audit: README.md
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README.md
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- world-model
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- driving
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viewer: false
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---
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# Multi-Drive World Model Data
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Action-conditioned driving gameplay from
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| theme | source games | clips | frames |
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| cartoon | supertuxkart | 118 | 589,560 |
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| realistic | forza-horizon, need-for-speed |
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| arcade | asphalt-9 | 10 | 142,966 |
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```
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.
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<run>/actions.jsonl # one JSON line per frame, same order as the frames
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```
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dataset viewer is disabled (`viewer: false`). Load the tars directly with the snippets below.
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```python
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import json
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from huggingface_hub import hf_hub_download
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REPO = "codelion/multi-drive-model-data"
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else f"data/{meta[0]['shard']}.tar", repo_type="dataset")
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with tarfile.open(tar) as tf:
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tf.extractall("work")
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```
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```python
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import numpy as np
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from PIL import Image
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def load_run(run_dir):
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frames = sorted(glob.glob(os.path.join(run_dir, "frames", "*.jpg")))
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recs = [json.loads(l) for l in open(os.path.join(run_dir, "actions.jsonl")) if l.strip()]
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n = min(len(frames), len(recs))
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return frames[:n], actions
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def windows(frames, actions, seq_len=16, stride=8):
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"""contiguous (frames, actions) windows — the unit a world model trains on"""
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for s in range(0, len(frames) - seq_len + 1, stride):
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imgs = np.stack([np.asarray(Image.open(f).convert("RGB"), np.float32) / 255.
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for f in frames[s:s + seq_len]])
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yield imgs, actions[s:s + seq_len]
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```
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##
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raw recordings were not gameplay.
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2. Ego-motion measured per frame with optical flow and appended to the action vector.
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- world-model
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- driving
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- video-games
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- action-conditioned
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viewer: false
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---
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# Multi-Drive World Model Data
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Action-conditioned driving gameplay from four racing games, grouped by visual **theme**, for training
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a single multi-game world model. **1,073,285 frames** across **153 usable clips** at 384x216.
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| theme | source games | clips | frames | mean \|r\| (label vs motion) |
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| cartoon | supertuxkart | 118 | 589,560 | 0.828 |
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| realistic | forza-horizon, need-for-speed | 25 | 340,722 | 0.782 |
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| arcade | asphalt-9 | 10 | 142,966 | 0.805 |
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Every clip has been re-labelled and independently verified — see **Label alignment** below, which is
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the main reason to prefer this over the original release.
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## Actions (7-dim)
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**These are not recorded key presses.** The source is screen recordings of commercial games, so no
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controller ground truth exists. Every channel is derived from optical flow between consecutive
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frames. Treat indices 0–3 as *inferred* intent, not as a log of what the player pressed.
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| idx | field | type | ON-rate / range | notes |
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| 0 | `accel` | binary | 14.9% | from the **change** in speed, not its level |
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| 1 | `brake` | binary | 15.1% | negative speed change |
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| 2 | `left` | binary | 21.4% | `turn` above a per-clip percentile |
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| 3 | `right` | binary | 18.6% | `turn` below it |
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| 4 | `drift` | binary | **0.0% — always zero** | dead channel, see below |
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| 5 | `speed` | float | mean +0.311, p5 −0.39, p95 +0.99 | signed forward expansion, negative when reversing |
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| 6 | `turn` | float | mean +0.023, p5 −0.82, p95 +0.87 | horizontal flow |
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Each record is `{frame_file, actions, dup}`. `dup` marks a near-duplicate of the previous frame
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(1.2% of frames — engine stutter in the source capture); dropping those windows is reasonable.
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**`drift` is identically zero in every frame.** The re-labelling pass had no flow signature that
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reliably distinguishes a drift, so rather than emit a guess it writes a constant. Use 6 channels, or
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expect index 4 to contribute nothing.
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**Why `accel` comes from the change in speed.** These games auto-accelerate. In the original labels
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the throttle bit was on in 73–88% of frames, which is nearly a constant, and a model conditioned on
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it learns to ignore the throttle entirely. Differencing gives a bit that actually varies.
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Normalisation is **per clip**: `speed` and `turn` are divided by that clip's own p95 of `|value|`
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and clipped to [−1, 1]. Absolute speeds are therefore not comparable between clips — a "1.0" in a
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slow kart clip and in a Forza clip are different real speeds.
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## Label alignment (the reason this release exists)
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Labels are attached to the transition `(i−1 → i)`, so `actions[i]` describes how the world got to
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`frames[i]` — which is what an action-conditioned model conditions on to predict frame `i`.
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The original labels did not do this. Steering correlated with horizontal flow best at lag **+2**
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(cartoon), **+3** (arcade) and **+6** (realistic) instead of 0, even though they had been extracted
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from optical flow in the first place. In `realistic` this left steering essentially dead (r ≈ 0.05).
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Re-derived labels were validated as a **gate**, not a report: a clip whose new labels failed the
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correlation check kept its original actions and is flagged, rather than being silently replaced with
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something worse. Per-run results are in `labelqc.json` inside each tar.
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Verified by `wm/dataset_audit.py` on **all 153 clips**, using optical flow recomputed at a different
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scale than the labeller used, so it is an independent measurement and not a restatement:
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```
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best lag == 0 153 / 153 clips (100%)
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mean |r| at lag 0 0.819
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worst clip 0.673
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```
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## Integrity
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Full pass over every run and every frame:
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```
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unreadable runs 2 (empty tars — see note below)
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corrupt/truncated JPEG 0 (checked for the FFD9 end-of-image marker on all 1,073,285 files)
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frame/action mismatch 0
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frame_file mismatch 0
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NaN / out-of-range 0
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non-binary key bits 0
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```
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`md_integrity.jsonl` has one row per run. `md_quality_all.jsonl` ranks every clip; see below.
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Two tars in `data/realistic/` contain an `actions.jsonl` and no frames at all. They are honestly
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declared as `n_frames: 0` in `metadata.jsonl` and are still present rather than deleted, so
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**filter on `n_frames > 0`** (or on membership in `md_quality_all.jsonl`, which excludes them):
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```
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data/realistic/forza-horizon__78c15140-4eae-48e7-ba0a-6aba108182d2.tar
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data/realistic/need-for-speed__30b4c31f-cb43-4717-88c3-847d032cd436.tar
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```
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## Choosing what to train on
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`md_quality_*.jsonl` rank clips by measured training value, so you can take the good half instead of
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all of it. Six rank-normalised measures: `control` (does the player act at all), `agreement` (does
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the label visibly move the world), `smooth` (lag-1 autocorrelation of frame difference — jittery
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timing makes dynamics unlearnable), `motion`, `detail` (Laplacian variance), `clean` (1 − duplicate
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rate), plus run length.
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```python
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import json
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from huggingface_hub import hf_hub_download
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REPO = "codelion/multi-drive-model-data"
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best = [json.loads(l) for l in
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open(hf_hub_download(REPO, "md_quality_top35.jsonl", repo_type="dataset")) if l.strip()]
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print(len(best), "clips", sum(r["frames"] for r in best), "frames")
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for r in best[:3]:
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print(r["run"], r["tar"], round(r["score"], 3), "lag", r["best_lag"], "r", round(r["lag_r"], 2))
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```
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| tier | clips | frames | share |
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| `md_quality_top20.jsonl` | 30 | 356,198 | 33% |
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| `md_quality_top35.jsonl` | 53 | 522,751 | 49% |
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| `md_quality_top50.jsonl` | 76 | 680,408 | 63% |
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| `md_quality_all.jsonl` | 153 | 1,073,285 | 100% |
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Nothing is pruned from the tars — the ranking is shipped instead, so you can pick your own cutoff or
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ignore ours.
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## Layout
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The `.tar` files are **not a WebDataset**. Each holds one clip directory:
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```
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<clip>/frames/frame_000000.jpg
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<clip>/frames/frame_000001.jpg
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...
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<clip>/actions.jsonl # one JSON line per frame, same order as the frames
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<clip>/labelqc.json # relabelling QC for this clip
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```
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A world model trains on contiguous windows, not independent samples, and WebDataset's flat
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`key.jpg`/`key.json` pairing cannot express "these frames are consecutive and ordered" — the viewer
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would shuffle them, which is meaningless for video. Tars also keep the repo to a few hundred objects
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instead of a million, and keep neighbouring frames adjacent on disk. HF's auto-detection cannot parse
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this layout, so the dataset viewer is off.
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```python
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import json, tarfile, glob, os
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import numpy as np
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from PIL import Image
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from huggingface_hub import hf_hub_download
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REPO = "codelion/multi-drive-model-data"
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meta = [json.loads(l) for l in
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open(hf_hub_download(REPO, "metadata.jsonl", repo_type="dataset")) if l.strip()]
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tar = hf_hub_download(REPO, meta[0]["path"], repo_type="dataset")
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with tarfile.open(tar) as tf:
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tf.extractall("work")
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def load_run(run_dir):
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frames = sorted(glob.glob(os.path.join(run_dir, "frames", "*.jpg")))
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recs = [json.loads(l) for l in open(os.path.join(run_dir, "actions.jsonl")) if l.strip()]
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n = min(len(frames), len(recs)) # always slice to the shorter of the two
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return frames[:n], np.array([r["actions"] for r in recs[:n]], np.float32) # [n, 7]
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def windows(frames, actions, seq_len=16, stride=8):
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for s in range(0, len(frames) - seq_len + 1, stride):
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imgs = np.stack([np.asarray(Image.open(f).convert("RGB"), np.float32) / 255.
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for f in frames[s:s + seq_len]])
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yield imgs, actions[s:s + seq_len] # [seq,H,W,3], [seq,7]
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```
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Horizontal-flip augmentation must mirror the controls too: swap indices 2↔3 and negate index 6.
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## What we found training on this
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Reported because negative results are worth more than silence, and because they tell you where the
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difficulty actually is.
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We trained latent diffusion world models (ConvVAE codec + DiT, rectified flow, per-frame diffusion
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forcing) on this data repeatedly. **Steering became genuinely controllable after the re-labelling**
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— A/B at matched settings moved separation from +0.177 → −0.008 (old labels, i.e. backwards) to
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+0.509 → +0.381 (new labels). That is what the alignment fix bought.
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**Long-horizon stability was never solved.** Rollouts stay coherent for roughly 10–20 frames and then
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degrade. That survived correct labels, quality selection, a purpose-trained codec, more capacity,
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longer training, few-step distillation, and a different game domain entirely. We do not have an
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explanation, and we are not claiming the data is the cause.
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One measurement worth passing on: our codec retained **36%** of a frame's Laplacian edge energy where
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Neural Drive's retained **58%** on identical frames, while scoring *higher* PSNR. PSNR flatters a
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blurry autoencoder. If you train a codec on this data, do not use PSNR as the stopping signal.
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## Provenance and licence
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Screen recordings of SuperTuxKart (open source), and of Forza Horizon, Need for Speed and Asphalt 9
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(commercial titles), curated to gameplay only with a CLIP content classifier that removes menus,
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car-select, results screens, loading and non-game content. Roughly 45% of the raw recordings were not
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gameplay.
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Footage of the commercial titles is included for research use; rights in the underlying games remain
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with their publishers. Check your own jurisdiction and intended use before redistributing or training
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commercially.
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