LGAug 25, 2024
Learning to Move Like Professional Counter-Strike PlayersDavid Durst, Feng Xie, Vishnu Sarukkai et al.
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.
CVApr 16, 2021Code
Noise-Aware Video Saliency PredictionEkta Prashnani, Orazio Gallo, Joohwan Kim et al.
We tackle the problem of predicting saliency maps for videos of dynamic scenes. We note that the accuracy of the maps reconstructed from the gaze data of a fixed number of observers varies with the frame, as it depends on the content of the scene. This issue is particularly pressing when a limited number of observers are available. In such cases, directly minimizing the discrepancy between the predicted and measured saliency maps, as traditional deep-learning methods do, results in overfitting to the noisy data. We propose a noise-aware training (NAT) paradigm that quantifies and accounts for the uncertainty arising from frame-specific gaze data inaccuracy. We show that NAT is especially advantageous when limited training data is available, with experiments across different models, loss functions, and datasets. We also introduce a video game-based saliency dataset, with rich temporal semantics, and multiple gaze attractors per frame. The dataset and source code are available at https://github.com/NVlabs/NAT-saliency.
HCFeb 10, 2022
FirstPersonScience: Quantifying Psychophysics for First Person Shooter TasksJosef Spjut, Ben Boudaoud, Kamran Binaee et al.
In the emerging field of esports research, there is an increasing demand for quantitative results that can be used by players, coaches and analysts to make decisions and present meaningful commentary for spectators. We present FirstPersonScience, a software application intended to fill this need in the esports community by allowing scientists to design carefully controlled experiments and capture accurate results in the First Person Shooter esports genre. An experiment designer can control a variety of parameters including target motion, weapon configuration, 3D scene, frame rate, and latency. Furthermore, we validate this application through careful end-to-end latency analysis and provide a case study showing how it can be used to demonstrate the training effect of one user given repeated task performance.
HCMay 5, 2021
A Case Study of First Person Aiming at Low Latency for EsportsJosef Spjut, Ben Boudaoud, Joohwan Kim
Lower computer system input-to-output latency substantially reduces many task completion times. In fact, literature shows that reduction in targeting task completion time from decreased latency often exceeds the decrease in latency alone. However, for aiming in first person shooter (FPS) games, some prior work has demonstrated diminishing returns below 40 ms of local input-to-output computer system latency. In this paper, we review this prior art and provide an additional case study with data demonstrating the importance of local system latency improvement, even at latency values below 20 ms. Though other factors may determine victory in a particular esports challenge, ensuring balanced local computer latency among competitors is essential to fair competition.
CVMar 18, 2021
Robust Vision-Based Cheat Detection in Competitive GamingAditya Jonnalagadda, Iuri Frosio, Seth Schneider et al.
Game publishers and anti-cheat companies have been unsuccessful in blocking cheating in online gaming. We propose a novel, vision-based approach that captures the final state of the frame buffer and detects illicit overlays. To this aim, we train and evaluate a DNN detector on a new dataset, collected using two first-person shooter games and three cheating software. We study the advantages and disadvantages of different DNN architectures operating on a local or global scale. We use output confidence analysis to avoid unreliable detections and inform when network retraining is required. In an ablation study, we show how to use Interval Bound Propagation to build a detector that is also resistant to potential adversarial attacks and study its interaction with confidence analysis. Our results show that robust and effective anti-cheating through machine learning is practically feasible and can be used to guarantee fair play in online gaming.
NIAug 30, 2013
Achieving the Optimal Steaming Capacity and Delay Using Random Regular Digraphs in P2P NetworksJoohwan Kim, R. Srikant
In earlier work, we showed that it is possible to achieve $O(\log N)$ streaming delay with high probability in a peer-to-peer network, where each peer has as little as four neighbors, while achieving any arbitrary fraction of the maximum possible streaming rate. However, the constant in the $O(log N)$ delay term becomes rather large as we get closer to the maximum streaming rate. In this paper, we design an alternative pairing and chunk dissemination algorithm that allows us to transmit at the maximum streaming rate while ensuring that all, but a negligible fraction of the peers, receive the data stream with $O(\log N)$ delay with high probability. The result is established by examining the properties of graph formed by the union of two or more random 1-regular digraphs, i.e., directed graphs in which each node has an incoming and an outgoing node degree both equal to one.
NIJul 12, 2012
Real-Time Peer-to-Peer Streaming Over Multiple Random Hamiltonian CyclesJoohwan Kim, R. Srikant
We are motivated by the problem of designing a simple distributed algorithm for Peer-to-Peer streaming applications that can achieve high throughput and low delay, while allowing the neighbor set maintained by each peer to be small. While previous works have mostly used tree structures, our algorithm constructs multiple random directed Hamiltonian cycles and disseminates content over the superposed graph of the cycles. We show that it is possible to achieve the maximum streaming capacity even when each peer only transmits to and receives from Theta(1) neighbors. Further, we show that the proposed algorithm achieves the streaming delay of Theta(log N) when the streaming rate is less than (1-1/K) of the maximum capacity for any fixed integer K>1, where N denotes the number of peers in the network. The key theoretical contribution is to characterize the distance between peers in a graph formed by the superposition of directed random Hamiltonian cycles, in which edges from one of the cycles may be dropped at random. We use Doob martingales and graph expansion ideas to characterize this distance as a function of N, with high probability.