Toward Fast Human Reaction Modeling from High-Frequency Digital Interaction Data
Organizations: Mesocort AI Tovární 589, 709 00 Ostrava 9, Czechia · Faculty of Electrical Engineering and Computer Science VŠB–Technical University of Ostrava 17. listopadu 2172/15, 70833 Ostrava, Czechia
Abstract
We investigate whether limbic-like signatures of rapid, salience-driven behavior can be identified in high-resolution Counter-Strike 2 telemetry. This exploratory study introduces Ego-Knowledge, a leak-reduced reconstruction of each player's plausible perceptual state, supported by a millisecond-precision visibility engine and a reaction-centered extraction pipeline. Using a neuroscience-motivated 60--120 ms window, we derive coarse fight-or-flight labels from visibility- and damage-triggered events, with back-damage cases enabling constrained reaction-time analysis and manual label checks. We train two telemetry-native models using only information available by the trigger: EMBER (gradient boosting) and ORBIT (a custom transformer). On the full validation set, EMBER achieves 73.5% accuracy and ORBIT 71.2%, versus a 51.5% majority-class baseline, and both generalize to held-out players. The strongest LLM baseline achieves 62.7% on 1,000 validation cases; on these same cases, EMBER (73.6%) and ORBIT (70.9%) perform better (McNemar p=1.3e-9 and 1.5e-6, respectively), with orders-of-magnitude lower inference time and cost, though the comparison is not compute-matched. Including a short post-trigger window changes forecasting into early response recognition, raising accuracy monotonically to 85.15%. We propose this curve as a candidate probe of the transition from rapid to deliberative control, but roughly uniform per-tick gains do not establish that interpretation. The neuroscience framing is hypothesis-generating, not mechanistic: physiological ground truth, suitable control distributions, and reverse-inference limitations remain open. We outline extensions to auditory reconstruction, larger datasets, and telemetry-native foundation models.
Figures & tables
| Feature group | No. | Description |
|---|---|---|
| Round and map context | 5 | Round-level and map-level state variables. |
| Player position and state | 21 | Player position, view direction, equipment, movement, and status variables. |
| Aiming and visibility | 13 | Crosshair movement, enemy visibility, and enemy proximity features. |
| Player input actions | 12 | Button states and weapon-firing indicators. |
| Damage and kill events | 14 | Tick-level and round-level damage and kill history features. |
| Teammate features | 24 | Position and visibility features for four teammates. |
| Statistic | Value |
|---|---|
| Core players selected for Phase 1 | 50 |
| Average demos collected per core player | 690 |
| Initial pool of matches | 35,000 |
| Time span covered up to | 7 months |
| Filtered demos in extracted dataset | 32,205 |
| Total reaction moments | 271,541 |
| Parameter | Value |
|---|---|
| LEARNING_RATE | 0.02 |
| MAX_DEPTH | 8 |
| MIN_CHILD_WEIGHT | 5.0 |
| SUBSAMPLE | 0.8 |
| COLSAMPLE_BYTREE | 0.8 |
| REG_LAMBDA | 1.0 |
| Setup | Train | Val. | Test |
|---|---|---|---|
| Player-disjoint | 16,609 | 2,993 | 8,730 |
| Extended player-disjoint | 223,169 | 39,642 | 8,730 |
| Train/validation only | 230,547 | 40,994 | – |
| Parameter | Value |
|---|---|
| Task | Binary classification |
| Target classes | fight , flight |
| Loss function | Cross-entropy loss |
| Token dimension | 256 |
| Transformer layers | 2 |
| Attention heads | 8 |
| Sequence-history ticks | Accuracy (%) |
|---|---|
| 7 | 71.20 |
| 14 | 70.98 |
| 21 | 70.96 |
| 32 | 70.58 |
| 64 | 68.93 |
| 192 | 68.32 |
| Strategy | Accuracy (%) | Avg. time (s) | Total Cost ($) | Precision (%) | Recall (%) |
| Gemini 3.7 Flash Medium Narrative (1/8) | 62.7 | 1.81 | 4.70 | 59.66 | 77.51 |
| Gemini 3.7 Flash Medium Full-Dump (3/4) | 61.6 | 6.31 | 60.03 | 58.19 | 81.33 |
| Gemini 3 Flash Medium Full-Dump (1/8) | 59.7 | 2.97 | 14.72 | 56.81 | 79.52 |
| Gemini 3 Flash Medium Full-Dump (1/4) | 57.3 | 3.28 | 15.97 | 55.42 | 72.89 |
| Gemini 3 Flash Medium Full-Dump (3/4) | 57.4 | 2.10 | 40.11 | 55.36 | 74.70 |
| Gemini 3 Flash Medium Narrative (3/4) | 60.3 | 5.07 | 16.98 | 57.69 | 76.10 |
| Quantity | Value |
|---|---|
| Manually inspected situations | 200 |
| Annotators per situation | 7 |
| Majority-vote threshold | |
| Situations with majority-vote label | 165 |
| Number of situations used for EMBER validation | 119 |
| Consensus coverage | 82.5% |
| Component | Est. (ms) |
| : server player | |
| Server client (one-way) | 12–18 |
| Client processing + render pipeline (200–400 FPS) | 6–15 |
| Display (144–240 Hz scan-out + pixel response) | 5–12 |
| Interpolation (enemy-in-view trigger only) | 16–31 |
| : player demo | |
| Feature | Description | Encoding / scaling |
|---|---|---|
| Round and map context | ||
| Premier rank | Player Premier rank. | Min–max scaler |
| Round number | Current round index. | Embedding layer |
| Map ID | Identifier of the map being played. | Embedding layer |
| Bomb planted | Indicates whether the bomb is currently planted. | Boolean |
| Remaining round time | Remaining time in the current round. | Standard scaler |
| Pattern | Description |
|---|---|
| Fight patterns | |
| The Stationary Hold | Remaining stationary with a primary weapon (especially AWP ) while the crosshair is aligned with a potential entry point. |
| Aggressive Pursuit | Moving quickly toward an enemy or tracking a retreating enemy with a combat-ready weapon. |
| Tactical Ambush | Engaging an unaware enemy from a position of advantage, often described as "stalking" or "initiative" . |
| Weapon Switching | Transitioning from a knife or utility to a primary weapon immediately upon spotting an enemy. |
| Flight patterns | |