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

Shihao Li
Jiachen Li
Dongmei Chen
Main:7 Pages
7 Figures
Bibliography:1 Pages
4 Tables
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±0.0291.704\pm0.029\,m, significantly outperforming the metadata-based interaction-difficulty curriculum (1.822±0.0141.822\pm0.014\,m; paired tt-test p=0.021p=0.021, Cohen's dz=3.88d_z=3.88) while exhibiting lower variance than the uniform baseline (1.772±0.1341.772\pm0.134\,m). Our analysis reveals that TracIn scores and scenario metadata are nearly orthogonal (Spearman ρ=0.014\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 2×2\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.

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