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
- Annotate visible evidence. Set a label to
1only when the relevant object, material, creature, terrain feature, UI state, or visual event can be identified from the frame. - 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.
- 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.
- Multiple labels may be positive. Labels are not mutually exclusive. A frame may simultaneously contain terrain, objects, mobs, hazards, and UI states.
- Specific labels normally coexist with broader labels. For example,
oceanmay coexist withwater,hostile_nearshould coexist withhostile_present, andcropmay coexist withfarmland. - Use
-1for unreviewed labels. Do not replace a missing or unreviewed label with0. - Use
ignoreat the sample level for unusable frames. Examples include corrupted images, unreadable frames, severe visual glitches, or frames for which reliable annotation is impossible. - Tiny ambiguous details should not be guessed. When an object occupies too few pixels or is heavily obscured, use
0only 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 = 1implieshostile_present = 1.ocean = 1normally implieswater = 1.underwater = 1normally implieswater = 1.- Mob-specific hostile labels such as
creeper,zombie,skeleton, andwitchnormally implyhostile_present = 1. cropandfarmlandmay coexist, but neither strictly implies the other because crops or farmland may be occluded.buildingmay coexist with material/object labels such aswood_planks,cobblestone,door,glass_pane_or_window,torch,bed,chest,furnace, andcrafting_table.sky_visibleandopen_surfaceare related but not equivalent.
Items requiring project confirmation
The following boundaries should be reviewed before the definitions are frozen:
- Whether
inventory_openincludes chest, furnace, crafting-table, and other container/workstation GUIs. - Whether
fireincludes burning entities and campfires, or only fire blocks. - Whether
stoneincludes natural variants such as andesite, diorite, granite, deepslate, and tuff. - Whether
furnaceincludes blast furnaces and smokers. - Whether
chestincludes trapped chests, ender chests, barrels, and chest minecarts. - Whether
torchincludes redstone torches and soul torches. - Whether mob labels include variants such as drowned, husks, strays, and wither skeletons.
- Whether neutral Endermen and daytime spiders should trigger
hostile_present. - Whether
cropincludes sugar cane, pumpkins, melons, cocoa, cactus, nether wart, and other cultivable plants. - Whether
glass_pane_or_windowincludes ordinary glass blocks outside a building/window context.