Causal GPT-RL — Unity ML-Agents trajectories
Recorded Unity ML-Agents trajectories packaged as
Minari datasets — offline-RL datasets spanning
continuous and discrete action spaces. Any offline-RL method can train on them; we
built them to develop Causal GPT-RL, our new approach that works across both
space types. Every environment
ships an expert tier; eight ship a full quality ladder (expert +
calibrated medium/simple) synthesized by degrading the stock policy — Gaussian
action-noise ranges for the continuous scenes, softmax-temperature ranges on the
policy logits for the discrete goal games.
Tiers are keyed to Minari-normalized skill between a random-policy 0.0 anchor
and the stock expert 1.0 — targets simple 0.60 / medium 0.80 / expert
1.0 (envs land at simple 0.60–0.61, medium 0.80–0.82). The degradation is not a
single constant: it is drawn per episode from a calibrated range (the group/team
scenes — DungeonEscape, SoccerTwos — draw per match instead), so each tier's mean
hits its target while the episodes span a continuous band of skill instead of piling
at one point.
Companion repos
- Model-removed Unity builds + matching stock ONNX policies: ccnets/causal-gpt-rl-unity-envs
- Causal GPT-RL policy checkpoints (Crawler, PushBlock, SoccerTwos, DungeonEscape): ccnets/causal-gpt-rl-unity
Contents
| Dataset id | Episodes | Transitions | Observation | Action |
|---|---|---|---|---|
unity/crawler/expert-v0 |
1,048 | 1,000,002 | Tuple(Box(126), Box(32)) |
Box(20, [-1, 1]) |
unity/crawler/medium-v0 |
1,129 | 1,000,000 | Tuple(Box(126), Box(32)) |
Box(20, [-1, 1]) |
unity/crawler/simple-v0 |
1,344 | 1,000,000 | Tuple(Box(126), Box(32)) |
Box(20, [-1, 1]) |
unity/pushblock/expert-v0 |
52,801 | 1,000,000 | Tuple(Box(105), Box(105)) |
Discrete(7) |
unity/pushblock/medium-v0 |
38,878 | 1,000,000 | Tuple(Box(105), Box(105)) |
Discrete(7) |
unity/pushblock/simple-v0 |
26,717 | 1,000,000 | Tuple(Box(105), Box(105)) |
Discrete(7) |
unity/soccer-twos/expert-v0 |
14,588 | 1,000,816 | ego Dict wrapping Tuple(Box(264), Box(72)) |
ego Dict wrapping MultiDiscrete([3, 3, 3]) |
unity/soccer-twos/medium-v0 |
12,820 | 1,002,592 | ego Dict wrapping Tuple(Box(264), Box(72)) |
ego Dict wrapping MultiDiscrete([3, 3, 3]) |
unity/soccer-twos/simple-v0 |
11,220 | 1,002,772 | ego Dict wrapping Tuple(Box(264), Box(72)) |
ego Dict wrapping MultiDiscrete([3, 3, 3]) |
unity/dungeon-escape/expert-v0 |
35,787 | 1,003,523 | ego Dict wrapping Tuple(Box(10), Box(360), Box(1)) |
ego Dict wrapping Discrete(7) |
unity/dungeon-escape/medium-v0 |
28,548 | 1,012,166 | ego Dict wrapping Tuple(Box(10), Box(360), Box(1)) |
ego Dict wrapping Discrete(7) |
unity/dungeon-escape/simple-v0 |
22,509 | 1,003,589 | ego Dict wrapping Tuple(Box(10), Box(360), Box(1)) |
ego Dict wrapping Discrete(7) |
unity/3dball-hard/expert-v0 |
1,009 | 1,000,008 | Tuple(Box(27), Box(18)) |
Box(2) |
unity/3dball-hard/medium-v0 |
1,250 | 1,000,008 | Tuple(Box(27), Box(18)) |
Box(2) |
unity/3dball-hard/simple-v0 |
1,655 | 1,000,008 | Tuple(Box(27), Box(18)) |
Box(2) |
unity/pyramids/expert-v0 |
5,348 | 1,000,000 | Tuple(Box(56), Box(56), Box(56), Box(4)) |
Discrete(5) |
unity/pyramids/medium-v0 |
4,159 | 1,000,000 | Tuple(Box(56), Box(56), Box(56), Box(4)) |
Discrete(5) |
unity/pyramids/simple-v0 |
3,042 | 1,000,000 | Tuple(Box(56), Box(56), Box(56), Box(4)) |
Discrete(5) |
unity/worm/expert-v0 |
1,000 | 1,000,000 | Box(64) |
Box(9, [-1, 1]) |
unity/worm/medium-v0 |
1,000 | 1,000,000 | Box(64) |
Box(9, [-1, 1]) |
unity/worm/simple-v0 |
1,000 | 1,000,000 | Box(64) |
Box(9, [-1, 1]) |
unity/walker/expert-v0 |
1,458 | 1,000,010 | Box(243) |
Box(39, [-1, 1]) |
unity/walker/medium-v0 |
1,712 | 1,000,000 | Box(243) |
Box(39, [-1, 1]) |
unity/walker/simple-v0 |
2,247 | 1,000,000 | Box(243) |
Box(39, [-1, 1]) |
All environments, datasets, and stock policies use ML-Agents release_23.
Each dataset is stored at <name>/<tier>/data/main_data.hdf5 with a sibling
metadata.json (minari_version 0.5.3). SoccerTwos and DungeonEscape use an
ego-agent schema — observations["agents"]["agent_0"],
actions["agents"]["agent_0"] — one ego episode per physical agent; split by
match_id (see docs/reproduction.md).
Loading
from pathlib import Path
from huggingface_hub import snapshot_download
import minari
snapshot_download(
repo_id="ccnets/causal-gpt-rl-unity-datasets",
repo_type="dataset",
allow_patterns="worm/**", # one env; drop to fetch all
local_dir=Path.home() / ".minari" / "datasets" / "unity",
)
dataset = minari.load_dataset("unity/worm/expert-v0")
# calibrated tiers: minari.load_dataset("unity/worm/medium-v0" | ".../simple-v0")
print(dataset.observation_space, dataset.action_space)
Quality ladders
Why these tiers look the way they do. In a normal RL pipeline, medium/simple
data would come from early training checkpoints on the way to the expert. We don't
have those checkpoints — only the final expert policy — so each tier is reduced
backward from the expert: instead of one constant perturbation (a single degraded
point), every episode draws its skill from a calibrated range, so the tier
reproduces the distribution of skill a checkpoint spread would have.
Each ladder is a monotone skill sequence built from ONE stock policy: expert is
the unmodified policy, medium/simple degrade it progressively. The degradation
is calibrated so the tier mean hits its normalized target while episodes cover a
continuous skill band (seed 2310000):
- continuous scenes (crawler, worm, walker, 3dball-hard) add Gaussian action
noise,
noise_stdsampled per episode from a calibrated range; - discrete goal games sample the policy's own action distribution via
softmax(logits/T)on the exposed discrete logits — higherTpicks plausible 2nd/3rd-best actions (smooth, in-distribution degradation, unlike epsilon-style uniform-random swaps which are bimodal and off-distribution). PushBlock and Pyramids each sampleTper episode from a calibrated range (each episode its own skill level, like a spread of early-training checkpoints); - cooperative discrete DungeonEscape samples a softmax temperature
Tper group per match from a calibrated range — all three agents in a group share oneT, so each match is one coherent skill level (like an early-training checkpoint); competitive self-play SoccerTwos samples a softmax temperatureTper team per match from a (wider) calibrated range — the two teams draw independently, so each match pairs two skill levels (a random gap, like cross-checkpoint league play).
Normalization is (candidate − random) / (expert − random) on each env's tier
metric.
| env | tier metric | medium | simple | noise method |
|---|---|---|---|---|
crawler |
episode return | 0.82 | 0.60 | per-episode noise_std range |
worm |
episode return | 0.80 | 0.60 | per-episode noise_std range |
walker |
episode return | 0.82 | 0.61 | per-episode noise_std range |
3dball-hard |
episode return | 0.80 | 0.60 | per-episode noise_std range |
pushblock |
step-reward | 0.80 | 0.60 | per-episode softmax temperature range |
pyramids |
step-reward | 0.81 | 0.60 | per-episode softmax temperature range |
dungeon-escape |
step-reward | 0.80 | 0.60 | per-group softmax temperature range |
soccer-twos |
match score | ≈0.80 | ≈0.60 | per-team softmax temperature range |
soccer-twos figures are approximate: self-play stays balanced, so tier skill
cannot be read off the shipped returns and comes from side-swapped calibration.
Sparse-reward scenes (pyramids, pushblock, dungeon, soccer) have a physically
bimodal per-episode outcome (solve vs. time-out), so the episode-return histogram
barely separates the tiers. For the goal games (pushblock, pyramids, dungeon-escape) the tier metric is
therefore mean step-reward = return / episode length, which grades how
efficiently the goal is reached — a continuous skill signal — normalized
expert = 1 / random = 0 against the shipped expert-v0 step-reward anchor
(pushblock 0.3542, pyramids 0.01244, dungeon-escape 0.01946). simple targets 0.60
and the shipped tiers all sit at ≈0.60 (SoccerTwos, scored by side-swapped match
score rather than step-reward, is approximate); medium spans 0.80–0.82.
"termination rate" below = fraction of episodes ending on the env's terminal condition — a fall for Crawler/Walker/3DBallHard, a solved push for PushBlock, maze solve ("reach") for Pyramids; Worm never terminates (truncated at 1000).
Per-environment ladder tables — exact ranges, anchors, mean returns, rates
Crawler — anchors: expert 2576.4899, random −0.88
| tier | norm. return | noise_std range | mean return | term. rate | mean ep length |
|---|---|---|---|---|---|
expert-v0 |
1.00 | -- | 2576.4899 | 0.077 | 954.20 |
medium-v0 |
≈0.82 | 0.15–0.23 | 2113.0960 | 0.209 | 885.74 |
simple-v0 |
≈0.60 | 0.21–0.32 | 1557.9818 | 0.460 | 744.05 |
Worm — anchors: expert 1044.1063, random 0.80 (never terminates)
| tier | norm. return | noise_std range | mean return | term. rate | mean ep length |
|---|---|---|---|---|---|
expert-v0 |
1.00 | -- | 1044.1063 | 0.000 | 1000.00 |
medium-v0 |
≈0.80 | 0.09–0.15 | 839.4910 | 0.000 | 1000.00 |
simple-v0 |
≈0.60 | 0.15–0.22 | 632.4776 | 0.000 | 1000.00 |
Walker — anchors: expert 1363.6454, random −0.49 (high intrinsic return variance)
| tier | norm. return | noise_std range | mean return | term. rate | mean ep length |
|---|---|---|---|---|---|
expert-v0 |
1.00 | -- | 1363.6454 | 0.512 | 685.88 |
medium-v0 |
≈0.82 | 0.05–0.11 | 1122.0456 | 0.652 | 584.11 |
simple-v0 |
≈0.61 | 0.09–0.15 | 835.2383 | 0.822 | 445.04 |
3DBallHard — anchors: expert 99.1077, random 0.84 (capped balance: near-bimodal)
| tier | norm. return | noise_std range | mean return | term. rate | mean ep length |
|---|---|---|---|---|---|
expert-v0 |
1.00 | -- | 99.1077 | 0.001 | 991.09 |
medium-v0 |
≈0.80 | 0.28–0.38 | 79.6258 | 0.341 | 800.01 |
simple-v0 |
≈0.60 | 0.31–0.44 | 59.7502 | 0.612 | 604.23 |
PushBlock — tier metric is mean step-reward (return / length); step-reward anchors: expert 0.354242 (shipped expert-v0, 52,801 ep), random ≈−0.0005 (soft). Each tier samples T per episode from a calibrated range (each episode its own skill level, like a spread of early-training checkpoints). Higher T still solves but wanders more, so the return stays high (≈4.9) while step-reward falls with efficiency. term. rate = solved.
| tier | norm. step-reward | T (per episode) |
mean step-reward | mean return | solved rate | mean ep length |
|---|---|---|---|---|---|---|
expert-v0 |
1.00 | -- | 0.354242 | 4.972084 | ≈1.00 | 18.94 |
medium-v0 |
0.80 | U(2.1, 3.2) |
0.282729 | 4.962205 | 0.998 | 25.72 |
simple-v0 |
0.60 | U(3.25, 4.75) |
0.213217 | 4.946129 | 0.997 | 37.43 |
Pyramids — tier metric is mean step-reward (return / length); step-reward anchors: expert 0.012437 (shipped expert-v0, 5,348 ep), random −0.001 (sparse: policy always times out at random). Each tier samples T per episode from a calibrated range (each episode its own skill level, like a spread of early-training checkpoints). Higher T reaches the goal less directly (longer episodes) so step-reward falls while return stays near expert. term. rate = mazes reached/solved.
| tier | norm. step-reward | T (per episode) |
mean step-reward | mean return | reach rate | mean ep length |
|---|---|---|---|---|---|---|
expert-v0 |
1.00 | -- | 0.012437 | 1.795309 | 0.9906 | 186.99 |
medium-v0 |
0.81 | U(2.7, 4.9) |
0.009852 | 1.743200 | 0.991 | 240.44 |
simple-v0 |
0.60 | U(4.8, 7.1) |
0.007077 | 1.625600 | 0.977 | 328.73 |
DungeonEscape — cooperative goal game; tier metric is mean step-reward (return / length); step-reward anchors: expert 0.019459 (shipped expert-v0, 35,787 ego ep), random ≈0.00015. A softmax temperature T is sampled per cooperative group per match from a calibrated range and shared by all three agents (one coherent skill level per match, like an early-training checkpoint); higher T reaches the exit less efficiently so step-reward falls while the group still often succeeds. Group success any(agent_return > 0) (group_metadata.jsonl) therefore stays high across tiers and no longer separates them — step-reward does.
| tier | norm. step-reward | T range (per group) |
mean step-reward | group success | mean ep length |
|---|---|---|---|---|---|
expert-v0 |
1.00 | stock (no noise) | 0.019459 | 0.9532 | 28.04 |
medium-v0 |
0.80 | U(1.5, 3.0) |
0.015612 | 0.9145 | 35.45 |
simple-v0 |
0.60 | U(3.0, 4.0) |
0.011717 | 0.8507 | 44.59 |
SoccerTwos — tier metric is side-swapped match score vs the fixed stock policy (self-play, so mean shipped return ≈ −0.04 for both tiers and does not track skill; figures are calibration estimates). Each team draws a softmax temperature T independently per match from a (wide) calibrated range on the exposed MultiDiscrete logits, shared by its two agents — so each match pairs two independently-drawn skill levels (a random gap = cross-checkpoint league play). A tier is set by the ego team's own drawn T; the norm is that band's mean side-swapped match score vs the fixed expert. term. rate = matches always terminate.
| tier | approx. norm. skill | T (per team/match) |
matches | mean ep length |
|---|---|---|---|---|
expert-v0 |
1.00 | stock (no noise) | 3,647 | 68.61 |
medium-v0 |
≈0.80 | U(1.3, 2.6) |
3,205 | 78.21 |
simple-v0 |
≈0.60 | U(2.1, 3.4) |
2,805 | 89.37 |
Build & reproduction steps (per-env recording recipe): see docs/reproduction.md.
Provenance & attribution
- Trajectories were generated by running Unity ML-Agents material (the builds and stock policies are Apache-2.0; see the envs repo for provenance and licenses).
- The trajectory data in this repo is an original recording licensed CC-BY-4.0. Please attribute ccnets — Causal GPT-RL and note the Unity ML-Agents source environment.
License
Creative Commons Attribution 4.0 International (CC-BY-4.0). See LICENSE.
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