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Equilibrium Policy Generalization: A Reinforcement Learning Framework for Cross-Graph Zero-Shot Generalization in Pursuit-Evasion Games
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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
- With 2 pursuers in no-exit real-world graphs, the RL pursuer trained by EPG keeps pursuit success rates of 0.60 to 1.00 against the DP evader, versus 0.02 to 0.81 for the shortest path strategy.
- In 8-exit PEGs with 5 pursuers, zero-shot performance under unseen Grid Map and Scotland-Yard Map is 0.637 and 0.652, outperforming the zero-shot starting points of Grasper and MT-PSRO.
- The DP oracle runs in about 10 seconds on a 500-node 2-pursuer graph on a single CPU core.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| add equilibrium guidance to SAC training (ablation) | EPG pursuer · unseen Dungeon maps, no-exit | termination timestep | Helped |
| add the SAC reward loss alongside equilibrium guidance (ablation) | EPG pursuer · unseen Dungeon maps, no-exit | termination timestep | Helped |
| use shortest-path distance features instead of 2D positions and agent indicators (ablation) | EPG policy · unseen Dungeon maps, no-exit | termination timestep | Helped |
| replace the equilibrium-guided SAC objective with SAC loss only (ablation) | EPG pursuer · unseen Dungeon maps, no-exit | termination timestep | Hurt |
| remove the SAC reward loss and retain supervised equilibrium guidance (ablation) | EPG pursuer · unseen Dungeon maps, no-exit | termination timestep | Hurt |
| replace shortest-path distance features with 2D positions and agent indicators (ablation) | EPG policy · unseen Dungeon maps, no-exit | termination timestep | Hurt |
| train EPG pursuer against DP rather than use shortest-path strategy | 2-pursuer no-exit PEG · Scotland-Yard Map | pursuit success rate: $0.17$ -> $0.99$ | Helped |
| train EPG pursuer against DP rather than use shortest-path strategy | 2-pursuer no-exit PEG · Hollywood Walk of Fame | pursuit success rate: $0.02$ -> $0.62$ | Helped |
| train EPG pursuer for cross-graph zero-shot use instead of relying on fine-tuned baseline policies | 5-pursuer EPG pursuer · Grid Map and Scotland-Yard Map, 8-exit | zero-shot performance: $0.637$ for Grid Map and $0.652$ for Scotland-Yard Map | Helped |
Surprising findings
- Only Grasper on Scotland-Yard Map matches the zero-shot EPG pursuer after a 10-minute PSRO fine-tuning.
- RL pursuers can outperform the pure-strategy DP pursuer when pursuit is not globally guaranteed.
Limitations
- Only perfect-information games are considered; partially observable settings are not studied.
- Best-response opponents trained against EPG policies are hard to train and do not clearly outperform DP opponents.
- Multi-exit oracle is a heuristic without optimality guarantees.
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
Closest papers by meaning
- R2PS: Worst-Case Robust Real-Time Pursuit Strategies under Partial Observability (ICLR 2026 · similarity 0.91)
- Learning Equilibria in Adversarial Team Markov Games: A Nonconvex-Hidden-Concave Min-Max Optimization Problem (NeurIPS 2024 · similarity 0.88)
- Constrained Exploitability Descent: An Offline Reinforcement Learning Method for Finding Mixed-Strategy Nash Equilibrium (ICML 2025 · similarity 0.87)
- Learning Mean Field Games on Sparse Graphs: A Hybrid Graphex Approach (ICLR 2024 · similarity 0.87)
- Provable Zero-Shot Generalization in Offline Reinforcement Learning (ICML 2025 · similarity 0.86)
- Robust Adversarial Reinforcement Learning via Bounded Rationality Curricula (ICLR 2024 · similarity 0.86)
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