Datasets:
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
*Smoothedplayer columns carry noposition/positionGroupkeys. Only the rawhomePlayers/awayPlayersare role-enriched. ballsSmoothedis a JSON object whereballsis 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
videoTimeMscolumn, 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%
positionGroupcoverage, and zero out-of-bounds coordinates. - Three games have extra time (
10506,10508,10517), withperiodrunning 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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