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| 1 |
+
---
|
| 2 |
+
license: cc-by-nc-4.0
|
| 3 |
+
pretty_name: StarCraftMotion
|
| 4 |
+
language:
|
| 5 |
+
- en
|
| 6 |
+
size_categories:
|
| 7 |
+
- 100K<n<1M
|
| 8 |
+
task_categories:
|
| 9 |
+
- time-series-forecasting
|
| 10 |
+
- other
|
| 11 |
+
tags:
|
| 12 |
+
- starcraft-ii
|
| 13 |
+
- multi-agent
|
| 14 |
+
- trajectory-prediction
|
| 15 |
+
- motion-forecasting
|
| 16 |
+
- partial-observability
|
| 17 |
+
- benchmark
|
| 18 |
+
configs:
|
| 19 |
+
- config_name: default
|
| 20 |
+
data_files:
|
| 21 |
+
- split: train
|
| 22 |
+
path: train/*.parquet
|
| 23 |
+
- split: validation
|
| 24 |
+
path: val/*.parquet
|
| 25 |
+
- split: test
|
| 26 |
+
path: test/*.parquet
|
| 27 |
+
---
|
| 28 |
+
|
| 29 |
+
# StarCraftMotion
|
| 30 |
+
|
| 31 |
+
StarCraftMotion is a large-scale benchmark for agent simulation
|
| 32 |
+
under adversarial and partial observability scenarios (built from StarCraft replays). Each example is a fixed-length scenario window (`145` frames at `16 FPS`, ~9 seconds) containing all unit
|
| 33 |
+
states, dynamic map layers, and per-player economy time series.
|
| 34 |
+
|
| 35 |
+
The released split is **adversarial**: scenarios are subsampled to
|
| 36 |
+
overweight interaction-heavy windows (mutual-visibility and inter-player
|
| 37 |
+
transitions), making it a stress test for multi-agent prediction under
|
| 38 |
+
partial observability.
|
| 39 |
+
|
| 40 |
+
- **Total scenarios:** 469,187
|
| 41 |
+
- **Train / Val / Test:** 362,075 / 45,121 / 61,991
|
| 42 |
+
- **Source replays:** 64,327 replay-level HDF5 files (Blizzard `3.16.1-Pack_1-fix`)
|
| 43 |
+
- **Maps (ID):** Abyssal_Reef_LE, Acolyte_LE, Ascension_to_Aiur_LE, Interloper_LE, Mech_Depot_LE
|
| 44 |
+
- **Maps (OOD, test only):** Catallena_LE_(Void), Odyssey_LE
|
| 45 |
+
- **Splits are replay-level** — windows from the same replay never cross splits.
|
| 46 |
+
|
| 47 |
+
## Why parquet, and how to read
|
| 48 |
+
|
| 49 |
+
Each row is one scenario. All per-frame / per-unit array columns are
|
| 50 |
+
stored as **typed Arrow `large_list` arrays** (e.g. `LIST<float16>`,
|
| 51 |
+
`LIST<bool>`). `n_timesteps = 145` and `n_units` varies per scenario (stored per row).
|
| 52 |
+
The dynamic map layers (`map_creep`, `map_fow_p1`, `map_fow_p2`) are
|
| 53 |
+
sampled every 16 frames, giving `map_T = 10` snapshots per scenario.
|
| 54 |
+
Spatial dimensions `map_H` and `map_W` are stored as explicit scalar
|
| 55 |
+
columns per row (map-dependent; e.g. Abyssal_Reef_LE is 176 × 200).
|
| 56 |
+
|
| 57 |
+
```python
|
| 58 |
+
import numpy as np
|
| 59 |
+
from datasets import load_dataset
|
| 60 |
+
|
| 61 |
+
ds = load_dataset("blind-review-data/StarCraftMotion", split="train", streaming=True)
|
| 62 |
+
row = next(iter(ds))
|
| 63 |
+
|
| 64 |
+
T, N = row["n_timesteps"], row["n_units"]
|
| 65 |
+
map_T, map_H, map_W = row["map_T"], row["map_H"], row["map_W"]
|
| 66 |
+
|
| 67 |
+
coord = np.asarray(row["coordinate"], dtype=np.float16).reshape(T, N, 3)
|
| 68 |
+
alive = np.asarray(row["is_alive"], dtype=bool ).reshape(T, N)
|
| 69 |
+
owner = np.asarray(row["unit_owner"], dtype=np.uint8 ).reshape(N)
|
| 70 |
+
utype = np.asarray(row["unit_type"], dtype=np.uint32).reshape(T, N)
|
| 71 |
+
creep = np.asarray(row["map_creep"], dtype=bool ).reshape(map_T, map_H, map_W)
|
| 72 |
+
```
|
| 73 |
+
|
| 74 |
+
### Schema
|
| 75 |
+
|
| 76 |
+
#### Scalar fields
|
| 77 |
+
|
| 78 |
+
| Field | Type | Description |
|
| 79 |
+
|---------------|--------|--------------------------------------------------------------|
|
| 80 |
+
| `split` | string | `train`, `val`, or `test` |
|
| 81 |
+
| `map_name` | string | Map name (spaces replaced with `_`) |
|
| 82 |
+
| `replay_hash` | string | Hash of the parent SC2Replay file |
|
| 83 |
+
| `segment_idx` | int32 | Index of this 145-frame window inside the parent replay |
|
| 84 |
+
| `n_timesteps` | int32 | Number of frames per row (constant `145` in this release) |
|
| 85 |
+
| `n_units` | int32 | Number of unique unit rows in this scenario (variable) |
|
| 86 |
+
| `map_T` | int32 | Number of map snapshots per row (constant `10` in this release) |
|
| 87 |
+
| `map_H` | int32 | Map grid height in cells (map-dependent) |
|
| 88 |
+
| `map_W` | int32 | Map grid width in cells (map-dependent) |
|
| 89 |
+
|
| 90 |
+
#### Map data — shape `(map_T, map_H, map_W)` where `map_T = 10`
|
| 91 |
+
|
| 92 |
+
`map_H` and `map_W` are map-specific (each StarCraft II ladder map has
|
| 93 |
+
its own native grid). All three layers below share the same shape per
|
| 94 |
+
scenario.
|
| 95 |
+
|
| 96 |
+
| Field | dtype |
|
| 97 |
+
|---------------|-------|
|
| 98 |
+
| `map_creep` | bool |
|
| 99 |
+
| `map_fow_p1` | bool |
|
| 100 |
+
| `map_fow_p2` | bool |
|
| 101 |
+
|
| 102 |
+
#### Player economy — shape `(145, 2)`, column 0 = Player 1, column 1 = Player 2
|
| 103 |
+
|
| 104 |
+
| Field | dtype |
|
| 105 |
+
|-------------|--------|
|
| 106 |
+
| `food_cap` | uint8 |
|
| 107 |
+
| `food_used` | uint8 |
|
| 108 |
+
| `minerals` | uint16 |
|
| 109 |
+
| `vespene` | uint16 |
|
| 110 |
+
|
| 111 |
+
#### Per-unit constants — shape `(n_units,)`
|
| 112 |
+
|
| 113 |
+
| Field | dtype | Description |
|
| 114 |
+
|--------------|--------|----------------------------------------------|
|
| 115 |
+
| `unit_owner` | uint8 | 1 = P1, 2 = P2, 16 = neutral |
|
| 116 |
+
| `unit_tag` | uint64 | Raw SC2 engine tag (unique per unit instance)|
|
| 117 |
+
|
| 118 |
+
#### Per-frame, per-unit — shape `(145, n_units)` unless noted
|
| 119 |
+
|
| 120 |
+
| Field | dtype | Shape | Description |
|
| 121 |
+
|-------------------|---------|----------------------|-------------------------------------------------|
|
| 122 |
+
| `coordinate` | float16 | (145, n_units, 3) | Native (x, y, z) map coordinates |
|
| 123 |
+
| `target_pos` | float16 | (145, n_units, 2) | Order target ground position |
|
| 124 |
+
| `health` | float16 | | |
|
| 125 |
+
| `health_max` | float16 | | |
|
| 126 |
+
| `shield` | float16 | | Protoss shield |
|
| 127 |
+
| `energy` | float16 | | |
|
| 128 |
+
| `heading` | float16 | | Facing direction in radians (0 to 2π) |
|
| 129 |
+
| `radius` | float16 | | Unit collision radius |
|
| 130 |
+
| `build_progress` | float16 | | 0.0–1.0 |
|
| 131 |
+
| `unit_type` | uint32 | | Raw SC2 unit type ID |
|
| 132 |
+
| `ability_id` | uint32 | | First order's ability ID |
|
| 133 |
+
| `target_id` | uint32 | | Target's row index (`0xFFFFFFFF` = no target) |
|
| 134 |
+
| `mineral_contents`| uint16 | | Remaining minerals (mineral fields) |
|
| 135 |
+
| `vespene_contents`| uint16 | | Remaining vespene (geysers) |
|
| 136 |
+
| `is_alive` | bool | | |
|
| 137 |
+
| `is_burrowed` | bool | | Zerg burrowed |
|
| 138 |
+
| `is_carried` | bool | | Inside a transport |
|
| 139 |
+
| `is_flying` | bool | | Air unit / lifted building |
|
| 140 |
+
| `visible_status` | uint8 | | Combined P1/P2 visibility (see below) |
|
| 141 |
+
|
| 142 |
+
`visible_status = p1_state * 3 + p2_state`, with each state in
|
| 143 |
+
`{0 = unseen, 1 = snapshot, 2 = visible}`. Examples: `8` = visible to both,
|
| 144 |
+
`6` = visible to P1 only, `2` = visible to P2 only.
|
| 145 |
+
|
| 146 |
+
### Action labels
|
| 147 |
+
|
| 148 |
+
The `ability_id` column stores the **raw SC2 ability ID as `uint32`**
|
| 149 |
+
(e.g. `MOVE = 16`, `ATTACK_ATTACK = 23`, `HARVEST_GATHER_DRONE = 1183`,
|
| 150 |
+
`ability_id == 0` means the unit has no active order). It is **not**
|
| 151 |
+
class-indexed.
|
| 152 |
+
|
| 153 |
+
For action prediction tasks we provide an 11-class coarse mapping in the
|
| 154 |
+
source repository at
|
| 155 |
+
[`sc2sensor/utils/coarse_action_mapping.py`].
|
| 156 |
+
|
| 157 |
+
| Label | Name | Description |
|
| 158 |
+
|------:|-----------|------------------------------------------------------------|
|
| 159 |
+
| 0 | NO_OP | `ability_id == 0`; unit idle |
|
| 160 |
+
| 1 | MOVE | move, patrol, hold position, stop, smart (right-click) |
|
| 161 |
+
| 2 | ATTACK | attack, attack-move, attack building |
|
| 162 |
+
| 3 | HARVEST | gather resources, return cargo |
|
| 163 |
+
| 4 | TRAIN | produce units from buildings / larvae / warp-in |
|
| 164 |
+
| 5 | BUILD | construct structures, add-ons, creep tumors |
|
| 165 |
+
| 6 | RESEARCH | upgrades and tech research |
|
| 166 |
+
| 7 | MORPH | unit/structure transformation (siege, archon, lair, etc.) |
|
| 167 |
+
| 8 | EFFECT | combat abilities, spells, auto-cast effects |
|
| 168 |
+
| 9 | TRANSPORT | load, unload, lift off, land |
|
| 169 |
+
| 10 | BURROW | burrow down / burrow up (Zerg) |
|
| 170 |
+
| 255 | UNKNOWN | unmapped or cosmetic |
|
| 171 |
+
|
| 172 |
+
Sources for the mapping:
|
| 173 |
+
- Blizzard `s2client-api` `ABILITY_ID` enum:
|
| 174 |
+
https://blizzard.github.io/s2client-api/sc2__typeenums_8h.html
|
| 175 |
+
- Blizzard `s2client-proto` `stableid.json`:
|
| 176 |
+
https://github.com/Blizzard/s2client-proto/blob/master/stableid.json
|
| 177 |
+
|
| 178 |
+
Coverage on the released split is 100% of all action occurrences
|
| 179 |
+
(every `ability_id` either matches a Blizzard enum prefix, is one of 10
|
| 180 |
+
explicit `stableid.json` overrides, or is `0` / falls into `UNKNOWN`).
|
| 181 |
+
|
| 182 |
+
#### Applying the mapping
|
| 183 |
+
|
| 184 |
+
```python
|
| 185 |
+
import numpy as np
|
| 186 |
+
from sc2sensor.utils.coarse_action_mapping import ABILITY_ID_TO_COARSE_ACTION
|
| 187 |
+
|
| 188 |
+
T, N = row["n_timesteps"], row["n_units"]
|
| 189 |
+
ability_id = np.frombuffer(row["ability_id"], dtype=np.uint32).reshape(T, N)
|
| 190 |
+
|
| 191 |
+
# Vectorized lookup via a dense uint8 table.
|
| 192 |
+
max_id = max(ABILITY_ID_TO_COARSE_ACTION) + 1
|
| 193 |
+
lut = np.full(max_id, 255, dtype=np.uint8)
|
| 194 |
+
for aid, label in ABILITY_ID_TO_COARSE_ACTION.items():
|
| 195 |
+
lut[aid] = label
|
| 196 |
+
|
| 197 |
+
coarse = np.where(ability_id < max_id, lut[np.clip(ability_id, 0, max_id - 1)], 255)
|
| 198 |
+
```
|
| 199 |
+
|
| 200 |
+
## Pipeline summary
|
| 201 |
+
|
| 202 |
+
1. **Replay extraction** (`extract_replay_level.py`): three SC2 engine passes
|
| 203 |
+
(omniscient + per-player FOW) into one HDF5 per replay, preserving native
|
| 204 |
+
coordinates, raw SC2 unit/ability IDs, and per-player visibility.
|
| 205 |
+
2. **Scenario windowing** (`split_scenarios.py`): chunk into `145`-frame
|
| 206 |
+
windows at `16 FPS` (1 s history + current + 8 s future).
|
| 207 |
+
Drops replays with `duration < 120 s` or either player at `APM < 1`.
|
| 208 |
+
3. **Replay-level split** (`create_dataset_split.py`): 80/10/10 train/val/test
|
| 209 |
+
over ID maps; OOD maps go to test only. Keeps `10%` of each replay's
|
| 210 |
+
windows.
|
| 211 |
+
4. **Adversarial weighting**: window sampling weight is
|
| 212 |
+
`log(1 + mutual_unit_sum) + log(1 + transition_cnt)`; zero-score windows
|
| 213 |
+
are excluded.
|
| 214 |
+
|
| 215 |
+
## Dataset statistics
|
| 216 |
+
|
| 217 |
+
### Player-unit counts (units with `owner != 16`)
|
| 218 |
+
|
| 219 |
+
| Split | Mean | Std | Min | P25 | Median | P75 | Max |
|
| 220 |
+
|-------|-------:|-------:|----:|----:|-------:|----:|----:|
|
| 221 |
+
| Train | 204.56 | 113.06 | 11 | 109 | 189 | 284 | 921 |
|
| 222 |
+
| Val | 203.56 | 112.51 | 18 | 109 | 188 | 282 | 689 |
|
| 223 |
+
| Test | 202.78 | 111.70 | 13 | 107 | 189 | 281 | 779 |
|
| 224 |
+
|
| 225 |
+
### Race matchups
|
| 226 |
+
|
| 227 |
+
| Split | PvP | PvT | PvZ | TvT | TvZ | ZvZ |
|
| 228 |
+
|-------|-------:|-------:|-------:|-------:|--------:|-------:|
|
| 229 |
+
| Train | 23,322 | 82,819 | 66,139 | 54,819 | 104,780 | 30,196 |
|
| 230 |
+
| Val | 3,037 | 9,978 | 8,514 | 6,853 | 13,326 | 3,413 |
|
| 231 |
+
| Test | 4,112 | 13,927 | 10,883 | 9,536 | 18,531 | 5,002 |
|
| 232 |
+
|
| 233 |
+
### Mutual visibility (units with `visible_status == 8` and `is_alive`)
|
| 234 |
+
|
| 235 |
+
| Split | Mean mutually-visible units / frame |
|
| 236 |
+
|-------|------------------------------------:|
|
| 237 |
+
| Train | 23.56 |
|
| 238 |
+
| Val | 23.40 |
|
| 239 |
+
| Test | 23.43 |
|
| 240 |
+
|
| 241 |
+
## Intended use
|
| 242 |
+
|
| 243 |
+
- Multi-agent simulation under adversarial partial observability.
|
| 244 |
+
- Benchmarks for fog-of-war handling, ID vs OOD-map
|
| 245 |
+
generalization, and interaction-heavy scenes.
|
| 246 |
+
|
| 247 |
+
## Limitations and ethical considerations
|
| 248 |
+
|
| 249 |
+
- **Replay provenance:** raw replays come from Blizzard's
|
| 250 |
+
`3.16.1-Pack_1-fix` distribution. Per-replay curation, demographics of
|
| 251 |
+
players, and any prior filtering performed by Blizzard are not documented.
|
| 252 |
+
- **MMR caveat:** raw MMR values include sentinel-like negatives (down to
|
| 253 |
+
`-36400`) for some replays. League-tier bucketing should be recomputed
|
| 254 |
+
rather than relied upon naively.
|
| 255 |
+
- **Single game version:** all replays are SC2 build 3.16.1; balance and
|
| 256 |
+
meta-game differ from current ladder versions.
|
| 257 |
+
- **No personally identifying content** is included beyond what Blizzard
|
| 258 |
+
publishes in replay packs. Player names are not surfaced as columns.
|
| 259 |
+
- **Game-balance / strategic bias:** the corpus is whatever Blizzard
|
| 260 |
+
released in the pack and is not a uniform sample of competitive play.
|
| 261 |
+
|
| 262 |
+
## License
|
| 263 |
+
|
| 264 |
+
The released parquet artifacts are licensed under
|
| 265 |
+
[**Creative Commons Attribution-NonCommercial 4.0 International (CC-BY-NC-4.0)**](https://spdx.org/licenses/CC-BY-NC-4.0.html)
|
| 266 |
+
(SPDX: `CC-BY-NC-4.0`).
|
| 267 |
+
|
| 268 |
+
The released parquet files are **derivative ML features** (float16 unit
|
| 269 |
+
trajectories, fog-of-war and creep masks, per-player economy time series,
|
| 270 |
+
and raw SC2 unit/ability identifiers) extracted from StarCraft II
|
| 271 |
+
replays. The dataset does **not** redistribute raw `.SC2Replay` files,
|
| 272 |
+
SC2 game maps, or any portion of the StarCraft II Software. Use of the
|
| 273 |
+
underlying StarCraft II replays and the SC2 engine is separately
|
| 274 |
+
governed by Blizzard's
|
| 275 |
+
[AI and Machine Learning License](https://blzdistsc2-a.akamaihd.net/AI_AND_MACHINE_LEARNING_LICENSE.html);
|
| 276 |
+
that license explicitly permits use of derived ML data for personal or
|
| 277 |
+
internal research and development.
|
| 278 |
+
|
| 279 |
+
|
| 280 |
+
## Citation
|
| 281 |
+
|
| 282 |
+
Underlying replays:
|
| 283 |
+
|
| 284 |
+
```bibtex
|
| 285 |
+
@misc{blizzard_sc2_replaypacks,
|
| 286 |
+
title = {StarCraft II Replay Packs (3.16.1-Pack\_1-fix)},
|
| 287 |
+
author = {{Blizzard Entertainment}},
|
| 288 |
+
howpublished = {\url{https://blzdistsc2-a.akamaihd.net/ReplayPacks/3.16.1-Pack_1-fix.zip}}
|
| 289 |
+
}
|
| 290 |
+
```
|
| 291 |
+
|
| 292 |
+
## Acknowledgments
|
| 293 |
+
|
| 294 |
+
Built on top of DeepMind's `pysc2` and Blizzard's StarCraft II AI/ML
|
| 295 |
+
infrastructure.
|