# HGFormer: A Hierarchical Graph Transformer Framework for Two-Stage Colonel Blotto Games via Reinforcement Learning

arXiv: https://arxiv.org/abs/2506.08580 · HTML: https://mlsanity.com/paper/2506.08580/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in RL for games and combinatorial optimization, one of 15 directions in Deep reinforcement learning methods.
- Builds on 11 of its 27 references that are in the map.
- First posted on arXiv 10 Jun 2025.

## Placed in

- Deep reinforcement learning methods / [RL for games and combinatorial optimization](https://mlsanity.com/deeprl/rl-for-games-and-combinatorial-optimization/)

## Builds on (most cited first, 11 of 11)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [BERT: Pre-training of Deep Bidirectional Transformers for Language Understanding](https://mlsanity.com/paper/1810.04805/) (2018)
- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Pointer Networks](https://mlsanity.com/paper/1506.03134/) (2015)
- [How Attentive are Graph Attention Networks?](https://mlsanity.com/paper/2105.14491/) (2021)
- [Sample Efficient Reinforcement Learning with REINFORCE](https://mlsanity.com/paper/2010.11364/) (2020)
- [Graph Pointer Neural Networks](https://mlsanity.com/paper/2110.00973/) (2021)
- [Unsupervised Resource Allocation with Graph Neural Networks](https://mlsanity.com/paper/2106.09761/) (2021)
- [Double Oracle Algorithm for Game-Theoretic Robot Allocation on Graphs](https://mlsanity.com/paper/2312.11791/) (2023)
- [Reinforcement Learning Agents in Colonel Blotto](https://mlsanity.com/paper/2204.02785/) (2022)
- [Online Learning in Budget-Constrained Dynamic Colonel Blotto Games](https://mlsanity.com/paper/2103.12833/) (2021)

## Abstract (arXiv)

Two-stage Colonel Blotto game represents a typical adversarial resource allocation problem, in which two opposing agents sequentially allocate resources in a network topology across two phases: an initial resource deployment followed by multiple rounds of dynamic reallocation adjustments. The sequential dependency between game stages and the complex constraints imposed by the graph topology make it difficult for traditional approaches to attain a globally optimal strategy. To address these challenges, we propose a hierarchical graph Transformer framework called HGformer. By incorporating an enhanced graph Transformer encoder with structural biases and a two-agent hierarchical decision model, our approach enables efficient policy generation in large-scale adversarial environments. Moreover, we design a layer-by-layer feedback reinforcement learning algorithm that feeds the long-term returns from lower-level decisions back into the optimization of the higher-level strategy, thus bridging the coordination gap between the two decision-making stages. Experimental results demonstrate that, compared to existing hierarchical decision-making or graph neural network methods, HGformer significantly improves resource allocation efficiency and adversarial payoff, achieving superior overall performance in complex dynamic game scenarios.
