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Parent(s): fa19194
Polish dataset card with detailed, paper-grounded documentation
Browse files- Replace placeholder data schema with accurate modalities, per-step
state, and on-disk episode format
- Add simulation scenarios, contact-splat encoding, and data-generation
(Project Chrono + Ornstein-Uhlenbeck) details
- Document repository layout, data splits, selective downloading,
intended uses, and limitations
- Summarize the associated ChronoDreamer model and VLM-AUC protocol
- Keep citation as a neutral placeholder (paper pending)
README.md
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- simulator
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- friction
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- contact-dynamics
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- physics-simulation
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- dynamics-prediction
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pretty_name: DreamerBench
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size_categories:
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- n<1K
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---
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#
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## Table of Contents
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- [Dataset Description](#dataset-description)
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- [Dataset Structure](#dataset-structure)
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- [Data Splits](#data-splits)
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- [Loading the Data](#loading-the-data)
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- [Social Impact of Dataset](#social-impact-of-dataset)
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- [Discussion of Biases](#discussion-of-biases)
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- [Other Known Limitations](#other-known-limitations)
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- [Additional Information](#additional-information)
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## Dataset Description
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- **Homepage:** https://huggingface.co/datasets/zzhou292/DreamerBench
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- **Repository:** https://github.com/uwsbel/ChronoDreamer
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- **Paper:** [TODO: Link to arXiv paper if available]
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- **Point of Contact:** Json Zhou, zzhou292@wisc.edu
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### Dataset Summary
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* **Physical Fidelity:** detailed ground-truth annotations for coefficient of friction, contact forces, and slip.
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* **Multi-Modal:** Contains visual observations (RGB/Depth), proprioceptive states, and explicit physics parameters.
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* **World Model Ready:** Structured to support next-step prediction and imaginary rollout training (Dreamer-style architectures).
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###
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* **
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###
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The dataset is **non-linguistic**: it consists of physics-based simulation rollouts (visual, proprioceptive, and contact/friction signals). The only natural-language content is English-language metadata, field names, and documentation (BCP-47 code: `en`).
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## Dataset Structure
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### Data Instances
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Each instance in the dataset represents a **trajectory** or **episode** of a robot interacting with the environment.
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**Example structure (JSON/Parquet format):**
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```json
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{
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"episode_id": "traj_001",
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"steps": 1000,
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"observations": {
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"rgb": [Array of (1000, 64, 64, 3) images],
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"depth": [Array of (1000, 64, 64, 1) images],
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"proprioception": [Array of joint angles/velocities]
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},
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"actions": [Array of control inputs],
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"rewards": [Array of float scalars],
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"physics_data": {
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"contact_forces": [Array of 3D force vectors],
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"friction_coefficient": 0.8,
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"contact_detected": [Binary array]
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},
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"encoding": [Pre-computed latent vectors, e.g., VAE or RSSM states]
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}
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```
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**Example scenarios:**
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<h3>Visual Data Samples</h3>
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<p>
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The clips below are <strong>representative, time-synchronized visualizations</strong> of four
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example scenarios. Each scenario is shown from three synchronized camera views
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</tbody>
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</table>
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|-------|------|-------------|
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| `episode_id` | string | Unique trajectory identifier (e.g., `traj_001`). |
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| `steps` | int | Number of timesteps in the episode. |
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| `observations.rgb` | array | RGB frames, shape `(steps, 64, 64, 3)`. |
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| `observations.depth` | array | Depth frames, shape `(steps, 64, 64, 1)`. |
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| `observations.proprioception` | array | Robot joint angles / velocities per step. |
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| `actions` | array | Control inputs applied at each step. |
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| `rewards` | array | Per-step scalar rewards. |
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| `physics_data.contact_forces` | array | 3D contact-force vectors per step. |
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| `physics_data.friction_coefficient` | float | Coefficient of friction for the interaction. |
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| `physics_data.contact_detected` | array | Binary contact indicator per step. |
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| `encoding` | array | Pre-computed latent states (e.g., VAE/RSSM); see `cosmos_tokenized/` for Cosmos Tokenizer DI 8×8 latents. |
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### Data Splits
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The dataset is organized by **interaction scenario**, each provided as sharded
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| Scenario | Training shards | Eval split |
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|----------|-----------------|------------|
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| `waterbottle_coca` | `waterbottle_coca_00.zip`, `_01`, `_02` | `waterbottle_coca_eval.zip` |
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| `fea_flashlight` | `fea_flashlight_00.zip`, `_01`, `_02` | `fea_flashlight_eval.zip` |
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- **`cosmos_tokenized/`** — latent encodings produced with the **Cosmos Tokenizer DI 8×8** autoencoder. Provided per scenario (`*_60`, `*_120`, `*_180`, `*_eval`) and as combined aggregates (`combined_240`, `combined_480`, `combined_720`, `combined_eval`).
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- **`pretrained_ckpt/`** — pretrained World-Model checkpoints for use with the ChronoDreamer pipeline: `mode_0/` and `mode_1/` (`epoch_0`–`epoch_9`), plus an `fea_flashlight/` ablation (`epoch_4`–`epoch_7`).
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- **`inference_results.zip`** — sample rollout/inference outputs.
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- **`assets/previews/`** — short MP4 preview clips used in the table above.
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### Loading the Data
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This is
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```python
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from huggingface_hub import hf_hub_download
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print("\n".join(files))
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```
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##
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### Curation Rationale
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###
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##
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DreamerBench
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- **Low observation resolution:** stored observations are 64×64 (previews are rendered at 256×256).
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- **Storage/bandwidth:** files are distributed as Git-LFS ZIP archives; download selectively (see [Loading the Data](#loading-the-data)).
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## Additional Information
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DreamerBench is developed as part of the **ChronoDreamer** project (https://github.com/uwsbel/ChronoDreamer). Point of contact: **Json Zhou** (`zzhou292@wisc.edu`).
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### Licensing Information
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Released under the **MIT License**.
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### Citation
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author = {Zhou, Json},
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howpublished = {Hugging Face Datasets},
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year = {2025},
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url = {https://huggingface.co/datasets/zzhou292/DreamerBench},
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note = {Project: https://github.com/uwsbel/ChronoDreamer}
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}
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```
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- simulator
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- friction
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- contact-dynamics
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- contact-mechanics
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- physics-simulation
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- dynamics-prediction
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- robotic-manipulation
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- gaussian-splat
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- project-chrono
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pretty_name: DreamerBench
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size_categories:
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---
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# DreamerBench
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**A simulator-generated, multimodal benchmark for world models in contact-rich, frictional robotic manipulation.**
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DreamerBench provides time-synchronized RGB observations, camera-aligned **contact-splat** visualizations, proprioception, low-level control actions, and dense physics annotations (contact forces, friction coefficients, and contact-mode flags), together with **precomputed discrete visual latents** for token-based world models. It is the dataset used to train and evaluate **ChronoDreamer**, an action-conditioned world model for contact-rich manipulation.
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| **Code** | <https://github.com/uwsbel/ChronoDreamer> |
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| **Dataset** | <https://huggingface.co/datasets/zzhou292/DreamerBench> |
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| **Generator** | [Project Chrono](https://projectchrono.org/) multi-physics engine |
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| **License** | MIT |
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| **Point of contact** | Json Zhou (`zzhou292@wisc.edu`) |
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> [!NOTE]
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> DreamerBench is a *focused* benchmark (~12 hours of interaction data), deliberately narrowed to contact-rich tabletop dynamics rather than a broad, web-scale corpus. Its value is the explicit contact/friction supervision that general video datasets omit.
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## Table of Contents
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- [Overview](#overview)
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- [Highlights](#highlights)
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- [Visual Data Samples](#visual-data-samples)
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- [Dataset Description](#dataset-description)
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- [Simulation Scenarios](#simulation-scenarios)
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- [Data Modalities and Per-Step State](#data-modalities-and-per-step-state)
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- [Contact Encoding via Depth-Weighted Gaussian Splats](#contact-encoding-via-depth-weighted-gaussian-splats)
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- [Data Generation](#data-generation)
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- [Dataset Structure](#dataset-structure)
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- [Repository Layout](#repository-layout)
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- [On-Disk Episode Format](#on-disk-episode-format)
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- [Precomputed Latents (Cosmos DI8x8)](#precomputed-latents-cosmos-di8x8)
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- [Data Splits](#data-splits)
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- [Loading the Data](#loading-the-data)
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- [Associated Model and Benchmark](#associated-model-and-benchmark)
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- [ChronoDreamer World Model](#chronodreamer-world-model)
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- [VLM-AUC Evaluation](#vlm-auc-evaluation)
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- [Intended Uses and Tasks](#intended-uses-and-tasks)
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- [Limitations](#limitations)
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- [Additional Information](#additional-information)
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- [Licensing](#licensing)
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- [Citation](#citation)
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- [Acknowledgments](#acknowledgments)
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## Overview
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World models predict how a scene evolves under an agent's actions, enabling planning by imagination. Most video-prediction datasets, however, optimize for visual plausibility and treat **contact** as an implicit, unlabeled phenomenon: friction coefficients are fixed or weakly randomized, contact forces are rarely logged, and evaluation measures task reward or perceptual quality rather than contact-mechanics accuracy. This is precisely the regime that determines whether a manipulation trajectory succeeds.
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DreamerBench targets this gap. It models **non-smooth hybrid dynamics** with intermittent contact, Coulomb friction, and stick–slip transitions, and exposes the underlying physical quantities as first-class, supervised signals alongside the rendered video.
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### Highlights
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- **Contact-centric supervision.** Contact modes (no-contact / sticking / sliding / separating), normal and tangential forces, and friction parameters are logged with every frame and projected into camera-aligned **contact-splat** images suitable as a supervised output channel.
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- **Multimodal but tractable.** Synchronized RGB, contact splats, and proprioception are provided alongside **precomputed Cosmos DI8×8 FSQ tokens**, so models can train in pixel space or in a discrete latent space without re-running encoders.
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- **Controlled physical variation.** Friction coefficients, object inertial parameters, initial conditions, and control signals are varied across seeds within a small family of scenarios, supporting the study of generalization under physical-parameter shift.
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### Visual Data Samples
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<p>
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The clips below are <strong>representative, time-synchronized visualizations</strong> of four
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example scenarios. Each scenario is shown from three synchronized camera views
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</tbody>
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</table>
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In the contact-splat column, **red** encodes contact-force magnitude and **green–blue** encodes the projected force direction in the image plane (see [Contact Encoding](#contact-encoding-via-depth-weighted-gaussian-splats)).
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## Dataset Description
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### Simulation Scenarios
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DreamerBench currently covers four tabletop interaction motifs involving a hand-held tool and one or more objects. Each scenario provides synchronized ego/side RGB views, contact-splat images, proprioception, low-level actions, and physics annotations, with discrete FSQ tokens precomputed via the Cosmos DI8×8 tokenizer.
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| Scenario | Objects and interaction | Dominant contact behavior |
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|----------|-------------------------|---------------------------|
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| `flashlight_box` | Hand-held tool and a box on a planar surface | Sliding and pushing |
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| `flashlight_coca` | Tool and a tall cylindrical container | Sliding and rolling contact |
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| `waterbottle_coca` | Bottle interacting with a cylinder | Combined sliding and rolling along the table |
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| `fea_flashlight` | Four tetrahedron-meshed **finite-element (FEA)** deformable beams and two standing flashlights (rigid bodies) | Deformable contact and beam bending |
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For each scenario, multiple random seeds perturb surface friction coefficients, initial object poses and velocities, and the control trajectory, producing families of related but distinct contact sequences.
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### Data Modalities and Per-Step State
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At each simulation step `t`, DreamerBench logs a state tuple `s_t = (o_rgb, o_contact, q, q̇, f_contact, μ, c)`, together with a low-level action `a_t` and, optionally, a task reward `r_t`. An episode is the sequence `τ = (s_0, a_0, r_0, s_1, …, s_T)`. Episodes last **300–600 steps**, chosen so that objects undergo multiple contact-mode transitions (impact, stick–slip, rolling, settling).
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| Signal | Symbol | Description |
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|--------|:------:|-------------|
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| RGB views | `o_rgb` | Egocentric and side-camera RGB frames, rendered at **256×256**. |
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| Contact splat | `o_contact` | 256×256 camera-aligned image encoding contact-force magnitude (red) and projected direction (green/blue). |
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| Proprioception | `q`, `q̇` | Robot joint positions and velocities (`N_j = 4` joint channels). |
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+
| Action | `a` | 3-D end-effector velocity command `(x, y, z)`, generated by an Ornstein–Uhlenbeck process. |
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| Contact forces | `f_contact` | Per-contact 3-D normal and tangential forces (impulses discretized over Δt). |
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| Friction | `μ` | Coulomb friction coefficients (e.g., static/kinetic `(μ_s, μ_k)`), varied across seeds. |
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+
| Contact mode | `c` | Discrete flag: no-contact / sticking / sliding / separating. |
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+
| Reward *(optional)* | `r` | Scalar task reward, when a task is defined. |
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| Precomputed tokens | `z` | Cosmos DI8×8 FSQ discrete tokens (32×32 grid, vocabulary `V = 64,000`) for the RGB and contact streams. |
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+
### Contact Encoding via Depth-Weighted Gaussian Splats
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Rather than storing contact as a sparse list of points, DreamerBench renders, at every step, a **contact-splat image** that aggregates all active contacts into a single RGB frame aligned with a reference camera — a format that vision backbones and video tokenizers can consume directly.
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For each contact `i` with 3-D position `p_i` and force `f_i`:
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+
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1. The point is transformed into the camera frame and projected to a pixel via a pinhole model; a second point displaced along `f_i` is projected to recover the **in-plane force direction**.
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+
2. The **red** channel stores the clipped, normalized force magnitude; the **green/blue** channels store the normalized 2-D direction.
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3. Each contact is splatted as an isotropic Gaussian whose radius grows with force magnitude, multiplied by a **depth weight** `exp(-X_i / τ_depth)` so that nearer contacts dominate.
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4. Contributions are accumulated and per-pixel normalized, yielding a soft z-buffer over Gaussian "surfels" that compactly encodes spatial footprint, approximate pressure, and projected force direction.
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+
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### Data Generation
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+
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Trajectories are produced with **Project Chrono**, configured as a multi-physics engine with rigid and (optionally) flexible bodies, Coulomb friction, and penalty- or constraint-based contact handling. The continuous-time dynamics form a non-smooth hybrid ODE/DAE system; DreamerBench records a discretized version suited to sequence modeling.
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+
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To excite rich, repeatable contact behavior without high-frequency jitter, the joystick command channel is driven by a three-dimensional **Ornstein–Uhlenbeck (OU)** process — temporally correlated colored noise — post-processed through a minimum-norm constraint, a deadzone, and a clipped kinematic integrator before being passed to an inverse-kinematics solver. This consistently drives sliding, rolling, and intermittent sticking while avoiding degenerate near-static trajectories, and it admits straightforward ablations (e.g., varying the correlation time or substituting i.i.d. Gaussian noise).
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+
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## Dataset Structure
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+
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### Repository Layout
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+
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```text
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DreamerBench/
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├── flashlight_box_{00,01,02,eval}.zip # raw episodes: RGB, contact splat, proprio, actions, physics
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+
├── flashlight_coca_{00,01,02,eval}.zip
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├── waterbottle_coca_{00,01,02,eval}.zip
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+
├── fea_flashlight_{00,01,02,eval}.zip
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├── cosmos_tokenized/ # precomputed Cosmos DI8x8 FSQ latents
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│ ├── <scenario>_{60,120,180,eval}_tokenized.zip
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│ └── combined_{240,480,720,eval}_tokenized.zip
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├── pretrained_ckpt/ # ChronoDreamer world-model checkpoints
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│ ├── mode_0/epoch_{0..9}.zip # training configuration 0
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│ ├── mode_1/epoch_{0..9}.zip # training configuration 1
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+
│ └── fea_flashlight/epoch_{4..7}.zip # FEA-only ablation study
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+
├── inference_results.zip # rollouts + VLM-AUC evaluation artifacts
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├── assets/previews/ # short MP4 preview clips (shown above)
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+
└── README.md
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```
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+
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All archives are tracked with **Git LFS**.
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+
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+
### On-Disk Episode Format
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+
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Each scenario archive (e.g., `flashlight_box_00.zip`) contains multiple episodes and auxiliary files:
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+
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- arrays for RGB and contact-splat images, proprioception, actions, and physics annotations;
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+
- precomputed discrete visual tokens for the RGB and contact streams (e.g., `video.bin`, `contact_splat.bin`), obtained from the Cosmos DI8×8 tokenizer via finite-scalar quantization;
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- JSON metadata describing the token grid size `S`, vocabulary size `V`, frame count, frame rate, and segmentation into episodes (segment IDs).
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+
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+
This layout streams naturally in common training stacks (PyTorch, JAX), either as variable-length episodes or as a single concatenated sequence with associated segment IDs.
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+
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+
### Precomputed Latents (Cosmos DI8x8)
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+
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+
RGB and contact-splat frames are tokenized with the **NVIDIA Cosmos-0.1-Tokenizer-DI8×8**, which maps a 256×256 image to a **32×32** grid of discrete tokens (8× spatial compression per axis) via **Finite-Scalar Quantization (FSQ)**. Six latent channels are quantized with per-channel levels `(8, 8, 8, 5, 5, 5)`, giving a vocabulary of `V = 64,000` with no learnable codebook. The `cosmos_tokenized/` archives ship these latents per scenario and as combined aggregates so that token-based world models avoid repeated encoding.
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### Data Splits
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+
The dataset is organized by **interaction scenario**, each provided as sharded training archives plus a held-out evaluation split:
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| 262 |
| Scenario | Training shards | Eval split |
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|----------|-----------------|------------|
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| `waterbottle_coca` | `waterbottle_coca_00.zip`, `_01`, `_02` | `waterbottle_coca_eval.zip` |
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| 267 |
| `fea_flashlight` | `fea_flashlight_00.zip`, `_01`, `_02` | `fea_flashlight_eval.zip` |
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| 268 |
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| 269 |
+
For the VLM-AUC evaluation, each scenario additionally contributes **72 human-labeled samples** (binary collision / no-collision); the positive/negative ratio reflects the natural contact frequency and is not balanced.
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| 270 |
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| 271 |
### Loading the Data
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| 272 |
|
| 273 |
+
This dataset is large and Git-LFS–backed — **avoid cloning or downloading everything**. Fetch only the specific archives you need with `huggingface_hub`:
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| 274 |
|
| 275 |
```python
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| 276 |
from huggingface_hub import hf_hub_download
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|
| 300 |
print("\n".join(files))
|
| 301 |
```
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| 302 |
|
| 303 |
+
## Associated Model and Benchmark
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|
| 304 |
|
| 305 |
+
### ChronoDreamer World Model
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| 306 |
|
| 307 |
+
DreamerBench is the training and evaluation substrate for **ChronoDreamer**, an action-conditioned world model. Given a history of egocentric RGB frames, actions, and joint states, ChronoDreamer jointly predicts **future video tokens, contact-splat tokens, and joint angles**. It operates on the precomputed Cosmos DI8×8 tokens with a **spatial-temporal transformer** (24 layers, hidden size 256, 8 heads; factorized spatial and causal-temporal attention) trained with a **MaskGIT-style** masked-prediction objective over a factorized token vocabulary. The model has roughly **30–50M parameters** and was trained for 10 epochs on four NVIDIA A100 GPUs (~10 days) over ~12 hours of interaction data.
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| 308 |
|
| 309 |
+
Pretrained checkpoints are provided under `pretrained_ckpt/` (`mode_0`, `mode_1`, and an `fea_flashlight` ablation).
|
| 310 |
|
| 311 |
+
### VLM-AUC Evaluation
|
| 312 |
|
| 313 |
+
**VLM-AUC** is an offline protocol for measuring world-model quality without ground-truth forces at test time. A predicted rollout is scored for collision severity on a symmetric 1–5 scale by an **ensemble of five prompt variants** (baseline, evidence-first CoT, conservative gating, future-only temporal boundary, and counterfactual verification); the averaged ensemble score's **AUC** against human binary collision labels is computed via the **Wilcoxon–Mann–Whitney** statistic, making it robust to class imbalance.
|
| 314 |
|
| 315 |
+
Three open-weight judges are evaluated — **Llama 3.2 90B**, **Gemma 3 27B**, and **Qwen3.5 122B** — across three conditions: ground truth (GT), epoch-10 predictions, and epoch-1 predictions. The protocol expects the ordering `AUC(GT) ≥ AUC(Ep.10) ≥ AUC(Ep.1)`. At the aggregate level this ordering holds for the larger judges, while the smallest judge inverts the epoch sub-ordering, consistent with reduced calibration at smaller scale. Complete evaluation artifacts — inference logs, reasoning traces, raw outputs, and parsed scores — are archived in `inference_results.zip`.
|
| 316 |
|
| 317 |
+
## Intended Uses and Tasks
|
| 318 |
|
| 319 |
+
DreamerBench supports world models that must account for both visual appearance and low-level contact physics:
|
| 320 |
|
| 321 |
+
- **One-step and multi-step prediction** in pixel or latent space (image reconstruction error, proprioception error, contact-mode cross-entropy; rollout-degradation metrics such as SSIM and force-sequence deviation).
|
| 322 |
+
- **Contact- and friction-specific evaluation**: contact-onset and mode prediction (precision/recall/F1 on `c`), normal/tangential force regression, and robustness under friction-domain shift.
|
| 323 |
+
- **Contact-implicit / contact-aware planning** and **model-based reinforcement learning** from offline trajectories.
|
| 324 |
+
- **World-model assessment** via the VLM-AUC protocol.
|
| 325 |
|
| 326 |
+
## Limitations
|
| 327 |
|
| 328 |
+
- **Simulation only.** All data is generated in Project Chrono and inherits its modeling assumptions; a sim-to-real gap remains.
|
| 329 |
+
- **Modest volume and contact sparsity.** ~12 hours of data, and contact events are a small fraction of frames — likely contributing to post-contact blurring observed in trained models.
|
| 330 |
+
- **Narrow coverage.** Four scenarios and a single robot morphology; far fewer than broad manipulation benchmarks, and generalization across embodiments is not probed.
|
| 331 |
+
- **Evaluation breadth.** The released results focus on video cross-entropy, LPIPS, joint-angle MSE, and VLM-AUC; the full contact/friction metric suite and external world-model baselines (Dreamer, PlaNet, Genie-style) are left to future work.
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|
| 332 |
|
| 333 |
## Additional Information
|
| 334 |
|
| 335 |
+
### Licensing
|
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|
| 336 |
|
| 337 |
Released under the **MIT License**.
|
| 338 |
|
| 339 |
+
### Citation
|
| 340 |
|
| 341 |
+
A citation for DreamerBench will be provided here at a later date.
|
| 342 |
|
| 343 |
+
### Acknowledgments
|
| 344 |
+
|
| 345 |
+
Developed by the **Simulation-Based Engineering Laboratory (SBEL)** at the University of Wisconsin–Madison. This work was supported in part by the National Science Foundation under Award No. CMMI-2153855, and used the Euler cluster at UW–Madison and the [Project Chrono](https://projectchrono.org/) simulation infrastructure.
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