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cs.LG updates on arXiv.org

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Scouting By Reward: VLM-TO-IRL-Driven Player Selection Fo...
Qing Yan, We · 2026-04-17 · via cs.LG updates on arXiv.org

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Abstract: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.
Subjects: Machine Learning (cs.LG)
Cite as: arXiv:2604.14474 [cs.LG]
  (or arXiv:2604.14474v1 [cs.LG] for this version)
  https://doi.org/10.48550/arXiv.2604.14474

arXiv-issued DOI via DataCite

Submission history

From: Qing Yan [view email]
[v1] Wed, 15 Apr 2026 23:10:49 UTC (644 KB)