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| license: other | |
| pretty_name: NeuralCraft World Model Data | |
| tags: | |
| - world-model | |
| - minecraft | |
| - vision-language-action | |
| - action-conditioned | |
| viewer: false | |
| # NeuralCraft World Model Data | |
| Action-conditioned Minecraft gameplay for training an interactive world model. | |
| **5,548,016 frames** in **126,085 contiguous runs** across 303 shards, with **ground-truth actions** — | |
| the player's actual keyboard and mouse input, not labels inferred from the pixels. | |
| Derived from [TESS-Computer/minecraft-vla-stage1](https://huggingface.co/datasets/TESS-Computer/minecraft-vla-stage1) | |
| (OpenAI VPT contractor data), curated to gameplay only. | |
| Frames are 256x144 RGB JPEG at 5 Hz (VPT's native rate). **One frame is 200 ms** — that matters for | |
| almost every design decision below. | |
| ## Integrity | |
| Verified on every run and every frame (`integrity.jsonl`, one row per run): | |
| ``` | |
| runs 126,085 | |
| frames 5,548,016 | |
| unreadable runs 0 | |
| corrupt/truncated JPEG 0 (FFD9 end-of-image marker checked on all 5.5M files) | |
| frame/action mismatch 0 | |
| frame_file mismatch 0 | |
| NaN / out-of-range 0 | |
| non-binary key bits 0 | |
| ``` | |
| ## Run length is the main constraint | |
| Curation cuts the source videos wherever a non-gameplay frame appears, which produces many short | |
| fragments. Plan your sequence length around this before anything else. | |
| ``` | |
| min 16 median 29 mean 44 p90 85 max 1055 | |
| ``` | |
| | seq_len | runs that fit | frames | training windows (stride 1) | | |
| |---|---|---|---| | |
| | 16 | 126,085 (100%) | 5,548,016 (100%) | 3,656,741 | | |
| | 24 | 81,896 (65%) | 4,706,082 (85%) | 2,822,474 | | |
| | 32 | 57,571 (46%) | 4,045,840 (73%) | 2,261,139 | | |
| | 48 | 32,877 (26%) | 3,097,088 (56%) | 1,551,869 | | |
| | 64 | 20,972 (17%) | 2,445,391 (44%) | 1,124,155 | | |
| | 128 | 5,646 (4.5%) | 1,123,040 (20%) | 405,998 | | |
| At 5 Hz, `seq_len=16` is 3.2 seconds. **This dataset cannot test long-horizon stability**, because it | |
| contains almost no long-horizon examples — 4.5% of runs reach 128 frames. If drift over minutes is | |
| what you care about, this is the wrong dataset. | |
| ## Actions (13-dim) | |
| | idx | field | type | notes | | |
| |---|---|---|---| | |
| | 0–8 | `W, S, A, D, jump, sneak, sprint, attack, use` | binary | recorded key presses | | |
| | 9–10 | `cam_dx, cam_dy` | float [−1,1] | recorded mouse delta, **signed-sqrt scaled** | | |
| | 11 | `speed` | float [−1,1] | *measured* forward expansion | | |
| | 12 | `turn_rate` | float [−1,1] | *measured* horizontal flow | | |
| To recover physical camera magnitude, undo the scaling: `dx = sign(cam_dx) * cam_dx**2`. | |
| Normalisation for 11–12: `speed /= 1.266`, `turn_rate /= 1.559` (p95 of `|value|`), then clipped. | |
| ### Use 0–10, and think hard before using 11–12 | |
| Indices 0–10 are the player's **intent**. Indices 11–12 are **measurements of what the world did** — | |
| computed from the very frames a world model is asked to predict. Conditioning on them leaks the | |
| answer: the model appears to have excellent control while having learned to read the motion channel | |
| instead of the action. We hit this directly. A model of ours showed convincing "throttle authority" | |
| that vanished the moment the measured channels were dropped. | |
| They are shipped because they are useful for filtering, analysis and inverse-dynamics work. For | |
| training an action-conditioned model, **use `actions[:, :11]`**. | |
| ### Camera sign and timing | |
| `cam_dx` is **negatively** correlated with horizontal optical flow (pooled r = −0.25): positive | |
| `cam_dx` means looking right, which sweeps the world leftward across the screen. Get this backwards | |
| and your model learns mirrored controls. | |
| Timing is genuinely ambiguous and we could not resolve it. Pooling 240 runs, correlation between | |
| `cam_dx` and the flow of transition `j → j+1`: | |
| ``` | |
| lag -1 +0 +1 +2 | |
| r -0.123 -0.2493 -0.2489 -0.085 | |
| ``` | |
| Lag 0 (`action[i]` causes `i → i+1`) and lag +1 (`action[i]` describes `i−1 → i`) are tied to four | |
| decimal places. At 5 Hz a one-frame shift is 200 ms and camera motion is smooth, so the correlation | |
| cannot separate them. **Try both pairings.** Our own trainer used the lag +1 convention; we have no | |
| evidence that was right. | |
| **On the strength of that correlation:** r ≈ 0.25 looks weak next to the r ≈ 0.82 in our companion | |
| driving dataset, but the comparison is invalid. Those labels were *derived from* optical flow, so | |
| correlating them with optical flow is partly circular. These labels are independent recorded input, | |
| and 0.25 is what an honest, non-circular measurement of a genuinely noisy relationship looks like — | |
| the player's mouse and the observed flow disagree whenever walking, head-turn and terrain interact. | |
| Ground truth is the reason to prefer this dataset, not a reason to distrust it. | |
| ## Choosing what to train on | |
| With 5.5M frames, signal is the constraint, not quantity. Measured over 171,158 frames sampled from | |
| 10 shards: | |
| | channel | ON-rate | | channel | mean | std | p5 | p95 | exactly 0 | | |
| |---|---|---|---|---|---|---|---|---| | |
| | `W` | 65.5% | | `cam_dx` | −0.004 | 0.313 | −0.55 | +0.54 | 31.0% | | |
| | `S` | 2.6% | | `cam_dy` | +0.000 | 0.185 | −0.31 | +0.31 | 35.6% | | |
| | `A` | 10.5% | | `speed` | +0.120 | 0.425 | −0.58 | +0.93 | 0.0% | | |
| | `D` | 9.1% | | `turn_rate` | −0.002 | 0.415 | −0.76 | +0.76 | 0.0% | | |
| | `jump` | 25.5% | | |
| | `sneak` | 4.5% | | |
| | `sprint` | 29.2% | | |
| | `attack` | 24.6% | | |
| | `use` | 4.9% | | |
| `W` dominates and roughly a third of frames have a perfectly still camera, so a uniform sample is | |
| mostly "walking forward, looking nowhere". The camera channels are symmetric about zero, as they | |
| should be. | |
| `quality_*.jsonl` rank every run with ≥48 frames (32,877 runs, 3,097,088 frames) on six | |
| rank-normalised measures plus length: `control` (does the player act at all), `agreement` (does the | |
| recorded action visibly move the world), `smooth` (lag-1 autocorrelation of frame difference — | |
| jittery timing makes dynamics unlearnable), `motion`, `detail` (Laplacian variance, excludes | |
| featureless sky and cave walls), `clean` (1 − duplicate rate). | |
| | tier | runs | frames | share of scored | | |
| |---|---|---|---| | |
| | `quality_top20.jsonl` | 6,575 | 755,291 | 24% | | |
| | `quality_top35.jsonl` | 11,506 | 1,264,773 | 41% | | |
| | `quality_top50.jsonl` | 16,438 | 1,743,152 | 56% | | |
| | `quality_all.jsonl` | 32,877 | 3,097,088 | 100% | | |
| ```python | |
| import json | |
| from huggingface_hub import hf_hub_download | |
| REPO = "codelion/neuralcraft-world-data" | |
| best = [json.loads(l) for l in | |
| open(hf_hub_download(REPO, "quality_top35.jsonl", repo_type="dataset")) if l.strip()] | |
| wanted = {r["run"] for r in best} | |
| shards = sorted({r["tar"] for r in best}) | |
| print(len(best), "runs across", len(shards), "shards") # 11,506 runs across all 303 | |
| ``` | |
| Nothing is pruned from the tars; the ranking ships instead, so you can pick your own cutoff. | |
| **The selection is spread across every shard**, so there is no way to skip downloads — a top-35% pull | |
| still streams all 303 tars. What it saves is what you *keep*: extract only the selected runs from | |
| each tar and delete the tar before the next, and 71 GB on the wire becomes ~16 GB on disk with peak | |
| usage of one shard. Do not try to select shards; select runs. | |
| > **Note:** these files were regenerated 2026-08-07. The earlier version computed its `agreement` | |
| > measure on frames sampled with a stride, which is meaningless for optical flow — flow is only | |
| > defined between adjacent frames. Because the ranking weights run length, the longest runs were | |
| > exactly the ones the stride corrupted. The corrected top-35% differs from the old one on 20% of its | |
| > selections. If you pulled a selection before that date, re-pull it. | |
| ## Manifest file schema | |
| `quality_all.jsonl` / `quality_top{20,35,50}.jsonl` — one JSON object per scored run, sorted by | |
| `score` descending. `integrity.jsonl` — one object per run, **all** runs, unsorted. | |
| | field | in | meaning | | |
| |---|---|---| | |
| | `run` | both | run directory name, e.g. `s00123_r0007` | | |
| | `tar` | both | which shard holds it, e.g. `data/shard_00123.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. | |
| ## Layout | |
| The `.tar` files are **not a WebDataset**. Each holds many run directories: | |
| ``` | |
| <run>/frames/frame_000000.jpg | |
| <run>/frames/frame_000001.jpg | |
| ... | |
| <run>/actions.jsonl # one JSON line per frame, same order as the frames | |
| ``` | |
| 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 5.5M, 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/neuralcraft-world-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, f"data/{meta[0]['shard']}.tar", repo_type="dataset") | |
| with tarfile.open(tar) as tf: | |
| tf.extractall("work") # unpacks to MANY run directories | |
| 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 | |
| acts = np.array([r["actions"] for r in recs[:n]], np.float32) | |
| return frames[:n], acts[:, :11] # drop the measured channels — see above | |
| 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,144,256,3], [seq,11] | |
| ``` | |
| Horizontal-flip augmentation must mirror the controls too: swap `A`↔`D` (indices 2↔3) and negate | |
| `cam_dx` (index 9). | |
| ## What we found training on this | |
| Reported because negative results are worth more than silence. | |
| We trained a 131M-parameter latent diffusion world model on the top-35% selection — ConvVAE codec | |
| (8 channels, /8 downsample) plus a DiT with rectified flow and per-frame diffusion forcing, at | |
| 256x144. **Controls work.** Walking expands the world forward (+0.205) and camera input turns it the | |
| correct way (+0.086), with the right signs on every channel. | |
| **The world does not persist.** Rollouts hold together for roughly 10–20 frames (2–4 seconds) and | |
| then dissolve. No sampling setting rescued it: at 2 Euler steps it melts, and at 16 or 32 it produces | |
| high-frequency noise that *scores* sharper than real footage while showing nothing recognisable. | |
| Few-step distillation did not help either. We do not have an explanation and we are **not** claiming | |
| the data is at fault — the same failure appeared in a completely different domain on different data. | |
| Two measurements worth passing on: | |
| **Minecraft is unusually hard to compress.** The same autoencoder retained **58%** of a frame's | |
| Laplacian edge energy on driving footage and **30%** on this data. Leaves, grass and block edges are | |
| almost entirely high-frequency, and an 8-channel /8 latent cannot hold them. Every frame a latent | |
| world model emits is decoded through that ceiling. Budget more latent capacity here than a | |
| smooth-textured domain would need. | |
| **Do not use PSNR to decide when a codec is done.** Ours flattened at 28.7 dB by 12k steps while edge | |
| retention was still climbing steeply (14.4% at 3k → 25.1% at 12k). We stopped on the PSNR signal and | |
| shipped a blurrier codec than we needed to. | |
| ## Curation | |
| 1. **Near-black frames dropped** (brightness < 32) — unlit caves and night carry little signal. | |
| 2. **GUI/menu removal** with a CLIP content classifier (P(gameplay) < 0.20): inventory, crafting, | |
| chest, trading and pause screens, plus non-game content in the source recordings. A colour-based | |
| detector was tried first and failed — Minecraft's stone textures share the GUI greys, so the | |
| filter has to be semantic. | |
| 3. **Re-segmented into contiguous runs of ≥16 frames**, because filtering creates gaps and a world | |
| model needs unbroken windows. This is why runs are short. | |
| 4. **Ego-motion measured** per frame with optical flow and appended as indices 11–12. | |
| 15.1M source frames → 5,548,016 curated (~63% removed). | |
| ## Provenance and licence | |
| Upstream is OpenAI's VPT contractor data via | |
| [TESS-Computer/minecraft-vla-stage1](https://huggingface.co/datasets/TESS-Computer/minecraft-vla-stage1). | |
| Check the upstream terms and Minecraft's EULA for your intended use. Rights in the game remain with | |
| Mojang/Microsoft. | |