• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

SC2EGSet:星际争霸 II 电子竞技回放和游戏状态数据集。

SC2EGSet: StarCraft II Esport Replay and Game-state Dataset.

机构信息

Warsaw University of Technology, Electronics and Information Technology, Warsaw, Poland.

SWPS University, Neurocognitive Research Center, Warsaw, Poland.

出版信息

Sci Data. 2023 Sep 8;10(1):600. doi: 10.1038/s41597-023-02510-7.

DOI:10.1038/s41597-023-02510-7
PMID:37684293
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC10491788/
Abstract

As a relatively new form of sport, esports offers unparalleled data availability. Our work aims to open esports to a broader scientific community by supplying raw and pre-processed files from StarCraft II esports tournaments. These files can be used in statistical and machine learning modeling tasks and compared to laboratory-based measurements. Additionally, we open-sourced and published all the custom tools that were developed in the process of creating our dataset. These tools include PyTorch and PyTorch Lightning API abstractions to load and model the data. Our dataset contains replays from major and premiere StarCraft II tournaments since 2016. We processed 55 "replaypacks" that contained 17930 files with game-state information. Our dataset is one of the few large publicly available sources of StarCraft II data upon its publication. Analysis of the extracted data holds promise for further Artificial Intelligence (AI), Machine Learning (ML), psychological, Human-Computer Interaction (HCI), and sports-related studies in a variety of supervised and self-supervised tasks.

摘要

作为一种相对较新的运动形式,电子竞技提供了无与伦比的数据可用性。我们的工作旨在通过提供星际争霸 II 电子竞技比赛的原始和预处理文件,将电子竞技开放给更广泛的科学界。这些文件可用于统计和机器学习建模任务,并与基于实验室的测量进行比较。此外,我们开源并发布了在创建数据集过程中开发的所有自定义工具。这些工具包括用于加载和建模数据的 PyTorch 和 PyTorch Lightning API 抽象。我们的数据集包含自 2016 年以来主要和首屈一指的星际争霸 II 锦标赛的重播。我们处理了 55 个“重播包”,其中包含 17930 个带有游戏状态信息的文件。在发布时,我们的数据集是少数几个大型公开可用的星际争霸 II 数据来源之一。对提取数据的分析有望在各种监督和自我监督任务中为人工智能 (AI)、机器学习 (ML)、心理学、人机交互 (HCI) 和与运动相关的研究提供帮助。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/724d/10491788/4a0f212e8f7b/41597_2023_2510_Fig8_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/724d/10491788/369c267c5f29/41597_2023_2510_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/724d/10491788/708916fdb170/41597_2023_2510_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/724d/10491788/d21eef08958f/41597_2023_2510_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/724d/10491788/b5074d3fff92/41597_2023_2510_Fig4_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/724d/10491788/98702a858ecf/41597_2023_2510_Fig5_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/724d/10491788/506c8e81f71d/41597_2023_2510_Fig6_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/724d/10491788/ea850987e289/41597_2023_2510_Fig7_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/724d/10491788/4a0f212e8f7b/41597_2023_2510_Fig8_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/724d/10491788/369c267c5f29/41597_2023_2510_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/724d/10491788/708916fdb170/41597_2023_2510_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/724d/10491788/d21eef08958f/41597_2023_2510_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/724d/10491788/b5074d3fff92/41597_2023_2510_Fig4_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/724d/10491788/98702a858ecf/41597_2023_2510_Fig5_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/724d/10491788/506c8e81f71d/41597_2023_2510_Fig6_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/724d/10491788/ea850987e289/41597_2023_2510_Fig7_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/724d/10491788/4a0f212e8f7b/41597_2023_2510_Fig8_HTML.jpg

相似文献

1
SC2EGSet: StarCraft II Esport Replay and Game-state Dataset.SC2EGSet:星际争霸 II 电子竞技回放和游戏状态数据集。
Sci Data. 2023 Sep 8;10(1):600. doi: 10.1038/s41597-023-02510-7.
2
The structure of performance and training in esports.电子竞技的表现和训练结构。
PLoS One. 2020 Aug 25;15(8):e0237584. doi: 10.1371/journal.pone.0237584. eCollection 2020.
3
Grandmaster level in StarCraft II using multi-agent reinforcement learning.星际争霸 II 中的大师级水平使用多智能体强化学习。
Nature. 2019 Nov;575(7782):350-354. doi: 10.1038/s41586-019-1724-z. Epub 2019 Oct 30.
4
3-Dimensional convolutional neural networks for predicting StarCraft Ⅱ results and extracting key game situations.用于预测《星际争霸Ⅱ》比赛结果和提取关键游戏情况的三维卷积神经网络。
PLoS One. 2022 Mar 3;17(3):e0264550. doi: 10.1371/journal.pone.0264550. eCollection 2022.
5
The Psychology of Esports: A Systematic Literature Review.电子竞技心理学:系统文献综述。
J Gambl Stud. 2019 Jun;35(2):351-365. doi: 10.1007/s10899-018-9763-1.
6
Career as a Professional Gamer: Gaming Motives as Predictors of Career Plans to Become a Professional Esport Player.职业电竞玩家生涯:游戏动机作为成为职业电竞选手职业规划的预测因素
Front Psychol. 2020 Aug 5;11:1866. doi: 10.3389/fpsyg.2020.01866. eCollection 2020.
7
Multi-Objective Multi-Instance Learning: A New Approach to Machine Learning for eSports.多目标多实例学习:一种用于电子竞技的机器学习新方法。
Entropy (Basel). 2022 Dec 23;25(1):28. doi: 10.3390/e25010028.
8
Comparison of brain activation in response to two dimensional and three dimensional on-line games.二维和三维在线游戏引发的大脑激活比较。
Psychiatry Investig. 2013 Jun;10(2):115-20. doi: 10.4306/pi.2013.10.2.115. Epub 2013 May 30.
9
Difference in gaze control ability between low and high skill players of a real-time strategy game in esports.电子竞技中实时战略游戏低、高技能玩家注视控制能力的差异。
PLoS One. 2022 Mar 18;17(3):e0265526. doi: 10.1371/journal.pone.0265526. eCollection 2022.
10
Esports Associations and the Pursuit of Legitimacy: Evidence From Germany.电子竞技协会与合法性追求:来自德国的证据
Front Sports Act Living. 2022 Jun 28;4:869151. doi: 10.3389/fspor.2022.869151. eCollection 2022.

引用本文的文献

1
The impact of physical exercise on esports players: a monitoring perspective.体育锻炼对电子竞技选手的影响:一个监测视角
Front Public Health. 2025 Feb 17;13:1558247. doi: 10.3389/fpubh.2025.1558247. eCollection 2025.

本文引用的文献

1
The Effects of Biofeedback on Performance and Technique of the Boxing Jab.生物反馈对拳击刺拳的表现和技术的影响。
Percept Mot Skills. 2021 Aug;128(4):1607-1622. doi: 10.1177/00315125211013251. Epub 2021 May 3.
2
Grandmaster level in StarCraft II using multi-agent reinforcement learning.星际争霸 II 中的大师级水平使用多智能体强化学习。
Nature. 2019 Nov;575(7782):350-354. doi: 10.1038/s41586-019-1724-z. Epub 2019 Oct 30.
3
Human-level performance in 3D multiplayer games with population-based reinforcement learning.基于群体强化学习的 3D 多人游戏中的人类水平表现。
Science. 2019 May 31;364(6443):859-865. doi: 10.1126/science.aau6249.
4
A general reinforcement learning algorithm that masters chess, shogi, and Go through self-play.一种通过自我对弈掌握国际象棋、将棋和围棋的通用强化学习算法。
Science. 2018 Dec 7;362(6419):1140-1144. doi: 10.1126/science.aar6404.
5
Real-time strategy video game experience and structural connectivity - A diffusion tensor imaging study.实时战略视频游戏体验与结构连接:一项弥散张量成像研究。
Hum Brain Mapp. 2018 Sep;39(9):3742-3758. doi: 10.1002/hbm.24208. Epub 2018 Jun 20.
6
Data Sharing: A New Editorial Initiative of the International Committee of Medical Journal Editors. Implications for the Editors' Network.数据共享:医学期刊编辑国际委员会的一项新编辑倡议。对编辑网络的影响。
Rev Port Cardiol. 2017 May;36(5):397-403. doi: 10.1016/j.repc.2017.02.001. Epub 2017 May 3.
7
Video game telemetry as a critical tool in the study of complex skill learning.电子游戏遥测技术作为复杂技能学习研究中的关键工具。
PLoS One. 2013 Sep 18;8(9):e75129. doi: 10.1371/journal.pone.0075129. eCollection 2013.
8
Learning, attentional control, and action video games.学习、注意力控制与动作视频游戏。
Curr Biol. 2012 Mar 20;22(6):R197-206. doi: 10.1016/j.cub.2012.02.012.
9
Action video game modifies visual selective attention.动作电子游戏会改变视觉选择性注意。
Nature. 2003 May 29;423(6939):534-7. doi: 10.1038/nature01647.