license: other
pretty_name: Multi-Drive World Model Data
tags:
- world-model
- driving
- video-games
viewer: false
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:
- 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.jsonpairing has no way to express "these frames are consecutive and ordered", and the viewer would shuffle them — which is meaningless for video. - 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.
- 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
- 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.
- Ego-motion measured per frame with optical flow and appended to the action vector.