| # 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. |