target value
GUARD: Constructing Realistic Two-Player Matrix and Security Games for Benchmarking Game-Theoretic Algorithms
Game-theoretic algorithms are commonly benchmarked on recreational games, classical constructs from economic theory such as congestion and dispersion games, or entirely random game instances. While the past two decades have seen the rise of security games - grounded in real-world scenarios like patrolling and infrastructure protection - their practical evaluation has been hindered by limited access to the datasets used to generate them. In particular, although the structural components of these games (e.g., patrol paths derived from maps) can be replicated, the critical data defining target values - central to utility modeling - remain inaccessible. In this paper, we introduce a flexible framework that leverages open-access datasets to generate realistic matrix and security game instances. These include animal movement data for modeling anti-poaching scenarios and demographic and infrastructure data for infrastructure protection. Our framework allows users to customize utility functions and game parameters, while also offering a suite of preconfigured instances. We provide theoretical results highlighting the degeneracy and limitations of benchmarking on random games, and empirically compare our generated games against random baselines across a variety of standard algorithms for computing Nash and Stackelberg equilibria, including linear programming, incremental strategy generation, and self-play with no-regret learners.
Mildly Conservative Q-Learning for Offline Reinforcement Learning
Offline reinforcement learning (RL) defines the task of learning from a static logged dataset without continually interacting with the environment. The distribution shift between the learned policy and the behavior policy makes it necessary for the value function to stay conservative such that out-of-distribution (OOD) actions will not be severely overestimated. However, existing approaches, penalizing the unseen actions or regularizing with the behavior policy, are too pessimistic, which suppresses the generalization of the value function and hinders the performance improvement. This paper explores mild but enough conservatism for offline learning while not harming generalization. We propose Mildly Conservative Q-learning (MCQ), where OOD actions are actively trained by assigning them proper pseudo Qvalues. We theoretically show that MCQ induces a policy that behaves at least as well as the behavior policy and no erroneous overestimation will occur for OOD actions. Experimental results on the D4RL benchmarks demonstrate that MCQ achieves remarkable performance compared with prior work. Furthermore, MCQ shows superior generalization ability when transferring from offline to online, and significantly outperforms baselines. Our code is publicly available at https://github.com/dmksjfl/MCQ.
Sobolev Training for Neural Networks
At the heart of deep learning we aim to use neural networks as function approximators - training them to produce outputs from inputs in emulation of a ground truth function or data creation process. In many cases we only have access to input-output pairs from the ground truth, however it is becoming more common to have access to derivatives of the target output with respect to the input -- for example when the ground truth function is itself a neural network such as in network compression or distillation. Generally these target derivatives are not computed, or are ignored. This paper introduces Sobolev Training for neural networks, which is a method for incorporating these target derivatives in addition the to target values while training.