# Benchmarking End-to-End Behavioural Cloning on Video Games

arXiv: https://arxiv.org/abs/2004.00981 · HTML: https://mlsanity.com/paper/2004.00981/

## Key facts

- Cited by 15 papers in the map (data through 14 Oct 2026).
- Placed in Imitation learning methods, one of 13 directions in Offline RL and imitation learning from data.
- Builds on 24 of its 52 references that are in the map.
- First posted on arXiv 2 Apr 2020.

## Placed in

- Offline RL and imitation learning from data / [Imitation learning methods](https://mlsanity.com/offlinerl/imitation-learning-methods/)

## Builds on (most cited first, 24 of 24)

- [Deep Residual Learning for Image Recognition](https://mlsanity.com/paper/1512.03385/) (2015)
- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [Generative Adversarial Imitation Learning](https://mlsanity.com/paper/1606.03476/) (2016)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [End to End Learning for Self-Driving Cars](https://mlsanity.com/paper/1604.07316/) (2016)
- [IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures](https://mlsanity.com/paper/1802.01561/) (2018)
- [End-to-end Driving via Conditional Imitation Learning](https://mlsanity.com/paper/1710.02410/) (2017)
- [Causal Confusion in Imitation Learning](https://mlsanity.com/paper/1905.11979/) (2019)
- [StarCraft II: A New Challenge for Reinforcement Learning](https://mlsanity.com/paper/1708.04782/) (2017)
- [Unity: A General Platform for Intelligent Agents](https://mlsanity.com/paper/1809.02627/) (2018)
- [MineRL: A Large-Scale Dataset of Minecraft Demonstrations](https://mlsanity.com/paper/1907.13440/) (2019)
- [ViZDoom: A Doom-based AI Research Platform for Visual Reinforcement Learning](https://mlsanity.com/paper/1605.02097/) (2016)
- [Deep Reinforcement Learning in Large Discrete Action Spaces](https://mlsanity.com/paper/1512.07679/) (2015)
- [Mastering Complex Control in MOBA Games with Deep Reinforcement Learning](https://mlsanity.com/paper/1912.09729/) (2019)
- [Benchmarking Batch Deep Reinforcement Learning Algorithms](https://mlsanity.com/paper/1910.01708/) (2019)
- [Learn What Not to Learn: Action Elimination with Deep Reinforcement Learning](https://mlsanity.com/paper/1809.02121/) (2018)
- [ViZDoom Competitions: Playing Doom from Pixels](https://mlsanity.com/paper/1809.03470/) (2018)
- [Discrete and Continuous Action Representation for Practical RL in Video Games](https://mlsanity.com/paper/1912.11077/) (2019)
- [At Human Speed: Deep Reinforcement Learning with Action Delay](https://mlsanity.com/paper/1810.07286/) (2018)
- [Imitation Learning with Concurrent Actions in 3D Games](https://mlsanity.com/paper/1803.05402/) (2018)
- [Sample Efficient Reinforcement Learning through Learning from Demonstrations in Minecraft](https://mlsanity.com/paper/2003.06066/) (2020)
- [The Atari Grand Challenge Dataset](https://mlsanity.com/paper/1705.10998/) (2017)
- [Superstition in the Network: Deep Reinforcement Learning Plays Deceptive Games](https://mlsanity.com/paper/1908.04436/) (2019)
- [The Game Imitation: Deep Supervised Convolutional Networks for Quick Video Game AI](https://mlsanity.com/paper/1702.05663/) (2017)

## Built on by (most cited first, 15 of 15)

- [A Generalist Agent](https://mlsanity.com/paper/2205.06175/) (2022)
- [Imitation Learning: Progress, Taxonomies and Challenges](https://mlsanity.com/paper/2106.12177/) (2021)
- [Counter-Strike Deathmatch with Large-Scale Behavioural Cloning](https://mlsanity.com/paper/2104.04258/) (2021)
- [DITTO: Offline Imitation Learning with World Models](https://mlsanity.com/paper/2302.03086/) (2023)
- [Zero-shot Imitation Policy via Search in Demonstration Dataset](https://mlsanity.com/paper/2401.16398/) (2024)
- [Visual Encoders for Data-Efficient Imitation Learning in Modern Video Games](https://mlsanity.com/paper/2312.02312/) (2023)
- [Will GPT-4 Run DOOM?](https://mlsanity.com/paper/2403.05468/) (2024)
- [Adapting a World Model for Trajectory Following in a 3D Game](https://mlsanity.com/paper/2504.12299/) (2025)
- [Configurable Agent With Reward As Input: A Play-Style Continuum Generation](https://mlsanity.com/paper/2211.16221/) (2022)
- [Learning to Move Like Professional Counter-Strike Players](https://mlsanity.com/paper/2408.13934/) (2024)
- [Behavioral Cloning via Search in Embedded Demonstration Dataset](https://mlsanity.com/paper/2306.09082/) (2023)
- [Online Adaptation for Enhancing Imitation Learning Policies](https://mlsanity.com/paper/2406.04913/) (2024)
- [Improving Behavioural Cloning with Human-Driven Dynamic Dataset Augmentation](https://mlsanity.com/paper/2201.07719/) (2022)
- [Learning Representations in Video Game Agents with Supervised Contrastive Imitation Learning](https://mlsanity.com/paper/2509.11880/) (2025)
- [VRScout: Towards Real-Time, Autonomous Testing of Virtual Reality Games](https://mlsanity.com/paper/2511.00002/) (2025)

## Abstract (arXiv)

Behavioural cloning, where a computer is taught to perform a task based on demonstrations, has been successfully applied to various video games and robotics tasks, with and without reinforcement learning. This also includes end-to-end approaches, where a computer plays a video game like humans do: by looking at the image displayed on the screen, and sending keystrokes to the game. As a general approach to playing video games, this has many inviting properties: no need for specialized modifications to the game, no lengthy training sessions and the ability to re-use the same tools across different games. However, related work includes game-specific engineering to achieve the results. We take a step towards a general approach and study the general applicability of behavioural cloning on twelve video games, including six modern video games (published after 2010), by using human demonstrations as training data. Our results show that these agents cannot match humans in raw performance but do learn basic dynamics and rules. We also demonstrate how the quality of the data matters, and how recording data from humans is subject to a state-action mismatch, due to human reflexes.
