| --- |
| pretty_name: Diogenes Gameplay Raw Sample v01 |
| license: other |
| license_name: proprietary-internal-non-trainable |
| language: |
| - en |
| tags: |
| - video |
| - audio |
| - gameplay |
| - human-demonstration |
| - keyboard-mouse |
| - action-annotation |
| - non-trainable |
| size_categories: |
| - 1K<n<10K |
| 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 Raw 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 Raw Sample v01 |
|
|
| > Formerly `DiogenesLab/Diogenes_COD_sample_v01` — old links redirect here. |
| |
| **A sample dataset.** PC gameplay recordings with **frame-aligned keyboard/mouse action |
| annotations**, in two batches: |
| |
| | batch | recorded | video | audio | |
| |---|---|---|---| |
| | **batch 1** | 2026-07-25/26 | 1920×1080 @ **30 fps**, H.264 | none | |
| | **batch 2** | 2026-07-31 | 1920×1080 @ **60 fps**, H.264 | **process-loopback system audio**, 48 kHz stereo s16le (zstd-compressed PCM) | |
| |
| This is a *sample* — the recording output available at the time of publication, a small |
| early slice of an ongoing capture effort, not a complete or representative corpus. It |
| exists so collaborators can evaluate recording quality, annotation schema, and |
| time-alignment fidelity. Expect the shape of the data to change in later versions. |
| |
| ## ⚠️ Not for model training |
| |
| Every record carries `non_trainable: true` and `production_certified: false`, copied verbatim |
| from the source metadata. The originating catalog runs in `dev_non_trainable` mode and the |
| source game profile is named *"Call of Duty® Steam(release 测试,禁止训练)"* — |
| "release test, training prohibited". |
| |
| **本数据集不可用于任何模型训练。** 所有记录的 `non_trainable` 标记均为 `true`, |
| `production_certified` 均为 `false`,与源元数据逐字一致。数据来源为 release 测试录制, |
| 未取得可训练所需的 consent grant、catalog 认证与 QA 流程。 |
|
|
| Constraints that apply: |
|
|
| - **No training, fine-tuning, or evaluation of models** on this data. |
| - The video depicts **Call of Duty®**, copyright Activision Publishing, Inc. Diogenes Lab claims |
| no rights to the depicted game content. Redistribution outside approved collaborators is not permitted. |
| - These runs predate the consent-grant pipeline; there is no `consent_id` attached. |
|
|
| Permitted: inspecting recording quality, validating the annotation schema, and reviewing |
| time-alignment between video frames and input events. |
|
|
| ## Contents |
|
|
| | | total | batch 1 (30 fps) | batch 2 (60 fps + audio) | |
| |---|---|---|---| |
| | Sessions | 35 | 19 | 16 | |
| | Runs | 36 | 20 | 16 | |
| | Segments (10 s each) | 1,787 | 857 | 930 | |
| | Duration | **4.92 h** | 2.36 h | 2.56 h | |
| | Frames | 807,309 | 254,587 | 552,722 | |
| | Input events | 858,161 | 402,692 | 455,469 | |
| | Video | 32.7 GiB | 15.7 GiB | 17.0 GiB | |
| | Audio segments | 865 | — | 865 (1.37 GiB compressed PCM) | |
|
|
| Frames carrying at least one input signal: 540,849 / 807,309 (67.0%). |
| Duplicate frames: 6,295 (0.78% — 0.13% in batch 1, 1.08% in batch 2; at 60 fps WGC re-serves |
| a frame whenever the game renders below 60). Every video and audio object verifies against |
| its recorded SHA-256. Run termination: `foreground_lost` × 36 (all runs). |
|
|
| ## Dataset structure |
|
|
| Three parquet tables plus the media, joinable on `(session_id, run_id, segment_id)`: |
|
|
| ``` |
| data/segments.parquet 1,787 rows one row per 10-second segment (index table) |
| data/frames.parquet 807,309 rows one row per video frame, with action labels |
| data/events.parquet 858,161 rows one row per raw input event |
| videos/<session_id>/<run_id>/<segment_id>.mp4 |
| audio/<session_id>/<run_id>/<segment_id>.pcm.zst (batch 2 only; verbatim capture bytes) |
| metadata/ catalog and profile documents for batch 1, verbatim (kept in place) |
| metadata/catalog-2026-07-30.0/ batch-2 pre-audio catalog documents, verbatim |
| metadata/catalog-2026-07-31.0/ batch-2 audio catalog documents, verbatim |
| metadata/sessions/ per-session session.json |
| ``` |
|
|
| Audio decodes to exactly `audio_frames × 4` bytes of interleaved stereo s16le PCM at 48 kHz |
| (`zstd -d < seg.pcm.zst`). Segment audio SHA-256, byte counts and health metadata live in the |
| `segments` table (`audio_*` columns, null for batch 1). |
|
|
| ### `segments` fields |
|
|
| Batch-1 fields are unchanged from the original release. Added (nullable, batch 2 only): |
|
|
| | field | type | description | |
| |---|---|---| |
| | `audio_path` | string | repo-relative path to the `.pcm.zst` object | |
| | `audio_bytes` | int64 | compressed size (bytes) | |
| | `audio_sha256` | string | SHA-256 of the compressed object | |
| | `audio_frames` | int64 | PCM frames (samples per channel) | |
| | `audio_sample_rate`, `audio_channels` | int32 | 48000 / 2 | |
| | `audio_state` | string | `ready` for all shipped segments | |
|
|
| All other fields as before: join key, `video_path`/`video_bytes`/`video_sha256`, |
| `num_frames`/`num_events`/`duration_s`, geometry (`width`/`height`/`fps` — **30.0 or 60.0**), |
| provenance (`game_id`, `catalog_id`, `catalog_version`, `catalog_mode`, `mapping_id`, |
| `mapping_version`), `mean_bitrate_bps`, run outcome, compliance flags, and the time model |
| (`qpc_start`/`qpc_end`/`run_anchor_qpc`/`qpc_frequency`/`run_t_us`/`t_utc_est`). |
|
|
| ## Time model |
|
|
| Unchanged for batch 1. **Batch 2 improvement**: the capture client now records the run's |
| wall-clock anchor (`anchorAtUtc`) next to its QPC anchor, so batch-2 `t_utc_est` is anchored |
| on a **recorded** timestamp rather than reconstructed from the session-id epoch. The constant |
| bias caveat from batch 1 does not apply to batch 2; sub-millisecond alignment within a run is |
| still governed by the QPC timebase, which is authoritative in both batches. |
|
|
| Frame windows tile each segment with no gaps (`output_qpc_start`/`output_qpc_end`, half-open). |
| Event-to-frame attribution and the precomputed `frame_events_json` state-change view work |
| exactly as in the original release; keyboard auto-repeat is collapsed there because `keys` |
| carries held state. |
|
|
| ### `frames` fields |
|
|
| Unchanged schema. At 60 fps, full segments hold 600 frames instead of 300. |
|
|
| Semantic actions, by frame count (whole corpus; batches differ in fps, so frame counts are |
| not comparable across batches without normalising): |
|
|
| `move.forward` 320,963 · `camera.yaw` 302,276 · `camera.pitch` 255,844 · `combat.aim` 165,921 · |
| `move.right` 75,080 · `move.left` 69,920 · `combat.primary_attack` 31,334 · `move.sprint` 29,720 |
|
|
| Most frequent virtual-key codes: 87 `W` (318,572) · 68 `D` (72,667) · 65 `A` (67,738) · |
| 16 `Shift` (28,893) · 81 `Q` (15,778) · 69 `E` (11,709) · 83 `S` (7,006) · 32 `Space` (4,397). |
|
|
| ### `events` fields |
|
|
| Unchanged schema, plus one added nullable field: |
|
|
| | field | type | description | |
| |---|---|---| |
| | `repeat` | bool | batch 2 only: the client explicitly marks OS keyboard auto-repeat `key_down` events (`true` on 36,871 events). Null in batch 1 — collapse auto-repeat there by tracking held state, as before. | |
|
|
| Event mix (whole corpus): `mouse_move` 760,361 · `key_down` 80,085 · `key_up` 10,102 · |
| `mouse_down` 3,777 · `mouse_up` 3,776 · `wheel` 60. |
|
|
| ## Usage |
|
|
| ```python |
| from datasets import load_dataset |
| |
| segments = load_dataset("DiogenesLab/Diogenes_Gameplay_raw_sample_v01", "segments", split="sample") |
| frames = load_dataset("DiogenesLab/Diogenes_Gameplay_raw_sample_v01", "frames", split="sample") |
| events = load_dataset("DiogenesLab/Diogenes_Gameplay_raw_sample_v01", "events", split="sample") |
| |
| audio_segs = segments.filter(lambda r: r["audio_state"] == "ready") |
| print(len(audio_segs), audio_segs[0]["audio_path"]) |
| ``` |
|
|
| Media files are not embedded in the parquet — fetch them by path: |
|
|
| ```python |
| from huggingface_hub import hf_hub_download |
| |
| path = hf_hub_download("DiogenesLab/Diogenes_Gameplay_raw_sample_v01", |
| segments[0]["video_path"], repo_type="dataset") |
| ``` |
|
|
| ## Recording methodology |
|
|
| Recording covers the game window only — no desktop, no other windows. Input is captured at |
| full device resolution in relative-pointer mode, restricted to the key and button set declared |
| in the game profile's input contract. Video frames and input events share a single |
| high-resolution timebase, which is what makes per-frame action attribution exact rather than |
| interpolated. Segments are 10 s and independently hashed. |
|
|
| Batch 2 additionally captures **process-loopback system audio** (the game process's own |
| output, not the microphone): 48 kHz stereo s16le, zstd-compressed per segment, hashed into the |
| same per-segment integrity manifest. Audio health counters (queue overflows, discontinuities, |
| silence fill, timestamp errors) were zero across all shipped segments. |
|
|
| Runs terminate when the game window loses foreground. A run that fails its recording |
| invariants is discarded wholesale rather than repaired. |
|
|
| ## Known caveats (read before consuming) |
|
|
| - **Batch-1 frames plane is missing all Ctrl input.** The capture-time configuration declared |
| Ctrl a control key while the mapping bound it to `move.prone`; the projector dropped every |
| Ctrl event from the *frames* plane. The raw `events` table is complete — reconstruct held |
| state from `events` if you need `move.prone` in batch 1. Batch 2 recorded under the corrected |
| contract and does not have this issue. |
| - **Excluded sessions** (present in the source mirror, not shipped — recording invariant |
| violations, listed for transparency): one batch-1 session (frame drop detected), and three |
| batch-2 sessions: `dev-1785469615445-0002` (GPU-copy exceeded the 60 fps budget), |
| `dev-1785470527520-0004` (input arming failed, zero segments), |
| `dev-1785470017742-0003` (run declares 50 segments, mirror holds 49 — tail segment absent). |
| - **fps differs between batches** (30 vs 60): frame-count statistics are not comparable across |
| batches without normalising; join through time (`run_t_us` / `t_utc_est`), not frame indices. |
| - Encoder normalisation by the NVIDIA driver (GOP, low-latency flags) is recorded per segment |
| in the source metadata; `mean_bitrate_bps` in `segments` reflects the effective encoder. |
| - MP4s are not faststart (moov at tail); remote streaming readers need the tail first. |
|
|
| ## Privacy |
|
|
| Input device identifiers are salted per-device hashes (e.g. `mouse:0b5c…`) and are not |
| reversible. No account names, chat, or user interface outside the game window is captured. |
| Batch-2 audio is process-loopback only — it contains game audio, not microphone input. |
|
|