Learning to Move Like Professional Counter-Strike Players

Fuente: arXiv
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Hauptverfasser: Durst, David, Xie, Feng, Sarukkai, Vishnu, Shacklett, Brennan, Frosio, Iuri, Tessler, Chen, Kim, Joohwan, Taylor, Carly, Bernstein, Gilbert, Choudhury, Sanjiban, Hanrahan, Pat, Fatahalian, Kayvon
Format: Preprint
Veröffentlicht: 2024
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author Durst, David
Xie, Feng
Sarukkai, Vishnu
Shacklett, Brennan
Frosio, Iuri
Tessler, Chen
Kim, Joohwan
Taylor, Carly
Bernstein, Gilbert
Choudhury, Sanjiban
Hanrahan, Pat
Fatahalian, Kayvon
author_facet Durst, David
Xie, Feng
Sarukkai, Vishnu
Shacklett, Brennan
Frosio, Iuri
Tessler, Chen
Kim, Joohwan
Taylor, Carly
Bernstein, Gilbert
Choudhury, Sanjiban
Hanrahan, Pat
Fatahalian, Kayvon
contents In multiplayer, first-person shooter games like Counter-Strike: Global Offensive (CS:GO), coordinated movement is a critical component of high-level strategic play. However, the complexity of team coordination and the variety of conditions present in popular game maps make it impractical to author hand-crafted movement policies for every scenario. We show that it is possible to take a data-driven approach to creating human-like movement controllers for CS:GO. We curate a team movement dataset comprising 123 hours of professional game play traces, and use this dataset to train a transformer-based movement model that generates human-like team movement for all players in a "Retakes" round of the game. Importantly, the movement prediction model is efficient. Performing inference for all players takes less than 0.5 ms per game step (amortized cost) on a single CPU core, making it plausible for use in commercial games today. Human evaluators assess that our model behaves more like humans than both commercially-available bots and procedural movement controllers scripted by experts (16% to 59% higher by TrueSkill rating of "human-like"). Using experiments involving in-game bot vs. bot self-play, we demonstrate that our model performs simple forms of teamwork, makes fewer common movement mistakes, and yields movement distributions, player lifetimes, and kill locations similar to those observed in professional CS:GO match play.
format Preprint
id arxiv_https___arxiv_org_abs_2408_13934
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Learning to Move Like Professional Counter-Strike Players
Durst, David
Xie, Feng
Sarukkai, Vishnu
Shacklett, Brennan
Frosio, Iuri
Tessler, Chen
Kim, Joohwan
Taylor, Carly
Bernstein, Gilbert
Choudhury, Sanjiban
Hanrahan, Pat
Fatahalian, Kayvon
Machine Learning
Artificial Intelligence
Graphics
In multiplayer, first-person shooter games like Counter-Strike: Global Offensive (CS:GO), coordinated movement is a critical component of high-level strategic play. However, the complexity of team coordination and the variety of conditions present in popular game maps make it impractical to author hand-crafted movement policies for every scenario. We show that it is possible to take a data-driven approach to creating human-like movement controllers for CS:GO. We curate a team movement dataset comprising 123 hours of professional game play traces, and use this dataset to train a transformer-based movement model that generates human-like team movement for all players in a "Retakes" round of the game. Importantly, the movement prediction model is efficient. Performing inference for all players takes less than 0.5 ms per game step (amortized cost) on a single CPU core, making it plausible for use in commercial games today. Human evaluators assess that our model behaves more like humans than both commercially-available bots and procedural movement controllers scripted by experts (16% to 59% higher by TrueSkill rating of "human-like"). Using experiments involving in-game bot vs. bot self-play, we demonstrate that our model performs simple forms of teamwork, makes fewer common movement mistakes, and yields movement distributions, player lifetimes, and kill locations similar to those observed in professional CS:GO match play.
title Learning to Move Like Professional Counter-Strike Players
topic Machine Learning
Artificial Intelligence
Graphics
url https://arxiv.org/abs/2408.13934