PC Gameplay with Input Telemetry for AI Training

Human Demonstrations & Behavioural Trajectories

Tags and Keywords

Gameplay

Inputtelemetry

Worldmodels

Consentsecured

Imitationlearning

Humandemonstration

Behaviouraldata

Pleiada

PC Gameplay with Input Telemetry for AI Training Dataset on Opendatabay data marketplace

£1,500

About

5,000 hours in the archive. £1,500 buys a 100-hour entry block at £15 per hour. Larger volumes and production to specification are quoted separately — see Pricing below.
About
Gameplay Alliance produces PC gameplay data to specification: you define the volume, the titles and the capture spec, and we produce it. 5,000 hours are available from archive today, and capture runs continuously at approximately 2,000 additional hours per week.
Every session pairs video with frame-level input on a common session clock. Most gameplay datasets are video only: you see what happened, not what the player did. Here the input that produced each frame ships alongside it, so a model can learn the relationship between a decision and its consequence rather than the appearance of a scene.
Nothing here is repurposed entertainment footage. There is no commentary overlay, no editing, no post-production — capture settings are consistent because the capture software is ours.
Pricing
Priced per hour of gameplay. Minimum order: 100 hours. The listed price is that entry order at our standard rate of £15 per hour.
The rate applies to the existing archive: sessions already captured, licensed as they stand. Specific titles or genres may carry a different rate, and rates for large committed volumes are agreed case by case.
Production to specification is quoted separately and prices above the listed rate. You define the titles, the volume and the capture spec, and we commit capacity against it. Semantic annotations, instrumented synchronisation, device calibration, custom telemetry formats and human transcripts are scoped within that quote.
Tell us what you need and we will quote it.
Dataset Features
Per session
Video with the game audio mix. No microphone, no voice chat Raw input events: keyboard, mouse buttons, wheel, and raw mouse deltas, timestamped on the session clock Per-frame input state on a fixed timeline at the encoded frame rate, with input aggregated over each frame interval Per-frame condition label: new present or repeated present, so frames the title did not re-render are identifiable Keybind mapping per title, split by control context Title and session identification, build identifier Session timing and duration, resolution and frame rate Hardware and display configuration Clock-sync mapping with its measured error, declared per session File checksums for every delivered file Per-session provenance record covering consent, capture date and protocol
Available as custom work
Semantic annotations to your schema · instrumented synchronisation · device calibration · control-context stream · episode boundaries and gameplay events.
Distribution
5,000 hours available from archive today, single-player and multiplayer Approximately 2,000 additional hours per week, produced to specification Video: MP4 (H.264, progressive, faststart) Metadata: structured JSON. Input telemetry also available as CSV or Parquet Per-title volumes available under NDA. Delivered size for your scope confirmed on quotation Collection Method
Gameplay Alliance is a community of registered creators — approximately 10,000 active gamers across 18 countries in Latin America — recording on capture software we built and operate. We do not source through third-party studios or aggregators.
Consent is secured at the source: contributors accept explicit data-licensing terms before recording, not retrospectively, and every session carries its own provenance record naming the consent basis and its version. Consent is revocable; on withdrawal we notify recipients of record and the affected sessions are removed from the delivered set.
For the underlying commercial titles we conduct a title-by-title review and exclude any title whose terms explicitly restrict the use of gameplay for AI training. Where a title requires it, we hold agreements with regional publishers covering the material captured.
Every session passes two review passes, automated and then human, covering video integrity, input synchronisation, inactive content, personal information on screen and conformance to the agreed specification. Rejected sessions never reach delivery.
Usage
World-model training and evaluation · action-conditioned video generation · behaviour cloning and imitation learning · agent benchmarking against human baselines · intent and task-segmentation research.
Coverage
Licence coverage: worldwide. Use is not restricted by territory Capture and supply: Latin America, across 18 countries Platform: PC Languages: primarily Spanish, with Brazilian Portuguese and English available Transcripts: human-created when required. We do not use AI-generated transcripts.
Delivery
Delivered by direct transfer to a cloud storage bucket you nominate, S3 by default, using the same pipeline we run for our enterprise clients. After purchase we confirm scope, agree the destination and the folder structure, and transfer in batches. Every batch ships with a manifest listing each session, its duration, its format and its checksum, so you can verify what arrived against what was ordered.
License
Proprietary, licensed by Gameplay Alliance (Sunrise Advisors Generation Ltd) under the Opendatabay AI Training and LLM Use License permitting commercial use: you may train, fine-tune and evaluate models on this data and deploy the resulting models commercially, including in production and API services. The dataset itself may not be redistributed or resold.
Perpetual or term, structured to your requirement. Exclusive arrangements available on request.
Known limitations
These apply to the existing archive. Where there is a route to resolution, it is noted.
Synchronisation is estimated, not instrumented, on existing sessions. Each session declares its own measured error; in a representative session the bound is 33 ms, and because the measurement includes the title's own input-to-photon latency it is an upper bound rather than a measured offset. Instrumented synchronisation is available as custom work. Frame condition is inferred visually on the full-resolution decode rather than read from a source present identifier, which OS-level capture does not expose. Confidence is declared per session. Repeated presents occur when the title renders below the capture rate on the contributor's machine. The fraction is measured and declared per session. Mouse calibration was not collected on existing sessions: DPI, pointer settings and in-game sensitivity are absent, so raw counts cannot be converted to degrees of view rotation without calibration. Available as custom work. Bindings are ours, not the contributor's. The key map is our curated map per title, split by control context; personal rebinds are not reflected. No control-context stream is delivered, so which context applies at a given moment must be inferred from the video. Both are available as custom work.
Title state, camera and entity transforms, coordinate frames and episode boundaries cannot be derived from screen capture of a title we do not control, and are not part of this product. Distribution across titles and genres is uneven — breakdown available under NDA. Sample
A complete session is available as a free technical sample: video, raw input events, per-frame input state, session manifest, capture configuration, device descriptors and our QA self-assessment. Provided for evaluation of format and synchronisation; not licensed for model training.

Listing Stats

VIEWS

9

DELIVERY

SPECIFIED IN DESCRIPTION

LISTED

28/09/2026

UPDATED

29/09/2026

REGION

GLOBAL

Universal Data Trust Rating UDTRTRUST

5 / 5

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£1,500

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