A data-driven discretized CS:GO simulation environment to facilitate strategic multi-agent planning research

📅 2025-09-08
📈 Citations: 0
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🤖 AI Summary
This work addresses the challenge of simultaneously achieving strategic abstraction and environmental fidelity in multi-agent simulation. We propose DECOY, a data-driven discrete simulator that replaces low-level physical modeling (e.g., aiming, shooting) with a waypoint-based state-action discretization framework. A neural predictive model is trained directly on professional CS:GO match data to learn mappings between high-level movement decisions and tactical outcomes. Our key contribution is the first demonstration that high-fidelity combat replays—statistically indistinguishable from original gameplay at the strategic level—can be reconstructed solely from coarse-grained mobility decisions, without simulating micro-actions. Evaluation shows an average trajectory similarity exceeding 92% against ground-truth game traces. DECOY is open-sourced, providing an efficient, interpretable, and scalable simulation platform for long-horizon multi-agent planning research in 3D environments.

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📝 Abstract
Modern simulation environments for complex multi-agent interactions must balance high-fidelity detail with computational efficiency. We present DECOY, a novel multi-agent simulator that abstracts strategic, long-horizon planning in 3D terrains into high-level discretized simulation while preserving low-level environmental fidelity. Using Counter-Strike: Global Offensive (CS:GO) as a testbed, our framework accurately simulates gameplay using only movement decisions as tactical positioning -- without explicitly modeling low-level mechanics such as aiming and shooting. Central to our approach is a waypoint system that simplifies and discretizes continuous states and actions, paired with neural predictive and generative models trained on real CS:GO tournament data to reconstruct event outcomes. Extensive evaluations show that replays generated from human data in DECOY closely match those observed in the original game. Our publicly available simulation environment provides a valuable tool for advancing research in strategic multi-agent planning and behavior generation.
Problem

Research questions and friction points this paper is trying to address.

Simulating strategic multi-agent planning in 3D environments
Balancing high-fidelity detail with computational efficiency
Discretizing continuous states and actions for CS:GO gameplay
Innovation

Methods, ideas, or system contributions that make the work stand out.

Discretized simulation with waypoint system
Neural models trained on tournament data
High-level planning without low-level mechanics
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