File size: 17,909 Bytes
20ca54b | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 | # 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. |