ESTA: An Esports Trajectory and Action Dataset
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Abstract (arXiv)
Sports, due to their global reach and impact-rich prediction tasks, are an exciting domain to deploy machine learning models. However, data from conventional sports is often unsuitable for research use due to its size, veracity, and accessibility. To address these issues, we turn to esports, a growing domain that encompasses video games played in a capacity similar to conventional sports. Since esports data is acquired through server logs rather than peripheral sensors, esports provides a unique opportunity to obtain a massive collection of clean and detailed spatiotemporal data, similar to those collected in conventional sports. To parse esports data, we develop awpy, an open-source esports game log parsing library that can extract player trajectories and actions from game logs. Using awpy, we parse 8.6m actions, 7.9m game frames, and 417k trajectories from 1,558 game logs from professional Counter-Strike tournaments to create the Esports Trajectory and Actions (ESTA) dataset. ESTA is one of the largest and most granular publicly available sports data sets to date. We use ESTA to develop benchmarks for win prediction using player-specific information. The ESTA data is available at https://github.com/pnxenopoulos/esta and awpy is made public through PyPI.
Key facts. Cited by 6 papers in the map (data through 7 Oct 2026). Builds on 12 of its 41 references that are in the map. First posted on arXiv 20 Sep 2022.
Builds on
12 of 41 references.
References · 12
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Built on by
Citing papers per year: 2024: 1; 2025: 3; 2026: 2.
6 papers.
- 2024Learning to Move Like Professional Counter-Strike Playerscited by 4
- 2025X-Ego: Acquiring Team-Level Tactical Situational Awareness via Cross-Egocentric Contrastive Video Representation Learningcited by 2
- 2025A Data-Driven Discretized CS:GO Simulation Environment to Facilitate Strategic Multi-Agent Planning Researchcited by 1
- 2025Round Outcome Prediction in VALORANT Using Tactical Features from Video Analysiscited by 0
- 2026EgoEsportsQA: An Egocentric Video Benchmark for Perception and Reasoning in Esportscited by 0
- 2026Multi-Task Learning for Heterogeneous Prediction from Video Game State with Transfer Learningcited by 0
- 2026Multi-Task Learning for Heterogeneous Prediction from Video Game State with Transfer Learning23 Jul 2026
- 2026EgoEsportsQA: An Egocentric Video Benchmark for Perception and Reasoning in Esports14 Apr 2026
- 2025X-Ego: Acquiring Team-Level Tactical Situational Awareness via Cross-Egocentric Contrastive Video Representation Learning22 Oct 2025
- 2025Round Outcome Prediction in VALORANT Using Tactical Features from Video Analysis20 Oct 2025
- 2025A Data-Driven Discretized CS:GO Simulation Environment to Facilitate Strategic Multi-Agent Planning Research8 Sep 2025
- 2024Learning to Move Like Professional Counter-Strike Players25 Aug 2024