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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). | |
| ```python | |
| 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-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 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)**](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. | |
| ## 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 | |
| ```bibtex | |
| @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: | |
| ```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. | |