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# Label Definitions

This file defines the frame-level multi-label annotations used by the dataset.  
Each label describes visual evidence or an agent-relevant visual state present in a single Minecraft frame.

## Annotation values

| Value | Meaning |
|---:|---|
| `1` | The label is present and supported by visible evidence in the frame. |
| `0` | The label was checked and is absent from the frame. |
| `-1` | The label is unknown or was not annotated for this frame. |

`-1` must not be treated as a negative label during training or evaluation.

## General annotation rules

1. **Annotate visible evidence.** Set a label to `1` only when the relevant object, material, creature, terrain feature, UI state, or visual event can be identified from the frame.
2. **Partial visibility is sufficient.** An object does not need to be fully visible, but the visible portion must be distinctive enough for a confident identification.
3. **Do not infer unseen content.** Knowledge from adjacent video frames, task names, game state, or trajectory context must not be used unless the label explicitly represents metadata rather than visual content.
4. **Multiple labels may be positive.** Labels are not mutually exclusive. A frame may simultaneously contain terrain, objects, mobs, hazards, and UI states.
5. **Specific labels normally coexist with broader labels.** For example, `ocean` may coexist with `water`, `hostile_near` should coexist with `hostile_present`, and `crop` may coexist with `farmland`.
6. **Use `-1` for unreviewed labels.** Do not replace a missing or unreviewed label with `0`.
7. **Use `ignore` at the sample level for unusable frames.** Examples include corrupted images, unreadable frames, severe visual glitches, or frames for which reliable annotation is impossible.
8. **Tiny ambiguous details should not be guessed.** When an object occupies too few pixels or is heavily obscured, use `0` only if the class was confidently checked and absent; otherwise use `-1`.

## Label definitions

### `water`

**Positive when:** One or more water blocks, a visible water surface, flowing water, a river, lake, ocean, waterfall, or another clearly identifiable body of water is visible.

**Do not use for:** Blue sky, rain particles, potion effects, or water implied only by context.

**Related labels:** May coexist with `ocean`, `underwater`, and `water_bucket_in_hand`.

---

### `lava`

**Positive when:** A lava block, lava surface, lava flow, lava pool, or clearly identifiable exposed lava is visible.

**Do not use for:** Fire, orange lighting, magma-like decorative textures, or lava inferred from glow alone.

---

### `fire`

**Positive when:** Visible open flames or a clearly burning block/entity appear in the frame.

**Do not use for:** Torch flames, lava, campfire smoke without visible flame, or orange lighting alone.

---

### `drop_off`



**Positive when:** The frame shows a visually meaningful downward edge, cliff, ledge, ravine, pit, shaft, or other fall hazard relevant to navigation.



**Do not use for:** Small one-block steps, ordinary slopes, or distant terrain depressions that do not present a plausible fall hazard.



---



### `dark_cave`

**Positive when:** A dark, cave-like, enclosed or subterranean area is visible, with limited natural light and geometry consistent with a cave, tunnel, cavern, or underground opening.

**Do not use for:** Nighttime outdoors, an unlit room in a building, a shadowed wall, or darkness without cave-like structure.

---

### `web_cobweb`



**Positive when:** One or more Minecraft cobweb blocks are visible.



**Do not use for:** Spider mobs, string items, thin glass panes, foliage, or unrelated white pixel patterns.



---



### `ice`



**Positive when:** Clearly identifiable ice blocks or an ice-covered surface are visible.



**Do not use for:** Snow alone, pale glass, water reflections, or light-blue blocks that cannot be identified as ice.



---



### `sand_or_redsand`



**Positive when:** Sand or red sand blocks are visibly present.



**Do not use for:** Sandstone, gravel, dirt, beaches inferred only from nearby water, or blocks that merely have a similar color.



---



### `gravel`



**Positive when:** Gravel blocks are visibly present.



**Do not use for:** Stone, cobblestone, coarse dirt, sand, or similarly textured blocks unless gravel can be confidently identified.



---



### `tree_log`

**Positive when:** A tree log, stem, trunk, or placed log block is visible.

**Do not use for:** Wood planks, stripped wood when it cannot be confidently categorized as a log/stem, wooden fences, or leaf blocks.

---

### `leaves`

**Positive when:** Minecraft leaf blocks or a tree canopy made of leaf blocks are visible.

**Do not use for:** Crops, grass, vines, flowers, or other vegetation that is not a leaf block.

---

### `stone`

**Positive when:** Natural stone blocks or clearly stone-dominated natural surfaces are visible.

**Do not use for:** Cobblestone, ores, gravel, stone bricks, or other crafted stone materials when ordinary natural stone is not visible.

---

### `crafting_table`



**Positive when:** A crafting table block is visible and identifiable.



**Do not use for:** The crafting interface alone when the block itself is not visible, wooden blocks, barrels, or other workstation blocks.



---



### `furnace`



**Positive when:** A furnace block is visible and identifiable, whether lit or unlit.



**Do not use for:** Blast furnaces, smokers, stone blocks, or furnace interfaces without visible evidence of the furnace block, unless the project later adopts a broader workstation convention.



---



### `chest`



**Positive when:** A chest or trapped chest block is visible and identifiable.



**Do not use for:** Barrels, shulker boxes, inventory slots, chest minecarts, or chest interfaces without visible evidence of the block, unless explicitly included by a later convention.



---



### `bed`



**Positive when:** A bed block is visible.



**Do not use for:** Carpet, wool blocks, sleeping animations without a visible bed, or bed-related UI text alone.



---



### `inventory_open`

**Positive when:** An inventory-style GUI is visibly open, including the player inventory or another interface that exposes item slots and occupies the game screen.

**Do not use for:** The normal hotbar/HUD, chat, pause menus, subtitles, or item tooltips without an open inventory-style interface.

---

### `underwater`

**Positive when:** The camera viewpoint is submerged in water, as indicated by underwater rendering, water overlay, reduced visibility, bubbles, or clearly submerged surroundings.

**Do not use for:** Looking at water from above, standing beside water, rain, or partial screen contact with water while the camera remains above the surface.

**Related labels:** Normally coexists with `water`.

---

### `hostile_near`



**Positive when:** At least one hostile mob is visible and close enough to represent an immediate or near-immediate threat to the player.



**Do not use for:** Distant hostile mobs that are visible but not an immediate navigation or combat concern.



**Related labels:** Every `hostile_near = 1` frame should also have `hostile_present = 1`.



---



### `wood_planks`

**Positive when:** One or more wooden plank blocks are visible.

**Do not use for:** Logs, fences, doors, crafting tables, chests, slabs or stairs when their plank material is not visually represented as a plank block under the project convention.

---

### `coal_ore`



**Positive when:** A coal ore block is visible and identifiable.



**Do not use for:** Coal items, dark stone pixels, deepslate without visible coal ore pattern, or other ores.



---



### `iron_ore`

**Positive when:** An iron ore block is visible and identifiable.

**Do not use for:** Iron items, iron blocks, raw iron, similarly colored stone, or other ores.

---

### `cobblestone`

**Positive when:** Cobblestone blocks or clearly cobblestone-dominated constructed surfaces are visible.

**Do not use for:** Natural stone, mossy cobblestone unless explicitly included by the project convention, stone bricks, gravel, or deepslate cobblestone variants unless explicitly included.

---

### `door`

**Positive when:** A Minecraft door block is visible, whether open or closed.

**Do not use for:** Trapdoors, fence gates, ordinary wall openings, or doorway-shaped gaps without a door block.

---

### `ladder`

**Positive when:** One or more ladder blocks are visible.

**Do not use for:** Vines, scaffolding, fences, rails, or vertical wooden textures that are not ladders.

---

### `torch`

**Positive when:** A placed torch or wall torch is visible.

**Do not use for:** Fire, lanterns, glowstone, campfires, redstone torches unless the project later explicitly broadens the class, or light without a visible torch.

---

### `water_bucket_in_hand`



**Positive when:** The player is visibly holding or has visibly selected a water bucket in the first-person hand/HUD representation.



**Do not use for:** A water bucket stored elsewhere in the inventory, a plain bucket, water visible in the world, or state metadata that says a water bucket is selected when it is not visually supported.



---



### `building`



**Positive when:** A recognizable player-made or village-style structure, house, shelter, room, wall system, or substantial constructed form is visible.



**Do not use for:** A few isolated placed blocks, a single crafting station, natural caves, natural terrain formations, or structures too incomplete to be recognizable as construction.



---



### `player_damage`

**Positive when:** The frame visibly captures the player taking damage, such as the damage flash, red overlay, hurt animation, or another unambiguous immediate visual damage indicator.

**Do not use for:** Merely having reduced health, low hunger, nearby danger, or a hostile mob without a visible damage event.

---

### `hostile_present`



**Positive when:** At least one hostile Minecraft mob is visible anywhere in the frame.



**Do not use for:** Passive or neutral mobs, hostile mobs known only from sound/subtitles, shadows, projectiles without a visible hostile source, or mobs inferred from context.



**Related labels:** May coexist with `hostile_near`; `hostile_near` is the stricter proximity label.



---



### `creeper`



**Positive when:** A creeper is visible and identifiable.



**Do not use for:** Green blocks, vegetation, creeper imagery on decorative textures, or an explosion without a visible creeper.



**Related labels:** Usually coexists with `hostile_present`; may coexist with `hostile_near`.



---



### `zombie`



**Positive when:** A zombie or an explicitly included zombie variant is visible and identifiable.



**Do not use for:** Villagers, husks, drowned, zombie villagers, or other humanoid mobs unless the project convention explicitly includes those variants.



**Related labels:** Usually coexists with `hostile_present`; may coexist with `hostile_near`.



---



### `skeleton`



**Positive when:** A skeleton or an explicitly included skeleton variant is visible and identifiable.



**Do not use for:** Strays, wither skeletons, armor stands, bone items, or similarly pale entities unless the project convention explicitly includes those variants.



**Related labels:** Usually coexists with `hostile_present`; may coexist with `hostile_near`.



---



### `spider`



**Positive when:** A spider or cave spider is visible and identifiable.



**Do not use for:** Cobwebs without a spider, small dark shapes, silverfish, or other arthropod-like entities.



**Related labels:** Usually coexists with `hostile_present` when the spider is hostile in the depicted context; may coexist with `hostile_near`.



---



### `enderman`



**Positive when:** An Enderman is visible and identifiable.



**Do not use for:** Tall dark structures, shadows, other humanoid mobs, or purple particles without a visible Enderman.



**Related labels:** Use `hostile_present` only when the project treats the visible Enderman as currently hostile or threatening; this may depend on the chosen annotation convention.

---

### `witch`

**Positive when:** A witch is visible and identifiable.

**Do not use for:** Villagers, wandering traders, potion particles, or similarly dressed entities without clear witch features.

**Related labels:** Usually coexists with `hostile_present`; may coexist with `hostile_near`.

---

### `cow`

**Positive when:** A cow is visible and identifiable.

**Do not use for:** Mooshrooms unless explicitly included, horses, similarly colored passive mobs, or cow imagery on textures.

---

### `sheep`

**Positive when:** A sheep is visible and identifiable, regardless of wool color or whether it has been sheared.

**Do not use for:** Wool blocks, goats, llamas, or similarly shaped animals.

---

### `pig`

**Positive when:** A pig is visible and identifiable.

**Do not use for:** Piglins, hoglins, pork items, or pink blocks.

---

### `chicken`

**Positive when:** A chicken is visible and identifiable.

**Do not use for:** Parrots, eggs, feathers, cooked/raw chicken items, or small white shapes that cannot be confidently identified.

---

### `villager`

**Positive when:** A villager is visible and identifiable.

**Do not use for:** Witches, wandering traders, zombie villagers, players, or villager-like decorative figures unless explicitly included by the project convention.

---

### `sky_visible`



**Positive when:** Any identifiable portion of the sky is visible in the frame, including through openings, windows, gaps, or above terrain.



**Do not use for:** Bright cave ceilings, the void, blue blocks, water surfaces, or sky inferred from outdoor context when no sky pixels are visible.



---



### `open_surface`

**Positive when:** The camera is in, or directly viewing, an open outdoor surface environment rather than an enclosed cave, interior, or fully covered space.

**Do not use for:** Indoor rooms, narrow tunnels, enclosed caves, deep shafts, or outdoor visibility limited to a tiny opening that does not make the scene meaningfully open.

**Related labels:** Often coexists with `sky_visible`, but either label may occur without the other under edge cases.

---

### `farmland`

**Positive when:** Tilled farmland blocks are visible.

**Do not use for:** Dirt, grass blocks, paths, ordinary soil, or crops whose underlying farmland cannot be identified.

---

### `crop`

**Positive when:** One or more cultivated crop plants are visible, such as wheat, carrots, potatoes, beetroot, or another explicitly included farm crop.

**Do not use for:** Wild grass, flowers, saplings, sugar cane, cactus, vines, or other plants unless the project explicitly defines them as crops.

**Related labels:** May coexist with `farmland`.

---

### `ocean`

**Positive when:** A large, open, ocean-like body of water is visible and identifiable from scene scale, horizon, biome appearance, or surrounding geography.

**Do not use for:** Small ponds, rivers, waterfalls, pools, wells, or water that is too limited in view to identify as ocean.

**Related labels:** Every `ocean = 1` frame should normally also have `water = 1`.

---

### `mountains`

**Positive when:** Distinct mountainous terrain, major peaks, steep high-relief ridges, or a clearly mountainous landscape is visible.

**Do not use for:** Small hills, ordinary uneven terrain, cliffs without broader mountain-scale context, or distant shapes too ambiguous to classify.

---

### `glass_pane_or_window`



**Positive when:** A glass pane, glass window, glass block used as a window, or a clearly glazed opening is visible.



**Do not use for:** Open doorway/window holes without glass, ice, water, transparent UI overlays, or reflections without a visible glass structure.



## Known hierarchy and consistency rules



The following consistency rules should normally hold:



- `hostile_near = 1` implies `hostile_present = 1`.

- `ocean = 1` normally implies `water = 1`.

- `underwater = 1` normally implies `water = 1`.

- Mob-specific hostile labels such as `creeper`, `zombie`, `skeleton`, and `witch` normally imply `hostile_present = 1`.
- `crop` and `farmland` may coexist, but neither strictly implies the other because crops or farmland may be occluded.
- `building` may coexist with material/object labels such as `wood_planks`, `cobblestone`, `door`, `glass_pane_or_window`, `torch`, `bed`, `chest`, `furnace`, and `crafting_table`.
- `sky_visible` and `open_surface` are related but not equivalent.

## Items requiring project confirmation

The following boundaries should be reviewed before the definitions are frozen:

1. Whether `inventory_open` includes chest, furnace, crafting-table, and other container/workstation GUIs.
2. Whether `fire` includes burning entities and campfires, or only fire blocks.
3. Whether `stone` includes natural variants such as andesite, diorite, granite, deepslate, and tuff.
4. Whether `furnace` includes blast furnaces and smokers.
5. Whether `chest` includes trapped chests, ender chests, barrels, and chest minecarts.
6. Whether `torch` includes redstone torches and soul torches.
7. Whether mob labels include variants such as drowned, husks, strays, and wither skeletons.
8. Whether neutral Endermen and daytime spiders should trigger `hostile_present`.
9. Whether `crop` includes sugar cane, pumpkins, melons, cocoa, cactus, nether wart, and other cultivable plants.
10. Whether `glass_pane_or_window` includes ordinary glass blocks outside a building/window context.