Papers › Counter-Strike Deathmatch with Large-Scale Behavioural Cloning

Counter-Strike Deathmatch with Large-Scale Behavioural Cloning

9 Apr 2021arXiv:2104.04258archive 2025-07-28

Tim Pearce, Jun Zhu

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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TeaPearce/Counter-Strike_Behavioural_Cloning officialmentioned in papermentioned on GitHubtf report
jackal-u/CSGOAPI mentioned on GitHub report

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AI AgentBehavioural cloningFPS GamesImitation Learning

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