Scouting By Reward: VLM-TO-IRL-Driven Player Selection For Esports
Qing Yan, Wenyu Yang, Yufei Wang, Wenhao Ma, Linchong Hu, Yifei Jin, Anton Dahbura

TL;DR
This paper presents a novel IRL-based framework for esports player scouting that leverages multimodal data and VLMs to evaluate stylistic alignment with professional players.
Contribution
It introduces a new player selection system using reward functions learned from gameplay and broadcast footage, enhancing scouting accuracy.
Findings
The framework effectively captures mechanical and tactical signatures of elite players.
It enables scalable, data-driven roster construction and talent discovery.
The system integrates high-resolution telemetry and VLM-generated commentary for comprehensive evaluation.
Abstract
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…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
