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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 trueproduction_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/fps30.0 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 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.

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