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Equilibrium Policy Generalization: A Reinforcement Learning Framework for Cross-Graph Zero-Shot Generalization in Pursuit-Evasion Games

NeurIPS 2025 · Reinforcement learning › Visual and representation RL · approach: Scalable RL systems and environments

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Proposes Equilibrium Policy Generalization (EPG), training an RL pursuit-evasion policy across many graphs against per-graph equilibrium oracles (a DP algorithm for no-exit graphs, a bipartite-matching heuristic for exit graphs), giving zero-shot cross-graph generalization.

Problem

Pursuit-evasion games on graphs require exponential time to solve exactly, and existing RL methods need recomputation or fine-tuning when the graph structure changes; they also rely on opponent behavior patterns and fail for no-exit graphs.

Approach

Train a cross-graph SAC policy against the single-graph Nash equilibrium opponent (used as adversary and as KL-regularized guidance), with a dynamic-programming equilibrium oracle for no-exit graphs, a grouping extension for many pursuers, a bipartite-matching heuristic for exit graphs, and shortest-path distance node features with an attention sequence model.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
add equilibrium guidance to SAC training (ablation)EPG pursuer · unseen Dungeon maps, no-exittermination timestepHelped
add the SAC reward loss alongside equilibrium guidance (ablation)EPG pursuer · unseen Dungeon maps, no-exittermination timestepHelped
use shortest-path distance features instead of 2D positions and agent indicators (ablation)EPG policy · unseen Dungeon maps, no-exittermination timestepHelped
replace the equilibrium-guided SAC objective with SAC loss only (ablation)EPG pursuer · unseen Dungeon maps, no-exittermination timestepHurt
remove the SAC reward loss and retain supervised equilibrium guidance (ablation)EPG pursuer · unseen Dungeon maps, no-exittermination timestepHurt
replace shortest-path distance features with 2D positions and agent indicators (ablation)EPG policy · unseen Dungeon maps, no-exittermination timestepHurt
train EPG pursuer against DP rather than use shortest-path strategy2-pursuer no-exit PEG · Scotland-Yard Mappursuit success rate: $0.17$ -> $0.99$Helped
train EPG pursuer against DP rather than use shortest-path strategy2-pursuer no-exit PEG · Hollywood Walk of Famepursuit success rate: $0.02$ -> $0.62$Helped
train EPG pursuer for cross-graph zero-shot use instead of relying on fine-tuned baseline policies5-pursuer EPG pursuer · Grid Map and Scotland-Yard Map, 8-exitzero-shot performance: $0.637$ for Grid Map and $0.652$ for Scotland-Yard MapHelped

Surprising findings

Limitations

Experimental setup

Datasets: Dungeon procedurally generated maps Grid Map Scotland-Yard Map

Benchmarks: Grid Map Scotland-Yard Map Downtown Map Times Square Hollywood Walk of Fame

Metrics: pursuit success rate evasion timestep

Baselines: Grasper MT-PSRO MT-PSRO-Aug shortest path strategy PSRO

Builds on: soft actor-critic Grasper PSRO pointer network value decomposition networks

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