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multigame 19-title breadth sample, 2026-08-20 batch
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---
pretty_name: Diogenes Gameplay Multigame Sample v01
license: other
license_name: proprietary-internal-non-trainable
language:
- en
tags:
- video
- audio
- gameplay
- human-demonstration
- keyboard-mouse
- action-annotation
- multi-game
- non-trainable
size_categories:
- n<1K
configs:
- config_name: segments
default: true
data_files:
- split: sample
path: data/segments.parquet
- config_name: frames
data_files:
- split: sample
path: data/frames.parquet
- config_name: events
data_files:
- split: sample
path: data/events.parquet
extra_gated_heading: Request access to Diogenes Gameplay Multigame Sample v01
extra_gated_description: >-
Access is restricted. Enter the access code supplied to you by Diogenes Lab.
Requests submitted without a valid code are rejected. This dataset must not be
used to train, fine-tune, or evaluate any model.
extra_gated_button_content: Request access
extra_gated_fields:
Access code: text
Organization: text
Intended use: text
I confirm I will NOT use this data to train, fine-tune, or evaluate any model: checkbox
---
# Diogenes Gameplay Multigame Sample v01
Human gameplay recordings across **19 PC titles**, captured with the same
recording pipeline and the same per-frame action-annotation schema on every title.
The point of this sample is **breadth**: one session per title, identical schema,
per-title semantic action vocabularies (`mappings/`), and honest per-segment QC
columns computed from the shipped data itself.
- **19 sessions · 603 segments · 1.72 h · 205,091 annotated frames · 332,572 raw input events**
- Video: 1920×1080 H.264, 11.47 GiB. Audio: 48 kHz s16le stereo (zstd), 0.74 GiB.
- Segments are gapless 10 s storage units of one continuous recording per title
(`session_frame` increases across segment boundaries, so segments concatenate
losslessly). One title uses 60 s units; two titles are captured at 60 fps.
- Every record: `non_trainable: true`, `production_certified: false`. See Governance.
## Titles
| Title | `game_id` | genre | view | segs | min | fps | sustained-input (med) | input balance (med) | audio | flagged segs |
|---|---|---|---|---:|---:|---:|---:|---:|:-:|---:|
| Atomic Heart | `atomic-heart-pc` | action role playing | first person | 39 | 6.5 | 30 | 0.70 | 0.12 | — | 39 |
| Avatar: Frontiers of Pandora | `avatar-frontiers-of-pandora-pc` | action adventure | first person | 32 | 5.3 | 30 | 1.00 | 0.58 | ✓ | 2 |
| Call of Duty® Steam(release 测试,禁止训练) | `call-of-duty-steam-release-test` | first person shooter | first person | 32 | 5.3 | 60 | 1.00 | 0.44 | ✓ | 7 |
| Cyberpunk 2077 Steam(本机 RGB 预检,禁止训练) | `cyberpunk-2077-steam` | action role playing | first person | 33 | 5.3 | 30 | 1.00 | 0.61 | ✓ | 9 |
| DEATHLOOP | `deathloop-pc` | first person shooter | first person | 33 | 5.4 | 30 | 1.00 | 0.60 | — | 33 |
| DOOM Eternal | `doom-eternal-pc` | first person shooter | first person | 33 | 5.5 | 30 | 1.00 | 0.56 | — | 33 |
| Dying Light | `dying-light-pc` | survival horror | first person | 35 | 5.8 | 30 | 1.00 | 0.48 | ✓ | 2 |
| Euro Truck Simulator 2 (Steam, in-cab driving, dev non-trainable) | `euro-truck-simulator-2-steam` | driving simulation | first person | 33 | 5.3 | 30 | 0.90 | 0.00 | ✓ | 33 |
| Fallout 4 Steam(release 测试,禁止训练) | `fallout4-steam-release-test` | action role playing | first or third person | 6 | 5.2 | 30 | 1.00 | 0.57 | ✓ | 1 |
| Far Cry 5 | `far-cry-5-pc` | first person shooter | first person | 32 | 5.3 | 30 | 1.00 | 0.55 | ✓ | 1 |
| Forza Horizon 5 | `forza-horizon-5-pc` | racing | first or third person | 34 | 5.5 | 30 | 1.00 | 0.00 | ✓ | 34 |
| Grand Theft Auto V Legacy | `gta5-legacy-pc` | open world action adventure | first or third person | 33 | 5.4 | 30 | 1.00 | 0.36 | ✓ | 10 |
| Halo Infinite Steam(release 测试,禁止训练) | `halo-infinite-steam-release-test` | first person shooter | first person | 32 | 5.3 | 60 | 1.00 | 0.66 | ✓ | 2 |
| Indiana Jones and the Great Circle | `indiana-jones-great-circle-pc` | action adventure | first person | 33 | 5.4 | 30 | 1.00 | 0.41 | ✓ | 5 |
| Prey (2017) | `prey-2017-pc` | action role playing | first person | 35 | 5.8 | 30 | 1.00 | 0.56 | ✓ | 1 |
| Red Dead Redemption 2 | `red-dead-redemption-2-pc` | action adventure | first or third person | 32 | 5.2 | 30 | 1.00 | 0.44 | ✓ | 9 |
| Resident Evil Village | `resident-evil-village-pc` | survival horror | first person | 35 | 5.8 | 30 | 1.00 | 0.58 | — | 35 |
| Starfield | `starfield-pc` | action role playing | first or third person | 29 | 4.7 | 30 | 1.00 | 0.46 | ✓ | 5 |
| Titanfall 2 | `titanfall-2-pc` | first person shooter | first person | 32 | 5.3 | 30 | 1.00 | 0.68 | ✓ | 5 |
`sustained-input` = fraction of 1 s windows with any input activity.
`input balance` = min(keyboard-active frame fraction, pointer-active frame fraction);
driving titles are keyboard-steered, so their pointer fraction — and therefore
balance — is legitimately 0. `flagged segs` counts segments carrying any
`qc_flags` entry (see QC below).
## Known limitations (read before evaluating)
- **Silent audio on 4 titles** (`atomic-heart-pc`, `deathloop-pc`, `doom-eternal-pc`, `resident-evil-village-pc`):
the process-loopback capture recorded digital silence for these titles in this
batch. Video and input streams are unaffected. Audio files are shipped anyway
so the failure mode is inspectable; every affected segment carries the
`silent_audio` flag.
- **Keyboard-only titles** (`euro-truck-simulator-2-steam`, `forza-horizon-5-pc`): driving
titles were played without mouse; their segments carry `one_sided_input`.
- **10 segments with zero input events** (menus/idle), each
flagged `no_input` — kept because a breadth sample should show what
non-interactive stretches look like in this schema, not hide them.
- Final segments of a recording can be short and duplicate-heavy
(`short_tail_segment`, `high_duplicate`): frames freeze while the recording
is being stopped. This is expected stop behavior, not sensor failure.
## QC
Per-segment QC columns in `segments.parquet` (all recomputed at build time from
the shipped `frames`/`events` rows and decoded audio, never hand-entered):
`qc_sustained_input`, `qc_input_balance`, `qc_keyboard_frame_frac`,
`qc_pointer_frame_frac`, `qc_action_frame_frac`, `qc_duplicate_frac`,
`qc_audio_peak`, `qc_audio_rms`, `qc_flags`.
Flag semantics: `no_input` (zero device events), `low_sustained_input`
(sustained < 0.8), `one_sided_input` (balance < 0.2), `high_duplicate`
(>10 % duplicate frames), `short_tail_segment` (<90 % of nominal segment
length), `silent_audio` (peak ≤ 2 LSB), `audio_degraded` (capture health not
`ready`; one segment, a 14 ms silence-filled discontinuity).
Integrity: every shipped file was verified against its per-segment SHA-256
manifest before upload; frame counts agree three ways (container probe,
per-frame annotation rows, run manifest) on all 603 segments.
## Layout
```
data/segments.parquet one row per segment (index + QC + provenance)
data/frames.parquet one row per video frame: keys, actions, pointer deltas
data/events.parquet raw device events with timestamps
videos/<game_id>/<session>/<run>/<segment>.mp4
audio/<game_id>/<session>/<run>/<segment>.pcm.zst 48 kHz s16le stereo
mappings/<game_id>.json per-title semantic action vocabulary + genre taxonomy
qc/qc_segments.json the QC table as plain JSON
```
## Time model
Every frame and event carries three clocks: `qpc` (authoritative 10 MHz
monotonic tick, run-scoped; frames carry their aggregation window
`output_qpc_start/end`, events their own `qpc` — attribution is
`qpc ∈ [output_qpc_start, output_qpc_end)`), `video_t_us` (segment-relative µs,
the mp4's own coordinate), `run_t_us` (run-relative µs), and `t_utc`
(anchored to a wall-clock timestamp recorded at run start; unlike earlier
Diogenes samples this is a recorded anchor, not an estimate).
## Actions are decoded per title
`frames.actions` strings come from each title's own binding
(`mappings/<game_id>.json`): the same schema yields `combat.primary_attack`
on one title and `vehicle.throttle` on another. Comparing two titles' segments
side by side is the intended use of this sample.
## Governance
Same terms as the other Diogenes Lab gated samples: access is by request with
an access code; every row carries `non_trainable: true` and
`production_certified: false`. **This data must not be used to train,
fine-tune, or evaluate any model.** It is provided solely for data-quality
and schema evaluation. Redistribution is not permitted.
Event type counts: `mouse_move` 290,689 · `key_down` 33,241 · `key_up` 6,030 · `mouse_down` 1,292 · `mouse_up` 1,280 · `wheel` 40.