| --- |
| annotations_creators: |
| - machine-generated |
| language: |
| - en |
| license: cc-by-4.0 |
| pretty_name: "CQ-AVATAR: CS2 Pro Player Behavioral Sequence Dataset" |
| size_categories: |
| - 1M<n<10M |
| tags: |
| - counter-strike |
| - cs2 |
| - esports |
| - player-behavior |
| - sequence-modeling |
| - transformer |
| - behavioral-cloning |
| task_categories: |
| - other |
| dataset_info: |
| features: |
| - name: steamid |
| dtype: string |
| - name: map_name |
| dtype: string |
| - name: game |
| dtype: string |
| - name: features |
| dtype: binary |
| splits: |
| - name: train |
| num_examples: 1827929 |
| - name: validation |
| num_examples: 202652 |
| --- |
| |
| # CQ-AVATAR: CS2 Pro Player Behavioral Sequence Dataset |
|
|
| **Author:** Eimantas Kulbe |
| **Project:** [CounterQuant](https://counterquant.com) — CS2 Intelligence Platform |
| **License:** [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/) — free to use with attribution |
|
|
| > If you use this dataset in research or a product, citation is required. See the [Citation](#citation) section below. |
|
|
| --- |
|
|
| ## Dataset Summary |
|
|
| CQ-AVATAR is a large-scale behavioral sequence dataset derived from professional Counter-Strike 2 (CS2) match demos. It captures the moment-to-moment game state experienced by individual players across thousands of professional matches, enabling sequence modeling, behavioral cloning, and player-style representation learning. |
|
|
| Each record is a fixed-length window of 512 game ticks (~8 seconds at 64 Hz) from a single player's perspective, encoded as a 41-dimensional feature vector per tick. The dataset covers 910 unique professional players across multiple maps and tournament tiers. |
|
|
| --- |
|
|
| ## Dataset Statistics |
|
|
| | Statistic | Value | |
| |-----------|-------| |
| | Total sequences | 2,030,581 | |
| | Train split | 1,827,929 (90%) | |
| | Validation split | 202,652 (10%) | |
| | Sequence length | 512 ticks (480 input + 32 prediction horizon) | |
| | Features per tick | 41 | |
| | Unique players | 910 | |
| | Game tick rate | 64 Hz (~8 seconds per sequence) | |
| | Raw file size | ~37 GB (Parquet, Snappy compressed) | |
|
|
| --- |
|
|
| ## Feature Description |
|
|
| Each sequence contains 41 features per tick, split into two groups: |
|
|
| ### Player State (29 features) |
| Position (x, y, z), velocity (vx, vy, vz), view angles (yaw, pitch), health, armor, active weapon, ammo, crouching state, in-air flag, flash duration, scoped flag, accuracy penalty, fire count, reload state, and movement smoothness metrics. |
|
|
| ### Teammate Context (12 features) |
| Aggregate statistics over the player's 4 teammates: average health, alive count, average position delta, nearest teammate distance, team economic value, defuse kit presence, and coordinated movement indicators. |
|
|
| ### Prediction Target |
| The model is trained to predict the player's state 32 ticks (~0.5 seconds) into the future — a causal next-state prediction objective that forces the backbone to learn game physics, positioning logic, and tactical intent. |
|
|
| --- |
|
|
| ## Data Format |
|
|
| The dataset is stored as a single Parquet file (`avatar_sequences.parquet`) with the following schema: |
|
|
| | Column | Type | Description | |
| |--------|------|-------------| |
| | `steamid` | string | Player's Steam ID (64-bit) | |
| | `map_name` | string | CS2 map name (e.g. `de_mirage`) | |
| | `game` | string | Game variant (`cs2` or `csgo`) | |
| | `seq_len` | int32 | Actual sequence length (≤512) | |
| | `n_feats` | int32 | Feature dimensionality (41) | |
| | `features` | binary | Raw float32 array: shape `(seq_len, n_feats)`, row-major | |
|
|
| ### Loading Example |
|
|
| ```python |
| import polars as pl |
| import numpy as np |
| |
| df = pl.read_parquet("avatar_sequences.parquet") |
| |
| # Decode a single sequence |
| row = df.row(0, named=True) |
| seq = np.frombuffer(row["features"], dtype=np.float32).reshape(row["seq_len"], row["n_feats"]) |
| # seq.shape → (512, 41) |
| |
| x = seq[:-32] # input: ticks 0–479 |
| y = seq[32:] # target: ticks 32–511 (causal shift) |
| ``` |
|
|
| ### PyTorch DataLoader Example |
|
|
| ```python |
| from torch.utils.data import IterableDataset |
| import pyarrow.parquet as pq |
| import numpy as np, torch |
| |
| class AvatarDataset(IterableDataset): |
| def __init__(self, path): |
| self.path = path |
| self.pf = pq.ParquetFile(path) |
| |
| def __iter__(self): |
| for batch in self.pf.iter_batches(batch_size=256, columns=["features", "seq_len", "n_feats"]): |
| for feat_bytes, seq_len, n_feats in zip( |
| batch["features"].to_pylist(), |
| batch["seq_len"].to_pylist(), |
| batch["n_feats"].to_pylist(), |
| ): |
| seq = np.frombuffer(feat_bytes, dtype=np.float32).reshape(seq_len, n_feats) |
| x = torch.from_numpy(seq[:-32].copy()) |
| y = torch.from_numpy(seq[32:].copy()) |
| yield x, y |
| ``` |
|
|
| --- |
|
|
| ## Source & Construction |
|
|
| Sequences were extracted from professional CS2 and CS:GO match demos obtained from HLTV.org. Demos were parsed using [demoparser2](https://github.com/LaihoE/demoparser2) at the tick level. Per-player sequences were extracted with a stride of 64 ticks, filtered to rounds with ≥ 480 clean ticks, and normalized per-feature using robust statistics (median + IQR). |
|
|
| The train/validation split is **per-player** — all sequences from a given player appear in exactly one split, preventing data leakage across the sequence boundary. |
|
|
| --- |
|
|
| ## Intended Use |
|
|
| This dataset is intended for: |
| - **Sequence modeling** of CS2 player behavior (transformer, LSTM, state-space models) |
| - **Behavioral cloning** — learning pro-level positioning and movement |
| - **Player style representation** — embedding player identity from game state alone |
| - **Anomaly detection** — identifying unusual in-game behavior |
| - **CS2 AI research** — any task requiring structured, large-scale pro-play data |
|
|
| ### Out-of-Scope Use |
| - Real-time cheating detection tools intended to flag live players |
| - Surveillance or profiling of players without consent |
| - Any commercial use without written permission from the author |
|
|
| --- |
|
|
| ## Licensing & Citation |
|
|
| This dataset is released under the **Creative Commons Attribution 4.0 International (CC BY 4.0)** license. You are free to use, share, and adapt this dataset for any purpose, including commercial, **as long as you provide appropriate credit and cite the dataset**. |
|
|
| ### Citation |
|
|
| If you use this dataset in a publication, product, or project, you **must** cite it as follows: |
|
|
| ```bibtex |
| @dataset{kulbe2025cqavatar, |
| author = {Kulbe, Eimantas}, |
| title = {{CQ-AVATAR}: {CS2} Pro Player Behavioral Sequence Dataset}, |
| year = {2025}, |
| publisher = {CounterQuant}, |
| url = {https://huggingface.co/datasets/Unit293/CQ-Avatar-Training}, |
| note = {2.03M sequences extracted from professional CS2 match demos. |
| Released under CC BY 4.0. Attribution required.} |
| } |
| ``` |
|
|
| For non-academic use (blog posts, products, apps), please include: |
|
|
| > Dataset by Eimantas Kulbe / CounterQuant — [counterquant.com](https://counterquant.com) |
|
|
| --- |
|
|
| ## Contact |
|
|
| **Eimantas Kulbe** |
| CounterQuant — CS2 Intelligence Platform |
| [counterquant.com](https://counterquant.com) |
|
|