license: mit
pretty_name: OpenFront.io archived human games
tags:
- reinforcement-learning
- imitation-learning
- games
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 withdatagen/replay.tsfrom 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.