CraftSight-Minecraft / label_definitions.md
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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.