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metadata
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:

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

  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. 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 is log(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-fix distribution. Per-replay curation, demographics of players, and any prior filtering performed by Blizzard are not documented.
  • MMR caveat: player_info.player_mmr values 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.