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). 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: 64716

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)



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