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| license: other | |
| pretty_name: Multi-Drive World Model Data | |
| tags: | |
| - world-model | |
| - driving | |
| - video-games | |
| - action-conditioned | |
| viewer: false | |
| # Multi-Drive World Model Data | |
| Action-conditioned driving gameplay from four racing games, grouped by visual **theme**, for training | |
| a single multi-game world model. **1,073,285 frames** across **153 clips** at 384x216. | |
| | theme | source games | clips | frames | mean \|r\| (label vs motion) | | |
| |---|---|---|---|---| | |
| | cartoon | supertuxkart | 118 | 589,560 | 0.828 | | |
| | realistic | forza-horizon, need-for-speed | 25 | 340,722 | 0.782 | | |
| | arcade | asphalt-9 | 10 | 142,966 | 0.805 | | |
| Every clip has been re-labelled and independently verified — see **Label alignment** below, which is | |
| the main reason to prefer this over the original release. | |
| ## Actions (7-dim) | |
| **These are not recorded key presses.** The source is screen recordings of commercial games, so no | |
| controller ground truth exists. Every channel is derived from optical flow between consecutive | |
| frames. Treat indices 0–3 as *inferred* intent, not as a log of what the player pressed. | |
| | idx | field | type | ON-rate / range | notes | | |
| |---|---|---|---|---| | |
| | 0 | `accel` | binary | 14.9% | from the **change** in speed, not its level | | |
| | 1 | `brake` | binary | 15.1% | negative speed change | | |
| | 2 | `left` | binary | 21.4% | `turn` above a per-clip percentile | | |
| | 3 | `right` | binary | 18.6% | `turn` below it | | |
| | 4 | `drift` | binary | **0.0% — always zero** | dead channel, see below | | |
| | 5 | `speed` | float | mean +0.311, p5 −0.39, p95 +0.99 | signed forward expansion, negative when reversing | | |
| | 6 | `turn` | float | mean +0.023, p5 −0.82, p95 +0.87 | horizontal flow | | |
| Each record is `{frame_file, actions, dup}`. `dup` marks a near-duplicate of the previous frame | |
| (1.2% of frames — engine stutter in the source capture); dropping those windows is reasonable. | |
| **`drift` is identically zero in every frame.** The re-labelling pass had no flow signature that | |
| reliably distinguishes a drift, so rather than emit a guess it writes a constant. Use 6 channels, or | |
| expect index 4 to contribute nothing. | |
| **Why `accel` comes from the change in speed.** These games auto-accelerate. In the original labels | |
| the throttle bit was on in 73–88% of frames, which is nearly a constant, and a model conditioned on | |
| it learns to ignore the throttle entirely. Differencing gives a bit that actually varies. | |
| Normalisation is **per clip**: `speed` and `turn` are divided by that clip's own p95 of `|value|` | |
| and clipped to [−1, 1]. Absolute speeds are therefore not comparable between clips — a "1.0" in a | |
| slow kart clip and in a Forza clip are different real speeds. | |
| ## Label alignment (the reason this release exists) | |
| Labels are attached to the transition `(i−1 → i)`, so `actions[i]` describes how the world got to | |
| `frames[i]` — which is what an action-conditioned model conditions on to predict frame `i`. | |
| The original labels did not do this. Steering correlated with horizontal flow best at lag **+2** | |
| (cartoon), **+3** (arcade) and **+6** (realistic) instead of 0, even though they had been extracted | |
| from optical flow in the first place. In `realistic` this left steering essentially dead (r ≈ 0.05). | |
| Re-derived labels were validated as a **gate**, not a report: a clip whose new labels failed the | |
| correlation check kept its original actions and is flagged, rather than being silently replaced with | |
| something worse. Per-run results are in `labelqc.json` inside each tar. | |
| Verified by `wm/dataset_audit.py` on **all 153 clips**, using optical flow recomputed at a different | |
| scale than the labeller used, so it is an independent measurement and not a restatement: | |
| ``` | |
| best lag == 0 153 / 153 clips (100%) | |
| mean |r| at lag 0 0.819 | |
| worst clip 0.673 | |
| ``` | |
| ## Integrity | |
| Full pass over every run and every frame: | |
| ``` | |
| unreadable runs 0 (two empty tars were removed from the repo) | |
| corrupt/truncated JPEG 0 (checked for the FFD9 end-of-image marker on all 1,073,285 files) | |
| frame/action mismatch 0 | |
| frame_file mismatch 0 | |
| NaN / out-of-range 0 | |
| non-binary key bits 0 | |
| ``` | |
| `md_integrity.jsonl` has one row per run. `md_quality_all.jsonl` ranks every clip; see below. | |
| ## Choosing what to train on | |
| `md_quality_*.jsonl` rank clips by measured training value, so you can take the good half instead of | |
| all of it. Six rank-normalised measures: `control` (does the player act at all), `agreement` (does | |
| the label visibly move the world), `smooth` (lag-1 autocorrelation of frame difference — jittery | |
| timing makes dynamics unlearnable), `motion`, `detail` (Laplacian variance), `clean` (1 − duplicate | |
| rate), plus run length. | |
| ```python | |
| import json | |
| from huggingface_hub import hf_hub_download | |
| REPO = "codelion/multi-drive-model-data" | |
| best = [json.loads(l) for l in | |
| open(hf_hub_download(REPO, "md_quality_top35.jsonl", repo_type="dataset")) if l.strip()] | |
| print(len(best), "clips", sum(r["frames"] for r in best), "frames") | |
| for r in best[:3]: | |
| print(r["run"], r["tar"], round(r["score"], 3), "lag", r["best_lag"], "r", round(r["lag_r"], 2)) | |
| ``` | |
| | tier | clips | frames | share | | |
| |---|---|---|---| | |
| | `md_quality_top20.jsonl` | 30 | 356,198 | 33% | | |
| | `md_quality_top35.jsonl` | 53 | 522,751 | 49% | | |
| | `md_quality_top50.jsonl` | 76 | 680,408 | 63% | | |
| | `md_quality_all.jsonl` | 153 | 1,073,285 | 100% | | |
| Nothing is pruned from the tars — the ranking is shipped instead, so you can pick your own cutoff or | |
| ignore ours. | |
| ## Manifest file schema | |
| `md_quality_all.jsonl` / `md_quality_top{20,35,50}.jsonl` — one JSON object per scored run, sorted by | |
| `score` descending. `md_integrity.jsonl` — one object per run, **all** runs, unsorted. | |
| | field | in | meaning | | |
| |---|---|---| | |
| | `run` | both | clip directory name | | |
| | `tar` | both | which tar holds it, e.g. `data/cartoon/supertuxkart__lighthouse_010.tar` | | |
| | `frames` / `actions` | both | file count and action-line count | | |
| | `count_delta` | integrity | `frames - actions`; 0 everywhere in this release | | |
| | `corrupt_jpeg` | integrity | files failing the FFD9 end-of-image check; 0 everywhere | | |
| | `framefile_mismatch` | integrity | records whose `frame_file` names the wrong frame; 0 everywhere | | |
| | `width_ok`, `nan`, `out_of_range`, `nonbinary_keys` | integrity | action-vector sanity | | |
| | `scored` | both | false if the run is under 48 frames | | |
| | `score` | quality | the combined rank-normalised ranking value, 0–1 | | |
| | `control` | quality | how much the player acts: camera magnitude + key-change rate | | |
| | `agreement` | quality | \|corr\| between the steering signal and horizontal optical flow | | |
| | `best_lag`, `lag_r` | quality | lag maximising that correlation, and the signed r there | | |
| | `smooth` | quality | lag-1 autocorrelation of frame difference; low means jittery timing | | |
| | `motion` | quality | mean optical-flow magnitude; excludes AFK stretches | | |
| | `detail` | quality | mean Laplacian variance; excludes featureless sky and cave walls | | |
| | `clean` | quality | 1 − near-duplicate-frame rate | | |
| `score` weights these as `(2·control + 2·agreement + 1.5·length + smooth + motion + detail + clean) / 9.5`, | |
| each rank-normalised across runs first so no raw scale dominates. Every component ships, so you can | |
| re-weight for your own priorities instead of accepting ours. | |
| Each clip also carries its own `labelqc.json` from the re-labelling pass: | |
| | field | meaning | | |
| |---|---| | |
| | `frames` | frames the relabeller saw | | |
| | `steer_r` | corr(`left − right`, `turn`) at lag 0 | | |
| | `steer_sep` | mean `turn` when steering left minus when steering right — the separation the gate checks | | |
| | `accel_r` | corr(`accel − brake`, d`speed`/dt) | | |
| | `stutter` | near-duplicate frame rate in the source capture | | |
| | `relabelled` | **false means the new labels failed validation and the ORIGINAL actions were kept** | | |
| | `note` | which of those two happened, in words | | |
| ## Layout | |
| The `.tar` files are **not a WebDataset**. Each holds one clip directory: | |
| ``` | |
| <clip>/frames/frame_000000.jpg | |
| <clip>/frames/frame_000001.jpg | |
| ... | |
| <clip>/actions.jsonl # one JSON line per frame, same order as the frames | |
| <clip>/labelqc.json # relabelling QC for this clip | |
| ``` | |
| A world model trains on contiguous windows, not independent samples, and WebDataset's flat | |
| `key.jpg`/`key.json` pairing cannot express "these frames are consecutive and ordered" — the viewer | |
| would shuffle them, which is meaningless for video. Tars also keep the repo to a few hundred objects | |
| instead of a million, and keep neighbouring frames adjacent on disk. HF's auto-detection cannot parse | |
| this layout, so the dataset viewer is off. | |
| ```python | |
| import json, tarfile, glob, os | |
| import numpy as np | |
| from PIL import Image | |
| from huggingface_hub import hf_hub_download | |
| REPO = "codelion/multi-drive-model-data" | |
| meta = [json.loads(l) for l in | |
| open(hf_hub_download(REPO, "metadata.jsonl", repo_type="dataset")) if l.strip()] | |
| tar = hf_hub_download(REPO, meta[0]["path"], repo_type="dataset") | |
| with tarfile.open(tar) as tf: | |
| tf.extractall("work") | |
| def load_run(run_dir): | |
| frames = sorted(glob.glob(os.path.join(run_dir, "frames", "*.jpg"))) | |
| recs = [json.loads(l) for l in open(os.path.join(run_dir, "actions.jsonl")) if l.strip()] | |
| n = min(len(frames), len(recs)) # always slice to the shorter of the two | |
| return frames[:n], np.array([r["actions"] for r in recs[:n]], np.float32) # [n, 7] | |
| def windows(frames, actions, seq_len=16, stride=8): | |
| for s in range(0, len(frames) - seq_len + 1, stride): | |
| imgs = np.stack([np.asarray(Image.open(f).convert("RGB"), np.float32) / 255. | |
| for f in frames[s:s + seq_len]]) | |
| yield imgs, actions[s:s + seq_len] # [seq,H,W,3], [seq,7] | |
| ``` | |
| Horizontal-flip augmentation must mirror the controls too: swap indices 2↔3 and negate index 6. | |
| ## What we found training on this | |
| Reported because negative results are worth more than silence, and because they tell you where the | |
| difficulty actually is. | |
| We trained latent diffusion world models (ConvVAE codec + DiT, rectified flow, per-frame diffusion | |
| forcing) on this data repeatedly. **Steering became genuinely controllable after the re-labelling** | |
| — A/B at matched settings moved separation from +0.177 → −0.008 (old labels, i.e. backwards) to | |
| +0.509 → +0.381 (new labels). That is what the alignment fix bought. | |
| **Long-horizon stability was never solved.** Rollouts stay coherent for roughly 10–20 frames and then | |
| degrade. That survived correct labels, quality selection, a purpose-trained codec, more capacity, | |
| longer training, few-step distillation, and a different game domain entirely. We do not have an | |
| explanation, and we are not claiming the data is the cause. | |
| One measurement worth passing on: our codec retained **36%** of a frame's Laplacian edge energy where | |
| Neural Drive's retained **58%** on identical frames, while scoring *higher* PSNR. PSNR flatters a | |
| blurry autoencoder. If you train a codec on this data, do not use PSNR as the stopping signal. | |
| ## Provenance and licence | |
| Screen recordings of SuperTuxKart (open source), and of Forza Horizon, Need for Speed and Asphalt 9 | |
| (commercial titles), curated to gameplay only with a CLIP content classifier that removes menus, | |
| car-select, results screens, loading and non-game content. Roughly 45% of the raw recordings were not | |
| gameplay. | |
| Footage of the commercial titles is included for research use; rights in the underlying games remain | |
| with their publishers. Check your own jurisdiction and intended use before redistributing or training | |
| commercially. | |