A Player Selection Network for Scalable Game-Theoretic Prediction and Planning

arXiv cs.RO / 4/2/2026

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Key Points

  • The paper introduces PSN Game, a learning-based game-theoretic prediction and planning framework that reduces multi-agent planning complexity by learning a Player Selection Network (PSN) to mask out less influential agents.
  • A Player Selection Network outputs a selection mask so the ego agent solves a smaller optimization problem over only the chosen players, yielding faster computation times for scalable, real-time settings.
  • To handle incomplete-information scenarios where other agents’ intentions are unknown, the authors add a Goal Inference Network (GIN) that enables PSN to work without test-time fine-tuning.
  • Experiments on simulated scenarios and real-world pedestrian trajectory datasets show PSN is competitive with, and often improves, baseline game-theoretic selection methods in both prediction accuracy and planning safety.
  • The method typically selects far fewer players than exist in the full game, demonstrating that it can generalize across conditions while integrating into existing multi-agent planning pipelines.

Abstract

While game-theoretic planning frameworks are effective at modeling multi-agent interactions, they require solving large optimization problems where the number of variables increases with the number of agents, resulting in long computation times that limit their use in large-scale, real-time systems. To address this issue, we propose 1) PSN Game-a learning-based, game-theoretic prediction and planning framework that reduces game size by learning a Player Selection Network (PSN); and 2) a Goal Inference Network (GIN) that makes it possible to use the PSN in incomplete-information games where other agents' intentions are unknown to the ego agent. A PSN outputs a player selection mask that distinguishes influential players from less relevant ones, enabling the ego player to solve a smaller, masked game involving only selected players. By reducing the number of players included in the game, PSN shrinks the corresponding optimization problems, leading to faster solve times. Experiments in both simulated scenarios and real-world pedestrian trajectory datasets show that PSN is competitive with, and often improves upon, the evaluated explicit game-theoretic selection baselines in 1) prediction accuracy and 2) planning safety. Across scenarios, PSN typically selects substantially fewer players than are present in the full game, thereby reducing game size and planning complexity. PSN also generalizes to settings in which agents' objectives are unknown, via the GIN, without test-time fine-tuning. By selecting only the most relevant players for decision-making, PSN Game provides a practical mechanism for reducing planning complexity that can be integrated into existing multi-agent planning frameworks.