Esports World Model Dataset
Organizations: King Abdullah University of Science and Technology (KAUST) · Institute of Automation, Chinese Academy of Sciences · Beijing Zhongguancun Academy & Zhongguancun Institute of Artificial Intelligence
Abstract
Interactive world models must capture how multiple participants jointly change a shared environment while observing different parts of it. Competitive games make this challenge concrete: players cooperate and compete, while fog of war, team vision and camera placement determine what each can see. Modeling these interactions requires data that connect individual observations and actions to shared state and events. We introduce the Esports World Model Dataset (EWM), a collection of human gameplay spanning StarCraft II, Dota 2 and Counter-Strike 2, with 3,053 games and maps and approximately 4,880 player-view hours, including estimated hours for the ongoing CS2 extension. It includes 4,628 completed StarCraft II views, all ten perspectives for 303 Dota 2 matches, and up to ten views per round in CS2. Across these views, replay-clock alignment connects rendered video with game-native actions, structured state and events from the same match. The three games expose complementary observation conditions: private fog of war, shared team vision and first-person viewpoints. In StarCraft II, player-specific entity records further distinguish live observations from remembered snapshots and link co-observed entities across opposing views. Together with temporal alignment, these records allow researchers to distinguish legitimate information differences from disagreement about shared state. By connecting human decisions, shared dynamics and player-specific information, EWM supports research toward jointly controlled multiplayer world models and interactive environments populated by teammates and opponents learned from human play.
Figures & tables
| Dataset | Game, scale and data source | Human | Exact actions | Engine state / events | Multi- POV | Cross- genre |
| EWM (ours) | StarCraft II, Dota 2 and CS2; 3,053 games and maps and about 4,880 player-view hours from human ladder and professional replays | ✓ | ✓ | ✓ | ✓ | ✓ |
| EgoCS-400K [ 9 ] | CS/CS2; 10,000+ hours and 400K+ first-person videos from professional match replays | ✓ | ✓ | ✓ | ✓ | – |
| MIRA [ 13 ] | Rocket League; 10,000 match-hours of bot-generated 2v2 gameplay with four synchronized views | – | ✓ | ✓ | ✓ | – |
| MultiWorld [ 31 ] | It Takes Two; 100+ hours of paired human gameplay with synchronized controls and views | ✓ | – | ✓ | ✓ | – |
| Dota2-Vis [ 5 ] | Dota 2; 144 professional matches recorded from two team perspectives | ✓ | – | ❍ | ❍ | – |
| DIAMOND / CS:GO [ 23 , 1 ] | CS:GO; 95 hours of human Deathmatch gameplay, used by DIAMOND | ✓ | ✓ | ❍ | – | – |
| StarCraft II | Dota 2 | Counter-Strike 2 | |
| Views | 2 per game | 10 per match | up to 10 per round |
| Video | camera view without interface, 1280 720; minimap, 256 256; 22.4 fps | Player View with interface and minimap, 1280 720, 30 fps | first-person view with interface and radar, 1280 720, 16 fps |
| Actions | unit commands (ability, target, queued flag) and camera moves | unit orders of all ten players, attributed to the issuing player | button states (move, fire, jump, duck, use, reload), view angles, raw mouse movement |
| State | observed units per view (type, owner, alliance, visibility, position, health, shields, energy, orders, buffs), resources, score, upgrades, camera | complete entity state as a lossless change stream | per-tick position, velocity, view angles, health, armor, weapon, money |
| Events | unit deaths; game result | all game messages, including the combat log | kills, damage, bomb plants, round ends |
| Clock | game loop, 22.4/s | replay tick, 30/s | replay tick, 64/s |
| StarCraft II | Dota 2 | Counter-Strike 2 | ||
| core | extended c | |||
| Matches | 2,320 indexed games a | 303 | 50 maps | 380 maps |
| Views per match | 2 | 10 | 10 per round | 10 per round |
| Timeline hours | 430.8 | 282.8 d | 34.8 | 265 |
| View-hours | 861.5 | 2,827.9 d | 138.4 | 1,050 |
| Structured data | 69.5M steps | 8.4B state changes | 75.0M rows | 570M rows |
| Source | Units | Series | Teams | Players |
| StarCraft II (2,320 games) | ||||
| Ranked ladder (median MMR 5,464) | 2,076 | |||
| Rongyi Cup Season 3 (2026) | 90 | |||
| Kung Fu Cup 2026 | 51 | |||
| Esports World Cup 2025 | 49 | |||
| Source not labelled | 54 | |||
| Check | Scope | Reported observation | Application |
| SC2 camera-command timing | 5.6M camera moves | Recorded position matches the command target at the recorded step; shuffled commands give an error of 53.4 map units. | Internal command/observation timing. |
| SC2 co-observed units | 13 games; 5.2M visible-enemy records | Engine-tag joins compare type, position, health and shield. | Comparison of shared entity fields. |
| Dota frame indexing | Six audited matches | Largest replay-time difference at a shared frame index reaches 0.83 s. | Equal frame indices are insufficient for cross-view joins. |
| Dota state reconstruction | Audited change streams | Replaying the deltas reproduces the compared entity-state fields. | Reconstruction of represented entity-state fields. |
| CS2 core alignment | Per-round frame/tick convention | One video frame corresponds to four replay ticks; views share round starts but can end at different times. | Construction of round-aligned cross-player samples. |
Interactive World Models
Interactive world models predict and generate how environments change in response to actions, supporting simulation, planning, and control.
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