size_categories:n<1K format:parquet modality:text library:datasets library:pandas library:mlcroissant library:polars library:distilabel region:us synthetic distilabel rlaif
---
size_categories: n<1K
dataset_info:
  features:
  - name: main function
    dtype: string
  - name: anchor
    dtype: string
  - name: repo_name
    dtype: string
  - name: positive
    dtype: 'null'
  - name: negative
    dtype: 'null'
  - name: distilabel_metadata
    struct:
    - name: raw_output_multiply_queries
      dtype: 'null'
  - name: model_name_query
    dtype: string
  - name: queries
    dtype: 'null'
  - name: model_name_query_multiplied
    dtype: string
  splits:
  - name: train
    num_bytes: 559247
    num_examples: 959
  download_size: 164001
  dataset_size: 559247
configs:
- config_name: default
  data_files:
  - split: train
    path: data/train-*
tags:
- synthetic
- distilabel
- rlaif
---

<p align="left">
  <a href="https://github.com/argilla-io/distilabel">
    <img src="https://raw.githubusercontent.com/argilla-io/distilabel/main/docs/assets/distilabel-badge-light.png" alt="Built with Distilabel" width="200" height="32"/>
  </a>
</p>

# Dataset Card for love2dapi_queries

This dataset has been created with [distilabel](https://distilabel.argilla.io/).

## Dataset Summary

This dataset contains a `pipeline.yaml` which can be used to reproduce the pipeline that generated it in distilabel using the `distilabel` CLI:

```console
distilabel pipeline run --config "https://huggingface.co/datasets/Nocare3/love2dapi_queries/raw/main/pipeline.yaml"
```

or explore the configuration:

```console
distilabel pipeline info --config "https://huggingface.co/datasets/Nocare3/love2dapi_queries/raw/main/pipeline.yaml"
```

## Dataset structure

The examples have the following structure per configuration:


<details><summary> Configuration: default </summary><hr>

```json
{
    "anchor": "love.conf\nIf a file called conf.lua is present in your game folder (or .love file), it is run before the L\u00d6VE modules are loaded. You can use this file to overwrite the love.conf function, which is later called by the L\u00d6VE \u0027boot\u0027 script. Using the love.conf function, you can set some configuration options, and change things like the default size of the window, which modules are loaded, and other stuff.\nlove.conf( t )\nt table The love.conf function takes one argument: a table filled with all the default values which you can overwrite to your liking. If you want to change the default window size, for instance, do: function love.conf(t) t.window.width = 1024 t.window.height = 768 end If you don\u0027t need the physics module or joystick module, do the following. function love.conf(t) t.modules.joystick = false t.modules.physics = false end Setting unused modules to false is encouraged when you release your game. It reduces startup time slightly (especially if the joystick module is disabled) and reduces memory usage (slightly). Note that you can\u0027t disable love.filesystem; it\u0027s mandatory. The same goes for the love module itself. love.graphics needs love.window to be enabled.\nt.identity (nil) string This flag determines the name of the save directory for your game. Note that you can only specify the name, not the location where it will be created: t.identity = \"gabe_HL3\" -- Correct t.identity = \"c:/Users/gabe/HL3\" -- Incorrect Alternatively love.filesystem.setIdentity can be used to set the save directory outside of the config file.\nt.appendidentity (false) boolean This flag determines if game directory should be searched first then save directory (true) or otherwise (false)\nt.version (\"11.5\") string t.version should be a string, representing the version of L\u00d6VE for which your game was made. It should be formatted as \"X.Y.Z\" where X is the major release number, Y the minor, and Z the patch level. It allows L\u00d6VE to display a warning if it isn\u0027t compatible. Its default is the version of L\u00d6VE running.\nt.console (false) boolean Determines whether a console should be opened alongside the game window (Windows only) or not. Note: On OSX you can get console output by running L\u00d6VE through the terminal.\nt.accelerometerjoystick (true) boolean Sets whether the device accelerometer on iOS and Android should be exposed as a 3-axis Joystick. Disabling the accelerometer when it\u0027s not used may reduce CPU usage.\nt.externalstorage (false) boolean Sets whether files are saved in external storage (true) or internal storage (false) on Android.\nt.gammacorrect (false) boolean Determines whether gamma-correct rendering is enabled, when the system supports it.\nt.audio table Audio options.\nt.audio.mic (false) boolean Request microphone permission from the user. When user allows it, love.audio.getRecordingDevices will lists recording devices available. Otherwise, love.audio.getRecordingDevices returns empty table and a message is shown to inform user when called.\nt.audio.mixwithsystem (true) boolean Sets whether background audio / music from other apps should play while L\u00d6VE is open. See love.system.hasBackgroundMusic for more details.\nt.window table It is possible to defer window creation until love.window.setMode is first called in your code. To do so, set t.window = nil in love.conf (or t.screen = nil in older versions.) If this is done, L\u00d6VE may crash if any function from love.graphics is called before the first love.window.setMode in your code. The t.window table was named t.screen in versions prior to 0.9.0. The t.screen table doesn\u0027t exist in love.conf in 0.9.0, and the t.window table doesn\u0027t exist in love.conf in 0.8.0. This means love.conf will fail to execute (therefore it will fall back to default values) if care is not taken to use the correct table for the L\u00d6VE version being used.\nt.window.title (\"Untitled\") string Sets the title of the window the game is in. Alternatively love.window.setTitle can be used to change the window title outside of the config file.\nt.window.icon (nil) string A filepath to an image to use as the window\u0027s icon. Not all operating systems support very large icon images. The icon can also be changed with love.window.setIcon.\nt.window.width (800) number Sets the window\u0027s dimensions. If these flags are set to 0 L\u00d6VE automatically uses the user\u0027s desktop dimensions.\nt.window.height (600) number Sets the window\u0027s dimensions. If these flags are set to 0 L\u00d6VE automatically uses the user\u0027s desktop dimensions.\nt.window.borderless (false) boolean Removes all border visuals from the window. Note that the effects may wary between operating systems.\nt.window.resizable (false) boolean If set to true this allows the user to resize the game\u0027s window.\nt.window.minwidth (1) number Sets the minimum width and height for the game\u0027s window if it can be resized by the user. If you set lower values to window.width and window.height L\u00d6VE will always favor the minimum dimensions set via window.minwidth and window.minheight.\nt.window.minheight (1) number Sets the minimum width and height for the game\u0027s window if it can be resized by the user. If you set lower values to window.width and window.height L\u00d6VE will always favor the minimum dimensions set via window.minwidth and window.minheight.\nt.window.fullscreen (false) boolean Whether to run the game in fullscreen (true) or windowed (false) mode. The fullscreen can also be toggled via love.window.setFullscreen or love.window.setMode.\nt.window.fullscreentype (\"desktop\") string Specifies the type of fullscreen mode to use (normal or desktop). Generally the desktop is recommended, as it is less restrictive than normal mode on some operating systems.\nt.window.usedpiscale (true) boolean Sets whetever to enable or disable automatic DPI scaling.\nt.window.vsync (true) number Enables or deactivates vertical synchronization. Vsync tries to keep the game at a steady framerate and can prevent issues like screen tearing. It is recommended to keep vsync activated if you don\u0027t know about the possible implications of turning it off. Before L\u00d6VE 11.0, this value was boolean (true or false). Since L\u00d6VE 11.0, this value is number (1 to enable vsync, 0 to disable vsync, -1 to use adaptive vsync when supported). Note that in iOS, vertical synchronization is always enabled and cannot be changed.\nt.window.depth (nil) number The number of bits per sample in the depth buffer (16/24/32, default nil)\nt.window.stencil (nil) number Then number of bits per sample in the depth buffer (generally 8, default nil)\nt.window.msaa (0) number The number of samples to use with multi-sampled antialiasing.\nt.window.display (1) number The index of the display to show the window in, if multiple monitors are available.\nt.window.highdpi (false) boolean See love.window.getPixelScale, love.window.toPixels, and love.window.fromPixels. It is recommended to keep this option disabled if you can\u0027t test your game on a Mac or iOS system with a Retina display, because code will need tweaking to make sure things look correct.\nt.window.x (nil) number Determines the position of the window on the user\u0027s screen. Alternatively love.window.setPosition can be used to change the position on the fly.\nt.window.y (nil) number Determines the position of the window on the user\u0027s screen. Alternatively love.window.setPosition can be used to change the position on the fly.\nt.modules table Module options.\nt.modules.audio (true) boolean Enable the audio module.\nt.modules.event (true) boolean Enable the event module.\nt.modules.graphics (true) boolean Enable the graphics module.\nt.modules.image (true) boolean Enable the image module.\nt.modules.joystick (true) boolean Enable the joystick module.\nt.modules.keyboard (true) boolean Enable the keyboard module.\nt.modules.math (true) boolean Enable the math module.\nt.modules.mouse (true) boolean Enable the mouse module.\nt.modules.physics (true) boolean Enable the physics module.\nt.modules.sound (true) boolean Enable the sound module.\nt.modules.system (true) boolean Enable the system module.\nt.modules.timer (true) boolean Enable the timer module.\nt.modules.touch (true) boolean Enable the touch module.\nt.modules.video (true) boolean Enable the video module.\nt.modules.window (true) boolean Enable the window module.\nt.modules.thread (true) boolean Enable the thread module.",
    "distilabel_metadata": {
        "raw_output_multiply_queries": null
    },
    "main function": "love.conf",
    "model_name_query": "meta-llama/Meta-Llama-3-70B-Instruct",
    "model_name_query_multiplied": "meta-llama/Meta-Llama-3-70B-Instruct",
    "negative": null,
    "positive": null,
    "queries": null,
    "repo_name": "love2d-community.github.io/love-api"
}
```

This subset can be loaded as:

```python
from datasets import load_dataset

ds = load_dataset("Nocare3/love2dapi_queries", "default")
```

Or simply as it follows, since there's only one configuration and is named `default`: 

```python
from datasets import load_dataset

ds = load_dataset("Nocare3/love2dapi_queries")
```


</details>
