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.