--- license: cc-by-nc-4.0 pretty_name: StarCraftMotion language: - en size_categories: - 100K`, `LIST`). `n_timesteps = 145` and `n_units` varies per scenario (stored per row). The dynamic map layers (`map_creep`, `map_fow_p1`, `map_fow_p2`) are sampled every 16 frames, giving `map_T = 10` snapshots per scenario. Spatial dimensions `map_H` and `map_W` are stored as explicit scalar columns per row (map-dependent; e.g. Abyssal_Reef_LE is 176 × 200). ```python import numpy as np from datasets import load_dataset ds = load_dataset("blind-review-data/StarCraftMotion", split="train", streaming=True) row = next(iter(ds)) T, N = row["n_timesteps"], row["n_units"] map_T, map_H, map_W = row["map_T"], row["map_H"], row["map_W"] coord = np.asarray(row["coordinate"], dtype=np.float16).reshape(T, N, 3) alive = np.asarray(row["is_alive"], dtype=bool ).reshape(T, N) owner = np.asarray(row["unit_owner"], dtype=np.uint8 ).reshape(N) utype = np.asarray(row["unit_type"], dtype=np.uint32).reshape(T, N) creep = np.asarray(row["map_creep"], dtype=bool ).reshape(map_T, map_H, map_W) ``` ### Schema #### Scalar fields | Field | Type | Description | |---------------|--------|--------------------------------------------------------------| | `split` | string | `train`, `val`, or `test` | | `map_name` | string | Map name (spaces replaced with `_`) | | `replay_hash` | string | Hash of the parent SC2Replay file | | `segment_idx` | int32 | Index of this 145-frame window inside the parent replay | | `n_timesteps` | int32 | Number of frames per row (constant `145` in this release) | | `n_units` | int32 | Number of unique unit rows in this scenario (variable) | | `map_T` | int32 | Number of map snapshots per row (constant `10` in this release) | | `map_H` | int32 | Map grid height in cells (map-dependent) | | `map_W` | int32 | Map grid width in cells (map-dependent) | #### Map data — shape `(map_T, map_H, map_W)` where `map_T = 10` `map_H` and `map_W` are map-specific (each StarCraft II ladder map has its own native grid). All three layers below share the same shape per scenario. | Field | dtype | |---------------|-------| | `map_creep` | bool | | `map_fow_p1` | bool | | `map_fow_p2` | bool | #### Player economy — shape `(145, 2)`, column 0 = Player 1, column 1 = Player 2 | Field | dtype | |-------------|--------| | `food_cap` | uint8 | | `food_used` | uint8 | | `minerals` | uint16 | | `vespene` | uint16 | #### Per-unit constants — shape `(n_units,)` | Field | dtype | Description | |--------------|--------|----------------------------------------------| | `unit_owner` | uint8 | 1 = P1, 2 = P2, 16 = neutral | | `unit_tag` | uint64 | Raw SC2 engine tag (unique per unit instance)| #### Per-frame, per-unit — shape `(145, n_units)` unless noted | Field | dtype | Shape | Description | |-------------------|---------|----------------------|-------------------------------------------------| | `coordinate` | float16 | (145, n_units, 3) | Native (x, y, z) map coordinates | | `target_pos` | float16 | (145, n_units, 2) | Order target ground position | | `health` | float16 | | | | `health_max` | float16 | | | | `shield` | float16 | | Protoss shield | | `energy` | float16 | | | | `heading` | float16 | | Facing direction in radians (0 to 2π) | | `radius` | float16 | | Unit collision radius | | `build_progress` | float16 | | 0.0–1.0 | | `unit_type` | uint32 | | Raw SC2 unit type ID | | `ability_id` | uint32 | | First order's ability ID | | `target_id` | uint32 | | Target's row index (`0xFFFFFFFF` = no target) | | `mineral_contents`| uint16 | | Remaining minerals (mineral fields) | | `vespene_contents`| uint16 | | Remaining vespene (geysers) | | `is_alive` | bool | | | | `is_burrowed` | bool | | Zerg burrowed | | `is_carried` | bool | | Inside a transport | | `is_flying` | bool | | Air unit / lifted building | | `visible_status` | uint8 | | Combined P1/P2 visibility (see below) | `visible_status = p1_state * 3 + p2_state`, with each state in `{0 = unseen, 1 = snapshot, 2 = visible}`. Examples: `8` = visible to both, `6` = visible to P1 only, `2` = visible to P2 only. ### Action labels The `ability_id` column stores the **raw SC2 ability ID as `uint32`** (e.g. `MOVE = 16`, `ATTACK_ATTACK = 23`, `HARVEST_GATHER_DRONE = 1183`, `ability_id == 0` means the unit has no active order). It is **not** class-indexed. For action prediction tasks we provide an 11-class coarse mapping in the source repository at [`sc2sensor/utils/coarse_action_mapping.py`]. | Label | Name | Description | |------:|-----------|------------------------------------------------------------| | 0 | NO_OP | `ability_id == 0`; unit idle | | 1 | MOVE | move, patrol, hold position, stop, smart (right-click) | | 2 | ATTACK | attack, attack-move, attack building | | 3 | HARVEST | gather resources, return cargo | | 4 | TRAIN | produce units from buildings / larvae / warp-in | | 5 | BUILD | construct structures, add-ons, creep tumors | | 6 | RESEARCH | upgrades and tech research | | 7 | MORPH | unit/structure transformation (siege, archon, lair, etc.) | | 8 | EFFECT | combat abilities, spells, auto-cast effects | | 9 | TRANSPORT | load, unload, lift off, land | | 10 | BURROW | burrow down / burrow up (Zerg) | | 255 | UNKNOWN | unmapped or cosmetic | Sources for the mapping: - Blizzard `s2client-api` `ABILITY_ID` enum: https://blizzard.github.io/s2client-api/sc2__typeenums_8h.html - Blizzard `s2client-proto` `stableid.json`: https://github.com/Blizzard/s2client-proto/blob/master/stableid.json Coverage on the released split is 100% of all action occurrences (every `ability_id` either matches a Blizzard enum prefix, is one of 10 explicit `stableid.json` overrides, or is `0` / falls into `UNKNOWN`). #### Applying the mapping ```python import numpy as np from sc2sensor.utils.coarse_action_mapping import ABILITY_ID_TO_COARSE_ACTION T, N = row["n_timesteps"], row["n_units"] ability_id = np.frombuffer(row["ability_id"], dtype=np.uint32).reshape(T, N) # Vectorized lookup via a dense uint8 table. max_id = max(ABILITY_ID_TO_COARSE_ACTION) + 1 lut = np.full(max_id, 255, dtype=np.uint8) for aid, label in ABILITY_ID_TO_COARSE_ACTION.items(): lut[aid] = label coarse = np.where(ability_id < max_id, lut[np.clip(ability_id, 0, max_id - 1)], 255) ``` ## Pipeline summary 1. **Replay extraction** (`extract_replay_level.py`): three SC2 engine passes (omniscient + per-player FOW) into one HDF5 per replay, preserving native coordinates, raw SC2 unit/ability IDs, and per-player visibility. 2. **Scenario windowing** (`split_scenarios.py`): chunk into `145`-frame windows at `16 FPS` (1 s history + current + 8 s future). Drops replays with `duration < 120 s` or either player at `APM < 1`. 3. **Replay-level split** (`create_dataset_split.py`): 80/10/10 train/val/test over ID maps; OOD maps go to test only. Keeps `10%` of each replay's windows. 4. **Adversarial weighting**: window sampling weight is `log(1 + mutual_unit_sum) + log(1 + transition_cnt)`; zero-score windows are excluded. ## Dataset statistics ### Player-unit counts (units with `owner != 16`) | Split | Mean | Std | Min | P25 | Median | P75 | Max | |-------|-------:|-------:|----:|----:|-------:|----:|----:| | Train | 204.56 | 113.06 | 11 | 109 | 189 | 284 | 921 | | Val | 203.56 | 112.51 | 18 | 109 | 188 | 282 | 689 | | Test | 202.78 | 111.70 | 13 | 107 | 189 | 281 | 779 | ### Race matchups | Split | PvP | PvT | PvZ | TvT | TvZ | ZvZ | |-------|-------:|-------:|-------:|-------:|--------:|-------:| | Train | 23,322 | 82,819 | 66,139 | 54,819 | 104,780 | 30,196 | | Val | 3,037 | 9,978 | 8,514 | 6,853 | 13,326 | 3,413 | | Test | 4,112 | 13,927 | 10,883 | 9,536 | 18,531 | 5,002 | ### Mutual visibility (units with `visible_status == 8` and `is_alive`) | Split | Mean mutually-visible units / frame | |-------|------------------------------------:| | Train | 23.56 | | Val | 23.40 | | Test | 23.43 | ## Intended use - Multi-agent simulation under adversarial partial observability. - Benchmarks for fog-of-war handling, ID vs OOD-map generalization, and interaction-heavy scenes. ## Limitations and ethical considerations - **Replay provenance:** raw replays come from Blizzard's `3.16.1-Pack_1-fix` distribution. Per-replay curation, demographics of players, and any prior filtering performed by Blizzard are not documented. - **MMR caveat:** raw MMR values include sentinel-like negatives (down to `-36400`) for some replays. League-tier bucketing should be recomputed rather than relied upon naively. - **Single game version:** all replays are SC2 build 3.16.1; balance and meta-game differ from current ladder versions. - **No personally identifying content** is included beyond what Blizzard publishes in replay packs. Player names are not surfaced as columns. - **Game-balance / strategic bias:** the corpus is whatever Blizzard released in the pack and is not a uniform sample of competitive play. ## License The released parquet artifacts are licensed under [**Creative Commons Attribution-NonCommercial 4.0 International (CC-BY-NC-4.0)**](https://spdx.org/licenses/CC-BY-NC-4.0.html) (SPDX: `CC-BY-NC-4.0`). The released parquet files are **derivative ML features** (float16 unit trajectories, fog-of-war and creep masks, per-player economy time series, and raw SC2 unit/ability identifiers) extracted from StarCraft II replays. The dataset does **not** redistribute raw `.SC2Replay` files, SC2 game maps, or any portion of the StarCraft II Software. Use of the underlying StarCraft II replays and the SC2 engine is separately governed by Blizzard's [AI and Machine Learning License](https://blzdistsc2-a.akamaihd.net/AI_AND_MACHINE_LEARNING_LICENSE.html); that license explicitly permits use of derived ML data for personal or internal research and development. ## Citation Underlying replays: ```bibtex @misc{blizzard_sc2_replaypacks, title = {StarCraft II Replay Packs (3.16.1-Pack\_1-fix)}, author = {{Blizzard Entertainment}}, howpublished = {\url{https://blzdistsc2-a.akamaihd.net/ReplayPacks/3.16.1-Pack_1-fix.zip}} } ``` ## Acknowledgments Built on top of DeepMind's `pysc2` and Blizzard's StarCraft II AI/ML infrastructure.