Learning to Move Like Professional Counter-Strike Players
dc.contributor.author | Durst, David | en_US |
dc.contributor.author | Xie, Feng | en_US |
dc.contributor.author | Sarukkai, Vishnu | en_US |
dc.contributor.author | Shacklett, Brennan | en_US |
dc.contributor.author | Frosio, Iuri | en_US |
dc.contributor.author | Tessler, Chen | en_US |
dc.contributor.author | Kim, Joohwan | en_US |
dc.contributor.author | Taylor, Carly | en_US |
dc.contributor.author | Bernstein, Gilbert | en_US |
dc.contributor.author | Choudhury, Sanjiban | en_US |
dc.contributor.author | Hanrahan, Pat | en_US |
dc.contributor.author | Fatahalian, Kayvon | en_US |
dc.contributor.editor | Skouras, Melina | en_US |
dc.contributor.editor | Wang, He | en_US |
dc.date.accessioned | 2024-08-20T08:42:40Z | |
dc.date.available | 2024-08-20T08:42:40Z | |
dc.date.issued | 2024 | |
dc.description.abstract | 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. | en_US |
dc.description.number | 8 | |
dc.description.sectionheaders | Character Animation II: Control | |
dc.description.seriesinformation | Computer Graphics Forum | |
dc.description.volume | 43 | |
dc.identifier.doi | 10.1111/cgf.15173 | |
dc.identifier.issn | 1467-8659 | |
dc.identifier.pages | 12 pages | |
dc.identifier.uri | https://doi.org/10.1111/cgf.15173 | |
dc.identifier.uri | https://diglib.eg.org/handle/10.1111/cgf15173 | |
dc.publisher | The Eurographics Association and John Wiley & Sons Ltd. | en_US |
dc.subject | CCS Concepts: Software and its engineering → Interactive games; Computing methodologies → Learning from demonstrations | |
dc.subject | Software and its engineering → Interactive games | |
dc.subject | Computing methodologies → Learning from demonstrations | |
dc.title | Learning to Move Like Professional Counter-Strike Players | en_US |
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