DOI: 10.5281/zenodo.11506365
title: Object-Centric Event Log for Age of Empires Game Interactions

description: The dataset contains object-centric event logs in the OCEL 2.0 ( https://www.ocel-standard.org/ ) format.

The event logs originate from 100,000 Age of Empires 2 matches. In this real-time strategy game, players control units (like villagers or archers) and build structures (like houses or lumber camps) to create an efficient economy and win against the other players. Players can control multiple units at once, and they can utilize game mechanics to automate parts of the process for them, so they must not trigger every event themselves. The beginning of the game focuses on building economic structures that are as efficient as possible. Normative process descriptions, so-called build orders, describe battle-tested interaction patterns for the beginning of the game, similar to chess openings.

The large object-centric event log contains 1000 matches and has the following properties:




Property
Value


Objects
361,935


Object Types
30


Events
2,372,505


Event Types
829




 

The following table describes the most important object types:




Object Type or (Group of Object Types)
Explanation 


Match
The match represents the competition of two players.


Player
There is one object per player. They are connected to all events that involve player input.


Session
There is one session per player in a match. The session is connected to all events happening on the machine of a player. The events can involve the player directly or they can also be game logic-based events triggered by the game engine.


Villager
Worker units to gather resources and build infrastructure.


Town Center
Central buildings for villager production and resource drop-off. Capable of setting automated gather points to assign tasks for newly created villagers.


(Resource Drop-Off Group)
Includes Lumber Camps, Mining Camps, and Mills. These facilities not only serve as drop-off points but can automatically command workers to gather the corresponding resources upon build completion.


Farms
Agricultural units for a continuous food supply. Farms can sometimes be replenished automatically, depending on game settings or upgrades.


(Military Buildings)
Structures for training military units and producing siege weaponry. Capable of setting gather points to automate unit deployment.


(Research Buildings)


Facilities dedicated to technological advancements and upgrades.



(Military Units)


Units used for combat operations.





 

The following table describes the most important activities:

 




Event Type
Explanation


Command Build [Structure]
Issued by players to direct units to construct buildings.


Start Build [Structure]
Marks the beginning of the construction of a building by a designated group of villagers.


Complete Build [Structure]
Signals the completion of a building's construction, making the building operational and freeing up capacity of the constructing units.


Gather [Resource]
Represents the command to a unit to collect resources such as wood, stone, food, or gold.


Command Research [Technology]
Issued by players to initiate a research task in a research building.


Start Research [Technology]
Marks the beginning of the research process once resources arrived.


Complete Research [Technology]
Denotes the completion of a research task, unlocking new technologies or enhancements, and freeing up production capacity.


Command Queue [Unit]
Issued by players to add units to the production queue of a building.


Start Production [Unit]
Marks the beginning of unit production within a facility, as soon as there is capacity.


Complete Queue [Unit]
Signals the end of unit production, resulting in the deployment of a new unit and freeing up production capacity.




 

The zip file contains filtered object-centric event logs that only contain 10 matches to explore the data set with faster loading time.