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+ ---
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+ license: cc-by-nc-4.0
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+ pretty_name: StarCraftMotion
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+ language:
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+ - en
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+ size_categories:
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+ - 100K<n<1M
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+ task_categories:
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+ - time-series-forecasting
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+ - other
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+ tags:
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+ - starcraft
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+ - multi-agent
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+ - agent-simulation
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+ - partial-observability
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+ - benchmark
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+ configs:
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+ - config_name: default
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+ data_files:
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+ - split: train
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+ path: train/*.parquet
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+ - split: validation
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+ path: validation/*.parquet
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+ - split: test
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+ path: test/*.parquet
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+ ---
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+
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+ # StarCraftMotion
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+
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+ StarCraftMotion is a large-scale benchmark for agent simulation
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+ 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
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+ states, dynamic map layers, and per-player economy time series.
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+
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+ The released split is **adversarial**: scenarios are subsampled to
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+ overweight interaction-heavy windows (mutual-visibility and inter-player
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+ transitions), making it a stress test for multi-agent prediction under
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+ partial observability.
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+
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+ - **Total scenarios:** 469,187
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+ - **Train / Val / Test:** 362,075 / 45,121 / 61,991
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+ - **Source replays:** 64,327 replay-level HDF5 files (Blizzard `3.16.1-Pack_1-fix`)
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+ - **Maps (ID):** Abyssal_Reef_LE, Acolyte_LE, Ascension_to_Aiur_LE, Interloper_LE, Mech_Depot_LE
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+ - **Maps (OOD, test only):** Catallena_LE_(Void), Odyssey_LE
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+ - **Splits are replay-level** — windows from the same replay never cross splits.
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+
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+ ## Why parquet, and how to read
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+
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+ Each row is one scenario. All per-frame / per-unit array columns are
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+ stored as **typed Arrow `large_list` arrays** (e.g. `LIST<float16>`,
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+ `LIST<bool>`). `n_timesteps = 145` and `n_units` varies per scenario (stored per row).
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+ The dynamic map layers (`map_creep`, `map_fow_p1`, `map_fow_p2`) are
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+ sampled every 16 frames, giving `map_T = 10` snapshots per scenario.
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+ Spatial dimensions `map_H` and `map_W` are stored as explicit scalar
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+ columns per row (map-dependent; e.g. Abyssal_Reef_LE is 176 × 200).
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+
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+ ```python
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+ import numpy as np
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+ from datasets import load_dataset
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+
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+ ds = load_dataset("blind-review-data/StarCraftMotion", split="train", streaming=True)
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+ row = next(iter(ds))
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+
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+ T, N = row["n_timesteps"], row["n_units"]
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+ map_T, map_H, map_W = row["map_T"], row["map_H"], row["map_W"]
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+
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+ coord = np.asarray(row["coordinate"], dtype=np.float16).reshape(T, N, 3)
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+ alive = np.asarray(row["is_alive"], dtype=bool ).reshape(T, N)
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+ owner = np.asarray(row["unit_owner"], dtype=np.uint8 ).reshape(N)
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+ utype = np.asarray(row["unit_type"], dtype=np.uint32).reshape(T, N)
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+ creep = np.asarray(row["map_creep"], dtype=bool ).reshape(map_T, map_H, map_W)
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+ ```
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+
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+ ### Schema
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+
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+ #### Scalar fields
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+
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+ | Field | Type | Description |
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+ |---------------|--------|--------------------------------------------------------------|
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+ | `split` | string | `train`, `val`, or `test` |
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+ | `map_name` | string | Map name (spaces replaced with `_`) |
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+ | `replay_hash` | string | Hash of the parent SC2Replay file |
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+ | `segment_idx` | int32 | Index of this 145-frame window inside the parent replay |
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+ | `n_timesteps` | int32 | Number of frames per row (constant `145` in this release) |
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+ | `n_units` | int32 | Number of unique unit rows in this scenario (variable) |
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+ | `map_T` | int32 | Number of map snapshots per row (constant `10` in this release) |
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+ | `map_H` | int32 | Map grid height in cells (map-dependent) |
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+ | `map_W` | int32 | Map grid width in cells (map-dependent) |
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+
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+ #### Map data — shape `(map_T, map_H, map_W)` where `map_T = 10`
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+
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+ `map_H` and `map_W` are map-specific (each StarCraft II ladder map has
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+ its own native grid). All three layers below share the same shape per
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+ scenario.
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+
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+ | Field | dtype |
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+ |---------------|-------|
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+ | `map_creep` | bool |
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+ | `map_fow_p1` | bool |
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+ | `map_fow_p2` | bool |
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+
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+ #### Player economy — shape `(145, 2)`, column 0 = Player 1, column 1 = Player 2
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+
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+ | Field | dtype |
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+ |-------------|--------|
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+ | `food_cap` | uint8 |
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+ | `food_used` | uint8 |
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+ | `minerals` | uint16 |
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+ | `vespene` | uint16 |
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+
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+ #### Per-unit constants — shape `(n_units,)`
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+
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+ | Field | dtype | Description |
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+ |--------------|--------|----------------------------------------------|
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+ | `unit_owner` | uint8 | 1 = P1, 2 = P2, 16 = neutral |
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+ | `unit_tag` | uint64 | Raw SC2 engine tag (unique per unit instance)|
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+
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+ #### Per-frame, per-unit — shape `(145, n_units)` unless noted
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+
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+ | Field | dtype | Shape | Description |
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+ |-------------------|---------|----------------------|-------------------------------------------------|
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+ | `coordinate` | float16 | (145, n_units, 3) | Native (x, y, z) map coordinates |
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+ | `target_pos` | float16 | (145, n_units, 2) | Order target ground position |
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+ | `health` | float16 | | |
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+ | `health_max` | float16 | | |
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+ | `shield` | float16 | | Protoss shield |
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+ | `energy` | float16 | | |
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+ | `heading` | float16 | | Facing direction in radians (0 to 2π) |
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+ | `radius` | float16 | | Unit collision radius |
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+ | `build_progress` | float16 | | 0.0–1.0 |
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+ | `unit_type` | uint32 | | Raw SC2 unit type ID |
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+ | `ability_id` | uint32 | | First order's ability ID |
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+ | `target_id` | uint32 | | Target's row index (`0xFFFFFFFF` = no target) |
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+ | `mineral_contents`| uint16 | | Remaining minerals (mineral fields) |
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+ | `vespene_contents`| uint16 | | Remaining vespene (geysers) |
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+ | `is_alive` | bool | | |
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+ | `is_burrowed` | bool | | Zerg burrowed |
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+ | `is_carried` | bool | | Inside a transport |
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+ | `is_flying` | bool | | Air unit / lifted building |
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+ | `visible_status` | uint8 | | Combined P1/P2 visibility (see below) |
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+
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+ `visible_status = p1_state * 3 + p2_state`, with each state in
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+ `{0 = unseen, 1 = snapshot, 2 = visible}`. Examples: `8` = visible to both,
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+ `6` = visible to P1 only, `2` = visible to P2 only.
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+
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+ ### Action labels
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+
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+ The `ability_id` column stores the **raw SC2 ability ID as `uint32`**
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+ (e.g. `MOVE = 16`, `ATTACK_ATTACK = 23`, `HARVEST_GATHER_DRONE = 1183`,
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+ `ability_id == 0` means the unit has no active order). It is **not**
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+ class-indexed.
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+
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+ For action prediction tasks we provide an 11-class coarse mapping in the
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+ source repository at
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+ [`sc2sensor/utils/coarse_action_mapping.py`].
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+
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+ | Label | Name | Description |
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+ |------:|-----------|------------------------------------------------------------|
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+ | 0 | NO_OP | `ability_id == 0`; unit idle |
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+ | 1 | MOVE | move, patrol, hold position, stop, smart (right-click) |
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+ | 2 | ATTACK | attack, attack-move, attack building |
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+ | 3 | HARVEST | gather resources, return cargo |
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+ | 4 | TRAIN | produce units from buildings / larvae / warp-in |
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+ | 5 | BUILD | construct structures, add-ons, creep tumors |
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+ | 6 | RESEARCH | upgrades and tech research |
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+ | 7 | MORPH | unit/structure transformation (siege, archon, lair, etc.) |
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+ | 8 | EFFECT | combat abilities, spells, auto-cast effects |
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+ | 9 | TRANSPORT | load, unload, lift off, land |
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+ | 10 | BURROW | burrow down / burrow up (Zerg) |
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+ | 255 | UNKNOWN | unmapped or cosmetic |
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+
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+ Sources for the mapping:
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+ - Blizzard `s2client-api` `ABILITY_ID` enum:
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+ https://blizzard.github.io/s2client-api/sc2__typeenums_8h.html
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+ - Blizzard `s2client-proto` `stableid.json`:
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+ https://github.com/Blizzard/s2client-proto/blob/master/stableid.json
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+
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+ Coverage on the released split is 100% of all action occurrences
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+ (every `ability_id` either matches a Blizzard enum prefix, is one of 10
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+ explicit `stableid.json` overrides, or is `0` / falls into `UNKNOWN`).
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+
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+ #### Applying the mapping
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+
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+ ```python
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+ import numpy as np
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+ from sc2sensor.utils.coarse_action_mapping import ABILITY_ID_TO_COARSE_ACTION
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+
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+ T, N = row["n_timesteps"], row["n_units"]
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+ ability_id = np.frombuffer(row["ability_id"], dtype=np.uint32).reshape(T, N)
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+
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+ # Vectorized lookup via a dense uint8 table.
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+ max_id = max(ABILITY_ID_TO_COARSE_ACTION) + 1
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+ lut = np.full(max_id, 255, dtype=np.uint8)
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+ for aid, label in ABILITY_ID_TO_COARSE_ACTION.items():
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+ lut[aid] = label
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+
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+ coarse = np.where(ability_id < max_id, lut[np.clip(ability_id, 0, max_id - 1)], 255)
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+ ```
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+
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+ ## Pipeline summary
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+
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+ 1. **Replay extraction** (`extract_replay_level.py`): three SC2 engine passes
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+ (omniscient + per-player FOW) into one HDF5 per replay, preserving native
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+ coordinates, raw SC2 unit/ability IDs, and per-player visibility.
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+ 2. **Scenario windowing** (`split_scenarios.py`): chunk into `145`-frame
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+ windows at `16 FPS` (1 s history + current + 8 s future).
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+ Drops replays with `duration < 120 s` or either player at `APM < 1`.
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+ 3. **Replay-level split** (`create_dataset_split.py`): 80/10/10 train/val/test
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+ over ID maps; OOD maps go to test only. Keeps `10%` of each replay's
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+ windows.
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+ 4. **Adversarial weighting**: window sampling weight is
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+ `log(1 + mutual_unit_sum) + log(1 + transition_cnt)`; zero-score windows
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+ are excluded.
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+
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+ ## Dataset statistics
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+
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+ ### Player-unit counts (units with `owner != 16`)
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+
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+ | Split | Mean | Std | Min | P25 | Median | P75 | Max |
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+ |-------|-------:|-------:|----:|----:|-------:|----:|----:|
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+ | Train | 204.56 | 113.06 | 11 | 109 | 189 | 284 | 921 |
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+ | Val | 203.56 | 112.51 | 18 | 109 | 188 | 282 | 689 |
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+ | Test | 202.78 | 111.70 | 13 | 107 | 189 | 281 | 779 |
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+
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+ ### Race matchups
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+
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+ | Split | PvP | PvT | PvZ | TvT | TvZ | ZvZ |
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+ |-------|-------:|-------:|-------:|-------:|--------:|-------:|
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+ | Train | 23,322 | 82,819 | 66,139 | 54,819 | 104,780 | 30,196 |
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+ | Val | 3,037 | 9,978 | 8,514 | 6,853 | 13,326 | 3,413 |
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+ | Test | 4,112 | 13,927 | 10,883 | 9,536 | 18,531 | 5,002 |
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+
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+ ### Mutual visibility (units with `visible_status == 8` and `is_alive`)
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+
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+ | Split | Mean mutually-visible units / frame |
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+ |-------|------------------------------------:|
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+ | Train | 23.56 |
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+ | Val | 23.40 |
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+ | Test | 23.43 |
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+
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+ ## Intended use
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+
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+ - Multi-agent simulation under adversarial partial observability.
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+ - Benchmarks for fog-of-war handling, ID vs OOD-map
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+ generalization, and interaction-heavy scenes.
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+
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+ ## Limitations and ethical considerations
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+
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+ - **Replay provenance:** raw replays come from Blizzard's
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+ `3.16.1-Pack_1-fix` distribution. Per-replay curation, demographics of
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+ players, and any prior filtering performed by Blizzard are not documented.
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+ - **MMR caveat:** raw MMR values include sentinel-like negatives (down to
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+ `-36400`) for some replays. League-tier bucketing should be recomputed
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+ rather than relied upon naively.
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+ - **Single game version:** all replays are SC2 build 3.16.1; balance and
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+ meta-game differ from current ladder versions.
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+ - **No personally identifying content** is included beyond what Blizzard
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+ publishes in replay packs. Player names are not surfaced as columns.
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+ - **Game-balance / strategic bias:** the corpus is whatever Blizzard
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+ released in the pack and is not a uniform sample of competitive play.
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+
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+ ## License
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+
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+ The released parquet artifacts are licensed under
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+ [**Creative Commons Attribution-NonCommercial 4.0 International (CC-BY-NC-4.0)**](https://spdx.org/licenses/CC-BY-NC-4.0.html)
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+ (SPDX: `CC-BY-NC-4.0`).
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+
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+ The released parquet files are **derivative ML features** (float16 unit
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+ trajectories, fog-of-war and creep masks, per-player economy time series,
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+ and raw SC2 unit/ability identifiers) extracted from StarCraft II
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+ replays. The dataset does **not** redistribute raw `.SC2Replay` files,
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+ SC2 game maps, or any portion of the StarCraft II Software. Use of the
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+ underlying StarCraft II replays and the SC2 engine is separately
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+ governed by Blizzard's
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+ [AI and Machine Learning License](https://blzdistsc2-a.akamaihd.net/AI_AND_MACHINE_LEARNING_LICENSE.html);
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+ that license explicitly permits use of derived ML data for personal or
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+ internal research and development.
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+
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+
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+ ## Citation
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+
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+ Underlying replays:
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+
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+ ```bibtex
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+ @misc{blizzard_sc2_replaypacks,
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+ title = {StarCraft II Replay Packs (3.16.1-Pack\_1-fix)},
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+ author = {{Blizzard Entertainment}},
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+ howpublished = {\url{https://blzdistsc2-a.akamaihd.net/ReplayPacks/3.16.1-Pack_1-fix.zip}}
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+ }
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+ ```
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+
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+ ## Acknowledgments
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+
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+ Built on top of DeepMind's `pysc2` and Blizzard's StarCraft II AI/ML
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+ infrastructure.