mlsanityData to 14 Oct 2026

Offline Imitation of Badminton Player Behavior via Experiential Contexts and Brownian Motion

arXiv 2403.12406 ↗First posted 19 Mar 2024cs.AI cs.LGcited by 1

On the map: Offline RL and imitation learning from data → Imitation learning methods

Abstract (arXiv)

In the dynamic and rapid tactic involvements of turn-based sports, badminton stands out as an intrinsic paradigm that requires alter-dependent decision-making of players. While the advancement of learning from offline expert data in sequential decision-making has been witnessed in various domains, how to rally-wise imitate the behaviors of human players from offline badminton matches has remained underexplored. Replicating opponents' behavior benefits players by allowing them to undergo strategic development with direction before matches. However, directly applying existing methods suffers from the inherent hierarchy of the match and the compounding effect due to the turn-based nature of players alternatively taking actions. In this paper, we propose RallyNet, a novel hierarchical offline imitation learning model for badminton player behaviors: (i) RallyNet captures players' decision dependencies by modeling decision-making processes as a contextual Markov decision process. (ii) RallyNet leverages the experience to generate context as the agent's intent in the rally. (iii) To generate more realistic behavior, RallyNet leverages Geometric Brownian Motion (GBM) to model the interactions between players by introducing a valuable inductive bias for learning player behaviors. In this manner, RallyNet links player intents with interaction models with GBM, providing an understanding of interactions for sports analytics. We extensively validate RallyNet with the largest available real-world badminton dataset consisting of men's and women's singles, demonstrating its ability to imitate player behaviors. Results reveal RallyNet's superiority over offline imitation learning methods and state-of-the-art turn-based approaches, outperforming them by at least 16% in mean rule-based agent normalization score. Furthermore, we discuss various practical use cases to highlight RallyNet's applicability.

Key facts. Cited by 1 paper 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 19 of its 48 references that are in the map. First posted on arXiv 19 Mar 2024.

Builds on

19 of 48 references.

Closest ancestors · 2

Same direction, newest first

  1. 2021IQ-Learn: Inverse soft-Q Learning for Imitation23 Jun
  2. 2020Provable Hierarchical Imitation Learning via EM7 Oct

Other references · 17

  1. 2017Inductive Representation Learning on Large Graphscited by 6,320
  2. 2021Decision Transformer: Reinforcement Learning via Sequence Modelingcited by 1,546
  3. 2017Learning Robust Rewards with Adversarial Inverse Reinforcement Learningcited by 490
  4. 2018Conditional Neural Processescited by 426
  5. 2020Agent57: Outperforming the Atari Human Benchmarkcited by 303
  6. 2020Scalable Gradients for Stochastic Differential Equationscited by 271
  7. 2015Contextual Markov Decision Processescited by 220
  8. 2021RvS: What is Essential for Offline RL via Supervised Learning?cited by 185
  9. 2018Hierarchical Imitation and Reinforcement Learningcited by 88
  10. 2022Hierarchical Model-Based Imitation Learning for Planning in Autonomous Drivingcited by 44
  11. 2021Temporally-Aware Feature Pooling for Action Spotting in Soccer Broadcastscited by 30
  12. 2020Scalable Multi-Task Imitation Learning with Autonomous Improvementcited by 21
5 more
  1. 2021ShuttleNet: Position-aware Fusion of Rally Progress and Player Styles for Stroke Forecasting in Badmintoncited by 21
  2. 2021Explainable Hierarchical Imitation Learning for Robotic Drink Pouringcited by 11
  3. 2021Exploring the Long Short-Term Dependencies to Infer Shot Influence in Badminton Matchescited by 10
  4. 2022Where Will Players Move Next? Dynamic Graphs and Hierarchical Fusion for Movement Forecasting in Badmintoncited by 10
  5. 2021Learning Diverse Policies in MOBA Games via Macro-Goalscited by 7

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Cited by year (2026 to 14 Oct)

Citing papers per year: 2026: 1.

1 paper.

Similar, not cited

Close in wording, no citation either way

  1. 2026ShuttleEnv: An Interactive Data-Driven RL Environment for Badminton Strategy Modeling
  2. 2026Learning Human-Like Badminton Skills for Humanoid Robots
  3. 2026Humanoid Badminton: Learning Dynamic Racket Skills from Limited Human Motion Data ↗
  4. 2026Play Like Champions: Counterfactual Feedback Generation in Latent Space
  5. 2026ShuttleArena: Interpretable Self-Play in Physics-Based Badminton
  6. 2023Mimicking To Dominate: Imitation Learning Strategies for Success in Multiagent Competitive Games
  7. 2023PlayBest: Professional Basketball Player Behavior Synthesis via Planning with Diffusion
  8. 2024Learning Strategy Representation for Imitation Learning in Multi-Agent Games