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The dataset viewer is not available for this split.
Cannot load the dataset split (in streaming mode) to extract the first rows.
Error code:   StreamingRowsError
Exception:    CastError
Message:      Couldn't cast
version: string
gitCommit: string
domain: string
subdomain: string
info: struct<gameID: string, config: struct<gameMap: string, difficulty: string, donateGold: bool, donateT (... 1341 chars omitted)
  child 0, gameID: string
  child 1, config: struct<gameMap: string, difficulty: string, donateGold: bool, donateTroops: bool, gameType: string,  (... 285 chars omitted)
      child 0, gameMap: string
      child 1, difficulty: string
      child 2, donateGold: bool
      child 3, donateTroops: bool
      child 4, gameType: string
      child 5, gameMode: string
      child 6, gameMapSize: string
      child 7, publicGameModifiers: struct<>
      child 8, nations: string
      child 9, bots: int64
      child 10, infiniteGold: bool
      child 11, infiniteTroops: bool
      child 12, instantBuild: bool
      child 13, randomSpawn: bool
      child 14, maxPlayers: int64
      child 15, spawnImmunityDuration: int64
      child 16, disabledUnits: list<item: null>
          child 0, item: null
      child 17, disableClanTags: bool
  child 2, players: list<item: struct<stats: struct<attacks: list<item: string>, killedAt: string, kills: list<item: str (... 761 chars omitted)
      child 0, item: struct<stats: struct<attacks: list<item: string>, killedAt: string, kills: list<item: struct<victim: (... 749 chars omitted)
          child 0, stats: struct<attacks: list<item: string>, killedAt: string, kills: list<item: struct<victim: string, tick: (... 494 chars omitted)
              child 
...
g
              child 11, emoji: int64
              child 12, gold: int64
              child 13, unitID: int64
              child 14, quickChatKey: string
              child 15, target: string
              child 16, unitId: int64
              child 17, unitIds: list<item: int64>
                  child 0, item: int64
              child 18, action: string
              child 19, rocketDirectionUp: bool
      child 2, hash: int64
parityCommit: string
oracleFingerprint: string
schemaVersion: int64
recordSetHash: string
outcomes: list<item: struct<schemaVersion: int64, gameId: string, winner: string, terminalTick: int64, termina (... 199 chars omitted)
  child 0, item: struct<schemaVersion: int64, gameId: string, winner: string, terminalTick: int64, terminalReason: st (... 187 chars omitted)
      child 0, schemaVersion: int64
      child 1, gameId: string
      child 2, winner: string
      child 3, terminalTick: int64
      child 4, terminalReason: string
      child 5, winnerLandShare: double
      child 6, finalTick: int64
      child 7, landTilesWithoutFallout: int64
      child 8, finalRanking: list<item: struct<identity: string, name: string, team: string, tiles: int64, alive: bool>>
          child 0, item: struct<identity: string, name: string, team: string, tiles: int64, alive: bool>
              child 0, identity: string
              child 1, name: string
              child 2, team: string
              child 3, tiles: int64
              child 4, alive: bool
to
{'schemaVersion': Value('int64'), 'parityCommit': Value('string'), 'recordSetHash': Value('string'), 'oracleFingerprint': Value('string'), 'outcomes': List({'schemaVersion': Value('int64'), 'gameId': Value('string'), 'winner': Value('string'), 'terminalTick': Value('int64'), 'terminalReason': Value('string'), 'winnerLandShare': Value('float64'), 'finalTick': Value('int64'), 'landTilesWithoutFallout': Value('int64'), 'finalRanking': List({'identity': Value('string'), 'name': Value('string'), 'team': Value('string'), 'tiles': Value('int64'), 'alive': Value('bool')})})}
because column names don't match
Traceback:    Traceback (most recent call last):
                File "/src/services/worker/src/worker/utils.py", line 147, in get_rows_or_raise
                  return get_rows(
                      dataset=dataset,
                  ...<4 lines>...
                      column_names=column_names,
                  )
                File "/src/libs/libcommon/src/libcommon/utils.py", line 272, in decorator
                  return func(*args, **kwargs)
                File "/src/services/worker/src/worker/utils.py", line 127, in get_rows
                  rows_plus_one = list(itertools.islice(safe_iter(ds, dataset=dataset), rows_max_number + 1))
                File "/src/services/worker/src/worker/utils.py", line 478, in safe_iter
                  yield from ds.decode(False) if ds.features else ds
                File "/usr/local/lib/python3.14/site-packages/datasets/iterable_dataset.py", line 2818, in __iter__
                  for key, example in ex_iterable:
                                      ^^^^^^^^^^^
                File "/usr/local/lib/python3.14/site-packages/datasets/iterable_dataset.py", line 2355, in __iter__
                  for key, pa_table in self._iter_arrow():
                                       ~~~~~~~~~~~~~~~~^^
                File "/usr/local/lib/python3.14/site-packages/datasets/iterable_dataset.py", line 2380, in _iter_arrow
                  for key, pa_table in self.ex_iterable._iter_arrow():
                                       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~^^
                File "/usr/local/lib/python3.14/site-packages/datasets/iterable_dataset.py", line 536, in _iter_arrow
                  for key, pa_table in iterator:
                                       ^^^^^^^^
                File "/usr/local/lib/python3.14/site-packages/datasets/iterable_dataset.py", line 419, in _iter_arrow
                  for key, pa_table in self.generate_tables_fn(**gen_kwags):
                                       ~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^
                File "/usr/local/lib/python3.14/site-packages/datasets/packaged_modules/json/json.py", line 343, in _generate_tables
                  self._cast_table(pa_table, json_field_paths=json_field_paths),
                  ~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
                File "/usr/local/lib/python3.14/site-packages/datasets/packaged_modules/json/json.py", line 132, in _cast_table
                  pa_table = table_cast(pa_table, self.info.features.arrow_schema)
                File "/usr/local/lib/python3.14/site-packages/datasets/table.py", line 2369, in table_cast
                  return cast_table_to_schema(table, schema)
                File "/usr/local/lib/python3.14/site-packages/datasets/table.py", line 2297, in cast_table_to_schema
                  raise CastError(
                  ...<3 lines>...
                  )
              datasets.table.CastError: Couldn't cast
              version: string
              gitCommit: string
              domain: string
              subdomain: string
              info: struct<gameID: string, config: struct<gameMap: string, difficulty: string, donateGold: bool, donateT (... 1341 chars omitted)
                child 0, gameID: string
                child 1, config: struct<gameMap: string, difficulty: string, donateGold: bool, donateTroops: bool, gameType: string,  (... 285 chars omitted)
                    child 0, gameMap: string
                    child 1, difficulty: string
                    child 2, donateGold: bool
                    child 3, donateTroops: bool
                    child 4, gameType: string
                    child 5, gameMode: string
                    child 6, gameMapSize: string
                    child 7, publicGameModifiers: struct<>
                    child 8, nations: string
                    child 9, bots: int64
                    child 10, infiniteGold: bool
                    child 11, infiniteTroops: bool
                    child 12, instantBuild: bool
                    child 13, randomSpawn: bool
                    child 14, maxPlayers: int64
                    child 15, spawnImmunityDuration: int64
                    child 16, disabledUnits: list<item: null>
                        child 0, item: null
                    child 17, disableClanTags: bool
                child 2, players: list<item: struct<stats: struct<attacks: list<item: string>, killedAt: string, kills: list<item: str (... 761 chars omitted)
                    child 0, item: struct<stats: struct<attacks: list<item: string>, killedAt: string, kills: list<item: struct<victim: (... 749 chars omitted)
                        child 0, stats: struct<attacks: list<item: string>, killedAt: string, kills: list<item: struct<victim: string, tick: (... 494 chars omitted)
                            child 
              ...
              g
                            child 11, emoji: int64
                            child 12, gold: int64
                            child 13, unitID: int64
                            child 14, quickChatKey: string
                            child 15, target: string
                            child 16, unitId: int64
                            child 17, unitIds: list<item: int64>
                                child 0, item: int64
                            child 18, action: string
                            child 19, rocketDirectionUp: bool
                    child 2, hash: int64
              parityCommit: string
              oracleFingerprint: string
              schemaVersion: int64
              recordSetHash: string
              outcomes: list<item: struct<schemaVersion: int64, gameId: string, winner: string, terminalTick: int64, termina (... 199 chars omitted)
                child 0, item: struct<schemaVersion: int64, gameId: string, winner: string, terminalTick: int64, terminalReason: st (... 187 chars omitted)
                    child 0, schemaVersion: int64
                    child 1, gameId: string
                    child 2, winner: string
                    child 3, terminalTick: int64
                    child 4, terminalReason: string
                    child 5, winnerLandShare: double
                    child 6, finalTick: int64
                    child 7, landTilesWithoutFallout: int64
                    child 8, finalRanking: list<item: struct<identity: string, name: string, team: string, tiles: int64, alive: bool>>
                        child 0, item: struct<identity: string, name: string, team: string, tiles: int64, alive: bool>
                            child 0, identity: string
                            child 1, name: string
                            child 2, team: string
                            child 3, tiles: int64
                            child 4, alive: bool
              to
              {'schemaVersion': Value('int64'), 'parityCommit': Value('string'), 'recordSetHash': Value('string'), 'oracleFingerprint': Value('string'), 'outcomes': List({'schemaVersion': Value('int64'), 'gameId': Value('string'), 'winner': Value('string'), 'terminalTick': Value('int64'), 'terminalReason': Value('string'), 'winnerLandShare': Value('float64'), 'finalTick': Value('int64'), 'landTilesWithoutFallout': Value('int64'), 'finalRanking': List({'identity': Value('string'), 'name': Value('string'), 'team': Value('string'), 'tiles': Value('int64'), 'alive': Value('bool')})})}
              because column names don't match

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OpenFront.io archived human games

285 real public multiplayer games of OpenFront.io (10-116 humans per lobby, all maps, FFA + team modes), pulled from the game's public archive API and replayed through the deterministic engine (openfrontio/OpenFrontIO) to regenerate full state trajectories. ~420k snapshots at 10-tick (1s) cadence.

Every game passed the engine's embedded state-hash verification during replay (games that desynced were discarded), so snapshots are bit-exact reconstructions of what the players actually saw. Player identities are stripped by the API; usernames remain.

Generated by and documented at github.com/djmango/openfront-ai.

Contents

  • maps/<map>.tar — replayed snapshots, one game directory per game, same format v3 as openfront-snapshots: terrain.bin, states/t<tick>.bin.gz (tile ownership grid), states/t<tick>.json.gz (players, diplomacy, units, attacks), meta.json (+ gitCommit, hashesChecked, numHumans).
  • records/<gitCommit>/<gameID>.json.gz — the raw archived game records: full per-turn human intent logs (every attack, boat, build, nuke, alliance, betrayal, donation, emote). Replay them with datagen/replay.ts from the repo (engine checked out at the matching commit), or use them directly for behavior cloning.

Why

Bot self-play data (openfront-snapshots) covers the state space thinly: built-in nations rarely ally, betray, nuke, or invade by sea. Human games supply realistic territory shapes and the full diplomatic/military action distribution — both better observation coverage for encoders and (state, human action) pairs for imitation pretraining.

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