Counter-Strike Deathmatch with Large-Scale Behavioural Cloning
Tim Pearce, Jun Zhu

TL;DR
This paper presents a deep neural network agent for Counter-Strike: Global Offensive that uses large-scale behavioural cloning from real human gameplay data to achieve humanlike performance without API access.
Contribution
The work introduces a large-scale behavioural cloning approach trained on extensive real-world gameplay data, enabling effective FPS game AI without API reliance.
Findings
Agent matches medium difficulty AI performance
Uses 4 million frames of human gameplay data
Achieves humanlike play style
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.
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Taxonomy
TopicsArtificial Intelligence in Games · Advanced Malware Detection Techniques · Digital Games and Media
