mlsanityData to 14 Oct 2026

Learning to Move Like Professional Counter-Strike Players

arXiv 2408.13934 ↗First posted 25 Aug 2024cs.LG cs.AI cs.GRcited by 4

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Abstract (arXiv)

In multiplayer, first-person shooter games like Counter-Strike: Global Offensive (CS:GO), coordinated movement is a critical component of high-level strategic play. However, the complexity of team coordination and the variety of conditions present in popular game maps make it impractical to author hand-crafted movement policies for every scenario. We show that it is possible to take a data-driven approach to creating human-like movement controllers for CS:GO. We curate a team movement dataset comprising 123 hours of professional game play traces, and use this dataset to train a transformer-based movement model that generates human-like team movement for all players in a "Retakes" round of the game. Importantly, the movement prediction model is efficient. Performing inference for all players takes less than 0.5 ms per game step (amortized cost) on a single CPU core, making it plausible for use in commercial games today. Human evaluators assess that our model behaves more like humans than both commercially-available bots and procedural movement controllers scripted by experts (16% to 59% higher by TrueSkill rating of "human-like"). Using experiments involving in-game bot vs. bot self-play, we demonstrate that our model performs simple forms of teamwork, makes fewer common movement mistakes, and yields movement distributions, player lifetimes, and kill locations similar to those observed in professional CS:GO match play.

Key facts. Cited by 4 papers in the map (data through 14 Oct 2026). Builds on 16 of its 48 references that are in the map. First posted on arXiv 25 Aug 2024.

Builds on

16 of 48 references.

References · 16

  1. 2017Attention Is All You Needcited by 60,361
  2. 2023Generative Agents: Interactive Simulacra of Human Behaviorcited by 3,568
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4 more
  1. 2021Counter-Strike Deathmatch with Large-Scale Behavioural Cloningcited by 50
  2. 2023ADAPT: Efficient Multi-Agent Trajectory Prediction with Adaptationcited by 41
  3. 2020Benchmarking End-to-End Behavioural Cloning on Video Gamescited by 15
  4. 2022ESTA: An Esports Trajectory and Action Datasetcited by 6

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Cited by year (2026 to 14 Oct)

Citing papers per year: 2025: 2; 2026: 2.

4 papers.