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student_prefix
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student_prefix_tokens
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In a three-dimensional space, you start at point (0, 0, 0) and want to reach the point (4, 6, 2). At each step, if you are currently at (x, y, z), you may move to a new (different from the current one) point of one of the following types: 1. (x', y, z) such that x AND x' = x 2. (x, y', z) such that y AND y' = y 3. (x, ...
<think> Okay, let's try to tackle this problem. So, we have to find the number of distinct valid paths from (0,0,0) to (4,6,2) in 3D space, with certain movement rules and avoiding a specific forbidden point. The movement rules are a bit tricky because of the bitwise AND operations. Let me break it down. First, let's ...
4,096
such that x' includes all bits of x. So, x' can be written as x | m, where m is any number (since x | m will include all bits of x plus possibly more bits). However, m can have any bits, but when we do x | m, we get x' which includes x's bits. Therefore, x' = x | m, where m is any integer ≥ 0. But x' must not equal ...
1,024
4,335
1,021
0
1
0
1
In a three-dimensional space, you start at point (0, 0, 0) and want to reach the point (4, 6, 2). At each step, if you are currently at (x, y, z), you may move to a new (different from the current one) point of one of the following types: 1. (x', y, z) such that x AND x' = x 2. (x, y', z) such that y AND y' = y 3. (x, ...
<think> Okay, so I need to count the number of distinct paths from (0, 0, 0) to (4, 6, 2) in 3D space, with certain movement rules and avoiding a forbidden point. Let me try to break this down step by step. First, let me understand the movement rules. From any given point (x, y, z), I can move in three ways: 1. Move ...
4,096
such that each coordinate must be a superset of the bits of the previous coordinate in that axis, perhaps we can model this as a bitmask problem where each coordinate can only have bits added, not removed. Wait, but if each coordinate can only have bits added (i.e., the value can only increase in terms of bits), then...
1,024
4,350
1,013
0
2
1
0
In a three-dimensional space, you start at point (0, 0, 0) and want to reach the point (2, 0, 6). At each step, if you are currently at (x, y, z), you may move to a new (different from the current one) point of one of the following types: 1. (x', y, z) such that x AND x' = x 2. (x, y', z) such that y AND y' = y 3. (x, ...
<think> Okay, let's try to tackle this problem step by step. So, the task is to find the number of distinct valid paths from (0, 0, 0) to (2, 0, 6) in 3D space, with certain movement rules and avoiding a forbidden point (2, 0, 0). The movements allowed are either changing the x-coordinate while keeping y and z the same...
4,096
we get there? Alternatively, perhaps you can reach x=2 by being at x=0 and moving along the x-axis to x=2. But as we saw before, moving from x=0 to x=2 would require x'=2 to satisfy x & x' = x. Since x=0, 0 & 2 = 0, which equals x=0. Therefore, yes! So, moving from x=0 to x=2 is allowed, because 0 & 2 = 0. Wait, tha...
1,024
4,336
1,017
0
3
1
1
In a three-dimensional space, you start at point (0, 0, 0) and want to reach the point (2, 0, 6). At each step, if you are currently at (x, y, z), you may move to a new (different from the current one) point of one of the following types: 1. (x', y, z) such that x AND x' = x 2. (x, y', z) such that y AND y' = y 3. (x, ...
<think> Okay, so I need to solve this problem where I have to count the number of distinct valid paths from (0, 0, 0) to (2, 0, 6) in 3D space, with certain movement rules and avoiding a forbidden point. Let me try to break this down step by step. First, let's understand the movement rules. At each step, if I'm at (x,...
4,096
0). - The y-coordinate must remain 0 throughout. Wait, that's an important point! Because, if we look at the target point (2, 0, 6), the y-coordinate is 0. The forbidden point is (2, 0, 0). So, if y-coordinate is involved, then perhaps the y-coordinate must stay at 0 in all valid paths. Because any movement in the y...
1,024
4,353
1,007
0
4
2
0
In a three-dimensional space, you start at point (0, 0, 0) and want to reach the point (3, 1, 0). At each step, if you are currently at (x, y, z), you may move to a new (different from the current one) point of one of the following types: 1. (x', y, z) such that x AND x' = x 2. (x, y', z) such that y AND y' = y 3. (x, ...
<think> Okay, so I need to solve this problem where I have to find the number of valid paths from (0, 0, 0) to (3, 1, 0) in 3D space, avoiding certain forbidden points. The movement rules are a bit specific. Let me try to break it down step by step. First, let me understand the movement rules. At each step, from a poi...
4,096
possible paths? Since the problem is about counting paths, but the state space is infinite, we need to find some patterns or constraints that can be used to limit the possible steps. Alternatively, perhaps the problem is designed such that the movement can only be done by incrementing or decrementing each coordinate ...
1,024
4,361
1,014
0
5
2
1
In a three-dimensional space, you start at point (0, 0, 0) and want to reach the point (3, 1, 0). At each step, if you are currently at (x, y, z), you may move to a new (different from the current one) point of one of the following types: 1. (x', y, z) such that x AND x' = x 2. (x, y', z) such that y AND y' = y 3. (x, ...
<think> Okay, so I need to find the number of distinct valid paths from (0, 0, 0) to (3, 1, 0) in 3D space, avoiding certain forbidden points. The movement rules are a bit specific. Let me try to understand the problem step by step. First, the movement types: at each step, you can move in three directions: 1. Move al...
4,096
coordinate (but different from it). Similarly for y and z. But how does this affect the possible moves? Let's see. Let's take the starting point: (0, 0, 0). At this point, x=0, y=0, z=0. For movement type 1: moving along x-axis. We need to find x' such that x AND x' = x. So x=0, so x AND x' must equal 0. Since x is...
1,024
4,367
1,011
0
6
3
0
In a three-dimensional space, you start at point (0, 0, 0) and want to reach the point (6, 1, 0). At each step, if you are currently at (x, y, z), you may move to a new (different from the current one) point of one of the following types: 1. (x', y, z) such that x AND x' = x 2. (x, y', z) such that y AND y' = y 3. (x, ...
<think> Okay, let's try to tackle this problem. So, we need to find the number of distinct valid paths from (0, 0, 0) to (6, 1, 0) in 3D space, moving only along specific types of steps, and avoiding certain forbidden points. The forbidden points are (4,1,0), (6,0,0), (2,1,0), (0,1,0). First, let me understand the mo...
4,096
we want to compute the number of ways to get to (x, y, z), then for movement along x-axis, we can come from any (x_prev, y, z) where x_prev AND x = x_prev. Wait, no. Because movement is from (x_prev, y, z) to (x, y, z) if x_prev AND x = x_prev. So, to come to (x, y, z) via x-axis movement, the previous point must have...
1,024
4,361
1,021
0
7
3
1
In a three-dimensional space, you start at point (0, 0, 0) and want to reach the point (6, 1, 0). At each step, if you are currently at (x, y, z), you may move to a new (different from the current one) point of one of the following types: 1. (x', y, z) such that x AND x' = x 2. (x, y', z) such that y AND y' = y 3. (x, ...
<think> Okay, let's try to figure out this problem. We need to count the number of distinct valid paths from (0,0,0) to (6,1,0) in 3D space, avoiding certain forbidden points. The movement rules are a bit specific here. Let me break it down. First, the movement types: 1. Moving along the x-axis: (x', y, z) such that ...
4,096
1, 0). So the forbidden points have either y=1 (and z=0 except (6,0,0)), or y=0 (like (6,0,0)). Now, the approach is to compute for each point (x, y, z) the number of ways to reach it from (0,0,0), without going through any forbidden points. Since the forbidden points are known, we can set dp[x][y][z] = 0 for any fo...
1,024
4,356
1,023
0
8
4
0
In a three-dimensional space, you start at point (0, 0, 0) and want to reach the point (4, 3, 5). At each step, if you are currently at (x, y, z), you may move to a new (different from the current one) point of one of the following types: 1. (x', y, z) such that x AND x' = x 2. (x, y', z) such that y AND y' = y 3. (x, ...
<think> Okay, let's see. I need to find the number of distinct paths from (0, 0, 0) to (4, 3, 5) in 3D space, moving only in specific ways. The allowed moves are: 1. Move along the x-coordinate: (x', y, z) where x AND x' = x. So, x' must have the same bits as x, but maybe with some bits set? Wait, no. Wait, the AND op...
4,096
4 (100), 5 (101), 6 (110), 7 (111), 12 (1100), etc. So any number that has the third bit set. But wait, x AND x' = x would be true if x' has all bits of x. So, for x=4 (binary 100), x' must have the third bit set. So x' can be 4, 5, 6, 7, 12, 13, 14, 15, etc. But the previous x' (the x-coordinate of the state we cam...
1,024
4,357
1,018
0
9
4
1
In a three-dimensional space, you start at point (0, 0, 0) and want to reach the point (4, 3, 5). At each step, if you are currently at (x, y, z), you may move to a new (different from the current one) point of one of the following types: 1. (x', y, z) such that x AND x' = x 2. (x, y', z) such that y AND y' = y 3. (x, ...
<think> Okay, so I need to find the number of distinct valid paths from (0, 0, 0) to (4, 3, 5) in 3D space, avoiding three specific forbidden points. The movement rules are a bit tricky. Let me break it down. First, the allowed moves are: 1. Move along the x-coordinate, keeping y and z the same. So, (x, y, z) can mov...
4,096
predecessors for (x,y,z) along the x-axis, it's the number of x' such that (x', y, z) can move to (x, y, z). So, the move from (x', y, z) to (x, y, z) is allowed if x' AND x = x. Wait, no. Let's re-examine. The move is from (x', y, z) to (x, y, z) if (x', y, z) is a type 1 move: x AND x' = x. So, x AND x' = x. So, x ...
1,024
4,361
1,024
0
10
5
0
In a three-dimensional space, you start at point (0, 0, 0) and want to reach the point (6, 6, 4). At each step, if you are currently at (x, y, z), you may move to a new (different from the current one) point of one of the following types: 1. (x', y, z) such that x AND x' = x 2. (x, y', z) such that y AND y' = y 3. (x, ...
<think> Okay, let's try to tackle this problem. So, we need to find the number of distinct paths from (0,0,0) to (6,6,4) in 3D space, moving in specific ways, avoiding certain forbidden points. The movement rules are a bit tricky. Let me break it down step by step. First, the movement types: 1. Moving along the x-axi...
4,096
First, let's list all possible x, y, z values. Since we are moving from (0,0,0) to (6,6,4), the maximum x is 6, maximum y is 6, maximum z is 4. So x ranges from 0 to 6, y from 0 to 6, z from 0 to 4. Forbidden points are given as a list. Let's list all forbidden points: (0, 6, 0) (0, 2, 0) (6, 0, 0) (2, 4, 4) (4, 6, 4...
1,024
4,469
1,023
0
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rose-tinker-step1-rollouts

Online ROSE 一个训练步的完整 rollout 样本(数据侧探查, 未训练)。

  • 学生: Qwen3-1.7B(基线权重 = 真训练 step 1 时的学生), temperature 1.0 / top_p 1.0
  • teacher: nvidia/NVIDIA-Nemotron-3-Super-120B-A12B-BF16, 经 Tinker API, temperature 1.0 / top_p 1.0
  • 形状: 128 题 x n=2 = 256 条; 学生前缀 4096 tok, teacher 续写 1024 tok
  • 数据: RLVE 训练集前 128 题

每行字段:

  • question 原题
  • student_prefix 学生写的前缀全文(在第 4096 token 处切断)
  • teacher_text Nemotron 从切口续写的全文(1024 nemo-token 预算)
  • ce_target_tokens 重编码到学生词表后真正进 CE 的 token 数
  • seam_shift 重编码后 mask 边界移动的学生 token 数(0 = 无损)

跨词表流程: 学生前缀 decode 成文本 -> 包进 Nemotron 自己的 chat template -> Nemotron 分词器 encode 后经 Tinker 采样 -> 输出 decode 成文本 -> 学生分词器 对 prefix+teacher 重新 encode, 最长公共前缀定 mask 边界。

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