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arXiv:2104.04258cs.AI

Counter-Strike Deathmatch with Large-Scale Behavioural Cloning

Tim Pearce, Jun Zhu

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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.

arXiv comments
Offline Reinforcement Learning Workshop at Neural Information Processing Systems, 2021
Journal reference
DOI
Subjects
cs.AIArtificial Intelligence cs.LGMachine Learning stat.MLMachine Learning (Statistics)

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