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StarCraft 2 Replay Analysis

Resource type
Date created
2013-09-18
Authors/Contributors
Author: Joe Thompson
Author: Mark Blair
Author: Andrew Henry
Author: Bill Chen
Abstract
This data was used in Thompson et al. (2013).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. A list of possible game actions is discussed in Thompson, Blair, Chen, & Henrey (2013). Skip league conditional inference forest classification was used (Bronze-Gold;Silver-Platinum;Gold-Diamond;Platinum-Masters;Diamond-Professional) to show changing patterns of variable importance with skill. Predicted attribute: League (Ordinal)
Description
NOTE:The researchers have since discovered that a few individuals might have been able to submit multiple games to the study. In order to ensure independence of observations, their consequent work drops the following games: 1172 2183 2652 4064 4075 5247 7011 7988 8236 8750 Doing so will drop the aforementioned players and all of the games they submitted.
Published as
Video Game Telemetry as a Critical Tool in the Study of Complex Skill Learning
Copyright statement
Copyright is held by the author(s).
Permissions
You are free to copy, distribute and transmit this work under the following conditions: You must give attribution to the work (but not in any way that suggests that the author endorses you or your use of the work); You may not use this work for commercial purposes.
Scholarly level
Peer reviewed?
Yes
Language
English
Member of collection

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