Learning to Move Like Professional Counter-Strike Players

IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Computer Graphics Forum Pub Date : 2024-10-09 DOI:10.1111/cgf.15173
D. Durst, F. Xie, V. Sarukkai, B. Shacklett, I. Frosio, C. Tessler, J. Kim, C. Taylor, G. Bernstein, S. Choudhury, P. Hanrahan, K. Fatahalian
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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.

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学习像职业反恐精英玩家那样移动
在《反恐精英:全球攻势》(CS:GO)等多人第一人称射击游戏中,协调移动是高水平战略游戏的关键组成部分:在《反恐精英:全球攻势》(CS:GO)等多人第一人称射击游戏中,协调移动是高水平战略游戏的重要组成部分。然而,由于团队协调的复杂性和流行游戏地图中存在的各种情况,要针对每种情况制定手工制作的移动策略是不切实际的。我们的研究表明,采用数据驱动的方法为 CS:GO 创建类人动作控制器是可行的。我们策划了一个团队移动数据集,其中包括 123 个小时的职业比赛轨迹,并利用该数据集训练了一个基于变压器的移动模型,该模型可在游戏的 "重拍 "回合中为所有玩家生成类似人类的团队移动。重要的是,运动预测模型非常高效。在单个 CPU 内核上对所有球员进行推理,每个游戏步骤所需的时间不到 0.5 毫秒(摊销成本),因此可以在当今的商业游戏中使用。人类评估人员认为,与市面上的机器人和专家编写的程序化动作控制器相比,我们的模型表现得更像人类(根据 TrueSkill 的 "类人 "评级,高出 16% 至 59%)。通过游戏中机器人与机器人自我对战的实验,我们证明了我们的模型可以进行简单形式的团队合作,较少犯常见的移动错误,并产生与专业 CS:GO 比赛中观察到的类似的移动分布、玩家生命周期和击杀位置。
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来源期刊
Computer Graphics Forum
Computer Graphics Forum 工程技术-计算机:软件工程
CiteScore
5.80
自引率
12.00%
发文量
175
审稿时长
3-6 weeks
期刊介绍: Computer Graphics Forum is the official journal of Eurographics, published in cooperation with Wiley-Blackwell, and is a unique, international source of information for computer graphics professionals interested in graphics developments worldwide. It is now one of the leading journals for researchers, developers and users of computer graphics in both commercial and academic environments. The journal reports on the latest developments in the field throughout the world and covers all aspects of the theory, practice and application of computer graphics.
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