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Multi-Drive World Model Data

Action-conditioned driving gameplay from multiple racing games, grouped by visual theme, for training a single multi-game world model. 1,073,248 frames across 155 clips.

theme source games clips frames
cartoon supertuxkart 118 589,560
realistic forza-horizon, need-for-speed 27 340,722
arcade asphalt-9 10 142,966
  • Frames: 384x216 RGB JPEG.
  • metadata.jsonl: one line per clip — {clip, theme, game, n_frames, path}.

Why tar files (and why the dataset viewer is off)

The .tar files are not a WebDataset. Each tar holds ordered directories, one per contiguous gameplay run:

<run>/frames/frame_000000.jpg
<run>/frames/frame_000001.jpg
...
<run>/actions.jsonl          # one JSON line per frame, same order as the frames

Three reasons for this layout:

  1. A world model trains on contiguous sequences, not independent samples. The unit of training is a window of N consecutive frames plus the actions taken across them. WebDataset's flat key.jpg / key.json pairing has no way to express "these frames are consecutive and ordered", and the viewer would shuffle them — which is meaningless for video.
  2. File count. Stored as loose files this would be millions of objects in one repo, which makes listing, cloning and LFS painful. Tars keep it to a few hundred objects.
  3. Sequential reads. Training reads neighbouring frames together; a tar keeps them adjacent rather than scattered across a bucket.

Because the layout is deliberately not WebDataset, HF's auto-detection cannot parse it and the dataset viewer is disabled (viewer: false). Load the tars directly with the snippets below.

Loading

import json, tarfile, glob, os
from huggingface_hub import hf_hub_download

REPO = "codelion/multi-drive-model-data"

# the index: one line per run -> pick what you want without downloading everything
meta = [json.loads(l) for l in
        open(hf_hub_download(REPO, "metadata.jsonl", repo_type="dataset")) if l.strip()]
print(len(meta), "runs")

# fetch and unpack one tar
tar = hf_hub_download(REPO, meta[0]["path"] if "path" in meta[0]
                      else f"data/{meta[0]['shard']}.tar", repo_type="dataset")
with tarfile.open(tar) as tf:
    tf.extractall("work")

Each tar unpacks to a single <clip>/ directory.

Building training sequences

Frames and action records are index-aligned, so a training window is just a slice:

import numpy as np
from PIL import Image

def load_run(run_dir):
    frames = sorted(glob.glob(os.path.join(run_dir, "frames", "*.jpg")))
    recs = [json.loads(l) for l in open(os.path.join(run_dir, "actions.jsonl")) if l.strip()]
    n = min(len(frames), len(recs))                 # always slice to the shorter of the two
    actions = np.array([r["actions"] for r in recs[:n]], np.float32)   # [n, 7]
    return frames[:n], actions

def windows(frames, actions, seq_len=16, stride=8):
    """contiguous (frames, actions) windows — the unit a world model trains on"""
    for s in range(0, len(frames) - seq_len + 1, stride):
        imgs = np.stack([np.asarray(Image.open(f).convert("RGB"), np.float32) / 255.0
                         for f in frames[s:s + seq_len]])       # [seq,H,W,3]
        yield imgs, actions[s:s + seq_len]                      # [seq,7]

Themes are the conditioning label used by the model (game names stay in the metadata).

Actions (7-dim)

idx field type notes
0-4 accel, brake, left, right, drift binary key presses = the player's intent
5 speed float [-1,1] measured forward expansion, negative when reversing
6 turn_rate float [-1,1] measured horizontal flow

Indices 0-4 are what the player pressed; 5-6 measure what the world actually did (optical flow). Both are included deliberately: key presses alone are a weak conditioning signal here, because accel is held in 73-88% of frames — a near-constant bit carries almost no information, and a model trained on it alone ignores the throttle entirely.

Normalisation: speed /= 1.266, turn_rate /= 1.559 (p95 of |value|), then clipped to [-1,1]. Note turn_rate is a measurement, so it lags the key press by 6 frames (0.4 s) — the car's visual response to steering, not the input event.

Curation

  1. Gameplay-only filtering of commercial-game screen recordings: a CLIP content classifier removes menus, car-select, results/reward screens, loading, and non-game content (browsers, streams) present in the source captures; near-static frames are dropped by a motion floor. ~45% of the raw recordings were not gameplay.
  2. Ego-motion measured per frame with optical flow and appended to the action vector.
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