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Deep Reinforcement Learning for Green Security Games with Real-Time Information

AAAI 2019 · Multi-agent systems and games › Games and equilibria · approach: Opponent modeling in competitive games · 51 citations (OpenAlex)

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Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use local modes followed by global-mode training (ablation)DeDOL · 5×5 and 7×7 grids, Random and Gaussian mapspatroller expected utility: −1.63 -> −0.42; −0.43 -> 0.60; −2.00 -> −0.54; −4.15 -> −2.35Helped
Add local-mode strategies without global-mode retraining (ablation)DeDOL · 5×5 Randompatroller expected utility: −1.63 -> −0.25Helped
Add local-mode strategies without global-mode retraining (ablation)DeDOL · 5×5 Gaussianpatroller expected utility: −0.43 -> −2.41Hurt
Add local-mode strategies without global-mode retraining (ablation)DeDOL · 7×7 Random and Gaussianpatroller expected utility: −2.00 -> −1.72; −4.15 -> −2.62Mixed
Use exploration with α = 0.15 rather than α = 0 (ablation)DeDOL-S global mode · 3×3 Random and Gaussianpatroller expected utility: 0.60 -> 0.73; 0.12 -> 0.64Helped
Use domain-specific heuristic initial strategies instead of random DQN initializationDeDOL / PSRO · 5×5 and 7×7 gridspatroller expected utility: -8.98 vs -1.63; -9.09 vs 0.60; -10.65 vs -0.54; -10.08 vs -2.35Helped
Use enhanced DQN (dueling double DQN with gradient clipping) instead of the compared patroller strategiesBest-response approximation · 7×7 grids against heuristic random-walk poacherexpected utilityHelped
Use actor-critic instead of enhanced DQNBest-response approximation · 7×7 grids against heuristic random-walk poacherexpected utilityHurt
Use DeDOL local + global instead of CFR3×3 GSG-I · 3×3 Random and Gaussianpatroller expected utility: 0.85 vs 1.01; 0.86 vs 1.05Hurt
Use DeDOL local + global instead of random sweepingPatroller · All tested grid sizes and map typespatroller expected utility: -0.04 -> 0.85; -0.09 -> 0.86; -1.91 -> -0.42; -1.16 -> 0.60; -4.06 -> -0.54; -4.25 -> -2.35Helped

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