Scouting By Reward: VLM-TO-IRL-Driven Player Selection For Esports
arXiv:2604.14474v1 Announce Type: new 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.
