One complete gameplay episode where every simulation tick (60/s) ships the full machine-readable world state and a log of every game rule that fired. The video is what a player sees; the data is what was actually true. Nothing is inferred from pixels.
The player pulls the trigger and the simulator records the whole cascade on one clock: input fire → rule Shot → rule Damage → the target's Health ticks down → rule Death. Every arrow below is a fact from the engine, not a guess.
A pixel in the segmentation mask resolves to an entity id; that same id keys the state row, the event log, and the bounding box. Cause and effect are linked to specific objects with no detection or labeling step in between.
Learning that actions have results, that damage follows a shot, that state changes are caused — this is the counterfactual, causal supervision real footage can't give. The same engine that generates it can also score a model's predictions.