# Esports World Model Dataset

arXiv: https://arxiv.org/abs/2610.16166 · HTML: https://mlsanity.com/paper/2610.16166/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 32 of its 35 references that are in the map.
- First posted on arXiv 12 Oct 2026.

## Placed in

- World models

## Builds on (most cited first, 30 of 32)

- [Ego4D: Around the World in 3,000 Hours of Egocentric Video](https://mlsanity.com/paper/2110.07058/) (2021)
- [World Models](https://mlsanity.com/paper/1803.10122/) (2018)
- [Datasheets for Datasets](https://mlsanity.com/paper/1803.09010/) (2018)
- [HowTo100M: Learning a Text-Video Embedding by Watching Hundred Million Narrated Video Clips](https://mlsanity.com/paper/1906.03327/) (2019)
- [Cosmos World Foundation Model Platform for Physical AI](https://mlsanity.com/paper/2501.03575/) (2025)
- [DROID: A Large-Scale In-The-Wild Robot Manipulation Dataset](https://mlsanity.com/paper/2403.12945/) (2024)
- [Genie: Generative Interactive Environments](https://mlsanity.com/paper/2402.15391/) (2024)
- [InternVid: A Large-scale Video-Text Dataset for Multimodal Understanding and Generation](https://mlsanity.com/paper/2307.06942/) (2023)
- [Ego-Exo4D: Understanding Skilled Human Activity from First- and Third-Person Perspectives](https://mlsanity.com/paper/2311.18259/) (2023)
- [Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos](https://mlsanity.com/paper/2206.11795/) (2022)
- [Diffusion for World Modeling: Visual Details Matter in Atari](https://mlsanity.com/paper/2405.12399/) (2024)
- [Diffusion Models Are Real-Time Game Engines](https://mlsanity.com/paper/2408.14837/) (2024)
- [StarCraft II: A New Challenge for Reinforcement Learning](https://mlsanity.com/paper/1708.04782/) (2017)
- [MineRL: A Large-Scale Dataset of Minecraft Demonstrations](https://mlsanity.com/paper/1907.13440/) (2019)
- [Counter-Strike Deathmatch with Large-Scale Behavioural Cloning](https://mlsanity.com/paper/2104.04258/) (2021)
- [COMBO: Compositional World Models for Embodied Multi-Agent Cooperation](https://mlsanity.com/paper/2404.10775/) (2024)
- [Solaris: Building a Multiplayer Video World Model in Minecraft](https://mlsanity.com/paper/2602.22208/) (2026)
- [NitroGen: An Open Foundation Model for Generalist Gaming Agents](https://mlsanity.com/paper/2601.02427/) (2026)
- [MultiWorld: Scalable Multi-Agent Multi-View Video World Models](https://mlsanity.com/paper/2604.18564/) (2026)
- [Multiplayer Interactive World Models with Representation Autoencoders](https://mlsanity.com/paper/2607.05352/) (2026)
- [Gamma-World: Generative Multi-Agent World Modeling Beyond Two Players](https://mlsanity.com/paper/2605.28816/) (2026)
- [MASS: Multiplayer World Models with Authoritative Shared State](https://mlsanity.com/paper/2608.06257/) (2026)
- [AlphaStar Unplugged: Large-Scale Offline Reinforcement Learning](https://mlsanity.com/paper/2308.03526/) (2023)
- [Streaming Multi-Agent Autoregressive Diffusion Model with World State Registers](https://mlsanity.com/paper/2607.21594/) (2026)
- [STARDATA: A StarCraft AI Research Dataset](https://mlsanity.com/paper/1708.02139/) (2017)
- [MSC: A Dataset for Macro-Management in StarCraft II](https://mlsanity.com/paper/1710.03131/) (2017)
- [EgoCS-400K: An Egocentric Gameplay Dataset for World Models](https://mlsanity.com/paper/2606.18180/) (2026)
- [Population-Scalable Multi-Agent World Modeling](https://mlsanity.com/paper/2608.08600/) (2026)
- [Forward Modeling for Partial Observation Strategy Games - A StarCraft Defogger](https://mlsanity.com/paper/1812.00054/) (2018)
- [X-Ego: Acquiring Team-Level Tactical Situational Awareness via Cross-Egocentric Contrastive Video Representation Learning](https://mlsanity.com/paper/2510.19150/) (2025)

## Abstract (arXiv)

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.
