The dataset viewer is not available for this subset.
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
return check_status(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, 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, 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 v8 Paired Data
Version 8 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-v4 and keeps its camera, frame format, action alignment and index files. The worlds and fights are new:
- each run's world mixes objects and materials from several of the 10 scenes;
- the RGB pass has a higher-quality art setup;
- player and boss are new action-RPG characters with weapons, combo movesets and signature moves.
Each frame stores:
- the rendered RGB frame;
- a pixel-aligned semantic id map (one integer per pixel);
- a structural "whitebox" render (scene geometry plus articulated capsules for the characters);
- the player's 5-dim action (W, A, S, D, attack);
- camera, actor, character, appearance and event metadata.
What changed since v4
Versions 5–7 were internal steps; v8 is the first public release since v4 and includes all of them.
- Layout remix (v5).
- Each run rearranges the host scene: walls, archways, huts, groves, hedgerows and rock formations are added or relocated, and props are shuffled.
- Some recipes mirror the world in X and / or Y.
- The remixed objects are also written into the whitebox.
- Cross-scene worlds (v6).
- Every run transplants buildings, structures, props, rocks and plants from 2–3 other scenes ("donors") into the host scene.
- Some recipes also swap the host's materials for those of another scene.
- Five recipes (
C1–C5, below) are rotated.
- Art pass on the RGB (v7).
- Lumen AO, bloom, a light vignette and an exposure offset.
- Real rock and prop meshes replace the primitive procedural ones (pools of 53 rocks and 33 props).
- Small clutter plants and stones are scattered on the ground.
- New characters and fights (v8).
- Characters. 8 player characters and 9 bosses, generated as textured 3D models and auto-rigged on the UE5 mannequin skeleton. Each carries one of 10 hand-held weapons, such as a katana or a war hammer.
- Movesets. Locomotion, a 3-hit light combo, a heavy attack, dodge, guard, stagger, hit reaction and death, all retargeted from CC0 and UE clips. Bodies lean procedurally and look at the opponent.
- Signature moves. Whirlwind (two spinning turns that re-hit every 0.28 s) and leap slam (a jump arc onto the opponent with an area slam and a ground shockwave).
- Hit feedback. Hit stop, knockback scaled by relative size, an impact burst, and a short rim-only hit flash on the struck character. The FX meshes are RGB-only and never appear in the labels or the whitebox.
- Readability. Characters are rendered larger than in v4, with an RGB-only outline, rim light and a saturation / contrast boost. The background is slightly toned down so the fighters stand out. Labels are unchanged.
- Image quality. The RGB is rendered at 2×2 resolution and box-filtered in linear light; labels, depth and whitebox stay native and pixel-aligned. Character and weapon textures are forced fully resident at full resolution.
- Theme-aware set dressing. Donor objects and props only come from scenes with a compatible look, are placed next to walls and structures, and come in small clusters.
At a glance
| Scenes | 10 UE 5.8 scenes, isometric orthographic camera (2.5D) |
| Runs | 75 runs of 5 min (4,800 frames each) |
| Frames | 360,000 at 16 fps (6.25 h of game time) |
| Resolution | 1280 × 704 |
| Characters | 8 player and 9 boss models, 10 weapons |
| Fights | 15,466 fight blocks; 742 whirlwinds and 739 leap slams |
| Dynamic events | 3,525 (spawn 1,250 / replace 1,145 / delete 1,130) |
| Ready-made 81-frame clips | 4,158, of which 3,069 (74%) contain at least one event |
| Appearances | 6 (default, golden, overcast, snow, autumn, palette) |
| Label check | 0 invalid semantic pixels across the whole set |
| Action check | 0 key changes inside any 0.25 s block |
| Size | 118 GB |
Previews: previews/v8_showcase_part1.mp4 and previews/v8_showcase_part2.mp4 show the busiest ~11 s fight window of each scene's first run at native resolution.
Runs and recipes
Runs are named P8C<recipe>_<appearance>_s<bot seed>, for example P8C2_golden_s5802.
- The bot seed is
scene × 1000 + 800 + round. - Rounds rotate through the recipes: round 1 and 6 →
C1, 2 and 7 →C2, 3 and 8 →C3, 4 →C4, 5 →C5. - Odd rounds use the
defaultappearance. Even rounds rotate through golden, overcast, snow, autumn and palette. - Scenes 01–05 have 8 runs and scenes 06–10 have 7.
| Recipe | Runs | World |
|---|---|---|
C1 |
20 | objects from two donors + light remix |
C2 |
20 | two donors + full material swap from a third scene + remix, X mirror |
C3 |
15 | two donors (strength 1.2) + 60% material swap from one of them, Y mirror |
C4 |
10 | two donors + full material swap from a third scene + remix, XY mirror |
C5 |
10 | heavy transplant (strength 1.6) from three donors + light remix |
Per-run details are in index/capture_result.json: donors, transplanted object counts, mirror flags, remix counts and appearance parameters. summary_v8.csv lists every run.
Appearances
| Appearance | Runs | Hours |
|---|---|---|
default |
40 | 3.33 h |
golden |
7 | 0.58 h |
overcast |
7 | 0.58 h |
snow |
7 | 0.58 h |
autumn |
7 | 0.58 h |
palette |
7 | 0.58 h |
The appearances work as in v4. There is no night in this release.
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 (rendered at 2560×1408 and downsampled) |
{frame}.ids.png |
Semantic id map, single-channel uint8, lossless, pixel-aligned with the RGB |
{frame}.whitebox.jpg |
Whitebox render (structural scene geometry plus articulated capsules for the characters), JPEG q95 |
{frame}.json |
Per-frame metadata (same fields as v4) |
The per-frame json has the same fields as v4, including:
world_to_clipand the camera pose;actors, with role, class id, state, health, position and velocity;action, with keys, block,bot_modeandplayer_stamina;characters, with model, material variant, weapon, scale, height and capsule;events,appearanceandlabel_invalid_pixels.
Character model names are now the v8 characters, for example v8_samurai or v8_golem. material_variant also records the weapon, for example mat2|w_katana.
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, measured on 600 frames spread over all runs:
| Class | Share |
|---|---|
| paving | 31.9% |
| architecture | 23.6% |
| vegetation | 20.2% |
| terrain | 18.6% |
| prop | 2.5% |
| rock | 2.4% |
| boss | 0.58% |
| player | 0.37% |
The characters cover 2–3 times as many pixels as in v4.
Actions and clips
Same as v3 and v4:
actions.npyhas shape(N, 5)with columns[w, a, s, d, attack]. Rowiholds the keys held from frameito framei+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.npyhas shape(N/4, 5), one action prompt per block. clips_81.jsonlists 81-frame clips (start % 4 == 0, stride 80) that never cross an episode or camera change. Each clip lists itseventswith frame offsets.
Characters
| Player model | Share of frames | Boss model | Share of frames |
|---|---|---|---|
| v8_merc | 14.1% | v8_golem | 19.2% |
| v8_rogue | 14.0% | v8_demon | 12.3% |
| v8_samurai | 13.2% | v8_oni | 11.1% |
| v8_ranger | 12.8% | v8_skeleton2 | 10.4% |
| v8_viking | 12.3% | v8_automaton | 10.0% |
| v8_nomad | 12.1% | v8_troll | 9.7% |
| v8_paladin | 11.1% | v8_minotaur | 9.4% |
| v8_knight | 10.3% | v8_orc | 9.3% |
| v8_deathknight2 | 8.7% |
- Every episode picks a new player and a new boss, a material variant, a weapon (about 6% of armed characters fight unarmed for the episode), a skin recolour and a scale.
- Heights, p5–p95: player 225–259 cm, boss 298–386 cm. The capsule follows the model and scale, and movement speeds scale with size.
- Player states over the whole set include
move,idle,hit,death,light1–light3,whirlwindandleap_slam. The per-frame state is inactions.csvandframes.jsonl.
Dynamic events
The events work as in v4: objects are deleted, replaced or spawned while an episode is running, and the RGB frame and the semantic map change on the same frame. All changed objects are restored when a new episode starts.
| Action | Class | Count |
|---|---|---|
| removed | vegetation | 1,534 |
| added | rock | 1,109 |
| added | prop | 867 |
| added | vegetation | 419 |
| removed | prop | 384 |
| removed | rock | 273 |
| removed | architecture | 84 |
Behaviour
Share of frames by bot mode over the whole set:
| Bot mode | Share |
|---|---|
| explore | 38.7% |
| fight | 17.2% |
| seek_boss | 12.8% |
| unstick | 6.0% |
| pause | 5.4% |
| dead | 5.3% |
| detour | 3.9% |
| retreat | 3.7% |
| backtrack | 3.1% |
| wallhug | 1.8% |
| disengage | 1.1% |
| push_obstacle | 0.9% |
Frames with no key held: 19.5%.
| Scene | Runs | Episodes | Clips | Events | Fight blocks | Whirlwinds + leap slams | Fight share* |
|---|---|---|---|---|---|---|---|
| 01 Sunlit Mediterranean Courtyard | 8 | 61 | 447 | 398 | 1,068 | 92 | 13.9% |
| 02 Autumn Woodland Shrine | 8 | 58 | 446 | 396 | 1,360 | 116 | 17.5% |
| 03 Desert Caravanserai | 8 | 105 | 428 | 336 | 3,838 | 362 | 48.1% |
| 04 Snowbound Mountain Outpost | 8 | 60 | 448 | 397 | 1,460 | 124 | 18.4% |
| 05 Japanese Spring Sanctuary | 8 | 57 | 451 | 399 | 1,356 | 126 | 17.0% |
| 06 Overgrown Tropical Water Temple | 7 | 61 | 389 | 336 | 1,248 | 146 | 18.2% |
| 07 Steampunk Foundry District | 7 | 49 | 396 | 352 | 1,010 | 68 | 14.2% |
| 08 Gothic Cathedral Quarter | 7 | 51 | 393 | 269 | 1,000 | 87 | 13.2% |
| 09 Dense Cyberpunk Neon District | 7 | 86 | 376 | 320 | 1,567 | 213 | 23.3% |
| 10 Underwater Research Habitat | 7 | 68 | 384 | 322 | 1,559 | 147 | 23.8% |
* 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, cross-scene recipe, events, behaviour, characters)
capture_result.json capture settings, appearance, cross-scene / remix details, v8 character and fight counts
scene_actors.json static-mesh inventory of the host scene before augmentation
summary_v8.csv / summary_v8.json statistics for all 75 runs and totals
previews/ showcase videos
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-v8"
scene, run = "05_Japanese_Spring_Sanctuary", "P8C1_default_s5801"
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
Capture details
- Unreal Engine 5.8, isometric orthographic camera following the player, with a random camera yaw, pitch and 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 6.25 h of data took about 19 h of capture time (about 15 minutes per run), next to another Unreal capture on the same GPU.
- 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 host scenes. All new variety comes from transplanting and remixing objects and materials between them.
- No night. This release has no
nightappearance; night was not tested with the v8 look. - Scene 03 is fight-heavy (about 48% of frames), because its boss spawns next to the main route.
- RGB-only stylisation. The outline, rim light, hit flash and impact FX exist only in the RGB. The semantic map and the whitebox show the plain characters.
- Uneven run counts. Scenes 06–10 have one run fewer than 01–05, because the capture stopped at a fixed time.
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