Gaming
Intelligence
for AI training
We turn real human gameplay into structured, rights-cleared data for training AI — synced frame by frame and licensed for commercial use.
Get in Touch →01 · PLAYER DATA + WORLD TELEMETRY
Pleiada Marketplace
Gameplay and its raw signal, side by side.
Gameplay video and synchronized human input, enriched with world-state telemetry from instrumented titles — camera pose, world coordinates, spatial trajectories and objective logging. Frame-synced by design, so telemetry works as frame-accurate annotation with no manual labeling. Rights cleared with the content creator.
02 · CUSTOM VIRTUAL WORLDS
Pleiada Playgrounds
Custom-built virtual worlds designed to client specification, played by our real-player community.
Client-specified data capture from proprietary custom-built virtual worlds, played by our real-player community. Video + inputs + full engine-level world state.
Owned IP
Zero publisher dependency, zero rights risk.
Built to spec
Each world can be tailored to the lab's target behavior.
Real physics, 3D
Realistic environments, single- or multiplayer.
Infinitely extensible
New worlds and challenges on demand.
03 · CONVERSATIONAL REASONING
BETAPleiada MindSets
Human reasoning data from controlled conversational experiences.
Pleiada MindSets is our conversational reasoning data layer. We design controlled avatar-based scenarios where real humans interact with AI characters, revealing how they interpret context, reason through ambiguity, respond emotionally and make decisions.
Canonical Format
One normalized format, ready for any pipeline.
Every session is delivered as a per-frame table (CSV or Parquet) synced to its video — one row per frame, identical column conventions across every title.
Camera-to-World matrix
Every camera frame carries the full 4×4 pose matrix in a single, consistent world convention — ready to convert downstream into whatever pose format your training pipeline expects.
Camera intrinsics
Pinhole intrinsics with every camera session — focal lengths and principal point in pixels, derived from each title's field of view and resolution. Extended distortion models supported.
Input data
Per-frame active keys, mouse buttons and high-rate mouse deltas — plus semantic in-game actions like "Sprint", "Jump" or "Reload". A per-session key-binding map ties raw keys to the player's actual settings.