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Initial release v0.4.0 — ActiveVision benchmark (85 instances, 17 tasks)
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from __future__ import annotations
import argparse
import json
import random
import string
from collections import deque
from dataclasses import dataclass
from pathlib import Path
from typing import Dict, List, Set, Tuple
from PIL import Image, ImageDraw, ImageFont
# ---------------------------------------------------------------------------
# Data model
# ---------------------------------------------------------------------------
@dataclass
class MazeLayout:
rows: int
cols: int
vertical_walls: List[List[bool]]
horizontal_walls: List[List[bool]]
# (side, index) for each opening in label order
openings: List[Tuple[str, int]]
# (side, index, row, col) in label order
opening_cells: List[Tuple[str, int, int, int]]
# Indices into openings[] that are the connected pair (always sorted)
connected_indices: Tuple[int, int]
path_length: int
# ---------------------------------------------------------------------------
# Maze generation (DFS / recursive backtracking)
# ---------------------------------------------------------------------------
def _generate_maze(
rng: random.Random,
rows: int,
cols: int,
) -> Tuple[List[List[bool]], List[List[bool]]]:
"""Return (vertical_walls, horizontal_walls).
vertical_walls[r][c] = True → wall on the right side of cell (r, c)
horizontal_walls[r][c] = True → wall on the bottom of cell (r, c)
"""
visited = [[False] * cols for _ in range(rows)]
vertical_walls = [[True] * cols for _ in range(rows)]
horizontal_walls = [[True] * cols for _ in range(rows)]
def dfs(r: int, c: int) -> None:
visited[r][c] = True
directions = [(-1, 0), (1, 0), (0, -1), (0, 1)]
rng.shuffle(directions)
for dr, dc in directions:
nr, nc = r + dr, c + dc
if 0 <= nr < rows and 0 <= nc < cols and not visited[nr][nc]:
if dr == -1:
horizontal_walls[nr][nc] = False
elif dr == 1:
horizontal_walls[r][c] = False
elif dc == -1:
vertical_walls[nr][nc] = False
elif dc == 1:
vertical_walls[r][c] = False
dfs(nr, nc)
dfs(0, 0)
return vertical_walls, horizontal_walls
def _open_neighbors(
vertical_walls: List[List[bool]],
horizontal_walls: List[List[bool]],
rows: int,
cols: int,
r: int,
c: int,
) -> List[Tuple[int, int]]:
neighbors: List[Tuple[int, int]] = []
if r > 0 and not horizontal_walls[r - 1][c]:
neighbors.append((r - 1, c))
if r < rows - 1 and not horizontal_walls[r][c]:
neighbors.append((r + 1, c))
if c > 0 and not vertical_walls[r][c - 1]:
neighbors.append((r, c - 1))
if c < cols - 1 and not vertical_walls[r][c]:
neighbors.append((r, c + 1))
return neighbors
def _reachable(
vertical_walls: List[List[bool]],
horizontal_walls: List[List[bool]],
rows: int,
cols: int,
start: Tuple[int, int],
) -> Set[Tuple[int, int]]:
queue: deque[Tuple[int, int]] = deque([start])
seen: Set[Tuple[int, int]] = {start}
while queue:
r, c = queue.popleft()
for nr, nc in _open_neighbors(vertical_walls, horizontal_walls, rows, cols, r, c):
if (nr, nc) not in seen:
seen.add((nr, nc))
queue.append((nr, nc))
return seen
def _path_cells(
vertical_walls: List[List[bool]],
horizontal_walls: List[List[bool]],
rows: int,
cols: int,
start: Tuple[int, int],
goal: Tuple[int, int],
) -> Set[Tuple[int, int]]:
"""BFS path between start and goal; returns the set of cells on the path."""
queue: deque[Tuple[int, int]] = deque([start])
prev: Dict[Tuple[int, int], Tuple[int, int] | None] = {start: None}
while queue:
r, c = queue.popleft()
if (r, c) == goal:
break
for nr, nc in _open_neighbors(vertical_walls, horizontal_walls, rows, cols, r, c):
if (nr, nc) not in prev:
prev[(nr, nc)] = (r, c)
queue.append((nr, nc))
if goal not in prev:
return set()
cells: Set[Tuple[int, int]] = set()
cur: Tuple[int, int] | None = goal
while cur is not None:
cells.add(cur)
cur = prev[cur]
return cells
def _opening_candidates(rows: int, cols: int, corner_buffer: int = 1) -> List[Tuple[str, int, int, int]]:
"""(side, border_index, row, col) for each candidate opening."""
candidates: List[Tuple[str, int, int, int]] = []
for c in range(corner_buffer, cols - corner_buffer):
candidates.append(("top", c, 0, c))
candidates.append(("bottom", c, rows - 1, c))
for r in range(corner_buffer, rows - corner_buffer):
candidates.append(("left", r, r, 0))
candidates.append(("right", r, r, cols - 1))
return candidates
def _looks_natural(
vertical_walls: List[List[bool]],
horizontal_walls: List[List[bool]],
rows: int,
cols: int,
r: int,
c: int,
) -> bool:
return len(_open_neighbors(vertical_walls, horizontal_walls, rows, cols, r, c)) >= 1
def _isolate_decoy(
vertical_walls: List[List[bool]],
horizontal_walls: List[List[bool]],
rows: int,
cols: int,
rng: random.Random,
root: Tuple[int, int],
forbidden: Set[Tuple[int, int]],
min_size: int,
max_size: int,
) -> Set[Tuple[int, int]]:
"""Grow a compact subtree from root that avoids forbidden cells, then wall
it off so it forms an isolated dead-end region."""
if root in forbidden:
return set()
queue: deque[Tuple[int, int]] = deque([root])
subtree: Set[Tuple[int, int]] = {root}
max_depth = rows * cols
while queue and len(subtree) < max_size:
r, c = queue.popleft()
neighbors = _open_neighbors(vertical_walls, horizontal_walls, rows, cols, r, c)
rng.shuffle(neighbors)
for nr, nc in neighbors:
if (nr, nc) in subtree or (nr, nc) in forbidden:
continue
subtree.add((nr, nc))
queue.append((nr, nc))
if len(subtree) >= max_size:
break
if len(subtree) < min_size:
return set()
# Wall off subtree from the rest of the maze
for r, c in list(subtree):
if r > 0 and (r - 1, c) not in subtree:
horizontal_walls[r - 1][c] = True
if r < rows - 1 and (r + 1, c) not in subtree:
horizontal_walls[r][c] = True
if c > 0 and (r, c - 1) not in subtree:
vertical_walls[r][c - 1] = True
if c < cols - 1 and (r, c + 1) not in subtree:
vertical_walls[r][c] = True
return subtree
# ---------------------------------------------------------------------------
# Layout sampling
# ---------------------------------------------------------------------------
def sample_layout(
rng: random.Random,
rows: int,
cols: int,
num_openings: int,
min_path_length_floor: int = 0,
) -> MazeLayout:
"""Generate a perfect maze and place border openings.
Exactly two openings are connected through the maze interior; all others
lead to isolated dead-end pockets (decoys). The opening order is shuffled
so that the connected pair does not always occupy the first two label slots.
"""
vertical_walls, horizontal_walls = _generate_maze(rng, rows, cols)
border_cells = _opening_candidates(rows, cols, corner_buffer=1)
k = max(2, min(num_openings, len(border_cells)))
# Pick a connected pair with a long interior path
min_path_len = max(min_path_length_floor, (rows * cols) // 3)
candidates: List[Tuple] = []
for i in range(len(border_cells)):
for j in range(i + 1, len(border_cells)):
a, b = border_cells[i], border_cells[j]
path = _path_cells(
vertical_walls, horizontal_walls, rows, cols,
(a[2], a[3]), (b[2], b[3]),
)
if len(path) >= min_path_len:
candidates.append((a, b, path))
if candidates:
first, second, path = rng.choice(candidates)
else:
first, second = rng.sample(border_cells, 2)
path = _path_cells(
vertical_walls, horizontal_walls, rows, cols,
(first[2], first[3]), (second[2], second[3]),
)
main_pair = [first, second]
forbidden: Set[Tuple[int, int]] = set(path)
# Build decoy openings
total = rows * cols
remaining = [
cell for cell in border_cells
if cell not in main_pair
and (cell[2], cell[3]) not in path
and _looks_natural(vertical_walls, horizontal_walls, rows, cols, cell[2], cell[3])
]
rng.shuffle(remaining)
extras: List[Tuple[str, int, int, int]] = []
for side, idx, r, c in remaining:
if len(extras) >= k - 2:
break
subtree = _isolate_decoy(
vertical_walls, horizontal_walls, rows, cols, rng,
(r, c), forbidden,
min_size=3,
max_size=max(12, (total * 3) // 5),
)
if not subtree:
continue
extras.append((side, idx, r, c))
forbidden.update(subtree)
# Validate: ensure main pair is connected and decoys cannot reach the exit
ra, ca = first[2], first[3]
rb, cb = second[2], second[3]
main_component = _reachable(vertical_walls, horizontal_walls, rows, cols, (ra, ca))
if (rb, cb) not in main_component:
extras = []
else:
valid_extras = []
for side, idx, r, c in extras:
comp = _reachable(vertical_walls, horizontal_walls, rows, cols, (r, c))
if (rb, cb) not in comp:
valid_extras.append((side, idx, r, c))
extras = valid_extras
all_cells = main_pair + extras
# Shuffle label order so connected pair is not always A-B
order = list(range(len(all_cells)))
rng.shuffle(order)
shuffled = [all_cells[i] for i in order]
conn_a = order.index(0)
conn_b = order.index(1)
if conn_a > conn_b:
conn_a, conn_b = conn_b, conn_a
return MazeLayout(
rows=rows,
cols=cols,
vertical_walls=vertical_walls,
horizontal_walls=horizontal_walls,
openings=[(side, idx) for (side, idx, _, _) in shuffled],
opening_cells=shuffled,
connected_indices=(conn_a, conn_b),
path_length=len(path),
)
# ---------------------------------------------------------------------------
# Rendering
# ---------------------------------------------------------------------------
def _carve_openings(
draw: ImageDraw.ImageDraw,
rows: int,
cols: int,
cell_size: int,
wall_width: int,
margin: int,
openings: List[Tuple[str, int]],
) -> None:
x0, y0 = margin, margin
x1, y1 = margin + cols * cell_size, margin + rows * cell_size
opening_set = set(openings)
for c in range(cols):
if ("top", c) not in opening_set:
xs = margin + c * cell_size
draw.rectangle(
[xs - wall_width // 2, y0 - wall_width // 2,
xs + cell_size + (wall_width - 1) // 2, y0 + (wall_width - 1) // 2],
fill="black",
)
if ("bottom", c) not in opening_set:
xs = margin + c * cell_size
draw.rectangle(
[xs - wall_width // 2, y1 - wall_width // 2,
xs + cell_size + (wall_width - 1) // 2, y1 + (wall_width - 1) // 2],
fill="black",
)
for r in range(rows):
if ("left", r) not in opening_set:
ys = margin + r * cell_size
draw.rectangle(
[x0 - wall_width // 2, ys - wall_width // 2,
x0 + (wall_width - 1) // 2, ys + cell_size + (wall_width - 1) // 2],
fill="black",
)
if ("right", r) not in opening_set:
ys = margin + r * cell_size
draw.rectangle(
[x1 - wall_width // 2, ys - wall_width // 2,
x1 + (wall_width - 1) // 2, ys + cell_size + (wall_width - 1) // 2],
fill="black",
)
def _label_openings(
draw: ImageDraw.ImageDraw,
rows: int,
cols: int,
cell_size: int,
wall_width: int,
margin: int,
openings: List[Tuple[str, int]],
) -> None:
if not openings:
return
x0, y0 = margin, margin
x1, y1 = margin + cols * cell_size, margin + rows * cell_size
img_w = cols * cell_size + 2 * margin
img_h = rows * cell_size + 2 * margin
try:
font = ImageFont.truetype("Arial.ttf", size=16)
except Exception:
try:
font = ImageFont.truetype("DejaVuSans.ttf", size=16)
except Exception:
font = ImageFont.load_default()
def measure(text: str) -> Tuple[float, float]:
if hasattr(draw, "textbbox"):
l, t, r, b = draw.textbbox((0, 0), text, font=font)
return r - l, b - t
if hasattr(font, "getbbox"):
l, t, r, b = font.getbbox(text)
return r - l, b - t
return font.getsize(text) # type: ignore[attr-defined]
offset = wall_width + 4
for i, (side, index) in enumerate(openings):
label = string.ascii_uppercase[i]
w, h = measure(label)
if side == "top":
col = max(0, min(cols - 1, index))
cx = margin + col * cell_size + cell_size / 2
x = cx - w / 2
y = y0 - offset - h
elif side == "bottom":
col = max(0, min(cols - 1, index))
cx = margin + col * cell_size + cell_size / 2
x = cx - w / 2
y = y1 + offset
elif side == "left":
row = max(0, min(rows - 1, index))
cy = margin + row * cell_size + cell_size / 2
x = x0 - offset - w
y = cy - h / 2
elif side == "right":
row = max(0, min(rows - 1, index))
cy = margin + row * cell_size + cell_size / 2
x = x1 + offset
y = cy - h / 2
else:
continue
x = max(0.0, min(float(img_w - w), x))
y = max(0.0, min(float(img_h - h), y))
draw.text((x, y), label, fill="black", font=font)
def render_sample(
out_path: Path,
layout: MazeLayout,
cell_size: int,
wall_width: int,
margin: int,
) -> None:
if wall_width % 2 == 0:
wall_width += 1
rows, cols = layout.rows, layout.cols
label_pad = max(16, wall_width * 2)
draw_margin = margin + label_pad
width = cols * cell_size + 2 * draw_margin
height = rows * cell_size + 2 * draw_margin
img = Image.new("RGB", (width, height), "white")
draw = ImageDraw.Draw(img)
_carve_openings(draw, rows, cols, cell_size, wall_width, draw_margin, layout.openings)
_label_openings(draw, rows, cols, cell_size, wall_width, draw_margin, layout.openings)
for r in range(rows):
for c in range(cols):
cx = draw_margin + c * cell_size
cy = draw_margin + r * cell_size
if layout.vertical_walls[r][c] and c != cols - 1:
x = cx + cell_size
draw.rectangle(
[x - wall_width // 2, cy - wall_width // 2,
x + (wall_width - 1) // 2, cy + cell_size + (wall_width - 1) // 2],
fill="black",
)
if layout.horizontal_walls[r][c] and r != rows - 1:
y = cy + cell_size
draw.rectangle(
[cx - wall_width // 2, y - wall_width // 2,
cx + cell_size + (wall_width - 1) // 2, y + (wall_width - 1) // 2],
fill="black",
)
img.save(out_path)
# ---------------------------------------------------------------------------
# Annotation building
# ---------------------------------------------------------------------------
def choose_difficulty(rows: int, cols: int, num_openings: int) -> str:
total = rows * cols
if total <= 100 and num_openings <= 3:
return "easy"
if total <= 256 and num_openings <= 5:
return "medium"
return "hard"
def build_record(
image_name: str,
layout: MazeLayout,
cell_size: int,
wall_width: int,
margin: int,
) -> Dict[str, object]:
labels = [string.ascii_uppercase[i] for i in range(len(layout.openings))]
answer_a = labels[layout.connected_indices[0]]
answer_b = labels[layout.connected_indices[1]]
opening_details = []
for i, (side, idx) in enumerate(layout.openings):
opening_details.append({
"label": labels[i],
"side": side,
"index": idx,
"is_connected": i in layout.connected_indices,
})
label_list = ", ".join(labels)
question = (
f"The image shows a maze with {len(labels)} labeled openings on its border: "
f"{label_list}. Exactly one pair of openings is connected by a path through "
f"the maze; all other pairs are blocked by walls. "
f"Identify the connected pair. "
f"Trace passages carefully from each opening — a path exists only if you "
f"can travel from one opening to another through corridors without crossing "
f"any wall. Report the connected pair in alphabetical order, formatted as "
f"X-Y (for example, A-C). "
f"Provide your final answer enclosed in <answer>...</answer> tags."
)
return {
"image": image_name,
"rows": layout.rows,
"cols": layout.cols,
"cell_size": cell_size,
"wall_width": wall_width,
"margin": margin,
"num_openings": len(layout.openings),
"openings": opening_details,
"connected_pair": [answer_a, answer_b],
"question": question,
"answer": f"{answer_a}-{answer_b}",
"path_length": layout.path_length,
"difficulty": choose_difficulty(layout.rows, layout.cols, len(layout.openings)),
}
# ---------------------------------------------------------------------------
# Dataset generation
# ---------------------------------------------------------------------------
def ensure_output_dir(root: Path) -> Tuple[Path, Path]:
root.mkdir(parents=True, exist_ok=True)
images_dir = root / "images"
images_dir.mkdir(exist_ok=True)
return root, images_dir
def generate_dataset(
rng: random.Random,
count: int,
output_dir: Path,
images_dir: Path,
min_rows: int,
max_rows: int,
min_cols: int,
max_cols: int,
cell_size: int,
wall_width: int,
margin: int,
min_openings: int,
max_openings: int,
min_path_length_floor: int = 0,
) -> None:
records: List[Dict[str, object]] = []
for idx in range(count):
rows = rng.randint(min_rows, max_rows)
cols = rng.randint(min_cols, max_cols)
num_openings = rng.randint(min_openings, max_openings)
layout = sample_layout(rng, rows, cols, num_openings,
min_path_length_floor=min_path_length_floor)
image_name = f"maze_{idx:05d}.png"
render_sample(images_dir / image_name, layout, cell_size, wall_width, margin)
records.append(build_record(f"images/{image_name}", layout, cell_size, wall_width, margin))
with (output_dir / "annotations.jsonl").open("w", encoding="utf-8") as fh:
for record in records:
fh.write(json.dumps(record) + "\n")
data_json = {
"task": "maze",
"category": "sequential_traversal",
"count": len(records),
"items": [
{"image": r["image"], "question": r["question"], "answer": r["answer"]}
for r in records
],
}
(output_dir / "data.json").write_text(json.dumps(data_json, indent=2))
# ---------------------------------------------------------------------------
# CLI
# ---------------------------------------------------------------------------
def parse_args() -> argparse.Namespace:
parser = argparse.ArgumentParser(description="Generate a maze puzzle dataset.")
parser.add_argument("--output-root", type=Path, default=".", help="Dataset root directory.")
parser.add_argument("--count", type=int, default=36)
parser.add_argument("--min-rows", type=int, default=8)
parser.add_argument("--max-rows", type=int, default=20)
parser.add_argument("--min-cols", type=int, default=8)
parser.add_argument("--max-cols", type=int, default=20)
parser.add_argument("--cell-size", type=int, default=32)
parser.add_argument("--wall-width", type=int, default=5)
parser.add_argument("--margin", type=int, default=8)
parser.add_argument("--min-openings", type=int, default=3)
parser.add_argument("--max-openings", type=int, default=6)
parser.add_argument("--seed", type=int, default=42)
parser.add_argument("--difficulty", type=int, default=5,
help="Integer difficulty >=0; scales maze size, openings, path length.")
return parser.parse_args()
def main() -> None:
args = parse_args()
rng = random.Random(args.seed)
output_dir, images_dir = ensure_output_dir(args.output_root)
d = max(0, int(args.difficulty))
# Formulas (no canvas_scale — canvas self-scales via rows × cols × cell_size):
# rows = cols = 10 + 2·d
# num_openings = min(10, 3 + d)
# min_path_length = 8 + 3·d
# wall_thickness_px = max(2, 5 − 0.3·d)
# dead_end_count = 3·d (decoys)
args.min_rows = args.max_rows = 10 + 2 * d
args.min_cols = args.max_cols = 10 + 2 * d
num_openings_val = min(10, 3 + d)
args.min_openings = num_openings_val
args.max_openings = num_openings_val
min_path_length_floor = 8 + 3 * d
args.wall_width = max(2, int(round(5 - 0.3 * d)))
dead_end_count = 3 * d # noqa: F841 (reserved; decoys already grown from extras)
generate_dataset(
rng=rng,
count=args.count,
output_dir=output_dir,
images_dir=images_dir,
min_rows=args.min_rows,
max_rows=args.max_rows,
min_cols=args.min_cols,
max_cols=args.max_cols,
cell_size=args.cell_size,
wall_width=args.wall_width,
margin=args.margin,
min_openings=args.min_openings,
max_openings=args.max_openings,
min_path_length_floor=min_path_length_floor,
)
print(f"Saved dataset to {args.output_root}")
if __name__ == "__main__":
main()