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| language: | |
| - en | |
| tags: | |
| - vision-language-action | |
| - gaming-agent | |
| - fps | |
| - action-chunk | |
| - event-driven-control | |
| license: other | |
| # GamePlayer-1.4M | |
| This is the frozen broad multi-game SFT mixture used in the EventChunk-FPS | |
| research lineage. | |
| ## Contents | |
| - Train: 1,351,283 conversation rows, 10,677,608 effective assistant turns. | |
| - Validation: 73,980 conversation rows, 586,786 effective assistant turns. | |
| - Total: 1,425,263 rows and 11,264,394 image/action supervision turns. | |
| - 23,509 train and 1,359 validation trajectory groups, with zero reported | |
| train/validation trajectory overlap and zero missing image paths. | |
| - Action horizons: 8, 12, 16, or 24 atomic actions. | |
| The source data comes from [OpenP2P](https://huggingface.co/elefantai/open-p2p), [CrossFPS](https://huggingface.co/datasets/zizhaotong/CrossFPS-train), [CS2](https://huggingface.co/datasets/RekaAI/CS2-10k), [Gaming500](https://huggingface.co/datasets/markov-ai/gaming-500-hours), and a small ViZDoom | |
| success-anchor set we created. You can get the source video from these repo, cause we just provide the frames from codec. See `sft_v16_scale100_mixture.manifest.json` and `validation.json` under `archives/metadata.tar` for exact source and game counts. | |
| ## Format | |
| Rows use ShareGPT-style multi-turn conversations. `images` contains one RGB | |
| path per decision; each assistant turn contains a strict action-chunk DSL: | |
| ```text | |
| <p>m=... h=... i=...</p> | |
| <a>k=... x=... y=... l=... r=... m=...</a> | |
| ... | |
| <eoc> | |
| ``` | |