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AoE2 Dataset — SAGE

This repository contains two Age of Empires II: Definitive Edition match datasets, built as part of the SAGE research project. The data is rich but not polished for general consumption: it was designed around a specific set of research questions, and using it for anything else will require some work on your end. That said, the raw material is genuinely useful, time-series snapshots of real competitive games at minute and second resolution, with entity positions, resource states, player commands, and combat events all aligned on the same timeline.

If you are doing game analytics, strategy modelling, time-series classification, or sports science research and want real multi-agent sequential decision data, this dataset is a solid starting point. The schema is documented in full below.

Heads up: This dataset is relational. The windowed files (players, entities, masters, research) share a sage:windowId key; event files (events, commands) use world timestamps. They all live in the same folder and are designed to be joined. A task-specific denormalization step is expected for most ML pipelines. Task-specific adaptations are encouraged, please keep the data notices and attribution intact in any derived work.

Overview

Two datasets:

  1. kotd4: Recorded games from the King of the Desert 4 tournament. Used for the original SAGE project. Total 179 games.
  2. may2026: A newer, larger dataset from 1v1 Random Map ladder games from May 2026. Total TBD (still processing).

Each dataset contains different data views of the same matches, each optimised for different purposes:

  1. .aoe2records: Native game file. Contains starting conditions and the commands issued during the game. These are game-version dependent.
  2. .caderecs: Native CaptureAge files that can be opened directly from the CaptureAge client. These are virtually game-version independent.
  3. Arrow .zips: Memory-optimised data frames at different window snapshot rates (60 and 1 seconds). Used for the original SAGE project. This uses the IPC format, which best mimics the limitations of the original research.
  4. Parquet .zips: Storage-optimised data frames at the same window snapshot rates (60, 1 seconds), converted from the Arrow files.

More details below. sample-unzipped contains a single unzipped example of a recorded game and all related features.

Age of Empires as a Case Study

We believe that Age of Empires is a game uniquely suited for scientific research, due to community and official efforts on data analysis. Moreover, the game's rules are simple and derived from clear diegetic principles that can be understood without deep domain knowledge (e.g. Spearmen counter mounted Knights).


AoE2 Record

The original recorded game file as produced by the game engine.

Note on compatibility: Running older recorded games in their original version is possible by restoring game versions via Steam depots. This has led to mixed results. If there is no need to run the recorded games in the game engine itself, using .caderec files in CaptureAge is highly recommended, as these are virtually version-independent recreations at near-perfect resolution.


CADE Recs

.caderec files are essentially ZIP archives containing metadata and the internal CaptureAge .carz file. The original .carz files used to produce the .caderecs were not kept separately and should be extracted from the .caderecs if needed.

A random sample was run in CaptureAge end-to-end, and all sampled files successfully ran to the match's conclusion.

Notes and Limitations

There are some notes regarding the data that users should be aware of when making assumptions. For most use cases this data will provide a strong basis.

  • Matches are semi-randomly selected and results may be biased by map distribution, due to player preferences.
  • The official AoE2 API does not retain all recorded games indefinitely; only games from the active patch at the time of collection were sampled, and not all were still available on the server.
  • Since the SAGE project was long-running, it was not fully updated throughout. Newer game mechanics may not be properly captured in the .caderecs and are excluded from the Arrow and Parquet exports.
  • Some recordings failed to parse for a variety of reasons. An effort was made to maximise coverage, but not all files could be recovered. The estimated .aoe2record.caderec → Arrow success rate is roughly 80–90%. Incompatibilities may be feature-consistent and could introduce bias depending on the study.
  • All games were validated to have a declared winner at the end. Very short games where a winner was declared early were kept intentionally, but may warrant scrutiny depending on the goals of a specific study. These games are not included in the train, eval or test sets.
    • For KotD4, this includes "restores" where a game was unexpectedly terminated and then restored from the last backup checkpoint.
  • If the metadata in the .caderecs (which contains: players, winner, map, civ IDs, and game length) is insufficient, the Arrow or Parquet data alongside descriptor.json can help validate suitability for a specific goal.
  • Despite being a newer feature of CaptureAge, the KotD4 .caderec files are present. They lack some CA:DE features due to being recorded earlier, notably fast-forward and some statistics.
  • Filenames (may2026): Each file is named PlayerName1_(Civilization1)_Rating1_vs_PlayerName2_(Civilization2)_Rating2_UniqueGameId. The player and game ID can be used to query the official API to expand and validate metadata.
  • FoW and Command files were not used in the original SAGE project and are newly added in may2026. Command issuer attribution is not always consistent for the small kotd4 dataset; ownership of the issued targets can serve as a fallback for most cases, with the exception of monk conversions. FoW has not been validated beyond visual inspection.
  • The sage:ductType column in entities.arrow is optional for most analyses. It records the lifecycle state of each entity within the snapshot window (Created, Updated, Deleted, Transient) and is primarily useful for reconstructing what happened to an entity between snapshot times.

Data Windows

KotD4

All recorded games as played. These were kindly supplied by DonDinardoni with permission from MembTV in 2021.

  • Dates: 2021-11-18 to 2021-12-12 See tournament schedule
  • Game version: 56005
  • The start time for this dataset may miss some seconds at the start. This was a limitation at the time of recording.

May 2026

Ranked 1v1 Random Map ladder games collected in May 2026.

  • Dates: May 2026
  • Game version: 175278
  • The start time for this dataset is consistently from 104 ms from the start of the game, capturing virtually all data from end to end.

Legal and Attribution

Microsoft Game Content

Age of Empires II © Microsoft Corporation. The game strings and unit metadata contained within strings.arrow and strings.parquet were extracted under Microsoft's "Game Content Usage Rules" using assets from Age of Empires II, and are not endorsed by or affiliated with Microsoft. Official rules can be found at https://www.xbox.com/en-us/developers/rules.

Derived Data

The data derived from .aoe2record files consists of player-generated inputs, match telemetry, and mathematical facts parsed from user-submitted recorded game files of Age of Empires II. This dataset is an independent community project. It is not affiliated with, sponsored by, or endorsed by Microsoft Corporation or World's Edge.

The recorded game files themselves were retrieved via the official AoE2 match history API. Use of this data remains subject to the applicable Microsoft Developer and Service Agreement terms: https://learn.microsoft.com/en-us/legal/mdsa

All files were processed with written permission from CaptureAge and verbal permission from a Microsoft representative.

License

The non-string Arrow, Parquet, and .caderec components of this dataset are released under Creative Commons Zero. The game string assets (strings.arrow, strings.parquet) and the original .aoe2record files are subject to their respective terms described above.

Citation

If you use this dataset, please cite the accompanying thesis:

@mastersthesis{VanWingerden2026,
  month    = {June},
  author   = {van Wingerden, S.},
  year     = {2026},
  school   = {University of Twente},
  address  = {Enschede},
  type     = {Thesis},
  title    = {One Thousand and One Tales: Automated Age of Empires {II} eSports Reports from Raw Real-time Game Data},
  url      = {https://purl.utwente.nl/essays/109934},
}

@dataset{VanWingerden2026sage,
  author    = {van Wingerden, S.},
  title     = {{SAGE} Dataset: Age of Empires {II} {DE} Match Analytics},
  year      = {2026},
  publisher = {Hugging Face},
  url       = {https://huggingface.co/datasets/Siewart/sage},
}

APA: van Wingerden, S. (2026). One Thousand and One Tales: Automated Age of Empires II eSports Reports from Raw Real-time Game Data (Master's thesis, University of Twente, Enschede). https://purl.utwente.nl/essays/109934


Arrow / Parquet Schema

All Arrow files use the Apache Arrow IPC streaming format. Parquet files are converted 1:1 from Arrow with schema parity validated after each conversion. Each game folder contains the following files.

Special column name prefixes: sage: fields are SAGE-internal metadata columns present in all files where noted.


players.arrow / players.parquet

One row per player per window. Tracks per-player state at each snapshot.

Column Type Nullable Description
sage:windowId Uint32 No Window frame index
id Int8 No In-game player id (1–8, 0 for Gaia/Nature)
color Int32 No Chosen color ID
name Utf8 No Player name
civilization Uint32 No Civilisation ID
victoryPoints Int32 No Victory points
startX Float32 No Starting town centre X
startY Float32 No Starting town centre Y
resigned Bool No Whether the player has resigned
gameStatus Uint8 No Game status code (2 = active winner declared)
humanity Uint8 Yes Slot type
resolvedTeamId Int8 Yes Resolved team index
profileId Utf8 Yes Relic profile ID (stored as string)
handicap Int32 Yes Handicap setting
rmElo Int32 Yes Random Map ELO at match time
dmElo Int32 Yes Death Match ELO at match time
food Float32 Yes Current food
wood Float32 Yes Current wood
stone Float32 Yes Current stone
gold Float32 Yes Current gold
maxPop Float32 Yes Population cap
currentAge Float32 Yes Current age (0=Dark ... 3=Imperial)
population Float32 Yes Current population
razings Float32 Yes Buildings razed
foodTotal Float32 Yes Total food gathered
woodTotal Float32 Yes Total wood gathered
stoneTotal Float32 Yes Total stone gathered
goldTotal Float32 Yes Total gold gathered
relicGold Float32 Yes Gold from relics
relicFood Float32 Yes Food from relics
relicWood Float32 Yes Wood from relics
relicStone Float32 Yes Stone from relics
civilianPop Float32 Yes Civilian population
militaryPop Float32 Yes Military population

entities.arrow / entities.parquet

One row per entity per window. Covers all in-game objects (units, buildings, missiles, doppelgangers).

DUCT columns (present on all entity rows):

Column Type Nullable Description
sage:modelType Dictionary(Utf8, Uint8) No Entity subtype: Entity, DoppleEntity, ActionEntity, CombatEntity, MissileEntity, BuildingEntity
sage:windowId Uint32 No Window frame index
sage:ductType Dictionary(Utf8, Int8) No Lifecycle state: Deleted, Updated (default), Created, Transient
sage:creationTime Uint32 Yes World time of creation (ms)
sage:deletionTime Uint32 Yes World time of deletion (ms)

Core fields:

Column Type Nullable Description
id Int32 No Entity ID
masterId Int16 No Master (prototype) ID
refMasterId Int16 No Normalized master ID (e.g., a male Lumberjack and a female Fisher have the Villager id)
ownerId Uint8 No Owning player
worldX Float32 No X position
worldY Float32 No Y position
worldZ Float32 No Z position
heldAttributeAmount Float32 No Amount of held resource/attribute
heldAttributeType Int16 No Type of held resource/attribute
state Uint8 No Entity state
doppleFlag Bool No Whether entity is a fog-of-war doppelganger
type Uint8 No Object type
hp Float32 No Current hit points
insideObjId Int32 No ID of garrisoning object (-1 if none)
groupId Int32 No Formation group ID
workerNum Int32 No Number of assigned workers

DoppleEntity fields (nullable):

Column Type Description
doppledObjectId Int32 ID of the real entity being doppelganged (last seen copy in FoW)
doppledPlayerId Int8 Owner of the real entity

ActionEntity fields (nullable):

Column Type Description
currentAction Struct (see Action) Current unit action
formationType Uint8 Formation type
attackStance Uint8 Attack stance

MissileEntity fields (nullable):

Column Type Description
firedFromId Int32 ID of entity that fired this missile

BuildingEntity fields (nullable):

Column Type Description
linkedOwnerId Int32 Linked owner entity ID
currentProductionQueueAction Struct (see Action) Active production action
gatherPointX/Y/Z Float32 Gather/rally point coordinates
gatherPointTargetId Int32 Gather point target entity ID
buildPts Float32 Construction progress
originalOwnerId Int8 Original owner before capture
built Bool Whether construction is complete
relicCount Int32 Relics stored
productionQueue List<ProductionQueueRecord> Production queue
lastSeen List<Uint32> Per-player last-seen world time (ms), index corresponds to player id

masters.arrow / masters.parquet

Master (prototype) data per player per window, unit/building stat definitions as seen by each player including any tech upgrades applied.

Column Type Nullable Description
sage:windowId Uint32 No Window frame index
sage:modelType Dictionary(Utf8, Uint8) No MasterEntity, MasterMovingEntity, MasterActionEntity, MasterCombatEntity, MasterMissileEntity, MasterBuildingEntity
id Int16 No Master ID; negative values indicate synthetic master IDs (e.g. a converted unit retains its original stats under a new ID)
playerId Uint8 No Owning player id
type Uint8 No Object type
stringId Int32 No String table ID (resolve via strings.arrow)
objectGroup Int16 No Object class/group
hp Int16 No Base hit points
objCapacity Uint8 No Garrison/storage capacity
radiusX/Y/Z Float32 No Collision radius
available Bool No Whether the unit is available to train
disabled Bool No Whether the unit is disabled
constructionRadiusX/Y Float32 No Construction placement radius
resourceGroup Uint8 No Resource gathering group
attributesHeld List<AttributeValue> No Held resource/attribute definitions
speed Float32 Yes Movement speed (ActionEntity only)
baseArmor Int16 Yes Base armor value (CombatEntity only)
armor List<ArmorWeaponInfo> Yes Armor class entries
weapon List<ArmorWeaponInfo> Yes Weapon entries
weaponRange Float32 Yes Attack range
areaDamage Float32 Yes Area-of-effect damage
speedOfAttack Float32 Yes Attack speed
combatAbility Uint8 Yes Combat ability flags
origArmor/Weapon/WeaponRange/SpeedOfAttack various Yes Pre-upgrade baseline values
buildPtsRequired Float32 Yes Construction points required
minimumWeaponRange Float32 Yes Minimum attack range
buildInventory List<AttributeValue> Yes Build cost resource list

research.arrow / research.parquet

One row per technology per player per window. Only technologies not in the CantResearch state are emitted.

Column Type Nullable Description
sage:windowId Uint32 No Window frame index
playerId Int8 No Player id
researchId Int16 No Technology ID
stringId Int32 Yes String table ID
researchDone Float32 No Research progress (0.0–1.0)
state Uint8 No Research state enum
buildObjId Int16 Yes Building researching this tech
timesResearched Int16 Yes Times researched (for repeatable techs)
allowMultipleResearch Bool Yes Whether multiple researches are allowed

world.arrow / world.parquet

One row per window. Global world state.

Column Type Nullable Description
sage:windowId Uint32 No Window frame index
time Uint32 No World time (ms)
woodPrice Float32 No Current market wood price
foodPrice Float32 No Current market food price
stonePrice Float32 No Current market stone price

events.arrow / events.parquet

One row per discrete game event. Not windowed, events have exact world timestamps.

Column Type Nullable Description
sage:modelType Dictionary(Utf8, Uint8) No Event type: damage, death, marketTransaction, techStatus, monkConversion, garrison, lifeCycle, tribute, victoryCountdown
worldTime Uint32 No Event timestamp (ms)
worldX/Y/Z Float32 Yes World position
objectEntity Int32 Yes Primary entity involved
subjectEntity Int32 Yes Secondary entity involved
objectPlayerId Uint8 Yes Owner of object entity
subjectPlayerId Uint8 Yes Owner of subject entity
resourceType Uint8 Yes Resource type (tribute/market)
resourceAmount Uint16 Yes Resource amount
goldAmount Uint16 Yes Gold amount (market transactions)
techId Uint16 Yes Technology ID (techStatus events)
heresyActivated Bool Yes Whether heresy triggered on conversion
remainingTime Uint32 Yes Countdown remaining (victoryCountdown)
tag Dictionary(Utf8, Uint8) Yes Sub-type tag: researching, completed, canceled, forceCanceled, garrisoned, ungarrisoned, created, constructed, underConstruction, died, wonderStarted, wonderCompleted, wonderDestroyed, artifactsHeld, artifactsLost, ruinsHeld, ruinsLost

settings.arrow / settings.parquet

Single-row file. Game-level metadata.

Column Type Description
mapWidth Uint16 Map width in tiles
mapHeight Uint16 Map height in tiles
mapName Utf8 Resolved map name

strings.arrow / strings.parquet

String table extracted from the game installation. Used to resolve stringId references in masters and research.

Column Type Nullable Description
id Int32 No String ID
string Utf8 Yes Localised string value

Note: These files are derived from Microsoft game assets and are subject to the Game Content Usage Rules described in the Legal section above.


map.arrow / map.parquet

Static single-snapshot file written once per game. Contains terrain and elevation for every tile. Does not carry a sage:windowId, it reflects the initial map state.

Column Type Nullable Description
x Int32 No Tile X coordinate
y Int32 No Tile Y coordinate
elevationLevel Uint8 No Tile elevation level
terrainType Uint8 No Terrain type ID

fow.arrow / fow.parquet

One row per tile per window snapshot. Captures fog-of-war visibility state and terrain at each sampled point in time. Rows are only emitted for tiles present in the game's unifiedVisibleMap.

Note: FoW has not been validated beyond visual inspection. Visibility correctness may vary.

Column Type Nullable Description
time Uint32 No World time (ms) of the snapshot
x Int32 No Tile X coordinate
y Int32 No Tile Y coordinate
visibilityMask Uint32 No Bitmask of player ids that can see this tile
elevationLevel Uint8 No Tile elevation level at this time
terrainType Uint8 No Terrain type ID at this time

The visibilityMask is a bitfield, bit i set means player id i has (partial) visibility of the tile at this snapshot.


commands.arrow / commands.parquet

One row per issued game command. Not windowed, commands carry exact world timestamps. Uses a wide denormalized schema: most columns are nullable and only populated for the command types that use them.

Note: Command issuer attribution is not always consistent in the kotd4 dataset; some commands do not reliably identify their issuing player. Validation via entity ownership is recommended where accuracy matters.

Combined commands: The game engine emits one townbell command per affected building, but this represents a single human action (pressing the Town Bell button). SAGE collapses all gobacktowork and cancelbuild commands with the same issuer and world timestamp into a single row; unitIds on that row contains all building IDs that received the command.

Column Type Nullable Description
sage:modelType Dictionary(Utf8, Uint8) No Command type (see list below)
worldTime Uint32 No Command timestamp (ms)
issuer Uint32 No Issuing player ID
unitIds List<Int32> Yes Unit(s) the command was issued to
targetIds List<Int32> Yes Target entity ID(s)
location1X/Y/Z Float32 Yes Primary target location
location2X/Y/Z Float32 Yes Secondary location (e.g. wall endpoint)
waypoints List<Float32> Yes Waypoint list, interleaved X, Y, Z triplets
extend Bool Yes Extend/queue flag
instant Bool Yes Immediate execution flag
humanOrder Bool Yes Whether issued by a human (vs AI)
controlHeld Bool Yes Control key held
reset Bool Yes Reset existing waypoints
inFront Bool Yes Insert at front of queue
dropped Bool Yes Player dropped (resign)
exitAfterSave Bool Yes Exit after multiplayer save
activateFlag Int32 Yes Activation flag (e.g. town bell)
playerId1 Int32 Yes Primary player ID
playerId2 Int32 Yes Secondary player ID (e.g. tribute target)
objCategory Int32 Yes Object category
objId Int32 Yes Object / train ID
masterId Int32 Yes Master/prototype ID (includes unit type, unload unit type)
uniqueId Int32 Yes Unique object ID
formationType Int32 Yes Formation type
triggerId Int32 Yes Scenario trigger ID
action Int32 Yes Action type
orderType Int32 Yes AI order type
orderPriority Int32 Yes AI order priority
state Int32 Yes Unit/gather/gate state
techId Int32 Yes Technology ID
attrIds List<Int32> Yes Attribute type IDs
attrAmounts List<Float32> Yes Attribute amounts
attrCosts List<Float32> Yes Attribute costs
gameCommandId Int32 Yes Game sub-command ID
var1 Int32 Yes Generic variable (param / value / flare flags depending on command)
var2 Int32 Yes Generic variable
var3 Float32 Yes Generic variable
var4 Int32 Yes Generic variable
frame Int32 Yes Sprite frame (build)
spriteOverrideId Int32 Yes Sprite override ID
signalId Int32 Yes AI signal ID
effectType Int32 Yes AI effect type
unitorTechId Int32 Yes Unit or technology ID (AI effect)
attributeType Int32 Yes Attribute type (AI effect)
lotCount Int32 Yes Market lot count
unloadFlag Int32 Yes Unload mode
range Float32 Yes AI order range
sequence Int32 Yes Diplomacy sequence
status Int32 Yes Diplomacy status
declare Int32 Yes Diplomacy declare flag
diplomacy Int32 Yes Diplomacy value
intelligence Int32 Yes Intelligence sharing flag
trade Int32 Yes Trade flag
demand Int32 Yes Demand value
gold Int32 Yes Gold amount (diplomacy)
message Utf8 Yes Diplomacy message
newName Utf8 Yes New player name (changeplayername)
commandId Int32 Yes Raw command ID (unknowncommand fallback)

Command types (sage:modelType values): notset, interact, stop, work, move, create, addattribute, aiorder, resign, addwaypoint, pause, groupwaypoint, groupaiorder, unitaistate, guard, follow, patrol, scout, formformation, wheelformation, aboutfaceformation, multiplayersave, groupmultiwaypoints, chapter, attackmove, attackmovetarget, retreat, unittypeaistate, autoscout, stopall, moretechs, transformobject, trigger, transformobjects, make, research, build, game, explore, buildwall, cancelbuild, attackground, giveattribute2, tradeattribute, repair, unload, gate, flare, special, unitorder, diplomacy, queue, setgatherpoint, setretreatpoint, sellcommodity, buycommodity, unittransform, droprelic, townbell, gobacktowork, multiqueue, setgatherstate, deleteobjects, resetbuildings, multigate, gobacktowork2, changeplayername, sendaisignal, aieffectamount, aieffectpercent, giveattributes, unknowncommand


Embedded Structs

Action (embedded in entities)

Field Type Nullable Description
sage:modelType Dictionary(Utf8, Uint8) No Action, MakeObjectAction, MakeTechAction, GatherAction, HuntAction, ConvertAction, WonderAction, PackAction, UnpackAction, MakeAction
type Int16 No Action type
state Int8 No Action state
targetId Int32 No Target entity ID
targetX/Y/Z Float32 No Target position
timer Float32 No Action timer
objId Int16 Yes Object being produced (MakeObjectAction)
workDone Float32 Yes Work progress (MakeObjectAction)
techId Int16 Yes Technology ID (MakeTechAction)
researchProgress Float32 Yes Research progress (MakeTechAction)
startTime Float32 Yes Research start time (MakeTechAction)
targetType Int32 Yes Target resource type (GatherAction / HuntAction)
wasSameOwner Bool Yes Pre-conversion same owner flag (ConvertAction)
requiredRange Float32 Yes Required conversion range (ConvertAction)
totalTimer Float32 Yes Total conversion timer (ConvertAction)
taskWorkVal1/2 Float32 Yes Task work values (ConvertAction)
wonderTime Float32 Yes Wonder action timer (WonderAction)

ProductionQueueRecord (embedded in entities.productionQueue)

One entry per item currently queued in a building's production queue.

Field Type Description
unitId Int16 Master ID of the unit being produced (-1 if none)
refUnitId Int16 Canonical reference master ID
techId Int16 Technology ID if researching (-1 if none)
unitCount Int16 Number of units queued

AttributeValue (embedded in masters.attributesHeld, masters.buildInventory)

A resource or attribute type/amount pair.

Field Type Description
type Int16 Attribute type ID
amount Float32 Attribute amount
flag Uint8 Attribute flag

ArmorWeaponInfo (embedded in masters.armor, masters.weapon)

A single armor class or weapon attack entry. Armor and weapon interactions in AoE2 are class-based, each entry represents one class pairing.

Field Type Description
type Int16 Armor/weapon class type ID
value Int16 Armor/attack value for this class

descriptor.json

The descriptor is the index file for a game folder. It catalogs all Arrow files, categorises them by access pattern, and provides the window-to-time mapping needed to interpret sage:windowId values.

Cross-file alignment: All windowed files in a game folder share the same sage:windowId space. Window i in players.arrow, entities.arrow, masters.arrow, and research.arrow all refer to the same time slice. The exact in-game time boundaries for each window are given by descriptor.json → metadata.binTimes[i], as [startMs, endMs]. Use binTimes to align windowed data with event-based files (events.arrow, commands.arrow) which use raw worldTime timestamps instead of window IDs.

Top-level fields

Field Description
name Full base filename of the game (matches the folder name)
dictionaries Files used as shared lookup tables (currently strings.arrow)
windowed Files that carry a sage:windowId column, one row per entity/player/etc. per window
series Event-based files with exact world timestamps but no window ID (events, commands)
records Single-snapshot files written once per game (settings, map)
metadata Game-level constants and the window time index

metadata

Field Description
civStringIdOffset Add to a civilization ID from players.arrow to obtain its strings.arrow lookup ID
colorStringIdOffset Add to a color ID from players.arrow to obtain its strings.arrow lookup ID
binTimes Array of [startMs, endMs] pairs indexed by sage:windowId

binTimes

binTimes[i] gives the in-game time range (milliseconds) covered by window i. The index directly corresponds to sage:windowId values in all windowed files.

"binTimes": [
  [104,   60008],   // window 0: 104 ms → 60008 ms
  [60021, 120016],  // window 1: 60021 ms → 120016 ms
  ...
  [2340399, 2370249] // last window: shorter, game ended mid-window
]

Key properties:

  • Start time (binTimes[i][0]): the world time of the first game tick captured in this window
  • End time (binTimes[i][1]): the world time of the last game tick captured, not inclusive of the next window's start
  • Gaps are normal: end of window i and start of window i+1 are not contiguous, the gap reflects ticks between snapshot boundaries
  • Last window is shorter: the final entry covers the remaining ticks to the end of the game and will typically be less than the configured bin width
  • lastSeen in entities.arrow stores game time values in ms (world.time), use binTimes to map them back to a window index if needed

index.json

A dataset-level index of all processed games. Useful for filtering and selecting games without reading individual game folders. Companion split files index_train.jsonl, index_validation.jsonl, and index_test.jsonl are provided alongside this file. For kotd4 partial and restored games (6 files across 3 matches) are excluded from splits ("split": null) but retained in index.json for completeness.

Top-level fields

Field Description
dataset Dataset identifier (kotd4 or may2026)
generatedAt ISO 8601 timestamp of when the index was generated
gameCount Total number of games in the index
games Array of game entries (see below)

Game entry fields

Field Type Description
gameName string Base filename used across all related files
gameId string Internal UUID
matchId number Official AoE2 match ID
isRanked bool Whether the match was ranked
gameMode number Game mode ID
mapName string Resolved map name
durationMs number Match duration in milliseconds
startTime number Match start time as a Unix timestamp
startDate string Match start time as ISO 8601
split string Dataset split: train, validation, or test
players array Per-player metadata (see below)
paths object Relative paths to all associated files (see below)

Splits: Games are assigned to train (80%), validation (10%), and test (10%) splits via a deterministic hash of the game name. The same game always receives the same split regardless of when it was added to the dataset. The split is provided for reproducibility and convenience, if your use case does not require a held-out set, treat the full index.json as a single corpus. The companion files index_train.json, index_validation.json, and index_test.json each follow the same structure as index.json and contain only games for that split.

Player fields

Field Type Description
playerId number In-game player slot (matches id in players.arrow)
name string Player name
profileId number | null Relic profile ID, may be null if not found in the API
civId number Civilisation ID
civName string Civilisation name
elo number ELO at time of collection
won bool Whether this player won
gameStatus number Final game status code (2 = winner)

paths

Relative paths from the dataset root to each associated file for this game.

Field Description
caderec Path to the .caderec file
aoe2rec Path to the .aoe2record file
export.<binWidth>.arrow Path to the Arrow zip for the given window width
export.<binWidth>.parquet Path to the Parquet zip for the given window width

This document was manually written then formatted & cleaned using LLMs, feel free to correct any errors or ask for clarification.

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