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We consider the video game StarCraft 2. This real-time strategy game is played competitively by cyber-athletes as an electronic sport (esport), and most of the competitions are played online. A major issue for competition organizers is that they need to verify the identify of a player, for being sure that it is not another player (a friend with better chances, …).

For that matter, we propose to study how it is possible to determine who is playing given a behavioral trace (game events produced by the player) by designing a prediction model using machine learning techniques.

You are provided with a large set of SC2 replay data, from which you need to build features and train a model. Once your model is ready, apply it on the test data and submit your result!

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The aim of the competition is to predict a Starcraft player based on a set of behavioral traces.

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