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SN-GAR Action Spotting - tracking

64 whole-match player/ball tracking tables at ~29.97 Hz (11,849,815 frames), with 87,939 action-spotting annotations across 10 labels.

This is one of a pair of datasets built in a single pass from the same raw source. SNGAR-Action-Spotting-Tracking ships tracking tables, SNGAR-Action-Spotting-Video ships the broadcast video, and both carry byte-identical ground truth - the same games, the same splits, the same event lists in the same order. A tracking-vs-video comparison run on this pair measures the modality and nothing else. The companion repo is the video one.

Layout

annotations_train.json      45 games
annotations_valid.json       9 games
annotations_test.json       10 games
train/videos/<game_id>.parquet
valid/videos/<game_id>.parquet
test/videos/<game_id>.parquet
README.md
MANIFEST.sha256             sha256 of every shipped file

Payload: 3.0 GB across 64 games.

Splits

split games game ids events
train 45 3812-3840, 10502-10517 62,159
valid 9 3841-3849 12,091
test 10 3850-3859 13,689

Splits are assigned by string-sorted game id, so the 105xx games sort before the 38xx ones. This is not random and not stratified - it is the original SN-GAR contract, preserved so results stay comparable with prior work.

Labels

label train valid test total
PASS 40,745 7,762 9,009 57,516
PLAYER SUCCESSFUL TACKLE 7,716 1,537 1,690 10,943
OUT 4,184 810 884 5,878
HEADER 3,986 870 867 5,723
THROW IN 1,834 372 392 2,598
CROSS 1,514 314 347 2,175
FREE KICK 1,261 255 272 1,788
SHOT 720 135 186 1,041
GOAL 135 23 30 188
HIGH PASS 64 13 12 89
all 62,159 12,091 13,689 87,939

One label per instant

The task is single-label: each position_ms in a game carries exactly one event. The source stream does not come that way - a throw-in is also a high pass, a headed shot is both a header and a shot - so where several labels land on the same millisecond, LABEL_PRIORITY selects the intended one.

Worth knowing when reading per-class results, because it is lossy across labels rather than uniformly. Least-preserved: HIGH PASS keeps 89 of 2,697 (3%); SHOT keeps 1,041 of 1,559 (67%). Those classes are sparse by construction rather than by data quality, so a model scoring badly on them is not necessarily doing badly.

Source

64 games: the 2022 FIFA World Cup (3812-3859) plus 16 further matches (10502-10517). Two raw inputs per game:

input content
RawEventsData/<game>.json hand-annotated event stream, ~2,000 events per game, each with gameEvents / possessionEvents / initialTouch sub-objects
PlayerPoseTracking/<game>.jsonl.bz2 bz2 line-delimited JSON, one line per tracked frame at ~29.97 Hz, ~186k lines per game (11.9M total)

How it was built

1. Tracking to table. Each .jsonl.bz2 is decoded line by line and flattened. The non-obvious part is player roles: the source exposes position_group_type only inside game_event, which appears on roughly 1% of frames. The builder therefore makes a first full pass to construct a team_id -> jersey -> position map plus the game-static home/away team ids, then a second pass stamping position and positionGroup onto every player on every frame. This tags 99.98% of player-frames; the original converter resolved team ids per frame and so tagged only the sparse event frames.

Rows are then sorted by (videoTimeMs, frameNum) and deduplicated on videoTimeMs keeping the first, which removes 42,950 rows corpus-wide and leaves a strictly monotone clock.

2. Events to labels. Each source event maps to zero or more of the 10 SN-GAR labels:

possessionEventType == "PA"  (pass)       bodyType == "HE"          -> HEADER
                                          ballHeightType == "A"     -> HIGH PASS
                                          passType == "H"           -> THROW IN
                                          otherwise                 -> PASS
                    == "CR"  (cross)                                -> CROSS
                    == "SH"  (shot)       bodyType == "HE"          -> HEADER   |
                                          always                    -> SHOT     | all that
                                          shotOutcomeType == "G"    -> GOAL     | apply
                    == "CH"  (challenge)  challengeWinnerPlayerId   -> PLAYER SUCCESSFUL TACKLE
                    == "CL"  (clearance)  bodyType == "HE"          -> HEADER

gameEventType       == "OUT"                                        -> OUT
setpieceType        == "T"                                          -> THROW IN
                    == "F"                                          -> FREE KICK

Every rule that matches fires, so one event can emit several labels, each becoming its own annotation at the same position_ms. A headed goal produces three: HEADER, SHOT and GOAL. position_ms is int(eventTime * 1000), and eventTime is on the same video clock as videoTimeMs - which is what makes step 3 possible.

3. Alignment. For each event, find the tracking row with the nearest videoTimeMs. If it is further than tolerance_ms (10.0 ms) away, drop the event: there is no tracking against which to localise it.

Note. At 10.0 ms this window is narrower than half a native frame period (16.69 ms). Because the tracking clock ticks every ~33.4 ms, an event timestamped at an arbitrary millisecond can be up to 16.69 ms from the nearest row and still be perfectly aligned. This build therefore also drops 441 such events, chosen deliberately to reproduce the historical event count. A tolerance of 34.0 ms (one full frame period) keeps them.

 94,285   extracted
 -4,963   removed by priority dedup
 -1,383   dropped as unalignable
=======
 87,939   final

Most dropped events are post-match, where the source keeps annotating tracking has stopped; at this tolerance the rest are the mid-frame events described above.

4. Write. Both modalities' annotation files are written from the same in-memory event lists - identical ground truth by construction rather than by a follow-up sync - followed by the sha256 manifest and this card.

Annotation format

OpenSportsLib v2, one file per split:

{
  "version": "2.0",
  "task": "action_spotting",
  "dataset_name": "action_spotting_tracking_valid",
  "metadata": {"modality": "tracking", "aligned": true,
               "tolerance_ms": 10.0,
               "deduplicated_events": true,
               "events_identical_across_modalities": true},
  "labels": {"action": {"type": "single_label", "labels": ["PASS", "HEADER", ...]}},
  "data": [{
    "game_id": "3841",
    "split": "valid",
    "inputs": [{"type": "tracking_parquet", "path": "valid/videos/3841.parquet", "fps": 30.0}],
    "events": [{"head": "action", "label": "PASS", "position_ms": 190256,
                "gameTime": "1 - 00:00", "team": "home", "visibility": "visible"}]
  }]
}

position_ms is the only field you need to localise an event. gameTime is the period - MM:SS match clock, useful for display but not for indexing.

Payload format

{split}/videos/<game_id>.parquet

One row per tracked frame, 17 columns, 178k-191k rows per game.

column type meaning
videoTimeMs float32 the clock. Absolute video time in ms. position_ms indexes into this column and nothing else.
frameNum int32 source frame counter
period int32 1-2, or 1-4 for the three extra-time games (10506, 10508, 10517)
game_event_id int32 -1 when the frame carries no game event
possession_event_id int32 -1 when the frame carries no possession event
game_event_type string FIRSTKICKOFF, OTB, OUT, ... empty on non-event frames
player_name, player_id string the event actor; empty on non-event frames
team_id, home_team string the actor's team; home_team is "1"/"0"
possession_event_type string PA, SH, CR, CH, CL, ...
homePlayers, awayPlayers string JSON array of 11 objects (see below)
homePlayersSmoothed, awayPlayersSmoothed string same, from the smoothed track
balls string JSON array of {"visibility", "x", "y", "z"}
ballsSmoothed string JSON object - note, not an array

A player object:

{"jerseyNum": "4", "confidence": "LOW", "visibility": "ESTIMATED",
 "x": -16.286, "y": 5.821, "position": "RCB", "positionGroup": "DEF"}

Coordinates are pitch metres with the origin at the centre circle. position is the fine-grained role and positionGroup collapses it to GK/DEF/MID/FWD.

Two shape quirks inherited from the source, documented rather than silently patched, since fixing them would break existing loaders:

  • The *Smoothed player columns carry no position/positionGroup keys. Only the raw homePlayers/awayPlayers are role-enriched.
  • ballsSmoothed is a JSON object where balls is a JSON array.

Both are inert for training: the OpenSportsLib loader reads only videoTimeMs, balls, homePlayers and awayPlayers.

The nested columns are JSON strings rather than Arrow structs. That is what the original SN-GAR conversion produced and what every existing loader expects, so it is preserved; zstd compression absorbs the cost (62 GB -> 2.9 GB).

Loading

import json, pandas as pd

ann = json.load(open("annotations_test.json"))
game = ann["data"][0]
df = pd.read_parquet(game["inputs"][0]["path"])

times = df["videoTimeMs"].to_numpy()          # the clock, in ms
for event in game["events"][:5]:
    row = times.searchsorted(event["position_ms"])
    players = json.loads(df["homePlayers"].iloc[row])
    print(event["label"], event["position_ms"], len(players), "home players")

With OpenSportsLib:

from opensportslib.core.utils.load_annotations import annotationstoe2eformat_tracking

labels, task = annotationstoe2eformat_tracking(
    ["annotations_test.json"], ["."], extract_fps=5
)

The clock is not the wall clock

The single most important property of this dataset, and the one that has already broken an evaluation once:

videoTimeMs starts 40-211 seconds into the broadcast, because recording begins before kickoff. Every game then has coverage gaps - 70 gaps longer than 5 s corpus-wide, median 58 s, mostly half-time plus outages. The tracked span runs 95.5-144.8 minutes (median 101.9), against mp4 durations of 98.9-157.6.

A parquet row index is therefore not linear in time. row_index / fps is not a timestamp. Computing one that way is what previously drove an oracle test

  • feeding perfect predictions through the metric - down to 0.98% mAP instead of 99.07%, a ceiling under which no model could have scored well regardless of quality. Read time from the videoTimeMs column, always.

Other known properties

Real characteristics of the source, not defects to be cleaned:

  • Ball coverage is 53-79% of frames (mean 68%). The most informative object for spotting is missing about a third of the time. At event frames coverage rises to 93% - the ball is tracked when it matters most.
  • 11-v-11 on 99.93% of team-frames, 99.98% positionGroup coverage, and zero out-of-bounds coordinates.
  • Three games have extra time (10506, 10508, 10517), with period running 1-4 rather than 1-2.

Build contract

setting value why
label resolution one label per instant, resolved by priority see above
tolerance_ms 10.0 tighter than half a native frame period (16.69 ms), so it also rejects events that sit correctly on the clock between two rows
dedupe_video_time_ms True the source emits repeated videoTimeMs; removing them makes the clock strictly monotone
aligned True tracking cannot localise events outside its coverage
splits 45 / 9 / 10 alphabetical by game id, the original contract

Integrity

MANIFEST.sha256 lists a sha256 for every shipped file:

sha256sum -c MANIFEST.sha256

Access

Access is gated. Approval covers internal research use; check with the dataset owners before redistributing.

Built by build_sngar_spotting.py on 2026-08-28.

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