# Cortex: Compact Behavior Cloning for Quake with Frozen Visual Features

arXiv: https://arxiv.org/abs/2607.22739 · HTML: https://mlsanity.com/paper/2607.22739/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in RL for robot locomotion and manipulation, one of 15 directions in Deep reinforcement learning methods.
- Builds on 14 of its 16 references that are in the map.
- First posted on arXiv 22 Jul 2026.

## Placed in

- Deep reinforcement learning methods / [RL for robot locomotion and manipulation](https://mlsanity.com/deeprl/rl-for-robot-locomotion-and-manipulation/)

## Builds on (most cited first, 14 of 14)

- [DINOv2: Learning Robust Visual Features without Supervision](https://mlsanity.com/paper/2304.07193/) (2023)
- [Emerging Properties in Self-Supervised Vision Transformers](https://mlsanity.com/paper/2104.14294/) (2021)
- [EfficientNet: Rethinking Model Scaling for Convolutional Neural Networks](https://mlsanity.com/paper/1905.11946/) (2019)
- [Diffusion Policy: Visuomotor Policy Learning via Action Diffusion](https://mlsanity.com/paper/2303.04137/) (2023)
- [Learning Fine-Grained Bimanual Manipulation with Low-Cost Hardware](https://mlsanity.com/paper/2304.13705/) (2023)
- [SigLIP 2: Multilingual Vision-Language Encoders with Improved Semantic Understanding, Localization, and Dense Features](https://mlsanity.com/paper/2502.14786/) (2025)
- [R3M: A Universal Visual Representation for Robot Manipulation](https://mlsanity.com/paper/2203.12601/) (2022)
- [Human-level performance in first-person multiplayer games with population-based deep reinforcement learning](https://mlsanity.com/paper/1807.01281/) (2018)
- [Where are we in the search for an Artificial Visual Cortex for Embodied Intelligence?](https://mlsanity.com/paper/2303.18240/) (2023)
- [ViZDoom: A Doom-based AI Research Platform for Visual Reinforcement Learning](https://mlsanity.com/paper/1605.02097/) (2016)
- [The Unsurprising Effectiveness of Pre-Trained Vision Models for Control](https://mlsanity.com/paper/2203.03580/) (2022)
- [Counter-Strike Deathmatch with Large-Scale Behavioural Cloning](https://mlsanity.com/paper/2104.04258/) (2021)
- [NitroGen: An Open Foundation Model for Generalist Gaming Agents](https://mlsanity.com/paper/2601.02427/) (2026)
- [Scaling Behavior Cloning Improves Causal Reasoning: An Open Model for Real-Time Video Game Playing](https://mlsanity.com/paper/2601.04575/) (2026)

## Abstract (arXiv)

We study how far a deliberately simple behavioral-cloning policy can progress in a visually rich first-person game before adding reinforcement learning or explicit memory. Cortex is a compact Quake policy with 10.98 million trainable parameters in a six-layer transformer over a frozen DINOv3 encoder. It is trained on the Quake subset of the public Pixels2Play corpus: 6,849 recordings (about 474.7 hours), represented as 17.09 million cached decision frames with keyboard and mouse actions. One sampled training epoch uses 517,048 four-frame windows and takes 3.3 minutes of policy-head optimization on one RTX 5080, excluding one-time feature extraction. We evaluate two independent batches of 20 stochastic, 120-second episodes on Quake E1M1. Cortex does not complete the level, but every episode reaches the opening door, button room, and gate descent; 19 of 20 episodes in each batch record at least one kill. Under the same time-controlled harness, released P2P-150M and NitroGen checkpoints remain shallower in five matched-duration episodes each. These comparisons are limited by small reference samples and different native interfaces. Ablations show that denser visual tokens improve combat and survival, while longer optimization and naive action history improve offline metrics without consistently improving play. The remaining failures are consistent with covariate shift and motivate targeted corrective data. We release the policy implementation, checkpoint, and a representative rollout.
