Online Competitive Information Gathering for Partially Observable Trajectory Games

Game-theoretic agents must make plans that optimally gather information about their opponents.These problems are modeled by partially observable stochastic games (POSGs), but planning in fully continuous POSGs is intractable without heavy offline computation or assumptions on the order of belief maintained by each player.We formulate a finite history/horizon refinement of POSGs which admits competitive information gathering behavior in trajectory space, and through a series of approximations, we present an online method for computing rational trajectory plans in these games which leverages particle-based estimations of the joint state space and performs stochastic gradient play.We also provide the necessary adjustments required to deploy this method on individual agents.The method is tested in continuous pursuit-evasion and warehousepickup scenarios (alongside extensions to N > 2 players and to more complex environments with visual and physical obstacles), demonstrating evidence of active information gathering and outperforming passive competitors.

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Publication Details

Published
2025-06-21
DOI
https://doi.org/10.15607/rss.2025.xxi.096
Primary Topic
Optimization and Search Problems
Type
article
Field-Weighted Citation Impact
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article

Online Competitive Information Gathering for Partially Observable Trajectory Games

Forrest Laine, Hang Xu, Mel Krusniak
Optimization and Search Problems
article

Online Competitive Information Gathering for Partially Observable Trajectory Games

Forrest Laine, Hang Xu, Mel Krusniak
article en

Abstract

Game-theoretic agents must make plans that optimally gather information about their opponents.These problems are modeled by partially observable stochastic games (POSGs), but planning in fully continuous POSGs is intractable without heavy offline computation or assumptions on the order of belief maintained by each player.We formulate a finite history/horizon refinement of POSGs which admits competitive information gathering behavior in trajectory space, and through a series of approximations, we present an online method for computing rational trajectory plans in these games which leverages particle-based estimations of the joint state space and performs stochastic gradient play.We also provide the necessary adjustments required to deploy this method on individual agents.The method is tested in continuous pursuit-evasion and warehousepickup scenarios (alongside extensions to N > 2 players and to more complex environments with visual and physical obstacles), demonstrating evidence of active information gathering and outperforming passive competitors.

Openalex Percentile: Top 73%
Optimization and Search Problems
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Online Competitive Information Gathering for Partially Observable Trajectory Games — Forrest Laine, Hang Xu, et al. · (2025) | TGRS Research Map | TGRS