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kyutai/rocket-science

Provides synchronized four-perspective Rocket League match recordings with per-frame H.264 video, player action streams, event logs, and privileged physics state — released as WebDataset shards in a ~4,000-hour slice (1,000 match-hours × 4 perspectives). Includes 720p@20fps video, multi-hot keyboard actions, and CC BY-NC-SA-4.0 license.

Introduction

High-fidelity, multi-perspective game recordings give pixel-only world models a controlled but visually rich environment to learn physical dynamics and multi-agent interaction without relying on engineered simulators. The dataset packages synchronized first-person video, player inputs, event annotations and per-frame physics traces so models can be trained on pixels and actions while evaluated against ground-truth state.

What Sets It Apart
  • Synchronized 4-player first-person views: every match yields four time-aligned recordings (one per player), enabling multi-agent and cross-view modelling. This means you can train models that reason about consistent world state from different viewpoints.
  • Pixel+action+physics triad: each sample pairs decoded H.264 video (1280×720 @ 20 fps), multi-hot keyboard action sequences, event logs, and per-frame physics (ball, cars, score, clock). So you get both training inputs (pixels + actions) and privileged ground truth for evaluation.
  • WebDataset layout and chunking: data is distributed as WebDataset tar shards with per-match index metadata and ~4-second, fixed-length clips; this supports streaming, sharded training, and easy integration into common ML pipelines.
  • Bot-generated, reproducible gameplay: matches are produced by high-skill bots (no human players), removing consent/privacy concerns and making behavior reproducible — at the cost of reduced behavioral diversity compared with human gameplay.
Who It's For and Tradeoffs

Great fit if you are researching video world models, multimodal sequence modelling, model-based RL, or multi-agent perception — especially experiments that require dense temporal alignment between pixels, controls, and physics. The dataset is large (train shards total many terabytes for the full release), needs substantial storage and decoding infrastructure (FFmpeg-compatible pipeline), and is licensed CC BY-NC-SA-4.0, so it cannot be used for commercial products. If you need small curated human-play datasets or diverse human strategies, look elsewhere.

Where It Fits

This dataset acts as a bridge between synthetic simulators and messy real-world video: visually complex, deterministic physics from a game engine make it an ideal testbed for developing and evaluating causal video models, representation codecs, and controllers that operate from pixels and actions.

Information

  • Websitehuggingface.co
  • OrganizationsKyutai, General Intuition, Epic Games
  • Published date2026/06/29

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