Dataset Construction#

Forza Horizon 5#

1. Platform Construction#

The platform is designed to automate gameplay recording, control signal collection, and telemetry extraction. It consists of the following components:

  • Automated game launching and screen recording using OBS with custom scripts at 2560×1600 resolution to avoid performance degradation.

  • Automatic control signal generation, simulating mouse and keyboard operations to drive the game character under randomized behaviors.

  • Telemetry data extraction via socket communication, collecting real-time positions (XYZ), velocities, and accelerations.

  • Uploading recorded videos and telemetry data to cloud storage in a structured format with metadata (timestamp, biome, etc.).

  • Automated stagnation detection:
    • If the player’s position remains within a small radius for more than 2 seconds, a backward movement is triggered.

    • If for 40 seconds the trajectory fits within an 80m-radius circle, the system triggers random teleportation.

    • Stagnation detection is performed using telemetry comparison and is synchronized with control signals.

2. Data Collection#

Data collection aims to acquire diverse gameplay trajectories under randomized control conditions. It consists of the following steps:

  • Randomized control signal generation covering forward, left, and right movements.

  • Mouse and keyboard simulation to navigate across different biomes.

  • Continuous screen recording at native resolution with GUI elements removed using ReshadeEffectShaderToggler.

  • Concurrent telemetry logging via in-game API to support collision detection and motion analysis.

3. Data Processing#

Data processing is conducted to organize and filter the collected samples for high-quality datasets. It is divided into the following parts:

  • Preprocessing:
    • Clip segmentation: recorded videos are divided into short clips aligned with control and telemetry logs.

    • Clip labeling: each clip is annotated with metadata tags (scene type, motion type, biome).

  • Filtering:
    • Class balance adjustment: ensuring balanced distribution across different biome types (across woods, grass, sea, field, river, others (ratio: 12%:15%:18%:16%:15%:9%:15%))

    • Collision detection: Using telemetry acceleration spikes and angular deviations to filter collision events.

    • Stagnation detection: discarding clips where players are stuck or backward motion dominates.

    • Visual artifact detection: removing clips showing large inter-frame pixel differences , sudden lighting/texture glitches.

Cyberpunk 2077#

1. Platform Construction#

The platform provides a server-based environment enabling manual gameplay recording with enhanced visual fidelity. It consists of the following components:

  • Deployment of multiple cloud servers with server image cloning for scalable recording.

  • Reshade-based visual enhancement:
    • Lighting, shadow, and texture sharpness improvements.

    • GUI elements are disabled via shader togglers.

  • Support for parallel screen recording and precise control signal tracking through socket-based virtual input emulation.

  • NPCs and moving vehicles are disabled using mods to reduce scene complexity.

2. Data Collection#

Data collection is conducted through manual gameplay by designated annotators under strict operational constraints. It consists of the following procedures:

  • Annotators connect to cloud servers through low-definition, low-latency streams.

  • Only a simplified set of operations is allowed:
    • Forward movement (W key).

    • Camera adjustments (U/D/L/R keys for up/down/left/right).

  • Simultaneous recording of gameplay video and control signals; Cheat Engine is used to track coordinates for collision checking.

3. Data Processing#

Data processing ensures the collected Cyberpunk samples meet quality and consistency standards. It is divided into the following parts:

  • Preprocessing:
    • Clip segmentation: gameplay is divided into small segments synchronized with control logs.

    • Clip labeling: each clip receives metadata such as scene type (urban indoor/outdoor, day/night).

  • Filtering:
    • Stagnation detection: removing clips with prolonged scene stasis.

    • Visual artifact removal: excluding footage with lighting glitches, texture corruption, undefined visual artifacts.

    • Collision filtering: based on coordinate jumps detected via Cheat Engine tracking.