The Game Imitation: Deep Supervised Convolutional Networks for Quick Video Game AI
Not on the map. Why?
Abstract (arXiv)
We present a vision-only model for gaming AI which uses a late integration deep convolutional network architecture trained in a purely supervised imitation learning context. Although state-of-the-art deep learning models for video game tasks generally rely on more complex methods such as deep-Q learning, we show that a supervised model which requires substantially fewer resources and training time can already perform well at human reaction speeds on the N64 classic game Super Smash Bros. We frame our learning task as a 30-class classification problem, and our CNN model achieves 80% top-1 and 95% top-3 validation accuracy. With slight test-time fine-tuning, our model is also competitive during live simulation with the highest-level AI built into the game. We will further show evidence through network visualizations that the network is successfully leveraging temporal information during inference to aid in decision making. Our work demonstrates that supervised CNN models can provide good performance in challenging policy prediction tasks while being significantly simpler and more lightweight than alternatives.
Key facts. Cited by 3 papers in the map (data through 7 Oct 2026). First posted on arXiv 18 Feb 2017.
Builds on
No reference list yet.
Built on by
Citing papers per year: 2020: 2; 2021: 1.
3 papers.
- 2021Counter-Strike Deathmatch with Large-Scale Behavioural Cloningcited by 49
- 2020Benchmarking End-to-End Behavioural Cloning on Video Gamescited by 15
- 2020Scaling Imitation Learning in Minecraftcited by 12
- 2021Counter-Strike Deathmatch with Large-Scale Behavioural Cloning9 Apr 2021
- 2020Scaling Imitation Learning in Minecraft6 Jul 2020
- 2020Benchmarking End-to-End Behavioural Cloning on Video Games2 Apr 2020