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

arXiv: https://arxiv.org/abs/2403.12406 · HTML: https://mlsanity.com/paper/2403.12406/

## Key facts

- Cited by 1 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 19 of its 48 references that are in the map.
- First posted on arXiv 19 Mar 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, 19 of 19)

- [Inductive Representation Learning on Large Graphs](https://mlsanity.com/paper/1706.02216/) (2017)
- [Decision Transformer: Reinforcement Learning via Sequence Modeling](https://mlsanity.com/paper/2106.01345/) (2021)
- [Learning Robust Rewards with Adversarial Inverse Reinforcement Learning](https://mlsanity.com/paper/1710.11248/) (2017)
- [Conditional Neural Processes](https://mlsanity.com/paper/1807.01613/) (2018)
- [Agent57: Outperforming the Atari Human Benchmark](https://mlsanity.com/paper/2003.13350/) (2020)
- [Scalable Gradients for Stochastic Differential Equations](https://mlsanity.com/paper/2001.01328/) (2020)
- [Contextual Markov Decision Processes](https://mlsanity.com/paper/1502.02259/) (2015)
- [IQ-Learn: Inverse soft-Q Learning for Imitation](https://mlsanity.com/paper/2106.12142/) (2021)
- [RvS: What is Essential for Offline RL via Supervised Learning?](https://mlsanity.com/paper/2112.10751/) (2021)
- [Hierarchical Imitation and Reinforcement Learning](https://mlsanity.com/paper/1803.00590/) (2018)
- [Hierarchical Model-Based Imitation Learning for Planning in Autonomous Driving](https://mlsanity.com/paper/2210.09539/) (2022)
- [Temporally-Aware Feature Pooling for Action Spotting in Soccer Broadcasts](https://mlsanity.com/paper/2104.06779/) (2021)
- [Scalable Multi-Task Imitation Learning with Autonomous Improvement](https://mlsanity.com/paper/2003.02636/) (2020)
- [ShuttleNet: Position-aware Fusion of Rally Progress and Player Styles for Stroke Forecasting in Badminton](https://mlsanity.com/paper/2112.01044/) (2021)
- [Explainable Hierarchical Imitation Learning for Robotic Drink Pouring](https://mlsanity.com/paper/2105.07348/) (2021)
- [Provable Hierarchical Imitation Learning via EM](https://mlsanity.com/paper/2010.03133/) (2020)
- [Exploring the Long Short-Term Dependencies to Infer Shot Influence in Badminton Matches](https://mlsanity.com/paper/2109.06431/) (2021)
- [Where Will Players Move Next? Dynamic Graphs and Hierarchical Fusion for Movement Forecasting in Badminton](https://mlsanity.com/paper/2211.12217/) (2022)
- [Learning Diverse Policies in MOBA Games via Macro-Goals](https://mlsanity.com/paper/2110.14221/) (2021)

## Built on by (most cited first, 1 of 1)

- [DShuttleNet: A Badminton Doubles Dataset for Evaluating Team Coordination](https://mlsanity.com/paper/2610.14016/) (2026)

## 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.
