Scouting By Reward: VLM-TO-IRL-Driven Player Selection For Esports
- URL: http://arxiv.org/abs/2604.14474v1
- Date: Wed, 15 Apr 2026 23:10:49 GMT
- Title: Scouting By Reward: VLM-TO-IRL-Driven Player Selection For Esports
- Abstract summary: We introduce a novel player selection framework that learns professional-specific reward functions from logged gameplay demonstrations.<n>By transitioning from generic skill estimation to scouting "by reward," this framework provides a scalable, workflow-aware digital twin system.
- Score: 8.837655324422192
- License: http://creativecommons.org/licenses/by-sa/4.0/
- 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.
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