cs.AIOct 26, 2026

Toward Fast Human Reaction Modeling from High-Frequency Digital Interaction Data

Authors: Emanuel Dopater, Daniel Gavlas, Lukáš Jochymek, Kannan Paul, Miloslav Szczypka, David Vojáček, Josef Žáček, Jan Plucar, 

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

Explore similar work

Jun 16, 2026

EgoCS-400K: An Egocentric Gameplay Dataset for World Models

The shift from video generation to interactive world modeling places new demands on data: beyond captioned videos, world models require temporally aligned video-action-language trajectories grounded in the actions, camera motion, states, and events that drive future scene changes. However, such data is difficult to obtain at scale. Web video datasets offer broad visual coverage but lack executable actions and reliable states; robotic datasets provide action and state supervision but are costly and limited in scene diversity; and existing simulators often lack large-scale human-driven interaction trajectories. In this paper, we introduce EgoCS-400K, a large-scale replay-grounded egocentric Counter-Strike dataset for world models, built from public professional CS and CS2 match demos that preserve human gameplay trajectories and enable parsing, replaying, rendering, and temporal alignment. We extract player states, view directions, movements, keyboard/button inputs, view-angle changes, weapon usage, game events, and round-level context, and render clean first-person videos from the same trajectories. EgoCS-400K contains over 400,000 first-person videos and 10,000 hours of gameplay from more than 1,000 matches and 40,000 rounds, covering 13 maps and 10 player viewpoints per round. It supports a range of interactive visual modeling tasks, including action-conditioned future prediction, state- and event-aware scene rollout, replay-grounded captioning, and agent egocentric action understanding. By connecting visual observations with human actions, camera motion, game states, and events at scale, EgoCS-400K serves as a practical bridge between passive web videos, controllable game simulation, and costly real-world embodied data.
Sep 16, 2026

REACT: A Fully Spiking State-Space Model for Real-Time Event-Driven Temporal Perception

Robotic systems operating in dynamic environments require visual perception that evolves continuously with the incoming sensory stream. Event cameras provide microsecond temporal resolution and asynchronous sensing, but most learning-based methods accumulate events into frames or temporal bins, introducing an integration delay that can limit fast reaction. Here we propose REACT, a fully spiking state-space model for event-driven temporal perception that processes raw events one by one, without temporal accumulation. REACT uses a complex-valued spiking neuron, C-SiLIF, whose continuous-time dynamics are driven by the physical inter-event interval, allowing its internal state to evolve at the temporal resolution of individual events. We evaluate REACT on gesture recognition and time-to-collision (TTC) estimation from full-field event streams, without a target bounding box or localization input. On EvTTC, REACT achieves a 9.59% relative TTC error with 4.6 ms end-to-end inference latency, within 0.15 percentage points of the best learned method while requiring no target prior. At the dataset's mean approach speed, this latency corresponds to only 4 cm of vehicle motion, compared with 1 m for the fastest competing learned method. REACT further supports anytime TTC prediction, zero-shot transfer to a different driving sequence, and INT8 quantization, reducing the estimated energy consumption from 18.5 to 2.8 mJ per 32,768 events. These results show that event-driven spiking state-space dynamics can provide low-latency, continuously updated temporal perception for reactive robotic systems.
Oct 12, 2026

Esports World Model Dataset

Interactive world models must capture how multiple participants jointly change a shared environment while observing different parts of it. Competitive games make this challenge concrete: players cooperate and compete, while fog of war, team vision and camera placement determine what each can see. Modeling these interactions requires data that connect individual observations and actions to shared state and events. We introduce the Esports World Model Dataset (EWM), a collection of human gameplay spanning StarCraft II, Dota 2 and Counter-Strike 2, with 3,053 games and maps and approximately 4,880 player-view hours, including estimated hours for the ongoing CS2 extension. It includes 4,628 completed StarCraft II views, all ten perspectives for 303 Dota 2 matches, and up to ten views per round in CS2. Across these views, replay-clock alignment connects rendered video with game-native actions, structured state and events from the same match. The three games expose complementary observation conditions: private fog of war, shared team vision and first-person viewpoints. In StarCraft II, player-specific entity records further distinguish live observations from remembered snapshots and link co-observed entities across opposing views. Together with temporal alignment, these records allow researchers to distinguish legitimate information differences from disagreement about shared state. By connecting human decisions, shared dynamics and player-specific information, EWM supports research toward jointly controlled multiplayer world models and interactive environments populated by teammates and opponents learned from human play.