Dataset Viewer
The dataset viewer is not available for this subset.
Cannot get the split names for the config 'default' of the dataset.
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
                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: double, 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>>>, v9: struct<look: int64, look_name: string, capsule_labels: bool, frame_offset_cm: list<item: int64>, characters: list<item: struct<role: string, class_id: int64, capsules: list<item: struct<name: string, a: list<item: double>, b: list<item: double>, r: 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: double, 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>>>, v9: struct<look: int64, look_name: string, capsule_labels: bool, frame_offset_cm: list<item: int64>, characters: list<item: struct<role: string, class_id: int64, capsules: list<item: struct<name: string, a: list<item: double>, b: list<item: double>, r: 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 v10 Paired Data (capsule characters)

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-v8 and contains every production run captured since the player and the boss are drawn as articulated capsule whiteboxes in the labels:

Subset What it is Runs Frames Game time 81-frame clips
v10_real photoreal outdoor biomes, telephoto camera ("realistic cinematic") 116 556,800 9.67 h 5,800
v9_stylized the 10 game scenes as v8 cross-scene worlds, with a random rendering style per camera variant 140 672,000 11.67 h 7,000
total 256 1,228,800 21.33 h 12,800

Each frame stores the rendered RGB, a pixel-aligned semantic id map, a structural whitebox render, a ready-made condition image (semantic palette + code-drawn capsule characters), the player's 5-dim action (W, A, S, D, attack) and per-frame camera / actor / capsule metadata. Size: 482 GB.

What changed since v8

  1. Capsule characters in the labels (v9). In ids.png the player (class 10) and the boss (class 11), with their weapons, are drawn as the articulated capsule proxies of the whitebox pass, not as mesh silhouettes. Every frame's json also stores the capsule segments (world cm, v9.characters), so the character condition can be redrawn by code without Unreal. cond.png is that condition, written for every frame: the semantic palette with the player / boss capsules shaded per role.
  2. Clips on a cut grid (v9). Looks, cameras and episodes only change between frame 96k+80 and the next, and every run has exactly 50 clips of 81 frames starting at multiples of 96 (clips_81.json). No clip contains a style, camera or episode change. The 15 frames between two clips are not part of any clip (the first frame after a switch can still show unstreamed textures).
  3. Closer camera. The frame is 900–1600 cm wide at the player (12% of views 2000–3000 cm). In v10_real the player always stays in the centre of the image and the boss may leave the frame; in v9_stylized the camera eases towards the player–boss midpoint during fights, and clips_81.json marks the clips whose camera never left the player (centered).
  4. v9_stylized: a new look per camera variant. On top of the v8 cross-scene worlds, every camera variant (6–12 per run, always on the cut grid) gets a random RGB look (labels and whitebox unchanged): post-process style, material randomisation, render tier, texture mip bias, colour grade and outline.
  5. v10_real: photoreal biomes. The authored set dressing is hidden and every look (one per clip, every 6 s of game time) re-scatters CC0 photo-scanned assets (Poly Haven) on the scene's walkable ground in one of 12 biome variants, with matching photo-scanned ground / slope materials, foliage season tint, snow / moss / dust / sand cover on the models, wetness and a light preset (including night and storm). The camera is a perspective telephoto (FOV 22–40°) with the same framing as the 2.5D camera.

At a glance

v10_real v9_stylized
Runs 116 × 5 min (4,800 frames) 140 × 5 min (4,800 frames)
Frames / game time 556,800 / 9.67 h 672,000 / 11.67 h
81-frame clips (frames inside clips) 5,800 (8.16 h) 7,000 (9.84 h)
Camera perspective telephoto, FOV 22–40° isometric orthographic
Looks a new biome / light / camera every 6 s (one per clip) 6–12 per run, one per camera variant
Dynamic events none 6,096 (spawn / replace / delete)
Clips with the player centred on every frame 5,800 4,305
Episodes 925 1,124
Label check 0 invalid semantic pixels 0 invalid semantic pixels
Resolution 1280 × 704 1280 × 704

Previews: previews/v10_real_preview.mp4 and previews/v9_stylized_preview.mp4 show two clips of one run per scene (RGB | condition).

Per-frame contents

Each frame is one WebDataset sample inside a tar shard; the key is the 6-digit frame index within its run.

File in tar Content
{frame}.jpg RGB, 1280×704, JPEG (rendered at 2× and downsampled)
{frame}.ids.png Semantic id map, single-channel uint8, lossless, pixel-aligned with the RGB; player / boss as capsules
{frame}.whitebox.jpg Whitebox render: structural scene geometry plus the articulated character capsules
{frame}.cond.png Condition image: semantic palette for the scene classes + player (blue) / boss (red) capsules shaded from the capsule segments
{frame}.json Per-frame metadata: camera pose, world_to_view, projection, world_to_clip, fov_x_deg / ortho_width_cm, actors (role, state, health, position, velocity, bones with pixel positions), action, episode, camera_variant, v9 (look, capsules)

Semantic classes

id class id class id class
0 sky / background 3 architecture 6 prop
1 terrain (incl. grass, debris) 4 rock 10 player
2 paving (roads, floors) 5 vegetation (plants, trees, logs) 11 boss

Pixel share (6 frames per run):

Class v9_stylized v10_real
terrain 18.9% 92.3%
paving 37.0% 0.0%
architecture 22.2% 0.0%
vegetation 14.1% 3.8%
rock 3.1% 1.8%
prop 3.0% 0.0%
boss 0.9% 1.1%
player 0.7% 0.9%

Index files per run

data/<subset>/<scene>/<run>/frames-000000.tar     frames 0–1599 (WebDataset shard)
data/<subset>/<scene>/<run>/frames-001600.tar     frames 1600–3199
data/<subset>/<scene>/<run>/frames-003200.tar     frames 3200–4799
data/<subset>/<scene>/<run>/index/
    actions.npy                (N,5) uint8 [w,a,s,d,attack]; row i = keys held from frame i to i+1
    actions_block_0.25s.npy    (N/4,5) one action prompt per 0.25 s (keys never change inside a block)
    episodes.npy               (N,) episode id
    actions.csv                per-frame actions, bot mode, player / boss state and HP, character model and scale
    frames.jsonl               compact per-frame metadata
    clips_81.json              the 50 cut-grid clips: start, end (exclusive), episode, camera_variant, look, look_name, events
    clips_81_v9.json           the capture's own clip list (end inclusive)
    events.json                dynamic events of the run (v9_stylized only)
    meta.json                  run statistics (looks, behaviour, characters, v10 biome variants)
    capture_result.json        capture settings and the per-look log
    scene_actors.json          static-mesh inventory of the host scene
summary_v10.csv / summary_v10.json   every run and the totals of both subsets
previews/  thumbs/  code/            preview reels, one thumbnail per run (RGB | semantic | condition), capture and post code

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-v10"
subset, scene, run = "v10_real", "05_Japanese_Spring_Sanctuary", "R10_s5501"
get = lambda p: hf_hub_download(REPO, f"data/{subset}/{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, one look (c["look_name"])

def frames(lo, hi):                                   # 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)
cond = np.stack([np.asarray(Image.open(io.BytesIO(f["cond.png"]))) for f in clip])   # condition images
ids  = np.stack([np.asarray(Image.open(io.BytesIO(f["ids.png"]))) for f in clip])    # (81,704,1280) uint8 class ids
act  = blocks[s // 4 : s // 4 + 20]                                                  # (20,5) one prompt per 0.25 s

v10_real: biomes and light

Every clip has its own biome variant and light preset (look_name = photo|<light>|<biome>|pbr|no).

Biome variant Clips Share
rain_wetland 500 8.6%
dry_savanna 495 8.5%
rocky_coast 495 8.5%
sand_beach 487 8.4%
snow_alpine 486 8.4%
spring_meadow 485 8.4%
semi_desert 480 8.3%
red_canyon 479 8.3%
conifer_forest 474 8.2%
rock_badlands 474 8.2%
autumn_wood 473 8.2%
mossy_oldwood 472 8.1%
Light preset Clips Share
overcast 997 17.2%
golden 989 17.1%
dusk 840 14.5%
backlit 821 14.2%
noon 777 13.4%
mist 761 13.1%
storm 396 6.8%
night 219 3.8%

v9_stylized: looks

look_name = <post style>|<materials>|<render tier>|<mip bias>|<outline>.

Post-process style Clips Share
none 2,565 36.6%
sketch 578 8.3%
pixel 564 8.1%
comic 520 7.4%
toon 508 7.3%
duotone 487 7.0%
soft 477 6.8%
paint 466 6.7%
dither 419 6.0%
hue 416 5.9%
Materials Clips Share
orig 3,331 47.6%
tex 1,261 18.0%
flat 876 12.5%
mixed 838 12.0%
shuffle 694 9.9%
Render tier Clips Share
full 4,239 60.6%
nogi 1,312 18.7%
unlit 737 10.5%
noshadow 712 10.2%

Behaviour

Share of frames by bot mode:

Bot mode v9_stylized v10_real
explore 36.3% 43.2%
fight 15.9% 18.4%
seek_boss 13.1% 9.1%
dead 9.1% 10.0%
pause 5.3% 5.5%
unstick 6.3% 1.6%
detour 3.8% 4.0%
retreat 3.3% 4.0%
backtrack 2.8% 2.7%
wallhug 2.0% 0.2%
disengage 0.9% 1.3%
push_obstacle 1.0% 0.1%

Frames with no key held: 22.5% (v9_stylized), 24.2% (v10_real).

Scene v9 runs v9 clips v10_real runs v10_real clips v10_real fight share*
01 Sunlit Mediterranean Courtyard 15 750 12 600 17.1%
02 Autumn Woodland Shrine 15 750 12 600 17.5%
03 Desert Caravanserai 14 700 12 600 42.9%
04 Snowbound Mountain Outpost 14 700 12 600 19.8%
05 Japanese Spring Sanctuary 14 700 12 600 16.2%
06 Overgrown Tropical Water Temple 14 700 12 600 21.9%
07 Steampunk Foundry District 14 700 11 550 17.4%
08 Gothic Cathedral Quarter 14 700 11 550 13.6%
09 Dense Cyberpunk Neon District 14 700 11 550 28.5%
10 Underwater Research Habitat 12 600 11 550 28.1%

* Share of frames in which the bot is fighting or retreating.

Capture details

  • Unreal Engine 5.8, the 10 GameCrafter scenes. Offline fixed-timestep simulation at 48 Hz, every 3rd step saved: 16 fps of game time independent of wall-clock speed.
  • The bot plays through the player's own input path (WASD + attack), explores, seeks and fights the boss, dies and respawns (a new episode). Decisions are made every 4 frames.
  • v9_stylized was captured on 2026-10-20, v10_real on 2026-10-22 (after a fix of the moss cover material; two earlier runs with a flat moss colour are not included).

Known limitations

  • Same 10 host scenes and layouts. v10_real replaces the set dressing and materials but keeps each scene's walkable ground and routes.
  • v10_real has no dynamic events, and its semantic maps are dominated by terrain.
  • RGB-only stylisation in v9_stylized. Styles, outlines and material swaps exist only in the RGB; the labels, whitebox and condition show the plain scene.
  • Frames between clips. The 15 frames after each clip may contain a look switch; use clips_81.json instead of slicing runs freely.
Downloads last month
536