# Human-like Bots for Tactical Shooters Using Compute-Efficient Sensors

arXiv: https://arxiv.org/abs/2501.00078 · HTML: https://mlsanity.com/paper/2501.00078/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 21 of its 46 references that are in the map.
- First posted on arXiv 30 Dec 2024.

## Builds on (most cited first, 21 of 21)

- [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)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [A Generalist Agent](https://mlsanity.com/paper/2205.06175/) (2022)
- [Offline Reinforcement Learning as One Big Sequence Modeling Problem](https://mlsanity.com/paper/2106.02039/) (2021)
- [Behavior Transformers: Cloning k modes with one stone](https://mlsanity.com/paper/2206.11251/) (2022)
- [StarCraft II: A New Challenge for Reinforcement Learning](https://mlsanity.com/paper/1708.04782/) (2017)
- [Human-level performance in first-person multiplayer games with population-based deep reinforcement learning](https://mlsanity.com/paper/1807.01281/) (2018)
- [Imitating Human Behaviour with Diffusion Models](https://mlsanity.com/paper/2301.10677/) (2023)
- [Exploration in Deep Reinforcement Learning: A Survey](https://mlsanity.com/paper/2205.00824/) (2022)
- [Generalized Decision Transformer for Offline Hindsight Information Matching](https://mlsanity.com/paper/2111.10364/) (2021)
- [Transformers for One-Shot Visual Imitation](https://mlsanity.com/paper/2011.05970/) (2020)
- [Imitation Learning: Progress, Taxonomies and Challenges](https://mlsanity.com/paper/2106.12177/) (2021)
- [TAIL: Task-specific Adapters for Imitation Learning with Large Pretrained Models](https://mlsanity.com/paper/2310.05905/) (2023)
- [Counter-Strike Deathmatch with Large-Scale Behavioural Cloning](https://mlsanity.com/paper/2104.04258/) (2021)
- [Imitation Learning with Concurrent Actions in 3D Games](https://mlsanity.com/paper/1803.05402/) (2018)
- [Conditional Imitation Learning for Multi-Agent Games](https://mlsanity.com/paper/2201.01448/) (2022)
- [Navigates Like Me: Understanding How People Evaluate Human-Like AI in Video Games](https://mlsanity.com/paper/2303.02160/) (2023)
- [Skill Decision Transformer](https://mlsanity.com/paper/2301.13573/) (2023)
- [Training Interactive Agent in Large FPS Game Map with Rule-enhanced Reinforcement Learning](https://mlsanity.com/paper/2410.04936/) (2024)

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

- [Augmenting Game AI with Deep Reinforcement Learning](https://mlsanity.com/paper/2606.20210/) (2026)

## Abstract (arXiv)

Artificial intelligence (AI) has enabled agents to master complex video games, from first-person shooters like Counter-Strike to real-time strategy games such as StarCraft II and racing games like Gran Turismo. While these achievements are notable, applying these AI methods in commercial video game production remains challenging due to computational constraints. In commercial scenarios, the majority of computational resources are allocated to 3D rendering, leaving limited capacity for AI methods, which often demand high computational power, particularly those relying on pixel-based sensors. Moreover, the gaming industry prioritizes creating human-like behavior in AI agents to enhance player experience, unlike academic models that focus on maximizing game performance. This paper introduces a novel methodology for training neural networks via imitation learning to play a complex, commercial-standard, VALORANT-like 2v2 tactical shooter game, requiring only modest CPU hardware during inference. Our approach leverages an innovative, pixel-free perception architecture using a small set of ray-cast sensors, which capture essential spatial information efficiently. These sensors allow AI to perform competently without the computational overhead of traditional methods. Models are trained to mimic human behavior using supervised learning on human trajectory data, resulting in realistic and engaging AI agents. Human evaluation tests confirm that our AI agents provide human-like gameplay experiences while operating efficiently under computational constraints. This offers a significant advancement in AI model development for tactical shooter games and possibly other genres.
