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README.md
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---
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license: apache-2.0
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task_categories:
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- reinforcement-learning
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- other
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language:
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- code
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tags:
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- minecraft
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- expert-demonstrations
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- skill-segmentation
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- action-segmentation
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- object-centric
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pretty_name: Minecraft Skill Segmentation Dataset
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size_categories:
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- 1K<n<10K
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---
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# Dataset Card for Minecraft Expert Skill Data
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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.
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## Dataset Details
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### 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.
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- **Curated by:** [dami2106]
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- **License:** Apache 2.0
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- **Language(s) (NLP):** Not applicable (code/visual)
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### Dataset Sources
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- **Repository:** https://github.com/dami2106/Minecraft-Skill-Data
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## Uses
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### Direct Use
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This dataset is designed for use in:
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- Training models to segment long-horizon behaviors into reusable skills.
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- Evaluating action segmentation or hierarchical RL approaches.
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- Studying object-centric or spatially grounded RL methods.
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- Pretraining representations from visual expert data.
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### Out-of-Scope Use
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- Language-based tasks (no natural language data is included).
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- Real-world robotics (simulation-only data).
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- Tasks requiring raw image pixels if they are not included in your setup.
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## Dataset Structure
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Each data file includes:
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- A sequence of states (e.g., pixel POV observations, PCA features).
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- Skill labels marking where each skill begins and ends.
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Example structure:
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```json
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{
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"pixel_obs": [...], // Raw visual observations (e.g., RGB frames)
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"pca_features": [...], // Compressed feature vectors (e.g., from CNN or ResNet)
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"groundTruth": [...], // Ground-truth skill segmentation labels
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"mapping": { // Mapping metadata for skill ID -> groundTruth label
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"0": "chop_tree",
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"1": "craft_table",
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"2": "mine_stone",
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...
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}
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}
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```
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## Dataset Creation
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### Curation Rationale
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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.
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### Source Data
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#### Data Collection and Processing
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- Expert trajectories were generated using a scripted or trained policy within the Minecraft simulation.
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- Skill labels were added based on environment signals (e.g., changes to inventory, task completions, block state transitions) and verified using heuristics.
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#### 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.
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### 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.
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#### Who are the annotators?
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Automated rule-based annotation systems with developer oversight during dataset development.
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## Bias, Risks, and Limitations
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- The dataset is derived from simulation, so its findings may not generalize to real-world robotics or broader RL environments.
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- Skill definitions depend on domain-specific heuristics, which may not reflect all valid strategies.
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- Expert strategies may be biased toward specific pathways (e.g., speedrunning logic).
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### 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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