GraphChase: A Platform and Benchmark for Urban Network Security Games
Authors: Shuxin Zhuang, Shuxin Li, Tianji Yang, Muheng Li, Xianjie Shi, Bo An, Youzhi Zhang
Abstract
After the achievement of solving two-player zero-sum games, more AI researchers focus on solving multiplayer games. Urban Network Security Games (\textbf{UNSGs}) represent a class of such games, modeling real-world scenarios where law enforcement must strategically allocate limited resources to intercept criminals escaping within urban networks, and have gained considerable research attention. However, progress in this field has been limited by the absence of a standardized experimental platform and realistic benchmarks with heterogeneous travel costs. To address this limitation, we introduce \textbf{GraphChase}, an open-source platform designed to support the development and evaluation of algorithms for UNSGs. GraphChase offers a unified environment for modeling diverse UNSG variants on unweighted and weighted road networks across urban topologies. It also incorporates learning-based algorithms as baseline references for researchers. Furthermore, our experiments with GraphChase reveal that existing approaches to UNSGs still face challenges in terms of robustness and scalability, and suffer performance degradation when deployed under weighted edge costs, highlighting a sim-to-real generalization gap. GraphChase thus provides a realistic testbed for developing and validating UNSGs solvers under realistic travel-time heterogeneity.
Computing Nash equilibrium policies in multi-agent Pursuit-Evasion games (PEG) is challenging due to the exponential growth of the joint state and action spaces with the number of agents. Existing approaches either rely on offline equilibrium approximations, which may lack adaptability during execution, or online planning methods, which suffer from large branching factors. In this work, we propose Primitive-Guided Tree Search (PGTS), a hybrid framework that integrates offline exact Nash equilibrium computation with online tree search: PGTS first solves a collection of smaller, tractable sub-games offline; at deployment, PGTS performs online tree search at each time step, using the optimal sub-game policies and value functions to guide tree expansion and estimate leaf-node values. Extensive experiments on varied graph topologies, including real-world networks, demonstrate that PGTS significantly outperforms state-of-the-art learning and heuristic baselines, while maintaining robust performance against adversaries.
Spatio-temporal graph neural networks (STGNNs) are widely used for short-term forecasting in dynamic physical systems such as traffic and weather. However, the prevailing evaluation practice uses real world benchmark data sets in a single domain with a single fixed holdout splits, making it difficult to compare architectures across different dynamical regimes. We introduce ChaosNetBench (CNB), a synthetic benchmark dataset and evaluation framework for studying STGNN performance under controlled multidimensional chaotic dynamics. CNB is built on a lattice of coupled standard maps with independently tunable local chaos (K), coupling strength (ε), and system size (N), providing known topology and known dynamics across 96 system instances and 9{,}600 trajectories. We introduce chaos indicators, evaluation metrics and a protocol to analyze and compare the capacity of STGNN architectures to deal with different levels of local and global chaos. We illustrate the usage of the framework by analyzing 13 architectures (5 STGNNs and 8 non-graph baselines). The results reveal a regime dependent transition in which non-graph baselines (TCN, N-BEATS, iTransformer) remain competitive when there is low local chaos, while STGNNs (e.g., Graph WaveNet, D2STGNN, STAEformer) are generally more resilient to higher levels of local and global chaos. CNB provides a practical, reusable testbed for systematically comparing and analyzing the capacity of STGNN architectures to handle different levels of local and global chaos.
Preference-Conditioned Policy Learning (PCPL) in Multi-Objective Reinforcement Learning (MORL) approximates diverse Pareto-optimal solutions by conditioning a single policy on user-specified preferences, enabling run-time adaptation to arbitrary trade-offs without retraining. However, existing PCPL benchmarks are largely restricted to toy tasks and fixed environments, limiting their realism and scalability. To address this gap, we introduce GraphAllocBench, a flexible benchmark built on CityPlannerEnv, a novel graph-based resource allocation sandbox inspired by city management. GraphAllocBench provides a rich suite of problems with customizable objective functions, varying preference conditions, complex Pareto Fronts, and high-dimensional scalability. We further propose two supplementary metrics -- Proportion of Non-Dominated Solutions (PNDS) and Ordering Score (OS) -- that capture prediction reliability and preference consistency while complementing the widely used hypervolume metric. Through experiments with several state-of-the-art PCPL algorithms and our own MLP and graph-aware PCPL-PPO baseline, we show that GraphAllocBench exposes distinct failure modes that hypervolume alone does not capture but our supplementary metrics reveal, while motivating graph-based approaches such as Graph Neural Networks (GNNs) for scaling to complex, high-dimensional allocation tasks. By letting users freely vary objectives, preferences, and allocation rules, GraphAllocBench serves as a versatile and extensible testbed for advancing PCPL.