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Add dataset card

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  license: mit
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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  license: mit
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+ pretty_name: Minecraft Chunks
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+ tags:
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+ - minecraft
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+ - terrain-generation
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+ - voxel
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+ - procedural-generation
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+ - 3d
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+ - games
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+ task_categories:
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+ - other
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+ size_categories:
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+ - 100M<n<1B
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+ configs:
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+ - config_name: default
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+ data_files:
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+ - split: train
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+ path: chunks/*.csv
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  ---
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+
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+ # Minecraft Chunks
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+
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+ **2,040 full Minecraft chunks (~200 million voxels) exported block-by-block from vanilla 1.21 worlds**, collected to train [STEVE-1](https://huggingface.co/ghosteau/STEVE-1), a style-conditioned terrain-generation VAE.
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+
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+ Each CSV file is one complete chunk: a 16 x 384 x 16 voxel column from bedrock (Y = -64) to build limit (Y = 319), one row per voxel, 98,304 rows per file.
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+
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+ ## Schema
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+
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+ | Column | Type | Description |
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+ |---|---|---|
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+ | `x`, `z` | int | Block position within the chunk (0-15) |
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+ | `y` | int | World height (-64 to 319) |
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+ | `ChunkBiome` | str | Biome at the chunk's center column (one value per chunk) |
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+ | `Biome` | str | Biome at this exact block |
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+ | `Block_ID` | str | Bukkit material name (`STONE`, `GRASS_BLOCK`, `AIR`, ...) |
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+ | `Is_Surface` | bool | Whether this block is the highest non-air block of its column |
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+ | `Light_Level` | float | Light level at this block |
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+ | `Block_to_Left` / `_Right` / `_Below` / `_Above` / `_in_Front` / `_Behind` | str | Material names of the 6 face-neighbours |
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+
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+ **A note on the context columns.** `Is_Surface`, `Light_Level`, and the six neighbour columns describe *the terrain itself*. They are included for analysis and visualisation, but if you train a terrain **generator**, do not condition on them -- at generation time they do not exist yet (that is data leakage, and it is exactly the mistake that motivated rebuilding this project's pipeline). A generator should condition only on position, biome, and noise. See the [training pipeline](https://github.com/ghosteau/generative-terrain) for the leakage-free reference implementation, including a unit test that enforces it.
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+
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+ ## Biome distribution
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+
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+ Chunk counts by `ChunkBiome` (2,040 total):
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+
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+ | Biome | Chunks | | Biome | Chunks |
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+ |---|---|---|---|---|
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+ | FOREST | 278 | | DESERT | 54 |
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+ | PLAINS | 271 | | BIRCH_FOREST | 45 |
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+ | RIVER | 208 | | BAMBOO_JUNGLE | 38 |
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+ | DARK_FOREST | 194 | | COLD_OCEAN | 30 |
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+ | MANGROVE_SWAMP | 154 | | SAVANNA | 30 |
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+ | OLD_GROWTH_BIRCH_FOREST | 147 | | OCEAN | 11 |
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+ | ERODED_BADLANDS | 112 | | SWAMP | 5 |
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+ | BADLANDS | 99 | | FLOWER_FOREST | 2 |
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+ | JUNGLE | 95 | | TAIGA | 1 |
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+ | SPARSE_JUNGLE | 85 | | | |
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+ | BEACH | 72 | | | |
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+ | SUNFLOWER_PLAINS | 55 | | | |
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+
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+ The distribution is imbalanced (worlds are mostly forest and plains); the reference pipeline compensates with a biome-balanced sampler at training time.
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+
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+ ## How it was collected
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+
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+ A custom [PaperMC plugin](https://github.com/ghosteau/generative-terrain) reads chunks block-by-block on a live server and writes one CSV per chunk:
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+
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+ - `/grabchunkdata` -- the current chunk
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+ - `/grabchunkarea <radius>` -- every chunk in a square radius (bulk collection)
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+ - `/grabbiome <biome> <count>` -- spiral-search targeted collection of rare biomes
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+ - `/grabblock <block> <count>` -- targeted collection of chunks containing a block
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+
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+ Filenames follow `<prefix>_<chunkX>_<chunkZ>.csv` (targeted collection inserts the biome or material name into the prefix).
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+
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+ ## Usage
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+
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+ **With the reference pipeline** (recommended -- this is the format its `GT_DATA_DIR` expects):
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+
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+ ```python
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+ from huggingface_hub import snapshot_download
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+
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+ path = snapshot_download("ghosteau/minecraft-chunks", repo_type="dataset")
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+ # then: set GT_DATA_DIR to <path>/chunks and run the training notebook
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+ ```
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+
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+ **As a plain table:**
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+
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+ ```python
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+ from datasets import load_dataset
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+
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+ ds = load_dataset("ghosteau/minecraft-chunks") # ~200M rows
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+ ```
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+
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+ **One chunk as a 3D array:**
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+
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+ ```python
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+ import numpy as np
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+ import pandas as pd
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+
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+ df = pd.read_csv("chunks/cluster1_-100_-1.csv")
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+ grid = np.full((16, 384, 16), "", dtype=object)
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+ grid[df["x"], df["y"] + 64, df["z"]] = df["Block_ID"] # [X, Y, Z]
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+ ```
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+
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+ ## Related
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+
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+ - Model trained on this data: [ghosteau/STEVE-1](https://huggingface.co/ghosteau/STEVE-1)
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+ - Training pipeline, plugin source, and fine-tuning notebook: [github.com/ghosteau/generative-terrain](https://github.com/ghosteau/generative-terrain)
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+
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+ ## License and attribution
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+
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+ MIT. The data consists of block coordinates, material identifiers, and biome labels exported from procedurally generated Minecraft worlds. Not affiliated with or endorsed by Mojang or Microsoft; "Minecraft" is a trademark of Mojang Synergies AB.