ADAM October 2026 source release: PixelRow, INRFlow, Wan Video, Oasis player and field guide
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| # Oasis Action World Model Integration | |
| ADAM treats Oasis as a first-class trainer named `Oasis Action World Model`. | |
| It uses the existing `Oasis-Game-Trainer/roblox_action_flow_app.py` worker and | |
| keeps training and playable inference in separate processes. | |
| Choose **temporal_latent** for new recordings. It learns a timed transition | |
| from several recent frames and the inputs that happened between them. That lets | |
| it distinguish, for example, a stationary car from a car still coasting after | |
| the accelerator was released, or a player standing still from one falling with | |
| no keys held. The player has a **Temporal: advance during no-input** switch: | |
| turn it on to see learned idle dynamics, or turn it off to advance only when | |
| you provide an input. | |
| Choose **temporal_pixel_flow** when you want the same timed frame and input | |
| history while predicting full RGB frames directly. It does not use a VAE, so it | |
| avoids the latent codec's spatial compression and uses more GPU memory. It is a | |
| separate checkpoint format; it cannot continue a Temporal Latent or Pixel Flow | |
| checkpoint. Start with batch size 1 if full RGB training runs out of memory. | |
| ## Dataset Layout | |
| Use one or more recorder folders. Multiple folders can be supplied with | |
| semicolon separators. | |
| ```text | |
| My_Oasis_Dataset/ | |
| dataset_info.json | |
| actions.jsonl | |
| frames/ | |
| frame_00000000.png | |
| frame_00000001.png | |
| ``` | |
| Each `actions.jsonl` row must identify the frame and its labels: | |
| ```json | |
| {"session_id":"run1","frame_index":1,"filename":"frame_00000001.png","w":1,"a":0,"s":0,"d":0,"jump":0,"mouse_dx":0.0,"mouse_dy":0.0,"zoom":0.0} | |
| ``` | |
| Rows describe the action for the transition into that frame. ADAM validates | |
| missing frames, invalid labels, duplicate or gapped frame indexes, broken | |
| images, inconsistent resolutions, empty sequences, and missing action columns. | |
| It does not guess missing labels. | |
| For temporal models, use a current v5 recorder dataset. It contains timestamps, | |
| input intervals, episode IDs, and discontinuity markers so ADAM never trains | |
| across a reset, teleport, pause screen, or missing frame. Keep no-input frames: | |
| they are the evidence needed to learn coasting, gravity, and other motion that | |
| continues after an action ends. | |
| ## Minecraft Beta-Style Recording Notes | |
| Record your own gameplay. Start with `256x144` at 8-12 FPS for a first pipeline | |
| test, then increase data before long runs. Keep every clip as its own session or | |
| recording folder so training never learns fake transitions between worlds. | |
| Capture a mix of walking forward, strafing, turning, jumping, climbing, terrain | |
| changes, interiors, caves, water, sky, and short idle moments. Avoid long | |
| standing-still stretches; idle is useful, but a dataset dominated by idle frames | |
| will make the model ignore controls. | |
| A good smoke dataset is 300-1,000 labelled frames. A more meaningful first | |
| Minecraft experiment is 5,000-20,000 labelled frames with clean W/A/S/D/Space | |
| coverage and synchronized frame/action timestamps. | |
| ## RTX 3060 12 GB Starting Point | |
| Use `temporal_latent`, `256x144`, batch size `2`, mixed precision `no`, history | |
| frames `4`, future frames `3`, VAE warm-up `5`, gradient accumulation `1`, | |
| loader workers `2`, save every `5` epochs, preview every `5` epochs, and 5-10 | |
| epochs for a pipeline test. Try `fp16` only after full precision is stable. | |