Improving Adversarial Training for Two-Player Competitive Games via Episodic Reward Engineering
Abstract
In recent years, training adversarial agents has become an effective and practical approach for attacking neural network policies. However, we observe that existing methods can be further enhanced by distinguishing between states leading to win or lose and encouraging the policy training by reward engineering to prioritize winning states. In this paper, we introduce a novel adversarial training method with reward engineering for two-player competitive games. Our method extracts the historical evaluations for states from historical experiences with an episodic memory, and then incorporating these evaluations into the rewards with our proposed reward revision method to improve the adversarial policy optimization. We evaluate our approach using two-player competitive games in MuJoCo simulation environments, demonstrating that our method establishes the most promising attack performance and defense difficulty against the victims among the existing adversarial policy training techniques.
Cite
Text
Chen et al. "Improving Adversarial Training for Two-Player Competitive Games via Episodic Reward Engineering." Transactions on Machine Learning Research, 2025.Markdown
[Chen et al. "Improving Adversarial Training for Two-Player Competitive Games via Episodic Reward Engineering." Transactions on Machine Learning Research, 2025.](https://mlanthology.org/tmlr/2025/chen2025tmlr-improving/)BibTeX
@article{chen2025tmlr-improving,
title = {{Improving Adversarial Training for Two-Player Competitive Games via Episodic Reward Engineering}},
author = {Chen, Siyuan and Zhang, Fuyuan and Li, Zhuo and Wu, Xiongfei and Chen, Jianlang and Zhao, Pengzhan and Ma, Lei and Zhao, Jianjun},
journal = {Transactions on Machine Learning Research},
year = {2025},
url = {https://mlanthology.org/tmlr/2025/chen2025tmlr-improving/}
}