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Diogenes Gameplay Multigame Sample v01
Human gameplay recordings across 19 PC titles, captured with the same
recording pipeline and the same per-frame action-annotation schema on every title.
The point of this sample is breadth: one session per title, identical schema,
per-title semantic action vocabularies (mappings/), and honest per-segment QC
columns computed from the shipped data itself.
- 19 sessions · 603 segments · 1.72 h · 205,091 annotated frames · 332,572 raw input events
- Video: 1920×1080 H.264, 11.47 GiB. Audio: 48 kHz s16le stereo (zstd), 0.74 GiB.
- Segments are gapless 10 s storage units of one continuous recording per title
(
session_frameincreases across segment boundaries, so segments concatenate losslessly). One title uses 60 s units; two titles are captured at 60 fps. - Every record:
non_trainable: true,production_certified: false. See Governance.
Titles
| Title | game_id |
genre | view | segs | min | fps | sustained-input (med) | input balance (med) | audio | flagged segs |
|---|---|---|---|---|---|---|---|---|---|---|
| Atomic Heart | atomic-heart-pc |
action role playing | first person | 39 | 6.5 | 30 | 0.70 | 0.12 | — | 39 |
| Avatar: Frontiers of Pandora | avatar-frontiers-of-pandora-pc |
action adventure | first person | 32 | 5.3 | 30 | 1.00 | 0.58 | ✓ | 2 |
| Call of Duty® Steam(release 测试,禁止训练) | call-of-duty-steam-release-test |
first person shooter | first person | 32 | 5.3 | 60 | 1.00 | 0.44 | ✓ | 7 |
| Cyberpunk 2077 Steam(本机 RGB 预检,禁止训练) | cyberpunk-2077-steam |
action role playing | first person | 33 | 5.3 | 30 | 1.00 | 0.61 | ✓ | 9 |
| DEATHLOOP | deathloop-pc |
first person shooter | first person | 33 | 5.4 | 30 | 1.00 | 0.60 | — | 33 |
| DOOM Eternal | doom-eternal-pc |
first person shooter | first person | 33 | 5.5 | 30 | 1.00 | 0.56 | — | 33 |
| Dying Light | dying-light-pc |
survival horror | first person | 35 | 5.8 | 30 | 1.00 | 0.48 | ✓ | 2 |
| Euro Truck Simulator 2 (Steam, in-cab driving, dev non-trainable) | euro-truck-simulator-2-steam |
driving simulation | first person | 33 | 5.3 | 30 | 0.90 | 0.00 | ✓ | 33 |
| Fallout 4 Steam(release 测试,禁止训练) | fallout4-steam-release-test |
action role playing | first or third person | 6 | 5.2 | 30 | 1.00 | 0.57 | ✓ | 1 |
| Far Cry 5 | far-cry-5-pc |
first person shooter | first person | 32 | 5.3 | 30 | 1.00 | 0.55 | ✓ | 1 |
| Forza Horizon 5 | forza-horizon-5-pc |
racing | first or third person | 34 | 5.5 | 30 | 1.00 | 0.00 | ✓ | 34 |
| Grand Theft Auto V Legacy | gta5-legacy-pc |
open world action adventure | first or third person | 33 | 5.4 | 30 | 1.00 | 0.36 | ✓ | 10 |
| Halo Infinite Steam(release 测试,禁止训练) | halo-infinite-steam-release-test |
first person shooter | first person | 32 | 5.3 | 60 | 1.00 | 0.66 | ✓ | 2 |
| Indiana Jones and the Great Circle | indiana-jones-great-circle-pc |
action adventure | first person | 33 | 5.4 | 30 | 1.00 | 0.41 | ✓ | 5 |
| Prey (2017) | prey-2017-pc |
action role playing | first person | 35 | 5.8 | 30 | 1.00 | 0.56 | ✓ | 1 |
| Red Dead Redemption 2 | red-dead-redemption-2-pc |
action adventure | first or third person | 32 | 5.2 | 30 | 1.00 | 0.44 | ✓ | 9 |
| Resident Evil Village | resident-evil-village-pc |
survival horror | first person | 35 | 5.8 | 30 | 1.00 | 0.58 | — | 35 |
| Starfield | starfield-pc |
action role playing | first or third person | 29 | 4.7 | 30 | 1.00 | 0.46 | ✓ | 5 |
| Titanfall 2 | titanfall-2-pc |
first person shooter | first person | 32 | 5.3 | 30 | 1.00 | 0.68 | ✓ | 5 |
sustained-input = fraction of 1 s windows with any input activity.
input balance = min(keyboard-active frame fraction, pointer-active frame fraction);
driving titles are keyboard-steered, so their pointer fraction — and therefore
balance — is legitimately 0. flagged segs counts segments carrying any
qc_flags entry (see QC below).
Known limitations (read before evaluating)
- Silent audio on 4 titles (
atomic-heart-pc,deathloop-pc,doom-eternal-pc,resident-evil-village-pc): the process-loopback capture recorded digital silence for these titles in this batch. Video and input streams are unaffected. Audio files are shipped anyway so the failure mode is inspectable; every affected segment carries thesilent_audioflag. - Keyboard-only titles (
euro-truck-simulator-2-steam,forza-horizon-5-pc): driving titles were played without mouse; their segments carryone_sided_input. - 10 segments with zero input events (menus/idle), each
flagged
no_input— kept because a breadth sample should show what non-interactive stretches look like in this schema, not hide them. - Final segments of a recording can be short and duplicate-heavy
(
short_tail_segment,high_duplicate): frames freeze while the recording is being stopped. This is expected stop behavior, not sensor failure.
QC
Per-segment QC columns in segments.parquet (all recomputed at build time from
the shipped frames/events rows and decoded audio, never hand-entered):
qc_sustained_input, qc_input_balance, qc_keyboard_frame_frac,
qc_pointer_frame_frac, qc_action_frame_frac, qc_duplicate_frac,
qc_audio_peak, qc_audio_rms, qc_flags.
Flag semantics: no_input (zero device events), low_sustained_input
(sustained < 0.8), one_sided_input (balance < 0.2), high_duplicate
(>10 % duplicate frames), short_tail_segment (<90 % of nominal segment
length), silent_audio (peak ≤ 2 LSB), audio_degraded (capture health not
ready; one segment, a 14 ms silence-filled discontinuity).
Integrity: every shipped file was verified against its per-segment SHA-256 manifest before upload; frame counts agree three ways (container probe, per-frame annotation rows, run manifest) on all 603 segments.
Layout
data/segments.parquet one row per segment (index + QC + provenance)
data/frames.parquet one row per video frame: keys, actions, pointer deltas
data/events.parquet raw device events with timestamps
videos/<game_id>/<session>/<run>/<segment>.mp4
audio/<game_id>/<session>/<run>/<segment>.pcm.zst 48 kHz s16le stereo
mappings/<game_id>.json per-title semantic action vocabulary + genre taxonomy
qc/qc_segments.json the QC table as plain JSON
Time model
Every frame and event carries three clocks: qpc (authoritative 10 MHz
monotonic tick, run-scoped; frames carry their aggregation window
output_qpc_start/end, events their own qpc — attribution is
qpc ∈ [output_qpc_start, output_qpc_end)), video_t_us (segment-relative µs,
the mp4's own coordinate), run_t_us (run-relative µs), and t_utc
(anchored to a wall-clock timestamp recorded at run start; unlike earlier
Diogenes samples this is a recorded anchor, not an estimate).
Actions are decoded per title
frames.actions strings come from each title's own binding
(mappings/<game_id>.json): the same schema yields combat.primary_attack
on one title and vehicle.throttle on another. Comparing two titles' segments
side by side is the intended use of this sample.
Governance
Same terms as the other Diogenes Lab gated samples: access is by request with
an access code; every row carries non_trainable: true and
production_certified: false. This data must not be used to train,
fine-tune, or evaluate any model. It is provided solely for data-quality
and schema evaluation. Redistribution is not permitted.
Event type counts: mouse_move 290,689 · key_down 33,241 · key_up 6,030 · mouse_down 1,292 · mouse_up 1,280 · wheel 40.
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