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

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 $1.704pm0.029$,m, significantly outperforming the metadata-based interaction-difficulty curriculum ($1.822pm0.014$,m; paired $t$-test $p=0.021$, Cohen’s $d_z=3.88$) while exhibiting lower variance than the uniform baseline ($1.772pm0.134$,m). Our analysis reveals that TracIn scores and scenario metadata are nearly orthogonal (Spearman $ρ=-0.014$), 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 $2times$, 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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