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| license: other | |
| license_name: origin-lab-data-license | |
| license_link: LICENSE.md | |
| pretty_name: Origin Lab Frame-Synced Multiplayer | |
| task_categories: | |
| - reinforcement-learning | |
| - robotics | |
| - depth-estimation | |
| - image-to-video | |
| annotations_creators: | |
| - machine-generated | |
| source_datasets: | |
| - original | |
| tags: | |
| - video | |
| - multi-view | |
| - multi-agent | |
| - multiplayer | |
| - world-models | |
| - video-prediction | |
| - imitation-learning | |
| - embodied-ai | |
| - physical-ai | |
| - game-agents | |
| - theory-of-mind | |
| - collaborative-perception | |
| - slam | |
| - rgbd | |
| - metric-depth | |
| - camera-pose | |
| - action-labels | |
| - game-engine | |
| - frame-synchronization | |
| - licensed-data | |
| - origin-lab | |
| size_categories: | |
| - n<1K | |
| extra_gated_heading: "Request access to Origin Lab Frame-Synced Multiplayer" | |
| extra_gated_prompt: >- | |
| Two access tracks, defined in LICENSE.md. Track A, Internal Evaluation: 90 | |
| days to train and evaluate models internally to assess the data. No | |
| obligation to publish anything. Track B, Non-Commercial Research: research | |
| use with attribution; publish freely. Under both tracks there is no | |
| commercial use, no deployment, and no redistribution in any form. Commercial | |
| licensing requires a direct agreement with Origin Lab: originlab.ai/hf. | |
| extra_gated_fields: | |
| Name: text | |
| Organization: text | |
| Work email: text | |
| Access track: | |
| type: select | |
| options: | |
| - Track A, Internal Evaluation (90 days) | |
| - Track B, Non-Commercial Research | |
| Intended use: text | |
| I agree to the terms of my selected track in the LICENSE file: checkbox | |
| configs: | |
| - config_name: matches | |
| data_files: metadata/matches.parquet | |
| default: true | |
| - config_name: timesync | |
| data_files: matches/*/timesync.parquet | |
| - config_name: visibility | |
| data_files: matches/*/annotations/visibility.parquet | |
| <p align="center"> | |
| <img src="https://huggingface.co/datasets/originlab/brand-assets/resolve/main/logo.png" alt="Origin Lab" width="320"> | |
| </p> | |
| # Origin Lab Frame-Synced Multiplayer: Eight Players, One Frame Clock | |
| **Six to eight players, each on their own PC on residential internet, each | |
| recording their own live view of one match, and frame *k* on every machine is | |
| the same server instant, verified four independent ways, with the | |
| verification script in this repo.** Every player ships the full engine stack | |
| at 1080p / 60 FPS on one shared frame grid. Because the alignment is measured | |
| rather than assumed, the release also ships per-frame cross-player | |
| annotations: who has whom in view, at what angle and distance, and who is | |
| being watched without knowing it. | |
| *Version 0.2.0. Single title, four arena maps, 3v3 and 4v4.* | |
|  | |
| *One match, one frame clock: six players' synchronized views, with their | |
| camera telemetry (position and 90° view frustum) rendered on the minimap below | |
| at the same server instants. When two frustums cross on the minimap, you | |
| watch it happen in the video tiles.* | |
| | | | | |
| |---|---| | |
| | Matches | 16 (ten 6-player, six 8-player) | | |
| | Player-sessions | 108 | | |
| | Player-hours | 108.0 | | |
| | Size | ~3.8 TB | | |
| | Shared grid frames | 3,454,524 | | |
| | Engine events | 377,079 | | |
| | View-crossing intervals | 73,676 | | |
| | Titles | 1 (anonymized; disclosed under agreement) | | |
| | Capture | 1080p / 60 FPS CFR, in-engine SDK, one shared frame clock across machines | | |
| | Delivery | everything in this repository (~3.8 TB): all video, depth, telemetry, alignment, annotations, tools. Selective download by path prefix | | |
| Watch full playable previews of every modality, side by side and in sync, at | |
| **[app.originlab.ai/data](https://app.originlab.ai/data)**. | |
| ## Dataset summary | |
| This dataset is a multiplayer companion to | |
| [game-recordings-v3](https://huggingface.co/datasets/originlab/game-recordings-v3): | |
| each player folder is the same eighteen-file session layout, recorded with the | |
| same in-engine SDK, and everything v3 ships per session, this release ships | |
| six to eight times over per match. What is new is the relationship between the | |
| sessions. Multi-view gameplay datasets to date are replay-rendered: one demo | |
| file re-rendered per viewpoint, synchronous by construction because there is | |
| only one clock, and the real client-side frames, input timing, and depth are | |
| lost. Here six to eight independently-clocked consumer PCs on residential | |
| internet each capture their own live view of a shared match, and the | |
| synchronization is achieved and then measured. A scheduled start pins every | |
| machine's frame grid to one server instant, per-machine clock rates are | |
| calibrated before capture and re-checked every minute during it, and the worst | |
| validated player pair in the release slides 0.44 frames over a full hour. Most | |
| matches hold under a quarter frame. | |
| Because the alignment is measured rather than assumed, the release can ship | |
| what no single-view dataset has: per-frame cross-player annotations. For every | |
| ordered player pair at every grid instant, the data records whether one player | |
| holds the other in view, with angular offset, screen position, and distance, | |
| plus interval events built on top (mutual sight, first sight, blindside). All | |
| of it is computed deterministically from the engine's own camera pose; no | |
| annotators were involved. | |
| ## Supported tasks | |
| | Task | Why this dataset | | |
| |---|---| | |
| | Multi-agent world models & video prediction | Up to eight adversarial viewpoints of one live scene with per-frame depth and pose: reproject one player's view into another's and measure the agreement. Public multi-agent gameplay corpora that we are aware of top out at two cooperative agents; pointers to others are welcome in Discussions. | | |
| | Imitation learning & game agents | Every opponent's observation and action is recorded, not just the ego player's: opponent-conditioned policies, team coordination, and offline evaluation against real human adversaries. | | |
| | Theory of mind & joint attention | Frustum-geometric labels for "A has B in view; B does not have A in view", computed from engine camera pose. Occlusion is not resolved in the shipped labels; the depth maps are what refining them into true line-of-sight requires. | | |
| | Collaborative BEV perception | Six to eight synchronized egocentric RGB-D streams with per-frame pose observing one shared scene: the on-foot analogue of cooperative-perception benchmarks, with BEV occupancy derivable directly from depth and pose. No LiDAR or 3D boxes ship. | | |
| | Collaborative SLAM & 3D reconstruction | Posed RGB-D video from multiple agents covering one arena (6,000 to 15,000 m² per match) from different viewpoints: cross-agent loop closure, sub-map fusion, and multi-view-consistent geometry, with engine depth and pose as ground truth. | | |
| | Player-behavior modeling | Verified-human aim with synchronized camera pose, target visibility, and hit events: a legitimate-behavior baseline with geometric ground truth that server-side logs cannot supply. | | |
| | Depth, pose & ego-motion | Every per-session task v3 supports, per lane: dense engine depth for every RGB frame, per-frame 6-DOF camera extrinsics, frame-level actions. | | |
| ## Matches | |
| Titles are anonymized for licensing; real titles are disclosed under the | |
| full-dataset agreement. | |
| | Match | Map | Players | Hours | Size (GB) | Sync (worst pair) | Engine events | Crossings | Coverage (m²) | | |
| |---|---|---|---|---|---|---|---|---| | |
| | game7-6p-0078 | arena-a | 6 | 1.0 | 210 | 0.28 frames | 46,132 | 3,443 | 6,320 | | |
| | game7-6p-0081 | arena-b | 6 | 1.0 | 211 | 0.22 frames | 31,517 | 3,488 | 6,112 | | |
| | game7-6p-0087 | arena-a | 6 | 1.0 | 210 | 0.20 frames | 39,471 | 3,914 | 6,356 | | |
| | game7-6p-0090 | arena-a | 6 | 1.0 | 210 | 0.30 frames | 40,080 | 3,150 | 6,224 | | |
| | game7-6p-0092 | arena-b | 6 | 1.0 | 210 | 0.23 frames | 23,244 | 3,774 | 6,000 | | |
| | game7-8p-0093 | arena-b | 8 | 1.0 | 280 | 0.34 frames | 16,008 | 6,416 | 6,104 | | |
| | game7-6p-0094 | arena-b | 6 | 1.0 | 211 | 0.19 frames | 43,074 | 4,059 | 6,064 | | |
| | game7-8p-0095 | arena-b | 8 | 1.0 | 279 | 0.18 frames | 23,845 | 7,317 | 6,112 | | |
| | game7-6p-0096 | arena-c | 6 | 1.0 | 210 | 0.23 frames | 21,946 | 3,081 | 7,356 | | |
| | game7-8p-0097 | arena-c | 8 | 1.0 | 279 | 0.21 frames | 11,713 | 4,264 | 7,812 | | |
| | game7-6p-0098 | arena-c | 6 | 1.0 | 210 | 0.20 frames | 10,043 | 2,723 | 8,232 | | |
| | game7-8p-0099 | arena-c | 8 | 1.0 | 279 | 0.44 frames | 12,928 | 4,984 | 8,072 | | |
| | game7-6p-0100 | arena-d | 6 | 1.0 | 209 | 0.17 frames | 17,620 | 4,095 | 15,616 | | |
| | game7-8p-0101 | arena-d | 8 | 1.0 | 281 | 0.23 frames | 11,579 | 7,603 | 14,580 | | |
| | game7-6p-0102 | arena-d | 6 | 1.0 | 210 | 0.19 frames | 12,510 | 4,480 | 13,596 | | |
| | game7-8p-0103 | arena-d | 8 | 1.0 | 281 | 0.27 frames | 15,369 | 6,885 | 15,268 | | |
| Matches span four arena maps in two team formats (3v3 and 4v4); every match | |
| certifies within half a frame across all player pairs. | |
| ## Dataset structure | |
| One folder per match: `match.json` (manifest and QA), `timesync.parquet` (the | |
| cross-player frame lookup), one `players/pNN/` folder per player each holding | |
| the standard eighteen-file session layout, plus match-level `sync/` (fold | |
| tables, live residuals, anchor solve, aim-sweep evidence) and `annotations/`. | |
| A six-player hour measures about 210 GB; an eight-player hour about 280 GB. | |
| No splits are imposed. For comparable results we suggest holding out | |
| `game7-8p-0103` and `game7-6p-0096` (one per team format, distinct arenas) as | |
| test matches; `metadata/matches.parquet` carries the `map` column for | |
| map-disjoint splits of your own. | |
| | Modality | Files | Notes | | |
| |---|---|---| | |
| | Pre-HUD RGB | `video/prehud.mp4` | 1080p / 60 FPS CFR, clean render | | |
| | Post-HUD RGB | `video/posthud.mp4` | the frame exactly as the player saw it | | |
| | Surface normals | `video/normals.mp4` | camera-space, same clock | | |
| | Metric depth | `depth/depth.hevc` + `depth_meta.jsonl` + `decode_contract.json` | frame k is RGB frame k | | |
| | Mosaic preview | `video/mosaic.mp4` + `mosaic_layout.json` | four streams, one decode | | |
| | Camera telemetry | `telemetry/camera.jsonl` | pose and orientation at render rate | | |
| | Keyboard & mouse | `telemetry/input.jsonl` | raw events, frame-indexed | | |
| | Engine action events | `telemetry/events.jsonl` | kills, damage, jumps, weapon events | | |
| | Game state | `telemetry/state.jsonl` | sampled in-engine state | | |
| | Game clock | `telemetry/gameclock.jsonl` | where the title exposes one | | |
| | Training tables | `tables/frames.parquet`, `tables/events.parquet` | pre-joined on the frame index | | |
| ### Time model | |
| Four named time domains, each mapping's accuracy published: | |
| `qpc_raw → qpc_corrected → server_time_us → frame_grid_index` | |
| (see `metadata/time_domains.md`). **`timesync.parquet` is the only sanctioned | |
| cross-player frame lookup**: capture gates during game loading screens carry | |
| per-machine durations, so linear frame arithmetic across players is invalid on | |
| gated matches. The shipped table gives the exact mapping, with an `in_pause` | |
| flag per player per instant. | |
| ### Cross-player annotations | |
| Computed from the engine's camera pose, with no annotators or models in the | |
| loop, and regenerable with your own thresholds (`tools/crossings.py`; | |
| definitions in each file header). Three tiers: dense per-frame visibility | |
| (`in_frustum`, angular offset, screen position, distance, confidence), | |
| interval events (`sees`, `mutual_sight`, `crossing`, `first_sight`, | |
| `sight_break`, and `blindside`, where one player holds another in view | |
| unreciprocated), and per-frame interaction graphs. Visibility is | |
| frustum-geometric: occlusion is not resolved (no world geometry ships), and | |
| the depth maps are exactly what refining `in_frustum` into true line-of-sight | |
| requires. | |
| ## Verify the sync yourself | |
| Every synchronization claim on this card is re-derivable from shipped | |
| artifacts: | |
| ``` | |
| python tools/verify_sync.py --match game7-6p-0081 | |
| ``` | |
| Four independent evidence chains ship per match: | |
| 1. **Clock fits**: pairwise grid slide from ten-second clock samples. Across | |
| all 318 player pairs in the release (15 per 6-player match, 28 per | |
| 8-player), the worst pair lands at 0.44 frames (7.3 ms) over 60 minutes, | |
| and most matches hold under a quarter frame. | |
| 2. **Live residuals**: each recorder refits its clock every minute during | |
| capture, so the claim is falsifiable mid-match, not just after the fact. | |
| 3. **Event bookkeeping**: every kill and damage event exists on two machines | |
| off one server tick. Solving all pairwise offsets as an over-determined | |
| system yields per-machine anchors with ±6–9 ms error bars. | |
| 4. **Aim geometry**: at each matched hit, the attacker's camera ray (from its | |
| own telemetry) must point at the victim's position (from the victim's | |
| telemetry). Median aim error collapses to 1.4° only at true alignment, | |
| across roughly 4,800 matched events per match, and the consistent | |
| −70 to −100 ms optimum is the game's lag-compensation window, measured from | |
| the data itself. | |
| ## Dataset creation | |
| Consenting, compensated players record live matches with our in-engine SDK. | |
| Capture starts on a scheduled server instant established per session by a | |
| min-RTT clock handshake; each machine's clock rate is calibrated against its | |
| recording history before capture and monitored throughout, and the frame grid | |
| ticks on the corrected clock. Depth and camera state are read from the engine | |
| at capture time, so depth is a measurement, not an estimate. Before a match | |
| ships, the four-chain audit above runs across every player pair, and a match | |
| certifies only when all pairs hold within half a frame. Of 18 matches | |
| captured for this release, 16 certified and ship; 2 were withheld for missing | |
| the half-frame gate. | |
| ## How to use it | |
| ```python | |
| from datasets import load_dataset | |
| matches = load_dataset("originlab/frame-synced-multiplayer", "matches") | |
| timesync = load_dataset("originlab/frame-synced-multiplayer", "timesync") | |
| visibility = load_dataset("originlab/frame-synced-multiplayer", "visibility") | |
| ``` | |
| Videos and depth are plain files under `matches/*/players/*/` in the standard | |
| v3 layout, so the v3 loader and depth decode pattern apply per lane, and | |
| per-modality selective download works by path prefix (telemetry only, one | |
| player only). To align anything across players, join through | |
| `timesync.parquet` on `frame_grid_index`. | |
| ## What is in this repository | |
| The complete release: | |
| - `matches/*/players/pNN/`: every player-session in the standard eighteen-file | |
| v3 layout — video renditions, depth, telemetry, training tables (~3.8 TB | |
| total, LFS). | |
| - `metadata/matches.parquet`: the match index (map, players, duration, sync | |
| status, event and crossing counts). This is what the dataset viewer renders. | |
| - `matches/*/timesync.parquet` and `matches/*/annotations/`: the full | |
| alignment tables and cross-player annotations. | |
| - `matches/*/sync/`: the complete verification evidence per match. | |
| - `assets/previews/`: the preview GIFs above. `assets/plots/`: residual and | |
| pairwise-alignment figures. | |
| - `tools/`: `verify_sync.py`, the crossings generator, and the fold-table | |
| reader. | |
| Use `huggingface_hub.snapshot_download` with `allow_patterns` for selective | |
| pulls (one match, one player, telemetry only). Teams on AWS can request | |
| direct in-cloud delivery instead. | |
| ### Duplicate frames are counted, and some sessions are mostly duplicates | |
| The capture grid is constant-rate. When a tick has no fresh frame the encoder repeats the | |
| previous one, so a share of every stream is literal repeats rather than new content. That | |
| share is already recorded per session and per stream, in | |
| `depth/decode_contract.json` under `frame_accounting.<stream>.dup_count` beside | |
| `frame_count`. | |
| It is not evenly spread, so it is worth reading before you train on hours rather than on | |
| content: | |
| | Stream | Median share of frames that are duplicates | Worst session | | |
| |---|---|---| | |
| | depth | 3.7% | 34.1% | | |
| | pre-HUD RGB | 6.1% | 92.5% | | |
| Deduplication is repeatedly the highest-return filter in the training-data literature, and | |
| an unlabelled duplicate is worse than a dropped one: the model sees the same target several | |
| times and weights it accordingly. Filter or downweight on `dup_count` rather than assuming | |
| every frame is fresh. | |
| ### What depth means at translucent surfaces is not uniform | |
| Depth is read out of the engine's depth buffer, so glass, water, foliage and particles | |
| follow how that title renders them. The point in the frame at which the buffer is read is | |
| elected per title and can change within a session, so the treatment of translucent surfaces | |
| is not uniform across this release and is not currently recorded per session. Opaque | |
| geometry is unaffected. Per-session provenance for that election is being added. | |
| ## Considerations for using the data | |
| - Cross-player visibility is frustum-geometric; occlusion is not resolved. | |
| The shipped depth maps support refining it into true line-of-sight. | |
| - Camera telemetry is emitted at each machine's render rate (roughly | |
| 90–320 Hz here) with occasional dropouts; gridded pose carries a | |
| `gap_masked` flag and is never interpolated. | |
| - Absolute wall-clock alignment is bounded at ±120 ms by the network | |
| handshake; all sub-frame claims are relative cross-player alignment, which | |
| is what the shared frame grid provides. | |
| - Capture pauses during game loading screens, with per-machine durations. Use | |
| `timesync.parquet` for any cross-player lookup; frame arithmetic alone is | |
| not valid on gated matches. | |
| - Game titles are anonymized as "Game N" in the public metadata; real titles | |
| are disclosed under the full-dataset agreement. | |
| - **Players and personal data.** No microphone or player voice is captured; | |
| audio is game audio from the title process only. No legal names, contact | |
| details, faces, or biometric data ship in any stream or metadata file. | |
| Post-HUD video may show player-chosen in-game display names in scoreboards, | |
| kill feeds, and similar UI; these are pseudonymous handles. Every player | |
| recorded consented in writing and was compensated, under agreements that | |
| cover distribution and licensing of these recordings. Pre-HUD RGB carries | |
| no HUD and therefore no display names, so a name-free lane ships for every | |
| player in every match. Licensees may not attempt to identify any player | |
| (LICENSE.md, clause 8). | |
| ## License | |
| Origin Lab Data License ([`LICENSE.md`](LICENSE.md)). Two tracks; select one | |
| when requesting access. | |
| - **Track A, Internal Evaluation.** 90 days to train and evaluate models | |
| internally in order to assess the data. Origin Lab does not require you to | |
| publish or open-source anything you train. Delete at the end, or convert to | |
| a commercial agreement. | |
| - **Track B, Non-Commercial Research.** Research use with attribution. | |
| Papers, open weights, and benchmarks are welcome. | |
| Under both tracks: no commercial use, no deployment, and no redistribution of | |
| the data in any form. | |
| Any commercial use of the data, or of a model trained on it, requires a | |
| direct license from Origin Lab: | |
| [originlab.ai/hf](https://originlab.ai/hf). | |
| All gameplay is recorded under license from the rights holders by consenting, | |
| compensated players. | |
| ## Citation | |
| ```bibtex | |
| @misc{originlab2026framesync, | |
| title = {Origin Lab Frame-Synced Multiplayer: Multi-Player Gameplay on One | |
| Verified Frame Clock with Cross-Player Annotations}, | |
| author = {{Origin Lab}}, | |
| year = {2026}, | |
| url = {https://huggingface.co/datasets/originlab/frame-synced-multiplayer} | |
| } | |
| ``` | |