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Datasets

148 machine learning datasets

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148 dataset results

MuJoCo

MuJoCo (multi-joint dynamics with contact) is a physics engine used to implement environments to benchmark Reinforcement Learning methods.

1,638 papers5 benchmarksEnvironment

CARLA (Car Learning to Act)

CARLA (CAR Learning to Act) is an open simulator for urban driving, developed as an open-source layer over Unreal Engine 4. Technically, it operates similarly to, as an open source layer over Unreal Engine 4 that provides sensors in the form of RGB cameras (with customizable positions), ground truth depth maps, ground truth semantic segmentation maps with 12 semantic classes designed for driving (road, lane marking, traffic sign, sidewalk and so on), bounding boxes for dynamic objects in the environment, and measurements of the agent itself (vehicle location and orientation).

1,345 papers12 benchmarksEnvironment

OpenAI Gym

OpenAI Gym is a toolkit for developing and comparing reinforcement learning algorithms. It includes environment such as Algorithmic, Atari, Box2D, Classic Control, MuJoCo, Robotics, and Toy Text.

1,305 papers0 benchmarksEnvironment

D4RL

D4RL is a collection of environments for offline reinforcement learning. These environments include Maze2D, AntMaze, Adroit, Gym, Flow, FrankKitchen and CARLA.

538 papers3 benchmarksEnvironment

Arcade Learning Environment

The Arcade Learning Environment (ALE) is an object-oriented framework that allows researchers to develop AI agents for Atari 2600 games. It is built on top of the Atari 2600 emulator Stella and separates the details of emulation from agent design.

366 papers0 benchmarksEnvironment

DeepMind Control Suite

The DeepMind Control Suite (DMCS) is a set of simulated continuous control environments with a standardized structure and interpretable rewards. The tasks are written and powered by the MuJoCo physics engine, making them easy to identify. Control Suite tasks include Pendulum, Acrobot, Cart-pole, Cart-k-pole, Ball in cup, Point-mass, Reacher, Finger, Hooper, Fish, Cheetah, Walker, Manipulator, Manipulator extra, Stacker, Swimmer, Humanoid, Humanoid_CMU and LQR.

364 papers0 benchmarksEnvironment

AirSim

AirSim is a simulator for drones, cars and more, built on Unreal Engine. It is open-source, cross platform, and supports software-in-the-loop simulation with popular flight controllers such as PX4 & ArduPilot and hardware-in-loop with PX4 for physically and visually realistic simulations. It is developed as an Unreal plugin that can simply be dropped into any Unreal environment. Similarly, there exists an experimental version for a Unity plugin.

285 papers0 benchmarksEnvironment

AI2-THOR

AI2-Thor is an interactive environment for embodied AI. It contains four types of scenes, including kitchen, living room, bedroom and bathroom, and each scene includes 30 rooms, where each room is unique in terms of furniture placement and item types. There are over 2000 unique objects for AI agents to interact with.

243 papers4 benchmarksEnvironment

Omniverse Isaac Gym

Omniverse Isaac Gym is a GPU-based physics simulation platform developed by NVIDIA. This open-source toolkit implements various Reinforcement Learning benchmarks, simulating real-world robotic applications.

240 papers0 benchmarksEnvironment

RLBench

RLBench is an ambitious large-scale benchmark and learning environment designed to facilitate research in a number of vision-guided manipulation research areas, including: reinforcement learning, imitation learning, multi-task learning, geometric computer vision, and in particular, few-shot learning.

167 papers8 benchmarksEnvironment

VizDoom

ViZDoom is an AI research platform based on the classical First Person Shooter game Doom. The most popular game mode is probably the so-called Death Match, where several players join in a maze and fight against each other. After a fixed time, the match ends and all the players are ranked by the FRAG scores defined as kills minus suicides. During the game, each player can access various observations, including the first-person view screen pixels, the corresponding depth-map and segmentation-map (pixel-wise object labels), the bird-view maze map, etc. The valid actions include almost all the keyboard-stroke and mouse-control a human player can take, accounting for moving, turning, jumping, shooting, changing weapon, etc. ViZDoom can run a game either synchronously or asynchronously, indicating whether the game core waits until all players’ actions are collected or runs in a constant frame rate without waiting.

156 papers6 benchmarksEnvironment

ALFWorld

ALFWorld contains interactive TextWorld environments (Côté et. al) that parallel embodied worlds in the ALFRED dataset (Shridhar et. al). The aligned environments allow agents to reason and learn high-level policies in an abstract space before solving embodied tasks through low-level actuation.

132 papers0 benchmarksEnvironment

BRAX

Brax is a differentiable physics engine that simulates environments made up of rigid bodies, joints, and actuators. Brax is written in JAX and is designed for use on acceleration hardware. It is both efficient for single-device simulation, and scalable to massively parallel simulation on multiple devices, without the need for pesky datacenters.

100 papers0 benchmarksEnvironment

TORCS (The Open Racing Car Simulator)

TORCS (The Open Racing Car Simulator) is a driving simulator. It is capable of simulating the essential elements of vehicular dynamics such as mass, rotational inertia, collision, mechanics of suspensions, links and differentials, friction and aerodynamics. Physics simulation is simplified and is carried out through Euler integration of differential equations at a temporal discretization level of 0.002 seconds. The rendering pipeline is lightweight and based on OpenGL that can be turned off for faster training. TORCS offers a large variety of tracks and cars as free assets. It also provides a number of programmed robot cars with different levels of performance that can be used to benchmark the performance of human players and software driving agents. TORCS was built with the goal of developing Artificial Intelligence for vehicular control and has been used extensively by the machine learning community ever since its inception.

96 papers0 benchmarksEnvironment

Kubric

Kubric is a data generation pipeline for creating semi-realistic synthetic multi-object videos with rich annotations such as instance segmentation masks, depth maps, and optical flow.

77 papers1 benchmarksEnvironment

Jericho

Jericho is a learning environment for man-made Interactive Fiction (IF) games.

54 papers0 benchmarksEnvironment, Interactive

ManiSkill2

ManiSkill2 is the next generation of the SAPIEN ManiSkill benchmark, to address critical pain points often encountered by researchers when using benchmarks for generalizable manipulation skills. It includes 20 manipulation task families with 2000+ object models and 4M+ demonstration frames, which cover stationary/mobile-base, single/dual-arm, and rigid/soft-body manipulation tasks with 2D/3D input data simulated by fully dynamic engines.

40 papers0 benchmarksEnvironment

ManiSkill

ManiSkill is a large-scale learning-from-demonstrations benchmark for articulated object manipulation with visual input (point cloud and image). ManiSkill supports object-level variations by utilizing a rich and diverse set of articulated objects, and each task is carefully designed for learning manipulations on a single category of objects. ManiSkill is equipped with high-quality demonstrations to facilitate learning-from-demonstrations approaches and perform evaluations on common baseline algorithms. ManiSkill can encourage the robot learning community to explore more on learning generalizable object manipulation skills.

38 papers0 benchmarksEnvironment

GVGAI (General Video Game AI)

The General Video Game AI (GVGAI) framework is widely used in research which features a corpus of over 100 single-player games and 60 two-player games. These are fairly small games, each focusing on specific mechanics or skills the players should be able to demonstrate, including clones of classic arcade games such as Space Invaders, puzzle games like Sokoban, adventure games like Zelda or game-theory problems such as the Iterative Prisoners Dilemma. All games are real-time and require players to make decisions in only 40ms at every game tick, although not all games explicitly reward or require fast reactions; in fact, some of the best game-playing approaches add up the time in the beginning of the game to run Breadth-First Search in puzzle games in order to find an accurate solution. However, given the large variety of games (many of which are stochastic and difficult to predict accurately), scoring systems and termination conditions, all unknown to the players, highly-adaptive genera

36 papers0 benchmarksEnvironment

TEACh (Task-driven Embodied Agents that Chat)

Robots operating in human spaces must be able to engage in natural language interaction with people, both understanding and executing instructions, and using conversation to resolve ambiguity and recover from mistakes. To study this, we introduce TEACh, a dataset of over 3,000 human--human, interactive dialogues to complete household tasks in simulation. A Commander with access to oracle information about a task communicates in natural language with a Follower. The Follower navigates through and interacts with the environment to complete tasks varying in complexity from "Make Coffee" to "Prepare Breakfast", asking questions and getting additional information from the Commander. We propose three benchmarks using TEACh to study embodied intelligence challenges, and we evaluate initial models' abilities in dialogue understanding, language grounding, and task execution.

36 papers0 benchmarksDialog, Environment, Images
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