task string | map string | map_file string | race string | seed int64 | time_limit_seconds int64 | max_cost_usd float64 | opponent_ai string | opponent_race string |
|---|---|---|---|---|---|---|---|---|
ladder-echoisles-vs-easy-orc-s1 | Echo Isles | (2)EchoIsles.w3x | human | 1 | 1,800 | 2 | easy | orc |
ladder-echoisles-vs-normal-orc-s1 | Echo Isles | (2)EchoIsles.w3x | human | 1 | 1,800 | 2 | normal | orc |
ladder-echoisles-vs-insane-orc-s1 | Echo Isles | (2)EchoIsles.w3x | human | 1 | 1,800 | 2 | insane | orc |
ladder-terenasstand-vs-easy-orc-s1 | Terenas Stand | (2)TerenasStand.w3x | human | 1 | 1,800 | 2 | easy | orc |
ladder-terenasstand-vs-normal-orc-s1 | Terenas Stand | (2)TerenasStand.w3x | human | 1 | 1,800 | 2 | normal | orc |
ladder-terenasstand-vs-insane-orc-s1 | Terenas Stand | (2)TerenasStand.w3x | human | 1 | 1,800 | 2 | insane | orc |
ladder-echoisles-vs-easy-orc-s2 | Echo Isles | (2)EchoIsles.w3x | human | 2 | 1,800 | 2 | easy | orc |
ladder-echoisles-vs-normal-orc-s2 | Echo Isles | (2)EchoIsles.w3x | human | 2 | 1,800 | 2 | normal | orc |
ladder-echoisles-vs-insane-orc-s2 | Echo Isles | (2)EchoIsles.w3x | human | 2 | 1,800 | 2 | insane | orc |
ladder-terenasstand-vs-easy-orc-s2 | Terenas Stand | (2)TerenasStand.w3x | human | 2 | 1,800 | 2 | easy | orc |
ladder-terenasstand-vs-normal-orc-s2 | Terenas Stand | (2)TerenasStand.w3x | human | 2 | 1,800 | 2 | normal | orc |
ladder-terenasstand-vs-insane-orc-s2 | Terenas Stand | (2)TerenasStand.w3x | human | 2 | 1,800 | 2 | insane | orc |
Warcraft III (wc3env) on AgentEnv
DeepSeek V4.1 Flash's Undead army meets an identical one played by Warcraft's own attack-move. The plan it wrote at that moment is over the fight. It wins in 54 seconds, keeping 79% of its army. This is the game's own picture, rendered from the run's replay. Every run here plays like this in the Space, with the env's map beside it.
LLM agents play the real Warcraft III: The Frozen Throne (1.29) through
wc3env, as an AgentEnv
environment: the agentenv-wc3 plugin. The agent reads the
game through MCP tools (get_state, list_units, lookup), gives orders with act and moves game time on with
advance. Each game is graded per player.
This dataset holds three v1 task sets and every run of them from 2026-10-09, played by five models on the real game:
| Bundle | Tasks | What the agent does | Graded on | Runs |
|---|---|---|---|---|
wc3-v1-drills |
25 | one skill in a staged scene of 1.5 to 10 game minutes: economy, map control, defence, combat, creeping, hero and items, a full game | the share of its checks met; passed when all are | 75 |
wc3-v1-ladder |
12 | a 30-minute game as Human against the game's easy, normal or insane Orc AI, on Echo Isles or Terenas Stand, seed 1 or 2 | the outcome: a win 1, a draw at the time limit 0.5, a loss 0 | 38 |
wc3-v1-duels |
16 | a mirror duel: two identical late-game armies of one race, against Warcraft's own attack-move, seeds 1 to 4 | the outcome, decided once one army is down to 40% of the other's strength | 26 |
Every run comes with:
- its video in the game's own picture (all but the three
drill-shoppingruns, see How the videos were made); - its replay in the browser, with the video beside the env's map;
- its timeline;
- the game's own
.w3greplay; - from env v34, the agent's untrimmed transcript.
Watch them in the Space. The dataset and the Space make up the collection wc3env on AgentEnv.
Bring your own game. Warcraft III is a trademark of Blizzard Entertainment, and the videos show its picture.
This dataset holds no game files or activation files, and isn't affiliated with or endorsed by Blizzard. The .w3g
replays need your own game to watch. To play a task you need your own Warcraft
III: Reforged (it includes the classic game) and an x86-64 Linux host; see Play a task.
Results
The ladder (Human against the Orc AI, 30-minute games; DeepSeek, Haiku and GPT-5.4 mini each played all 12 games):
| Model | Won / drawn / lost | Score share | Cost a game |
|---|---|---|---|
| DeepSeek V4.1 Flash | 0 / 1 / 11 | 26% | $0.10 |
| Claude Haiku 4.5 | 0 / 0 / 12 | 21% | $0.34 |
| GPT-5.4 mini | 0 / 0 / 12 | 19% | $0.12 |
| Claude Sonnet 5.5 (normal AI, Echo Isles, seed 2) | draw | 29% | $1.23 |
| Claude Opus 5.5 (normal AI, Echo Isles, seed 2) | loss at 27.5 minutes | 31% | $3.14 |
No model beats any level, not even the easy AI. The low-cost models bank their money, rarely cut lumber, and send armies of four to seven Footmen at the AI's base. Sonnet and Opus spend what they mine and act on the env's feedback, but fall behind after 12 to 18 minutes.
The drills:
| Model | Passed | Checks met | Cost a drill |
|---|---|---|---|
| DeepSeek V4.1 Flash | 11 of 25 | 82% | $0.02 |
| Claude Haiku 4.5 | 3 of 25 | 62% | $0.11 |
| GPT-5.4 mini | 2 of 25 | 49% | $0.03 |
The cheapest model plays the drills best. The checks most models miss are idle_worker_seconds (a worker idle for
more than 30 seconds) and average_unspent_gold.
The duels (26 of the 48 planned: seeds 1 and 2 and part of 3, before the run's budget ran out):
| Player 0 | Duels | Points | Won / drawn / lost | Cost a duel |
|---|---|---|---|---|
| DeepSeek V4.1 Flash | 9 | 0.33 | 3 / 0 / 6 | $0.07 |
| Claude Haiku 4.5 | 9 | 0.28 | 2 / 1 / 6 | $0.31 |
| GPT-5.4 mini | 8 | 0.00 | 0 / 0 / 8 | $0.14 |
Warcraft's own attack-move (duels_references) |
24 | 0.63 | 14 / 2 / 8 | $0 |
Each model fights worse than Warcraft's attack-move from the same player slot.
The plugin's docs/evals read these runs game by game: ladder, drills, duels and frontier.
Tables
Every config has one split, eval. Two kinds of tables share the repo:
- WC3's own: what each task stages and checks, and each run's outcome, score and cost.
- agentenv-hf's, one pair per bundle, as
agent-env hf publishwrites them: the tasks' steps and prompts, and each run's record and chat transcript (messages).
A run has the same episode_id in both, so you can join them. Each of WC3's episode rows, and each reference duel,
also names its files: video, replay, timeline, w3g and transcript (empty when the run has none).
video_in_sync says whether the run's playback stayed in step with the game. A playback that drifted isn't kept:
that run has no video, and its replay shows the env's map alone.
| Config | Rows | One row is |
|---|---|---|
ladder_tasks |
12 | a ladder game: map, seed, the AI's level and race, time limit, cost cap |
ladder_episodes |
38 | a run: model, outcome, reward, score against the AI's, units killed, orders and orders refused, turns, game seconds, cost |
drills_tasks |
25 | a drill: its skill, opponent, time limit and checks (metric, op, value) |
drills_episodes |
75 | a run: each check met or not with what was measured, the share met, passed, turns, cost |
duels_tasks |
16 | a duel: race, seed, time limit, the strength ratio that decides it |
duels_episodes |
26 | a run: outcome, score share, the share of its army it kept and of the enemy's it destroyed, cost |
duels_references |
24 | a Warcraft-against-Warcraft duel, from player 0's side: outcome, score share, its files (seeds 1 to 6; task names the v1 duel it mirrors) |
wc3-v1-*_tasks |
25, 12, 16 | a bundle task: its steps and prompt (agentenv-hf) |
wc3-v1-*_episodes |
75, 38, 26 | a run: reward, scores, verifications, messages (the chat transcript), tool calls (agentenv-hf) |
Beside the tables, each run's files are under its episode_id (<bundle>/<run>, or duels-references/<run>):
| Folder | Runs | What a file is |
|---|---|---|
videos/ |
160 | the game's own picture as an MP4 (960×540), rendered from the run's replay: the camera follows the agent's fights and key moments, and its plans show in the game as it wrote them. Ladder games play at 8×, drills at 2×, duels at the game's pace. |
replays/ |
163 | the replay in a browser: one HTML file with the whole game in it. It plays the run's video beside the env's map (every unit any player sees), the event feed, the agent's plans and both sides' momentum, scrubbable. It finds the video at ../../videos/, as in this repo. |
timelines/ |
163 | the same game as JSON: every frame's units, events and notes, to analyse or redraw a game without playing it |
w3g/ |
163 | the game's own replay (.w3g), which plays in Warcraft III 1.29, with its startup options (.w3g.json). wc3env saves those without the AI level when it is easy (0), and a playback then fields the normal AI. These files have it back. |
transcripts/ |
103 | wc3-llm's untrimmed transcript: every message and tool call, where messages holds what the model was sent (from env v34) |
And:
bundles/<bundle>/: the bundles thatagent-env hf runplays.raw/<bundle>.jsonl: each run's record and trajectory, as agentenv-hf writes them.runs/<sweep>/: each sweep's spec (sweep.json), its results (results.jsonl) and its report.assets/: the clip at the top of this card, and the Space's thumbnail.
from datasets import load_dataset
repo, rev = "earakely-scale/wc3env-AgentEnv", "v0.4.0"
episodes = load_dataset(repo, "ladder_episodes", split="eval", revision=rev).to_pandas()
transcripts = load_dataset(repo, "wc3-v1-ladder_episodes", split="eval", revision=rev).to_pandas()
games = episodes.merge(transcripts[["episode_id", "messages"]], on="episode_id")
print(games.groupby("model")[["reward", "score_share", "cost_usd"]].mean())
A run's files by the paths in its row:
import json
from huggingface_hub import hf_hub_download
run = games.iloc[0]
timeline = json.load(open(hf_hub_download(repo, run["timeline"], repo_type="dataset", revision=rev)))
replay = hf_hub_download(repo, run["replay"], repo_type="dataset", revision=rev) # open it in a browser
Play a task
You need:
- Warcraft III: Reforged on Battle.net. In the Battle.net app on Windows, choose Warcraft III - Legacy TFT 1.29 in the Game Version dropdown and install it, then copy its folder (about 1.2 GB) to the Linux host.
- An x86-64 Linux host with Docker. The game runs under Wine; Apple Silicon can't run it.
- A model endpoint for agent-env:
[model]in.agentenv/config.toml, orLITELLM_BASE_URLandLITELLM_API_KEY.
pip install "agentenv-wc3 @ git+https://github.com/earakely-scale/agentenv-wc3-plugin@v0.4.0"
agent-env wc3 build-worker "<game folder>" # the worker image from your copy, about five minutes
agent-env wc3 license import "<game folder>" # your activation files, into agent-env's secret store
agent-env wc3 setup --agent # the env as "wc3", and the agents
agent-env hf run earakely-scale/wc3env-AgentEnv@v0.4.0 --task drill-opening --model anthropic/claude-haiku-4-5
agent-env hf run downloads the bundle at that revision and checks that the plugin is installed and that the env and
agents are set up, before it plays. It plays wc3-v1-drills unless --bundle names another:
agent-env hf run earakely-scale/wc3env-AgentEnv@v0.4.0 --bundle wc3-v1-ladder \
--task ladder-echoisles-vs-easy-orc-s1 --model <your model>
agent-env hf run earakely-scale/wc3env-AgentEnv@v0.4.0 --bundle wc3-v1-duels --eval duels --model <your model>
Without --model, a task plays Claude Haiku 4.5. --dry-run shows what would run, and --yes skips the question.
The plugin's README
has the setup in full. It also covers watching a game live and getting its video and replay, and agent-env wc3 sweep for running a task set across models.
How the runs were made
Each set was played as a sweep by wc3-llm, the plugin's agent: any chat model, with the env's tools. The sweeps ran
two or three games at a time on one Linux host, under a spend budget. runs/ has each sweep's spec and results.
| Sweep | Bundle | Models | Per-game cap |
|---|---|---|---|
drills-final |
wc3-v1-drills |
DeepSeek V4.1 Flash, Haiku 4.5, GPT-5.4 mini | $0.50 |
ladder-final |
wc3-v1-ladder |
the same three | $2 |
frontier-final |
wc3-v1-ladder (one task) |
Claude Sonnet 5.5, Claude Opus 5.5 | $5 |
duels-final |
wc3-v1-duels |
DeepSeek V4.1 Flash, Haiku 4.5, GPT-5.4 mini | $0.50 |
duel-baselines-final |
duels_references |
wc3-scripted in both player slots |
$0 |
The env changed during the day (plugin env versions v32 to v36). The fixes report why the game dropped an order, keep
a dead hero in view, and check each order on its own; each fix reached the games started after it. A sweep's task
names carry the model (ladder-gpt-5.4-mini-echoisles-vs-easy-orc-s1); here each run is filed under its v1 task.
How the videos were made
None of these games was played with the game's picture on, since drawing makes stepping about three times slower.
Each video was rendered afterwards from the run's replay with agent-env wc3 render, in the env's own image with the
picture on:
- The replay plays the game again. wc3env plays the
.w3gback: the players' orders and the AI come from the recording. - Staging is applied again. A drill's or a duel's setup (its armies, levels and mana) was made with debug commands, which a replay doesn't record. The render applies the task's staging again before the playback, step for step as the live game did, and leaves the staging's orders (a hero's skills) to the recording.
- The camera follows the agent with the env's director, as a live game's picture does: its fights first, then its key moments (a hero, a tier, an expansion, a building lost), then its army.
- The agent's plans show in the game at the game time the agent wrote them.
- One frame per fixed slice of game time, at 20 frames a second: 400 ms a frame for the ladder (8×), 100 ms for drills (2×), 50 ms for duels (1×).
Every published video is checked against the game. Its playback must end on the score the live game's own timeline last showed for the run's lead player; both are read from the game's observations, so the check is exact. All 160 do. A playback that drifted would not be published, since it would show a game the agent didn't play.
- The one cause of drift found, now fixed. Six playbacks first drifted, all of games where the easy AI was set: wc3env saves a replay's startup without an AI level of 0, so they played back against the normal AI. With the level restored from the task, all six end in sync.
- The render's own record.
videos/<run>.mp4.json, next to each video, has the render's pace and final scores.
The three drill-shopping runs have no video. Their staging lets the game run 460 seconds first, a minute at a
time, and the game plays those minute-long steps of a replay back short: about 422 seconds instead of 460. The
playback therefore can't reach the drill's start in step with the game that was played. Their replay pages show the
env's map alone.
Limitations
- Few runs. One game per model and task, so a model's ladder record is 12 games, and the frontier models played one ladder task each. The duels stopped at 26 of 48.
- Duels on Echo Isles. wc3agent ran its duels on a flat arena built from Echo Isles, which needs Windows tools to build. Here the armies meet in Echo Isles' middle, with the creeps in sight cleared and odd seeds swapping the sides. Warcraft against Warcraft scores 15 of 24 for player 0 in these games, and 59% over the 48 since the staging fix.
- A draw is the time limit. A ladder game nobody wins in 30 minutes is a draw (0.5), however far behind.
- Cost caps need a LiteLLM proxy.
wc3-llmprices each call from LiteLLM'sx-litellm-response-costheader. Through another endpoint it can't see spend, so its cap never ends a game; set a limit at the endpoint.
Licence and credits
The tasks, records and tables are Apache-2.0, like the plugin. The transcripts are the models' outputs.
- wc3env (MIT), by Peter Wang: the game under Wine, the hook that observes and orders it, and the fake game the plugin's tests use.
- wc3agent (MIT), in wc3env's repository: the scenarios the drills are built from, the mirror duel and the heroes' skill builds.
This dataset and its Space are built by
scripts/hub_dataset.py
in the plugin's repository, from the sweeps' folders and the agent-env store they wrote to.
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