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Quazim0t0/Warcraft-Simulations-5x

Warcraft I — AI vs AI Simulation Dataset Rust AI-vs-AI Warcraft I engine that produces deterministic game replays as structured data suitable for ML research, more so for perdictive world model training. Dataset stats Stat Value Games 5 Total tick rows 61,030 ticks Ticks per second (in-game) 20 Quick start from datasets import load_dataset ds = load_dataset("parquet", data_files="*.parquet", split="train") # Economy over time… See the full description on the dataset page: https://huggingface.co/datasets/Quazim0t0/Warcraft-Simulations-5x.

sourceHugging Faceupdated 4mo agoView on Hugging Face
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Warcraft I — AI vs AI Simulation Dataset

Rust AI-vs-AI Warcraft I engine that produces deterministic game replays as structured data suitable for ML research, more so for perdictive world model training.

Dataset stats

StatValue
Games5
Total tick rows61,030 ticks
Ticks per second (in-game)20

Quick start

python
from datasets import load_dataset

ds = load_dataset("parquet", data_files="*.parquet", split="train")

# Economy over time for the human player
import pandas as pd
df = ds.to_pandas()
print(df[["tick", "humans"]].head())

Row schema

Each row is one simulation tick.

ColumnTypeDescription
seedint64RNG seed (reproduces the exact game)
winner_idint64?0 = Humans, 1 = Orcs, null = unresolved
tickint64Tick number (starts at 1, 20 ticks/sec)
game_time_secondsfloat64Elapsed in-game time
humansstructHuman player state + entities (see below)
orcsstructOrc player state + entities (see below)
neutral_entitieslist\\<struct\\>Gold mines
eventslist\\<struct\\>All game events this tick
screenshotstring?Relative path to PNG (present without --embed-images)
imageImageEmbedded PNG, viewable in HF dataset viewer (only with --embed-images)

Player struct (humans / orcs)

FieldTypeDescription
goldint32Current gold
lumberint32Current lumber
food_usedint32Food consumed
food_capint32Food capacity
apmfloat64Actions per minute (60 s rolling window)
total_actionsint64Cumulative AI orders issued
unit_countint64Living combat units
building_countint64Standing buildings
worker_countint64Living workers
is_eliminatedboolPlayer eliminated
entitieslist\\<struct\\>All owned non-forest entities

Entity struct

FieldTypeDescription
idint32Unique entity ID
entity_typestringe.g. "Footman", "TownhallHumans"
x / yfloat32World position (pixels)
tile_x / tile_yint32Tile position (64×64 map)
hp / max_hpint16Hit points
hp_pctfloat32hp / max_hp
statestringAI state ("Idle", "Attacking", …)
target_idint32?Attack target entity ID
gold_reserveint32?Remaining gold (gold mines only)

Event types (events[].type)

Attack, Death, Move, ResourceGain, UnitTrained, BuildingConstructed, AIOrder, GameOver

Units

SideWorkersTier 1Tier 2Tier 3
HumansPeasantFootmanArcherKnight
OrcsPeonGruntSpearmanRaider

Both sides can also build Catapults.

Tech tree buildings

Farm → Barracks → LumberMill → Stable / Blacksmith

Citation

bibtex
@misc{{wc1-dataset,
  title   = {{Warcraft Simulation Dataset}},
  year    = {{2026}},
  note    = {{Created by Dean Byrne}},
}}