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Counter-Strike Deathmatch with Large-Scale Behavioural Cloning

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arxiv 2104.04258 v2 pith:TBNIFIXV submitted 2021-04-09 cs.AI cs.LGstat.ML

classification cs.AIcs.LGstat.ML
keywords agentalgorithmsbehaviouralcloningcounter-strikecsgodatasetdeathmatch
verification ladder T0 review T1 audit T2 compute T3 formal
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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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Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. Play Style Identification Using Low-Level Representations of Play Traces in MicroRTS

    cs.LG 2025-07 conditional novelty 6.0 of 10

    CNN-LSTM autoencoder embeddings of low-level MicroRTS traces yield cluster separation of AI agents with higher AMI than handcrafted features.

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