# Behavioural Cloning in VizDoom

arXiv: https://arxiv.org/abs/2401.03993 · HTML: https://mlsanity.com/paper/2401.03993/

## Key facts

- Cited by 2 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 36 references that are in the map.
- First posted on arXiv 8 Jan 2024.

## 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)

- [EfficientNet: Rethinking Model Scaling for Convolutional Neural Networks](https://mlsanity.com/paper/1905.11946/) (2019)
- [Playing Atari with Deep Reinforcement Learning](https://mlsanity.com/paper/1312.5602/) (2013)
- [Generative Adversarial Imitation Learning](https://mlsanity.com/paper/1606.03476/) (2016)
- [Decision Transformer: Reinforcement Learning via Sequence Modeling](https://mlsanity.com/paper/2106.01345/) (2021)
- [Towards Robust Monocular Depth Estimation: Mixing Datasets for Zero-shot Cross-dataset Transfer](https://mlsanity.com/paper/1907.01341/) (2019)
- [Convolutional LSTM Network: A Machine Learning Approach for Precipitation Nowcasting](https://mlsanity.com/paper/1506.04214/) (2015)
- [Behavioral Cloning from Observation](https://mlsanity.com/paper/1805.01954/) (2018)
- [An Algorithmic Perspective on Imitation Learning](https://mlsanity.com/paper/1811.06711/) (2018)
- [Human-level performance in first-person multiplayer games with population-based deep reinforcement learning](https://mlsanity.com/paper/1807.01281/) (2018)
- [Reward Design with Language Models](https://mlsanity.com/paper/2303.00001/) (2023)
- [Multi-Game Decision Transformers](https://mlsanity.com/paper/2205.15241/) (2022)
- [ViZDoom: A Doom-based AI Research Platform for Visual Reinforcement Learning](https://mlsanity.com/paper/1605.02097/) (2016)
- [Sample Factory: Egocentric 3D Control from Pixels at 100000 FPS with Asynchronous Reinforcement Learning](https://mlsanity.com/paper/2006.11751/) (2020)
- [Coarse-to-Fine Imitation Learning: Robot Manipulation from a Single Demonstration](https://mlsanity.com/paper/2105.06411/) (2021)
- [Deep Learning for Audio Signal Processing](https://mlsanity.com/paper/1905.00078/) (2019)
- [Teach a Robot to FISH: Versatile Imitation from One Minute of Demonstrations](https://mlsanity.com/paper/2303.01497/) (2023)
- [iDisc: Internal Discretization for Monocular Depth Estimation](https://mlsanity.com/paper/2304.06334/) (2023)
- [EnvPool: A Highly Parallel Reinforcement Learning Environment Execution Engine](https://mlsanity.com/paper/2206.10558/) (2022)
- [ViZDoom Competitions: Playing Doom from Pixels](https://mlsanity.com/paper/1809.03470/) (2018)
- [Counter-Strike Deathmatch with Large-Scale Behavioural Cloning](https://mlsanity.com/paper/2104.04258/) (2021)
- [Creating Multimodal Interactive Agents with Imitation and Self-Supervised Learning](https://mlsanity.com/paper/2112.03763/) (2021)
- [Improving Multimodal Interactive Agents with Reinforcement Learning from Human Feedback](https://mlsanity.com/paper/2211.11602/) (2022)
- [Play and Learn: Using Video Games to Train Computer Vision Models](https://mlsanity.com/paper/1608.01745/) (2016)
- [Formula RL: Deep Reinforcement Learning for Autonomous Racing using Telemetry Data](https://mlsanity.com/paper/2104.11106/) (2021)

## Built on by (most cited first, 2 of 2)

- [Reinforcement Learning Agent for a 2D Shooter Game](https://mlsanity.com/paper/2509.15042/) (2025)
- [Evaluating VLMs for Autonomous Agent-Driven Geometry Clipping Detection in Video Game QA](https://mlsanity.com/paper/2607.25921/) (2026)

## Abstract (arXiv)

This paper describes methods for training autonomous agents to play the game "Doom 2" through Imitation Learning (IL) using only pixel data as input. We also explore how Reinforcement Learning (RL) compares to IL for humanness by comparing camera movement and trajectory data. Through behavioural cloning, we examine the ability of individual models to learn varying behavioural traits. We attempt to mimic the behaviour of real players with different play styles, and find we can train agents that behave aggressively, passively, or simply more human-like than traditional AIs. We propose these methods of introducing more depth and human-like behaviour to agents in video games. The trained IL agents perform on par with the average players in our dataset, whilst outperforming the worst players. While performance was not as strong as common RL approaches, it provides much stronger human-like behavioural traits to the agent.
