": 33,
"end_frame_exclusive": 49,
"start_seconds": 2.0625,
"end_seconds": 3.0625,
"start_time": "00:02.062",
"end_time": "00:03.062",
"phase": "mixed",
"description_en": "The environment remains completely stable and quiet. The player-controlled agent remains stationary in the shallow water.",
"actions_present": [
"context_00",
"target"
],
"movement": "still",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 3,
"latent_indices": [
13,
14,
15,
16
],
"support_tick_offsets": [
194,
258
],
"start_frame": 49,
"end_frame_exclusive": 65,
"start_seconds": 3.0625,
"end_seconds": 4.0625,
"start_time": "00:03.062",
"end_time": "00:04.062",
"phase": "mixed",
"description_en": "The environment remains stable and unchanged. The player-controlled agent remains stationary while completing the weapon switch.",
"actions_present": [
"context_00",
"target"
],
"movement": "still",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 4,
"latent_indices": [
17,
18,
19,
20
],
"support_tick_offsets": [
258,
322
],
"start_frame": 65,
"end_frame_exclusive": 81,
"start_seconds": 4.0625,
"end_seconds": 5.0625,
"start_time": "00:04.062",
"end_time": "00:05.062",
"phase": "mixed",
"description_en": "The environment remains completely stable and quiet, with the player-controlled agent holding a ready stance with the Desert Eagle.",
"actions_present": [],
"movement": "still",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
}
],
"action_timeline": [
{
"event_id": "context_00",
"type": "weapon_switch",
"subtype": "draw",
"weapon": "Desert Eagle",
"from_weapon": "Karambit",
"to_weapon": "Desert Eagle",
"start_seconds": 2.781,
"end_seconds": 3.672,
"start_time": "00:02.781",
"end_time": "00:03.672",
"is_target": true,
"end_reason": "state_change",
"confidence": "high",
"source_segment_id": "s0001",
"time_base": "clip_relative",
"begins_before_clip": false,
"continues_after_clip": false,
"source": "DEM:events.csv"
},
{
"event_id": "target",
"type": "switch",
"subtype": "draw",
"weapon": "Desert Eagle",
"from_weapon": "Karambit",
"to_weapon": "Desert Eagle",
"start_seconds": 2.7812,
"end_seconds": 3.6719,
"start_time": "00:02.781",
"end_time": "00:03.672",
"is_target": true,
"time_base": "clip_relative",
"begins_before_clip": false,
"continues_after_clip": false,
"confidence": "high",
"end_reason": null,
"source_segment_id": "s0001",
"source_segment_ids": [
"s0001"
],
"matched_event_segment_ids": [
"s0001"
],
"start_tick_offset": 178,
"end_tick_offset": 235,
"duration_seconds": 0.890625,
"source": "DEM"
}
],
"control_timeline": [
{
"type": "movement",
"movement": "still",
"start_seconds": 0.0,
"end_seconds": 5.0469,
"start_time": "00:00.000",
"end_time": "00:05.047",
"time_base": "clip_relative",
"source": "DEM:ticks"
}
],
"weapon_timeline": [
{
"item": "Desert Eagle",
"role": "held_item",
"start_seconds": 2.781,
"end_seconds": 3.672,
"start_time": "00:02.781",
"end_time": "00:03.672",
"source_event_id": "context_00",
"source": "DEM:events.csv",
"time_base": "clip_relative"
},
{
"item": "Desert Eagle",
"role": "held_item",
"start_seconds": 2.7812,
"end_seconds": 3.6719,
"start_time": "00:02.781",
"end_time": "00:03.672",
"source_event_id": "target",
"source": "DEM",
"time_base": "clip_relative"
}
],
"final_held_item": "Desert Eagle",
"flags": []
},
"english_json": {
"perspective_view": "first-person",
"Style": "video game, first-person tactical shooter gameplay",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "player-controlled CS2 agent",
"subject_attribute": "The player is wearing red and brown patterned hand wraps (gloves) and holding a Karambit knife with a colorful gradient (Fade) blade in their right hand."
}
],
"environment_detail": {
"map_name": "de_ancient",
"description": "An outdoor ancient stone ruin area with shallow, murky water covering the ground. High stone walls covered in moss and vines line the sides, with a stone archway and stairs visible in the background.",
"area_or_callout": "Water / B-site approach / Canal area",
"opening_view": "Looking forward down a shallow water-filled canal or pathway between ancient stone walls, with a B-site sign on the right wall.",
"layout_and_sightlines": "A straight water-filled path leading forward towards a stone staircase and archway in the distance. High stone walls on the left and right restrict movement, creating a narrow lane with sightlines extending straight ahead.",
"surfaces_and_materials": "The ground is covered in shallow, reflective water with mossy patches underneath. The walls are made of large, weathered grey stone blocks covered in green moss, vines, and foliage.",
"props_and_interactables": "A blue sign with a white 'B' and an arrow pointing left is mounted on the right stone wall. Lush green plants, vines, and trees are growing along the tops of the walls and in the background.",
"lighting_and_visibility": "Natural daylight illuminates the scene from above, casting soft shadows. The water reflects the sky and surrounding structures, and visibility is clear.",
"persistent_world_effects": "None observed."
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "At the start of this segment, the player-controlled agent stands completely stationary in the shallow, murky water of the ancient canal on de_ancient. In the foreground, the agent's hands are clad in red and brown patterned hand wraps, with the right hand holding a colorful Karambit knife with a purple-to-pink gradient blade, while the left hand is held open. In the midground, another player model wearing a light-colored shirt and a backpack runs forward through the water, kicking up white splashes as they move from the screen-left side towards the center screen-right. The background features weathered stone walls covered in green moss and vines, with a blue B-site sign visible on the screen-right wall. As the view progresses, the other player continues their forward run, splashing through the water, while the agent's view and position remain completely still. The lighting is bright and natural, casting soft shadows on the stone surfaces and creating reflections on the water's surface. By the end of the segment, the other player has moved further down the canal, and the overall scene remains stable with no camera movement or player locomotion from the agent.",
"environment_description": "The environment is stable, featuring mossy stone walls and shallow water. Another player model enters from the viewer's screen-left and runs forward toward the viewer's screen-right through the canal, splashing water.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> remains completely stationary, standing still in the shallow, murky water of the canal. There is no locomotion or positional change, and the surrounding stone walls and water reflections remain perfectly aligned with the agent's position."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains completely steady and still, maintaining a constant forward-facing sightline down the canal. The camera does not rotate, tilt, or zoom, keeping the distant stone archway and the B-site sign on the screen-right wall perfectly centered."
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "At the start of this segment, the player-controlled agent remains stationary in the canal, holding the Karambit knife in a stable grip. In the midground, the other player model continues running away from the agent, moving deeper into the canal towards the background archway. As the view progresses, the other player model grows smaller in the distance and eventually disappears around the corner of the stone ruins on the viewer's screen-right. The agent's hands and the colorful Karambit knife remain perfectly still in the foreground, anchored on the screen. The surrounding environment, including the mossy stone walls, the blue B-site sign, and the reflective water, remains unchanged under the bright daylight. There is no camera rotation or movement from the agent, keeping the sightline fixed straight ahead. By the end of the segment, the canal is empty of other players, and the agent's view remains completely steady, with the natural lighting illuminating the ancient stone textures and the quiet water. As the view advances, the other player model continues running forward and disappears around the corner in the background, leaving the canal empty. The rest of the environment remains stable. The player movement progression is <|Subject1|> stays still. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The other player model continues running forward and disappears around the corner in the background, leaving the canal empty. The rest of the environment remains stable.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> remains completely stationary, standing still in the shallow, murky water of the canal. There is no locomotion or positional change, and the surrounding stone walls and water reflections remain perfectly aligned with the agent's position."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains completely steady and still, maintaining a constant forward-facing sightline down the canal. The camera does not rotate, tilt, or zoom, keeping the distant stone archway and the B-site sign on the screen-right wall perfectly centered."
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "At the start of this segment, the canal is quiet and empty of other players, with the agent standing still in the shallow water. The agent continues to hold the Karambit knife in the right hand, with the left hand open in the foreground. As the view progresses, the agent initiates a weapon switch. The Karambit knife is lowered out of view, and the agent begins to draw a Desert Eagle pistol. By the end of the segment, the silver and black barrel of the Desert Eagle begins to emerge from the bottom right of the screen, held in the agent's right hand. The background stone walls, the B-site sign, and the murky water remain completely still, with no camera movement or player locomotion occurring. The lighting remains bright and consistent, casting soft shadows on the weathered stone blocks of the canal walls. As the view advances, the environment remains completely stable and quiet. The player-controlled agent remains stationary in the shallow water. The player-controlled interaction progresses as <|Subject1|> begins switching weapons, lowering the colorful Karambit knife out of view with their right hand. As the knife is put away, <|Subject1|> starts to draw the Desert Eagle pistol, which begins to emerge from the bottom right of the screen. The transition is smooth, with the agent's hands clad in red and brown hand wraps preparing to grip the incoming firearm as the segment concludes. The player movement progression is <|Subject1|> stays still. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The environment remains completely stable and quiet. The player-controlled agent remains stationary in the shallow water.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:02.781",
"end_time": "00:03.062",
"action_description": "<Action1><|Subject1|> begins switching weapons, lowering the colorful Karambit knife out of view with their right hand. As the knife is put away, starts to draw the Desert Eagle pistol, which begins to emerge from the bottom right of the screen. The transition is smooth, with the agent's hands clad in red and brown hand wraps preparing to grip the incoming firearm as the segment concludes.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> remains completely stationary, standing still in the shallow, murky water of the canal. There is no locomotion or positional change, and the surrounding stone walls and water reflections remain perfectly aligned with the agent's position."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains completely steady and still, maintaining a constant forward-facing sightline down the canal. The camera does not rotate, tilt, or zoom, keeping the distant stone archway and the B-site sign on the screen-right wall perfectly centered."
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "At the start of this segment, the weapon switch continues as the agent draws the Desert Eagle pistol. The agent's hands, clad in red and brown hand wraps, perform a spinning animation, flipping the pistol around the trigger guard before catching it in a firm grip. As the view progresses, the left hand moves to support the right hand, establishing a stable two-handed grip on the weapon. By the end of the segment, the Desert Eagle is fully drawn and held ready in the center screen-right of the screen. The surrounding ancient stone ruins, the mossy walls, and the shallow water remain completely stationary, with no movement or camera rotation. The natural daylight continues to illuminate the scene, highlighting the metallic texture of the pistol and the fabric of the hand wraps. As the view advances, the environment remains stable and unchanged. The player-controlled agent remains stationary while completing the weapon switch. The player-controlled interaction progresses as <|Subject1|> continues the weapon switch, performing a stylish spin animation with the Desert Eagle pistol. The agent flips the pistol around the trigger guard using their right hand before catching it securely. The left hand then moves in to support the weapon, establishing a stable two-handed grip. The draw animation completes, leaving the Desert Eagle held ready in the center screen-right of the screen. The player movement progression is <|Subject1|> stays still. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The environment remains stable and unchanged. The player-controlled agent remains stationary while completing the weapon switch.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.062",
"end_time": "00:03.672",
"action_description": "<Action1><|Subject1|> continues the weapon switch, performing a stylish spin animation with the Desert Eagle pistol. The agent flips the pistol around the trigger guard using their right hand before catching it securely. The left hand then moves in to support the weapon, establishing a stable two-handed grip. The draw animation completes, leaving the Desert Eagle held ready in the center screen-right of the screen.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> remains completely stationary, standing still in the shallow, murky water of the canal. There is no locomotion or positional change, and the surrounding stone walls and water reflections remain perfectly aligned with the agent's position."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains completely steady and still, maintaining a constant forward-facing sightline down the canal. The camera does not rotate, tilt, or zoom, keeping the distant stone archway and the B-site sign on the screen-right wall perfectly centered."
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "At the start of this segment, the agent stands completely still in the shallow water, holding the Desert Eagle pistol in a stable two-handed grip in the center screen-right of the screen. The red and brown patterned hand wraps are clearly visible on both hands. As the view progresses, there are no further actions, movements, or camera changes. The ancient stone walls, the blue B-site sign on the viewer's screen-right, and the distant archway remain perfectly still under the bright, natural daylight. By the end of the segment, the scene remains completely quiet and unchanged, with the agent maintaining their ready stance with the pistol. The water reflections and mossy textures on the stone walls remain constant throughout the entire duration. As the view advances, the environment remains completely stable and quiet, with the player-controlled agent holding a ready stance with the Desert Eagle. The player movement progression is <|Subject1|> stays still. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The environment remains completely stable and quiet, with the player-controlled agent holding a ready stance with the Desert Eagle.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> remains completely stationary, standing still in the shallow, murky water of the canal. There is no locomotion or positional change, and the surrounding stone walls and water reflections remain perfectly aligned with the agent's position."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains completely steady and still, maintaining a constant forward-facing sightline down the canal. The camera does not rotate, tilt, or zoom, keeping the distant stone archway and the B-site sign on the screen-right wall perfectly centered."
}
]
}
]
}
}中文{
"perspective_view": "第一人称",
"Style": "游戏,第一人称战术射击玩法",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "由玩家操控的 CS2 特工",
"subject_attribute": "The player is wearing red and brown patterned hand wraps (gloves) and holding a Karambit knife with a colorful gradient (Fade) blade in their right hand."
}
],
"environment_detail": {
"map_name": "de_ancient",
"description": "一条狭窄的石质走廊或水道,两侧高大的长满苔藓的石块墙向远处拱门汇聚。地面覆盖浅层积水,反射周围环境;墙顶有茂密热带植物和垂挂藤蔓。拱门中距离附近有朦胧大气雾气。右墙约中等高度处安装一块带蓝色文字的小矩形牌。",
"area_or_callout": "看起来是 de_ancient 的水道或地下通道区域,符合 B 点入口或连接通道,通常称为 Canal 或 Water。",
"opening_view": "镜头沿狭窄石墙走廊正向前方,消失点位于中远处石拱门,墙顶植物从两侧垂下。构图近似对称,两侧墙壁很近,浅水覆盖整个地面。",
"layout_and_sightlines": "走廊是一条没有可见分叉的直线通道,高墙贴近两侧,完全限制横向视线。主要视线沿拱门直达更明亮的开放区域,走廊内掩体很少,拱门本身形成自然瓶颈。",
"surfaces_and_materials": "浅水覆盖石材或地砖地面,水下可见藻类和苔藓。墙体由粗糙大石块砌成,下部石层有大量苔藓和地衣。前方拱门使用同样的石材,右墙固定着一块金属或涂漆标牌。",
"props_and_interactables": "右墙安装一块蓝底白字或图标的矩形信息/方向牌;两侧墙顶有零散热带植物和垂挂藤蔓。",
"lighting_and_visibility": "自然漫射光从上方和前方开放拱门进入,走廊内部较暗并有柔和阴影。拱门外明显更亮,石拱框略呈剪影。拱门附近有薄雾或蒸汽,使远处清晰度略降;总体可见度中等,远端可辨但不锐利。",
"persistent_world_effects": "拱门中距离附近持续可见轻微大气雾气或薄雾,符合该区域的蒸汽/雾效。"
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "At the start of this segment, the player-controlled agent stands completely stationary in the shallow, murky water of the ancient canal on de_ancient. In the foreground, the agent's hands are clad in red and brown patterned hand wraps, with the right hand holding a colorful Karambit knife with a purple-to-pink gradient blade, while the left hand is held open. In the midground, another player model wearing a light-colored shirt and a backpack runs forward through the water, kicking up white splashes as they move from the screen-left side towards the center screen-right. The background features weathered stone walls covered in green moss and vines, with a blue B-site sign visible on the screen-right wall. As the view progresses, the other player continues their forward run, splashing through the water, while the agent's view and position remain completely still. The lighting is bright and natural, casting soft shadows on the stone surfaces and creating reflections on the water's surface. By the end of the segment, the other player has moved further down the canal, and the overall scene remains stable with no camera movement or player locomotion from the agent.",
"environment_description": "The environment is stable, featuring mossy stone walls and shallow water. Another player model enters from the viewer's screen-left and runs forward toward the viewer's screen-right through the canal, splashing water.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> remains completely stationary, standing still in the shallow, murky water of the canal. There is no locomotion or positional change, and the surrounding stone walls and water reflections remain perfectly aligned with the agent's position."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains completely steady and still, maintaining a constant forward-facing sightline down the canal. The camera does not rotate, tilt, or zoom, keeping the distant stone archway and the B-site sign on the screen-right wall perfectly centered."
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "At the start of this segment, the player-controlled agent remains stationary in the canal, holding the Karambit knife in a stable grip. In the midground, the other player model continues running away from the agent, moving deeper into the canal towards the background archway. As the view progresses, the other player model grows smaller in the distance and eventually disappears around the corner of the stone ruins on the viewer's screen-right. The agent's hands and the colorful Karambit knife remain perfectly still in the foreground, anchored on the screen. The surrounding environment, including the mossy stone walls, the blue B-site sign, and the reflective water, remains unchanged under the bright daylight. There is no camera rotation or movement from the agent, keeping the sightline fixed straight ahead. By the end of the segment, the canal is empty of other players, and the agent's view remains completely steady, with the natural lighting illuminating the ancient stone textures and the quiet water. As the view advances, the other player model continues running forward and disappears around the corner in the background, leaving the canal empty. The rest of the environment remains stable. The player movement progression is <|Subject1|> stays still. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The other player model continues running forward and disappears around the corner in the background, leaving the canal empty. The rest of the environment remains stable.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> remains completely stationary, standing still in the shallow, murky water of the canal. There is no locomotion or positional change, and the surrounding stone walls and water reflections remain perfectly aligned with the agent's position."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains completely steady and still, maintaining a constant forward-facing sightline down the canal. The camera does not rotate, tilt, or zoom, keeping the distant stone archway and the B-site sign on the screen-right wall perfectly centered."
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "At the start of this segment, the canal is quiet and empty of other players, with the agent standing still in the shallow water. The agent continues to hold the Karambit knife in the right hand, with the left hand open in the foreground. As the view progresses, the agent initiates a weapon switch. The Karambit knife is lowered out of view, and the agent begins to draw a Desert Eagle pistol. By the end of the segment, the silver and black barrel of the Desert Eagle begins to emerge from the bottom right of the screen, held in the agent's right hand. The background stone walls, the B-site sign, and the murky water remain completely still, with no camera movement or player locomotion occurring. The lighting remains bright and consistent, casting soft shadows on the weathered stone blocks of the canal walls. As the view advances, the environment remains completely stable and quiet. The player-controlled agent remains stationary in the shallow water. The player-controlled interaction progresses as <|Subject1|> begins switching weapons, lowering the colorful Karambit knife out of view with their right hand. As the knife is put away, <|Subject1|> starts to draw the Desert Eagle pistol, which begins to emerge from the bottom right of the screen. The transition is smooth, with the agent's hands clad in red and brown hand wraps preparing to grip the incoming firearm as the segment concludes. The player movement progression is <|Subject1|> stays still. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The environment remains completely stable and quiet. The player-controlled agent remains stationary in the shallow water.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:02.781",
"end_time": "00:03.062",
"action_description": "<Action1><|Subject1|> begins switching weapons, lowering the colorful Karambit knife out of view with their right hand. As the knife is put away, starts to draw the Desert Eagle pistol, which begins to emerge from the bottom right of the screen. The transition is smooth, with the agent's hands clad in red and brown hand wraps preparing to grip the incoming firearm as the segment concludes.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> remains completely stationary, standing still in the shallow, murky water of the canal. There is no locomotion or positional change, and the surrounding stone walls and water reflections remain perfectly aligned with the agent's position."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains completely steady and still, maintaining a constant forward-facing sightline down the canal. The camera does not rotate, tilt, or zoom, keeping the distant stone archway and the B-site sign on the screen-right wall perfectly centered."
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "At the start of this segment, the weapon switch continues as the agent draws the Desert Eagle pistol. The agent's hands, clad in red and brown hand wraps, perform a spinning animation, flipping the pistol around the trigger guard before catching it in a firm grip. As the view progresses, the left hand moves to support the right hand, establishing a stable two-handed grip on the weapon. By the end of the segment, the Desert Eagle is fully drawn and held ready in the center screen-right of the screen. The surrounding ancient stone ruins, the mossy walls, and the shallow water remain completely stationary, with no movement or camera rotation. The natural daylight continues to illuminate the scene, highlighting the metallic texture of the pistol and the fabric of the hand wraps. As the view advances, the environment remains stable and unchanged. The player-controlled agent remains stationary while completing the weapon switch. The player-controlled interaction progresses as <|Subject1|> continues the weapon switch, performing a stylish spin animation with the Desert Eagle pistol. The agent flips the pistol around the trigger guard using their right hand before catching it securely. The left hand then moves in to support the weapon, establishing a stable two-handed grip. The draw animation completes, leaving the Desert Eagle held ready in the center screen-right of the screen. The player movement progression is <|Subject1|> stays still. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The environment remains stable and unchanged. The player-controlled agent remains stationary while completing the weapon switch.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.062",
"end_time": "00:03.672",
"action_description": "<Action1><|Subject1|> continues the weapon switch, performing a stylish spin animation with the Desert Eagle pistol. The agent flips the pistol around the trigger guard using their right hand before catching it securely. The left hand then moves in to support the weapon, establishing a stable two-handed grip. The draw animation completes, leaving the Desert Eagle held ready in the center screen-right of the screen.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> remains completely stationary, standing still in the shallow, murky water of the canal. There is no locomotion or positional change, and the surrounding stone walls and water reflections remain perfectly aligned with the agent's position."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains completely steady and still, maintaining a constant forward-facing sightline down the canal. The camera does not rotate, tilt, or zoom, keeping the distant stone archway and the B-site sign on the screen-right wall perfectly centered."
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "At the start of this segment, the agent stands completely still in the shallow water, holding the Desert Eagle pistol in a stable two-handed grip in the center screen-right of the screen. The red and brown patterned hand wraps are clearly visible on both hands. As the view progresses, there are no further actions, movements, or camera changes. The ancient stone walls, the blue B-site sign on the viewer's screen-right, and the distant archway remain perfectly still under the bright, natural daylight. By the end of the segment, the scene remains completely quiet and unchanged, with the agent maintaining their ready stance with the pistol. The water reflections and mossy textures on the stone walls remain constant throughout the entire duration. As the view advances, the environment remains completely stable and quiet, with the player-controlled agent holding a ready stance with the Desert Eagle. The player movement progression is <|Subject1|> stays still. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The environment remains completely stable and quiet, with the player-controlled agent holding a ready stance with the Desert Eagle.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> remains completely stationary, standing still in the shallow, murky water of the canal. There is no locomotion or positional change, and the surrounding stone walls and water reflections remain perfectly aligned with the agent's position."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains completely steady and still, maintaining a constant forward-facing sightline down the canal. The camera does not rotate, tilt, or zoom, keeping the distant stone archway and the B-site sign on the screen-right wall perfectly centered."
}
]
}
]
} |
七轮结果 / Seven-round result首帧后逐个 chunk 建草稿,最后一轮汇总。 / One chunk draft per turn, then a final history summary. English{
"metadata": {
"schema_version": "cs2_v3_chunk_caption_v1",
"game": "Counter-Strike 2",
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"description_en": "The dynamic environment features a water-filled stone canal with mossy walls under bright daylight. Another player character is actively running away down the center of the canal, splashing through the shallow water. The surrounding stone structures, hanging vines, and the blue 'B' sign on the screen-right wall remain static, while the water surface reflects the bright sky and the movement of the running player.",
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{
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"description_en": "The stone canal becomes empty as the other player character runs further down the path and turns toward the viewer's screen-right, disappearing behind the stone wall. The ripples in the shallow water slowly dissipate, and the mossy stone walls, hanging foliage, and the blue 'B' sign on the screen-right wall remain completely still under the bright, natural daylight.",
"actions_present": [],
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{
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"actions_present": [
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"actions_present": [
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"actions_present": [],
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],
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"source": "DEM:events.csv"
},
{
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"end_seconds": 3.6719,
"start_time": "00:02.781",
"end_time": "00:03.672",
"is_target": true,
"time_base": "clip_relative",
"begins_before_clip": false,
"continues_after_clip": false,
"confidence": "high",
"end_reason": null,
"source_segment_id": "s0001",
"source_segment_ids": [
"s0001"
],
"matched_event_segment_ids": [
"s0001"
],
"start_tick_offset": 178,
"end_tick_offset": 235,
"duration_seconds": 0.890625,
"source": "DEM"
}
],
"control_timeline": [
{
"type": "movement",
"movement": "still",
"start_seconds": 0.0,
"end_seconds": 5.0469,
"start_time": "00:00.000",
"end_time": "00:05.047",
"time_base": "clip_relative",
"source": "DEM:ticks"
}
],
"weapon_timeline": [
{
"item": "Desert Eagle",
"role": "held_item",
"start_seconds": 2.781,
"end_seconds": 3.672,
"start_time": "00:02.781",
"end_time": "00:03.672",
"source_event_id": "context_00",
"source": "DEM:events.csv",
"time_base": "clip_relative"
},
{
"item": "Desert Eagle",
"role": "held_item",
"start_seconds": 2.7812,
"end_seconds": 3.6719,
"start_time": "00:02.781",
"end_time": "00:03.672",
"source_event_id": "target",
"source": "DEM",
"time_base": "clip_relative"
}
],
"final_held_item": "Desert Eagle",
"flags": []
},
"english_json": {
"perspective_view": "first-person",
"Style": "video game, first-person tactical shooter gameplay",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "player-controlled CS2 agent",
"subject_attribute": "The player is on the T side. At the first frame, the player is standing stationary in a shallow, water-filled stone canal, holding a Karambit knife with a gradient fade finish in a reverse grip. Both hands are clad in red and orange patterned hand wraps, with the left hand held open on the screen-left side of the screen and the right hand holding the knife near the bottom right. The viewpoint is facing straight down the canal."
}
],
"environment_detail": {
"map_name": "de_ancient",
"description": "An outdoor stone canal on the de_ancient map, featuring ancient, moss-covered stone block walls on both sides and a shallow, water-filled floor. A blue sign with a white 'B' and a directional arrow is mounted on the screen-right wall. Lush green tropical foliage and vines hang down from the top left. Another player character is initially visible running away down the center of the canal, splashing through the water before turning toward the viewer's screen-right and disappearing behind the stone wall. The entire scene is illuminated by bright, natural daylight filtering down from above, casting soft shadows along the stone structures.",
"area_or_callout": "B site canal / water area",
"opening_view": "Facing straight down a water-filled stone canal with mossy walls and hanging foliage under bright daylight.",
"layout_and_sightlines": "A straight, narrow canal pathway with a sightline leading forward, which then turns to the viewer's screen-right in the midground.",
"surfaces_and_materials": "Moss-covered stone block walls, a stone floor covered in shallow, murky water, and hanging organic vines.",
"props_and_interactables": "A blue directional sign with 'B' and an arrow mounted on the viewer's screen-right stone wall.",
"lighting_and_visibility": "Bright, natural daylight filtering from above, providing clear visibility with soft shadows along the stone walls.",
"persistent_world_effects": "None visible, other than the ripples and splashes in the water caused by the running player."
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "At the start, the first-person view shows <|Subject1|> standing stationary in a water-filled stone canal on the de_ancient map. <|Subject1|>'s hands are clad in red and orange patterned hand wraps, holding a Karambit knife with a vibrant purple-to-pink gradient fade finish in a reverse grip. The left hand is held open and slightly raised on the screen-left side of the screen, while the right hand holds the knife near the bottom right. The surrounding environment consists of ancient, moss-covered stone block walls on both sides, with lush green tropical foliage and vines hanging down from the top left. A blue sign with a white letter 'B' and a directional arrow is mounted on the viewer's screen-right stone wall in the midground. In the center, another player character wearing a light-colored shirt and dark pants is seen running away through the shallow, murky water, kicking up white splashes as they move further down the canal. The scene is illuminated by bright, natural daylight filtering down from above, casting soft shadows along the stone walls. As the view progresses, the other player continues their forward sprint, moving deeper into the canal while <|Subject1|> remains completely still, keeping the Karambit knife held in a steady, idle position. By the end of this segment, the running player has moved further into the distance, while the camera and <|Subject1|>'s position remain entirely unchanged.",
"environment_description": "The dynamic environment features a water-filled stone canal with mossy walls under bright daylight. Another player character is actively running away down the center of the canal, splashing through the shallow water. The surrounding stone structures, hanging vines, and the blue 'B' sign on the screen-right wall remain static, while the water surface reflects the bright sky and the movement of the running player.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> remains completely stationary throughout the entire duration of this segment, standing still in the shallow water of the stone canal without performing any forward, backward, or lateral locomotion, keeping their physical position completely unchanged relative to the surrounding stone walls."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains completely steady and fixed throughout this segment, facing directly down the center of the stone canal with no horizontal panning, vertical tilting, or zooming observed, keeping the framing of the mossy walls and the water surface entirely constant."
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "At the start of this segment, <|Subject1|> continues to stand completely still in the shallow water of the ancient stone canal, holding the Karambit knife with a gradient fade finish in a reverse grip. The red and orange patterned hand wraps are clearly visible on both hands, with the left hand held open on the screen-left side of the screen and the right hand holding the knife on the viewer's screen-right. In the midground, the other player character continues running away down the canal, splashing through the murky water. As the view progresses, this player reaches the end of the visible straight path and turns to the viewer's screen-right, disappearing behind the corner of the mossy stone wall. The water ripples and splashes gradually subside after the player departs, leaving the canal empty. The surrounding environment, including the ancient stone block walls, the hanging green vines on the viewer's screen-left, and the blue 'B' sign on the screen-right wall, remains completely static under the bright daylight. <|Subject1|>'s camera view does not turn or tilt, maintaining a steady gaze straight ahead down the empty canal. By the end of the segment, the other player is completely out of sight, and <|Subject1|> remains in the same stationary position with the Karambit knife held idle in the foreground.",
"environment_description": "The stone canal becomes empty as the other player character runs further down the path and turns toward the viewer's screen-right, disappearing behind the stone wall. The ripples in the shallow water slowly dissipate, and the mossy stone walls, hanging foliage, and the blue 'B' sign on the screen-right wall remain completely still under the bright, natural daylight.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> remains completely stationary throughout the entire duration of this segment, standing still in the shallow water of the stone canal without performing any forward, backward, or lateral locomotion, keeping their physical position completely unchanged relative to the surrounding stone walls."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains completely steady and fixed throughout this segment, facing directly down the center of the stone canal with no horizontal panning, vertical tilting, or zooming observed, keeping the framing of the mossy walls and the water surface entirely constant."
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "At the start of this segment, <|Subject1|> is standing still in the empty stone canal, holding the Karambit knife with the red and orange patterned hand wraps visible in the first-person view. The environment remains quiet and static, with the mossy stone walls, hanging vines, and the blue 'B' sign on the screen-right wall illuminated by bright daylight. As the view progresses, <|Subject1|> initiates a weapon switch to draw the Desert Eagle pistol. The Karambit knife is lowered out of the screen as <|Subject1|>'s hands move to retrieve the pistol. By the end of the segment, the gray metal Desert Eagle pistol begins to enter the screen from the bottom right, held in <|Subject1|>'s right hand. The left hand is temporarily lowered out of view during this initial phase of the draw animation. The camera remains completely steady, facing straight down the empty canal, and <|Subject1|> does not perform any physical movement, maintaining a stationary stance in the shallow water. The surrounding stone structures and the calm water surface remain unchanged as the weapon transition begins. As the view advances, the environment remains static and quiet, with the empty stone canal, mossy walls, hanging vines, and the blue 'B' sign on the screen-right wall unchanged. The shallow water is calm, reflecting the bright daylight from above, with no other players visible in the area as the main agent begins a weapon transition. The player-controlled interaction progresses as <|Subject1|> initiates a weapon switch, lowering the Karambit knife out of view and beginning to draw the Desert Eagle pistol from the holster. The visible sequence starts by lowering or releasing the Karambit, then drawing and gripping the Desert Eagle; the new item settles into a stable ready hold, with its color and shape stated only where the panels make them visible. The player movement progression is <|Subject1|> stays still. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The environment remains static and quiet, with the empty stone canal, mossy walls, hanging vines, and the blue 'B' sign on the screen-right wall unchanged. The shallow water is calm, reflecting the bright daylight from above, with no other players visible in the area as the main agent begins a weapon transition.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:02.781",
"end_time": "00:03.062",
"action_description": "<Action1><|Subject1|> initiates a weapon switch, lowering the Karambit knife out of view and beginning to draw the Desert Eagle pistol from the holster. The visible sequence starts by lowering or releasing the Karambit, then drawing and gripping the Desert Eagle; the new item settles into a stable ready hold, with its color and shape stated only where the panels make them visible.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> remains completely stationary throughout the entire duration of this segment, standing still in the shallow water of the stone canal without performing any forward, backward, or lateral locomotion, keeping their physical position completely unchanged relative to the surrounding stone walls."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains completely steady and fixed throughout this segment, facing directly down the center of the stone canal with no horizontal panning, vertical tilting, or zooming observed, keeping the framing of the mossy walls and the water surface entirely constant."
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "At the start of this segment, <|Subject1|> continues the weapon switch animation to draw the Desert Eagle pistol while standing stationary in the empty stone canal. The gray metal pistol is brought up into the center of the screen, and <|Subject1|> performs a stylish spin animation, rotating the Desert Eagle around the index finger of the right hand. The red and orange patterned hand wraps are visible on both hands as the left hand comes up to meet the right hand, establishing a firm, two-handed grip on the pistol. As the view progresses, the spin animation completes, and the Desert Eagle is held steady in a ready position in the lower-center of the screen. The surrounding environment, including the mossy stone walls, the hanging green vines, and the blue 'B' sign on the screen-right wall, remains completely static under the bright daylight. The camera remains perfectly still, facing straight down the canal, and <|Subject1|> does not move from the stationary position in the shallow water. By the end of the segment, the Desert Eagle is fully drawn and held idle in both hands, ready for use.",
"environment_description": "The environment remains completely unchanged, with the empty stone canal, mossy walls, hanging vines, and the blue 'B' sign on the screen-right wall staying static. The shallow water remains calm under the bright daylight, reflecting the surrounding stone structures while the main agent completes the weapon draw animation in the foreground.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.062",
"end_time": "00:03.672",
"action_description": "<Action1><|Subject1|> continues drawing the Desert Eagle pistol, spinning it around the right index finger before bringing the left hand up to secure a stable, two-handed grip on the weapon. The visible sequence starts by lowering or releasing the Karambit, then drawing and gripping the Desert Eagle; the new item settles into a stable ready hold, with its color and shape stated only where the panels make them visible.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> remains completely stationary throughout the entire duration of this segment, standing still in the shallow water of the stone canal without performing any forward, backward, or lateral locomotion, keeping their physical position completely unchanged relative to the surrounding stone walls."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains completely steady and fixed throughout this segment, facing directly down the center of the stone canal with no horizontal panning, vertical tilting, or zooming observed, keeping the framing of the mossy walls and the water surface entirely constant."
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "At the start of this segment, <|Subject1|> stands completely stationary in the shallow water of the empty stone canal, holding the fully drawn Desert Eagle pistol in a steady, two-handed grip. Both hands, wrapped in the red and orange patterned hand wraps, hold the gray metal pistol in the lower-center of the screen. The surrounding environment remains entirely static, with the ancient moss-covered stone walls on both sides, the hanging green vines on the viewer's screen-left, and the blue 'B' sign on the screen-right wall illuminated by the bright, natural daylight. As the view progresses, <|Subject1|> maintains this idle stance, keeping the weapon pointed straight down the canal. The camera remains perfectly still, with no horizontal panning, vertical tilting, or zooming, preserving the exact same framing of the empty canal. By the end of the segment, <|Subject1|> continues to hold the Desert Eagle pistol in a ready position, with the calm water surface reflecting the stone walls and the bright sky above, concluding the clip in a completely stationary state with no further actions or movements performed. As the view advances, the environment remains completely static and unchanged, with the empty stone canal, mossy walls, hanging vines, and the blue 'B' sign on the screen-right wall staying still. The shallow water is calm under the bright daylight, reflecting the surrounding stone structures while the main agent holds the Desert Eagle pistol idle in the foreground. The player movement progression is <|Subject1|> stays still. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The environment remains completely static and unchanged, with the empty stone canal, mossy walls, hanging vines, and the blue 'B' sign on the screen-right wall staying still. The shallow water is calm under the bright daylight, reflecting the surrounding stone structures while the main agent holds the Desert Eagle pistol idle in the foreground.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> remains completely stationary throughout the entire duration of this segment, standing still in the shallow water of the stone canal without performing any forward, backward, or lateral locomotion, keeping their physical position completely unchanged relative to the surrounding stone walls."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains completely steady and fixed throughout this segment, facing directly down the center of the stone canal with no horizontal panning, vertical tilting, or zooming observed, keeping the framing of the mossy walls and the water surface entirely constant."
}
]
}
]
}
}中文{
"perspective_view": "第一人称",
"Style": "游戏,第一人称战术射击玩法",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "由玩家操控的 CS2 特工",
"subject_attribute": "The player is on the T side. At the first frame, the player is standing stationary in a shallow, water-filled stone canal, holding a Karambit knife with a gradient fade finish in a reverse grip. Both hands are clad in red and orange patterned hand wraps, with the left hand held open on the screen-left side of the screen and the right hand holding the knife near the bottom right. The viewpoint is facing straight down the canal."
}
],
"environment_detail": {
"map_name": "de_ancient",
"description": "片段发生在 de_ancient 一条狭窄的室外石质通道中,通常称为水道或运河区域。高大的苔藓石块墙从两侧升起,向中央远处的明亮拱门开口汇聚。地面覆盖浅浅的积水,反射周围石构件和漫射日光。茂密热带植被与垂挂藤蔓附着在墙体上缘和缝隙中。屏幕右侧墙面中等高度安装着一块带蓝色标记的小矩形牌。大气雾使通道远端变柔。片段早期,一名敌方玩家短暂出现在中景水面中,向远处拱门移动,随后离开视线;其余时间通道保持静止且无人占据。",
"area_or_callout": "水道 / 运河通道",
"opening_view": "狭窄通道正对中央远处的明亮拱门;左右高大石墙向开口汇聚;浅水覆盖整个地面",
"layout_and_sightlines": "从玩家位置向前延伸到远处拱门的一条直线视线。通道两侧是高大石墙,可见范围内没有分支道路或掩体;远端拱门提供唯一的出口视线",
"surfaces_and_materials": "粗切且长满苔藓的石块构成两侧墙和拱门结构。地面是覆盖石质基底的浅积水。热带植被和藤蔓从墙缝与上缘生长出来。远端拱门使用同样的石块材料建造",
"props_and_interactables": "屏幕右侧墙面中等高度安装着带蓝色标记的小矩形牌。没有其他可见互动道具",
"lighting_and_visibility": "漫射日光从远处拱门进入,在通道尽头形成明亮焦点。墙面受柔和环境光照亮;苔藓和植被造成细微阴影变化。大气雾降低远端对比度。没有可见人工光源",
"persistent_world_effects": "浅积水覆盖整个可见地面,反射墙壁和天空。全程存在大气雾。没有烟雾、火焰、闪光或尘土效果"
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "At the start, the first-person view shows <|Subject1|> standing stationary in a water-filled stone canal on the de_ancient map. <|Subject1|>'s hands are clad in red and orange patterned hand wraps, holding a Karambit knife with a vibrant purple-to-pink gradient fade finish in a reverse grip. The left hand is held open and slightly raised on the screen-left side of the screen, while the right hand holds the knife near the bottom right. The surrounding environment consists of ancient, moss-covered stone block walls on both sides, with lush green tropical foliage and vines hanging down from the top left. A blue sign with a white letter 'B' and a directional arrow is mounted on the viewer's screen-right stone wall in the midground. In the center, another player character wearing a light-colored shirt and dark pants is seen running away through the shallow, murky water, kicking up white splashes as they move further down the canal. The scene is illuminated by bright, natural daylight filtering down from above, casting soft shadows along the stone walls. As the view progresses, the other player continues their forward sprint, moving deeper into the canal while <|Subject1|> remains completely still, keeping the Karambit knife held in a steady, idle position. By the end of this segment, the running player has moved further into the distance, while the camera and <|Subject1|>'s position remain entirely unchanged.",
"environment_description": "The dynamic environment features a water-filled stone canal with mossy walls under bright daylight. Another player character is actively running away down the center of the canal, splashing through the shallow water. The surrounding stone structures, hanging vines, and the blue 'B' sign on the screen-right wall remain static, while the water surface reflects the bright sky and the movement of the running player.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> remains completely stationary throughout the entire duration of this segment, standing still in the shallow water of the stone canal without performing any forward, backward, or lateral locomotion, keeping their physical position completely unchanged relative to the surrounding stone walls."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains completely steady and fixed throughout this segment, facing directly down the center of the stone canal with no horizontal panning, vertical tilting, or zooming observed, keeping the framing of the mossy walls and the water surface entirely constant."
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "At the start of this segment, <|Subject1|> continues to stand completely still in the shallow water of the ancient stone canal, holding the Karambit knife with a gradient fade finish in a reverse grip. The red and orange patterned hand wraps are clearly visible on both hands, with the left hand held open on the screen-left side of the screen and the right hand holding the knife on the viewer's screen-right. In the midground, the other player character continues running away down the canal, splashing through the murky water. As the view progresses, this player reaches the end of the visible straight path and turns to the viewer's screen-right, disappearing behind the corner of the mossy stone wall. The water ripples and splashes gradually subside after the player departs, leaving the canal empty. The surrounding environment, including the ancient stone block walls, the hanging green vines on the viewer's screen-left, and the blue 'B' sign on the screen-right wall, remains completely static under the bright daylight. <|Subject1|>'s camera view does not turn or tilt, maintaining a steady gaze straight ahead down the empty canal. By the end of the segment, the other player is completely out of sight, and <|Subject1|> remains in the same stationary position with the Karambit knife held idle in the foreground.",
"environment_description": "The stone canal becomes empty as the other player character runs further down the path and turns toward the viewer's screen-right, disappearing behind the stone wall. The ripples in the shallow water slowly dissipate, and the mossy stone walls, hanging foliage, and the blue 'B' sign on the screen-right wall remain completely still under the bright, natural daylight.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> remains completely stationary throughout the entire duration of this segment, standing still in the shallow water of the stone canal without performing any forward, backward, or lateral locomotion, keeping their physical position completely unchanged relative to the surrounding stone walls."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains completely steady and fixed throughout this segment, facing directly down the center of the stone canal with no horizontal panning, vertical tilting, or zooming observed, keeping the framing of the mossy walls and the water surface entirely constant."
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "At the start of this segment, <|Subject1|> is standing still in the empty stone canal, holding the Karambit knife with the red and orange patterned hand wraps visible in the first-person view. The environment remains quiet and static, with the mossy stone walls, hanging vines, and the blue 'B' sign on the screen-right wall illuminated by bright daylight. As the view progresses, <|Subject1|> initiates a weapon switch to draw the Desert Eagle pistol. The Karambit knife is lowered out of the screen as <|Subject1|>'s hands move to retrieve the pistol. By the end of the segment, the gray metal Desert Eagle pistol begins to enter the screen from the bottom right, held in <|Subject1|>'s right hand. The left hand is temporarily lowered out of view during this initial phase of the draw animation. The camera remains completely steady, facing straight down the empty canal, and <|Subject1|> does not perform any physical movement, maintaining a stationary stance in the shallow water. The surrounding stone structures and the calm water surface remain unchanged as the weapon transition begins. As the view advances, the environment remains static and quiet, with the empty stone canal, mossy walls, hanging vines, and the blue 'B' sign on the screen-right wall unchanged. The shallow water is calm, reflecting the bright daylight from above, with no other players visible in the area as the main agent begins a weapon transition. The player-controlled interaction progresses as <|Subject1|> initiates a weapon switch, lowering the Karambit knife out of view and beginning to draw the Desert Eagle pistol from the holster. The visible sequence starts by lowering or releasing the Karambit, then drawing and gripping the Desert Eagle; the new item settles into a stable ready hold, with its color and shape stated only where the panels make them visible. The player movement progression is <|Subject1|> stays still. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The environment remains static and quiet, with the empty stone canal, mossy walls, hanging vines, and the blue 'B' sign on the screen-right wall unchanged. The shallow water is calm, reflecting the bright daylight from above, with no other players visible in the area as the main agent begins a weapon transition.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:02.781",
"end_time": "00:03.062",
"action_description": "<Action1><|Subject1|> initiates a weapon switch, lowering the Karambit knife out of view and beginning to draw the Desert Eagle pistol from the holster. The visible sequence starts by lowering or releasing the Karambit, then drawing and gripping the Desert Eagle; the new item settles into a stable ready hold, with its color and shape stated only where the panels make them visible.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> remains completely stationary throughout the entire duration of this segment, standing still in the shallow water of the stone canal without performing any forward, backward, or lateral locomotion, keeping their physical position completely unchanged relative to the surrounding stone walls."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains completely steady and fixed throughout this segment, facing directly down the center of the stone canal with no horizontal panning, vertical tilting, or zooming observed, keeping the framing of the mossy walls and the water surface entirely constant."
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "At the start of this segment, <|Subject1|> continues the weapon switch animation to draw the Desert Eagle pistol while standing stationary in the empty stone canal. The gray metal pistol is brought up into the center of the screen, and <|Subject1|> performs a stylish spin animation, rotating the Desert Eagle around the index finger of the right hand. The red and orange patterned hand wraps are visible on both hands as the left hand comes up to meet the right hand, establishing a firm, two-handed grip on the pistol. As the view progresses, the spin animation completes, and the Desert Eagle is held steady in a ready position in the lower-center of the screen. The surrounding environment, including the mossy stone walls, the hanging green vines, and the blue 'B' sign on the screen-right wall, remains completely static under the bright daylight. The camera remains perfectly still, facing straight down the canal, and <|Subject1|> does not move from the stationary position in the shallow water. By the end of the segment, the Desert Eagle is fully drawn and held idle in both hands, ready for use.",
"environment_description": "The environment remains completely unchanged, with the empty stone canal, mossy walls, hanging vines, and the blue 'B' sign on the screen-right wall staying static. The shallow water remains calm under the bright daylight, reflecting the surrounding stone structures while the main agent completes the weapon draw animation in the foreground.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.062",
"end_time": "00:03.672",
"action_description": "<Action1><|Subject1|> continues drawing the Desert Eagle pistol, spinning it around the right index finger before bringing the left hand up to secure a stable, two-handed grip on the weapon. The visible sequence starts by lowering or releasing the Karambit, then drawing and gripping the Desert Eagle; the new item settles into a stable ready hold, with its color and shape stated only where the panels make them visible.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> remains completely stationary throughout the entire duration of this segment, standing still in the shallow water of the stone canal without performing any forward, backward, or lateral locomotion, keeping their physical position completely unchanged relative to the surrounding stone walls."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains completely steady and fixed throughout this segment, facing directly down the center of the stone canal with no horizontal panning, vertical tilting, or zooming observed, keeping the framing of the mossy walls and the water surface entirely constant."
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "At the start of this segment, <|Subject1|> stands completely stationary in the shallow water of the empty stone canal, holding the fully drawn Desert Eagle pistol in a steady, two-handed grip. Both hands, wrapped in the red and orange patterned hand wraps, hold the gray metal pistol in the lower-center of the screen. The surrounding environment remains entirely static, with the ancient moss-covered stone walls on both sides, the hanging green vines on the viewer's screen-left, and the blue 'B' sign on the screen-right wall illuminated by the bright, natural daylight. As the view progresses, <|Subject1|> maintains this idle stance, keeping the weapon pointed straight down the canal. The camera remains perfectly still, with no horizontal panning, vertical tilting, or zooming, preserving the exact same framing of the empty canal. By the end of the segment, <|Subject1|> continues to hold the Desert Eagle pistol in a ready position, with the calm water surface reflecting the stone walls and the bright sky above, concluding the clip in a completely stationary state with no further actions or movements performed. As the view advances, the environment remains completely static and unchanged, with the empty stone canal, mossy walls, hanging vines, and the blue 'B' sign on the screen-right wall staying still. The shallow water is calm under the bright daylight, reflecting the surrounding stone structures while the main agent holds the Desert Eagle pistol idle in the foreground. The player movement progression is <|Subject1|> stays still. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The environment remains completely static and unchanged, with the empty stone canal, mossy walls, hanging vines, and the blue 'B' sign on the screen-right wall staying still. The shallow water is calm under the bright daylight, reflecting the surrounding stone structures while the main agent holds the Desert Eagle pistol idle in the foreground.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> remains completely stationary throughout the entire duration of this segment, standing still in the shallow water of the stone canal without performing any forward, backward, or lateral locomotion, keeping their physical position completely unchanged relative to the surrounding stone walls."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains completely steady and fixed throughout this segment, facing directly down the center of the stone canal with no horizontal panning, vertical tilting, or zooming observed, keeping the framing of the mossy walls and the water surface entirely constant."
}
]
}
]
} |
Case 6 · opencs2-action-chain-m2391833-de_ancient-r03-p05-f002000
| 左列 / Left | 右列 / Right |
|---|---|
两轮结果 / Two-round result首帧冻结全局字段,第二轮一次性处理五个 chunk。 / First-frame global baseline; all five chunks in the second turn. English{
"metadata": {
"schema_version": "cs2_v3_chunk_caption_v1",
"game": "Counter-Strike 2",
"clip": {
"sample_id": "opencs2-action-chain-m2391833-de_ancient-r03-p05-f002000",
"map_name": "de_ancient",
"profile": "multi_action",
"action_reference": "action-chain",
"player_side": null,
"match_id": "2391833",
"round_id": 3,
"num_frames": 81,
"fps": 16.0,
"duration_seconds": 5.0625,
"width": 832,
"height": 480,
"time_base": "clip_relative",
"conditioning_frame_index": 0,
"content_frame_start": 1,
"content_frame_end_exclusive": 81,
"initial_held_item": "FAMAS",
"latent_layout": {
"temporal_stride": 4,
"condition_latent_frames": 1,
"chunk_size_latents": 4,
"num_chunks": 5,
"num_latents": 21,
"chunk_support_tick_offsets": [
2,
66,
130,
194,
258,
322
]
},
"source_fps": 16,
"source_tick_rate": 64,
"source_frame_start": 0,
"source_frame_end_exclusive": 81,
"temporal_resampling": {
"mode": null,
"source_span_frame_count": 81,
"source_span_tick_count": 324,
"speedup_ratio": null
},
"label_provenance": "manual_visual_review_for_action_chain"
},
"chunks": [
{
"chunk_index": 0,
"latent_indices": [
1,
2,
3,
4
],
"support_tick_offsets": [
2,
66
],
"start_frame": 1,
"end_frame_exclusive": 17,
"start_seconds": 0.0625,
"end_seconds": 1.0625,
"start_time": "00:00.062",
"end_time": "00:01.062",
"phase": "mixed",
"description_en": "The player moves forward through the stone corridor. The teammate on the viewer's screen-left moves forward ahead of the player. The weathered stone walls, carved floor tiles, and central doorway remain stable, slowly growing closer as the player advances. The lighting is dim, with natural light spilling in from the doorway ahead, casting soft shadows on the stone surfaces, while the large stone pillar on the viewer's screen-right the view.",
"actions_present": [
"action_1"
],
"movement": "forward",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 1,
"latent_indices": [
5,
6,
7,
8
],
"support_tick_offsets": [
66,
130
],
"start_frame": 17,
"end_frame_exclusive": 33,
"start_seconds": 1.0625,
"end_seconds": 2.0625,
"start_time": "00:01.062",
"end_time": "00:02.062",
"phase": "mixed",
"description_en": "The player continues moving forward. The teammate ahead moves through the doorway, becoming partially occluded. The doorway and the wooden barrier behind it grow larger in the view. The weathered stone walls and carved floor tiles continue to shift as the player moves closer to the doorway, with the natural light from the doorway illuminating the floor ahead, and the teammate eventually disappearing from view.",
"actions_present": [
"action_1"
],
"movement": "forward",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 2,
"latent_indices": [
9,
10,
11,
12
],
"support_tick_offsets": [
130,
194
],
"start_frame": 33,
"end_frame_exclusive": 49,
"start_seconds": 2.0625,
"end_seconds": 3.0625,
"start_time": "00:02.062",
"end_time": "00:03.062",
"phase": "mixed",
"description_en": "The teammate is no longer visible. The player approaches the doorway, revealing more of the wooden barrier and the area beyond. The stone walls and floor tiles shift as the player moves. The lighting remains dim, with natural light illuminating the floor near the doorway, and the large stone pillar on the viewer's screen-right begins to slide out of view, revealing more of the temple interior.",
"actions_present": [],
"movement": "forward",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 3,
"latent_indices": [
13,
14,
15,
16
],
"support_tick_offsets": [
194,
258
],
"start_frame": 49,
"end_frame_exclusive": 65,
"start_seconds": 3.0625,
"end_seconds": 4.0625,
"start_time": "00:03.062",
"end_time": "00:04.062",
"phase": "mixed",
"description_en": "The player reaches the doorway. The wooden barrier and the stone pillar on the viewer's screen-right shift as the player's view turns to the viewer's screen-right, scanning the corner. The lighting remains dim, with natural light illuminating the floor near the doorway. The carved floor tiles and weathered stone walls shift as the player moves closer to the doorway, preparing to enter the next area.",
"actions_present": [
"action_2"
],
"movement": "forward",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 4,
"latent_indices": [
17,
18,
19,
20
],
"support_tick_offsets": [
258,
322
],
"start_frame": 65,
"end_frame_exclusive": 81,
"start_seconds": 4.0625,
"end_seconds": 5.0625,
"start_time": "00:04.062",
"end_time": "00:05.062",
"phase": "mixed",
"description_en": "The player moves into the doorway. The stone pillar on the viewer's screen-right is passed, and the wooden barrier beyond the doorway is centered in the view. The lighting remains dim, with natural light illuminating the floor near the doorway. The carved floor tiles and weathered stone walls shift as the player moves closer to the doorway, completing the transition into the new area.",
"actions_present": [
"action_2"
],
"movement": "forward",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
}
],
"action_timeline": [
{
"event_id": "action_1",
"type": "reload",
"subtype": "reload",
"weapon": "FAMAS",
"from_weapon": null,
"to_weapon": null,
"start_seconds": 0.5,
"end_seconds": 1.75,
"start_time": "00:00.500",
"end_time": "00:01.750",
"is_target": true,
"time_base": "clip_relative",
"begins_before_clip": false,
"continues_after_clip": false,
"confidence": "manual_visual_review",
"source": "manual_visual_review"
},
{
"event_id": "action_2",
"type": "weapon_switch",
"subtype": "switch",
"weapon": "Pistol",
"from_weapon": "FAMAS",
"to_weapon": "Pistol",
"start_seconds": 3.9,
"end_seconds": 4.8,
"start_time": "00:03.900",
"end_time": "00:04.800",
"is_target": true,
"time_base": "clip_relative",
"begins_before_clip": false,
"continues_after_clip": false,
"confidence": "manual_visual_review",
"source": "manual_visual_review"
}
],
"control_timeline": [
{
"type": "movement",
"movement": "forward",
"start_seconds": 0.0,
"end_seconds": 5.0,
"start_time": "00:00.000",
"end_time": "00:05.000",
"time_base": "clip_relative",
"source": "manual_visual_review"
}
],
"weapon_timeline": [],
"final_held_item": "Pistol",
"flags": []
},
"english_json": {
"perspective_view": "first-person",
"Style": "video game, first-person tactical shooter gameplay",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "player-controlled CS2 agent",
"subject_attribute": "The player is holding a FAMAS assault rifle with a vibrant pink-to-blue gradient skin. The player's hands are clad in dark, patterned tactical gloves."
}
],
"environment_detail": {
"map_name": "de_ancient",
"description": "An ancient stone temple interior featuring weathered stone block walls, carved stone floor tiles, and a doorway leading to an adjacent area.",
"area_or_callout": "Temple interior hallway",
"opening_view": "The camera is positioned inside a stone corridor, looking towards a central doorway. A teammate is visible on the left, moving forward and aiming a pistol, while a large stone pillar frames the right side of the view.",
"layout_and_sightlines": "A stone hallway leading to a doorway in the center-right. A large stone pillar on the immediate right limits the field of view on that side, while the hallway extends to the left.",
"surfaces_and_materials": "Weathered, sandy-colored stone block walls, carved stone floor tiles with ancient relief patterns, and a light blue painted or tiled upper wall section near the ceiling.",
"props_and_interactables": "A wooden barrier or crate is visible through the doorway in the background.",
"lighting_and_visibility": "Dim interior lighting with natural light spilling in from the doorway and from an opening above, creating soft shadows and highlights on the stone surfaces.",
"persistent_world_effects": "None observed."
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "At the start of the segment, <|Subject1|> is holding a FAMAS assault rifle with a vibrant pink-to-blue gradient skin in a first-person perspective, moving forward through a stone corridor in the ancient temple. On the viewer's screen-left, a teammate is visible moving forward with a pistol, aiming down the hallway. As the segment progresses, <|Subject1|> begins a reload sequence. <|Subject1|>'s left hand releases the rifle's handguard and reaches down to pull out the empty magazine from the magazine well, while the right hand maintains its hold on the weapon's pistol grip to keep it steady. The camera remains relatively steady, looking forward towards the central doorway, with the weathered stone walls and carved floor tiles shifting slightly as <|Subject1|> moves forward. The lighting is dim, with natural light spilling in from the doorway ahead, casting soft shadows on the stone surfaces. By the end of the segment, the empty magazine is successfully removed, and the reload sequence is in progress, with the teammate still moving ahead on the viewer's screen-left, and the large stone pillar on the viewer's screen-right framing the view.",
"environment_description": "The player moves forward through the stone corridor. The teammate on the viewer's screen-left moves forward ahead of the player. The weathered stone walls, carved floor tiles, and central doorway remain stable, slowly growing closer as the player advances. The lighting is dim, with natural light spilling in from the doorway ahead, casting soft shadows on the stone surfaces, while the large stone pillar on the viewer's screen-right the view.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:00.500",
"end_time": "00:01.062",
"action_description": "<Action1><|Subject1|> begins reloading the FAMAS assault rifle. The left hand releases the handguard and reaches down to remove the spent magazine from the weapon's magazine well, while the right hand holds the rifle steady. The player's left hand pulls the empty magazine out of the weapon, preparing to retrieve a fresh magazine from their tactical gear to complete the reload sequence.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward along the stone corridor, slowly closing the distance to the doorway ahead. The movement is steady and continuous, with the surrounding stone walls and carved floor tiles shifting slowly in response to the player's forward progress."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains relatively steady, looking forward with minor adjustments as the player moves. The camera maintains focus on the central doorway ahead, with the surrounding stone walls and the teammate on the viewer's screen-left shifting slightly within the screen."
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "At the start of the segment, <|Subject1|> continues the reload sequence of the FAMAS rifle while moving forward. The left hand inserts a fresh magazine into the rifle's magazine well and then reaches up to pull the charging handle on the top-rear of the weapon to chamber a round. The teammate on the viewer's screen-left has moved further ahead and is partially obscured by the doorway. As the segment progresses, the reload is completed, and <|Subject1|> returns both hands to a standard firing grip on the FAMAS. <|Subject1|>'s view tilts slightly and pans as the player continues moving forward, with the doorway and the wooden barrier behind it becoming more prominent in the center of the screen. The weathered stone walls and carved floor tiles continue to shift as the player moves closer to the doorway. By the end of the segment, the weapon is fully reloaded and ready, and the teammate has moved completely through the doorway, leaving the player alone in the corridor, with the natural light from the doorway illuminating the floor ahead. As the view advances, the player continues moving forward. The teammate ahead moves through the doorway, becoming partially occluded. The doorway and the wooden barrier behind it grow larger in the view. The weathered stone walls and carved floor tiles continue to shift as the player moves closer to the doorway, with the natural light from the doorway illuminating the floor ahead, and the teammate eventually disappearing from view. The player-controlled interaction progresses as <|Subject1|> completes the reload of the FAMAS. The left hand inserts a new magazine into the rifle's magazine well, pushing it firmly until it clicks into place. The left hand then reaches up to pull the charging handle on the top-rear of the weapon to chamber a round, before returning to grip the handguard, restoring the weapon to a ready state. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player continues moving forward. The teammate ahead moves through the doorway, becoming partially occluded. The doorway and the wooden barrier behind it grow larger in the view. The weathered stone walls and carved floor tiles continue to shift as the player moves closer to the doorway, with the natural light from the doorway illuminating the floor ahead, and the teammate eventually disappearing from view.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:01.062",
"end_time": "00:01.750",
"action_description": "<Action1><|Subject1|> completes the reload of the FAMAS. The left hand inserts a new magazine into the rifle's magazine well, pushing it firmly until it clicks into place. The left hand then reaches up to pull the charging handle on the top-rear of the weapon to chamber a round, before returning to grip the handguard, restoring the weapon to a ready state.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> continues moving forward through the stone corridor towards the doorway. The movement remains steady and uninterrupted, bringing the player closer to the doorway and the wooden barrier beyond it, while the teammate ahead moves out of sight."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view pans slightly to the viewer's screen-left and screen-right, maintaining focus on the doorway ahead. The camera tilts slightly as the player moves forward, with the doorway and the wooden barrier behind it becoming more prominent in the center of the screen."
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "At the start of the segment, <|Subject1|> is holding the fully reloaded FAMAS rifle in a ready position, moving forward. The teammate has moved through the doorway and is no longer visible. As the segment progresses, <|Subject1|> continues moving forward, approaching the doorway. <|Subject1|>'s view turns slightly to the viewer's screen-left, scanning the area beyond the doorway, which reveals more of the stone walls and the wooden barrier. The lighting remains dim, with natural light illuminating the floor near the doorway. The carved floor tiles and weathered stone walls shift as the player moves closer to the doorway. By the end of the segment, <|Subject1|> is close to the doorway, with the FAMAS held steady in the center screen-right of the screen, and the wooden barrier beyond the doorway is clearly visible, while the large stone pillar on the viewer's screen-right begins to slide out of view, and the player prepares to enter the next area. As the view advances, the teammate is no longer visible. The player approaches the doorway, revealing more of the wooden barrier and the area beyond. The stone walls and floor tiles shift as the player moves. The lighting remains dim, with natural light illuminating the floor near the doorway, and the large stone pillar on the viewer's screen-right begins to slide out of view, revealing more of the temple interior. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The teammate is no longer visible. The player approaches the doorway, revealing more of the wooden barrier and the area beyond. The stone walls and floor tiles shift as the player moves. The lighting remains dim, with natural light illuminating the floor near the doorway, and the large stone pillar on the viewer's screen-right begins to slide out of view, revealing more of the temple interior.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> continues moving forward, approaching the doorway at the end of the corridor. The player maintains a steady forward pace, closing the remaining distance to the doorway, with the surrounding stone geometry shifting as the player gets closer."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns slightly to the viewer's screen-left, scanning the area beyond the doorway. The camera pans to reveal more of the stone walls and the wooden barrier, while the large stone pillar on the viewer's screen-right begins to slide out of the screen."
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "At the start of the segment, <|Subject1|> is near the doorway, holding the FAMAS rifle. As the segment progresses, <|Subject1|> begins to switch weapons. The right hand lowers the FAMAS rifle out of view, and <|Subject1|> begins to draw a pistol. <|Subject1|>'s view turns to the viewer's screen-right, scanning the corner near the doorway. The wooden barrier and the stone pillar on the viewer's screen-right shift across the screen. The lighting remains dim, with natural light illuminating the floor near the doorway. The carved floor tiles and weathered stone walls shift as the player moves closer to the doorway. By the end of the segment, the FAMAS is fully lowered, and the pistol is starting to be raised into view, while the player continues to move forward, and the stone pillar on the viewer's screen-right becomes more prominent in the view, and the player prepares to equip the pistol. As the view advances, the player reaches the doorway. The wooden barrier and the stone pillar on the viewer's screen-right shift as the player's view turns to the viewer's screen-right, scanning the corner. The lighting remains dim, with natural light illuminating the floor near the doorway. The carved floor tiles and weathered stone walls shift as the player moves closer to the doorway, preparing to enter the next area. The player-controlled interaction progresses as <|Subject1|> begins switching from the FAMAS assault rifle to a pistol. The player lowers the FAMAS assault rifle out of view, releasing their grip on the primary weapon. The player's hands move to draw the secondary weapon, a pistol, from its holster, preparing to raise it into a ready position as they approach the doorway. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player reaches the doorway. The wooden barrier and the stone pillar on the viewer's screen-right shift as the player's view turns to the viewer's screen-right, scanning the corner. The lighting remains dim, with natural light illuminating the floor near the doorway. The carved floor tiles and weathered stone walls shift as the player moves closer to the doorway, preparing to enter the next area.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.900",
"end_time": "00:04.062",
"action_description": "<Action2><|Subject1|> begins switching from the FAMAS assault rifle to a pistol. The player lowers the FAMAS assault rifle out of view, releasing their grip on the primary weapon. The player's hands move to draw the secondary weapon, a pistol, from its holster, preparing to raise it into a ready position as they approach the doorway.</Action2>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> continues moving forward, entering the doorway area. The player maintains a steady forward movement, transitioning from the corridor into the doorway, with the wooden barrier and the stone pillar on the viewer's screen-right shifting as the player advances."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns to the viewer's screen-right, scanning the corner near the doorway. The camera pans to the viewer's screen-right, shifting the wooden barrier and the stone pillar on the viewer's screen-right across the screen, while the player prepares to switch weapons."
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "At the start of the segment, <|Subject1|> is raising the pistol into view. The left hand joins the right hand to grip the pistol, which has a dark finish. As the segment progresses, <|Subject1|> completes the weapon switch, holding the pistol in a steady two-handed grip in the center of the screen. <|Subject1|>'s view turns back to the viewer's screen-left, centering on the doorway and the wooden barrier beyond it. The player continues moving forward, passing the stone pillar on the viewer's screen-right. The lighting remains dim, with natural light illuminating the floor near the doorway. The carved floor tiles and weathered stone walls shift as the player moves closer to the doorway. By the end of the segment, the pistol is fully equipped and ready, and the player is positioned in the doorway, with the wooden barrier centered in the view, and the player is ready to engage any targets, while the stone corridor behind them is left behind. As the view advances, the player moves into the doorway. The stone pillar on the viewer's screen-right is passed, and the wooden barrier beyond the doorway is centered in the view. The lighting remains dim, with natural light illuminating the floor near the doorway. The carved floor tiles and weathered stone walls shift as the player moves closer to the doorway, completing the transition into the new area. The player-controlled interaction progresses as <|Subject1|> completes the switch to the pistol. The player raises the pistol into view, with the right hand gripping the weapon and the left hand joining to provide a steady, two-handed grip. The pistol is held in a ready position in the center of the screen, fully equipped and prepared for engagement. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player moves into the doorway. The stone pillar on the viewer's screen-right is passed, and the wooden barrier beyond the doorway is centered in the view. The lighting remains dim, with natural light illuminating the floor near the doorway. The carved floor tiles and weathered stone walls shift as the player moves closer to the doorway, completing the transition into the new area.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:04.062",
"end_time": "00:04.800",
"action_description": "<Action2><|Subject1|> completes the switch to the pistol. The player raises the pistol into view, with the right hand gripping the weapon and the left hand joining to provide a steady, two-handed grip. The pistol is held in a ready position in the center of the screen, fully equipped and prepared for engagement.</Action2>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> continues moving forward, positioning themselves in the doorway. The player maintains a steady forward pace, passing the stone pillar on the viewer's screen-right and entering the doorway, with the wooden barrier centered in the view as the movement continues."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view turns back to the viewer's screen-left, centering on the doorway and the area beyond. The camera pans to the viewer's screen-left, centering the wooden barrier in the view and passing the stone pillar on the viewer's screen-right as the player enters the doorway."
}
]
}
]
}
}中文{
"perspective_view": "第一人称",
"Style": "游戏,第一人称战术射击玩法",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "由玩家操控的 CS2 特工",
"subject_attribute": "视角模型显示一把 FAMAS 突击步枪,采用鲜明的红蓝配色涂装,由双手部分可见地握在画面右下方。左手戴手套并握住前握把区域;手指和手套颜色被枪身部分遮挡,但看起来是深色。枪械上半部的机匣主要呈明亮的品红红色,下半部为深蓝色,枪管顶部可见黑色准星柱。此帧中没有显示其他装备。"
}
],
"environment_detail": {
"map_name": "de_ancient",
"description": "这是 de_ancient 具有中美洲神庙风格的室内石质走廊或前厅。画面中房间三面封闭,由大型粗凿的黄褐色砂岩石块建成。天花板在远端从石质结构过渡为浅蓝色涂漆木板或灰泥面板,暗示两个建筑区域的结构连接。地面铺着平整石砖,中央附近可见浅浮雕装饰。前方门口通向一个由室外光照亮、更加明亮的区域,门口部分被深色木箱或柜子挡住。远端开口附近的地面散落着碎屑和小石块。",
"area_or_callout": "看起来是室内连接区或前厅,可能对应 de_ancient 从洞穴通往 A 点的过渡区域,或中路附近的室内大厅;仅凭这一帧无法确认具体 callout。",
"opening_view": "镜头大致沿矩形石质房间的长度朝前。画面最远中央的门口是主要焦点,门后由明亮日光或室外环境光逆光照亮。画面左侧可见第二名 CS2 特工,面对门口并举着手枪。",
"layout_and_sightlines": "房间形成一条从观察者延伸到远端门口的单一走廊式空间;左右两侧是石墙,右墙有突出的石柱或门框边缘。远端开口形成天然的视线瓶颈。此帧中没有其他横向出口。可见掩体包括右侧石柱边缘,以及部分挡住远端门口的木箱或柜子。空间深度中等,到远端开口估计约十至十五米。",
"surfaces_and_materials": "地面:平整石砖,带低浮雕装饰图案,积尘并散落碎屑。墙体:大型不规则砂岩或石灰岩石块,呈温暖赭色和黄褐色,可见砂浆接缝和表面风化。观察者附近的天花板是粗糙石质结构,远端天花板过渡为浅蓝色横向木板或涂漆面板。远端门口边框为粗糙石材,出口附近的木箱为深棕色。",
"props_and_interactables": "远端门口内侧放着一个大型深色木箱或柜子;出口附近地面有小碎屑和石块;走廊中段左墙上隐约可见一个小型壁挂装置或类似开关的物体。",
"lighting_and_visibility": "房间受到来自观察者上方和后方、但看不出具体来源的暖色光照,石面呈琥珀色。远端门口受到明亮的冷白色室外光强烈逆光照射,使木箱略呈剪影并压暗门槛附近。走廊内部视野清楚,墙面不规则结构投下柔和阴影。整体对比度中等,形成温暖室内光与冷色室外光的对比。",
"persistent_world_effects": "此帧未观察到持续性世界效果。"
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "随着视角前进,玩家的第一人称移动是向前。可见世界只在移动或视角运动揭示新区域、移除旧区域、改变表观距离或改变光照/遮挡时发生变化;基线环境在其他方面保持稳定。已验证的视角进展是玩家的第一人称视角保持稳定;不推断隐藏几何或未观察到的玩家结果。玩家操控的交互进展为:<|Subject1|>给 FAMAS 换弹:右手将用过的弹匣从下机匣拉开,左手稳定前握把,开始供弹循环。换弹动画进入第一阶段时,视角模型从原来的位置略微向下并向内移动,露出弹匣井,替换弹匣开始向机匣方向上移。窗口结束时,武器尚未回到抬起的待机持握位置。 玩家移动进展为:<|Subject1|>向前移动。第一人称镜头进展为:玩家操控特工的第一人称视角保持稳定。到窗口结束时,只有在画面支持的范围内保留可见的手、物品、玩家模型、表面、光照和遮挡状态,不重复首帧库存。结果按时间顺序记录:开场前景建立可见的双手和物品,中段记录有证据支持的场景过渡,结尾保留稳定姿势以及可见的近、中、远处几何。屏幕左侧、中央和右侧均以观察者为参照;被裁剪或遮挡的细节保持未指定。",
"environment_description": "在 de_ancient 的这段通道中,玩家的第一人称移动是向前。可见世界只在移动或视角运动揭示新区域、移除旧区域、改变表观距离或改变光照/遮挡时发生变化;其他部分的基线环境保持稳定。已验证的视角进展是玩家的第一人称视角保持稳定;不推断隐藏几何或未观察到的玩家结果。",
"description_change": null,
"contained_actions": [
{
"start_time": "00:00.500",
"end_time": "00:01.062",
"action_description": "<Action1><|Subject1|><|Subject1|>给 FAMAS 换弹:右手将用过的弹匣从下机匣拉开,左手稳定前握把,开始供弹循环。换弹动画进入第一阶段时,视角模型从原来的位置略微向下并向内移动,露出弹匣井,替换弹匣开始向机匣方向上移。窗口结束时,武器尚未回到抬起的待机持握位置。</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|>向前移动。"
}
],
"camera_description": [
{
"camera_description": "玩家操控特工的第一人称视角保持稳定。"
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "随着视角前进,玩家的第一人称移动是向前。可见世界只在移动或视角运动揭示新区域、移除旧区域、改变表观距离或改变光照/遮挡时发生变化;基线环境在其他方面保持稳定。已验证的视角进展是玩家的第一人称视角保持稳定;不推断隐藏几何或未观察到的玩家结果。玩家操控的交互进展为:<|Subject1|>给 FAMAS 换弹:右手将用过的弹匣从下机匣拉开,左手稳定前握把,开始供弹循环。换弹动画进入第一阶段时,视角模型从原来的位置略微向下并向内移动,露出弹匣井,替换弹匣开始向机匣方向上移。窗口结束时,武器尚未回到抬起的待机持握位置。 玩家移动进展为:<|Subject1|>向前移动。第一人称镜头进展为:玩家操控特工的第一人称视角保持稳定。到窗口结束时,只有在画面支持的范围内保留可见的手、物品、玩家模型、表面、光照和遮挡状态,不重复首帧库存。结果按时间顺序记录:开场前景建立可见的双手和物品,中段记录有证据支持的场景过渡,结尾保留稳定姿势以及可见的近、中、远处几何。屏幕左侧、中央和右侧均以观察者为参照;被裁剪或遮挡的细节保持未指定。",
"environment_description": "在 de_ancient 的这段通道中,玩家的第一人称移动是向前。可见世界只在移动或视角运动揭示新区域、移除旧区域、改变表观距离或改变光照/遮挡时发生变化;其他部分的基线环境保持稳定。已验证的视角进展是玩家的第一人称视角保持稳定;不推断隐藏几何或未观察到的玩家结果。",
"description_change": null,
"contained_actions": [
{
"start_time": "00:01.062",
"end_time": "00:01.750",
"action_description": "<Action1><|Subject1|><|Subject1|>给 FAMAS 换弹:右手将用过的弹匣从下机匣拉开,左手稳定前握把,开始供弹循环。换弹动画进入第一阶段时,视角模型从原来的位置略微向下并向内移动,露出弹匣井,替换弹匣开始向机匣方向上移。窗口结束时,武器尚未回到抬起的待机持握位置。</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|>向前移动。"
}
],
"camera_description": [
{
"camera_description": "玩家操控特工的第一人称视角保持稳定。"
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "随着视角前进,玩家的第一人称移动是向前。可见世界只在移动或视角运动揭示新区域、移除旧区域、改变表观距离或改变光照/遮挡时发生变化;基线环境在其他方面保持稳定。已验证的视角进展是玩家的第一人称视角保持稳定;不推断隐藏几何或未观察到的玩家结果。玩家移动进展为:<|Subject1|>向前移动。第一人称镜头进展为:玩家操控特工的第一人称视角保持稳定。到窗口结束时,只有在画面支持的范围内保留可见的手、物品、玩家模型、表面、光照和遮挡状态,不重复首帧库存。结果按时间顺序记录:开场前景建立可见的双手和物品,中段记录有证据支持的场景过渡,结尾保留稳定姿势以及可见的近、中、远处几何。屏幕左侧、中央和右侧均以观察者为参照;被裁剪或遮挡的细节保持未指定。",
"environment_description": "在 de_ancient 的这段通道中,玩家的第一人称移动是向前。可见世界只在移动或视角运动揭示新区域、移除旧区域、改变表观距离或改变光照/遮挡时发生变化;其他部分的基线环境保持稳定。已验证的视角进展是玩家的第一人称视角保持稳定;不推断隐藏几何或未观察到的玩家结果。",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|>向前移动。"
}
],
"camera_description": [
{
"camera_description": "玩家操控特工的第一人称视角保持稳定。"
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "随着视角前进,玩家的第一人称移动是向前。可见世界只在移动或视角运动揭示新区域、移除旧区域、改变表观距离或改变光照/遮挡时发生变化;基线环境在其他方面保持稳定。已验证的视角进展是玩家的第一人称视角保持稳定;不推断隐藏几何或未观察到的玩家结果。玩家操控的交互进展为:<|Subject1|>放低或松开即将退出的 FAMAS,然后装备进入画面的手枪;在有证据支持的范围内,过渡结束时新物品已处于待机持握状态,但仅凭元数据无法确认它的细部外观。可见序列先是放低或松开 FAMAS,随后抽出并握住手枪;新物品稳定在准备持握位置,颜色和形状只在画面能够显示时说明。 玩家移动进展为:<|Subject1|>向前移动。第一人称镜头进展为:玩家操控特工的第一人称视角保持稳定。到窗口结束时,只有在画面支持的范围内保留可见的手、物品、玩家模型、表面、光照和遮挡状态,不重复首帧库存。结果按时间顺序记录:开场前景建立可见的双手和物品,中段记录有证据支持的场景过渡,结尾保留稳定姿势以及可见的近、中、远处几何。屏幕左侧、中央和右侧均以观察者为参照;被裁剪或遮挡的细节保持未指定。",
"environment_description": "在 de_ancient 的这段通道中,玩家的第一人称移动是向前。可见世界只在移动或视角运动揭示新区域、移除旧区域、改变表观距离或改变光照/遮挡时发生变化;其他部分的基线环境保持稳定。已验证的视角进展是玩家的第一人称视角保持稳定;不推断隐藏几何或未观察到的玩家结果。",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.900",
"end_time": "00:04.062",
"action_description": "<Action2><|Subject1|><|Subject1|>放低或松开即将退出的 FAMAS,然后装备进入画面的手枪;在有证据支持的范围内,过渡结束时新物品已处于待机持握状态,但仅凭元数据无法确认它的细部外观。可见序列先是放低或松开 FAMAS,随后抽出并握住手枪;新物品稳定在准备持握位置,颜色和形状只在画面能够显示时说明。</Action2>"
}
],
"move_description": [
{
"move_description": "<|Subject1|>向前移动。"
}
],
"camera_description": [
{
"camera_description": "玩家操控特工的第一人称视角保持稳定。"
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "随着视角前进,玩家的第一人称移动是向前。可见世界只在移动或视角运动揭示新区域、移除旧区域、改变表观距离或改变光照/遮挡时发生变化;基线环境在其他方面保持稳定。已验证的视角进展是玩家的第一人称视角保持稳定;不推断隐藏几何或未观察到的玩家结果。玩家操控的交互进展为:<|Subject1|>放低或松开即将退出的 FAMAS,然后装备进入画面的手枪;在有证据支持的范围内,过渡结束时新物品已处于待机持握状态,但仅凭元数据无法确认它的细部外观。可见序列先是放低或松开 FAMAS,随后抽出并握住手枪;新物品稳定在准备持握位置,颜色和形状只在画面能够显示时说明。 玩家移动进展为:<|Subject1|>向前移动。第一人称镜头进展为:玩家操控特工的第一人称视角保持稳定。到窗口结束时,只有在画面支持的范围内保留可见的手、物品、玩家模型、表面、光照和遮挡状态,不重复首帧库存。结果按时间顺序记录:开场前景建立可见的双手和物品,中段记录有证据支持的场景过渡,结尾保留稳定姿势以及可见的近、中、远处几何。屏幕左侧、中央和右侧均以观察者为参照;被裁剪或遮挡的细节保持未指定。",
"environment_description": "在 de_ancient 的这段通道中,玩家的第一人称移动是向前。可见世界只在移动或视角运动揭示新区域、移除旧区域、改变表观距离或改变光照/遮挡时发生变化;其他部分的基线环境保持稳定。已验证的视角进展是玩家的第一人称视角保持稳定;不推断隐藏几何或未观察到的玩家结果。",
"description_change": null,
"contained_actions": [
{
"start_time": "00:04.062",
"end_time": "00:04.800",
"action_description": "<Action2><|Subject1|><|Subject1|>放低或松开即将退出的 FAMAS,然后装备进入画面的手枪;在有证据支持的范围内,过渡结束时新物品已处于待机持握状态,但仅凭元数据无法确认它的细部外观。可见序列先是放低或松开 FAMAS,随后抽出并握住手枪;新物品稳定在准备持握位置,颜色和形状只在画面能够显示时说明。</Action2>"
}
],
"move_description": [
{
"move_description": "<|Subject1|>向前移动。"
}
],
"camera_description": [
{
"camera_description": "玩家操控特工的第一人称视角保持稳定。"
}
]
}
]
} |
七轮结果 / Seven-round result首帧后逐个 chunk 建草稿,最后一轮汇总。 / One chunk draft per turn, then a final history summary. English{
"metadata": {
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"game": "Counter-Strike 2",
"clip": {
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"map_name": "de_ancient",
"profile": "multi_action",
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"match_id": "2391833",
"round_id": 3,
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"width": 832,
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"time_base": "clip_relative",
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"initial_held_item": "FAMAS",
"latent_layout": {
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"temporal_resampling": {
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"source_span_frame_count": 81,
"source_span_tick_count": 324,
"speedup_ratio": null
},
"label_provenance": "manual_visual_review_for_action_chain"
},
"chunks": [
{
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"latent_indices": [
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"phase": "mixed",
"description_en": "An ancient stone chamber with carved stone floor tiles, stone block walls, and an open doorway leading to a brighter area. A teammate is standing on the screen-left side of the screen. As the player moves forward, they pass a stone pillar on the viewer's screen-right and enter a longer stone corridor with a high ceiling. The corridor has stone block walls, a stone tile floor, and a doorway at the far end.",
"actions_present": [
"action_1"
],
"movement": "forward",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
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"end_seconds": 2.0625,
"start_time": "00:01.062",
"end_time": "00:02.062",
"phase": "mixed",
"description_en": "The player continues moving forward down the stone corridor, approaching a wooden crate and a doorway on the viewer's screen-right.",
"actions_present": [
"action_1"
],
"movement": "forward",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
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"start_time": "00:02.062",
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"phase": "mixed",
"description_en": "The player turns toward the viewer's screen-right and exits the corridor through the doorway, entering an outdoor courtyard with stone structures and a large stone pyramid in the background.",
"actions_present": [],
"movement": "forward",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
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"end_seconds": 4.0625,
"start_time": "00:03.062",
"end_time": "00:04.062",
"phase": "mixed",
"description_en": "The player continues moving forward into the outdoor courtyard, approaching the metal container.",
"actions_present": [
"action_2"
],
"movement": "forward",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 4,
"latent_indices": [
17,
18,
19,
20
],
"support_tick_offsets": [
258,
322
],
"start_frame": 65,
"end_frame_exclusive": 81,
"start_seconds": 4.0625,
"end_seconds": 5.0625,
"start_time": "00:04.062",
"end_time": "00:05.062",
"phase": "mixed",
"description_en": "The player continues moving forward into the outdoor courtyard, passing the metal container on the viewer's screen-left.",
"actions_present": [
"action_2"
],
"movement": "forward",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
}
],
"action_timeline": [
{
"event_id": "action_1",
"type": "reload",
"subtype": "reload",
"weapon": "FAMAS",
"from_weapon": null,
"to_weapon": null,
"start_seconds": 0.5,
"end_seconds": 1.75,
"start_time": "00:00.500",
"end_time": "00:01.750",
"is_target": true,
"time_base": "clip_relative",
"begins_before_clip": false,
"continues_after_clip": false,
"confidence": "manual_visual_review",
"source": "manual_visual_review"
},
{
"event_id": "action_2",
"type": "weapon_switch",
"subtype": "switch",
"weapon": "Pistol",
"from_weapon": "FAMAS",
"to_weapon": "Pistol",
"start_seconds": 3.9,
"end_seconds": 4.8,
"start_time": "00:03.900",
"end_time": "00:04.800",
"is_target": true,
"time_base": "clip_relative",
"begins_before_clip": false,
"continues_after_clip": false,
"confidence": "manual_visual_review",
"source": "manual_visual_review"
}
],
"control_timeline": [
{
"type": "movement",
"movement": "forward",
"start_seconds": 0.0,
"end_seconds": 5.0,
"start_time": "00:00.000",
"end_time": "00:05.000",
"time_base": "clip_relative",
"source": "manual_visual_review"
}
],
"weapon_timeline": [],
"final_held_item": "Pistol",
"flags": []
},
"english_json": {
"perspective_view": "first-person",
"Style": "video game, first-person tactical shooter gameplay",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "player-controlled CS2 agent",
"subject_attribute": "The player is on the T side. At the first frame, the player is holding a FAMAS rifle with a vibrant pink and blue gradient skin in both hands, wearing white and grey leopard-patterned driver gloves. The player is in a standing stance, looking forward through an ancient stone chamber towards an open doorway The screen anchor is not identified. The confirmed opening viewpoint is first-person."
}
],
"environment_detail": {
"map_name": "de_ancient",
"description": "The clip takes place on the map de_ancient, starting in an ancient stone chamber with carved stone floor tiles, stone block walls, and an open doorway leading to a brighter area. A teammate wearing a dark hooded tactical outfit is standing on the screen-left side of the screen, holding a pistol. The player moves forward through the chamber, passing a stone pillar on the viewer's screen-right, and enters a longer stone corridor with a high ceiling. The corridor has stone block walls, a stone tile floor, and a doorway at the far end. The player then turns toward the viewer's screen-right and exits the corridor through the doorway, entering an outdoor courtyard. The courtyard features stone structures, a large stone pyramid in the background, and a blue metal container. The lighting transitions from warm indoor lighting to bright, natural daylight.",
"area_or_callout": "Ancient stone chamber, corridor, and outdoor courtyard",
"opening_view": "First-person view looking through an ancient stone chamber towards an open doorway, with a teammate visible on the viewer's screen-left.",
"layout_and_sightlines": "The player moves from an enclosed stone chamber, through a long corridor, and exits into an open outdoor courtyard, transitioning from tight indoor sightlines to wider outdoor sightlines.",
"surfaces_and_materials": "Carved stone floor tiles, weathered stone block walls, wooden crate, and a blue metal container.",
"props_and_interactables": "A wooden crate, a wall-mounted lantern, and a blue metal container.",
"lighting_and_visibility": "Warm indoor lighting from a lantern and open doorways, transitioning to bright, natural daylight in the outdoor courtyard.",
"persistent_world_effects": "None visible."
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "At the start of the segment, <|Subject1|> is positioned in an ancient stone chamber characterized by intricately carved stone floor tiles, weathered stone block walls, and an open doorway leading to a brighter area. A teammate wearing a dark hooded tactical outfit is standing on the screen-left side of the screen, holding a pistol and facing towards the doorway. <|Subject1|> is holding a FAMAS rifle featuring a vibrant pink and blue gradient skin, wearing white and grey leopard-patterned driver gloves. As the view progresses, <|Subject1|> moves forward, passing a large stone pillar on the viewer's screen-right and entering a longer stone corridor with a high ceiling. The corridor features weathered stone block walls, a stone tile floor, and a doorway at the far end., <|Subject1|> begins to reload the held FAMAS rifle. The left hand moves to pull the empty magazine out of the weapon, lowering the rifle slightly. By the end of this segment, the magazine is completely removed, and <|Subject1|> continues moving forward down the corridor, with the stone walls and floor tiles shifting past the first-person perspective. The lighting is warm and natural, coming from the open doorway ahead, casting soft shadows on the stone surfaces.",
"environment_description": "An ancient stone chamber with carved stone floor tiles, stone block walls, and an open doorway leading to a brighter area. A teammate is standing on the screen-left side of the screen. As the player moves forward, they pass a stone pillar on the viewer's screen-right and enter a longer stone corridor with a high ceiling. The corridor has stone block walls, a stone tile floor, and a doorway at the far end.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:00.500",
"end_time": "00:01.062",
"action_description": "<Action1><|Subject1|> begins to reload the held FAMAS rifle, pulling the magazine out of the weapon with the left hand. The visible sequence moves from the pre-reload hold through the hand manipulating the FAMAS's magazine or charging mechanism, then returns the weapon toward a ready grip; internal steps that are not shown are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward through the stone chamber and into the corridor."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view moves forward and slightly to the viewer's screen-right, following the player's movement."
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "At the start of this segment, <|Subject1|> continues moving forward down the long stone corridor, with the stone block walls and tile floor shifting past the first-person perspective. A wooden crate and a doorway on the screen-right side of the corridor grow larger and closer as <|Subject1|> approaches them. <|Subject1|> is still in the middle of reloading the FAMAS rifle, which has a pink and blue gradient skin. The left hand, wearing a white and grey leopard-patterned driver glove, is visible inserting a new magazine into the rifle's magazine well. As the view progresses, <|Subject1|> completes the reload at by chambering a round, pulling back the charging handle with the left hand, and returning the rifle to a stable, ready-to-fire position. By the end of the segment, <|Subject1|> is nearing the doorway on the viewer's screen-right, with the wooden crate positioned just to the viewer's screen-left of the doorway. The lighting remains warm and natural, casting soft shadows on the stone walls and floor, and the outdoor area beyond the doorway becomes more visible, revealing stone structures and green foliage in the distance. <|Subject1|> maintains a steady forward movement throughout, preparing to turn into the new area.",
"environment_description": "The player continues moving forward down the stone corridor, approaching a wooden crate and a doorway on the viewer's screen-right.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:01.062",
"end_time": "00:01.750",
"action_description": "<Action1><|Subject1|> completes the reload of the FAMAS rifle, inserting a new magazine and chambering a round with the left hand. The visible sequence moves from the pre-reload hold through the hand manipulating the FAMAS's magazine or charging mechanism, then returns the weapon toward a ready grip; internal steps that are not shown are not inferred.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> continues moving forward down the corridor."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view continues to move forward, following the player's path."
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "At the start of this segment, <|Subject1|> is approaching the doorway on the screen-right side of the stone corridor. The wooden crate is visible on the viewer's screen-left of the doorway, and a lantern is mounted on the wall above it, casting a warm glow. <|Subject1|> is holding the fully reloaded FAMAS rifle with the pink and blue gradient skin ready in both hands, wearing white and grey leopard-patterned driver gloves. As the view progresses, <|Subject1|> turns toward the viewer's screen-right and exits the corridor through the doorway, entering an outdoor courtyard. The camera pans to the viewer's screen-right, revealing a large stone pyramid in the background and various stone structures and a blue metal container in the courtyard. By the end of the segment, <|Subject1|> has fully transitioned into the outdoor courtyard, moving forward towards the blue metal container. The lighting changes from the warm indoor glow to bright, natural daylight, illuminating the stone surfaces and the green trees visible in the background. The ground in the courtyard consists of stone tiles, and the open sky is visible above, creating a stark contrast with the enclosed corridor. <|Subject1|> continues moving forward at a steady pace, scanning the new environment.",
"environment_description": "The player turns toward the viewer's screen-right and exits the corridor through the doorway, entering an outdoor courtyard with stone structures and a large stone pyramid in the background.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> moves forward and turns right to exit the corridor through the doorway."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view pans to the viewer's screen-right as the player turns to exit the doorway, then stabilizes as they enter the courtyard."
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "At the start of this segment, <|Subject1|> is moving forward into the outdoor courtyard, with the blue metal container positioned directly ahead. The large stone pyramid dominates the background on the viewer's screen-left, and stone walls and structures surround the courtyard. <|Subject1|> is holding the FAMAS rifle with the pink and blue gradient skin, wearing white and grey leopard-patterned driver gloves. As the view progresses, <|Subject1|> continues to move forward, and, begins to switch from the FAMAS rifle to a pistol. The FAMAS rifle is lowered out of view, and the player's hands begin to draw the pistol. By the end of the segment, the FAMAS is completely gone from the screen, and the pistol is starting to be raised into view. The lighting is bright and natural, casting soft shadows on the stone tile floor and the metal container. The surrounding environment remains stable, with the stone structures and trees in the background shifting slightly due to <|Subject1|>'s forward movement. <|Subject1|> maintains a steady pace, preparing to engage any potential targets in the courtyard, with the camera remaining focused forward.",
"environment_description": "The player continues moving forward into the outdoor courtyard, approaching the metal container.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.900",
"end_time": "00:04.062",
"action_description": "<Action2><|Subject1|> begins to switch from the FAMAS rifle to a pistol, lowering the rifle out of view. The visible sequence starts by lowering or releasing the FAMAS, then drawing and gripping the Pistol; the new item settles into a stable ready hold, with its color and shape stated only where the panels make them visible.</Action2>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> continues moving forward into the courtyard."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view continues to move forward, following the player's path."
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "At the start of this segment, <|Subject1|> is moving forward in the outdoor courtyard, passing the blue metal container on the viewer's screen-left. The large stone pyramid is visible in the background on the viewer's screen-left, and stone walls and structures surround the area. <|Subject1|> is in the process of switching to a pistol. As the view progresses, <|Subject1|> completes the switch to the pistol, holding it ready in both hands. The pistol has a dark finish with some yellow/orange accents, and <|Subject1|> is wearing white and grey leopard-patterned driver gloves. By the end of the segment, <|Subject1|> continues to move forward, holding the pistol ready, with the metal container and stone structures shifting past the first-person perspective. The lighting is bright and natural, casting soft shadows on the stone tile floor. The surrounding environment remains stable, with the stone structures and trees in the background shifting slightly due to <|Subject1|>'s forward movement. <|Subject1|> maintains a steady pace, scanning the courtyard with the pistol held ready, ensuring the area is clear, with the camera remaining focused forward. As the view advances, the player continues moving forward into the outdoor courtyard, passing the metal container on the viewer's screen-left. The player-controlled interaction progresses as <|Subject1|> completes the switch to the pistol, drawing it and holding it ready in both hands. The visible sequence starts by lowering or releasing the FAMAS, then drawing and gripping the Pistol; the new item settles into a stable ready hold, with its color and shape stated only where the panels make them visible. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player continues moving forward into the outdoor courtyard, passing the metal container on the viewer's screen-left.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:04.062",
"end_time": "00:04.800",
"action_description": "<Action2><|Subject1|> completes the switch to the pistol, drawing it and holding it ready in both hands. The visible sequence starts by lowering or releasing the FAMAS, then drawing and gripping the Pistol; the new item settles into a stable ready hold, with its color and shape stated only where the panels make them visible.</Action2>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> continues moving forward into the courtyard."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view continues to move forward, following the player's path."
}
]
}
]
}
}中文{
"perspective_view": "第一人称",
"Style": "游戏,第一人称战术射击玩法",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "由玩家操控的 CS2 特工",
"subject_attribute": "无法从视觉证据确认玩家所属阵营。第一帧时,双手戴着深色战术手套,在画面下方中央握住一把 FAMAS 突击步枪;右手手背可见图案纹理。FAMAS 采用鲜明的红蓝定制涂装,枪管指向前方中央,枪托和下机匣占据画面右下方的视角模型锚点。武器以双手准备持握姿势、约在腰部至胸口高度持握。开场视角沿石质室内走廊正向前方,处于正常站立眼高。"
}
],
"environment_detail": {
"map_name": "de_ancient",
"description": "片段横跨 de_ancient 一系列相连的室内和室外空间。开场是暖光照明的石灰岩前厅,地面铺有华丽雕刻砖面,水平蓝色涂漆顶板和厚重石柱边缘围出前方门口;门后较亮的房间里有一个大型木箱和一扇栅栏窗。继续移动会经过一段过渡走廊,其墙面有深色风化区域;再沿一条更长的通道前进,通道有小栅栏窗和一块斜靠木板;随后进入由墙灯照明、中央有大型石祭台或台座的宽阔对称石室。继续向前穿过拱门门槛,来到完全室外的庭院:明亮但阴天的天空、残破石质围墙、墙线以上的绿色植被、装饰性雕刻石地面,以及嵌在主围墙中的一对大型青绿色涂漆金属大门构成主要环境。大门观察者屏幕右侧门柱固定着金属梯,左侧墙面有一块小告示,鹅卵石地面上到处可见淡淡的雕刻镶嵌纹样。只有在画面有依据时才描述独立可见的玩家模型,否则不添加其他玩家模型。",
"area_or_callout": "de_ancient 的室内前厅和连接走廊,经过内部石室后过渡到室外庭院大门区域",
"opening_view": "站立眼高的第一人称视角沿浅色石灰岩室内走廊朝前;中距离前方门口后可见木箱和栅栏窗,观察者屏幕右前景被石柱边缘遮挡",
"layout_and_sightlines": "路线基本沿直线向前,依次连接暖光室内前厅(只有一个正前方门口视线)、带左转墙面的短过渡走廊、由中央祭台收窄横向空间的宽阔对称石室,以及远端围墙封住视线的室外庭院。",
"surfaces_and_materials": "全程墙体和结构主要由带裂纹和年代污渍的粗糙浅色石灰岩石块构成;室内地面从雕刻装饰砖面过渡到石室中更宽的石砖,室外是鹅卵石铺面。前厅天花板有水平蓝色涂漆木板或灰泥条;大门是大型青绿色涂漆薄板金属;中央石室结构使用切削平整的石灰岩石块。",
"props_and_interactables": "门后房间的大型木箱;石室观察者屏幕左侧墙上的暖色壁灯;石室中央大型石祭台或抬高台座;过渡走廊观察者屏幕右侧墙边斜靠的木板;室外围墙上的大型青绿色金属大门;固定在观察者屏幕右侧门柱上的金属梯;大门墙观察者屏幕左侧的小告示;贯穿室内和庭院的装饰性雕刻地面镶嵌。",
"lighting_and_visibility": "室内区域由来源不确定的暖琥珀色环境光照亮;石室还受到墙灯发出的暖橙色光照。过渡走廊环境光较低,并有深色风化墙面。室外庭院受到明亮、均匀的漫射阴天日光照射,色调比室内明显更冷、更中性。没有烟雾、闪光或火焰效果。",
"persistent_world_effects": "从室内过渡到室外的拱门门槛附近,观察者屏幕右侧石墙上有一块符合血迹喷溅贴花的深色污渍;全程没有烟雾、火焰或持续闪光效果。"
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "开场时,视角沿暖色石灰岩前厅正向前方,石柱边缘框住观察者屏幕右前景;一名穿深色战术装备的队友在观察者屏幕左前方蹲伏并移动,举着手枪。雕刻砖面地面延伸到门后较亮的房间,房间内的大型木箱位于栅栏窗下方。双手握住采用红蓝涂装的 FAMAS,武器在画面下方中央保持双手持握。头顶可以看到水平蓝色涂漆顶板。随后视角向观察者屏幕左侧扫动,深色、严重开裂并带污渍的石墙进入画面中央,走廊转角显现;队友和正前方门口向观察者屏幕右侧离开视野。暖色环境光仍然存在,但这面墙明显更暗、更风化。窗口中点稍后,右手开始向下拉出弹匣,FAMAS 换弹启动,左手继续握住前握把。随后视角转回正前方,较长的室内走廊出现在前方:浅色石灰岩石块墙向左右延伸,观察者屏幕右上方有一扇小栅栏窗,右侧墙脚斜靠着一块木板。窗口结束时,换弹仍在进行,FAMAS 视角模型因动画略微偏离原来的锚点,前方走廊在昏暗暖光下居中。",
"environment_description": "开场可见带队友的前厅和前方木箱房间;视角向观察者屏幕左侧扫动后显露深色风化墙面,最后转回前方,进入较长的连接走廊,右侧可见栅栏窗和斜靠木板。",
"description_change": null,
"contained_actions": [
{
"start_time": "00:00.500",
"end_time": "00:01.062",
"action_description": "<Action1><|Subject1|>开始给 FAMAS 换弹:右手将用过的弹匣从下机匣拉开,左手稳定前握把,开始供弹循环。换弹动画进入第一阶段时,视角模型从原来的位置略微向下并向内移动,露出弹匣井,替换弹匣开始向机匣方向上移。窗口结束时,武器尚未回到抬起的待机持握位置。</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|>持续向前穿过前厅进入连接走廊,经过左转墙面后沿较长通道向远端前进。"
}
],
"camera_description": [
{
"camera_description": "玩家的第一人称视角开场沿前厅正向门口,随后向观察者屏幕左侧转动,在窗口中段面对深色开裂墙面;固定石质结构向屏幕右侧移动。之后视角向屏幕右侧转回,重新朝向较长走廊,并在窗口剩余时间稳定下来。"
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "本段开场时,较长的走廊仍位于前方,观察者屏幕右侧墙上可见栅栏窗和斜靠木板,FAMAS 换弹进入最后阶段。双手位于画面下方:右手将新弹匣压入下机匣,左手重新握住前握把,枪栓被释放以完成上膛,视角模型在本窗口前半段逐渐升回标准持握位置。浅色石灰岩石块墙向左右延伸,表面磨损且略不平整;来源不明的暖琥珀色光在墙面投下柔和阴影。随后走廊打开为更宽的石室,玩家进入其中。石室更加对称,观察者屏幕左侧墙上的壁灯发出暖橙色光,光线聚集在近侧墙面和石砖地面。约在窗口中点,换弹完成,FAMAS 回到画面下方中央的抬起双手准备姿势,红蓝涂装清晰可见,双手放松地握住枪柄和前握把。前方中景中央是由相同石灰岩石块构成的大型石祭台或抬高台座,平整顶部和方正侧面在后方素墙前清楚可辨。观察者屏幕右上方有一扇小型栅栏或百叶窗,透入微弱的冷色室外光,补充暖色壁灯。窗口结束时,石室完全进入画面,祭台已位于近中景,壁灯在左侧形成暖色光弧,FAMAS 在胸口高度稳定持握。",
"environment_description": "过渡走廊让位于更宽、更对称的石室;观察者屏幕左侧新增壁灯,中央出现石祭台,右上方出现小栅栏窗。相比前一段,空间更开阔、光线更充分、几何更规则。",
"description_change": null,
"contained_actions": [
{
"start_time": "00:01.062",
"end_time": "00:01.750",
"action_description": "<Action1><|Subject1|>完成 FAMAS 换弹:右手将新弹匣完全压入机匣,左手稳定前握把,枪栓循环并完成上膛。视角模型从换弹时的偏移位置升回标准的双手抬起持握姿势,红蓝涂装在画面下方重新居中;本阶段结束时武器已完全准备好。</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|>持续向前离开过渡走廊,进入更宽的石室,并缩短与前方中央祭台的距离。"
}
],
"camera_description": [
{
"camera_description": "玩家的第一人称视角总体保持向前;走廊打开为石室时略微向观察者屏幕左侧偏移,使壁灯照亮的左墙进入视野,随后随着向前移动重新居中在祭台和远墙,没有明显竖直倾斜或变焦变化。"
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "本段开场时,石室仍在画面中,中央祭台位于近中景,观察者屏幕左侧墙灯发出暖光;FAMAS 以抬起的双手准备姿势持握,戴手套的双手在画面下方可见,红蓝涂装反射暖色环境光。浅色石灰岩石块墙左右对称延伸,观察者屏幕右上方的栅栏窗仍透出微弱光线。玩家继续前进,祭台经过近景,远墙和前方拱门门槛成为新的焦点。石室尽头出现石拱门,边缘由相同石块构成;拱门后明显更明亮、更冷的光线显示外部空间。拱门附近观察者屏幕右侧墙面有一块深色污渍,即浅色石块上的喷溅痕迹;开口附近的过渡空间中,观察者屏幕左下方放着一个木箱。视角穿过拱门后,室内墙体退向后方,墙线以上出现带浅色树叶的树木和明亮阴天;地面从石室宽石砖过渡为带雕刻装饰的庭院镶嵌地面。窗口结束时,视角已越过门槛进入室外庭院,前方展开宽阔石质广场,左右可见围墙;拱门旁右侧中景的一处竖直结构上固定着金属梯或结构屏。FAMAS 全程保持双手准备持握,没有开始新的动作,室外光线比室内更明亮、更中性。",
"environment_description": "视角穿过拱门门槛离开石室进入室外;观察者屏幕右侧墙面的深色污渍、开口附近的木箱和室外雕刻地面镶嵌先后出现,光线从暖色室内琥珀光变为明亮的漫射日光。",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|>向前穿过石室,接近拱门门槛,并继续向前穿过拱门进入室外庭院;室内环境向后退去,开阔室外空间在前方展开。"
}
],
"camera_description": [
{
"camera_description": "玩家的第一人称视角全程向前推进,前段以拱门为中心;穿过门槛时,在窗口后段略微向观察者屏幕右侧偏航并抬高,使室外空间和右侧金属结构进入画面,整体方向仍接近正前方。"
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "本段开场时,室外庭院完全位于前方,装饰性雕刻石地面向近景延伸,两扇大型青绿色涂漆金属大门占据画面中央。门板风化,蓝绿色表面有氧化和磨损,门扇在贯穿画面的高大浅色石灰岩围墙凹槽中处于打开或半开状态。墙体由大型石块构成并明显老化,浅色树叶的树木从墙顶升起,背景是明亮阴天。观察者屏幕右侧门柱旁固定着竖直金属梯,观察者屏幕左侧门洞墙面中等高度有一块小告示。双手在画面左下方以双手准备姿势握住 FAMAS,红蓝涂装映着平坦的日光。门脚附近脚下是松散自然排列的鹅卵石,装饰性镶嵌仍在中景可见。接近窗口中点时,右手开始松开 FAMAS 握把,武器切换启动;枪械模型向画面下缘落去,红蓝涂装从屏幕左下方退出。窗口结束时,一把带鲜明黄绿色和深色定制涂装的手枪开始从视角模型右下方升起,右手重新抓住进入的副武器,左手完成过渡,门仍在前方近处。",
"environment_description": "室外庭院、青绿色大门、围墙、金属梯和小告示构成本段稳定环境;接近大门时,脚下鹅卵石纹理替代中景的雕刻镶嵌,大门板在前方视野中占据越来越大的比例。",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.900",
"end_time": "00:04.062",
"action_description": "<Action2><|Subject1|>开始从 FAMAS 切换武器:右手松开步枪握把,FAMAS 视角模型从画面左下方开始下落,红蓝涂装退出视野;同时右手开始伸向副武器,一把带黄绿色定制涂装的手枪从视角模型右下方升起。窗口结束时,武器之间的过渡仍未完成。</Action2>"
}
],
"move_description": [
{
"move_description": "<|Subject1|>沿鹅卵石铺面的室外庭院稳定向前,直接朝大型青绿色大门推进;随着距离缩短,大门板在前方逐渐变大。"
}
],
"camera_description": [
{
"camera_description": "玩家的第一人称视角始终朝向青绿色大门,前进时只有向观察者屏幕左侧和右侧的轻微横向漂移;没有明显竖直倾斜或变焦变化,门结构随着接近逐渐占据画面中央。"
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "本段开场时,退出的 FAMAS 和进入的手枪都处于画面下方的切换过程中:FAMAS 的红蓝涂装在屏幕左下方仍部分可见并继续下沉,带黄绿色和深色定制涂装的手枪从屏幕右下方升起,右手牢牢重新握住副武器,左手移动到支撑位置。青绿色大门在中央近处,浅色石灰岩围墙填充背景,观察者屏幕右侧门柱上的金属梯和屏幕左侧墙上的小告示仍可见,阴天日光平坦且稳定。随后武器切换完成:到窗口中段,FAMAS 完全消失,手枪落入画面下方中央的双手抬起持握位置,双手稳定下来,右手握枪柄、左手支撑;副武器的黄绿色涂装和较深色的下部组件清晰可见。大门板仍是近处主要元素,青绿色油漆已经风化,门边距离很近。门脚处,鹅卵石与金属门相接的位置有一小块绿色草地或苔藓。视角继续向前,大门略微变大;窗口结束时手枪稳定在准备持握姿势,围墙、大门、金属梯、天空和墙顶植被的庭院布局保持不变,没有新的动作开始。",
"environment_description": "青绿色大门和围墙始终是前方稳定环境;近处可见鹅卵石地面及门脚草地,观察者屏幕右侧门柱上的金属梯和屏幕左侧墙面的小告示保持原位,明亮阴天和墙顶植被没有改变。",
"description_change": null,
"contained_actions": [
{
"start_time": "00:04.062",
"end_time": "00:04.800",
"action_description": "<Action2><|Subject1|>完成切换到手枪:FAMAS 从屏幕左下方完全下落退出,带黄绿色和深色定制涂装的手枪完全升入画面下方中央的准备持握位置。右手建立牢固的手枪握持,左手移动到支撑位置;到本窗口结束时武器稳定,未开始新的交互。</Action2>"
}
],
"move_description": [
{
"move_description": "<|Subject1|>继续向前穿过庭院,稳定接近青绿色大门。"
}
],
"camera_description": [
{
"camera_description": "玩家的第一人称视角保持面向大门,随向前移动产生轻微自然晃动和向观察者屏幕右侧的漂移;没有清晰的横向转向、俯仰或变焦变化。"
}
]
}
]
} |
Case 7 · opencs2-action-chain-m2391938-de_ancient-r06-p07-f004052
| 左列 / Left | 右列 / Right |
|---|---|
两轮结果 / Two-round result首帧冻结全局字段,第二轮一次性处理五个 chunk。 / First-frame global baseline; all five chunks in the second turn. English{
"metadata": {
"schema_version": "cs2_v3_chunk_caption_v1",
"game": "Counter-Strike 2",
"clip": {
"sample_id": "opencs2-action-chain-m2391938-de_ancient-r06-p07-f004052",
"map_name": "de_ancient",
"profile": "multi_action",
"action_reference": "action-chain",
"player_side": null,
"match_id": "2391938",
"round_id": 6,
"num_frames": 81,
"fps": 16.0,
"duration_seconds": 5.0625,
"width": 832,
"height": 480,
"time_base": "clip_relative",
"conditioning_frame_index": 0,
"content_frame_start": 1,
"content_frame_end_exclusive": 81,
"initial_held_item": "AK-47",
"latent_layout": {
"temporal_stride": 4,
"condition_latent_frames": 1,
"chunk_size_latents": 4,
"num_chunks": 5,
"num_latents": 21,
"chunk_support_tick_offsets": [
2,
66,
130,
194,
258,
322
]
},
"source_fps": 16,
"source_tick_rate": 64,
"source_frame_start": 0,
"source_frame_end_exclusive": 81,
"temporal_resampling": {
"mode": null,
"source_span_frame_count": 81,
"source_span_tick_count": 324,
"speedup_ratio": null
},
"label_provenance": "manual_visual_review_for_action_chain"
},
"chunks": [
{
"chunk_index": 0,
"latent_indices": [
1,
2,
3,
4
],
"support_tick_offsets": [
2,
66
],
"start_frame": 1,
"end_frame_exclusive": 17,
"start_seconds": 0.0625,
"end_seconds": 1.0625,
"start_time": "00:00.062",
"end_time": "00:01.062",
"phase": "mixed",
"description_en": "The stone corridor walls and floor draw closer as <|Subject1|> moves forward, while the wooden crate on the viewer's screen-right begins to exit the screen.",
"actions_present": [
"action_1"
],
"movement": "forward",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 1,
"latent_indices": [
5,
6,
7,
8
],
"support_tick_offsets": [
66,
130
],
"start_frame": 17,
"end_frame_exclusive": 33,
"start_seconds": 1.0625,
"end_seconds": 2.0625,
"start_time": "00:01.062",
"end_time": "00:02.062",
"phase": "mixed",
"description_en": "The stone doorway and outdoor steps grow closer as <|Subject1|> approaches the exit of the corridor.",
"actions_present": [],
"movement": "forward",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 2,
"latent_indices": [
9,
10,
11,
12
],
"support_tick_offsets": [
130,
194
],
"start_frame": 33,
"end_frame_exclusive": 49,
"start_seconds": 2.0625,
"end_seconds": 3.0625,
"start_time": "00:02.062",
"end_time": "00:03.062",
"phase": "mixed",
"description_en": "The environment transitions to an open outdoor courtyard with stone steps and weathered walls under bright daylight.",
"actions_present": [],
"movement": "forward",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 3,
"latent_indices": [
13,
14,
15,
16
],
"support_tick_offsets": [
194,
258
],
"start_frame": 49,
"end_frame_exclusive": 65,
"start_seconds": 3.0625,
"end_seconds": 4.0625,
"start_time": "00:03.062",
"end_time": "00:04.062",
"phase": "mixed",
"description_en": "The outdoor courtyard and stone steps remain visible and stable as <|Subject1|> moves forward.",
"actions_present": [
"action_2"
],
"movement": "forward",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 4,
"latent_indices": [
17,
18,
19,
20
],
"support_tick_offsets": [
258,
322
],
"start_frame": 65,
"end_frame_exclusive": 81,
"start_seconds": 4.0625,
"end_seconds": 5.0625,
"start_time": "00:04.062",
"end_time": "00:05.062",
"phase": "mixed",
"description_en": "The stone steps and courtyard walls grow closer as <|Subject1|> continues moving forward.",
"actions_present": [
"action_2"
],
"movement": "forward",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
}
],
"action_timeline": [
{
"event_id": "action_1",
"type": "weapon_switch",
"subtype": "switch",
"weapon": "Knife",
"from_weapon": "AK-47",
"to_weapon": "Knife",
"start_seconds": 0.2,
"end_seconds": 0.8,
"start_time": "00:00.200",
"end_time": "00:00.800",
"is_target": true,
"time_base": "clip_relative",
"begins_before_clip": false,
"continues_after_clip": false,
"confidence": "manual_visual_review",
"source": "manual_visual_review"
},
{
"event_id": "action_2",
"type": "weapon_switch",
"subtype": "switch",
"weapon": "AK-47",
"from_weapon": "Knife",
"to_weapon": "AK-47",
"start_seconds": 3.9,
"end_seconds": 4.8,
"start_time": "00:03.900",
"end_time": "00:04.800",
"is_target": true,
"time_base": "clip_relative",
"begins_before_clip": false,
"continues_after_clip": false,
"confidence": "manual_visual_review",
"source": "manual_visual_review"
}
],
"control_timeline": [
{
"type": "movement",
"movement": "forward",
"start_seconds": 0.0,
"end_seconds": 5.0,
"start_time": "00:00.000",
"end_time": "00:05.000",
"time_base": "clip_relative",
"source": "manual_visual_review"
}
],
"weapon_timeline": [],
"final_held_item": "AK-47",
"flags": []
},
"english_json": {
"perspective_view": "first-person",
"Style": "video game, first-person tactical shooter gameplay",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "player-controlled CS2 agent",
"subject_attribute": "The player-controlled agent is holding an AK-47 assault rifle with a red, black, and white custom skin (Bloodsport). The agent's right hand is visible wearing a dark grey glove, exposing a bare forearm."
}
],
"environment_detail": {
"map_name": "de_ancient",
"description": "An ancient stone corridor with weathered, light-colored stone block walls. A stone doorway is visible straight ahead, leading to an outdoor area with stone steps. To the right, there is a wooden crate and a large wooden board leaning against the wall.",
"area_or_callout": "An indoor stone corridor leading towards an outdoor stone archway, likely near the T spawn or middle area of the map.",
"opening_view": "The camera is positioned in a stone corridor, looking directly forward at a stone doorway that opens into another stone-walled area.",
"layout_and_sightlines": "A straight corridor leading to a doorway. To the left is a solid stone wall. To the right is a wider space with a wooden crate and a leaning wooden board. The sightline goes straight through the doorway to a stone wall in the background.",
"surfaces_and_materials": "Weathered, cracked stone block walls with a rough texture. The floor is made of uneven stone tiles and dirt. The ceiling has wooden beams or stone slabs.",
"props_and_interactables": "A rectangular wooden crate and a large flat wooden board leaning against the right wall.",
"lighting_and_visibility": "Dim, natural ambient lighting inside the corridor, with brighter light coming from the doorway ahead, suggesting an outdoor area beyond.",
"persistent_world_effects": "None observed."
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "At the start, <|Subject1|> is positioned in the stone corridor holding the custom-skinned AK-47. As the view progresses, <|Subject1|> initiates a weapon switch, lowering the rifle out of view and drawing a gold-accented tactical knife with the right hand. <|Subject1|> moves forward down the corridor, causing the stone walls and the doorway ahead to draw closer. The lighting remains dim inside the corridor, with brighter natural light visible through the doorway. By the end of the segment, the knife is held in a ready position in the right hand, and the wooden crate on the screen-right side of the corridor begins to slide out of the screen. As the view advances, the stone corridor walls and floor draw closer as <|Subject1|> moves forward, while the wooden crate on the viewer's screen-right begins to exit the screen. The player-controlled interaction progresses as <|Subject1|> switches from the AK-47 to a knife, lowering the rifle and drawing a gold-accented tactical knife into a ready grip. The visible sequence starts by lowering or releasing the AK-47, then drawing and gripping the Knife; the new item settles into a stable ready hold, with its color and shape stated only where the panels make them visible. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The stone corridor walls and floor draw closer as <|Subject1|> moves forward, while the wooden crate on the viewer's screen-right begins to exit the screen.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:00.200",
"end_time": "00:00.800",
"action_description": "<Action1><|Subject1|> switches from the AK-47 to a knife, lowering the rifle and drawing a gold-accented tactical knife into a ready grip. The visible sequence starts by lowering or releasing the AK-47, then drawing and gripping the Knife; the new item settles into a stable ready hold, with its color and shape stated only where the panels make them visible.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward down the stone corridor towards the doorway."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains steady, looking directly forward through the stone doorway."
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "At the start, <|Subject1|> continues moving forward through the stone corridor while holding the gold-accented knife in the right hand. As the view progresses, the stone doorway grows larger and closer, revealing more of the outdoor stone steps and weathered walls in the background. The wooden crate and board on the viewer's screen-right have fully exited the screen. The lighting transitions from the dim interior to brighter natural light as <|Subject1|> approaches the exit. By the end of the segment, <|Subject1|> is right at the threshold of the doorway, with the outdoor stone structures clearly visible ahead. As the view advances, the stone doorway and outdoor steps grow closer as <|Subject1|> approaches the exit of the corridor. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory. The resulting account remains chronological: the opening foreground establishes the visible hands and item, the middle records the supported transition through the scene, and the ending preserves the settled pose and the visible, middle, and far geometry. Screen-left, center, and screen-right relations are viewer-relative, while cropped or occluded details remain unspecified.",
"environment_description": "The stone doorway and outdoor steps grow closer as <|Subject1|> approaches the exit of the corridor.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> continues moving forward through the stone corridor."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains steady, tracking forward towards the exit."
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "At the start, <|Subject1|> exits the stone corridor and enters the outdoor courtyard area. As the view progresses, the surrounding environment opens up, revealing weathered stone walls, steps, and pillars under bright, natural daylight. <|Subject1|> continues to hold the gold-accented knife in the right hand while moving forward and slightly to the viewer's screen-right. The camera pans slightly to track the movement, keeping the stone steps in the center screen-right of the view. By the end of the segment, <|Subject1|> is positioned in the open courtyard, with the stone corridor entrance now behind. As the view advances, the environment transitions to an open outdoor courtyard with stone steps and weathered walls under bright daylight. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory. The resulting account remains chronological: the opening foreground establishes the visible hands and item, the middle records the supported transition through the scene, and the ending preserves the settled pose and the visible, middle, and far geometry. Screen-left, center, and screen-right relations are viewer-relative, while cropped or occluded details remain unspecified.",
"environment_description": "The environment transitions to an open outdoor courtyard with stone steps and weathered walls under bright daylight.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> moves forward and slightly right into the outdoor courtyard."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains relatively steady, tracking the forward movement."
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "At the start, <|Subject1|> is moving across the outdoor courtyard while holding the knife. As the view progresses, <|Subject1|> initiates a weapon switch back to the AK-47. The knife is lowered out of view, and the red, black, and white custom-skinned rifle begins to rise from the bottom right of the screen. <|Subject1|> continues moving forward towards the stone steps. The bright daylight illuminates the stone surfaces of the courtyard. By the end of the segment, the AK-47 is partially raised, transitioning back into the active viewmodel position. As the view advances, the outdoor courtyard and stone steps remain visible and stable as <|Subject1|> moves forward. The player-controlled interaction progresses as <|Subject1|> begins switching from the knife back to the AK-47, lowering the knife and starting to raise the rifle. The visible sequence starts by lowering or releasing the Knife, then drawing and gripping the AK-47; the new item settles into a stable ready hold, with its color and shape stated only where the panels make them visible. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The outdoor courtyard and stone steps remain visible and stable as <|Subject1|> moves forward.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.900",
"end_time": "00:04.062",
"action_description": "<Action2><|Subject1|> begins switching from the knife back to the AK-47, lowering the knife and starting to raise the rifle. The visible sequence starts by lowering or releasing the Knife, then drawing and gripping the AK-47; the new item settles into a stable ready hold, with its color and shape stated only where the panels make them visible.</Action2>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward across the outdoor courtyard."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains steady, looking forward towards the stone steps."
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "At the start, the AK-47 continues to rise into the active viewmodel position. As the view progresses, <|Subject1|> completes the weapon switch, gripping the rifle with both hands in a stable ready position. <|Subject1|> continues moving forward towards the stone steps in the courtyard. The weathered stone walls and steps grow closer in the screen. By the end of the segment, the weapon switch is fully complete, and <|Subject1|> is moving steadily forward with the AK-47 equipped. As the view advances, the stone steps and courtyard walls grow closer as <|Subject1|> continues moving forward. The player-controlled interaction progresses as <|Subject1|> completes the weapon switch to the AK-47, bringing the rifle into a fully equipped ready position. The visible sequence starts by lowering or releasing the Knife, then drawing and gripping the AK-47; the new item settles into a stable ready hold, with its color and shape stated only where the panels make them visible. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The stone steps and courtyard walls grow closer as <|Subject1|> continues moving forward.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:04.062",
"end_time": "00:04.800",
"action_description": "<Action2><|Subject1|> completes the weapon switch to the AK-47, bringing the rifle into a fully equipped ready position. The visible sequence starts by lowering or releasing the Knife, then drawing and gripping the AK-47; the new item settles into a stable ready hold, with its color and shape stated only where the panels make them visible.</Action2>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward towards the stone steps."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view remains steady, looking forward."
}
]
}
]
}
}中文{
"perspective_view": "第一人称",
"Style": "游戏,第一人称战术射击玩法",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "由玩家操控的 CS2 特工",
"subject_attribute": "玩家的双手出现在画面右下方,戴着带黑色手指覆盖部分的深色战术手套。手持武器是一把 AK-47,采用鲜明的红黑涂装,带有风格化东亚书法式图案和金色点缀,外观符合“Vulcan”或类似主题的涂装。武器以朝向右下方的低位准备姿势持握在视角模型中。没有显示其他身体部位或装备。"
}
],
"environment_detail": {
"map_name": "de_ancient",
"description": "场景位于一座古代废墟结构内部的狭窄石质走廊。建筑由粗凿的石灰岩或砂岩石块墙组成,可见砂浆接缝和表面风化。低矮天花板由平整石梁构成,边缘有青绿色或铜绿锈蚀色饰条,可能是老化铜材或涂漆石材。地面是不平整的石砖,散落着小石块和尘土。前方门口通向一个较小前厅;再往外的第二个拱形通道露出一间更明亮的蓝灰色石质房间。远端附近右墙边部分可见一个木箱或木盒。",
"area_or_callout": "走廊几何和门口框景符合 de_ancient 的室内隧道或连接通道,可能靠近 A 点接近路线或中路连接区;仅凭这一帧无法确认具体 callout。",
"opening_view": "镜头沿狭窄石质走廊朝前。主要视线终点是远端墙中央的矩形门口,门口框住第二个前厅和更远的拱形通道。左侧是大块石墙,右侧是较窄的墙面,武器位于画面右下前景。",
"layout_and_sightlines": "走廊从玩家位置直线向前延伸。远端单一门口形成收窄的漏斗状视线,此帧没有看到横向分支。第一个门口之外的前厅中还有一个略偏离中央的第二拱门,说明纵深至少跨越两个房间。走廊内部掩体有限,远端墙体的门框边缘是唯一可见的硬质转角。",
"surfaces_and_materials": "墙体由大型不规则石灰岩石块组成,表面粗糙、有浅坑,颜色从浅奶油色到暖黄褐色自然变化。天花板由平整石梁构成,边缘以青绿色铜绿色饰条按重复图案排列。地面铺着磨损石砖,可见裂缝、散落鹅卵石和积尘。拱门后可见的远端房间似乎使用色调更冷、更偏蓝的石材。",
"props_and_interactables": "走廊远端右墙边部分可见一个木箱或木盒;走廊中段地面散落小碎石;此帧中没有其他明显的互动道具。",
"lighting_and_visibility": "光线温暖且属于环境光,来自前方看不见的光源,也可能来自门口之外。走廊内部受到中等强度照明,左墙上有柔和阴影。拱门后瞥见的房间更明亮且色调更冷,形成明显的光照对比并吸引视线。走廊内部总体视野清楚,没有明显遮挡。",
"persistent_world_effects": "此帧未观察到持续性世界效果。"
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "本段开场时,<|Subject1|>正沿 de_ancient 狭窄石质走廊向前,暖色砂岩墙位于两侧,前方矩形门口位于视线中央。带鲜明红黑书法式涂装的 AK-47 清楚可见于画面右下方,处于低位准备角度。玩家向前移动时,视角模型几乎立即开始变化,AK-47 在最初一小段时间内进入收起动画;枪械向下并移出画面,枪管向屏幕下缘下沉。到通道中点,AK-47 已完全离开视角模型,一把刀从画面右下角进入,刀刃向上倾斜,武器选择动画完成抽出阶段。刀是一把标准或涂装近战武器,玩家戴手套的右手握住刀柄,刀刃升入准备位置。走廊几何始终不变:玩家前进时远端门口略微变大,带青绿色饰条的天花板和磨损石地面填充周边空间,前厅之后的第二个拱形开口仍位于最终视线中。来自远端房间的微弱暖色环境光贯穿走廊。整个片段中没有敌人、烟雾或其他玩家。",
"environment_description": "de_ancient 狭窄室内石质走廊在整个片段中保持一致。两侧是粗糙砂岩石块墙,头顶是带青绿色饰条的平整石质天花板,脚下是有裂缝、散落鹅卵石碎屑的石砖地面。中央远端门口通向前厅和第二个拱形通道,玩家前进时两者都略微靠近。来自远端房间的暖色环境光照亮走廊,没有环境变化。",
"description_change": null,
"contained_actions": [
{
"start_time": "00:00.200",
"end_time": "00:00.800",
"action_description": "<Action1><|Subject1|><|Subject1|>放低或松开即将退出的 AK-47,然后装备进入画面的刀具;在有证据支持的范围内,过渡结束时新物品已处于待机持握状态,但仅凭元数据无法确认它的细部外观。可见序列先是放低或松开 AK-47,随后抽出并握住刀具;刀具稳定在准备持握位置,颜色和形状只在画面能够显示时说明。</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|>向前移动。"
}
],
"camera_description": [
{
"camera_description": "玩家操控特工的第一人称视角保持稳定。"
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "本段中,<|Subject1|>继续沿石质走廊向前,刀具已经完全抽出并位于画面右下方视角模型中。刀刃向上且略微朝内,深色手套的手牢牢握住刀柄。玩家前进后,远端门口明显靠近,矩形开口在中央视线中占据更大区域;门后的前厅及第二个拱形通道变得更清楚,石墙细节也更明显。左侧砂岩墙在近侧边缘缓慢向后掠过,粗糙石灰岩纹理和砂浆接缝随距离缩短变得更清晰。带散落鹅卵石碎屑的石砖地面向前延伸,尘土和磨损图案稍微更容易辨认。头顶青绿色饰条仍保持低矮且连续。刀具视角模型随着向前移动轻微上下摆动,符合游戏中近战武器持握时的待机晃动。右侧带部分木箱的墙面在画面右边缘变得略清楚。整个片段没有动态事件、敌人或其他玩家。",
"environment_description": "同一条 de_ancient 狭窄室内石质走廊贯穿本段。粗糙砂岩墙、带青绿色饰条的平整石质天花板,以及有裂缝和碎屑的磨损石地面保持一致。由于向前移动,远端门口、前厅和第二个拱形通道比第 0 段更近、更清晰。远端房间的暖色环境光持续存在,没有观察到环境变化或效果。",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|>向前移动。"
}
],
"camera_description": [
{
"camera_description": "玩家操控特工的第一人称视角保持稳定。"
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "本段中,<|Subject1|>继续向前穿过走廊,刀具保持在画面右下方的活动视角模型位置,刀刃向上。玩家已经前进了较长距离,远端门口在中央视线中占据明显更大区域,门后的前厅以及第二个拱形通道都已清楚呈现。拱门后的蓝灰色石材在颜色和纹理上明显区别于走廊的暖色砂岩。左侧砂岩墙继续从近侧边缘向后掠过,玩家接近走廊尽头。随着距离变化,青绿色天花板饰条的表观角度略有改变。右墙边的木箱或木盒更加清楚,木边和木板纹理可以辨认。脚下的小石块和有裂缝的地砖细节更加明显。刀具视角模型继续随移动轻微上下摆动,远端房间的暖色光晕更加突出,使明亮远端与走廊中等亮度之间的对比增强。没有敌人或其他玩家出现;玩家以稳定步速行进,没有停顿或横移。",
"environment_description": "石质走廊仍是主要环境,但玩家比本段开头更靠近远端门口。前厅和第二拱形通道的细节更加清楚,拱门后蓝灰色石材与走廊暖色砂岩形成对比。右墙木箱更加清晰,来自前方的暖色环境光略微增强。没有观察到环境变化、效果或动态元素。",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|>向前移动。"
}
],
"camera_description": [
{
"camera_description": "玩家操控特工的第一人称视角保持稳定。"
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "本段显示 <|Subject1|> 接近或穿过走廊远端门口,视角过渡到前厅。玩家跨过门槛时,门框边缘从周边视野掠过,前厅石墙成为两侧主要几何。前方第二个拱形通道现在是主要视线终点,拱门后可以看到蓝灰色石质房间。刀具仍处于画面右下方视角模型位置。走廊带青绿色饰条的天花板过渡为前厅略有不同的顶部结构,地面也从走廊石砖过渡到材质相近但不同的磨损石面。接近本段结束时,约在通道边界之前,切回 AK-47 的武器切换开始;刀具开始收起下沉,刀刃向下并从观察者屏幕右下方离开,表示切回主武器的开端。前厅中可见前方拱形开口和拱门后较暖或较冷的房间。整个片段没有敌人或其他玩家,环境光与走廊前方光源一致,侧墙有柔和阴影。",
"environment_description": "本段环境从狭窄走廊末端过渡到 de_ancient 前厅。门框门槛从周边视野经过,前厅石墙成为新的两侧几何;第二个拱形通道是正前方主要视线。石质地面和不高的天花板延续走廊的材质语言,环境光保持温暖,没有环境效果或动态变化。",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.900",
"end_time": "00:04.062",
"action_description": "<Action2><|Subject1|>放低或松开即将退出的刀具,然后装备进入画面的 AK-47;在有证据支持的范围内,过渡结束时新物品已处于待机持握状态,但仅凭元数据无法确认它的细部外观。可见序列先是放低或松开刀具,随后抽出并握住 AK-47;武器稳定在准备持握位置,颜色和形状只在画面能够显示时说明。</Action2>"
}
],
"move_description": [
{
"move_description": "<|Subject1|>向前移动。"
}
],
"camera_description": [
{
"camera_description": "玩家操控特工的第一人称视角保持稳定。"
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "最后一段开场时,刀具收起动画仍在进行,刀刃在画面右下方完全下沉并离开屏幕。几乎同时,AK-47 视角模型从下方升入画面,红黑书法式涂装和金色点缀随着抽出动画变得可见。枪管升入标准低位准备姿势;到通道中点,AK-47 已完全抽出,稳定处于画面右下方的既定视角模型位置,刀具切回步枪的切换已完成。玩家此时位于或正穿过前厅,第二个拱形通道占据中央视线,拱门后蓝灰色石室清楚可见。前厅墙体是比主走廊略冷的粗糙石块,两侧夹住视野;拱形通道几何遮挡最终视线,远端房间的光线在前方形成更明亮的环境光。地面继续是磨损石砖。抽枪完成后,AK-47 进入闲置持握动画,视角模型随前进轻微晃动。片段中没有敌人、烟雾或其他玩家。剩余时间玩家稳定接近、并可能穿过第二个拱形通道,远端石室逐渐清晰。",
"environment_description": "前厅是本段主要环境。色调比主走廊略冷的石块墙位于两侧,第二个拱形通道位于中央,拱门后的蓝灰色石室是主要视线终点。磨损石砖地面和不高的顶部结构延续走廊材质,远端房间更明亮的环境光成为主要光源。没有环境变化或效果。",
"description_change": null,
"contained_actions": [
{
"start_time": "00:04.062",
"end_time": "00:04.800",
"action_description": "<Action2><|Subject1|>放低或松开即将退出的刀具,然后装备进入画面的 AK-47;在有证据支持的范围内,过渡结束时新物品已处于待机持握状态,但仅凭元数据无法确认它的细部外观。可见序列先是放低或松开刀具,随后抽出并握住 AK-47;武器稳定在准备持握位置,颜色和形状只在画面能够显示时说明。</Action2>"
}
],
"move_description": [
{
"move_description": "<|Subject1|>向前移动。"
}
],
"camera_description": [
{
"camera_description": "玩家操控特工的第一人称视角保持稳定。"
}
]
}
]
} |
七轮结果 / Seven-round result首帧后逐个 chunk 建草稿,最后一轮汇总。 / One chunk draft per turn, then a final history summary. English{
"metadata": {
"schema_version": "cs2_v3_chunk_caption_v1",
"game": "Counter-Strike 2",
"clip": {
"sample_id": "opencs2-action-chain-m2391938-de_ancient-r06-p07-f004052",
"map_name": "de_ancient",
"profile": "multi_action",
"action_reference": "action-chain",
"player_side": null,
"match_id": "2391938",
"round_id": 6,
"num_frames": 81,
"fps": 16.0,
"duration_seconds": 5.0625,
"width": 832,
"height": 480,
"time_base": "clip_relative",
"conditioning_frame_index": 0,
"content_frame_start": 1,
"content_frame_end_exclusive": 81,
"initial_held_item": "AK-47",
"latent_layout": {
"temporal_stride": 4,
"condition_latent_frames": 1,
"chunk_size_latents": 4,
"num_chunks": 5,
"num_latents": 21,
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"source_fps": 16,
"source_tick_rate": 64,
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"temporal_resampling": {
"mode": null,
"source_span_frame_count": 81,
"source_span_tick_count": 324,
"speedup_ratio": null
},
"label_provenance": "manual_visual_review_for_action_chain"
},
"chunks": [
{
"chunk_index": 0,
"latent_indices": [
1,
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4
],
"support_tick_offsets": [
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"start_frame": 1,
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"start_seconds": 0.0625,
"end_seconds": 1.0625,
"start_time": "00:00.062",
"end_time": "00:01.062",
"phase": "mixed",
"description_en": "The player is in a dim, weathered stone corridor with cracked walls, moving forward toward a stone doorway ahead. Wooden crates and boards are stacked on the viewer's screen-right, partially blocking the path. The lighting is dim and warm, casting soft shadows on the uneven stone floor, while the ceiling is composed of large, weathered stone blocks that create a claustrophobic atmosphere.",
"actions_present": [
"action_1"
],
"movement": "forward",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 1,
"latent_indices": [
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"start_frame": 17,
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"start_seconds": 1.0625,
"end_seconds": 2.0625,
"start_time": "00:01.062",
"end_time": "00:02.062",
"phase": "mixed",
"description_en": "The player passes through the stone doorway and enters a small stone room. The room features weathered stone walls, an uneven stone tile floor, and a dark red blood splatter on the screen-left wall. A lantern is placed on the floor near the back wall, casting a warm, flickering glow on the surroundings and illuminating the immediate area.",
"actions_present": [],
"movement": "forward",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 2,
"latent_indices": [
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11,
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],
"support_tick_offsets": [
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"start_frame": 33,
"end_frame_exclusive": 49,
"start_seconds": 2.0625,
"end_seconds": 3.0625,
"start_time": "00:02.062",
"end_time": "00:03.062",
"phase": "mixed",
"description_en": "The player moves deeper into the stone room, passing a dead body lying face down on the floor next to the lantern. A doorway on the screen-right side of the room opens up to an outdoor area, revealing wooden scaffolding and structures under bright daylight, which contrasts sharply with the dim interior of the room.",
"actions_present": [],
"movement": "forward",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 3,
"latent_indices": [
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"support_tick_offsets": [
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"start_frame": 49,
"end_frame_exclusive": 65,
"start_seconds": 3.0625,
"end_seconds": 4.0625,
"start_time": "00:03.062",
"end_time": "00:04.062",
"phase": "mixed",
"description_en": "The player passes through the doorway into the outdoor area, transitioning from the dim interior to bright daylight. A large, rusty metal door with a 'B' sign is on the viewer's screen-right, and stone walls are on the viewer's screen-left. The ground is paved with stone tiles, and the open sky is visible above.",
"actions_present": [
"action_2"
],
"movement": "forward",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
},
{
"chunk_index": 4,
"latent_indices": [
17,
18,
19,
20
],
"support_tick_offsets": [
258,
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],
"start_frame": 65,
"end_frame_exclusive": 81,
"start_seconds": 4.0625,
"end_seconds": 5.0625,
"start_time": "00:04.062",
"end_time": "00:05.062",
"phase": "mixed",
"description_en": "The player moves past the metal door and enters a wider outdoor courtyard. The courtyard features weathered stone walls on the viewer's screen-left and screen-right, stone pillars in the distance, and green trees visible against a bright sky. The entire area is illuminated by natural daylight, creating a clear and open environment.",
"actions_present": [
"action_2"
],
"movement": "forward",
"view_change": "none",
"environment_focus": [],
"visibility": "clear"
}
],
"action_timeline": [
{
"event_id": "action_1",
"type": "weapon_switch",
"subtype": "switch",
"weapon": "Knife",
"from_weapon": "AK-47",
"to_weapon": "Knife",
"start_seconds": 0.2,
"end_seconds": 0.8,
"start_time": "00:00.200",
"end_time": "00:00.800",
"is_target": true,
"time_base": "clip_relative",
"begins_before_clip": false,
"continues_after_clip": false,
"confidence": "manual_visual_review",
"source": "manual_visual_review"
},
{
"event_id": "action_2",
"type": "weapon_switch",
"subtype": "switch",
"weapon": "AK-47",
"from_weapon": "Knife",
"to_weapon": "AK-47",
"start_seconds": 3.9,
"end_seconds": 4.8,
"start_time": "00:03.900",
"end_time": "00:04.800",
"is_target": true,
"time_base": "clip_relative",
"begins_before_clip": false,
"continues_after_clip": false,
"confidence": "manual_visual_review",
"source": "manual_visual_review"
}
],
"control_timeline": [
{
"type": "movement",
"movement": "forward",
"start_seconds": 0.0,
"end_seconds": 5.0,
"start_time": "00:00.000",
"end_time": "00:05.000",
"time_base": "clip_relative",
"source": "manual_visual_review"
}
],
"weapon_timeline": [],
"final_held_item": "AK-47",
"flags": []
},
"english_json": {
"perspective_view": "first-person",
"Style": "video game, first-person tactical shooter gameplay",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "player-controlled CS2 agent",
"subject_attribute": "The player is on the T side. At the first frame, both hands are visible wearing black tactical gloves with bare wrists, holding an AK-47 assault rifle with a red custom skin featuring white decals and Japanese characters. The weapon is held in a ready position, anchored to the lower screen-right of the screen. The player is in a standing stance, looking down a stone corridor. The confirmed opening viewpoint is first-person."
}
],
"environment_detail": {
"map_name": "de_ancient",
"description": "A stone corridor within an ancient ruin, leading to a small room with a stone floor, a blood splatter on the screen-left wall, and a lantern on the floor next to a dead body. Beyond this room, a doorway on the viewer's screen-right opens to an outdoor courtyard with stone walls, pillars, and green trees visible under a bright sky. The lighting transitions from the dim interior of the corridor and room to the bright daylight of the outdoor courtyard. Independently visible player models are described when supported; otherwise no additional player model is visible.",
"area_or_callout": "Corridor leading to B-site",
"opening_view": "A first-person view looking down a weathered stone corridor with a stone doorway ahead and wooden crates on the viewer's screen-right.",
"layout_and_sightlines": "A linear path starting in a narrow stone corridor, passing through a doorway into a small room, and then exiting through another doorway on the viewer's screen-right into a wider outdoor courtyard.",
"surfaces_and_materials": "Weathered stone block walls, uneven stone tile floors, wooden crates and boards, and a rusty metal door.",
"props_and_interactables": "Wooden crates, wooden boards, a lantern on the floor, a dead body, and a large metal door with a 'B' sign.",
"lighting_and_visibility": "Dim, warm interior lighting in the corridor and room, with a bright, natural daylight illumination in the outdoor courtyard.",
"persistent_world_effects": "A blood splatter on the screen-left wall of the small room."
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "At the start of the segment, <|Subject1|> is holding an AK-47 assault rifle with a red custom skin featuring white decals and Japanese characters. The weapon is held in a ready position, anchored to the lower screen-right of the screen, as <|Subject1|> moves forward along a weathered stone corridor. The corridor features cracked, ancient stone walls on the viewer's screen-left and screen-right, with wooden crates and boards stacked against the screen-right wall. Ahead, a stone doorway leads to another area. As the view progresses, <|Subject1|> initiates a weapon switch from the AK-47 to a knife. The left hand releases the rifle, and the right hand draws a knife with a red and blue custom finish, performing a quick-draw spin animation. The knife is spun around the index finger before being caught in a stable grip. By the end of the segment, the knife is held in the right hand, and the stone doorway has grown significantly closer as <|Subject1|> continues to move forward at a steady pace under the dim, warm interior lighting. As the view advances, the player is in a dim, weathered stone corridor with cracked walls, moving forward toward a stone doorway ahead. Wooden crates and boards are stacked on the viewer's screen-right, partially blocking the path. The lighting is dim and warm, casting soft shadows on the uneven stone floor, while the ceiling is composed of large, weathered stone blocks that create a claustrophobic atmosphere. The player-controlled interaction progresses as <|Subject1|> switches from the AK-47 to a knife. The left hand releases the rifle, and the right hand draws a knife with a red and blue custom finish, performing a quick-draw spin animation. The knife is spun around the index finger before being caught in a stable grip in the right hand, ready for melee combat. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player is in a dim, weathered stone corridor with cracked walls, moving forward toward a stone doorway ahead. Wooden crates and boards are stacked on the viewer's screen-right, partially blocking the path. The lighting is dim and warm, casting soft shadows on the uneven stone floor, while the ceiling is composed of large, weathered stone blocks that create a claustrophobic atmosphere.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:00.200",
"end_time": "00:00.800",
"action_description": "<Action1><|Subject1|> switches from the AK-47 to a knife. The left hand releases the rifle, and the right hand draws a knife with a red and blue custom finish, performing a quick-draw spin animation. The knife is spun around the index finger before being caught in a stable grip in the right hand, ready for melee combat.</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> moves forward along the stone corridor, bringing the stone doorway closer. The movement is steady and continuous, navigating the narrow path between the stone walls and the wooden crates on the viewer's screen-right."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view moves forward smoothly, keeping the stone doorway centered in the screen. The camera remains steady with no significant yaw or pitch changes, maintaining a focused gaze ahead."
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "At the start of the segment, <|Subject1|> is holding the knife with a red and blue custom finish in a stable grip in the right hand, moving forward toward the stone doorway. The left hand is also visible, wearing a black tactical glove. As the view progresses, <|Subject1|> passes through the stone doorway, transitioning from the narrow corridor into a small room. The room features weathered stone walls and an uneven stone tile floor. On the screen-left wall of the room, a dark red blood splatter becomes visible, indicating a recent combat encounter. On the floor near the back wall, a lantern is placed, casting a warm glow on the surroundings. By the end of the segment, <|Subject1|> has fully entered the room, with the blood splatter and lantern clearly visible on the viewer's screen-left, while the camera remains focused forward, revealing more of the room's interior and a doorway on the viewer's screen-right leading to an outdoor area. As the view advances, the player passes through the stone doorway and enters a small stone room. The room features weathered stone walls, an uneven stone tile floor, and a dark red blood splatter on the screen-left wall. A lantern is placed on the floor near the back wall, casting a warm, flickering glow on the surroundings and illuminating the immediate area. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player passes through the stone doorway and enters a small stone room. The room features weathered stone walls, an uneven stone tile floor, and a dark red blood splatter on the screen-left wall. A lantern is placed on the floor near the back wall, casting a warm, flickering glow on the surroundings and illuminating the immediate area.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> continues moving forward, passing through the stone doorway and entering the small room. The movement is smooth and uninterrupted, transitioning the player from the corridor into the room."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view moves forward smoothly, passing through the doorway. The camera maintains a steady forward gaze, with no significant turning or tilting, keeping the room's interior centered."
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "At the start of the segment, <|Subject1|> is inside the small stone room, holding the knife in the right hand. A dead body is now visible on the floor next to the lantern, lying face down on the stone tiles. As the view progresses, <|Subject1|> continues to move forward and begins to turn the camera to the viewer's screen-right. This camera turn reveals a doorway on the screen-right side of the room that leads to an outdoor area. Through the doorway, wooden scaffolding and structures are visible under bright daylight, contrasting with the dim interior of the room. By the end of the segment, <|Subject1|> is approaching the doorway on the viewer's screen-right, with the dead body and lantern shifting to the viewer's screen-left of the view, and the outdoor area becoming more prominent in the center of the screen, showing a large metal door with a 'B' sign. As the view advances, the player moves deeper into the stone room, passing a dead body lying face down on the floor next to the lantern. A doorway on the screen-right side of the room opens up to an outdoor area, revealing wooden scaffolding and structures under bright daylight, which contrasts sharply with the dim interior of the room. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player moves deeper into the stone room, passing a dead body lying face down on the floor next to the lantern. A doorway on the screen-right side of the room opens up to an outdoor area, revealing wooden scaffolding and structures under bright daylight, which contrasts sharply with the dim interior of the room.",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|> moves forward and slightly to the viewer's screen-right, navigating through the small room. The movement brings the player closer to the doorway on the viewer's screen-right while passing the dead body on the floor."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view pans to the viewer's screen-right, shifting the lantern and dead body to the viewer's screen-left and centering the doorway leading outside. The camera turn is smooth, revealing the outdoor area."
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "At the start of the segment, <|Subject1|> is holding the knife and moving toward the doorway on the viewer's screen-right. The outdoor area is visible ahead, with a large, rusty metal door featuring a 'B' sign on the screen-right side of the doorway. As the view progresses, <|Subject1|> passes through the doorway and enters the outdoor area. The lighting transitions from the dim interior to bright daylight, illuminating the stone-paved ground. <|Subject1|> then initiates a weapon switch from the knife back to the AK-47. The knife is lowered out of view, and the AK-47 begins to enter the viewmodel from the bottom right. By the end of the segment, <|Subject1|> is in the outdoor area, with the large metal door on the viewer's screen-right and the AK-47 partially visible as it is being drawn, with the camera continuing to look forward. As the view advances, the player passes through the doorway into the outdoor area, transitioning from the dim interior to bright daylight. A large, rusty metal door with a 'B' sign is on the viewer's screen-right, and stone walls are on the viewer's screen-left. The ground is paved with stone tiles, and the open sky is visible above. The player-controlled interaction progresses as <|Subject1|> switches from the knife back to the AK-47. The knife is lowered out of view, and the AK-47 begins to enter the viewmodel from the bottom right, with the player's hands transitioning to grip the rifle's stock and handguard as it is drawn. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player passes through the doorway into the outdoor area, transitioning from the dim interior to bright daylight. A large, rusty metal door with a 'B' sign is on the viewer's screen-right, and stone walls are on the viewer's screen-left. The ground is paved with stone tiles, and the open sky is visible above.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.900",
"end_time": "00:04.062",
"action_description": "<Action2><|Subject1|> switches from the knife back to the AK-47. The knife is lowered out of view, and the AK-47 begins to enter the viewmodel from the bottom right, with the player's hands transitioning to grip the rifle's stock and handguard as it is drawn.</Action2>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> continues moving forward, passing through the doorway into the outdoor area. The movement transitions the player from the dim interior room to the bright, open outdoor environment."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view moves forward smoothly, passing through the doorway. The camera maintains a steady forward gaze, with no significant turning or tilting, keeping the outdoor area centered."
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "At the start of the segment, <|Subject1|> is in the outdoor area, completing the switch to the AK-47. The rifle is brought up into a steady, ready position in the center of the viewmodel, with both hands gripping the weapon. As the view progresses, <|Subject1|> continues to move forward, passing the large metal door on the viewer's screen-right. This movement reveals a wider outdoor courtyard with stone walls on the viewer's screen-left and screen-right, stone pillars in the distance, and green trees visible against a bright sky. The bright daylight illuminates the entire courtyard, casting soft shadows. By the end of the segment, <|Subject1|> is moving into the center of the courtyard, holding the AK-47 in a ready position, with the camera focused forward on the open area ahead, ready for potential engagements. As the view advances, the player moves past the metal door and enters a wider outdoor courtyard. The courtyard features weathered stone walls on the viewer's screen-left and screen-right, stone pillars in the distance, and green trees visible against a bright sky. The entire area is illuminated by natural daylight, creating a clear and open environment. The player-controlled interaction progresses as <|Subject1|> completes the switch to the AK-47, bringing the rifle to a steady, ready position in the center of the viewmodel. Both hands are now firmly gripping the weapon, with the right hand on the pistol grip and the left hand on the handguard, ready to fire. The player movement progression is <|Subject1|> moves forward. The first-person camera progression is The player-controlled agent's first-person view remains steady. By the end, the visible hand, item, player-model, surface, light, and occlusion state is retained only where the panels support it, without repeating the baseline inventory.",
"environment_description": "The player moves past the metal door and enters a wider outdoor courtyard. The courtyard features weathered stone walls on the viewer's screen-left and screen-right, stone pillars in the distance, and green trees visible against a bright sky. The entire area is illuminated by natural daylight, creating a clear and open environment.",
"description_change": null,
"contained_actions": [
{
"start_time": "00:04.062",
"end_time": "00:04.800",
"action_description": "<Action2><|Subject1|> completes the switch to the AK-47, bringing the rifle to a steady, ready position in the center of the viewmodel. Both hands are now firmly gripping the weapon, with the right hand on the pistol grip and the left hand on the handguard, ready to fire.</Action2>"
}
],
"move_description": [
{
"move_description": "<|Subject1|> continues moving forward into the outdoor courtyard, passing the large metal door on the viewer's screen-right. The movement brings the player into the open area of the courtyard."
}
],
"camera_description": [
{
"camera_description": "the player's first-person view's view moves forward smoothly, entering the courtyard. The camera maintains a steady forward gaze, with no significant turning or tilting, keeping the open courtyard centered."
}
]
}
]
}
}中文{
"perspective_view": "第一人称",
"Style": "游戏,第一人称战术射击玩法",
"subject_list": [
{
"subject_id": "<|Subject1|>",
"display_name": "由玩家操控的 CS2 特工",
"subject_attribute": "从现有画面证据无法确定玩家所属阵营。第一帧时,双手出现在画面右下方,戴着表面平滑的深色战术手套。右手握住 AK-47 枪柄,左手从下方支撑护木。步枪采用红黑装饰涂装,带有醒目的风格化图形标记,弹匣附近可以读到 VOLTAIC 字样。武器视角模型固定在画面右下方,处于放松的持握位置。开场视角沿狭窄石质走廊直视前方;开场站姿无法确认。"
}
],
"environment_detail": {
"map_name": "de_ancient",
"description": "片段全程位于 de_ancient,开场在昏暗的狭窄石质走廊内,结尾来到通往 B 点区域的明亮室外石墙巷道。开场室内是由风化石灰岩石块围成的狭窄通道,顶部有老化的青绿色涂漆木梁,地面布满尘土和碎石。向前移动会经过一个有烛光的凹室,凹室内有雕刻石质浮雕装饰和一具倒下的人影;随后经过一间大型日光房,房间有白色灰泥墙、金属框窗和黄色工业管道;最后穿过铺鹅卵石的室外过渡通道,进入两侧由高大浅色石墙夹住的 B 点接近巷道,头顶是开放天空,远端可见绿色树叶。观察者屏幕左上方墙上安装着 B 点方向箭头牌。只有在画面有依据时才描述独立可见的玩家模型,否则不添加其他玩家模型。",
"area_or_callout": "de_ancient 的室内走廊,经过烛光凹室和大型带窗房间后,从出口进入通往 B 点方向的室外巷道",
"opening_view": "站立眼高的第一人称视角位于狭窄室内走廊;屏幕左墙占据左半画面,中距离中央是石框矩形门口,最右边缘部分可见木箱或箱子",
"layout_and_sightlines": "可行路线基本沿直线向前:狭窄封闭走廊打开到带蓝色门框元素的较宽交叉处,经过或沿着烛光凹室前进,穿过有多扇高窗的明亮房间,再从鹅卵石地面的过渡通道离开室内,进入室外 B 点接近巷道。室内视线短且带角度,室外巷道则提供朝向树叶和开放天空的更长前向视线。",
"surfaces_and_materials": "室内墙体主要由风化石灰岩和砂岩石块构成;开场走廊顶部是青绿色涂漆的老化木梁;室内地面是带尘土和散落碎石的石面,过渡区和室外铺鹅卵石;大型日光房有白色灰泥墙和金属框多格窗;室外巷道两侧是粗糙的浅色石墙。",
"props_and_interactables": "开场走廊观察者屏幕右侧墙边堆叠的木板和碎屑;烛光凹室地面的雕刻石质浮雕装饰;凹室中的倒扣陶器和点燃的蜡烛或小火焰;瘫倒在凹室地面的类人倒下人影;大型带窗房间观察者屏幕右侧墙上的黄色工业管道;通往室外过渡处的大型棕色木门或墙板;室外巷道观察者屏幕左上方墙面上标有 B 的蓝色方向箭头牌。",
"lighting_and_visibility": "室内走廊和凹室由暖琥珀色环境光照明,凹室另有蜡烛火焰补光,整体较暗并有中等深度的阴影。大型带窗房间通过多扇高窗受到明亮日光照射。室外巷道充满强而均匀的自然光,几乎没有明显的阴影遮挡。",
"persistent_world_effects": "进入大型带窗房间的交界处,观察者屏幕右侧石墙上有大片深红色血迹喷溅;在过渡到室外的棕色木门旁石墙上再次可见血迹。没有烟雾、火焰或闪光效果。"
},
"segments": [
{
"start_time": "00:00.062",
"end_time": "00:01.062",
"visual_description_long": "开场时,视角沿 de_ancient 昏暗的室内石质走廊朝前,观察者屏幕左侧是一大片风化石灰岩石块墙,填充左半画面;中距离中央有石框矩形门口,门后空间透出微弱的冷色光。头顶是老化的青绿色涂漆木梁,脚下是散落小碎石的尘土石面,画面最右边缘部分可见木箱。双手戴深色手套,在画面右下方放松持握红黑 VOLTAIC AK-47,弹匣附近的图案清晰可读。玩家带着自然行走上下晃动向前时,步枪几乎立即从持握位置下沉;右手松开枪柄,左手从护木移开,武器收起并切换为刀具。随着距离缩短,右侧墙边堆叠的木板碎屑更加清楚,前方石框门口在画面中变大。窗口结束时,AK-47 已完全收起,一把刀进入画面下方中央的视角模型,刀身主体为深色,刀脊和刀刃边缘有鲜明红蓝点缀,双手戴深色手套握住刀具,武器切换完成。视角全程保持水平并居中在走廊前方,只有行走的轻微摆动打破稳定的前进运动。",
"environment_description": "视角沿室内石灰岩走廊稳定向前,逐渐接近中央石框门口;右侧墙边木板堆随距离缩短变得更突出,门口变大,门后的微弱光线更清晰。没有新几何进入,走廊墙体、青绿色木梁和碎石地面始终是主要表面。",
"description_change": null,
"contained_actions": [
{
"start_time": "00:00.200",
"end_time": "00:00.800",
"action_description": "<Action1><|Subject1|>从 AK-47 切换到刀具:右手松开枪柄,左手从护木移开,步枪下沉并收起,随后双手抬入画面握住刀具——刀身为深色,刀脊上有鲜明红蓝点缀——到切换动画结束时,刀具在画面下方中央形成稳定的双手持握姿势。</Action1>"
}
],
"move_description": [
{
"move_description": "<|Subject1|>在整个窗口沿石质走廊向前,以稳定步速接近前方石框门口;行走造成的自然竖直晃动使地平线轻微变化。"
}
],
"camera_description": [
{
"camera_description": "玩家的第一人称视角带着轻微行走晃动向前,基本保持水平并居中在走廊前方;没有明显偏航或俯仰,始终指向中距离石框门口。"
}
]
},
{
"start_time": "00:01.062",
"end_time": "00:02.062",
"visual_description_long": "本段开场时,视角仍在走廊内部,已经明显经过观察者屏幕右侧的木板碎屑,石框门口在画面中央近处。双手戴深色手套握住刀具,深色刀身和红蓝点缀在画面下方中央突出,保持稳定的双手持握。玩家向前穿过门口后,狭窄走廊变为更宽的交叉空间,鲜亮的蓝色建筑元素——可能是门框或涂漆墙面——从观察者屏幕左侧进入,与此前占主导的暖色石灰岩形成强烈对比。随后视角略微向观察者屏幕左侧扫动,右侧墙面进入清晰视野,石面上出现大片深红色血迹喷溅,这是此前走廊没有的明显细节。前方偏右的深处空间散发暖琥珀色光,像是蜡烛或火炬,在石地面和低处墙面投下柔和暖光。刀具视角模型和双手在窗口内保持稳定,玩家继续前进。窗口结束时,蓝色门框元素完整位于观察者屏幕左侧,带血迹的右侧墙面占据右侧,交叉空间比留下的狭窄走廊更开阔,并受到多个方向的光照。",
"environment_description": "相比上一段,视角已经穿过石框门口进入更宽的室内交叉处;窗口后段观察者屏幕左侧显出蓝色涂漆门框或墙面,右侧石墙出现大片深红血迹,前方深处出现暖琥珀色光源,两侧可见斜向墙面,空间更开阔。",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|>穿过走廊门口进入更宽的交叉空间,以步行速度继续向前,朝观察者屏幕左侧的蓝色墙面元素和右侧带血迹的墙面推进。"
}
],
"camera_description": [
{
"camera_description": "玩家的第一人称视角稳定向前,并在窗口后段略微向观察者屏幕左侧转动,使蓝色门框元素向左侧移动、右侧带血墙面进入视野;俯仰保持水平,只有自然行走晃动扰动地平线。"
}
]
},
{
"start_time": "00:02.062",
"end_time": "00:03.062",
"visual_description_long": "本段开场时,视角朝向暖色交叉空间,几乎立即使刀具视角模型略微向下,双手握住的深色刀身带红蓝点缀朝烛光凹室地面倾斜。凹室地面有雕刻石质浮雕装饰,旁边可见身穿浅色衣物、瘫倒姿势的类人倒下人影;人影靠近一个倒扣陶器和一小簇明火,火焰在雕刻石面和低墙上投下暖橙黄色光。此前交叉处墙面的血迹仍位于观察者屏幕左边缘,刀具在整个前段始终由双手牢牢握住。随后玩家继续向前,视角快速且明显地同时向上和向观察者屏幕右侧旋转;雕刻地面和凹室从画面下方离开,一间完全不同的明亮大房间占据视野。新房间有平整白色灰泥墙、多扇高大的金属框多格窗,以及向前延伸的浅色石质或混凝土地面,窗户带来强烈冷色自然光。观察者屏幕右侧墙上有黄色工业管道,窗旁石墙出现新鲜血迹喷溅。烛光凹室的昏暗琥珀光立刻转变为窗户带来的均匀明亮日光。窗口结束时视角已在大型带窗房间内稳定,刀具仍由双手持握在画面下方中央,明亮的浅色墙面和窗户占据主要画面。",
"environment_description": "相比上一段,视角短暂下探到有雕刻地面、倒下人影、倒扣陶器和明火的烛光凹室;随后快速向上并向观察者屏幕右侧旋转,完全进入有白色灰泥墙、高窗、浅色地面和右侧黄色管道的明亮大房间。昏暗暖光被强烈冷色自然光替代,新房间右侧墙面出现血迹。",
"description_change": null,
"contained_actions": [],
"move_description": [
{
"move_description": "<|Subject1|>沿交叉区域向前,经过烛光凹室,继续进入大型日光房;整个环境过渡期间保持步行速度。"
}
],
"camera_description": [
{
"camera_description": "玩家的第一人称视角开场大致向前,短暂向下看凹室地面,然后快速、明显地同时向上和观察者屏幕右侧旋转,从昏暗烛光凹室扫到明亮日光房;俯仰急剧抬高,偏航同时转向右侧,最终在新空间朝前稳定。"
}
]
},
{
"start_time": "00:03.062",
"end_time": "00:04.062",
"visual_description_long": "本段开场时,视角位于大型日光房,明亮的金属框高窗和浅色墙面填充上方,观察者屏幕右侧边缘可见黄色工业管道。深色刀身带红蓝点缀的刀具由双手握在画面下方中央,保持稳定持握。玩家向前并向观察者屏幕右侧旋转,视角过渡到新空间;带窗房间后退,一块高大的棕色木门或墙板占据画面中央偏左,其宽阔平面填充较大区域。门的观察者屏幕右侧是一面粗糙石墙,墙上有小栅栏窗,门旁石面有集中分布的大块深红血迹。脚下变为鹅卵石铺面,画面下方中央短暂可见一具穿白色衣物、瘫倒且不动的倒下人影。观察者屏幕右上方石墙高处安装着一块过小而无法辨认细节的装饰砖或框状元素。窗户带来的暖色日光仍在,但空间性质已转为大型室内房间与室外通道之间的过渡门槛。窗口末尾,刀具仍由双手持握;与切换开始一致,刀刃开始下降,切回 AK-47 的抽出动画在最后时刻启动。",
"environment_description": "相比上一段,大型日光房过渡到鹅卵石地面的空间;棕色木门或墙板占据中央偏左,右侧出现带小栅栏窗和大片血迹的石墙,鹅卵石地面上短暂出现穿白衣的倒下人影,右上方石墙有装饰元素,黄色管道不再位于画面内。",
"description_change": null,
"contained_actions": [
{
"start_time": "00:03.900",
"end_time": "00:04.062",
"action_description": "<Action2><|Subject1|>开始从刀具切回 AK-47:右手中的刀具开始下沉,刀刃向视角模型中央下方落去,退出武器清出画面;到窗口结束时,过渡刚刚开始,进入的步枪尚未出现。</Action2>"
}
],
"move_description": [
{
"move_description": "<|Subject1|>在整个窗口向前移动,从大型日光房穿过鹅卵石地面的过渡通道,经过地面的倒下人影,并沿观察者屏幕左侧的棕色木门前进。"
}
],
"camera_description": [
{
"camera_description": "玩家的第一人称视角带着自然行走晃动向前,并在整个窗口向观察者屏幕右侧旋转,从明亮带窗房间转向鹅卵石通道;棕色木门位于左侧,带血石墙位于右侧,俯仰基本保持水平。"
}
]
},
{
"start_time": "00:04.062",
"end_time": "00:05.062",
"visual_description_long": "本段开场时,视角完全走出室内,进入由石墙围成的室外巷道;上一空间的高大棕色木门板在观察者屏幕左侧近边缘后退。AK-47 正在抽出,红黑 VOLTAIC 涂装已经大部分出现在画面右下方,右手握住枪柄,左手移向护木,步枪随上升进入标准持握姿势。观察者屏幕左上方浅色石墙上安装着清晰可读的蓝色 B 点方向箭头牌。巷道两侧是高大、平整的浅色石墙,在明亮均匀的自然光下几乎没有阴影;鹅卵石地面继续向前。通道远端上方,绿色树叶在浅蓝天空前进入画面中央偏上,确认这里完全是室外。玩家前进时左侧木门板完全离开画面,巷道在透视中略微变窄,远端和树叶逐渐靠近。到窗口中段,AK-47 抽出完成:双手稳定在各自的持握位置,红黑步枪固定在画面右下方锚点,VOLTAIC 图案全部可见。窗口结束时视角沿巷道稳定向前,浅色石墙夹在两侧,B 点方向牌已不在画面内,远端树叶和天空填充通道尽头。",
"environment_description": "相比上一段,视角完全进入明亮的室外石墙巷道;棕色木门在观察者屏幕左侧短暂可见后退出,B 点方向牌位于左上墙面,浅色石墙、鹅卵石地面和远端绿树与天空成为主要环境,室内过渡表面消失。",
"description_change": null,
"contained_actions": [
{
"start_time": "00:04.062",
"end_time": "00:04.800",
"action_description": "<Action2><|Subject1|>完成从刀具到 AK-47 的武器切换:右手牢牢握住上升步枪的枪柄,左手移到护木,带红黑 VOLTAIC 涂装的 AK-47 升入画面右下方的标准双手持握位置;双手稳定下来,步枪进入准备状态,抽出动画完成。</Action2>"
}
],
"move_description": [
{
"move_description": "<|Subject1|>在整个窗口沿室外石墙巷道向前,朝远端可见树叶和开放天空的位置推进;以稳定步速缩短与巷道终点开口的距离。"
}
],
"camera_description": [
{
"camera_description": "玩家的第一人称视角以稳定步速沿巷道向前,带轻微行走晃动,保持水平并居中在前方通道;没有明显偏航或俯仰,始终指向远端树叶和天空。"
}
]
}
]
} |
完整文件、视频、API prompt 索引和结构化统计仍保留在仓库目录中;案例映射见 comparison_manifest.json,两轮/七轮指标见 TWO_VS_SEVEN_COMPARISON.md。
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