| --- |
| 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: |
|
|
| 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 |
|
|
| ```python |
| 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: |
|
|
| ```python |
| 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. |
|
|