Genie: Generative Interactive Environments
Paper • 2402.15391 • Published • 72
image imagewidth (px) 128 128 | episode int32 0 0 | frame_index int32 0 72.4k |
|---|---|---|
0 | 0 | |
0 | 1 | |
0 | 2 | |
0 | 3 | |
0 | 4 | |
0 | 5 | |
0 | 6 | |
0 | 7 | |
0 | 8 | |
0 | 9 | |
0 | 10 | |
0 | 11 | |
0 | 12 | |
0 | 13 | |
0 | 14 | |
0 | 15 | |
0 | 16 | |
0 | 17 | |
0 | 18 | |
0 | 19 | |
0 | 20 | |
0 | 21 | |
0 | 22 | |
0 | 23 | |
0 | 24 | |
0 | 25 | |
0 | 26 | |
0 | 27 | |
0 | 28 | |
0 | 29 | |
0 | 30 | |
0 | 31 | |
0 | 32 | |
0 | 33 | |
0 | 34 | |
0 | 35 | |
0 | 36 | |
0 | 37 | |
0 | 38 | |
0 | 39 | |
0 | 40 | |
0 | 41 | |
0 | 42 | |
0 | 43 | |
0 | 44 | |
0 | 45 | |
0 | 46 | |
0 | 47 | |
0 | 48 | |
0 | 49 | |
0 | 50 | |
0 | 51 | |
0 | 52 | |
0 | 53 | |
0 | 54 | |
0 | 55 | |
0 | 56 | |
0 | 57 | |
0 | 58 | |
0 | 59 | |
0 | 60 | |
0 | 61 | |
0 | 62 | |
0 | 63 | |
0 | 64 | |
0 | 65 | |
0 | 66 | |
0 | 67 | |
0 | 68 | |
0 | 69 | |
0 | 70 | |
0 | 71 | |
0 | 72 | |
0 | 73 | |
0 | 74 | |
0 | 75 | |
0 | 76 | |
0 | 77 | |
0 | 78 | |
0 | 79 | |
0 | 80 | |
0 | 81 | |
0 | 82 | |
0 | 83 | |
0 | 84 | |
0 | 85 | |
0 | 86 | |
0 | 87 | |
0 | 88 | |
0 | 89 | |
0 | 90 | |
0 | 91 | |
0 | 92 | |
0 | 93 | |
0 | 94 | |
0 | 95 | |
0 | 96 | |
0 | 97 | |
0 | 98 | |
0 | 99 |
Retro game frames from AlmondGod/tinyworlds, repackaged into a uniform per-frame parquet schema with one split per game for fast, random-access frame loading.
TinyWorlds is a Genie reimplementation: it has no action labels and learns latent actions from video alone. These splits are therefore action-less -- ideal for training an image tokenizer (RAE/VAE) or an unconditional video world model.
| split | resolution | ~fps | actions |
|---|---|---|---|
zelda |
128x128 | ~15 | none (latent) |
pong |
64x64 | ~30 | none (latent) |
sonic |
64x64 | ~15 | none (latent) |
picodoom |
64x64 | ~30 | none (latent) |
pole_position |
64x64 | ~15 | none (latent) |
Each row is one frame, in playback order (a single contiguous episode per game):
image — the RGB game frame (Image, PNG, lossless)episode — contiguous-play segment id (always 0 here; one continuous sequence per game)frame_index — frame position within the episodefrom datasets import load_dataset
zelda = load_dataset("blanchon/tinyworlds_parquet", split="zelda")
zelda[0]["image"] # PIL.Image
Derived from AlmondGod/tinyworlds (game footage downsampled from gameplay videos). Provenance and upstream license follow the original; redistributed here for research.