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DoomShift: dense Arnold recordings

Lossless, per-tic recordings of the Arnold agent (Lample and Chaplot, AAAI 2017) playing ViZDoom deathmatch against 8 bots on Freedoom assets, made for training and adapting action-conditioned world models. Every engine tic (35 per second) is stored with the executed control vector, so the data can be used at any frame stride. Recorded September 2026 at Carnegie Mellon University for the DoomShift paper (Rohan Nagabhirava, Keerthana Chirumamilla, Changliu Liu): DoomShift: Efficient Adaptation of World Models to Domain Shifts.

What is here

Folder Maps Episodes Purpose in the paper
arenas/ the four training maps (arenas 2, 3, 4, 5 of the Arnold deathmatch set), 2,000 per map 8,000 training, validation and test on the training maps
arenas13/ the 13 unseen arenas (1 and 6 to 17), 24 per arena 312 few-shot adaptation (16 per arena) and held-out scoring (8 per arena)

Every episode is one parquet file, ep_XXXXX.parquet, 150 game-seconds (about 5,000 tics, about 260 MB), with its provenance in the parquet schema metadata (key doomdit_episode: corpus id, episode id, map id, WAD, seeds, kills, deaths). In arenas/ the episode ids cycle through the four maps (map = [2,3,4,5][id % 4]), so every id range is map-balanced. md5_arenas.txt and arenas13/md5sums.txt list every file's checksum; index_arenas.parquet and arenas13/manifest.json hold the per-episode metadata.

Fixed splits

Fixed by episode id before any model was trained on this data, and never moved (dense_split.json):

Split arenas/ ids Episodes
train 0 to 5999 6,000
val 6000 to 6999 1,000
test 7000 to 7999 1,000

The paper's three backbones train on ids 0 to 1999 and are scored on 25 validation episodes per map (ids 6000 to 6099). For the unseen arenas, arenas13/splits/split_adapt_arenas13_map<NN>_seed0.json names, per arena, the 16 adaptation episodes and the 8 held-out episodes (256 scoring windows) the paper uses. Split by episode, never by frame.

How the recordings were made

record_arnold.py in https://github.com/RohanNaga/Doom runs Arnold's own policy in ViZDoom 1.2.4 with 8 bots for 150 seconds per episode from pre-declared seeds and stores every tic. Each recording worker's first episode is discarded (Arnold's weapon switch executes only there). Frames are 320x240 RGB with the HUD, lossless PNG bytes in the parquet.

Columns (one row per tic)

tic (int, engine tic inside the episode), action (int, Arnold's requested action id, 0 to 28), buttons (string of 0/1, Arnold's REQUESTED control list, one character per entry in buttons.json order; 9 characters normally, longer when Arnold appends a weapon-select press, and the engine executes only the first 19 entries, so the executed control is buttons[:19] right-padded with 0 — see the next section), health, ammo, kills, deaths, frags, pos_x, pos_y, angle, frame (PNG bytes, 320x240 RGB, HUD on, lossless).

The executed control can differ from the canonical vector of action during Arnold's anti-stuck overrides, so it, not the action id, is the ground-truth control.

Row semantics: row i holds the frame at tic i and the control applied FROM tic i TO tic i+1 (the recorder stores, then steps). A world model predicting frame i+1 from frames up to i is conditioned on buttons[i]. Arnold chooses a new action every 4 tics and holds it, so controls repeat in runs of 4; a new life starts wherever deaths increments (the tic counter keeps running through a death).

Variable-width buttons, and the weapon switches Arnold asked for but never got

buttons is what Arnold requested, not a fixed-width vector. record_arnold.py:255 renders the control list its decision_buttons built and hands the same list to make_action at line 273, so the string is exactly the submitted control and nothing about it is lost or reordered.

Widths. About 95% of rows are 9 characters (MOVE_FORWARD, MOVE_BACKWARD, TURN_LEFT, TURN_RIGHT, MOVE_LEFT, MOVE_RIGHT, ATTACK, SPEED, CROUCH). 12 to 17 characters appear when Arnold's favourite-weapon block appends [False] * mapping["SELECT_WEAPON%i"] + [True] and the resulting index still falls inside the engine's 19 buttons. About 5% of rows are 112 to 2,506 characters, with a single extra 1 far past index 18.

Executed control. ViZDoom's setAction loops over availableButtons.size(), which is 19 (the nine above plus SELECT_WEAPON0 to SELECT_WEAPON9), reads actions[i] only for i < 19, zero-fills anything missing, and never reads anything beyond; no error is raised (ViZDoom 1.2.4, src/lib/ViZDoomGame.cpp:147-178). advance_action takes no vector. So the control the engine applied at a tic is exactly

executed = buttons[:19].ljust(19, "0")

for a non-empty string (an empty buttons cell is refused rather than padded: the recorder always renders at least Arnold's nine entries, so an empty one means the row stored no control at all). A trailing 1 beyond index 18 is not a weapon switch: it was never executed. buttons.json is read out of the engine itself (record_arnold.py:319-350) and lists exactly those 19 buttons; no _vizdoom.cfg exists in the recorder's directories that could change the list.

Two statistics, not one. A row longer than 19 characters and a row that lost a weapon switch are different things, and reporting either as the other hides cases. An anti-stuck row can be 2,503 characters with no 1 past index 18, so nothing was requested out there and nothing was lost; a 14-character row can carry a switch at index 13 that the engine did perform. buttons_report.py and the encoder's per-episode summary therefore count rows_over_executed (raw length > 19) and unexecuted_switch_rows (the highest 1 past index 8 sits at 19 or beyond) separately, alongside executed_switch_rows.

Mechanism. Arnold's add_buttons appends the ten SELECT_WEAPON%i names to the shared available_buttons list on every Game.start() (src/doom/actions.py:197-199, game.py:485) and its mapping keeps the last index, while ViZDoom deduplicates its own button list (ViZDoomGame.cpp:367-372) and therefore still has 19. After k starts in one recorder process, SELECT_WEAPONj maps to 9 + 10*k + j, where k is zero-based: k = starts - 1, so the 250th Game.start() is k = 249 and puts SELECT_WEAPON0 at index 2,499 and SELECT_WEAPON9 at 2,508. record_arnold.py:167 calls game.start(...) once per recorded episode, so k is that worker's episode count so far: only a worker's first episode (k = 0, one start behind it) can put a switch inside the engine's 19 buttons — 9 + 0 + j <= 18 for every weapon — and in every later episode the requested switch was silently dropped. Consequence, and it is a property of the recorded agent's behaviour, not of the world-model data: in those episodes Arnold did not switch weapons on request. It still fires, and weapon changes from pickups still happen. buttons_report.py measures this per episode, including a check that k is constant inside one episode (the growth is per Game.start(), so a within-episode change would falsify the explanation).

Published Arnold has the same defect. Its own weapon block (game.py:625-680) builds the same oversized list and passes it to ViZDoom. Its published evaluation calls start() once per map (deathmatch.py:148-153), so k stays small there and the effect is mostly invisible.

No prior report was found in the searched sources. Searched on 2026-09-22:

  • all 19 issues and pull requests on the Arnold repository, and their 40 comments;
  • the helper code of its 106 forks;
  • the ViZDoom issue tracker for reports about action-vector length;
  • MultiGen, which used Arnold as its data collector.

None of them mentions this. That is a bounded negative finding over those four sources, not a proof that nobody has hit it: mailing lists, private forks, papers that did not publish collection code, and anything after that date were not searched.

What the encoder stores. encode_parquet.py writes the normalised 19-character executed vector into ep_XXXXX_meta.npz as a fixed <U19 column, and keeps the request beside it as buttons_raw_len (the raw string's length) and switch_requested_index (the index of the highest 1 past index 8, or -1), so an unexecuted switch stays recoverable from the sidecar without the parquet. The raw parquet column is never altered. A corpus encoded before this is repaired in place, with no re-encoding, by encode_parquet.py --normalize-sidecars.

Files

  • dense_split.json: the split above.
  • index_arenas.parquet (and arenas13/manifest.json for the unseen arenas): one row per episode (id, map, tics, kills, deaths, bytes, md5).
  • arenas13/splits/, arenas13/seed_list.json: the paper's adaptation and held-out splits per unseen arena, and the recording seeds.
  • md5_*.txt: md5 of every parquet file, for verification after download.
  • canonical_controls.json: the modal executed button vector per action id over train ids 0:2000, used to mark agent-decision rows (is_decision) when the corpus is encoded.
  • buttons.json in each folder: the game's button list in the order the buttons string uses.
  • worker_*.jsonl, RECORDING_LOG.txt: per-episode recording statistics and the recorder's launch log.
  • README_*.txt: the recorder's own notes for each segment.

Loading

import pyarrow.parquet as pq, json, io
from PIL import Image
t = pq.read_table("arenas/ep_00000.parquet")
meta = json.loads(pq.read_schema("arenas/ep_00000.parquet").metadata[b"doomdit_episode"])
frame0 = Image.open(io.BytesIO(t["frame"][0].as_py()))

huggingface_hub: hf download RohanNaga/doom-dense-arnold --repo-type dataset --include "arenas/ep_00*.parquet" fetches training ids 0 to 999; check every file against md5_arenas.txt.

Provenance and reproducibility

Recorder, encoder and training code: https://github.com/RohanNaga/Doom (record_arnold.py; release/DENSE_CORPUS.md documents the corpus). Every episode is seeded by a stable hash of (corpus id, episode id), so a recording is bit-for-bit reproducible with the same Arnold checkpoint (vizdoom_2017_track2.pth), ViZDoom build and WADs. arenas/ was recorded on one machine (32 workers) and arenas13/ on another under the same protocol (8 bots, 150 s, every tic, pre-declared seeds); both by the same recorder at git 103b15e or later. Assets are Freedoom (BSD licence); the scenario WADs are Arnold's.

The persistence (copy-last-frame) scene PSNR of this footage against the raw frame, one tic ahead: about 21.5 dB on the training maps' validation windows and 19.8 dB (18.5 to 22.5 per arena) on the 13 unseen arenas. Absolute PSNR rises with how static a recording is, so compare scenes by the gap to a reconstruction upper bound, not by PSNR alone.

Citation

Rohan Nagabhirava, Keerthana Chirumamilla and Changliu Liu. DoomShift: Efficient Adaptation of World Models to Domain Shifts, 2026 (workshop paper, to appear). Until then cite this dataset by its URL and the repository above.

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