Dataset Viewer
The dataset viewer is not available for this subset.
Cannot get the split names for the config 'default' of the dataset.
Exception:    SplitsNotFoundError
Message:      The split names could not be parsed from the dataset config.
Traceback:    Traceback (most recent call last):
                File "/usr/local/lib/python3.14/site-packages/datasets/inspect.py", line 286, in get_dataset_config_info
                  for split_generator in builder._split_generators(
                                         ~~~~~~~~~~~~~~~~~~~~~~~~~^
                      StreamingDownloadManager(base_path=builder.base_path, download_config=download_config)
                      ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
                  )
                  ^
                File "/usr/local/lib/python3.14/site-packages/datasets/packaged_modules/webdataset/webdataset.py", line 88, in _split_generators
                  inferred_arrow_schema = pa.concat_tables(pa_tables, promote_options="default").schema
                                          ~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
                File "pyarrow/table.pxi", line 6268, in pyarrow.lib.concat_tables
                File "pyarrow/error.pxi", line 155, in pyarrow.lib.pyarrow_internal_check_status
                File "pyarrow/error.pxi", line 92, in pyarrow.lib.check_status
                  raise convert_status(status)
              pyarrow.lib.ArrowTypeError: Unable to merge: Field json has incompatible types: struct<frame_id: int64, simulation_step: int64, engine_frame_counter: int64, time_seconds: double, delta_seconds: double, camera_mode: string, width: int64, height: int64, semantic_encoding: string, semantic_background_min_depth_m: int64, background_stencil_changes: int64, label_invalid_pixels: int64, orthographic: bool, fov_x_deg: int64, ortho_width_cm: double, camera_world_cm: list<item: double>, camera_pitch_yaw_roll: list<item: double>, world_to_view: list<item: double>, projection: list<item: double>, world_to_clip: list<item: double>, actors: list<item: struct<role: string, class_id: int64, action: string, health: int64, position_cm: list<item: double>, velocity_cm_s: list<item: int64>, camera_hidden: bool, bones: list<item: null>>>, whitebox: struct<representation: string, simulation_step: int64, world_to_clip: list<item: double>, capsules: list<item: struct<role: string, from_bone: string, to_bone: string, head_extension: bool, radius_cm: double, a_cm: list<item: double>, b_cm: list<item: double>, camera_hidden: bool>>>, frame_fps: int64, simulation_hz: int64, episode: int64, camera_variant: int64, mirrored_world: bool, personality: string, appearance: string, events: list<item: null>, characters: list<item: struct<role: string, model: string, material_variant: string, scale: double, height_cm: double, capsule_radius_cm: double, capsule_half_height_cm: double, skin_hue_sat_bright: list<item: double>>>, action: struct<w: int64, a: int64, s: int64, d: int64, attack: int64, reset: bool, block: int64, block_start: bool, bot_mode: string, fight_sub: string, player_stamina: int64>> vs struct<frame_id: int64, simulation_step: int64, engine_frame_counter: int64, time_seconds: double, delta_seconds: double, camera_mode: string, width: int64, height: int64, semantic_encoding: string, semantic_background_min_depth_m: int64, background_stencil_changes: int64, label_invalid_pixels: int64, orthographic: bool, fov_x_deg: int64, ortho_width_cm: double, camera_world_cm: list<item: double>, camera_pitch_yaw_roll: list<item: double>, world_to_view: list<item: double>, projection: list<item: double>, world_to_clip: list<item: double>, actors: list<item: struct<role: string, class_id: int64, action: string, health: int64, position_cm: list<item: double>, velocity_cm_s: list<item: double>, camera_hidden: bool, bones: list<item: null>>>, whitebox: struct<representation: string, simulation_step: int64, world_to_clip: list<item: double>, capsules: list<item: struct<role: string, from_bone: string, to_bone: string, head_extension: bool, radius_cm: double, a_cm: list<item: double>, b_cm: list<item: double>, camera_hidden: bool>>>, frame_fps: int64, simulation_hz: int64, episode: int64, camera_variant: int64, mirrored_world: bool, personality: string, appearance: string, events: list<item: null>, characters: list<item: struct<role: string, model: string, material_variant: string, scale: double, height_cm: double, capsule_radius_cm: double, capsule_half_height_cm: double, skin_hue_sat_bright: list<item: double>>>, action: struct<w: int64, a: int64, s: int64, d: int64, attack: int64, reset: bool, block: int64, block_start: bool, bot_mode: string, fight_sub: string, player_stamina: int64>>: Unable to merge: Field actors has incompatible types: list<item: struct<role: string, class_id: int64, action: string, health: int64, position_cm: list<item: double>, velocity_cm_s: list<item: int64>, camera_hidden: bool, bones: list<item: null>>> vs list<item: struct<role: string, class_id: int64, action: string, health: int64, position_cm: list<item: double>, velocity_cm_s: list<item: double>, camera_hidden: bool, bones: list<item: null>>>: Unable to merge: Field item has incompatible types: struct<role: string, class_id: int64, action: string, health: int64, position_cm: list<item: double>, velocity_cm_s: list<item: int64>, camera_hidden: bool, bones: list<item: null>> vs struct<role: string, class_id: int64, action: string, health: int64, position_cm: list<item: double>, velocity_cm_s: list<item: double>, camera_hidden: bool, bones: list<item: null>>: Unable to merge: Field velocity_cm_s has incompatible types: list<item: int64> vs list<item: double>: Unable to merge: Field item has incompatible types: int64 vs double
              
              The above exception was the direct cause of the following exception:
              
              Traceback (most recent call last):
                File "/src/services/worker/src/worker/job_runners/config/split_names.py", line 68, in compute_split_names_from_streaming_response
                  for split in get_dataset_split_names(
                               ~~~~~~~~~~~~~~~~~~~~~~~^
                      path=dataset,
                      ^^^^^^^^^^^^^
                      config_name=config,
                      ^^^^^^^^^^^^^^^^^^^
                      token=hf_token,
                      ^^^^^^^^^^^^^^^
                  )
                  ^
                File "/usr/local/lib/python3.14/site-packages/datasets/inspect.py", line 340, in get_dataset_split_names
                  info = get_dataset_config_info(
                      path,
                  ...<6 lines>...
                      **config_kwargs,
                  )
                File "/usr/local/lib/python3.14/site-packages/datasets/inspect.py", line 291, in get_dataset_config_info
                  raise SplitsNotFoundError("The split names could not be parsed from the dataset config.") from err
              datasets.inspect.SplitsNotFoundError: The split names could not be parsed from the dataset config.

Need help to make the dataset viewer work? Make sure to review how to configure the dataset viewer, and open a discussion for direct support.

GameCrafter v4 Paired Data

Version 4 of the paired training data for an action-conditioned 2.5D game world model whose control signal is a per-pixel numeric semantic map. It follows GameCrafter-Data-v3 and uses the same 10 Unreal Engine 5.8 scenes, camera, frame format and action alignment. Each frame stores:

  • the rendered RGB frame;
  • a pixel-aligned semantic id map (one integer per pixel);
  • a structural "whitebox" render;
  • the player's 5-dim action (W, A, S, D, attack);
  • camera, actor, character, appearance and event metadata.

What changed from v3

v4 was captured to address four weaknesses of v3:

  1. Mid-episode dynamic events. Objects are deleted, replaced or spawned while an episode is running: mostly props and rocks, sometimes trees and buildings. The RGB frame and the semantic map change on the same frame, and every event is logged with its frame, object, class change and position.
  2. Same layout, several appearances. The same layout and the same bot seed are captured again with a different look: golden hour, night, overcast, snow, autumn or a per-class random palette. The map and the semantic ids stay the same; only the appearance changes.
  3. Random characters. Each episode the player and the boss get a random model, material and colour, and a random scale. The actual height and collision-capsule size are written every frame, and the player and boss height ranges overlap.
  4. More varied layouts and behaviour. Two layouts per scene with heavier prop shuffling and duplication plus procedural rocks and props, which raises the rare rock and prop classes about 7×. The bot keeps standing-still segments, has a capped fight budget, and adds backtracking, wall-hugging, pushing into obstacles and disengaging.

At a glance

Scenes 10 UE 5.8 scenes, isometric orthographic camera (2.5D)
Runs 100 runs of 5 min (4,800 frames each)
Frames 480,000 at 16 fps (8.33 h of game time)
Resolution 1280 × 704
Appearances 7 (default, golden, night, overcast, snow, autumn, palette)
Dynamic events 4,751 (spawn 1,681 / delete 1,569 / replace 1,501)
Ready-made 81-frame clips 5,512, of which 4,141 (75%) contain at least one event
Same-layout appearance groups 30
Size about 141 GB
Label check 0 invalid semantic pixels across the whole set
Action check 0 key changes inside any 0.25 s block

Runs and pairing

Runs are named <layout>_<appearance>_s<bot seed>, for example L2_night_s642. Each scene has 10 runs:

Runs Layout Bot seed Appearances Pairing
3 per scene L1 (original world, shuffled) s<scene>41 default + 2 others Identical up to the first divergence (see below)
3 per scene L2 (mirrored world, shuffled) s<scene>42 default + 2 others Identical up to the first divergence
4 per scene L1 s<scene>43 default + 3 others Frame-identical for all 4,800 frames

Runs of the same scene with the same layout and the same bot seed form a group. They share the layout, the spawned rocks and props, the bot's decisions, the characters and the dynamic events; only the appearance differs.

Determinism. The s43 groups were captured after a fix that pins the tick order of player and boss. All 30 pairs in those groups have identical player and boss state on all 4,800 frames (30/30). Their semantic maps agree on 99.2–99.9% of pixels per frame; the remaining pixels are at foliage edges, where the wind-animation phase differs between launches.

The s41 / s42 groups were captured before the fix. They start identical but can diverge after the first close-range hit. Of their 40 pairs, 3 stay identical for the whole run, and the median pair matches on 20% of frames. pairs_v4.json lists, for every pair, the number of identical leading frames (identical_prefix_frames) and the share of frames where both characters are within 2 cm (state_match_frac). Use only the matching frames when you need exact pairs from these groups.

Appearances

Appearance Hours What changes
default 2.50 h the scene as authored
golden 1.00 h low sun, warm grade, long shadows
night 1.00 h moonlight plus boosted local lights; exposure calibrated per scene
overcast 1.00 h dim diffuse sun, strong sky light, denser fog
snow 0.92 h snow on up-facing surfaces, cold grade
autumn 0.92 h vegetation shifted to orange/red, warm sun
palette 1.00 h random hue / saturation / brightness per semantic class

Lighting changes (sun direction and intensity, sky light, fog, white balance, saturation) come from the engine. Material colour changes are applied per semantic class in a post-process material, so they never touch the semantic map. For night, two 32-frame probe captures before each run solve for the exposure that puts the mean image brightness at about 30% of the scene's default (between 18 and 32 on a 0–255 scale), because the share of light coming from local lamps differs a lot between scenes.

Per-frame contents

Each frame is one WebDataset sample inside a tar shard. The sample key is the 6-digit frame index within its run.

File in tar Content
{frame}.jpg RGB, 1280×704, JPEG q85
{frame}.ids.png Semantic id map, single-channel uint8, lossless, pixel-aligned with the RGB
{frame}.whitebox.jpg Whitebox render (structural geometry plus articulated capsules for characters), JPEG q95
{frame}.json Per-frame metadata (fields below)

New fields in the per-frame json, in addition to the v3 fields (world_to_clip, camera pose, ortho_width_cm, actors with position / velocity / state / health, action with keys, block and bot_mode, episode, camera_variant, mirrored_world, personality, label_invalid_pixels):

  • appearance: the appearance name. The full parameters (sun pitch / yaw / intensity, sky, fog, white temperature, saturation, exposure, per-class recolour) are in index/capture_result.json under appearance.
  • characters: one entry each for the player and the boss with model (player_native, boss_native, manny, quinn), material_variant, scale, height_cm, capsule_radius_cm, capsule_half_height_cm and skin_hue_sat_bright.
  • events: the dynamic events that become visible on this frame. Each has type (spawn, delete, replace, restore_on_reset), removed and/or added objects with class_id, class, mesh, position_cm and radius_cm, plus block and episode.

Semantic classes

id class id class id class
0 sky / background 3 architecture 6 prop
1 terrain 4 rock 10 player
2 paving (roads, floors) 5 vegetation 11 boss

Pixel share over the whole set: paving 33.8%, architecture 21.6%, vegetation 19.9%, terrain 17.0%, prop 3.7%, rock 3.6%, player 0.2%, boss 0.2%.

Actions and clips

Same as v3:

  • actions.npy has shape (N, 5) with columns [w, a, s, d, attack]; row i holds the keys held from frame i to frame i+1.
  • Decisions are only made on frames with i % 4 == 0, so keys never change inside a 0.25 s block. actions_block_0.25s.npy has shape (N/4, 5), one action prompt per block.
  • clips_81.json lists 81-frame clips (start % 4 == 0, stride 80) that never cross an episode or camera change. In v4 each clip also lists its events with frame offsets.

Dynamic events

A candidate event fires every 10–36 action blocks (2.5–9 s). Delete, replace and spawn are about equally likely. Candidates are weighted by size, and buildings are accepted with a lower probability. Spawned objects are procedural rocks (1–4 squashed spheres / cubes with the scene's stone materials), procedural props (crate, crate stack, barrel, pillar, urn, bench) or copies of the scene's own meshes, placed on the ground with their stencil and semantic tag. All changed objects are restored when a new episode starts.

Action Class Count
removed vegetation 1,694
added prop 1,281
added rock 1,224
removed rock 719
removed prop 625
added vegetation 460
added architecture 217
removed architecture 32

Characters

Each episode, the player and the boss independently pick a model (the scene's player rig, the scene's boss rig, UE Manny or UE Quinn), a material slot arrangement and a skin recolour, then a scale relative to the native player height: 0.7–2.0× for the player and 0.75–2.2× for the boss, with a 45% chance of a near-normal 0.85–1.2×. The capsule follows the model and scale.

  • Height, p5–p95: player 143–345 cm, boss 152–378 cm; the ranges overlap between 152 and 345 cm.
  • Player models: player_native 34%, manny 30%, boss_native 20%, quinn 16%.
  • Boss models: boss_native 36%, manny 25%, quinn 22%, player_native 17%.

Behaviour

Share of frames by bot mode over the whole set: explore 36.8%, fight 17.4%, seek_boss 12.5%, unstick 6.9%, dead 6.0%, pause 5.7%, detour 4.5%, retreat 4.0%, backtrack 3.0%, wallhug 1.5%, push_obstacle 1.2%, disengage 0.6%. Frames with no key held: 19.6%.

Scene Runs Length Episodes Clips Events Fight share*
01 Sunlit Mediterranean Courtyard 10 50 min 74 568 483 11.4%
02 Autumn Woodland Shrine 10 50 min 76 564 498 20.2%
03 Desert Caravanserai 10 50 min 155 525 424 54.3%
04 Snowbound Mountain Outpost 10 50 min 79 551 496 18.6%
05 Japanese Spring Sanctuary 10 50 min 81 563 511 12.4%
06 Overgrown Tropical Water Temple 10 50 min 99 552 490 15.1%
07 Steampunk Foundry District 10 50 min 71 563 502 16.5%
08 Gothic Cathedral Quarter 10 50 min 72 557 432 15.9%
09 Dense Cyberpunk Neon District 10 50 min 122 529 473 22.2%
10 Underwater Research Habitat 10 50 min 112 540 442 27.5%

* Share of frames in which the bot is fighting or retreating.

Repository layout

data/<scene>/<run>/frames-000000.tar     frames 0–1599 of the run (WebDataset shard)
data/<scene>/<run>/frames-001600.tar     frames 1600–3199
data/<scene>/<run>/frames-003200.tar     frames 3200–4799
data/<scene>/<run>/index/
    actions.npy                (N,5) uint8 [w,a,s,d,attack]
    actions_block_0.25s.npy    (N/4,5) one action prompt per 0.25 s
    episodes.npy               (N,) episode id
    actions.csv                per-frame actions, bot mode, player/boss state and HP, character model and scale, event count
    frames.jsonl               compact per-frame metadata
    clips_81.json              81-frame training clips with their events
    events.json                all dynamic events of the run
    meta.json                  run statistics (appearance, events, behaviour, characters)
    capture_result.json        capture settings, appearance parameters, layout counts
    scene_actors.json          static-mesh inventory of the scene before augmentation
summary_v4.csv / summary_v4.json   statistics for all 100 runs
pairs_v4.json                      same-layout appearance groups and per-pair matching frames
previews/                          report figures (events, appearance strips, characters, night calibration, determinism)
thumbs/                            one thumbnail per run (RGB | semantic | whitebox)

Loading a clip

import io, json, tarfile
import numpy as np
from PIL import Image
from huggingface_hub import hf_hub_download

REPO = "teawhite/GameCrafter-Data-v4"
scene, run = "05_Japanese_Spring_Sanctuary", "L1_night_s543"
get = lambda p: hf_hub_download(REPO, f"data/{scene}/{run}/{p}", repo_type="dataset")

clips = json.load(open(get("index/clips_81.json")))
blocks = np.load(get("index/actions_block_0.25s.npy"))
c = clips[10]; s, e = c["start"], c["end"]          # 81 frames; c["events"] lists events inside the clip

def frames(lo, hi):                                   # read frames [lo, hi) from the 1,600-frame shards
    out = {}
    for shard in range(lo // 1600 * 1600, hi, 1600):
        with tarfile.open(get(f"frames-{shard:06d}.tar")) as tf:
            for m in tf:
                key, ext = m.name.split(".", 1)
                if lo <= int(key) < hi:
                    out.setdefault(int(key), {})[ext] = tf.extractfile(m).read()
    return [out[i] for i in range(lo, hi)]

clip = frames(s, e)
rgb = np.stack([np.asarray(Image.open(io.BytesIO(f["jpg"]))) for f in clip])         # (81,704,1280,3)
ids = np.stack([np.asarray(Image.open(io.BytesIO(f["ids.png"]))) for f in clip])     # (81,704,1280) uint8
meta = [json.loads(f["json"]) for f in clip]                                          # characters, events, ...
act = blocks[s // 4 : s // 4 + 20]                                                   # (20,5) one prompt per latent group

To get the same clip in another appearance, replace night in the run name with another appearance of the same group (for the s43 groups the frames line up exactly).

Capture details

  • Unreal Engine 5.8.3, isometric orthographic camera following the player, random camera yaw / pitch / ortho width per episode.
  • Offline fixed-timestep simulation at 48 Hz, keeping every 3rd step: 16 fps of game time independent of wall-clock speed. The 8.3 h of data took about 7 h of capture time.
  • Each run waits for shader and asset compilation to go idle and warms up before the first saved frame; every frame's labels are checked for invalid pixels.

Known limitations

  • Same 10 scenes as v3. No new scenes were generated for v4; all extra variety comes from changes inside these scenes.
  • The whitebox is static. It is built at the start of a run and does not include objects added or removed by events, or the shuffled positions of moved props.
  • Simple procedural objects. The spawned rocks and props are built from primitive shapes with the scene's materials.
  • Scene 03 is still fight-heavy (about 54% of frames), because its boss spawns next to the main route.
  • Weak golden hour in scene 09. The cyberpunk scene's shadows do not follow the sun direction, so golden only changes the colour grade there.
  • Night brightness varies by scene (mean 14–52 on a 0–255 scale) even with calibration.
  • Scene 08 night uses a different recipe. The Gothic quarter's shadowed streets went fully black with the standard night setting (its brightly lit plaza dominated the exposure probes). 08_Gothic_Cathedral_Quarter/L1_night_s843 keeps the lamps at their authored intensity, adds more sky fill and moonlight, and uses a fixed exposure derived from a full-run measurement; the values are in its capture_result.json (appearance).
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