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Diogenes Gameplay Raw Sample v01
Formerly
DiogenesLab/Diogenes_Gameplay_raw_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_idattached.
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
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:
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 raweventstable is complete — reconstruct held state fromeventsif you needmove.pronein 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_bpsinsegmentsreflects 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.
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