As a relatively new form of sport, esports offers unparalleled data availability. Despite the vast amounts of data that are generated by game engines, it can be challenging to extract them and verify their integrity for the purposes of practical and scientific use. 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 related to various laboratory-based measurements (e.g., behavioral tests, brain imaging). We have gathered publicly available game-engine generated "replays" of tournament matches and performed data extraction and cleanup using a low-level application program...
Esports(competitivevideogames)havegrownintoaglobalphenomenon with over 450m viewers and a 1.5bn USD ...
ABSTRACT One area for further study in Esports is the use of advanced analytics from a performance s...
Electronic sport, or e-sport, denotes the extreme practice of video games where so-called cyber-athl...
As a relatively new form of sport, esports offers unparalleled data availability. Despite the vast a...
SC2EGSet: StarCraft II Esport Game State Dataset This repository contains raw data that was used to...
SC2EGSet: StarCraft II Esport Game State Dataset This repository contains pre-processed data that w...
In order to experiment with machine learning and data mining techniques in the domain of Real-Time S...
Sports, due to their global reach and impact-rich prediction tasks, are an exciting domain to deploy...
v1.0.1 (2022/08/28) Implemented a bugfix for EXAMPLE_SYNTHETIC_REPLAYPACKS, the replaypack was se...
While esports organizations are increasingly adopting practices of conventional sports teams, such a...
This data was used in Thompson et al. (2013). We aggregated screen movements into screen-fixations u...
The growing prominence of esports and competitive gaming has not only attracted a global audience bu...
Data is generated by technology every day, one of which that has been generating a lot of data is e...
Starcraft II is a popular real-time strategy (RTS) game, in which players compete with each other on...
The purpose of this thesis, was to research the predictability of competitive sports, and to develop...
Esports(competitivevideogames)havegrownintoaglobalphenomenon with over 450m viewers and a 1.5bn USD ...
ABSTRACT One area for further study in Esports is the use of advanced analytics from a performance s...
Electronic sport, or e-sport, denotes the extreme practice of video games where so-called cyber-athl...
As a relatively new form of sport, esports offers unparalleled data availability. Despite the vast a...
SC2EGSet: StarCraft II Esport Game State Dataset This repository contains raw data that was used to...
SC2EGSet: StarCraft II Esport Game State Dataset This repository contains pre-processed data that w...
In order to experiment with machine learning and data mining techniques in the domain of Real-Time S...
Sports, due to their global reach and impact-rich prediction tasks, are an exciting domain to deploy...
v1.0.1 (2022/08/28) Implemented a bugfix for EXAMPLE_SYNTHETIC_REPLAYPACKS, the replaypack was se...
While esports organizations are increasingly adopting practices of conventional sports teams, such a...
This data was used in Thompson et al. (2013). We aggregated screen movements into screen-fixations u...
The growing prominence of esports and competitive gaming has not only attracted a global audience bu...
Data is generated by technology every day, one of which that has been generating a lot of data is e...
Starcraft II is a popular real-time strategy (RTS) game, in which players compete with each other on...
The purpose of this thesis, was to research the predictability of competitive sports, and to develop...
Esports(competitivevideogames)havegrownintoaglobalphenomenon with over 450m viewers and a 1.5bn USD ...
ABSTRACT One area for further study in Esports is the use of advanced analytics from a performance s...
Electronic sport, or e-sport, denotes the extreme practice of video games where so-called cyber-athl...