Gradient-Based Data Valuation Improves Curriculum Learning for Game-Theoretic Motion Planning

arXiv cs.LG / 4/2/2026

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Key Points

  • The paper proposes a gradient-based data valuation curriculum for training game-theoretic motion planners, using TracIn gradient-similarity scoring to estimate each scenario’s contribution to validation loss reduction.
  • Applied to GameFormer on the nuPlan benchmark, the TracIn-weighted curriculum improves mean planning ADE to 1.704±0.029 m, beating a metadata-based interaction-difficulty curriculum (1.822±0.014 m) with statistical significance.
  • The method also shows lower variance than both a uniform baseline and demonstrates that TracIn scores are nearly orthogonal to existing scenario metadata (Spearman ρ=-0.014), suggesting it captures training dynamics not reflected in hand-crafted features.
  • The study finds that full-data curriculum weighting with TracIn scores works best, while hard data selection (e.g., using a 20% subset) substantially degrades performance, indicating an important distinction between weighting and pruning.
  • Overall, the work positions gradient-based data valuation as a practical way to improve sample efficiency for game-theoretic motion planning.

Abstract

We demonstrate that gradient-based data valuation produces curriculum orderings that significantly outperform metadata-based heuristics for training game-theoretic motion planners. Specifically, we apply TracIn gradient-similarity scoring to GameFormer on the nuPlan benchmark and construct a curriculum that weights training scenarios by their estimated contribution to validation loss reduction. Across three random seeds, the TracIn-weighted curriculum achieves a mean planning ADE of 1.704\pm0.029\,m, significantly outperforming the metadata-based interaction-difficulty curriculum (1.822\pm0.014\,m; paired t-test p=0.021, Cohen's d_z=3.88) while exhibiting lower variance than the uniform baseline (1.772\pm0.134\,m). Our analysis reveals that TracIn scores and scenario metadata are nearly orthogonal (Spearman \rho=-0.014), indicating that gradient-based valuation captures training dynamics invisible to hand-crafted features. We further show that gradient-based curriculum weighting succeeds where hard data selection fails: TracIn-curated 20\% subsets degrade performance by 2\times, whereas full-data curriculum weighting with the same scores yields the best results. These findings establish gradient-based data valuation as a practical tool for improving sample efficiency in game-theoretic planning.