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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 datasetNeed help to make the dataset viewer work? Make sure to review how to configure the dataset viewer, and open a discussion for direct support.
shards list | version int64 |
|---|---|
[{"column_encodings":["ndarray:uint32","ndarray:float32","ndarray:float32","ndarray:float32","ndarra(...TRUNCATED) | 2 |
[{"column_encodings":["ndarray:uint32","ndarray:float32","ndarray:float32","ndarray:float32","ndarra(...TRUNCATED) | 2 |
[{"column_encodings":["ndarray:uint32","ndarray:float32","ndarray:float32","ndarray:float32","ndarra(...TRUNCATED) | 2 |
[{"column_encodings":["ndarray:uint32","ndarray:float32","ndarray:float32","ndarray:float32","ndarra(...TRUNCATED) | 2 |
[{"column_encodings":["ndarray:uint32","ndarray:float32","ndarray:float32","ndarray:float32","ndarra(...TRUNCATED) | 2 |
[{"column_encodings":["ndarray:uint32","ndarray:float32","ndarray:float32","ndarray:float32","ndarra(...TRUNCATED) | 2 |
[{"column_encodings":["ndarray:uint32","ndarray:float32","ndarray:float32","ndarray:float32","ndarra(...TRUNCATED) | 2 |
[{"column_encodings":["ndarray:uint32","ndarray:float32","ndarray:float32","ndarray:float32","ndarra(...TRUNCATED) | 2 |
[{"column_encodings":["ndarray:uint32","ndarray:float32","ndarray:float32","ndarray:float32","ndarra(...TRUNCATED) | 2 |
[{"column_encodings":["ndarray:uint32","ndarray:float32","ndarray:float32","ndarray:float32","ndarra(...TRUNCATED) | 2 |
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 anindex.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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