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license: cc-by-nc-4.0
pretty_name: StarCraftMotion
language:
- en
size_categories:
- 1K<n<10K
task_categories:
- time-series-forecasting
- other
tags:
- starcraft
- multi-agent
- agent-simulation
- partial-observability
- benchmark
configs:
- config_name: default
data_files:
- split: train
path: train/*.parquet
- split: validation
path: validation/*.parquet
- split: test
path: test/*.parquet
StarCraftMotion
StarCraftMotion is a large-scale benchmark for agent simulation
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
states, dynamic map layers, and per-player economy time series.
- Total scenarios: 1,000
- Train / Val / Test: 800 / 100 / 100
- Source replays: 64,327 replay-level HDF5 files (Blizzard
3.16.1-Pack_1-fix) - Maps (ID): Abyssal_Reef_LE, Acolyte_LE, Ascension_to_Aiur_LE, Interloper_LE, Mech_Depot_LE
- Maps (OOD, test only): Catallena_LE_(Void), Odyssey_LE
- Splits are replay-level — windows from the same replay never cross splits.
Why parquet, and how to read
Each row is one scenario. All per-frame / per-unit array columns are
stored as typed Arrow list arrays (e.g. LIST<float16>,
LIST<bool>). 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).
import numpy as np
import pyarrow.parquet as pq
from huggingface_hub import hf_hub_download
path = hf_hub_download("inouye-lab/StarCraftMotion_sample", "train/shard_00000.parquet", repo_type="dataset")
row = next(pq.ParquetFile(path).iter_batches(batch_size=1)).to_pylist()[0]
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) |
player_1_start_location |
list<float32> |
Full xyz start location, length 3, for in-game slot 1 |
player_2_start_location |
list<float32> |
Full xyz start location, length 3, for in-game slot 2 |
playable_area |
list<int64> |
Playable bounds [x0, y0, x1, y1], length 4 |
chunk_start_frame |
int32 | Scenario start frame |
chunk_end_frame |
int32 | Scenario end frame |
map_frame_start |
int32 | Starting map-layer frame |
map_frame_skip |
int32 | Map sampling interval, constant 16 |
current_frame_idx |
int32 | Current-frame index, constant 16 |
player_info |
string | JSON list with keys player_id (in-game slot 1/2), race_requested, race_actual (0 = NoRace, 1 = Terran, 2 = Zerg, 3 = Protoss, 4 = Random), player_result (1 = Victory, 2 = Defeat, 3 = Tie, 4 = Undecided), player_mmr, player_apm |
replay_info |
string | JSON object with keys game_duration_loops, game_duration_seconds (float), game_version (string), data_build, base_build |
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
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-apiABILITY_IDenum: https://blizzard.github.io/s2client-api/sc2__typeenums_8h.html - Blizzard
s2client-protostableid.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
import numpy as np
from utils.coarse_action_mapping import ABILITY_ID_TO_COARSE_ACTION
T, N = row["n_timesteps"], row["n_units"]
ability_id = np.asarray(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
- 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. - Scenario windowing (
split_scenarios.py): chunk into145-frame windows at16 FPS(1 s history + current + 8 s future). Drops replays withduration < 120 sor either player atAPM < 1. - Replay-level split (
create_dataset_split.py): 80/10/10 train/val/test over ID maps; OOD maps go to test only. Keeps10%of each replay's windows. - Interaction-biased window sampling: drop windows with no mutually
observable units, then sample
10%of each replay's candidate windows with higher probability for many mutually visible units or frequent visibility-status changes. Window sampling weight islog(1 + mutual_unit_sum) + log(1 + transition_cnt); zero-score windows are excluded.
Dataset statistics
Mingyu Kim's sample_convert_to_parquet.py uses seed 42, stratified by split and map, to select 800 train, 100 validation and 100 test scenarios; all seven maps are represented in test.
Player-unit counts (units with owner != 16)
| Split | Mean | Std | Min | P25 | Median | P75 | Max |
|---|---|---|---|---|---|---|---|
| Train | 201.49 | 107.92 | 19 | 112 | 186 | 280.25 | 559 |
| Val | 199.96 | 118.06 | 35 | 100.75 | 181 | 291.5 | 477 |
| Test | 200.25 | 117.61 | 43 | 100.75 | 172 | 294.5 | 526 |
Race matchups
| Split | PvP | PvT | PvZ | TvT | TvZ | ZvZ |
|---|---|---|---|---|---|---|
| Train | 59 | 201 | 156 | 115 | 205 | 64 |
| Val | 6 | 16 | 23 | 14 | 33 | 8 |
| Test | 7 | 17 | 21 | 14 | 32 | 9 |
Mutual visibility (units with visible_status == 8 and is_alive)
| Split | Mean mutually-visible units / frame |
|---|---|
| Train | 28.67 |
| Val | 27.79 |
| Test | 26.66 |
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-fixdistribution. Per-replay curation, demographics of players, and any prior filtering performed by Blizzard are not documented. - MMR caveat:
player_info.player_mmrvalues include 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)
(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;
that license explicitly permits use of derived ML data for personal or
internal research and development.
Authors
- Yi-Chung Chen — Purdue University
- Mingyu Kim — Purdue University
- Ruqi Bai — Purdue University
- James Zachary Hare — DEVCOM Army Research Laboratory
- Jing Gao — Purdue University
- David I. Inouye — Purdue University
Citation
@inproceedings{chen2026starcraftmotion,
title = {StarCraft Motion: A Dataset for Agent Simulation in Adversarial and Partially Observable Scenarios},
author = {Yi-Chung Chen and Mingyu Kim and Ruqi Bai and James Zachary Hare and Jing Gao and David I. Inouye},
booktitle = {NeurIPS 2026 Evaluations and Datasets Track},
year = {2026}
}
Underlying replays:
@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.