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Add professional dataset card (author: Eimantas Kulbe, CC BY 4.0)

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+ ---
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+ annotations_creators:
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+ - machine-generated
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+ language:
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+ - en
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+ license: cc-by-4.0
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+ pretty_name: "CQ-AVATAR: CS2 Pro Player Behavioral Sequence Dataset"
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+ size_categories:
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+ - 1M<n<10M
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+ tags:
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+ - counter-strike
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+ - cs2
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+ - esports
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+ - player-behavior
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+ - sequence-modeling
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+ - transformer
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+ - behavioral-cloning
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+ task_categories:
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+ - other
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+ task_ids:
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+ - other-other-sequence-prediction
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+ dataset_info:
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+ features:
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+ - name: steamid
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+ dtype: string
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+ - name: map_name
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+ dtype: string
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+ - name: game
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+ dtype: string
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+ - name: features
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+ dtype: binary
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+ splits:
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+ - name: train
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+ num_examples: 1827929
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+ - name: validation
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+ num_examples: 202652
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+ ---
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+
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+ # CQ-AVATAR: CS2 Pro Player Behavioral Sequence Dataset
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+
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+ **Author:** Eimantas Kulbe
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+ **Project:** [CounterQuant](https://counterquant.com) — CS2 Intelligence Platform
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+ **License:** [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/) — free to use with attribution
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+
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+ > If you use this dataset in research or a product, citation is required. See the [Citation](#citation) section below.
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+
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+ ---
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+
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+ ## Dataset Summary
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+
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+ 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.
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+
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+ 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.
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+
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+ ---
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+
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+ ## Dataset Statistics
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+
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+ | Statistic | Value |
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+ |-----------|-------|
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+ | Total sequences | 2,030,581 |
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+ | Train split | 1,827,929 (90%) |
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+ | Validation split | 202,652 (10%) |
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+ | Sequence length | 512 ticks (480 input + 32 prediction horizon) |
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+ | Features per tick | 41 |
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+ | Unique players | 910 |
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+ | Game tick rate | 64 Hz (~8 seconds per sequence) |
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+ | Raw file size | ~37 GB (Parquet, Snappy compressed) |
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+
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+ ---
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+
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+ ## Feature Description
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+
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+ Each sequence contains 41 features per tick, split into two groups:
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+
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+ ### Player State (29 features)
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+ 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.
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+
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+ ### Teammate Context (12 features)
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+ 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.
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+
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+ ### Prediction Target
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+ 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.
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+
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+ ---
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+
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+ ## Data Format
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+
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+ The dataset is stored as a single Parquet file (`avatar_sequences.parquet`) with the following schema:
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+
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+ | Column | Type | Description |
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+ |--------|------|-------------|
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+ | `steamid` | string | Player's Steam ID (64-bit) |
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+ | `map_name` | string | CS2 map name (e.g. `de_mirage`) |
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+ | `game` | string | Game variant (`cs2` or `csgo`) |
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+ | `seq_len` | int32 | Actual sequence length (≤512) |
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+ | `n_feats` | int32 | Feature dimensionality (41) |
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+ | `features` | binary | Raw float32 array: shape `(seq_len, n_feats)`, row-major |
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+
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+ ### Loading Example
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+
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+ ```python
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+ import polars as pl
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+ import numpy as np
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+
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+ df = pl.read_parquet("avatar_sequences.parquet")
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+
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+ # Decode a single sequence
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+ row = df.row(0, named=True)
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+ seq = np.frombuffer(row["features"], dtype=np.float32).reshape(row["seq_len"], row["n_feats"])
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+ # seq.shape → (512, 41)
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+
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+ x = seq[:-32] # input: ticks 0–479
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+ y = seq[32:] # target: ticks 32–511 (causal shift)
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+ ```
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+
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+ ### PyTorch DataLoader Example
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+
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+ ```python
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+ from torch.utils.data import IterableDataset
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+ import pyarrow.parquet as pq
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+ import numpy as np, torch
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+
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+ class AvatarDataset(IterableDataset):
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+ def __init__(self, path):
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+ self.path = path
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+ self.pf = pq.ParquetFile(path)
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+
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+ def __iter__(self):
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+ for batch in self.pf.iter_batches(batch_size=256, columns=["features", "seq_len", "n_feats"]):
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+ for feat_bytes, seq_len, n_feats in zip(
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+ batch["features"].to_pylist(),
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+ batch["seq_len"].to_pylist(),
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+ batch["n_feats"].to_pylist(),
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+ ):
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+ seq = np.frombuffer(feat_bytes, dtype=np.float32).reshape(seq_len, n_feats)
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+ x = torch.from_numpy(seq[:-32].copy())
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+ y = torch.from_numpy(seq[32:].copy())
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+ yield x, y
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+ ```
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+
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+ ---
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+
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+ ## Source & Construction
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+
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+ 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).
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+
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+ 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.
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+
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+ ---
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+
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+ ## Intended Use
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+
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+ This dataset is intended for:
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+ - **Sequence modeling** of CS2 player behavior (transformer, LSTM, state-space models)
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+ - **Behavioral cloning** — learning pro-level positioning and movement
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+ - **Player style representation** — embedding player identity from game state alone
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+ - **Anomaly detection** — identifying unusual in-game behavior
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+ - **CS2 AI research** — any task requiring structured, large-scale pro-play data
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+
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+ ### Out-of-Scope Use
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+ - Real-time cheating detection tools intended to flag live players
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+ - Surveillance or profiling of players without consent
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+ - Any commercial use without written permission from the author
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+
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+ ---
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+
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+ ## Licensing & Citation
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+
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+ 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**.
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+
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+ ### Citation
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+
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+ If you use this dataset in a publication, product, or project, you **must** cite it as follows:
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+
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+ ```bibtex
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+ @dataset{kulbe2025cqavatar,
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+ author = {Kulbe, Eimantas},
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+ title = {{CQ-AVATAR}: {CS2} Pro Player Behavioral Sequence Dataset},
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+ year = {2025},
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+ publisher = {CounterQuant},
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+ url = {https://huggingface.co/datasets/Unit293/CQ-Avatar-Training},
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+ note = {2.03M sequences extracted from professional CS2 match demos.
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+ Released under CC BY 4.0. Attribution required.}
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+ }
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+ ```
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+
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+ For non-academic use (blog posts, products, apps), please include:
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+
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+ > Dataset by Eimantas Kulbe / CounterQuant — [counterquant.com](https://counterquant.com)
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+
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+ ---
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+
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+ ## Contact
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+
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+ **Eimantas Kulbe**
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+ CounterQuant — CS2 Intelligence Platform
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+ [counterquant.com](https://counterquant.com)