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Solving Large-Scale Pursuit-Evasion Games Using Pre-trained Strategies
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| pre-train the pursuer policy against varied evader strategies, then fine-tune it for each best response | PSRO pursuer best-response computation · 20*20 grid, T=10, 2 units | worst-case utility | Helped |
| pre-train the pursuer policy against varied evader strategies, then fine-tune it for each best response | PSRO pursuer best-response computation · 10*10, 20*20, and 50*50 grids | worst-case utility | Helped |
| pre-train and fine-tune the pursuer policy | PSRO · 100*100 grid, T=51, 8 units | scalability | Helped |
| pre-train and fine-tune the pursuer policy | PSRO · Singapore map, T=15, 6 units | worst-case utility | Helped |
| replace historical locations with current positions and remaining time in the state (ablation) | PPO-PSRO · 20*20 grid, T=10, 2 units | worst-case utility | No clear effect |
| add graph embeddings instead of representing vertices only by index (ablation) | PSRO · 20*20 grid, T=10, 2 units | worst-case utility | Helped |
| add exit-node information proximity to LINE graph embeddings (ablation) | PSRO with LINE embeddings · 20*20 grid, T=10, 2 units | worst-case utility | Helped |
| replace multi-task pre-training with meta-learning (ablation) | pre-trained pursuer policy in PSRO · 20*20 grid, T=10, 2 units | pre-training time | Hurt |
| use multi-task learning rather than meta-learning for pre-training (ablation) | pre-trained pursuer policy in PSRO · 20*20 grid, T=10, 2 units | fine-tuning performance | Helped |
Closest papers by meaning
- R2PS: Worst-Case Robust Real-Time Pursuit Strategies under Partial Observability (ICLR 2026 · similarity 0.87)
- Tree-Based Stochastic Optimization for Solving Large-Scale Urban Network Security Games (AAAI 2026 · similarity 0.87)
- Equilibrium Policy Generalization: A Reinforcement Learning Framework for Cross-Graph Zero-Shot Generalization in Pursuit-Evasion Games (NeurIPS 2025 · similarity 0.86)
- GUARD: Constructing Realistic Two-Player Matrix and Security Games for Benchmarking Game-Theoretic Algorithms (NeurIPS 2025 · similarity 0.84)
- Bench-MFG: A Benchmark Suite for Learning in Stationary Mean Field Games (NeurIPS 2026 · similarity 0.83)
- Learning Mean Field Games on Sparse Graphs: A Hybrid Graphex Approach (ICLR 2024 · similarity 0.83)
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