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.
Counter-Strike Deathmatch with Large-Scale Behavioural Cloning
An AI agent matches medium difficulty in CSGO using behavioral cloning on a large dataset of human play, overcoming API limitations and real-time constraints.
- Year
- 2021
- Venue
- arXiv 2021
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- 2
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- arxiv.org/abs/2104.04258v2ARXIV-DEFAULT
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