Esports World Model Dataset
cs.CV
Submitted: 2026-10-12
Updated: 2026-10-12
Code: https://github.com/CIntellifusion/MultiWorld
License: http://creativecommons.org/licenses/by/4.0/
The gist: Interactive world models must capture how multiple participants jointly change a shared environment while observing different parts of it.
Terminology
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.
Sources
- MASS: Multiplayer World Models with Authoritative Shared State
- Computer Vision for MOBA Analytics: A Dataset and Baseline for Visibility Analysis in Dota 2
- EgoCS-400K: An Egocentric Gameplay Dataset for World Models
- World Models
- Multiplayer Interactive World Models with Representation Autoencoders
- Gamma-World: Generative Multi-Agent World Modeling Beyond Two Players
- NitroGen: An Open Foundation Model for Generalist Gaming Agents
- AlphaStar Unplugged: Large-Scale Offline Reinforcement Learning
- Streaming Multi-Agent Autoregressive Diffusion Model with World State Registers
- Cosmos World Foundation Model Platform for Physical AI
- Open X-Embodiment: Robotic Learning Datasets and RT-X Models
- Solaris: Building a Multiplayer Video World Model in Minecraft
- StarCraft II: A New Challenge for Reinforcement Learning
- X-Ego: Acquiring Team-Level Tactical Situational Awareness via Cross-Egocentric Contrastive Video Representation Learning
- MSC: A Dataset for Macro-Management in StarCraft II
- MultiWorld: Scalable Multi-Agent Multi-View Video World Models
- ConsistWorld: Evidence Routing for Consistent Multi-Agent World Models
- Matrix-Game: Interactive World Foundation Model
- Population-Scalable Multi-Agent World Modeling
Related papers
- Loss Knows Best: Detecting Annotation Errors in Videos via Loss Trajectories
- AnchorWeave: World-Consistent Video Generation with Retrieved Local Spatial Memories
- Benchmarking the Robustness of Foundation Models for Mammography under Domain Shift
- MambaX-Net: Dual-Input Mamba-Enhanced Cross-Attention Network for Longitudinal MRI Segmentation
- TeleOCR: Navigating Document Parsing Across Digital and Camera-Captured Documents
- A Survey on Efficient Vision-Language-Action Models