The dataset viewer is not available for this split.
Error code: StreamingRowsError
Exception: ArrowInvalid
Message: External error: RuntimeError: Task was aborted
Traceback: Traceback (most recent call last):
File "/src/services/worker/src/worker/utils.py", line 147, in get_rows_or_raise
return get_rows(
dataset=dataset,
...<4 lines>...
column_names=column_names,
)
File "/src/libs/libcommon/src/libcommon/utils.py", line 272, in decorator
return func(*args, **kwargs)
File "/src/services/worker/src/worker/utils.py", line 127, in get_rows
rows_plus_one = list(itertools.islice(safe_iter(ds, dataset=dataset), rows_max_number + 1))
File "/src/services/worker/src/worker/utils.py", line 478, in safe_iter
yield from ds.decode(False) if ds.features else ds
File "/usr/local/lib/python3.14/site-packages/datasets/iterable_dataset.py", line 2818, in __iter__
for key, example in ex_iterable:
^^^^^^^^^^^
File "/usr/local/lib/python3.14/site-packages/datasets/iterable_dataset.py", line 2355, in __iter__
for key, pa_table in self._iter_arrow():
~~~~~~~~~~~~~~~~^^
File "/usr/local/lib/python3.14/site-packages/datasets/iterable_dataset.py", line 2380, in _iter_arrow
for key, pa_table in self.ex_iterable._iter_arrow():
~~~~~~~~~~~~~~~~~~~~~~~~~~~~^^
File "/usr/local/lib/python3.14/site-packages/datasets/iterable_dataset.py", line 536, in _iter_arrow
for key, pa_table in iterator:
^^^^^^^^
File "/usr/local/lib/python3.14/site-packages/datasets/iterable_dataset.py", line 419, in _iter_arrow
for key, pa_table in self.generate_tables_fn(**gen_kwags):
~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^
File "/usr/local/lib/python3.14/site-packages/datasets/packaged_modules/lance/lance.py", line 225, in _generate_tables
for batch_idx, batch in enumerate(
~~~~~~~~~^
fragment.to_batches(
^^^^^^^^^^^^^^^^^^^^
columns=self.config.columns, batch_size=self.config.batch_size, blob_handling="all_binary"
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
)
^
):
^
File "/usr/local/lib/python3.14/site-packages/lance/dataset.py", line 4969, in to_batches
yield from self.to_reader()
File "pyarrow/ipc.pxi", line 757, in pyarrow.lib.RecordBatchReader.__next__
File "pyarrow/ipc.pxi", line 791, in pyarrow.lib.RecordBatchReader.read_next_batch
check_status(self.reader.get().ReadNext(&batch))
File "pyarrow/error.pxi", line 92, in pyarrow.lib.check_status
pyarrow.lib.ArrowInvalid: External error: RuntimeError: Task was abortedNeed help to make the dataset viewer work? Make sure to review how to configure the dataset viewer, and open a discussion for direct support.
Gaming 500 Hours (Lance Format)
A Lance-formatted version of markov-ai/gaming-500-hours — 776 gameplay screen-recording sessions (494.7 hours, 168 games) with whole-session MP4 video stored inline as Lance blob v2 columns, plus 57.5 million frame-aligned input and system events exploded into a fully queryable table — available directly from the Hub at hf://datasets/lance-format/gaming-500-hours-lance/data.
Each session ("workflow") is native PC/console gameplay trimmed to pure gameplay at 30fps CFR H.264, with every mouse move, click, drag, scroll, window change, and system event aligned to the exact video frame it occurred in. That alignment is what makes this bundle interesting: you can query 57.5M events with SQL, pick a moment, and seek the corresponding video to that millisecond through a lazy blob handle — without downloading the session's multi-gigabyte MP4.
Key features
- Whole-session MP4 bytes in the
videocolumn oftrain.lance, stored with Lance blob v2 (file format 2.2): each video lives in its own dedicated.blobfile inside the dataset and is surfaced as a lazy, seekableBlobFilehandle viatake_blobs. Metadata scans, search, and filtering never read a byte of video. - 57.5M frame-aligned events in
events.lancewith typed columns (type,frame,video_t_ms,x,y,button,app_name, …) plus the full original JSON payload — every event knows its video frame and video-relative millisecond. - Raw event streams preserved: the original
events.jsonandframe_events.jsonNDJSON files ride along as blob v2 columns, so nothing from the source dataset is lost. - Pre-built indices —
INVERTED(FTS) on session titles and descriptions,BITMAP/BTREE/LABEL_LISTscalar indices on both tables — ship inside the Lance directories. - Rich session metadata: game, platform, tags, duration, event counts, frame counts, fps, screen resolution, and SHA-256 checksums for every video.
Format note. This dataset is written with Lance file format 2.2 and uses the blob v2 storage scheme. Reading requires a recent Lance stack —
pylance >= 8.0(blob v2 APIs) andlancedb >= 0.34. The 🤗datasetslibrary's Lance integration does not read format 2.2 yet; load through LanceDB or pylance as shown below.
Splits
| Table | Rows | What it is |
|---|---|---|
data/train.lance |
776 | One row per gameplay session: metadata scalars + video, events, frame_events blob columns |
data/events.lance |
57,548,204 | One row per frame-aligned event, exploded from frame_events.json |
train.lance is the primary table; events.lance is a derived view of the same sessions keyed by workflow_id, so the two join cleanly. Both tables are written as a single commit (version 1) with large fragments — train.lance is one fragment, events.lance is 55 fragments of ~1M rows. The full bundle is ~1.5 TB, dominated by the video blobs.
Schema
train.lance — sessions
| Column | Type | Notes |
|---|---|---|
workflow_id |
string |
Unique session id (joins to events.lance) |
game |
string |
Game title, 168 distinct (e.g. Valorant, Minecraft) |
category |
string |
Always gaming in this release |
platform |
string |
windows (489.3h) or macos (5.3h) |
title |
string |
Human-written session title (FTS-indexed) |
description |
string |
Session summary (FTS-indexed) |
tags |
list<string> |
Free-form labels incl. risk:* and conf:* annotations |
duration_min / duration_ms |
float64 / int64 |
Session length (median 24 min, max 457.7 min) |
event_count |
int64 |
Number of aligned events in the session |
num_frames |
int64 |
Video frame count (30fps CFR) |
fps |
float64 |
Frames per second derived from the frame timeline |
screen_width / screen_height |
int32 |
Primary display resolution at recording time |
source_path |
string |
Original {game-slug}/{workflow_id} path in the source repo |
video_size_bytes |
int64 |
MP4 size (median ~1 GB, max 29 GB) |
video_sha256 |
string |
Checksum of the MP4 bytes |
events_size_bytes / frame_events_size_bytes |
int64 |
Raw NDJSON sizes |
video |
blob v2 | Whole-session MP4; dedicated .blob file, lazy take_blobs access |
events |
blob v2 | Original events.json NDJSON (timestamps rebased to the clip timeline) |
frame_events |
blob v2 | Original frame_events.json NDJSON (one line per video frame) |
events.lance — frame-aligned events
| Column | Type | Notes |
|---|---|---|
workflow_id |
string |
Session id (joins to train.lance) |
game |
string |
Denormalized game title for one-table filters |
frame |
int64 |
Video frame index the event belongs to |
video_t_ms |
float64 |
Video-relative time in milliseconds |
t_in_frame_ms |
float64 |
Offset within the frame |
type |
string |
mouse_move, drag, click, scroll, active_app, window_moved, screen_config, … |
timestamp |
float64 |
Original event timestamp (epoch ms) |
x / y |
float64 |
Pointer position (mouse events) |
screen |
int32 |
Screen index (multi-monitor sessions) |
button |
string |
Mouse button for click/drag |
click_count |
int32 |
Click multiplicity |
is_down |
bool |
Press vs. release |
pressure |
float64 |
Pointer pressure |
delta_x / delta_y |
float64 |
Scroll deltas |
app_name / bundle_id |
string |
Foreground application |
window_title |
string |
Window title when reported |
browser_url |
string |
URL for browser-focused events |
payload |
string |
JSON of any remaining type-specific fields (battery, wifi, screens list, …) |
Pre-built indices
train.lance:
INVERTED(FTS) ontitleanddescription— keyword search over sessionsBITMAPongame,platform,category·LABEL_LISTontags·BTREEonworkflow_id,duration_ms,event_count
events.lance:
BITMAPontype,game,app_name·BTREEonworkflow_id,frame,video_t_ms
No vector index is bundled — the source dataset ships no embeddings. The Evolve section shows how new columns (including embeddings computed locally) can be added without rewriting the video blobs.
Why Lance?
- Blazing Fast Random Access: Optimized for fetching scattered rows, making it ideal for random sampling, real-time ML serving, and interactive applications without performance degradation.
- Native Multimodal Support: Store text, embeddings, and other data types together in a single file. Large binary objects are loaded lazily, and vectors are optimized for fast similarity search.
- Native Index Support: Lance comes with fast, on-disk, scalable vector and FTS indexes that sit right alongside the dataset on the Hub, so you can share not only your data but also your embeddings and indexes without your users needing to recompute them.
- Efficient Data Evolution: Add new columns and backfill data without rewriting the entire dataset. This is perfect for evolving ML features, adding new embeddings, or introducing moderation tags over time.
- Versatile Querying: Supports combining vector similarity search, full-text search, and SQL-style filtering in a single query, accelerated by on-disk indexes.
- Data Versioning: Every mutation commits a new version; previous versions remain intact on disk. Tags pin a snapshot by name, so retrieval systems and training runs can reproduce against an exact slice of history.
Load with LanceDB
LanceDB is the embedded retrieval library built on top of the Lance format (docs), and is the interface most users interact with. It wraps both tables as queryable handles with search and filter builders, and is the entry point used by the Search, Curate, Evolve, Train, Versioning, and Materialize-a-subset sections below.
import lancedb
db = lancedb.connect("hf://datasets/lance-format/gaming-500-hours-lance/data")
sessions = db.open_table("train")
events = db.open_table("events")
print(len(sessions), len(events))
Load with Lance
pylance is the Python binding for the Lance format and works directly with the format's lower-level APIs. Reach for it when you want to inspect dataset internals — schema, scanner, fragments, the list of pre-built indices — or when you need the blob-level take_blobs entry point that streams video bytes lazily out of blob storage.
import lance
ds = lance.dataset("hf://datasets/lance-format/gaming-500-hours-lance/data/train.lance")
print(ds.count_rows(), ds.schema.names)
print([idx["name"] for idx in ds.list_indices()])
Tip — for production use, download locally first. Streaming from the Hub works for exploration, but heavy random access, FTS, and video decoding are far faster against a local copy. The full bundle is ~1.6 TB (the video blobs dominate), so consider starting with the Materialize-a-subset pattern at the end of this card instead of a full download:
hf download lance-format/gaming-500-hours-lance --repo-type dataset --local-dir ./gaming500Then point Lance or LanceDB at
./gaming500/data.
Search
Session discovery starts with the bundled FTS index. Titles and descriptions are human-written summaries of what happens in each session, so a keyword query over them is an effective way to find gameplay of a particular kind without touching any video bytes. The INVERTED index on description makes this a sub-second call even from the Hub mount.
import lancedb
db = lancedb.connect("hf://datasets/lance-format/gaming-500-hours-lance/data")
sessions = db.open_table("train")
hits = (
sessions.search("ranked competitive multiplayer", query_type="fts", fts_columns="description")
.select(["workflow_id", "game", "title", "duration_min"])
.limit(10)
.to_list()
)
for r in hits:
print(f"{r['game']:<20} {r['duration_min']:7.1f} min | {r['title'][:60]}")
The same table supports plain SQL filtering through the scalar indices, and both can be combined — a keyword query post-filtered to one platform, for example:
long_windows_sessions = (
sessions.search("boss fight", query_type="fts", fts_columns="description")
.where("platform = 'windows' AND duration_min > 60", prefilter=True)
.select(["workflow_id", "game", "title"])
.limit(10)
.to_list()
)
Curate
Curation in this dataset usually means finding moments, not just sessions — and that is what the events.lance table is for. Because every event carries its workflow_id, frame, and video_t_ms, a SQL filter over 57.5M events produces an explicit list of video-addressable moments. The BITMAP index on type and BTREE on workflow_id keep these scans cheap.
import lancedb
db = lancedb.connect("hf://datasets/lance-format/gaming-500-hours-lance/data")
events = db.open_table("events")
clicks = (
events.search()
.where("game = 'Valorant' AND type = 'click' AND is_down", prefilter=True)
.select(["workflow_id", "frame", "video_t_ms", "x", "y", "button", "app_name"])
.limit(500)
.to_list()
)
print(f"{len(clicks)} click moments")
To look at what actually happened on screen at one of those moments, pull the session's video through pylance's take_blobs. With blob v2, each MP4 lives in its own dedicated .blob file, and take_blobs returns a seekable, file-like BlobFile — a decoder can seek straight to the event's timestamp and read only the bytes it touches, even though the session file may be tens of gigabytes.
import lance
sessions_ds = lance.dataset("hf://datasets/lance-format/gaming-500-hours-lance/data/train.lance")
moment = clicks[0]
row = (
sessions_ds.scanner(
columns=["workflow_id"],
filter=f"workflow_id = '{moment['workflow_id']}'",
with_row_id=True,
)
.to_table()
.to_pylist()[0]
)
blob = sessions_ds.take_blobs("video", ids=[row["_rowid"]])[0]
Each BlobFile implements the file protocol, so it can be passed straight to PyAV without copying the clip through a bytes object first. Seeking to the click's video_t_ms decodes a handful of packets, not the whole session:
import av
with av.open(blob) as container:
stream = container.streams.video[0]
target_s = moment["video_t_ms"] / 1000.0
container.seek(int(target_s / stream.time_base), stream=stream)
frame = next(f for f in container.decode(stream) if f.time is not None and f.time >= target_s)
frame.to_image().save("click_moment.png")
The raw NDJSON event streams are also one take_blobs call away (events and frame_events columns) for pipelines that prefer to parse the original files.
Evolve
Lance stores each column independently, so new columns append without rewriting existing data — including the video blob files, which stay exactly where they are. The lightest form is a SQL expression over existing columns. The example below adds an actions-per-minute measure and a session-length bucket, both of which are immediately usable in where clauses.
Note: Mutations require a local copy, since the Hub mount is read-only. See Materialize-a-subset at the end of this card, or the
hf downloadtip above.
import lancedb
db = lancedb.connect("./gaming500/data") # local copy required for writes
sessions = db.open_table("train")
sessions.add_columns({
"apm": "event_count / duration_min",
"length_bucket": (
"CASE WHEN duration_min < 15 THEN 'short' "
"WHEN duration_min < 60 THEN 'medium' ELSE 'long' END"
),
})
Labels or predictions computed offline — quality scores from a VLM pass over sampled frames, per-session skill ratings, safety annotations — merge in by joining on workflow_id:
import pyarrow as pa
labels = pa.table({
"workflow_id": pa.array(["770970bc-9bf1-4275-90f7-74081578ae46"]),
"skill_rating": pa.array([0.87]),
})
sessions.merge(labels, on="workflow_id")
The original columns, indices, and blob files are untouched, and readers that do not reference the new columns are unaffected. The same pattern is how you would attach video embeddings computed locally (e.g. by decoding sampled frames through a video encoder) and then build an IVF_PQ index over them for similarity search.
Train
Gameplay sessions feed two different kinds of training. Input-behavior models (action prediction, behavior cloning, UI-interaction agents) train directly on the typed event stream — no video decoding required. Video models typically pre-extract decoded frame windows once into a derived Lance table and train against that; take_blobs is what makes that extraction pass tractable, since each session MP4 is randomly addressable and the pass can decode windows on demand without an external file store. In both cases the training loop itself is the same permutation-API dataloader; only the source table and the column list change.
The permutation API separates what to read from how to order it. A permutation table defines splits, filtering, and shuffle order over a base table without copying any data; the Permutation object then fulfills the PyTorch map-style Dataset contract, reading only the projected columns in the permuted order.
import lancedb
from lancedb.permutation import Permutation, permutation_builder
from torch.utils.data import DataLoader
db = lancedb.connect("hf://datasets/lance-format/gaming-500-hours-lance/data")
events = db.open_table("events")
# Build a shuffled 95/5 train/eval permutation over all click events.
perm_tbl = (
permutation_builder(events)
.filter("type = 'click'")
.split_random(ratios=[0.95, 0.05], split_names=["train", "eval"], seed=42)
.shuffle(seed=42)
.execute()
)
train_ds = (
Permutation.from_tables(events, perm_tbl, split="train")
.select_columns(["game", "frame", "video_t_ms", "x", "y", "button", "is_down"])
.with_format("python")
)
loader = DataLoader(
train_ds,
batch_size=512,
num_workers=4,
multiprocessing_context="spawn", # Lance is not fork-safe
persistent_workers=True,
collate_fn=lambda rows: rows,
)
for batch in loader:
... # your training step
select_columns(...) is the lever: only the projected columns are read per epoch, and columns added in Evolve cost nothing until you opt in. The permutation table itself is tiny (row ids and split ids), and the same perm_tbl with split="eval" yields the held-out loader with an identical, reproducible shuffle.
Scale note. Building a split/shuffled permutation sorts the selected row ids under a bounded memory pool in current
lancedb, which caps the filtered selection at a few million rows (the click subset above is ~800k and works directly against the Hub). To shuffle a larger slice — say all 43.8Mmouse_moveevents — materialize that slice into a local table first (see Materialize a subset) and build the permutation there. The identity permutation below has no such limit: it streams the full 57.5M-row table without a sort.
For a session-level loader — curriculum construction, per-session statistics, or driving a frame pre-extraction pass — the identity permutation over train.lance is enough:
sessions = db.open_table("train")
session_ds = (
Permutation.identity(sessions)
.select_columns(["workflow_id", "game", "duration_ms", "num_frames", "fps"])
.with_format("python")
)
loader = DataLoader(session_ds, batch_size=8, collate_fn=lambda rows: rows)
The video blobs deliberately stay out of these loaders. Whole-session MP4s are the wrong unit for a training batch; the pre-extraction pattern (decode sampled windows once, write a derived frames table, train on that with the exact same Permutation snippet) is the shape that scales, and the Curate section shows the take_blobs + PyAV seek mechanics that the extraction pass is built from.
Versioning
Every mutation to a Lance dataset — adding the apm column, merging labels, building an index — commits a new version, and previous versions remain intact with their blob handles still valid. Versions and tags can be listed directly against the Hub copy; creating tags is a write and needs a local copy.
import lancedb
db = lancedb.connect("hf://datasets/lance-format/gaming-500-hours-lance/data")
sessions = db.open_table("train")
print("Current version:", sessions.version)
print("Tags:", sessions.tags.list())
Once you have a local copy, pin a snapshot by name and reopen it later:
local_db = lancedb.connect("./gaming500/data")
local_sessions = local_db.open_table("train")
local_sessions.tags.create("baseline-v1", local_sessions.version)
pinned = local_db.open_table("train", version="baseline-v1")
Pinning supports both directions of reproducibility: a training run recorded against baseline-v1 can be rerun later against exactly the same 776 sessions regardless of columns added since, and an evaluation service can keep serving a stable snapshot while curation continues on the head version.
Materialize a subset
Reads from the Hub are lazy, so exploratory queries transfer only the columns and row groups they touch. But mutations (Evolve, tags) need a writable store, and a training loop is happiest with local data. At 1.6 TB, downloading everything is rarely the right first move — instead, stream a filtered projection into a local LanceDB table. .to_batches() returns a record-batch reader, so the rows flow directly from the Hub into the local table without materializing in Python memory.
import lancedb
remote_db = lancedb.connect("hf://datasets/lance-format/gaming-500-hours-lance/data")
remote_events = remote_db.open_table("events")
batches = (
remote_events.search()
.where("game = 'Minecraft' AND type IN ('click', 'drag', 'scroll')")
.select(["workflow_id", "frame", "video_t_ms", "type", "x", "y", "is_down", "button"])
.to_batches()
)
local_db = lancedb.connect("./gaming500-subset")
local_db.create_table("minecraft_events", batches)
The resulting ./gaming500-subset is a first-class LanceDB database: every Evolve, Train, and Versioning snippet above works against it by swapping the connection path. Videos are best pulled per-session rather than in bulk — the take_blobs pattern in Curate fetches exactly the sessions your subset references, and video_sha256 lets you verify each transfer.
Citation
This is a format conversion of markov-ai/gaming-500-hours. Please credit the original dataset:
@misc{markovai2026gaming500,
title = {Gaming Dataset (gaming-1) — 494.7 Hours},
author = {Markov AI},
year = {2026},
url = {https://huggingface.co/datasets/markov-ai/gaming-500-hours}
}
License
Content inherits the original dataset's terms; no explicit license is declared upstream. Review the source dataset card before downstream use.
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