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Main Authors: Yan, Qing, Yang, Wenyu, Wang, Yufei, Ma, Wenhao, Hu, Linchong, Jin, Yifei, Dahbura, Anton
Format: Preprint
Published: 2026
Subjects:
Online Access:https://arxiv.org/abs/2604.14474
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author Yan, Qing
Yang, Wenyu
Wang, Yufei
Ma, Wenhao
Hu, Linchong
Jin, Yifei
Dahbura, Anton
author_facet Yan, Qing
Yang, Wenyu
Wang, Yufei
Ma, Wenhao
Hu, Linchong
Jin, Yifei
Dahbura, Anton
contents Traditional esports scouting workflows rely heavily on manual video review and aggregate performance metrics, which often fail to capture the nuanced decision-making patterns necessary to determine if a prospect fits a specific tactical archetype. To address this, we reframe style-based player evaluation in esports as an Inverse Reinforcement Learning (IRL) problem. In this paper, we introduce a novel player selection framework that learns professional-specific reward functions from logged gameplay demonstrations, allowing organizations to rank candidates by their stylistic alignment with a target star player. Our proposed architecture utilizes a multimodal, two-branch intake: one branch encodes structured state-action trajectories derived from high-resolution in-game telemetry, while the second encodes temporally aligned tactical pseudo-commentary generated by Vision-Language Models (VLMs) from broadcast footage. These representations are fused and evaluated via a Generative Adversarial Imitation Learning (GAIL) objective, where a discriminator learns to capture the unique mechanical and tactical signatures of elite professionals. By transitioning from generic skill estimation to scouting "by reward," this framework provides a scalable, workflow-aware digital twin system that enables data-driven roster construction and targeted talent discovery across massive candidate pools.
format Preprint
id arxiv_https___arxiv_org_abs_2604_14474
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Scouting By Reward: VLM-TO-IRL-Driven Player Selection For Esports
Yan, Qing
Yang, Wenyu
Wang, Yufei
Ma, Wenhao
Hu, Linchong
Jin, Yifei
Dahbura, Anton
Machine Learning
Traditional esports scouting workflows rely heavily on manual video review and aggregate performance metrics, which often fail to capture the nuanced decision-making patterns necessary to determine if a prospect fits a specific tactical archetype. To address this, we reframe style-based player evaluation in esports as an Inverse Reinforcement Learning (IRL) problem. In this paper, we introduce a novel player selection framework that learns professional-specific reward functions from logged gameplay demonstrations, allowing organizations to rank candidates by their stylistic alignment with a target star player. Our proposed architecture utilizes a multimodal, two-branch intake: one branch encodes structured state-action trajectories derived from high-resolution in-game telemetry, while the second encodes temporally aligned tactical pseudo-commentary generated by Vision-Language Models (VLMs) from broadcast footage. These representations are fused and evaluated via a Generative Adversarial Imitation Learning (GAIL) objective, where a discriminator learns to capture the unique mechanical and tactical signatures of elite professionals. By transitioning from generic skill estimation to scouting "by reward," this framework provides a scalable, workflow-aware digital twin system that enables data-driven roster construction and targeted talent discovery across massive candidate pools.
title Scouting By Reward: VLM-TO-IRL-Driven Player Selection For Esports
topic Machine Learning
url https://arxiv.org/abs/2604.14474