| --- |
| license: apache-2.0 |
| task_categories: |
| - reinforcement-learning |
| - other |
| language: |
| - code |
| tags: |
| - minecraft |
| - expert-demonstrations |
| - skill-segmentation |
| - action-segmentation |
| - object-centric |
| pretty_name: Minecraft Skill Segmentation Dataset |
| size_categories: |
| - 1K<n<10K |
| --- |
| # Dataset Card for Minecraft Expert Skill Data |
| This dataset consists of expert demonstration trajectories from a Minecraft simulation environment. Each trajectory includes ground-truth skill segmentation annotations, enabling research into action segmentation, skill discovery, imitation learning, and reinforcement learning with temporally-structured data. |
|
|
| ## Dataset Details |
|
|
| ### Dataset Description |
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|
| The **Minecraft Skill Segmentation Dataset** contains gameplay trajectories from an expert policy in the Minecraft environment. Each trajectory is labeled with ground-truth skill boundaries and skill identifiers, allowing users to train and evaluate models for temporal segmentation, behavior cloning, and skill-based representation learning. |
|
|
| - **Curated by:** [dami2106] |
| - **License:** Apache 2.0 |
| - **Language(s) (NLP):** Not applicable (code/visual) |
|
|
| ### Dataset Sources |
|
|
| - **Repository:** https://github.com/dami2106/Minecraft-Skill-Data |
|
|
| ## Uses |
|
|
| ### Direct Use |
|
|
| This dataset is designed for use in: |
| - Training models to segment long-horizon behaviors into reusable skills. |
| - Evaluating action segmentation or hierarchical RL approaches. |
| - Studying object-centric or spatially grounded RL methods. |
| - Pretraining representations from visual expert data. |
|
|
| ### Out-of-Scope Use |
|
|
| - Language-based tasks (no natural language data is included). |
| - Real-world robotics (simulation-only data). |
| - Tasks requiring raw image pixels if they are not included in your setup. |
|
|
| ## Dataset Structure |
|
|
| Each data file includes: |
| - A sequence of states (e.g., pixel POV observations, PCA features). |
| - Skill labels marking where each skill begins and ends. |
|
|
| Example structure: |
| ```json |
| { |
| "pixel_obs": [...], // Raw visual observations (e.g., RGB frames) |
| "pca_features": [...], // Compressed feature vectors (e.g., from CNN or ResNet) |
| "groundTruth": [...], // Ground-truth skill segmentation labels |
| "mapping": { // Mapping metadata for skill ID -> groundTruth label |
| "0": "chop_tree", |
| "1": "craft_table", |
| "2": "mine_stone", |
| ... |
| } |
| } |
| ``` |
|
|
| ## Dataset Creation |
|
|
| ### Curation Rationale |
|
|
| This dataset was created to support research in skill discovery and temporal abstraction in complex, open-ended environments like Minecraft. The environment supports high-level goals and diverse interactions, making it suitable for testing generalizable skills. |
|
|
| ### Source Data |
|
|
| #### Data Collection and Processing |
|
|
| - Expert trajectories were generated using a scripted or trained policy within the Minecraft simulation. |
| - Skill labels were added based on environment signals (e.g., changes to inventory, task completions, block state transitions) and verified using heuristics. |
|
|
| #### Who are the source data producers? |
|
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| The data was generated programmatically in the Minecraft simulation environment by expert agents using scripted or learned behavior policies. |
|
|
| ### Annotations |
|
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| #### Annotation process |
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| Skill annotations were derived from internal game state events and heuristics related to player intent and task segmentation. Manual inspection was performed to ensure consistency across trajectories. |
|
|
| #### Who are the annotators? |
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| Automated rule-based annotation systems with developer oversight during dataset development. |
|
|
| ## Bias, Risks, and Limitations |
|
|
| - The dataset is derived from simulation, so its findings may not generalize to real-world robotics or broader RL environments. |
| - Skill definitions depend on domain-specific heuristics, which may not reflect all valid strategies. |
| - Expert strategies may be biased toward specific pathways (e.g., speedrunning logic). |
|
|
| ### Recommendations |
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| Researchers should evaluate the robustness of learned skills across diverse environments and initial conditions. Segmentations reflect task approximations and should be interpreted within the scope of the simulation constraints. |
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