blanchon commited on
Commit
6b77a69
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1 Parent(s): c92e42a

Drop HRTF claim from audio description (it's stereo, not HRTF)

Browse files

Audio is per-player stereo mixed from each agent's position and
orientation, not true HRTF β€” adjust README + home page accordingly.

Files changed (3) hide show
  1. README.md +2 -2
  2. src/routes/+page.svelte +1 -1
  3. src/routes/+page.ts +4 -1
README.md CHANGED
@@ -35,7 +35,7 @@ This dataset turns those demos into rendered, frame-accurate, fully-annotated tr
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  - **Behaviour cloning / VLA policies.** `(frame, audio) β†’ action` for vision-conditioned action models.
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  - **Inverse Dynamics Models (IDM).** `(frame_t, frame_{t+k}) β†’ action` to recover actions from unlabelled video β€” the workhorse for VPT-style pre-training.
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  - **Forward dynamics / world models.** `(frame, action) β†’ frame_{t+1}` with all 10 player POVs of the same world state available as supervision.
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- - **Spatial-audio conditioning.** Audio is recorded per-player with HRTF positional cues, so models can learn to localize footsteps, gunfire, and callouts.
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  - **Multi-agent training.** All 10 perspectives of the same round are kept aligned tick-for-tick β€” useful for collaborative policies, opponent modelling, and multi-player world models.
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  ## What's recorded
@@ -43,7 +43,7 @@ This dataset turns those demos into rendered, frame-accurate, fully-annotated tr
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  For every chunk (≀ 1 minute, one player POV):
44
 
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  - **Video** β€” 1280Γ—720 @ 32 fps, near-lossless H.264. One stream per player; ten POVs per round all tick-aligned.
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- - **Audio** β€” per-player stereo with HRTF positional cues (footsteps, gunfire, callouts).
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  - **Inputs** β€” every tick: keyboard state, mouse delta, fire/jump/use, weapon switches.
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  - **World state** β€” every tick, for all 10 players: position, velocity, view yaw/pitch, camera intrinsics, health, armor, ammo, primary/secondary weapon, alive flag.
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  - **G-buffers (coming soon)** β€” per-pixel luminance, depth map, and vertex-ID map for self-supervised pretraining and dense prediction heads.
 
35
  - **Behaviour cloning / VLA policies.** `(frame, audio) β†’ action` for vision-conditioned action models.
36
  - **Inverse Dynamics Models (IDM).** `(frame_t, frame_{t+k}) β†’ action` to recover actions from unlabelled video β€” the workhorse for VPT-style pre-training.
37
  - **Forward dynamics / world models.** `(frame, action) β†’ frame_{t+1}` with all 10 player POVs of the same world state available as supervision.
38
+ - **Spatial-audio conditioning.** Per-player stereo recorded relative to each agent's position and orientation, so models can learn to localize footsteps, gunfire, and callouts.
39
  - **Multi-agent training.** All 10 perspectives of the same round are kept aligned tick-for-tick β€” useful for collaborative policies, opponent modelling, and multi-player world models.
40
 
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  ## What's recorded
 
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  For every chunk (≀ 1 minute, one player POV):
44
 
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  - **Video** β€” 1280Γ—720 @ 32 fps, near-lossless H.264. One stream per player; ten POVs per round all tick-aligned.
46
+ - **Audio** β€” per-player stereo, mixed from each agent's position and orientation (footsteps, gunfire, callouts).
47
  - **Inputs** β€” every tick: keyboard state, mouse delta, fire/jump/use, weapon switches.
48
  - **World state** β€” every tick, for all 10 players: position, velocity, view yaw/pitch, camera intrinsics, health, armor, ammo, primary/secondary weapon, alive flag.
49
  - **G-buffers (coming soon)** β€” per-pixel luminance, depth map, and vertex-ID map for self-supervised pretraining and dense prediction heads.
src/routes/+page.svelte CHANGED
@@ -125,7 +125,7 @@
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  {
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  icon: SpeakerHighIcon,
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  title: 'Spatial-audio conditioning',
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- body: 'Per-player HRTF audio with footsteps, gunfire, and callouts.'
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  },
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  {
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  icon: UsersThreeIcon,
 
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  {
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  icon: SpeakerHighIcon,
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  title: 'Spatial-audio conditioning',
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+ body: 'Per-player stereo, mixed from each agent’s position and orientation in the world.'
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  },
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  {
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  icon: UsersThreeIcon,
src/routes/+page.ts CHANGED
@@ -2,8 +2,11 @@ import type { PageLoad } from './$types';
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  import { listMatches, listAllRounds } from '$lib/api/hf';
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  export const load: PageLoad = async ({ fetch }) => {
 
 
 
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  const [matches, rounds] = await Promise.all([
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- listMatches({ fetch }),
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  listAllRounds({ fetch }).catch(() => [])
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  ]);
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  return { matches, rounds };
 
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  import { listMatches, listAllRounds } from '$lib/api/hf';
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  export const load: PageLoad = async ({ fetch }) => {
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+ // The dataset's index/ shards may be missing during a re-upload window.
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+ // Tolerate that with empty arrays so the page renders an empty browser
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+ // instead of crashing with a 500.
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  const [matches, rounds] = await Promise.all([
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+ listMatches({ fetch }).catch(() => []),
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  listAllRounds({ fetch }).catch(() => [])
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  ]);
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  return { matches, rounds };