| --- |
| 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. |
|
|