Scouting By Reward: VLM-TO-IRL-Driven Player Selection For Esports
On the map: Offline RL and imitation learning from data → Imitation learning methods
Abstract (arXiv)
Traditional esports scouting workflows rely heavily on manual video review and aggregate performance metrics, which often fail to capture the nuanced decision-making patterns necessary to determine if a prospect fits a specific tactical archetype. To address this, we reframe style-based player evaluation in esports as an Inverse Reinforcement Learning (IRL) problem. In this paper, we introduce a novel player selection framework that learns professional-specific reward functions from logged gameplay demonstrations, allowing organizations to rank candidates by their stylistic alignment with a target star player. Our proposed architecture utilizes a multimodal, two-branch intake: one branch encodes structured state-action trajectories derived from high-resolution in-game telemetry, while the second encodes temporally aligned tactical pseudo-commentary generated by Vision-Language Models (VLMs) from broadcast footage. These representations are fused and evaluated via a Generative Adversarial Imitation Learning (GAIL) objective, where a discriminator learns to capture the unique mechanical and tactical signatures of elite professionals. By transitioning from generic skill estimation to scouting "by reward," this framework provides a scalable, workflow-aware digital twin system that enables data-driven roster construction and targeted talent discovery across massive candidate pools.
Key facts. No citing papers in the map yet (data through 7 Oct 2026). Placed in Imitation learning methods, one of 13 directions in Offline RL and imitation learning from data. Builds on 4 of its 19 references that are in the map. First posted on arXiv 15 Apr 2026.
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- 2023GPT-4 Technical Reportcited by 18,132
- 2016Generative Adversarial Imitation Learningcited by 1,576
- 2023A Survey on Multimodal Large Language Modelscited by 898
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