GaussMathematics

ENGINE-NATIVE WORLD MODEL DATA

Game data that preserves action, state, and consequence.

Synchronized video, actions, camera, telemetry, events, and world state captured directly from customer-authorized game and simulation environments.

Why passive video is not enough

A camera pointed at a game can produce useful pixels. It cannot, by itself, tell a world model which command was issued, which object moved, or whether a collision was an event or a rendering artifact. Engine-native capture keeps observation, action, and state on one clock so later training and evaluation do not have to reverse-engineer the session.

One environment, synchronized signals

We work inside customer-authorized game and simulation environments. The unit of delivery is a record: frame-aligned video, recorded inputs, camera parameters, telemetry, engine events, task labels, and provenance. Not every environment exposes every signal. The schema is scoped to what the engine can emit and what the model actually needs.

Data layers

Each layer has example fields, a reason the model may need it, and a check we can run. Fields are illustrative of the record structure, not a claim that every program includes every key.

LayerExample fieldsWhy the model needs itHow we verify
Observationframe_id, rgb, optional depth / segmentation, view_idGives the model the visual evidence it is expected to predict or condition on.Resolution, colorspace, and missing-frame checks against the capture clock.
Actioncontrol_vector, discrete_command, duration, agent_idRecords what was actually issued, not what a later model infers from pixels.Action presence on every tick in the policy window; illegal command flags.
Stateobject_id, pose, velocity, inventory, flags, relationsExposes world variables that video compresses away: occupancy, identity, latent goals.Schema conformance and identity continuity across ticks.
Cameraextrinsics, intrinsics, fov, projection, attached_toMakes multi-view geometry recoverable and keeps camera motion from being hallucinated.Frustum consistency and timestamp alignment with the observation stream.
Telemetryengine_tick, fps, physics_step, latency_msSeparates simulation time from wall time so long-horizon models can stay causal.Monotonic tick and bounded jitter against the declared timestep.
Eventsevent_type, actors, payload, tickMarks collisions, interactions, successes, and failures as first-class labels.Engine-emitted events reconcile with state deltas at the same tick.
Tasktask_id, instruction, success_criteria, horizon, splitTies an episode to a learning objective instead of an unlabeled play session.Success criteria evaluate on recorded state, not on a hidden side channel.
Timetick, timestamp_utc, frame_index, episode_tIs the join key. Without a shared clock, the rest of the stack is a pile of files.Join completeness: every observation tick has action, camera, and state rows.
Provenanceenvironment_id, authorization_id, build, capture_job, versionKeeps rights, source, and replacement history attached to every delivered record.Manifest completeness and version identity on the delivery package.

Training and evaluation use cases

Action-conditioned video

Train or evaluate generators that must respect issued controls, not only visual style.

Playable world models

Provide the action-state traces a model needs if later rollouts are expected to stay interactive.

Long-horizon modeling

Keep identity, inventory, and task progress available beyond a few seconds of pixels.

Spatial intelligence

Use camera, pose, and occupancy so layout is a recorded fact rather than a guessed one.

Agent post-training

Supply trajectories and outcomes scoped to a defined policy interface.

Evaluation

Hold out scenarios with success criteria that can be re-run on the same environment build.

Recovery behavior

Capture failure, interruption, and recovery instead of only successful demonstrations.

Counterfactual scenarios

Replay the same initial state with a controlled action change when the environment supports reset.

These are data uses, not promised model metrics. Outcomes depend on the architecture, split, and authorization terms of each program.

Controlled scenario production

When the environment supports reset, we can produce repeatable tasks: the same initial state, a defined action interface, and success criteria evaluated on recorded state. Counterfactual variants are possible only when the engine can restore the snapshot. We do not invent scenarios the customer cannot authorize.

Delivery formats

Typical packages include frame-aligned records, action-state trajectories, camera paths, event logs, and replayable episodes, plus a schema and QA report. Formats follow the training stack: parquet or JSONL for tabular streams, versioned media for observations, and a manifest that joins them on tick.

Quality and provenance

Alignment, missing ticks, identity continuity, and license completeness are checked before release. Source and authorization identifiers travel with the dataset version. See Data Quality and Licensing & Provenance.

Passive capture versus engine-native records

Passive captureEngine-native record
Video onlyVideo aligned with action and state
Inputs inferredInputs recorded
State estimatedState captured from the environment
Events guessedEvents emitted by the engine
Limited replayRepeatable scenarios
Unclear provenanceSource and authorization records

Start with an action-state data pilot.

One authorized environment, defined tasks, synchronized streams, a train/eval split, and a QA report. Scope follows the model objective and the rights you can grant.