SkillCraft1 Master Table Dataset Data Set
Download: Data Folder, Data Set Description
Abstract: This data was used in Thompson et al. (2013). A list of possible game actions is discussed in Thompson, Blair, Chen, & Henrey (2013).
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Data Set Characteristics: |
Multivariate |
Number of Instances: |
3395 |
Area: |
Game |
Attribute Characteristics: |
Integer, Real |
Number of Attributes: |
20 |
Date Donated |
2013-10-22 |
Associated Tasks: |
Regression |
Missing Values? |
Yes |
Number of Web Hits: |
87016 |
Source:
-- Creators: Mark Blair, Joe Thompson, Andrew Henrey, Bill Chen
-- Mark Blair: Department of Psychology; Simon Fraser University; Burnaby;
8888 University Drive; mblair '@' sfu.ca)
-- Date: September, 20, 2013
Data Set Information:
-- We aggregated screen movements into screen-fixations using a Salvucci & Goldberg (2000) dispersion-threshold algorithm, and defined Perception Action Cycles (PACs) as fixations with at least one action.
-- Time is recorded in terms of timestamps in the StarCraft 2 replay file. When the game is played on 'faster', 1 real-time second is equivalent to roughly 88.5 timestamps.
-- List of possible game actions is discussed in Thompson, Blair, Chen, & Henrey (2013)
Attribute Information:
1. GameID: Unique ID number for each game (integer)
2. LeagueIndex: Bronze, Silver, Gold, Platinum, Diamond, Master, GrandMaster, and Professional leagues coded 1-8 (Ordinal)
3. Age: Age of each player (integer)
4. HoursPerWeek: Reported hours spent playing per week (integer)
5. TotalHours: Reported total hours spent playing (integer)
6. APM: Action per minute (continuous)
7. SelectByHotkeys: Number of unit or building selections made using hotkeys per timestamp (continuous)
8. AssignToHotkeys: Number of units or buildings assigned to hotkeys per timestamp (continuous)
9. UniqueHotkeys: Number of unique hotkeys used per timestamp (continuous)
10. MinimapAttacks: Number of attack actions on minimap per timestamp (continuous)
11. MinimapRightClicks: number of right-clicks on minimap per timestamp (continuous)
12. NumberOfPACs: Number of PACs per timestamp (continuous)
13. GapBetweenPACs: Mean duration in milliseconds between PACs (continuous)
14. ActionLatency: Mean latency from the onset of a PACs to their first action in milliseconds (continuous)
15. ActionsInPAC: Mean number of actions within each PAC (continuous)
16. TotalMapExplored: The number of 24x24 game coordinate grids viewed by the player per timestamp (continuous)
17. WorkersMade: Number of SCVs, drones, and probes trained per timestamp (continuous)
18. UniqueUnitsMade: Unique unites made per timestamp (continuous)
19. ComplexUnitsMade: Number of ghosts, infestors, and high templars trained per timestamp (continuous)
20. ComplexAbilitiesUsed: Abilities requiring specific targeting instructions used per timestamp (continuous)
Relevant Papers:
1. Thompson JJ, Blair MR, Chen L, Henrey AJ (2013) Video Game Telemetry as a Critical Tool in the Study of Complex Skill Learning. PLoS ONE 8(9): e75129. [Web Link]
-- Results:
-- Skip league conditional inference forest classification (Bronze-Gold;Silver-Platinum;Gold-Diamond;Platinum-Masters;Diamond-Professional) showed changing patterns of variable importance with skill.
-- Predicted attribute: League (Ordinal)
Citation Request:
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