Gameplay is the first instrumentable wedge
Internet video contains enormous visual variety but rarely records the control that caused the next state. Instrumented games offer repeatable environments, rich action spaces, precise event boundaries, and measurable outcomes.
Engine access can expose physics, object transforms, inventory, collisions, and task state that pixels cannot reliably recover. This makes gameplay useful for learning dynamics, controllable prediction, planning, and evaluation.
Livestream video, spectator footage, bot matches, human demonstrations, and publisher-authorized private capture are different sources with different labels and rights.
Capture the complete control surface
Record keys, buttons, analog axes, pointer deltas, remapping, menu state, and pause state. Preserve raw input beside normalized controls so transformation choices remain auditable.
Loading screens, replays, camera cuts, menus, and disconnected sessions need explicit states. Treating them as ordinary play corrupts temporal learning.
- Player-view video with stable timestamps
- Raw device input and normalized action
- Patch, map, build, graphics, and control configuration
- Engine state, events, task progress, and terminal result
Commercial use starts with authority
Owning the recorder does not automatically clear a game's audiovisual content. Commercial supply requires documented authority for capture, model training, delivery, and customer use.
Public research releases can still be valuable references. Their inclusion in a directory must not imply that ActionTrajectories owns or resells them.