CNN-LSTM autoencoder embeddings of low-level MicroRTS traces yield cluster separation of AI agents with higher AMI than handcrafted features.
Counter-Strike Deathmatch with Large-Scale Behavioural Cloning
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abstract
This paper describes an AI agent that plays the popular first-person-shooter (FPS) video game `Counter-Strike; Global Offensive' (CSGO) from pixel input. The agent, a deep neural network, matches the performance of the medium difficulty built-in AI on the deathmatch game mode, whilst adopting a humanlike play style. Unlike much prior work in games, no API is available for CSGO, so algorithms must train and run in real-time. This limits the quantity of on-policy data that can be generated, precluding many reinforcement learning algorithms. Our solution uses behavioural cloning - training on a large noisy dataset scraped from human play on online servers (4 million frames, comparable in size to ImageNet), and a smaller dataset of high-quality expert demonstrations. This scale is an order of magnitude larger than prior work on imitation learning in FPS games.
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Play Style Identification Using Low-Level Representations of Play Traces in MicroRTS
CNN-LSTM autoencoder embeddings of low-level MicroRTS traces yield cluster separation of AI agents with higher AMI than handcrafted features.