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This research paper investigates the limits of a compact behavioral-cloning policy for playing Quake using frozen visual features from DINOv3, demonstrating that simple transformers can achieve significant gameplay milestones without reinforcement learning. The study provides empirical evidence on how dense visual tokens and optimization duration impact combat survival and offline metrics while highlighting challenges like covariate shift in visually rich environments.
Cortex: Compact Behavior Cloning for Quake with Frozen Visual Features
arXiv:2607.22739v1 Announce Type: cross Abstract: We study how far a deliberately simple behavioral-cloning policy can progress in a visually rich first-person game before adding reinforcement learning or explicit memory. Cortex is a compact Quake policy with 10.98 million trainable parameters in a six-layer transformer over a frozen DINOv3 encoder. It is trained on the Quake subset of the public Pixels2Play corpus: 6,849 recordings (about 474.7 hours), represented as 17.09 million cached decision frames with keyboard and mouse actions. One sampled training epoch uses 517,048 four-frame windows and takes 3.3 minutes of policy-head optimization on one RTX 5080, excluding one-time feature extraction. We evaluate two independent batches of 20 stochastic, 120-second episodes on Quake E1M1. Cortex does not complete the level, but every episode reaches the opening door, button room, and gate descent; 19 of 20 episodes in each batch record at least one kill. Under the same time-controlled harness, released P2P-150M and NitroGen checkpoints remain shallower in five matched-duration episodes each. These comparisons are limited by small reference samples and different native interfaces. Ablations show that denser visual tokens improve combat and survival, while longer optimization and naive action history improve offline metrics without consistently improving play. The remaining failures are consistent with covariate shift and motivate targeted corrective data. We release the policy implementation, checkpoint, and a representative rollout.
Abstract:We study how far a deliberately simple behavioral-cloning policy can progress in a visually rich first-person game before adding reinforcement learning or explicit memory. Cortex is a compact Quake policy with 10.98 million trainable parameters in a six-layer transformer over a frozen DINOv3 encoder. It is trained on the Quake subset of the public Pixels2Play corpus: 6,849 recordings (about 474.7 hours), represented as 17.09 million cached decision frames with keyboard and mouse actions. One sampled training epoch uses 517,048 four-frame windows and takes 3.3 minutes of policy-head optimization on one RTX 5080, excluding one-time feature extraction. We evaluate two independent batches of 20 stochastic, 120-second episodes on Quake E1M1. Cortex does not complete the level, but every episode reaches the opening door, button room, and gate descent; 19 of 20 episodes in each batch record at least one kill. Under the same time-controlled harness, released P2P-150M and NitroGen checkpoints remain shallower in five matched-duration episodes each. These comparisons are limited by small reference samples and different native interfaces. Ablations show that denser visual tokens improve combat and survival, while longer optimization and naive action history improve offline metrics without consistently improving play. The remaining failures are consistent with covariate shift and motivate targeted corrective data. We release the policy implementation, checkpoint, and a representative rollout.
Computer Vision and Pattern Recognition (cs.CV); Artificial Intelligence (cs.AI); Machine Learning (cs.LG)
arXiv:2607.22739 [cs.CV]
(or arXiv:2607.22739v1 [cs.CV] for this version)
https://doi.org/10.48550/arXiv.2607.22739 Focus to learn more arXiv-issued DOI via DataCite (pending registration)
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