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The dataset generation failed
Error code:   DatasetGenerationError
Exception:    ArrowIndexError
Message:      array slice would exceed array length
Traceback:    Traceback (most recent call last):
                File "/usr/local/lib/python3.14/site-packages/datasets/builder.py", line 1868, in _prepare_split_single
                  num_examples, num_bytes = writer.finalize()
                                            ~~~~~~~~~~~~~~~^^
                File "/usr/local/lib/python3.14/site-packages/datasets/arrow_writer.py", line 803, in finalize
                  self.write_rows_on_file()
                  ~~~~~~~~~~~~~~~~~~~~~~~^^
                File "/usr/local/lib/python3.14/site-packages/datasets/arrow_writer.py", line 663, in write_rows_on_file
                  self._write_table(table)
                  ~~~~~~~~~~~~~~~~~^^^^^^^
                File "/usr/local/lib/python3.14/site-packages/datasets/arrow_writer.py", line 791, in _write_table
                  pa_table = pa_table.combine_chunks()
                File "pyarrow/table.pxi", line 4534, in pyarrow.lib.Table.combine_chunks
                File "pyarrow/error.pxi", line 155, in pyarrow.lib.pyarrow_internal_check_status
                  return check_status(status)
                File "pyarrow/error.pxi", line 92, in pyarrow.lib.check_status
                  raise convert_status(status)
              pyarrow.lib.ArrowIndexError: array slice would exceed array length
              
              The above exception was the direct cause of the following exception:
              
              Traceback (most recent call last):
                File "/src/services/worker/src/worker/job_runners/config/parquet_and_info.py", line 1369, in compute_config_parquet_and_info_response
                  parquet_operations, partial, estimated_dataset_info = stream_convert_to_parquet(
                                                                        ~~~~~~~~~~~~~~~~~~~~~~~~~^
                      builder, max_dataset_size_bytes=max_dataset_size_bytes
                      ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
                  )
                  ^
                File "/src/services/worker/src/worker/job_runners/config/parquet_and_info.py", line 948, in stream_convert_to_parquet
                  builder._prepare_split(split_generator=splits_generators[split], file_format="parquet")
                  ~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
                File "/usr/local/lib/python3.14/site-packages/datasets/builder.py", line 1694, in _prepare_split
                  for job_id, done, content in self._prepare_split_single(
                                               ~~~~~~~~~~~~~~~~~~~~~~~~~~^
                      gen_kwargs=gen_kwargs, job_id=job_id, **_prepare_split_args
                      ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
                  ):
                  ^
                File "/usr/local/lib/python3.14/site-packages/datasets/builder.py", line 1879, in _prepare_split_single
                  raise DatasetGenerationError("An error occurred while generating the dataset") from e
              datasets.exceptions.DatasetGenerationError: An error occurred while generating the dataset

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shards
list
version
int64
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[{"column_encodings":["ndarray:uint32","ndarray:float32","ndarray:float32","ndarray:float32","ndarra(...TRUNCATED)
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[{"column_encodings":["ndarray:uint32","ndarray:float32","ndarray:float32","ndarray:float32","ndarra(...TRUNCATED)
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[{"column_encodings":["ndarray:uint32","ndarray:float32","ndarray:float32","ndarray:float32","ndarra(...TRUNCATED)
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[{"column_encodings":["ndarray:uint32","ndarray:float32","ndarray:float32","ndarray:float32","ndarra(...TRUNCATED)
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2
End of preview.

HAL MDS Dataset

Super Smash Bros. Melee gameplay extracted from Slippi replays. Each row is one 1v1 game: the per-frame game state and both players' controller inputs. HAL trains its Melee policies on this data.

About 1.3 million games and 13.5 billion frames (about 62,000 hours of play at 60 frames per second).

Source Games (train / val / test) Frames
ranked-anonymized-1 … ranked-anonymized-6 821,525 / 8,281 / 8,211 ~8.9 B
pro/<player> (38 players) 473,845 / 4,878 / 4,784 ~4.6 B

Layout

ranked-anonymized-1/ … ranked-anonymized-6/
pro/<player>/
player_codes.jsonl.gz

Each source folder holds:

  • train/, val/, test/ — MosaicML Streaming (MDS) shards, zstd-compressed, with an index.json.
  • manifest.jsonl — one line per game: replay hash, Slippi version, stage, characters, frame count, outcome, and split.
  • projection.json — column names and types.
  • stats.json — mean, variance, min, and max of each float feature on the train split, for normalization.
  • selection.json — the filter that selected the games, with the counts it kept and rejected.
  • rejections.jsonl — the games the filter rejected, and why.

Sources

ranked-anonymized-N are the six anonymized Slippi ranked-ladder replay dumps. Their names are the dump number, not a skill tier. Anonymization replaces each player's name with their tier, so p1_rank and p2_rank are 1 (Platinum), 2 (Diamond), or 3 (Master).

pro/<player> are netplay and tournament replays from 38 professional and top-level players, one folder per player. The folder's player has rank 4 (Pro) and can be on either port; the opponent has rank 0 (unknown). Some games have rank 0 on both sides, where the replay did not identify which port was the folder's player.

Filter

Every game:

  • is a 1v1 between two human players with 4 starting stocks;
  • is on a tournament-legal stage: Final Destination, Battlefield, Pokémon Stadium, Dream Land, Fountain of Dreams, or Yoshi's Story;
  • lasts at least 1,500 frames (25 seconds);
  • has at least 3 deaths and at least 100% total damage dealt and taken, and each player deals more than 50%;
  • has at most one cheap death per player (a death at 10% damage or less).

Columns

Per game:

Column Type Meaning
replay_id str Replay identity; join key for manifest.jsonl and player_codes.jsonl.gz
num_frames int Frame count
stage int Stage ID
p1_character, p2_character int libmelee internal character ID
p1_rank, p2_rank int 0 unknown, 1 Platinum, 2 Diamond, 3 Master, 4 Pro
p{1,2}_nana_present int 1 if the player is Ice Climbers with Nana

Per frame, for each player (p1_, p2_) and for Nana (p1_nana_, p2_nana_):

Column Type Meaning
position_x, position_y float32 Position
percent float32 Damage
shield float32 Shield strength
hitlag_left float32 Frames of hitlag left
state uint32 Action state

Per frame, each player's controller:

Column Type Meaning
main_stick_x, main_stick_y int8 Main stick
c_stick_x, c_stick_y int8 C-stick
trigger_l, trigger_r uint8 Analog triggers
buttons uint8 Button bitmask

Per frame, up to four items (item0_ … item3_):

Column Type Meaning
item_present uint8 Bitmask of the occupied item slots
itemK_pos_x, itemK_pos_y, itemK_vel_x, itemK_vel_y float32 Position and velocity
itemK_meta uint32 Packed item type, state, and owner

Missing float values are NaN. HAL's hal/data/policy_world_schema.py decodes itemK_meta, and hal/data/policy_schema.py decodes the controller encodings.

player_codes.jsonl.gz

Slippi connect codes for the players in the pro/ games. The first line is a header with the code vocabulary (codes, display_names) and counts. Each following line is [replay_id, p1_player_id, p2_player_id]. Player ID 0 means the code is missing or absent from the train vocabulary. IDs from 4 upward index codes: ID 4 + i is codes[i].

Load

from huggingface_hub import snapshot_download
from streaming import StreamingDataset

root = snapshot_download(
    "ericyuegu/hal-mds-dataset",
    repo_type="dataset",
    allow_patterns="ranked-anonymized-1/val/*",
)
ds = StreamingDataset(local=f"{root}/ranked-anonymized-1/val", shuffle=False)
game = ds[0]
print(game["replay_id"], game["num_frames"], game["p1_position_x"][:10])

Credits

Thanks to Fizzi for the anonymized Slippi ranked replays (ranked-anonymized-N), and to xpilot and the professional players for the professional replays (pro/). Melee is © Nintendo / HAL Laboratory.

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